'O' Group: Wargames Rules for Battalion Size Actions in WWII
'O' Group: Wargames Rules for Battalion Size Actions in WWII Rulebook
Table of Contents
Table of Contents
- Introduction
- 1: Preparing for Battle
- 2: The Battalion
- 3: Troop Ratings
- 4: Deploying the Battalion
- 5: Combat Patrols
- 6: The Game Turn
- 7: Command & Control
- 8: Actions
- 9: Movement
- 10: Terrain
- 11: Spotting
- 12: Direct Fire
- 13: Infantry Fire & High Explosive Fire
- 14: Anti-Tank Fire
- 15: Indirect Artillery Fire
- 16: Close Combat
- 17: Shock & Morale
- 18: Battalion Organisation
- 19: The British Battalion
- 20: The German Battalion
- 21: The Russian Battalion
- 22: The United States Battalion
- 23: Battlegroups
- 24: Optional Rules
- 25: Introductory Scenario: Assault on Cristot, Normandy 1944
- Playsheets
Introduction
In open warfare, the situation will often be vague and decisions will have to be made on scanty information. Time will be pressing, nerves will be strained, orders may arrive late, messages may be ambiguous, counter orders and misleading information may be received. The 'fog of war' is no misleading metaphor.
British Army Infantry Training Manual 1937
1: Preparing for Battle
Every opportunity must be taken, while in a position of assembly, to carry out the administrative arrangements necessary for battle.
British Army Infantry Training Manual 1937
1.1 The Battalion
Using 'O' Group, players field an Infantry Battalion with additional armour and gun supports under the command of a Battalion HQ, assisted by Company Commanders. When playing a standard game, the attacker should have at least a few AFVs, Reconnaissance or additional specialist infantry to support his attack or maybe a Platoon or two of tanks; while the defender could have AFVs or anti-tank guns added to his Battalion strength. As the game grows in size, simply add more supporting infantry, tanks and guns. In larger games several Battalions can be fielded under a Battlegroup command. (See Section 23.)
1.2 Tactical Units
The basic tactical fighting units in the game are:
- Infantry Platoons.
- Heavy Weapon Platoons and Sections.
- AFV Platoons and Sections.
- Gun Platoons and Sections.
1.3 Basing
There Are No Fixed Base Sizes. Actual base sizes have no bearing on game mechanics and it is irrelevant how any of the figures or models are based, as long as the individual unit types, for example HQs, Company Commanders, rifle Sections, SMG Sections or anti-tank Sections are recognisable and ideally that the opposing armies are based similarly. If opposing armies are based significantly differently, then simply make allowances where necessary.
1.4 Scales
'O' Group is designed for use with 20mm, 15mm, 12mm/10mm or 6mm figures.
- Figure Scale: One infantry base = one section of approximately 10 men. One model AFV or Gun represents two or three tanks or guns. One model transport represents two standard size half-tracks or trucks or three smaller vehicles.
- Ground Scale: very approximately 1" to 25 yards/metres for 15mm or smaller.
- Time Scale: A game Turn represents a period of anything from two to ten minutes or more.
- Ranges & Distances: Throughout the rules all command distances, movement rates and ranges are first shown in inches for use with 15mm figures or smaller. This entry is then followed by the 20mm figure within square brackets, for example 14" [18"] – the 15mm player uses 14" and the 20mm player uses 18". Where a figure is shown without a corresponding figure in square brackets, then that figure applies equally to both scales.
1.5 Equipment
- Each player should have at least ten six-sided dice, (defined as D6).
- Shock, Suppression and Damaged markers.
- Suppressed units can also be represented by the addition of a casualty figure next to the unit concerned, while damaged and/or knocked out vehicles can be marked with coloured cotton wool.
- Each player should have nine markers to represent Combat Patrols.
- A full set of markers and game tokens can be had from TFL/Reisswitz Press to accompany the game.
Casualties and Figure Removal: There is no individual figure removal in the game. Casualties or, more properly, unit morale status, is shown by the accumulation of Shock on a unit. Once a unit has taken three or more Shock it is marked as suppressed. Only when an infantry Section is KIA'd is a Section base then removed. Knocked out vehicles should be left on the table as wrecks.
2: The Battalion
The battalion cannot normally by itself win an important action. It needs the help of other arms – tanks, artillery and sappers – to get to its objective. Detachments of these arms may be placed under command of a battalion commander at any time.
British Army Infantry Training Manual 1944
2.1 The Battalion
The player can field his battalion using two methods, either:
- Follow an Historical Order of Battle. Each player deploys his historical battalion and adds supports shown under Battalion Organisation, as required to match the scenario. (See Sections 18-22.)
Or
- Use the Points System, purchasing supports shown under Battalion Organisation. (See Sections 18-22.)
A WW2 battalion was generally organised into a core of the Battalion HQ company accompanied by three infantry companies, each of three infantry platoons, commanded by a company commander. Added to this core were battalion, regimental and higher level supports. Sections 18-22 provide a guide as to how to organise your battalion.
Here is an example of a British battalion for 1944 in northern Europe.
[Diagram: Battalion organisation chart]
- Battalion HQ, F.O., 3" Mortars.
- A Company, B Company, C Company – each with a Company Commander and three Infantry Platoons (1st, 2nd and 3rd Infantry Platoon).
- Battalion Supports: D Company, Anti-Tank Platoon, Carrier Platoon.
- Divisional Supports: Churchill Mk VI Platoon.
2.2 The Battalion HQ
The Battalion Commander and his HQ are represented in the game by a single Battalion Headquarters unit.
The HQ uses its HQ Orders to either issue Orders to battalion units or to influence the chances of winning the Initiative. Players will have to make a strategic decision as to how many HQ Orders to use this Turn or save for the next Turn. (See Section 7.)
Each Battalion HQ receives a Forward Observer or FO; this is your battalion's dedicated artillery spotter. The FO can be used to spot for either Battalion mortars or off-board artillery support. (See Section 15.3.)
The Battalion HQ has two attributes, Ability and Morale. Players determine these attributes if a specific scenario or use the points system.
Battalion Ability
There are two HQ ability grades.
- First Rate Battalion HQs. First Rate HQs are the majority of British, German 1939-44 and US battalions. It can also include superior German in 1945, Russian, Axis allies, early French and Low Countries battalions to suit a particular action or scenario.
- Second Rate Battalion HQs. Second Rate HQs are Russian, Axis allies, early French and Low Countries battalions and many German 1945 battalions. It can also include poorer British, German or US battalions to suit a particular scenario.
See Chapter 7 for details of how battalion ability impacts on Command and Control.
Battalion Reserves Doctrine
- Flexible Reserves. First Rate German and US Battalions have a Flexible Reserves doctrine. This means that reserves can be allocated to companies at any point during the game and do not need to be allocated before the game begins.
- Rigid Reserves. All other battalions have a Rigid Reserves doctrine. This means all supports, including those in reserve must be allocated to a respective infantry company before the game begins and this cannot be altered during the game unless a Reserves Action is used.
Battalion Morale
Battalion morale represents the formation's overall enthusiasm and determination in battle. There are two grades:
- Combat Effective. This is the standard morale grade for most battalions.
- Tenacious. A superior morale grade for particularly determined battalions such as British paratroopers, Russian Guards or some German battalions, (2nd Line and Green battalions cannot be Tenacious unless large) and;
Large Battalions are also considered as Tenacious, unless players specifically wish to class a large battalion with poorer morale and grade it as Combat Effective, such as a flaky 1940 French or 1941 Russian battalion.
Battalion Size
Battalions are either Large, Standard, or Worn.
- A Large battalion has at least three infantry companies and more than ten sections of any type, except transports, in support. This can include a fourth infantry company.
- A Standard size battalion has three infantry companies and has no more than ten sections of any type, except transports, in support. The Battalion HQ company does not count towards this total.
- A Worn battalion only fields two infantry companies and has no more than eight sections of any type, except transports, in support. A worn battalion cannot field a third infantry company.
Battalion HQs – on or off table?
Players may choose whether to deploy the Battalion HQ model on the table edge or simply accept that the HQ, as in reality, would be some distance to the rear and off table, in our games. The one advantage of having the Battalion HQ on the table edge is that it can act as an aid to remind the player of the current HQ Orders total by placing a D6 next to the HQ model, which is adjusted when orders are gained, used or lost. If you do place the HQ on table then it cannot be hit or targeted by the enemy.
2.3 Company Commanders
These represent Company commanding officers exercising tactical command over their units. Each Infantry Company fielded receives a Company Commander represented by a command base. Heavy Weapons Companies do not field a company commander. (It's useful to note on the commander's base which company he commands, for example "A Coy".) See section 7 for details of how commanders exercise command and control.
2.4 Infantry Platoons
Each Company was generally made up of three infantry or rifle Platoons, each of three Sections. An infantry Platoon operates as single tactical unit, individual Sections are not given separate Orders or Actions.
Each Section averaged six to ten or more men, the majority of which were rifle-armed and usually supported by a light machine gun. Each infantry Section in the game is represented by one base or stand of model figures. (Note: It's irrelevant how many actual model figures you have on each base.)
Platoon Types
- Rifle Platoon. The standard WW2 platoon, each section armed with rifles and a light machine gun.
- Limited LMGs: Rifle platoons that lacked light machine guns apply the Poor Training characteristic, losing an additional 1D6 when moving and firing. For example, early Belgians, Poles and Italians often only had an automatic rifle or SMG instead of a light machine gun. This does not apply to US infantry with M1 Garands and ready access to Browning LMGs and/or two BARs per section.
- SMG Platoon. Armed with fully automatic sub-machine guns such as the Russian PPSh. These have a significant advantage at close range and in close combat but have poor range due to the inaccuracy of the SMG and very few if any light machine guns in support. The Russians fielded numerous sub-machine gun armed companies.
- Panzergrenadier Platoon. German Panzergrenadier platoons were based on a two machine guns per section organisation, with fewer active riflemen. These platoons gain the German Rate of Fire bonus and have increased firepower, especially against close targets. They automatically lose close combat draws to reflect the lack of dedicated riflemen.
- Assault Engineer or Pioneer Platoon. These have specialist training and equipment and either armed with SMGs or rifles. Assault engineers gain benefits in close combat and are usually the only units that may use flame-throwers. (Players may also equip other platoons with flame-throwers for specific operations such as the D-Day landings.)
- Assault Rifle Platoon. From 1944 German units began to receive the Sturmgewehr 44, a fully automatic assault rifle. Assault rifles are potent weapons with the range of rifles and increased fire power at close range and in close combat.
- Cavalry Platoon. All cavalry platoons are assumed to be armed with standard infantry weapons and once dismounted are classed as standard Rifle or SMG platoons. When taking Morale Tests, mounted cavalry are always classed as Green, (i.e. easier to hit!).
Platoon Attachments
- Integral Platoon A/T weapon: Most infantry Platoons have an integral Platoon anti-tank weapon. Prior to 1943 this is an anti-tank rifle and after 1943 this was generally a rocket propelled anti-tank weapon. Integral A/T weapons do not need to be represented by any additional model figures. All Platoons are assumed to have such a weapon bar a number of early war exceptions such as the French in 1940.
- Light 50mm or 2" light mortars are included in the overall Platoon firepower and do not need to be represented. However, this does not stop you fielding light mortar models, simply deploy them in your infantry Platoons and treat them as a rifle Section.
- Heavy Weapon Attachments. An infantry Platoon may have one permanent heavy weapon attachment, either an anti-tank Section, 60mm mortar or medium machine gun. A maximum of one anti-tank section, one MMG or one 60mm mortar may be attached. Once attached to a Platoon the Section adopts the troop rating of that platoon. It must remain attached for the entire game.
If attaching a heavy weapon, then just place the model with the Platoon. An infantry platoon cannot have an HMG, a Gun, an AFV or a FO or a Company Commander attachment to the platoon. See Section 13.7 for firing attached weapons.
2.5 Heavy Weapons
Heavy weapons include:
- Medium Machine Gun Sections, for example tripod mounted MG42s, Maxims or 30 cal. Brownings.
- Anti-Tank Sections are dedicated teams grouping together several A/T weapons, such as bazookas or anti-tank rifles.
- 60mm Mortars. Infantry support mortars such as the US M2 or French Mle 1935.
- Heavy Machine Gun Sections, for example the Browning M2 .50 calibre and Russian DShK. These can only operate in the standalone Sustain Fire mode and cannot be attached to an infantry platoon. Due to larger calibre ammunition, HMGs are classed as firing HE when engaging infantry and gun targets but move as Light Guns.
The player decides how these heavy weapons are deployed. They may attach individual heavy weapon sections to Infantry Platoons where permitted; group heavy weapons into a two section platoon or deploy them as independent single sections.
2.6 AFV Platoons
An AFV Platoon is made up of one or two Sections. Most tank Platoons or Troops had between two to five tanks, so for ease of play we assume AFV Platoons have a standard strength of either one or two tank sections. A tank section is represented by one model AFV.
Each AFV Section is treated as a separate unit for Shock and Morale tests. AFVs are divided into eight armour categories based on their weight and armour. (See Section 14.)
2.7 Gun Platoons
A Gun Platoon is made up of one or two Sections. A Gun section is one model gun.
Each gun Section is treated as a separate unit for Shock and Morale tests, if deployed individually, otherwise the platoon is treated as a single unit. Guns are divided into two game categories, Light and Heavy. Light Guns are up to 70mm calibre and also includes all 75mm/76mm infantry guns or pack howitzers. Heavy Guns are of 75mm calibre or larger.
2.8 Reconnaissance Platoons
AFV Reconnaissance Platoons have a standard strength of either one or two sections. Each reconnaissance AFV Section is treated as a separate unit for Shock and Morale purposes. An Infantry Reconnaissance Platoon is made up of two to four Sections. Infantry reconnaissance Platoons could be motorcycle or jeep borne units, of up to four Sections.
2.9 Platoon Integrity
Keeping a Platoon in command
The command radius rule in 'O' Group works very simply. Infantry platoons always operate as single unit. AFV, Gun and Heavy Weapon Platoons can operate as a Platoon or can be split up and operate as individual Sections. Players can spread these Sections out over any distance and each Section can be issued its own Action. However, as each disparate Section will require its own separate Action, this becomes very expensive in terms of orders used and seriously impacts upon your ability to command the Battalion.
'In Command' Distances
- Each Section in an Infantry Platoon must be within 2" of another Platoon Section. An infantry platoon must keep its sections within command distance at all times, unless separation is forced by enemy action, for example tank riders dismounting knocked out tanks or passengers in knocked out vehicles. If separated, the platoon must regroup before undertaking other actions. (Note: Players with large infantry bases or 20mm figures may choose to keep all platoon sections in base to base contact.)
- Gun Sections are In Command if within 3" of another Platoon Section. Gun platoons may also operate as individual sections.
- AFV Sections with radios are In Command if within 6" of another Platoon Section. AFV platoons may also operate as individual sections.
- AFV Sections without radios are In Command if within 3" of another Platoon Section. (Non-Radio equipped AFVs are: Poland 1939, France & Low Countries 1940, Russia 1939-42, Italy 1940-41. The majority of AFVs had radios by 1943.) Non-radio platoons must always operate as a platoon and cannot be voluntarily split up.
Platoon Restrictions
Platoons cannot be combined or merged with other Platoons during the course of the game, unless exercising the Infantry Re-squadding option. Mixed arms Platoons are not permitted.
2.10 Artillery Support
There are two different types of Artillery Support available to the Battalion. (See Section 15.)
- Battalion Mortars. These are either 3", 80mm, 81mm or 82mm mortars directly attached to the Battalion and can be called in each Turn using orders.
- Artillery Support. This represents higher level artillery assets not organic to the Battalion.
Note: There is no need for artillery models on the table as these would be some distance to the rear, off-table. However, players may represent each available artillery mission with a gun model placed next to the Battalion HQ. So, a German player with two artillery missions could have two Wespes or 105mm models or a British player might have three 25pdr models. When you use an artillery mission, remove one model.
3: Troop Ratings
Our attitude was let's get on with the job. We'd trained for it, we're fed up with being shot at, let's do some shooting.
5th Ranger Battalion, Normandy, 1944
Each tactical unit fielded is rated as either Veteran, Confident, Regular, Second Line or Green. Its often easiest to class the entire battalion as one rating, but players can rate various component units differently.
Each troop type is given a rating, e.g. 4+. This is the score on a single D6 required to pass Morale Tests and rally off Shock. The lower the rating the better the troop quality, as they are more likely to succeed in passing. When taking a troop rating roll the player needs to equal or exceed the rating score to pass. If you roll under the rating score the unit has failed.
For example, a troop rating of 4+ means the unit will pass its troop rating on a 1D6 score of four or more and will fail on a roll of three or less.
3.1 Veteran Troops
Veterans are rare, well trained with significant battle experienced, aggressive attitude and with exceptional leaders. Their superior fighting ability is reflected in their troop ratings. The Veteran rating can only be applied to a maximum of one platoon or three sections within the battalion and is not applied to the whole Battalion. For example a single tank ace AFV section or platoon or a single Assault Engineer, Paratrooper or Special Forces Platoon.
3.2 Confident Troops
Well trained with battle experience, of good morale or aggressive attitude. These may include British Paratroopers and Guards, good Canadians and Commonwealth units, experienced Germans such as GrossDeutchland or Tiger tank crews, Russian Guards or Shock units, US Airborne and Rangers and good Reconnaissance units.
3.3 Regular Troops
The vast majority of reasonably well trained and motivated troops, tanks and guns with a broad spectrum of leaders and some battle experience.
3.4 Second Line Troops
This category can be used to represent infantry who were Reservist units, less motivated Regulars or battle weary. These can include poorer French, Belgium or Dutch in 1940 or poorer in Italians 1941-42, some US in 1943 and some Volksgrenadier units from 1944-45.
3.5 Green Troops
Troops with very limited training and no real battle experience, either poorly lead or of brittle morale. These can include Russians conscripts and many German Volkssturm or Ost battalions.
AFVs & Guns cannot be rated as Green. Most gun or tank crews needed to have at least some training to operate the weapon system. AFVs crews with limited training can be represented by including them within the Poor AFV category.
Mounted Cavalry are classed as Green until they dismount regardless of their actual rating. This is to represent that mounted cavalrymen were particularly vulnerable to enemy fire.
3.6 Company Commander
All Company Commanders have their own "Commander" troop rating of 2+, irrespective of nationality or battalion quality.
Forward Observer
All Forward Observers also have the troop rating of Commander, 2+.
Poor AFVs
This category is in addition to the troop rating. Poor AFV modifiers relate to inferior tank design and as such suffer disadvantages when spotting and firing. (See Section 14.3). So a regular tank unit could be rated as Regular/Poor if the AFV was of inferior design.
Poor Training
Russian Regular infantry platoons, all Second Line infantry platoons and all infantry platoons that lacked LMGs, lose an additional 1D6 firepower if they move and fire. Platoons are not doubly penalised if they are say, Second Line and also have limited LMGs.
The table below shows each troop type with its Morale and Rally ratings as well as any modifiers for firing etc.
Troop Ratings
| Troop Type | Morale Rating | Rally Rating | Other Modifiers |
|---|---|---|---|
| Commander | 2+ | 2+ | None |
| Veteran | 3+ (4+ if in the open) | 3+ | To Hit 3+; AT to Hit 6+; Opportunity Fire & Withdraw is 3+ |
| Confident | 4+ (3+ if obscured) | 3+ | None |
| Regular | 4+ (3+ if obscured) | 4+ | None |
| Second Line | 4+ (3+ if obscured) | 4+ | Apply Poor Training; Platoon Rout Test is 5+ |
| Green | 5+ (3+ if obscured) | 4+ | Infantry shooting lose 1 firepower dice; Platoon Rout Test is 5+ |
4: Deploying the Battalion
Men who go into action harassed and hurried, feeling that adequate preparations have been impossible, will lose much in morale.
British Army Infantry Training Manual 1937
4.1 Game Set Up
a. Establish Battalion Forces & Battalion HQ Rating. b. Define Terrain. c. Set Plan & Establish Objectives. d. Defender's & Attacker's Deployment. e. Begin Turn One.
4.2 Battalion Forces & Battalion HQ Rating
Players establish the ability and morale of their HQ and note the composition and troop rating of their Battalion units and any support assets that they may have. (See Sections 2 & 3.) Attacking HQs start a game with three HQ Orders, Defending HQs start with two HQ Orders.
4.3 Terrain
All terrain features should be clearly identified as to their terrain type, exact boundary and if they block or permit line of sight. (See Section 10.)
4.4 Plans & Objectives
The Battalion Commander must allocate each company its own objectives and area of table in which to operate. The Battalion Commander may also designate one or more companies as their battalion reserve, see below.
Company Sectors
Each Company deployed on the table must have its own deployment area. This can be as simple as saying "A Company on the left flank holding the village of Tilly, B Company on the right flank holding the farm of La Haye and its environs and C Company in reserve." N.B. Companies should not overlap or intermix, unless using Consolidation, and there should be a clear boundary between each, although players can alter a boundary if the battle situation changes.
Reserve Companies
Reserve companies may be given either a single terrain feature or deployment position to deploy onto when committed or simply committed at the time and place of the Battalion's choosing. (See Section 8. Consolidation Action.) (Note: Assigning Company boundaries is a useful playing aid as well as being historical.)
Objectives
The game should have an objective, such as capturing or holding physical features or simply defeating the opposing battalion. Players use one of the following:
- A Tactical Position or Attacking Phase Line. Players can set each Company an objective to capture, such as high ground, crossroads, a main road, bridge, village or prominent building, etc. A Phase Line is determined by the attacking player and used to control and coordinate the battalion's advance. So, Phase Line One could be a key village and Phase Line Two a vital bridge beyond. As your forces advance to each phase line, they may halt or consolidate and await reinforcements before advancing to the next objective or may be ordered to 'go firm' on ground they have won, permitting other units to take over the advance. Attacking players simply note down each phase line objective for their particular Companies on their battle plan.
- Tactical Superiority. Set the game victory condition based on defeating the opposing Battalion via casualties/FUBARs.
- A combination of both of the above.
4.5 Initial Battalion Deployment
- Deploy HQs. Both players deploy their Battalion HQ anywhere along their rear table edge or off-table. Attacking HQs start with three HQ Orders, Defending HQs start with two HQ Orders. Battalion mortars are considered an off-table asset but players can if they wish place their mortar models next to your Battalion HQ as a reminder of their availability.
- Deploy Company Commanders. Both players deploy their on-table Company Commanders. Defending commanders deploy first behind the Forward Defensive Line within their assigned sector. Attacking commanders then deploy behind the Start Line within their assigned sector. Commanders in reserve remain off table. (Note: It is advisable that commanders are deployed in cover or out of line of sight to avoid becoming a casualty early on!)
- Battalion Deployment Dice. Both players now roll their Battalion Deployment dice. Attackers roll nine dice, or ten dice if a Large battalion. Defenders roll nine dice. Players note the deployment dice scores against the Deployment Tables below and then deploy their initial units and Combat Patrols based on these scores. All remaining Battalion units are placed off table in reserve. (Note: If you score well, consider this as your Battalion having sufficient time to prepare a good attack or defence plan. If you roll poorly then you've been ordered into the attack before you've had time to prepare thoroughly or you've been caught out by a surprise attack.)
- Turn One. Now begin Turn One of the actual Battle. (See Section 6.)
Defender's Deployment
Roll 9D6.
| Score | 1 – maximum of 3 | 2–4 | 5–6 |
|---|---|---|---|
| Result | No Deployment. Opening Barrage Interdiction | Deploy 1 Combat Patrol behind the Forward Defence Line | Deploy 1 Ambush unit behind the Forward Defence Line |
Additional Ambush Units: 1 x Extra Ambush unit per FO, Heavy Gun and Bunker/Dug-Out.
Attacker's Deployment
Roll 9D6, 10D6 if a Large Battalion.
| Score | 1 – maximum of 3 | 2–4 | 5–6 |
|---|---|---|---|
| Result | No Deployment. Opening Barrage Casualties on Defender | Deploy 1 Combat Patrol behind the Start Line. | Deploy 1 On-Table unit behind the Start Line. |
Deployment Notes.
The defender deploys first. The attacker deploys after the defender has deployed.
a. Forward Defence Line. The Forward Defence Line (FDL) is the defender's initial deployment area and is anywhere up to 24" from the attacker's rear table edge. The FDL can be altered to suit a specific scenario.
b. Start Line. The Start Line is the attacker's initial deployment area and is always 12" in table from the attacker's rear table edge. The attacker deploys his units and Combat Patrols behind his Start Line. The Start Line can be altered to suit specific scenarios.
c. OPENING BARRAGE. The vast majority of WW2 attacks were usually accompanied by an opening barrage. The effect of an opening barrage in 'O' Group is represented by scores of 1 in both players Battalion Deployment dice rolls.
Defender's Scores of 1: Each score of 1 rolled by the defender equates to the number of game Turns that his reserve deployments are interdicted (disrupted). For example if you rolled just one score of 1, then Interdiction lasts for Turn One only. If you rolled two 1's Interdiction lasts for Turns One and Two, and so on. The maximum number of Turns is three, if the defender rolls more than three 1s he simply re-rolls any excess 1s. If you roll no 1s at all then interdiction has proved ineffective and you can deploy as normal. (Also see Russian battalions – Section 21.)
Interdiction Effect: When infantry, reconnaissance or gun Reserves deploy onto a Combat Patrol, the opponent rolls 1D6 for interdiction. On a score of 1 to 3, the unit deploys as normal. On a 4 to 6, the unit fails to deploy and the Order is lost.
Interdiction only effects deploying onto Combat Patrols and does not have an effect on deploying Combat Patrols themselves or any reserves on the rear table edge. Once the interdiction Turns have expired the defender's reserves may deploy as normal.
Attacker's Scores of 1: Every 1 rolled by the attacker represents losses inflicted on the defending battalion. See below:
Opening Barrage Casualties
| Attacker's dice | Defender's losses |
|---|---|
| One 1 rolled | Defender removes 1 infantry platoon. |
| Two 1s rolled | Defender removes 1 infantry platoon and 1 HQ Order. |
| Three 1s rolled | Defender removes 1 infantry platoon, one section of any type and 1 HQ Order. |
The maximum is three 1s. If the attacker rolls more than three 1s he simply re-rolls any excess. The defender may choose which platoon or section/s to lose from his force. Units lost to the opening barrage do not count towards FUBAR and defeat purposes. The following exceptions apply:
- If a defending Russian Battalion loses an infantry platoon, it is immediately replaced with a Green Rifle Platoon. This does not happen if the platoon lost to the bombardment was already rated as Green.
- If the defender is fielding a Worn Battalion players ignore the attacker's Opening Barrage Casualties, as a worn battalion is assumed to already have been badly hit by the barrage.
d. COMBAT PATROLS. Each score of 2, 3 or 4 permits the player to deploy one Combat Patrol from his total number of Combat Patrols, either anywhere behind the Start Line if the attacker or anywhere behind the Forward Defensive Line if the defender. (See Section 5.)
- Restriction: Each company commander may deploy a maximum of three Combat Patrols in his sector.
