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Patrol!: Man-to-Man Combat in the 20th Century thumbnail

Patrol!: Man-to-Man Combat in the 20th Century

Patrol!: Man-to-Man Combat in the 20th Century Rulebook

Table of Contents

Table of Contents

  • [1.0] Introduction
  • [2.0] General Course of Play
  • [3.0] Game Equipment
    • [3.1] The Game Map
    • [3.2] The Playing Pieces
    • [3.3] Summary of Playing Pieces
    • [3.4] Equipment Inventory
  • [4.0] Sequence of Play
    • [4.1] Outline of the Game-Turn
  • [5.0] How to Use the Simultaneous Movement Plot Chart
    • [5.1] Secrecy and Honesty
    • [5.2] Simultaneity of Combat
    • [5.3] Simultaneity of Movement
  • [6.0] Individual Task Summary
    • [6.1] Individual Task Chart
      • Combat Tasks
      • Movement Tasks
      • Maintenance Tasks
      • Explanation and Notes
    • [6.2] Other Functions
    • [6.3] Operations Interruption
    • [6.4] Movement Plot Example
  • [7.0] Movement
    • [7.1] How to Plot Movement
    • [7.2] How to Execute Movement
    • [7.3] Movement Inhibitions
    • [7.4] Movement Allowance
    • [7.5] Posture
    • [7.6] Carrying Incapacitated or Killed Men
  • [8.0] Stacking
    • [8.1] Stacking Inhibitions and Prohibitions
    • [8.2] Effects on Fire Combat
    • [8.3] Effect on Hand-to-Hand Combat
  • [9.0] Terrain
    • [9.1] Multiple Terrain Effects Charts
    • [9.2] Effect of Terrain on Movement
    • [9.3] Effect of Terrain on the Line of Sight
    • [9.4] Effect of Terrain on Combat
    • [9.5] Smoke and Crater Markers
    • [9.6] Fortifications [Pillboxes]
    • [9.7] Sighting When Prone
    • [9.8] Terrain Effects Chart
  • [10.0] Normal Combat
    • [10.1] Which Men May Fire
    • [10.2] Opportunity Fire
    • [10.3] Multiple-Man Fire Combat
    • [10.4] Fire Against Friendly Men
    • [10.5] Quick Fire
    • [10.6] How to Resolve Direct, Opportunity, and Quick Fire
    • [10.7] When to Assess Combat Results
    • [10.8] Firearm Attack Strength Table
    • [10.9] Firearm Results Table
  • [11.0] Grenade Combat
    • [11.1] Preparation
    • [11.2] Throwing a Grenade
    • [11.3] Grenade Scatter
    • [11.4] Grenade Detonation and Its Effects
    • [11.5] Smoke Grenades
    • [11.6] Satchel Charges
    • [11.7] Using Grenades and Satchel Charges Against Pillboxes
    • [11.8] Stunning Effects of Grenades and Satchel Charge Detonations
    • [11.9] Satchel Charges Against Tanks
  • [12.0] Hand-to-Hand Combat
    • [12.1] Hand-to-Hand Attack
    • [12.2] Hand-to-Hand Defense
    • [12.3] Effect on Simultaneity
    • [12.4] Hand-to-Hand Combat In and Around Pillboxes
    • [12.5] Hand-to-Hand Combat Results Table
  • [13.0] Rifle Grenades
    • [13.1] Preparation
    • [13.2] Use of Rifle Grenades
    • [13.3] Effect of a Rifle Grenade
    • [13.4] Restrictions and Prohibitions
  • [14.0] Rocket Launchers
    • [14.1] Effects of Rocket Launcher Warhead Detonation on Personnel in the Open
    • [14.2] Effect on Vehicles and Pillboxes
    • [14.3] Reloading the Rocket Launcher
    • [14.4] Conversion of Rocket Launcher Man
  • [15.0] Grenade Launchers ["Thump" Guns]
    • [15.1] Limitations on the Use of Thump-Guns
  • [16.0] Night Fighting
    • [16.1] Night Spotting Table
    • [16.2] Spotting Procedure
    • [16.3] Automatic Spotting
    • [16.4] Effect on Combat
  • [17.0] Artillery and Mortar Fire
    • [17.1] Artillery Scatter
    • [17.2] Artillery Effects
    • [17.3] Definitions and Explanations
    • [17.4] Effect on Pillboxes and Tanks
    • [17.5] Smoke Rounds
    • [17.6] Illumination Rounds
    • [17.7] Limitations on Artillery
    • [17.8] Employment
  • [18.0] Mines
    • [18.1] Effects of Anti-Personnel Mines
    • [18.2] Effects of Anti-Tank Mines
    • [18.3] Deployment
    • [18.4] Clearing of Mines
    • [18.5] Claymore Mines
    • [18.54] Claymore Mine Blast Cone Diagram
  • [19.0] Casualties
    • [19.1] Casualty Progression
  • [20.0] Panic
    • [20.1] Effect on Movement
    • [20.2] Effect of Panic on All Other Activity
    • [20.3] Use of Panic Markers
    • [20.4] Persistence of Panic
  • [21.0] Preservation
    • [21.1] Use of Preservation Chits
    • [21.2] Effects of Reaching Preservation Level
  • [22.0] Exchange of Weapons
    • [22.1] Non-Exchangeable Weapons
    • [22.2] Exclusive Task
    • [22.3] Killed and Incapacitated Exchange
  • [23.0] Tanks
    • [23.1] Tank Movement
    • [23.2] Tank Crew
    • [23.3] Tank Combat
    • [23.4] Buttoned Down or Opened Up
    • [23.5] Restrictions on Tank Activity
    • [23.6] Protection Offered by Tank
    • [23.7] Bailing Out
    • [23.8] Tank Riders
  • [24.0] Armored Personnel Carriers
    • [24.1] Mounting and Dismounting
    • [24.2] Transporting
    • [24.3] Opened Up and Buttoned Down
    • [24.4] Passengers
    • [24.5] Restrictions
    • [24.6] Protection
    • [24.7] Bailing Out
    • [24.8] Halftracks, Unroofed Passenger Compartments
  • [25.0] Scatter and Blast Tables
  • [26.0] General Game-Situations and Their Use in Creating Scenarios
    • [26.1] Setting Up the Map
    • [26.2] Variable Entry and Exit
    • [26.3] Alpha or Bravo
    • [26.4] Secret and Concealed Deployment
    • [26.5] The Patrol [or Meeting Engagement] Situation
    • [26.6] The Reconnaissance Situation
    • [26.7] The Raid Situation
    • [26.8] The Ambush Situation
    • [26.9] Assault Situation
  • [27.0] Orders of Battle [OB's]
  • [27.1] WORLD WAR I ORDERS OF BATTLE
    • [27.11] YPRES, 11 Oct. 1914
    • [27.12] GUISE, 28 Aug. 1914
    • [27.13] ST. JULIEN, 20 Jun 1918
    • [27.14] MOGILEV, 22 Dec. 1914
    • [27.15] RAVA RUSKA, 10 Sept. 1914
  • [27.2] BETWEEN THE WARS ORDERS OF BATTLE [1917-1937]
    • [27.21] TANK ZAM, 9 March 1917
    • [27.22] PURSUIT OF THE FAQIR OF IPI, 19 May 1937
    • [27.23] LAKE ONEGA-MURMANSK, 21 June 1919
    • [27.24] EKATERINBERG, 1919
    • [27.25] TSARITSYN, 1919 (See 28.2.)
    • [27.26] PACIFICATION OF THE RIFFS, 1925
    • [27.27] GUADALAJARA, 1937
    • [27.28] SALAMANCA, 1937
    • [27.29] MADRID, 1937
  • [27.3] WESTERN AND AFRICAN THEATER ORDERS OF BATTLE [WWII]
    • [27.31] EL ALAMEIN, 1942
    • [27.32] TUNISIA, 1943
    • [27.33] SALERNO, 3 Sept. 1943
    • [27.34] RAPIDO RIVER, 22 Jan. 1944
    • [27.35] NORMANDY, 29 June 1944
    • [27.36] BASTOGNE, 24 Dec. 1944
    • [27.37] KESTERNICH, 13 Dec. 1944
  • [27.4] EASTERN FRONT ORDERS OF BATTLE [WWI]
    • [27.41] LUGA RIVER, 20 July 1941
    • [27.42] MIUS RIVER, 1942
    • [27.43] DON RIVER, 19 Nov. 1942
    • [27.44] DONETS RIVER, 3 Apr. 1943
    • [27.45] OKA RIVER, 8 Aug. 1943
    • [27.46] BEREZINA RIVER, 23 June 1944
  • [27.5] PACIFIC THEATER ORDERS OF BATTLE [WWII]
    • [27.51] KHOTA BHARU, 11 Dec. 1941
    • [27.52] MILNE BAY, 27 Aug. 1942
    • [27.53] MT. AUSTEN, Fall 1942
    • [27.54] ORMAC VALLEY, 15 Nov. 1944
    • [27.55] OKINAWA, 15 Mar. 1945
  • [27.6] KOREA ORDERS OF BATTLE
    • [27.61] HEARTBREAK RIDGE, 1951
    • [27.62] PORK CHOP HILL, 11 June 1953
  • [27.7] VIETNAM ORDERS OF BATTLE
    • [27.71] MEKONG DELTA, 1968
    • [27.72] QUANG TRI, 1968
    • [27.73] AN LOC, 1972
  • [27.8] THE 1970's ORDERS OF BATTLE
    • [27.81] AMUR RIVER, 1975
    • [27.82] HA-ERH-PIN, 1975
    • [27.83] ETCHELLS, 1976
    • [27.84] BADEN-EES, 1976
  • [28.0] Optional Rules
  • [28.1] Flame Throwers
    • [28.11] Movement
    • [28.12] Combat
    • [28.13] Preservation Effect
    • [28.14] Restrictions
  • [28.2] Horses
    • [28.21] Mounting and Dismounting
    • [28.22] Movement
    • [28.23] Fire From Horseback
    • [28.24] Stacking
    • [28.25] Vulnerability To Combat
  • [28.3] Barbed Wire
  • [28.4] Leaders
  • [28.5] Unit Integrity
  • [28.6] Solitaire Scenario
    • [28.61] Map Set-Up
    • [28.62] Entry and Exit and Deployment
    • [28.63] Random Machine-Gun Fire
    • [28.64] Random MG Fire Table
    • [28.65] Random Artillery Fire
    • [28.66] Panic and Preservation
    • [28.67] Victory
  • [28.7] Spider Holes and Snipers
  • [29.0] Game Notes
  • [29.1] Player's Notes
  • [29.2] Developer's Notes
  • [29.3] Designer's Notes
  • [30.0] Historical Notes
  • [30.1] World War I
    • [30.11] Ypres
    • [30.12] Guise
    • [30.13] St. Julien
    • [30.14] Mogilev
    • [30.15] Rava Ruska
  • [30.2] Between the Wars
    • [30.21] Tank Zam
    • [30.22] Pursuit of the Faqir of Ipi
    • [30.23] Lake Onega-murmansk
    • [30.24] Ekaterinburg
    • [30.25] Tsaritsyn
    • [30.26] Riffs
    • [30.27] Guadalajara
    • [30.28] Salamanca
    • [30.29] Madrid
  • [30.3] Western Theatre, Etc.
    • [30.31] El Alamein
    • [30.32] Tunisia
    • [30.33] Salerno
    • [30.34] Rapido
    • [30.35] Normandy
    • [30.36] Bastogne
    • [30.37] Kesternich
  • [30.4] Eastern Front
    • [30.41] Luga River
    • [30.42] Mius River
    • [30.43] Don River
    • [30.44] Donets River
    • [30.45] Oka River
    • [30.46] Berezina
  • [30.5] Pacific Theatre
    • [30.51] Khota Bharu
    • [30.52] Milne Bay
    • [30.53] Mt. Austen
    • [30.54] Ormac Valley
    • [30.55] Okinawa
  • [30.6] Korea
    • [30.61] Heartbreak Ridge
    • [30.62] Pork Chop Hill
  • [30.7] Vietnam
    • [30.71] Mekong Delta
    • [30.72] Quang Tri Province
    • [30.73] An Loc
  • [30.8] The Seventies
    • [30.81] Amur River
    • [30.82] Ha-erh-pin
    • [30.83] Etchells
    • [30.84] Baden
  • [30.9] Squad Organizations
  • [32.0] Final Notes
    • [32.1] Panic Postponement
    • [32.2] "Traffic Accidents"
  • Charts
    • [9.8] Terrain Effects Chart
    • [10.8] Firearm Attack Strength Table
    • [10.9] Firearm Results Table
    • [12.5] Hand-to-Hand Combat Results Table
    • [14.23] Tank/APC Damage Table
    • [16.1] Night Spotting Chart
    • [25.1] Integrated Weapon Scatter Table
    • [25.2] Integrated Blast Radius/Attack Strength Table

[1.0] Introduction

Patrol is an individual man level simulation of non-urban infantry combat from World War I to the present. The game features various scenarios in which the average infantry squad would become involved. Typical scenarios simulate meeting engagements, ambushes, raids, snatch missions, and assaults on fortified positions.

All major combatants and all major wars of the Twentieth Century are covered in the game.

[2.0] General Course of Play

The Players select a Scenario to play. Following instructions, they assemble their respective forces from the die-cut counters provided. They then proceed to move and fight each of the men under their command with a view toward accomplishing their overall mission as set forth in the Scenario instructions.

Each Scenario is played in successive Game-Turns. Each Game-Turn is structured into successive, sequential Phases and Segments of Phases. This structure (called the Sequence of Play) provides a systematic method for the Players to simulate simultaneously the activities of a squad of men during a time period of roughly five to 300 seconds. When following this Sequence of Play, the Players will simultaneously plot and then simultaneously execute fire and/or movement for each of the men under their command.

[3.0] Game Equipment

[3.1] The Game Map

The mapsheet is made up of six geomorphic mapsheets each one labeled with a unique letter (A through F). Each Scenario contains instructions to arrange the six sections into a particular configuration which forms the map for that particular Scenario.

The features portrayed on the map represent the terrain found in rural countryside; including slopes, shrubs, broken rocky ground, trees, and clear level ground. The same map configurations can be made to represent three completely different pieces of ground by using three different Terrain Effects Charts, each one of which places a different value on the individual terrain features. Thus the same map can represent the open desert in one Scenario, and somewhat average semi-clear farmland in another Scenario. Just as in reality, terrain will affect the speed with which the men in the Scenario can move and their ability and effectiveness to use their weapons.

[3.2] The Playing Pieces

Two differently colored sets of die-cut counters are provided which represent the men of opposing armies. Each man is identified by a unique letter code "name" and by the type of personal weapon he is carrying. Each man is portrayed by two counters, with an image on both sides of each counter to show the posture of the man (erect or prone) and his casualty status (unwounded, wounded). By exchanging counters and/or flipping them over, a Player can portray the posture and status of each of his men at any point in the course of play, and by placing incapacitated or killed-in-action markers can indicate serious casualties. There are also counters to represent vehicles and various combat and environment effects such as smoke, shell craters, etc. Other counters are used to identify and mark the combat status of the men and their weapons (unloaded, unarmed, holding a grenade, etc.).

[3.3] Summary of Playing Pieces

Almost all counters in Patrol have something printed on their front face and their reverse side. In the following summary both sides will be shown.

[3.31] Infantrymen Counters: There are two sets of infantrymen counters: Alpha (Green) and Bravo (Khaki Brown). They are identical except for their individual identifying names. The counters pictured are the Alpha counters. Within each set of counters there are two sub-sets: one shows the men in an able-bodied condition (standing erect on one face and lying prone on the reverse); the other sub-set is identical except for the addition of a large "W" superimposed on the counter to indicate that that man is wounded. Infantrymen counters are labeled by the weapon carried. The front shows the man erect; the reverse shows him prone. The weapon types are: Rifle (RF), Automatic Rifle (AR), Machine Pistol (MP), Machine Gun (light) (MG), Grenade Launcher ("Thump Gun") (GL), Rocket Launcher (Bazooka) (RL), Flame Thrower (FT), and Tank (or APC) Crewman (TC).

[3.32] Game Aid Markers: Each Player has in his counter mix the following types of markers which are used to indicate changes in an infantryman's wound status, morale effects, etc. The chits shown are used as described in the applicable rules sections.

  • Preservation Chit (one of twenty) (front: Preservation; reverse: blank)
  • Panic Chit (one of ten) (front: Panic; reverse: blank)
  • Panic Marker
  • Stunned Marker
  • Incapacitated (Incp) and Killed (KIA) markers
  • Satchel Charge
  • Unarmed (UnA)
  • Grenade
  • Rifle Grenade
  • Unloaded (UnL)

[3.33] Neutral Game Markers: The following markers are used to represent obstacles, artillery after-effects, etc.

  • Barbed Wire (front and reverse)
  • Anti-Personnel Mine
  • Anti-Tank Mine
  • Crater / Smoke (the two faces of one counter)

[3.34] Auxiliary Units and Emplacements:

  • Tank Hull (reverse: Tank Hull Damaged)
  • Tank Turret
  • "Tank Explodes" Reminder (a marker used to show that the tank explodes next turn)
  • Armored Personnel Carrier (reverse: Damaged)
  • Horse (Alpha Only) (reverse: Wounded Horse)
  • Pillbox (Bravo Only) (reverse: Destroyed Pillbox / crater)

Players are advised to keep their counters separated by color and type when storing them in the compartmented box. This greatly facilitates setting up the game.

Players will note that in Patrol, each unit has an all-around 360 degree field of fire and sighting, excepting only certain tank's weapons. There is no facing, as in Patrol's brother game, Sniper!.

[3.4] Equipment Inventory

Each copy of the game should contain the following:

  • One six-piece game map set
  • One set of playing pieces (400)
  • One rules booklet
  • Two identical terrain effects charts
  • One 7 1/2 x 22 sheet of tables
  • One Tank/APC Status chart
  • One die
  • One plastic box/cover sheet assembly

If any of these parts are missing or damaged beyond use, write to SPI Customer Service, 44 East 23rd Street, New York, N.Y. 10010, within fifteen days of purchase.

[4.0] Sequence of Play

Patrol is a two-Player game. Each Player plots the movement and combat of his men simultaneously and then they both move and fire their men's weapons simultaneously in accordance with their plots. Since it is physically impossible to literally move and fight all the men on the map at the same time, the turn is structured in the following sequence so that the Players will achieve the effect of simultaneous movement and combat.

Activity follows a certain pattern and it is absolutely essential that the Players proceed through each Game-Turn phase-by-phase and segment-by-segment within the phases. In certain cases, the effects of shooting at a man are postponed so that he might complete his task for the turn (he is presumed to be shot while shooting at someone else, etc.) while in other cases the effect of fire is assessed immediately (a man shot when moving or when plotted to move is affected instantaneously since his real or potential movement will not affect the simultaneity of play. One could just as properly wound him or kill him at some other point on his movement path, but it is simpler to assess the casualty when it occurs.) The purpose of this simultaneous effect is to produce an element of suspense. At the beginning of a Game-Turn, a Player will not know what his opponent will do in the ensuing turn.

[4.1] Outline of the Game-Turn

A. Plotting Phase: The Players simultaneously and secretly plot the intended tasks for their men and vehicles for the current Game-Turn. In addition, they plot the intended impact time for artillery fire at least ten Game-Turns in advance.

B. Panic Determination Phase: Each Player executes the Panic Procedure for his respective personnel. Panic markers are placed on all affected men.

C. Initial Combat Resolution Phase [Infantry Fire]: For the sake of convenience, this Phase is divided into five segments. However, all casualties produced by the actions taken during this Phase are considered to occur simultaneously. Which is to say that Friendly Rifleman A can shoot at and kill Enemy Rifleman B who is in the act of throwing a grenade but this event does not prevent the deceased (Enemy Rifleman B) from throwing the grenade.

  1. Initial Posture Segment: Each Player must indicate his erect men: each Player should indicate which of his men are assuming an erect posture and which men are assuming a prone exposed position. The Players should make any necessary switches in their unit display (exchange a prone man for an erect man, etc.). This segment is deliberately placed before the actual combat segments so that each man's posture as a target will be shown properly.
  2. Hand-to-hand Combat Execution Segment: Execute and resolve all hand-to-hand combat. Exchange counters to represent casualties where needed.
  3. Direct Fire Execution Segment: Each Player executes whatever Direct Fire Tasks he has plotted. When necessary, "unloaded" markers should be placed to indicate which men have emptied their magazines. In most cases, Direct Fire results in some casualties. As these casualties occur, the Players should make the necessary exchanges in their counter mix to reflect the casualties.
  4. Quick Fire Execution Segment: All Quick Fire tasks are executed. The "shooting" part of Quick Fire is executed. The movement part takes place later in the turn.
  5. Hand Grenade Throw Execution Segment: All Hand Grenade and Satchel Charge throws are executed as plotted, with the immediate application of "Scatter" to find the actual hex in which each grenade lands. Take grenade markers (or Satchel Charges) from the throwers and place them in their impact hexes. Do not execute grenade detonation. The grenades (etc.) do not explode until after all movement is completed.

D. Movement Execution Phase: Each Player moves those of his men that are plotted to move (casualty status permitting). He physically moves them through the map, hex-by-hex, according to the plot he had written for them or according to the plot established by the Panic Determination Phase. In the course of executing these movements, the Players will resolve any Opportunity Fire and Mine Detonation which may be triggered.

E. Stun Recuperation Phase: Remove all stun markers from affected personnel. Note that this phase is deliberately placed in sequence following the Movement Phase so that the Players in composing and executing their plots will be restricted in the tasks which they assign to stunned men.

F. Explosive Weapons Combat Phase: During this Phase, all grenades, satchel charges, and artillery shells are presumed to explode and take effect.

  1. Grenade and Satchel Charge Detonation Segment: Execute the detonation of all grenades and satchel charges thrown earlier in the turn. Assess casualties where necessary. Place Stun Markers on stunned men.
  2. Artillery Impact and Detonation Segment: Determine the actual impact hexes of any incoming artillery rounds and resolve the resulting detonations. Place Stun Markers on stunned men.

G. Maintenance Phase: This Phase is divided into seven segments. It details all the various "housekeeping" tasks which are necessary.

  1. Smoke Drift and Dissipation Segment: One Player rolls the die to determine the dissipation or drift of the existing smoke clouds (markers).
  2. Smoke Creation Segment: Smoke Clouds formed by the detonation of smoke grenades and shells in the explosive weapons phase are placed on the map.
  3. Reloading Segment: If plotted to do so, men with unloaded weapons are presumed to reload their weapons. Remove "unloaded" markers from such personnel.
  4. Grenade Arming Segment: When plotted to do so, men prepare a grenade to throw. Place a grenade (or satchel charge) on the arming man.
  5. Rifle Grenade Arming Segment: Roll the die for each man who has been plotted to prepare a rifle grenade. If the man succeeds in arming a rifle grenade, place a marker on the man.
  6. Weapon Exchange Segment: Men switch weapons as plotted.
  7. Final Posture Segment: Each Player announces which of his men are falling into a prone position and makes the appropriate counter exchanges.

H. Game-Turn Record Phase: Record the passage of one complete Game-Turn and start the next Game-Turn, repeating Phases A through G.

[5.0] How to Use the Simultaneous Movement Plot Chart

GENERAL RULE:

During each operation plotting phase, both Players must record each man's or vehicle's task(s) (see 6.0) on his Simultaneous Movement Plot Chart.

PROCEDURE:

The owning Player writes the identity number of each man or vehicle down the first column along with the operation code to be performed. If the man is moving or firing, the hexes moved through (one-by-one), or fired upon, are written down in the following columns.

CASES:

[5.1] Secrecy and Honesty

Each Player's Simultaneous Movement Plot Chart is to be hidden from the other Player until the end of the game. If there is any doubt about the other Player's orders in the course of the game, the Player is advised to write them down and compare them with the opposing Player's Plot Chart at the end of the game. A Player who secretly violates the rules to gain an advantage forfeits the game.

[5.2] Simultaneity of Combat

All combat is considered simultaneous in the phase in which it occurs. For this reason Combat Results are not effective until the end of the Initial Combat Phase, Movement Phase or Explosive Weapon Combat Phase as applicable.

[5.21] A man that suffers a combat result in a given Phase must engage in combat during that Phase if ordered to do so by the Simultaneous Movement Plot Chart, without any consideration of the combat result. The combat result does not affect the man's combat ability in any way until after all combat of that Phase is completed.

[5.3] Simultaneity of Movement

All movement is considered simultaneous. Both Players execute all movement during the Movement Execution Segment. All movement must be executed as plotted (casualty status permitting), men may never alter their movement in response to Enemy movement, except when the paths of the two opposing men involuntarily collide causing an involuntary suspension of movement for both men.

[6.0] Individual Task Summary

GENERAL RULE:

During a given Game-Turn each individual man (or vehicle) is limited in the number and kind of activities (Tasks) he can perform. Each task that a man attempts costs a weighted amount of Movement Points to execute. Movement Points are another way of saying "activity per unit of time." Each man has an allowance of ten Movement Points (his Movement Allowance) available for his use per turn. He may not plan or execute any combination of tasks which would cause him to exceed his Movement Allowance for that turn. In addition, he may not combine tasks in violation of the Sequence of Play. This means he may never move and then fire; he must fire and then move.

PROCEDURE:

During the Operations Plot Phase, the Player may write down any of the following tasks for a single man. Each task is identified by a unique code letter, which may be used in assigning the task on the Simultaneous Movement Plot Chart. More than one of the detailed tasks may be allocated to a single man in a given Game-Turn if that person has sufficient Movement Points at the beginning of the Game-Turn to execute all of the tasks assigned. Once the task(s) is allocated, the assigned man must attempt to execute the assigned task(s) during the appropriate Execution Segment of the Combat, Movement, or Maintenance Phases.

CASES:

[6.1] Individual Task Chart

Combat Tasks

CodeMovement Points [MP] ExpendedDescription
[DF]all MPDirect Fire by one man against a specific target. Used by all firearms and rocket launchers, rifle grenades, thump-guns (GL's) and flamethrowers, and tank weapons.
[OF]all MPOpportunity Fire by one man toward a target hex in anticipation that an enemy man will enter the line of fire during the Movement Phase. May be used by firearms only.
[KF]5 MPQuick Fire by one man. A variant of Direct Fire. May be used by firearms only. Fire Attack Strength halved. Firer is then free to execute some other task with his remaining MP's.
[EF]all MPEnfilade Fire. A variant of DF which allows the firer to split his Attack Strength between several targets in a row. May be used by firearms only.
[TG]*5 MPThrowing a hand grenade toward a specific target hex. May be followed by some other task.

Movement Tasks

CodeMovement Points [MP] ExpendedDescription
[MV]variesPhysical movement hex by hex across the map. Movement Point expenditure varies with the terrain (see 9.0) with a minimum of 1 MP per hex entered. Used by all men and vehicles.
[PMV]all MPMoving one hex while prone.
[PP]0 MPThe act of falling prone. Consumes zero MP's.
[CC]5 MPCarrying another man. Can only be executed in cooperation with another "carrier" (see 7.6).
ER5 MPThe act of a prone man standing up.
MT10 MPThe act of mounting the hull of a tank or APC. May only be accomplished by an uninjured, unstunned man.

