Professional Documents
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BATTLEGROUP
INTRODUCTION
Battlegroup has been written because of modern wargamers, dissatisfaction with the commercial rules available. Battlegroup has been
play-tested over the last few years and were used successfully between 1997 and 2008 in the Ultramodern World Wargaming
Championships, the 1997 Royal Air Force Wargames Association Championships and the modern competition at Roll Call 2001-2007.
The feedback from all those experienced players helped the rules evolve into this edition.
Although these rules offer nothing revolutionary in the field of wargames rules you will find Battlegroup faster and easier to follow
than previous modern rules, rules that due to the complexities of modern warfare ended up either too complicated or far too simplistic.
Battlegroup is designed to give the feel of modern combat, taking into account all the latest technologies being fielded, yet still remain
an enjoyable game. These rules are ideal for quick battles, competitions, and campaign games or even for new players to learn about
modern warfare.
At first glance the rules may appear as complex as its predecessors; however, you will find there are some key differences:
The DATASHEETs are dedicated to a particular nation and date period and most of the complex statistics have been applied
already, cutting down on the players workload.
The arithmetic has been reduced to the bare minimum so after a few games the players will be able to roll a die and tell
instantly if the result is successful, fails or needs checking in the rulebook.
Morale is tested at Company level to try and bring a result within the normal playing time of a game.
The rolling of dice for spotting targets has largely been removed. Spotting targets is done on a distance table and this speeds
the game up immeasurably.
There are comprehensive examples throughout the rules; these are in italics for easy reference.
If there is a chance of success then the top score will always succeed and the lowest score will always fail. The top score
will usually kill the target too.
Armour and penetration values have been generalised so that certain types of AFVs, ATGMs, gun penetration values, etc.
can be grouped together. The secrecy that surrounds modern equipment makes it impossible to give accurate number values
for their performance.
The aim of these rules is to put some fun back into modern wargaming and players should try and keep the game relatively light
hearted. Some players may not find these rules comprehensive enough, feel free to amend them as you see fit but remember you can
only use the original version for competitions. The first and most important rule is this: enjoy the game but in the event of a
disagreement that cannot be resolved amicably try and get a third party to make a judgement, if this is not possible both players should
roll a die and the winner gets their way.
Finally, I must thank the following people; Bruce Rea-Taylor and Bob Connor who gave us the excellent Challenger series, Ian Shaw
and his Leopard rules, Jim Dickinson, Ray Lowe, Tony Booth, Paddy McKee, Tristan Trench, Bob Medcraft, Matt Biggs, Mike
Watkins, Richard Bush and Theunis Vorster for their invaluable help and all the competition players who play tested these rules.
Id also like to thank Mike Jones who originally wrote these rules for all the hard work he put in over the years. This 2009 edition
owns everything to his 1st edition.
Ian Clarke
Worlds Championship Umpire 1996-2007
Ian_S_Clarke@Yahoo.co.uk
CONTENTS
A: SCALE AND GAME REQUIREMENTS ........................ 7
A.1 - GROUND AND TIME SCALE .................................... 7
A.2 - FIGURE SCALE AND BASE SIZE ............................. 7
A.3 - OFF TABLE UNITS ..................................................... 7
A.4 - DICE REQUIRED ........................................................ 7
A.5 - MARKERS ................................................................... 7
A.6 - PLAYING AREA ......................................................... 7
A.7 - TERRAIN ..................................................................... 7
A.8 - MINIATURES ............................................................. 7
B: PLAYING THE GAME ..................................................... 8
B.1 BEFORE A GAME BEGINS ....................................... 8
B.1.1 - Force ................................................................................ 8
B.1.2 Weather ........................................................................... 8
B.1.3 Time ................................................................................. 8
B.1.4 - Support ............................................................................. 8
B.1.5 Reconnaissance ............................................................... 8
B.1.6 - Draw Map ........................................................................ 8
B.1.7 Wind Direction ................................................................ 8
B.1.8 Wind Speed ...................................................................... 8
B.1.9 Write Orders .................................................................... 8
B.1.10 Initiative......................................................................... 8
B.1.11 Riverbanks ..................................................................... 8
E: MOVEMENT .................................................................... 25
E.1 - INTRODUCTION....................................................... 25
E.2 - MOVEMENT DEFINITIONS .................................... 25
E.2.1 Movement Definitions Table .......................................... 25
E.2.2 Terrain Definitions Table............................................... 26
E.2.2 Pushing a Destroyed Vehicle out of the Way table......... 26
E.2.3 Types of Building ........................................................... 26
E.2.4 Crushing Soft Vehicles ................................................... 26
E.2.5 Road Degradation........................................................... 26
E.2.6 Floors in Buildings ........................................................ 27
E.2.7 Stuck Elements ............................................................... 27
E.2.8 Amphibious Movement Rules ......................................... 27
F.10 - SMOKE..................................................................... 50
F.10.1 General Smoke Effects ................................................. 50
F.10.1 Partial Smoke .............................................................. 50
F.10.2 Full Smoke ................................................................... 50
F.10.3 IR Blocking Smoke ....................................................... 50
F.10.4 Artillery fired Smoke .................................................... 50
F.10.5 Element laid Smoke...................................................... 53
F.10.5.4 Smoke Grenades ....................................................... 55
F.10.6 Device laid Smoke ....................................................... 56
L: DAMAGE .......................................................................... 79
M: MORALE ......................................................................... 81
M.1 - INTRODUCTION ..................................................... 81
M.2 - UNIT MORALE ........................................................ 81
M.2.1 Unit Morale Procedure ................................................. 81
M.2.2 Example of unit Morale ................................................ 81
M.2.3 Dismounts and Morale.................................................. 81
A.5 - MARKERS
There is a page of counters and markers at the rear of these rules and you have permission to photocopy them for your own use.
Destroyed vehicles should have cotton wool (preferably black) placed on top.
CLEAR SPACE (6 BY 4)
CLEAR SPACE (6 BY 4)
A.7 - TERRAIN
For an effective game try and make the terrain detailed, interesting and well finished and unless there is plenty of cover, units are
easily spotted and hit. Built up areas should show each building or group of buildings. Hills should be contoured and be a
variety of shapes and sizes and their crests should be mark on them. If large ridges are used in the game the point at which you
can see down the ridge should also be marked with a crest line. Woods should be level so as to move figures across them with
ease. Try to get a neutral person to arrange the battlefield (especially for competition games).
A.8 - MINIATURES
There are several companies producing lead or pewter modern miniatures and at the time of writing prices range from 28p to
1.39 per figure, dependant on quality. Figures and infantry stands should have their parent unit details written underneath (e.g.
a platoon of four elements will have three with 1 PLATOON written on them and one with 1 PHQ).
Manufactures
GHQ Models - Maker of some very nice 1/300 tanks etc, but not cheap!
http://www.ghqmodels.com/M/catalog/modern
Irregular Miniatures - Maker of 1/300 tanks etc
http://www.irregularminiatures.co.uk/6mmRanges/6mmModerns.htm
Navwar/Heriocs & Ros - Full catalogue and new releases of their ranges
http://www.navwar.freeserve.co.uk
Scotia Miniatures - Make loads of 1/300 scale vehicles
http://www.scotiagrendel.com/scotia/scotiamicromodern.html
Skytrex - Make loads of 1/300 scale vehicles and Aircraft
http://www.skytrex.com/
End
1952
1968
1978
1980
1983
1985
1988
Points
250
350
400
400
450
500
600
Start
1989
1991
1997
2000
2002
2004+
End
1990
1996
1999
2001
2003
Points
600
800
800
850
950
1000
B.1.2 Weather
Weather can have a detrimental effect on a battle so it is suggested that bad weather is kept for campaign games. If you are
desperate to include weather in your games see the optional Rules.
B.1.3 Time
Choose a time of day, remember, some nations have a severe handicap fighting at night.
B.1.4 - Support
Agree on the level of electronic warfare to be used and the amount of artillery or air support available to both players though the
lists give reasonable levels of support.
B.1.5 Reconnaissance
Decide if any pre-game reconnaissance is to be allowed. Optional rules how to carry out pre-game reconnaissance will be
includd in a future update. However if you wish to carry out pre-game recce have a look at some of the competition detail
documents which include a number of options on how to do this, they should be treated as work in progress.
B.1.6 - Draw Map
Players need to make a detailed map of the battlefield to draw on their forces route of march, objectives, registered fire points
(RFPs), artillery impact points etc. The map and orders MUST be made available to your opponent after the game to make sure
you adhered to them.
