Armor: A Tactical Game of Armored Combat in Western Europe, 1944-1945
Armor: A Tactical Game of Armored Combat in Western Europe, 1944-1945 Rulebook
Table of Contents
Table of Contents
- Data Card Corrections
- Introduction to the Rules
- Set Up and Preparation for Play
- The Armor Game Rules
- I. Introduction to the Armor Game Rules
- II. The Armor Game Sequence of Play
- III. General Game Procedures and Rules
- IV. The Sighting Phase
- V. The Order Plot Phase - How to Move
- VI. The Direct Fire Phase - How to Fire AP Shells
- VII. The Movement Execution and Opportunity Fire Phase
- VIII. The Final Facing and Adjustment Phase
- IX. Victory Conditions - How to Win
- The Advanced Game Rules
- I. Introduction to the Advanced Game Rules
- II. The Advanced Game Sequence of Play
- III. Advanced Game Command Sheet Preparation
- IV. The Advanced Order Plots
- V. Advanced Game Rules of Movement
- VI. Advanced Game Firing
- VII. The Close Assault Phase
- VIII. The Overrun Phase
- IX. Bailed Out Vehicle Crews and Transported Units
- X. Advanced Game Notes
- The Optional Rules
- I. Introduction to the Optional Rules
- II. Artillery and Mortar Rules - Indirect Fire
- III. Air Support Rules
- IV. Mine Rules
- V. Special Infantry Units and Equipment
- VI. Main Gun Depression
- VII. Effects of Turret Facing
- VIII. Time of Day and Weather Rules - Effects on Sighting and Movement
- IX. Smoke and Starshells
- X. Limited Intelligence
- XI. Fires in Buildings and Alleys
- The Scenarios
- Game Reference Material
- Sequence of Play Using All Options
- Data Card Listing
- The Armor Game Card (Part 1)
- The Armor Game Card (Part 2)
- The Armor Command Sheet
- Target Angle Wheel / River / Glider & Paratrooper Card
Data Card Corrections
- Card 120: Culin Device should be (01-40 Move).
- Card 145: Introduced in mid 1944.
Introduction to the Rules
I. General Introduction
ARMOR is a tactical game of ground combat in Western Europe (France, the low countries, and Germany) from June 1944 to May 1945. The game includes the most important and/or interesting units used by the Germans and Allied (United States of America and British Commonwealth, called "British") forces in these combats. The game can be played by two or more players, each commanding a small ground force.
The game has information for setting up ground actions of various forms; these scenarios being very flexible and giving a great variety of games that can be played using the same rules. Experienced wargamers will find that the ARMOR scenarios are more open-ended and less structured than those found in most other boardgames.
These rules may seem long and complex, but their bulk is deceptive. The rules need not be memorized, but should be carefully and thoroughly read. To jog players' memories, the most commonly used and needed information is given on the Game Cards, the Data Cards, and the Command Sheet for easy accessibility during play. In fact, players will discover that learning the game consists of learning relatively few procedures, and what the information and Tables on the Game Cards, Data Cards, and Command Sheet means. The rules should be used as a reference for questions that arise during the playing of a game, and a Table of Contents is included for ease in locating needed rules. The rules do not have to be learned at one sitting. Games can and should be played using only the Armor Game Rules until these are mastered. Then learn the Advanced Game Rules and play some games with those. The Optional Rules should be learned last, and selected Optional Rules introduced as the players' mastery of the game increases. There is no need for a new player to read further than the end of the Armor Game Rules before proceeding to the scenarios to begin setting up the first game.
II. Game Scales
Each hex on the mapboard is roughly 50 meters from side to side. Each Vehicle, Plane, or Anti-Tank Gun unit represents one actual item, with crew. Each Leg unit represents four to twenty men and their equipment. Each Armor Factor represents roughly 5mm Armor Basis. Each Turn represents twenty to ninety seconds of actual time.
III. Game Components
The following components are used for the play of ARMOR. Please inspect these components carefully, and familiarize yourself with them while reading through this section. Some components require some preparation before they can be used in a game, so follow the directions for preparing them.
A. MAPBOARD: The mapboard consists of three geomorphic sections that, once broken carefully apart, can be joined together in a variety of ways. The mapboard shows terrain features typical of Western Europe. The mapboard sections form the playing surface on which the combat units are placed and moved. A hexagonal grid is printed on the map to determine movement, facing and the exact position of the units. An individual hexagon is called a "hex." Each hex has a white Line of Sight Dot (called a "Dot") used for sighting and firing. Most hexes also have a four-digit identification code that serves as its designation. The hexes where the mapboards join do not contain an identification number, as these numbers would change depending on how the mapboard sections are joined together. These hexes can be identified by referring to either of the adjacent hexes on the joining mapboard sections as if they were a continuation of those hexes' numbering sequence. For example, mapboard sections "J" and "K" are joined as follows: the unnumbered hex between hex 1511 on section "J" and hex 3723 on section "K" can be identified as either hex J1512 (a continuation of the sequence from hex 1511 on mapboard section "J") or hex K3724 (a continuation of the sequence from hex 3723 on mapboard section "K").
The mapboard features are as follows:
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MAPBOARD SECTIONS: The mapboard has three sections, labeled with the letters "J", "K", and "L". The labeled hex on each mapboard section is called a Directional Hexagon, and provides a reference for every hex on their mapboard section, as the numbered hexsides provide the manner in which the sides of all hexes in that mapboard section are identified.
- a. DIRECTIONAL HEXAGON: Each side of a hex is identified by a number, that number corresponding to the number assigned to that same side of the Directional Hexagon on that mapboard section.
- b. CENTER HEXES: The two hexes that are in the center of each mapboard section are called the Center hexes, and are marked with a black six-sided star.
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MAPBOARD TERRAIN: The terrain types appearing on the mapboard are identified as follows, along with their standard abbreviations:
- a. CLEAR (CLR): A hex with no terrain printed in it is defined as a Clear hex. A Clear hex represents terrain that is basically flat and obstacle free.
- b. SCRUB (SCB): Any hex with this green pattern printed in it is defined as a Scrub hex. A Scrub hex represents terrain that is rather densely covered by low bushes, tall grass, etc.
- c. ROUGH (RGH): Any hex with this brownish pattern printed in it is defined as a Rough hex. A Rough hex represents terrain that is rocky and uneven, and covered with low obstacles.
- d. TRACK (TRK): Any hex with parallel brown lines printed in it is defined as a Track (unpaved path) hex.
- e. CREST (CST): Any hexside with this dark brown pattern printed along it is a Crest hexside. A Crest hexside represents a rather small and sudden rise in the ground of twenty to thirty feet in height.
- f. DEPRESSION (DPN): Any hex with this dark brown pattern printed in it is defined as a Depression hex. A Depression hex represents terrain that is clear, but fifteen to twenty-five feet lower than normal ground level.
- g. ROAD (ROD): Any hex with this thick brownish line printed in it is defined as a Road hex.
- h. SOFT GROUND (SFT): Any hex with this brown pattern printed in it is defined as a possible Soft Ground (called a "Soft") hex. A Soft hex represents terrain that is sandy or muddy. Used as Clear hexes in the Armor and Advanced Game Rules, their use is explained in the Optional Rules. The Soft "areas" on each mapboard section are identified by numbers.
B. UNIT COUNTERS: Die-cut counters of contrasting colors are provided for play of the game. There are two sheets of these counters, and when punched out, they provide a variety of units of many sizes and shapes. These are your playing pieces, and they are called units. Keep these units separated by color and type once punched out, as this greatly speeds the set-up and play of the game.
The units show the various vehicles, guns, and men available, as well as terrain and units needed for the mechanics of the game. The greenish-gray units show the German forces, the olive-drab units show the American forces, the light brown units show the British forces, and the green background units are for use by either side. The units contain some of the information needed to play the game.
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COMBAT UNITS:
- a. TRACKED VEHICLE UNITS (ALLIED AND GERMAN): show a unit name, a unit pictorial symbol, and a unit identification number.
- b. HALF-TRACK AND WHEELED VEHICLE UNITS (ALLIED AND GERMAN): show a unit name, a unit pictorial symbol, and a unit identification number.
- c. PLANE AND GLIDER UNITS (OPTIONAL RULES - ALLIED AND GERMAN): show a unit name, a unit pictorial symbol, and a unit identification number.
- d. LARGE TOWED UNITS (ALLIED AND GERMAN): Improved Position (IMP) and Bunker (BKR) styles; show a pictorial symbol (anti-tank gun) and a unit identification number.
- e. SMALL LEG UNITS (ALLIED AND GERMAN): pictorial symbol (infantry, machinegun or mortar) and unit identification number.
- f. SMALL TOWED UNITS (ALLIED): pictorial symbol (anti-tank gun) and unit identification number.
- g. BOAT UNITS (OPTIONAL RULES - ALLIED AND GERMAN): pictorial symbol (boat) and unit identification number.
NOTE: The pictorial symbols on the Combat units are not printed in constant scale with each other. If this had been done, the smaller units' pictures would have been far too small to contain any detail. Instead, each unit's picture was printed as large as possible to fit the unit counters and show maximum detail.
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TURRET UNITS (AXIS AND BRITISH): Buttoned Turret units and Open Turret units (each with a black turret side and a side in the nation's color).
NOTE: American Turret units are used by all Allied Vehicle units.
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SUPPORT UNITS:
- a. TERRAIN SUPPORT UNITS (EITHER SIDE): These represent military constructions, and are identified below, along with their standard abbreviations: BLOCK (BLK), DITCH (DCH), WIRE (WIR), MINES (MNS), PILLBOX (PBX).
- b. ARTILLERY IMPACT UNITS (OPTIONAL RULES - AXIS AND BRITISH): show a unit identification number and a unit pictorial symbol.
C. UNIT SORTING AND STORAGE TRAY: A compartmented plastic tray is included for the separation and storage of the units.
- SORTING AND LABELING: Sort the Combat, Turret, Support, and Miscellaneous units into the pockets of the tray, placing one or two types of units in each pocket. The Terrain units and Range Scales are too large for the pockets, and should be spread out in the bottom of the game box under the tray for storage. It is helpful to label each pocket with a china marker. Sorting the units greatly speeds the set up of the game, and time spent sorting the units as they are punched out is time well spent.
- BOX LAID FLAT: If the game box is to be kept flat, simply lay out the tray in the bottom of the box. Arrange the mapboards and other game components on top of these to completely cover the tray, and these will hold the units in their proper pockets.
- BOX LAID ON EDGE: If the game box is not kept flat, or is usually carried on its side, care must be taken to prevent the units from falling out of their proper pockets. A cardboard "lid" should be made for the tray, secured at the sides with cellophane tape "hinges".
D. GAME CARDS: The Game Card contains the most-used charts and tables needed for playing the game. Two cards are provided so that each side has one available for reference during a game.
E. COMMAND SHEET PAD: These sheets are used to record the movement and firing orders for the units and to record hits on them. Each player requires one sheet to play a game.
F. RULEBOOK: This booklet contains all the rules of play for ARMOR, information on setting up scenarios, and additional reference material.
G. DATA CARDS: The 49 Data Cards give the individual information for each type of Combat unit in the game. Each card is individually numbered to help in identification. The cards must be broken apart to be used for play. Note that some types of unit counters may be used with more than one Data Card. For example, the Cromwell units may be used with the Cromwell or Cromwell C/S (Data Cards 105 and 106).
H. TARGET ANGLE WHEEL/RIVER/GLIDER & PARATROOPER CARD: Printed on this card are the two Target Angle Wheels, River (RVR) Terrain units, and the Glider & Paratrooper Placement hexagon. All of these must be carefully cut out from the card for use in play. Trim around the thick lines of each unit, including the hex shapes in the centers of the Target Angle Wheels and the Glider & Paratrooper Placement hexagon.
I. DICE: Two decimal dice are included in the game, one white and one colored. They can be used as provided, but are easier to read if the numbers are filled in with a black waterproof felt-tip pen.
J. OTHER: Not included in the game, but necessary for play, is a pencil for each player. Pencils are recommended over pens to allow erasing.
IV. Interpreting the Data Cards
The Data Cards display the individual information needed to move and fight your Combat units. A single Data Card serves as a reference for all units of that type which a player has on the mapboard. All Vehicles, except Trucks (Data Cards 103, 115, and 133) and the Bren Carrier (Data Card 102) have information printed on both sides of their Data Card regarding the same Vehicle unit - one side covers information relating to moving and firing the Vehicle unit, and the other side covers information relating to that Vehicle unit being the "target" of hostile combat. All information for the Trucks and the Bren Carrier units is on the same side of their Data Cards. Cards 116, 117, and 134 each have two Vehicle units on the same card, but information regarding each Vehicle is listed on both sides of the card. All Towed units (Anti-Tank and Anti-Aircraft Guns) have all of their information printed on one side of their Data Card. All Leg units have all of their information printed on one side or the other of the same card, and there are several different Leg units given on each side of the card (Data Cards 100, 113, and 130). The reverse side of the Truck Data Cards gives information regarding Plane units, including Gliders. Information on the Terrain Support units is given for ready reference on Data Cards 110 and 137. Please examine the following sample Data Cards carefully (the book prints annotated samples of a Leg unit card, Towed unit card, Plane unit card, Truck unit card, and Vehicle unit card sides one and two, with circled numbers keyed to the entries below).
NAME AND UNIT: The name of the unit and the correct type of unit counter to be used with the Data Card or portion of the Data Card is identified. The "Front" of all the Combat unit pictures on the Data Cards point to the top of their Card. On Vehicle Data Cards, the name is repeated on both sides of the card, usually in a more complete form on Side Two.
POINTS: This is the Victory Point Value of each unit of this type. For Vehicle units there are three numbers given. The first number is the Total Point Value of the unit, the second is the Compartment Point Value of the unit, and the third is the Track or Gun Point Value of the unit. For Infantry units there are also three numbers given, but these are all Total Point Values. The first number is the Point Value of an Assault or Squad Plus unit, the second is the Point Value of a Squad, and the third is the Point Value of a 1/2 Squad. Some Plane units list two total Point Values. The one used depends on if the Plane unit is armed with Bombs or Rockets. All other Combat units list only one number, which is the Total Point Value of the unit. The Terrain Support Unit Values on Data Cards 110 and 137 list the Point Values of the various Terrain Support units and the Optional Radio Jamming Equipment.
RADIO: This information is used only with the Optional Rules. If "Yes" is noted, the unit has a radio. If "No" is noted, the unit does not have a radio. If a fraction is listed, this is the proportion of units of that type which have a radio. For example, "4/10" means that four units out of ten will have a radio.
NATION: This tells the nationality of the unit, British "Great Britain", American "U.S.A.", and German "Third Reich".
WEIGHT: This information is used only with the Optional Rules. The listed number gives the weight of the unit in tons.
SPEED: This is the number of Speed Factors that the unit has. For Towed units the word "Towed" appears indicating that these units can not move by themselves, but must be transported by Vehicle units. For Leg units the Normal number of Speed Factors is listed, and any variations due to weather (Optional Rules) listed next to that. For Vehicle units there are three Speed notations, Normal, Snow, and Mud. The Snow and Mud Speeds are used only with the Optional Rules, but are listed in the same manner as the Normal Speed is listed. The three numbers listed are the Speed Factor, the Road Movement Cost, and, last, the Track Movement Cost. The Road and Track Movement Costs are usually fractions. The Plane units have no Speed Factors listed (their movement is explained in the Optional Rules).
TURN COST: Only Vehicle units have a Turn Cost. Three numbers are given. The first number ("0" in all cases) is the Speed Factor cost for turning one hexside, the second number is the Speed Factor cost for turning two hexsides, and the third number is the Speed Factor cost for turning three hexsides in a single hex.
TRANSPORT: This gives the number of Stacking Factors that the unit may "transport", "tow", or "carry". Only Vehicle, Boat, and Glider units may be used to transport other units. Vehicle units may only transport Leg, Towed, or Boat units. Boat units may only transport Leg units. Gliders may transport a large variety of units, depending on the type of Glider unit. What types of units (L = Leg or T = Towed) a particular unit may transport is given next to the number or in the Notes. (There is no Data Card for Boat units. Their use is covered in the Optional Rules).
STACKING: This gives the Stacking Factor of the unit. Plane units have no Stacking Factors.
LOAD/UNLOAD: Only Leg and Towed units may be transported. The listed number is the number of Turns required for these units to be loaded on or unloaded from a transporting unit. The 88mm FLAK 38 AT Gun on Data Card 132 has an Optional number printed in parenthesis that is explained in the Optional Rules.
GUN SIZE: This gives the size (or sizes) of the gun(s) carried by the unit. If more than one gun is listed, the first one listed is always the main gun. The notation "MG" indicates that the main gun is a machinegun, or, if listed second, that the unit has independently fired machineguns in addition to the main gun. Plane and Leg units have no gun size listed.
RATE OF FIRE: This gives the rate of fire per Turn of the guns the unit has, listed in the same order as the gun sizes were listed. For most main guns, two numbers are listed (i.e. "2-3"), the first being the Slow Rate of Fire, and the second being the Rapid Rate of Fire.
TURRET TURN: Only Vehicle units may have turrets. The listed number gives the number of hexsides that a Turret unit may be pivoted during a Turn. If the word "None" appears, the unit does not have a rotating turret, but has a non-rotating "turret superstructure". If the word "Turretless" appears, the Vehicle unit has no turret or turret superstructure. If the word "Turretless (360 degrees)" appears, the Vehicle unit has no turret or turret superstructure, but its machineguns have a 360 degree Field of Fire and do not have to worry about the Vehicle unit's facing.
MAIN GUN DEPRESSION OR GUN DEPRESSION: Only the main guns on Vehicle units and Towed units have a gun depression. This series of five numbers is explained in the Optional Rules.
STRAFE, BOMB, AND ROCKET GP FACTORS, BOMB SCATTER: Only Plane units have these Factors, and their use is explained in the Optional Rules.
SIZE: Only Vehicle units have a Size. This number is used to modify the chances of hitting the Vehicle unit when Armor Piercing Shot is fired at it.
GP DEFENSE: All Combat units have a GP Defense Factor. For Plane units one number is listed which is always used. For Vehicle units two numbers are listed, the first being the GP Defense Factor of the Vehicle unit when it is not moving (NM), and the second being the GP Defense Factor of the Vehicle unit when it is moving (MV). The GP Defense Factor for Plane and Vehicle units is not affected by the terrain of the hex they occupy. For Leg units and Towed units, the GP Defense Factor is listed in the Target Information Chart, and depends on whether the unit is in Full Cover (FC), moving (MV) or not moving (NM), and the terrain of the hex they occupy. Block, Wire, Bunker, and Pillbox Terrain Support units also have a GP Defense Factor which never varies because of the terrain in their hex.
CLOSE ASSAULT DEFENSE: Only Vehicle units have a Close Assault Defense Factor. As with Vehicle GP Defense Factors, these vary if the Vehicle unit is moving or not, but are not affected by terrain.
MG LOCATIONS: This gives the locations of any independently fired machineguns on a Vehicle unit. The abbreviations indicate the locations as follows: UH: Upper Hull and TT: Turret Top. The use of these is explained in the Advanced Rules. If the letters "AA" appear in parenthesis, the machinegun they appear with may be used for anti-aircraft fire, as explained in the Optional Rules.
GUNNERY TABLES: Vehicle (with the exception of Truck units, which are not armed), Leg, and Towed units have Gunnery Tables which show the information needed to fire the guns. ARMOR units may use two types of destructive weaponry for Combat - Armor Piercing (AP) and General Purpose (GP - represents high explosives, fragmentation, and small arms). Those units with an AP Factor and a Penetration line on their Gunnery Tables have AP weapons. Those units with GP Factor lines (NM GP Factor and MV GP Factor) on their Gunnery Tables have GP weapons. Some units may use both AP and GP, while others can fire only AP or GP. On Vehicle units that have them, the GP Factors of independently fired machineguns are listed (MG NM GP Factors and MG MV GP Factors). An additional type of weapon is the flamethrower on Data Cards 108 and 137, which are explained in the Optional Rules. Also explained in the Optional Rules is the use of the special AP weapon, APCR found on Data Cards 126 and 127.
RANGE LINE: All units with Gunnery Tables have a double Range Line somewhere in the Tables. The Rate of Fire and effectiveness of AP and GP weapons varies on either side of the Range Line. All Ranges in Hexes to the left of the Range Line are Short Range, and all Ranges in Hexes to the right of the Range Line are Long Range.
DAMAGE CAUSED TABLE: All AP armed units have a Damage Caused Table that is used to determine the extent of damage caused by hits that penetrate the armor of an enemy Vehicle unit.
BAILED OUT CREW: Only Vehicle units (with the exception of those Vehicles with crews too small to worry about) and Towed units have this information. The information given shows the Gunnery Tables of these units' crews when they leave the unit (they function basically as weak Infantry units).
HIT DETERMINATION TABLES: These Tables are used to determine where an AP shell hits a Vehicle unit, and whether or not it penetrates its armor at the point it hits. The Hit Determination Tables for Turretless Vehicle units are somewhat smaller than the ones for Vehicles with Turrets or Turret Superstructures. That for the Archer Tank Destroyer (Data Card 109) is slightly different from all others due to the gun being mounted to face the rear of the Vehicle.
- a. The Hit Determination Tables are divided into three major columns, Level, Rising, and Falling, which refer to the comparative elevations of the firing and target units.
- b. Each of the three major columns is divided into four Angle columns, 0, 30, 45, and 60 degrees, which refer to the angle of the firing unit to the target unit.
- c. Each Angle column is further divided into two columns labeled HT (Hit column) and AB (Armor Basis column). The numbers in the Hit column are used to determine where an AP shell hits, and the numbers in the Armor Basis column show the thickness of the armor at that place on the target unit.
- d. The Type Hits, along the sides of the Hit Determination Tables show the possible types of hits on the Front, Side, or Rear of the target unit. The abbreviations listed there stand for the following types of hits:
- (1) TURRET HITS: TF: Turret Front; GM: Gun Mantle; TT: Turret Top; TS: Turret Side; TR: Turret Rear
- (2) HULL HITS: UH: Upper Hull; LH: Lower Hull; HD: Hull Deck; HS: Hull Side; HR: Hull Rear
- (3) GUN HIT: GN: Main or Turret Gun
- (4) TRACK OR TIRE HIT: TK
NOTES: These mention when the unit was first available for combat, production information, etc. The Notes also mention any special rules or conditions that apply to that individual unit.
AVAILABLE: This is found only on Plane Cards. It tells when the plane type was first introduced.
AMMO (OP): This gives the amount of ammunition a Vehicle unit can carry (see Optional Rules).
Set Up and Preparation for Play
I. Scenario and Side Selection
A. SCENARIO SELECTION: Select a scenario from the Scenario section of this rulebook. All the specific information necessary for the set up is listed in the scenarios. The scenarios in ARMOR, unlike most other boardgames on the market, are very flexible in their format, allowing very different games to be played each time a scenario is used. The smaller scenarios are given first in the Scenario section, and it is suggested that players use these for their earliest games while familiarizing themselves with the game mechanics. The larger scenarios can be tried as experience is gained.
B. DETERMINING SIDES: Which player will be on which side is never determined until after the mapboard is set up.
II. Mapboard Set Up
A. PLAYING AREA: ARMOR can be played on any smooth level surface, but a large table is best. There should be room on the table for the mapboard and all other needed game components.
B. MAPBOARD SECTION PLACEMENT: There are many different ways in which the mapboard sections may be placed together to form the full mapboard for a game:
- EDGE-TO-EDGE: The mapboard sections are placed together so that their longer sides are touching. (A sample Edge-to-Edge set up is diagrammed in the book.)
- END-TO-END: The mapboard sections are placed together so that their shorter sides are touching. (A sample End-to-End set up is diagrammed in the book.)
- STAGGERED: The mapboard sections are placed together in a manner where the finished mapboard will not be rectangular in shape. (A sample is diagrammed in the book.)
If you wanted to note exactly how the Staggered mapboard sections were joined, you could note any hex numbers on adjoining mapboard sections that are adjacent where the sections join. For example, in the set up shown in the book, the notation K3813-J3801, J1412-L1436 would identify the adjacent hexes where the mapboard sections join.
C. TERRAIN UNIT PLACEMENT: Information telling what terrain units are used and where they should be placed is listed in the individual scenarios. Not all Terrain units are used in every scenario, and only a few Terrain units have exact locations given - exactly where the Terrain units are to be placed is largely left to the players. To indicate exactly where Terrain units are to be placed, the following system can be used, but is not employed in the scenarios as exact placement can be very tedious and time-consuming.
- Each Woods, Hill, Hedgerow, and River unit contains an identifying number code ("27" - "113") and a triangle symbol, if over one hex in size. To list the exact placement of a Terrain unit more than one hex in size, note two four-digit hex identification codes. The first lists the hex to place the triangle in, and the second lists the hex to place the number code in. One four-digit identification will suffice for Terrain units that are only one hex in size.
- LARGE BUILDINGS: Whenever Building units are placed in adjacent hexes, they should be placed as in the diagram in the book, and are considered to be one large building. A large building could consist of adjacent Building and Alley units.
- MULTI-LEVEL HILLS: Hill Terrain units may be stacked one on top of another (always smaller units on top of larger units) to form multi-level hills up to four levels high. In addition, Building, Alley, Woods, and Hedgerow units may also be stacked on top of Hill Terrain units.
- MULTI-LEVEL BUILDINGS: Building units may be stacked one on top of another to form multi-storied buildings up to four levels high. If Building units are stacked on top of Hill Terrain units, the total of Hill and Building units should not exceed four levels high.
- RIVERS: River units may be placed to form broad rivers that cover many mapboard hexes, turning these into River hexes. Hill Terrain units may be placed on top of River hexes, complete with Building, Woods, etc. units, to form "islands" in the river.
- SPANS: Span units may be placed as bridges across Stream hexes (turning them into Bridge hexes), or placed in adjacent hexes, as shown in the diagram in the book, to show bridges across the River hexes. Generally, Span units should be placed where roads lead up to them.
- Any Terrain units placed in a hex will negate the original terrain printed in that hex. Terrain units may be placed anywhere (within the scenario guidelines) on the mapboard for a game, but should generally not be placed in Road or Track hexes. Building units should generally be placed adjacent to Road or Track hexes, and should not be placed in Woods, Hedgerow, Stream, or Span hexes.
D. TERRAIN SUPPORT UNIT PLACEMENT: If Terrain Support units are used in a game, the side using them may set them up anywhere on the mapboard with the following restrictions:
- SETTING UP BLOCK UNITS: May not be set up in Building, Stream, or River hexes, or in the same hex with Ditch, Improved Position, or Wire units.
- SETTING UP DITCH UNITS: May not be set up in Building, Depression, Stream, or River hexes, or in the same hex with Block, Improved Position, Pillbox, Bunker, or Span units.
- SETTING UP IMPROVED POSITION UNITS: May not be set up in Building, Stream, or River hexes, or in the same hex with Block, Wire, Ditch, Pillbox, or Bunker units.
- SETTING UP WIRE UNITS: May not be set up in Building, Stream, or River hexes, or in the same hex with Block or Improved Position units.
- SETTING UP MINE UNITS: May not be set up in Building or River hexes, or in the same hex with Ditch, Improved Position, Pillbox, or Bunker units.
- SETTING UP PILLBOX UNITS: May not be set up in Building, Stream, or River hexes, or in the same hex with Ditch, Improved Position, Mine, Bunker, or other Pillbox units.
- SETTING UP BUNKER UNITS: May not be set up in Building, Stream, or River hexes, or in the same hex with Ditch, Improved Position, Mine, Pillbox, or other Bunker units.
- No Terrain Support units may be set up closer than five hexes range from a mapboard side. Once placed, all Terrain Support units remain in place and cannot be moved during the game. Terrain Support units do not negate the original terrain in the hex. None of these units is used in the Armor Game.
E. COMBAT UNIT PLACEMENT: Both sides select the Combat units and Artillery Impact units (Optional Rules) needed for the scenario, and the Data Cards for the units being used. Where these units are placed on or enter the mapboard at the start of the game is listed in the individual scenarios. Place Turret units on all Vehicle units that require them.
F. FINAL PREPARATIONS: Lay out a Command Sheet for each player in a convenient spot where it can be written on, yet concealed from the view of players on the other side. Data Cards should be laid out where they can be instantly referred to by the player using that type of unit. The Game Cards, Target Angle Wheels, Dice, and Range Scales should be laid out in convenient locations for easy use.
III. Command Sheet Preparation
The Command Sheets contain a list of Command Notations (not all used in the Armor Game) used in plotting orders in the Combat Unit Columns, and a Vehicle Movement Costs Chart for easy reference during a game. The use of the Artillery Plot section is explained in the Optional Rules, and this section is not used for play of the Armor or Advanced Games. At the top of the Command Sheets are twelve Combat Unit Columns. Each Combat Unit Column is used to plot the orders for one Combat unit on the mapboard. In the boxes at the top of each Combat Unit Column, the players should fill in the name and identification of each unit they command (as shown in the sample in the book).
The Armor Game Rules
I. Introduction to the Armor Game Rules
ARMOR is basically a two-player game using a simultaneous system for moving and firing. Each player uses his forces, German or Allied, to accomplish the objectives of the scenario being played.