Maintenance Tasks

CodeMovement Points [MP] ExpendedDescription
RLall MPThe act of reloading an empty weapon. Used to reload AR, MP and MG class fire weapons when and if they become unloaded. Also used for reloading a rocket launcher or thump gun.
RAall MPThe act of rearming. When a man prepares a grenade, satchel charge, or rifle grenade he is presumed to either set aside his personal firearm or (in the case of a rifle grenade) adapt his firearm so that it can shoot bullets. He must rearm before he can use that firearm to shoot.
PG, PS5 MPThe act of preparing a hand grenade (PG) or satchel charge (PS). Place an unarmed marker on the man and place a hand grenade or satchel charge marker on top of that.
PR10 MPThe act of preparing a rifle grenade (see 13.1).
[WE]all MPThe act of exchanging weapons. (By its nature this act implies that one of the men involved in the exchange is seriously injured. Otherwise why exchange?) Task need only be noted for the active man in the exchange.

Explanation and Notes

Opportunity Fire is a combat task though it takes place (if at all) during the Movement Phase (contingent upon some Enemy man moving into the Opportunity Line of Fire, see 10.2).

Only a task which has been bracketed may be plotted for a stunned man. If a task code does not have [] around it you may not plot a stunned man to do that task. This effect also applies to the execution of a task. Thus, presume you have a man who is unstunned at the beginning of the Game-Turn. You plot him to prepare a hand grenade. Then, during the explosive weapon's Combat Phase of the Game-Turn, he is stunned by a hand grenade detonation. This prohibits him from carrying out the PG task. In effect the stunned result has voided the PG task. What is more, since the stunned result persists through the Plot Phase of the following Game-Turn, the stunned man would be unable to prepare a grenade on that following turn even though the stunned marker is due to be removed.

* If a man performs a task marked with an asterisk (*) he may automatically fall prone at the completion of the task at the option of the owning Player who may make this decision at the conclusion of the Phase in which the task is executed with a full appreciation of the tactical situation (look on it as an optional flop bonus).

Note that the difference implied by a "10 MP" cost for a task versus an "all MP" cost for a task is that an "all MP" task may be performed by a man with a reduced Movement Allowance while a "10 MP" task can only be performed by a man with 10 Movement Points available.

[6.2] Other Functions

Certain other things may affect men, or be performed by men, without being considered one of the basic tasks and do not require any additional expenditure of Movement Points.

[6.21] Men may always fall prone in the same Game-Turn after completing those tasks marked with an asterisk (*). This is indicated on the Plot Chart by writing a hyphen and the letter "P". Thus "MV-P" means the man moves and falls prone (MV with no "P" means he remains erect). If one of these tasks is not being performed, the act of falling prone is considered a task in itself.

[6.22] Men always recover from a stunned result in the Stun Recuperation Phase of the Game-Turn following its occurrence. While it exists, the stunned condition prevents certain tasks from being plotted during the Plot Phase preceding recuperation. Only operation codes in brackets [] may be plotted while the man is stunned.

[6.3] Operations Interruption

After the Operation Plot, there are several ways a man can be deterred from completing his plot: If the man panics (his action becomes subject to the panic rules), or if he is interrupted in the course of movement by Enemy Opportunity Fire, or if he attempts to move into or through the same hex as the Enemy man, or if he is shot before he has a chance to move.

[6.4] Movement Plot Example

Explanation of Diagram and Sample Plots: The Alpha Player desires his three men to execute the following tasks.

  1. Alpha Man "A" fire Direct Fire at Bravo Man "Y".
  2. Alpha Man "B" is to throw his hand grenade at hex #2924 and then move one hex to hex 2929.
  3. Alpha Man "C" is to move directly north two hexes and then prepare a grenade.

The Bravo Player desires his three men to execute the following tasks.

  1. Bravo Man "W" is to fire Direct Fire at Alpha Man "C".
  2. Bravo Man "Y" is to throw his hand grenade at hex #2828 and then prepare another grenade.
  3. Bravo Man "Z" is to move directly to hex 2821.

(Map diagram omitted.) Sample plots as written on the Unit / Movement Plot chart (entries by column 1, column 2):

Unit1.2.
ADF 3023
BTG 2924MV-B
CMV A,APG
WDF 2930
X
YTG 2828PG
ZMV F,F

[7.0] Movement

GENERAL RULE:

During the Operation Plot Phase, a Player may assign any number of men to be moved through the hex grid. During the Movement Execution Phase, these men may be moved to accomplish this plot (unless the operation is interrupted; see 6.3). Each man may be plotted to expend no more Movement Points than he has in his current Movement Allowance, though he may be plotted to expend fewer, or none.

PROCEDURE:

Execute the movement of each man individually and completely. If at any point it appears possible that a Friendly and Enemy man could have occupied the same hex simultaneously, the Movement must be replayed to see if, in fact, the two men would have occupied the same hex simultaneously.

CASES:

[7.1] How to Plot Movement

Movement is plotted on the Simultaneous Movement Plotting Chart. Below we have illustrated the two most common methods used to plot Movement accurately and unambiguously. (Illustrative diagrams omitted.)

[7.11] Plotting by Hex Numbers

Record the unit ID in the unit column of the SiMove Pad. Record the Task Code (MV, QF) in the #1 column. In columns 2 through "n" record in sequence the hex numbers that the unit is to pass through. If the cost of entering any given hex is more than one Movement Point (due to terrain or Overrun costs) then note this point cost next to the hex number and circle it.

[7.12] Plotting by Vector

There is a compass rose printed on the map which identifies each hexside of a hex with a letter; A-north, B-northeast, C-southeast, etc. If a unit in a hex moves to an adjacent hex through the northeast hex it is considered to be moving on the B vector. Using vector plotting you note the unit ID and mission as above. Then in place of the hex numbers simply note in sequence the vectors a unit would take in moving through the map. Again, circle any excess terrain cost next to the appropriate vector.

[7.2] How to Execute Movement

Movement is executed by actually moving the counter representing the man through the hexes written down on the Plot Chart. Execution of movement must be done hex by hex, Movement Point by Movement Point, unless interrupted (see 6.3).

[7.3] Movement Inhibitions

[7.31] Movement is calculated in terms of Movement Points. Essentially, each hex entered from an adjacent hex requires the expenditure of one Movement Point. Certain terrain features increase the cost of moving from one hex to another (see 9.0).

[7.32] Movement may not be plotted for a man that would cause him to expend more Movement Points than he has at the beginning of the Operations Plot Phase. In execution, a given hex may not be entered if this movement would require more Movement Points than the man currently has, after reduction during the Combat Phase. (This assumes that the man was wounded or stunned by Enemy Fire.)

[7.33] Men may enter a hex containing a stationary Enemy or Friendly man, at no additional Movement Point cost. When a man leaves a hex shared with a Friendly or Enemy man, he does so at no additional Movement Point cost.

[7.34] There may never be more than three Enemy and three Friendly men in a hex, as a result of plotted movement. However, men may always move freely through other Friendly men. Men may not end the Movement Execution overstacked. Thus the maximum number of units in a given hex is six, three of each Player. There is no overstacking after Movement execution; any plotted or random movement that would result in overstacking forces the moving unit to cease movement in the preceding hex (see also 9.68).

[7.35] Movement execution may be inhibited by the presence of an Enemy man in the same hex, or trying to cross the same hexside at the same numbered Movement Point. If both men are attempting to cross the same hexside (i.e., exchange hexes), the Players each roll the die. The high result does not cross the hexside; the lower roller crosses the hexside and stops.

[7.36] Whenever opposing men enter the same hex at the same time, they must cease movement in that hex. Whenever a Friendly man enters a hex containing an Enemy man he must stop.

[7.4] Movement Allowance

All men in the game have a normal Movement Allowance of ten Movement Points. This may be reduced by a number of considerations (see 19.0).

[7.5] Posture

[7.51] Men moving around the map are normally considered in an "erect" position, e.g., they are standing up, or running, etc. Men may freely fall prone, i.e., lay down, after completing only certain types of tasks. Flip the counter over to indicate this. Men sometimes fall prone automatically. If neither of these cases are in point, the man may write a task of falling prone, precluding any other task for that Operation Plot Phase, if he wishes to fall prone. The advantage to falling prone is that it increases the Defense Strength. The disadvantage is that it requires five Movement Points to recover a standing posture. There is no effect on his Weapon Attack Strength per se.

[7.52] A prone man may move only one hex per Game-Turn while prone. He may not move the one hex and regain a standing posture in the same Game-Turn. Moving while in a prone position expends the man's full Movement Allowance despite the actual cost normally associated with the particular hex.

[7.53] A man may reload while prone. A man may rearm while prone.

[7.54] A prone hidden man who goes erect, but does not leave that hex, is treated as a prone exposed man for that Game-Turn. A prone exposed man who goes erect is treated as erect, regardless of movement.

[7.55] A prone man is assumed to be either prone-exposed (he has his head and shoulders or some part of his body raised slightly) or he is considered to be prone-hidden (he has made of himself as small a target as possible). A prone man who is attempting any task during the Game-Turn is always prone-exposed during that Game-Turn. Otherwise, he is considered prone-hidden (see 10.3 for Sighting).

[7.6] Carrying Incapacitated or Killed Men

[7.61] An incapacitated or killed man may be carried by any two men who are on the same side as each other. The carrying men may be either Friendly or Enemy to the carried man. These two carrying men and the man being carried may move as a unit, without paying stacking or unstacking penalties. However, their Movement Allowance for movement is reduced to five Movement Points.

[7.62] Flamethrower and Rocket-Launcher equipped men cannot carry anybody.

[7.63] In order to carry a man, both carrying men must begin the Game-Turn in the same hex with the body. Indicate carrying movement with a "CC" on the Plot Chart. There is zero Movement Point cost to pick up the man.

[7.64] If either carrying man suffers a combat result, or panic, the carried body is dropped. Panicking men, or men suffering (even temporarily) from a combat result (including stun), are not eligible to carry.

[8.0] Stacking

GENERAL RULE:

Stacking occurs when two or more men occupy the same hex at the end of a Movement or Combat Phase.

PROCEDURE:

You may have as many as three men from one side in the same hex. As many as three men from one side and three men from the other may occupy the same hex as a result of simultaneous movement plot and/or hand-to-hand combat.

[8.1] Stacking Inhibitions and Prohibitions

[8.11] You may not have more than three men from the same side on the same hex. If due to command control effects a fourth man from the same side should attempt to enter the hex, he must stop on the hex before the three Friendly man occupied hex.

[8.12] There is no additional Movement Point Cost for stacking or unstacking, even if there are six men on the same hex.

[8.13] There may be as many as six men in the same hex, but no more than three from each side. These six men may occupy the same hex as a result of simultaneous plotting and/or hand-to-hand combat.

[8.2] Effects on Fire Combat

The three Friendly men in the same hex may use their full fire weapons independently and on individual targets. However, when the hex with two or three men is fired upon, each man in that hex is subject to the fractional effect of the enemy firepower attacking that hex or may be attacked just as if he were the only man in the hex (see case 10.32). In either event, each of the two or three men in the hex is attacked individually.

[8.3] Effect on Hand-to-Hand Combat

Whether there is only one man from each side in a hex or more men for hand-to-hand combat, there is no effect on the combat other than the obvious two or three to one advantage upon the outnumbered side.

[9.0] Terrain

The terrain features shown on the map have various effects on the speed with which men can move through the map. They also either block or not block the line of sight from one man to another. The terrain of the hex a man occupies and the terrain of the hex to which he is adjacent partially determine his defense strength when he is fired upon.

[9.1] Multiple Terrain Effects Charts

The effects of terrain are summarized on the Terrain Effects Charts (see 9.8). There are three separate Terrain Effects Charts labeled Closed, Mixed, and Open. Each chart gives different values and effects to the actual printed map features. This allows you to use the same map to represent a completely different battlefield by using a different terrain mode (and its accompanying chart). The actual printed features are clear terrain hexes and hexsides; rough terrain (class 1) hexes; rough terrain (class 2) hexes; and slope hexsides. Depending on the mode you use, the effects of these features will vary.

For example, when using the Closed mode and chart, all terrain assumes its severest effects since you are simulating play in a semi-mountainous area with a large amount of plant cover; the class 2 rough terrain in this case represents thick tree growth, the rough terrain class 1 represents rutted rocky ground with moderate undergrowth, while the slopes represent sharp declivities.

If you used the same map but a new mode, Open, you would be simulating open steppe or desert land. Class 2 rough terrain would be slightly bouldered or thinly shrubbed ground, the slopes would be comparatively gentle and the rough terrain class 1 would be treated as clear terrain.

The Scenario instructions dictate which terrain mode is in effect for the entire mapsheet.

[9.2] Effect of Terrain on Movement

Each man must expend a certain amount of Movement Points to enter a hex. This amount varies with the terrain in the hex he is entering and the terrain hexside that he crossed to enter the hex. This terrain expense for movement is summarized for all terrain types under all terrain modes on the various Terrain Effects Charts. Note that the only kind of hexside which has an effect on Movement is the slope hexside. The hexside forming the interface between a clear terrain hex and a rough terrain hex (class 1 or 2) has no effect on Movement per se.

[9.3] Effect of Terrain on the Line of Sight

The ability of a man to see from the hex he is in to some other hex depends on the terrain entered or crossed by the Line of Sight (defined as a straight line drawn from the center of the hex to the center of the other hex). All terrain features are described as either blocking or non-blocking in their effect on Line of Sight (LOS).

The LOS is always blocked if it passes through a blocking hex or hexside which is not common with or tangent to either the sighting man or the sighted (i.e., target) hex. In other words, you can always see into a blocked hex, but you cannot see beyond the blocked hex and vice versa. If a LOS is traceable, then the target is termed to be sighted (or spotted); if not, it is unsighted (or unspotted).

Example: Assume a man is standing erect in hex 2320 and that the terrain is MIXED. He can see into hex 2119 but not into hex 2018 because the slope hexside at 2119/2218 is common to 2119. He can see into hex 2421 but not into hex 2522. He can see hex 3015 but he cannot see a prone man in hex 3015 (or vice versa) since the Rough #1 terrain in and about hex 2717, 2718, and 2618 block the line of sight to and from prone men.

[9.4] Effect of Terrain on Combat

[9.41] The Combat rules prohibit a man from firing at any man or hex which he cannot see. Thus, as a corollary, the rule in 9.3 effectively prohibits certain combat occurring between men who cannot see one another.

[9.42] In addition, the terrain that a man occupies and the terrain of his target hexside affects his vulnerability to Enemy fire. This effect is described as a Terrain Defense Multiple and is summarized on the Terrain Effects Chart.

[9.5] Smoke and Crater Markers

The explosion of artillery shells and the creation of smoke screens in effect creates new terrain during the course of play. This "new" terrain is displayed by use of appropriate markers when and if it occurs. The effects of this created terrain are also summarized on the Terrain Effects Chart.

[9.6] Fortifications [Pillboxes]

[9.61] Fortification markers (simulating pillboxes or log bunkers) have a hexagon image printed on them. You will note that two of the hexsides are firing slits while a third hexside represents the entrance and exit. (These are aperture hexsides.) The maximum number of men allowed inside (i.e., under the marker) the fortification (or pillbox) is three (the garrison). Each of the men within may fire his personal firearm through either of the two slits or the entrance/exit hexside but two men may not fire through the same aperture.

In plotting the owning Player must suffix his plot with the hexside used (e.g., -NE, -S, -SW).

[9.62] Fortifications are deployed prior to the start of a scenario. Once in place they do not move nor may Fortifications be built during play. Unless specifically prohibited they may be placed in any hex. When placed their presence supersedes any terrain in the hex they occupy and any terrain on adjacent hexsides (i.e., their hex becomes a fortification hex and any printed terrain on their hex and any of the surrounding six hexsides is ignored.)

[9.63] As noted in 9.61 the pillbox garrison may fire from inside their pillbox. Each man fires through an aperture hexside with a restricted field of fire equivalent to that of a tank main gun (see 23.33).

[9.64] Small arms fire cannot penetrate the walls of the pillbox. In other words, the occupants of the pillbox are 100% immune to Enemy rifle and machine gun fire, etc. unless they simultaneously are firing out of an aperture hexside. When a man fires into a pillbox through an aperture hexside he can only hit a man inside who is firing out of that same aperture. Any other garrison member is immune particularly if he is firing out of some other aperture.

[9.65] A man firing out of a pillbox is exposed to Enemy small arms fire and, logically, fragments from exploding grenades, satchel charges and shells whose explosion hex lies within the field of fire of the given aperture. In all cases, the Defense Strength of the exposed garrison member is multiplied by the Defense Strength Multiple of the type of aperture he is firing through. In other words, the defending man within the pillbox is treated as though he were standing erect behind some kind of super-slope hexside.

[9.66] It costs five additional Movement Points to cross the exit/entrance aperture hexside. For purposes of Movement the interior of the pillbox is considered a clear terrain hex. Men from either side may enter and exit from the pillbox during play so long as there is never more than three men inside at one time. Men may only enter or exit through the entrance/exit hexside.

[9.67] The pillbox garrison may not fire rifle grenades, flamethrowers, or rocket launchers from within the pillbox. A man may throw a grenade out of the pillbox through the exit/entrance hexside (only) at some hex within that field of fire. If he does so he is considered prone for purposes of computing the range and accuracy of his throw though he is considered erect for purposes of defense.

[9.68] Outside the pillbox defends like clear terrain. The pillbox hex blocks Line of Sight/Line of Fire. The interior and exterior are completely different; six men may be in the hex on the exterior, and three men on the interior. It costs four additional Movement Points to enter or exit a pillbox hex. Pillboxes and occupants are not affected by exterior blast effects not in the pillbox hex. Occupants are affected only by fire through aperture hexsides (see also 9.65).

[9.7] Sighting When Prone

When a man is in a prone position, there is a limit to the distance he may sight or be sighted. This limit varies with the class of terrain being employed in the game.

CASES:

[9.71] Open [Class 1] Terrain: A prone man has unlimited sighting range in this class terrain. He may sight through Rough Terrain #1 but not Rough Terrain #2.

[9.72] Mixed [Class 2] Terrain: A prone man has a sighting range of twenty hexes. He may sight into but not through Rough Terrain #1 or Rough Terrain #2.

[9.73] Closed [Class 3] Terrain: A prone man has a sighting range of ten hexes. He may sight into but not through Rough Terrain #1 or Rough Terrain #2.

[9.74] The limits placed on a prone man's sighting range also limit the maximum range he may fire his weapon since he may not fire at that which he cannot see.

[9.75] The range limitations given for a prone man sighting are also in effect for any man attempting to sight the prone man.

[9.8] Terrain Effects Chart

(See Separate Sheet. The chart is reproduced in the Charts section at the end of this document.)

[10.0] Normal Combat

GENERAL RULE:

Every man is depicted according to the firearm that he carries (rifle, machine pistol, etc.). In addition, every man is assumed to be carrying grenades (an unlimited amount of smoke and fragmentation grenades). In any given Game-Turn a man may shoot with his weapon or he may throw one of his grenades. He may shoot at any target hex he can see using one of three firing procedures (tasks): Direct Fire, Opportunity Fire, and Quick Fire.

Every firearm is rated by its firepower (Attack Strength) at successive range increments. Every target is rated by its vulnerability to fire (Defense Strength) according to the posture of the target (standing, prone with head and shoulders exposed, or completely prone); by the terrain he is located in or behind; and whether or not he is moving. Resolving any fire combat simply involves comparing the Attack Strength of the firing man to the Defense Strength of the target man to derive a Combat Ratio, rolling a die and cross-referencing the die result with the combat ratio to see if the fire produced a casualty.

PROCEDURE:

Each man must individually attack each hex at which he fires. Calculate the Attack Strength (see 10.61) of the given attacking man, depending on the man's Weapon Type and the distance between the firing man and the target hex. Compare this to the Defense Strength of the defending man. This ratio is rounded off (downward) to conform to the combat odds on top of the Fire Combat Results Table. Roll the die, find where the line of the die roll and the odds column intersect. Read this result and apply the result immediately. The effects of this result, however, are not effective until the end of the Phase in which they occur.

CASES:

[10.1] Which Men May Fire

[10.11] The firing man must have a ready, loaded weapon. He may not fire at a man in the same hex as himself. He may not fire if he has either an Unarmed or Unloaded Marker.

[10.12] The firing man must be able to trace a Line of Sight (LOS) to the target hex. The LOS is traced in a straight line from the center of the hex which the man occupies to the center of the target hex (it is recommended that Players use a straight-edge to make this determination). If at any point in this it crosses a blocked hex or hexside, the man may not fire at that target hex. The terms Line of Sight and Line of Fire are interchangeable.

[10.2] Opportunity Fire

[10.21] Opportunity Fire differs from Direct Fire, or Quick Fire, in that it occurs (if at all) during the Movement Phase. The firing man is sighting his rifle along a given line in hopes that an Enemy will enter his sights.

[10.22] To plot Opportunity Fire, the man is assigned to fire at a given hex. If an opposing man moves through the Line of Fire to that target hex (inclusive), the fire result is applied. If a moving man receives a fire combat result, the remainder of his movement is affected by that result.

Example: While moving, a man with four remaining Movement Points plotted, receives a wounded result from Opportunity Fire. He must continue his plotted movement, but may only expend two more Movement Points. Only the first opposing man crossing the line of fire is affected; other opposing men pass freely. The plotted Opportunity-firing men must fire at the first opposing man to cross the line of fire; he may not withhold fire.

[10.23] When using Opportunity Fire, the Attack Strength of the firing man is halved. Note: all modifications of Basic Attack Strength in a given Phase are cumulative.

[10.24] A man plotted to execute Opportunity Fire may be affected (wounded, incapacitated, or killed) by Enemy Direct Fire or Quick Fire during the immediately preceding Combat Phase. This does affect his ability to execute any Opportunity Fire.

[10.3] Multiple-Man Fire Combat

[10.31] Each fire attack against a given target is resolved separately. Thus, if a single defending man is the target of five separate attacking men, all of these combats are resolved separately. The total strengths of the attacking units are not combined. The allocated attacks may be performed in any order the attacker wishes, even if the defending man is "killed" before all the allocated attacks are executed, the remainder of the attacks may not be changed. The remaining (useless) firing men may not reallocate fire.

[10.32] When fire is directed into a hex that is occupied by more than one man, the attacking Player must choose if he will fire against one man or all the men dividing his Attack Strength equally among them. (Round fractions up.)

[10.33] Fire Against a Row of Men: A man may "enfilade" a row of erect men. The row of men must be in hexes adjacent to one another and the line-of-sight/line-of-fire must pass through all the potential target hexes in succession. All the target hexes must be in the same range grouping (5-10, 11-20, etc.). If the row extends through more than one range grouping, only the nearest grouping may be attacked. The Attack Strength of the firing weapon is split evenly between the targets and each man is attacked separately. Prone targets may not be enfiladed. Opportunity Fire may not enfilade.

[10.34] When firing at more than one man in a hex or at a row of men, the firing man must fire at the maximum amount of men as possible. That is if he decides to fire at more than one man in a hex or row he must fire at all of the men. He cannot fire at two out of three, etc.

[10.4] Fire Against Friendly Men

Fire may never be plotted to pass through or into a hex containing a standing (erect) Friendly man, but may be plotted to pass through a hex containing Friendly prone men.

[10.5] Quick Fire

Men may engage in Direct Fire and then some other task (presumably Movement) in the same Game-Turn. This is called Quick Fire. Quick Fire costs five Movement Points but the firepower of the Quick Firing man is cut in half at all ranges (see 10.61). Note that a wounded man would not engage in Quick Fire since his Movement Allowance is reduced to five Movement Points already.

[10.6] How to Resolve Direct, Opportunity, and Quick Fire

Compare the firepower (Attack Strength) of the firing man with the vulnerability (Defense Strength) of the target man. Express this comparison as a ratio, Attack Strength-to-Defense Strength. Roll the die and find the appropriate column cross-reference on the Fire Attack Results Table. Read and apply the result at the appropriate time.

[10.61] How to Compute Attack Strength

Every firearm has a basic Attack Strength. Every firearm declines in strength with an increase in range of hexes between the firing man and the target. Using Table 10.64 you cross-reference the weapon type with the range to derive the corrected Attack Strength of the firing man. This Attack Strength is then adjusted according to the following formula to yield the effective Attack Strength used in the Combat Resolution:

Basic Attack Strength is...

  • ...divided by 2 if firer is wounded
  • ...divided by 2 if firer is stunned
  • ...divided by 2 for Opportunity Fire or Quick Fire
  • ...divided by nr. of men in the target hex or row (see 10.32)

These Basic Attack Strength adjustments are cumulative and progressive. Thus a man firing an Automatic Rifle (AR) at a range of three hexes would do so with a basic Attack Strength of 60 points. If, however, he was wounded and stunned and used Quick Fire and split the fire between a hypothetical three men in the target hex, his adjusted Attack Strength would be:

Basic Attack Strength is...

  • 60 / 2 = 30 (wounded) and...
  • / 2 = 15 (stunned) and...
  • / 2 = 7.5 (Quick Fire) and...
  • / 3 = 2.5 (# of targets).

rounded up to 3 Strength Points per target-man, applied Attack Strength.

The attacker with his Automatic Rifle therefore would fire at each of the three target men in the target hex with an Attack Strength of three points (or at one man with 7.5, rounded to 8 Attack Strength Points).

[10.62] How to Compute the Defense Strength of a Target Man

Every man has a basic Defense Strength of one point. This basic Defense Strength is multiplied by the Target Movement Multiple and then again by the Terrain Defense Multiple (which combines the posture of the target with the terrain effects).

Movement Multiple x Terrain Multiple = Defense Strength

[10.63] The Target Movement Multiple is derived as follows: Divide the number of hexes that target is plotted to move through (or enter) in the course of the Game-Turn by two. Round any fraction down. A fraction of one-half is treated as one. Thus any man who was plotted to enter ten hexes would have a Target Defense Multiple of 10 / 2 = 5, while a man plotted to move nine hexes would have a Target Defense Multiple of four.

Note that the Target Defense Multiple depends solely on the number of hexes to be moved through and not on the total Movement Point expenditure. A man moving prone (one hex per Turn) has a Target Movement Multiple of one even though he has expended his entire Movement Allowance of ten.

[10.64] The Terrain Defense Multiple is found on the various Terrain Effects Charts cross-referenced by terrain feature and target posture. There is no adjustment made for the casualty status of the target. A wounded man is as vulnerable as a non-wounded man and vice versa, etc.

[10.7] When to Assess Combat Results

All casualties produced as a result of Direct Fire or Quick Fire are assessed at the completion of the Combat Phase in the Game-Turn in which they occur. Such casualties will directly affect the performance of target men in the Movement and Maintenance Phases following.

Casualties produced as a result of Opportunity Fire and Mine Detonations are assessed immediately at the point they occur.

[10.8] Firearm Attack Strength Table

(See Separate Sheet. The table is reproduced in the Charts section at the end of this document.)