B.1.7 Wind Direction
Before orders are written agree which table edge is north and roll a d8 on the following table.
Roll
1
2
3
4
Direction
From N
From NE
From E
From SE
Roll
5
6
7
8
Direction
From S
From SW
From W
From NW
1. PRE-COMBAT PHASE
1.
2.
3.
4.
5.
COMMUNICATIONS. Player writes orders, which units will be on overwatch and write any communications between
Communication Nets (See D.5 - COMMUNICATION) and make any rolls for regaining command and control (see D.3.2
Regaining Command and Control).
UNIT REACTIONS. Units react to the enemy. (See D.7 REACTING TO THE ENEMY)
AERIAL ELEMENT ARRIVAL. Player spots with ALOs, then requests and rolls for arrival of requested Aerial
Elements and places any Aerial elements arriving at their entry point.
ENEMY ARTILLERY. Opponents AOOs detects targets and plot barrage for any they are able and wish it. (The roll to
see if you get the barrage should be made in phase 2.8).
AERIAL ELEMENT RISK ROLLS. Opponent makes the risk rolls for returning requested aerial elements and under
command aerial element. (See O.2.2 Height Risk)
2. COMBAT PHASE
1.
2.
MOVE ALL UNITS. Player moves all units including Aerial Elements to their attack points.
SUPPRESSION REMOVAL. Player rolls a d6 for element with a face up Suppression Marker. Player flips face down
suppression markers.
3. ENEMY REACT FIRE. Opponent detects targets, (enemy helicopters pop-up) and engages targets that have been spotted
with direct fire, area fire, ATGMs or AA fire. (See F: DETECTION)
4. PLAYER FIRES ALL UNITS. Player detects targets and engages targets that have been spotted with direct fire, area fire
or AA fire (including react fire at ATGM launchers and AA fire at popped-up helicopters). (See F: DETECTION)
5. CLOSE COMBAT. All touching infantry elements resolve hand-to-hand fighting and close assault on vehicles.
6. MISSILE RESOLUTION. All targets of incoming missiles test to spot the missiles and react to the threat (if possible).
Resolve all missile fire simultaneously (enemy helicopters that popped-up return to cover).
7. AIRSTRIKES. Surviving aircraft release ordnance, test accuracy and damage.
8. ENEMY ARTILLERY FIRE. Any previous barrages cease then opponent make artillery request rolls and then tests for
accuracy and damage of artillery fire that they successfully get.
9. REQUESTED AERIAL ELEMENT EXIT. Player moves requested Aerial Elements to their exit points and any enemy
elements still able to may use AA fire. Surviving requested Aerial Elements leave the table.
10. COUNTER BATTERY FIRE. Player tests to acquire enemy artillery batteries, accuracy and damage of the counter
battery fire.
MORALE. Both Players tests the morale of any Company or independent platoon that has lost an element this bound or
wants to try and improve current morale level. If the test fails keep rolling until the morale level stabilises or the unit
retreats.
MILITIA
d10-2
CONSCRIPT
d10-1
REGULAR
d10
VETERAN
d10+1
ELITE
d10+2
10
C: ORDERS
C.1 - INTRODUCTION
Orders are an extremely important way of keeping the game fair and they should be kept simple. Without orders a unit will hold
and defend its current position. To change orders during the battle see D: Command, Control And Communication.
C.2 - UNITS
A unit is the smallest group of elements that can be given orders within the players army. These are marked on the each army
list with a star (*) after the commanding elements points cost. While these can be given orders they must normally remain within
a certain distance of at least one other element in their own unit and their unit must remain within a certain distance of their
parent unit (see D.4 - INTEGRITY)
Normally a unit will be part of a command structure. The following are some general rules about units.
C.2.1 DHQs
Are Division HQs and will sometimes be the most senior HQ on the table.
C.2.2 - BdHQs
Are Brigade HQs and will sometimes be the most senior HQ on the table.
C.2.3 - RHQs
Are Regimental HQs and will often be the most senior HQ on the table. Sometimes the will be subordinate to a BdHQ if there is
one required by the army list.
C.2.4 - BGHQs
Are Battle Group HQs, they are sometimes the most senior HQ on the table. Sometimes they will be subordinate to a BdHQ if
there is one required by the army list. Occasionally they are subordinate to a RHQ this will be shown on the army list if they are.
C.2.5 - BHQs
Are Battalion HQs, they are sometimes the most senior HQ on the table. If a BdHQ, RHQ or BGHQ are present BHQs will
normally be subordinate to one of them. The army list you are using will indicate which if any they are subordinate to.
C.2.6 - Higher HQs
DHQs, BdHQs, RHQs, BGHQs and BHQs are all Higher level HQs and count as platoons when they enter the table in a game
with limited numbers of units entering each turn.
C.2.7 - CHQs
Are Company HQs and will almost never be the most senior HQ on the table. They are almost always subordinate to a BdHQ,
RHQ, BGHQ or BHQ. The army list will show who they are subordinate to. Sometimes they are bought on their own and have
platoons and sections attached to them from a list shown on the army list. Sometimes they are bought as part of a fixed
organisation company.
C.2.8 - SHQs
Are Squadron HQs, this is normally just a different name for a company HQ. Often they will have troops instead of platoons.
Very occasionally they will be senior HQs which will be shown on the army lists where this rare usage takes place.
C.2.9 - PHQs
Are Platoon HQs and will be subordinate to a CHQ or higher level HQ. Normally they are bought as part of a company.
Occasionally they are bought separately and can have sections bought under them as per your army list. If they have a command
star and are bought separately they can operate as independent units or be added to a senior HQ otherwise they are added to the
senior HQ and become part of that senior HQ.
C.2.10 THQs
Are Troop HQs, this is normally just a different name for a platoon HQ. Very occasionally they will be company HQs which
will be shown on the army lists where this rare usage takes place.
C.2.11 Sections
Are the smallest units and are always subordinate to a higher level HQ. Normally they are bought as part of a platoon and often
arent shown as separate from the rest of the platoon. Occasionally they are bought separately and are attached to a senior HQ. If
they have a command star and are bought separately they can operate as independent units or be added to a senior HQ otherwise
they are added to the senior HQ and become part of that senior HQ.
C.2.12 Elements
Each Vehicle and each infantry stand is an element. Elements are the basic building blocks of units. Within these rules you will
see elements used a lot, it is important that you understand the definition given at the start of this paragraph when reading the
rules.
Where a unit is bought within the army list will have an effect on how far it can stray from its parent HQ and still remain in
command control (See D.4 - INTEGRITY). You should make sure you understand where the unit fits so you dont accidentally
end up out of command control.
11
C.3 - ORDERS
Using a map both players should write their orders for each senior HQ, company and independent platoon/section.
Movement should be listed from objective to objective and NOT timed (e.g. Use TRANSIT SPEED for 2 turns then use
COMBAT SPEED to CLEAR objective ZULU is not allowed).
Each unit as defined in C.2 - UNITS must be given orders.
For units starting on table and defending in an attack/defence game (see B.2 - GAME TYPES) only the objective they are
starting at and the action they are doing there needs be written, unless the player wishes to move them in which case a full set of
orders must be given. See O.5.1 - ORDERS for under command Aerial Element orders.
For all other units a Route of March; Objective, Speed and Action must be written.
All units starting off table must be given orders to enter the table unless their army list says they are off table, allowed to stay off
table or they meet the requirements listed in H.13 REMAINING OFF TABLE.
See below for details of these and other options.
C.3.1 - Route of March
The path each unit will take must be accurately drawn on a map and MUST be adhered to. The route can only be changed by a
higher command element (see D: Command, Control And Communication) or bad morale result (see M.5.1 Morale
Ratings Table). See C.4 - FLANK MARCH if the unit is attempting to sweep round the enemys flank in an encounter battle.
C.3.2 Objectives
A unit can have up to 3 objectives; these should be realistic, observable places such as a hill, road junction, town etc. Each
objective must be clear of any enemy elements before a unit can proceed to its next objective.
C.3.3 Speed
The rate at which the unit travels between each objective should be written down, if not it is taken as the speed of the SLOWEST
element in the Company. Units must move as far as possible. There are three movement rates,
C.3.3.1 Transit Speed
This is flat out movement between objectives. You cannot fire while moving at transit though you can still spot.
C.3.3.2 - Combat Speed
This is slower, more cautious movement and allows elements to fire on the move.
C.3.3.3 - Engine Off
This only applies to vehicles. Its normally only useful to defenders at the start of a battle to allow noise detection (see
F.5 NOISE DETETION).