The Armor Game Rules cover the play of ARMOR in its simplest form, and only some of the Vehicle units are used for games using these rules. After reading the Armor Game Rules, new players should try a few games using Scenario One before trying to learn the rest of the rules in the Advanced Game and Optional Rules sections.
The Armor Game is concerned with the mechanics of the game, specifically for combats between armored fighting vehicles. The Advanced Game Rules introduce new topics that build on the concepts that have become familiar through play of the Armor Game. The Optional Rules introduce yet more topics, and add rules that provide additional realism and complexity. If players master each section of the rules before going into the next section, they will find that learning and understanding the rules will be much easier.
Not all units and Data Cards are used in the Armor Game. Data Cards numbers 100-103, 110, 113-117, 130-134, and 137 are not used, and the units used with them are also not used. The Terrain Support units and the Full Cover, Fire, Smoke, Destroyed, Hasty Entrenchment, and Boat units are also not needed for play of the Armor Game.
II. The Armor Game Sequence of Play
The game starts when all set up and preparation is completed. The game is played in Turns. Each Turn is divided into five Phases, which must be performed in the sequence described below.
A. THE SIGHTING PHASE: Through use of the Range Scale and the Sighting Ranges and Sighting Elevation Tables on the Game Cards, the players determine which enemy units each of their own units can "see".
B. THE ORDER PLOT PHASE: The players secretly write the orders for each of their Combat units for the current Turn on their Command Sheets. This writing of a series of letter and number notations is called plotting orders. Each notation indicates specific actions that the unit will perform during the Turn.
C. THE DIRECT FIRE PHASE: Each player now executes all the Direct Fire orders that were plotted for their units. The fire is resolved, and all knocked out units replaced by Wreck units and/or hits marked on the Command Sheets.
D. THE MOVEMENT EXECUTION AND OPPORTUNITY FIRE PHASE: The players now make their plotted movements sequentially, the German side moving first on odd numbered Turns, and the Allied side moving first on even numbered Turns. While one side moves units, the other side watches the path of each moving unit to determine if Opportunity Fire is triggered. As each Opportunity Fire is triggered, the fire is resolved, and all knocked out units replaced by Wreck units and/or hits marked on the Command Sheets.
E. THE FINAL FACING AND ADJUSTMENT PHASE: The players may now turn all units with orders to Pivot in Place, turn all movable Turret units, and replace any Turret units they wish to change. This is done sequentially, with the German side going first on odd numbered Turns, and the Allied side going first on even numbered Turns. While one side performs these tasks, the other side watches.
III. General Game Procedures and Rules
The following all play a part in several different Phases of a Turn.
A. READING THE DICE: The two dice included in the game are called decimal dice since they can roll ten different numbers (0-9). Whenever they are both rolled, they are read in the order "white die", "colored die" to form combined numbers from "01" (lowest) to "00" (highest). For example, if the white die shows a "6", and the colored die shows a "7", the dice number rolled is read as "67."
B. STACKING UNITS PER HEX LIMITATIONS: Practically considered, a 50 meter hex is a large area, and real limits on the numbers of units in a hex can not be imposed, although a large mass of units in one hex would definitely present an inviting target.
- There is no limit on the number of units of one side that may be present in the same hex at the same time, regardless of the number of Stacking Factors those units represent. However, any time there are more than four Stacking Factors in the same hex at the same time, a unit in that hex may be fired at as if the hex were a clear hex, regardless of the actual terrain in the hex. Also, units in a hex that contains over four Stacking Factors may be sighted from twice the normal sighting range. Leg and Towed units that are transported by Vehicle units do not have their Stacking Factors counted while being transported, although they are counted while loading or unloading (see the Advanced Rules for Leg and Towed units - they are not used in the Armor Game).
- Units may never end their movement in a hex containing a unit from the other side, but must end their movement prior to entering such a hex.
- Wreck units add two Stacking Factors to whichever side is in their hex.
- Terrain and Terrain Support units have no Stacking Factors, except Pillbox and Bunker units, which are both worth 2 Stacking Factors.
C. UNIT FACING: The front of all Combat units is shown on their Data Cards - the front of each unit faces the top of the Card.
- Except during reverse moves, a unit must always be moved with the front of the unit facing towards the direction of movement. During reverse moves, a unit moves in exactly the reverse of the unit's facing.
- Units must at all times be facing towards a definite hexside, not towards the angle of a hex. Be very careful with the placement of units with regard to their facing, especially when more than one unit is present in a hex, so that no chances for confusion exist. (Diagram: correct = facing a hexside; incorrect = facing a hex angle.)
- Turret units on Vehicles that have turrets may be facing in a different direction from the front of the unit on which they are placed. Be equally careful when facing the Turret units as when facing the Vehicle units on which they are placed.
D. MEASURING RANGES: The Range Scales are used to measure all ranges for sighting and firing. The marks on the Range Scales are exactly one hex distance apart.
- Place a corner of the "1" end of a Range Scale on the Dot in the hex from which the firing or sighting takes place. Run the edge of the Range Scale to the Dot in the target hex.
- a. If a line on the Range Scale falls directly on the Dot in the target hex, the range is the number printed before reaching that line.
- b. If a line on the Range Scale falls past the Dot in the target hex, the range is the number printed in the section of the Range Scale that covers the Dot.
- For longer ranges of up to 48 hexes, lay out two or all three Range Scales end to end. Note that the Range Scales have the ranges 17-32 printed in parenthesis for ease in making measurements up to 32.
- For ranges longer than 48 hexes (rarely occurs), the Range Scales must be "leap-frogged" forward and added together to measure the range.
IV. The Sighting Phase
Units must be "seen" to be fired at by a specific unit. In ARMOR, a unit must have a clear line of sight and be within sighting range before it can fire at enemy units. A single unit may sight any and all enemy units that can be "seen" from its hex. Sightings can be made in all directions.
A. GENERAL SIGHTING PROCEDURE: Using the Range Scales as straight edges, check any questionable sightings for blocking terrain and range. A hex that cannot be sighted may not be fired at. After their first few games, players will find that most sightings are obvious, and only a few "close" ones need to be checked every Turn.
B. LINE OF SIGHT: The Line of Sight for a unit is a straight line from the Dot in the hex containing the sighting unit to the Dot in the hex being sighted. Terrain may block the line of sight and prevent sighting. The edge of a Range Scale or any other straight edge may be used to check this straight line.
- ELEVATION LEVELS: All terrain in ARMOR is divided into six elevation levels, called levels "-1," "0," "+1," "+2," "+3," and "+4."
- a. LEVEL -1: This is terrain that is lower than the general ground level elevation - Depression hexes, Ditch units.
- b. LEVEL 0: This is terrain at normal ground level elevation, and covers all terrain not covered in the other levels such as Terrain Support units, Defilade hexes, Scrub hexes, Stream hexes, Bridge hexes over Streams, etc.
- c. LEVEL +1: This is terrain that is higher than the general ground level elevation - Building and Alley units, Bunker units, Span units bridging River hexes, Crest hexsides, and lone Hill units.
- d. LEVEL +2: This is terrain that equals two Level +1 elevation levels - Hill units stacked two high, a Building unit stacked on a lone Hill unit, a two story Building unit, etc.
- e. LEVEL +3: This is terrain that equals three Level +1 elevation levels - Hill units stacked three high, a three-story Building unit, a Building unit stacked on two stacked Hill units, Woods or Hedgerow units alone, etc.
- f. LEVEL +4: This is terrain that equals four Level +1 elevation levels - Hill or Building units stacked four high, a Building unit stacked on three stacked Hill units, a Woods or Hedgerow unit stacked on one Hill unit, etc. Elevations of greater than Level +4 are possible by stacking Wood or Hedgerow or single Building units on stacked Hill units, but Hill and Building units may not be stacked, alone or together, in such a way that a Combat unit in the hex would be higher than Level +4.
- g. Friendly and/or enemy Combat units will never block the line of sight. Only terrain can block a line of sight.
- h. Although single Buildings are Level +1, and Woods and Hedgerow units are Level +3, they do not add to the elevation of a Combat unit placed on them. For example, a Woods unit is placed on Level 0 hexes. A Vehicle unit that enters these Woods hexes is considered to be at Level 0 elevation, not at Level +3 elevation.
- (1) Hill units do add to the elevation of other units placed on them.
- (2) Ditch units do subtract one from the elevation of the hexes in which they are placed.
- (3) For Buildings, a Combat unit in the second story is at Level +1, a Combat unit in the third story is at Level +2, etc.
C. SIGHTING RANGES - THE SIGHTING RANGES TABLE: Even with an unblocked line of sight, a hex must also be close enough to be seen in order to be sighted. The range at which a Combat unit may be seen is shown on the Sighting Ranges Table. The procedure for using this Table is as follows:
- Measure the range from the sighting unit to the target hex.
- Weather in the Armor Game is always "Day Armor/Advanced," so the sighting distances listed by the words "Day Armor/Advanced" are the ones used for the Armor and Advanced Rules games. In the Sighting Unit column, the unit may be either Normal (Open Turret unit on a Vehicle unit, or any other type of Combat unit), or Buttoned (Buttoned Turret unit on a Vehicle unit). The appropriate line for the unit used for the sighting is selected.
- Along the top of the Table find the terrain in the target hex being sighted, and, under that, the type of Combat unit in the target hex - Vehicle, Plane, Glider, or Bunker units ("VH"), Large Towed and Pillbox units ("LG"), or Small Leg or Towed units ("SM"). As only Vehicle units are used in the Armor Game, this is the column that will always be used for games played using the Armor Game Rules. If the terrain in the target hex is mixed, use the type of terrain that lists the smallest ranges. For example, if a Block unit is placed in a Scrub hex, the ranges listed under Block would be used as they are smaller.
- Crossgrid the entries to find the longest range from which the unit can be sighted. For units in Defilade hexes, there are two range numbers listed. The first number is the range from which the unit can be sighted from a higher elevation than the target hex. The second number is the range from which the unit can be sighted from the same or lower elevations than the target hex.
- Regardless of the listed ranges, any unit which fires is sighted by all units with an unblocked line of sight to its hex for the following Turn only. This would not apply on later Turns if the sighted unit did not fire again.
- Units in a hex containing more than four Stacking Factors can be sighted from twice the normal range.
- EXAMPLE: A Firefly unit with an Open Turret unit is trying to sight a Panther unit in a Rough hex. Crossgridding "Normal" with "VH" in the "Depression or Rough" section, the number "15" is found. The Panther unit may be sighted if the range is fifteen or less.
V. The Order Plot Phase - How to Move
All units are assumed to be carrying out similar orders simultaneously. The orders for each unit must be secretly plotted in its column of the Command Sheet before any orders are executed. Players should mark on their Command Sheets in pencil to facilitate erasing. Check over the plotted orders to be sure they are correct and legal after all notations are written.
A. COMMAND SHEET NOTATIONS: The Command Sheet is used by the players for plotting the orders for the units they control. A system of notations is used in marking these entries. All players must learn and use the system, so that any other player could understand their orders. For the Armor Game, only the following notations are used (for easy reference during play, all order notations are printed on the Command Sheets):
- GENERAL NOTATION RULE: The orders are plotted for each unit in the column under the name and identification number of the unit on the line containing the current Turn number. If no notations are made, the unit does nothing.
- FIRING ORDERS: Firing orders may be plotted against enemy units or any hexes that can be sighted. Only the main guns and AP weapons are used for the Armor Game.
- a. DIRECT FIRE ORDERS ("F"): The notation "F," followed by the identification number of an enemy unit is an order to use Direct Fire against that unit during the Direct Fire Phase. If this notation is used, the firing unit may expend no more than two Speed Factors for movement during the Turn. For example, the notation "F-700" is an order to use Direct Fire against enemy unit 700.
- b. OPPORTUNITY FIRE ORDERS ("N"): The notation "N," followed by the number of a hex is an order to use Opportunity Fire against any unit that crosses the line of sight to that hex. For example, the notation "N-1802" is an order to use Opportunity Fire against hex 1802, or anything in the line of sight from the firing unit's hex to that hex.
- (1) If this notation is used, no other orders of any kind may be plotted for the unit.
- (2) A unit may not plot Opportunity Fire for the hex it occupies.
- (3) Opportunity Fire takes place during the Movement Execution and Opportunity Fire Phase.
- c. If there are any movement orders of any kind plotted, all main gun fire is impossible at Long Range (on the right side of Range Line).
- MOVEMENT ORDERS: Movement orders are plotted to maneuver the units across the mapboard hex grid.
- a. FORWARD MOVEMENT ORDERS (number): Any number written is the number of hexes the unit will move forward (in the direction in which the unit faces) in a straight line during the Movement Execution and Opportunity Fire Phase.
- b. UNIT TURNING ORDERS ("L" AND "R"): The notation "L" is an order to change the unit's facing one hexside to the left (i.e., make a 60 degree left turn). The notation "R" is an order to change the unit's facing one hexside to the right. Multiple turns are indicated by repeating a turn order more than once. For example, the notation "RR" indicates two successive turns to the right. Plotted turning takes place during the Movement Execution and Opportunity Fire Phase.
B. GENERAL RULES OF MOVEMENT:
- Each unit has a Speed Factor that determines the number of hexes it can move during a Turn. This Speed Factor appears on the unit's Data Card as its Speed.
- Each unit expends Speed Factors as it turns in a hex and/or enters new hexes.
- a. The cost in Speed Factors for a Vehicle unit to turn in a hex is printed on its Data Card as its Turn Cost. These costs are for turns made in one hex. A vehicle unit turns within a hex, expends any turn costs, then moves to the next hex and starts over when expending turn costs for that next hex. For example, a unit with a Turn Cost of "0-1-2" can turn one hexside at "0" cost in Speed Factors, two hexsides at a cost of "1" Speed Factor, or three hexsides at a cost of "2" Speed Factors.
- b. The cost in Speed Factors for a Vehicle unit to enter a hex is printed on the Vehicle Movement Costs Chart printed on the Command Sheets. For example, entering a Clear hex costs one Speed Factor, and entering a Scrub hex costs two Speed Factors.
- (1) Movement into "P" ("Prohibited") hexes is not allowed.
- (2) Crossing Crest hexsides and entering Smoke and Wire hexes costs a value added to the cost of any other terrain ("OT") in the hex.
- (3) Only the movements to be made are plotted. No note is made of the movement costs to make those moves - this should be figured in your head as the notations are written.
- A unit may always enter at least one new hex during its movement, if it does no firing and expends no Speed Factors for other moves, even if the cost of entering the hex exceeds the unit's Speed Factor.
- A player may move as many or as few of his units during a Turn as desired, and may move them any number of hexes, up to the limits of their Speed Factors. Every unit does not have to be moved, nor does any unit have to be moved. A unit may use only part of its Speed Factor, if the player desires. Movement is completely voluntary.
- Units may move in any direction or combination of directions, as long as the Speed Factors are available for the movement, and as long as movement is not into a "prohibited" hex. Movement from hex-to-hex must be consecutive; a unit may not skip hexes.
C. SAMPLE COMMAND SHEET NOTATIONS: A STG IIIG/75 is used in all the following examples. Consult this Data Card (138) while studying the examples.
- Move two hexes through Clear terrain (2 Speed Factors), turn twice to the right (1 Speed Factor), move one hex through Clear terrain (1 Speed Factor).
- Move one hex into Scrub terrain (2 Speed Factors), move one hex into Clear terrain (1 Speed Factor), turn once to the left (0 Speed Factors), move one hex using Road Movement (2/3 Speed Factors).
- The unit has 4 Speed Factors. Turn once to the left (0 Speed Factors), move one hex over a Crest hexside into a Scrub hex (5 Speed Factors). The Vehicle was able to expend 5 Speed Factors when only 4 were available because a unit may always enter one new hex if it does not fire or expend Speed Factors on other moves.
- Move one hex in Reverse into Clear terrain (2 Speed Factors), turn once to the left (0 Speed Factors), and move one hex forward into clear terrain (1 Speed Factor).
- Direct Fire at enemy unit 906, then move three hexes using Road Movement (2 Speed Factors).
- Move two hexes into Clear terrain (2 Speed Factors), then Pivot in Place (2 Speed Factors). The Pivot in Place may be up to three hexsides in any direction, and will take place during the Final Facing and Adjustment Phase.
VI. The Direct Fire Phase - How to Fire AP Shells
During this Phase, units plotted to use Direct Fire fire their guns and damage is determined.
A. DIRECT FIRE DETERMINATION: All Direct Fire is conducted from the positions and facings the units have before any movement takes place. All Direct Fire is considered to be simultaneous, although it can be conducted in any convenient order (simply ignore the effects of hits until all Direct Fire is completed).
- A unit may only fire at an enemy unit that it can sight. It must have a Direct Fire order to fire at one specific enemy unit. In the Armor Game, only the main gun is used, and it may be fired at only one enemy unit per Turn, regardless of its Rate of Fire.
- All units Direct Fire individually.
- FIELD OF FIRE: In addition to being able to sight a target unit, the target unit must be in the Field of Fire of the firing gun. All weapons used for the Armor Game have a Field of Fire that covers a 60 degree arc out to the limits of the gun's range (diagram: any hex that is shaded or partially shaded is in the Field of Fire).
- a. For Vehicle units that have no turret, this arc comes from the front face of the Vehicle unit.
- b. For Vehicle units that do have a turret, this arc comes from the front face of the Turret unit.
- c. For the British Archer Tank Destroyer units (Data Card 109), this arc comes from the rear face of the Vehicle unit.
- ILLEGAL DIRECT FIRE ORDERS: A unit with Direct Fire orders that is also plotted to expend more than two Speed Factors, or which is plotted to fire at any target which it cannot sight or is not in its Field of Fire may not fire.
B. DIRECT FIRE PROCEDURE: Once it has been determined that Direct Fire is possible as plotted, the following procedure is followed for every shot:
- Use the Range Scales to measure the range from the firing unit's hex to the target unit's hex. Find this range in the Range in Hexes line of the Gunnery Tables on the firing unit's Data Card. Under the correct column you will find listed an AP Factor and a Penetration value (other lines on the Gunnery Tables are not used in the Armor Game). This information is used in firing Armor Piercing Shells with the unit's main gun. For example, on the M4A3 Data Card (119), if the range is "14" (use the "13-14" column), the AP Factor is "14", and the Penetration is "11".
- Now the AP Hit Tables on the Game Card are used. The AP Factors of firing units are listed along the top of these Tables, running from "1" to "20." Use the column whose number matches the AP Factor of the firing unit.
- Now check the Modifiers listed under the AP Hit Tables on the Game Card, and use the ones that apply for the shot. These Modifiers are used only where applicable, are cumulative, and are added or subtracted from the Base Modifier number of 20.
- a. MOVEMENT MODIFIERS: The Movement Modifiers are printed in tabular form.
- (1) On the left hand side of the Movement Modifiers Chart find the line that applies to the firing unit. If the firing unit has only a Direct Fire notation, and no movement orders, the "0" line is used for the firing unit. If the firing unit has any movement orders, including Pivot in Place or turns that expend no Speed Factors, the "Turn, 1-2" line is used for the firing unit. Note that Direct Fire commands are not possible if the firing unit expends more than two Speed Factors for its movement orders.
- (2) Along the top of the Movement Modifiers Chart find the column that applies to the number of hexes that the target unit has movement orders to make, and use this column for the target unit. Note that for the target unit this is the number of hexes actually to be moved, not the number of Speed Factors to be expended.
- (3) Crossgrid the correct firing unit line with the correct target unit column to find the Movement Modifier.
- b. TARGET TERRAIN MODIFIERS: If the terrain in the hex containing the target unit affects the firing, the modifier is listed in this section. If the terrain in the target hex is not listed, it does not modify the shot. These modifiers are ignored if the Target unit is in a hex that contains over four Stacking Factors.
- c. MISCELLANEOUS MODIFIERS:
- a. MOVEMENT MODIFIERS: The Movement Modifiers are printed in tabular form.
C. DIRECT FIRE EXAMPLES: The current positions, facing, and plotted orders for American M4 "Sherman" 874 and German PZIV units 858 and 859 are as follows:
- Sherman 874: hex 4032, direction 6. (Orders: F-859, i.e. Direct Fire at 859.)
- PZIV 858: hex 3328, direction 3. (Orders: Direct Fire at 874.)
- PZIV 859: hex 3331, direction 4. (Orders: movement.)
All Turret units on the Vehicle units face the same direction as the Vehicle units face.
- FIRE BY SHERMAN 874: The designated target unit is PZIV 859. The Sherman has a clear line of sight, and the German target unit lies in sighting range and in 874's Field of Fire, so Direct Fire is possible.
- a. The range is 7 hexes. Checking the Gunnery Tables on the Sherman's Data Card (120), an AP Factor of "16" and a Penetration Value of "17" is found.
- b. MODIFIERS THAT APPLY: The firing unit is not moving, and the target unit is moving 4 hexes for a "-4" modifier. The Size of a PZIV is "-1". The shot is a Side Shot for a "+3" modifier. The cumulative modifier is -4-1+3 = -2.
- c. Subtracting the cumulative modifier of "-2" from the Base Modifier of "20", the result is a Modifier Number of "18". Crossgridding the Modifier Number of "18" with the AP Factor of "16", a Hit Number of "58" is found on the AP Hit Tables on the Game Card.
- d. A Sherman has a Rapid Rate of Fire of two shots, and this can be used. The dice roll is "47", which is less than the Hit Number of "58", so one hit is scored (if "01" to "08" had been rolled, two hits would have been scored).
- e. The hit is Level at 0 S, so the Level, 0 Side portion of the PZIV Data Card (144) Hit Determination Table is used. A "68" is rolled, causing a TS hit. The AB value of the TS at 0 degrees is only "7", while the Penetration value of the shot is "17", so the hit penetrates.
- f. The dice are rolled again and the Damage Caused Table on the Sherman Data Card is consulted. A "25" is rolled, so a compartment hit is caused. As it was a TS hit, this is on the Turret compartment, and PZIV 859 will no longer be able to fire. Mark the hit on the Command Sheet.
- FIRE BY PZIV 858: The designated target unit is Sherman 874. Direct Fire is possible.
- a. The range is 7 hexes. Checking the Gunnery Tables on the PZIV's Data Card, an AP Factor of "17" and a Penetration value of "25" is found.
- b. Only the "-1" Size modifier applies. Crossgrid the Modifier Number of "19" with the AP Factor of "17" to find a Hit Number of "65".
- c. A PZIV may fire two shots at its Rapid Rate of Fire. The dice roll is "60", so one hit is scored.
- d. The hit is Level at 0 F, so the Level, 0, and Front portion of the Sherman Data Card Hit Determination Table is used. A "29" is rolled, causing a GM hit. The AB value of the GM at 0 is only "18", while the Penetration value of the shot is "25", so the hit penetrates.
VII. The Movement Execution and Opportunity Fire Phase
During this Phase, units plotted to move do so, and Opportunity Fire may be "triggered" by these movements. Although the movement is considered to be simultaneous, the players should move their units sequentially so that as one side moves, the other side can check for Opportunity Fire. The German side moves all their units first on odd numbered Turns, and the Allied side moves all their units first on even numbered Turns. A player may move his units in any order desired.
A. COMMAND SHEETS EXPOSED: While moving their units players should lay out their Command Sheets in full view of the other players.
B. EXACT MOVES: The units must be moved on the mapboard exactly as indicated by their plotted notations, unless movements are not possible or are illegal.
C. ILLEGAL MOVES: Incorrectly plotted movements will occur from time-to-time, with notations that indicate impossible moves or combinations of orders. As it is now too late to rewrite the notation, the following must be done to correct the illegal moves (change all notations to reflect the changes):
- ILLEGAL MOVES DUE TO DAMAGE: A unit with Hull compartment damage or a Track hit sustained during the Direct Fire Phase cannot move or Pivot in Place, and must have all movement orders erased.
- UNIT MOVEMENT EXCEEDS SPEED FACTORS: Erase all portions of the plotted movement that exceed the number of Speed Factors, and move the unit to conform to the reduced notation.
- MOVEMENT PLUS OPPORTUNITY FIRE: A unit for which both movement and Opportunity Fire was plotted will be allowed to do neither. All notations are erased.
- UNANTICIPATED MOVEMENT COST CHANGES: A unit that has plotted movement at Road or Track Movement Costs and discovers a new Wreck unit or some newly moved enemy unit blocking the Road or Track path, will complete as much of the movement as possible, and the rest of the notation will be erased.
- OFF BOARD MOVEMENT: Any unit that moves off the mapboard edge is out of the game, and may not return.
D. UNITS FROM BOTH SIDES IN THE SAME HEX: Units may pass through hexes containing enemy Combat units, but Allied and German units may not end their movements in the same hexes. If, after both sides have completed all of their plotted movements, it is found that units from both sides are in the same hexes, the units of one side must be adjusted to leave each disputed hex. Which side's units may stay in the disputed hex, and which side's units must leave is decided as follows:
- If one side has a unit in the disputed hex that did not move, that side's units may stay in the hex.
- If all of both sides' units entered the hex that Turn, the side with the unit that expended the fewest Speed Factors to enter the hex may keep its units in the disputed hex.
- If both sides entered a disputed hex that Turn, and the smallest number of Speed Factors expended by a unit of both sides to enter the hex is equal, a die should be rolled by each side, the high number side staying in the hex.
- In all cases, the units not remaining in the hex are moved back to the hex or hexes they occupied prior to entering the disputed hex. They are moved back even if they have damage that prevents movement - assume that they were hit before they actually entered the disputed hex.
- There will be cases where units are moved back from one disputed hex to another disputed hex. In these cases, the new disputed hex is adjusted on the same basis as any other disputed hex.
E. ENTERING BUILDING HEXES: Vehicle units whose Data Card's Notes section indicates that they may not pass through buildings may not enter or pass through hexes containing Wood, Brick, or Stone Building units. All other Vehicle units may attempt to move into or through them.
- Vehicle units moving through a Building hexside may suffer Track (TK) or Gun (GN) damage in doing so. The possibility of such damage occurring must be checked immediately, before completing the Vehicle unit's move.
- VEHICLES ENTERING/EXITING BUILDINGS PROCEDURES: Every time a Vehicle unit crosses a Building hexside, either entering or exiting the hex, the following must be done:
- a. Crossgrid the Vehicle unit's NM Close Assault Defense Factor with the type of Building unit. Numbers are found under three columns, TK (Track Damage), Gun Fwd (Gun Facing Forward), and Gun Rev (Gun Reversed). Then, roll the dice. If the dice roll equals or is less than the listed number in a column, Track or Gun Damage will occur.
- b. The Gun is facing forward if it is facing towards the direction of movement or adjacent to that direction. The Gun is reversed if it is facing away from the direction of movement or adjacent to that direction. One column or the other is used, depending on the situation. (Diagrams: Gun Facing Forward and Gun Reversed, relative to the Movement Direction.)
- c. Vehicle units may use a Reverse move to enter or exit a Building hex. This is the only way units lacking a movable turret can use the Gun Reverse Column.
- d. Mark any Track and/or Gun damage on the Command Sheet in the same way as compartment hits are marked. The Track and/or Gun damage suffered has the same effects as a Track or Gun hit.
- e. A Vehicle unit suffering a Track hit while attempting to enter a Building hex must stop in the hex prior to entering the Building hex. A Vehicle unit suffering a Track hit while attempting to exit a Building hex must remain in the Building hex.
- f. Vehicle units may move from hex to hex in a Large Building without checking for Gun or Track damage.
- g. Vehicle units may only enter or be placed in the first story of a Building. They may not go "upstairs".
F. OPPORTUNITY FIRE: Opportunity Fire is only "triggered" at the will of the player who wrote the order. Even if an enemy unit crosses the Opportunity Fire Line of Sight, the player may decline to fire and wait for later units before firing. Once firing is declined, the crossing unit may not be fired at, even if no further units cross the Opportunity Fire Line of Sight - in such case the fire is lost and no shot is made.
- Only the Slow Rate of Fire may be used with Opportunity Fire. The Opportunity Fire Modifier of "-8" applies to these shots.
- An Opportunity Fire order is automatically cancelled if the unit is unable to fire as a result of damage or destruction suffered during the Direct Fire Phase.
- The player with Opportunity Fire orders watches the movements of enemy units, and, when an enemy unit enters the designated hex or crosses the Opportunity Fire Line of Sight to that hex ("triggers" the Opportunity Fire) may announce firing or decline it. A target unit must enter or attempt to enter at least one new hex to "trigger" Opportunity Fire.
- If the Opportunity Fire fails to stop the target unit, the target unit completes its movement after the firing is resolved. If the Opportunity Fire stops the target unit, the target unit ends its move in the hex where it was hit. If the Opportunity Fire was triggered by the target unit crossing a hexside, and the fire stops the target unit, the target unit (or the Wreck unit replacing it) ends its move in the hex prior to crossing the hexside.
- The procedure for conducting Opportunity Fire is the same as that for conducting Direct Fire.
VIII. The Final Facing and Adjustment Phase
During this Phase, the players turn all units with orders to Pivot in Place, turn all movable Turret units, and swap Open Turret units for Buttoned Turret units or vice-versa. This Phase is performed sequentially, so one side can watch while the other performs these tasks. The German side should go first on odd numbered Turns, while the Allied side should go first on even numbered Turns.