[10.9] Firearm Results Table

(See Separate Sheet. The table is reproduced in the Charts section at the end of this document.)

[11.0] Grenade Combat

GENERAL RULE:

There are two types of Grenades: Fragmentation and Smoke. Fragmentation Grenades are thrown by men at target hexes, and explode, adversely affecting all men to some degree within their blast radius. Smoke Grenades function in the same manner but provide concealment.

PROCEDURE:

Grenades of either type may be thrown by any erect man (except a Flamethrower-equipped man). The man must prepare to throw the Grenade before he can do so. He must also rearm or prepare another Grenade before he can engage in any further offensive combat.

CASES:

(Case numbers in this section are transcribed as printed in the source, including its apparent numbering slips.)

[11.1] Preparation

[11.1] In order to throw a Grenade, a man must expend five Movement Points in the previous Game-Turn preparing to throw a Grenade. This represents slinging his weapon and getting it ready. A man with an "Unarmed" (preparing a grenade) Marker is considered unable to fire with his firearm.

[11.12] The mission of preparing a Grenade must be written on the Simultaneous Movement Plot Chart, including what type of Grenade is being prepared. A Smoke Grenade is designated "S", and a Fragmentation Grenade is designated "F". Neither prone nor stunned men may prepare Grenades.

[11.13] A Grenade does not have to be thrown in the same Game-Turn following preparation. It may be thrown on any future Game-Turn, or it may be returned to the carried position while the man's other weapon is unslung via a rearm individual mission.

[11.14] There is no limit to the number of Game-Turns a Grenade may be held in a prepared state. While a man holds an armed Grenade he is considered unarmed for hand-to-hand combat.

[11.2] Throwing a Grenade

[11.21] Grenades are thrown, not fired. Throwing a Grenade is not subject to all the restrictions of Fire Combat. Throwing a Grenade expends five Movement Points.

[11.2] Grenades are thrown toward a specific target hex. They may be thrown over and into terrain that would block Line-of-Sight of a firearm. (In other words, they may be thrown at a target which can't be shot at.)

[11.23] An erect man may throw a Grenade a maximum of eight hexes. A prone man may throw a Grenade a maximum of two hexes. A wounded man may only throw half his maximum range.

[11.24] After throwing a Grenade, a man must rearm before he can engage in Fire Combat. Alternatively, he may prepare another Grenade. Note that the sequence of play precludes a man from preparing a Grenade and then throwing it in the same Game-Turn. He can throw and then prepare but he can't prepare and then throw.

[11.3] Grenade Scatter

[11.31] Thrown Grenades are subject to Scattering. Calculate the range in hexes from the throwing man (exclusive) to the target hex (inclusive) and roll the die. Consult the Scatter Chart (25.0) to see if the Grenade scatters. If the throwing man was wounded when he threw it, double the actual range before consulting the chart. (Exception: a prone man's throw never scatters more than one hex.)

[1.32] If a scatter result is received on the Scatter Table, roll the die again and consult the Scatter Directional indicator. The Grenade will scatter from the target hex in the indicated direction. A Grenade Marker is placed in the actual landing hex.

[11.33] A Grenade which scatters may not land in a pillbox or crater; it must land in the adjacent hex nearest the target hex.

[11.4] Grenade Detonation and Its Effects

A Grenade is thrown in the Grenade throw execution segment of the Initial Combat Phase. After the effect of scatter is determined, a Grenade Marker is placed on the hex in which the Grenade came to rest. The Game-Turn proceeds through the Movement Phase after which the Grenade detonates, during the Grenade Detonation Segment. This detonation attacks all personnel, Enemy or Friendly, within its blast radius. The blast radius of a Grenade is defined as the Detonation hex and all hexes within two hexes of the detonation hex.

[11.41] (See Integrated Blast Radius Attack Strength Table, 25.2.)

[11.42] Effecting Grenade Attacks. Use the normal Combat Results Table. Visualize the Grenade as a source of fragments from the detonation hex. Calculate the Defense Strength of any man caught in the blast radius, as though he were fired at from the detonation hex with the appropriate Attack Strength (see 11.41). If a man is in the detonation hex, in what would normally be a prone-concealed posture, he is treated as prone-exposed. Ignore any target movement which may have occurred during the Movement Phase. A man receives no defense multiple from Movement vis a vis Grenade attack. Two or more men in a single hex are each attacked separately with an undivided Grenade Attack Strength.

[11.43] The Grenade detonation deliberately takes place after Movement, though it is thrown before Movement. It is possible for some men to move out and other men move into, Grenade blast. No man may change his plotted movement in order to avoid a Grenade. If you have a man plotted to move into a Grenade blast radius, he must do so unless halted or diverted by Panic or Enemy action (Opportunity Fire, etc.).

[11.44] Grenades are "blind" and affect all personnel in their blast radii.

[11.45] If a Grenade detonates inside a pillbox or crater, it attacks all personnel in the crater or pillbox at 20 to 1. It does not attack any men in adjacent or supra-adjacent hexes, i.e., the blast radius in a pillbox or crater is confined to the detonation hex.

[11.46] A Fragmentation Grenade automatically dissipates any smoke in its detonation hex.

[11.47] The effects of two or more Grenades are not combined in one attack. A man caught in the blast radii of two or more Grenades is attacked separately by each.

[11.5] Smoke Grenades

[11.51] During the Combat Execution Phase, determine the hexes in which all Smoke Grenades will land (see 11.3). Leave the Smoke Grenade Markers on those hexes until the end of the Movement Execution Phase. Then determine the Smoke Drift for each Smoke Grenade individually. If more than one Smoke Drift overlaps, it has no additional effect.

[11.52] The Smoke Drift is a straight line of hexes. The direction of the line of hexes is determined by the rolling of a die and consulting a Scatter Directional indicator. The length of the line of Smoke (inclusive of the landing hex) is determined by rolling the die a second time. The resulting number is the length of the Smoke line in terms of hexes. Each hex in the line becomes a Smoke hex. Place Smoke Markers.

[11.53] If a Smoke Grenade lands inside a vehicle (truck or half-track, not tanks) or pillbox, the interior of the vehicle (only) becomes a Smoke hex. The Smoke remains in the interior of the vehicle if the vehicle moves.

[11.54] There is no firing into, through, or out of a Smoke hex. (Exceptions: 11.55 and 11.56.)

[11.55] Blind Fire: A man may fire into a hex which he cannot sight because of Smoke. Any man in the target hex defends at a Defense Strength of ten points, multiplied normally.

[11.56] A tank's Turret gun may fire into, through, or out of a Smoke hex it has sighted before the hex became a Smoke hex. The tank may not have moved from the sighting position.

[11.57] A Grenade of either type may be thrown into, through, or out of a Smoke hex. However, it automatically scatters. Rifle Grenades may not be fired into, through, or out of Smoke hexes.

[11.58] It costs all men and vehicles one additional Movement Point per hex to enter a Smoke hex (above all other costs).

[11.59] On all Game-Turns after the turn a Smoke Grenade discharges, roll the die during the Smoke Drift and Dissipation Segment for each Smoke Grenade. If a one is rolled, that particular Smoke Pattern immediately dissipates (remove Smoke Markers). Otherwise repeat the process for establishing a Smoke Pattern and its drift. Use the Smoke hex furthest away from the original detonation hex as the base for further drift. Note that if a Smoke cloud drifts back on itself or if two clouds cross there is no increased benefit from having two Smoke Markers in the same hex.

[11.6] Satchel Charges

Satchel charges are bags of high-explosives. When exploded within a confined space their concussive blast is extremely lethal and destructive. When exploded in the open, their lack of fragmentation reduces their lethality. Satchel charges are treated exactly as fragmentation grenades except for the following rules:

[11.61] Satchel charges may be thrown a maximum of four hexes. A prone man may throw a satchel charge a maximum of one hex. When a satchel charge is thrown, consult the Weapon Scatter Table, 25.1.

[11.62] Satchel charges may be plotted to explode in the Game-Turn they are thrown (or dropped) or they may explode on the following Game-Turn. In the absence of a special notation they are always presumed to explode on the Game-Turn they are thrown.

[11.63] A man may drop a satchel charge instead of throwing it. He does so during the course of his movement and the hex he drops it in must be identified on the SiMove Pad. There is no additional Movement Expense for dropping a satchel charge.

[11.64] The blast radius of a satchel charge and associated Attack Strength is as follows: (see 25.2 for Attack Strengths)

[11.65] When resolving a satchel charge attack use the same method as for a fragmentation attack; except that a "K" result is treated as an "I" result for any men in the open. Treat any "W" result as an "I" result for men caught in a satchel charge detonation inside a pillbox or crater.

[11.7] Using Grenades and Satchel Charges Against Pillboxes

[11.71] Grenades or satchel charges may only be thrown into a pillbox by a man who is directly adjacent to a firing slit or entranceway. This throw is, of course, subject to scatter (see 25.1).

[11.72] A grenade or satchel charge may be "inserted" into a pillbox by a man standing or lying on top of the pillbox. This insertion is automatically successful.

[11.73] Regardless of the means by which the explosive was introduced into the pillbox, it may be ejected by any occupant of the pillbox who is (a) unwounded and (b) unoccupied by any current task. This ejection is a fifty-fifty proposition. Roll the die. If the result is a one, two or three, the explosive is considered to be thrown back from whence it came (to the detriment of the original thrower). Otherwise, the explosive remains in the pillbox (to the detriment of the occupants thereof).

[11.74] A grenade or satchel charge which explodes inside a pillbox has absolutely no effect on personnel outside a pillbox and vice versa.

[11.8] Stunning Effects of Grenades and Satchel Charge Detonations

All personnel within the respective blast radii of grenades and satchel charges are automatically stunned regardless of any casualties produced by the blast. This effect is cumulative with any casualties so that a man wounded by a grenade would also be stunned.

[11.9] Satchel Charges Against Tanks

[11.91] A satchel charge may be thrown onto a tank, e.g., (subject to scatter) or placed on a tank from an adjacent hex (not subject to scatter). This satchel charge remains with the tank if it lands on it even if the tank moves. When it detonates, it affects the tank like a rocket hit (see 14.22).

[12.0] Hand-to-Hand Combat

GENERAL RULE:

Hand-to-hand combat can occur when two or more hostile men are in the same hex.

PROCEDURE:

Hand-to-hand combat is an individual task. All men are considered to defend equally. Attack Strength, however, can vary considerably, depending on posture, wound status, and type of weapon carried.

CASES:

[12.1] Hand-to-Hand Attack

[12.11] Each man's hand-to-hand attack effectiveness depends on what kind of weapon he is carrying (if any), his condition and the defender's condition (wounded or normal) and whether the attacker is erect or prone.

[12.12] Only normal or wounded men may make a hand-to-hand attack.

[12.13] Two or more Friendly men attacking a single Enemy man do not add their hand-to-hand attack effectiveness together into one combined Attack. Each attacking man attacks the Enemy man separately.

[12.14] If two opposing men attack each other, it is considered two separate attacks.

[12.15] Hand-to-hand attack is always voluntary; you need not initiate an attack against an Enemy man in a co-occupied hex. However, a man may not opt to decline to defend against a hand-to-hand attack.

[12.16] If a man with an assigned hand-to-hand mission panics, he immediately drops prone and attacks as a prone man. Thus, his task is not negated; it is merely reduced in effectiveness. If he is already prone, ignore the panic effect for hand-to-hand purposes. Panic has no effect upon defending hand-to-hand.

[12.17] If more than two opposing men are in a given hex with one or more Friendly men, the men may attack either one of the opposing men. A single man may only attack one opposing man per Game-Turn.

[12.18] Men may choose to move rather than engage in hand-to-hand combat. However, the opposing Player gets to attack the moving man before movement execution. Obviously, both men may choose to move, and there would be no combat.

[12.2] Hand-to-Hand Defense

[12.21] All men have an equal hand-to-hand defensive effectiveness (i.e., all men are created equal).

[12.22] If a man is wounded, it affects his attack effectiveness, but not his defensive effectiveness.

[12.23] An incapacitated man attacked by hand-to-hand combat is automatically killed.

[12.3] Effect on Simultaneity

[12.31] When a man is attacked by hand-to-hand combat any other task he might have had plotted for that Game-Turn (except MV task) is automatically cancelled except, of course, if he himself was plotted to engage in hand-to-hand combat. This particularly refers to any Direct Fire or Quick Fire Task he may have had in mind. (It's hard to aim at somebody 100 meters away when you're being whaled on the skull with a rifle butt.)

[12.32] The results of hand-to-hand combat have immediate application (after both Players have resolved their hand-to-hand attacks).

[12.33] If a man is holding a grenade or satchel charge preparatory to throwing it (i.e., he's got a live one in his hand), he is considered to drop it if attacked by hand-to-hand combat. The explosive explodes on schedule later in the Game-Turn with obvious deleterious effects on the fighters.

[12.4] Hand-to-Hand Combat In and Around Pillboxes

[12.41] Men on top of a pillbox may not engage in hand-to-hand combat with men inside a pillbox or vice versa.

[12.42] Men fighting hand-to-hand inside a pillbox are automatically considered to be erect for purposes of the fight.

[12.5] Hand-to-Hand Combat Results Table

(See Separate Sheet. The table is reproduced in the Charts section at the end of this document.)

[13.0] Rifle Grenades

GENERAL RULE:

A special type of fragmentation grenade may be mounted on any "RF" class weapon and fired. The so-called rifle grenade can thus be projected further and more accurately than a hand-thrown grenade, at the expense of a longer and more uncertain time of preparation.

PROCEDURE:

Unless specifically noted otherwise in the Scenario Order of Battle, all riflemen are presumed to carry rifle grenades in addition to their normal grenades.

[13.1] Preparation

[13.11] Attempting to prepare a rifle grenade is a specific task consuming an entire Game-Turn.

[13.12] Once begun, the preparation of a rifle grenade must be continued until the preparer is successful, even if pursuit of this goal consumes the entire game.

[13.13] During the rifle grenade arming segment, roll the die. If the result is a one, two or three the preparer succeeds in arming the grenade. Place a rifle grenade marker on the man. If the roll is a four, five or six, the man does not succeed in arming the rifle grenade. In effect he has wasted a Game-Turn. What is more, he must continue to attempt to prepare the grenade on succeeding Game-Turns until such time as he succeeds.

[13.14] If a man is wounded or stunned (or if there is an Enemy man in the same hex), the preparer may stop his single-minded pursuit of preparing the rifle grenade and do some other task. He need not return to rifle grenade preparation.

[13.15] A wounded or stunned man may not prepare a rifle grenade.

[13.2] Use of Rifle Grenades

The prepared rifle grenade is fired during the Direct Fire Execution Segment just as though it were a normal rifle except that you note a target hex rather than a target man.

[13.21] The rifle grenade is subject to scatter according to the Weapons Scatter Table (see 25.1). Maximum range is 20 hexes.

[13.3] Effect of a Rifle Grenade

The rifle grenade detonates with exactly the same effect as a normal fragmentation grenade except that its detonation is immediate upon its impact so that you would calculate its effect and assess any casualties during the Direct Fire Segment rather than waiting until the Movement Phase is completed.

[13.4] Restrictions and Prohibitions

[13.41] A man need not fire a prepared rifle grenade in the Game-turn immediately following the one in which he succeeded in preparing it. He may carry it in a prepared condition for any number of Game-Turns but while he does so his rifle is useless for normal fire rifle fire and he is considered to be unarmed for all purposes except, of course, to fire the grenade.

[13.42] After firing the rifle grenade a man is considered unarmed. (He has to change the bullet load in his rifle magazine to standard cartridges.)

[14.0] Rocket Launchers

GENERAL RULE:

The bazooka/panzerfaust type of weapon was introduced to infantry combat in the later stages of World War II. Basically a simple rocket bearing a shaped charge warhead, these weapons provide infantry with the means to attack armored vehicles and fortifications which are otherwise immune to rifle and fragmentation weapons. Concurrent with the focused explosion of the warhead, there is a limited fragmentation by-product which gives these weapons some utility against exposed personnel. The rocket launcher is not a normal squad weapon and unless specifically provided for by the Scenario instructions, is never used in the game. The Scenario instructions will state "one man or two men, etc., to be armed with a rocket launcher." A "hit" is an impact on a target hex.

PROCEDURE:

The rocket launcher is fired as a Direct Fire Mission. The launcher itself is presumed to be loaded and prepared prior to the Game beginning. Use the Weapons Scatter Table (25.1) to determine the accuracy and actual impact hex for the rocket.

[14.1] Effects of Rocket Launcher Warhead Detonation on Personnel in the Open

[14.11] A rocket warhead detonation is instantaneous with its impact and acts as though it were a rifle grenade in its effects on personnel in the "open" (i.e., men who are not in vehicles or pillboxes).

[14.2] Effect on Vehicles and Pillboxes

When detonated, the rocket warhead focuses an explosive cone of high velocity "hot" particles which effectively burns through metal, earth and concrete walls. Exiting on the other side of armor plate or the pillbox wall, this stream of gases ignites fluids and ammunition in its path while minute globules of metal and material thrust out by its penetration lacerate personnel confined in the vehicle or pillbox.

[14.21] A rocket only affects a vehicle or a pillbox if it hits it. This is a function of the Scatter process. Note that it is possible in Game-Terms for a rocket to scatter one or two hexes beyond a vehicle or pillbox, a result which is admittedly unrealistic, but allows for a unified scatter rule.

[14.22] When a pillbox is hit, all occupants thereof are attacked individually at 10-1 odds (use Table 10.9). They are also stunned and a smoke marker is placed inside the pillbox, and the pillbox is considered a smoke hex thereafter. (The men inside can't shoot out of it until the smoke dissipates.)

[14.23] Tank and APC Damage Table

(See Separate Sheet.)

[14.3] Reloading the Rocket Launcher

[14.31] Once the Rocket Launcher man has fired his original rocket he is considered unloaded. He must reload his tube before he can fire again. Reloading requires two full Game-Turns during which the man must remain motionless and unpanicked (task - RL).

[14.32] The Player may assign a helper to the Rocket Launcher man. This man stacks in the same hex with the RL man and he is considered to be unarmed (his firearm is slung). A helper reduces the time to reload to one Game-Turn.

[14.4] Conversion of Rocket Launcher Man

[14.41] The Rocket Launcher man is considered to be armed with a rifle in addition to his Rocket Launcher. This rifle is slung and the RL man may in effect exchange weapons with himself and be transformed into a rifleman. This exchange takes an entire Game-Turn and is irreversible. He may not revert to a Rocket Launcher man.

[14.42] All infantrymen are considered equally qualified to use a Rocket Launcher. This weapon may be freely exchanged.

[15.0] Grenade Launchers ["Thump" Guns]

COMMENTARY:

Ever since World War I, armies have been searching for an infantry weapon to provide close-in, pin-point, high explosive firepower, which would be available on call to the infantry squad, to deal with opponents in covered positions. The normal hand grenade is an admirable and efficient weapon for very close ranges. However, for the engagement of covered targets between 30 and 300 meters, the infantry squad leader could call on nothing except the rifle grenade unless he could get support from company weapons (the 60mm mortar or its like). This state of affairs meant that line infantry could be held up one or two by well emplaced automatic weapons which could not be suppressed by infantry firearms. Eventually, of course, the target information on these positions would be relayed back to company or battalion which could then smite them with mortar or artillery fire. This, of course, takes time and, in the interim, the infantry is pinned. Vietnam, where the short, quick flash firefight was the rule, involving small decentralized actions, really demonstrated the need for a single man portable accurate grenade projector. The U.S. Army's answer was the M-79 "thump-gun" which fires a 40mm shell with fair accuracy out to about 300 meters. This shell has the explosive and fragmentation power of the average hand grenade, explodes on impact and arms itself after about 30 meters of flight (to protect the firer from blowing himself up).

The gun has a one round magazine and is worked just like a lever action shot-gun. It weighs about 3 kg. and is issued to one or two men per squad as their personal firearm.

GENERAL RULE:

Certain armies have "thump-gunners" organic to their squad organizations. When called for by the scenario, these men are deployed and used according to the following rules and procedure.

PROCEDURE:

The thump-gunner fires his weapon just like any other man in the squad, i.e., he may use Direct Fire or Opportunity Fire. The firer fires at a particular hex and designates how many rounds he is firing at the hex. Each round fired is subject to possible scattering from the designated hex. The round impact and explosion is instantaneous with the firing. The effect of the round is the same as a fragmentation grenade and any casualties are assessed appropriate with the mode of fire used (Direct Fire at the end of the Combat Phase, Opportunity Fire instantaneous, etc.).

[15.1] Limitations on the Use of Thump-Guns

[15.11] The thump-gun has a magazine capacity of one round. This means when the thump-gun is fired it becomes unloaded. The thump-gun may not be fired again until it is Reloaded. Reloading consumes an entire Game-Turn during which the thump-gunner is considered to be Unarmed for hand-to-hand purposes.

[15.12] The owning Player may, at his option, cause the thump-gunner to perform some other Game-Task than Reloading, but the thump-gunner's weapon will remain Unloaded until it is Reloaded.

[15.13] The minimum range at which the thump-gun round will arm and detonate is seven hexes. The thump-gunner may fire at a man at less than this minimum range, but if he does so, his fire is considered as normal rifle fire with an Attack Strength of five.

[15.14] In one Game-Turn, the thump-gunner may fire at only one target hex, with the one round in his weapon. This round is subject to scatter (see 25.0) and the effect is resolved in the Phase of impact.

[16.0] Night Fighting

GENERAL RULE:

Nightfighting is characterized by a reduction in the range at which targets may be seen and thus fired at. Simulation of nightfighting conditions requires that the Players execute a "spotting" procedure prior to any activity to determine who can see who. There are other limits and restrictions placed on normal procedures which also simulate the problems of fighting and moving in the dark.

PROCEDURE:

As part of the plot phase of every Game-Turn, prior to composing any written plot, the Players will execute the Spotting procedure outlined below to determine which of their men see which of the Enemy's men, if any. This procedure differs from the spotting procedure executed during a daylight Scenario. In daylight, the Players are only concerned with the question of whether terrain blocks the line of sight between two points. Also during daylight, the rule is: if Man A can see Man B then Man B can see Man A. In darkness the line of sight is obviously still blocked by terrain where this blockage occurs. In addition, this line of sight is limited in its absolute range for any given sighting relationship by an arbitrary roll of the die. All men are still considered to have a 360 degree field of vision, but, within this field of vision, each specific target to be seen must be "spotted" individually (man by man).

The ability of a given man to see ("spot") a given target depends on the range of the target, the posture of the target, and the posture of the spotter, whether or not the target or the spotter, or both, are moving, what kind of terrain the target is in, and whether or not the target or the spotter, or both, are firing.

[16.1] Night Spotting Table

(see page 31; reproduced in the Charts section at the end of this document)

[16.2] Spotting Procedure

When it occurs before the plotting phase of every Game-Turn repeat the spotting procedure for every man for every possible target. Those men who can see some target may fire DF, KF or EF at it. OF may be plotted as normal but you execute the spotting procedure to determine if a man entering the line of Opportunity Fire actually triggers the OF. Note that the Spotting Procedure requires that the Players tell one another which of their men are going to be plotted to move during the current Game-Turn, which means each Player must decide for himself which of his men will move before he knows who can see who.

[16.3] Automatic Spotting

[16.31] A man who fires (DF, EF and, if triggered, OF) is automatically spotted on the Game-Turn immediately following the turn in which he fires.

[16.32] Men in the same hex automatically spot one another. They still can't shoot at one another but they can at least whale on each other's frames.

[16.4] Effect on Combat

[16.41] A man cannot fire at somebody he cannot see. So, if he can't spot, he can't shoot. Note that if a man fires on Game-Turn one and falls prone, he is automatically spotted (by all with an unblocked line of sight) on Game-Turn two, even if he remains prone-hidden on Game-Turn two.

[16.42] A man may not direct the fire of another Friendly man. Friendly Man A may not fire at Enemy Man B unless he, Friendly Man A, sees Man B. It doesn't matter if every other Friendly man can see Enemy B, if Man A can't see him, he can't shoot at him.

[16.43] Spotting is not mutual. If Friendly Man A can see Enemy Man B, it is not sufficient for Enemy B to see Friendly Man A. The Spotting procedure must be executed for each man in turn.

[16.44] Grenades may be thrown blind at hexes containing targets which the thrower, himself, cannot see. Add one to the scatter die roll for all grenade throws made at night. A man may not throw a hand grenade at a man who has not been spotted by anyone on the thrower's side.

[16.45] Men may fire blind under certain conditions. A man may fire along a prearranged Line of Fire; that is, one which was laid down prior to the start of the scenario. This fire attacks the nearest Enemy man in the line of fire at one-third the normal Attack Strength. This fire may only begin on the Game-Turn following the turn in which some form of combat has broken out. (Note the scenario instructions will state that one side or the other may adopt a Fire Plan.) Once initially established these prearranged Lines of Fire (the Fire Plan) may not be altered except as the men involved successfully spot individual targets.

[16.46] No one may fire any weapon more than 20 hexes during the night, except that machine guns may fire up to 60 hexes in accordance with a Fire Plan.

[17.0] Artillery and Mortar Fire

GENERAL RULE:

Under certain circumstances either or both Players may plan and/or call for artillery and/or mortar fire to impact on the map. The circumstances and capability of each Player will be detailed Scenario-by-Scenario. In all cases, the impact and effect of artillery and mortar fire acts like huge fragmentation grenades, i.e., they have an Attack Strength and blast radius which varies with the size of the artillery or mortar round. The gun or mortar is fired from some hypothetical position off the map.

PROCEDURE:

The Scenario will indicate whether the Player may use Planned Fire (meaning he must designate the target hexes and the Game-Turn of impact for each round used prior to the start of the Scenario) or, if he can use Called Fire (meaning he must designate the target hexes, prior to the start of the Scenario but can designate the impact Game-Turns at some later point in time as the battle situation develops). In either event, the Scenario will state the number of rounds of artillery available and their size (light, medium, heavy and super-heavy). On the actual impact Game-Turn the artillery Scatter procedure is used to determine the actual impact hex vis-a-vis the plotted target hex and the effect of the exploding round is calculated and assessed.

[17.1] Artillery Scatter

(See the Integrated Weapons Scatter Table.)

[17.2] Artillery Effects

See the Blast Weapon Attack Strength Table.

[17.3] Definitions and Explanations

[17.31] Light = 75mm artillery, 81mm-90mm mortars Medium = 84mm-122mm artillery, 105mm-120mm mortars Heavy = 140mm-175mm artillery, 150mm rockets Super-Heavy = 203mm-240mm artillery, 210mm rockets

[17.32] There is no difference between artillery or mortar fire. The terms are used interchangeably.

[17.4] Effect on Pillboxes and Tanks

[17.41] If a light artillery round strikes a pillbox it attacks all the inhabitants thereof at 10-1. If a medium, heavy or super-heavy round strikes a pillbox it creates a crater and the erstwhile inhabitants of the pillbox are killed. If the round does not strike the pillbox, it does not affect the pillbox or the inhabitants.