The vehicle cannot move from its current position. At the start of any movement phase the unit may start its engines
and change to COMBAT speed.
It takes half a ground vehicles movement and all of an air vehicles movement to start its engine.
A unit may only stop its engines if ordered to do so and will be unable to move once the order arrives.
C.3.3.4 Assault Speed
Assault speed is used by a unit to move up to an attack a location.
It can only be given to a unit equipped with LFC+, LR or SAT POS.
The unit moves at TRANSIT SPEED until 20cm from the objective then slows to COMBAT SPEED before moving
on to the objective.
A unit using LFC+ or LR must be able to see its objective before it can slow from TRANSIT SPEED to COMBAT
SPEED. So for example if the objective is on the other side of a wood you will only be able to slow to COMBAT
SPEED once to get close to the edge of the wood and can see the objective.
12
13
C.3.5 Action
Upon reaching an objective an action order must be given. Those available are:
C.3.5.1 - Clear
The unit must attack and clear the objective of all enemy and then push on to the next objective.
C.3.5.2 - Hold
Once the objective is cleared the unit must stay within 10cm of the location and defend it or support another unit by
observing for, giving direct fire or indirect fire support.
C.3.5.3 - Withdraw
A unit may, for whatever reason, be ordered to withdraw to a previous objective or nearby cover by a higher command
element.
C.3.5.4 - Overwatch
A unit may be ordered to be on either ATGM or AA overwatch.
A unit on ATGM overwatch must be stationary and MUST attempt to spot any missiles fired at them, their unit, their
superior unit or a specific unit they are ordered to watch out for. If the threat is spotted it can warn the threatened
elements and, if possible, engage the launchers.
AA overwatch is the same but the elements are looking for enemy Aerial Elements. See F.2.3.1 Visual Spotting
Table for effect of overwatch on spotting.
C.3.5.5 - Rearguard
If the senior unit has failed a morale test and is retreating any units subordinate to it with GOOD morale may be
ordered as a rearguard.
The unit can either make fighting withdrawal at COMBAT SPEED or alternate between a turn of moving using
TRANSIT SPEED away followed by a turn stationary and so on.
C.3.6 - Example of Orders
1st Company will move at TRANSIT speed to top of Hill 125 and clear it. Once the hill is clear it will move on to the Town at
COMBAT speed and clear and hold the town.
2nd Company will ASSAULT the town, so it will move at TRANSIT speed until its 20cm from the TOWN. At 20cm it will drop to
COMBAT speed and attempt to Clear and then hold the town.
3rd Company will do a FAST MOVE and FIRE to the town Via WP1 (The left hand Wood) and WP2 (The field). Assuming the
company has a 10 Vehicles; the player would split the company into the two 5 vehicle halves.
The first half moves at TRANSIT to WP1 on the other side of the wood while the second part remains stationary to give support
if needed.
Once the First half arrives at WP1 the second part then moves at TRANSIT through the wood to WP1 and then on to WP2 on the
other side of the field.
When the second part arrives at the field the first part then moves through the field at TRANSIT and on to the town.
Finally when the first part arrives at the town the second part moves on at TRANSIT to the town too.
Objective
TOWN
WOOD
WP2
FIELD
COMBAT TO TOWN
WHEN HILL IS CLEAR
CLEAR & HOLD
WP1
WOOD
HILL 125
1st
2nd
BATTLEGROUP 2009+ 23/11/2012 14:48:00
3rd
FAST MOVE and
FIRE TO TOWN
CLEAR & HOLD
14
Effect
-2
-5
-8
Use the C.4.2 Flanking Turn Arrival Table to give the turn the unit arrives.
On the turn the unit is due to arrive place a marker on their entry point. Then roll on the Error! Reference source not found. to
see if the unit arrives. If the flanking unit arrives they should be place on the table and moved up to half a move from their entry
point.
If they fail to arrive, the person being flanked can react to the flanking move provided they can spot the entry point marker as if
it were a large target using the visual spotting rules. The person being flanked should also roll a d10 and on a 6+ the flanker must
reveal exactly what is due to arrive at that entry point.
If they fail to arrive they MUST test again the next turn and if they fail to arrive they test again of the following turn.
Effectively they have 3 tries to get onto the table. If they fail all 3 tries the unit will never arrive.
At the end of the game roll on the C.4.4 Failed Flank March Result Table to see what happened to the units which failed to
arrive.
C.4.2 Flanking Turn Arrival Table
TURN ARRIVAL
Up To Half Way
Over Half Way
Enemy Baseline
Flanking Unit
Fast
Normal Cautious
Fast
Normal Cautious
Fast
Normal Cautious
1
2
3
2
3
4
3
4
5
Aerial Elements
2
3
5
3
5
7
5
7
10
Vehicles
4
6
9
6
9
12
9
12
15
Infantry On Foot
The turn of arrival is from the turn the unit is available. Actual arrival should be rolled for using the table below.\
C.4.3 Flanking Success Table
Roll a d12
Target
Speed
Up to Half Way
Over Half Way
Enemy Baseline
8
9
10
Fast
7
8
9
Normal
6
7
8
Cautious
If the roll is equal to higher than the number given the Flank march succeeds.
Modifiers (Modify the above numbers as follows)
Enemy EW Level Modifier
Own EW Level
Modifier
-1
+1
0 or 1
0 or 1
0
0
2 or 3
2 or 3
+1
-1
4
4
+2
-2
5
5
+3
-3
6
6
Plus Enemy Air Support Level
Minus Own Air Support Level
-1 if Enemy has bought any UAVs
15
16
HQ
HQ
After
HQ
HQ
17
If they are armed they may form into a unit which is subordinate to their parent unit and will then operate as a section
with their parent unit counting as a PHQ.
3.
They may form a separate unit which must then leave the table via the fastest route. They may avoid areas where
enemy are known to be within 25cm of. SeeF.11 KNOWN ENEMIES.
When defending the defender can choose to leave the transport off the table from the start of the game or use either of the other
two options.
18
That same turn the company is hit by artillery fire and all 3 platoon commanders are destroyed. The player will now
have to roll to see when the section commander takes command (as there are no platoon commanders left to take
command).
D.4 - INTEGRITY
The integrity of an element is a measure of how secure and safe they feel. Companies and platoons operate within certain
restraints so that the various elements can give mutual (fire) support to each other. This depends more on terrain and where a unit
is fighting than on communications.
D.4.1 Element Integrity
To maintain integrity each element within a unit (see C.2 - UNITS) must remain within the distance given below of at least 1
other element within the same unit. Destroyed elements of the unit can be used to form this chain, however once a dead element
is left behind by the unit it can no longer be used to help form the chain. Its worth noting that using dead elements is only useful
when the unit is stationary as when it is moving it will leave its dead behind.
Couriers arent subject to the integrity rules and can operate anywhere on the table within their own rules (See D.5.4 Couriers)
D.4.2 Unit Integrity
Likewise unit HQs must remain within a certain distance of their parent HQ. In this case however the distance is measured from
any element on the subordinate HQ to any element of the parent HQ.
D.4.3 Integrity Distances
Element to Element
Normal
SR/Airmobile/Aerial
LR/Para/Special Forces
within a unit
Normally
2cm
3cm
4cm
3cm
5cm
6cm
Defending
Section HQ
Normal
SR/Airmobile/Aerial
LR/Para/Special Forces
To Platoon HQ
Normally
8cm
10cm
12cm
12cm
15cm
18cm
Defending
Section/Platoon HQ
Normal
SR/Airmobile/Aerial
LR/Para/Special Forces
To Company HQ
Normally
20cm
25cm
30cm
30cm
40cm
50cm
Defending
Section/Platoon/Company
Normal
SR/Airmobile/Aerial
LR/Para/Special Forces
HQ To Higher HQ
Normally
75cm
100cm
125cm
100cm
150cm
175cm
Defending
Elements can only use the Defending distances if they are still in their start up positions. Once they move they use the
Normally Row. This bonus represents the elements knowing where their friends are at the start of a battle and having set up
local communications.
D.4.4 Measuring Integrity
The player measures from the edge of 1 element to the edge of the next element.
D.4.5 Higher Level HQ Integrity
For game purposes Higher Level HQs can be any distance from their parent Higher Level HQ.
D.4.6 Integrity of Units Starting on Table
On initial deployment ALL elements within units which are starting on the table MUST have integrity within the unit they are
part of or attached to.