- You cannot deploy more Combat Patrols than the on-table company commanders have available. If you roll more Combat Patrols than you have available the extras are returned to the reserves.
e. AMBUSH UNITS. Each score of 5 or 6 for the defender indicates one unit may deploy in an ambush position behind the FDL. An Ambush unit can be one Infantry Platoon plus attachment; one Heavy Weapon section or platoon; one AFV Platoon or Section or one Gun Platoon or Section.
f. Ambush units are not placed on the table, the models are left off-table ready to deploy when the ambush is sprung. The player decides upon a terrain piece that they occupy, which must be some form of cover, such as woods or buildings and then notes down this position on his battle plan, for example "MMG in the church tower". (See Section 11 for full Ambush rules.) The defender may swap Ambush Units for Combat Patrols, if he wishes. If a player gains no Ambush Units he may exchange two Combat Patrols for one Ambush Unit.
Additional Ambush Units. In addition to the dice rolls the defender may also place any Heavy Guns in ambush and man any bunkers or dug outs with an ambush unit.
g. ON-TABLE UNITS. Each score of 5 to 6 for the attacker permits one unit to deploy directly on the table top behind the Start Line. An on-table unit can be one Infantry Platoon plus attachment; one Heavy Weapon section or platoon; one AFV Platoon or Section; one Gun Platoon or Section or a Combat Patrol. (Players have the option to deploy these instead if they wish.)
If a player gains no on-table units he may exchange two Combat Patrols for one on-table unit.
h. Forward Observers. The FO may be placed anywhere behind the attacker's Start Line or defender's FDL and are classed as in Ambush. This ambush deployment is in addition to the deployment dice rolls.
4.6 Reserves
All remaining Platoons and Sections, not initially deployed, are held off table in reserve. You may bring on your reserves in the following Turns.
Company Reserves
Infantry company reserves and any attached supports must enter the table in their company sector. Support assets deployed with a Flexible Reserves battalion can be deployed and attached to a company of the player's choice, at the time of deployment. Rigid Reserves doctrine battalions must allocate reserves to respective infantry companies before the game begins. (See Section 2.2)
Battalion Reserve
The Battalion commander may hold an entire infantry Company back as the battalion reserve. The Battalion Reserve can be deployed on either a planned objective or deployment position or any on-table sector of the player's choice at a time of his choosing, regardless of the battalion's reserves doctrine.
How are reserves deployed?
Reserves may be deployed on table using three methods:
- Table Edge: All units may be deployed onto their rear friendly table edge using a Deploy or Reserves Action.
- Combat Patrols. Some Reserve units may deploy on table from Combat Patrols. N.B. AFVs, (other than Reconnaissance) and Heavy Guns may not deploy onto Combat Patrols.
- Consolidation Action. Units may be deployed on captured objectives or held position using this Action.
4.7 Meeting Engagements
In a Meeting Engagement scenario both players are classed as Attackers. The player with most Reconnaissance units may choose to deploy either first or second. (If no Reconnaissance units are deployed, or both have an equal number, then roll 1D6, the winner may deploy first or second.) Ignore Opening Barrage casualties and Interdiction Turns. Scores of 1 simply represent no deployment.
Example
A defending US Battalion player rolls his nine Defenders Deployment Dice. He scores: 6, 6, 5, 4, 3, 3, 3, 1 and 1. This permits the following deployments. The two scores of 6 and one score of 5, permit three on-table platoon Ambush deployments. So the US player places a platoon of 57mm A/T guns in Ambush along with two infantry platoons and writes down the three terrain pieces they occupy, (they are not placed on the table). The combined scores of 4s and 3s give the player four Combat Patrols. He positions three Combat Patrols in good central positions on the table behind his Forward Defensive Line. The final Combat Patrol is placed over on his far right flank, which is intentionally weak. If the enemy do push against his right he can still use that Combat Patrol to deploy his infantry reserves. The two scores of 1 represent the opening barrage interdiction of his reserves, which will last for two Turns. All his remaining battalion units are in reserve. Thus the US initial deployment is stretched but he does have three good Ambush Units deployed, so hopefully these should be able to blunt the attackers providing enough time to bring on his reserves once the battle begins.
5: Combat Patrols
Patrols...are employed on tasks such, as.... to reconnoitre lines of advance.
British Army Infantry Training Manual 1937
5.1 Combat Patrols Overview
Combat Patrols cover the actions of small fighting patrols of infantry or scouts making their way forward to take up advanced positions on the battlefield. Their role is to:
- Deploy reserve infantry, reconnaissance AFVs and light guns onto the table;
- Deny ground to opposing Combat Patrols, and
- Represent unknown activity and the fog of war.
Combat Patrols are mobile "markers" with no combat value that bring uncertainty and hidden movement to the battlefield.
5.2 How Many Combat Patrols?
Each Company may deploy a maximum of three Combat Patrols in its sector at any time. Reserve Companies cannot deploy Combat Patrols until their commander is deployed. This is the maximum a battalion has during the game. Combat Patrols not initially on table are placed in your Reserves and may be deployed in later Turns.
Your Combat Patrols can be any convenient marker and can be any reasonable size you wish. A 2" square or circle works well for 15mm figures. These could be modelled with figures or simply be different colours to identify the Attacker from the Defender.
5.3 Using Combat Patrols
Combat Patrols are responsible for both scouting or probing and deploying units from reserve.
Deploying Reserve Units
This represents your commanders bringing troops into battle using hidden movement and infiltration. A player may deploy a reserve unit from the list below onto a Combat Patrol currently on the table top within their company sector, by using a Deploy Action. This may be one Infantry platoon (plus attachment); one Heavy Weapon platoon or section; one Reconnaissance AFV section; one Light Gun section. It could also be a Company Commander or FO although these two units may also deploy with any of the above units for "free".
A maximum of one unit may deploy from a Combat Patrol. As soon as a unit deploys onto a Combat Patrol, the Combat Patrol marker is placed back in the reserves. A reserve unit may still deploy on a Combat Patrol even if the marker moved this phase.
Deploying on a Combat Patrol uses up the deploying unit's entire move but it may still fire. There is no distance or range limit to deploying onto a Combat Patrol. Players can deploy units onto Combat Patrols anywhere within the company sector.
Transports carrying passengers or tows towing light guns may also deploy on a Combat Patrol if the transport is a jeep, light truck, carrier or motorcycle unit. Larger transports and tows cannot deploy onto Combat Patrols.
Restriction: No deployment is permitted if:
a) within 8" [10"] of any enemy units.
b) the Combat Patrol deployed in the current turn.
Each company can only deploy its own reserve units onto Combat Patrols within its sector. Tanks (including recon tanks), Heavy Guns and Motorised Infantry may only deploy on the rear table edge. These units cannot deploy onto Combat Patrols during the game.
Scouting & Probing
Combat patrols can scout potential ambush positions. See Section 11.4. A player may also use Combat Patrols simply to confuse the enemy, using them to "probe" and threaten an enemy sector, without deploying onto them.
5.4 Deploying Combat Patrols
After the initial deployment, other Combat Patrols can be deployed using the Deploy Action. They must be deployed within 18" of a steady Company Commander and within his assigned table sector.
- Combat Patrols cannot be deployed within 8" [10"] of enemy units or enemy Combat Patrols.
- Combat Patrols cannot be deployed if a straight line drawn from the commander to the intended deployment position passes through any enemy units.
5.5 Reconnaissance & Combat Patrols
A Reconnaissance section, using a Reconnaissance Action, may deploy a Combat Patrol on, or within 3" of, its current location. That reconnaissance unit is then permanently removed from play. The standard limitations on deploying Combat Patrols apply, but do not need to be within 18" of a company commander. Reconnaissance units removed in this way are not classed as losses for FUBAR purposes.
5.6 Moving Combat Patrols
Combat Patrols move by issuing a Move and Fire Action. Movement is measured from the centre of the marker and is always 2D6". Ambush units may be detected when a Combat Patrol enters a terrain feature. See Section 11.4.
- Combat Patrols cannot fire, rapid move, or approach within 8" [10"] of enemy units or enemy Combat Patrols.
- Once at or within 8" [10"] of enemy units or Combat Patrols, no further forward movement is permitted, they may only fall back.
- Combat Patrols cannot deploy/move into Impassable Terrain, minefields or wire entanglements.
5.7 Removing Combat Patrols
A Combat Patrol is removed from play when it is used to deploy a unit using a Deploy Action; when it is in contact with an enemy unit or receives Shock, (Combat Patrols do not "hold" Shock), or when it is spotted by enemy reconnaissance. Combat patrols are never permanently destroyed, when removed from play they return to the reserves.
Example
During a game a British player wishes to exploit his left flank which appears to be thinly held by the Germans. He issues a Deploy Action to deploy a Combat Patrol into a wood on this flank. He checks that the proposed position is within 18" of a steady company commander and not within 8" of enemy units or Combat Patrols, as it is he may deploy a new Combat Patrol from his reserves in the wood. Next Turn, the player decides to deploy an infantry platoon onto the Combat Patrol. He checks that no enemy forces are within 8", there are none so the British platoon may now deploy and the Combat Patrol is removed.
6: The Game Turn
There were no clear orders coming over the radio, only curses, claims of hits and reports of vehicles brewed...
5th Royal Tank Regiment, Western Desert, 1941
6.1 The Game Turn
The sequence of play in O Group consists of three separate phases, which make up a Turn. The phases of each Turn are played according to the sequence below. All phases are either alternate or simultaneous as shown. The player who wins the Initiative may choose to take either the Offensive or Defensive Combat Phase.
| Phase | Sequence |
|---|---|
| 1. Command Phase – Simultaneous | Both players roll their Battalion O Group dice. Determine the Initiative. |
| 2. Combat Phases – Alternate | Offensive Combat Phase. Defensive Combat Phase. |
| 3. Regroup Phase – Alternate | Offensive player's regroup actions. Defensive player's regroup actions. Remove Hesitant markers, empty transports, etc. |
The Turn ends on the conclusion of the Regroup phase and a new Turn is then started.
6.2 Command Phase
This phase is simultaneous.
A. The Battalion O Group. Both players roll their Battalion O Group Dice and note HQ Orders, Company Orders and any Hesitant Companies. (See Section 7.)
B. Initiative. Determine who has the Initiative for this Turn. (See Section 7.8.)
- Offensive Phase: The player who won or is passed the Initiative takes the Offensive Combat Phase.
- Defensive Phase: The player without the Initiative takes the Defensive Combat Phase.
Initiative Bonus Order
If the winner decides to keep the Initiative he usually gains a bonus Company Order. If the winner decides to pass the Initiative, no bonus Order is gained.
6.3 Combat Phases
Each Combat Phase is alternate. In each Combat Phase, the phasing player uses his Orders to issue Actions to his platoons and sections. The player must first use Orders before units can carry out any Actions, such as firing, moving or rallying. The player issues Orders to one unit at a time, completing that unit's Actions before moving onto the next unit.
- A Unit may normally only receive one Order per Phase. (See Section 8.)
- A second Action may be undertaken by a unit in a Phase only when a Company Commander Order is used.
Offensive Combat Phase
- The player with the Initiative issues his Orders to his units who then undertake actions. Their opponent may use their Orders to react to a move or fire Action issued during the Offensive Combat Phase.
- A player ends their Combat Phase by simply declaring this phase is complete or by simply using all of their Orders. The Offensive player may retain any unused Orders to use in their opponent's Defensive Combat Phase.
- At the end of the Combat Phase remove all Order markers from units that were issued orders in the phase and place them in the discard pile.
Important! On the conclusion of the Offensive Combat Phase, all units that received Orders are "reset" and may now receive new Orders in the Defensive Combat Phase. All units are eligible to receive a new Order regardless of whether they undertook an Action or multiple Actions in the Turn's previous Combat Phase.
Defensive Combat Phase
- The player without the Initiative now begins the Defensive Combat Phase, repeating the above process.
- Their opponent may use their Orders to react to a move or fire Action issued during the Defensive Combat Phase.
Important! Your total Orders are spread across both Combat Phases.
A player's available Orders are spread across both Combat Phases and you will need to think carefully about managing these. However, sometimes you will simply find that enemy tactical superiority is forcing you to use most of your available Orders just to react or rally in your Combat Phase and you have little left over to initiate your own strategy!
6.4 Regroup Phase
In this phase the players may issue limited Regroup Orders to units that have not been issued an Order during the Turn. The attacker can issue two Regroup Orders per Turn; the defender issues just one Regroup Order per Turn. These Regroup Orders are 'free' and are over and above the Orders generated in the Command Phase.
Regroup Orders allow the following Actions:
-
Move Action. Move a unit or Combat Patrol 2D6". (This includes limber/unlimbering or manhandling a gun.) Units cannot move to within 8" of enemy units and cannot take a Rapid Move.
-
Rally Action. A unit which undertook no Actions in either Combat Phase may rally using 3D6. (They cannot use the 1D6 Rally option.)
-
Deploy. Deploy a unit on a Combat Patrol.
-
Resquadding Action. Once per game, the player may regroup different platoon Infantry sections from the same company into a composite platoon of up to four sections. The resquadded platoon immediately forms up on the Company Commander
and any Shock is amalgamated up to a maximum of three Shock. (Remove any excess.) This platoon is rated as the next lower troop grade based on the worst troop rating of its resquadded sections.
6.5 Administration
The final act of the Turn is to remove any Hesitant markers from Hesitant Companies, remove markers from commanders who used their Company Commander Order earlier in the Turn, remove any empty transports from play and reduce or remove the Opening Barrage interdiction counter.
7: Command & Control
At Battalion HQ the roar of artillery fire added to the suspense of awaiting the success signals of the forward companies. Realising that those companies could not now clear the enemy up to their objective, I sent 'A' and 'D' Companies forward to take both objectives.
British Infantry Colonel, Normandy, 1944
'O' Group has a two tier command and control method, utilising a system of Battalion HQ Orders and Company Orders. At the beginning of each Turn both players roll their Battalion 'O' Group dice and the various scores will dictate the availability of these Orders for the Turn. These Orders are your command tools to instruct your troops to fight, to conduct reconnaissance, to move, fire and close combat the enemy to achieve victory for your Battalion! However, there is no guarantee how many Orders you will receive per Turn and it is highly unlikely that you will be able to issue Orders to every unit on the table. As such, players will need to prioritise which units receive Orders in a particular Turn, judging which area of the battle is critical at this moment in time.
The individual companies of your battalion have two basic command states, they are either fully operational and may function as the player wishes, issuing Orders and actions to their respective platoons and supports; or they may be Hesitant and restricted to only issuing rally actions and fire actions against close targets during their Combat Phase.
Battalion Command Characteristics:
1st Rate Battalions:
- Gain HQ Orders at a rate of each six in the Battalion 'O' Group dice roll generates one HQ Order.
- German and United States 1st Rate Battalions have Flexible Reserves.
- Flexible artillery response.
2nd Rate Battalions:
- Gain HQ Orders at a slower rate. Any roll of multiple sixes in the Battalion 'O' Group dice roll automatically converts one of those scores of six into a standard Company Order score.
- Potential higher order cost issuing a Company Commander Action.
- Rigid Reserves.
- Less flexible artillery response.
7.1 Command Phase Procedure
Players roll their Battalion 'O' Group dice (Section 7.2), and must state if overriding FUBARs before rolling the Battalion 'O' Group dice (Section 7.7).
The players now state if they are using Company Commanders to increase HQ Orders (Section 7.5). Finally, both players calculate who has the Initiative for this Turn (Section 7.8).
7.2 Battalion O Group Dice
At the beginning of every Turn, each Battalion HQ gains its Battalion 'O' Group dice. Standard size Battalion HQs start with nine Battalion 'O' Group dice. Large Battalion HQs start with ten 'O' Group dice; this is the maximum a battalion may receive. Worn Battalion HQs start with eight 'O' Group dice. (See Section 2.) These are rolled in the Command Phase of each Turn.
The following scores indicate the following Orders:
| D6 Score | 1 | 2, 3, 4, 5 | 6 |
|---|---|---|---|
| Result | No Orders | Company Order | HQ Order |
Treble 1 = Hesitant Company!
7.3 No Orders & Hesitant Troops
Scores of 1 generate 'No Orders'. This represents friction and the difficulties of command and may result in troops becoming Hesitant.
Treble 1 Hesitant
Any treble 1 is a Company Hesitant result. One of your on-table companies will be Hesitant this Turn. Roll a dice to identify which Company this is, with an equal chance for each one present. Once identified then mark the Company Commander with a Hesitant marker. This is removed at the end of the Turn.
During the player's own Combat Phase one of the player's companies is restricted to issuing only two actions. These are:
- Fire: This may only be at close range targets.
- Rally: No other actions may be issued.
These restrictions includes all company units and any supports.
The company is not restricted when reacting. The Company Commander may not use his Company Commander Order this Turn, including when reacting.
The restriction on issuing Actions only applies to the player's Combat Phase, it does not impact upon React Actions. Hesitant concludes at the end of the Turn's Regroup phase, so Hesitant units may not take regroup actions.
Overriding FUBARs!
If overriding FUBARs and four or more 1s are rolled/acquired the battalion will also lose one HQ Order. (See 7.6.)
7.4 Company Orders
Each score of 5, 4, 3 or 2 generates one Company Order.
Company Orders are standard Orders issued by the players to their tactical units, the platoons and sections, so that they may move, fire, rally, etc. (See Section 8.) A limited number of these Orders per Turn will require the player to prioritise his command decisions. Unlike HQ Orders, Company Orders only last for the Turn, they cannot be banked and any unused Company Orders are discarded at the end of each Turn.
How to record Orders: Players should note their current Company Order total with a stack of Order markers next to their Battalion HQ. As Orders are issued during the Turn place each Order marker on the unit receiving that Order.
7.5 HQ Orders
For First Rate battalions, each score of 6 generates one Battalion HQ Order. For Second Rate battalions, any roll of multiple sixes in the Battalion O Group automatically converts one score of 6 into a Company Order; a single roll of 6 is not converted. Consequently, a Second Rate Battalion acquires HQ Orders at a slower rate.
HQ Orders represent Battalion Initiative and Reserve Orders. They can be banked and saved by the player from Turn to Turn and/or used as a pool of reserve Orders that are issued when needed in the same manner as Company Orders.
HQ Orders are used for the following:
- Influence the Turn's Initiative roll. HQ Orders add to your score when deciding the Initiative each Turn.
- Issuing Actions to units. They are identical to Company Orders and used in the same manner to issue actions to your battalion.
(Note: HQ Orders are best denoted by the use of a bespoke D6 placed next your Battalion HQ or even incorporated into your Battalion HQ model by using a dice holder, modelled onto the base itself.)
Banking HQ Orders
Battalion HQs may bank up to six HQ Orders. A player may never have more than six. If a player rolls more HQ Orders than the 6 maximum, any excess HQ Orders automatically convert into Company Orders.
Increasing HQ Orders
After rolling the Battalion 'O' Group dice, the player may decide to use one on-table steady Company Commander to try and increase his HQ Orders, up to the maximum of six. This may be done irrespective of command radius requirements. However, this cannot be done if FUBARs were overridden this Turn and a Company Commander who is Hesitant, suppressed or KIA'd cannot use this option.
To increase the number of HQ Orders, the player rolls 1D6. A score of 1 to 3 has no effect. A score of 4 or more generates one HQ Order. In either case, the Company Commander is marked to show that his Company Command Order has been used for this Turn.
7.6 FUBARs
FUBARs, as the acronym suggests, signify the commanders losing their grip or control over the battle as casualties mount, making command and control increasingly difficult.
All Battalions receive one FUBAR marker for every four sections lost as casualties or dispersed. That's every infantry Section KIA'd or dispersed, each Company Commander, heavy weapon, gun or AFV Section knocked out and includes support units you have with your battalion. So, when a battalion reaches four casualties (section losses) it immediately receives a FUBAR marker, another on eight casualties and so on.
Each FUBAR marker reduces the players Battalion 'O' Group dice total by one for the rest of the game. So, two FUBAR markers will reduce you by two D6 and so on.
Immediate FUBAR Impact: On receiving a FUBAR marker the player must immediately undertake the Command Crisis procedure, below, to ascertain any additional effect upon the Battalion HQ.
Command Crisis
A player suffering a Command Crisis now places a D6 on the table, shielded or hidden from the opponent and chooses any number from 1 to 6, which he has as the face up side of the dice. Their opponent now has two guesses as to which number has been chosen.
If he guessed correctly on the first attempt, the player loses two HQ Orders. If guessed correctly on the second attempt, one HQ Order is lost. If neither guess is correct then no Orders are lost. On a successful guess or more importantly, failure, the player must show the actual D6 number!
Losses that do NOT count towards a FUBAR
a. Attacking Battalions ignore the first two Reconnaissance Section losses. All attacking Reconnaissance Section losses from three upwards count towards FUBARs.
b. Reconnaissance units removed from play after deploying a Combat Patrol are not classed as losses.
c. Combat Patrol, Transport and tow losses are NOT included. Definition: A Transport is designed to carry passengers and armed with no more than a machine gun or A/T rifle.
d. Russian battalions ignore the first two Green Section losses.
Losing the Battle
When a Combat Effective battalion has three FUBAR markers, or a large or Tenacious battalion has four FUBAR markers, it is defeated and the battle lost.
Players may vary the number of section losses required for the 4th FUBAR marker. So, the final marker of a Large/Tenacious battalion could represent just two or three sections lost rather than four.
7.7 Ignoring FUBARs
A player has a command choice before he rolls the Battalion 'O' Group dice, either losing one Battalion 'O' Group dice for each FUBAR marker they currently have, or ignoring the FUBARS for this turn and rolling their normal Battalion 'O' Group dice allocation. If this option is chosen, they add an extra score of 1 for each FUBAR marker overridden to the 'O' Group dice results, increasing the chance of a Hesitant company result (See 7.3.) N.B. When overriding FUBARs if four or more 1s are rolled/acquired the battalion will also lose one HQ Order.
A player cannot 'split the difference'; they either take all of their battalion dice or lose all of their FUBAR dice.
7.8 The Initiative
After ascertaining their Order totals for this Turn, players calculate the Initiative.
Both players roll 2D6 and add +1 to the score for each HQ Order currently held by their Battalion HQ, i.e. banked from this and previous Turns. The player with the highest total wins and now decides if they will keep the Initiative this Turn or pass the Initiative to their opponent.
Important: This does not reduce the number of HQ orders. These may be retained from one turn to the next if not used for initiating Actions.
If the winner decides to keep the initiative he gains a bonus Company Order. If the winner decides to pass the initiative no bonus Order is gained.
Drawn Initiative
Where the roll for Initiative is drawn, a German First Rate Battalion wins but no bonus Order is gained. (Note: This represents the German Auftragstaktik or Mission Tactics approach to command.) In all other cases, the player who won in the previous Turn keeps the Initiative but no bonus Order is gained.
7.9 Company Commanders
Company Commanders are a key element of Battalion command and control. They exercise command over their company and also gain the unique Company Commander Order.
Steady Company Commander
A steady Company Commander may, in addition to issuing orders carry out any of the below.
a. Use his Company Commander Order once per turn, see below.
b. Deploy Combat Patrols and reserve company units. See Sections 5 & 8.
c. Act as spotter for battalion mortars if British, German or US only. In addition British & US Company Commanders from 1943 onwards may also spot for Artillery Support. See Section 15.
d. Company Commanders may also move, engage in close combat or withdraw, as other units do, but may not fire. Company Commanders will require Orders to move, etc.
The Company Commander Order
Each Company Commander gains one command order per Turn, which can be used to:
- Attempt to increase HQ Orders in the Command Phase, see Section 7.5 or
- Issue a second action to a unit in the same combat phase by issuing the Company Commander Action, see Section 8 or
- Prevent a Platoon Rout Test requirement, see 17.3. Preventing a rout test can be done at any point in the turn and is not classed as a player action.
Once the Order has been issued place an appropriate marker next to the Company Commander model to signify his order has been used for the Turn.
Suppressed or KIA Company Commander
A company with a suppressed or KIA Company Commander has certain restrictions.
a. The Company Commander Order cannot be used, though all other actions may be ordered as normal.
b. Combat Patrols and reserve company units cannot be deployed.
c. Cannot act as spotters.
d. Company units must pass a Troop Rating rally roll before launching a close combat.
e. In the event of a Commander becoming suppressed or KIA the Command Crisis rule is applied, see 7.6. A KIA Commander must be replaced in the following Turn, see 17.5. As soon as a Company Commander is rallied or replaced the above restrictions no longer apply.
Note: Command and Control in 'O' Group. The issuing of "wargame orders" to units does not represent just a select few units receiving orders; it is assumed all units will have received their initial battle orders. Where a player places his orders represents the command and control focus of the company at that time. It also represents the time it's taking your units to act on their battle orders. Thus, if you are feeding orders to certain units this can been seen as that Company getting its men moving quickly because command is focusing its attention in their direction, while units without orders can be seen as simply taking far more time to carry out their orders, especially as they lack higher command direction. Essentially the commander chooses his Schwerpunkt, and by doing so reduces his knowledge gap, therefore is better able to exercise command and control. The British Army Infantry Battalion 1944 manual states; "Every commander....must place himself where he can best influence the fighting of his unit." In 'O' Group players use Orders to "influence" units.
A Hesitant company can be seen as any temporary breakdown in command. This could be the commander becoming directly caught up in the action or is confused as to what to do next due to a lack of battlefield intelligence. The chance of a Hesitant result increases if the Battalion HQ is attempting to override FUBARs, due to placing more pressure on the company commanders and demanding more of them.
Examples
a) O Group Dice rolls – 1st Rate Battalion. A British 1944 player rolls his nine Battalion 'O' Group dice and scores: 6, 6, 5, 5, 5, 2, 2, 1, 1. These scores generate the following Orders: two x HQ Orders, (due to the sixes); five x Company Orders, (due to the three 5s and two 2's). The two 1s produce no Orders. So, the total Orders for this Turn will be two HQ Orders and five Company Orders.
b) O Group Dice rolls – 2nd Rate Battalion. A Russian 1941 player rolls his nine Battalion 'O' Group dice and scores: 6, 6, 5, 5, 5, 2, 2, 1, 1. As he has rolled multiple sixes one score of six is converted into a Company Order, therefore these scores generate the following Orders: One x HQ Order, (due to the one remaining six); 6 x Company Orders, (due to the three 5s and two 2's and the converted 6). The two 1s produce no Orders. So, the total Orders for this Turn will be one HQ Order and six Company Orders.
c) Overriding FUBARs. A Russian battalion is currently on two FUBAR markers due to the state of its losses. Before rolling this Turn's Battalion 'O' Group Dice the Russian player announces that he will override his FUBARs and roll the standard nine dice, as he is desperate to launch a last ditch counter-attack. The player rolls his nine Battalion O Group dice and scores: 6, 6, 5, 5, 5, 2, 2, 2, 1. To this he adds the two extra scores of 1 for overriding his two FUBARs, which results in a final score of 6, 6, 5, 5, 5, 2, 2, 2, 1, 1 and 1. As he has a Treble 1 result one of his companies will be Hesitant.
d) Initiative. A British Battalion has 5 HQ Orders currently banked; the player rolls 7 on his 2D6 roll and adds his 5 HQ Orders gives an Initiative score total of 12. His opponent has two HQ Orders banked; he rolls a 7 on his 2D6 and adds his two HQ Orders taking his score up to 9. Therefore, the British have won Initiative for this Turn. He decides to take the Offensive Combat Phase and gains an extra Company Order.
8: Actions
Enemy tanks and infantry soon launched an attack...after the first attack was beaten back, a second began, then a third.