[17.42] If a light round hits a tank it has no effect on the tank or any of the crew who are inside the tank. If a medium or heavy round strikes the tank it is treated as a rocket hit. If the tank is struck by a super-heavy round it and its crew are obliterated (replaced by a crater marker). Personnel riding on the tank and exposed crew (the commander standing in the hatch) are affected by artillery just as though they were standing erect in clear terrain. If the tank is not hit, neither it nor its crew are affected by artillery.

[17.43] If an APC is struck by an artillery round of any size it is destroyed and its crew and riders are exposed to the artillery attack as though they were standing erect in clear terrain.

[17.5] Smoke Rounds

The Player may, if he wishes, fire smoke rounds rather than high-explosive rounds. These function in every way as though they were smoke grenades (see 11.5), except, obviously, for the means of delivery.

[17.6] Illumination Rounds

The Player may, if he wishes, fire an illumination round in lieu of high explosive. These effectively turn night into day for an area 10 hexes in radius around their impact hex. The effect begins on the Game-Turn following impact and persists for two Game-Turns. Men may see into, but not out of, an illuminated area.

[17.7] Limitations on Artillery

[17.71] If an artillery round scatters off the map surface it is considered to be a complete miss. Forget it.

[17.72] Artillery shells are indiscriminate. If one scatters on top of your own troops, that's tough for them.

[17.8] Employment

[17.81] The Scenario instructions will indicate whether a Player has artillery, how many rounds he has and their composition (how many light, medium, etc.). They will indicate whether or not he may use Planned or Called Fire Procedure.

[17.82] Target hexes are always listed prior to the start of play. This list should note each intended target hex by number and what kind and weight of round is targeted for the hex. If Planned Fire is used the Game-Turn of impact must also be noted for each round. If Called Fire is used the Player does not need to note an impact time before play begins. He may do so ten turns in advance during any current Game-Turn.

[18.0] Mines

GENERAL RULE:

Minefields are always noted in secret by the using Player and must be in place before the game in which they are used is to begin. They affect anybody, Friendly or Enemy, who enters a hex containing mines. There are anti-personnel mines, which affect only men; and anti-tank mines which affect only tanks, armored vehicles, and trucks.

PROCEDURE:

The Player is given the number of either anti-personnel or anti-tank mines in the scenario. Before the using Player plots his first turn's moves, he must write down the location of his available mines (number of mines per hex and hex numbers). Thereafter, whatever man or vehicle of either side that enters that hex must suffer the mine effects.

[18.1] Effects of Anti-Personnel Mines

Anti-personnel mines have no effect on vehicles. A man who triggers an anti-personnel mine suffers the same effect as he would from the blast of a grenade detonating in the same hex. Roll the die for each mine in the hex. An even number triggers the mine.

[18.2] Effects of Anti-Tank Mines

In the case of a tank, an anti-tank mine merely disables it; that is, it can no longer move. The men inside are not affected. In the case of APC's, the APC is also disabled and may no longer move, and, in addition, all the men inside the vehicle suffer the same effects as they would if exposed to a grenade exploding inside the vehicle.

[18.3] Deployment

The Player who receives mines may place them in any hex on the map except hexes on which he begins his units. The mines take effect during the Movement Phase whenever a man or vehicle enters a hex with a mine on it.

[18.4] Clearing of Mines

In this game, mines may only be cleared through the use of artillery (and this would be by accident), or through the use of satchel charges. In either case, the hex with mines on it can only be cleared if the shell or satchel charges land directly on that hex. Naturally, whenever a mine is detonated it is consumed. There is no restriction on the number of mines of either type which a Player may set in a single hex except that he may not lay more mines than he has been given. The use of artillery or a satchel charge automatically clears the hex.

[18.5] Claymore Mines

The Claymore Mine was developed by the U.S. Army as an anti-personnel device to help stop human wave attacks. It is basically a convex-shaped explosive charge with ball bearings lining the convex face. When detonated it blasts an expanding cone of ballbearings in a predetermined direction. Troops caught within this cone are shredded. It can be detonated by a tripwire or by manual switch. As with other mines, the Claymore is secretly deployed before the first Game-Turn. It is secretly emplaced in a hex and it must be oriented to (pointed at) a hexside of that hex. Upon detonation, it attacks all personnel according to the accompanying diagram. Note that there is a limited backblast effect from detonating the Claymore.

[18.51] The Claymore may be detonated by a Friendly man who has been designated by the Friendly Player as the detonater. If the detonater has been killed or incapacitated he may not detonate the Claymore. Some other Friendly man may move into his hex and detonate the Claymore after performing a weapon exchange. On the Game-Turn in which the Claymore is detonated, the detonating man may not perform any other task. Manual detonation and resolution occur on the Direct Fire execution resolution segment. The detonating hex must simply have a Line of Sight to the mine hex.

[18.52] The Claymore may be detonated by trip wire. The Friendly Player designates a hex as the tripwire anchor hex. A line from the center of the anchor hex to the center of the Claymore hex forms the tripwire. Whenever a man enters a hex intersected by this line the die is rolled. An odd number and the mine is detonated; an even number and it isn't. When using this method of detonation, it is necessary to calculate the relative movement of all men to determine which men would be in the cone of fire on the instant of detonation. The anchor hex must be within the blast cone.

[18.53] A detonated Claymore broadcasts an Attack Strength according to the diagram (see also the Blast Weapon Effects Table on the separate sheet). This Attack Strength is compared to the various Defense Strengths of all men caught within the blast cone and a normal fire attack combat resolution is executed for each man. All men caught in the cone are at least stunned for one Game-Turn even though they may have escaped injury or death.

[18.54] Claymore Mine Blast Cone Diagram

The Claymore is emplaced in hex M. It is oriented toward hexside A. When detonated, it attacks all personnel caught in the enclosed cone area with Attack Strengths as noted.

(Diagram described in words: a cone of hexes extending from hex M across hexside A. Attack Strengths by rank, from the rank nearest hexside A outward: 50 (centre hex); 40 (centre) with 40 and 40 on either side; 30 (centre) with 30 and 30 on either side; 20 (centre) with 20 and 20 on either side; 10 (centre) with 10 and 10 on either side at the far end of the cone. The limited backblast: hex M is flanked by hexes of 20 and 20, and the hex directly behind M is 30. See the page 14 image for exact hex positions.)

[19.0] Casualties

GENERAL RULE:

All men begin the game in a 100% fit, able-bodied condition. Thereafter, they are exposed to fire and explosions and may become casualties. There are three Casualty states; Wounded, Incapacitated, and Killed. These states are progressive, degenerative, and irreversible. There is also a temporary condition of impairment called being "stunned" which may affect both fit and injured men.

PROCEDURE:

When a fit man becomes wounded as a result of combat, remove the counter which illustrates him as a fit man and replace it with the counter that shows him as a "wounded" man. When a man becomes "Incapacitated" or "Killed" place the appropriate marker on top of his counter. When a man is "stunned" place a stunned marker on top of his counter. Note that every man is represented by two counters. One which shows him as fit and one which shows him as wounded. Each of these counters shows him as standing erect on one side and prone on the flip side. There are no counters showing an individual as incapacitated or killed. (In developing the game it was found that a relatively small proportion of men would reach incapacitation or death.)

[19.1] Casualty Progression

[19.11] Summary of Casualty States and Effects

Fit, able-bodied, unwounded: Movement and Combat and all other capabilities are unimpaired.

Wounded: Movement Allowance is reduced to five Movement Points. Firearm Attack Strength is halved at all ranges and for all types of fire (DF, QF, and OF). Grenade throwing ability is impaired (see 11.22, 11.61). Hand-to-hand Attack Strength is impaired (see 12.12). Night Vision is impaired (see 16.24).

Incapacitated: All movement, combat and maintenance are prohibited. This is an inert state. Incapacitated men are always prone.

Killed: Self-explanatory.

Stunned: Movement Allowance is halved. Firearm Attack Strength is halved. These effects are in addition to other casualty status effects so that a stunned, wounded man would have his Movement Allowance reduced to 2 1/2 (i.e., 2) and his Firearm Attack Strength quartered (1/2 x 1/2). Obviously it makes no difference whether an incapacitated or killed man is stunned.

[19.12] Casualty status progresses from wounded, to incapacitated, to killed. Since a man may be attacked more than once in a Game or Game-Turn he may suffer multiple casualty results. Naturally, a more serious result always supercedes a less serious result (except that a stunned result always applies). In addition, two or more injuries of the same class will cause a man to degenerate one casualty state as follows:

  • two wounded results = incapacitated
  • two incapacitated results = killed.

This degenerative effect is not compounded. That is, once a man reaches an incapacitated state he may only be killed by a "killed" combat result or by a second "incapacitated" combat result. If a man is incapacitated, a later "wounded" result or series of later "wounded" results will have no effect on him. If a man suffers multiple combat results in the same Game-Turn you determine his final casualty state according to the sequence in which he is affected.

Example: Man D is shot by Man A, Man B and Man C. The results in order are "wounded, incapacitated and wounded". Man D is considered incapacitated only, since the second wounded result came after the incapacitated result.

[20.0] Panic

GENERAL RULE:

In combat environment, men have a tendency to "freeze", to function erratically and irrationally and, in general, not do what an intelligent, uninvolved observer would deem the ideal action. In the noise and confusion orders are misunderstood, unheard or just plain ignored. The best plans "gang aft aglea", etc. This tendency toward dysfunctional behavior is called Panic. On every Game-Turn all, some, or none of the men in a squad are subject to Panic according to a random statistical percentage called the Panic Level. The Panic Levels for each force are given in the Scenario instructions. On an average, the higher the Panic Level, the greater chance of any one man in a force Panicking on any given Game-Turn.

PROCEDURE:

Who panics in each Game-Turn is determined during the Panic Determination Phase of that Game-Turn. This determination is random and arbitrary and based on the last number of each hex. The Panic Chits numbered zero through nine are mixed together in a cup or some other convenient receptacle. Each Player in turn blindly selects a number of these chits in a ratio with his Panic Level. (There are a total of ten chits. If his Panic Level is 20% he selects two of the ten chits, 30% he selects three of the ten, etc.) He then cross-references the numbers on the chits he has drawn with the last number of each hex on the map in which he has men. Any of his men located on these hexes are Panicked.

[20.1] Effect on Movement

[20.11] Men who were plotted to move and who then Panic have their original Movement Plot erased and a Panic Movement Plot substituted as follows: Roll the die and compare the result with the Scatter Diagram printed on the map. This indicates the direction of Panicked Movement. Roll the die again. This second result gives the number of Movement Points the man will expend moving in the scattered direction.

[20.12] The Panic Movement Plot is then executed for each man during the Movement Phase just as though it were a normal Movement Plot.

[20.13] The panicked man must move in the scatter direction expending all of the Movement Points called for by the second die roll, and no more, and paying all the normal Terrain costs. (The number of Movement Points yielded by the second die roll is, of course, arbitrary and if the man, in the course of movement, confronts some terrain feature whose cost exceeds his Movement Point balance, he simply ceases movement in front of it.)

[20.14] A panicked man automatically falls prone at the conclusion of his movement.

[20.15] If the man was prone to begin with, he simply scatters one hex. Omit the second die roll.

[20.2] Effect of Panic on All Other Activity

If a man was plotted to perform any other activity other than Movement (including EF, OF, etc.) his plot is totally erased and he, in effect, does nothing during the Game-Turn. He is treated as though he were frozen in place (prone) through the Game-Turn. He can't stand up; he can't shoot, throw or do anything.

[20.3] Use of Panic Markers

Panic markers are provided with the counter mix so that Players can mark which men are panicked. This is strictly an aid to play.

[20.4] Persistence of Panic

Who panics is determined anew on each succeeding Game-Turn. Whether or not a given man panics on any given turn is strictly a matter of luck and depends solely on what numbers the Player selects and on what numbered hex he is located. If a force has a Panic Level of 40% it does not mean that 40% of the force must Panic on every turn. Rather it means that, in the long run, over a series of Game-Turns the average percentage of Panicked men per turn will tend to approach 40%. On any given turn the percentage of Panicked men may vary from zero to 100%, depending on the location of the men and the luck of the chit draw.

[20.41] Panic is determined only once per Game-Turn. If in the course of moving, an unpanicked man enters a Panicked hex he is not affected.

[20.42] A panicked man may not move into an Enemy occupied hex. He would cease movement in the adjacent hex.

[21.0] Preservation

GENERAL RULE:

A group of men can only sustain so many losses and so much combat before their overwhelming primary interest becomes one of saving themselves to the exclusion of any military objective or mission. When a group reaches this point, it is said to have reached its preservation level. The preservation level of any group of men varies according to the determination of the men and the situation they find themselves in.

PROCEDURE:

Each side in each scenario is given a Preservation Level number. There are 20 preservation chits for each Player. Each chit has a number - one through six - printed on it. Before the start of the scenario, these Preservation chits are mixed in a cup. Thereafter, each Player draws one chit blindly from his pool of chits every time one of his men is either wounded, incapacitated or killed. He retains this chit. Whenever the total of the numbers on the Preservation chits he has drawn equals or exceeds the Preservation Level number given by the scenario, his force is deemed to have reached its Preservation Level and thereafter suffers the effects of so doing.

[21.1] Use of Preservation Chits

[21.11] The owning Player draws a chit every time one of his men is Wounded or Incapacitated or Killed. Whenever the casualty status of one of his men changes, he draws one chit for every man so affected. He does not draw a chit if a man is hurt, but his status is not changed (for example, if an already Incapacitated man is Wounded, the Player would not draw a chit since the casualty status of the man did not change).

[21.12] If a man sustains more than one of the above results in one Game-Turn, the owning Player must draw one chit for each result.

[21.13] The Preservation chits are retained by the owning Player. He should take care that their numbers are not revealed to his opponent. He must maintain a running total of these chits and when the total equals or exceeds the Preservation Level number given in the Scenario instructions he must announce this fact to his opponent.

[21.14] Due to the fact that the chits are drawn randomly and blindly and that they are numbered differently, the effect of any one casualty can vary. A wounded man can add six to the preservation total while a killed man only adds one or vice versa. This is deliberate.

[21.2] Effects of Reaching Preservation Level

[21.21] The effects of reaching the Preservation Level or (for short) the Preservation Effects, begin on the Game-Turn following the turn in which the Preservation Level is reached or exceeded. They persist thereafter until the scenario terminates. They are irreversible. Once a force has reached Preservation, it is permanently affected and nothing it does can cure its situation. Once a force has reached Preservation, there is no need to continue the chit drawing process for that force since the damage has been done. In that respect Preservation is like pregnancy - a little bit or a whole lot is the same thing in the end.

[21.22] Preservation Effects come in two classes: general effects which apply in all scenarios to all forces, and specific effects which apply solely to a force in a certain scenario. The general effects of Preservation are described below while any additional specific effects are described in the Scenario instructions when they occur.

[21.23] General Effect on Firing and Movement: When a force triggers preservation, its ability to fire is curtailed while its ability to move, for purposes of exiting the map, is improved. This effect operates through altering the Panic Rules. Increase the Panic Level of firing men by 40% and reduce the Panic Level of men who are executing Movement tasks toward or off the map-edge to a uniform 10%. Implementation of this procedure simply involves picking one chit which will apply to the existing men, adding chits for the normal Panic total to apply to men who are moving ambiguously or performing some non-fire task and finally picking an additional four chits to affect the firing men. Firing men include men who are using DF, KF or EF. The question of whether a man is moving ambiguously or whether he is moving for the purpose of eventually exiting the map is one that the Players will have to answer themselves using a modicum of common sense. In principle, a man who is attempting to exit the map has lost all interest in fighting and may not be used for any combat purpose.

[22.0] Exchange of Weapons

GENERAL RULE:

Virtually any man may exchange weapons with any other Friendly man.

PROCEDURE:

Two Friendly men may exchange their weapons by spending one entire Game-Turn in the same hex and by both ordering Weapon Exchange as their Individual Mission on the Simultaneous Movement Plot Chart. Physically exchange the counters of the two men involved for counters that symbolize the weapon and condition of the men after weapon exchange (Combat Effects remain with the man; not the weapon). Prone markers stay with the man, not with the weapon.

CASES:

[22.1] Non-Exchangeable Weapons

All individually carried weapons may be exchanged, except flamethrowers. Men may never, in any way, use an Enemy weapon.

[22.2] Exclusive Task

Weapon exchange is an Individual Task and, as such, is the only Individual Task both men may execute in the Game-Turn in which it occurs.

[22.3] Killed and Incapacitated Exchange

One of the exchanging men may be a killed or incapacitated man. This does not in any way affect the Weapon Exchange procedure for the other man.

[23.0] Tanks

GENERAL RULE:

Tanks are armored fighting vehicles. Each tank contains a crew of five (four in modern tanks) men. Each tank has a main gun which is mounted in a turret counter, which in turn is placed on top of the hull counter. In addition to the main gun all tanks have a coaxially mounted MG and a swivel mounted MG which is presumed to rest on top of the turret. World War II tanks also have a hull MG. The hull MG and the turret main gun/co-axial MG have restricted fields of fire dependent on the facing of the tank and the facing of the turret. The swivel MG has a 360 degree field of fire, but it may only be operated by a crew member who exposes himself.

PROCEDURE:

The hull of the tank is represented by a single counter. The turret counter is placed on top of the hull counter. The crew members are normally presumed to be inside the tank. They are identified by crew position (driver, gunner, etc.) and their casualty status is kept track of through use of an off-map chart (this keeps the map tidy if nothing else).

CASES:

[23.1] Tank Movement

[23.11] A tank can move ten hexes per Game-Turn. Ignore any terrain. The tank simply moves through or over any terrain in its way. (The tank is presumed to be used in cooperation with infantry in a combat situation. It is, therefore, being used at a slow rate of speed, but it has plenty of reserve power to move up slopes through brush, etc.)

[23.12] The tank is moved as you would logically assume a vehicle would move. Don't sideslip the beast.

[23.13] The tank may pivot itself on its hex at no movement cost.

[23.14] Tank Movement is a plotted movement and is made simultaneously with human movement.

[23.2] Tank Crew

[23.21] The tank crew always starts the scenario "in" the tank (although the actual crew counters are displayed off the map). So long as they remain in the tank you keep track of their status with the Tank Crew Status Chart. It is not necessary to place them in a bulky stack on top of the hull counter or under the hull counter or whatever; you just move and fight the tank imagining them to be inside.

[23.22] Each crew member has a function within the tank as follows:

  • Commander: Plots Movement and Fire and also operates the swivel MG.
  • Driver: Executes Movement.
  • Gunner: Executes Fire with Main Gun and Coaxial MG.
  • Loader: Loads the Main Gun.
  • Hull Machine Gunner: Executes Fire with the Hull MG (not used post-WWII).

The tank, in turn, functions as though it were a human being, with multiple arms. If a crew member is wounded, incapacitated or killed, the tank cannot plot and/or execute whatever task that crew member performed. For example, if the gunner is wounded the tank may not fire its main gun or coaxial MG. If the commander is wounded the tank is rendered inert since it cannot plot anything.

[23.23] Crew members are interchangeable. For example, a wounded driver may be replaced by an unwounded hull machine gunner. This involves exchanging the status conditions for the respective positions. Interchanging consumes an entire Game-Turn.

[23.24] The gunner and loader should be looked upon as a team. So long as both are fit, the main gun and coaxial MG may fire every Game-Turn, if desired. If one or the other is wounded, incapacitated or killed, these weapons may only be fired on alternate Game-Turns until such time as the wounded man is replaced. If both are wounded, guns may not fire until one has been replaced.

[23.3] Tank Combat

On any Game-Turn the tank may fire its hull MG; its turret main gun or coaxial MG; and the swivel MG assuming that the requisite crew members are functional. This fire is plotted individually as though it were infantry fire.

[23.31] Hull MG: The hull MG has a field of fire as shown. (See diagram.) (Diagram omitted.)

[23.32] Turret Hatch MG: The hatch MG has a 360 degree field of fire, but it may only be operated by the Commander if he stands in an open hatch. When he does so, he exposes himself to small arms and fragmentation fire just as though he were standing erect outside the tank.

[23.33] Main Gun and Coaxial MG: These weapons are mounted on the main axis of the turret and their field of fire on any given turn depends on the facing of the turret as shown. (Diagram omitted.) To alter the facing of the turret simply twist the turret counter so that the gun faces some new hexside. Changing turret facing is a plotted task and consumes an entire Game-Turn during which the turret weapons may not fire (although the tank may move while turning its turret).

[23.34] Weapons Effects: The fire of tank MG's is treated exactly as though they were normal MG's except that they never become unloaded. The main gun is treated as a light artillery piece firing one round at the target hex, except that there is a special scatter table used to determine the scatter of the main gun round (see Integrated Weapon Scatter Table).

[23.4] Buttoned Down or Opened Up

A tank operates most efficiently when the commander can stand in his turret hatch with a clear view all around and the ability to use his hatch MG. This operational configuration is called the Open configuration and is most simply shown by taking the Commander counter and placing it on top of the turret counter. Of course, standing thus, the Commander forfeits the protection that the tank gives from small arms fire. When the Commander completely encloses himself in the turret, the tank is considered to be Buttoned Down, which is simply shown by removing the Commander from the top of the turret and placing him back on the Tank Crew Status Chart. The action of a Commander going from the Open configuration to the Buttoned Down configuration (and vice versa) must be a plotted task and consumes an entire Game-Turn, during which the tank can perform no other task.

[23.41] A tank which is opened up is not subject to any Panic effects. A tank which is buttoned down is subject to a 50% Panic Level.

[23.42] A panicked tank may not fire any of its weapons. Its movement is totally aborted; unlike a panicked man, a panicked tank doesn't scatter, it just doesn't move. Panic does not interfere with the interchange of crew positions.

[23.43] A buttoned down tank may only rotate its turret one hexside per Game-Turn.

[23.5] Restrictions on Tank Activity

[23.51] A tank may not combine fire and movement on the same Game-Turn.

[23.52] If a tank moves onto a pillbox, it crushes the pillbox and any occupants and their weapons. Remove the pillbox marker from the map and replace it with a crater. Place killed markers on the inhabitants.

[23.6] Protection Offered by Tank

Small arms fire (rifle, MG, etc.), grenade and rifle grenade bursts have no effect on a tank or its crew (except for an exposed Commander). A tank is only affected by the direct hit of a rocket or artillery shell (see 14.23 and 17.42) or by a mine (18.2) or satchel charge (11.9).

[23.61] A tank also shields otherwise exposed personnel by its bulk. It blocks the line of fire of all firearms and the fragmentation path of all explosions, but not the stun effect. People standing behind a tank vis-a-vis small arms fire or explosion are protected.

[23.7] Bailing Out

Under certain circumstances a Player may desire that surviving members of his tank crew get out of the tank. This need is usually self-evident. A bail out takes place into any of the hexes adjacent to the tank. Simply place the crew members on these adjacent hexes. Bailing out consumes an entire Game-Turn. Once they bail out, the crew are treated as though they were normal infantry except that they can only arm themselves by exchanging weapons with some other Friendly man. (No, they don't bail out of the tank armed with machine-pistols. They're lucky to get out at all.)

[23.8] Tank Riders

Men may mount onto, ride along with and dismount from a tank. Mounting consumes an entire Game-Turn. Dismounting consumes five Movement Points. The tank may carry up to ten riders. Place them on a stack on the tank. When riding on a tank, a man is considered to be erect for purposes of target posture. Mounting and dismounting take place from any hex adjacent to the rear of the tank hull. Tanks may not move in any Game-Turn of mount or dismount.

[24.0] Armored Personnel Carriers

GENERAL RULE:

Armored Personnel Carriers (APC's for short) can be used to transport men. They also carry a two-man crew and one swivel MG and thus have a limited combat potential on their own.

PROCEDURE:

The APC is represented by one counter. There is no turret counter. The front half of the counter is the crew cab and contains the driver and gunner/commander. The rear half of the APC contains the passenger compartment.

CASES:

[24.1] Mounting and Dismounting

[24.11] In addition to the crew, the APC may carry up to ten infantry men (a flamethrower or rocket launcher man counts as two men). Mounting into or dismounting from the APC consumes five Movement Points. Mounting and dismounting occur through the hexside adjacent to the rear end of the APC. When a man mounts into an APC his counter is placed on the hex adjacent to the rear end of the APC. Mounting or dismounting cost five MP's to move the one hex; ignore terrain.

[24.12] APC's may not move in a Game-Turn of mounting or dismounting. Use Task codes MT and DT to indicate mounting and dismounting tasks. Men may combine mounting and dismounting with normal movement or non-combat tasks.

[24.2] Transporting

The APC can move ten hexes per Game-Turn just as if it were a tank. When it moves, it takes anybody in it along.

[24.3] Opened Up and Buttoned Down

The two man crew operates in the same manner as a tank crew. The gunner/commander can only use the swivel MG if he exposes himself and operates the APC in the open configuration. Buttoned down, the APC crew is immune to all small arms and fragment weapons but it is subject to 50% Panic and limited mobility just as a tank is.

[24.4] Passengers

Passengers may perform Maintenance tasks: reloading, rearming, etc. They may not perform any combat tasks. While passengers they are protected against small arms fire, fragmentation and stun. Passengers may not exchange positions with crew members.

[24.5] Restrictions

[24.51] An APC may not fire and move on the same Game-Turn. It may fire and mount or dismount passengers on the same Game-Turn.

[24.6] Protection

An APC gives the same protection and shielding effect as a tank.

[24.7] Bailing Out

The APC crew bails out exactly as a tank crew bails out. Passengers bail out by use of the dismounting procedure.

[24.8] Halftracks, Unroofed Passenger Compartments

APC's used in all periods prior to the 1960's are halftracks with open unroofed passenger compartments. Passengers are protected by the armored walls from small arms fire and fragmentation but grenades and satchel charges can be thrown into the compartment. (In the scan, some words of this passage are struck through by a hand-drawn scribble; the text is given as the printed sentence reads.) Passengers may fire from a halftrack if they stand erect. When they do so they expose themselves partially and defend with a strength of four points. Indicate who is standing and who is sitting (and thereby shielded) by using the erect or prone sides of the counters.

[25.0] Scatter and Blast Tables

(See Separate Sheet; also page 31. The tables are reproduced in the Charts section at the end of this document.)

[26.0] General Game-Situations and Their Use in Creating Scenarios

Patrol is played by scenarios. The Players compose their own scenario by combining a General Situation with a specific Order of Battle. It is somewhat like staging a play: one puts together a script and a cast to create a drama.

There are five General Situations to pick from. These are the patrol, reconnaissance, ambush, raid, and assault situations. There are forty specific Orders of Battle covering the period 1914 to 1975. Thus two hundred different scenarios can be created.

The description of each General Situation begins with a brief outline of the "plot" of that situation stating what it is that the situation is attempting to simulate. This is followed by a map configuration telling how to arrange the map sections to form the playing surface. Next are the Rules of Engagement which describe how the opposing forces first enter or initially deploy on the map, restrictions on play prior to beginning action, what the "objective" of each force is, etc. Special Rules and Rules Suspensions are noted. Finally, there is a description of how the scenario is to be terminated and how the "winner" is determined.

The description of each Order of Battle gives an historical (or hypothetical, as the case may be) location and time. It states the Terrain Mode under which play shall be governed. The opposing forces' Orders of Battle are given for each General Situation. Specific Panic and Preservation Levels for each force are given (see 27.0).