D.4.7 Integrity of Units Entering the Table at the Start of the Game
If the type of game means the units superior command element hasnt arrived on table yet and that superior isnt doing a flank
march, the unit will count as having INTEGRITY until the units superior command element arrives, provided they follow their
initial orders.
All flank marching units have integrity until they enter the table. This is to avoid giving away that there are flankers if a group
test needs to be made.
D.4.8 Integrity of off Table Units
Units listed as off table in the army list, allowed to stay off table by the army list note or stay off table because they meet the
requirements listed in H.13 REMAINING OFF TABLE always count as having integrity. This reflects the extra safety they
feel because they are behind the lines.
D.4.9 Detaching Units
Units, but not elements may be ordered out of INTEGRITY to either move to a better position to give fire support or deny an
objective to the enemy.
Any objectives captured by detached units which dont have INTEGRITY DO NOT COUNT towards your objective points but
may deny them to the enemy.
Detached Units without INTEGITY will count as Without Original COs if they have to make a morale test (see M:
MORALE) even if they have a command element that has paid command points to reflect the unit being nervous about not
having support from its parent unit available.
19
D.5 - COMMUNICATION
Communications can be made between units in a number of ways
D.5.1 - Hand/Flag Signals
This involves a commander waving his arms or flags around to transmit information from his HQ element to another unit or
element. Any army may use this form of communications.
To be able to transmit information via hand or flag signalling the receiving element must have clear LOS to the sending element
and be within auto spotting distance (See F.2.3.1 Visual Spotting Table), however as sending units commander is waving his
hands around to attract attention, when spotting the element drop two rows on the observation table. Its worth mentioning that
this is a double edged sword as the enemy will be better able to spot the element and any enemy sniper will know exactly who
the commander is (See J.8 - SNIPERS).
Also if the sending element is caught in an artillery barrage then any suppression result will indicate that the sending commander
is dead. If the element commander is killed in this way the element will count as suppressed for the rest of the game.
Any communication sent via this method cannot be intercepted.
D.5.2 Noise Signals
The use of bugles and whistles is very uncommon today, but it has been used within the period the rules cover.
Only elements in armies with an EW Level of 0 or lower may use this form of communications.
This form of signals can be used to alter a unit's orders to one of the following.
1. Move at Transit.
2. Move at Combat.
3. Stop.
4. Withdraw to nearest cover back along route of march.
How far the order can be heard will depend on battlefield conditions and each element will need to be checked to see if it can
hear the order (see F.5 NOISE DETETION).
Any communication sent via this method cannot be intercepted (in effect you could figure out what the noises mean, but youd
probably not have time to do so within the few minutes that a Battlegroup battle lasts for)..
This is a limited but secure way of sending signals however it can give away the position of the sender and is of little use on a
noisy battlefield.
D.5.3 - Hard Wired Telephone Link
This is also a silent and secure way to send signals but is available to armies doing a Prepared or Concentrated Defence.
Each HQ that has paid command points may be given a line to its parent HQ.
The route of all telephone lines must be marked on a players map and should take a reasonable direct route from subordinate HQ
to Parent HQ.
If a line is hit by artillery it will be cut on 7+ on a D10.
If Tracked vehicles of 20t or heavier cross the line the will be cut on 9+ on a d10.
D.5.4 Couriers
D.5.4.1 - Motorbike Availability
All Higher level HQs which have vehicles will have a few motorbikes available to act at couriers for orders.
Any lower level HQs which has these available will be shown on in the army lists.
Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise.
These move at 80cm on a road and 40cm off road. They count as size S.
D.5.4.2 - Bike Availability
It is very uncommon to find these available. If they are available they will be shown in the army list.
Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise.
These move at 20cm on a road and 10cm off road. They count as size V.
D.5.4.3 Horse Mounted Availability
It is very uncommon to find these available. If they are available they will be shown in the army list.
Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise.
These move at 25cm on or off road. They count as size V.
20
D.5.4.4 - Runners
All HQs with at least infantry element have these available.
One Runner is available for each infantry element in the HQ.
Generally this means Section, Platoon and Company HQs will only have 1 runner available as the HQ itself is
normally a single element, however where the HQ has 2 command elements that are both infantry it will have 2
runners available.
Higher level HQs count all infantry elements within the company Unit and so will often have several available.
Orders or information sent this way takes time; the path taken by the carrier must be marked on a players map.
These move at 8cm on or off road. They count as size T.
D.5.4.5 - Messages
Couriers can be used to change the orders of the receiving unit however the receiving units position and route of
march must be known to the sending HQ when the message is sent.
Couriers move to the unit via the route that will get them to the unit fastest, however they may avoid areas if an enemy
is known to be in or within 25cm of that area. See F.11 KNOWN ENEMIES.
Once the courier arrives their message will go into effect at the start of the players next phase 1.1.
D.5.4.6 Courier Details
Couriers are treated as unarmed, have special rules when shot at by snipers (see J.8 - SNIPERS) and ignore the
integrity rules (see D.4 - INTEGRITY)
Any courier attacked in close combat will loose automatically and their message will be captured.
If the courier is destroyed outside of close combat and element that gets to the position where the courier was killed
and knew about the courier can search the area for a message. Roll a d10 check the table below.
Courier type
Motorbike
Bike
Horse
Runner
21
Base Number
Analogue Radio
Early Digital Radio
Modern Digital Radio
Battlefield Management System
AR
EDR
MDR
BMS
4
2
0
-1
For all BMS tests add 4 to the roll if within 20cm of an artillery fire zone OR 6 if within an artillery fire zone.
BMS transmissions cannot be intercepted.
D.5.6.2 Comms between Different Types of Radio
For simplicities sake within the rules it is assumed that newer radios have backup channels allowing them to link to
older one. In game terms this means comms between elements uses the rules for the oldest type of radio.
Type Effect
If an element has AR then comms to and from that element use the AR numbers above.
AR
If an element has EDR and is talking to an element with EDR, MDR or BMS then comms to and from that
EDR
element use the EDR numbers above.
MDR If an element has MDR and is talking to an element with MDR or BMS then comms to and from that element
use the MDR numbers above.
BMS If both elements have BMS they use the BMS numbers above.
22
23
24
E: MOVEMENT
E.1 - INTRODUCTION
All ground elements have been given speed rates for moving on a road or travelling cross-country. Movement rates can be found
on each armys DATASHEET. The total distance an element can travel in a turn depends on the terrain they are moving over
and the modifiers.
ROAD
CROSS
COUNTRY
NORMAL
TERRAIN
POOR TERRAIN
HEAVY
TERRAIN
BAD TERRAIN
GOOD TERRAIN
BUILT UP AREA
(BUA)
REVERSE
1cm
2cm
4cm
10cm
1.1cm BUT using
road speed
See Below
2cm
IMPASSABLE
Not Possible
LIGHT
OBSTACLES
Shown on
DATASHEET as
L value
Shown on
DATASHEET as
M value
Shown on
DATASHEET as
H value
Shown on
DATASHEET as
M value
Shown on
DATASHEET as
M value
Elements water
speed
MEDIUM
OBSTACLES
HARD
OBSTACLES
STREAMS
DITCHES
AMPHIBIOUS
TOWING
AVLB
On road 1.1cm
Off Road 2cm
-
DEFINITION
The element must move faster than its combat speed and may move at up to its full
TRANSIT SPEED and cannot fire.
This is the maximum speed that an element may move at and still be able to fire
(Stabilisation has been accounted for).
Elements may move at up to its full COMBAT SPEED.
Roads include lanes and tracks and to use road speed the element MUST spend the
whole turn on the road. Roads are two lanes wide (unless multi-lane) and tracks one. If
a road is completely blocked the column can either leave the road, joining once past, or
take a turn to push the obstacle out of the way (see E.2.2 Pushing a Destroyed
Vehicle out of the Way table below).
This is the standard cross-country speed.
This is the basic terrain. If terrain isnt classed as Poor, Heavy, Bad or Good Terrain and
isnt IMPASSIBLE it will be NORMAL TERRAIN.
Poor terrain is terrain which slows elements a little.
Heavy Terrain is denser that Poor Terrain and slows elements to a greater extent.
Bad terrain is denser still than Heavy Terrain and slows elements even further
Good terrain includes hard sand, steppes etc.
Vehicles may travel through the open spaces in built up areas but cannot enter small
buildings. Vehicles can enter large buildings (e.g. hangars, barns etc) and AFVs can
enter a medium building but on a roll of 1 or 2 on a d10 the building collapses destroying
the AFV. Infantry can move through buildings and open areas.