A. FINAL FACING MOVEMENTS - PIVOT IN PLACE:
- All Combat units with plotted orders to Pivot in Place ("V") may now have their facing changed by one, two, or three hexsides (up to 180 degrees) in any direction. No facing change is necessary with these orders, but facing changes can be made at the player's option. Pivot in Place orders are cancelled if damage makes movement impossible.
- All Turret units may be turned in any direction on Vehicle units with movable turrets. No plotted orders are necessary for this, it is simply an automatic capability for Vehicle units with movable turrets. The number of hexsides a Turret unit may be turned depends on the number in the Turret Turn section of a Vehicle unit's Data Card. For example, the Turret Turn on the Flammen III (Data Card 137) is "2", so the Turret units on all Flammen III units may have their facing changed by two hexsides in any direction. Turret units may be turned only during this Phase.
B. TURRET UNIT ADJUSTMENTS: In the Armor Game there is no reason for players to use anything but their Open Turret units, as these aid sighting, and there are no disadvantages. However, in the Advanced Game, the decision to use an Open or a Buttoned Turret unit can be critical, as players must balance the advantages of superior sighting ability against the combat advantages of a "buttoned-up" Vehicle.
- Open Turret units placed on Vehicle units (even those that have no movable turret) represent Vehicles with hatches open and crew members exposed in the hatches for better observation. Buttoned Turret units placed on Vehicle units represent Vehicles with hatches closed and locked, and crew members relying on a limited view from vision slits and periscopes.
- Turret units may be freely exchanged during this Phase, but at no other time during a Turn. Thus, the Turret unit chosen for a Vehicle unit during this Phase will determine its ability to sight and fire at enemy units during the next Turn. Care should be taken when Turret units are exchanged to place the new Turret units so that their facings are the same as the ones they replaced.
- On Vehicle units that do not have movable turrets, the Turret unit always points forward and can never be turned. The Turret unit on these serves only to show if they are Open or Buttoned.
IX. Victory Conditions - How to Win
A. The Victory Conditions vary with the scenario being played and are explained in the scenarios. In most scenarios, the winner is the side which acquired the most Victory Points during the game. Victory Points are gained by capturing specific terrain objectives or accomplishing a specific mission (these Victory Point values are given in the individual scenarios), and by the eliminating or damaging of enemy Combat units.
B. Each Combat unit has its Victory Point values listed in the Points section of its Data Card.
- TOTAL POINT VALUE: A side gains the Total Victory Point value of an enemy unit by knocking out or destroying it.
- COMPARTMENT POINT VALUE: A side gains the Compartment Point value of an enemy Vehicle unit by scoring a compartment hit on it, but failing to knock it out.
- TRACK OR GUN POINT VALUES: A side gains the Track or Gun Victory Point value of an enemy Vehicle unit if the Vehicle unit has Track and/or Gun hits, but has no compartment hits and is not knocked out.
The Advanced Game Rules
I. Introduction to the Advanced Game Rules
Players should master the rules and mechanics of the Armor Game, and play several games using the Armor Game Rules before trying the Advanced Game. The Advanced Game Rules introduce new concepts and procedures that are absent in the Armor Game. This gives a more complex game that is much easier to learn if the Armor Game Rules are already well understood by the players.
The Advanced Game Rules, in most cases, simply add to the Armor Game Rules, or supplant certain sections. All Armor Game Rules still apply, unless otherwise stated. All Data Cards used in the Armor Game and the units used with them are also used in the Advanced Game, plus all the other Data Cards and most of the units used with them. Only the Plane, Mortar, Mine, Artillery Impact, Fire, Smoke, Hasty Entrenchment, Destroyed, and Boat units are not used in the Advanced Game.
II. The Advanced Game Sequence of Play
The Advanced Game Sequence of Play is basically the same as the Armor Game Sequence of Play, except that two new Phases are added. These are the Close Assault Phase, which comes right after the Order Plot Phase, and the Overrun Phase, which comes right after the Close Assault Phase.
III. Advanced Game Command Sheet Preparation
The Command Sheet is prepared for the game the same as for the Armor Game, and Vehicle units are listed the same as before. Some of the new units introduced in the Advanced Game require a little more information to fully describe the unit.
A. TOWED UNITS: List the size of the unit along with its identification number. For example, if the 40mm Bofors AA Gun (Data Card 102) is represented by unit 215, it should be identified as "40mm AA 215." The two German 88mm Towed units on Data Card 132 should be differentiated by calling one the "PAK", and the other the "FLAK".
B. INFANTRY UNITS: An Infantry unit can represent a wide variety of different forces. The type of Infantry (Commando, SS, Para, etc.) should be noted, the size (write "1/2" for a half-squad), and any special equipment ("B" for a Bazooka, "PT" for a Panzerfaust, "PK" for a Panzerschreck, "PA" for a PIAT, "FT" for a Flamethrower, "+" for a Squad Plus, "AS" for an Assault Squad, "R" for a Radio, "HQ" if it is a headquarters, etc.). For example, if unit 15 represents a half-squad of Armored Infantry with a Bazooka, it should be identified as "1/2 Armored B15."
C. OTHER LEG UNITS: Machinegun and Mortar units can list just "MG" or "Mort" and the identification number.
IV. The Advanced Order Plots
All notations used in the Armor Game are still used, and can be used by all units. New orders that can be plotted are as follows:
A. COMBAT ORDERS: Combat orders are plotted against sighted enemy units that are close enough to be reached.
- CLOSE ASSAULT ("A"): The notation "A," followed by the identification number of an enemy unit is an order to use Close Assault Combat against that unit during the Close Assault Phase. For example, "A-703" is an order to use Close Assault Combat against enemy unit 703. If a Pillbox or Bunker unit is to be Close Assaulted, identify it by the hex identification number.
- a. Only Infantry units may be given Close Assault orders.
- b. Close Assault orders may only be directed against enemy Vehicle or Pillbox or Bunker units in a hex adjacent to the Infantry unit. An Infantry unit may Close Assault only one enemy Vehicle unit or one Pillbox or Bunker unit (with however many Combat units are inside) per Turn. If there are other units in the hex with the unit being Close Assaulted, they can be ignored. Close Assaults may not be made through Crest hexsides.
- c. An Infantry unit given Close Assault orders may be given no other orders. Suppressed Infantry units may not Close Assault.
- OVERRUN ("K"): The notation "K," followed by the identification number of an enemy unit and by movement notations that will enter or pass through the hex containing the enemy unit is an order to Overrun that unit during the Overrun Phase. For example, "K-19-RR3" is an order to Overrun enemy unit 19 while moving RR3.
- a. Only Vehicle units that do not have a Gun or Turret Compartment hit may be given the Overrun orders.
- (1) Light and Medium Truck Vehicle units may not be given Overrun Orders.
- (2) Half-Track, Bren Carrier, M20, and Jeep Vehicle units may only Overrun if Open (the Jeep unit is always Open).
- b. Overrun orders may only be directed against enemy Leg or Towed units that can be reached by movement. A Vehicle unit may Overrun only one enemy Leg or Towed unit per Turn. If there are other units in the hex with the unit being Overrun, they can be ignored by the overrunning Vehicle unit, and take no part in the Combat. Of course, other Vehicle units could Overrun other units in the same hex.
- c. Overrun orders may not be directed against units which are being transported on Vehicle units, although they can be directed against units which were Unloaded or started to Unload on the previous Turn. Overrun orders may also not be directed against units that are inside a Pillbox or Bunker unit.
- a. Only Vehicle units that do not have a Gun or Turret Compartment hit may be given the Overrun orders.
B. MOVEMENT ORDERS: Six new movement orders are added to those found in the Armor Game.
- LOADING ("D") AND UNLOADING ("U"): Loading is preparing Leg and/or Towed units to be transported by Vehicle units. Unloading is taking Leg and/or Towed units off the Transporting Vehicle unit, and preparing them for normal movement and firing. Plotted Load and Unload orders take place during the Movement Execution and Opportunity Fire Phase.
- a. The Stacking Factors of Leg and/or Towed units loaded on a Vehicle unit may not exceed the number of Stacking Factors listed in the Transport section of that Vehicle unit's Data Card.
- b. The Loading or Unloading order notation must be written for both the Leg and/or Towed units involved and for the Vehicle unit involved. Note that Towed units may be Transported only by Light and Medium Truck, Half-Track, Kangaroo, M20, or Bren Carrier Vehicle units. Notes on the individual Data Cards reveal any other restrictions. A Vehicle unit may be involved in Loading or Unloading at any one time, not both.
- c. Vehicle units with Load or Unload orders may also be given Direct Fire orders. Leg and Towed units with Load or Unload orders may not be given any fire orders. Leg and Towed units with Load orders may not be given any other orders. All units with Unload orders may be given Pivot in Place orders on the Turn in which Unloading is completed.
- d. Towed units require two Turns to Load or Unload, and the process must be completed or reversed (a "D" would reverse an "U" order, and an "U" would reverse a "D" order) before the involved units can begin to operate either normally or as Transported units.
- e. Leg and/or Towed units being Transported on a Vehicle unit from which they Bail Out must still carry out Unloading before they can begin to operate normally.
- f. Show that a unit is being Transported by a Vehicle unit by stacking the Leg or Towed unit under the Vehicle unit.
- UP ("M") AND DOWN ("W"): Units may move up or down from story to story in multi-level Buildings. Plotted Up and Down orders take place during the Movement Execution and Opportunity Fire Phase.
- a. Only Leg units may enter the second, third, or fourth stories of a Building.
- b. Each story moved up or down costs the same as if the unit had entered one new hex. Going Up or Down counts as movement for Combat purposes.
- c. Weather (Snow or Mud - see Optional Rules) does not reduce the Speed Factors of units moving from story to story - the Speed Factor remains "2," as they are indoors.
C. FULL COVER ("C") ORDERS: The notation "C" is an order for Leg or Towed units to make maximum use of the cover in the hex.
- Only Leg and Towed units may be given Full Cover orders. Suppressed units may be given no other order but Full Cover.
- a. Full Cover orders may not be given to units that are being Transported.
- b. Full Cover orders may not be given to units that have not completed Unloading, or have started Loading.
- Plotted Full Cover orders take place during the Movement Execution and Opportunity Fire Phase and are shown by placing a Full Cover unit on top of the Combat unit with the orders.
- Units given Full Cover orders may be given no other orders.
- Units stacked with a Full Cover unit may be given no other orders until the Full Cover unit is removed. Full Cover units may be removed only during the Final Facing and Adjustment Phase.
D. SUPPRESSED ("S") ORDERS: Suppressed orders are never given voluntarily. The notation "S" is an order written as a result of combat or fire. A "S" order will cancel all other plotted orders, except Full Cover, for all Turns when it appears.
E. ADVANCED FIRE ORDERS: Leg and Towed units plot their fire orders the same as Vehicle units in the Armor Game.
- Towed units may use Slow and Rapid Rates of Fire in the same situations as Vehicle units in the Armor Game.
- Independently fired machineguns may plot separate fire orders from the main gun on a Vehicle unit. If no separate fire orders are written for these machineguns, they are assumed to be automatically ordered to fire in the same way and at the same target as the main gun, if possible. To indicate that the fire orders are by one of these machineguns, and not from the main gun, add the machinegun's letter codes to the firing plot. For example, the notation "(UH)F-19" orders the Upper Hull machinegun to use Direct Fire on enemy unit 19.
- For PIATs, Bazookas, Panzerfausts, Panzerschrecks, and hand-held Flamethrowers (see Optional Rules), the player may plot separate Fire orders from those plotted for the Infantry unit which carries them, although their Fields of Fire are the same. If no separate Fire orders are written for these weapons, they are automatically ordered to Fire in the same way and at the same target as the Infantry. To indicate that the Fire orders are from one of these weapons, and not from the Infantry, add the weapon's letter codes to the firing plot. For example, the notation "(B)F-865" orders the Bazooka to use Direct Fire on enemy unit 865.
- For Direct Fire at Transported and Transporting units, list the Vehicle number only as the target unit.
- To plot Direct Fire against Block, Wire, Pillbox, or Bunker units, write the Direct Fire notation "F" and the hex number where the target unit is located.
- The PIAT, Bazooka, Panzerfaust, and Panzerschreck may only use their GP Factors against Block, Wire, Pillbox, or Bunker units, or against units in Building hexes.
F. ORDER COMBINATIONS: The large numbers of possible orders that can be plotted, and their rules concerning which orders can be given in combination with other orders can be confusing and hard to remember. On the back page of this rulebook, included in the Sequence of Play Using All Options is the Order Combination Table and its associated numbered notes. This will provide a ready reference for order combinations while games are being played.
G. LONG NOTATIONS: From time to time, long and complex order notations may threaten to overflow the space provided for each unit for each Turn on the Command Sheets. For plots that will not fit, mark a circled reference on the line (i.e., a circled number), and mark the same circled reference on some open spot on the Command Sheet. Then write the whole long reference in the open spot.
V. Advanced Game Rules of Movement
All Armor Game movement rules still apply, with the additions and changes found here.
A. LEG UNITS: Leg units used in the Advanced Game are Infantry and Machinegun Team units. Bazookas, PIATs, Panzerfausts, Panzerschrecks, and hand-held Flamethrowers are never used as separate units, but are always part of an Infantry unit, moving with the Infantry unit, and adding their Point Value to the Infantry unit's Point Value.
- Leg units expend only one Speed Factor per hex entered, regardless of the terrain in the hex. There is no Road Movement Cost for Leg units.
- Leg units expend no Speed Factors for turning or Pivoting in Place. Pivot in Place orders do not have to be plotted for Leg units. They are automatically allowed to Pivot in Place during the Final Facing and Adjustment Phase, unless Suppressed.
- Infantry units that have movement orders to advance one hex are considered to be moving (MV). Infantry units that have movement orders to advance two hexes and Machinegun units that have movement orders to advance one hex may not be given fire orders. Infantry units with Close Assault orders are considered to be moving.
- Leg units may not enter hexes containing Wire units. Leg units may enter Ditch hexes, but must remain for at least one Turn after entering.
B. TOWED UNITS: The Towed units in the game include Anti-Tank (AT) and Anti-Aircraft (AA, FLAK, and FLAK VIERLING) Guns, all of which operate under the same basic rules.
- Towed units may never move into new hexes by themselves. They may only move into new hexes when Transported by Vehicle units.
- Towed units expend no Speed Factors (they have none) for Pivoting in Place. Towed units ordered to Pivot in Place are considered to be moving (MV). Towed units do not require Transport by a Vehicle unit to Pivot in Place.
- Towed units may never be placed in Ditch or Wire hexes. They may be placed in Building hexes at the start of a game, but the Vehicle units that can Transport them can not enter the Building hex to get them out.
C. TRANSPORTING UNITS: Special rules cover Leg and Towed units while they are Transported by Vehicle units.
- While being Transported by Vehicle units, no movement notations need to be made for the Transported Leg or Towed units. They will simply move along with their Vehicle unit at the Vehicle unit's normal movement rates and costs.
- The Stacking Factors of Leg and Towed units do not count towards the total number of Stacking Factors in a hex. Only the Stacking Factors of the Transporting Vehicle units are counted. For example, a Medium Truck unit Transporting two Infantry Squad units does not count as six Stacking Factors (two for the Truck and four for the two Infantry Squads), but only as the Truck unit's two Stacking Factors.
- Towed units and Machinegun units may not fire while being Transported. Infantry units, but not any attached weapons, may Direct Fire while being Transported at one-half of their normal GP Factor (moving or non-moving, depending on what the Vehicle unit is doing). Transported Infantry units have a 360 degree Field of Fire, and their Direct Fire orders are plotted normally.
- a. Infantry units Transported by Half-Track, Bren Carrier, or Kangaroo units may Fire only if the Vehicle unit has an Open Turret unit.
- b. Infantry units Transported by other Vehicle units may always fire, no matter what type of Turret unit is on the Vehicle unit.
- c. No fire orders are plotted for Transported Infantry units if their Vehicle unit has Overrun orders plotted. The Infantry then add their halved MV GP Factor to the Overrun.
- Units being Transported are sighted when their Vehicle unit is sighted.
- Leg and Towed units Transported by a Buttoned Half-Track, Bren Carrier, or Kangaroo unit may not be Fired at by enemy units. Leg and Towed units Transported by an Open Half-Track, Bren Carrier, or Kangaroo unit, or by any other Vehicle unit, may be Fired at by enemy units, and their GP Defense Factor while Transported is "1."
- The presence of Suppressed Leg and/or Towed units on a Transporting Vehicle unit will not affect the Vehicle unit.
D. ADVANCED VEHICLE MOVEMENT RULES:
- Some Vehicle units may not enter hexes containing Wire units. This information is found in these units' Notes section of their Data Cards.
- For all other Vehicle units, a Wire hex may be entered at a cost of one more Speed Factor than would normally be paid to enter the hex. The Wire unit is eliminated and removed from the mapboard when one of these Vehicle units enters or passes through the hex.
- No Vehicle units may enter Block or Ditch hexes.
VI. Advanced Game Firing
The Advanced Game introduces new units that fire AP Shells, and also the firing of GP Shells. Many units may fire either AP Shells or GP Shells from their main gun, and many Vehicle units have independently fired machineguns that can be fired in addition to their main gun. Direct Fire and Opportunity Fire is plotted the same as in the Armor Game. No special notation is required to indicate if AP Shells or GP Shells are fired - this can be decided when the firing takes place, if there is a choice.
A. ADVANCED FIRE DETERMINATION: The Armor Game Rules still apply, with these additions:
- Towed units and PIATs, Bazookas, Panzerfausts, and Panzerschrecks use Direct or Opportunity Fire with AP Shells the same as Vehicle units in the Armor Game. Note that Towed units that Pivot in Place are considered to be moving, while infantry weapons are considered to be moving if ordered to move one hex (firing is impossible if two hexes of movement are ordered).
- All units fire individually. The AP or GP Factors of separate units are never added together. The independently fired machineguns on Vehicle units (those listed on the MG Locations section of the Data Cards) fire as if they were separate units.
- a. TT independently fired machineguns may only be fired if the Vehicle unit has an Open Turret unit on it.
- b. TT independently fired machineguns may only be fired if the main gun is not fired.
- The machineguns on Half-Track Vehicles or M20 units may only be Fired if the Vehicle unit has an Open Turret unit on it. The machinegun or AT Rifle on the Bren Carrier also can only be Fired if the Vehicle has an Open Turret unit.
- ADVANCED FIELD OF FIRE: Normally, Leg and Towed units have the same Field of Fire as the main guns of the Vehicle units in the Armor Game, a 60 degree arc from their front facing.
- a. Infantry units that fire while being Transported have a 360 degree (all-round) Field of Fire.
- b. Independently fired TT Vehicle machineguns have a 360 degree Field of Fire.
- c. Independently fired UH Vehicle machineguns have a 60 degree Field of Fire from the front of the Vehicle unit.
- d. Half-Track, Jeep, and M20 units have a 360 degree Field of Fire for their machineguns. Other Turretless Vehicle units have a 60 degree Field of Fire to the front of the Vehicle unit.
- e. Pillbox and Bunker units have a 180 degree Field of Fire to the front of the Pillbox or Bunker unit for all Combat units inside, as shown in the diagram in the book.
B. ADVANCED FIRE PROCEDURES - HOW TO FIRE GP WEAPONS: AP Shells may only be fired at Vehicle units. GP weapons must be fired at all other types of units, and can be used against Vehicle units. AP firing is handled the same as in the Armor Game, GP firing uses the following procedure:
- Use the Range Scales to measure the range from the firing unit's hex to the target unit's hex. Find this range in the Range in Hexes line of the Gunnery Tables on the firing unit's Data Card. Under the correct column you will find listed a NM GP Factor and a MV GP Factor for main guns or other weapons listed, and a MG NM GP Factor and a MG MV GP Factor for listed machineguns. The NM GP Factor is used if the unit does not have orders that consider it to be moving, and the MV GP Factor is used if the unit does have orders that consider it to be moving.
- GP FACTOR MODIFIERS: Most Modifiers applied to AP shots do not have to be considered for GP shots as the GP shots do not need to be as accurate as AP shots. Rate of Fire is built in to the GP Factor, so all GP fire can be treated as one shot. The Modifiers used for GP fire directly affect the GP Factor.
- a. OPPORTUNITY FIRE: Reduce the GP Factor by half, rounding all fractions down, when using Opportunity Fire.
- b. SUPPRESSED: Only the main gun (no machineguns) of Vehicle units may fire while the Vehicle unit is Suppressed. This fire reduces the GP Factor of the main gun by half, rounding all fractions down.
- c. TRANSPORTED INFANTRY UNITS: For Transported Infantry units, reduce the GP Factor by half, rounding all fractions down. Note that Transported Suppressed Infantry units may not fire at all.
- d. COMBINED MODIFIERS: A Suppressed Vehicle unit using Opportunity Fire would be 1/2 x 1/2, or 1/4 of its normal GP Factor, with fractions rounded down.
- Now go to the GP Hit Tables on the Game Card. The GP Factors of firing units are listed along the top of these Tables, running from "1-5" to "46+". Find the correct column that contains the GP Factor used for the shot. For example, if the GP Factor is "18," the "16-20" column is used.
- On the Target unit's Data Card, find its GP Defense Factor.
- a. VEHICLE GP DEFENSE FACTORS: Vehicle units have two GP Defense Factors listed, NM and MV. The NM GP Defense Factor is used if the target has orders that will keep it in its present hex. The MV GP Defense Factor is used if the target has orders to move at least one hex. These GP Defense Factors are not modified by terrain.
- b. LEG AND TOWED GP DEFENSE FACTORS: Leg and Towed units have their GP Defense Factors presented in tabular form on the Target Information Chart. Crossgrid the target unit's orders with the terrain in the target hex to find the GP Defense Factor.
C. NON-PENETRATING AP HITS DAMAGE: AP hits that fail to penetrate may still do some damage if the hit is in the right place.
- An AP hit on TT or HD of an Open Vehicle unit that fails to penetrate will cause one Crew Loss (see above).
- An AP hit on TT or UH that fails to penetrate will still destroy independently fired machinegun there (if any). Mark this hit in the unit box on the Command Sheet by writing the notation in parenthesis. For example, the notation (UH) would indicate that the Upper Hull machinegun was destroyed.
D. SPECIAL TURRETLESS HULL DOWN: The Special Turretless Hull Down Modifier to AP Fire applies only to Vehicle units whose Turret Turn on their Data Card lists "Turretless" or "Turretless (360 degrees)" which are in a Hull Down situation.
E. ADVANCED COMPARTMENT HITS: Any AP compartment hit will cause one Crew loss. A Hull compartment hit will destroy any UH independently fired machinegun (if any). A Turret compartment hit will destroy any TT independently fired machineguns (if any).
VII. The Close Assault Phase
All Close Assault Combats are considered to be taking place simultaneously but can be resolved in any convenient order.
A. The player announces the Close Assault by reading the order from his Command Sheet.
B. Close Assault Combats are resolved similarly to GP fire.
- The MV GP Factor of the Infantry unit at a range of 1-2 hexes is used against the Vehicle unit's Close Assault Defense Factor, MV if the Vehicle unit has orders to move one or more hexes, NM if not. For Pillbox and Bunker units, the Close Assault and GP Defense Factors are the same.
- The Infantry unit's GP Factor is halved (round all fractions down) if the target unit is on a higher elevation level than the Infantry unit.
- Resolve the combat the same as if it were GP fire. Add "10" to the dice roll if the Vehicle unit is Open. Unlike Direct or Opportunity GP Fire, the results always apply to the Vehicle unit. The Vehicle unit is Suppressed if that is the result, and Knocked Out and replaced by a Wreck unit if that is the result. Results also apply to Bunker and Pillbox units.
VIII. The Overrun Phase
All Overrun Combats are considered to be taking place simultaneously but can be resolved in any convenient order. Any Opportunity Fire triggered by the Overrun movement must be resolved before the Overrun Combat.
A. OVERRUN DEFENSIVE FIRE: Overrun Combat is resolved in two parts, the Overrun Defensive Fire by the target Leg or Towed unit (and by no other unit in the hex), and the Overrun Fire by the Vehicle unit.
- FIRST FIRE: The Leg or Towed unit may take its Defensive Fire First, before the Overrun Fire is resolved, if the Leg or Towed unit can fire, and if it does not have Direct Fire orders plotted. Otherwise the Defensive Fire and the Overrun Fire are considered to be simultaneous, although they can be resolved in any convenient order. First Fire takes place in the adjacent hex just prior to the Vehicle entering the hex containing the target unit. Simultaneous Defensive Fire takes place in the target hex. If the Defensive Fire takes place in the adjacent hex and damage to the Vehicle unit prevents it from entering the target hex, the Vehicle does not get its Overrun Fire.
- ALLOWABLE DEFENSIVE FIRE: Towed units may fire Defensive Fire only if the hex adjacent to the target hex entered by the Vehicle unit is in their Field of Fire. The same applies to PIATs, Bazookas, Panzerfausts, Panzerschrecks, and hand-held Flamethrowers using Defensive Fire. Leg units may use their NM GP Factor (NM is used, regardless of the Leg unit's movement orders) for Defensive Fire once the Vehicle unit enters the hex, regardless of facing.
- a. Towed units or the special weapons with Infantry units may not use their GP Factors for Defensive Fire if they have orders to Load or Unload.
- b. Suppressed Leg and Towed units may use Defensive Fire, with the Suppressed AP Modifier or with the GP Factor halved. Suppressed units never get First Fire. This is the only case where Suppressed Leg or Towed units may fire.
- c. Leg or Towed units with Full Cover orders may use Defensive Fire, and this may be First Defensive Fire if the unit does not also have a Suppressed order (in which case, see b, above). This is the only case where Full Cover Leg or Towed units may fire.
- d. A Leg or Towed unit with Opportunity Fire orders that are triggered by the Overrunning Vehicle unit may use the Opportunity Fire or the Defensive Fire, but not both.
- DEFENSIVE FIRE RESOLUTION: Defensive Fire is resolved the same as Direct Fire by AP or GP Factors at a range of one or two hexes.
B. OVERRUN FIRE: Overrun Fire is resolved the same as Direct Fire by AP or GP Factors at a range of one or two hexes.
- OVERRUN FIRE PROCEDURE: The Overrun Fire is resolved the same as Direct Fire by GP Factors, using the MV GP Factors at a range of one or two hexes. The MV GP Factors of all main gun and independently fired machineguns are added together to find the GP Factor for the Overrun Fire. This is the only case where GP Factors may be added together for one single fire. Note that some machineguns may only be used if the Vehicle unit has an Open Turret unit, and that Half-Tracks and Bren Carriers must have an Open Turret unit to conduct Overruns. If the Infantry units Transported on a Vehicle unit can fire, their halved GP Factor may also be added to the total GP Factor for the Overrun Fire.
- OVERRUN FIRE MODIFIER: Add "20" to any number rolled on the dice when using Overrun Fire.
C. POST-OVERRUN PROCEDURE: If the Vehicle unit is still able to move after the Defensive Fire, it may complete any additional plotted movement. If the Leg or Towed unit is still able to move after the Overrun Fire it may make any plotted movement normally. The Overrun Combat, successful or not, does cancel any firing orders the Leg or Towed unit may have had. Direct Fire plotted against an Overrunning Vehicle Unit can still take place after the Overrunning Vehicle unit completes its movement, if still possible.
D. SPECIAL NOTE - CLOSE ASSAULT AND OVERRUN COMBATS: It is possible for the same unit to participate in both Close Assault and Overrun Combats during their respective Phases.
IX. Bailed Out Vehicle Crews and Transported Units
Units may "Bail Out" of disabled or Knocked Out Vehicle units. This is checked after all fire at the Vehicle unit is resolved and completed in a Phase.
A. CREW BAIL OUT: Any time a Vehicle unit receives a penetrating hit from an AP Factor that does not Knock Out the Vehicle unit, there is a chance that the Vehicle unit's crew will Bail Out. The Bail Out Table on the Game Card is used immediately to check for Bail Outs.
- The dice are rolled only once for Crew Bail Out, regardless of the number of penetrating hits scored on the unit. If the number rolled falls within the range of numbers of any of the hits suffered during that Phase, the Crew will Bail Out.
- BAIL OUT TABLE PROCEDURE: Crossgrid the type of penetrating hit (No Damage or Compartment) with the type of hit. Note that Track hits count as compartment hits in this case, but a Gun hit will not cause a Bail Out roll. If the dice roll number falls within the range of numbers listed for the hit, the Crew Bails Out. Otherwise, they do not Bail Out, but remain with the Vehicle unit.
- BAILED OUT CREW UNIT: If the Crew does Bail Out, place an extra Infantry unit on the mapboard in the Vehicle unit's hex. This may be placed facing as the Bailing Out player desires. Write the identification number of the Infantry unit in the box at the top of the Vehicle unit's column on the Command Sheet. This unit now represents the Bailed Out Crew.
- a. The Bailed Out Crew may never re-enter their Vehicle unit or be used as the crew for any other Vehicle unit for the rest of the game.