Soviet Marine, Stalingrad, 1942
The player uses either their Company or Headquarters Orders to order their units to undertake actions. Actions represent the undertaking of Orders issued by your Battalion HQ or Company Commanders and their Platoon Officers.
- The player uses his available pool of HQ and Company Orders to permit Actions. The player nominates a unit and states what Action he is ordering. He can issue Orders to any unit in any order he sees fit during his phase.
- Each Action will have an Order cost, anything from one to three Orders. If insufficient Orders are available for a particular Action, then that Action cannot be undertaken.
- There is no limit on the Action types that you can order per Phase or Turn, except for Artillery and Mortars, which are limited to one Action per Turn.
- There is no command radius limit to Actions, unless issuing the Company Commander Action which is limited to 18".
- A Company Commander may order Actions even if he has moved, rallied or been used as a spotter.
- Infantry Platoons operate as single unit, individual Sections are not given separate actions.
- AFV, Gun and Heavy Weapon Platoons may either operate as a Platoon or the individual Sections can be given separate actions.
8.1 Procedure
The phasing player issues one Action at a time to his units. The player selects the unit and states what action it will undertake, placing an Order marker next to the unit to indicate it is being issued an Action this phase. (See Section 8.3.)
Once given an Order, the unit carries out its actions, such as firing, moving or close combat, before moving onto the next unit and issuing a fresh Action.
The player may decide whether to use HQ Orders or Company Orders, both types are identical. It is permitted to use both Order types combined for more expensive actions, for example if you Order an Artillery Action but only had one remaining Company Order, you can add one HQ Order to increase the total.
The opponent can react to this Action, using a React Action but only in the following situations:
- Your possible reactions if the active enemy unit fires or moves and is in line of sight of your units are:
- A reacting unit may fire or move after an enemy unit has finished all its current move and/or fire actions.
- A reacting unit may attempt to Opportunity Fire as the enemy unit is moving. (See Section 8.4.)
Important! The reacting player can only respond against the "active" enemy unit; he cannot react against any other enemy units. For example, a player issues a Fire & Move Action to a Tiger 1. The opponent may only react to this Tiger if it moves or fires in his defending unit's line of sight.
8.2 Action Limits
A unit may normally only undertake one Action per Phase and, therefore, may undertake a maximum of two Actions per Turn; one Action in your Combat Phase and one Action in the opponent's Combat Phase.
A unit may receive a Company Commander Order. If using a Company Commander Order, the player may order a second Action to a unit in the same phase, enabling it to receive the maximum of two Actions in one phase. A unit may never receive more than two Actions in a phase, or three Actions overall in a Turn.
Putting it simply, once you have "activated" a section or platoon it cannot undertake another Action in the current phase, except via a Company Commander! Action.
8.3 The Actions
FIRE & MOVE! Cost One Order
One unit, (platoon or section) can be ordered to fire & move, move & fire or just move or just fire. Company commanders, FOs and Combat Patrols also use this Action to move. However, combining movement and firing incurs Firepower and "To Hit" negative modifiers.
- Rapid Move: Units may choose to use the Rapid Move by sacrificing their fire option. (See Section 9.)
- Assault: Units may also use this Action to Assault. One Infantry Platoon can be commanded to charge into close combat, go tank hunting or a tank unit can initiate an overrun attack. The unit may fire and assault or simply assault. (See Section 16.)
- Restriction: Non-Radio Tank Platoons. Both platoon sections must act in unison by moving in the same direction and face in the same direction.
DEPLOY! Cost One Order
This Action is used to deploy Combat Patrols or deploy reserve units. The player may do the following:
Deploy a Combat Patrol onto the table within 18" of a steady Company Commander within his assigned sector. Combat patrols cannot be deployed within 8" of any enemy units or enemy Combat Patrols.
OR
Deploy a reserve unit onto either the rear friendly table edge or a reserve infantry or heavy weapon platoon, a single AFV Reconnaissance or light gun section onto a Combat Patrol. (Towed light guns and heavy weapons in light trucks or carriers can also deploy on Combat Patrols.)
Company Commanders and FOs may accompany a deploying unit for "free" or deploy by themselves.
Deploying onto a Combat Patrol uses up all movement but the unit may still fire. Units must deploy with at least one section on the centre of the Combat Patrol. (A unit deploying on a Combat Patrol is not considered a second Action if the Combat Patrol has already moved in this phase, as the Combat Patrol is a separate unit to the deploying platoon.)
Deploying on the table edge is classed as the beginning of movement and the player may decide to move on using either a Move & Fire or Rapid Move Action.
During a Turn impacted by opening barrage interdiction, if reserves deploy on a Combat Patrol the opponent rolls 1D6 for Interdiction. This may prevent that deployment. On a score of 4 or more, deployment is prevented and the order is lost. A score of 1 to 3, means the deployment is successful. If interdiction was successful, the player may try to deploy again in the same phase, issuing a new Order, but subject to another Interdiction roll.
RALLY! Cost One Order
This Action is used to rally off Shock and recover suppressed units. The Action can be used by infantry, AFV and Gun Platoons or individual Heavy weapon, AFV or Gun Sections. The player states if he is combining rallying off one Shock with a move or fire Action or just rallying off up to three Shock.
Rallying off one Shock: If the troop rating Rally roll is passed, one Shock is rallied off and the unit may then move or fire. If the roll is failed, the unit may either rally off one Shock OR it may move OR it may fire. When using this option apply -1D6 Firepower or -1 to hit if A/T firing and Rapid Move is not permitted.
OR
Rallying off up to three Shock: Roll 3D6 and each successful troop rating Rally pass rallies off one Shock from the unit. No fire is permitted. Units may also withdraw 1D6 inches. If a suppressed unit fails to rally off any Shock when using 3D6 it immediately Retreats.
Confident and Green Troops. Note these troops rally on their better rating score of 3+/4+.
Company Commanders/FOs fully recover from suppressed on one successful rally D6 result.
AFV Platoons can rally off Shock from just one section or spread the rallies across both sections, player's choice.
If using a Company Commander Action you may reroll a failed D6 rally roll once.
RECONNAISSANCE! Cost One Order
Exchange a reconnaissance section for a Combat Patrol. The Combat Patrol can be deployed anywhere within 3" of the reconnaissance section. The reconnaissance section is removed from play.
OR
One Reconnaissance unit may move & conduct reconnaissance of either a Combat Patrol or a terrain feature for a possible Ambush or vice versa. (See Section 11.) The target must be with 14" [18"] or 20" [24"] if either are elevated.
Each Reconnaissance section receiving the Action makes a 1D6 Reconnaissance roll, applying a -1 if the section has any Shock or is Damaged. A maximum of two attempts may be made by each platoon in a Phase. Their opponent also rolls 1D6; if this score exceeds or draws with the Reconnaissance unit's modified score/s then the Reconnaissance has failed to spot anything. If the score is less than the Reconnaissance score/s then the Combat Patrol is removed or any Ambush Unit revealed and placed on table.
Important! When attempting to Reconnaissance terrain features, the opponent rolls his dice regardless of whether units are hidden within the terrain feature or not.
MORTARS! Cost Two Orders or One Order
This Action brings the Battalion mortars into action. Mortars may fire either HE or smoke. This Action also activates a spotter. British, German and US Battalion mortars require a Company Commander or FO or Reconnaissance unit as a spotter with a line of sight to the target. All other Battalions require a FO or Reconnaissance unit as a spotter.
Targeting a new aim point costs two Orders. Targeting the same aim point in the same position as last Turn costs one Order.
Restriction: Battalion mortars may only fire once per Turn, in a player's phase. Mortars cannot be requested if you requested Artillery this Turn or if the mortars are low on ammunition.
To replenish battalion mortar ammunition costs one Order. Mortars cannot fire and be replenished in the same Turn.
COMPANY COMMANDER! Cost – Variable
This Action enables a steady Company Commander to issue a second Action to an infantry, AFV or gun Platoon or Section in the same phase by using his Company Commander Order. This is your Company Commanders pushing the troops to keep moving and keep fighting. These orders are important as they permit units a second "activation" in the same phase, they can however prove expensive in terms of Order cost.
Each Company Commander may only issue one Company Commander Order per Turn. A Company Commander Order can be for any Action, including React Actions but cannot be Mortars or Artillery.
Restriction: The Company Commander must be within 18" of any section of the unit receiving the Action, which must belong or be attached to his Company. A Company Commander Action cannot be issued if his Order has already been used earlier in the Turn.
The Company Commander rolls 1D6 to establish any extra Order cost to the Action.
| Battalion Commander | 1–3 | 4–5 | 6 |
|---|---|---|---|
| 1st Rate Battalion Commander | +2 Orders | +1 Order | No extra |
| Battalion Commander | 1–4 | 5 | 6 |
|---|---|---|---|
| 2nd Rate Battalion Commander | +2 Orders | +1 Order | No extra |
The cost of a Company Commander Action is the standard Order cost associated with the Action plus any additional Orders generated by the Company Commanders D6 roll. For example, if you issued a Fire & Move action and rolled a 5, the total cost is two Orders.
If the player has insufficient Orders to pay the cost, the Action fails and costs one Order. Once the Order is issued, mark the company commander to show he has issued his Order and used his Action for this Turn. This Action is available to the reacting player, enabling a second React Action.
ARTILLERY! Cost Two Orders
The Battalion requests Artillery Support, either HE or smoke. Artillery support may only be requested at the beginning of the player's Combat Phase. Second Rate Battalions may only request Artillery Support if their HQ Order total is at five or more. Artillery may only be requested once per Turn.
The player decides which level of Artillery Support he is requesting, either Regimental or Divisional level assets. Roll on the appropriate Artillery Support table to see if it is granted. If successful it arrives immediately. Regimental artillery may fire either High Explosive or Smoke.
Artillery requires an on-table FO as a spotter with a line of sight to an intended target or target area. However, British & US Battalions from 1943 may use Company Commanders to spot for Artillery Support.
Restriction: You cannot request Artillery if you have already requested Battalion Mortars this Turn or have no artillery missions left.
CONSOLIDATION! Cost One Order if on an Objective. Cost Two Orders if on any other position
This Action permits a player to bring on his reserves and consolidate on a forward position or objective. If deploying onto a captured objective or planned deployment position, this costs one Order. If deploying onto any other captured or occupied terrain feature that was not initially declared as a Phase Line objective or deployment position, this costs two Orders.
- Infantry: Deploy a Reserve Infantry Company Commander directly onto or behind a captured objective or occupied terrain feature, for example BUA, Woods or Hill. The objective must be clear of enemy units and Combat Patrols. This Company Commander may then immediately deploy up to two Combat Patrols within 8" [10"]. This is free at no additional Order cost.
- Armour: Deploy one AFV platoon or section directly onto or behind a captured objective or occupied terrain feature that has a road or track connection from your rear table edge. If there is no road or track you cannot use AFV consolidation. Opportunity Fire: The player indicates the route taken by the AFV unit and the opponent may opportunity fire, as normal, at any point the AFV unit is in line of sight.
Restriction: The infantry Company being deployed must be entirely in reserve, with no unit's already committed.
RESERVES! Cost Two Orders
Deploy up to two reserve platoons from the same Company on your table edge and issue a Rapid Move Action using the total of all dice scores for movement.
OR
Redeploy Reserve Armour. Reserve AFV supports, including motorised infantry, may be reassigned to a new Company with this Action. This overrides the Rigid Reserves doctrine. Redeployed supports may not deploy on-table this Turn.
REARGUARD! Cost Three Orders and Company Commander Order
Used once only in a game. One Company may withdraw all, some or none of its units 2D6" and/or rally each unit with 3D6. Units may withdraw or rally in any order. No other Actions may be issued to any Company units in this phase.
REACT FIRE! Cost One Order
Fire: A reacting unit may fire after an enemy unit has finished its current move and/or fire actions.
OR
Opportunity Fire: A reacting unit may attempt to fire at any point during the target's movement but must first roll the Opportunity Fire D6, to determine when they are able to do so.
Roll 1D6. Opportunity Fire Results:
-
Heavy Weapons, Guns or Open Top AFVs are successful on a score of 3+. On a score of 3, attached heavy weapons may fire but their infantry sections cannot fire or provide rerolls.
-
Infantry, Tanks and Tank Destroyers (fully enclosed) are successful on a score of 4+.
-
Success = Fire! Fail = Fire after an enemy unit has finished its current move and/or fire actions and apply the moving fire modifier. If the enemy unit moves out of line of sight the Order is used/lost. (Note: Consider this as missing the first shooting chance and struggling to reacquire the target.)
-
Close Range Exception: Units at close range fire automatically without the need for a Opportunity roll.
-
Close Range Supporting Unit: A unit within 3" of a friendly unit that is being assaulted may also opportunity fire at the attackers, if at close range and in arc, etc, at the cost of one additional Order.
-
React fire applies the normal firing rules, such as within line sight, arc of fire and range. See Arcs of Fire Section 12.3.
-
Reacting with Ambush Units. Ambush units may spring an Ambush under this Action.
Restrictions: A reacting unit cannot pivot or turn a turret when using react or opportunity fire.
REACT WITHDRAW! Cost One Order
- Withdraw: One Steady or Hesitant unit can withdraw 2D6", after an enemy unit has finished its current move or fire actions and includes withdrawing after a mortar or artillery attack, if the unit was within the beaten zone. (Vehicles may also reverse and guns manhandle using the appropriate move rates.)
- Withdraw Suppressed Unit: To withdraw a suppressed unit roll 1D6. It may withdraw on a score of 4 or more. No move is permitted on a score of 1 to 3 and the Order is lost.
- Withdraw from Close Combat: To withdraw any unit in the face of an assault or overrun the player must roll 1D6. On a 4 or more, they withdraw 2D6" and receive one Shock. On 1 to 3 they fail and remain in position, but may opportunity fire if able. Deployed Heavy Guns cannot withdraw from close assault. AFVs cannot withdraw from close assault unless reconnaissance.
Restriction: Units cannot move closer to any enemy units in line of sight, but are free to retire or pivot even if a pivot move takes the unit marginally closer to the enemy.
8.4 React Actions
The reacting player may issue one React Action in response to an enemy move or fire Action, either: React Fire or React Withdraw. They can also use a Company Commander Action to issue a second react fire or withdraw Action in the same phase.
Important! React Restrictions
- You can only react against the enemy unit that has just received an Action, and is in line of sight of your reacting unit. You cannot react against any other enemy units that may be in line of sight or fire arc. For example if your opponent issues a Move and Fire Action to a Tiger tank, this is the only target that you may react against, even if you have other targets that may have moved or even fired at you earlier in the Turn.
- You can only react to enemy fire or movement, e.g. if the player had issued a Rally Action to a Tiger you could not react as there has been no firing or movement to react to.
- Orders are required to react, if you have no remaining Orders left, (either Company or HQ) then you cannot react!
Examples
(A) Fire & Move. A British player issues a Fire and Move Action to a rifle platoon. The player takes one Order marker and places it next to the unit. The platoon now moves to nearby hedgerow and opens fire.
(B) Rally & Move Attempt. A 1945 German Volksturm platoon rated as Green currently have two Shock. The player wishes to move them up to engage the approaching enemy. He issues a Rally Action and places one Order marker next to the unit. The states he is rallying with 1D6 and then attempting to move. He rolls 1D6 against his rally troop rating of 4 but fails. This means he only has one Action, so he removes one Shock and does not move.
(C) Company Commander Action. The German player now desperately needs this same Volksturm platoon to move up, so issues a Company Commander Action in the same phase. As the company commander is within 18" and the company is not hesitant, this Order can be issued. He now rolls 1D6 to ascertain the Order cost. As this is a 1945 battalion it is 2nd Rate and the German player rolls a 4, this will cost two extra Orders on top of the one Order for a Fire & Move Action, so three in all. The player places the Order markers next to the unit, which now takes its Action. Finally the player marks his Company Commander to show that he has used his Company Commander Action for this Turn.
(D) React Opportunity Fire. A US 76mm gun section is in Ambush, hidden in a high woods. During the German phase the US player sees a German PzIV platoon moving across open ground, he decides he will react with an opportunity fire attempt. He now places his 76mm gun section in the most advantageous position and rolls the opportunity dice to see if the opportunity fire attempt is successful. He rolls a 5, so opportunity fire may go ahead and now fires at the lead German tank. Had he failed the D6 roll, he would have to wait until the PzIVs had completed all current actions before undertaking react fire.
9: Movement
Sugar One move out to your right… anti-tank guns firing from the orchard area.
Royal Tank Regt, Normandy, 1944.
Movement in 'O' Group reflects the uncertain environment of the battlefield. Units may be given orders to advance; but how far they actually move is not in the hands of the Battalion HQ or even Company Commanders but down to the efforts of local officers and NCOs. This aspect of command and control is represented by a random element through a 2D6 roll. Thus, your units may advance rapidly towards objectives or may simply crawl forward, slowed down by the presence of the enemy or threat presented by an unseen enemy.
9.1 General Rules of Movement
Movement Distance. Movement is determined by a 2D6 dice roll with some vehicles gaining an additional fixed move rate as well. The total dice score is simply converted into inches, so if you roll 2D6 and score 7, the unit may move seven inches. Average and Fast AFVs also have an additional fixed movement rate of +2" and +4". This is added to the 2D6 score.
9.2 Movement Procedure
Order a movement Action. A unit must first receive an Action that permits movement. Next, determine the Tactical Bound. When a unit receives a Move Action the player must state where that Platoon or Section intends to move to, for example to a hedgerow or wall. If moving down a road or track then this isn't necessary. On reaching the stated Tactical Bound, the unit halts.
The player rolls the number of dice shown in the Movement Rates Table below to establish the distance moved in inches. Once the movement dice are rolled, the moving unit must move as far as possible towards the declared Tactical Bound target. If simply moving down a road or track or across an open area, they move the full distance rolled.
AFV Platoons. One Section within a radio-equipped AFV Platoon may remain stationary while the other moves. Players must specify beforehand which Section is moving and which is not. Individual AFVs from a radio equipped Platoon may move in different directions, each must be given its own tactical bound. AFVs without radios must all move in the same direction and maintain the same facing.
Interpenetration. Infantry may move through all other units. Tanks and Guns may move through infantry but cannot pass directly through or over other tanks or guns.
Minimum Close Distance. Units cannot approach to within 1" of an enemy unit unless Assaulting. Units other than Combat Patrols can move into contact with enemy Combat Patrols to remove them from play without the need for an assault. Combat Patrols may not move within 8" [10"] of any enemy units or Combat Patrols.
9.3 Moving Steady, Hesitant & Suppressed Units
Steady units, (with one or no Shock) may move normally without restriction. Hesitant units (with two Shock) cannot move closer to enemy units in their line of sight, but may otherwise move. Suppressed units may not move, unless issued a successful Rally or react Withdraw Action.
9.4 Movement Rates
Units roll either 2D6 or 3D6 to establish the base move in inches; any fixed additional movement is added to this. Units adopt the appropriate movement rate in inches for the terrain they are currently in or on.
Movement Rates
| Unit Type | Open |
|---|---|
| Company Commander / FO | 3D6" Rapid Move |
| Infantry | 2D6" |
| Heavy Weapons | 2D6" |
| Fast AFV & Reconnaissance | 2D6" +4" |
| Average AFV | 2D6" +2" |
| Slow AFV | 2D6" |
| Mounted Cavalry | 2D6" +2" |
| Trucks | 2D6" |
| Combat Patrols | 2D6" |
| Infantry Dismount Move | 2D6" – use single higher score. |
| Vehicles in Rough Terrain | 2D6" – use single higher score. |
| Reversing |
- Heavy Weapons. MMGs, 60mm mortars and A/T sections. HMGs are treated as Light Guns.
- Fast AFVs & Armoured Cars. Includes all fast AFVs such as the US M18 Hellcat, US M5 Stuart, British Tetrarch, Cromwell, Russian BT7, German Luchs and all armoured cars. Any jeep or similar vehicle. Fast AFVs move the total of the 2D6 score in inches and add an extra 4".
- Average AFVs. Includes the vast majority of Light to Late Battle AFVs, from PzIIs to Panthers, from Shermans to T/34s. It also includes all carriers and halftracks. Average AFVs move the total of the 2D6 score in inches and add an extra 2".
- Slow AFVs. These include slow or under-powered AFVs and all Heavy or Super-Heavy AFVs except for the Panther. For example Tiger 1 & Tiger 2, Elephant, Churchill, Matilda, Char B, Renault, Hotchkiss, KV2, T35 and IS2. Also includes all tankettes and mine clearance AFVs. Slow AFVs move the total of the 2D6 score in inches.
- Mounted Cavalry. Mounted cavalry only applies this movement rate when in open terrain. If in rough terrain, etc, or when dismounted they move as standard infantry.
- Trucks. When off-road trucks move the total of the 2D6 score in inches. When on road trucks move the total 3D6 score in inches and add an extra 4".
- Combat Patrols. All Combat Patrols move a standard 2D6".
- Vehicles in Rough Terrain. All vehicles use 2D6" and take the single higher dice score as their movement. The lower dice score and the additional fixed move rate is ignored. For example if a player rolls 2D6 and scores a 2 and a 5, he may move 5", the score of 2 is ignored. (See Section 10.1.)
- Reversing. Reconnaissance AFVs reverse use 2D6". All other vehicles use 2D6" and take the single highest dice score as their movement. The lower dice score is ignored. For example if a player rolls 2D6 and scores a 2 and a 5, he may reverse 5", the score of 2 is ignored.
9.5 Rapid Move
The Rapid 3D6 Move option permits the player to sacrifice any firing to potentially move further. In Open Terrain, roll 3D6 and use the two highest scores as the move in inches. The player may make one attempt to re-roll all initial D6 scores of 1.
Important! Units that fire, are using the Reconnaissance Action or are vehicles in Rough Terrain cannot use a Rapid Move.
Restrictions: Slow AFVs and Trucks cannot use a Rapid Move off road. Combat Patrols, SF MMGs, HMGs and Manhandled Guns cannot use a Rapid Move.
Rapid Move on a Road
Vehicles and mounted cavalry using the Rapid Move option on a road count all 3D6 scores towards the movement total. For instance, a Sherman tank section would roll 3D6 +2". On a score of 5, 4, 3 it would move 12" +2" so a total of 14".
Trucks are classed as Fast (+4"), when on a road. Units must remain on the road for the full movement to gain the road bonus.
Restriction: If a unit wishes to move and fire it can only use its standard 2D6" move, even whilst on a road.
9.6 Reserves
This Action is classed as a rapid move using the total of all dice scores for movement. So use all 3D6" scores as your move if in the open, or if on a road roll 4D6" and use all the scores.
9.7 Transporting Infantry
Two model transports can carry a platoon of up to five sections. These transports act as a single platoon, using the infantry command radius of 2". Single sections can be carried by one transport. An AFV section may carry two infantry sections as tank riders. Only Russian SMG troops may use this tactic. Passengers do not require separate Orders/Actions, until after they dismount.
Infantry Mounting & Dismounting from Transports
Infantry, Tank Riders, Heavy Weapons, motorcycles and cavalry may embus (mount transports) and dismount as a free action. Infantry must be within 1" of transports to embus. Transports can take a full move and then embus infantry or embus infantry and then take a full move.
After dismounting, infantry can move 2D6, taking the single highest dice score, but cannot fire. Before or after dismounting infantry, transports may provide covering fire, if they did not use a Rapid Move.
Infantry may dismount and attempt to move into close combat. Infantry cannot embus and dismount under the same Move & Fire Action. When infantry dismount, their transports are removed from play in the following Regroup Phase. Germans keep platoon commander's halftracks in play.
9.8 Limbering & Unlimbering Guns
- Light Guns, up to 70mm calibre, limber up or unlimber for free.
- Heavy guns of 75mm and over require all tow movement to limber up or unlimber.
- To limber up, the tow must be within 1" of the gun model.
- After unlimbering, guns may Fire.
- Limbering/Unlimbering is classed as movement for firing modifiers for both heavy and light guns.
- Guns cannot limber and unlimber with the same Action.
- Guns Pivoting & Firing. All guns may pivot up to 180° on the spot but incur the negative firing modifier for moving.
- Towing. Players should have an appropriate vehicle to tow a light or heavy gun, such as a truck, tractor or half-track. There is no movement penalty when towing.
9.9 AFVs Turning Turrets and Pivoting
a. All turreted tanks may turn their turrets through 360°. Turning a turret is not classed as actual movement for game purposes.
b. Tank Destroyers may pivot up to 180° on the spot. If firing, apply the negative moving modifier, as pivoting an AFV is classed as movement.
c. AFVs and Guns cannot turn turrets or pivot when using React or Opportunity Fire.
9.10 Deploying on a Combat Patrol
This costs the unit's full move allowance. Moving fire is still permitted.
Examples
(A) Tactical Bound. A British player orders an Infantry Platoon, using a Fire & Move action, to move up to a bocage hedgerow as their tactical bound. They roll 2D6 for an infantry move and score a total of 7, thus the infantry may move 7" towards the hedgerow. As the hedgerow is only 6" away, they make it and may still fire on reaching the terrain piece.
(B) Rapid Move. A US player wishes to advance an infantry platoon quickly across open ground to gain the cover of an embankment. They issue a Fire & Move Action and declare a rapid move towards the embankment, which is 10" away from their position. The player rolls 3D6, scoring 1, 3 and 4. The single 1 is re-rolled and scores a 6. The two highest scores are now 6 and 4, allowing a move of 10", enabling the platoon to reach the safety of the embankment.
(C) Deploying from a Combat Patrol. A German player has a Combat Patrol on the edge of a wood. During the game the opposing Russian player moves a T34 near to the wood and the German player decides to issue a Deploy Action in his phase. He now deploys an infantry platoon with an attached A/T section and the Combat Patrol is removed from play. The anti-tank section may now fire, note that firing after a deployment incurs the moving fire modifier.
(D) Infantry Dismounting from Transports. A German panzer-grenadier Platoon is mounted in half-tracks. The half-tracks roll 2D6 +2" for movement, scoring a 7. Adding the 2" gives a total of 9". This permits them to reach a good position to disembark the infantry, and as they did not use a rapid move they may also fire, before the infantry dismount. The infantry then disembarks for free and may move, rolling 2D6, scoring a 3 and a 2 and using the single highest score, move 3".
10: Terrain
The bocage allowed for neither wide field of fire, nor movement on either side of the few narrow roads, tank commitment was difficult.
Hauptmann Ritgen, Normandy, 1944
Terrain is important when playing 'O' Group. The vast majority of WW2 battlefields had numerous and varied terrain features. When laying out your terrain please put down as many terrain features as you can across the table; from shallow rises, mounds, berms and low ridges right up to the more normal hills and ridges, include crop fields that provide cover for infantry, either enclosed with hedges or open, as well as roads with steep sides or banks and of course the usual woods and orchards. Once the terrain is laid out, ensure that both players know exactly what terrain features represent and if they impact line of sight, etc, especially crest-lines.
10.1 Terrain Types
Terrain is classified into four distinct types for game purposes; Roads, Open Terrain, Rough Terrain and Impassable Terrain.
Roads
All properly surfaced roads and any untreated roads/tracks in summer.
- Movement Effect: +1D6" to vehicle movement if entire move is spent on a road. Infantry gain no benefit.
- Combat Effect: None. Classed as open terrain.
Open Terrain
Includes open land, fields, steppe, firm desert, tracks or paths, orchards, etc.