A vehicle must remain stationary for at least half a turn before it can reverse (so it could
move forward for a quarter of turn and then remain still for half a move and finally
reverse for a quarter of a move). Vehicles with front and rear driving positions (e.g.
Luchs) move at normal speed forwards and back.
Vehicles cannot move in forests, cliffs (touching contours), Anti-tank ditches, etc. Bogs
and swamps are impassable unless the vehicle is amphibious. Cliffs are impassable to
most infantry.
Light obstacles include hedges, fences, light barbed wire etc. Take the relevant
movement off the speed rate of the terrain.
Medium obstacles include walls, streams, ditches, etc. Take the relevant movement off
the speed rate of the terrain.
Hard obstacles include bocage, dense barbed wire etc. Take the relevant movement off
the speed rate of the terrain.
Roll a d10 for each vehicle crossing to test if it got stuck. Tracked vehicles get stuck on
a roll of 1-2 and wheeled on a 1-3. If stuck test again next turn and if the roll fails again
the vehicle is stuck permanently.
Roll a d10 for each vehicle crossing to test if it got stuck. Tracked vehicles get stuck on
a roll of 1 and wheeled on a 1-2. If stuck test again next turn and if the roll fails again
the vehicle is stuck permanently.
Vehicles capable of swimming or snorkelling have their details given in the
DATASHEETS. See E.2.8 Amphibious Movement Rules for further rules on
Amphibious movement.
Any vehicle can tow a trailer
Armoured Vehicle Launched Bridges (AVLBs) cross rivers, trenches, Anti-Tank Ditches
etc up to 2cm in width. It takes a full turn next to the obstacle to lay or lift the bridge.
Amphibious bridges, ferries and pontoons have their details given in the ARMY LISTS.
FERRIES AND
PONTOONS
*Designers note: - Ive only ever seen players slow down if they know theres a minefield ahead. Their troops of course dont
know about the minefield so shouldnt slow down.
25
26
Vehicles with an amphibious movement on the datasheet may fire if they moved at up to half their
amphibious speed.
They always count as firing on the move even if stationary.
Firing ports and hatches cannot be used while the vehicle is swimming.
ATGWs cannot be fired be fired from swimming vehicles.
AAGWs can only be fired from stabilised specialist vehicles.
E.2.8.5 Spotting and Firing at vehicles using Amphibious Movement
If you wish to engage a vehicle after its entered the water the following special rules apply. If the vehicle is destroyed
it sinks and any occupants are automatically destroyed with no chance of escape.
E.2.8.5.1 Vehicles with Screens
Vehicles with screens are spotted as their normal size and fired at as their hull down size. They count as
armour 0 (i.e. soft) targets and are fired at using area fire.
27
Vehicles with an amphibious movement factor as spotted and fired at using their hull down size.
They count their normal armour factor for working how to fire and the effects of a hit.
E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE
The following table lists the maximum an element may move in adverse visual conditions. When only a part of an elements
movement is in such conditions (e.g. moving though smoke), calculate out the portion of the move spent in those conditions and
reduce the elements movement by that portion.
Vehicles moving using TID must follow the normal TI rules (see F.2.5 Types of Thermal Imager (TI)).
E.3.1 - Movement Distances in Poor Conditions Table
Conditions
Night driving equipment
Night
Night
Light Rain or Light Snow
Mist or Rain or Snow
Heavy Rain or Heavy Snow
Fog or Sandstorm
Partial Smoke
Partial Smoke
Partial Smoke
Full Smoke
Full Smoke
Full Smoke
Full Smoke
IRB Smoke
* WL is White Light
TI2+D = TI2D, TI3D or TI4D
TI3+D = TI3D or TI4D
None
Any, In Illumination Zone or White Light
N/A
N/A
N/A
N/A
TI1D
TI2+D
No TID
TI1D
TI2D
TI3+D
No TID
N/A
If moving in more than 1 condition use the worst distance and halve it.
E.3.3.1 Example of multiple Conditions
Moving on a road at night with TID in rain, maximum movement is 30cm at night and 20cm in rain, the worst is 20cm,
which is halved to 10cm maximum movement.
E.3.4 Example moving in poor Visibility Conditions
A Jeep moves down a road and passes though a 10cm wide partial smoke screen.
The jeeps normal move is 50cm.
After 10cm it enters the smoke and moves the 10cm though it. 10cm is half of the maximum 20cm the element could move though
partial smoke, thus it takes the jeep half a move to pass through the screen.
Half of the 50cm it started with is 25cm, however it moved 10cm it before entering the smoke so in total it has moved 35cm
leaving the jeep with 15cm of road movement left.
E.3.5 Infantry in Poor Conditions
Halve all the above for infantry. If the maximum distance is more than the elements movement the element is limited to its
normal movement.
E.3.6 Aerial Elements at Night
Aerial elements use the road speed above in all conditions when flying at NOTE and double the road distances when flying at
contour. When flying higher than contour there is no restriction. However see O.5.3 Flying at Night without Pilot Night
Vision and O.7.2.3 Requesting Aircraft at Night.
28
6th
8th
1st
2nd
7th
4th
5th
9th
29
The Commander can be fired at using area fire (see J: AREA FIRE). If there is in a cupola (cu) or turret (t) on roof of the
vehicle the commander counts as in cover otherwise the commander counts as in the open. If the commander is killed the vehicle
counts as permanently suppressed. If the commander is from a HQ vehicle the unit the vehicle is from will have just lost its
commander if there is no 2nd HQ element (see D.3.1 Loss of Commander).
If the vehicle is caught in an artillery zone the commander can both duck down inside the vehicle and loose any spots they have
or they can stay out of the vehicle and keep their spots. If they drop down into the vehicle test the vehicle as normal. If the
commander stays out of the vehicle test him as infantry in the open and test the vehicle as open topped. If the commander is
killed the vehicle becomes permanently suppressed. If the vehicle is killed so is the commander.
Any RCT (See F.2.1.3 Remote Controlled Turrets) can also fire while the vehicle is turret down.
Elements which are turret down can be spotted with GSR on the turn they go turret down but are spotted as Infantry.
E.5.2 Hull Down on Hills
Hull down on hills is where an AFV moves up to crest line so as to only show its turret to enemy observers and can fire all turret
and roof mounted weapons.
Once a vehicle is Hull down vehicles it must be placed touching a crest line.
There are THREE methods of moving into a Hull Down position:
E.5.2.1 Fast
Drive onto the feature and reverse into the hull down position (just move the figure up to the crest line as part of its
normal move).
This costs the same as crossing a light obstacle (see E.2.1 Movement Definitions Table).
This method is fast but shows the whole vehicle.
Thus when being observed by enemy on the other side of the hill it counts its full size moving in the open.
If the enemy fires the vehicle receives the benefit of the hull down size modifier.
E.5.2.2 - Cautious
Carefully move into the hull down position.
This method takes half of a vehicles movement to complete but only shows the hull down size to enemy observers and
counts as moving in open.
E.5.2.3 - Extra Cautious
Creep from turret down to hull down. This may only be done if an element starts the turn turret down.
This only requires 1cm of movement shows the hull down size counting as moving in cover and allows the vehicle to
detect and fire as if stationary.
If the commander spotted a target whilst turret down they can hand the target off to the gunner (See F.2.6.4 Handing
off Targets)
E.5.3 Height of Turret and Hull down vehicles on Hills
Hull and turret down vehicles count as being at on the contour the crest line is on.
E.5.4 Hull Down using Walls and Hedges
Hull down on walls and hedges is where an AFV moves up behind a wall or hedge line so as to only show its turret to enemy
observers and can fire all turret and roof mounted weapons.
Once a vehicle is Hull down vehicles it must be placed touching a crest line.
It takes 1cm of movement to move up into a hull down position behind a wall or hedge.
E.5.4.1 Effect of Hull Down behind a Wall
The vehicle is spotted and fired at as hull down.
E.5.4.1 Effect of Hull Down behind a Hedge
The vehicle is spotted as hull down, but fired at as its normal size.
E.5.5 Moving out of Hull Down to fire
Sometimes a Hull Down elements will find enemy has moved into depression dead ground where it can see them but cannot fire
at them (See G.1.1 Depression Dead Ground). In this case the element can creep up the hill so that it is on the crest into a
position to fire. The element no longer counts as hull down but will not count as moving.
This move can be made during the react fire Phase (Phase 2.3) or the Normal fire phase (Phase 2.4).
30
If the vehicle they are riding on is hit by direct fire, but not destroyed roll a d10, on 1-5 they must test to escape and take
any damage from the escape table, but stay mounted. On a 6-10 they are unharmed.