- b. The Gunnery Tables for the Bailed Out Crew are shown on the Data Cards. Bailed Out Crew units function otherwise the same as Infantry units, although they are not permitted to make Close Assault Combats. Bailed Out Crew units have no Radio or Weight (see the Optional Rules), and have a Stacking Factor of "1".
- c. A player gets an additional four Victory Points for every Bailed Out Crew unit Knocked Out.
- Bail Out is also checked for Vehicle units that do not have a Bailed Out Crew section on their Data Cards. If these (small) crews do Bail Out, no Infantry unit is placed on the mapboard to represent them, and their Vehicle unit is considered Knocked Out (replace with a Wreck unit).
- Bailed Out Crew units use the Crew Loss Modifier (-10 dice roll) when firing GP for any Crew losses suffered while with their Vehicle.
B. TRANSPORTED UNITS BAIL OUT: In addition to Vehicle Crew Bailing Out, units Transported on a Vehicle unit may also Bail Out.
- If the Crew Bails Out, all Leg and/or Towed units Transported by the Vehicle unit also automatically Bail Out.
- If the Vehicle unit is Knocked Out, the Crew is automatically eliminated, but the Transported units may still Bail Out.
- BAIL OUT TABLE PROCEDURE: Crossgrid the type of penetrating hit that Knocked Out the Vehicle unit with the type of Transported unit (Leg or Towed). If the dice roll falls within the range of numbers listed for the hit, the unit Bails Out safely, otherwise it is Knocked Out. The dice are rolled separately for each unit attempting to Bail Out. If the Vehicle unit is Knocked Out by GP Fire (only possible in the Advanced Game by Close Assault), the range of numbers for Bailing Out successfully is the same as for TK, HD, HR, and HS AP hits.
X. Advanced Game Notes
A. An Infantry Squad may not be broken down into two Half Squads. Two Half Squads may not be combined into one full Squad.
B. Turret units never need to be placed on Medium or Light Truck units, or on Jeep units. These units are always considered to be "Open".
C. ADVANCED ILLEGAL MOVES: With the addition of the numerous new orders possible using the Advanced Game Rules, the chances of plotting illegal moves or other orders is even greater, and the number of possibilities is too great to cover in detail. All the rules applying to Illegal moves or fires in the Armor Game still apply. For other possibilities, the rule is to carry out the orders plotted first and continue to carry them out until an illegal combination is reached, then erase the rest of the notation, and change any movements accordingly. Remember that Suppressed results on Leg and Towed units cancels all of their other orders (except Full Cover).
The Optional Rules
I. Introduction to the Optional Rules
The rules and mechanics of the Advanced Game should be mastered before trying any of the Optional Rules. The Optional Rules are just that - optional - they can be added to the game in any combination to suit the players' tastes. Each Optional Rule adds greater scope and realism, as well as additional complexity to the play of the game. Some Optional Rules are necessary for the use of certain units, and are not needed if those units are not used in a particular game. These rules in many cases simply add to the Armor and Advanced Game Rules, and these rules still apply unless otherwise stated. Several new Phases are added to the Sequence of Play when certain Optional Rules are used. The full Sequence of Play for a game using all of these Optional Rules is printed on the back of this rulebook. Simply ignore any Phases that do not apply to the rules you are using in a particular game.
II. Artillery and Mortar Rules - Indirect Fire
All Artillery used in Armor is "off-board". No actual Artillery unit counters are placed on the mapboard. The Artillery all has enough range to hit any hex on the mapboard. Mortar units are Leg units, and are placed on the mapboard, but their firing procedures are similar to those used by Artillery. "Indirect Fire" can be used by some Combat units, and also uses procedures similar to those used by Artillery.
A. THE ORDER PLOT PHASE FOR ARTILLERY: The order notations used for other units are not used for Artillery. Artillery Fire is plotted on the Artillery Plot columns of the Command Sheet during the Order Plot Phase. All Artillery Fire is plotted by writing the number of the target hex in the column corresponding to the number of the Artillery Impact unit used to represent the Artillery unit on the line corresponding to the Turn of Impact. All Artillery Fire is resolved during the Artillery Impact Phase. There are four types of Artillery Fire, and their plotting procedures are described below:
- PLANNED ARTILLERY FIRE: Planned Artillery Fire is plotted before the game begins, and before any Combat units are placed on the mapboard, but after the placement of Terrain Support units. Planned Artillery Fire represents fire support that is planned before the battle begins.
- a. Planned Artillery Fire can be plotted for any hex on the mapboard and does not require a Spotting unit on the Turn of Impact, although a Spotting unit is required for Continuous Artillery Fire adjustments.
- b. Planned Artillery Fire can be plotted to impact on Turn 1 or any later Turn.
- c. The target hex is marked for each Battery using Planned Artillery Fire in the line corresponding to the Turn that the fire is desired to arrive (Turn of Impact). The Artillery Fire will be resolved during the Artillery Impact Phase of the Turn of Impact.
- d. To show that a plotted hex number uses Planned Artillery Fire, mark a "P" before the hex number.
- DESIGNATED ARTILLERY FIRE: Designated Artillery Fire is basically "pre-registered" fire in a pre-designated hex. On the bottom two "DES" lines of the Artillery Plot, write in the numbers of any two hexes on the mapboard for each Artillery Battery used. These hexes will be the hexes against which the Battery can use Designated Artillery Fire. This is done before the game begins, but after all Terrain Support units are placed on the mapboard.
- a. Designated Artillery Fire can only be plotted when a friendly Spotting unit can sight the target hex.
- b. Designated Artillery Fire is plotted to Impact a number of Turns after the plot is made. This Delay is listed on the Artillery Tables on the Game Cards. For example, the Delay for a Medium Artillery Battery is two Turns. If the Artillery Fire were plotted on Turn 3, it would Impact on Turn 5.
- c. The target hex is marked for each Battery using Designated Artillery Fire in the line corresponding to the Turn of Impact. The Artillery Fire will be resolved during the Artillery Impact Phase of the Turn of Impact.
- d. To show that a plotted hex number uses Designated Artillery Fire, mark a "D" before the hex number.
- CALLED ARTILLERY FIRE: Called Artillery Fire is fire called in by units engaged in the battle. All Called Artillery Fire is handled as the game is being played.
B. SPOTTING UNITS: Any friendly unit with a Radio may be used as a Spotting unit for a specific Artillery Battery. Only one Spotting unit may be named for each Battery, and the identification number of this unit should be written underneath the Artillery Plot, under the column of the Battery for which it will be the Spotting unit. The same Spotting unit may be used for more than one Battery, but each Battery may have only one Spotting unit that it may use.
- A Suppressed unit can still be used as a Spotting unit, if the target hex can be sighted. A target hex from the previous Turn counts the same as a hex fired at on the previous Turn for sighting by Suppressed units.
- If the Spotting unit for a German Battery is Knocked Out, no other unit may serve as Spotting unit for that Battery. If the Spotting unit for an Allied Battery is Knocked Out, any Headquarters unit (if those Options are used) may be designated as the new Spotting unit for that Battery.
- If the Air Spotting Option is used, the Spotting Plane may be named as the Spotting unit for all Artillery Batteries, in addition to the ground Spotting units.
- Allied Spotting had developed to a fine art by 1944, to take advantage of the numerous radios in Allied units. If players wish, they may allow one Allied Spotting unit per Artillery Battery, but allow each Spotting unit to act for any Artillery Battery.
C. ARTILLERY TYPES: Artillery Batteries can be Light, Medium, or Heavy. The Point Values and GP Factors for each type are listed on the Artillery Tables on the Game Cards.
- If an Artillery Battery is selected by Points, select one of the numbered Artillery Impact units to represent its fire on the mapboard.
- In the space provided at the top of the Artillery Plot, fill in the GP Factor of each Artillery Battery used in the column numbered the same as the Artillery Impact unit.
D. ARTILLERY FIRE RESOLUTION: All Artillery Fire is resolved during the Artillery Impact Phase, against units in or adjacent to its Impact hex. Additionally, Artillery Fire may be resolved during the Movement Execution and Opportunity Fire Phase against any units that enter or pass through a hex affected by Artillery Fire.
- PLACING THE ARTILLERY IMPACT UNITS: During the Artillery Impact Phase, place or move the Artillery Impact units in their designated target hexes.
- SCATTER: The dice must be rolled to check for Scatter for every Artillery Impact unit on the mapboard. A separate roll is required for each one. The Scatter numbers are listed on the Artillery Tables for each type of Artillery Fire. For example, the Scatter numbers for Called Artillery Fire are "01-40". For Continuous Artillery Fire, the Scatter numbers vary, depending on whether the Artillery Impact unit remained in the same hex as the previous turn (Same Hex Scatter), or was moved to an adjacent hex (Adjacent Hex Scatter). If a number higher than the Scatter number is rolled, the Artillery Impact unit remains where it was placed. If a number in the range of the Scatter numbers is rolled, the Artillery Impact unit will be moved, the direction of movement determined as follows:
- a. Consult the Scatter Diagram on the Game Card and roll the dice.
- b. Move the Artillery Impact unit into the adjacent hex indicated by the dice roll. For example, if a "27" were rolled, the Artillery Impact unit would be moved in direction "2" (see the Directional Hexagon for direction numbers). If the target hex is one where two mapboard sections join, use the direction numbers of the Directional Hexagon of the mapboard section with the earliest letter in the alphabet. If the Artillery Impact unit is moved off the mapboard, it is out of play, and new plots will be necessary to get it back on the mapboard.
- After the final location of every Artillery Impact unit has been determined, Artillery Fire is resolved against all units (including friendly units) in the Impact hex and all hexes adjacent to the Impact hex.
- a. Artillery Fire is a form of GP Fire, and the effects on individual units are resolved using the same general procedure.
- b. For each Combat unit under Artillery Fire, crossgrid the Artillery's GP Factor with the GP Defense Factor of the unit, and roll the dice for the effects on the unit. The effects are the same as for Direct or Opportunity GP Fire, with these differences:
- (1) A Suppressed result Suppresses all Vehicle units, Open or Buttoned.
- (2) A Knocked Out result does Knock Out a Vehicle unit, which is replaced by a Wreck unit, in the Impact hex only. In the adjacent hexes a Knock Out result still only Suppresses Vehicle units.
E. MORTAR RULES: Small infantry mortars were employed by all armies to lend fire support to Infantry units. Although all they threw was a lightweight shell, their high rate of fire made an effective barrage possible. Mortar Team units are Leg units, and follow most of the Leg unit rules, but their fire is resolved similarly to Artillery Fire.
- Mortar Teams may not fire from Building hexes. They may fire from Alley hexes.
- Mortar units may fire from Full Cover.
- Mortar units may use only Direct or Indirect Fire. The target is listed for the number of the hex, instead of the target unit's number. For example, the notation "F2105" indicates orders to use Direct Fire against hex 2105.
- Mortar Team units move and have GP Defense Factors the same as Machinegun Team units. They may not use Close Assault Combat.
- MORTAR FIRE RESOLUTION: The Impact hex may Scatter from the designated target hex, the same as Artillery Fire Scatters. Note on the Mortar Team unit's Data Cards (100, 113, and 130) that the Scatter numbers are different on both sides of the Range Line. Also note that Continuous Fire Scatters on "01-10" (see Artillery Tables on the Game Cards).
- a. If Mortar Fire Scatters, the hex it Scattered to is the Impact hex for the Mortar Fire. Otherwise, the designated hex is the Impact hex.
- b. Mortar Fire affects only the units (including friendly units) in the Impact hex. Use the GP Factor of the Mortar Fire against the GP Defense Factor of each individual unit in the Impact hex to resolve the Mortar Fire. Effects are the same as for normal Direct GP Fire.
- c. Mortar Direct Fire is resolved during the Direct Fire Phase. The target hex can be any sighted hex in range, but must be replotted every Turn. Continuous Mortar Fire is possible if the same target hex is plotted as the previous Turn.
- d. Mortar Team units have a 360 degree Field of Fire.
- e. Defilade and Ditch hexes are treated as Clear hexes against Mortar Fire.
F. INDIRECT FIRE: Mortar units and the main guns of other Combat units with the words "Has Indirect Fire Capability" printed in the Firing Information section of their Data Cards may use Indirect Fire against target hexes which they cannot sight. Actually, almost any units were capable of Indirect Fire, but only those commonly used in this way are considered for game use.
- To use Indirect Fire, the firing unit must have available a Spotting unit that can sight the target hex. The Spotting unit may be any Combat unit in the same Formation as the firing unit (see the Organization and Command Control Optional Rules), or an Air Spotting unit. The Spotting and firing units must both have Radios.
- To use Indirect Fire, the target hex must be at Long Range (on the right side of the Range Line).
- The notation "H" indicates that Indirect Fire is ordered. The number of the target hex is listed next to the notation. For example, the notation "H1504" indicates orders to use Indirect Fire against hex 1504. Select an unused Artillery Impact unit, and use it for the Indirect Fire of the firing unit - write the number of the firing unit on the "Type" line in the appropriate column of the Artillery Plot on the Command Sheet.
- INDIRECT FIRE RESOLUTION: Indirect Fire is resolved during the Artillery Impact Phase.
- a. Place the Artillery Impact unit in the target hex.
- b. The Impact hex may Scatter from the designated target hex, the same as Artillery and Direct Mortar Fire Scatters.
- (1) The Scatter numbers are doubled for Mortar Teams using Indirect Fire. For example, if the Scatter numbers were "01-30", they would become "01-60" when Indirect Fire is used. Mortar Continuous Fire would have Scatter numbers of "01-20".
- (2) The Scatter numbers for units other than Mortar Teams are "01-70" for the initial firing, and "01-40" for Continuous Fire.
- c. If Indirect Fire Scatters, the hex it Scattered to is the Impact hex for the Indirect Fire. Otherwise, the designated hex is the Impact hex.
- d. Indirect Mortar Fire affects units in the Impact hex the same as Direct Mortar Fire.
- e. Indirect Fire by units other than Mortar Teams affects only the units in the Impact hex. Use the MV GP Factor of the firing unit against the total GP Defense Factors of all units in the Impact hex to resolve the Indirect Fire. Effects are the same as for normal Direct GP Fire.
- The target hex can be any hex sighted by a Spotting unit and in range, but must be replotted every Turn. Continuous Indirect Fire is possible if the same target hex is plotted as the previous Turn.
III. Air Support Rules
Both the Allies and Germans employed Aircraft in the Ground Attack role. Common Ground Attack Planes for both sides are included in the game on Data Cards 103, 115, and 133. Regardless of the printed picture, Plane units may be used to represent any type of plane of their nationality.
A. PLANE MOVEMENT: Plane units do not have to be plotted on the Command Sheet. They can be moved freely to any hex on the mapboard during the Plane Movement and Combat Phase. They are removed from the mapboard at the conclusion of this Phase.
B. ALLOWABLE ATTACKS: Each Plane unit may attack no more than once every two Turns, and may make only one attack (Strafing, Bombing, or Rocket) during a Turn. Each Plane unit may make up to three Strafing, and one Bombing or two Rocket Attacks per game.
- All Plane units may make Strafing Attacks.
- In addition to Strafing Attacks, the Plane may be armed with Bombs or Rockets, but not both. The controlling player must announce the armament of a Plane unit the first time it enters the mapboard.
C. PLANE SIGHTING: Plane units may attack any units they can sight, or which are sighted for them. Plane units may not sight hexes in Building, Woods, Hedgerow, Improved Position, or Alley hexes, but can sight all other units. They may attack unsighted units only if a friendly ground unit with a Radio can sight the Combat units in these hexes.
D. THE PLANE MOVEMENT AND COMBAT PHASE:
- PLANE MOVEMENT: The player takes the Plane unit and places it in the hex that is to be attacked. A Strafing or Bombing Attack is announced.
- ANTI-AIRCRAFT FIRE: All independently fired TT machineguns on Open Vehicle units, all NM Machinegun Teams, and any other units noted for use in Anti-Aircraft Fire ("AA") on their Data Cards may be used for Anti-Aircraft Fire if they are not Suppressed, the Plane unit is in their range and Field of Fire (includes same hex, in this case), and they have no plotted fire orders or orders that prevent firing. Terrain obstacles may be ignored for this Combat, and Plane units are treated as Vehicle units in Clear terrain hexes for the range at which they can be sighted. The procedure for Anti-Aircraft Fire is as follows:
- a. Each unit fires separately. Measure the range to the Plane unit, and find the firing unit's GP Factor (MV or NM, depending on the unit's orders).
- b. Use the GP Hit Tables normally, crossgridding the firing unit's GP Factor with the Plane unit's GP Defense Factor. Roll the dice for each shot, and find the results normally.
- c. If the attacking Plane unit is Knocked Out, it is destroyed and removed from play, the side shooting it down getting the Victory Points. If the attacking Plane unit is Suppressed, its attack is automatically wasted - there is no chance of a hit, but the attack does expend one of the Plane unit's Bombing, Rocket, or Strafing Attacks (whichever type was announced).
- STRAFING ATTACKS: The player with the Plane unit may select any one unit in the target hex to attack. Consider the guns used in a Strafing Attack to be 20mm or smaller. The attack is resolved and has the same effects as Direct GP Fire, using the Plane unit's Strafe GP Factor against the target unit's GP Defense Factor.
- BOMBING ATTACKS: A Bombing Attack will not necessarily hit the hex occupied by the Plane unit. Check the Plane unit's Scatter number on its Data Card, and roll the dice. If the number rolled is larger than the Scatter number range, the Bombing Attack will be against the hex containing the Plane unit. If the number rolled falls in the Scatter number range, the direction of Scatter must be checked the same as for an Artillery Impact unit, and the Bombing Attack will be against this hex. A Bombing Attack uses the Plane unit's Bomb GP Factor against every unit in the hex as individual fire, the same as for the Impact hex of Artillery Fire. Like Impact hex Artillery Fire, all Vehicle units can be Suppressed or Knocked Out by Bombing Attack, if these results are rolled.
E. AIR SPOTTING FOR ARTILLERY: This Option represents the presence of a small, light plane above the battlefield. This plane carries no weapons, but has a Radio, and can be used as a Spotting unit for all off-board Artillery Batteries. The units an Air Spotting unit can sight are the same as for all other Plane units.
- An Air Spotting unit has no unit counter to represent it on the mapboard. The player spends the Points (20) for it at the start of the game, and announces that it is available.
- The Air Spotting unit cannot be fired at by Anti-Aircraft, and cannot be eliminated. It may not make Strafing, Bombing, or Rocket Attacks of its own.
IV. Mine Rules
Mines have always been utilized as a defensive weapon, to cause losses or to channel the movements of enemy forces.
A. MINE TYPES: Mines are of two types, Anti-Tank (for use against Vehicle units) and Anti-personnel (for use against Towed or Leg units). For the game, each type of Mine comes in three sizes. Anti-personnel Mines have sizes of 10, 20, and 30 GP Factors. Anti-Tank Mines have sizes of 25, 50, and 75 TK (Track). Anti-personnel Mines can Knock Out or Suppress Leg or Towed units. Anti-Tank Mines can inflict Track hits on Vehicle units. Both types can be placed in the same hex.
B. MINE PLACEMENT: Mine units are placed at the same time as the other Terrain Support units. The Mine unit is placed on the mapboard to indicate that Mines are in the area. The exact placement, type, and size of Mines is known only to the player who placed them. Mines may be placed up to two hexes from the Mine unit, and any number of hexes within this radius can contain Mines. The hex containing the Mine unit itself does not necessarily contain any actual Mines.
- The exact type, size, and hex where each Mine is placed should be secretly written on a piece of scratch paper by the player who places them.
- The entire area where Mines can be placed with or around the Mine unit is called a Minefield. (Diagram: mines may be placed anywhere in the area shown; this entire area is called a "minefield".)
- Once placed, Mines may not be moved nor their strengths altered.
- Mines are not "used up" in Mine Attacks. They may be used again and again.
C. MINE ATTACKS: Mines will "attack" Combat units passing through their hex. Antipersonnel Mines will attack only Leg or Towed units. Anti-Tank Mines will attack only Vehicle units.
- When a player moves a Combat unit through or into a Minefield hex, the player who placed the Mines will inform the moving player if the unit is attacked in that hex. If not, the unit continues to move. If an attack does take place it must be resolved before the movement continues.
- a. ANTI-TANK MINE ATTACK RESOLUTION: The dice are rolled, and the unit is either not damaged or suffers a Track hit. A Track hit is scored if the number rolled equals or is less than the TK value of the Mine. For example, a "50TK" Mine would cause a Track hit if the numbers "01" through "50" are rolled.
- b. ANTI-PERSONNEL MINE ATTACK RESOLUTION: An Anti-personnel Mine Attack is resolved the same as a GP Direct Fire. The GP Factor of the Mine (10, 20, or 30) is crossgridded with the GP Defense Factor of the Leg or Towed unit, which in this case is always "1". The results are handled normally.
- SPECIAL NOTE ON TRANSPORTED UNITS: Anti-personnel Mines do not attack Leg and/or Towed units which are being Transported on a Vehicle unit. Leg and/or Towed units unloading in a Minefield hex will be attacked by Anti-personnel Mines.
V. Special Infantry Units and Equipment
There are three types of special Infantry units, the Squad Plus, Assault Infantry, and Rangers (American) and Commandos (British). Squad Plus and Assault Infantry units cost and are worth more Victory Points than a normal Squad of the same type (Point Values are given on the Data Cards - note that Rangers and Commandos can also be Squad Plus or Assault Infantry).
A. SQUAD PLUS INFANTRY: This represents a normal full Squad unit with additional men and weapons attached. All rules that apply to an Infantry Squad apply to a Squad Plus, but a Squad Plus may add 10 GP Factors to all fire and combats.
B. ASSAULT INFANTRY SQUAD: This represents a normal full Squad unit with additional assault weapons attached. These units could be considered to be assault engineers. All rules that apply to an Infantry Squad apply to an Assault Infantry Squad, but an Assault Squad adds 10 GP Factors in Close Assault Combats, may fire Smoke (one per Turn) into an adjacent hex, and may use Direct Fire against Block, Wire, Pillbox, or Bunker units in adjacent hexes (order the Direct Fire against the hex number). In addition, an Assault Squad may be equipped with a hand-held Flamethrower.
- For an additional two Points, a hand-held Flamethrower may be added to an Assault Squad.
- The Flamethrower has a NM GP Factor of "25", and a MV GP Factor of "0" at a range of one hex. Separate fire orders are plotted for the Flamethrower from those plotted for the Infantry unit to which it is attached, the same as for a PIAT, Bazooka, Panzerfaust, or Panzerschreck.
- The hand-held Flamethrower is fired like any other GP Weapon, with its GP Factor compared to the target unit's GP Defense Factor. In addition, "10" is added to the dice roll when it is used.
- The Flamethrower automatically starts Fires when used against an Alley or Building hex.
- The crew of any Vehicle unit against which the Flamethrower is used must automatically make a Bail Out attempt if the Vehicle unit is not Knocked Out. Use the GP Knock Out column, No Damage line of the Bail Out Tables for this attempt.
C. RANGER AND COMMANDO INFANTRY: These are given as separate Infantry types on the British and American Data Cards. The Allied player may employ these units as part of their forces. These units are armed with automatic weapons, and are a highly-trained elite force. They may only be used in games where all players agree to their use. Don't overdo it!
- Ranger and Commando units always have a Radio, and are Crack for Morale purposes.
- These units add "10" to the dice roll for Close Assault Combats.
- Ranger and Commando units can be Air-Dropped, the same as Paratroops. They are affected only by Knock Out results, and can ignore Suppressed results from Combat.
VI. Main Gun Depression
Gun depression played a very important part in deciding the placement of Towed and Vehicle units. Both sides were always hampered by the inability of large guns to fire down on enemy units at close ranges. All Towed units and Vehicle units (main guns only - machineguns or AT Rifles if these are the main guns) have their Gun Depression listed on their Data Cards. Independently fired Vehicle machineguns and Leg units are unaffected by these rules.
A. Gun Depression affects only a unit's ability to fire at units which are at a lower elevation. It has no bearing for fire against units at the same or higher elevations.
B. The Gun Depression lists five numbers. The first number is the minimum range at which the unit may fire at a target which is one elevation level lower than the firing unit. The second number is the minimum range at which the unit may fire at a target which is two elevation levels lower than the firing unit. The third, fourth, and fifth numbers are, respectively, the minimum ranges at which the unit may fire at targets which are three, four, and five elevation levels lower than the firing unit.
VII. Effects of Turret Facing
Vehicle units with movable turrets may have their Turret unit facing in a completely different direction than the Vehicle unit is facing.
A. Anytime the Line of Sight of a shot passes through the hexside that is the Turret unit's facing, or a hexside adjacent to the Turret unit's facing, any TR hit scored will become a TF hit, and use the Turret Front AB to determine penetration.
B. Anytime the Line of Sight of a shot passes through a hexside that is not the Turret unit's facing and not a hexside adjacent to the Turret unit's facing, any TF or GM hit scored will become a TR hit, and use the Turret Rear AB to determine penetration.
VIII. Time of Day and Weather Rules - Effects on Sighting and Movement
All the rules for ARMOR covered so far have assumed daylight conditions and perfect weather. Different times of day and different weather conditions, while they will have a great effect on the play of the game, are very easy to incorporate into a game.
A. WEATHER OPTIONS: The weather can be either Normal (as in the Armor and Advanced Games), Snow, or Mud.
- SNOW: Use the Snow Speed Factors and Road and Track Movement Costs listed on the Data Cards instead of the Normal ones. The Stream hexes may be considered to be frozen over, and are treated as Clear hexes.
- MUD: Use the Mud Speed Factors and Road and Track Movement Costs instead of the Normal ones. The Stream hexes may be considered to be unfordable, and may not be entered except at Bridge hexes.
B. TIME OF DAY - WEATHER OPTIONS: The time of the day or the weather can affect sighting. The Sighting Ranges Table on the Game Cards has lines for sightings that take place at different times of the day and in different weather conditions. Use only the first number given on the Sighting Ranges Table for LG and SM units unless the Optional Sighting Rules (Option X.C.2.) are being used.
- DAY: This is normal visibility, as was used in the Armor and Advanced Rules. This could apply to clear days with Mud ground conditions, also.
- DUSK: This is visibility when the sun is just rising or setting. It could also apply to Snow or Mud Days with rather heavy snow or rain actually falling.
- BLOWING SNOW, FOG: This is visibility if the weather is foggy. It could also apply to Dusk periods combined with snow or rainfall. Plane Attacks, and Glider operations are impossible in Fog weather, as is Air Spotting.
- NIGHT: This is visibility when the sun is down, there is little or no moonlight, or when weather conditions are so atrocious that it may as well be night. Plane Attacks, Glider operations, and Air Spotting are impossible in Night weather.
- MOONLIGHT: This is a night with a bright moon improving visibility where there are no shadows. Note that all sighting ranges are the same as for Night, except for Vehicle units. Plane Attacks, Glider operations, and Air Spotting are possible in Moonlight weather.
IX. Smoke and Starshells
These are two additional types of shells that may be fired.
A. SMOKE SHELLS: Smoke shells may be fired by Vehicle and Towed units, except those whose Notes indicate they may not, Mortar units, Artillery Batteries, and Assault Infantry Squads.
- Vehicle, Towed, Mortar, and Assault Infantry units may Direct Fire or Indirect Fire (if unit has the capability) Smoke instead of firing AP or GP. The notation "FS" indicates the Direct Fire of Smoke, and "HS" indicates the Indirect Fire of Smoke, followed by the target hex number.
- Artillery Batteries may fire Smoke instead of firing their GP shells. Smoke may be fired with any type of Artillery Fire, have the same Delays and Spotting unit requirements, and is indicated by adding the letter "S" to the plotting of the fire. For example, "CS1112" is Called Artillery Fire using Smoke into hex 1112.
- Fire from Vehicle, Towed, Mortar (after checking for Scatter), and Assault Infantry units place Smoke in only one hex. Artillery Fire places Smoke in the Impact hex (after checking for Scatter), and in all adjacent hexes. Inverted Smoke units are placed on the mapboard during the regular Phases (Direct Fire or Artillery Impact) to show that Smoke has been fired. These inverted units have no effects on play.
- During the Fire and Smoke Phase, all Smoke units that are face up are removed from the mapboard. After this is done, all inverted Smoke units are turned face up to count as Smoke hexes for the following Turn.
- SMOKE EFFECTS: A hex containing a Smoke unit will block Lines of Sight from all elevation levels including into the Smoke hex. A Smoke hex also costs an additional Speed Factor for Vehicle units to enter.
B. STARSHELLS: These are shells used for illumination during Night or Moonlight sighting conditions. They may be fired only by Artillery Batteries.
- Artillery Batteries may fire Starshells instead of firing their GP shells. It is fired the same as Smoke, except that the notation "L" is used to indicate that Starshell is fired.
- Starshell is only effective in the Impact hex (Scatter must be checked) and all adjacent hexes. The Artillery Impact unit is used to mark the center of the area illuminated by Starshells. Dusk sighting ranges apply to the illuminated area. The effects of a Starshell last only from the end of one Artillery Impact Phase to the start of the next Artillery Impact Phase.