- Movement Effect: None. Units adopt the open movement rate when in this terrain type.
- Combat Effect: None. Spotting Dice is applied if firing through orchards.
Rough Terrain
Rough terrain includes all woods, streams, steep hills, rocky terrain, steep sided banks and rubble areas, craters and very wet, rain sodden ground, bocage hedgerows, etc.
- Movement Effect:
- Infantry: No effect – infantry treat rough as open terrain.
- Vehicles: All vehicles adopt the rough terrain move rate for as long as the unit is moving in such terrain. All vehicles use 2D6" and take the single higher dice score as their movement. The lower dice score is ignored. Any fixed movement is also ignored. For example if a player rolls 2D6 and scores a 2 and a 5, he may move 5", the score of 2 is ignored.
- Vehicles Moving in both Open and Rough Terrain. The player has two choices: Use either the Rapid or Open movement rates and halt at the terrain edge. The unit may enter the terrain piece with their next Action using the rough terrain move rates. Or use the Rough terrain move rate for the entire move and enter/leave the terrain.
- Bogged Down Vehicles in Rough Terrain. Any double score rolled on the 2D6 movement dice (or 3D6 if retreating) will result in one vehicle section Bogged Down. For example, if you rolled a double 5, then one of the platoon's sections has bogged down.
- Any score of Double 1 will see the platoon Bogged Down. A bogged down AFV section halts immediately if in, or as soon as it enters, rough terrain; is marked as bogged and cannot move again until freed with the issue of a future move Action. A bogged down truck is abandoned and classed as a wreck.
- To de-bog, issue a Move Action, then take a troop rating Rally roll. If this is passed the section is freed and may move as normal.
- Crossing Bocage Hedgerows. Tanks with a Culin type device cross as normal rough terrain. Tanks without a Culin hedgerow device must roll 3D6 and take the lowest score. If a double is rolled they bog down "belly up". They take one Shock if fired on, and shots to the frontal armour will be considered flank shots.
- Infantry cross using 2D6 and take the lowest score.
- Vehicles moving through Built Up Areas. All vehicles moving via road through an enemy held or contested BUA treat the road as Rough terrain. If a BUA street is considered to be wholly within friendly territory and deemed safe with cleared streets, then vehicles may move at normal road speed. (Note: This takes into account that many town and village streets in battle situations were either rubble strewn, cratered or both.)
Impassable Terrain
This can be terrain that is impassable to just vehicles, (infantry treat this as rough) or is impassable to both infantry and vehicles. This can include dense woods, rivers, cliffs, swamps, etc. Buildings and built up area sectors are considered Impassable terrain to AFVs and other vehicles. They may only pass through BUA sectors via roads.
- Movement Effect: No units may enter this terrain type.
- Combat Effect: Dependent upon terrain type.
10.2 Terrain Definitions
Elevated Terrain
Important! Elevated terrain enables units to fire at their increased elevated ranges, and as such are vital pieces of terrain. Having an improved position means you can see further and engage targets at longer distances. (However, they can also see you!) Players should always ensure they have an assortment of elevated terrain features on the table. For ease of play if a unit is on any part of raised terrain it is considered to be elevated, and this includes being automatically considered on the second or upper storeys of buildings.
N.B. Units on ground level may also target elevated enemy units at elevated ranges.
Important! Elevated terrain is considered to be any and all higher ground such as hills and ridges, low hills, the upper storeys of buildings and includes embankments and even a slight rise or undulation.
Cover
Cover includes crop fields, shell craters, shallow trenches and shell-scrapes, hedges, bocage hedges, walls, rocky ground, orchards, woods and vehicle wrecks. Cover mainly represents the difficulty of actually acquiring targets in cover rather than the protective aspect, which was generally minimal.
When firing at any target in this type of cover, use the Spotting Dice to determine if the target is spotted or obscured. AFVs may not claim cover from terrain such as low hedges or crop fields. AFV Wrecks are classed as Cover and block line of sight beyond 1" and small arms fire applies a -1D6 modifier.
Line of Sight into Cover
The maximum line of sight into dense cover such as woods or buildings is 1". Units beyond this cannot be seen. Visibility out of cover is unaffected as long as any unit inside is within 1" of the edge of the cover. If opposing units are within the same dense cover terrain feature units are spotted once within 6" of each other. Less dense cover, such as orchards or crop fields does not block line of sight.
Hull Down
On reaching a potential hull down position, all tanks are assumed to automatically attempt to go hull down. Therefore, when firing at any potential hull down AFV target, always apply the Spotting Dice as hull down is treated as being in cover. If spotted, the hull down position was poor or simply not achieved. If the target is obscured, the hull down position was successfully achieved.
Hull down does not apply to any Russian tanks or any tank destroyers/casemate guns, due to gun position or limited depression capability. (Note: The player does not have to state or mark his tanks as hull down, it's assumed that as soon as tanks move onto a crest-line or embankment they automatically attempt to go hull down.)
Dug In
For dug-In AFVs, the Spotting Dice and a -1 to hit modifier are applied. Hasty defences thrown up or pits dug out to cover a gun or heavy weapon required the Spotting Dice and a -1D6 Firepower modifier applied if targeted. Trenches are defined as properly constructed slit trenches. Only infantry may man slit trenches. Targets in trenches incur -2D6 modifier to the firer and also the Spotting Dice roll.
Well prepared earth or log defences, providing solid cover and overhead protection may not contain very large or tall guns such as the 88mm, but these may be placed in a gun pit.
10.3 Built-Up Areas
These include stone buildings, brick houses, factories, churches, etc. Targets in buildings incur -2D6 modifier to the firer and also the Spotting Dice roll. Wooden buildings incur a -1D6 modifier and also the Spotting Dice roll.
A BUA Sector
A BUA "sector" represents a group of buildings or houses, a factory or a farm area. Depending on the size of your building models, these could represent one or more BUA sectors. Players should clearly distinguish separate BUA sectors at the beginning of the game.
For example, a small farm would be one BUA sector, a large farm two and small Village two or three BUA sectors. Note: A BUA sector should be reasonably small, perhaps just one model building or model terrain piece.
Occupying BUAs
As soon as infantry reach an unoccupied BUA, they may form a garrison as a bonus move. Place the figures either in or around the model building/s as best you can and state which side/s of the BUA they are manning, which can include a corner edge. (Note: Infantry command radius still applies within a BUA sector.)
For ease of play an occupying unit is automatically considered on the upper storeys of BUAs and therefore elevated. This is the default position, unless players intentionally split a BUA into separate upper floor and ground floor sectors or consider them just a single storey.
The maximum garrison of one BUA sector is one infantry Platoon and attachment and one other section, such as an SF MMG, etc. Company Commanders and FOs may also join a garrison and can ignore its maximum capacity.
Restriction: AFVs and Guns cannot be placed inside buildings but may be placed in a yard or garden. Players should clearly define where vehicles may pass through a BUA sector via a road or alleyway, if at all.
Firing Out of BUAs
Position the platoon in a defensive position in or around the model building/s and state the arc of fire. Players may use an arc marker to distinguish which arcs are covered. (Note: Players do not need to be concerned by individual model doorways or windows; assume each BUA sector has sufficient openings to permit fire from any side.)
Close Combat in BUAs
The attacking unit needs to be within 1" of the enemy occupied BUA to initiate Close Combat. Infantry in BUAs cannot be flanked in Close Combat. Defending units automatically turn to face the attackers but lose the chance to opportunity fire when flanked.
10.4 Field Defences
These consist of wire entanglements, minefields, hasty mines and bunkers. Wire entanglements and minefields should only be used in defensive battles where the defender has been in position for some time. Hasty mines can be used in any engagement, except meeting engagements.
Wire Entanglements
Each wire entanglement is a 4" x 1" [6" x 2"]* model strip. Wire may not be deployed on roads or in BUAs.
Only fully tracked Light or heavier AFVs may cross wire. AFVs treat crossing barbed wire as entering Rough terrain. No other units, including Weak AFVs may cross wire, except for Infantry Engineers. AFVs destroy a wire entanglement that they cross; it is then removed from play.
All assault engineers and infantry equipped with wire clearance equipment, may attempt to clear wire. On arrival at the wire the unit halts and may attempt to clear the wire next Turn. To clear wire the unit is given a standard Fire & Move Action and takes a troop rating Rally roll. If successful, it removes that wire entanglement strip from play and the unit may then move, (the Fire Action is clearing the wire). If the troop rating roll is failed the wire remains intact. Suppressed units cannot clear wire.
Minefields
Each minefield is a 4" x 4" [6" x 6"]* feature and placed on the table. Minefields may not be deployed on roads or in BUAs.
No units may enter Minefields, except mine clearance AFVs equipped with rollers or flails. Mine Clearance AFVs equipped with rollers or flails can clear mines. These AFVs cross Minefields at Rough terrain rates when clearing mines. They leave a permanent clear path as wide as the vehicle through the minefield. They receive no mine damage from mine clearance.
Hasty Mines
Hasty mines represent limited hidden mined areas and cover a 4" x 1" [6" x 1"] strip. Hasty mines are not placed on the table. The defending player notes down where they are, for example "Mines on the north road at the village edge or mines immediately in front of Bunker A."
When an enemy unit enters a Hasty Mined area, this is declared by the defending player who rolls to ascertain the amount of Shock taken by the enemy unit. Roll 5D6. Each score of 4 or more results in a point of Shock. Hasty mines only attack once and are then removed.
Bunkers & Pillboxes
This includes properly constructed bunkers and pillboxes made out of concrete or similar material with all round protective cover, including over-head cover.
10.5 Line of Sight & Cover Summary
| Terrain Type / Unit | Blocks LOS? | Spotting Dice / Cover Modifier |
|---|---|---|
| Open | No | None |
| Crop Fields / Hedgerow / Wall | No | Spotting Dice. (N/A to AFVs) |
| Bocage / High Wall | Yes | Spotting Dice |
| Orchard or Copse | No | Spotting Dice |
| Woods | Yes | Spotting Dice |
| Built Up Area | Yes | Spotting Dice and -2D6 fire modifier. (-1D6 if HE) |
| Gun Pit | No | Spotting Dice and -1D6 fire modifier. (-1D6 if HE) |
| Trench | No | Spotting Dice and -2D6 fire modifier. (-1D6 if HE) |
Remember line of sight is not blocked it the unit is within 1" of the edge of the blocking terrain.
10.6 Dead Ground
All hills and ridges are considered higher than trees and built-up areas. Low rises and hillocks are considered the same height as trees and built-up areas. Troops behind and within 6" [9"] of built-up areas or woods are considered in dead ground.
Example
AFV entering Rough Terrain. A US Sherman tank section wishes to take up a position in a wood, which is 10" away. The player decides to sacrifice firing for a Rapid Move, rolling 3D6 and scoring 6, 5 and a 3. The two highest scores give 11" to which is added the +2" Average AFV bonus, extra giving a total move of 13", (5" + 6" + 2"). The tank section reaches the wood after taking 10" of its move but must now halt at the edge of the wood and may only enter next Turn or if issued another Action. Next Turn, the Sherman wishes to enter the wood, which is rough terrain. A 2D6 roll scores 3 and 4. The tank section uses the higher score of 4, so moves 4" into the wood. Also note that the Average AFV speed +2" is not applied.
11: Spotting
As I was driving up the field I saw all three tanks on my left flank go up in flames.... needless to say I still had no idea of the exact position of the enemy tanks or guns.
Capt Whitelaw, Scots Guards, Normandy 1944
'O' Group uses a system of the Spotting Dice, Combat Patrols and Ambush to create a simple and effective method of maintaining some "wargame realistic" spotting.
There are four observation states in the rules: Spotted, Obscured, a Combat Patrol and an Ambush. In addition, any unit that is out of direct line of sight cannot be spotted.
11.1 Spotted
Automatic spotting applies to all on table units that are in the open and in line of sight. These units are spotted and seen by the enemy. Even if enemy units are not initially in line of sight its assumed that your troops know that enemy units are somewhere in that immediate location.
Exception: Poor AFVs treat all targets in the open beyond close range as potentially obscured and must apply the spotting Dice roll, see below.
11.2 Obscured
To represent the uncertainty of battlefield conditions, we use the Spotting Dice when observing more difficult to spot targets. The Spotting Dice roll indicates if your troops see the enemy clearly or barely see them at all.
The Spotting Dice is applied when a player is firing at any target in cover, for example in woods or buildings; firing with a Poor AFV at any target in the Open or In Cover, unless this is against close range targets in the open; all anti-tank fire at a Low Profile (See 14.5) or Reconnaissance AFV target in the Open, unless this is against close range targets.
The Spotting Dice is a standard D6, but must be different in colour or style to your Firepower dice and is rolled by the firing player. The firing player simply rolls the Spotting Dice with either his Firepower dice, if firing against infantry or guns, or with his two "To Hit" dice if engaging in anti-tank fire. On a roll of 1 to 3, the target is obscured. On a roll of 4 to 6, the target is spotted.
The Spotting Dice is applied per Platoon when units are firing at the same target. It's assumed that if one tank or gun model has spotted the target, then they all have. So, if engaging in Platoon anti-tank fire then only use the Spotting Dice with you first "To Hit" roll and then apply the same result to both Sections firing at the same target. Only one Spotting Dice is rolled per Fire Action, even if multiple situations apply.
Exceptions:
- Combat Patrols: The Spotting Dice is not rolled when firing at Combat Patrols as these are always considered Obscured.
- Infantry targets at over 20" [30"] range and gun targets at over 30" [40"] range are always obscured to represent the difficulty in acquiring these targets at longer ranges.
- Suppressed infantry targets are always obscured, as the men have "hit the dirt" and more difficult to spot.
Thus when your troops fire, although targets may be on the table and obvious to the player, your troops may not have actually seen the target and only put down fire in the rough direction, (the obscured result) or your troops have spotted the target and put down more accurate fire, (the spotted result).
The Spotting Dice is rolled on each occasion a unit fires so, even if you "spotted" the enemy last Phase or Turn the Dice is still rolled, reflecting the ever-changing confusion of battle.
11.3 Combat Patrols
Combat Patrols are mobile "markers" that are used to deploy infantry, Reconnaissance units and lights guns onto the table and also represent unknown activity and the fog of war. (See Section 5.)
11.4 Ambush Units
Ambush Units are determined at the time of the defending battalion's initial deployment. They are not placed on the table until the Ambush occurs. The defending player decides what terrain piece they occupy at the start of the game, which must be some form of cover, such as woods or buildings. They then note down this position, such as "Ambush MMG in church tower". The actual model is not placed on the table.
If placed in a very large feature then divide the terrain up into sectors, for example use 6" square for 15mm figures as a rough guide to one terrain sector.
Loss of Ambush Status
If an Ambush Unit moves before it has ambushed, the player places it on table anywhere in its terrain feature and it loses ambush status. When an Ambush Unit fires, the player places it on table anywhere in its terrain feature and it loses ambush status.
Spotting Ambush Units
Ambush units can be spotted by Reconnaissance, see Section 11.5, or by Combat Patrols but not by Reconnaissance by Fire. Ambush units are not affected by artillery attacks if within an artillery beaten zone, unless a critical hit.
- Enemy units entering Ambush Positions. Enemy units other than Combat Patrols entering or deploying into the same terrain piece that an Ambush Unit is occupying cause the ambush to be immediately sprung. The moving or deploying unit is moved 2" back from the Ambush Unit, or out of a BUA sector. Any opportunity fire may be resolved at this point. Enemy infantry must halt and cannot assault, but enemy AFVs have the option to halt or overrun.
- Enemy Combat Patrols entering Ambush Positions. Enemy Combat Patrols can be allowed by the ambush player to pass though his ambush positions, if they are not used to scout, see below.
- Using Combat Patrols to Scout possible Ambush Positions. When a Combat Patrol moves into a terrain feature that may have an ambush the phasing player can declare if the Combat Patrol is scouting. If scouting, both players roll 1D6 and the two scores compared. If the Combat Patrol's score exceeds the opponents' then any ambush is revealed and placed on table and the Combat Patrol removed from play. If the score is drawn or is less no ambush is detected and the Combat Patrol removed from play.
- Artillery Exposing Ambush Units. Enemy ambush units are only exposed and attacked if an artillery or mortar Critical Hit is achieved anywhere on the terrain feature they are deployed in. The player must immediately deploy any Ambush Units, which he can place wherever in the terrain feature. If this unit is still within the beaten zone it is attacked. If it's not deployed within the beaten zone it's not attacked. (See Section 15.5.)
- Forgotten Ambush Units. If a player "forgets" about his Ambush Unit and an enemy unit, (not Combat Patrols) subsequently moves in or through the ambush position, then the ambush unit is lost.
11.5 Reconnaissance
Reconnaissance units play a vital role in providing information on enemy troop locations and denying the opponent the ability to manoeuvre his combat patrols freely on the battlefield.
Only Reconnaissance units can be given the Reconnaissance Action to spot Ambush positions or Combat Patrols via Reconnaissance. All units can be given an Action to remove enemy Combat Patrols through Reconnaissance by Fire.
Reconnaissance Against Ambush Units and Combat Patrols
A Reconnaissance unit may reconnoitre a Combat Patrol or a Terrain Piece within line of sight when ordered to undertake a Reconnaissance Action. If terrain pieces are very large then split the terrain into two or more sectors and each terrain section must be reconnoitred separately. (Use 6" square for 15mm figures as a rough guide to 1 terrain sector.) The maximum Reconnaissance distance is 14" [18"] on ground level or 20" [24"] if either the spotter or target unit is elevated.
Each Reconnaissance section receiving the Reconnaissance Action makes a 1D6 Reconnaissance roll, up to a maximum of two dice per platoon. If the Reconnaissance section is holding Shock or is Damaged apply a -1.
The opponent now rolls 1D6 and the two scores compared. If the Reconnaissance unit's modified score/s exceed the opponents' then any ambush is revealed and placed on table, or Combat Patrol removed and placed back in reserve. If the score is drawn or is less the Reconnaissance failed to spot anything.
Important! When attempting to reconnoitre terrain features the opponent rolls his dice regardless of whether units are hidden in ambush or not. Only if the reconnaissance is successful should you tell the opponent that the terrain feature is empty. If he fails he learns nothing.
Reconnaissance by Fire
All units capable of fire may use Reconnaissance by Fire in an attempt to remove enemy Combat Patrols from play. Reconnaissance by Fire cannot be used to reveal enemy Ambush units.
Units may fire at one Combat Patrol per Fire Action, using the Infantry & H.E. firing procedure. Maximum reconnaissance by fire range 14" [18"] or 20" [24"] if either the spotter or target unit is elevated. Firing at Combat Patrols incurs a negative modifier of -2 Firepower dice. Each hit on the Combat Patrol generates one Morale Test. All Combat Patrols test morale as Regular and are always classed as an Obscured target. If a Combat Patrol takes any Shock it is removed from play and placed back in reserve.
Examples
(A) Infantry Fire Spotting Dice. A British rifle platoon fires upon a German MMG situated on the edge of a wood. Along with the standard Firepower dice the British player also rolls a Spotting Dice. The Spotting Dice result is a 3, therefore the target is obscured and the German unit tests morale using their obscured morale rating.
(B) Reconnaissance. A British Reconnaissance armoured car section is issued a Reconnaissance Action. It first moves to within 14" of a German Combat Patrol and then attempts Reconnaissance. The British player now rolls a D6 Reconnaissance Dice, rolling a 4. The German player now rolls a D6 and must roll 4 or more to remain concealed and in play. On a roll of 3 or less the Combat Patrol will be removed from play.
12: Direct Fire
T/34 at one o'clock!…I had the tank stop and swung the turret in order to take aim at the target.
German tank, Grossdeutschland, Romania, 1944
12.1 General Rules on Firing
This section covers the basic requirements for all firing, small arms, high explosive and anti-tank fire. Ranges in 'O' Group are not based on a particular weapons maximum or even effective range, but based on the ability to actually see the target without the lay of the land blocking line of sight. The ability to see and engage targets improves with height, thus units on hills, upper storeys of buildings or even slight rises of the ground are permitted to use the enhanced Elevated Ranges. This is why heavier weapons were sited in high positions to improve their field of fire, and this is where an 88mm gains its range advantage.
Which Units Can Fire?
Infantry, Heavy Weapon, AFV and Gun units are eligible to fire upon receipt of a Fire & Move, a Rally or a React Fire Action. Each infantry Platoon or AFV/Gun Section can fire once with each fire Action it receives. A Fire Action permits all platoon weapons to fire, such as attached A/T weapons or flamethrowers.
Suppressed units, the Battalion HQ, Company Commanders, FOs, passengers in transports and mounted cavalry cannot fire. No units may fire into an on-going close combat.
Infantry Platoons
These fire as a complete Platoon, with all Sections combining their fire to engage a single enemy target. (Players do not need to concern themselves with individual riflemen or machine gunners.)
An infantry platoon may fire an attached A/T section or use a rifle section to fire the integral A/T weapon at a different target from the rest of the platoon, under the same Fire Action.
Tank & Gun Platoons
These engage a single enemy target when firing HE. If engaging in A/T fire then each individual tank or gun section may fire at different targets and each section is required to hit the target and resolve effect separately.
Firing Overview
Infantry and HE fire uses a modified number of Firepower Dice to ascertain potential hits on enemy units. Anti-tank fire is more specific and first requires the player to hit the target vehicle, before comparing the target AFVs armour to the guns anti-tank capability.
Procedure
a. Declare the Firing unit.
b. Firing & Moving. Units must fire either before they move or after they move, they may not move a portion of their move allowance, then fire and then move the reminder of their move allowance.
c. Declare the Target. Players declare the target unit before resolving fire. Units may only fire at targets within range and within line of sight.
d. Priority Targets: Players may decide what target to engage, except: a) Company Commanders and FOs cannot be engaged if other targets are closer. b) No unit may fire at more distant targets if they have a Steady/Hesitant target at 4" or closer.
e. Check Line of Sight and Arc of Fire.
12.2 Line of Sight
All firing Sections must have a line of sight to their target.
- Each infantry Section in an infantry Platoon must have a line of sight to the target, including attached weapons. Infantry Sections that are blocked cannot add their Firepower Dice to the Platoon's firepower.
- AFVs and Guns simply trace a line of sight down the model's gun barrel.
- Targeting BUAs. Small arms fire must have a line of sight to any garrison section. HE need only have a line of sight to the BUA sector.
- Friendlies in the way. Units cannot fire through friendly units or friendly Combat Patrols, unless on higher ground and firing overhead. AFVs may fire over friendly infantry.
- Overhead Fire. Units may fire over other units, including AFVs, if on the upper storey of a building or on higher terrain.
12.3 Arc of Fire
- Open Top Turreted AFVs = 120°. That's 60° taken from each outer base edge/model edge. (Open top turreted AFV = M10, M36, etc.)
- Infantry, Heavy Weapons, Turreted AFVs, Open Top SP Guns and Guns = 90°. That's 45° from each outer base edge of the infantry platoon or model/base edge for a tank or gun.
- AFVs with Hull Mounted Guns = 45°. That's 22° taken from each outer base edge/model edge.
- Units are free to manoeuvre or turn turrets in their phase. Tanks can turn turrets without a negative fire modifier. Tank Destroyers or Guns pivoting and infantry moving their fire arc incur the movement negative fire modifier.
- Ambush. Ambush units are placed by the player in the position and fire arc of his choosing.
- Units cannot turn or pivot as a reaction. If a target is out of the reacting unit's front arc of fire it cannot be engaged with react fire.
[Diagram: arc of fire templates showing 120°, 90° and 45°]
12.4 Ranges
All ranges are taken from the middle of the firing unit's front base edge or model edge to the nearest base edge or model edge of the target. (Model edge does not include gun barrels!)
Pre-measuring of ranges is permitted. (Though players may agree beforehand to deny this option.)
There are two basic range brackets in the game;
- Battle Range. Battle range is the range used by all units firing from a ground level terrain position at a target also at ground level. The usual wargame "close range" is included within this range bracket.
- Elevated Range. Elevated range is an increased range bracket applied when units have a raised terrain position, such as on upper storeys of buildings, on a slight rise, embankment or low hill, right through to much higher ground and significant hills, etc. Having an improved position means you can see further and engage targets at longer distances. (However, they can also see you!)
- Units on ground level may also target elevated enemy units using elevated ranges.
13: Infantry Fire & High Explosive Fire
A Spandau opened up with its unmistakeable purr – like cloth being torn – and our lead section was chopped down.
Pvt. Whitehouse, Normandy, 1944
This section covers infantry small arms fire and tanks and guns firing high explosive shells at enemy targets.
Firepower Dice
Each Infantry, AFV and Gun Section has a firepower value expressed in terms of Firepower Dice or D6. (See Tables 1 and 2.) The more Sections a Platoon has or the more potent the weapon, the more Firepower Dice it will have. The amount of firepower dice is further modified by battlefield conditions such as target cover and whether the firers have moved, have Shock, etc. For example a standard rifle Section has two Firepower Dice or 2D6, giving a three section platoon 6D6 in all, a T/34 tank section armed with the 76mm has four Firepower Dice or 4D6, while a small 37mm gun has just 3D6. (Note: AFV machine guns are included within the term H.E.)
Fire by Platoon
All small arms and H.E. fire is by Platoon, so you cannot split up your platoon and fire at different enemy units.
13.1 Infantry & H.E. Firing Procedure
a. Declare the unit firing and the target.
b. Establish the range, see Tables 1 and 2. If firing at over 30" [40"] range only Gun targets may be engaged, infantry cannot be engaged at 30" [40"] or greater.
c. Calculate the number of Firepower Dice, see Tables 1 and 2.
d. Adjust the number of dice by the appropriate modifiers, see Table 3.
e. Roll Firepower Dice. The minimum dice per unit is always 1D6 regardless of modifiers. All Firing Hits on 4+. Each individual Firepower Dice will inflict one hit on a score of 4 or more on each D6 dice, with Veterans hitting on 3+.
f. The target takes as many Morale Tests as hits taken, see Table 4. If the target is in the open, or the Spotting Dice result was Spotted, use the Spotted morale line. If the Spotting Dice result was Obscured, use the Obscured morale line.
g. Mark the target with any Shock it has received and remove any KIA'd sections from play.
13.2 Infantry Weapon Ranges & Firepower
Table 1: Infantry Weapon Ranges & Firepower
| Section Type | Battle Range | Elevated Range | Firepower per Section |
|---|---|---|---|
| SMG Section | 0 - 6" [9"] | 0 - 10" [14"] | 2D6 |
| Assault Rifle Section | 0 - 14" [18"] | 0 - 20" [24"] | 2D6 |
| Rifle Section | 0 - 14" [18"] | 0 - 20" [24"] | 2D6 |
| Attached MMG Section | 0 - 14" [18"] | 0 - 20" [24"] | 6D6 |
| SF MMG & HMG Section | 0 - 18" [24"] | 0 - 30" [36"] | 6D6 |
| AFV/Transport MG | 0 - 14" [18"] | 0 - 20" [24"] | 3D6 |
(1) Turret MG = Turret mounted machine gun as the main armament, such as a PzI or Vickers MkVI.