[26.1] Setting Up the Map

The instructions for each of the following General Situations has a schematic showing how to arrange the geomorphic map sections to form a playing surface. Each map section is labeled with a letter (A through F). When following the schematic for any given scenario you should take care that all of the letters are right-side up in relationship to one another. This will insure that the map sections abut properly and that the hex numbers can be read easily. Note that map sides are overlapped when joined together and top and bottom edges are simply butted together.

You should be aware that the arrangement of the map sections used in each General Situation are completely hypothetical and were devised by the game developer. Bold Players who are not afraid of the bogeyman can change schematics in any way they wish.

[26.2] Variable Entry and Exit

The following procedure shall be used for all General Situations of Patrol unless otherwise noted in the scenario instructions. This procedure describes how two opposing forces are introduced onto the map, how they will exit from the map if contact is made and, finally, how they will exit from the map if no contact between them has been made. Contact is defined as at least one member of one force seeing at least one member of the opposing force. (Obviously, the whole intention of this game is to simulate combat between two opposing patrols. If freak circumstance prevents a contact being made, the Players should take whatever steps they can mutually agree upon to alter their pre-contact Movement Plots in order to promote a contact.)

(Note: the scan's printed wording of the second sentence reads "how they will exit from the map if map and, finally, how they will exit from the map if no contact between them has been made"; the words above are the evident sense and are flagged here as a reading of a garbled printed line.)

Step 1. Determining Where A Given Patrol Will Enter The Map: Assume that the map is laid out in the following fashion.

      2   3   4
    +-----------+
  1 | A   B   C | 5
  0 | D   E   F | 6
    +-----------+
      9   8   7

Each side of a map section which forms part of the outer map edge has been given an arbitrary number. This number corresponds to the specific edge-section shown above. That is 3 denotes the middle section of the North edge of the map, etc., irrespective of the configuration of the map sections. The Players can sit as they wish but let us assume that the Alpha Player sits on the North side of the map and the Bravo Player sits on the South side. In this case, the Alpha Player would take five Panic chits numbered "1" through "5" (which correspond to the map-edge-sections of his side of the map). The Bravo Player would take chits numbered "6" through "0". Each Player shuffles his chits face down and picks one chit. This chit identifies the mapedge section through which his patrol will enter. He then picks another chit from the remaining four chits. This pick establishes the mapedge section through which his patrol will and must exit. The chit pick remains secret (see step 3).

Step 2. Preliminary Movement Plot [Before Contact]: Each Player now knows where his patrol will enter the map and where it will exit the map. He then writes a multi-turn plot describing the path his patrol will take. This path may be as long and circuitous as the Player desires so long as the following restrictions and requirements are observed.

  • a - Every section of the map must be entered by every man in the patrol.
  • b - The patrol must move in column with every man at least adjacent to some other man except for one "point" man who can be up to ten hexes ahead of the main body.
  • c - Movement must be continuous, at half speed and may only proceed through clear terrain.
  • d - All firearms are presumed to be loaded, but no man can have a ready grenade or a prepared satchel charge.
  • e - The patrol may not reenter a map section which it has already traversed until all the map sections have been traversed, or unless an Enemy man has been spotted.
  • f - The hex rows which form and describe the seams of the map sections are neutral hexes. The patrol may move through them in order to get from one map section to another so long as it does not make use of them as a highway to skirt rule "e" above. (In the diagram illustrated this would be like moving from section C to section D via the neutral hexes forming the seam between B and E.)
  • g - The patrol may enter onto any hex adjacent to its established entry-mapedge-section. Obviously the act of entering consumes one Movement Point and since the patrol enters single-file, the second man enters on the second MP, etc. The patrol may exit through any hex on its exit-mapedge-section. The patrol may not enter or exit through a seam hex.

Step 3. Varying the Time of Entry: After plotting their respective movement, each Player rolls the die once. The result indicates on which Game-Turn the lead man in his patrol will enter the map. Needless to say this procedure is merely a device to introduce the opposing forces to the map at varying times. If Alpha rolls a "3" and Bravo rolls a "5", it means that Bravo patrol will enter the map two Game-Turns after Alpha has entered. The purpose of this device is to avoid stereotyped meeting engagements with both forces the same distance into the map.

Secret Entry and Exit: Neither Player should tell the other what his entrance and exit sections are, unless the scenario specifically provides for this disclosure.

[26.3] Alpha or Bravo

The General Situations describe the opposing forces in terms of the ALPHA Force doing this while the BRAVO Force does that. The Players must decide between themselves exactly who will be the ALPHA Player and who will be the BRAVO in any given scenario. The terms ALPHA and BRAVO are simply literary devices which allow us to shortcut long phrases like "the force that's doing the raiding" versus "the raided force", etc.

[26.4] Secret and Concealed Deployment

In the Ambush, Reconnaissance, Raid and Assault General Situations, the Bravo Player is instructed to initially deploy his force in some section(s) of the map. This deployment is made in secret and the Alpha Player is not to know the location of the Bravo men or weapons, until further instructions or the course of play reveals them.

The Bravo Player places his men on the map after asking the Alpha Player to step away from the map. He notes their hex location by number on a scrap of paper. If permitted by the Rules of Engagement, he notes Opportunity Fire tasks for his men on the same paper. He then removes his men from the map and the Alpha Player returns to the table.

[26.5] The Patrol [or Meeting Engagement] Situation

This simulates what is probably the most common type of small-unit level infantry combat. Here we have two opposing infantry squads which meet by chance in the "no-man's" land between their respective front lines. Both squads are on a general patrol with no specific purpose in mind except that of general intelligence (which is a broad category covering a multitude of sins). Most patrols of this nature are inconclusive but from an intelligence standpoint the fact that a patrol didn't run into the enemy, didn't walk into a minefield, didn't get fired on by long range MG's from a certain hill, didn't find any evidence of enemy occupation of abandoned huts, etc., etc. can be as important as if they did run into trouble. Aggressive patrolling of this nature produces the information that Intelligence and the local commanders need to paint a picture of the Enemy's front line, to locate his listening posts, to pick probable routes of attack, to generally know what the hell is going on out there. The combat that results when two such opposing patrols chance to meet is usually brief and inconclusive. Neither patrol is much interested in exterminating the other. Both parties simply want to get out of there.

[26.51] Map Set-Up

   Alpha
A   C   D
B   E   F
   Bravo

[26.52] Entry and Exit Use the Procedure outlined in 26.2 for both Alpha and Bravo forces.

[26.53] Game Length Indefinite. Game may last an unlimited amount of Game-Turns until all surviving men (wounded and able-bodied) from one force or the other exit from the map. In a sense, the Players will regulate the length of the game by the pace at which they play.

[26.54] How Victory is Determined The winning Player is the one with the most points at the end of the game. Points are awarded at the end of the game for the following achievements:

  • 3 pts for every Wounded Enemy Man
  • 10 pts for every Incapacitated Enemy Man
  • 10 pts for every Killed Enemy Man
  • 5 pts for every Incapacitated Friendly Man who is carried off the map before the end of the game
  • 10 pts for possession of the field, which is defined as having at least one wounded or able-bodied man on the map at the end of the game

Since the game can only end when one side or the other quits the field (or is totally killed and incapacitated), one Player or the other will always achieve possession of the field unless they mutually exterminate one another on the same Game-Turn or both exit their survivors on the same Game-Turn.

Also note that an Incapacitated man can garner points not only for the Enemy Player, but also for the Friendly Player.

The greater the margin of Victory Points, the greater the result, as follows:

Victory Point MarginVictory Level
10 or lessMarginal
11 to 20Creditable
21 or moreSubstantial

For example, if Alpha had 54 points and Bravo 67, Bravo would win a Creditable Victory.

[26.55] Special Preservation Effect If a force has triggered its Preservation Level number, it may not receive points for wounding, incapacitating, or killing Enemy men. It still receives points for possession of the field and exiting its own serious casualties. And, of course, it suffers the General Effects of Preservation outlined in 21.23.

[26.56] Special Rules of Engagement

  • a - Both Players must move their men in accordance with their respective Preliminary Movement Plots (see 26.2) until Contact is made. At the exact moment that Contact is achieved, all men on both sides must instantly terminate their movement and fall prone.
  • b - If Contact is achieved on the very first Game-Turn or before all of the men on both sides have entered the map, then movement is executed Movement Point by Movement Point until every man has entered the map, at which point it ceases and everybody falls prone.
  • c - The turn in which Contact is made and the men fall prone is known as the Contact Game-Turn. No Combat or Maintenance tasks may be executed before or during the Contact Game-Turn.
  • d - After Contact is made, the Preliminary Movement Plots are discarded. Both Players may maneuver and fight as best they can but they must keep in mind their original exit map-edge which is the only map-edge through which they can exit their respective men.

[26.57] Player's Notes The interesting feature of this situation is that either Player may determine when the game ends and the winner determined by voluntarily exiting his troops from the map. Of course, the Player who decides to end the game by leaving concedes ten points. Sometimes it isn't easy to leave. Particularly if your opponent's men have yours pinned down or, what is even more difficult, if his troops are blocking your exit map-edge. (Remember the procedure in 26.2 where you secretly found out which map-edge you could exit from? Well, you're stuck with it and sometimes it's very inconvenient to reach.) As a general guide, it is best to shoot and run, assuming you can concede the field and still have some victory margin. Of course, if you are lucky and zap a lot of hostiles with your fire and your own boys aren't hurting you might chance sticking around for a big win.

[26.6] The Reconnaissance Situation

Many times a patrol is sent to determine specific facts about Enemy positions (reconnaissance). The purpose of these patrols are information-gathering only. Fighting, except in self-defense, is taboo. Information gathered from a reconnaissance is used to pencil in Enemy fire positions and strongpoints on artillery situation maps.

[26.61] Map Set-Up

   Alpha
A   C   E
B   D   F
   Bravo

[26.62] Entry and Exit The Alpha Player is the reconnoitering Player. The Bravo Player is the one being scouted. The Alpha Player's entry and exit hexes are determined as per procedure in 26.2 - the chit pull method. Thus his force will enter into either Map section A, C or E depending on his chit pull. The Bravo force will deploy in secret and concealed positions (see 26.4) in either B, D or F. The entire Bravo force must be in one (and only one) of these sections. The Bravo Player is given one pillbox which must be placed in the same map-section as his men and in clear terrain. The pillbox is hidden and may be garrisoned. The Bravo Player must pull one chit to determine his exit Map-edge.

[26.63] Game Length The game ends when the Bravo Force gains possession of the field (i.e., when there is no fit or wounded Alpha man on the map; usually because the Alpha force has voluntarily left the map).

[26.64] How Victory is Determined The winning Player is the one with the most points at the end of the game. Points are awarded at the end of the game for the following achievements:

To the Bravo Player:

  • 3 points for every wounded Alpha man.
  • 10 points for every incapacitated or killed Alpha man.
  • 5 points for every incapacitated Bravo man evacuated off the map.

To the Alpha Player:

  • 25 points if one of his men spots the pillbox and exits the map in a wounded or fit status. Any number of Alpha men may meet this requirement, but the Alpha receives only 25 points regardless of the number of successful spotters.

There are no levels of victory. It's win, lose or draw.

[26.65] Special Preservation Effects If the Bravo force triggers its Preservation Level, it receives zero points for shooting Alpha men. The Alpha Force has no special effects applying to it.

[26.66] Rules of Engagement

  • a - The Bravo men and the pillbox remain hidden and concealed from the Alpha Force until (a) they fire, (b) they move or (c) an Alpha man with an otherwise unblocked line of sight moves within five hexes of their position. They are revealed by placing them on the map.
  • b - The Bravo men may not fire or move from their positions until at least one Alpha man enters the section in which they are deployed. The Bravo Player may pre-plot Opportunity Fire (only) for his men until the Game-Turn following the Contact Game-Turn.
  • c - The Contact Game-Turn is defined as the turn in which the Bravo force first executes at least one Opportunity Fire. On the Contact Game-Turn the Alpha Force must complete its Movement Plot and then fall prone.
  • d - After deploying, noting his hidden positions, the Bravo Player must tell the Alpha Player which map-section his men are in. The Alpha Player's Movement Plot must then be written in such a fashion that at least one Alpha man enters the Bravo occupied map-section by Game-Turn six. Thereafter, he is free to move as he sees fit.

[26.67] Player's Notes This is a simple situation (in theory). The Bravo Player sets up in his section. The Alpha Player tries to sneak up on him sending a sacrificial point man ahead to, hopefully, trigger contact and reveal some Bravo firer. If the Alpha Player is lucky he will choose an unguarded approach to the Bravo positions. If the Bravo Player is lucky the Alpha Player will walk right into his fields of fire. Note that the Alpha Player can walk right up to the seam of the Bravo map-section and the Bravo men may not fire until at least one Alpha man crosses the seam. Usually the Bravo Player will place his pillbox somewhere in the center of his section and not fire from it unless absolutely necessary, trusting his other men to keep Alpha men from getting close enough to spot it. The Alpha Player should inundate the map with smoke grenades to give some cover to his men as they infiltrate into the Bravo position.

[26.7] The Raid Situation

The raid is designed as a quick hit-and-run operation meant to attack a known enemy position, inflict casualties and get away before the enemy can react in strength. Often a raid has an objective to seize one or more prisoners. Usually raids are executed under cover of night.

[26.71] Map Set-Up

   Alpha
D   F   E
C   A   B
   Bravo

[26.72] Entry and Exit Bravo Force sets up in either map-section A or F. Each man is deployed initially in a crater, one man per crater (use crater markers, one crater per man). He deploys openly so that the Alpha Player knows where the Bravo men are. The Alpha Player then writes a Preliminary Movement Plot which enters his men in one of map-sections D, C, B or E, and which continues so that at least one Alpha man enters the Bravo occupied map-section by Game-Turn six. The map-edge through which the Alpha Force enters is also established as its exit edge.

[26.73] Game Length The game lasts fifteen Game-Turns including the Game-Turns which occur before the first Alpha man enters the Bravo occupied section.

[26.74] How Victory Is Determined The winning Player is the one with the most points at the end of the game. Points are awarded for the following achievements:

To the Bravo Player:

  • 3 points for every wounded Alpha man.
  • 5 points for every killed or incapacitated Alpha man.

To the Alpha Player:

  • 5 points for every killed or incapacitated Bravo man.
  • 10 additional points for every incapacitated Bravo man the Alpha men succeed in carrying from the Bravo occupied map-section.

[26.75] Special Preservation Effects There are no special effects applying to either force.

[26.76] Rules of Engagement

  • a - The Bravo men may not move until the Game-Turn following the Contact Game-Turn which is the turn when at least one Alpha men enters the Bravo occupied map-section.
  • b - Neither force may execute "DF" or "QF" or throw grenades or satchel charges, etc., until the Game-Turn following Contact.
  • c - The Bravo force may plot Opportunity Fire (only) on every Game-Turn. But this Opportunity Fire may not be executed unless the Game-Turn is adjudged the Contact Game-Turn.

[26.8] The Ambush Situation

As the intelligence picture in no-man's land begins to fill in, local commanders begin to anticipate Enemy patrols. This is particularly true if the Enemy begins to get careless and allows itself to fall into a patrolling routine. This sets the stage for the ambush.

[26.81] Map Set-Up

   Alpha
A   B   C
D   E   F
   Bravo

[26.82] Entry and Exit The Alpha Player uses the procedure detailed in 26.2 to establish the entry route and exit of his patrol. He then informs the Bravo Player of his projected route in the following general terms: "I am going from A to D to E to B to C to F" or whatever. The Alpha Player then writes out his exact Preliminary Movement Plot. The Bravo Player then selects any map-section, except the map-section which the Alpha force is entering the map into, to deploy his ambush. He, the Bravo Player, deploys his men in the chosen section. He must deploy them all in the chosen section. The Bravo Player then picks a chit to determine the exit map-edge for his force.

[26.83] Game Length The game lasts fifteen Game-Turns or until all fit or wounded Bravo men have exited from the map, whichever occurs first.

[26.84] How Victory Is Determined The winning Player is the one with the most points at the end of the game. Points are awarded for the following achievements:

To the Bravo Player:

  • 3 points for every wounded Alpha man.
  • 10 points for every killed or incapacitated Alpha man.

To the Alpha Player:

  • 3 points for every wounded Bravo man.
  • 10 points for every killed or incapacitated Bravo man.
  • 5 points for every Alpha man exited from the map before the end of the game (fit, wounded, incapacitated or killed).

[26.85] Special Preservation Effects There are no special preservation effects applying to either force.

[26.86] Rules of Engagement

  • a - The Alpha force must hold to its Preliminary Movement Plot until Contact occurs. Contact is defined as the Bravo force firing Opportunity Fire at the Alpha force or an Alpha man coming within five hexes of a Bravo man with an unobstructed line of sight.
  • b - The Bravo force may not move until the Game-Turn following the Contact Game-Turn. The Bravo Player may write Opportunity Fire Plots for his men from Game-Turn one on. He may rewrite these plots on every turn as the exact path of the Alpha force becomes clearer. He may specifically allow the Alpha force to move through lines of Opportunity Fire in hopes that the entire patrol or a good part of it will become enmeshed in his ambush net. This means that the path of each Alpha man must be examined Movement Point-by-Movement Point so that the exact position of each Alpha man can be determined at the moment when the Bravo Player opens fire.
  • c - After Contact has been achieved the Alpha force automatically falls prone. This occurs after any Opportunity Fire to open the action. Neither he nor the Bravo Player may use other Combat methods until the Game-Turns following Contact.
  • d - The Bravo Player may detonate a Claymore mine to initiate contact but if he does so he may not use Opportunity Fire from normal weapons.

[26.9] Assault Situation

H-Hour has come and the squad must carry the fortified position it has been scouting for the past three days. For support it has a Friendly tank or armored personnel carrier. Moving out it can hear and see the crump of its artillery softening-up. Will it take the position in a walk? How many foes survived the artillery? Will the enemy counter barrage catch it in the open? Can it spot enemy bazooka men lurking in hopes of turning its armor support into a funeral pyre?

[26.91] Map Set-Up

   Alpha
B   D   F
E   C   A
   Bravo

[26.92] Entry and Exit

  • a - The Bravo Player sets up his men in either E, C or A. He deploys them either in the pillbox(es) he is allowed by the Order of Battle or in craters (one man per crater). He deploys them initially with smoke markers over them so that the Alpha Player knows where they are but not what weapons they use.
  • b - The Alpha Player must enter on map-edge 2, 3 or 4 (his pick). This entry edge is also his exit edge. He may enter in a broad front formation (that is, his men may enter at several different hexes along the given edge).

[26.93] Game Length The game lasts until either Player concedes the field or until one or the other is totally killed or incapacitated.

[26.94] How Victory Is Determined The winning Player is the one with the most points at the end of the game. Points are awarded for the following achievements:

To the Bravo Player:

  • 10 points for every killed or incapacitated Alpha man.
  • 10 points if the tank or APC (assuming one is used) is destroyed. Destroyed means that it was rendered uninhabitable (the crew bailed out or it blew up).
  • 50 points for possession of the field.

To the Alpha Player:

  • 10 points for every killed or incapacitated Bravo men.
  • 20 points for possession of the field.
  • 5 points for every fit Alpha man remaining on the map at the end of the game.

[26.95] Special Preservation Effects If either or both Players reach their respective Preservation Levels their victory point awards are halved (round fractions up).

[26.96] Rules of Engagement

  • a - Once deployed, the Bravo men may not move until the second Game-Turn. The Alpha Player may plot artillery fire on Game-Turns One, and thereafter, as he sees fit and as the Order of Battle permits.
  • b - The Alpha force may move freely onto the map on Game-Turn One. The Bravo Player may not fire any weapons including his artillery on Game-Turn One. On Game-Turn Two and thereafter, both Players may maneuver and fight freely with full knowledge of each other's positions. (Remove the concealing smoke markers from the Bravo men.)
  • c - In Orders of Battle, the Bravo Player is given a certain amount of mines (both anti-personnel and anti-tank). Their locations remain hidden from the Alpha Player until he steps on them.
  • d - At any point after Game-Turn Five, the Bravo Player may establish an exit map-edge for his force. He does so using the procedure in 26.2 (picks a chit from those marked 6-10). He may then exit his forces off through this map-edge. (This simulates the other attack activity on his theoretical flanks which is assumed to be interdicting more predictable routes of retreat.)
  • e - If any barbed wire is deployed by the Bravo Player it is deployed openly.

[27.0] Orders of Battle [OB's]

GENERAL DESCRIPTION:

In this section, 41 individual groups of orders of battle are listed. Each order of battle is derived from some historical action or hypothetical future action. Each OB lists the terrain mode for that action. This tells the Players which Terrain Effects Chart to use when playing. Each opposing side is named and their unique Panic Level and Preservation Level given for that action. Then individual OB's are given to each Player for his force for each possible situation and role (Alpha and Bravo) in that action.

In many cases we did not compose an OB for certain situations, or, in many cases, we composed an OB for only one role in a situation. (For example, in 27.46, the German side can only be the Bravo Player (defender) and the Russian side can only be the Alpha Player (attacker) when playing the Assault Situation.)

The unique OB's give you the number of men in each force and their weapons. For example: 6 RF(SR), 2 MP, 1 AR translates to six men armed with semi-automatic rifles, two men armed with machine pistols, and one man armed with an automatic rifle. The notation RF(SR), meaning, of course, that the Player uses an RF type unit from the counter mix with the combat values of the SR weapon. In addition to the men composing a force, the OB lists the number of mines, satchel charges, barbed wire hexes, tanks APC's, pillboxes and artillery rounds by type and class of fire. Special notes are included where appropriate.

[27.1] WORLD WAR I ORDERS OF BATTLE

[27.11] YPRES, 11 Oct. 1914

Terrain Mode: OPEN

Combatants

  • British (Panic 0% / Preserv: 30)
  • German (Panic 20% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • British Alpha/Bravo: 14 RF(BR)
  • German Alpha/Bravo: 15 RF(BR)

Recon Situation:

  • British Alpha: 10 RF(BR)
  • British Bravo: 5 RF(BR), 1 MG, 1 pillbox
  • German Alpha: 11 RF(BR)
  • German Bravo: 6 RF(BR), 1 MG, 1 pillbox

Raid Situation:

  • British Alpha: 14 RF(BR)
  • British Bravo: 6 RF(BR), 1 MG
  • German Alpha: 15 RF(BR)
  • German Bravo: 7 RF(BR), 1 MG

Ambush Situation:

  • British Alpha: 14 RF(BR)
  • British Bravo: 8 RF(BR), 1 AR
  • German Alpha: 15 RF(BR)
  • German Bravo: 10 RF(BR)

Assault Situation:

  • British Alpha: 15 RF(BR), 5 rounds light arty. (planned)
  • British Bravo: 7 RF(BR), 1 MG, 1 pillbox
  • German Alpha: 15 RF(BR), 6 rounds medium arty. (planned)
  • German Bravo: 8 RF(BR), 1 MG, 1 pillbox

[27.12] GUISE, 28 Aug. 1914

Terrain Mode: MIXED

Combatants

  • French (Panic: 30% / Preserv: 30)
  • German (Panic 20% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • French Alpha/Bravo: 13 RF(BR)
  • German Alpha/Bravo: 15 RF(BR)

Recon Situation:

  • French Alpha: 7 RF(BR)
  • French Bravo: 5 RF(BR), 1 pillbox
  • German Alpha: 5 RF(BR)
  • German Bravo: 4 RF(BR), 1 pillbox

Raid Situation:

  • French Alpha: 13 RF(BR)
  • French Bravo: 8 RF(BR)
  • German Alpha: 15 RF(BR)
  • German Bravo: 6 RF(BR)

Ambush Situation:

  • French Alpha: 13 RF(BR)
  • French Bravo: 8 RF(BR)
  • German Alpha: 15 RF(BR)
  • German Bravo: 6 RF(BR)

Assault Situation:

  • French Alpha: 13 RF(BR), 10 rounds light arty. (planned)
  • French Bravo: 6 RF(BR), 1 AR, 1 pillbox
  • German Alpha: 15 RF(BR), 6 rounds medium arty. (planned)
  • German Bravo: 5 RF(BR), 1 MG, 1 pillbox

[27.13] ST. JULIEN, 20 Jun 1918

Terrain Mode: MIXED

Combatants

  • French (Panic 20% / Preserv: 20)
  • German (Panic 40% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • French Alpha/Bravo: 7 RF(BR), 1 AR
  • German Alpha/Bravo: 15 RF(BR)

Recon Situation:

  • French Alpha: 7 RF(BR), 1 AR
  • French Bravo: 4 RF(BR), 1 AR, 1 MG, 1 pillbox
  • German Alpha: 15 RF(BR)
  • German Bravo: 5 RF(BR), 1 MG, 1 pillbox

Raid Situation:

  • French Alpha: 7 RF(BR), 1 AR
  • French Bravo: 4 RF(BR), 1 AR, 1 MG, 1 pillbox

Raid Situation:

  • French Alpha: 7 RF(BR), 1 AR
  • French Bravo: 4 RF(BR), 1 AR
  • German Alpha: 15 RF(BR)
  • German Bravo: 3 RF(BR), 1 MG

Ambush Situation:

  • French Alpha: 7 RF(BR), 1 AR
  • French Bravo: 7 RF(BR), 1 AR
  • German Alpha: 15 RF
  • German Bravo: 5 RF(BR), 1 MG

Assault Situation:

  • French Alpha: 14 RF(BR), 2 AR, 1 tank, 10 rounds light arty. (planned)
  • French Bravo: 7 RF(BR), 1 AR, 1 pillbox, 5 rounds light arty. (planned), 10 hexes barbed wire
  • German Alpha: 15 RF(BR), 8 rounds medium arty. (plaaned)
  • German Bravo: 7 RF(BR), 1 MG, 1 pillbox, 4 rounds medium arty. (planned), 8 hexes barbed wire

Special Notes - The turret of the French tank may not traverse. It may only point straight ahead.

[27.14] MOGILEV, 22 Dec. 1914

Terrain Mode: OPEN

Combatants

  • German (Panic 20% / Preserv: 30)
  • Russian (Panic 30% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • German Alpha/Bravo: 15 RF(BR)
  • Russian Alpha/Bravo: 15 RF(BR)

Recon Situation:

  • Same as Patrol Situation (plus one pillbox for Bravo).
  • Raid or

Ambush Situation:

  • Same as Patrol Situation.

Assault Situation:

  • German Alpha: 15 RF(BR), 5 rounds medium arty. (planned)
  • German Bravo: 7 RF(BR), 1 MG, 1 pillbox
  • Russian Alpha: 15 RF(BR)
  • Russian Bravo: 9 RF(BR), 1 MG, 1 pillbox

[27.15] RAVA RUSKA, 10 Sept. 1914

Terrain Mode: OPEN

Combatants

  • Russian (Panic 30% / Preserv: 30)
  • Austro-Hun. (Panic 30% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • Russian Alpha/Bravo: 15 RF(BR)
  • Austro-Hun. Alpha/Bravo: 15 RF(BR)

Recon Situation:

  • Same as Patrol Situation (plus one pillbox for Bravo).
  • Raid or

Ambush Situation:

  • Same as Patrol Situation.