X. Limited Intelligence
Until a Combat unit is sighted, a player does not have to reveal exactly what type of unit it is. There are two ways in which this limited intelligence rule can be handled.
A. INVERTED UNITS: At least one side, usually the one starting off the mapboard, must use this rule, unless an Umpire is available.
- Invert all units before they come on to the mapboard. The opposing player can still, of course, tell tracked Vehicle units from other units by their shape, but not knowing exactly what type of Vehicle unit it is can have a marked effect on play and permit some surprises!
- As soon as a unit is sighted, it must be placed face up. If it is again lost to sight, it can be again inverted, hoping that the opposing player or players will not be able to remember what it is. A unit is only placed face up when it is in the sighting range of an enemy unit, not when it is sighted due to firing.
B. COMPLETELY HIDDEN UNITS: This rule can only be used by a side that starts the game with its units already on the mapboard.
- A reduced copy of the mapboards is included in this rulebook. This can be reproduced on a copier, then the copies cut into the three mapboard sections and re-assembled to match the layout being used in the game. Building, Hill, Woods, Hedgerow, Alley, and River Terrain units should then be drawn on this reduced copy to match the actual mapboard layout. After this is done, it is suggested that the mapboard copy be placed in a clear plastic document protector so it can be marked on with a grease pencil.
- The player then marks his locations on the reduced mapboard, using an arrow to show facing, and marking the unit's identification number next to the arrow to show what unit the arrow represents.
- The player does not place any units on the mapboard until they are sighted. If a unit is again lost to sight, it can be removed from the mapboard and its location again marked on the reduced copy.
- Hidden units can be moved by erasing the previous mark, and making a new one in the new location. As the units are moved, be sure to tell the opponent if he sights even a fleeting glimpse of the moving unit.
C. OPTIONAL SIGHTING RULES: Any or all of the following Sighting Options may be used in a game.
- ELEVATION LEVEL DIFFERENCES: Add five hexes to the range at which a unit may see or be seen for every elevation level difference between the units. For example, a unit that is two elevation levels higher than an enemy unit could see and be seen by that unit from ten hexes longer range than normal. This applies only to units being sighted in Clear, Defilade, Depression, or Soft Terrain.
- FULL COVER TOWED AND LEG UNITS: Leg and Towed units that are in Full Cover are harder to "see" than normally. The second number given under the SM and LG columns of the Sighting Ranges Table are the distances at which these units can be seen when in Full Cover.
- DUST CREATED BY MOVING VEHICLES: Moving Vehicle units throw up a lot of dust, which can be seen from long distances, but also obscures units behind the dust cloud.
- a. Except in Mud weather, any Vehicle unit that moved two or more hexes during the previous Turn will be considered to have thrown up dust.
- b. Any Vehicle unit throwing up dust can be seen from the same range as if it were in Clear Terrain, regardless of the terrain in the hex in which it is located. If the Completely Hidden Units Option is used, the whole route taken by an otherwise secret move must be revealed to the opposing player.
- c. Treat the hex containing the Vehicle unit and all hexes passed through during the previous Turn as containing dust. Handle the same as if these hexes all contained a Smoke unit.
- SMOKING WRECK UNITS: Any hex containing a Wreck unit can be considered to be a Smoke hex, and has the same effect as a Smoke unit on moving and sighting.
- BUTTONED SIGHTING: Buttoned Vehicle units are restricted to sighting hexes that are in an arc described by the FS 45 sections of the Target Angle Wheel from the fronts of the Vehicle and/or Turret units. They cannot sight hexes that do not fall inside this arc, even if fire is coming from those outside hexes.
D. OPTIONAL NOISE RULES: Even if a unit cannot be seen, it can often be heard as it moves. This Option should be used only with the Completely Hidden Units Option, as it is helpful only concerning units that are out of sight.
- Moving Vehicle units can be "heard" up to ten hexes from the unit which "hears" them.
- Moving Leg units can be heard up to four hexes from the unit which hears them.
- The controlling player does not place the moving unit on the mapboard, but must tell the opponent what (Vehicle or Leg) was heard, and where (what hex or hexes) the noise originated.
XI. Fires in Buildings and Alleys
Building and Alley units may catch on fire, and, once on fire may go out, continue to burn, or spread.
A. Fire can be created in Building and Alley units as a result of GP Fire directed at units in the hex. These hexes are not fired at individually, only the units in the hex may be fired at. All resolution of Fires is done with the Fire Tables on the Game Cards during the Fire and Smoke Phase, either player rolling the dice.
B. FIRE STATUS: All Building and Alley units that had a Fire unit placed on them during a previous Turn must have the status of their Fires checked.
- Roll the dice and consult the Fire Status portion of the Fire Tables on the Game Cards. Look along the line containing the type of unit to find into which range of numbers the dice roll falls.
- SPREAD: If the dice roll falls into this range, the Fire spreads to all Building and Alley units in adjacent hexes. Place Fire units in the hexes where the Fire spread.
- CONTINUE: If the dice roll falls in this range, the Fire simply continues in its original hex.
- END: If the dice roll falls in this range, the Fire ends, and the Fire unit is removed from the mapboard.
C. Any Building or Alley hex that is not burning that had GP Fire directed against it during the Turn must be checked to see if a Fire starts.
- Crossgrid the Unit Type (Stone, Wood, or Brick Building, or Alley) with the largest GP Factor that was fired at the hex during the Turn, and roll the dice.
- If the number rolled falls in the listed range of numbers, a Fire starts and a Fire unit should be placed in the hex. If the number rolled is higher than the listed range of numbers, there is no effect.
- If a Flamethrower was used against the Building or Alley unit, a Fire is automatically started.
D. Any hex that contains a Fire unit can also be considered to be a Smoke hex, and has the same effect as a Smoke unit on sighting.
E. Combat units may not remain in or enter a hex containing a Fire unit. Any Combat unit that has not vacated a Fire hex by the end of the Turn after a Fire starts is Knocked Out and eliminated from the game.
F. FIRE AREA VISIBILITY: "Dusk" sighting ranges apply to an area within two hexes of a Fire during Night or Moonlight periods.
XII. Infantry Unit Reduction
When a Knock Out result occurs to an Infantry Squad unit, except as a result of Artillery Fire, Overrun Combat, or Airborne Landing Status Knock Outs, the unit may be reduced to half size instead of being totally eliminated. The reduction in size can be recorded by writing "1/2" in the unit's identification box on the Command Sheet. Squad Plus and Assault Squad units lose all their special capabilities in such a reduction, but any special weapons carried by a squad (Bazookas, Flamethrowers, etc.) will remain with the reduced unit. The Victory Point Value of a Squad reduced to a Half Squad is the difference between the Squad and Half Squad Point Values.
XIII. Weight Limitations
A. SOFT HEXES: Soft hexes represent very soft or muddy ground. Unless this Option is used, Soft hexes are treated as Clear hexes. This Option deals with the chances of a Vehicle unit becoming "stuck" in a Soft hex.
- A Vehicle in a Soft hex has its orders plotted normally. However, before turning in, pivoting in, or exiting from a Soft hex, the controlling player must roll the dice and consult the Soft Hex Table on the Game Card to see if the plotted movement orders can be carried out.
- SOFT HEX TABLE PROCEDURE: Crossgrid the Vehicle unit's weight (including any Transported Leg or Towed units) with its Turn Cost to find a listed range of numbers on the Soft Hex Table. Then roll the dice. If the dice roll falls in the listed range of numbers, the plotted movement orders are not carried out, and movement for the Turn ends at that point. If the dice roll exceeds the listed range of numbers, the Vehicle unit may turn and/or exit the hex normally.
- Even when not stuck, the cost for a Vehicle unit to enter a Soft hex is "6".
- Infantry units may move only at a Speed of "1" during any Turn started in a Soft hex.
B. BRIDGE LIMITATIONS: If listed in a scenario, or if players wish to add this feature to a scenario on their own, there are limits to the weight that a Bridge, Span, or frozen Stream can hold. Units too heavy to cross must find another route, or enter the Stream hex at the full cost in Speed Factors.
XIV. Organization and Command Control
A. UNIT ORGANIZATION: Both the Allied and German armies had Tables of Organization for organizing their forces, but these organizations could and did break down into all sorts of ad hoc formations at the lower levels of organization used in ARMOR. Some organizational guidelines follow:
- All Vehicle units should be formed in their own Formations, by type if possible, but mixed if necessary. An exception to this would be Truck and Half-Track Vehicle units used to Transport Leg or Towed units; these Vehicle units would be part of the Leg or Towed Formation they carried.
- All Leg units should be formed into their own Formations. These Formations would normally consist of a variety of different Leg units, Infantry units and their supporting Machinegun and Mortar Teams.
- All Towed units should be formed into their own Formations, all guns in a Formation being of the same size, if possible.
- Formations should be organized to have not less than three Combat units, but no more than seven Combat units in a Formation. A Headquarters unit should be designated for each Formation, and the notation "HQ" marked in its identification box on the Command Sheet. A line should be drawn on the Command Sheet to show what units are in what Formations. One unit should be selected to be the Headquarters for all the Formations a player controls. The "HQ" for this unit should be circled to differentiate it from the subordinate Headquarters. This unit represents the player's presence on the mapboard, and is the Player Headquarters. (A sample Command Sheet in the book shows a Formation with its units grouped under a line, with HQ marked.)
- Allied units should be organized into separate Formations by nationality, if used on the same battlefield. The Allied Player Headquarters may be of any nationality involved.
B. COMMAND CONTROL: These rules simulate the difficulties of controlling subordinate units in a combat situation. They are designed so that the player will have a difficult time controlling all of his units, and will have to make the best of a bad situation. The only consolation is that your opponent is in the same boat!
- A player has Command Control of all units in or adjacent to the hex containing his Player Headquarters. Command Control is also maintained over all units adjacent to a Headquarters unit that is adjacent to the Player Headquarters. If the Player Headquarters unit has a Radio, all other units with Radios are in Command Control, and, if a Headquarters unit with a Radio is in Radio Communication with the Player Headquarters, all units adjacent to that Headquarters unit are also in Command Control.
- a. A Headquarters unit can be in Command Control only over units that are organized as part of its Formation. For example, a Headquarters unit that is adjacent to the Player Headquarters can not maintain Command Control over adjacent units organized into another Formation.
- b. Radio communications for Command Control are not possible if the Line of Sight between two units with Radios is blocked.
- c. A Headquarters unit with a Radio that is in Command Control of a Player Headquarters is in Command Control of all units with Radios in its Formation, if lines of sight are not blocked.
- Units that are in Command Control have their orders plotted normally. Units that are not in Command Control have their orders plotted normally as long as the plotted orders do not require the unit to enter a new hex. Orders to move one or more hexes given to a unit that is not in Command Control require orders for the next Turn to also be written when the movement order is written. For example, a unit that is not in Command Control that you wished to order to move one or more hexes during the current Turn, would also have to have orders plotted in advance for the next Turn at the same time as the current Turn is plotted.
- a. If a unit with orders plotted in advance enters Command Control, the orders plotted can be erased, and new orders plotted normally.
- b. Movement orders plotted in advance must be specific and exact. Firing orders plotted in advance do not have to list the identification number of the target hex or unit - this information can be filled in during the Order Plot Phase of that Turn.
- If a Player Headquarters unit is Knocked Out, all of that player's units are out of Command Control for the next two Turns. After that, the player can select a new Player Headquarters from among his surviving units on the mapboard and resume Command Control.
C. INTERRUPTED COMMAND CONTROL - RADIO JAMMING: Each separate Formation is considered to be using a different radio frequency for internal communications, and the Player Headquarters is considered to be using yet another radio frequency to communicate to and from other Formations or (in a multi-player game) other players. If these frequencies are "Jammed," they will stop radio communications, and may place the involved units out of Command Control.
- To attempt to "Jam" an enemy radio frequency, the side must have Radio Jamming Equipment, which is obtained for 20 Points before the game starts. No unit is used to represent this equipment - it is considered to be off the mapboard, and the player merely announces its presence.
- Attempts to "Jam" are made at the start of the Order Plot Phase, while all other Command Control is being determined. A side may attempt to "Jam" one frequency per Turn. If Artillery is used, the frequency used by one Spotting unit may be "Jammed" per Turn. Treat this the same as an attempt to "Jam" a Formation's frequency.
- b. The dice are rolled, and the Radio Jamming Table on the Game Cards is consulted. Crossgrid the Type of Attempt (against a Formation or against the Player Headquarters) with the nationality of the Formation or Player Headquarters. If the dice roll falls in the range of numbers listed, the frequency is "Jammed" for that Turn only. If the dice roll exceeds the listed range of numbers, there is no effect.
XV. Tracking Fire
Tracking Fire is similar to Opportunity Fire, but is directed against one specific unit.
A. Tracking is plotted by using the notation "T" and the identification number of the target unit. Tracking Fire takes place during the Movement Execution and Opportunity Fire Phase. Tracking Fire is primarily used to get a good shot at an advancing unit after it has left cover which would have spoiled a Direct Fire at the unit, or to fire at an Overrunning Vehicle unit.
B. All Opportunity Fire rules apply to Tracking Fire with the following changes:
- The unit using Tracking Fire must be able to sight the target unit at the start of the Turn and also when it fires.
- The Tracking Fire is triggered only if the designated target unit moves. If it does not move, or moves out of the firing unit's sight, range, or Field of Fire no firing takes place. The firing unit may fire at the target unit at any point during its movement when firing is possible.
- The Opportunity Fire Modifier for AP shots and the halved GP Factor modifier for GP shots do not apply for Tracking Fire.
XVI. Multi-Player Rules - Umpired Games
ARMOR is a game that lends itself well to play by more than one player per side. The presence of more than one player on each side allows some additional realism to be built into the game. These are some suggested rules for use in games with more than one player per side. Player Headquarters are needed, even if Command Control is not used.
A. ASSIGNING COMBAT UNITS: The players on a side should use different types of Combat units. That way, they will not have to "share" Data Cards, but can keep the needed Data Cards in front of them. This also permits a realistic division of responsibilities, and recreates the problems of integrating separate commands into a common tactical plan.
B. UNIT CONTROL: Players may only control the units that they command. No other player may plot orders for or move units that another player commands.
C. PLAYER COMMUNICATIONS: Players may communicate personally, if their Player Headquarters units are in the same hex, or by Radio, if both communicating players have a Radio with their Player Headquarters unit or are in a hex with a unit that does.
- The players on a side should meet to discuss a common strategy before the game begins. After the game begins, no talking about plans is allowed among players on a side unless they can "communicate" under the game's rules.
- If two or more players' Player Headquarters are together in the same hex they may talk to each other about plans for the game.
- To simulate the hectic nature of Radio communications under battlefield conditions, the following rules should be used for Radio communications between players.
- a. The Order Plot Phase should be timed. Three to six minutes is usually about the right period, but players can decide the time limit to suit themselves before the game begins. All Radio communication has to be done during the timed Order Plot Phase.
- b. Radio communications between players are only possible if both Player Headquarters are in a hex with a unit that has a Radio, and if there is a clear Line of Sight between the hexes.
- c. Radio communications are simulated by the players writing notes on scraps of paper and passing them to the proper players. Remember, all of these notes have to be written, conversations made, and the written orders plotted for all of your units during the timed Order Plot Phase.
D. THE UMPIRED GAME: This Option requires the services of an extra person who will play for neither side, but will serve as "Umpire," and run the game. These rules are possible suggestions for the Umpire in running such a game.
- Separate the players or teams of players so that they are out of sight of each other. Each side must have a separate copy of the game or of the reduced mapboards, and the Umpire must have another copy. This Option can work beautifully if all participants have a copy at their homes, and the game is played by telephone.
- The Umpire's copy of the game should display all information, and all units for both sides should be placed or marked on this copy. Each of the other copies should display just that side's or player's information and units, plus any information about enemy units supplied by the Umpire.
- The game is played normally, although all information must go through the Umpire. All units are Completely Hidden, and are reported to the appropriate player or players on the other side when sighted. If each player has a separate copy, the Umpire can even arrange for players to be uncertain as to the exact locations of friendly units controlled by other players. Only the Umpire knows exactly where all units of both sides are located, and what types of units they are.
- The Umpire has a lot to do, and must be skilled with the rules, tactful, and able to use imagination in many situations. The Umpire should handle all dice rolls, and report the results back to the players. Some suggestions for the Umpire are:
- a. COMMUNICATIONS: All player communications should go through the Umpire, who will forward them to the appropriate players.
- b. OBSERVATIONS: The Umpire should reveal all sighting information. In many cases, units will be sighted by units they cannot sight in return, and the controlling player may be unaware that the unit is sighted.
- c. COMBAT DICE ROLLS: The Umpire should secretly handle all dice rolls for Combat, and should not reveal the exact results to the player who would normally roll the dice. All players should be kept somewhat in the dark as to enemy losses, and only be aware of their own losses.
XVII. Morale and Panic - Training and Experience
Morale is that indefinable combination of leadership, training, and internal unit cohesion that makes one Combat unit unbeatable and makes another one run at the first shot. In the final analysis most battles are either won or lost because of the Morale of the Combat units.
A. MORALE: Combat unit Morale in ARMOR is divided into three grades, Crack, representing troops with superior leadership and training, Average, representing common run-of-the-mill troops with average leadership and training, and Poor, representing troops who probably have no business being on a battlefield. The Morale grade of each unit should be noted in the unit's identification box on the Command Sheet.
B. PANIC MORALE CHECKS: All Combat units that suffer a Suppressed result or which Bail Out during a Turn must immediately take a Panic Morale Check. A unit can be checked up to twice during a Turn, once when it Bails Out, and the first time it is Suppressed during the Turn.
- Look on the Panic Morale section of the Morale Tables on the Game Card. Find the range of numbers listed for the grade of the unit you are checking. For example, the range of numbers for Crack units is "01-20."
- Now check the Panic and Rally Modifiers section of the Morale Tables to see if any of the Modifiers apply.
- a. -10 PER HQ IN COMMAND RANGE: Command Range is one hex. For each HQ (Player or Formation) in the hex with or adjacent to the unit being checked subtract "10" from the range of numbers. Note that for an HQ unit to modify the Combat unit, the Combat unit must be in the Formation HQ unit's Formation or commanded by the player with the Player Headquarters.
- b. -10 ANY TERRAIN COVER: If the unit being checked is a Leg or Towed unit and it is in any hex where its GP Defense Factor is better than it would be in Clear Terrain, subtract "10" from the range of numbers.
- c. +10 PER FORMATION UNIT KNOCKED OUT OR PANICKED: Each of the other Combat units in the unit's Formation that has already been Knocked Out or is currently Panicked will add "10" to the range of numbers.
- d. +10 PER OTHER FORMATION KNOCKED OUT OR PANICKED: If every unit of another Formation under the player's command is Knocked Out or is currently Panicked, add "10" to the range of numbers. This "10" is added for each of the other Formations that are in this condition.
- Modify the range of numbers by any Modifiers that apply and roll the dice. There is no effect if the number rolled is larger than the modified range of numbers. However, if the number rolled falls in the modified range of numbers the unit is panicked, and the notation "P" is written as that unit's order plot for the current Turn. The "P" cancels and supersedes all other order plots that may be written for that unit, including Suppressed.
- Since units inside Pillbox and Bunker units, and Ranger and Commando units cannot be Suppressed, these units do not have to make a Panic Morale Check when a Suppressed result affects them.
C. PANIC MOVEMENT: Panic orders (the "P" notation) are written for a panicked unit on every Turn until it rallies or exits the mapboard. Panic orders will cause a unit to move randomly during the Movement Execution and Opportunity Fire Phase.
- Each panicked unit is moved separately. Each player should resolve the movements of his panicked units during his part of the Movement Execution and Opportunity Fire Phase before moving any of his other Combat units.
- For each panicked unit, roll one die. If the roll is from "1" to "6," the unit will move in that direction (see the Directional Hexagon on that mapboard section). If "7" through "0" is rolled, the player commanding the panicked unit can decide the direction in which the unit will move. Note that if the hex containing the panicked unit is in a hex where mapboard sections join, the directional numbers of the Directional Hexagon of the mapboard section with the earliest letter in the alphabet is used to determine directions.
- The unit using Panic Movement will always move in a straight line in the determined direction as far as its Speed Factors will take it or until it comes to a hex it cannot enter. Any unit that exits the mapboard will be out of the game for good, although it is not counted as Knocked Out.
- Plane units that panic leave the game for good.
- Unloading Leg and Towed units Transported by a panicked Vehicle or Glider unit is not possible.
- Transported Leg units that have Panic orders will Bail Out and make their Panic movement. NOTE: If units Transported by a Boat unit have Panic orders, they will make their Panic movement in the Boat until a hex is reached where Bailing Out is possible.
- The crew of a panicked Vehicle unit that cannot move will automatically Bail Out.
- Units with Panic orders in the upper stories of a Building unit will use their movement to reach ground level prior to leaving the hex.
D. RALLY MORALE CHECKS: Rally Morale Checks are conducted for all panicked units on the mapboard during the Rally Morale Phase. Any unit that rallies can have orders plotted normally during the Turn. Any unit that fails to rally must have the "P" notation written for its orders for that Turn.
- Look on the Rally Morale section of the Morale Tables. Find the range of numbers listed for the grade of the unit you are checking.
- Now check the Panic and Rally Modifiers section of the Morale Tables to see if any of the Modifiers apply. These are the same modifiers used for Panic Morale Checks, but their values are just the reverse of their values for Panic Morale Checks. What was a "-10" Modifier for Panic Morale is a "+10" Modifier for Rally Morale, and what was a "+10" Modifier for Panic Morale is a "-10" Modifier for Rally Morale.
- Modify the range of numbers by any Modifiers that apply and roll the dice. If the number rolled is larger than the modified range of numbers the unit remains panicked. If the number rolled falls in the modified range of numbers the unit is rallied.
E. VOLUNTARY PANIC: If desired, players may voluntarily give a unit Panic orders. This is not done often, but sometimes is necessary, as in the case of a Suppressed unit in a burning Building.
F. TOWED UNITS BAILED OUT CREWS: When Towed units panic, their Crew will "Bail Out" and abandon their immobile gun. When this happens, place an extra Infantry unit on the mapboard in the Towed unit's hex. This may be placed facing as the player desires. Write the identification number of the Infantry unit in the identification box at the top of the Towed unit's column on the Command Sheet. This unit now represents the Bailed Out Crew.
- The Bailed Out Crew of the Towed unit uses the same rules as Bailed Out Vehicle Crews except, of course, the Towed unit Crew is initially panicked.
- If the Crew rallies, they may return to their Towed unit and resume normal operations, the extra Infantry unit being removed from the mapboard. They may only return to their own Towed unit and to no other.
- If either the Towed Gun unit or the Bailed Out Crew unit is Knocked Out while the other survives, only one-half (round all fractions down) of the Victory Point Value of the whole unit is gained.
G. ACE UNITS: Some Combat units are just naturally more efficient than others, regardless of their Morale grade.
- Any unit that Knocks Out five or more enemy units through Direct, Opportunity, Tracking or Indirect Fire or by Close Assault or Overrun Combat is defined to be an "Ace" unit. Marks above the unit's column on the Command Sheet can be used to keep track of units Knocked Out.
- An Ace unit has its Morale grade improved by one step (i.e. from Average to Crack).
- Whenever an Ace unit needs a dice roll, the player can roll the dice twice and choose the number to be used from the two rolls.
H. EARNING MORALE GRADE: For players who wish to keep track of individual units from game to game, a unit may improve its Morale grade by one step for every three winning games it participates in and survives. The Unit Record Sheet in this rulebook is provided for players to reproduce on a copier. The copies can then be used to record information about units from game to game for earning Morale grade by participating in winning games or attaining Ace status.
I. INITIAL TRAINING AND EXPERIENCE: In addition to reflecting a Combat unit's chances to Panic and Rally, the Morale reflects a unit's ability to perform effectively on the battlefield. This is accounted for by modifiers for the firing of AP and GP Weapons.
- CRACK: When firing AP Weapons, add a modifier of "3" to the Base Modifier for Crack units. When firing GP Weapons, subtract "10" from the dice roll for Poor units. [As printed; this appears to be a misprint for Crack units.]
- AVERAGE: No modifiers apply for Average units.
- POOR: When firing AP Weapons, subtract a modifier of "3" from the Base Modifier for Poor units. When firing GP weapons, subtract "10" from the dice roll for Poor units.
XVIII. Building Destruction
All multi-story Building units are subject to collapse as a result of fire directed at Combat units inside, or as a result of Artillery or Indirect Fire.
A. BUILDING DESTRUCTION PROCEDURE: Whenever a Combat unit located in a multi-story Building hex receives a Knock Out result from GP Fire, there is a chance that the Building will be destroyed. This is checked during the Fire and Smoke Phase. Using the Building Destruction Table on the Game Card, crossreference the Building type, and roll the dice. If the dice roll falls within the listed range of numbers, the Building collapses, and a Destroyed unit is placed in the hex.
B. When a Destroyed unit is placed in a hex, all Combat units in the hex are automatically Knocked Out, and either removed from the game or replaced by a Wreck unit.
C. The Destroyed hex is now treated as a Block hex for the rest of the game. All Block unit rules apply, except that this unit cannot be Knocked Out.
D. A Destroyed Building is still subject to Fire, and this is handled with the normal procedures for the type of Building.
XIX. 88mm FLAK 38 AT Gun
The German 88mm FLAK 38 AT Gun (Data Card 132) was actually a heavy anti-aircraft piece used in the anti-tank role. This particular gun could be quickly placed in action and fired while still on its road wheels, this taking the two Turns listed on the card. This "quick" way of getting the gun into action did not allow the barrel to be elevated or depressed, and an additional, third, Turn of Unloading is required for the gun to be completely ready for action. If this Option is used, a third Turn of Unloading is required for the gun to fire at target units on different elevation levels than the 88 unit. Once the third Turn of Unloading has been completed, it will then require three Turns to Load the gun for Transporting by a Vehicle unit.
XX. German Armored Car Reverse Movement
The German Armored Car SDKFZ 234/1 (Data Card 146) had dual controls, and could move full speed in reverse as well as forward. If this Option is used, this type of Vehicle unit may make forward and reverse movements at the same movement costs, and does not have to expend twice the normal movement costs for reverse movement.
XXI. Additional Vehicle Armor
The Allied and German forces employed additional armor in the form of sandbags and extra track links applied to the Upper and Lower Hull, although this led to a penalty of lost mobility.
A. All Vehicle units except Light and Medium Trucks and Jeeps may add "2" to the Armor Basis (AB) at all angles to the Upper Hull (UH) and Lower Hull (LH) only, by marking "+2 SB" in the Unit Identification Box of the Command Sheet.
B. All Vehicle units that have this additional armor must subtract one Speed Factor from the Vehicle's movement on all odd numbered Turns.
XXII. Captured and Borrowed Equipment
The Allied and German forces sometimes employed captured equipment, and the British forces used numerous types of American equipment.
A. CAPTURED EQUIPMENT: At the players' mutual agreement, before the start of a game, enemy Vehicle units may be "purchased" for use during the game. Turret units can be used to show ownership of these Vehicle units. For example, the German player could place a German Turret unit on a M4 American Vehicle unit to show that the M4 was being used by the German side.
B. ALLIED EQUIPMENT: The American forces used a few pieces of British equipment, but the American equipment formed a substantial part of the inventory of the British forces. The Allied player may freely use Trucks and Jeeps from both countermixes together, regardless of which force is represented. The British forces also employed large numbers of tanks of the M4 "Sherman" series and American Half-Tracks.
XXIII. American APCR Ammunition
The Armor Piercing Composite Rigid (APCR) shell featured improved velocity and penetration over normal AP ammunition up to about 500 meters range. If this Option is used, the American player has the choice, when using units equipped with this ammunition (Data Cards 126 and 127), of firing normal AP, or of using the AP Factors and Penetration listed on the "CR" lines of the Gunnery Tables.
A. APCR is fired exactly the same as normal AP Weapons, only using the APCR information instead of the normal AP information. No special notation is required to indicate if AP, GP, or APCR is fired - this can be decided when the firing takes place, if there is a choice. Note that APCR uses a different Damage Caused Table from that used for normal AP Shells.
B. Always in short supply, the APCR ammunition was reserved for combat against the heaviest German Vehicles. Unless the Limited Ammunition and Fuel Supply Option is used, the maximum number of times a unit may fire APCR during a game is three times. To keep track of this expenditure, make a mark at the bottom of the unit's Combat Unit Column on the Command Sheet every time APCR is used.
C. Add two Points to the total Point Value of any M18 unit using APCR in a game. Add three Points to the Total Point Value of any Sherman "76" using APCR in a game.
XXIV. Limited Ammunition and Fuel
Combat units, even fully loaded, carried limited amounts of ammunition and fuel into combat, and a full load was not always possible, given the stretched Allied supply lines and the chronic German shortages. The sections of this Option can be used separately or together.
A. AMMUNITION LIMITS AND EXPENDITURE: Limits on the ammunition a unit may have, and its expenditure of this ammunition are as follows:
- AMMUNITION LIMITS:
- a. LEG, VEHICLE MACHINEGUNS, AND ARTILLERY BATTERIES: Unlimited supplies of ammunition.