13.3 H.E. Ranges & Firepower
Table 2: H.E. Ranges & Firepower per Section
Low Velocity Guns (Battle Range: 0 to 30" [0" to 40"]; Elevated Range: 30"+ to 40" [40" to 50"])
| Gun Type | H.E. Firepower per Section |
|---|---|
| Auto-cannons 20mm to 40mm | 4D6 (Quad = 6D6 + 1 reroll) |
| 25mm to 47mm | 3D6 |
| Short 50mm | 4D6 |
| Short 75mm & 76mm | 5D6 |
| Short 95mm to Short 122mm | 6D6 |
| Short 150mm or larger | 7D6 + 1 reroll |
| AFV Flamethrower – Range 6" [9"] | 7D6 (See 13.8) |
Standard & Superior Guns (Battle Range: 0 to 30" [0" to 40"]; Elevated Range: 30"+ to 50" [40" to 60"])
| Gun Type | H.E. Firepower per Section |
|---|---|
| Long 50mm to 57mm & 6pdr | 4D6 |
| US 75mm (M2 & M3) | 5D6 |
| All Long 75mm / All 76mm / 17pdr | 4D6 |
| 85mm to 100mm | 5D6 |
| Long 122mm+ | 6D6 |
H.E. Rerolls = Each section may reroll one miss.
13.4 Infantry & H.E. Firepower Modifiers
Table 3: Firepower Modifiers (apply to the entire Platoon)
Firer
- Will Move or has Moved – -2D6 (-1D6). Any infantry platoon or any AFV/Gun section that has moved or is to move this phase loses two firepower dice. Units that failed an Opportunity Fire attempt also apply this modifier. If an infantry unit moved no more than 4" it applies the -1D6 modifier. An AFV rotating its turret is not classed as moving. An AFV, Gun or Infantry that pivots on the spot is classed as moving. Deploying from Reserve is classed as movement. Poor Training = Extra -1D6 if moving.
- Any Shock or Damaged – -1D6. A unit that has any amount of Shock loses 1D6. The maximum is -1D6 regardless of the amount of Shock. (N.B. Suppressed units cannot fire.) A Damaged AFV loses 1D6. If an AFV is holding Shock and Damaged apply a -2D6 modifier. Infantry platoons with attached MMGs also lose one miss reroll.
- Rallied – -1D6. Apply if unit used the 1D6 Rally Action.
- Green – -1D6. Apply to Green infantry when firing.
- Training Characteristics – -. Apply any appropriate Training Characteristic. (See Sections 19-22.)
Target
- Close Target – +1D6 (+2D6). Infantry = 0-6" [9"] (+1D6); SF MMG/HMG = 0-10" [15"] (+2D6); AFV/Gun = 0-10" [15"]. Platoons gain a +1D6 bonus when firing at a close range target. SMGs, Assault Rifles and Panzer-Grenadier platoons gain +2D6. Attached MMGs adopt infantry close range of 6" [9"]. At least half of platoon sections must be within range to gain the bonus.
- Suppressed Infantry – -. Always an Obscured Target.
- Infantry Target at 20" [30"] range or more – -. Always an Obscured Target. Infantry cannot be engaged at over 30" [40"] range.
- Gun Target at 30" [40"] range or more – -. Always an Obscured Target.
- Spotting Dice – -. The Spotting Dice is applied when a player is: firing at any Target in Cover; or firing with a Poor AFV at any target in the Open or In Cover (N/A if a close range target in the open). Spotting Dice Results: 4+ = Spotted. 3 or less = Obscured.
- In Buildings or Trench – -2D6 (-1D6). Infantry and MMGs apply -2D6 if targeting a unit in this cover type. AFVs, Guns & HMGs using HE apply only a -1D6 modifier. If the target is in a gun pit or behind an AFV apply a -1D6 modifier.
- Combat Patrol – -2D6. Apply -2D6 and always treat as Obscured.
- In a Pillbox/Bunker – -3D6. Apply if targeting a unit in a pillbox or bunker.
13.5 Target Morale Tests
On taking hits from fire the target unit takes a 1D6 Morale Test for each hit taken. Morale Tests are taken immediately and any results applied immediately. A morale test is based on the target unit's troop rating and dependent upon whether the firer spotted the target, if so, use the Spotted column, or if the target was obscured, use the Obscured column.
If you equal or exceed the troop rating you have passed, there is no effect. If you score under the troop rating you have failed. Each failed Morale Test places one Shock on the unit.
Table 4: Morale Tests
| Target is: | Commander / FO | Veteran | Confident | Regular (Combat Patrol) | Green |
|---|---|---|---|---|---|
| If Spotted, pass on | 2+ | 3+ (4+ in open) | 4+ | 4+ (n/a if Combat Patrol) | 5+ |
| If Obscured, pass on | 2+ | 3+ | 3+ | 3+ | 3+ |
Morale Test Results: Each fail places one Shock on the unit. Three Shock will Suppress a unit.
KIAs: Any excess Shock inflicted once a unit is suppressed results in a KIA roll or an outright KIA.
- One excess Shock: The attacker rolls 1D6 for one excess Shock. A score of 5 or 6 results in one Section KIA and removed from play. A score of 4 or less has no effect.
- Two excess Shock: For every two excess Shock inflicted, one section is KIA'd. If two sections are KIA'd the unit immediately retreats.
Units with attached Support Weapon roll a D6 to see if that is affected. On a roll of 1 or 2, that base is KIA.
13.6 Heavy Weapons Firing
Sustained Fire MMG/HMG section. If not attached to an infantry platoon these weapons use the increased Sustain Fire (SF) ranges. HMGs are classed as firing HE.
60mm Mortar Firing rules. 60mm Mortars may use both direct and indirect fire. If using direct fire against a target in line of sight, apply the normal HE firing rules and apply the Spotting Dice, if applicable. If using Indirect Fire, a US mortar unit may use an infantry Platoon, Reconnaissance Section or the Company Commander that has a line of sight to the target and is not suppressed as their spotter as long as they are within 18". Other battalions cannot use infantry platoons to spot. When firing indirect the target is always considered Obscured.
60mm Mortars have no beaten zone and only attack the target unit. When firing on AFV targets, Weak, Light and Open Top AFVs apply a -2D6 modifier. Heavier AFVs are not affected by 60mm mortars.
13.7 Attached Heavy Weapons Firing
Attached Medium Machine Guns. MMG Sections attached to infantry Platoons form the sole firebase of the Platoon. The remaining Platoon Sections do not contribute their Firepower Dice to firing. However, each rifle Section in the Platoon provides one re-roll for an MMG miss. (If the MMG is attached to an SMG platoon re-rolls only apply up to SMG ranges.) Misses are only rerolled once and all supporting sections must be in line of sight, arc of fire and in range to provide supporting re-rolls. If the platoon is carrying Shock one re-roll is lost.
Attached MMGs are restricted to Rifle section ranges. (This is to reflect that these attached MMGs are constantly on the move with the platoon, ammunition is more limited and the gun is operating as a support to riflemen.)
Attached 60mm Mortars. Once attached, a 60mm mortar Section permits one re-roll for a Platoon miss. It does not fire independently.
Attached Anti-Tank sections. House-breaking: When firing against targets in buildings up to battle range, an attached PIAT, bazooka or Panzershcreck AT section combined with platoon fire will promote that fire to HE. They have no other effect against infantry or guns.
13.8 Special Rules
Flamethrowers. Man-pack flamethrowers have a range of 4" [6"]; AFV mounted flamethrowers have a range of 6" [9"]. The firing section makes an individual attack with just the flamethrower; it ignores any inherent firepower or additional weapons. Flamethrowers ignore all modifiers and do not roll the Spotting Dice.
All hits from flamethrowers immediately covert into Shock, there are no Morale Tests. Infantry flamethrowers are limited to two attacks. AFV flamethrowers are limited to four attacks. Once depleted the AFV is remove from play in the regroup phase unless it is also armed with a secondary main gun armament, such as the Crocodile or KV8.
Infantry Attacking Flamethrowers. Any infantry unit undertaking a small arms or A/T attack against a flamethrower unit and is within the flamethrowers range requires the attacking unit to first pass a Troop Rating Rally roll to undertake the attack. A fail means the attack does not go ahead and the unit must withdraw 2D6".
Soft-Skin Vehicles. All Soft-Skin vehicles test morale as Regular. A transport platoon takes Shock as individual transports. A Damage result = knocked out. A/T fire will attack individual transports.
For each Shock a soft-skin section receives a KIA roll is required. A score of 5 or more will knock out the section; on 4 or less the vehicle is unaffected. Any passengers in a knocked out transport or a towed gun are subjected to a KIA roll, if they pass they instantly dismount and/or unlimber the gun and are unaffected. For ease of play the first transport knocked out in a platoon is always considered to be holding two sections. Roll to ascertain if any attached heavy weapon, commander or FO sections are KIA'd, (see 13.5).
Tank Riders. Tank riders are targeted as normal infantry, they gain no cover benefit.
No H.E. Tanks with machine guns fire as an AFV/Transport MG. Guns fire with a -2D6 modifier.
Examples
(A) Infantry Platoon Fire. A British Platoon of three rifle Sections that has not moved, fires at battle range on a German Volkssturm Platoon rated as Green who are in the open. The British's player gains 2D6 for each Section and with no other modifiers applying now rolls the total six Firepower Dice. Hits are always scored on 4+, and the British player rolls 4,4,4,3,3,3. Three hits and three misses. The Germans now take three Morale Tests and roll on the spotted Morale Test row, needing 5+ to pass. The German player rolls 6,2,2. One pass and two fails. The German Platoon is now marked with two Shock.
(B) Attached Weapon Fire. A three section rifle platoon with no Shock has an attached MMG. The platoon fires at an enemy unit, rolling 6 Firepower Dice, scoring three hits. The supporting rifle sections can now re-roll up to three initial misses.
(C) Move & Fire with Poor Training. A French Second Line Platoon receives a Move and Fire Action. The player rolls the 2D6" move and scores 6. He moves 6" and fires. However as the platoon is rated as Second Line, the player applies both the -2D6 moving modifier and the additional -1D6 Poor Training modifier, so losing 3D6 in all. He now fires with just 3D6.
(D) H.E. Fire. A single Russian SU152 section fires at 18" range on a steady German Platoon, with 1 Shock in a building. The SU152 is armed with a 152mm gun, looking at the Firepower table this gives 7D6 Firepower Dice and a re-roll. As the range is 18", no range modifier applies. As the target is in a building 1D6 is removed and the Spotting Dice applied. The Russian player is down to 6D6 and now rolls his dice requiring 4+ to hit on each dice. He rolls 6,6,5,5,4 and 1. An impressive five hits but the Spotting Dice roll gives an obscured result. The large 152mm gun gains one miss re-roll but this is not converted to a hit. The German player now rolls five dice on the Obscured Morale Test row, the Platoon is Regular so require a 3+ to pass each test. He rolls 5,2,2,1,1. Only one test is passed and four have failed! The German Platoon now has four more Shock. Two new Shock will now immediately suppress the Platoon, (it was already on 1 Shock) leaving two excess Shock; a one section KIA result.
(E) AFV Platoon HE Fire. A Sherman troop consisting of one Sherman 75mm section and one Sherman Firefly section engage a German infantry platoon holding a hedgerow at 24" range. The British player gains 5D6 for the Sherman and a further 4D6 for the Firefly, giving 9D6 in all. As he is firing at over 20" range an infantry target is always obscured, so no Spotting Dice required. He rolls the dice and scores four hits. The Germans must now take four Morale Tests on the Obscured row.
14: Anti-Tank Fire
Major Carr fired at it with his 75mm... at no more than 50 yards, but the shots failed to penetrate the Tiger's side armour.
4th City of London Yeomanry, Normandy 1944
This chapter covers anti-tank fire by tanks, guns and infantry weapons against armoured targets. Each tank or gun section is required to hit the target, modified by battlefield conditions such as target cover and whether the firers have moved, have Shock, etc. If a hit is achieved, a 2D6 roll then decides the fate of the target after comparing the weapon's anti-tank firepower against the target's armour protection.
AFVs, Guns and Infantry all use the same procedure, with tank and gun anti-tank tables first, followed by the infantry anti-tank tables in Section 14.11. Anti-tank firing is carried out by individual Sections. For example, a Platoon of two tank sections undertakes and resolves each section's firing.
14.1 Anti-Tank Fire Procedure
a. Declare each AFV or Gun firing and its target.
b. Establish the range, see Table 1.
c. Roll 2D6 To Hit, apply appropriate modifiers on Table 2. An adjusted total of 7 or more results in a hit. A result of 6 or less is a miss.
d. If the Target is in the Open, or the Spotting Dice result was Spotted, use the Spotted Damage line. If the Spotting Dice result was obscured then use the Obscured Damage line.
e. Now compare the firer's Gun Firepower, see Table 3, to the target's Armour Factor, see Table 4. If firing at the AFV front then use the front armour factor, if firing at the AFV flank or rear then use the flank armour factor.
f. The target now rolls two D6 against the A/T Damage Table, see Table 5, modifying the score by -1 for each point the gun Firepower has exceeded his armour factor, or modifying the score by +1 for each point the gun Firepower is under his armour factor.
14.2 Critical Hit
A final modified score of 10 or more is a critical hit, representing a hit to a vulnerable spot. A critical hit increases the Gun Firepower by +1. British 6pdrs receive a +2 modifier from 1944.
14.3 Terms Defined
Flank & Rear
To qualify for a Flank or Rear shot the firing unit must either be:
- Behind a straight line drawn across the front of the target and be able to hit the flank or rear. Any part of the firing model can be past this line; the entire model does not need to be.
- Firing at such an angle that the flank armour is overwhelmingly the majority target area.
[Diagram: 1) Firer is behind this line. OR 2) Firing at such an angle that flank armour is majority target area.]
Poor AFV
Any tank whose commander is directly involved in either the firing or loading of a main single shot cannon; all Russian tanks and casemate assault guns; Tanks crews with limited training; AFVs with a 150mm or larger gun that moves and fires, for example the SiG 150mm; AFVs with a with a very awkward gun layout that moves and fires, for example the Hetzer, are considered a Poor AFV.
Poor AFVs always apply the Spotting Dice roll, even against targets in the open, unless at close range. Restrictions apply when firing at the furthest Elevated Range bracket. See Table 1 below.
Low Profile AFV
All small armoured cars, Bren carriers, tankettes, low halftracks, (Sdkfz 251/250) and larger yet low silhouette tanks such as the StuG, Hetzer and M18. The M18 at just over 7 feet tall is the maximum upper limit for low profile.
The Spotting Die is applied when firing at low profile AFVs, except at close range.
Gun Types
All guns are divided into three categories:
- Superior Guns. These are high velocity long barrelled weapons and have a better range when firing elevated than other guns. They include guns such as the German 75mm L43, L48 and Pak 40, the Panther's 75mm L70 and of course the 88mm. The British 17pdr, 3" and Comet's 77mm. The Russian 85mm, 100mm and long 122mm. The US 76mm and 90mm.
- Standard Guns. Guns such as the US 75mm, British 6pdr, Russian 76mm and the German long 50mm.
- Lower Velocity Guns. These are smaller calibre guns, auto-cannons and low velocity short barrelled guns or howitzers. These guns cannot engage targets at the outer Elevated range band.
14.4 Gun A/T Ranges
Table 1: Tank & Gun A/T Ranges
| Gun Type / Range | Battle 0 to 30" [0 to 40"] | Elevated 30+ to 40" [40+ to 50"] | Elevated 40" to 50" [50" to 60"] |
|---|---|---|---|
| Low Velocity Guns | No modifier | -1 to hit | Not Allowed |
| Standard Guns | No modifier | No modifier | -1 to hit / -1 Firepower. Not Allowed if Poor AFV |
| Superior Guns | No modifier | No modifier | -1 to hit. Poor AFV = -1 to hit / -1 Firepower |
14.5 Anti-Tank Modifiers
Table 2: Anti-Tank To Hit Modifiers
| Firer | Modifier | Explanation |
|---|---|---|
| Battle Range: 0 - 30" [0 - 40"] | – | No modifier applies at this range. |
| Elevated Range: 30" - 40" [40 - 50"] | – (-1) | Superior/Standard Guns: No modifier applies at this range. (-1) Low Velocity Guns fire at this range with a -1 modifier. Superior Guns apply a -1 to hit at these longer ranges. |
| Elevated Range: 40" - 50" [50 - 60"] | -1 (-1 / -1) | Standard Guns and Poor AFVs with Superior Guns apply a -1 to hit & -1 Firepower at this range. Low Velocity Guns and Poor AFVs with Standard Guns cannot engage at this range. |
| Close Target: 0 - 10" [0 - 15"] | +1 / +1 | Apply +1 to hit and +1 Firepower at ranges of 10" or less to all gun types. Close range modifiers do not apply to infantry A/T weapons. |
| Firer will Move or has Moved | -1 | Any unit having moved or is to move applies a -1 modifier. Units that failed an Opportunity Fire attempt also apply this modifier. An AFV rotating its turret is not classed as moving. An AFV or Gun that pivots on the spot is classed as moving. Deploying from Reserve is classed as movement. |
| Any Shock or Damaged | -1 |
* Spotting Dice: The Spotting Dice is also applied when firing at any Target in Cover, or firing with a Poor AFV at any target in the Open or In Cover (N/A to close range targets in the open). Spotting Dice Results: 4+ = Spotted. 3 or less = Obscured.
14.6 Anti-Tank Firepower
Table 3: Anti-Tank Firepower Table
| Gun Type | A/T Firepower |
|---|---|
| Superior Guns | |
| German 128mm | 14 |
| Russian Long 122mm | 11 |
| Russian 100mm | 12 |
| US 90mm | 11 |
| German High Velocity 88mm L71 (Tiger 2) | 13 |
| German 88mm L56 (Tiger 1, Flak 36) | 11 |
| Russian 85mm | 9 |
| British 17pdr / Comet 77mm | 11 / 10 |
| US 76mm, US/British 3" | 9 |
| German High Velocity 75mm L70 (Panther) | 11 |
14.7 AFV Armour Factors
Table 4: AFV Armour Table
| Vehicle | Front | Flank/Rear |
|---|---|---|
| 0. Soft Skins | ||
| Opel Blitz, Morris 15cwt, Kubelwagen, Jeep | 0 | 0 |
| 1. Weak AFVs | ||
| Early PzI, Tankettes, Armoured Cars, Halftracks | 2 | 2 |
| 2. Light AFVs | ||
| PzII, A9, M18, M11/39, T60/70, T26, FT17, 7TP, Heavy Armoured Cars | 4 | 3 |
| 3. Medium AFVs |
* Marked with an asterisk in the source table; the source prints no separate footnote for it, so the "(if L70*)" note and the "(9*)" value are reproduced as printed.
14.8 Anti-Tank Damage
Table 5: Anti-Tank Damage Table
Modifiers:
- For each point armour exceeds gun Firepower = +1.
- For each point armour is exceeded by gun Firepower = -1.
| Result | 9+ | 8 | 7 | 6-5 | 4 or less |
|---|---|---|---|---|---|
| Spotted | No Effect | 1 Shock | 2 Shock | Damaged | Knocked Out |
| Obscured | No Effect | No Effect | 1 Shock | 1 Shock | 2 Shock |
Three Shock = Suppressed.
Excess Shock when Suppressed Results: 1 Excess Shock = AFV Damaged. 2 Excess Shock = AFV Knocked Out.
An unmodified roll of Double 6 for the target AFV means the worst possible result is one Shock. An unmodified roll of Double 1 for the target AFV results in that AFV receiving a minimum of one Shock.
14.9 Damaged AFVs
Damaged represents one vehicle from the section being damaged. Damaged AFV sections apply a -1 modifier to all A/T firing and a -1D6 Firepower modifier to HE firing. The Damage state is permanent and cannot be rallied off.
An AFV section receiving a second Damage result is knocked out and marked as a wreck. Tanks riders on damaged tanks immediately dismount with one KIA roll. If they pass they are unaffected.
Important: British mixed tank units fielding Fireflies roll 1D6 when Damaged. A score of 1 to 3 indicates that the Firefly has been hit; on a 4 or more, the basic Sherman has been hit. If the Firefly is hit the player should replace the Firefly model with a Sherman model, still classing it as Damaged. This rule is ignored once the British increase the number of Firefly's to two per section from November 1944.
14.10 Knocked Out AFVs
If a tank section is knocked out, it is marked as a wreck. Any tank rider section on a destroyed AFV immediately dismounts, each with one KIA roll. If they pass they are unaffected.
14.11 Infantry Anti-Tank Fire
All infantry A/T weapons use exactly the same anti-tank procedure as Tanks and Guns. Most Infantry Platoons have integral anti-tank capability or may use an attached A/T Section. If an A/T Section is attached to a Platoon only the attached A/T Section may fire in an anti-tank role.
All A/T sections and integral A/T weapons have a fixed range plus a 1D6 roll in inches added to the range. For example, if you rolled a 3 you add 3" to the weapon's base range. This represents the A/T section moving up and stalking its prey. The section does not physically need to move, it is assumed they creep forward to engage the target before falling back to the original position, and no negative firing modifier is imposed for this, and nor is enemy opportunity fire permitted.
Restrictions: Infantry A/T weapons do not receive the close target modifier or use elevated ranges. If part of a Hesitant Company they are classed as at "close range", but cannot use the extra 1D6" range.
14.12 Infantry A/T Weapon Ranges & Firepower
| Weapon | Range | Firepower |
|---|---|---|
| A/T Rifle Section | 10" [14"] +1D6" | 2 |
| Late A/T Section – Panzerfaust/PIAT | 4" [6"] +1D6" | 7 |
| Late A/T Section – Panzerschreck/Bazooka | 6" [9"] +1D6" | 8/7 |
| Integral Platoon A/T Rifle (1939-42) | 10" [14"] +1D6" | 1 |
| Integral Platoon late A/T weapon (1943-45) | 4" [6"] +1D6" | 5 |
| HMG | 18" [24"] | 2 |
| MMG | 18" [24"] | 1 |
14.13 Special Rules
For Flamethrowers or A/T Fire vs. Armoured Transport Platoons see Section 13.8.
Other Weapons
| Weapon | Range | Firepower / AT Firepower |
|---|---|---|
| AFV AT Rifle | 14" [18"] | 1D6 / 2 |
| 28mm Panzerbuchse | 24" [36"] | 3D6 / 4 |
| 37mm with Stielgrenate | 18" [24"] | 3D6 / 9 |
| Petard mortar | 6" [9"] | 10D6 / 11 |
AFV Secondary Guns
- AFVs with a secondary gun or flamethrower can only fire with one armament in any one phase.
- Multi-turreted AFVs may fire with two turrets per phase.
Deploying Specialist AFVs
When deploying specialist AFVs, such as flame tanks, field the standard AFV variant to confuse the opponent until you fire. In reality most WW2 soldiers would have no idea that they were opposed by a flame tank until it opened fire!
Examples
(A) Stationary A/T Fire. A German Platoon of two STuGs (with long L43 75mm guns) fire at battle range at a T34 section in the open. No "to hit" modifiers apply, so the German player needs a score of 7 from both STuGs to hit. The player rolls for each assault gun and scores a 5, then an 8, the first has missed but the second has scored a hit. The Russian player now compares the T34's front armour factor of 7 to the STuG's 75mm gun Firepower of 8, its been exceeded by one point. So the Russian player now rolls his Damage 2D6 with a -1 modifier. Rolling a 5, modified to a 4, the T34 section is knocked out.
(B) Pak 36 37mm vs. T/34. A German 37mm A/T Gun fires at battle range at a T/34 section in the open. There are no modifiers and the German hits on a 2D6 score of 7. The Russian player now compares his T/34's front armour factor of 7 to the 37mm's Firepower of 4. The armour exceeds the gun Firepower by 3; so the Russian player now rolls the Damage 2D6 with a +3 modifier. A roll of 7, modified to a 10, is a no effect result.
(C) IS2 Moving & Firing. A Russian IS2 moves up onto a ridge to engage a German Panther on a hill at the longest elevated range bracket. The Russian hit modifiers are -1 as the IS2 has moved; the IS2 is also a Poor AFV, so applies -1 for firing at the outer elevated range and also throws the Spotting Dice, as the Panther may be hull down. No other modifiers apply, thus -2 in all. A roll of 2D6 scores 10, modified by -2 to 8; the score needed is 7+, so it's a hit! However, the Spotting Dice result was obscured. The Panther's front armour factor of 11 is now compared to the IS2's 122mm gun Firepower. The 122mm Firepower of 11 is modified by -1 as a Poor AFV is firing at outer elevated range, so the German armour is 11 vs. 10 gun Firepower. The German player rolls 2D6 for damage with a +1 modifier, (as the armour factor is one better than the gun firepower) on the Obscured Damage line and scores a 6, modified to 7, a one Shock result.
(D) Infantry A/T Fire. A US rifle Platoon uses its integral bazooka to engage an SdKfz 251 half-track in the open at 9" range. The US player now rolls the D6 range dice to see if the bazooka team managed to sneak up within range. Rolling a 5 results in a range of 11", so within range. The roll to hit scores a 7, so it's on target, as there are no modifiers (the unit is not classed as having moved under this rule). The halftrack's armour factor of 2 is compared to an integral bazooka's Firepower of 5, so it's exceed by 3. The German player now rolls 2D6 scoring 10, modified by -3, totalling 7, so two Shock is placed on the half-track.
15: Indirect Artillery Fire
Able Troop target - map reference 985638 - right ranging - Fire!
Gun Position Officer, Royal Canadian Artillery, Normandy 1944
In 'O' Group there are two types of indirect artillery fire, either Battalion Mortars or an Artillery Support fire mission. A Player can request either Battalion Mortars or Artillery once per Turn. Battalion Mortars and Artillery cannot both be requested in the same Turn.
15.1 Battalion Mortars
Battalion mortars may fire once at any point in the players own phase, with either HE or smoke by declaring you are ordering in your mortars as an Action in your Combat Phase. There is no range limit to Battalion mortars, they may hit anywhere on the table.
Procedure
a. Spotter: Mortar fire requires a spotter with a line of sight to the intended aim point within spotting range. The player states which spotter he is using. See Table 1.
b. Aim Point: The player indicates the aim point either an enemy section or a terrain feature.
c. Roll 2D6 for Accuracy. The total modified score indicates the accuracy of the attack. See Table 2.
d. Firepower. Attack each target within or partially within the Beaten Zone, see Table 3 or position a smoke screen.
e. Each individual Firepower dice for all artillery types will inflict a hit on a score of 4 or more. The target then takes as many Morale Tests as hits, see Table 4.
Mark the target with any Shock it has received and remove any KIA'd sections from play.
15.2 Artillery Support
Artillery Support may be requested in the players own Combat Phase as their first Action, as long as there are available missions. State the level of support and whether the request is for HE or Smoke.
There is no range limit to Artillery Support, it may hit anywhere on the table. Artillery support may only be requested at the beginning of the phase.
Second Rate Battalions may only request artillery if their current HQ Order total is at five or more. (Players may also wish to impose pre-determined aim points for artillery. At the start of the game a Second Rate battalion writes down up to four aim points. No aim points other than these may be selected.)
Procedure
a. The player decides which level of Artillery Support he is requesting, either Regimental or Divisional level assets. Roll on the appropriate Artillery Support table below and, if successful, Artillery Support arrives immediately.
b. Artillery attacks require an on-table Forward Observer as a spotter with a line of sight to the intended aim point within spotting range. See Table 1. British & US Battalions from 1943 onwards are the exception; they may use a Company Commander to spot for Artillery Support.
c. The player indicates the aim point either an enemy section or a terrain feature.
d. Roll 2D6 for Accuracy. The total modified score indicates the accuracy of the attack. See Table 2.
e. Attack each target within, or partially within, the Beaten Zone, (see Table 3) or position a smoke screen.
f. All Artillery types hit on a score of 4 or more on each Firepower dice. The target takes as many Morale Tests as hits, see Table 4.
g. Mark the target with any Shock it has received and remove any KIA'd sections from play.