3.
If the vehicle is destroyed they must test to escape. In both 2 and 3 treat them as if hit by HEAT.
Troops cannot tank ride vehicles equipped with electric armour unless the player writes in their orders that those vehicles have
turned off their electric armour. If the Armour is turned off the vehicle gains no benefit from it.
31
F: DETECTION
F.1 - INTRODUCTION
Elements can be detected in a number of ways which are split into three levels of accuracy. If an element is moving at COMABT
speed or is stationary and fails all its spots or cannot spot it may use 1 method of location or detection to try to find the enemy.
Spotting Highest level of accuracy (See F.2 VISUAL SPOTTING and F.3 ELECTRONIC SPOTTING).
Location Medium level of accuracy (See F.4 LOCATION)
Direction Detection Lowest level of accuracy (See F.5 NOISE DETETION and F.6 DIRECTION
DETECTION)
In addition to this section there are a few electronic sensors listed in Q.2 - SENSING EQUIPMENT which detect in unique
ways.
F.1.1 - Line Of Sight (LOS)
F.1.1.1 LOS to Ground Targets
To spot, locate or detect the direction to a target there must be a line of sight. However no line of sight is required for
BMS location or to detect the noise made by a target.
Because the miniatures used are bigger than the scale used a straight line must be traced between the centre of the
observers miniature and the centre of the target miniature to count as in LOS.
If an object (that cannot be seen through) is in the way then there is no LOS.
Normally elements do not block line of sight however they will in the following situations.
1. The target element and the blocking element are in a column on a road and within 2cm of each other.
2. The player states that one element is hiding behind another at the end of moving the hiding element. In this
case the element must be placed touching the blocking element
However in both cases the blocking element must be the same size or larger than the element being blocked. The LOS
is only blocked if the line passes through the blocking element.
F.1.1.2 Examples of Line of sight
Tank A
Tank D
Tank C
Tank E
Tank B
Tank F
Tank G
Road
At the end of moving Tank Gs the owning player says G is hiding behind B. This means Tank A has no LOS to it, BUT
Tank F does have one as its line of sight doesnt pass though Tank B.
32
LIGHT WOODS
DENSE WOODS
V.DENSE WOODS
SMOKE SCREENS
VILLAGES, TOWNS
& CITIES
Obviously building built up area can vary massively, varying from low flat roofed 1 floor
high buildings to skyscrapers and factories.
3 contours high.
4 contours.
5 contours.
3 contours high.
Open areas count as 3 contours high (this assumes gardens with trees etc). Buildings
within them can be taller but if not marked count as 3 contours high.
33
34
35
Modifiers
Modifier
Effect
Down 1
Spotter Suppressed
Down 1
Spotter Using Combat Speed
Down 2
Spotter Using Transit Speed
Down 1
Spotting into/through Partial Smoke without TI2+
Down 1
Target Out of Arc
Down 1
Target In Cover
Down 2
Target in Heavy Cover
Down 1
Target Basic Camouflaged
Down 2
Target Full Camouflaged
Up 1
Spotting Target in Cover with TI2+
Up 1
Spotting Target in Heavy Cover with TI2+
Spotting Target in Non Thermal Camouflage with TI2+ Up 1
Up 1
Target Located by Spotter
Up 1
Target Direction Detected and in spotters front arc
Up 1
Target Moving
Up 1
Target Fired Small Arms or Weapon Without BB
Up 2
Target Fired Heavier Weapon or Weapon with BB
Up 2
Targets Commander is using hand signals or Flags for
communications
Down 1
First Fibre Optic Spot for this missile
Down 1
Fibre Optic Spot at 25cm
Down 2
Fibre Optic Spot at 10cm
Down 3
Fibre Optic Spot less than 10cm
Illumination Zones count as daylight with the following modifiers
(use the best number of zones below)
Down 1
Target Stationary in Illumination Zone
Down 3
In Single Illumination Zone
Down 2
In 2 Illumination Zones lit from directions 90 degrees+
apart
Down 1
In 3 or more Illumination Zones lit from directions 90
degrees+ apart
Use the best of the below
Up 2
Target Using IR and firer has TI (of any type) or IR
Up 3
Target Fired at Night Outside Illumination Zone
Up 3
Target used Searchlight at Night Outside Ill Zone
Up 1
Target used White light at Night Outside Ill Zone
The second number is the distance to automatically spot at and is known at the auto spotting distance.
TI2+ means TI2, TI3 or TI4 (see F.2.5 Types of Thermal Imager (TI))
Target will only be using IR at night and the owner has the option of ordering it to not use its night fighting
and driving equipment if they wish.
Elements on ATGM overwatch count all targets at out of arc except those firing missiles, which they shift 1 row down
on the observation table.
Elements on AA overwatch count all targets below low level as out of arc.
Setting up equipment doesn't count as moving for spotting however some elements are larger while setting up, as you
can spot at any point in their move you can spot them at their largest size.
Some elements are shown on the sheets as Always TI camouflaged. This means the element is always camouflaged
when looked at with TI. If looked at with any other visual equipment they dont count as being camouflaged, unless
they are camouflaged normally too.
Note: - A target being spotted in cover with TI2+ will count as Target in Cover and Spotting Target in Cover with
TI2+ which will cancel each other out. Likewise modifiers for Heavy Cover and Non Thermal Camouflage will be
partial offset by TI2+.
36
If a target element wasnt in line of sight of the spotting element during the last fire phase it could have been
fired at.
The target element can be fired at in the phase by the spotting element
The target element is not the spotting elements front arc (see F.2.2 Visibility Arcs)
Provided the element is within possible spotting distance the spotting element may attempt to spot it. To do this roll a
d10 and the target element is spotted on a roll of 6+.
Note that in this case spotting grenades or bombs have no effect.
Not also that the auto spotting distance is not used, you ALWAYS roll.
F.2.3.3 Range to and from Aerial Vehicles
Aerial Vehicles at Low or above are far enough off the ground to increase the range the element spots at and is spotted
at. Check the following table to see the effect of the various height bands.
Height
LOW
MEDIUM
HIGH
Effect
Add 5cm to the spotting and Shooting distance.
Add 50cm to the spotting and Shooting distance.
Add 150cm to the spotting and Shooting distance.
37
None
250
5
1
12.5
WL
NE
10
10
-
SL
NE
50
50
25
VISUAL EQUIPMENT
IR
II
LLTV
TI1
NE
NE
NE
200
50
100
150
200
50
50
50
200
25
50
50
200
TI2
TI3
TI4
200
200
200
Clear Daylight
200
200
200
Moonlit Night
200
200
200
Moonless Night
200
200
200
Dawn/Dusk/Overcast
Looking Into/Through
50
5
50
50
25
50
50
200
200
200
Partial Smoke
-/1
-/1
-/1
-/1
-/1
-/1
25
100
200
200
Base Ejected Smoke
-/1
-/1
-/1
-/1
-/1
-/1
25
100
200
200
White Phosphorous Smoke
-/1
-/1
-/1
-/1
-/1
-/1
-/1
-/1
-/1
-/1
IR Blocking Smoke
50
10
50
50
50
50
-/1
-/1
50
100
Fire Zone*
1**
1**
1**
1**
1**
1**
2**
2**
2**
2**
Looking Into/Out of Cover
10
10
10
10
10
10
12
12
12
12
Along Road In Woods/BUA
Weather Conditions
100
10
20
-/1
-/1
50
25
25
25
25
Light Rain Or Light Snow
50
8
10
-/1
-/1
-/1
-/1
-/1
-/1
-/1
Mist Or Rain Or Snow
25
5
5
-/1
-/1
-/1
-/1
-/1
-/1
-/1
Heavy Rain Or Heavy Snow
2
3
3
-/1
-/1
-/1
-/1
-/1
-/1
-/1
Fog Or Sandstorm
Note:
COVER = Woods, BUA, etc.
BUA = Built Up Area.
-/1cm = Not Possible unless the enemy is within 1cm when they can be spotted on a d10 roll of 6+)
NE = No Effect.
WL = White lights. (Maximum range 125cm125cm125cm125cm)
SL = Searchlight. (Maximum range 250cm)
IR = Infra-red night fighting equipment.
II = Image Intensifying equipment.
LLTV = Low Light Television.
TI# = Thermal Imager. (See F.2.5 Types of Thermal Imager (TI))
* The area that has explosions in it at the time an observation is attempted (Ground Burst HE, HE Bombs,
HE Rocket pods, APS fire zones and suppressive fire zones).