Assault Situation:

  • Russian Alpha: 15 RF(BR)
  • Russian Bravo: 9 RF(BR), 1 MG, (no pillbox)
  • Austro-Hun. Alpha: 15 RF(BR)
  • Austro-Hun. Bravo: 10 RF(BR), (no pillbox)

[27.2] BETWEEN THE WARS ORDERS OF BATTLE [1917-1937]

[27.21] TANK ZAM, 9 March 1917

Terrain Mode: CLOSED

Combatants

  • Mahrattas (Panic 20% / Preserv: 25)
  • Pathans (Panic 40% / Preserv: 15)

Orders of Battle by Situation and Role

Patrol Situation:

  • Mahrattas Alpha/Bravo: 12 RF(BR)
  • Pathans Alpha/Bravo: 18 RF(BR)

Recon Situation:

  • Same as Patrol Situation (plus one pillbox for Bravo).
  • Raid or

Ambush Situation:

  • Same as Patrol Situation.

Assault Situation:

  • Mahrattas Alpha: 12 RF(BR), 5 rounds light arty. (planned)
  • Mahrattas Bravo: 9 RF(BR), 1 MG, no pillbox
  • Pathans Alpha: 18 RF(BR), 1 AR
  • Pathans Bravo: 13 RF(BR), 1 pillbox

[27.22] PURSUIT OF THE FAQIR OF IPI, 19 May 1937

Terrain Mode: MIXED

Combatants

  • Gurkhas (Panic 10% / Preserv: 40)
  • Pathans (Panic 40% / Preserv: 15)

Orders of Battle by Situation and Role

Patrol Situation:

  • Gurkhas Alpha/Bravo: 10 RF(BR), 1 MG
  • Pathans Alpha/Bravo: 15 RF(BR), 1 AR
  • Other Situations: none

[27.23] LAKE ONEGA-MURMANSK, 21 June 1919

Terrain Mode: CLOSED

Combatants

  • British (Panic 20% / Preserv: 20)
  • Red Militia (Panic 40% / Preserv: 15)

Orders of Battle by Situation and Role

Patrol Situation:

  • British Alpha/Bravo: 14 RF(BR), 1 AR
  • Red. Mil. Alpha/Bravo: 15 RF(BR)
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • British Alpha: 14 RF(BR), 1 AR
  • British Bravo: 7 RF(BR), 1 AR, 1 MG, 2 pillboxes
  • Red Mil. Alpha: 15 RF(BR), 2 AR
  • Red Mil. Bravo: 15 RF(BR), 3 pillboxes

[27.24] EKATERINBERG, 1919

Terrain Mode: MIXED

Combatants

  • Czechs (Panic 40% / Preserv: 15)
  • Red Guards (Panic 40% / Preserv: 15)

Orders of Battle by Situation and Role

Patrol Situation:

  • Czechs Alpha/Bravo: 15 RF(BR)
  • Red Gds. Alpha/Bravo: 15 RF(BR)
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • Czechs Alpha: 15 RF(BR)
  • Czechs Bravo: 6 RF(BR), 2 MG, 2 pillboxes
  • Red Gds. Alpha: 15 RF(BR)
  • Red Gds. Bravo: 7 RF(BR), 1 AR, 2 pillboxes

[27.25] TSARITSYN, 1919 (See 28.2.)

Terrain Mode: OPEN

Combatants

  • White Russian (Panic 40% / Preserv: 15)
  • Red Cossack (Panic 30% / Preserv: 15)

Orders of Battle by Situation and Role

Patrol Situation:

  • Wht.Russ. Alpha: 15 RF(BR)
  • Wht. Russ. Alpha: 15 RF(BR)
  • Cossack Alpha: 15 RF(BR) mounted on 15 horses
  • Cossack Bravo: 15 RF(BR) mounted on 15 horses
  • Recon,
  • Raid, or

Ambush Situations: none

Assault Situation:

  • Wht. Russ. Alpha: 15 RF(BR)
  • Wht. Russ. Bravo: 7 RF(BR), 1 MG, 1 AR, 2 pillboxes
  • Cossack Alpha: 15 RF(BR) mounted on 15 horses
  • Cossack Bravo: 15 RF(BR)

[27.26] PACIFICATION OF THE RIFFS, 1925

Terrain Mode: CLOSED

Combatants

  • French (Panic 10% / Preserv: 30)
  • Riffs (Panic 20% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • French Alpha/Bravo: 7 RF(BR), 1 AR
  • Riffs Alpha/Bravo: 15 RF(BR)
  • Recon,
  • Raid or

Ambush Situation: none

Assault Situation:

  • French Alpha: none
  • French Bravo: 7 RF(BR), 1 AR, 1 pillbox
  • Riffs Alpha: 15 RF(BR), 1 satchel charge
  • Riffs Bravo: none

[27.27] GUADALAJARA, 1937

Terrain Mode: MIXED

Combatants

  • Italians (Panic 30% / Preserv: 15)
  • Republicans (Panic 40% / Preserv: 20)

Orders of Battle by Situation and Role

Patrol Situation:

  • Italians Alpha/Bravo: 16 RF(BR), 2 AR
  • Repub. Alpha/Bravo: 11 RF(BR), 1 AR
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • Italians Alpha: 16 RF(BR), 2 AR, 1 tank, 4 rounds light arty. (planned)
  • Repub. Bravo: 8 RF(BR), 1 AR, 1 MG, 2 pillboxes, 10 hexes barbed wire, 1 satchel charge

[27.28] SALAMANCA, 1937

Terrain Mode: MIXED

Combatants

  • Nationalists (Panic 40% / Preserv: 20)
  • Anarchists (Panic 50% / Preserv: 15)

Orders of Battle by Situation and Role

Patrol Situation:

  • Nation. Alpha/Bravo: 11 RF(BR), 1 AR
  • Anarch. Alpha/Bravo: 9 RF(BR), 1 AR, 3 satchel charges
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • Nation. Alpha: 11 RF(BR), 1 AR, 1 tank, 1 satchel charge
  • Nation. Bravo: 8 RF(BR), 1 MG, 1 pillbox
  • Anarch. Alpha: 12 RF(BR), 10 satchel charges
  • Anarch. Bravo: 8 RF(BR), 1 AR, 1 pillbox, 3 satchel charges

[27.29] MADRID, 1937

Terrain Mode: MIXED

Combatants

  • Nationalists (Panic 30% / Preserv: 20)
  • Republicans (Panic 50% / Preserv: 40)

Orders of Battle by Situation and Role

Patrol Situation:

  • Nation. Alpha/Bravo: 11 RF(BR), 1 AR
  • Repub. Alpha/Bravo: 10 RF(BR), 2 AR
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • Nation. Alpha: 11 RF(BR), 1 AR, 1 tank, 1 satchel charge
  • Nation. Bravo: 5 RF(BR), 1 AR, 1 pillbox, 10 hexes of barbed wire
  • Repub. Alpha: 16 RF(BR), 1 AR, 2 satchel charges
  • Repub. Bravo: 7 RF(BR), 1 AR, 1 pillbox, 6 hexes of barbed wire, 2 satchel charges

[27.3] WESTERN AND AFRICAN THEATER ORDERS OF BATTLE [WWII]

[27.31] EL ALAMEIN, 1942

Terrain Mode: OPEN

Combatants

  • British (Panic 20% / Preserv: 115)
  • German (Panic 0% / Preserv: 15)

Orders of Battle by Situation and Role

Patrol Situation:

  • British Alpha/Bravo: 8 RF(BR), 1 MP, 1 AR
  • German Alpha/Bravo: 8 RF(BR), 1 MP, 1 MG

Recon Situation:

  • British Alpha: 8 RF(BR), 1 MP, 1 AR
  • British Bravo: none
  • German Alpha:none
  • German Bravo: 3 RF(BR), 1 MP, 1 MG, 1 pillbox, 2 rounds of light arty. (called)
  • Raid or

Ambush Situation: none

Assault Situation:

  • British Alpha: 8 RF(BR), 1 AR, 1 MP, 1 tank, 2 satchel charges, 6 rounds medium arty. (called)
  • German Bravo: 3 RF(BR), 1 MP, 1 MG, 1 RL, 1 pillbox, 5 hexes barbed wire, 5 mines, 3 rounds light arty. (called)

[27.32] TUNISIA, 1943

Terrain Mode: CLOSED

Combatants

  • American (Panic 40% / Preserv: 15)
  • German (Panic 10% / Preserv: 20)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 10 RF(SR), 1 AR
  • German Alpha/Bravo: 6 RF(BR), 1 MP, 1 MG

Recon Situation:

  • American Alpha: 10 RF(SR), 1 AR
  • German Bravo: 3 RF(BR), 1 MP, 1 MG, 1 pillbox, 1 round light arty. (called)

Raid Situation:

  • American Bravo: 6 RF(SR), 1 AR
  • German Alpha: 3 RF(BR), 3 MP

Ambush Situation:

  • American Alpha: 10 RF(SR), 1 AR
  • German Bravo: 3 RF(BR), 2 MP

Assault Situation:

  • American Alpha: 10 RF(SR), 1 AR, 1 RL or FT, 1 tank, 8 rounds medium arty. (called)
  • German Bravo: 3 RF(BR), 1 MP, 1 MG, 1 RL, 1 pillbox, 5 hexes barbed wire, 5 mines, 3 rounds light arty. (called)

[27.33] SALERNO, 3 Sept. 1943

Terrain Mode: MIXED

Combatants

  • American (Panic 10% / Preserv: 20)
  • German (Panic 10% / Preserv: 20)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 10 RF(SR), 2 AR
  • German Alpha/Bravo: 4 RF(BR), 2 MP, 3 MG
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • American Bravo: 10 RF(SR), 1 AR, 1 RL, 1 pillbox, 5 rounds medium arty, 1 round superheavy arty. (called)
  • German Alpha: 6 RF(BR), 2 MP, 3 MG, 1 halftrack, 3 satchel charges, 8 rounds light arty. (called)

[27.34] RAPIDO RIVER, 22 Jan. 1944

Terrain Mode: Mixed

Combatants

  • American (Panic 20% / Preserv: 15)
  • German (Panic 0% / Preserv: 20)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 5 RF(SR), 4 MP, 2 AR, 1 MG
  • German Alpha/Bravo: 5 RF(AW), 3 MP, 1 MG
  • Recon or

Raid Situations: none

Ambush Situation:

  • American Alpha: 5 RF(SR), 4 MP, 2 AR, 1 MG
  • German Bravo: 2 RF(BR), 2 MP, 1 MG

Assault Situation:

  • American Alpha: 5 RF(SR), 4 MP, 2 AR, 1 MG, 1 tank, 2 satchel charges, 6 rounds medium arty. (called)
  • German Bravo: 2 RF(BR), 2 MP, 1 AR, 1 MG, 1 RL, 5 mines, 10 rounds light arty. (called)

[27.35] NORMANDY, 29 June 1944

Terrain Mode: CLOSED

Combatants

  • Canadians (Panic 20% / Preserv: 20)
  • German (Panic 20% / Preserv: 20)

Orders of Battle by Situation and Role

Patrol Situation:

  • Canadian Alpha/Bravo: 5 RF(BR), 4 MP, 1 AR
  • German Alpha/Bravo: 4 RF(BR), 2 MP, 3 MG

Recon Situation:

  • Canadian Alpha: 5 RF(BR), 4 MP, 1 AR
  • German Bravo: 2 RF(BR), 2 MP, 1 pillbox

Raid Situation:

  • Canadian Bravo: 3 RF(BR), 3 MP, 1 AR
  • German Alpha: 6 RF(BR), 3 MP, 6 satchel charges

Ambush Situation:

  • Canadian Alpha: 5 RF(BR), 4 MP, 1 AR
  • German Bravo: 2 RF(BR), 2 MP, 1 MG, 6 mines

Assault Situation:

  • Canadian Alpha: 5 RF(BR), 4 MP, 1 RL (or FT), 1 tank, 5 satchel charges, 10 rounds medium arty. (called)
  • German Bravo: 2 RF(BR), 2 MP, 2 MG, 1 RL, 5 pillboxes, 5 mines, 10 rounds light arty. (called)

[27.36] BASTOGNE, 24 Dec. 1944

Terrain Mode: CLOSED

Combatants

  • American (Panic 10% / Preserv: 20)
  • German (Panic 20% / Preserv: 20)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 10 RF(SR), 2 AR
  • German Alpha/Bravo: 8 RF(BR), 1 MP, 1 MG
  • Recon or

Raid Situations: none

Ambush Situation:

  • American Bravo: 5 RF(SR), 3 AR
  • German Alpha: 8 RF(BR), 1 MP, 1 MG

Assault Situation:

  • American Bravo: 6 RF(SR), 2 AR, 1 RL, 2 satchel charges, 6 rounds medium arty. (called), 3 pillboxes
  • German Alpha: 8 RF(BR), 3 MP, 1 MG, 1 RL, 1 tank, 3 satchel charges, 8 rounds light arty, 4 rounds medium arty. (called)

[27.37] KESTERNICH, 13 Dec. 1944

Terrain Mode: MIXED

Combatants

  • American (Panic 20% / Preserv: 15)
  • German (Panic 40% / Preserv: 15)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 5 RF(SR), 4 MP, 2 AR
  • German Alpha/Bravo: 3 RF(BR), 5 MP, 2 MG
  • Recon or

Ambush Situations: none

Raid Situation:

  • American Alpha: 8 RF(SR), 1 AR, 3 satchel charges
  • German Bravo: 4 RF(BR), 2 MP, 1 MG

Assault Situation:

  • American Alpha: 5 RF(SR), 4 MP, 2 AR, 1 MG, 1 RL (or FT), 15 rounds light arty. (called), 3 satchel charges
  • German Bravo: 4 RF(BR), 4 MP, 1 MG, 2 pillboxes, 10 hexes barbed wire, 3 rounds light arty. (called)

[27.4] EASTERN FRONT ORDERS OF BATTLE [WWI]

[27.41] LUGA RIVER, 20 July 1941

Terrain Mode: MIXED

Combatants

  • German (Panic 0% / Preserv: 10)
  • Russian (Panic 60% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • German Alpha/Bravo: 9 RF(BR), 2 MP
  • Russian Alpha/Bravo: 10 RF(BR), 1 MP, 1 AR
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • German Alpha: 9 RF(BR), 2 MP, 2 satchel charges, 1 tank, 5 rounds light arty., 2 rounds superheavy arty. (called)
  • Russian Bravo: 8 RF(BR), 1 MP, 1 AR, 2 pillboxes, 4 satchel charges

[27.42] MIUS RIVER, 1942

Terrain Mode: MIXED

Combatants

  • German (Panic 0% / Preserv: 15)
  • Russian (Panic 50% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • German Alpha/Bravo: 10 RF(BR), 1 MP, 1 MG
  • Russian Alpha/Bravo: 10 RF(BR), 1 MP, 1 AR

Recon Situation:

  • German Alpha: 8 RF(BR), 3 MP
  • Russian Bravo: 10 RF(BR), 1 MP, 1 AR, 1 pillbox

Assault Situation:

  • German Alpha: 8 RF(BR), 1 MP, 1 MG, 1 RL (or FT), 10 rounds medium arty. (called)
  • German Bravo: 6 RF(BR), 1 MG, 1 pillbox
  • Russian Alpha: 10 RF(BR), 1 AR, 2 satchel charges
  • Russian Bravo: 10 RF(BR), 1 MG, 1 pillbox

[27.43] DON RIVER, 19 Nov. 1942

Terrain Mode: MIXED

Combatants

  • Germans (Panic 10% / Preserv: 40)
  • Russians (Panic 30% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • Germans Alpha/Bravo: 9 RF(BR), 2 MP
  • Russians Alpha/Bravo: 6 RF(BR), 3 MP, 1 MG

Recon Situation:

  • German Bravo: 9 RF(BR), 2 MP, 2 MG, 1 pillbox
  • Russian Alpha: 5 RF(BR), 5 MP, 2 AR

Raid Situation:

  • German Bravo: 3 RF(BR), 2 MP, 1 MG
  • Russian Alpha: 6 RF(BR), 3 MP, 1 MG, 3 satchel charges

Ambush Situation: none

Assault Situation:

  • German Bravo: 9 RF(BR), 2 MP, 2 MG, 2 RL, 5 pillboxes, 10 mines
  • Russian Alpha: 15 RF(BR), 5 MP, 2 MG, 1 tank, 20 rounds medium arty. (planned)

[27.44] DONETS RIVER, 3 Apr. 1943

Terrain Mode: OPEN

Combatants

  • Germans (Panic 10% / Preserv: 25)
  • Russian (Panic 20% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • German Alpha/Bravo: 4 RF(BR), 2 MP, 1 MG
  • Russian Alpha/Bravo: 1 RF(BR), 5 MP, 2 AR
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • German Alpha: 4 RF(BR), 2 MP, 1 MG, 1 halftrack, 6 rounds heavy arty. (called)
  • Russian Bravo: 1 RF(BR), 5 MP, 1 MG, 1 pillbox, 1 satchel charge, 5 rounds light arty. (called)

[27.45] OKA RIVER, 8 Aug. 1943

Terrain Mode: MIXED

Combatants

  • German (Panic 20% / Preserv: 20)
  • Russian (Panic 30% / Preserv: 20)

Orders of Battle by Situation and Role

Patrol Situation:

  • German Alpha/Bravo: 6 RF(BR), 3 MP, 1 MG
  • Russian Alpha/Bravo: 6 RF(BR), 3 MP, 1 AR

Recon Situation:

  • German Bravo: 2 RF(BR), 2 MP, 1 MG, 1 pillbox
  • Russian Alpha: 6 RF(BR), 3 MP, 2 AR

Raid Situation:

  • German Bravo: 2 RF(BR), 2 MP, 1 MG, 4 rounds light arty. (called)
  • Russian Alpha: 6 RF(BR), 3 MP, 2 AR, 1 satchel charge

Ambush Situation: none

Assault Situation:

  • German Bravo: 6 RF(BR), 2 MP, 1 MG, 10 mines, 10 hexes barbed wire, 10 rounds light arty. (called), (no pillbox)
  • Russian Alpha: 15 RF(BR), 5 MP, 2 AR, 2 satchel charges, 10 rounds light arty. (planned)

[27.46] BEREZINA RIVER, 23 June 1944

Terrain Mode: CLOSED

Combatants

  • German (Panic 20% / Preserv: 20)
  • Russian (Panic 20% / Preserv: 25)

Orders of Battle by Situation and Role

Patrol Situation:

  • German Alpha/Bravo: 6 RF(BR), 2 MP, 1 MG
  • Russian Alpha/bravo: 1 RF(BR), 5 MP, 2 AR
  • Recon,
  • Raid or

Ambush Situation: none

Assault Situation:

  • German Bravo: 6 RF(BR), 3 MP, 1 MG, 1 RL, 4 pillboxes, 10 mines, 10 rounds light arty. (called)
  • Russian Alpha: 12 RF(BR), 5 MP, 2 AR, 2 satchel charges, 1 tank, 1 halftrack, 15 rounds medium arty. (planned)

[27.5] PACIFIC THEATER ORDERS OF BATTLE [WWII]

[27.51] KHOTA BHARU, 11 Dec. 1941

Terrain Mode: CLOSED

Combatants

  • British (Panic 30% / Preserv: 10)
  • Japanese (Panic 20% / Preserv: 40)

Orders of Battle by Situation and Role

Patrol Situation:

  • British Alpha/Bravo: 8 RF(BR), 1 MP, 1 AR
  • Japanese Alpha/Bravo: 12 RF(BR), 1 AR
  • Recon or

Raid Situation: none

Ambush Situation:

  • British Alpha: 6 RF(BR), 1 AR
  • Japanese Bravo: 4 RF(BR), 1 AR

Assault Situation:

  • British Bravo: 8 RF(BR), 1 MP, 1 AR, 1 pillbox
  • Japanese Alpha: 12 RF(BR), 1 AR, 2 satchel charges, 5 rounds light arty. planned

[27.52] MILNE BAY, 27 Aug. 1942

Terrain Mode: MIXED

Combatants

  • Australian (Panic 30% / Preserv: 20)
  • Japanese (Panic 20% / Preserv: 40)

Orders of Battle by Situation and Role

Patrol Situation:

  • Australian Alpha/Bravo: 7 RF(BR), 2 MP, 1 AR
  • Japanese Alpha/Bravo: 13 RF(BR), 1 AR
  • Recon or

Ambush Situations: none

Raid Situation:

  • Australian Bravo: 4 RF(BR), 1 AR
  • Japanese Alpha: 10 RF(BR)

Assault Situation:

  • Australian Alpha: 7 RF(BR), 2 MP, 1 AR
  • Japanese Bravo: 6 RF(BR), 1 AR (no pillbox)

[27.53] MT. AUSTEN, Fall 1942

Terrain Mode: CLOSED

Combatants

  • American (Panic 10% / Preserv: 15)
  • Japanese (Panic 20% / Preserv: 40)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 8 RF(BR), 1 AR
  • Japanese Alpha/Bravo: 12 RF(BR), 1 AR

Recon Situation: none

Raid Situation:

  • American Bravo: 4 RF(BR)
  • Japanese Alpha: 3 RF(BR), 1 satchel charge

Ambush Situation:

  • American Alpha: 8 RF(BR), 1 AR
  • American Bravo: 4 RF(BR), 4 MP, 1 AR
  • Japanese Alpha: 12 RF(BR), 1 AR
  • Japanese Bravo: 8 RF(BR), 2 AR

Assault Situation:

  • American Alpha: 8 RF(BR), 1 AR, 1 satchel charge, 1 tank
  • American Bravo: 8 RF(BR), 1 AR, 1 MG, 30 rounds light arty. (called), 10 hexes barbed wire
  • Japanese Alpha: 50 RF(BR), 2 AR
  • Japanese Bravo: 6 RF(BR), 1 AR, 1 pillbox, 6 satchel charges

Special Notes - In the Assault Situation, Japanese Alpha Player begins with the 15 RF men in his counter mix. As each becomes incapacitated or killed, the Japanese Player reintroduces another up to 50) into the game through his entry mapedge. Japanese RF may never fall prone.

[27.54] ORMAC VALLEY, 15 Nov. 1944

Terrain Mode: CLOSED

Combatants

  • American (Panic 20% / Preserv: 20)
  • Japanese (Panic 20% / Preserv: 40)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 5 RF(BR), 4 MP, 2 AR, 1 MG
  • Japanese Alpha/Bravo: 12 RF(BR), 1 AR
  • Recon or

Raid Situations: none

Ambush Situation:

  • American Alpha: 5 RF(SR), 4 MP, 2 AR, 1 MG
  • Japanese Bravo: 12 RF(BR), 1 AR

Assault Situation:

  • American Alpha: 5 RF(SR), 4 MP, 2 AR, 2 RL, 4 satchel charges
  • Japanese Bravo: 6 RF(BR), 1 AR, 3 pillboxes

[27.55] OKINAWA, 15 Mar. 1945

Terrain Mode: MIXED

Combatants

  • American (Panic 20% / Preserv: 20)
  • Japanese (Panic 20% / Preserv: 40)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 9 RF(SR), 3 AR
  • Japanese Alpha/Bravo: 12 RF(BR), 1 AR

Recon Situation:

  • American Alpha: 9 RF(SR), 3 AR
  • Japanese Bravo: 5 RF(BR), 1 AR, 1 pillbox
  • Raid or

Ambush Situations: none

Assault Situation:

  • American Alpha: 9 RF(SR), 3 AR, 1 RL (or FT), 1 tank, 3 rounds heavy arty. (called), 4 satchel charges
  • Japanese Bravo: 6 RF(BR), 1 AR, 5 pillboxes, 5 mines, 5 rounds of light arty. (called), 2 satchel charges

[27.6] KOREA ORDERS OF BATTLE

[27.61] HEARTBREAK RIDGE, 1951

Terrain Mode: OPEN

Combatants

  • American (Panic 20% / Preserv: 20)
  • ChiCom PLA (Panic 10% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 10 RF(SR), 1 AR
  • ChiCom Alpha/Bravo: 5 RF(BR), 4 MP
  • Recon or

Raid Situation: none

  • Same as Patrol Situation. (Recon Bravo receives 1 pillbox.)

Ambush Situation:

  • American Alpha: 10 RF(SR), 1 AR
  • ChiCom Bravo: 3 RF(BR), 3 MP

Assault Situation:

  • American Alpha: 15 RF(SR), 2 AR, 2 RL, 2 satchel charges, 5 rounds heavy arty. (called)
  • American Bravo: 6 RF(SR), 2 AR, 1 MG, 3 pillboxes, 10 rounds light arty. (called)
  • ChiCom Alpha: 15 RF(BR), 5 MP, 1 AR, 3 satchel charges
  • ChiCom Bravo: 6 RF(BR), 3 MP, 1 MG, 3 pillboxes

[27.62] PORK CHOP HILL, 11 June 1953

Terrain Mode: CLOSED

Combatants

  • American (Panic 20% / Preserv: 15)
  • ChiCom PLA (Panic 20% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 10 RF(SR), 1 AR
  • ChiCom Alpha/Bravo: 5 RF(BR), 4 MP
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • American Alpha: 10 RF(SR), 1 AR, 1 RL
  • American Bravo: 5 RF(SR), 1 AR, 1 pillbox
  • ChiCom Alpha: 5 RF(BR), 4 MP, 1 FT
  • ChiCom Bravo: 3 RF(BR), 1 MP, 1 MG, 1 pillbox

Special Notes - In the Assault Situation, both Players each may use twenty-five rounds of medium arty. (called). If arty. is used each Player may reinforce freely from his counter mix. (Bravo Player should pick a chit for an entry edge.) Ignore Preservation Effects (General and Specific).

[27.7] VIETNAM ORDERS OF BATTLE

[27.71] MEKONG DELTA, 1968

Terrain Mode: CLOSED

Combatants

  • American (Panic 30% / Preserv: 15)
  • Viet Cong (Panic 20% / Preserv: 20)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 8 RF(AW), 2 GL, 10 rounds light arty. (called)
  • V.Cong Alpha/Bravo: 8 RF(SR), 3 MP, 1 AR

Recon Situation: none

Raid Situation:

  • American Bravo: 8 RF(AW), 2 GL, 30 rounds light arty. (called)
  • V. Cong Alpha: 11 RF(SR), 5 MP, 1 AR, 6 satchel charges

Ambush Situation:

  • American Alpha: 8 RF(AW), 2 GL
  • Viet Cong Bravo: 5 RF(SR), 2 MP

Assault Situation: none

[27.72] QUANG TRI, 1968

Terrain Mode: MIXED

Combatants

  • American (Panic 30% / Preserv: 15)
  • NVA (Panic 10% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 8 RF(AW), 2 GL, 20 rounds medium arty. (called)
  • NVA Alpha/Bravo: 12 RF(AW)

Recon Situation: none

Raid Situation:

  • Same as Patrol Situation.