Requesting Artillery Support
The player rolls 2D6 to establish the type of support granted, if any. The total dice score indicates the result.
Artillery Support Table: Regimental
| Score | Result |
|---|---|
| 12 | Now roll on the Divisional Table and apply result if score is 8+. A result of 7 or less = Medium Battery Fire Mission! |
| 11 - 7 | Medium Battery Fire Mission! |
| 6 | • British/US 1943-45 = If the FO is spotting receive a Medium Battery Mission. If a Company Commander is spotting receive Battalion Mortars instead. • All other Battalions = Battalion Mortars. |
| 5 or less | "No, that's map section three, not four!" |
Artillery Support Table: Divisional
| Score | Result |
|---|---|
| 12 | Jabos! |
| 11 - 10 | • German/Russian = Rockets! • British = Mike Mission! • US = Time on Target Mission! • All other Battalions = Heavy Howitzers! |
| 9 - 8 | Heavy Battery Fire Mission! |
| 7 | • British/US 1943-45 = If the FO is spotting receive a Medium Battery Mission. If a Company Commander is spotting no support is received. • All other Battalions = "It's the radios Sir...We still haven't been able to make contact!" |
| 6 or less | "It's the radios Sir...We still haven't been able to make contact!" |
Artillery Support Mission Definitions
- Jabos (air support) See special rules below.
- Rockets. German and Russian battalions receive rockets from 1942 onwards. If pre-1942 receive Heavy Howitzers instead.
- Mike Mission. British Battalions from 1943 receive a Mike Mission. A Mike Mission fires as a heavy battery mission and up to two initial misses, i.e. scores of 3 or less, from each separate attack are re-rolled. If before 1943, the British receive a Heavy Howitzers mission.
- Time on Target. US Battalions receive a time on target mission. A time on target mission fires as a heavy battery mission and a Double Six from each Firepower Roll inflicts one Shock in addition to the actual Firepower results. The maximum is one Shock per attack even if more sixes are rolled. The target unit also takes one additional Shock automatically.
- Heavy Howitzers. The aim point target is hit with 9D6; each additional target, starting with the nearest target to the aim point and moving out, is hit with one D6 less Firepower. 6D6 is the minimum Firepower to an attack.
- Heavy Battery Mission. Receive a heavy battery mission.
- Medium Battery Mission. Receive a medium battery mission.
- Battalion Mortars. Artillery is not available but you may use your Battalion Mortars instead at no extra Order cost. This does not use an Artillery Mission.
- "No, that's map section three, not four!" Wrong coordinates issued, no support is received. This does not use an Artillery Mission.
- "It's the radios Sir...We still haven't been able to make contact!" Unable to make contact. No support is received. This does not use an Artillery Mission.
Artillery Limited Missions
A maximum of three H.E. Missions per Game if British from 1943-45, US from 1943-45, Russian from 1943-45 and German Battalions from 1939-43. A maximum of two H.E. Missions per Game for all other Battalions including German 1944-45. One Smoke Mission. All battalions also have one Smoke mission.
Important! If playing specific scenarios then players may alter the number of missions.
15.3 Spotters
The following units may act as spotters for indirect artillery fire. Spotters must have a Line of Sight to the aim point within spotting range.
- FOs may spot for Artillery Support missions and Battalion mortars.
- Company Commanders belonging to British, US and German Battalions may spot for Battalion mortars. Other nations Company Commanders may not spot for mortars.
- British & US Battalions from 1943 onwards may use a Company Commander to spot for Artillery Support.
- Reconnaissance radio equipped armoured cars/halftracks of all nations may spot for Battalion mortars.
- The spotter is "activated" with an Artillery or Mortar Action.
Table 1: Artillery Spotters
| Spotter / Artillery Type | Spot for Battalion Mortars | Spot for Artillery Support |
|---|---|---|
| FO | Yes | Yes |
| Company Commander | Yes if British/US/German. No if Other | Yes if British/US 1943+. No if Other |
| AFV Reconnaissance Section | Yes | No |
Maximum Spotting Range: Ground Level = 30" [40"]. Elevated = 50" [60"].
Restrictions
- Spotters cannot spot if they moved or rallied in the current phase or are Suppressed.
- Target units at over 30" [40"] are harder to acquire. At these ranges the spotter may either target an individual section as the aim point with a -1 accuracy modifier or target a terrain feature without suffering a negative modifier. (See 15.4.)
- If KIA'd, a FO may be replaced at a cost of one Order in the command phase. The player many now place the replacement FO next to an on-table company commander or in reserve.
15.4 Aim Point
- The player designates either an enemy section or terrain feature as the aim point, that the spotter has a line of sight to.
- Enemy Section as Aim Point. The player centres the beaten zone on the middle of the target section. If targeting an enemy section at over 30" [40"] the spotter will suffer a -1 accuracy modifier.
- Terrain Feature Aim Point. The player centres the beaten zone in the middle of the terrain feature, for example BUA, woods, crossroads, bridge, etc. There is no negative modifier for targeting a terrain feature.
- Minimum Safe Distance. No aim point for HE may be within 8" of your own units. Players may ignore Combat Patrols within 8" but if this is done any Combat Patrol within this distance is removed from play.
- Restriction: Section aim points cannot be: Combat Patrols, Company Commanders or FOs as these are considered too well hidden to target effectively.
15.5 Accuracy
The player rolls 2D6 for accuracy, applying any applicable modifiers below.
Important! The player only rolls for accuracy on the aim point target, not every target in the beaten zone.
Table 2: Accuracy Results
| Score | Effect |
|---|---|
| 10+ | Critical Hit! All rounds on target! • If a final modified score is 10 or more add one firepower D6 to all attacks. • Ambush units within the same terrain feature are forced to deploy and attacked if within the beaten zone. • A Critical Hit achieved with an unmodified Double Six inflicts an additional 1 Shock to the target unit. • Targets use the Zeroed In Morale Test line. |
| 7+ | Zeroed In! The rounds are on target or dropping very near! • Targets use the Zeroed In Morale Test line. |
| 3-6 | Harassing Fire. The majority of rounds are dropping close to the target area. • Targets use the Harassing morale test line. Scores of 4 or less, see Low on Ammo. |
| 2 or less | Danger Close. "You're dropping your damn barrage on our position!" The rounds miss the target and are dropping dangerously close to or even on your own men. Roll 3D6" and move the point of aim the total 3D6" score in inches directly towards the nearest friendly Section. Any targets within the new beaten zone position are now attacked using the Harassing Morale Test line. |
Accuracy Modifiers
| Modifier | Situation |
|---|---|
| +1 | Aim Point is the same as last Turn and in the same position, and using the same artillery type. Jabos targeting units in the open. Spotter is a Company Commander or Reconnaissance Section. |
| -1 | Aim Point is an enemy section at over 30" [40"] range. Jabos targeting units in buildings or woods or Jabos under AA fire. |
(Note: Artillery Accuracy. There is no deviation other than danger close, as the game time scale generally provides enough time for spotters to correct fire onto the target. Thus your Fire for Effect is either on target and accurate when Zeroed In; or roughly on target and reasonably accurate when Harassing.)
Exposing Ambush Units
Enemy Ambush units are only exposed and attacked if you score a Critical Hit anywhere on the terrain feature they are deployed in. The opposing player must immediately deploy his Ambush Unit which he can place anywhere in the terrain feature. If this unit is still within the beaten zone it is attacked. If it's not deployed within the beaten zone it's not attacked, but nonetheless now deployed on table.
Low on Ammunition
Any unmodified accuracy score of 4 or less for battalion mortars sees them running low on ammunition. No further mortars attacks may be made until the mortars are replenished. A player uses one Order to replenish mortar ammunition. Replenishment takes one Turn. Battalion mortars may not fire in the Turn they replenish.
15.6 Beaten Zone
The Beaten Zone is based on a radius or range extending outwards from the middle of the target section or middle of the terrain feature.
- Battalion Mortars have a beaten zone radius of 4" [5"] from the aim point.
- A Medium Battery has a beaten zone radius of 5" [6"] from the aim point.
- Heavy Battery, Rocket, Mike Mission, Time on Target and Heavy Howitzer attacks all have a beaten zone radius of 6" [7"] from the aim point.
Each separate target within or partially within the beaten zone is attacked once. A target is defined as each:
- Infantry, Heavy Weapon or Gun Platoon
- Heavy Weapon and Gun Section deployed individually
- AFV and Transport Section
- Company Commander, FO or Combat Patrol.
15.7 Firepower
Once the accuracy is obtained the firepower dice are rolled against each target either in or partially in the beaten zone, applying any modifiers. All targets within or partially within the beaten zone are attacked using the appropriate firepower dice.
Conduct a separate attack on each target; applying appropriate modifiers for that target. Each hit requires the target unit to take one Morale Test. A Morale Test is based on the target unit's troop rating and dependent upon whether the fire was Zeroed In or better or Harassing.
Table 3: Mortar & Artillery Firepower
| Battalion Mortars | Medium Battery | Heavy Battery | Heavy Howitzers | Rockets | Jabos* |
|---|---|---|---|---|---|
| 5D6 | 7D6 | 8D6 | 9/8/7/6D6 | 9D6 | 8D6 |
Firepower Modifiers
| Modifier | Situation |
|---|---|
| +1D6 | Critical Hit. +1D6 Firepower against all targets. Ambush units attacked. |
| -1D6 | Target in Buildings or a Medium AFV to Late Battle AFV. (Modifier not applicable if Heavy Battery/Heavy Howitzers/Rockets.) |
| -2D6 | Target in Trench/Dug Out or an Infantry AFV to Super Heavy AFV. (-1D6 modifier only if Heavy Battery/Heavy Howitzers/Rockets.) |
| -3D6 | Target in Bunker/Pillbox. |
| AFV Target | Battalion mortars use Harassing fire against all Medium to Super-Heavy AFV targets regardless of accuracy. |
Following a regimental or divisional attack, all units in open/cover must retreat or take one additional Shock to stay in position.
* Jabos = Zeroed In or better hits all equal Shock – there are no Morale Tests. Jabos ignore all negative modifiers.
15.8 Morale Tests
Each hit requires the target unit to take a Morale Test, based on their troop rating.
Table 4: Morale Tests
| Target is: | Commander / FO | Veteran | Confident | Regular (Combat Patrols) | Green |
|---|---|---|---|---|---|
| Zeroed In! | 2+ | 3+ (4+ if in open) | 4+ | 4+ | 5+ |
| Harassing! | 2+ | 3+ | 3+ | 3+ | 3+ |
Morale Test Results: Each fail places one Shock on the unit. Three Shock will Suppress a unit.
Shock, Damage & KIAs
Any excess Shock inflicted once a unit is suppressed results in a KIA roll/Damage result or an outright KIA/Knocked Out result.
- One excess Shock on Infantry/Guns = The attacker rolls 1D6 for one excess Shock. A score of 5 or 6 results in one Section KIA. The defending player removes one section from play. A score of 4 or less has no effect.
- One excess Shock on AFVs is a Damaged result. The defending player marks the AFV as damaged.
- Two excess Shock: For every two excess Shock inflicted one section is KIA'd or AFV Knocked Out. If two infantry sections are KIA'd the unit immediately retreats.
- If the platoon has an attached support or heavy weapon the defending player rolls 1D6 to ascertain if the heavy weapon has been knocked out. On a roll of 1 or 2, the attached weapon is KIA.
15.9 Smoke
Both Battalion Mortars and Regimental Artillery missions may fire Smoke rounds. Players state that they are attempting to lay smoke and apply the standard artillery accuracy and firing procedures; a Spotter must be able to see the point of aim where the smoke screen is intended to land.
Battalion Mortar Smoke is 6" x 2" [8" x 3"]. For Regimental Artillery Support, Smoke is 12" x 3" [18" x 4"].
Restriction: A smoke screen cannot be deployed in woods or a BUA.
Smoke Accuracy
Roll 2D6 for the accuracy of the smoke. On a roll of 3 or less = The smoke has had no effect or been dispersed. On 4 to 6, the smoke screen lands on target and lasts for one Combat Phase only. (Remove the smoke at the conclusion of the current phase.). On a 7 or more, the smoke screen lands on target and lasts for two Combat Phases. (Remove the smoke at the conclusion of the following phase.) Add one additional phase to smoke screen duration for Regimental Artillery.
Smoke Effects
A smoke screen blocks line of sight through it completely. Units cannot fire, spot or conduct Reconnaissance through smoke.
15.10 Jabos!
If a player obtains a Jabos result he receives a limited flight of fighter bombers that deliver three separate air to ground attacks.
The player nominates three different targets (aim points). The player conducts a separate attack upon each target, rolling for accuracy against each target for each attack. There is no beaten zone, only the target unit is attacked. A spotter is not required for a Jabo attack. A line of sight to the targets is not required and units in buildings or woods, etc, can be engaged.
- If targeting units in the open apply a +1 accuracy modifier.
- If targeting units in buildings or woods apply a -1 accuracy modifier.
- If hit by AA guns apply a -1 accuracy modifier per Shock.
All Jabo hits if Critical or Zeroed In equal Shock; there are no Morale Tests. Morale tests apply if Harassing or worse.
Anti-Aircraft Fire
If the defending player has any anti-aircraft guns, they may all fire through the use of one Order if they have not yet received an Action and are not suppressed.
- Each Quad AA auto-cannon weapon has a 2D6 AA attack.
- Each AA single barrel flak or multiple MG AA weapon has a 1D6 attack.
- All AA hits on scores of 4+. Jabos save as Veterans on scores of 3+.
- Each Shock on a Jabo attack applies a -1 modifier to all the Jabos Accuracy dice rolls. (Ignore suppressions on Jabos; if you manage three successful hits then that is -3 to each accuracy roll.)
- Restriction: Large dual-purpose AA guns such as the German 88mm or US 90mm cannot engage in AA fire against Jabos.
Examples
(A) Battalion Mortars. A US player decides to call up Battalion Mortars to target two German Platoons taking cover in a wood in the Hurtgen Forest. First, ensure there is a spotter (FO, a Company Commander or a Reconnaissance unit) with a line of sight who can spot the target. A US Company Commander is situated on a low ridge 30" away and can observe the target. The US player selects the centre rifle Section from one German Platoon as the aim point. Next, two Orders are required to call in the mortars. A roll of 2D6 for accuracy requires a score of 7 or more to be on target, but this has a -1 modifier as a commander is spotting. On a roll of 8, modified to 7, the mortars are successfully zeroed in onto the target. (Note that the player only rolls once for accuracy, not against each separate target.)
The US player now checks the HE beaten zone of mortars and finds that as well as the target Platoon the second German platoon also partially within the beaten zone; therefore both are attacked. Battalion mortars gain five firepower D6, so the US player rolls 5D6 against the first Platoon target which results in two Shock. The player now rolls 5D6 against the second platoon, which also results in two Shock.
(B) Artillery Support. A British player decides to request Regimental Artillery Support to target two German StuG sections taking cover on the edge of a wood in Normandy. First, the player checks if there is a FO or Company Commander spotter (Company Commanders may only spot in British/US Battalions from 1943), with a line of sight that can spot the target. The British FO is situated on a low ridge some 40" away, as he is on an elevated position, he can observe the target. At this distance he can either select an enemy section as the aim point with a -1 modifier or target the centre of the woods. He opts for the centre of the woods as the beaten zone still includes both STuGs. The British player uses two Orders to request Regimental support and rolls on the Regimental Artillery Support Table. A score of 6 means, as he is a trained FO, that he receives a Medium Battery mission. He now rolls 2D6 for accuracy requiring a score of 7 or more to be on target and zeroed in. He scores 6, a Harassing result.
A Medium Battery mission gains seven firepower D6, modified by -1D6 as the targets are Battle AFVs, so both assault guns are attacked with 6D6. The British player rolls 6D6 against the first STuG and gets lucky with 4 hits, of which only one is saved - the STuG is suppressed! The player now rolls 6D6 against the second STuG which results in one Shock.
(C) Danger Close. German mortars are targeting US infantry but roll double one for accuracy - danger close! The German player now rolls 3D6 and scores 6, 5, 1; totalling 12". The point of aim now moves 12" directly towards the German section nearest to the original US target. Unfortunately, a German A/T gun is now within the beaten zone and is attacked.
16: Close Combat
A first the enemy held and could only be overcome by Tommy gun, bayonet and rifle.
German paratrooper, Crete 1941
This section covers two types of close combat, Infantry Close Combat, with Infantry versus infantry and guns, and Tank Close Combat, with AFV overruns against infantry and guns and Infantry tank hunting AFVs.
Close combat represents very close range fire and last ditch defensive fire, along with grenade and bayonet attacks or grenade bundle and A/T mine attacks.
Important! Close combat is simultaneous and all hits applied simultaneously. Players may wish to resolve the attacker's hits first, followed by the defender's for ease of play.
16.1 Procedure
-
Declare an Assault. To initiate close combat a Fire & Move Assault Action must be ordered, with the player declaring the target of the close combat. The attacking Platoon may fire before it moves to attack.
If Out of Command, the unit must first pass a Troop Rating Rally roll to assault. If they fail they may fire but not assault. (See 7.9). The attacker must start from a position where he can see the target unit or be within 6" if there is no line of sight. (Assume Platoon scouts have located the enemy position.) If a unit encounters an enemy Ambush unit, infantry cannot assault and halt at 2", but AFVs have the option to halt or overrun. (See 11.4.)
Restrictions: Company Commanders, FOs, Guns, Heavy Weapons and soft-skins may not declare an assault, though can defend themselves. Attached heavy weapons may accompany an assaulting Platoon but do not fight; they are placed to the rear for the actual close combat.
-
Defender's Reaction. The defender's permissible reactions are as follows.
- Opportunity fire at the attackers and then fight;
- Attempt to withdraw with no firing, (see restrictions below) or
- Stand and fight. Defending players do not need to issue a React Action to stand and fight, but will need an Action if they wish to opportunity react fire or withdraw before combat.
- Withdraw from Close Combat. To withdraw any unit in the face of an assault or overrun the player must roll 1D6. 4+ = Withdraw 2D6" and take one Shock. Fail = Hold in position and may opportunity fire if able to.
Restrictions: Deployed Heavy Guns cannot withdraw from close assault. AFVs cannot withdraw from close assault unless reconnaissance.
-
Move to Contact. Once the attacker is within 1" a Close Combat is initiated and all sections in the opposing units fight.
Units in close combat hit on 4 or more apart from Veterans, who hit on 3 or more. Each hit inflicts one Shock, there are no Morale Tests in close combat or overruns. Resolve winner and loser, mark units with any Shock received and remove KIA'd Sections.
16.2 Infantry vs Infantry Close Combat
The table below indicates the firepower dice each Section type uses in close combat:
Table 1: Infantry vs Infantry & Guns
| Unit | Firepower per Section (If suppressed) |
|---|---|
| Infantry Section (Rifle, SMG, etc.) | 2D6 (1D6) (a) |
| MMG or HMG Section | 2D6 if defending. (1D6 if defending) (a) (b) |
| A/T or Mortar section / FO | No dice. (b) |
| Gun Section (All types) | 1D6 |
| Company Commander | 1D6 |
| Flamethrower Section | 6D6 (3D6) (a) |
| Mounted Cavalry Section | 3D6 (c) |
Close Combat Modifiers (apply to the entire Platoon)
| Close Combat Situation | Modifier |
|---|---|
| Higher Troop rating than opponent | +1D6 (d) |
| Any Shock | -1D6 (e) |
| SMGs, Assault Rifles & Engineers | Ignore Shock (f) |
| Attacking Buildings or Bunker | -1D6 (g) |
| No Attacking Fire | -1D6 (h) |
| Defender Flanked | Fight as Suppressed. (i) |
Close Combat Modifier Notes
Most units have two values the first value is when steady/hesitant and the second value in brackets is used when suppressed.
a. If suppressed apply the lower factor in brackets. For example a suppressed infantry section has 1D6.
b. MMGs and HMGs gain dice if they are defending or attached to a defending platoon. They do not gain any dice if attached to an attacking platoon. A/T sections, mortars and FOs gain no dice if attached or part of a garrison although they will gain one dice if they are the only defending section present.
c. Mounted cavalry may only assault infantry in open terrain. If mounted cavalry is defending, they immediately dismount and fight as infantry.
d. If any Platoon or Section is of a higher troop rating than the entire opponent's troops then add 1D6 to your overall total. Troops are rated in order: Commander/Veteran/Confident/Regular/2nd Line/Green. Exception: A FO's troop rating is ignored.
e. If an attacking or defending platoon has any Shock, but is not suppressed, lose 1D6.
f. SMGs, Assault Rifles and Engineers ignore the negative Shock modifier in close combat. This advantage does not apply when suppressed.
g. If attacking an enemy BUA or bunker lose 1D6 from your overall total dice.
h. Attackers lose 1D6 if assaulting without firing at the target.
i. A flank attack is a unit which is attacked, at the 1" point, from outside/behind its front 90 degree arc. If attacked from the flank the defending unit fights using the suppressed firepower factors. (If already suppressed there is no additional disadvantage.) N.B. BUAs cannot be flanked; the defenders automatically turn to face the attackers.
Important! Of the modifiers above, d to i apply to the entire platoon, not each individual section.
Results
- One excess Shock on Infantry/Guns: The attacker rolls 1D6 for one excess Shock. A score of 5 or more results in one Section KIA. The defending player removes one section from play. A score of 4 or less has no effect.
- Two excess Shock: For every two excess Shock inflicted one section is KIA'd.
Close Combat Winners
The player inflicting the higher number of hits is the winner. Winners occupy or hold the position, including occupying a BUA with the bonus move; and may make one Rally attempt with 1D6. This applies even if the defender successfully withdrew. Attackers cannot move to within 1" of an enemy unit.
Close Combat Losers
Any remaining losing units will immediately retreat. (See Section 17.6). HMGs, Guns, tows, transports and cavalry mounts cannot retreat from close combat and are KIA'd/lost. If casualties have been inflicted losing players may choose to lose these units first.
Draws
The side with the most resulting KIAs win. If still equal, the Defender wins unless one side are German Panzergrenadiers who always lose draws.
16.3 Tank Close Combat – Overruns & Tank Hunting
AFV Platoons and Sections may attempt to overrun infantry, heavy weapons and guns. Infantry may attempt to go tank hunting, selecting a single AFV section to attack.
(Note: Tank Hunting. Although we "attack" with the entire platoon, it is in reality just a few select men who actually conduct the assault, rather than the entire platoon.)
The table overleaf indicates the firepower dice each Platoon or Section gains in close combat. Most units have two values the first value is when steady/hesitant and the second value in brackets is used when suppressed.
16.4 Overruns & Tank Hunting Firepower Dice
Table 2: Overruns & Tank Hunting
| AFV Unit | Firepower per AFV Section |
|---|---|
| Weak AFVs, Light AFVs and all Open Top AFVs | 3D6 (1D6) (a) |
| Medium AFVs to Late Battle AFVs | 3D6 (2D6) (a) |
| Infantry AFVs to Super Heavy AFVs | 4D6 (2D6) (a) |
| Flame-thrower AFV | 7D6 (3D6) (a) (b) |
| Infantry Unit | Firepower per Platoon/Section |
|---|---|
| Early War Infantry Platoon 1939-42 | 3D6 (2D6) (a) |
| Late War Infantry Platoon 1943-45 | 4D6 (2D6) (a) |
| Assault Engineer Platoon | 5D6 (3D6) (a) |
| Assault Engineer Platoon with Flame-thrower | 6D6 (3D6) (a) |
| A/T Section (includes attached) | 1D6 |
| Company Commander or FO | 1D6 (c) |
| MMG, HMG, 60mm or Gun Section | 1D6 (c) |
Overrun / Tank Hunting Situation (apply to the entire Platoon)
| Situation | Modifier |
|---|---|
| Infantry vs. Infantry AFVs to Super-Heavy AFVs | -1D6 (d) |
| Defending Infantry or Gun are in Cover | +2D6 (e) |
| Any Shock or Damaged | -1D6 (f) |
| AFV has tanks riders | +1D6 (g) |
| AFVs have no MGs | -1D6 (h) |
| AFVs in Rough Terrain (or Bogged) | Fight as Suppressed. (i) |
| Defender Flanked | Fight as Suppressed. (j) |
Modifiers
a. If suppressed apply the lower factor, in brackets. For example, a suppressed early war infantry platoon has (2D6).
b. Flamethrower AFVs only attack with the flamethrower factor, ignore the AFV type.
c. Commanders, FOs, MMGs, HMGs, 60mm mortars and Guns gain just 1D6.
d. If infantry are fighting heavily armoured Infantry to Super-Heavy AFVs apply -1D6.
e. If defending infantry or guns are in cover such as orchards, wheatfield, trench, etc, apply +2D6.
f. If any section is carrying Shock or is damaged but is not suppressed, lose 1D6. If an AFV is damaged and has Shock lose 2D6.
g. If an AFV platoon has tank riders apply +1D6.
h. If all AFVs lack bow or coaxial machine guns apply -1D6. (Disregard AA machine guns.)
i. AFVs in Rough Terrain or Bogged AFVs fights using the suppressed factors.
j. A flank attack is a unit which is attacked, at the 1" point, from outside/behind its front 90 degree arc. If attacked from the flank the defending unit fights using the suppressed firepower factors. (If already suppressed there is no additional disadvantage.)
Important! Of the modifiers above, d to j apply to the entire platoon, not each individual section.
Tank Hunting Critical Hit. Infantry rolling a Double 6, from their firepower dice scores obtain a critical hit inflicting 1 extra Shock.
Overrun and Tank Hunting Winners
The player inflicting the higher number of hits is the winner. Winners occupy or hold the position and may make one Rally attempt with 1D6. This applies even if the defender successfully withdrew. If occupying the position would place the attackers within 1" of an enemy unit then the attackers remain in their current position.
Results
- One excess Shock on Infantry/Guns. The attacker rolls 1D6 for one excess Shock. A score of 5 or 6 results in one Section KIA. The defending player removes one section from play. A score of 4 or less has no effect.
- One excess Shock on AFVs results in one AFV section being Damaged. The defending player marks the AFV as damaged.
- Two excess Shock: For every two excess Shock inflicted, one section is KIA'd or AFV Knocked Out.
Overrun and Tank Hunting Losers
Losers immediately retreat. (See 17.6). Any bogged AFV that is on the losing side is knocked out. HMGs, Guns, tows, transports and cavalry mounts cannot retreat from close combat and are KIA'd/lost. If casualties have been inflicted losing players may choose to lose these units first.
Draws
The most KIAs or Damage results win. If a draw, the AFVs will win.