- b. PLANE UNITS: The normal number of Strafing, Bombing and Rocket Attacks.
- c. TOWED UNITS: Unlimited ammunition, as long as the Transporting Vehicle unit is in the same hex as or in a hex adjacent to the Towed unit, or the Towed unit was already in place on the mapboard at the start of the game (in which case there would be a nearby "dump"). The Ammunition Factor is reduced to "6" while the Transporting Vehicle unit moves away or is Knocked Out. Only the Vehicle unit that originally Transported the Towed unit may be used to supply ammunition for that Towed unit.
- d. VEHICLE MAIN GUNS: The maximum number of "shots" the gun can make is listed on its Data Card on the Ammo line, and is that Vehicle unit's Ammunition Factor. The number in parenthesis is the number of times a die is rolled for the Variable Ammunition and Fuel Option (see C., below).
- AMMUNITION EXPENDITURE: Each "shot" fired by a unit expends one from its Ammunition Factor. For example, a unit with a Rate of Fire of "1-2" expends one Ammunition Factor when firing at its Slow Rate of Fire, and two Ammunition Factors when firing at its Rapid Rate of Fire. Figure expenditures for GP Fire at the same rate as if AP Fire were being used in the same situation and range. Figure Smoke Shells as being fired individually (i.e. a Rate of Fire of "1"). When all Ammunition Factors are expended, the gun may no longer be fired, as the unit has run out of ammunition. Mark expenditures at the bottom of each unit's Combat Unit Column.
- a. For AP Fire, a player may announce that less "shots" than normal are being fired before the fire is resolved. Simply figure the Combat at the lower announced Rate of Fire.
- b. For GP Fire, a player may also announce that less "shots" than normal are being fired before the fire is resolved. Divide the normal GP Factor by "1/2" for each "shot" less than normal.
B. AMMUNITION ALLOTMENT: Instead of subtracting any types of "shots" from the one Ammunition Factor number, in this Option the players must divide up each unit's Ammunition Factor into types of ammunition, and record the numbers of each at the bottom of the Combat Unit Columns. With this Option, units may run out of some types of ammunition, while still having plenty of other types available.
- Use the following abbreviations for the types of ammunition: AP: AP Shots; GP: GP Shots; CR: APCR Shots; S: Smoke Shots; and FT: Flamethrower Bursts.
- The number of APCR "shots" carried by American units may not exceed 40% of a unit's total Ammunition Factor. Otherwise, the amount of each type of ammunition carried is totally up to the players.
- EXAMPLE: The book shows the 24 Ammunition Factors of a M4 Sherman Tank divided between AP, GP, and Smoke (S) "shots." Vertical lines are used to record ammunition expenditures.
C. VARIABLE VEHICLE FUEL AND AMMUNITION: Fuel consumption by Vehicle units is only considered if this Option is used. Dice rolls are used to determine the amount of Fuel and Ammunition available to Vehicle units in battles where the scenario is decided to be such that some shortages could occur. This applies only to Vehicle units.
- VARIABLE FUEL: One Fuel Factor is expended for every Turn in which a Vehicle unit enters at least one new hex. The number of Fuel Factors available for each Vehicle unit is determined by rolling one die three times and adding the numbers rolled together. For example, if the three rolls were "0" ("10"), "6," and "8," the Vehicle unit would have "24" Fuel Factors available for the game. Record the number of Fuel Factors available at the bottom of the Combat Unit Columns, using the abbreviation "FF" for Fuel Factors.
- VARIABLE AMMUNITION: The number of Ammunition Factors available for each unit is determined by rolling one die the number of times given in parenthesis on the Ammo line of the unit's Data Card, and adding the numbers rolled together. If the rolled number exceeds the listed Ammunition Factor, use the listed Ammunition Factor instead of the number rolled - this is the maximum that the unit can carry. This randomly determined Ammunition Factor can be divided into types of shots, as explained in B., above.
XXV. Special Vehicle Units
The following are rules for special Vehicle units included in the game that perform differently than normal Vehicle units. With the exception of the Flammen III, all of these Vehicles are variants of more standard Vehicles, and are mentioned in the "Notes" sections of their Data Cards.
A. THE SHERMAN "CRAB": The Notes section of the M4 Data Card (120) shows that the card can be used to represent a "Crab" mine-sweeping tank. This variant consisted of a giant flail attached to the front of a more or less standard M4 Tank. The flail could explode mines harmlessly, and clear a path through Minefields.
- A Crab unit cannot use Direct or Opportunity Fire at targets located to its front that are at lower elevation levels than itself.
- A Crab can "clear" one hex on a Minefield per Turn when moving at a speed of no more than one hex per Turn. When moving faster than one hex per Turn, the unit loses the ability to "clear" a Minefield hex. A "cleared" hex is considered to no longer contain any mines, and can be moved through safely.
B. THE CHURCHILL PETARD AVRE: The Notes section of the Churchill Data Card (108) shows that the card can be used to represent a "Petard AVRE." This variant featured a 290mm mortar in the turret in place of the 75mm gun. It was very useful against fortifications and in built-up areas.
- The GP Factors for the 290mm mortar are shown on the card. The AP and GP Factors for the 75mm gun are not used, as it is not present.
- Although the mortar can be fired from any position, the Turret unit must point directly forward to reload. This reloading procedure does not require any additional time, as long as the Turret unit faces forward. If not, the mortar can not fire until the Turret unit is returned to facing directly forward.
- The UH machinegun is unaffected, and operates normally.
C. THE CHURCHILL SBG BRIDGE AVRE: The Notes section of the Churchill Data Card (108) shows that the card can be used to represent a "SBG Bridge AVRE." This variant had all armament removed, except for the UH machinegun, and replaced by a box girder bridge unit.
- This unit may use its bridge to cover any Ditch, one hex wide River, or Stream hex. To use, move the Vehicle unit adjacent to and facing the hex to be bridged. During the Movement Execution and Opportunity Fire Phase of the following Turn, the bridge may be laid, if the unit has not been Knocked Out or the crew forced to Bail Out, and if the unit remains in the hex. Lay an extra Span unit over the hex to show that it has been "bridged." The Vehicle unit may move away once the bridge is in place.
- The bridge cannot be "picked up" again during a game, and each SBG Bridge AVRE may place only one Span unit per game.
- The Span unit placed by a SBG Bridge AVRE unit has a maximum capacity of 40 tons. Movement cost is as for Clear hexes. An overweight unit attempting to cross the Span unit will destroy the Span unit, and the overweight unit will also be Knocked Out.
- The SBG Bridge AVRE Span unit has a GP Defense Factor of "7," and can be destroyed by a Knock Out result, as with Block, Wire, Bunker, and Pillbox units. Only guns of 45mm or 6 lb. in size, or more, may fire at the Span unit (write the hex number with the fire order). Any units on the Span unit when it is Knocked Out are also Knocked Out.
- Any Vehicle unit in the Span hex that is unable to move will permanently block the Span for movement through the hex. Enemy units may not pass through a Span hex using the Span Movement Costs if there is a unit from the other side in the hex.
D. THE FLAMETHROWER TANKS: The Flammen III (Data Card 137) and the Notes section of the Churchill Data Card (108) regarding the "Crocodile" both cover the two Flamethrower Tanks included in the game.
- THE FLAMMEN III: The flamethrower is mounted in the turret. Either the flamethrower or the machineguns (one each in the turret and in the Upper Hull) may be fired during any one Turn, not both. Note that these machineguns have different values.
- THE CHURCHILL "CROCODILE": The flamethrower replaces the UH machinegun of the standard Churchill Tank, and has the same play as the UH machinegun had. The main 75mm gun or the flamethrower may be fired during any one Turn, not both.
- Flamethrowers are fired like any other GP Weapons, with their GP Factor compared to the target unit's GP Defense Factor. In addition, "10" is added to the dice roll when they are used. A flamethrower may not be fired while moving.
- The flamethrower automatically starts Fires when used against an Alley or Building hex.
- The crew of any Vehicle unit against which the flamethrower is used must automatically make a Bail Out attempt if the Vehicle unit is not Knocked Out. Use the GP Knock Out column, No Damage line of the Bail Out Tables for this attempt.
E. THE CULIN HEDGEROW DEVICE: The Notes sections of Data Cards 119, 120, 123, 124, and 126 show that the card can be used to represent the standard Vehicle equipped with the Culin Hedgerow Device. The Culin Device was a simple, saw-toothed attachment utilized on Allied tanks to break through the hedgerows in Normandy.
- Vehicle units equipped with the Culin Device may attempt to enter Hedgerow hexes (normally prohibited for Vehicle units). The procedure for doing so is as follows:
- a. Plot a move for the Vehicle unit that will take it into or through a Hedgerow hex (count the Hedgerow hex as Clear Terrain for plotting this movement).
- b. When the movement is executed, move the Vehicle unit into the Hedgerow hex, and roll the dice. If the number rolled falls in the range of numbers listed in the Notes section (i.e. "01-20 Move"), the Vehicle unit has "broken through" the hedgerow, and may complete its plotted movement. If the number rolled does not fall in the listed range of numbers, the Vehicle unit must be moved back into the hex occupied prior to entering the Hedgerow hex and ends its movement there - the Vehicle has failed to "break through" the hedgerow.
- c. A Vehicle unit may attempt to enter no more than one Hedgerow hex per Turn, and the hex may not contain Combat units of either side.
- If the hedgerow is broken through, mark it with a blank unit. All Vehicle units may now enter the hex the same as if it were Clear terrain (a narrow path has been cleared through the hex). Leg and Towed units still are considered to be in a Hedgerow hex, unless transported.
- The Culin Device would "scoop up" the hedgerow as the Vehicle moved through it, and the Vehicle would carry this with it for a period after breaking through. On any movement after passing through the Hedgerow hex, and for the entire Turn following the break through, the Vehicle may not fire to its 0 F direction, nor be hit by fire from that direction.
XXVI. Assault Boats
The rivers in Western Europe were normally unfordable, and the local bridges were usually destroyed or wired for demolitions. Often, the best way to cross was by boat.
A. Boat units can Transport two Stacking Factors of Leg units. The Boat units have a Stacking Factor of one. Weight is .1 tons. Boat units are worth 2 Points each.
- Boat units can be Transported by any vehicle units that can Transport Leg units. The Loading and Unloading time is one Turn.
- Boat units may also be moved along dry ground at a rate of one hex per Turn, if accompanied by at least one Squad or Half-Squad of Infantry.
- Once a Boat unit is adjacent to a River hex, Leg units may be Loaded to be Transported by the Boat unit into the River hex.
B. Once Loading is complete, the Boat unit may be moved into an adjacent River hex, Transporting its Leg units with it. A Boat unit has no crew of its own, and may only move on River hexes when Leg units are Transported on it. A Boat unit may move up to two hexes per Turn in River hexes. While in a River hex, treat a Boat unit exactly the same as an Open Vehicle unit Transporting the Leg units on dry land.
- The GP Defense Factor of a Boat unit is "2." If a Boat unit is Knocked Out while in a River hex, all units it is Transporting are also Knocked Out.
- Only Infantry units may fire while being Transported on a Boat unit.
C. The Boat unit may be moved from a River hex into an adjacent dry ground hex. There the Leg units may be Unloaded normally.
XXVII. Terrain Options
Each of these sections can be used alone, or together.
A. ROADS - TRACK - CLEAR: The Road and Track hexes printed on the mapboard are for reference and use if they apply to a scenario. For any specific scenario, the players can declare that Track hexes are to be considered to be Road hexes, Road hexes are to be considered to be Track hexes, or that either or both are to be treated as Clear hexes.
B. ROUGH HILLS: For any specific scenario, the players can declare that all or certain Hilltop hexes are "Rough hexes" instead of Clear hexes.
C. CRESTS ON HILLS: Some of the Hill Terrain units show Crest hexsides. For any specific scenario, the players can declare that these are Crest hexsides, located on the Hills, and these Crest hexsides are one elevation level higher than the Hill on which they are printed.
D. NARROW STREETS AND ALLEYS: Alley units may be used as standard Building units, or they may be used as and treated as Alley units that are similar to Building units, but employ some special rules. All rules for Buildings apply, except for the following:
- The sighting ranges into Buildings and Alleys are different (see the Sighting Ranges Table on the Game Cards).
- The Fire Tables for Building and Alley units are different (see the Fire Tables on the Game Cards).
- Vehicle units in Alley hexes are not Hull Down. For AP Fire against Vehicle units in Alley hexes a modifier of "-2" from the Base Modifier applies. For GP Fire against Vehicle units in Alley hexes, "10" is subtracted from the dice roll. GP Fire against Leg and Towed units is treated the same as if they were in a Building hex.
- Vehicle units may enter and exit Alley hexes without the player having to roll the dice on the Vehicle/Building Table. Towed units may enter and exit Alley hexes without problems. Players that turn or Pivot in Place with Vehicle units in an Alley hex must roll the dice and consult the Vehicle/Building Table for possible Vehicle unit Damage (treat as a Brick Building). Vehicle units that cannot enter Building hexes may not turn or Pivot in Place in an Alley hex.
- Some Towed units may not Pivot in Place in an Alley hex. There is insufficient room to turn these guns in a narrow alley.
- Some Vehicle units (Notes on their Data Cards state "Alley restrictions on turret turn") must have their Turret units facing straight forward or directly to the rear when entering or exiting or when located in an Alley hex. There is not enough room to turn these turrets in narrow alleys.
- Mortar units can be fired from Alley hexes.
E. HEAVY WOODS: Hedgerows are only common in the Normandy fighting, which ended in mid 1944. For later battles, players may use the Hedgerow units in the following ways:
- Treat the Hedgerow units as Heavy Woods units. Heavy Woods are very dense and trackless. All rules regarding Hedgerow units apply to Heavy Woods, except that the Culin Hedgerow Device is of no use against them. Alternately, the normal Woods units could be treated as Heavy Woods, while the Hedgerow units are treated as normal Woods units, depending on the number of each desired on the mapboard.
- Treat the Hedgerow units as normal Woods units.
F. STREAMS & FORDS: The Streams and their Bridge hexes, like the Road and Track hexes, are printed on the mapboard for reference and if they apply to a scenario. For any specific scenario, they can be treated in a number of different ways:
- Ignore the Stream hexes, and treat them as Clear hexes.
- Declare the Stream to be unfordable (too deep and rough to cross), and only allow crossings at Bridge hexes.
- Declare the Stream to be unfordable, except at Ford hexes. In this case, the Bridge hexes are not Bridge hexes, but are treated as Ford hexes. Units may enter Stream hexes at normal Stream Movement Costs only at these Ford hexes.
- Span units may be laid over Stream hexes to create additional Bridge hexes.
G. RIVERS: Depending on how steep you wish the river banks to be, Rivers may be treated as either "0" or "-1" Terrain Elevation Level.
XXVIII. Machinegun Team Pinning Fire
These Options apply only to the Leg Machinegun Team units and to no other machineguns. These sections can be used alone or together. They simulate the ability of these machineguns to "pin" enemy units, keeping heads down and preventing firing and advancing, as opposed to trying to eliminate the target units. To use these, the player must first announce (no special notations are required, just the normal listing of the target unit or units) that "Pinning Fire" is being employed, then the GP Fire is resolved normally, with the following changes:
A. NORMAL PINNING FIRE: The GP Fire against a single Leg or Towed target unit is handled normally, but "10" is added to the dice roll. Any Knock Out result obtained by Normal Pinning Fire is treated as a Suppressed result, instead.
B. AREA PINNING FIRE: The GP Fire may be directed against any or all Leg and/or Towed units in any one hex, plus those in any one hex adjacent to the first hex. The GP Defense Factors of all the target units are added together for the combat, which is otherwise handled normally. The result will apply against all of the target units. Any Knock Out result obtained by Area Pinning Fire is treated as a Suppressed result, instead.
XXIX. GP Fire Terrain Modifiers Against Vehicles
This Option permits Vehicle units to take advantage of the Terrain when fired on by GP Weapons. The following are subtracted from the dice roll for GP Fire against Vehicle units in the given terrain.
A. IMPROVED POSITION, STONE OR BRICK BUILDING, OR DEFILADE (LEVEL OR RISING FIRE): Subtract "20" from the dice roll when GP Factors are applied against Vehicle units in these types of terrain.
B. ALLEY, ROUGH, SCRUB, WOOD BUILDING, WOODS, OR DEFILADE (FALLING): Subtract "10" from the dice roll when GP Factors are applied against Vehicle units in these types of terrain.
C. SOFT AND CLEAR: No modifier applied for Vehicle units in these types of terrain.
D. These modifiers do not apply in cases of Close Assault, against a flamethrower, or against Artillery Fire, Mortar Fire, Bombing Attacks, Strafing Attacks, or Rocket Attacks.
XXX. Emergency Vehicle Speed
In emergency situations, Vehicle units are capable of higher than normal speeds to escape from or to avoid danger, although there is also the chance of damaging the Vehicle as a result of such movement.
A. Emergency Speed is twice the Vehicle unit's normal Speed Factor. The movement is plotted normally, using up to double the normal number of Speed Factors.
B. Before actually executing the movement, the player must consult the Emergency Speed Table on the Game Cards to see if the Vehicle unit's tracks or wheels are damaged by the movement.
- Roll the Dice. Crossgrid the Vehicle unit's weight (including Leg and/or Towed units being Transported) with the appropriate column, Tracked TK (for fully tracked Vehicles - rectangular unit counters), or Wheel TK (for wheeled or half-tracked Vehicles - large square unit counters).
- If the dice roll equals or is less than the listed number in the column, Track Damage occurs, with the normal results.
C. If Track Damage occurs, the Vehicle unit does not move, but remains in its original hex.
XXXI. Airborne Operations
Airborne operations, using paratroops and gliders, formed an important part of the Allied offensive capability, and the Germans, far less well-equipped, were still capable of using this capability for raids and other limited operations.
A. PARATROOPS: Parachute Infantry were often employed to spearhead attacks, and to disrupt enemy lines of supply and communications.
- PARATROOP DROP ZONE HEX DESIGNATION: The Turn of entry and the Drop Zone hex for every Parachute Infantry unit to be "dropped" during a game must be noted before the game begins. No Plane units need to be purchased to Transport these units; this just constitutes another way of entering the mapboard.
- a. Any hex on the mapboard may be designated by the controlling player as a Drop Zone hex. The same Drop Zone hex can be listed for any number of Parachute Infantry units.
- b. The Turn of entry can be any Turn during the game.
- c. The controlling player must list the Drop Zone hex and the Turn of entry at the top of each Parachute Infantry unit's Combat Unit Column on the Command Sheet. These may not be changed once the game starts.
- d. The German side may never "drop" more than one Parachute Infantry unit per game.
- PARATROOP LANDING: On the Turn of entry, during the Paratroop Landing Phase, the Parachute Infantry units being "dropped" are placed on the mapboard.
- a. Place all Parachute Infantry units being "dropped" in their Drop Zone hexes. Each unit must then be individually checked for Scatter, by use of the Paratroop Scatter Table on the Glider & Paratrooper Placement hexagon.
- (1) The player controlling the paratroops places the Glider & Paratrooper Placement hexagon over any of the Center hexes on the mapboard. The six sides of this large hexagon are numbered one through six to show the Scatter Directions.
- (2) Roll the two dice, and consult the Scatter Direction portion of the Table to find in what (if any) directions the unit will Scatter. For example, if a white "2" and a colored "8" were rolled, the Scatter Directions would be "2" and "5." This must be done individually for each separate unit.
- (3) Now roll the dice again, once for each Scatter Direction, and consult the Number Hexes Scatter portion of the Table to find how far the unit will Scatter in each direction. Move the unit the indicated number of hexes in the indicated directions into its actual Drop Hex.
- (4) EXAMPLE: (The book shows the Glider & Paratroop Placement hexagon laid out in a diagram.) A "5" (Direction "5") is rolled on the white die, and a "6" (direction "3") is rolled on the colored die. Then a "17" is rolled on both dice for the white Scatter Direction (2 hexes), and a "31" on both dice for the colored Scatter Direction (4 hexes). The unit Scatters 2 hexes in Direction "5," and 4 hexes in Direction "3," as shown in the diagram.
- a. Place all Parachute Infantry units being "dropped" in their Drop Zone hexes. Each unit must then be individually checked for Scatter, by use of the Paratroop Scatter Table on the Glider & Paratrooper Placement hexagon.
B. GLIDERS: Glider troops, although overshadowed by the more glamorous Paratroopers, played a very important part in Airborne operations. In American Airborne divisions, there were twice as many glider troops as Parachute Infantrymen.
- GLIDER UNITS: Glider units function similarly to Vehicle units used to Transport other units. What each type of Glider unit can Transport is given on the Data Cards (103, 115, and 133). Glider units cost Points to purchase before a game starts, and enter the mapboard loaded as the controlling player desires. Before the game begins, the Turn of entry, which can be any Turn during the game, must be noted at the top of each Glider unit's Combat Unit Column on the Command Sheet. These may not be changed once the game starts. Glider units can not be used in Fog, Night, or Blowing Snow conditions.
- GLIDER UNIT ENTRY: On the Turn of entry, during the Plane Movement and Combat Phase, the Glider units entering are placed and moved on the mapboard.
- a. The player controlling the Glider units places the Glider & Paratrooper Placement hexagon over any Center hex on the mapboard, aligning the sides with the sides of the hexagons on the mapboard. Extending out the numbered sides of this large hexagon to the sides of the mapboard will provide numbered sections of the mapboard sides (Sides 1 through 6), as shown in the example diagram in the book.
- b. The opposing player now rolls the two dice, and the Glider Entry Table on the Glider & Paratrooper Placement hexagon is consulted. This will give a mapboard side and a direction for the Glider unit to be facing based on the numbered sides of the large hexagon and its current placement. This must be done individually for each Glider unit entering the mapboard.
- c. The player controlling the Glider unit then places the Glider unit in any hex along the appropriate side of the mapboard, facing it in the designated direction. Movement will begin from this hex and direction.
- GLIDER UNIT MOVEMENT: Glider units are considered to be "flying" while moving, and remain flying for two Turns.
- a. During each Turn while flying, a Glider unit may change facing by only one hexside per Turn, in any direction. This turn may come at any point during the movement. All movement is made during the Plane Movement and Combat Phases.
- b. The Glider unit must fly for two Turns - no more, and no less.
- c. During its first Turn of movement (the same Turn it is placed in a hex along the side of the mapboard) a Glider unit must move ten hexes.
- d. During its second Turn of movement (the Turn after it was first placed on the mapboard) a Glider unit may be moved 3, 5, or 7 hexes, and must land at the end of the movement.
XXXII. Hasty Entrenchments ("Y")
Infantrymen of the Second World War were noted for their ability to "dig in" under fire. This Option permits the rapid construction of shallow cover.
A. Only Infantry units that are not Suppressed, remain in the same hex without moving or turning, and are stacked with a Full Cover unit may construct Hasty Entrenchments.
B. In order to construct Hasty Entrenchments, a "Y" order must be plotted for the Infantry unit for three consecutive Turns.
C. During the Movement Execution and Opportunity Fire Phase of the third Turn of construction, a Hasty Entrenchment unit may be placed in the hex. Once placed, a Hasty Entrenchment unit may be used by any Leg units, not just Infantry units, and remains in the hex for the rest of the game.
D. For GP Fire "10" is subtracted from the dice roll when firing at Leg units in a Hasty Entrenchment hex.
SPECIAL NOTE: Many of the Optional Rules will not work if the information about them can be seen by the opposing players. Therefore, the players will have to trust each other when these rules are used, and not display their Command Sheets until the game is over.
XXXIII. Armor Reduced Map
A reduced copy of the three mapboard sections is printed in the rulebook, for use with the Completely Hidden Units Option (see Optional Rules, section X.B) and Umpired Games.
XXXIV. Unit Record Sheet
A Unit Record Sheet is printed in the rulebook for players to reproduce on a copier, for recording information about units from game to game (see Optional Rules, section XVII.H). Its columns are: Unit, ID No., Initial Grade, Winning Battles, and Knock Outs, with a sample Knock Out box.
The Scenarios
I. Introduction to the Scenarios
The scenarios in this section are representative of the types of small tactical ground actions fought in Western Europe from 1944 to 1945. Each scenario is, in effect, a separate game, and provides the information needed to set up and play the action. The scenarios are not intended to represent any specific actions, but are designed to capture the "flavor" of different types of battles, and to provide games that are quite different from one another.
The ARMOR scenarios are much "looser" and more flexible than those found in most other boardgames, which feature specific orders of battle and exact terrain layouts. ARMOR was developed from a set of miniature rules, and the flexible method of setting up scenarios will be familiar to miniature wargamers, but should take some "getting used to" by board wargamers. After the first few games, players should find that it is actually very easy to design their own variants to the game's scenarios, and will appreciate the game's flexibility in this respect. After playing through the game's scenarios, players are encouraged to "try their hand" at designing their own scenarios, as the possibilities are virtually endless.
II. Scenario Format
The essential information for each scenario is presented in the following format:
A. MAPBOARD CONFIGURATION: This tells how the mapboard sections are to be laid together. The directions the mapboard sections are to face and the order in which they are put together is not specified, but left up to the players.
B. TERRAIN LAYOUT: This tells what Terrain units are to be used and how they are to be set up.
C. SPECIAL RULES: Any special rules that apply to the scenario are given.
D. FORCES: The number of Points for the sides are given for the Point Selection of Forces. The first scenario also lists some sample orders of battle for the players to try for their first few games, until they wish to try the Point Selection of Forces.
E. ENTRY/SET UP: This tells where the Combat units enter or can be placed on the mapboard. This is keyed to notations on the mapboard diagram that appears with the Mapboard Configuration information.
F. VICTORY CONDITIONS: The side that accumulates the most Victory Points is the winner, and Victory Points are always awarded for Knocking Out or damaging enemy Combat units. Every scenario lists Victory Points that are awarded for objectives. The game time limit is also listed.
III. Sequence of Scenario Set Up
Once the scenario is selected, and the rules to be used are decided, the following sequence should be followed in setting it up.
A. MAPBOARD SET UP: Lay out the mapboard sections to conform to the Mapboard Configuration information in the scenario.
B. TERRAIN SET UP: Using the Terrain units specified in the scenario, place them on the mapboard. Except where their locations are mentioned, the Terrain units may be set up anywhere on the mapboard.
- Players should decide if they wish to use any of the Terrain Options (Option XXVII.).
- OPTIONAL: Players should decide if they wish the Soft hexes to be treated as Clear hexes, all to be treated as Soft hexes, or randomly determined to be Clear or Soft hexes as follows:
- a. For each mapboard section one of the players should roll one die. If the number rolled is the same as a numbered Soft "area" on that mapboard section, the hexes in that "area" are Soft hexes. All other Soft hexes on that mapboard section are treated as Clear hexes.
- b. If one side is defending in a particular scenario, and starts on the mapboard, a player from that side should secretly roll the dice for determination of Soft hexes. Then, only the defending side knows which hexes are Soft hexes at the start of a game.
C. DETERMINING SIDES:
- If one player set up the mapboard sections and Terrain units, the other player may select where he will enter the mapboard, or whether he will be the attacker or the defender.
- If both players participated in the set up of the mapboard sections and Terrain units, both players should roll one die. High roll gets choice of entry place or the attacker or defender choice.
- Which player will be German and which will be Allied can be decided by mutual agreement, or by both players rolling one die. High roll gets the choice.
D. THE SELECTION OF FORCES:
-
DETERMINING THE PERIOD: The Notes section of most Data Cards tells the date when the unit was introduced to combat. Leg, Truck, Plane, Terrain Support, and Artillery units are always available, unless otherwise noted. Units introduced after the period in which the scenario is played may not be used in that scenario. The period of the scenario may be decided by mutual agreement, or by one player rolling the dice and consulting the Chart below:
SCENARIO PERIOD SELECTION CHART
Period Dice Mid 1944 01-25 Late 1944 25-50 (as printed) Early 1945 51-75 Mid 1945 76-00 -
UNIT SELECTION: Except for their first few games, where players should use the orders of battle given in the first scenario, units should be selected using the Point Selection of Forces method.
- a. THE POINT SELECTION OF FORCES: The players take the number of Points listed in the scenario for their side, and use them to "purchase" Combat units, Terrain Support units, Artillery Batteries, Air Spotting units, and Radio Jamming Equipment. The "cost" of each Combat unit is its Total Point Value listed on its Data Card. The player can use the listed Points to purchase any mix of units for their command. Terrain Support units may only be purchased by the player who is the defender in a scenario, and starts the game already on the mapboard.
- b. (OPTIONAL) POINT VARIATION: The exact number of Points listed in the scenario does not have to be used as listed, but can be modified to create a disparity in forces. Each player may independently use the following Chart to determine his variation from the listed number of Points:
E. DETERMINING TIME AND WEATHER: The time of day, visibility conditions, and the weather can be decided by mutual agreement or by any player rolling the dice and consulting the Chart below:
SCENARIO WEATHER AND TIME CHART
| Mid 1944 | Late 1944 | Early 1945 | Mid 1945 | Result |
|---|---|---|---|---|
| 01-43 | 01-10 | 01-10 | 01-40 | Day |
| 44-50 | 11-15 | 11-12 | 41-47 | Day/Fog |
| -- | 16-20 | 13-15 | -- | Day/Blowing Snow |
| 51-63 | 21-35 | 16-30 | 48-63 | Day/Mud |
| -- | 36-50 | 31-50 | -- | Day/Snow |
F. TERRAIN SUPPORT UNIT SET UP: In scenarios with a defending side, the defending player now places any Terrain Support units on the mapboard. Make a note in an open space on the Command Sheet of the sizes of Block, Wire, Bunker, and Pillbox units in various hexes (if the sizes vary). Otherwise, just note the sizes used, if all are of the same size. Mines should be noted on a piece of scratch paper.