** Elements can see 2cm looking Into/Out of cover if the target of the spot fired a weapon of 12.7mm calibre
or larger OR fired a weapon with back blast.
An element looking out of cover within the distance given above can see outside the cover up to the normal maximum
for that type of equipment. Or to put it another way if you are within 1cm of the edge of a wood and have II on a clear
moonlit night youll be able to see 99cm outside the wood for a total of 100cm (maximum II can see on a moonlit
night).
F.2.5 Types of Thermal Imager (TI)
Though thermal imagers are primarily a night-time aid they can be used in the day to aid observation. TI can only be used if the
element using it was either stationary or moving USING COMBAT SPEED and the target was within visibility arc.
There are 4 types of TI covered in the rules.
TI1 Very early TI.
Sees well at night, but struggles with cover, smoke and fire zones.
TI2 Early TI.
Sees well at night and into smoke. Improves sight in cover, but still struggles with fire zones.
TI3 Improved TI.
See well in most conditions but still has some problems with fire zones.
TI4 Modern TI.
Sees well is most conditions and the best at seeing though artillery zones.
The type of TI the element has (if any) is listed on the DATASHEET.
F.2.6 Commanders Independent Sight (CIS)
A full commander's independent sight allows the commander to spot a target, track it, calculate a fire solution, lay the
gun on the target and fire it. Effectively this allows the commander to become a second gunner. There have been
systems which do some or all of these fitted to tanks through the period covered.
To take into account these almost CIS systems the rules cover them by having several types as follows.
F.2.6.1 No CIS
The vehicle has no CIS. The commander can only spot when the vehicle is turret down (see E.5.1 Turret Down).
This is shown on the DATASHEET by the CIS box having a in it.
F.2.6.2 Basic CIS
A Basic CIS allows the commander to spot at any time from under armour. However the commander cannot do the full
solution, lay the gun etc and so must direct the gunner onto the target.
38
The vehicle has 2 spots each turn the first for the gunner and the second for the commander. Always check for the
gunner first and then the commander. The commanders and gunner can try to spot different targets.
This is shown on the DATASHEET by the CIS box having a type of night fighting in it prefixed with a b.
F.2.6.3 Full CIS
A Full CIS allows the commander act as a gunner allowing either him or the gunner to spot a target and fire at it.
The vehicle has 2 spots each turn the first for the gunner and the second for the commander. Always check for the
gunner first and then the commander. The commanders and gunner can try to spot different targets.
This is shown on the DATASHEET by the CIS box having a type of night fighting in it prefixed with an f.
F.2.6.4 Handing off Targets
When the commander of a vehicle with no CIS or basic CIS spots a target he can hand it off to the gunner in the next
fire phase the gunner can fire in. The gunner must have a LOS to the target. The Target counts as located by the
gunner. See F.2.3.1 Visual Spotting Table for the effects of the target being located.
In some cases the commander may be able to spot what the gunner cannot see (i.e. the commander has TI and the
Gunner only II) in this case the commander cant hand off the shot, but could still use the spot to request artillery or
aircraft support.
F.2.7 - Loss of Visual Spot
Once a target has been spotted visually that spot is only lost if one of the following situations occur
The observer attempts to spot another target (and is NOT infantry or has a CIS).
Once ATGMs and shoulder launched AAGWs are set up they will often be easier to spot than when they
were being carried and the crew must stand or sit and are thus a larger target
In any turn an infantry element has set up ATGMs or shoulder launched AAGWs they count as their ready
to fire size.
39
Effect
-1
+1
40
41
F.4 LOCATION
Location is when you have enough info to know the position of an element, but not to the degree needed to fire directly at it. See
F.7.2 Located to see what a location allows you to do.
The following equipment can be used to locate an enemy element on the table. On and off table artillery elements can be located
by other means see (N.6.4.4 CB Location).
F.4.1 Ground Surveillance Radar (Shown As GSR on DATASHEETS)
Vehicle mounted GSR can be used if the vehicle is moving using COMBAT SPEED or is stationary provided the GSR is not
mounted on a mast. If mounted on a mast the vehicle must be stationary.
Infantry GSR must have set up to be used (see E.5.5 Moving out of Hull Down to fire).
Each GSR equipped element may make 1 GSR location attempt per turn.
Bad weather conditions, time of day and smoke have no effect on a GSRs ability to detect.
F.4.1.1 GSR Location Procedure
Use the following step-by-step procedure to locate a target:
1. Nominate the locator and its target.
2. Ensure there is a Line of Sight to the target (see F.1.1 - Line Of Sight (LOS))
3. Check the distance to the target to ensure the GSR is in range and not too high (see F.4.1.2 Maximum
GSR Range and Height).
4. See F.4.1.3 GSR Location Roll to determine if the target is located.
F.4.1.2 Maximum GSR Range and Height
GSR can spot Moving targets provided the spotter and target are on the ground, at NOTE or CONTOUR height.
A GSR can sense moving infantry up to 100cm away and anything bigger up to 250cm.
F.4.1.3 GSR Location Roll
Target is located on a d10 roll of 6+. It can locate targets on the edge of cover and heavy cover but cannot locate them
if within the cover. GSR cannot see through Cover or heavy Cover.
GSR cannot see into or through Fire Zones (Ground Burst HE, HE Bombs, HE Rocket pods, APS fire zones and
suppressive fire zones).
Add one to the number required for each point of Radar jamming that effects GSR.
Note: - When used to correct for Artillery fire the GSR tracks the shell before it enters the top of the fire zone and thus
GSR can still be used for artillery correction.
F.4.2 BMS
If the locator has BMS it can locate any enemy element already located or spotted by any other friendly BMS equipped.
However there must be a secure communications link, see D.5.6 Transmission Security.
F.4.3 Radio
If the locator has a Radio it can locate any enemy element already located or spotted by any other friendly Radio or BMS
equipped. However there must be a secure communications link, see D.5.6 Transmission Security. Because of the possible
confusion caused by converting a radio map position to a real map position increase the base number by 2.
F.4.4 Moving Target inside Cover
A moving element which up to 3cm into cover can be located if it is within Auto Spotting range provided night and weather
conditions (see F.2.4.1 Maximum Observation Table) would permit a spot of the target.
F.4.5 Moving Target along Road in Woods/BUA
A moving element which up to 13cm along a road in Woods/BUA can be located if it is within Auto Spotting range provided
night and weather conditions (see F.2.4.1 Maximum Observation Table) would permit a spot of the target.
F.4.6 Target Spotted Using Visually Guided Missile Spotting
Elements spotted using visually guided missile spotting (see H.12.4 Visually Guided Missile Spotting) count as located by
the element that fired the visually guided missile missile.
F.4.7 Radio Interception Location
If an element has Radio Interception equipment and provided the type of radio in use allows interception (see D.5.6
Transmission Security) an attempt can be made to intercept radio transmissions.
One location attempt can be made per message sent.
Roll a d10 to intercept radio messages.
Type
Roll
10
On table communications
9
Between off table and on table
Modifiers
Minus your EW level
Plus Enemy EW level
42
Example Your EW level 4, enemy EW level 3 and the sender is using AR radio. If you tried to intercept an on table
communication youd need to roll 10 4 (Your EW level) +3 (Enemy EW level) -1 (Sender using AR communications) = 8 or
more to locate the sender.
F.4.7.1 Reading the Radio Interception Message
If the intercept is successful it may be possible to determine the contents of the message but this is difficult.
Roll a d100, on a roll of 100 the exact details of the message sent to the unit must be given to the intercepting player.
Modify the required roll by subtracting your EW level.
Example Assuming you make the intercept roll above your roll for working out what the message says is 100 4 (Your
EW level) = 96 on a d100
F.4.8 Radar Interception Location
Either an aircraft or a vehicle can carry radar intercept equipment.
One location attempt can be made per turn.
It will detect any transmitting radars, identifying the type of transmitter and its location on a roll of 10 on a d10. Modify the
required roll by subtracting your EW level and adding the enemies EW level.
43
44
In this situation the listener can hear the nearest noise and determine the direction that noise is coming from.
If friendly Noise Signals are the closest noise they will be heard. If not the closest noise but still within Heard At
range they may be heard. Roll a d10 and on a 6+ the Noise signals can be heard and acted upon. On a lower roll Noise
signals cannot be heard and wont be acted on.
F.5.7.2 - Otherwise
The listener can hear and determine the direction of the nearest Noise source in each of the Noise Categories.
If friendly Noise Signals are within Heard At range they will are heard and understood.