Examples
(A) Infantry Close Combat. A German rifle Platoon takes advantage of a suppressed Russian Platoon that is 9" away in a field and declares an assault. The German player decides to use a Rapid 3D6 Move so loses the opportunity to fire, he rolls 3D6 for movement and the best two scores total 8", as this takes the Germans to within 1" they make it to Close Combat. Both players now calculate their firepower dice. The Germans gain 2D6 for each rifle Section, there are three Sections, so a total of six firepower dice. As the Germans did not fire before assaulting, they lose 1D6. No other factors apply, as both Platoons are Regular troop rating. The Russians also have three Sections but only gain 1D6 per section as they are suppressed, giving three dice in all. The German player now rolls to hit, needing 4+ on each dice to be successful. He rolls; 6,5,4,3,2 which scores 3 hits. Note that these hits convert directly into Shock; there are no Morale Tests in close combat. The Russian player rolls his three dice scoring 5,4,3; two hits. By achieving more hits the Germans win, but receive two Shock. The Russians have taken three excess Shock, as they started the combat already suppressed, so one section is KIA'd and the German player also has one KIA roll, for the one remaining excess Shock. He rolls a 3, no effect. Therefore the Russians lose one rifle Section and immediately retreat. The Germans now take the position and make one rally attempt.
(B) Overrun. In a 1940 Western Desert game a British Platoon of two Matilda MkII sections overrun an Italian infantry Platoon of 3 rifle sections and an attached A/T rifle section caught in the open desert, after a failed withdraw attempt. Both players now calculate their firepower dice. The British player gains 4D6 for each Matilda section, (Infantry AFVs), so he has eight firepower dice in total. No other modifiers apply. The Italian early war platoon gains 3D6 plus another 1D6 for the anti-tank rifle Section, so 4D6 thus far. This is now modified by -1D6 as the Italian infantry are facing heavily armoured Infantry tanks, so bringing their total down to 3D6.
The British player now rolls to hit, needing 4+ on each dice to be successful and he rolls five hits. Note that these hits convert directly into shock; there are no Morale Tests in close combat. The Italian player now rolls to hit, also needing 4+ on each dice to be successful. The Italian player scores two hits. The player with the most hits wins, so the British win and take the position. As there are two AFVs in the Platoon the British player may spread the Shock across each vehicle, thus he places one Shock on each tank section. The Italians have five Shock, this suppresses the Italian Platoon with two excess Shock, so one Italian Section is KIA'd and the remainder retreat.
17: Shock & Morale
Man is the final decisive element in war. Combat is a moral struggle and victory goes to the side that refuses to be discouraged.
The Rifle Battalion, US Army Manual 1940
17.1 Shock & Morale Overview
Shock
Shock represents a unit's morale level, with each extra Shock indicating a decline in battlefield ability. All units, (except company commanders, FOs and Combat Patrols) can hold a maximum of three accumulated Shock; once at three Shock, all units are suppressed. Any additional or excess Shock inflicted generates KIA rolls or section losses for infantry and guns or Damage and knocked out results for AFV sections.
How to apply Shock
Infantry and Gun Platoons take Shock as a Platoon, the individual Sections do not accumulate their own Shock, it's across the entire Platoon, including any attached weapons. Heavy Weapon platoons take Shock as a platoon, unless deployed as single sections. Heavy Weapons and Guns deployed as a single section take Shock as a section. AFVs and Transports take Shock as individual Sections, even if deployed as a platoon.
Holding Shock
A unit retains the Shock it receives until it is rallied off (see 17.8.).
Morale Tests
- Each successful hit on the target unit usually requires a Morale Test. A Morale Test is a D6 roll against the target unit's morale rating. For, example Regulars are 4+. Morale Tests are always conducted immediately and Shock applied immediately. If you equal or exceed the unit's troop rating, the unit has passed and suffers no negative effect from the hit. If you score under the unit's troop rating roll the unit will receive one Shock.
- Obscured: Obscured targets gain a benefit and test morale on a lower troop rating, usually 3+.
(Note: A "Morale Test" in 'O' Group is a simple method to characterise a unit's battlefield resilience and fieldcraft skills. Therefore a Green unit has limited resilience and poor fieldcraft and thus is easier to suppress, whilst Veterans have not only high resilience but also excellent fieldcraft, therefore are more difficult to suppress.)
17.2 Platoon & Section Morale
Sections and Platoons have three morale states, Steady, Hesitant and Suppressed.
Steady. Steady units with no Shock or holding just one Shock may act as the player sees fit within the scope of an Action.
Hesitant. Hesitant units, holding two Shock, cannot move closer to any enemy in line of sight. If a moving Steady unit receives Shock as a result of enemy Opportunity Fire and becomes hesitant, it may finish any forward movement including moving closer to the enemy, until the conclusion of its current Action. Hesitant units may not move closer to the enemy until they rally off Shock. They fire and fight in combat with the negative Shock modifier. No other effects.
Suppressed. Suppressed units are those holding three Shock. They may not fire and may only move with a Rally or Withdraw Action. This represents a temporary state of disorder and loss of command, infantry have gone to ground, while AFVs are considered stunned and buttoned up.
Effects when Suppressed:
- No movement is permitted, unless withdrawing.
- No firing is permitted.
- Moving units hit by enemy opportunity fire and suppressed will halt immediately.
- Assaulting units that are suppressed retire to their original start position.
- Fight at a disadvantage in close combats.
- May not spot for mortars or artillery.
- Motorcycle and Mounted cavalry units immediately dismount and their mounts are considered dispersed/abandoned.
Shock when Suppressed
A suppressed unit is particularly vulnerable and may take casualties if it fails further Morale Tests.
- If a suppressed infantry or gun unit receives one excess Shock the attacker rolls a single D6; a score of 5 or 6 results in one section KIA. A score of 4 or less has no effect and Shock remains at three. AFV's are automatically Damaged on taking one excess Shock, they do not roll for this.
- For every two excess Shock inflicted on a suppressed unit one section is KIA'd or knocked out if an AFV.
Recovering from Suppressed
As soon as a unit rallies off Shock reducing its total Shock to two or less, it is no longer suppressed.
17.3 Infantry Platoon Rout Test
- A standard three section Infantry Platoon must take a Rout test when reduced to just one Section. Important! The Platoon Rout Test can be avoided by using a Company Commander Order, and the commander is within 18".
- The player rolls 1D6 against the platoon's morale rating (not rally rating), and applies the result, see below.
Infantry Platoon Rout Test: Troop Rating 1D6 roll
| Result | Effect |
|---|---|
| Pass: Score equalled or exceeded troop rating | Platoon remains in play and fights on! |
| Fail: Score is under the troop rating | Platoon routs – remove the Section/s from play. Routed Sections count as a lost unit for FUBAR and defeat purposes. |
The Platoon Rout Test applies only to infantry units.
17.4 Transport & Shock
- Each Transport section receives its own Shock; it does not test as a platoon.
- For each Shock a soft-skin section receives a KIA roll is required. A score of 5 or more will knock out the vehicle. 4 or less the vehicle is unaffected.
- Passengers do not take Shock whilst in transports.
- Any passengers in a knocked out transport or a towed gun are subjected to a KIA roll. If they pass, they instantly dismount and/or unlimber the gun and are unaffected.
17.5 Company Commander & FO Morale
Company Commanders and FOs have just two morale states: Steady or Suppressed. They do not hold Shock.
- If commanders and FOs fail a Morale Test due to enemy fire, they are immediately suppressed. One excess Shock requires a KIA roll; two or more excess Shock will KIA a commander who is then removed from play.
- On receiving a Suppressed or KIA'd Company Commander, the owning player applies the Command Crisis rule (see Section 7.6).
- A suppressed Company Commander can be issued a Rally Action and will rally back to steady on passing a troop rating roll, (2+). If they fail, they remain suppressed.
- Replacement Commanders: KIA'd Company Commanders must be replaced with a new commander next Turn at a cost of one Order in your phase. The new commander is immediately placed next to an on-table company unit or in reserve.
(Note: Players may use the original company commander model for ease of play.)
17.6 Retreat
A Unit which must retreat does so as follows:
- Immediately retreat 3D6" (adding all the dice scores together) either retreating the full distance or the unit may fall back and then halt in or behind safe cover or behind a friendly unit. (N.B. Safe cover cannot be the same terrain feature the unit was in when hit and cannot be occupied by the enemy!)
- Retreating units fall back within a 90 degree rear arc from their position and away from the enemy. All units end any retreat facing the enemy.
- If a retreating AFV enters rough ground, it will be Bogged if a double is scored on the movement 3D6.
- Retreating causes Dispersal. Any units that retreat off-table are removed from play and classed as lost units. Any units that cannot retreat due to enemy units or impassable terrain are also lost.
17.7 KIA & Knocked Out
The unit that is KIA or Knocked Out has suffered serious casualties and is no longer capable of fighting as an effective unit.
- A "One section KIA" result means one infantry, Gun or heavy weapon section is lost and removed from play. Knocked out means a tank section is destroyed and should be marked as a wreck.
- KIA'd infantry and Knocked out AFV sections may count towards FUBAR loses. (See Section 7.6.)
- Any passengers, including FOs, in knocked out AFV transports are subjected to a KIA roll, if they pass they instantly dismount and are ok.
17.8 Rallying
- Shock is not permanent.
- A unit may attempt to rally off Shock when issued a Rally Action, in its phase or the Regroup phase.
- Each Shock rallied off improves the morale state of the unit, a suppressed unit becomes hesitant with one Shock removed and a hesitant unit becomes steady if it rallies off one Shock, etc.
Rallying Action Procedure
The player may choose to Rally with all 3D6 or combining Rallying with Firing/Moving.
- Rallying with 1D6 and Firing/Moving: The unit makes one rally attempt and if successful can also move or fire. If unsuccessful it has just one Action, either to rally off one Shock or to move or to fire.
- Rallying with 3D6: Take three troop rating Rally rolls. Each pass rallies off one Shock. No fire is permitted if you use 3D6. The unit may withdraw 1D6 inches. If a suppressed unit uses 3D6 and fails to rally off any Shock it must immediately retreat.
Rallying Company Commanders & FOs
These units will rally on a single successful D6 troop rating roll. They do not hold Shock, so if they pass, they fully recover.
Rallying AFV Platoons
The Rally Action can remove Shock across the entire Platoon or from just one Section in the Platoon, player's choice.
18: Battalion Organisation
A Company commander may at any time find himself given one or more detachments of the different support platoons to command.
British Army Infantry Training Manual, 1944
Historical Order of Battle
If following a historical orbat, both players field their core battalion consisting of the Battalion HQ, Battalion Mortars and Forward Observer, alongside two or three infantry companies, each with a company commander and three infantry platoons. Players then add supports from available Battalion and Regimental support assets, followed by any Divisional level supports they wish to include, according to their orbat.
The Points System
Both players field their core battalions and purchase supports of their choice, using points.
How Many Points?
Players should decide upon the size of the game they wish to play. The size of your battle or how much time you have will dictate how many points to allocate. Below is a suggested guide as to how many points to employ.
Suggested Points
| Game Size | Attacker | Defender |
|---|---|---|
| Smaller Game | 15 + 1D6 | 10 + 1D6 |
| Medium Game | 20 + 2D6 | 15 + 1D6 |
| Larger Game | 35 + 2D6 | 25 + 2D6 |
Attacking battalions gain three Artillery Missions. Defending battalions gain two Artillery Missions.
18.1 Battalion HQ Ability & Morale
- Battalion Ability: The Battalion HQ is rated as either First Rate or Second Rate. There is no points cost associated with battalion ability.
- First Rate: British, German (from 1939 to 1944) and United States battalions are 1st Rate. They can of course be rated as 2nd Rate to suit a scenario.
- Second Rate: Russian, Axis Allies and early French and Low Countries along with Poland in 1939 and German battalions in 1945 are 2nd Rate.
Battalion Morale
- A Combat Effective battalion costs 0 points.
- A Tenacious battalion, that is not large, costs 5 points.
- Restriction: Second Line and Green battalions cannot be classed as Tenacious, unless Large.
18.2 Large Battalions (See Section 2.3.)
Large Battalions are Tenacious for 0 points; however the value of the fourth FUBAR marker will vary according to how large the battalion actually is.
- If your supporting sections total 11 to 13 the fourth FUBAR is worth two sections.
- If your supporting sections total 14 or more the fourth FUBAR is worth four sections.
For example, a large battalion with 12 supporting sections counts as Tenacious and will be defeated on receiving four FUBAR markers, however the final marker is only worth two lost sections.
18.3 Battalion Troop Rating
If using points, players must select just one overall troop rating for their battalion, either Confident, Regular, Second Rate or Green. This grade only applies to the battalion infantry companies and does not include supports.
| Troop Rating | Battalion Point Cost |
|---|---|
| Confident | +6 points. |
| Regular | 0 points. |
| Second Rate | -3 points (-2 if Russian). |
| Green | -5 points |
Battalion & Infantry Training Characteristics. Each Battalion has one infantry training characteristic and two bespoke rules, based on nationality. These are always applied and do not cost any points.
18.4 Select Supports
Players refer to the appropriate Support List to select their support assets.
- Players may choose from both Battalion and Divisional Supports.
- All supports are rated as Regulars.
- A Player may upgrade up to three support platoons to Confident at a cost of +1 point per platoon. One Confident Infantry, Gun or Tank support platoon may be upgraded to Veteran, at a cost of +3 points. A single section upgraded for +2 points. Heavy weapons cannot be veteran.
- A reinforcement company includes it's Company commander.
- Players may downgrade a fourth Infantry Company to Second Line or Green. A Second Line Company costs -1 point. A Green Company costs -2 points.
- AFVs, Guns and Engineers cannot be downgraded.
18.5 Support Notes
The following Notes and limitations apply to the support units listed:
- 1/2/3 = Player may deploy either 1, 2 or 3 sections and apply appropriate points cost.
- * = Limit of 1 unit per battalion.
- ** = Limit of 3 units per battalion.
- Availability. Units or weapons listed in red are subject to an availability roll: Roll 1D6: 6-4 = Available. 3-1 = Unavailable, the player cannot select these supports, perhaps subject to higher command or undergoing maintenance.
19: The British Battalion
19.1 Battalion Organisation
Core Infantry or Motor Battalion (5 points). The British player receives the Battalion HQ Company, (HQ, FO and Mortars) and three Infantry companies. An infantry company consists of 1 x Company Commander and 3 x Infantry Rifle platoons.
[Diagram: F.O. – Battalion HQ – 3" Mortars; A Company, B Company, C Company]
19.2 Battalion Supports
The player may then add Battalion supports. Each Battalion support can only be selected once.
| Support | Section Complement | Points |
|---|---|---|
| Carrier Platoon | 1 x Infantry platoon + 1 x PIAT + 3 x carriers. OR swap one section for one Wasp | 4 (+2 for Wasp) |
| Anti-Tank Platoon | 1 or 2 x 6pdr A/T gun and tows | 3/5 |
| Reinforcement Platoon | 1 x Infantry platoon. | 3 |
| Motor Battalion Halftracks | Equip 3 infantry Companies with halftracks | 5 |
| Support Platoon | 1 x Vickers MMG + 1 x PIAT section | 3 |
| Assault Pioneer Platoon | 2 x Assault Engineer sections + carrier. Add flamethrower (+1 point). Add 1 or 2 x Hasty Mines (+1/2 points). Use superior Command & Control rules A and B (24.10) | 3 |
| D Company | 1 x Commander + 3 x Infantry platoons. | 10 |
British Infantry Training Characteristic
- Smoke: Using 2" mortars, under a Fire & Move Action, British infantry may choose to move only 2D6" and use the single highest score; or move the full 2D6" with no firing. Enemy units targeting them lose 1D6 firepower and apply the spotting dice during the platoon's movement. (Note: All British infantry platoons have 2" mortars.)
- Carrier Platoon: Re-roll one miss if target is spotted or in the open. +2 Firepower dice at close range.
Vickers MMGs: It seems that Vickers were rarely attached to infantry platoons, thus a British battalion is limited to attaching just one Vickers MMG section to one infantry platoon.
British APDS Ammunition: The 6pdr gun receives a +2 firepower modifier with a Critical A/T Hit from 1944.
19.3 Divisional Supports
Finally, the player may add Divisional supports. (See 18.5)
| Unit | Section Complement | Points |
|---|---|---|
| Machine Gun Platoon | 1/2 x Vickers MMG + 1/2 x carriers | 2/4* |
| Recce Platoon | 1 x Humber A/C + 1 x Humber A/C 37mm | 2 |
| Recce Platoon | 1 x Daimler Dingo + 1 x Daimler 2pdr A/C | 2 |
| Recce Troop (Tank Regiment) | 2 x Stuart III/V | 4 |
| Recce Troop | 2 x Staghound A/C | 3* |
| Armoured HQ Troop | 1 x Cromwell 95mm, 1 x Cromwell 75mm | 8* |
| Armoured Troop | 2 x Cromwell 75mm (if recce) | 7 (recce 8) |
| Armoured Troop | 1 x Cromwell 75mm + 1 x Firefly |
20: The German Battalion
20.1 Battalion Organisation
Core Grenadier Infantry Battalion (5 points). The German player receives the Battalion HQ Company, (HQ and FO) and three Infantry companies. An infantry company consists of 1 x Company Commander and 3 x Infantry Rifle platoons.
PanzerGrenadier Battalion. The German player may field a PanzerGrenadier core battalion for 10 points.
[Diagram: F.O. – Battalion HQ; 1 Company, 2 Company, 3 Company]
20.2 Battalion & Regimental Supports
The player may then add Battalion and Regimental supports. Each support can only be selected once.
| Support | Section Complement | Points |
|---|---|---|
| Machine Gun Company: 80mm Mortar Platoon | – | Free – 0 points |
| Machine Gun Platoon | 1/2/3/4 x MG34/42 MMG sections | 2/3/5/7 points (5/7 printed in red) |
| Anti-Tank Platoon | 1/2 x PaK 36 37mm A/T Gun and tow (Stielgranate = 2 shots.) | 2/3 |
| Anti-Tank Platoon | 1/2 x PaK 38 50mm A/T gun and tow | 3/4 |
| Anti-Tank Platoon | 1/2 x PaK 40 75mm A/T gun and tow | 4/6 |
| Anti-Tank Platoon | 2 x A/T Panzerschreck sections | 2 |
| Light Howitzer Platoon | 1/2 x IG18 75mm Infantry Gun and tow | 2/4 |
| Howitzer Platoon |
German Infantry Training Characteristic
- Rate of Fire: German SF MMGs, attached MMGs and all platoons gain +1 hit from each double 6 from their firepower dice roll.
- PanzerGrenadiers re-roll one miss if target is spotted or in the open.
Kampfgruppe. German battalions may choose to group battalion and/or support assets into a separate "company" or unterkampfgruppe under the command of a "Kampfgruppe Commander", (3 points). Kampfgruppe Commanders use the same rules as Company Commanders, except the CC Order cannot be used to increase HQ Orders.
Auftragstaktik or Mission Tactics. German 1st Rate Battalions will win Initiative draws, but do not gain the bonus Order.
20.3 Divisional Supports
Finally, the player may add Divisional supports. (See 18.5)
| Unit | Section Complement | Points |
|---|---|---|
| Reconnaissance Platoon | 1/2 x Sdkfz 222 A/C | 2/3** |
| Reconnaissance Platoon | 1/2 x Sdkfz 231/232 A/C | 2/4** |
| Reconnaissance Platoon | 1 x Sdkfz 231/232 A/C + 1 Sdkfz 233 Short 75mm | 4** |
| Reconnaissance Platoon | 1/2 x Sdkfz 233/2 Puma A/C | 3/5* |
| Reconnaissance Platoon | 1/2 x Panzer II Luchs | 2/4** |
| Anti-Tank Platoon | 1/2 x Marder III 75mm L48 | 3/6 |
| Anti-Tank Platoon | 1 x Pak 43 88mm A/T gun and tow | 6* |
| Panzer Platoon | 2 x Panzer III J 50mm L60 |
21: The Russian Battalion
21.1 Battalion Organisation
Core Infantry Battalion (5 points). The Russian player receives the Battalion HQ Company, (HQ and FO) and three Infantry companies. An infantry company consists of 1 x Company Commander and 3 x Infantry Rifle platoons.
[Diagram: F.O. – Battalion HQ; 1 Company, 2 Company, 3 Company]
21.2 Battalion & Regimental Supports
The player may then add Battalion and Regimental supports. Each support can only be selected once.
| Support | Section Complement | Points |
|---|---|---|
| Machine Gun Company | 1/2/3 x Maxim MMG sections | 2/4/5 |
| 82mm Mortar Platoon | – | Free – 0 points |
| Anti-Tank Platoon | 1/2 x 37mm A/T gun and tow | 2/3 |
| Anti-Tank Platoon | 1/2 x 45mm A/T gun and tow | 2/3 |
| Anti-Tank Platoon | 3 x PTRD A/T Rifle sections. Captured Panzerfaust section +1 point (1944) | 2 |
| Cannon Platoon | 1/2 x 76mm Infantry Gun and tow | 2/4 |
| AA Platoon | 1/2 x HMG section and truck | 3/6 |
| Reinforcement Platoon | 1 x Infantry platoon or Reinforcement Company (10 points) |
Russian Infantry Training Characteristic
- Poor Training: Russian Regular infantry platoons lose an additional 1D6 firepower if they move and fire.
Strength in Numbers
- Defending: Up to 1944, when a defending Russian Battalion loses a platoon from the enemy Opening Bombardment it is immediately replaced with a Green Rifle Platoon. This does not happen if the lost platoon was already rated as Green. If a section is also lost in the bombardment this cannot come from the Green replacement platoon.
- Attacking: From 1942 the Russian opening bombardment adds one extra Turn of interdiction to the defenders interdiction Turns.
- Losses: Russian battalions ignore the first two Green section losses for FUBAR purposes.
Relieved of Command
Once per game the player may use 2 HQ Orders to "replace" a Company Commander, following a Battalion 'O' Group dice roll that results in a Hesitant Company. The player immediately re-rolls all his Battalion 'O' Group dice, ignoring the previous scores and Hesitant Company result.
21.3 Divisional Supports
Finally, the player may add Divisional supports. (See 18.5)
| Unit | Section Complement | Points |
|---|---|---|
| Reconnaissance Platoon | 2 x T60/T70 (May replace with Stuart M3*) | 3 |
| Reconnaissance Platoon | 2 x M3 White halftracks + MG | 2** |
| Reconnaissance Platoon | 2 x BA10 A/C 45mm | 3* |
| Anti-Tank Platoon | 1/2 x 57mm A/T gun and tow | 3/6* |
| Tank Platoon | 2 x T34 76mm (or 4 x T/34 76mm from 1942) | 6 (11) |
| Tank Platoon | 2 x T34/85 | 10 |
| Tank Platoon | 1/2 x KV1 76mm | 8/14* |
| Tank Platoon | 1/2 x KV1S 76mm | 7/12 |
22: The United States Battalion
22.1 Battalion Organisation
Core Infantry Battalion (5 points). The US player receives the Battalion HQ Company, (HQ and FO) and three Infantry companies. An infantry company consists of 1 x Company Commander and 3 x Infantry Rifle platoons.
[Diagram: F.O. – Battalion HQ; A Company, B Company, C Company]
22.2 Battalion & Regimental Supports
The player may then add Battalion and Regimental supports. Each support can only be selected once.
| Support | Section Complement | Points |
|---|---|---|
| Heavy Weapons Company: 81mm Mortar Platoon | – | Free – 0 points |
| Machine Gun Platoon | 1/2/3 x M1917 or M1919 MMG sections | 2/4/5 |
| Machine Gun Platoon | 1 x HMG section | 2 |
| 60mm Mortar Platoon | 3 x 60mm mortar sections | 2 |
| Anti-Tank Platoon | 1/2 x 37mm A/T gun and tow | 2/3 |
| Anti-Tank Platoon | 1/2 x 57mm A/T gun and tow | 3/5 |
| Reinforcement Platoon | 1 x Infantry platoon or Reinforcement Company (10 points) | 3 |
| Anti-Tank Platoon | 2/3 x Bazooka A/T sections |
US Infantry Training Characteristic
- Marching Fire: US infantry may fire at full effect when moving and firing under a Fire & Move Action, but are limited to moving 2D6" and using the higher dice score, if they choose this option. To use marching fire the platoon must be able to see its target at the beginning of its move. MMGs and 60mm Mortars cannot fire under this Action and no re-rolls are permitted.
- Air Observation Post: Once per game a US battalion may use an Air Observation Post spotter plane to spot for an artillery mission, instead of the FO. An AOP may select any section or terrain feature as the aim point, ignoring range.
- Fire Direction Centre: US Battalions may purchase one extra Artillery Mission for 2 points or re-roll an artillery request once per game.
22.3 Divisional Supports
Finally, the player may add Divisional supports. (See 18.5)
| Unit | Section Complement | Points |
|---|---|---|
| Reconnaissance Platoon | 1/2 x M8 Armoured Car | 2/3 |
| Reconnaissance Platoon | 2 x Stuart M3/M5 37mm | 4 |
| Reconnaissance Platoon | 2 x M24 Chaffee 75mm | 6** |
| Anti-Tank Platoon | 1/2 x 76mm A/T guns and tow | 4/6* |
| Cannon Platoon | 1/2 x M3 75mm GMC | 2/3* |
| Medium Tank Platoon | 2 x M4 Sherman 75mm | 6 |
| Medium Tank Platoon | 2 x M4 Sherman 76mm | 8** |
| Medium Tank Platoon | 2 x M4E8 Sherman 76mm | 10* |
23: Battlegroups
Orders were for the 25th Panzer Regiment to attack.
Rommel, France, 1940
For larger games, players can field several Battalions as a Battlegroup under the command of a single Battlegroup Commander. For instance, your battlegroup could be two infantry battalions and a tank battalion.
23.1 Battlegroup Commander
A Battlegroup Commander is fielded in addition to the standard Battalion HQs and is rated as to his ability by rolling 1D6, on the table below:
| Score | Battlegroup Commander's Ability |
|---|---|
| 6 | The Boss! An outstanding Battlegroup Commander! He receives 6 O Group dice per Turn. |
| 2-5 | Old Soldier! An experienced Battlegroup Commander. He receives 5 O Group dice per Turn. |
| 1 | Base Barnacle! An old WW1 cavalry officer who rarely leaves the safety of Brigade HQ and is never very far from his drink's cabinet. He receives 4 O Group dice per Turn. |
23.2 The Role of the Battlegroup Commander
- Mission: The Battlegroup Commander sets the strategy, deployment and missions for his battalions.
- Supports: The Battlegroup Commander details what Support assets each battalion receives.
- Staff Officers: The Battlegroup Commander holds all Staff Officers. He may deploy his Staff Officers in the Command Phase to any his Battalions. (See Section 24.2 Optional Rules.)
- Battlegroup Reserve. The Battlegroup Commander may hold an AFV or motorised infantry reserve. He may release it to a Battalion of his choice in the command phase.
- Artillery Support: Only one Artillery Support request may be made per Turn by a Battlegroup. The Battlegroup Commander will decide which Battalion has priority and whether a Regimental or Divisional request is made.
- Winning the Initiative: The Battlegroup Commander decides whether or not to take the Initiative/Offensive phase and which of his Battalions will receive the bonus Order.
23.3 Battlegroup Commander's HQ Orders
- A Battlegroup Commander rolls his own 'O' Group dice but only counts HQ Orders; (scores of 6). All other scores of 5 to 1 are ignored.
- A Battlegroup Commander can bank up to six HQ Orders.
- Transferring HQ Orders to Battalions: The Battlegroup Commander can transfer any number of HQ Orders to any of his current Battalion HQs in the command phase. The player simply states he's transferring Orders and this is done automatically before Initiative is calculated.