G. DESIGNATED ARTILLERY PLOTS AND AIRBORNE INFORMATION (OP): Both sides now write the Designated hexes (if any) for all their Artillery Batteries. The Turns of entry for Paratroop and Glider units should also be noted at this time, as well as the Drop Zone hex for Paratroops.
H. COMBAT UNIT SET UP: At the bottom of each unit's column on the Command Sheet write the identification number of the hex where the unit will enter or be placed on the mapboard. The game is now ready to begin.
IV. Varying Scenario Victory Conditions
Games are won or lost depending on the number of Victory Points gained by each side. It is easy to see that, with two forces of equal Point values, the side that gains the most Victory Points is clearly the winner. It is much harder to balance games where one side has more Points than the other side, which is the case in scenarios 2 and 3, or where the Optional Point Value Variation has created forces of unequal sizes. How well the smaller force does has to be evaluated based on the disparity in the sizes of the two forces. The procedure below can be used to balance games with unequal forces.
A. When the game is over, both sides count all of the Victory Points gained during the game. If the weaker (in number of Points at the start of the game) side has more Victory Points, the weaker side has won the game quite handily. However, if the stronger side has more Victory Points, the situation must be evaluated further.
B. Both sides should take the number of Victory Points they gained and divide that number by the number of Points they had at the start of the game. Multiply the result by "100". For example, a side that had 200 Points at the start of the game gained 100 Victory Points. 100 / 200 = .50 x 100 = "50". If the weaker side has a larger number than the stronger side, the weaker side has won the game. However, if the stronger side has a larger number, the situation must be evaluated still further.
C. Subtract the weaker side's number from the stronger side's number. The result is the Victory Point Number.
D. Crossgrid the number of Points that the stronger side had at the start of the game with the number of Points that the weaker side had at the start of the game on the Victory Point Differential Table, below (use the listed numbers closest to the actual number of Points). The number found is the Victory Point Differential Number.
VICTORY POINT DIFFERENTIAL TABLE (transcribed from a low-resolution scan; a few cells were hard to read. "dot" marks a cell printed as a black dot symbol; blank cells are shaded/unused.)
Part 1: Larger Point Total 125-500 (rows) against Smaller Point Total 100-475 (columns).
| Larger \ Smaller | 100 | 125 | 150 | 175 | 200 | 225 | 250 | 275 | 300 | 325 | 350 | 375 | 400 | 425 | 450 | 475 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 125 | 20 |
Part 2: Larger Point Total 525-875 (rows) against Smaller Point Total 300-500 (columns).
| Larger \ Smaller | 300 | 325 | 350 | 375 | 400 | 425 | 450 | 475 | 500 |
|---|---|---|---|---|---|---|---|---|---|
| 525 | 60 | 48 | 40 | 32 | 24 | 16 | 12 | 08 | 04 |
| 550 | 52 | 44 | 36 | 28 | 20 | 16 | 12 | 08 | |
| 575 |
E. If the Victory Point Differential Number found in the Chart is larger than the Victory Point Number, the weaker side has won. If the Victory Point Number is equal to or larger than the Victory Point Differential Number, the stronger side has won.
F. The use of completely hidden units can also cause a serious imbalance in the game. If the Hidden Units Option is used, figure the number of Points for the side using Hidden Movement as if they were twenty percent more than they actually were.
G. In games with an attacker and a defender, figure the defender's Points as if they were ten percent more than they actually were.
H. In games using Terrain Support units where the attacker must make "channelled" attacks down just a few routes (i.e. attacks across bridges, etc.), figure the defender's Points as if they were ten percent more than they actually were.
V. Scenario One: "Meeting Engagements"
These scenarios represent situations where both sides are on the move and "bump" into each other in an unexpected confrontation.
A. Scenario 1A: "Spearheads"
- MAPBOARD CONFIGURATION: The mapboard sections should be placed Edge-to-Edge. (Diagram: Side A and Side B are the two ends of the board; Corners 1 and 2 are on the Side A end, Corners 3 and 4 on the Side B end - Corner 1 and Corner 3 on one long side, Corner 2 and Corner 4 on the other.)
- TERRAIN LAYOUT: Use all Terrain units except for the River units and Alley units. Place one Building unit within 6 hexes of each corner of the mapboard, and place the other four Building units within 6 hexes of the Center hexes of the center mapboard section.
- SPECIAL RULES: The Bridges may not be crossed by any units in excess of 20 tons weight (Optional).
- FORCES: Both sides are allowed up to 175 Points.
- a. GERMAN ORDERS OF BATTLE:
- (1) ARMOR GAME RULES: 4 x PZIVJ; 1 x Panther A; 2 x STGIIIG/75
- (2) ADVANCED GAME RULES: 2 x PZIVJ; 1 x Panther A; 1 x STGIIIG/75; 3 x Infantry Squads; 1 x 75mm AT Gun; 3 x Medium Trucks
- b. AMERICAN ORDERS OF BATTLE:
- (1) ARMOR GAME RULES: 3 x M4; 2 x Sherman "76"; 2 x M36B1
- (2) ADVANCED GAME RULES: 2 x M4; 1 x Sherman "76"; 1 x M36B1; 3 x Infantry Squads; 1 x 76.2mm AT Gun; 3 x Medium Trucks
- (Use either Americans or British for the Allied side.)
- c. BRITISH ORDERS OF BATTLE:
- (1) ARMOR GAME RULES: 3 x Cromwell; 2 x Firefly; 2 x Achilles
- (2) ADVANCED GAME RULES: 2 x Cromwell; 1 x Firefly; 1 x Achilles; 3 x Motorized Infantry Squads; 1 x 17pdr. AT Gun; 3 x Medium Trucks
- a. GERMAN ORDERS OF BATTLE:
- ENTRY/SET UP: One side enters from anywhere along Side A, and the other side enters from anywhere along Side B.
B. Scenario 1B: "A Confused Situation!"
The scenario is exactly the same as Scenario 1A, except that the units enter the mapboard differently. All units must enter on or within five hexes of a mapboard corner. One side enters from corners "1" and "4", and the other side enters from corners "2" and "3". The players may enter all of their units from the same corner, or split them in any manner between their two corners.
VI. Scenario Two: "Delaying Actions"
These scenarios represent situations where a rearguard force is trying to hold off an enemy spearhead and delay its advance.
A. Scenario 2A: "Trading Ground For Time"
- MAPBOARD CONFIGURATION: Three possible mapboard configurations can be used, Edge-to-Edge, End-to-End, or Staggered (use set ups where the roads meet). (Diagrams show Side A and Side B for each configuration.)
- TERRAIN LAYOUT: All the Terrain units may be used, except for the River units, and they may be placed anywhere on the mapboard.
- SPECIAL RULES: Ignore the Stream hexes, and treat them as Clear hexes (Optional). No Terrain Support units may be used in this scenario. No Opportunity or Tracking Fire is allowed on Turn One.
- FORCES: The Attacker is allowed 275 Points. The Defender is allowed 225 Points.
- ENTRY/SET UP: The Attacking side enters from anywhere along Side A. The Defending side may be placed anywhere in the two mapboard sections that do not include Side A.
- VICTORY CONDITIONS: The Attacking side gets the Total Victory Point Value for any of its own units that can exit the mapboard on Side B by the end of the game. This is a game between unequal sides, and the Victory Point Differential Number is "8" for the Defender, unless the Completely Hidden units rule is used, in which case the Victory Point Differential Number is "4" for the Attacker. The game lasts 14 Turns if the Edge-to-Edge mapboard configuration is used, 40 Turns if the End-to-End mapboard configuration is used, and 30 Turns if the Staggered mapboard configuration is used.
B. Scenario 2B: "The Bridge"
- MAPBOARD CONFIGURATION: The mapboard sections should be placed Edge-to-Edge. (Diagram: Side B and Side A at opposite ends, with a river across the Side B section.)
- TERRAIN LAYOUT: Use all Terrain units. The River units should be placed in the mapboard section that includes Side B, and one Bridge over it should be constructed from Span units. The Building units should be placed near the Bridge to form a small village on both sides of the river.
- SPECIAL RULES: No Terrain Support units may be used in this scenario. No Opportunity or Tracking Fire is allowed on Turn One. This is a good scenario to try Airborne Operations and/or Boat units. From any hex on or adjacent to a Span hex, the Engineer unit or units may "prepare the bridge for demolition". This process takes eight Turns, during which at least one Engineer unit must be in position and not Suppressed - the eight Turns do not necessarily have to be consecutive. The Engineer units may participate in Combat, but any Turn spent doing so will not count as a Turn of preparation. Once the preparations are completed, during the Direct Fire Phase of any Turn or Turns after completion, a die may be rolled once for each Engineer unit adjacent to a Span hex. If anything but a "0" or a "1" is rolled, the bridge is destroyed, and the Span units removed from the mapboard.
- FORCES: The Attacker is allowed 300 Points. The Defender is allowed 210 Points. The Defender must use at least one full squad of Assault Infantry as an Engineer unit.
- ENTRY/SET UP: The Attacking side enters anywhere along Side A. The Defending side may be placed anywhere in the mapboard sections that do not include Side A, except for the Engineers (Assault Infantry). The Engineers, and any Transport Vehicles (Trucks, Half Tracks) for them may enter anywhere on Side B during a Turn in which "0" or "1" is rolled for them by the controlling player (make this one die roll for entry during the Sighting Phase of each Turn until entry is possible).
- VICTORY CONDITIONS: The Defending side gets 125 Victory Points if the bridge is destroyed by the end of the game. The Defending side also gets one-half the Total Victory Point Value for any of its own units on the Side B side of the river at the end of the game. The Attacking side gets double the Total Victory Point Value for any of its own units that can exit the mapboard on Side B by the end of the game. This is a game between unequal sides, and the Victory Point Differential Number is "16", unless the Completely Hidden units rule is used, in which case the game is even. The game ends when the bridge is destroyed or after the completion of Turn 20, whichever comes first.
VII. Scenario Three: "Defensive Battles"
These scenarios represent situations where one side is trying to hold a position, and the other side is trying to take it.
A. Scenario 3A: "Frontal Attack"
- MAPBOARD CONFIGURATION: The mapboard sections should be placed Edge-to-Edge. (Diagram shows Side A.)
- TERRAIN LAYOUT: Use all Terrain units, except the River units. All Building units must be placed within 4 hexes of the Center hexes of each mapboard section. Each mapboard section must contain a minimum of three Building and/or Alley units.
- SPECIAL RULES: The Bridges may not be crossed by any unit in excess of 25 tons weight (Optional). No Opportunity or Tracking Fire is allowed on Turn One.
- FORCES: The Attacker is allowed 275 Points. The Defender is allowed 200 Points.
- ENTRY/SET UP: The Attacking side enters anywhere along Side A. The Defending side may be placed anywhere on the mapboard in mapboard sections that do not include Side A. Terrain Support units may be placed anywhere on the mapboard over five hexes from the mapboard sides.
- VICTORY CONDITIONS: Each Building or Alley unit is worth 10 Victory Points to the side that controls it at the end of the game (control conditions the same as in Scenario One). The game lasts 20 Turns. This is an unequal game, and the Victory Point Differential Number is "16" (only "08", if the Completely Hidden units rule is used).
B. Scenario 3B: "Surrounded"
- MAPBOARD CONFIGURATION: The mapboard sections should be placed Edge-to-Edge. (Diagram shows Side A and Side B at the two ends.)
- TERRAIN LAYOUT: Use all Terrain units, except the River units. The Building units should all be placed within 5 hexes of the Center hexes of the center mapboard section.
- SPECIAL RULES: The Stream is unfordable except in the Bridge hexes, where the Bridges are still usable and can hold up to 50 tons weight (Optional).
- FORCES: The Attacker is allowed 300 Points. The Defender is allowed 200 Points, but at least 50 Points must be used to purchase Terrain Support units.
- ENTRY/SET UP: The Attacking side enters anywhere along Sides A and B. At least one-third of the Attacking side's Points must start on each side. The Defending side may be placed anywhere on the mapboard.
- VICTORY CONDITIONS: Each Building unit is worth 10 Victory Points to the side that controls it at the end of the game (control conditions the same as in Scenario One). The game lasts 20 Turns. This is a game between unequal sides, and the Victory Point Differential Number is "24" (only "16", if the Completely Hidden units rule is used).
- SUGGESTIONS: This scenario makes a good three-player game. One player commands the Defending side, and each of the other two players commands the attacking forces coming from different sides of the mapboard.
C. Scenario 3C: "Assault River Crossing"
- MAPBOARD CONFIGURATION: The mapboard sections should be placed Edge-to-Edge. (Diagram shows Side A and Side B with a river.)
- TERRAIN LAYOUT: Use all Terrain units. The River units should be placed in the center mapboard section, and at least three Bridges over it should be constructed from Span units.
- SPECIAL RULES: No Opportunity or Tracking Fire is allowed on Turn One.
- FORCES: The Attacker is allowed 300 Points. The Defender is allowed 200 Points, but at least 50 Points must be used to purchase Terrain Support units.
- ENTRY/SET UP: The Attacking side enters anywhere along Side A. The Defending side may be placed anywhere on the mapboard in mapboard sections that do not include Side A. Terrain Support units may be placed anywhere on the mapboard over five hexes from the mapboard sides.
- VICTORY CONDITIONS: The Attacking side gets 40 Victory Points for each Bridge it completely controls at the end of the game. A Bridge is controlled by a side if one of the side's ground units was the last to enter or pass adjacent to all of the Span units in the Bridge, or that side currently has the only ground unit in or adjacent to one of the Span units of the Bridge. The Defending side gets 40 Victory Points at the end of the game for each Bridge that the Attacking side does not completely control. The Attacking side also gets the Total Victory Point Value for any of its own units that can exit the mapboard on Side B by the end of the game. The game lasts 20 Turns. This is an unequal game with a channeled attack, and the Victory Point Differential Number is "16" (only "04", if the Completely Hidden units rule is used).
VIII. Scenario Four: "Surprise"
These scenarios represent situations where one side is trying to surprise the other. They should only be played using the Optional Rules for reduced visibility (they should take place at Dusk or Night, etc.) and Completely Hidden units.
A. Scenario 4A: "Ambush"
In this scenario, the Defender lies in wait for the approach of the unwary Attacker.
- MAPBOARD CONFIGURATION: The mapboard sections should be placed Edge-to-Edge. (Diagram shows Sides A and B at the ends, and Sides C and D along the long edges.)
- TERRAIN LAYOUT: Use all Terrain units, except the River units. These can be placed anywhere on the mapboard.
- SPECIAL RULES: The Defender should definitely use the Completely Hidden Units Option.
- FORCES: The Attacker is allowed 100 Points. The Defender is allowed 200 Points.
- ENTRY/SET UP: The Attacking side enters anywhere along Side A, at least 8 hexes from Sides C and/or D. The Attacker must move all units in a straight line from Side A to Side B until fired upon, or until an enemy unit is sighted. The Defending side may be placed anywhere on the mapboard at least 8 hexes from Side A.
- VICTORY CONDITIONS: The Attacking side gets the Total Victory Point Value for any of its units that can exit the mapboard on Side B by the end of the game. The game lasts 15 Turns.
B. Scenario 4B: "Raid"
In this scenario, a raiding force, operating behind enemy lines, attacks an enemy depot.
- MAPBOARD CONFIGURATION: The mapboard sections should be placed Edge-to-Edge.
- TERRAIN LAYOUT: Use all Terrain units, except the River units. These can be placed anywhere on the mapboard. The Building units should all be placed within 6 hexes of the Center hexes of the center mapboard section.
- SPECIAL RULES: In this scenario, the Building units represent "Supply Dumps", not actual buildings. Treat them as Clear Terrain of elevation level +1 rather than Building hexes. These Supply Dumps have a GP Defense Factor of "5" each, and can be destroyed with a Knocked Out result from GP Fire. When destroyed, they automatically Burn, with the usual effects. The Attacker should use the Completely Hidden Units Option in this scenario. The Defender should use the Inverted Units Option, and, once set up, may not move the Combat units until shots are fired or an attacker's unit is sighted.
- FORCES: The Attacker is allowed 100 Points. The Defender is allowed 200 Points, but at least 80 of these Points must be used to purchase Terrain Support units. All Combat units purchased on both sides should be "light" forces - Leg units, Trucks, Half-Tracks, Bren Carriers, Armored Cars, and Jeeps.
- ENTRY/SET UP: The Attacking side may enter from any side or sides of the mapboard. The Defending side (including the Terrain Support units) may be placed anywhere on the mapboard at least 5 hexes from the mapboard sides.
- VICTORY CONDITIONS: To win, the Attacking side must destroy at least four of the Supply Dumps, and win on Points. Each Supply Dump not destroyed by game's end is worth 8 Victory Points to the Defending side - destroyed Supply Dumps are worth no Victory Points to the Attacking side. This is a game between unequal sides, and the Victory Point Differential Number is "60". The game lasts 20 Turns.
IX. Doing Your Own Scenarios
The scenarios in this section of the rules, flexible as they are, barely scratch the surface as far as games that can be set up. Ideas for scenarios can be gleaned from books, movies, TV shows, comic books, etc., or by just using your imagination. These scenarios are just an idea of what can be done with the rules, and should give imaginative players plenty of ideas for devising their own scenarios.
There are two very important items to keep in mind when doing your scenarios. The first is that the number of units, and therefore the Points for each player must be kept down to a manageable level. Armor is a simultaneous movement game, and orders must be written for every unit, every Turn. You should not try to control the large number of units it is possible to control in games using sequential movement. The smaller number of units in Armor will keep you every bit as busy as three or four times that number of units in a sequential move game. About twelve units, the number that can be handled on one side of a Command Sheet is all that all but the most experienced players can take care of in a reasonable amount of time. If you want larger games, try some multi-player games. They do not take much longer than a two-player game, and, using the multi-player Optional Rules, they are more realistic.
The second item to keep in mind is that every scenario should have an objective of some sort, either the capture of terrain on the mapboard or the exiting of units off an opposite mapboard Side. An objective gives the game a reason for happening, and forces the players to do something. As a rough rule of thumb, any Terrain objectives on the mapboard should equal roughly twenty-five percent of the Point values of both sides in the scenario. For example, if both sides had 200 Points, their total would be 400 Points, and the Terrain Objectives on the mapboard should equal roughly 100 Points.
Game Reference Material
I. The Campaign
The battles, as presented in ARMOR cover the operations after the D-Day landings were completed, and the beachhead on Continental Europe was established.
The initial stages of this campaign were confused for the German High Command. The main attack was still anticipated to come at the Pas de Calais, and, because of this, much needed German reserves were held out of the fighting. The bulk of the German mobile forces were tied up facing the British at Caen, enabling the American forces to advance much faster to the west. As the American forces cleared the Cherbourg peninsula, the British were held up by the hedgerows, hills, and Germans.
When the Americans finally broke through the German lines at St. Lo, the stage was set for a rapid "blitz" through France. As the Americans overran Brittany, Canadian and American forces pocketed the German Seventh Army at Falaise. By August 19, 1944, the circle was almost closed, but the Allies were unable to link up until many Germans had escaped. The Germans were now in full retreat, and the Allied armies were able to head for the Seine River and Paris. With the landing of the U.S. Seventh and French First armies in southern France on August 15, 1944, the right flank of the advance was covered, and the Allied forces could move headlong towards Germany.
The Seine River was crossed, Paris was liberated, and the Allies spread out across France, driving the German remnants homeward. As the low countries and the German border were reached, the long Allied supply lines, stretching back to the beachhead at Normandy, caused a halt to be called when the fuel tanks went dry.
The strategic situation led the Allied High Command to decide on one of the most ambitious plans of the war - Market Garden. This plan called for the coordination of three Allied Airborne divisions (two American, one British with a Polish brigade attached) to seize and hold key bridges in Holland as the British XXX Corps raced over these bridges. The presence of the German II SS Panzer Corps, poor weather, and the poor placement of the British Drop Zones near Arnhem led to only marginal success, and that at the expense of the British First Airborne Division. The failure of this plan meant that the war could not be finished before winter.
In December, 1944 the Germans, who had secretly massed a strong reserve, struck back through the heavily wooded Ardennes in Belgium. The Germans were able to make surprisingly strong advances against the surprised and outgunned American forces, but the German divisions were forced to move between two American strongholds, St. Vith and Bastogne. The overall German objective was the Meuse River, and, beyond that, the recently cleared city of Antwerp, so very important for supplying the Allied armies. The German advance created a "Bulge" in the Allied line that threatened to cut them in half.
Victory finally eluded the Germans in the Bulge. By Christmas Day, 1944, the American First and Third armies were starting to pinch the German flanks. Montgomery lined the Meuse River with British units, and the American Second Armored division stopped the German spearhead, the Second Panzer division, four miles short of that river, when the Germans stopped due to gasoline shortages. On December 26, Patton's American Fourth Armored division relieved the beleaguered defenders of Bastogne (the 101st Airborne division). By January 16, 1945, the American forces linked up at Houffalize, ending the Battle of the Bulge.
The end came quickly as the weather cleared. The Germans were now defending their homeland, but their last mobile reserves had been expended in the Ardennes. The advance into Germany began. The Allies launched Operations Veritable and Grenade in February, Cologne fell on March 5, the Remagen Bridge was captured on March 7, and, by March 24 the west bank of the Rhine had been cleared. From March 24 to April 1, the Rhine was breached in numerous places by American, British, and French forces. The industrial Ruhr was encircled, and 370,000 Germans became prisoners. The Allies fanned out over Germany as they had over France the previous summer.
The "Thousand Year Reich" ended on May 7, 1945, with the surrender of all German forces.
II. The Game
ARMOR is a recreation of the armored and infantry battles of Western Europe from 1944 to 1945. The Combat units represent the forces available to the Allies and Germans, and the main factors of these units are gunnery and defense.
Gunnery is composed of two parts, anti-armour and HE. Anti-armour is the kinetic energy shell smashing its way through the enemy armour plate. The muzzle velocity, caliber and shell weight were used to calculate the anti-armour hit column numbers and penetration factors. A rule of thumb is that the higher the muzzle velocity, the flatter the trajectory and the greater the chance to hit, and heavier shells lost less penetration and velocity at longer ranges. Also, larger caliber shells did more damage after penetrating. Infantry weapons use HEAT shells and do not rely on velocity for penetration. GP gunnery is fragmentation and explosive combat and did not rely on velocity and penetration. The GP factors are based on the AFV main gun and machine guns. Infantry GP factors are based on the number of machine guns, sub-machine guns and rifles each squad contained and their specific capabilities (shell size, range and rate of fire).
Armour protection is based on two main factors: thickness and angle of incidence. The thickness of armour can be greatly increased by the angle of incidence, since 80mm of armour sloped 60 degrees is equivalent to 160mm of armour at 0 degrees. All armour values were calculated using the basic thickness plus the slope of the armour. Infantry defense is a function of terrain, and this is represented by the GP Defense Factor of each terrain type.
The speed, rate of fire and size factors for AFVs were simple calculations based on actual vehicle capabilities. The turning calculation was based on horsepower to weight ratio, ground pressure and track width. The close assault defense is a factored average of the armour values. The points per vehicle are based on the gunnery, armour, speed, size, turning, GP value and rate of fire.
The game is based on a 100 percent odds system and all chances are calculated from this base. Direct fire, overrun, close assault and artillery fire are simple adjustments to this base. Opportunity fire represents fire on a target that was partially hidden, hence the modifier. The special hull down represents the ability of certain AFVs to virtually defilade the complete vehicle and still fire its weapons. Bail out, AFV/building movement and fire only expand the game to a more realistic format.
III. Hints on Play
All Armor tactics require the utilization of terrain and the "maneuver" factor. The intermix of these two factors depends on the equipment and the theater of combat. The Desert Campaign of 1940-1942 was a very maneuver intensive area, since protective terrain was at a minimum. Combat units were forced to "run and gun" from covering terrain features to the next objective. Infantry suffered the greatest since they were more terrain dependent than vehicles. The Russian Campaign of 1941-1945 came very close to the balance between the terrain and maneuver elements. There was usually enough terrain to offset the open areas, and the maneuver factor was less critical. Terrain could be used as a maneuver element, by channeling enemy forces and by letting Infantry units dig in and hold the key areas. The Western Front campaign, which ARMOR represents, is the most terrain intensive area yet discussed. Infantry can play a most important role, as vehicles will no longer have that free-wheeling ability characteristic of the desert fighting, and, to a lesser extent, also characteristic of the Russian Front. The maneuver factor was at its lowest in comparison to the terrain utilization factor in Western Europe. Armor-Infantry cooperation was critical on this front. Vehicles could not operate in the heavy terrain areas without infantry support, since enemy infantry could reach them before they could react.
Compared to the two earlier games in this series ("PANZER" and "88") ARMOR adds two new important terrain types, hedgerows and heavy woods. Tanks may not run rampant over the entire mapboard, as there are hexes into which they cannot penetrate, yet infantry and guns may occupy and utilize these hexes to full advantage. Terrain Support units can play an extremely important role, as, used with the "impassable" natural terrain, they can create sealed areas that only Leg units can penetrate.
The British and American tanks were only marginally inferior to most of the German tanks, and, in some cases, the Allied vehicles were superior. Given the short combat ranges, usually 500 meters (10 hexes), or less, advantages could fade fast. Most of the Allied vehicles had the advantages of quicker turning turrets, and this can be very important in the typical short-range combat in ARMOR.
Allied vehicles can sometimes run in and snap off one or two shots before the Germans can rotate their turrets into combat position, or at least force the German vehicles to move. The American APCR ammunition can also penetrate the German Panther and Tiger tanks dead on - a trait not often enjoyed by Allied units.
Still, Allied vehicles do not enjoy an abundance of heavy armor protection for their vehicles; the "Jumbo" Sherman and the Churchill being the main exceptions. The Allied player has to use careful tactics in employing his armored units. The "hit and run" method of attack is usually the best method; the M18 "Hellcat" being a prime exponent of this tactic. Normally, the Allied player should not try to shoot it out frontally with German tanks.
The terrain lends itself to the defense. Infantry and anti-tank guns must be suppressed or blocked by smoke if vehicles wish to advance and survive. To overcome this, the Allies have some potent offensive weapons. Airborne units can "drop" behind defenses, and force the Germans to hold back reserves and defend in depth. Allied aircraft can be deadly. Rocket-firing planes can wreak havoc among German armor units, or force them to sacrifice their mobility by hiding in the woods and other covering terrain. The German player will be inclined to expend points on anti-aircraft units.
In summary, ARMOR requires patience and restraint to play well. Wide open attacks and counter-attacks will often not be possible. Players will have to work hard for their objectives, and use forethought and planning.
IV. PANZER - "88" - ARMOR Conversions
ARMOR is a "sister" game to Yaquinto's earlier releases, PANZER (which covers the Russian Front, 1943-1945) and "88" (which covers the Western Desert, 1940-1942). The three games share the same mechanics, and can be used together. The Armor and Advanced Games are almost identical, with changes written in only to reflect differences in terrain and equipment. The differing Optional Rules, Tables, etc. from one game can be used with the other two. Many of the Vehicle and Towed units included in one game were also used in the other theaters (there is some unavoidable duplication of German and British units in the series), so a large degree of crossover is possible for players owning all three sets. The maps and units of all three games can, to a large extent, be used together. The aspects of the three games that do not "mesh" exactly are covered below.
A. The "Soft" hexes in ARMOR correspond exactly with the "Sand" hexes in "88".
B. THE PANZER Data Cards do not include "Track Movement Costs". These are as follows:
- TRACKED VEHICLES, HALF-TRACKS, TRUCKS: Normal: 3/4; Snow: 3/4; Mud: 1 (or "-", if Mud Speed is "0")
- ARMORED CARS: Normal: 2/3; Snow: 3/4; Mud: 1
C. The Brick Buildings in ARMOR correspond exactly to the Mud/Brick Buildings in "88", and share the same abbreviation ("BBG").
D. The PANZER Data Cards do not include "Ammo" information, which is as follows (Card No.: Ammo):
| Card No. | Ammo | Card No. | Ammo | Card No. | Ammo |
|---|---|---|---|---|---|
| 5 | 23(3) | 19 | 7(1) | 37 | 10(1) |
| 6 | 41(5) | 20 | 9(1) | 38 | 20(2) |
| 7 | 47(5) | 21 | 9(1) | 39 | 10(1) |
| 8 | 28(3) | 22 | 7(1) | 40 | 10(1) |
| 9 |
E. In PANZER and "88", there are no Hedgerow/Heavy Woods (HDR) units, and, therefore, no columns for this terrain in Leg and Towed Target Information sections of their Data Cards. The GP Defense Factors for PANZER and "88" Leg and Towed units in HDR are the same as their GP Defense Factors against Rising or Level shots in a Defilade hex.