Ambush Situation:

  • American Bravo: 5 RF(AW), 1 GL, 1 claymore
  • NVA Alpha: 12 RF(AW)

Assault Situation:

  • American Alpha: 8 RF(AW), 2 GL, 1 APC, 20 rounds medium arty. (called)
  • American Bravo: 5 RF(AW), 1 GL, 2 pillboxes, 3 claymores
  • NVA Alpha: 12 RF(AW), 2 RL, 1 satchel charge
  • NVA Bravo: 6 RF(AW), 3 MG, 3 pillboxes, 1 satchel charge

[27.73] AN LOC, 1972

Terrain Mode: CLOSED

Combatants

  • ARVN (Panic 40% / Preserv: 10)
  • NVA (Panic 10% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • ARVN Alpha/Bravo: 8 RF(AW), 2 GL, 1 APC
  • NVA Alpha/Bravo: 12 RF(AW), 1 RL
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • ARVN Bravo: 8 RF(AW), 2 GL, 2 RL, 5 pillboxes, 10 rounds light arty. (called)
  • NVA Alpha: 12 RF(AW), 1 RL, 1 tank, 5 rounds medium arty. (called)

Special Notes - In the Patrol Situation, the ARVN troops must ride around in and on their APC until contact is made.

[27.8] THE 1970's ORDERS OF BATTLE

[27.81] AMUR RIVER, 1975

Terrain Mode: CLOSED

Combatants

  • Russian (Panic 20% / Preserv: 20)
  • ChiCom PLA (Panic 30% / Preserv: 30)

Orders of Battle by Situation and Role

Patrol Situation:

  • Russian Alpha/Bravo: 8 RF(AW), 1 MG
  • ChiCom Alpha/Bravo: 9 RF(AW)
  • Recon or

Ambush Situations: none

Raid Situation:

  • Russian Alpha: 8 RF(AW), 1 MG
  • Russian Bravo: 4 RF(AW)
  • ChiCom Alpha: 9 RF(AW)
  • ChiCom Bravo: 5 RF(AW)

Assault Situation:

  • Russian Alpha: 8 RF(AW), 1 MG, 1 RL, 1 tank, 5 rounds medium arty. (called)
  • ChiCom Bravo: 5 RF(AW), 2 RL, 5 pillboxes, 5 mines

[27.82] HA-ERH-PIN, 1975

Terrain Mode: MIXED

Combatants

  • Russian (Panic 20% / Preserv: 20)
  • Chinese Militia (Panic 40% / Preserv: 40)

Orders of Battle by Situation and Role

Patrol Situation:

  • Russian Alpha/Bravo: 8 RF(AW), 1 MG
  • Chi. Mil. Alpha/Bravo: 9 RF(BR)
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • Russian Bravo: 8 RF(AW), 1 MG
  • Chi. Mil. Alpha: 50 RF(BR), 1 GL

Special Notes - Use the same Assault Situation technique as outlined in (27.53).

[27.83] ETCHELLS, 1976

Terrain Mode: MIXED

Combatants

  • American (Panic 30% / Preserv: 15)
  • Russian (Panic 30% / Preserv: 20)

Orders of Battle by Situation and Role

Patrol Situation:

  • American Alpha/Bravo: 10 RF(AW)
  • Russian Alpha/Bravo: 8 RF(AW), 1 MG
  • Recon or

Raid Situations: none

Ambush Situation:

  • American Bravo: 5 RF(AW), 5 claymores
  • Russian Alpha: 8 RF(AW), 1 MG

Assault Situation:

  • American Bravo: 5 RF(AW), 1 MG, 1 RL, 1 pillbox
  • Russian Alpha: 8 RF(AW), 1 MG, 1 tank

[27.84] BADEN-EES, 1976

Terrain Mode: MIXED

Combatants

  • W. Germans (Panic 20% / Preserv: 20)
  • Russians (Panic 30% / Preserv: 20)

Orders of Battle by Situation and Role

Patrol Situation:

  • W. Germans Alpha/Bravo: 7 RF(AW), 2 MG, 2 RL
  • Russian Alpha/Bravo: 8 RF(AW), 1 MG
  • Recon,
  • Raid or

Ambush Situations: none

Assault Situation:

  • W. German Alpha: 7 RF(AW), 2 MG, 2 RL, 1 APC
  • W. German Bravo: 4 RF(AW), 1 MG, 1 RL, 3 pillboxes
  • Russian Alpha: 8 RF(AW), 1 MG, 1 tank
  • Russian Bravo: 5 RF(AW), 2 RL, 1 pillbox

[28.0] Optional Rules

GENERAL RULE:

The following Optional Rules may be used at the discretion of the Players. While adding somewhat to the realism of play, they also add considerably to the complexity and playing time.

[28.1] Flame Throwers

The Alpha Player in the Assault General Situation may substitute a Flamethrower-equipped man for one of his "RL" class men in any WWII and post-WWII scenarios. The man behaves as any other Fire weapon-equipped man within the following restrictions.

[28.11] Movement

A Flamethrower man's Movement Allowance is five Movement Points. A Flamethrower-equipped man may not go prone. A wounded Flamethrower man has a Movement Allowance of three Movement Points.

[28.12] Combat

A Flamethrower has a range of eight hexes. A Flame attack is subject to Scattering (see the Weapon Scatter Table, 25.1). Flame attacks may not scatter through pillbox hexsides (Aperture or not).

To determine the effects of a Flame attack, consult the Blast Radius Attack Strength Table and the Firearm Combat Results Table. Targets do not get the defensive benefit of terrain or movement multiples (only the Basic Defense Strength of "1" is used).

[28.13] Preservation Effect

A Player must draw two Preservation chits every time one of his men suffers a change in casualty status as a result of a Flamethrower attack.

[28.14] Restrictions

A Flamethrower may never be exchanged. A Flamethrower man may not use any other weapon.

[28.2] Horses

Horses are allowed in certain scenarios. These are used as transportation only. Like other means of transportation in this game, there are specific rules for mounting and dismounting horses, as well as limitations on a man's activities while riding a horse.

[28.21] Mounting and Dismounting

It costs five Movement Points to mount and five Movement Points to dismount from a horse.

[28.22] Movement

Horses travel at twice the speed of a man on foot, that is, twenty Movement Points per turn. Horses pay the same Movement Point penalties as men do for various types of terrain. A horse may not go prone.

[28.23] Fire From Horseback

While mounted on a horse a man may only use his fire weapons while the horse is stationary. A man may not fire from a moving horse. A man on horseback has a hand-to-hand combat value equivalent to an "RF(BR/SR) Erect, normal man".

[28.24] Stacking

Horses count for stacking as if they were one man. Falling off a horse (because the horse has been injured or because the man has been incapacitated) has the equivalent effect of the man being in the outer blast radius of a grenade.

[28.25] Vulnerability To Combat

A horse has the same vulnerability as a man to fire and explosives. If a horse is wounded, incapacitated, or killed he may not carry a man and any man mounted on the horse automatically falls off. A wounded, incapacitated or killed horse is unusable and remains stationary.

[28.3] Barbed Wire

Markers are provided to simulate concertina-type barbed wire. Barbed wire may be deployed by the Bravo Player in the Raid and Assault Situations. The Bravo Player substitutes one barbed wire marker for one mine. A man may not move through a barbed wire hex (a hex containing barbed wire) except by the following procedure: A Friendly man must enter a barbed wire hex and fall prone on top of it. (There is no additional cost for doing so but the man must cease movement on the wire.) This man is called the "bridge". Then other Friendly men may move through the hex occupied by the "bridge" ignoring the presence of the wire underneath. The "bridge" may not use his weapon or grenade, etc., while he is a bridge. He is considered to be in a prone-exposed state. If the Player wishes to free his "'bridge" he must roll the die at the beginning of the Game-Turn and roll a "six". Otherwise, the "bridge" remains stuck on the wire.

Wire may be destroyed (and the marker removed) by the explosion of a satchel charge on the wire hex, or artillery shell or by the passage of a tank or APC through the wire hex.

[28.4] Leaders

If the Players choose to use the Leader Rule, each side designates a leader plus two back up leaders to take over in case the appointed leader is killed or incapacitated.

The leader's main function is to eliminate or reduce the bad effect of command control. A leader's effectiveness is dependent upon whether he is standing or prone and is reduced if he is incapacitated, although the other two "assistant" leaders will eventually take over.

[28.41] The Player must appoint three of his men as leaders. One is made the first leader, that is, the leader that is used until he is incapacitated or killed. Another man is designated the second leader who will take over if the first leader is incapacitated or killed, and a third man is designated the third leader who takes over if the second man is incapacitated or killed. If all three are incapacitated or killed, that side then has no leader.

[28.42] The effect of an erect leader is as follows: The leader himself and any man in his hex or adjacent to his hex have their Panic reduced by 20% (i.e., the last two Panic chits drawn do not apply to these men). Any other men within the leader's line of sight and no more than six hexes away, have their Panic level reduced by 10%. Keep in mind that a leader may still be himself affected by Panic.

[28.43] If a leader goes prone (voluntarily or involuntarily), he still has his own Panic level reduced by 20%. However, when prone, he may only affect men in the same hex to the extent of reducing their Panic 20%. He may still reduce the Panic of his own men within line of sight as much as two hexes away by 10%.

[28.44] A man more than two hexes from a prone leader stays prone (if he goes into a prone position) as long as the leader is in the prone position.

[28.45] If the leader is killed or incapacitated, he ceases to be the leader. Another leader (if one is available) may only take over leadership functions on the turn after the new leader comes into the same hex as the killed or incapacitated leader, or adjacent to the hex in which the killed or incapacitated leader is.

[28.46] During night scenarios the leader may only exercise his control within his own hex and adjacent hexes, and, when prone, only in his own hex.

[28.47] In either day or night situations, the leader may exercise a "follow the leader" method - that is, the leader may head a column of his own men who will follow him in whatever direction he goes. The leader, of course, is still subject to Panic, but his men merely do whatever the leader does (this includes going prone).

[28.5] Unit Integrity

This rule is used to reflect the infantryman's need for companionship. He usually works better because of the psychological benefits when part of a group.

Any man who does not have a clear line of sight to another Friendly man may not fire his weapon, prepare a grenade or throw a grenade. The man may perform any other action subject to the other Command Control rules.

[28.6] Solitaire Scenario

"All Quiet on the Western Front"

For those who wish to recreate the experiences of a typical WWI infantry squad advancing across no-man's land in Flanders, or on the Somme, or at the Aisne heights, we present the following solitaire scenario. The Player must maneuver a squad the length of the mapboard. These men will be subjected to randomly applied MG and Artillery fire. The objective is to exit as many men off the far side of the map as possible.

[28.61] Map Set-Up

Map sections, from the Start Line to the Exit Line: F, then C, E, B, D, A (Start Line at the F end; Exit Line at the A end).

[28.62] Entry and Exit and Deployment

Begin with 16 riflemen deployed on the following hexes: 3430, 3530, 3630, 3730, 3830, 3930*, 4030, 4130, 4230, 4330, 4430*, 4530, 4630, 4730, 4830, 4229**. Their Panic Level is 20%. (The men marked with * are corporals and the man marked ** is a sergeant if one wishes to play with the Optional Leadership rules.) The objective is to exit as many men as possible through the bottom edge of Map section A by the end of the fifteenth Game-Turn. The Player may move his men as he sees fit, but no stacking is allowed.

[28.63] Random Machine-Gun Fire

At the beginning of every Game-Turn, the Player will calculate the application of random MG fire and apply its effect to his men. Use the following table and instructions to determine the MG fire.

[28.64] Random MG Fire Table

First Die RollSecond 1Second 2Second 3Second 4Second 5Second 6
1123456
2789012
3345678
49,01,23,4

Roll the die once. If the number is a five or a six, there is no random MG fire that Game-Turn. If the number is a one through four, roll the die again and cross-reference the first die roll with the second die roll. The number or numbers so cross-referenced refer to the hexrows along which the random MG fire is applied.

The MG fire is assumed to originate along the bottom mapedge of section A. If, for example, the die rolls resulted in a 1 that means that every hexrow ending in the digit 1 would be receiving MG fire along its length starting from the bottom of the map.

The MG fire has a uniform strength of twenty Attack Strength Points along its entire length. The terrain on the map is mixed mode and the MG fire is obstructed by this terrain except that the slope hexsides do not obstruct the fire unless the man is exactly one hex behind the intervening slope hexside. The men receive normal terrain multiples of their Defense Strength but they do not receive a movement multiple.

[28.65] Random Artillery Fire

After Movement is completed on every Game-Turn you determine the extent and effect of random Artillery fire according to the following table and instructions:

Random Artillery Fire Table - Map Section Impact

Die RollADBECF
1111011252710272543104324
2111011252710272543104324
3nonenone2710272543104324
4nonenone

Roll the die. Cross-reference the die roll with the Map Section Impact columns. This will give you the target hexes toward which shells have been fired. (A dot in the printed table means that no shell was fired at that map section that turn.) Now, for each target hex roll the die once for direction of scatter and once for number of hexes of scatter. This will give you the actual impact hex. The shell is a medium shell. Compute the resulting casualties according to the normal artillery rules. (In this case slope-hexsides do obstruct the path of shell fragments.)

[28.66] Panic and Preservation

The force is exposed to a 20% Panic Level. (Modify by Leadership Rules if used.) Forget about Preservation Rules.

[28.67] Victory

The Player can't "win" this game. But if one can exit 40 to 60% of the men off the map, he's done well. (The men are presumed to die heroically on the Enemy's uncut wire which lies just off the bottom of the map. The General Staff will be proud and be encouraged to plan more such useless attacks.)

[28.7] Spider Holes and Snipers

This is a special variant of the Ambush scenario for any Japanese vs. American Order of Battle. When the Japanese Player is the Bravo Player he may deploy three snipers in spider holes in lieu of his normal Bravo force. These snipers are armed with BR rifles. They are deployed in craters and they and their craters are completely and secretly hidden from the American Player. The Japanese men and positions are revealed when: They move or when an American man moves adjacent to them or if they fire. Each American man who has a clear line of sight to their position has a 10% chance of sighting them. Use the Panic chits and pull one chit for each sighting American. If a "one" is pulled the Japanese sniper is revealed. Note that the Japanese Player will have to compute how many Americans could possibly sight his firing men,

[29.0] Game Notes

[29.1] Player's Notes

[29.11] The Raid and Ambush Situations are meant to be brief and vicious little actions. Both situations have an active initiator of the fighting the Alpha Player in the Raid and the Bravo Player in the Ambush). In each situation the first few turns of combat will tell the tale. In the Ambush situation, in which the Bravo Player is normally outnumbered, he can usually inflict casualties sufficient to insure himself a victory on the Contact Game-Turn and the turn immediately following. But if he gets greedy and wants more than just a win, if he wants to humiliate his opponent, he will attempt to annihilate the larger Alpha force. This is risky and may backfire.

[29.12] The Assault is the most complex of all the situations. First of all, it requires the Bravo Player to become an instant Vauban in his position placement. This is a lot of fun, but timeconsuming. Then the Alpha Player must assume the role of Bruchmuller in the placement and timing of his artillery fire. (Incidentally, once an artillery round has been targeted as to hex and arrival time, it can't be stopped. This can be embarrassing if you forget what's on the way. I suggest that the artillery fire be noted on a piece of paper for each turn it is to impact with the turn noted on the reverse side so that both Players can remind each other every turn about artillery.) Finally, the fate of the assault rests on the fate of the tank or APC. If it escapes mines and artillery and if the Alpha infantry can protect it from the Bravo RL and satchel charges the Alpha Player is almost guaranteed a victory.

[29.13] Tactics boil down to one general rule in almost all games: Start throwing grenades as soon as you can. The reason is simple. Grenade explosions stun even if they don't wound. A stunned man is effectively prohibited from throwing his grenades on the following turn, etc. More times than not, the force which "grenades" first and stuns a significant portion of the opponent's force wins the game. The only successful counter to being "'grenaded"' is to make sure you "'grenade"' first or at least on the same turn.

[29.2] Developer's Notes

[29.21] As many Players will have already guessed, Patrol is a "spin-off" of Sniper. There are at least two significant differences between this game and Sniper. First, there is no general facing requirements in Patrol as there are in Sniper. In Patrol a man is assumed to be able to see and fire in a 360 degree arc so that the orientation of an individual within a hex is unimportant. Second, a man is often able to combine two tasks or operations within a single turn. These differences are the result of the increased scale in Patrol. (Five seconds and five meters versus two seconds and two meters in Sniper).

Many other differences are also obvious. The map and terrain simulate rural environment rather than that of a city. The counters themselves embody what we hope is an improvement for playing purposes. (Though you may use your Sniper men making due allowance for the differences.) The Combat system has been simplified (we hope) and presented in a way that will speed play.

[29.22] When you play the Assault Scenarios you will soon realize why artillery is the dominant force in combat. It does a great job of killing. In fact, be warned, its use will often decide the winner before men have exchanged any fire. Time and again the Bravo position will be pulverised and the Alpha force decimated by each others' artillery (or their own), to the point of making play pointless. On the other hand, it may miss completely or be only marginally effective. Most of the Assault Orders of Battle are balanced for artillery to the extent that if they are each played several times, the effect of artillery will be substantial in the majority of the cases without being decisive. You can, of course, simply not use artillery or reduce the number of rounds given in the OB. Or you can agree to ignore inflicted casualties when calculating victory points.

[29.23] After artillery, the use of the tank or APC is another inherently unbalancing factor in the game. Either vehicle is such a powerful weapon to introduce in a combat of this scale, that it distorts play. (Of course that is exactly what it does in reality.) You should not use vehicles all the time. Play an assault with the vehicle and then replay it without the vehicle. You will find the play to be completely different in each case.

[29.24] By this time you are wondering why the Bravo force has tank crewmen in its counter mix. Basically, that is because the counter mix had to go to print before the final method of structuring the scenarios was hit upon. But as long as they are there, you can use them in the following fashion. Permit the Player to introduce a tank or APC to his OB in any situation or role. If he does so he pays his opponent 50 victory points for a tank and 30 victory points for an APC as compensation. This addition should be unannounced. As a corollary each Player should be able to augment his existing OB with RL men or satchel charges at the rate of 10 points per RL and 5 points per satchel charge. If both Players by coincidence introduce vehicles in the game you will be immediately confronted with the problem of tank vs. tank, etc. This can be handled by saying that a tank main gun hit on another vehicle is treated as though it were a rocket hit. (Admittedly an enormous abstraction, but it will work for game purposes. We simply will not explore the intricacies of tank vs. tank at this point.) If a Player destroys an opponent's vehicle, he would garner an additional 10 victory points. See SPI's Tank game.

[29.25] There is no reason why Players should be forced to use the OB's given them other than the fact that they are historical and somewhat play-balanced. Try assembling our own patrols on the following basis, that for every man/weapon carried by your patrol, you compensate your opponent with Victory Points at the following rate:

RF(BR) or RF(SR) = 3 pts.

RF(AW) or MP or AR = 7 pts.

MG or RL or GL or FT = 10 pts.

Hand grenades = 3 pts.

Satchel charges = 5 pts.

This will place a limit on the number of hand grenades which your force can use. (You can, if you wish, keep track of how many grenades each of your men carries and uses. It is more realistic but it is a lot of bookkeeping.)

[29.3] Designer's Notes

Men Against Fire:

Most historical games can get away with a large degree of abstraction. This is because the individual's experience is considerably removed from the overall activities being portrayed in the game. In other words, the Player can accept a high degree of abstraction when the units being played with represent platoons, companies, battalions, regiments, divisions, or armies. On the man-to-man level games, however, any abstractions are quite obvious. The activities required of an individual infantryman are little different from the activities we ourselves perform on a day-to-day basis (especially here in New York). To be sure, we don't always go around firing rifles or throwing hand grenades, but the operation of these weapons is, basically, the operation of machines. And most of us find ourselves using or operating machines in our daily lives. An added element found for the most part only in combat, is a large dose of fear. Combat, by its very nature, presupposes the constant possibility of death or considerable physical damage to the individual. This fear element usually manifests itself by producing irrational behavior (in terms of the job to be done) on the part of the participants in the combat. In other words, people generally show a strong tendency to save their asses.

The above must be built into any game on a man-to-man level. Otherwise, some very unrealistic things happen. The most common is that both sides have a tendency to fight to the last man. This sort of thing, while happening very occasionally, is actually quite rare. Normally, infantry will only fight to death if they are cornered and have little choice in the matter. Given a way out, most infantrymen will take it. Quite often, a body of infantry will surrender even when they know that the enemy does not allow its prisoners to survive. Basically, one can not underestimate the desire for self-preservation in infantry combat. Thus we have command control rules and preservation rules. While some Players find these rules irksome, and "no fun', without them, the play becomes highly unrealistic. One need only play a game without using command control and preservation to discover how true this is. The true flavor of infantry combat is only captured through the use of such rules. Indeed, an infantry leader's chief asset will be his ability to plan operations while making provisions for the tendency of his men to do, at least part of the time, quite the opposite of what he expects them to do. And, should the casualties become severe enough, the leader must realize than under these conditions, his men can become psychologically, and thus physically, unfit for combat.

What Holding Ground Really Means:

Among combat soldiers, the conventional wisdom has it that while artillery can destroy things, and armor can overrun things, it is only infantry that can "hold ground". In the game Patrol, you can see very vividly just what "holding ground" means. It means more than just sitting there. It means moving around constantly, testing your opponent's defenses, and plotting his positions. It means gathering accurate information, so that the more "'destructive'" combat arms (artillery and armor) can do their work with the utmost effect. "Holding ground" is, more accurately, the ability to move freely about that ground, and to be able to deny the enemy the ability to do this. Thus, "holding ground" is a constant series of small combats. It's a kind of war in which most casualties are inflicted either by ambush or by accident. Most of the scenarios in Patrol actually "force" an engagement. Under normal conditions, two patrols meeting in no-man's land would strive to avoid one another (if they could detect each other's presence at a long enough distance to prevent the lethal use of their infantry weapons). Modern military history is replete with examples of major assaults which failed because of insufficient reconnaissance and preparation. On the other hand, there are numerous examples of assaults that succeeded primarily because there was such preparation. In both cases, it is the infantry that must perform most of the preparation and reconnaissance. While aircraft can observe the enemy, it is the infantry that must go in there and confirm the extent of the enemy's strength and dispositions. And in the initial phases of an assault, it is the infantry that must first cross the ground. Tanks, for all their armored protection, can be quite easily disabled by many weapons mines, and portable anti-ank weapons) which only the infantry can efficiently eliminate. Keep in mind that a tank's armor gives it protection, not invulnerability. In sum, an infantryman's life consists primarily of patrolling and defending against patrols. Anything else he might do is simply a variation on these two themes. A "major assault" is nothing more than a form of patrol. Slippage:

While the nominal scale of Patrol is five meters per hex, and five seconds per turn, this is not the "actual" time space system. The five meters per hexagon is a constant, but the time scale is primarily a planning figure. In any infantry action, there is a considerable amount of "'dead time". This is time in which one side or the other or both sides) simply stops, watches, waits, and trys to figure out what the hell they're supposed to do next. Nobody is in a hurry to get themselves killed. For this reason, tanks and other armored vehicles in the game rarely employ their full speed. To do so would mean the tanks losing '"'contact"' with the infantry. This is something that few tankers wish to do. In most cases, the people in the tank need the infantry more than the infantry need the people in the tank. "'Friendly" artillery can also be a dangerous "enemy" because of the slippage problem. Artillery fire, once called for, will arrive (more or less) on time. If friendly infantry ends up in the wrong place at the wrong time, they will bear the brunt of the "friendly" artillery. This is quite common, and it adds to the problems of the infantry.

The Historical Situation:

The numerous situations show the many things that infantry in the 20th Century have in common, as well as the numerous little ways in which they differ. We hope that you will find the playing of these various scenarios and situations as educational as we found the developing of them.

[30.0] Historical Notes

The following notes will relate the actual units and battles to the Orders of Battle given in section 27.0 note that the decimal numbers in this section correspond to those in 27.0).

[30.1] World War I

Infantry began this war armed with bolt-action rifles and bayonets. Machine guns were heavy pieces assigned to battalion or regimental-sized units. By the conclusion of the war, the average infantry man had become a weapons jack-of-alltrades. The average squad was based around a light machine gun or automatic rifle and the ordinary rifleman was more familiar with a hand-grenade than he was with a rifle. Players interested in an extremely accurate OB should prohibit the use of all personal weapons except RF(BR) and MG for the 1914 actions (very boring).

[30.11] Ypres

After the Battle of the Marne and the German retreat to the Aisne both sides began what became known as the race to the sea as the opposing armies extended their flanks and trench systems toward the English Channel. On the high ground __ south of the vital crossroads city of Ypres elements of the British 2nd battalion of the Grenadier Guards clashed with units of the 49th Bavarian Reserve Division. These contacts were a prelude to' the First Battle of Ypres which lasted until November 24th.

[30.12] Guise

During the retreat from the frontiers the BEF was in danger of being cut-off from the bulk of the - French armies. In order to relieve pressure on the BEF, Joffre ordered the French 5th Army to attack the flank of the German First Army. Here elements of the French 4th Division pitch into the German 3rd Division. The limited offensive 1 succeeded in halting the German steamroller fora vital 36 hours.

[30.13] St. Julien

Following the Fourth Ludendorff Offensive the 7th ~ French Infantry Regt. assisted by tanks from the |! 4th Light Tank Battalion attacked the German 18th Reserve Division in its positions around St. « Julien on the flank of the Soissons salient. E

[30.14] Mogilev

After the Battle of Lodz, large scale active / operations ground to a halt on the Prussian Polish front. However, small scale actions and vigorous patrol warfare sprung up along the semi-solid trench front. Just before Christmas, the German 3rd Reserve Division tangled with elements of the Russian I Siberian Corps.

[30.15] Rava Ruska

While the Western Allies were recoiling on the Marne and the Hindenberg-Ludendorff combination was winning the Battle of Tannenberg, the only bright spot for the Entente was the Russian Offensive in Galacia which resulted in the smashing defeat of the Austro-Hungarian armies. At Rava Ruska, the Russian XXI Corps smashed the 1st Kaiserjager Regt., penetrating between the Austrian First and Fourth Armies causing them to retreat 100 miles to the Carpathians.

[30.2] Between the Wars

Colonial wars continued during the World War and persisted until the outbreak of the Second World War. Both the British in India and the French and Spanish in Morocco had their hands full with rebellious tribesmen who refused to accept the "'benefits" of Western civilization. In 1936 Civil War erupted in Spain. This bitter struggle lasted almost three years during which the Axis Powers and the Soviets had a chance to practice for the Big One.

[30.21] Tank Zam

While the Great War raged, the Pathan tribesmen along what is now the border between Afganistan and Pakistan took the opportunity to stir up trouble along the Northwest Frontier. Here men from the Mahsud tribe take on the 2nd Battalion of the 103rd Mahrattas.

[30.22] Pursuit of the Faqir of Ipi

The Pathans continued to raid and ambush throughout the twenties and thirties. (In fact they are still at it today, trying to carve a state of Baluchistan out of Iran, Afganistan, and Pakistan.) In 1937 the leader of the Bihannii tribe and his men fought a series of small actions with the 2nd Battalion of the Prince of Wales' Own Gurkha Rifles.