23.4 Battlegroup Deployment
Players must deploy each Battalion from the Battlegroup in its own deployment area opposing an enemy Battalion. Friendly Battalions should not overlap or intermix and there must be a clear division or boundary line between each Battalion, as unexpected forces crossing over or firing into another formation's territory could easily be mistaken for the enemy and engaged with friendly fire.
(Note: In effect one battalion engages another battalion and strict boundaries makes for easier game play.)
23.5 Battlegroup Special Rules
- Battlegroup Initiative: The Battlegroup Commanders roll for Initiative and adds up all his Battalion's HQ Orders, (ignoring his own HQ Orders). The highest score wins and that Battlegroup Commander decides if he takes the keeps the Initiative and which of his battalions receives the extra Order.
- FUBARs and Battlegroups. The FUBAR rule is applied as per normal to all Battlegroup Battalions.
24: Optional Rules
A Sherman can give you a very nice... edge.
US Tanker, France, 1944
Players may use any or all of the optional rules below:
24.1 Tanks
If playing a more armour-centric game, swap the basic infantry battalion out for a tank battalion or regiment instead or add a tank battalion to your battlegroup. For ease of play each tank "battalion" has a Bn./Regt. HQ, FO (or OP tank) and three companies each with a Tank Commander, each of three or four platoons. A player may add or purchase appropriate Battalion and Divisional supports. A Tank Commander has the same rules as an Infantry Commander, with a command radius of 24".
24.2 Staff Officers
A Battalion HQ may purchase one Staff Officer for 1 point or it can be included as part of a scenario, that can be used just once per game. The player declares he is using his staff officer in the command phase and then adds one HQ Order and two extra Company Orders to this Turn's total.
24.3 Snipers
A defending battalion may include one sniper unit, (for 1 point). Snipers are limited to react fire only (including opportunity fire) which the player may choose to do as a free Action once per Turn. No Orders are needed to "activate" a sniper unit. On stating that a React Fire Action will be with a sniper the player places one Sniper model in any piece of cover as long as the sniper is not within 8" [10"] of enemy units and not within 12" of the enemy board edge. The following sniper rules also apply.
- Snipers may react fire as normal at any target in line of sight and within 20" [24"] range.
- Snipers fire with 3D6 firepower dice hitting on 4+ against all targets, including AFVs.
- Snipers ignore all modifiers and the target is always spotted.
- If targeting AFVs the maximum result is one Shock.
- After firing the sniper model is removed from the table, (but not removed from play).
- Losing a Sniper: If a sniper unit rolls three misses, it is removed from play.
Note: This rule represents a number of snipers, hence the ability to deploy almost anywhere on the board.
24.4 Square Platoons
Several early war armies maintained a larger "square" four Section Platoon establishment, such as early Italians and Russians. Where a nation increased the number of sections to four but then reduced the actual number of men in each section, simply class these as three section platoons for ease of play.
- Firing and infantry close combat: Apply just 1½ Firepower dice per section, rounding up any odd half for the platoon. Remain at 1D6 per section when suppressed.
- Take a Platoon Rout Test when reduced to two sections and again at one section.
24.5 Long Range A/T Fire
Long Range Fire is an optional rule permitting AFVs and Guns to engage in anti-tank fire at targets beyond their maximum elevated ranges.
- To increase a unit's elevated range the player rolls 2D6" and adds this total in inches to the maximum elevated range.
- Apply an additional -1 modifier to the To Hit dice roll.
24.6 Rapid Fire
A tactic employed by weak AFVs or Guns against tanks whose armour they could not penetrate, by firing at the tracks, road wheels, sights, etc.
- Rapid Fire may only be used against Close Targets.
- Rapid Fire incurs a -1 modifier to the 2D6 hit roll and the close target +1 modifier is ignored.
- A successful hit will result in a 2D6 Damage roll with a +1 modifier, regardless of the gun type or targets armour factor. Heavy to Super-Heavy AFVs can only be damaged, not knocked out under this rule.
- The Rapid Fire rule is not available to infantry anti-tank weapons or Poor AFVs or any gun over 50mm.
24.7 Close Air Support
If playing a scenario with dedicated air cover available to one side, for example the British 30 Corps advance on Arnhem in 1944, then the player may receive air cover. Players should set a limit to the number of missions available at the beginning of the game. Two to three missions should be the maximum, but can vary according to the scenario.
Air Support Action
- Cost 3 Orders. Cost if British/US 1943-45 2 Orders.
- The Battalion HQ requests air support at the beginning of their phase.
- Roll 2D6 on the Air Support Table.
Air Support Table
| Result | Effect |
|---|---|
| Score of 7+ | Roger Rover One! A Jabo mission arrives immediately. (2 attacks.) |
| Score of 6 or less | Poor Comms! No support received this Turn. |
| Double 1 | Bad Weather Conditions. Aircraft grounded. No support for rest of the game. |
- An Air Support request is successful on a score of 7+ and an air mission attack will arrive immediately. A score of 6 or less sees the request fail.
- A roll of Double 1 will see foul weather ground all aircraft for the remainder of the game.
- Each Air Support mission is conducted as a Jabo attack, but with only two attacks. (See Section 15).
- This Action cannot be used in the same Turn as an Artillery or Battalion Mortars Action.
24.8 Pre-Registered Targets
As soon as defending troops went into position one of their first priorities was to pre-register Defensive Fire targets.
A Defending Battalion HQ may use one of its initial HQ Orders to designate two pre-registered artillery targets for either his Battalion Mortars or Regimental Artillery support, not both. The player notes down his pre-registered aim points, which must be behind the Forward Defence Line. Pre-registered targets apply a +1 accuracy modifier. A spotter is required but does not need a line of sight to the aim point.
24.9 Take Cover!
A unit may immediately re-roll all failed Morale Tests from one enemy action; the second rolls must be accepted. Players may introduce this rule to permit one, two or even three Take Cover rolls per game to add an element of luck or inspired leadership to a specific scenario or unit.
24.10 US Paratrooper & Ranger Two-Squad Platoons
- From August 1944 Parachute & Ranger Platoons could have just two Rifle Squads.
- Firepower: Two squads gain 6D6 Firepower dice. One squad has 3D6 Firepower dice. (Squads were issued extra LMGs to increase firepower.)
- Superior Command & Control: a) Gain one re-roll if a two-squad platoon fails a React Withdraw troop rating roll, see 8.4. b) Two-squad platoons do not a take a Platoon Rout Test when reduced to one section, see 17.3. c) Each Company may use Re-squadding once per game.
- Points Cost: Using the two squad complement for your core battalion costs 2 points.
25: Introductory Scenario: Assault on Cristot, Normandy 1944
This action covers a hasty attack by a battalion of the 6th Green Howards supported by armoured elements in the form of Shermans from the 7th Dragoon Guards, upon the village of Cristot; defended by elements of the 12th SS Hitlerjugend Division, during the Normandy campaign in 1944.
Mission
- The British must take two of the four BUA sectors of Cristot village or inflict three FUBAR markers on the Germans before the end of the game.
- The Germans win by avoiding the British victory conditions.
- The game ends after sixteen Turns.
Deployment
The British are the Attackers. The Germans are the Defenders. Both battalions use the standard game deployment.
Orders of Battle
British: 1st Rate Battalion – 6th Green Howards, Regular – Combat Effective
| Company | Unit | Sections | Troop Rating |
|---|---|---|---|
| Battalion HQ | HQ | – | Regular |
| Battalion HQ | 3" Mortars | – | Regular |
| Battalion HQ | FOO + transport | 1 | Commander |
| A Company | Company Commander | 1 | Commander |
| A Company | 3 x Infantry Platoon | 3 | Regular |
| B Company | Company Commander | 1 | Commander |
| B Company |
GERMANS: 1st Rate Battalion – 12th SS, Regular – Regular – Combat Effective
| Company | Unit | Sections | Troop Rating |
|---|---|---|---|
| Battalion HQ | HQ | – | Regular |
| Battalion HQ | 80mm Mortars | – | Regular |
| Battalion HQ | FOO + transport | 1 | Commander |
| 1 Company | Company Commander | 1 | Commander |
| 1 Company | 3 x Infantry Platoon | 3 | Regular |
| 2 Company | Company Commander | 1 | Commander |
| 2 Company |
Special Rules
Snipers
The German defenders had a heavy sniper presence in this action. The German player may substitute 1 x Panzerschreck section for 1 x Sniper. (See 24.3.)
Artillery Missions
The British have two Artillery Support missions. The Germans have one Artillery Support mission.
Terrain
- All woods are orchards, line of sight goes through to the far edge and no further.
- All farms and BUA sectors are brick buildings. Farms should be one BUA sector. Cristot has four BUA sectors.
- The road leading to Cristot was covered by high hedges, treat as bocage where shown on the map.
- Numerous enclosed fields should be placed about the board.
- Table size should be a minimum of 5' by 4'.
Playsheets
'O' Group quick reference sheets (printed pp. 103-108). The quick reference sheets summarise the turn sequence, the Battalion 'O' Group dice, Actions, React Actions, firing, movement, morale, close combat, artillery and anti-tank tables set out in the rules above.
Game Turn
- Command Phase. A. Battalion 'O' Group: Roll Battalion O Group Dice. Note HQ & Company Orders. State if Overriding FUBARs or using Company Commander for HQ Orders. B. Initiative: Roll 2D6 +1 per HQ Order. Winner = Offensive Phase & +1 Order OR Defensive Phase & no Order. Draws = 1st Rate Germans/Last turn's winner wins but no bonus Order.
- Combat Phases. A. Offensive Phase: a) Player issues 1 Action. b) Opponent may react with 1 React Action. B. Defensive Phase: a) Player issues 1 Action. b) Opponent may react with 1 React Action.
- Regroup Phase. Regroup Actions: Attackers = 2 Actions. Defenders = 1 Action. Units that have not received Orders this Turn may: Move 2D6" or 3D6 Rally or Deploy on CP. Special – Resquadding.
Battalion 'O' Group Dice: Large 10D6, Standard 9D6, Worn 8D6.
| Score | 1 | 2, 3, 4, 5 | 6 |
|---|---|---|---|
| Order | No Order | Company Order | HQ Order |
- Treble 1 = Hesitant!
- Modifiers: 2nd Rate Battalion: Multiple Sixes – convert one 6 into a Company Order. -1D6 per FUBAR.
- Override FUBARs = Extra score of 1 per FUBAR overridden. Four or more 1s = Hesitant & Lose 1 HQ Order.
- Command Crisis! Test on receiving FUBAR marker or Suppressed or KIA Company Commander. 1st Try Success = Lose 2 HQ Orders. 2nd Try Success = Lose 1 HQ Order. Fail = No effect.
Actions (number in brackets = Order cost)
- FIRE & MOVE! (1). 1 unit can Fire & Move or vv or Fire or Rapid Move. May also Fire & Assault or Assault.
- DEPLOY! (1). Deploy 1 Reserve Infantry, Heavy Weapon, Recon or Light Gun unit on a CP. Opening Barrage Interdiction: 1D6 per Deployment on CP. 4+ = Fail: Order lost. 1-3 = Deploy OK. Deploy a reserve platoon on Rear Friendly Table Edge. (May Move and Fire or Rapid Move.) Deploy a CP. Must be 18" of a Company Commander.
- RALLY! (1). 1D6 Rally = 1 Troop Rating Rally roll. Pass = Rally off 1 Shock and either Fire or Move. Fail = Rally off 1 Shock or Fire or Move. Apply -1D6 to firing/No Rapid Move with this action. OR 3D6 Rally = 3 Troop Rating Rally rolls + 1D6" withdraw. Suppressed unit fails all rolls = Retreat! If using a Company Commander Action you may reroll a failed roll once.
- RECON! (1). 1 Recon unit may Move & Recon or vv, up to 14" [18"] – if elevated 20" [24"]. Recon D6 Roll per section: Max. 2D6. Modifiers: Holding Shock or Damaged = -1. Defenders D6 roll: Equals or Exceeds Recon roll = Not Spotted. Less than = Spotted. 1 Recon section may Deploy a Combat Patrol within 3". Remove Recon section from play.
- MORTARS! (1-2). Order Battalion Mortar HE Barrage or Smoke. (Requires a Spotter.) Cost: New Target = 2 Orders. Same Aim Point as last Turn = 1 Order. Replenish = 1 Order. Only once per Turn.
- COMPANY COMMANDER! (1-3). Company Commander within 18" issues a Second Action to 1 unit in the same phase. Cost: 1st Rate Battalion: 1-3 = +2 Orders; 4-5 = +1 Order; 6 = No extra. Cost: 2nd Rate Battalion: 1-4 = +2 Orders; 5 = +1 Order; 6 = No extra.
- ARTILLERY! (2). Request either Regimental or Divisional artillery support. (Requires a Spotter.) May only request artillery support at the beginning of the player's Phase. Only once per Turn. 2nd Rate Battalions require HQ Orders at 5+ to request artillery.
React Actions! May also use the Company Commander Action.
- FIRE (1). Fire after an enemy unit has finished its Action or Opportunity Fire at a moving enemy. Opportunity Fire D6. HW/Gun/Open Top AFV = Fire on 3+. Infantry/Tanks/TDs = Fire on 4+. Close Range Opportunity Fire = Automatic. Support unit within 3" may also fire at close range.
- WITHDRAW (1). Withdraw 1 unit 2D6" after an enemy unit has finished its Action. Suppressed units roll 1D6: 4+ = Withdraw. 3 or less = Fail. No Move and Order used/lost. Withdraw from Close Combat: Roll 1D6: 4+ = Withdraw 2D6" & take 1 Shock.
Infantry & H.E. Fire – Hit on 4+ (Close Target: Infantry 0-6" [9"]; AFV/Gun/SF MMG/HMG 0-10" [15"])
| Unit Type | Firepower per section | Battle Range | Elevated Range |
|---|---|---|---|
| SMG | 2D6 | 0 - 6" [9"] | 0 - 10" [14"] |
| Rifle | 2D6 | 0 - 14" [18"] | 0 - 20" [24"] |
| Assault Rifle | 2D6 | 0 - 14" [18"] | 0 - 20" [24"] |
| SF MMG | 6D6 | 0 - 18" [26"] | 0 - 30" [36"] |
| HMG | 6D6 | 0 - 18" [26"] | 0 - 30" [36"] |
| 60mm Mortar | 3D6 | 8" [12"] - 40" [50"] | – |
- Firing Unit Modifiers: Close Range Target +1D6 (+2D6); +2 if SMG/Assault Rifles/PzGrens. Will Move/Moved/Failed Opportunity Fire -2D6; -1D6 if Inf. move 4" or less. Shock / Damaged / Rallied (-1 for each). Green Infantry -1D6. Suppressed Infantry target. Infantry target at 20" [30"] to 30" [40"]. Gun target at 30" [40"] or more.
- Target Modifiers (SD = Spotting Dice): Target In Cover (SD). Poor AFVs vs. target in the Open (SD). In Buildings or Trench / Combat Patrol -2D6 (-1D6 if HE or in gun pit). In a Bunker -3D6. Roll Spotting Die if Target in Cover/Buildings. 4+ = Spotted. 3-1 = Obscured.
- Rerolls: Attached MMG – each rifle section = 1. Lose 1 reroll if holding Shock. Attached 60mm = 1. * HE = 1 reroll per section.
- Training: British = Smoke. German = Rate of Fire. US = Marching Fire. Russian/2nd Line = Poor Training. Poor Training or Limited LMGs: extra -1D6 if moving fire.
- Arcs of Fire: Open Top Turret AFV = 120°. Infantry/HW/Turreted AFVs/SP Guns/Guns = 90°. Casemate TDs = 45°.
Morale Tests (each hit = target rolls 1D6)
| Unit testing morale | CC / FO | Veteran | Confident | Regular | Green | Combat Patrol |
|---|---|---|---|---|---|---|
| Spotted / Obscured pass on | 2+ / 2+ | 3+ (4+ in the Open) | 4+ / 3+ | 4+ / 3+ | 5+ / 3+ | – / 3+ |
Results – each fail = 1 Shock. 3 Shock = Suppressed. Excess Shock: 1 Shock = KIA D6 roll. Score of 6-5 = 1 KIA. Score of 4-1 = No Effect. Every 2 Excess Shock = 1 KIA. Attached Support Weapon KIA? Roll 1D6 – 1,2 = Support Weapon KIA.
Infantry Close Combat – Hit on 4+
| Unit | Firepower | Modifier | Firepower |
|---|---|---|---|
| Infantry section / Defending MMG & HMG section | 2D6 (1D6) | Higher Troop Rating | +1D6 |
| A/T or Mortar section or FO | Nil. (1D6 if alone.) | Any Shock | -1D6 |
| Gun section | 1D6 | SMGs / Assault Rifles / Assault Engineers | Ignore Shock. |
| Company Commander | 1D6 | Attacking Buildings or Bunker | -1D6 |
| Flamethrower section | 6D6 (3D6) | No Attacking Fire | -1D6 |
Suppressed = apply factor in brackets. Flanked = Fight as Suppressed. Results – All Hits = Shock – No Morale Tests. Excess Shock: See Morale Tests above. Unit inflicting most Shock wins & takes/holds position & 1D6 Rally. Draw: Most KIAs/Defenders win. (PzGrens lose draws.)
Movement. Choose Tactical Bound & Roll 2D6. Suppressed? No Move. Hesitant? Units with 2 Shock cannot move closer to the enemy in LOS.
| Section type | Open | Rapid Move |
|---|---|---|
| Company Commander / FO | 3D6" Rapid Move | Roll 3D6 & use two highest scores. |
| Infantry / Heavy Weapons | 2D6" | Reroll any 1s. |
| Slow AFV | 2D6" | Vehicles on ROADS = all use 3D6. |
| Standard AFV | 2D6" +2" | – |
| Fast AFV & Recon | 2D6" +4" | – |
| Trucks & Tows | 2D6" (+4" if road) | – |
| Combat Patrol & Regroup | 2D6" only. | – |
| Light Gun: up to 70mm & HMG | Manhandle = 2D6" – use single highest score. | Limber/Unlimber: = Free. |
Embus or Dismount Infantry = Free Action.
Mortars & Artillery. Procedure: 1. Spotter has LOS to Aim Point: Enemy Section or Terrain Feature. Spotting ranges = 30" [40"]. Elevated = 50" [60"]. 2. Roll for Accuracy. 3. Roll for Hits and Morale Tests.
Artillery Accuracy – Roll 2D6. Modifiers: Same Aim Point as Last Turn = +1. Spotter is Commander or Recon = -1. Aim Point is a section at over 30" [40"] = -1. Jabo target in the Open = +1. Jabo target in Buildings/Woods = -1. AA hit = -1.
Results: 10+ = Critical Hit! 7+ = Zeroed In! 6 to 3 = Harassing! 2 or less = Danger Close! Roll 3D6" & move the aim point the total score towards the nearest friendly section. Morale Effect = Harassing. Bn. Mortars Low on Ammo = any unmodified score of 4 or less.
| Battalion Mortars | Medium Battery | Heavy Battery | Heavy Howitzers | Rockets | Jabos |
|---|---|---|---|---|---|
| 5D6 | 7D6 | 8D6 | 9/8/7/6D6 | 9D6 | 8D6 |
HE radius: Bn. Mortars = 4" [5"]; Medium Battery = 5" [6"]; Heavy Battery etc. = 6" [7"].
Artillery hits on 4+. Modifiers: +1D6 Critical Hit! (+1D6 firepower against each target in beaten zone. Double 6 = +1 Shock on Aim Point Target.) -1D6 In Buildings or Medium AFV to Late Battle AFV (N/A if Heavy Battery/Heavy Howitzers/Rockets). -2D6 In Trench/Dug Out or Infantry AFV to Super-Heavy AFV (-1D6 only if Heavy Battery/Howitzers/Rockets). -3D6 In Pillbox/Bunker. AFV: Battalion mortars use Harassing fire against all Medium to Super-Heavy AFV targets regardless of accuracy. Following a regimental or divisional attack, all units in open/cover must retreat or take one additional Shock to stay in position.
Artillery Morale Tests
| Unit testing morale | CC / FO | Veteran | Confident | Regular | Green | Combat Patrol |
|---|---|---|---|---|---|---|
| Zeroed In / Harassing | 2+ / 2+ | 3+ (4+ in the Open) / 3+ | 4+ / 3+ | 4+ / 3+ | 5+ / 3+ | 4+ / 3+ |
Results – each fail = 1 Shock. 3 Shock = Suppressed. Excess Shock: 1 Shock = KIA roll or Damaged if AFV. 2 Excess Shock = 1 Section KIA/Knocked Out.
Artillery Support – Roll 2D6
- Regimental: 12 = Roll on Divisional Table. A result of 7 or less = Medium Battery Fire Mission! 7-11 = Medium Battery Fire Mission! 6 = British/US 1943-45: FO = Medium Battery Mission! Company Commander = Bn. Mortars. All other battalions = Bn. Mortars. 5 or less = "No, that's map section three, not four!" No Support received.
- Divisional: 12 = Jabos! 3 Attacks. 10-11 = German/Russian = Rockets! (If pre-1942 receive Heavy Howitzers.) British = Mike Mission! Heavy Battery Mission with 2 rerolls per attack. US = Time on Target! Heavy Battery Fire Mission. Target unit takes 1 Shock and a double six in any attack adds 1 Shock. All other battalions and British/US pre-1943 = Heavy Howitzers! 8-9 = Heavy Battery Fire Mission! 7 = British/US 1943-45: FO = Medium Battery Mission! Company Commander & All other battalions: As per 6 or less. 6 or less = "It's the radios Sir... We still haven't been able to make contact!" No Support received.
Laying Smoke. Spotter has LOS to aim point: roll for Accuracy. 7+ = Smoke is on target, lasts for 2 Combat Phases. 6-4 = Smoke screen on target, lasts for 1 Combat Phase. 3 or less = No effect. Battalion Mortar Smoke = 6" x 2" [9" x 3"]. Artillery Support Smoke = 12" x 3" [18" x 4"] +1 phase duration.
Anti-Tank Firing. HIT on 7+. Roll 2D6 hit dice per AFV/Gun section firing.
| Gun / Range | Battle: 0-30" [40"] | Elevated: 30+ - 40" [50"] | Elevated: 40+ - 50" [50+ to 60"] |
|---|---|---|---|
| Low Velocity Gun | – | -1 to Hit | Not Allowed |
| Standard Gun | – | – | -1 to Hit & -1 Firepower. (Not Allowed if Poor AFV.) |
| Superior Gun | – | – | -1 to Hit (-1 to Hit & -1 Firepower if Poor AFV.) |
To Hit Modifiers: +1 / +1 Close – Target within 10" [15"] = +1 to Hit & +1 Firepower. +1 If Veteran. -1 Shock / Damaged / Rallied (-1 for each). -1 Firer will Move / Moved. -1 Failed Opportunity Fire attempt. -1 Target Dug-In. SD = Target is Low Profile* / Recon* / in Cover / Hull Down. SD = Poor AFV vs. any target in the Open.* * = N/A if Target at Close Range. Spotting Dice: 4+ = Spotted. 3-1 = Obscured. Critical Hit! Modified Score is 10+! = +1 to Gun Firepower. (British 6pdr +2 Firepower.)
| Gun Type | A/T Firepower |
|---|---|
| Russian Long 122mm | 11 |
| German High Velocity 88mm L71 | 13 |
| German 88mm L56, German 75mm L70 (Panther) | 11 |
| US 90mm, British 17pdr | 11 |
| Russian 85mm | 9 |
| German 75mm L48, US 76mm, (German 75mm L43) | 9 (8) |
| Russian 76mm (Russian 76mm L11) | 7 (6) |
| US Sherman 75mm M3 (US 75mm M2) | 7 (6) |
| German Short 75mm | 6 |
| 6pdr, US 57mm, German Long 50mm | 7 |
| Short 150mm (Russian 152mm L29 ISU152) | 8 (11) |
| AFV Armour | Front | Flank/Rear |
|---|---|---|
| 1. Weak AFV | 2 | 2 |
| 2. Light AFV | 4 | 3 |
| 3. Medium AFV (Early / Late) | 5 / 6 | 4 / 4 |
| 4. Battle AFV | 7 | 5 |
| 5. Late Battle AFV | 8 (T34/85 8) | 5 (T34/85 6) |
| 6. Infantry AFV | 9 | 7 |
| 7. Heavy AFV | 11 | 8 (Panther 6) |
| 8. Super Heavy AFV | 13 | 9 |
Note: the quick-reference sheet lists the Late Battle AFV front factor as 8 and does not list the Comet (9/6) that section 14.7 gives; both are reproduced as printed.
Anti-Tank Damage: Roll 2D6. Modifiers: each point Armour has exceeded Gun Firepower = +1. Each point Armour has been exceeded by Gun Firepower = -1.
| Result | 9+ | 8 | 7 | 6-5 | 4 or less |
|---|---|---|---|---|---|
| Spotted | No Effect | 1 Shock | 2 Shock | Damaged | Knocked Out |
| Obscured | No Effect | No Effect | 1 Shock | 1 Shock | 2 Shock |
Double Six! = 1 Shock is worst result possible. Double 1 = 1 Shock minimum result.
Infantry A/T Weapon Ranges & Firepower: A/T Rifle section / (Integral platoon A/T Rifle): Section = 2 / (Integral = 1), range 10" [14"] + 1D6". Late A/T section / (Integral platoon late A/T weapon): Section = 7 / (Integral = 5), range 4" [6"] + 1D6". Late Panzerschreck/Bazooka A/T section: Panzerschreck = 8, Bazooka = 7, range 6" [9"] + 1D6". HMG/MMG: firepower 2/1, range 18" [26"].
AFV Overruns & Tank Hunting – Hit on 4+
| Infantry | Firepower | AFVs | Firepower |
|---|---|---|---|
| Early War Infantry Platoon 1939-42 | 3D6 (2D6) | Weak AFV section | 3D6 (1D6) |
| Late War Infantry Platoon 1943-45 | 4D6 (2D6) | Light AFV section | 3D6 (1D6) |
| Assault Engineer Platoon | 5D6 (3D6) | Open Top AFV section | 3D6 (1D6) |
| Assault Engineer Platoon + FT | 6D6 (3D6) | Medium AFV to Late Battle AFV section | 3D6 (2D6) |
| A/T section (includes attached) | 1D6 | Infantry AFV section | 4D6 (2D6) |
| Company Commander | 1D6 | Heavy/Super-Heavy AFV section |
Infantry modifiers: vs. Infantry AFVs to Super-Heavy AFVs -1D6; Defending Infantry or Gun are in Cover +2D6; Any Shock -1D6; Suppressed or Flanked: apply lower factor. AFV modifiers: AFV has tank riders +1D6; All AFVs have no MGs -1D6; Any Shock or Damaged (if both) -1D6 (-2D6); In Rough Terrain / Suppressed / Flanked: apply lower factor.
All Hits = Shock – No Morale Tests. Tank Hunting Double 6 = Critical Hit +1 Shock. Excess Shock: 1 Shock = KIA D6 roll. Score of 6-5 = 1 KIA. Score of 4-1 = No Effect. 2+ Excess Shock = 1 KIA. Unit inflicting most Shock wins & takes/holds position & 1D6 Rally. Draw = Most KIAs or Damage otherwise AFVs win.