F. In ARMOR there are no Oasis (OAS) units, and, therefore, no columns for this terrain in Leg and Towed Target Information sections of their Data Cards. The GP Defense Factors for ARMOR Leg and Towed units in OAS are the same as their GP Defense Factors in a Scrub hex.
G. In PANZER and "88" there are no Indirect Fire Rules, and, therefore, no notation regarding this on the Data Cards. The following units in those games have an Indirect Fire Capability:
- PANZER: Brummbar (Data Card 40).
- "88": 25 lb. Field Gun (Data Card 52), A10/A Close Support Tank (Data Card 56), Crusader II Close Support Tank (Data Card 64), Grant Tank (75mm gun only, Data Card 69), Sherman Tank (Data Card 70), SEM 41 (Data Card 76), PZIVE (Data Card 89), and PZIVF1 (Data Card 92).
H. ROCKETS: The IL-2 "Shturmovik" Plane in PANZER can be armed with rockets, instead of bombs. The Rocket GP Factor is "20", and the Point Value if armed with Rockets is "33".
I. Optional Rule XX. regarding the reverse moves of German Armored Cars can also be used with Data Cards 27, 41, 49, and 87 in the PANZER and "88" games.
Sequence of Play Using All Options
1. THE RALLY MORALE PHASE (OP): Rally Morale is checked for all panicked units. Each unit that fails to rally must have a Panic ("P") order plotted for the coming Turn.
2. THE SIGHTING PHASE: The players determine which enemy units each of their own units can sight. If the Limited Intelligence Option is used, sighted inverted units are turned face up and completely hidden units are placed on the mapboard. Completely hidden units that are no longer sighted are removed from the mapboard.
3. THE ORDER PLOT PHASE: The players secretly write the orders for each of their Combat units for the current Turn on their Command Sheets. Orders that can be combined in the same notation, and orders that may not be combined in the same notation can be determined from this Table:
ORDER COMBINATION TABLE (row order combined with column order; "XX" = orders may not be combined; a number refers to the numbered notes below)
| A | B,E,G,L,M,R,W,No. | C | D,U | F,FL,FS,H,HS | K | N,T | P | S | V | Y | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| A | -- | XX | XX | XX | XX | XX | XX | XX | XX | XX | XX |
| B,E,G,L,M,R,W,No. | XX | -- | XX | XX | 1 | 2 | XX |
- Vehicles may not expend over 2 Speed Factors and use Direct Fire.
- Move must be plotted with the K order.
- Must make Panic Move.
- Pivot may be combined with other moves if 2 extra Speed Factors are available. Leg units Pivot free.
- Only Vehicles may fire during D or U.
- Unit may U, and pivot to face any direction.
- Vehicles use Suppression Modifiers when firing. Leg and Towed may not fire.
- Suppressed vehicle Overruns at 1/2 GP Factor.
- Panic supersedes Suppressed order.
- Vehicles may move. Leg and Towed may not move.
- Full Cover is the only order that can be given to Suppressed Leg and Towed units.
- Infantry unit must be with Full Cover unit to entrench.
- XX. Orders may not be combined.
Artillery Fire (OP) is also plotted during this Phase. If the Command Control Option is used, determine what units are in Command Control before plotting orders. In Optional Multi-Player games this Phase should be timed and is the only Phase during which players may communicate.
4. THE CLOSE ASSAULT PHASE (ADV): Plotted Close Assault Combats are announced and resolved between Infantry units and adjacent Vehicle units. Any unit that Bails Out or suffers a Suppressed result must check Panic Morale, if that Option is used.
5. THE OVERRUN PHASE (ADV): Plotted Overrun Combats that have not been canceled by Close Assault results are announced and the movement made. The Overrun movement can trigger Opportunity or Tracking (OP) Fire. Minefield movement (OP) would also have to be resolved before movement could continue. The Defensive Fire and Overrun Fire are resolved when the Vehicle unit enters the hex with the target Leg or Towed unit. Any unit that Bails Out or is newly Suppressed in this Combat must check Panic Morale, if that Option is used.
6. THE PLANE MOVEMENT AND COMBAT PHASE (OP): Plane and Glider movement is made and the type of attack (if any) is announced. Anti-Aircraft Fire is resolved. If the Plane unit is not Knocked Out, Suppressed, or panicked, the Bombing, Strafing, or Rocket Attack is resolved. Any unit that Bails Out or is newly Suppressed in this attack must check Panic Morale, if that Option is used.
7. THE DIRECT FIRE PHASE: Each player now executes all plotted Direct Fire orders that have not been cancelled by earlier fire. Mortar units (OP) must check for the Scatter of their plotted Direct Fire. Smoke (OP) that is fired is noted by placing inverted Smoke units on the mapboard. Any unit that Bails Out or is newly Suppressed by Direct Fire must check Panic Morale, if that Option is used.
8. THE ARTILLERY IMPACT PHASE (OP): The sighting effects of Starshells fired the previous Turn end, and new Starshell or Smoke firings are announced and the Smoke and/or Artillery Impact units placed and/or moved. Scatter is checked for all Artillery and Indirect Fire. Then, the Artillery and Indirect Fire results are resolved. Any unit that Bails Out or is newly Suppressed by the fire must check Panic Morale, if that Option is used.
9. THE MOVEMENT EXECUTION AND OPPORTUNITY FIRE PHASE: The players now make all plotted movements that have not been cancelled by earlier results during other Phases. The moves are done sequentially, the Germans first on odd Turns, the Allies first on even Turns. Opportunity or Tracking (OP) Fire may be triggered and resolved by these moves. All units that Bail Out or are newly Suppressed during the Phase must check Panic Morale, if that Option is used. The Panic Movement of all panicked units should be handled first during this Phase, if that Option is used. Full Cover units are placed on units with Full Cover orders. Hasty Entrenchment units are placed on the Turn they are completed.
10. PARATROOP DROP PHASE: Parachute Infantry units being "dropped" this Turn are placed in their Drop Zone hexes. Scatter is determined, and Landing Status is resolved.
11. THE FINAL FACING AND ADJUSTMENT PHASE: The players now turn all Vehicle and Towed units with orders to Pivot in Place, turn all movable Turret units, turn all Leg units, and replace any Turret units they wish to change. This is done sequentially, in the same order as the previous Phase. Full Cover units are removed where desired.
12. THE FIRE AND SMOKE PHASE (OP): The face up Smoke units are removed from the mapboard, then all inverted Smoke units are turned face up. Check the status of all Fire units, adding new Fire units for fires that spread, and removing Fire units where they end. Then check for any new fires that might have started as a result of GP Factors used against the Building during the Turn. Building Destruction for multi-story Buildings is also resolved during this Phase, if that Option is used.
Data Card Listing
British units:
| Card No. | Units |
|---|---|
| 100 | Leg Units |
| 101 | 6 lb. AT Gun; 17 lb. AT Gun |
| 102 | 40mm AA Gun; Bren Carrier |
| 103 | Light & Medium Trucks; Typhoon Plane; Spitfire XIV Plane; Mosquito FB VI Plane; Horsa Glider; Hadrian Glider; Hamilcar Glider |
| 104 | Daimler Armored Car |
| 105 | Cromwell Cruiser Tank |
| 106 | Cromwell Close Support Tank |
| 107 | Firefly Medium Tank |
| 108 | Churchill Infantry Tank |
| 109 | Archer Tank Destroyer |
| 110 | Kangaroo Armored Transport; Terrain Support Units |
American units:
| Card No. | Units |
|---|---|
| 113 | Leg Units |
| 114 | 57mm AT Gun; 76.2mm AT Gun |
| 115 | Light & Medium Trucks; P-38 Plane; P-51 Plane; P-47 Plane; Waco Glider; Horsa Glider |
| 116 | Jeep; M20 Armored Car |
| 117 | M3 Halftrack; M16 AA Halftrack |
| 118 | M10A1 Tank Destroyer |
| 119 | M5A1 "Stuart" Light Tank |
| 120 | M4A1 "Sherman" Medium Tank |
| 121 | M8 Howitzer Motor Carriage |
| 122 | M8 "Grayhound" Armoured Car |
| 123 | M4A3 "Sherman 105" |
| 124 |
German units:
| Card No. | Units |
|---|---|
| 130 | Leg Units |
| 131 | 20mm AA Gun; 75mm AT Gun |
| 132 | 88mm FLAK 38 AT Gun; 88mm PAK 43 AT Gun |
| 133 | Light & Medium Trucks; FW-190F Plane; Ju-88C-6 Plane; Me-262 Jet Plane; DFS-230 Glider |
| 134 | SPW 250/1 Half Track; SPW 251/1 Half Track |
| 135 | Tiger IE Heavy Tank |
| 136 | STGIIIG/105 Assault Gun |
| 137 | Flammen III Medium Flamethrower Tank; Terrain Support Units |
| 138 | STGIIIG/75 Assault Gun |
| 139 | Panther A Medium Tank |
| 140 | SGIV Assault Gun |
The Armor Game Card (Part 1)
The rulebook reproduces the Game Card. Its tables, as printed:
AP Hit Tables
Cross-reference the Modifier Number (rows) with the AP Factor (columns) to find the Hit Number. (Rows labeled "30+" and "20 Base" as on the card.)
| Mod. No. | AP 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 30+ | 00 | 00 | 00 | 00 | 96 | 90 | 84 | 78 | 72 |
AP Movement Modifiers
| Firing unit speed factors | Target unit hexes moved: 0 | 1-2 | 3-5 | 6+ |
|---|---|---|---|---|
| 0 | 0 | -2 | -4 | -6 |
| Turn, 1-2 | -8 | -10 | -12 | -14 |
AP Target Terrain Modifiers
| Terrain | Modifier |
|---|---|
| Scrub | -3 |
| Rough | -5 |
| Falling vs. Defilade | -5 |
| Woods | -7 |
| Level, Rising vs. Defilade | -9 |
| Improved Position | -11 |
| Alley (OP) | -2 |
Hull Down: LH, TK = Miss
- Rising, Range less than elevation difference.
- Rising or Level vs. Defilade.
- Vs. Improved Position.
- Vs. Brick or Stone Building.
Miscellaneous Modifiers (AP)
- Target Size: On Data Card
- Stacking Factor over 4: Clear
- Opportunity Fire: -8 (Slow Fire)
- Side Shot: +3
- Per Crew Loss: -4
- Firer Suppressed: -5
- Previous Hit NM: +8; MV: +3
- Special Turretless Hull Down: -8
- Crack Grade (OP): +3
- Poor Grade (OP): -3
Effects of AP Hits
- KNOCKED OUT: Vehicle destroyed.
- HULL COMPARTMENT: No move, Crew loss, UH & HR MG gone, Bail Out Table. The Turret can still turn and fire.
- TURRET COMPARTMENT: Main gun, TT MG gone, Crew loss, Bail Out Table. The Vehicle can still move.
- GUN: Main gun gone - no Bail Out Table necessary.
- TRACK: No move, Bail Out Table.
- Non-penetrating UH, TT, HR and those MG are gone.
- Non-penetrating TT or HD on Open Vehicle is Crew loss.
- NO DAMAGE: Bail Out Table.
- NOTE: Any Vehicle that loses three Crew may no longer fire.
GP Hit Tables
GP Modifiers: 1/2 GP Factor for Opportunity Fire or from Suppressed Vehicle. Infantry units can Direct Fire while Transported at 1/2 GP Factor. (Round fractions down.) K vs. Vehicle = S (except Close Assault, Artillery, Bombing).
GP Miscellaneous Modifiers: Stacking Factor over 4: Clear Terrain. Per Crew Loss: -10 dice roll.
GP Fire Modifiers (OP) (add or subtract from dice roll):
- Vs. Vehicle in BBG, IMP, SBG, or DFL (Level or Rising): -20
- Vs. Vehicle in ALY, RGH, WBG, SCB, DFL (Falling), or WDS: -10
- Leg in Hasty Entrenchment: -10
- Crack Grade Firing: +10
- Poor Grade Firing: -10
- Use Flamethrower: +10
Close Assault (MV): Uphill uses 1/2 GP Factor. Assault, Ranger, & Commando Inf. is +10 GP Factors. +10 Die roll vs. Open Vehicle. Only Infantry may Close Assault from one hex distance. May Assault Vehicle, Bunker, or Pillbox.
Overruns: +20 dice roll using MV GP Factor for Vehicle. Defensive Fire (NM) Overrun: First Fire if Direct Fire not plotted (cancels fire).
MG Team Pinning Fire (OP) (Treat all Knocked Out as Suppressed): Normal: Used vs. one target unit. -10 Dice roll. Area: Used vs. all Leg & Towed in up to 2 hexes. Total GP Defense Factors.
GP Hit Table. Cross-reference the GP Defense Factor with the GP Factor column. Roll the dice: a roll of the "N" number or less is No Damage; above it up to the "S" number is Suppressed; above the "S" number to 00 is Knocked Out ("K" is 00 in every case).
| GP Def. Factor | Result | 1-5 | 6-10 | 11-15 | 16-20 | 21-25 | 26-30 | 31-35 | 36-40 | 41-45 | 46+ |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | N | 20 | 19 | 18 | 17 | 15 | 13 | 11 | 09 | 07 | 05 |
| 1 | S | 76 | 73 | 69 | 64 | 59 | 54 |
Defilade and Ditch hexes are treated as Clear hexes against Artillery Fire, Mortar Fire, Bombing Attacks, Strafing Attacks, Rocket Attacks, and Indirect Fire.
Number of Hits Table
| Hit No. | 2 shots: 2 | 1 | 3 shots: 3 | 2 | 1 | 4 shots: 4 | 3 | 2 | 1 |
|---|---|---|---|---|---|---|---|---|---|
| 70+ | 14 | H | 11 | 22 | H | 11 | 19 | 29 | H |
| 60-69 | 10 | H | 08 | 16 | H | 07 | 14 | 21 | H |
| 50-59 | 08 |
H: Hit Number
Effects of GP Hits
KNOCKED OUT:
- Inf, MG at Long Range vs. Buttoned Vehicle: No effect.
- Inf, MG at Long Range vs. Open Vehicle: Suppressed, Crew loss.
- Close Range Inf, MG, Strafing, Direct, Opportunity, Tracking, or Overrun Defensive vs. Buttoned Vehicle: Suppressed.
- Close Range Inf, MG, Strafing, Direct, Opportunity, Tracking, or Overrun Defensive vs. Open Vehicle: Suppressed, Crew loss.
- Close Assault, Artillery, Bombing, Rockets vs. Open or Buttoned Vehicle: Knocked Out and destroyed.
- Any vs. Leg or Towed: Knocked Out and destroyed.
SUPPRESSED:
- Inf, MG at Long Range vs. Buttoned Vehicle: No effect.
- Inf, MG at Long Range vs. Open Vehicle: Suppressed.
- Anything but Long Range Inf, MG vs. Open or Buttoned Vehicle: Suppressed.
- Any vs. Leg or Towed: Suppressed.
NO DAMAGE: No effect.
The Armor Game Card (Part 2)
Sighting Ranges Table
Terrain in target hex. Each cell gives the sighting ranges for VH / LG / SM targets (VH: Vehicle, Plane, Glider, Bunker; LG: Large Towed, Pillbox; SM: Leg or Small Towed). "--" = cannot be sighted. Where two numbers are given joined by a dash (e.g. "6-5"), the second number is for Full Cover Leg and Towed units (the "Optional" rows).
Day Armor/Advanced (the standard rows used in the Armor and Advanced Games):
| Sighting unit | Block | Clear, River or Bridge (c) | Imp Pos or Building | Defilade or Ditch (a, b) | Depression or Rough | Ford, Alley, Stream or Scrub | Woods or Hedgerow |
|---|---|---|---|---|---|---|---|
| Normal | -- / 6 / 4 | 60 / 24 / 15 | 5 / 3 / 2 | 15/5 / 5/3 / 3/2 | 15 / 6 / 4 | 20 / 8 / 5 | 10 / 4 / 3 |
| Buttoned | -- / 3 / 2 | 30 / 12 / 7 | 2 / 1 / 1 | 7/2 / 2/1 / 1/1 | 7 / 3 / 2 | 10 / 4 / 2 | 5 / 2 / 1 |
Optional weather/time rows:
| Weather/Time | Sighting unit | Block | Clear, River or Bridge (c) | Imp Pos or Building | Defilade or Ditch (a, b) | Depression or Rough | Ford, Alley, Stream or Scrub | Woods or Hedgerow |
|---|---|---|---|---|---|---|---|---|
| Day | Normal | -- / 6-5 / 4-3 | 60 / 24-18 / 15-11 | 5 / 3-2 / 2-2 | 15/5 / 5-4/3-2 / 3-2/2-2 | 15 / 6-5 / 4-3 | 20 / 8-6 / 5-4 | 10 / 4-3 / 3-2 |
| Day | Buttoned | -- / 3-2 / 2-1 | 30 / 12-9 / 7-5 | 2 / 1-1 / 1-1 | 7/2 / 2-2/1-1 / 1-1/1-1 | 7 / 3-2 / 2-1 | 10 / 4-3 / 2-2 | 5 / 2-1 / 1-1 |
| Dusk (b) |
Notes:
- (a) 1st set is if sighted from higher elevation. 2nd set is if sighted from same or lower elevation.
- (b) This also applies at night in fire or starshell areas.
- (c) (OP) Add 5 hexes range to units sighted in this terrain for every elevation level difference of the sighting unit.
- Hill, Wire, Wreck, Mine, Road, and Track hexes are determined by other terrain in hex. Transported units can be seen from the same range as their Vehicle.
- Full Cover Leg and Towed units use the second number (after the dash) under LG and SM columns.
Sighting Elevation Table
Sighting unit elevation (rows) against target hex elevation (columns), each with the blocking terrain Closer (C), Midway (M), or Farther (F) than the target. The entry is the minimum elevation level of blocking terrain that blocks the line of sight. NP: Not Possible. A unit can always sight an adjacent hex, regardless of terrain.
| Sighting unit elevation | -1: C | M | F | 0: C | M | F | +1: C | M | F | +2: C | M | F | +3: C | M | F | +4: C | M | F |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Level -1 | NP | NP | NP | 1+ | 1+ | 1+ | 1+ | 1+ | 1+ | 1+ | 1+ |
Elevation Levels
- -1: DPN, DCH, RVR (OP)
- 0: BLK, BDG, CLR, DFL, DST, FC, HST, IMP, MNS, PBX, RVR, ROD, RGH, SCB, SFT, STM, TRK, WIR, WRK, Combat units
- +1: ALY, BBG, BKR, CST, HIL, SPN, SBG, WBG
- +3: HDR, WDS
- +4: FIR, SMK
Artillery Tables
| Type Artillery | Point Value | GP Factor | Planned Scatter | Designated Scatter | Designated Delay | Called Scatter | Called Delay |
|---|---|---|---|---|---|---|---|
| Light | 20 | 10 | 01-10 | 01-20 | 1 | 01-40 | 2 |
| Medium | 40 | 30 | 01-10 | 01-20 | 2 | 01-40 | 3 |
| Heavy | 60 | 50 | 01-10 | 01-20 | 3 | 01-40 |
Indirect Fire Scatter: 01-70 for non-Mortar units.
CONTINUOUS FIRE: Same Hex Scatter: 01-10 (Artillery & Mortar). Adjacent hex Scatter: 01-30 (Artillery only), 01-40 (Indirect Fire).
Artillery fire affects the Impact hex and all adjacent hexes. Mortar and Indirect fire affects only the Impact hex. This applies to GP, Smoke, and Starshells.
Scatter Diagram
Dice roll to direction: Direction 1: 01-18; Direction 2: 19-34; Direction 3: 35-50; Direction 4: 51-68; Direction 5: 69-84; Direction 6: 85-100 (00).
Soft Hex Table (OP)
Crossgrid Vehicle Weight with Turn Cost. If the dice roll falls in the range of numbers, the Vehicle may not carry out plotted movement.
| Vehicle weight | 0-0-0 | 0-0-1/2 | 0-0-1 | 0-1/2-1 | 0-1-1 | 0-1-1 1/2 | 0-1-2 | 0-1 1/2-2 | 0-2-2 |
|---|---|---|---|---|---|---|---|---|---|
| 0-3 | -- | -- | 01-05 | 01-10 | 01-15 | 01-20 | 01-25 | 01-30 | 01-35 |
| 4-6 | -- | 01-05 | 01-10 | 01-15 | 01-20 | 01-25 | 01-30 | 01-35 | 01-40 |
| 7-9 |
Building Destruction Table (OP)
| Building | Roll |
|---|---|
| Wood Building | 01-50 |
| Brick Building | 01-30 |
| Stone Building | 01-10 |
Subtract "20" from the roll for each story above two. If mixed construction, use highest numbers.
Fire Tables
| Unit type | GP Factor 1-10 | 11-20 | 21-30 | 31+ |
|---|---|---|---|---|
| Alley | 01-05 | 01-15 | 01-25 | 01-35 |
| Wood | 01-10 | 01-20 | 01-30 | 01-40 |
| Brick | -- | 01-10 | 01-20 | 01-30 |
| Stone | -- | 01-05 | 01-15 | 01-25 |
If the listed number is rolled (or less), a Fire begins.
| Unit type | Fire Status: Spread | Continue | End |
|---|---|---|---|
| Alley | 01-30 | 31-70 | 71-00 |
| Wood | 01-50 | 51-85 | 86-00 |
| Brick | 01-35 | 36-80 | 81-00 |
| Stone | 01-25 | 26-70 | 71-00 |
The listed numbers determine status.
Vehicle/Building Table
| NM Close Assault Defense Factor | Wood Bldg: TK | GN Fwd | GN Rev | Brick Bldg: TK | GN Fwd | GN Rev | Stone Bldg: TK | GN Fwd | GN Rev |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 35 | 40 | 30 | 50 | 60 | 45 | 70 | 80 | 60 |
| 2 | 30 | 35 | 25 | 45 | 50 | 35 | 60 | 70 | 50 |
| 3 |
Paratroop/Glider Landing Status Table
| Terrain | No Effect | Suppressed One Turn | Suppressed Two Turns | Half Knock Out | Knock Out |
|---|---|---|---|---|---|
| CLR/DPN/SFT | 01-80 | 81-00 | -- | -- | -- |
| SCB | 01-60 | 61-80 | 81-00 | -- | -- |
| BLK/RGH/WIR (1) | 01-40 | 41-60 | 61-80 | 81-00 | -- |
| BDG/DCH/SPN/WDS | 01-20 | 21-40 | 41-60 | 61-80 | 81-00 |
- (1) A Wire hex is an automatic Knock Out for Parachute Infantry.
- (2) These hexes are an automatic Knock Out for Gliders.
- All other hexes are determined by the other terrain in the hex.
- GLIDER MODIFICATIONS: +20: Automatically. +10: Suppressed or move of 3 or 7 hexes. -10: Crack Pilot or "FL".
Radio Jamming Table (OP)
| Type jam attempt | Vs. Allies | Vs. German |
|---|---|---|
| Formation | 01-20 | 01-30 |
| Player HQ | 01-10 | 01-20 |
Morale Tables (OP)
Panic Morale (roll whenever Suppressed or Bail Out occurs; roll in range and unit is Panicked): Crack 01-20; Average 01-40; Poor 01-60.
Panic and Rally Modifiers:
| Panic modifier | Condition | Rally modifier |
|---|---|---|
| -10 | Per HQ in Command Range | +10 |
| -10 | Any Terrain Cover | +10 |
| +10 | Per Formation Unit Knocked Out or Panicked | -10 |
| +10 | Per Other Formation Knocked Out or Panicked | -10 |
Rally Morale (roll in range and unit is rallied): Crack 01-70; Average 01-50; Poor 01-30.
Emergency Speed Table (OP)
| Tracked TK | Wheel TK | Weight |
|---|---|---|
| 10 | 05 | 0-10 |
| 15 | 10 | 10+-20 |
| 20 | 15 | 20+-30 |
| 25 | 20 | 30+-40 |
| 30 | 25 | 40+-50 |
| 35 | 30 | 50+-60 |
| 40 | 35 | 60+ |
Bail Out Tables
| Penetrating hit | Unit bailing out | Hit location: LH, UH | GP Knock Out, HD, HR, HS, TK | GM, TF, TR, TS, TT |
|---|---|---|---|---|
| No Damage | Crew | 01-15* | 01-15* | 01-30* |
| Compartment | Crew | 01-30* | 01-30* | 01-60* |
| Knocked Out | Crew | Eliminated | Eliminated | Eliminated |
| Knocked Out | Leg @ | 01-80 | 01-40 | 01-40 |
| Knocked Out | Towed @ | 01-40 | 01-20 |
If the listed numbers are rolled, the unit bails out. * Transported units automatically bail out if crew bails out. @ Knocked Out if Bail Out fails.
The Armor Command Sheet
The Command Sheet has twelve Combat Unit Columns (headed by blank boxes for unit name and identification) across the top, with rows for Turns 1 through 20, an Artillery Plot (Type line; columns #1-#10; Turn rows 1-20 plus two "DES" rows), the Order Notations list, the Vehicle Movement Costs chart, and a Marking Hits key.
Order Notations
| Notation | Order |
|---|---|
| A | Close Assault (list unit) |
| B | Reverse Move |
| C | Full Cover |
| D | Load For Transport |
| E | Enter Pillbox or Bunker |
| F | Direct Fire (list unit) |
| FL | Pathfinder Illumination (OP) |
| FS | Direct Fire Smoke (list hex) (OP) |
| G | Exit Pillbox or Bunker |
| H | Indirect Fire (list hex) (OP) |
| HS | Indirect Fire Smoke (list hex) (OP) |
| K |
Artillery Plot notations: P: Planned Artillery Fire; D: Designated Artillery Fire; C: Called Artillery Fire; S: Smoke Shell; L: Starshell.
Vehicle Movement Costs
| Terrain | Cost |
|---|---|
| Block (BLK)/Destroyed (DST) | P |
| Building (BBG, SBG, WBG) | 2 |
| Clear (CLR) | 1 |
| Crest Hexside (CST) | +3 & OT |
| Defilade (DFL) | 2 |
| Ditch (DCH) | P |
| Hedgerow/Heavy Woods (HDR) | P |
| Rough (RGH) | 4 |
| Scrub (SCB) | 2 |
| Smoke (SMK) | +1 & OT |
| Soft (SFT) | 6 |
| Stream (STM) | 4 |
Bunker (BKR), Hasty Entrenchment (HST), Hilltop (HTP), Improved Position (IMP), Mine (MNS), Pillbox (PBX), and Wreck (WRK) hexes all depend on other terrain. Reverse movement costs double. River hexes may be entered only with Boat units or in Span hexes. ("P" = prohibited; "OT" = cost of any other terrain in the hex.)
Marking Hits
- Circle: Compartment Hit
- Parentheses: Machinegun Hit
- Circled C: 1 Crew Loss
Transported units are stacked under the Vehicle or Glider unit. Units inside a Bunker or Pillbox are stacked under the Bunker or Pillbox unit. Stack units on top of the story of a Building unit that they occupy.
Target Angle Wheel / River / Glider & Paratrooper Card
The Target Angle Wheel (two are provided) is divided into sectors, going around from the front of the target unit: F 0 (front), FS 30, FS 45, FS 60, S 0 (side), RS 60, RS 45, RS 30, R 0 (rear). The FS 60, S 0, and RS 60 sections are shaded as the target unit's side aspect. The card also carries the River (RVR) Terrain units and the Glider & Paratrooper Placement hexagon (sides numbered 1 to 6), which has the following tables.
Paratroop Scatter Table
Scatter Direction (roll each die separately):
| White die roll | Direction | Colored die roll | Direction |
|---|---|---|---|
| 0 | None | 0 | None |
| 1 | 1 | 1 | 4 |
| 2 | 2 | 2 | 5 |
| 3 | 3 | 3 | 6 |
| 4 | 4 | 4 | 1 |
| 5 | 5 | 5 | 2 |
| 6 | 6 |
Number Hexes Scatter (roll both dice):
| Roll | Hexes | Roll | Hexes |
|---|---|---|---|
| 01-07 | 0 | 57-63 | 8 |
| 08-14 | 1 | 64-70 | 9 |
| 15-21 | 2 | 71-75 | 10 |
| 22-28 | 3 | 76-80 | 11 |
| 29-35 | 4 | 81-85 | 12 |
| 36-42 | 5 | 86-90 | 13 |
| 43-49 | 6 |
Modifiers: Day: -20. Dusk or "FL": -10. Treat modified dice rolls of less than "01" as "01".
Glider Entry Table (opposing side rolls dice)
| Dice roll | Mapboard side | Direction | Dice roll | Mapboard side | Direction |
|---|---|---|---|---|---|
| 01-07 | 1 | 3 | 51-59 | 3 | 6 |
| 08-15 | 1 | 4 | 60-68 | 4 | 6 |
| 16-23 | 1 | 5 | 69-77 | 4 | 6 |
| 24-32 | 2 | 5 | 78-85 | 5 | 1 |
| 33-41 |