[30.23] Lake Onega-murmansk

The Russian Civil War broke out in 1918. With the Bolsheviks preaching world revolution and inspiring communist insurrections in Eastern. Europe, the victorious Western Powers decided on a limited intervention to guard the mountains of military supplies accumulated in ports along the Pacific and Arctic coasts of Russia.

The fact that this intervention provided secure bases for counter-revolutionaries and nationalists to organize against the Soviet Power was not lost on the Reds or the Allies. Throughout the summer of 1919, units of the Red People's Militia pressed against the interventionist lines, meeting in this case the 6th Battalion of the Royal Marines.

[30.24] Ekaterinburg

All through 1918 and 1919 Russia was in chaos with Reds fighting Whites, fighting Cossacks, fighting splinter nationality armies, fighting Poles, etc. In the midst of this was the Czech Legion, ex-prisoners of war who were fighting to return to the newly formed Czechoslovakia. Bitterly opposed to Bolshevism, they fought theit way across Siberia.

[30.25] Tsaritsyn

Tsaritsyn, later named Stalingrad, was the highwater mark of White General Wrangel's counter-offensive against the Soviets. After its capture by Wrangel on June 17, 1919, Cossacks allied to the Red Army succeeded in keeping the White Caucasus' Army off balance with a sucession of hit and run attacks until Red reinforcements under Tukhachevski could arrive.

[30.26] Riffs

During the early twenties the Riffs, Berber tribesmen of the Atlas Mountains, under the leadership of Abdel Krim threatened the Spanish and French occupation of Morocco. The threat was so serious that Marshal Petain was ordered to take the field with an army of over 150,000 men. By 1926 the Riffs were subdued.

[30.27] Guadalajara

On March 8, 1937 the Italian Expeditionary Force, sent by Mussolini to aid the Spanish Nationalists, began a massive offensive with the' objective of pinching off Madrid from the northeast. The weather intervened to isolate the motorized Italian columns on the roads. Subjected to severe bombing, the Italians deployed only to be met by Republican reinforcements, including the inter- 'national Garibaldi Brigade. The Fascists were routed.

[30.28] Salamanca

Throughout the Civil War the front line merely marked the convergence of the major military units. A vicious partisan war raged behind each front. Among the forces adhering to the Republican cause were "organized" bodies of Anarchists. During the winter of 1937 elements of the Moroccan Regt. were engaged in exterminating an Anarchist band from the mountains of Salamanca Province.

[30.29] Madrid

During 1936, Madrid had been attacked and semi-infested by the Nationalist forces. In July of 1937, Republican forces, including the International Brigades, attempted to throw back the besiegers. The attempts failed with heavy losses. Almost wiped out in the attempt was the Thaelmann Battalion of German emigres who assaulted positions held by the 1st "Colunela" of the Nationalist Army.

[30.3] Western Theatre, Etc.

[30.31] El Alamein

Opening on October 23, 1942, the two week Battle of El Alamein smashed the Axis lines and forces, leading Rommel to retreat back to Tunisia. In the forefront of the assault, the 5th Black Watch accompanied by tanks from the 51st RTR took positions held by elements of the German 164th Infantry Division.

[30.32] Tunisia

In the climactic assault on the Axis positions in Tunisia the 3rd Battalion of the 60th Infantry Division of the American Army broke through lines held by elements of the German 90th Light Division.

[30.33] Salerno

On September 9, 1943 the Fifth Army landed in the Gulf of Salerno, hoping to outflank German units opposing the advance of Montgomery up the toe of Italy. The Germans counterattacked the beachhead and almost drove the Allies into the sea. Stubborn fighting and massive naval gunfire support won the day.

[30.34] Rapido

To cover the landings at Anzio the US II Corps attacked across the Rapido River below Cassino. With the 36th Division leading, the Americans achieved a small lodgement over the river, but were eventually repulsed by elements of the 15 PanzerGrenadier Division.

[30.35] Normandy

D Day was only the beginning of the Allied return to Europe. After the beaches, the Allies had to fight their way through the hedgerows. Here the 1st Regt. de la Chaudiere (French Canadians) met the 23rd SS PanzerGrenadier Regt. of the 12 SS Panzer Division (Hitler Youth).

[30.36] Bastogne

When told of McAuliffe's "Nuts" reply, one member of the 501st Rgt. of the 101st Airborne said, "He can say it. He's got an airplane (Piper Cub) to fly out of here with." Be that as it may, the paratroopers justified the General's defiance by holding the vital road junction against the best attempts of the Panzer Lehr Division and friends.

[30.37] Kesternich

South of Aachen and north of the Hurtgen Forest lies the Monschau Corridor, an avenue of advance into the Rhineland. In early December, 1944, the tiny village of Kesternich, lying in this route, was the target for the advance of the 2nd Battalion of the 310th Regt., 78th Division. In their path lay elements of the 272nd VolksGrenadier Division.

[30.4] Eastern Front

[30.41] Luga River

Within thirty days of the commencement of Barbarossa, the Germans were threatening Leningrad. At the Luga River, south of Leningrad, elements of the Soviet 45th Infantry Div. fought to hold back the German 53rd Infantry Division.

[30.42] Mius River

Falling back from Rostov in December of 1941, the Germans settled in along the trench of the Mius River in the Southeastern Ukraine. They held this line until the Summer Offensive of 1942 swept them to the Caucasus and Stalingrad. During this holding period the German 117th Infantry Division had many skirmishes with the Russian 70th Independent Brigade.

[30.43] Don River

With the German Sixth Army enmeshed in Stalingrad, the Soviet High Command decided on a stroke that would win the war. Cleverly concealing their intentions, the Soviets massed their refurbished mobile troops in their Don bridgeheads. Preceded by a devastating artillery and rocket barrage these forces broke out on the night of November 19th and swept into the rear of the Sixth Army. In the process the German 22nd Panzer Division was swamped by troops and armor 'from the Soviet 5th Tank Army.

[30.44] Donets River

Recovering from the loss of the Sixth Army, the German Army, under the direction of von Manstein, conducted a fighting retreat to the Donets River line where it turned on the exhausted Soviet units, rolling them up and recapturing the vital city of Kharkov. In the process, the Liebstandarte Adolph Hitler SS Panzer Division overran an SMG battalion of the 501st Guards Division.

[30.45] Oka River

When the Kursk Offensive stalled, the Soviets counterattacked the northern German pincer, forcing the Germans to relinguish the Orel salient and the strategic initiative. During this time, the Soviet 252nd Rifle Division faced the German 79th Infantry Division.

[30.46] Berezina

The 5th Jaeger Infantry Division was overrun and destroyed by the Soviets 3rd Guards Mechanized Corps during the first days of the Soviet Summer Offensive in 1944.

[30.5] Pacific Theatre

[30.51] Khota Bharu

The first few months of the Pacific War saw the rise of the myth of Japanese jungle fighting supremacy. Superb light infantry with equipment and tactics tailor-made for the close jungle environment did win the Japanese a series of impressive victories over foes who were more prepared to fight in the Western Desert or the Indian Plains. These victories began with the 1st Battalion of the 56th Infantry Regt., 18th Infantry Division, sweeping over the 3rd Battalion of the 17th Dogras (Indian Army) at Khota Bharu in Northern Malaya.

[30.52] Milne Bay

At the very tip of New Guinea, Milne Bay safeguarded the approached to Australia. In August of 1942, the 5th Kure SNLF "Japanese Marines" attempted to wrest this strategic point from the 2nd-10th Battalion AIF (Australian Imperial Forces). They failed.

[30.53] Mt. Austen

Guadalcanal demonstrated that the Japanese could be beaten in the jungle. For several months fighting raged along the flank of Mt. Austen overlooking Henderson Field. It was on Bloody Ridge that the 1st Marine Raider Battalion shattered the attack of the 35th Independent Infantry Brigade.

[30.54] Ormac Valley

When MacArthur returned to Leyte he planned to use the island as a springboard to Luzon and Manilla. But first it had to be secured from the Japanese, who proceeded to throw reinforcements into the island. Some of the bitterest fighting flared along the Ormac Valley where the 7th Cavalry Regt. faced the Japanese 1st Infantry Division.

[30.55] Okinawa

The Allies needed Okinawa as a base for the invasion of Japan. The Japanese knew this and turned it into a fortress. While the main US forces were battering on the Shuri Line, the 1st Battalion, 29th Marines were assigned to clear the northern part of the island of elements of the Japanese 1st Special Brigade.

[30.6] Korea

[30.61] Heartbreak Ridge

During September, 1951, the US 2nd Infantry Division cleared the area around Heartbreak Ridge of elements of the Chinese Communist 6th Division. This limited offensive is credited by some Western historians with bringing the Communists back to the peace talks.

[30.62] Pork Chop Hill

If you saw the movie, you'll love the Scenario. Gregory Peck and the boys from the 180th Infantry versus the faceless Chinese hordes of the 334th PLA (People's Liberation Army) Regiment.

[30.7] Vietnam

[30.71] Mekong Delta

During 1968, the 60th Regiment of the US 9th Infantry Division was engaged in pacifying areas of the Mekong Delta. Faced with local Viet Cong units, the Americans had a very frustrating time of it.

[30.72] Quang Tri Province

All through 1968, the 1st Marine Division tilted with the North Vietnamese 324B Division.

[30.73] An Loc

Surrounded by regular NVA units, the ARVN 1st Parachute Brigade held out under seige in An Loc all through 1972. (In fact, they are still there, still beseiged.)

[30.8] The Seventies

[30.81] Amur River

(No separate text is printed under 30.81; the note under 30.82 follows.)

[30.82] Ha-erh-pin

Assuming that Soviet-Chinese relations deteriorate to the point of open hostilities, the logical spot for war to break out is along the banks of the Amur river dividing Manchuria from Siberia.

Also assuming the Soviets can defeat the regular PLA on the frontier, their only recourse to toppling a hostile regime is to occupy the industrial areas of Manchuria, thereby precipitating a change in the Chinese government. Occupation troops will be faced with the numberless hordes of Chinese militia.

[30.83] Etchells

After settling accounts with the Chinese, the Soviets will be free to deal with the NATO forces. Barring the Soviet entrance into Bavaria is the US 8th Infantry Div. Spearheading the Soviet advance is the 6th Guards Mechanized Division.

[30.84] Baden

To the north of the American Seventh Army, the 201st PanzerGrenadier Brigade is expected to stop the Soviet 7th Tank Division.

[30.9] Squad Organizations

The following historical squad organizations are given for those who wish to make up their own scenarios. (A dash means none of that weapon type.)

Columns: RF = riflemen (number and rifle type: BR bolt-action, SR semi-automatic, AW automatic weapon); MP = machine pistol; AR = automatic rifle; MG = machine gun; RL = rocket launcher; GL = grenade launcher.

Force / PeriodRFMPARMGRLGL
[30.91] France
World War I, 191413 BR-----
World War I, 1916+7 BR-1---
[30.92] Japan

[32.0] Final Notes

[32.1] Panic Postponement

In all Scenarios, the application of Panic is postponed until the Game-Turn following the Contact Game-Turn. This allows both Players to execute their Preliminary Movement Plots. This y rule is implied in the instructions in 26.2andisa logical extension of the rationale behind Panic.

[32.2] "Traffic Accidents"

A vehicle can never run over a stationary fit or wounded man. The man is simply displaced by the owning Player to some adjacent hex which the vehicle has not moved through in that turn. If a man and a vehicle ostensibly collide in the course of their respective movement paths, the collision is ignored and both the man and the vehicle complete their movement except if they both seek to terminate their movement in the same hex, in which case the displacement process is used. Aman may not move through a stationary vehicle; he stops in the prior hex. The rationale behind this lack of traffic accidents is that in rural terrain men } are not going to be run down by vehicles — they will simply avoid them by reflexive action which is impossible to simulate given the scale of the game. If an incapacitated man is run over he is killed. Men inside pillboxes are vulnerable according to tule 23.52.

Charts

The charts below are the tables printed on the separate chart pages of the booklet (the scan prints some of them twice), reproduced as tables. Dots in the printed tables are rendered as "-" or "no effect" as noted.

[9.8] Terrain Effects Chart

Columns: Terrain; Movement Cost to Enter Hex; Defense Multiple when Man is Erect / Prone; Effect on Line of Sight.

[9.81] Open Terrain Mode

TerrainMovement Cost to Enter HexDefense Multiple: ErectDefense Multiple: ProneEffect on Line of Sight
Clear1 MP12-
Rough #11 MP12-
Rough #23 MP26Pb(N)
Slope hexside+1 MP6*10(IC)*B

[9.82] Mixed Terrain Mode

TerrainMovement Cost to Enter HexDefense Multiple: ErectDefense Multiple: ProneEffect on Line of Sight
Clear1 MP14-
Rough #12 MP28Pb(N)
Rough #25 MP1020B
Slope hexside+2 MP10*20(IC)*B

[9.83] Closed Terrain Mode

TerrainMovement Cost to Enter HexDefense Multiple: ErectDefense Multiple: ProneEffect on Line of Sight
Clear2 MP18-
Rough #14 MP312Pb(N)
Rough #26 MP1020B
Slope hexside+3 MP10*20(IC)*B

[9.84] All Terrain Modes

TerrainMovement Cost to Enter HexDefense Multiple: ErectDefense Multiple: ProneEffect on Line of Sight
Crater4 MP610(IC)-(N)
Smoke+1 MP10T10T-
Pillbox5 MP20,10(f)naB

Terrain Key (map hexes): Clear (plain hex); Rough #1 (hex with dashed shading); Rough #2 (hex with solid grey shape); Slope (hexside marked with a dark shaded edge).

[9.85] Terrain Notes

MP = Movement Point.

+MP = An additional cost for crossing a hexside of that terrain (i.e., a slope hexside whether moving "up" slope or "down" slope). In the case of Smoke, the additional cost is for entering or leaving a hex containing Smoke.

* = These terrain Defense Multiples only apply if the target is in the slope hex and is receiving the fire through the slope hexside.

[IC] = Infinite Defense Multiple when in a Prone-concealed condition. This only applies to line-of-sight fire passing through the slope hexside (or entering the crater hex through any hexside). It does not apply to blast weapons which detonate directly in that target hex. This condition may only be affected by "X" results; see 25.2.

10T = The terrain multiple of the other terrain in the hex is multiplied by ten.

B = Blocked; the line of sight is blocked if it passes through such a hex (or hexside) and that hex (or hexside) is not occupied by the target or shooter.

Pb = Prone blocked; the line of sight to or from a prone target or shooter is blocked if it passes through such a hex and that hex is not occupied by the target or shooter.

N = Night, blocking terrain; treat as blocking terrain (see "B") if scenario is taking place at night.

na = not applicable.

20,10f = Multiples apply only when men in pillbox are firing through the apertures and are simultaneously receiving fire through either the gun slits (20) or the door (10). When men are not firing they are invulnerable to all small arms direct fire.

- = No effect.

[10.8] Firearm Attack Strength Table

Below you will find listed the Attack Strengths of various firearms used in infantry combat. You will immediately note that the number of types of firearms exceeds the types represented on the counter mix. For example, you will not find a die-cut counter labeled "BR" or "SR" or "AW"; instead you will find counters generically labeled "RF". This generic label stands for Rifle, meaning the standard issue infantry firearm. Depending upon the scenario you are playing, a man labeled RF could be presumed to have a BR (bolt-action rifle), SR (semi-automatic rifle), or AW (assault rifle). Thus, though a scenario might call for ten men armed with RF(SR)'s, you would use RF markers and the SR column.

Firearm Attack Strength Table - Firearm Type and Attack Strength at Indicated Ranges

Range (hexes)BR [RF]SR [RF]AW [RF]AR*MP*MG*
1-5212560609090
6-10101530303045
11-205820201530
21-3036

*Any time these weapons are fired there is a chance they will become empty (unloaded). Roll the die. If the result is a one or two the weapon becomes unloaded. This does not affect the weapon on the turn in which it occurs, but it may not be fired again until the man has spent a Game-Turn Reloading (task RL).

[10.9] Firearm Results Table

Combat Ratio - Attack Strength vs. Defense Strength

Die Roll1-1 thru 5-16-1 thru 10-111-1 thru 15-116-1 thru 20-121-1 or more
1KKKKK
2IIIKK
3WWIIK
4-WWII
5

Attacks at less than 1-1 have no effect.

  • "-" (a dot in the printed table) = Miss, target unaffected
  • W = target wounded
  • I = target incapacitated
  • K = target killed

[12.5] Hand-to-Hand Combat Results Table

Explanation of Hand-to-Hand Combat Results. When hand-to-hand combat occurs, find the weapon type of the attacker in the appropriate condition column and read across to the matching die roll/effect line. Each Player's man assumes the role of Attacker and rolls the die before results are applied. For example, if an erect wounded Machine Pistolman were attacking a fit defender, the MP Player would roll the die and read the result on the table-line second from the bottom (giving him a one sixth chance of wounding the defender).

Key: "-" (a dot in the printed table) = No effect; W = Wounded; I = Incapacitated; K = Killed; Ua = Unarmed.

The printed table lists, on each line, the die-roll results (die roll 1 through 6, effect on the defender) and, in the condition columns to the left (attacker erect) and right (attacker prone), the attacker weapon types to which that line applies. The condition columns are: Attacker Is Erect and ... Defender Wounded / ... Normal or Both Wounded / ... Attacker Wounded; Attacker Is Prone and ... Attacker Wounded / ... Normal or Both Wounded / ... Defender Wounded. Lines are given from the top of the table down; weapon types not listed in a condition column on a line are covered by another line.

LineDie roll 123456Erect, Defender WoundedErect, Normal or Both WoundedErect, Attacker WoundedProne, Attacker WoundedProne, Normal or Both WoundedProne, Defender Wounded
1KIIIW-RF[BR/SR]
2IIW

[14.23] Tank/APC Damage Table

Whenever a Rocket Launcher Projectile, Satchel Charge or Light or Medium Artillery Round detonates in a hex containing a tank or APC, roll the die once and consult the following Tank/APC Damage Table for affects on the vehicle and any crew and passengers inside the vehicle.

Die Roll123456
Effect on VehicleM-M,TTM,BD
Effect on Crew/Passengers-HHH-D

Explanation of Results:

  • M = Vehicle instantly immobilized (vehicle guns remain functional).
  • T = Turret and Hull weapons destroyed.
  • B = Vehicle burns; in the Artillery Detonation Segment of the following Game-Turn, the vehicle will blow up (see "D"), with the effects of D.
  • D = Vehicle explodes in the Artillery Detonation Segment of the current Game-Turn. All personnel in or on the vehicle are killed and the vehicle is destroyed. The explosion of the vehicle produces the blast effect of a Light Artillery Round.
  • H = All personnel in vehicle are attacked at 1 to 1 odds using the Firearm Combat Results Table.
  • - = No effect.

Note: The detonation of a blast weapon also affects all outside exposed personnel (anybody riding on the vehicle or in proximate hexes); see the Blast Radius/Attack Strength Table. They are attacked on the normal Firearm Results Table.

When a vehicle has been destroyed it remains on the map. Its bulk still blocks the line of sight/line of fire. Personnel may not enter a destroyed vehicle.

[16.1] Night Spotting Chart

Target Condition. Columns: Target Moving, Erect in clear terrain / other terrain; Target Stationary, Erect in clear terrain / other terrain; Target Prone, Exposed in clear terrain / other terrain*; Prone-Hidden* in any terrain.

Range in HexesMoving, Erect: clearMoving, Erect: otherStationary, Erect: clearStationary, Erect: otherProne, Exposed*: clearProne, Exposed*: otherProne-Hidden*: any terrain
1-21-61-61-61-61-61-61
31-61-51-41-31-21N
4-51-61-31-21-21

This chart cross-references the condition of the target with the range between the spotter and the target. The numbers so cross-referenced are the spread of possible die-rolls which must be rolled (after adjustment) in order to spot. N = Non-visible. * = Moving or not.

[16.11] How The Night Spotting Table Works

Roll the die. Adjust the die roll up or down for the following:

ADD ONE TO DIE ROLL IF:

  • the spotter is plotted to move
  • the spotter fired on the previous Game-Turn
  • any firing took place within three hexes of the spotter on the previous Game-Turn
  • any explosion occurred within five hexes of the spotter on the previous Game-Turn
  • the spotter is stunned
  • the spotter is prone
  • the spotter is wounded

SUBTRACT ONE FROM THE DIE ROLL IF:

  • the target is plotted to move three or more hexes in the present Game-Turn is in the process of doing so) [sic: printed this way]
  • the target threw a grenade or satchel charge on the previous Game-Turn

These adjustments are cumulative, i.e., a man who was stunned by a grenade would add at least two to all of his spotting die rolls. Compare the adjusted die roll to the appropriate cross-referenced column on the chart. If the adjusted die roll falls within the number series shown then the spotter successfully spots the target. If it doesn't then he doesn't spot the target. For example:

Man A is attempting to spot Man B who is standing in clear terrain at a 4 hex range. Both Man A and Man B are plotted to remain stationary during the Game-Turn. Man A is in a stunned condition due to a grenade burst on the prior turn. The die is rolled. Result is a two. This result is adjusted to a four. The adjusted result is compared to the appropriate column which reveals than an adjusted die roll of one or two is necessary to spot. Thus, Man A fails to spot Man B.

[25.1] Integrated Weapon Scatter Table

Scatter Coefficient at indicated range

Weapon TypeCoefficient 0123456
Hand Grenade01-23-45-6-7-8-
Satchel Charge012-34-
Rifle Grenade-1-45-89-12-13-20-

(Each cell gives the range in hexes at which the weapon uses that Scatter Coefficient column; "-" = not used. For Artillery, Coefficient 4 = Light (LT), 5 = Medium (MDM), 6 = Heavy (HV) and Super-Heavy (SHV).)

Scatter Results

Die RollCoefficient 0123456
1HHHHHHS1
2HHHHHS1S1
3HHHHS1S1S2

Explanation of Results: H = No scatter; weapon hits target hex. S# = Weapon scatters indicated number of hexes.

How to Read the Scatter Table. Determine the range at which the specific weapon is being used. This will yield a specific Scatter Co-efficient column. Roll the die and cross index the die roll with the Scatter Co-efficient in the Scatter Results portion of the table. If the result is "S" plus a number, the weapon scatters that number of hexes from the intended detonation hex. Roll the die a second time and match the resulting number to the direction indicated by the Scatter/Directional Diagram printed on the map. Locate the actual Detonation hex (see the Blast Radius/Attack Strength Table).

[25.2] Integrated Blast Radius/Attack Strength Table

Effective Attack Strength at Indicated Hex Distance from Detonation Hex

Type of Blast012345678910
Flamethrower205---------
Fragmentation Grenade, Rifle Grenade, Rocket [t] or Grenade Launcher20105---

How to Read the Blast Radius/Attack Strength Table. Cross index the range from the detonation hex (0) to the target hex(es) and read the Attack Strength indicated for the type of blast taking place. Treat the Attack Strength as a line of sight effect originating in the detonation hex. Use the normal Firearm Combat Results Table to determine the effect on men caught in the blast radius.

Table Key: "-" = No Attack Strength

t = This weapon has special effects against tanks and APC's. Except in the case of Super Heavy Artillery, this effect only applies when the weapon detonates in the hex occupied by the tank or APC. (Super Heavy Artillery destroys any vehicle within one hex raduis of the detonation hex.) See 14.23.

c = Place a crater marker in this hex. Whenever a crater is formed, any mines or barbed wire in the hex are destroyed.

X = All men, vehicles, pillboxes, weapons, etc. are destroyed.

TS*5 MPThrowing a satchel charge. A variant of the hand grenade throw.
[HH]all MPAttacking an enemy man in the same hex with Hand to Hand Combat (see 12.0).
[DT]*5 MPThe act of dismounting from the hull of a tank or APC.
PE5 MPThe act of entering or exiting from the passenger compartment of an APC.
BDall MPThe act of a tank commander adopting a buttoned down mode of operation.
UPall MPThe act of a tank commander adopting an opened up mode of operation.
BLall MPThe act of bailing out of a tank or APC (applies to crewmen only).
[EP]all MPThe act of two crewmen exchanging positions within a tank or APC (see 23.2).
5,6
7,8
9,0
5nonenonenonenonenonenone
6nonenonenonenonenonenone
none
2725
4310
4324
5nonenonenonenone43104324
6nonenonenonenonenonenone
World War II, Army12 BR-1---
World War II, SNLF13 BR-1---
[30.93] Germany
World War I, 191415 BR-----
World War II, Inf. 1939-439 BR--2--
World War II, Mot. Inf. 19438 BR1-1--
World War II, PzG. 19444 BR2-1--
World War II, Inf. 1944-456 BR2-1--
World War II, VG 19458 AW--22-
NATO 1970's, PzG7 AW--22-
[30.94] USSR
World War II, Inf. 194112 BR11---
World War II, Inf. 1942+6 BR3-1--
World War II, Mot. Inf. 1943+1 BR52---
Warsaw Pact 1970's, Inf.7 AW--11-
[30.95] People's Republic of China
Korea, Inf.5 BR4----
1970's, PLA9 AW-----
1970's, Militia9 BR-----
[30.96] United States of America
World War II and Korean War, Inf. 194110 BR-1---
World War II and Korean War, Inf. 1942+10 SR-1---
World War II and Korean War, Mot. Inf. 1942+5 SR421--
World War II and Korean War, Mar. 19428 BR-1---
World War II and Korean War, Mar. 1943-50's10 SR-3---
Vietnam, Army Inf.8 AW----2
Vietnam, Mar. Inf.9 AW--1-2
NATO 1970's, Inf.10 AW-----
[30.97] United Kingdom
World War I, 191414 BR-----
World War II, 1939-428 BR11---
World War II, 1942+5 BR41---
[30.98] Israel
1970's Inf.3 AW61---
12
15
5
20
31 or more36812220
-
-
W
W
I
6---WW
W
W
-
RF[AW], MP, AR, GL
3IWWW--MG
4IWW---RF[BR/SR]
5WWW---Ua, RLRF[AW], MP, AR, GLRF[BR/SR]
6WW----MGRF[BR/SR]
7W-----FTUa, RLRF[AW], MP, AR, GLRF[BR/SR]RF[AW], MP, AR, GL
8------FTUa, MG, RL, FTALLAW[RF], MP, AR, GL, MG, Ua, RL, FTMG, Ua, RL, FT
N
N
6-81-5111NNN
9-121-2N1NNNN
13-201NNNNNN
Rocket Launcher-1-45-89-12-13-20-
Thump Gun [GL]-7-1011-1516-2021-2526-3031-60
Flame Thrower-1-8-----
Tank Main Gun1-1011-2021-4041+---
Artillery----LTMDMHV, SHV
4HHHS1S1S2S2
5HHS1S1S1S2S3
6HS1S1S1S2S2S3
-
-
-
-
-
Satchel Charge [t]30c1031-------
Tank Main Gun [t] or Light Artillery [t]402010521-----
Medium Artillery [t]80c4010521-----
Heavy Artillery [t]Xc804020105211--
Super Heavy Artillery [t]XcXc8040201052111