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HITT QRS for Matt Kirkharts WW!

Variant for HOTT


Game Bound:
1.Player A dices 1 d6 for PIPS
. deploys replacements / new elements
Moves elements
2. Both players resolve shooting
decided in order of A. A may shoot
artillery only in his bound, and if it
didntmove
3. Fight close combat (CC) decided
in order of A
4. repeat above for Player B.
Close Combat Factors:
Barrage or airplane
Sturmtruppen

Pips cost
Situation
Cost
Deploying airplanes
6
Deploying barrage
elements
6
Counterbattery fire
6
Deploying a gas
element*, also moving
1
it per turn
Mount/dsmnt cav
1
Tank if part of a move
Group
+1
Move an element or a
groupof elements
1
* Other player may not counter
once deployed
+6
+5 vs Foot, tanks or stronghold
+3 vs others
+4 vs Ft /stronghold, +5 vs others
+4, +2 vs any in contact
+3 vs Ft, Stronghold, +4 vs others
+3
+2

Tanks
Artillery, MG, Mortar
AC, Dsmntd Cav, Rifles
Cavalry
Balloon, Gas
Tac Factors
+1
If resolving CC, Rifles/Sturmtruppen have a similar element in
close support & neither is in bad going. If a barrage attacking &
a balloon from the same side is in LOS of target.
-1
If the target of a barrage attack or any shooting is occupying a
Trench. If an element is in a trench and is under gas attack.

Tactical Move distances (in s)


Airplane
12
Balloon
2
Barrage
5
Gas
2
Element
Road Good Bad
Cavalry
5
5
2
AC, Transp 4
3
2
Rifles
4
3
2
MG,Mtr
Sturmtruppe 4
2
2
Artillery
3
2
NA
Tanks
2
2
2

River
1
1
1
1
1
1

Distance Shooting: Measure from base to base


Dsmntd cav, Rifles
3
Airplane, MG *
4
Mortar**
5
Artillery
12
*May fire in both the players & Opponents
bound.
** fires as IDF wpn & isnot blocked by
intervening troops or terrain

Combat Outcomes
If its totals is > that of the enemy during shooting:
Sturmtruppen
Advance
If its total is < the enemy but >
Airplane
Eliminated by other airplane or artillery in contact
Flee from others in contact: Recoil from others shooting
Artillery, MG or
Eliminated if in contact
Mortar
Armored Car
Eliminated by Barrage or Tank, by Artillery, MG, Rifle or Sturmtruppen
That the AC has moved into contact with in this turn or by any that the AC has
contacted w/ this turn & in bad going. Recoil from others in contact or by
Airplae, Artillery or MG shooting
Balloon
Elim by any in contact, or airplane,artillery or tank fire
Cavalry
Eliminated by tank or barrage in contact,or by any if in bad going, or in good
going by MG fire. Recoil from others in contact or shooting
Sturmtruppe
Elim in good going by MG fire. Recoil from others in good going
Dsmntd Cav , Rifles
Elim by sturmtruppe or tank if those elements initiated contact this turn. Or by
MG in good going. Recoil from others in good going
Tank
Elim by Sturmtruppe if that element initiated contact this turn.Flee from
artillery fire, Recoil from others
Transport
Elim by any in contact, or by Artillery/MG fire. Recoil from others
If total = or < enemy score
Airplane
Elim by any shooting, other airplane or artillery in
contact. Flee from others
All others
Eliminated
Combat outcome movement:
Advance - Sturmtruppe, when shooting against them is ineffective , may move 1 towards
enemy.If the advancing element has 1 or more sturmtruppen in rear contact support . all may move
forward.
Recoiling elements moccupying a trench that have a recoil result maymove along the trench as
opposed to a straight back move out of it, as long as its route is not blocked by an enemy element.

Pursuit A cavalry, Rifle, Sturmtruppen or Tanl element will pursue as per HOTT rules (Page 26)
Trench Combat: for elements fighting in trench, may be placed side>side & treated as fighting front
>front.
See recoiling rule above.

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