F.5.8 Effect of Hearing a Noise Source
The listener knows which type of noise it can hear.
F.5.8.1 Hearing an Aerial Vehicle
The element can go onto AA overwatch and stop if the player wants it too without having to change its orders.
F.5.8.2 Hearing a Missile Fired
The element can go onto ATGM overwatch and stop if the player wants it too without having to change its orders.
45
Neither the vehicle nor the turret can be turned as the terrain stops this.
See F.2.2 Visibility Arcs for details on restricted terrain.
Duration
1 Turn
1 Turns
1 Turns
2 Turns
46
4 Round Spread
47
Fire Point
Movement (FPM)
20cm
30cm
40cm
50cm
80cm
100cm
48
49
F.10 - SMOKE
Smoke is used to conceal movement on the battlefield, or for target marking.
There are several types of smoke
1. Partial Smoke
2. Full Smoke
3. IR Blocking Smoke
There have been attempts to create Radar blocking smoke however as none seem to have entered service these arent included
here.
There are several means of delivery as follows.
1. Artillery fired smoke
2. Element laid smoke
3. Device laid Smoke
4. Smoke From Burning Vehicles
Details of each of these and when they can be used are listed in detail below.
F.10.1 General Smoke Effects
Smoke has 2 effects.
1. It makes in hard to see targets, see F.2.3.1 Visual Spotting Table and F.2.4.1 Maximum Observation Table for
details.
2. It makes it harder to move, see E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE.
Elements observe ring using TI normally will be less effected that those without depending on the type of TI in use.
F.10.1 Partial Smoke
This is a thin area of smoke which obscures the target.
F.10.2 Full Smoke
This is a think blanket of smoke that blocks sight completely unless observer is using TI.
Observers that already had the target in sight may fire in the next fire phase adding the SMOKE EVADE modifier.
F.10.3 IR Blocking Smoke
When this smoke screen which includes particles which block TI visual spotting.
It may be full or partial depending on wind condition.
When it is a full smoke screen it acts like a normal full smoke screen except it also affects elements spotting with TI.
When it is a partial screen it acts in all ways as a partial screen.
As with Full Smoke observers that already had the target in sight may fire in the next fire phase adding the SMOKE EVADE
modifier.
F.10.4 Artillery fired Smoke
This can either be preplanned or be requested in the situations covered in F.7 LEVELS OF DETECTION EFFECTS above.
To request smoke fire the player should following the sequence detailed in N: ARTILLERY SUPPORT for opportunity fire.
Any guns in a battery not being used to fire smoke may be called on the same target by the same AOO.
The other guns in the battery can ONLY be used by the same AOO.
The fire zone will need to be reduced in size for fewer guns firing (see DATASHEET).
F.10.4.1 Smoke Tiles
Three sizes of smoke tiles are used. These are used to create larger smoke screens. The sizes are as follows.
Sizes
2cm x 1cm
2cm x 2cm
2.5cm x 2.5cm
3cm x 3cm
Smoke Dischargers
Used for batteries with calibres up to 99mm and Smoke Grenades
Used for batteries with calibres between 100mm and 154mm
Used for batteries of 155mm and over, for MRLS launchers and Smoke Generators.
See W. COUNTERS & ZONES for printing smoke zones which can be used for marking smoke screens. These can
be enhanced by adding cotton wool to them which helps make the table look better. You may wish to cut out standard
lengths to fit you battery size.
F.10.4.2 Smoke Zones
All batteries which can fire smoke will have a fire zone size listed on their entry in the DATASHEET.
F.11.4.2.1 Non MRLS Artillery Smoke Zones
A tile size is listed and is the size for a single smoke round. Each weapon in the battery may fire 2 rounds in
a turn. Both rounds must form part of the same smoke screen.
F.11.4.2.2 MRLS Artillery Smoke Zones
A tile size (3cm) and a number of tiles wide and deep are listed. This is the size for a single launcher. Each
launcher in the battery may fire once. Because each launcher fires many rounds at a time the zones are
bigger than for a single none MLRS weapon firing.
50
Smoke Type
Added this turn
BES
Full
WPS or IRB
Full
BES
Partial
Light Wind
WPS or IRB
Full
BES
Partial
Normal Wind
WPS or IRB
Full
BES
Partial
Strong Wind
WPS or IRB
Partial
In Very Strong Wind Smoke cannot form
Existing Smoke
Full
Full
Full
Full
Full
Full
Partial
Partial
51
52
Turn 1
4 Partial
Turn 2
4 Full
4 Partial
Turn 3
8 Full
4 Partial
Turn 4
12 Full
4 Partial
Turn 5
12 Removed
4 Full
4 Partial
Turn 6
12 Removed
53
If only 1 tile is place and there is no wind then the tile counts as a full screen.
In Very Strong Wind Smoke cannot form
54
55
56
G: DIRECT FIRE
G.1 - INTRODUCTION
Direct fire is gun, autocannon, Light Anti-tank Weapon (LAW) or Anti-tank guided missile (ATGM) fire at an ARMOURED
TARGET by any weapon of at least 12.7mm in calibre, which uses either kinetic or chemical penetration to destroy it.
Fire at infantry, soft vehicles and buildings is covered in AREA FIRE (see J: Area Fire) except when using Fuel Air Explosive
from an ATGW or LAW (see G.8 - FUEL AIR EXPLOSIVE on ATGWs and LAWs).
Under command Aerial Elements at NOTE and Contour can either be fired at with Direct fire, Area fire or AA fire. The player
may choose which to use as some will be better than others in different situations. Requested Aerial Elements are deemed to be
moving too fast to be targeted by Direct or Area fire.
Vehicles may fire at 1 target. Each extra turret (see F.2.1.2 Extra Turrets) and Remote Controlled Turret (see F.2.1.3
Remote Controlled Turrets) on a vehicle may fire at 1 target (which doesnt have to be the same target as the vehicles main
Weapons).
Each vehicle, extra turret and Remote Controlled Turrets can once as either area fire or direct fire in each fire phase.
Infantry may area fire at one target and direct fire up to two different LAWs at one other target in each fire phase.
Elements may only fire at targets they have spotted (see F.7.1 Spotted) and which arent in the dead ground of the firing
element (see below).
3.
For each shot, find the firer on the DATASHEET and cross-reference the weapon (and ammunition type) against the
range in the DIRECT FIRE TARGETING section to give the basic number required to hit; if your element is moving
using COMBAT SPEED use the number in brackets.
4.
Modify the basic chance by the DIRECT FIRE TARGETING MODIFIERS in the middle left of the DATASHEET
of the DATASHEET.
5.
Roll a d20. If the modified number or greater is rolled then the target has been hit (But see notes d-f below).
6.
If the target has been hit check to see if it was penetrated and any damage (see note g below and I: Penetration And
Effects).
57
b)
c)
Enemy react fire (phase 2.3) is at targets in LOS or moved out of sight THIS TURN (firing at any point in its
movement and if destroyed it is brought back to that point).
d)
e)
f)
g)
If the final to hit number is between 21 and 29 and a natural 20 is rolled on the d20 roll a d10 and add it to the 20
already rolled and subtract 1 to determine if the target is hit.
h)
A natural roll of 20 which hits (see note f) adds 1 to the penetration of the hit.
58
Second shot modifier counts for the second and all subsequent shots.
The movement modifier is for each 10cm and part of 10cm moved. Though fire can take place at any point in a targets
move include the whole moving modifier (this represents the speed of the target).
Came into and went out of sight modifier is for targets that appeared/disappeared to both players this turn.
TI refers to the gun sight or missile controller/designator. If the target deploys SDV count SMOKE EVADE (NO
TI) even if TI equipped.
If a target deploys smoke in its movement phase only observers that had ALREADY SEEN IT or can see through the
smoke may engage it, counting the relevant modifier.
If the target has a Laser Jammer (LJ) this is used to confuse the firing element laser making it harder for the firer to hit
the target. If the weapon the firer is using is listed as (LFC+) then it has a laser as part of its fire control and will be
affected by a Laser Jammer on the target.
Active Defence System (APS) comes in a number of forms. See G.13 ACTIVE PROTECTION SYSTEM
(APS) for full details.
DETAILS
Machineguns cannot penetrate armour but are used in area fire. See J: Area Fire.
12.7mm and 14.5mm HMGs can penetrate thin armour.
Autocannons are fast firing guns (20mm+).
Guns are slower firing, can have a HE effect.
All infantry anti-tank weapons have been grouped under LAWs. A section can carry up to 2
and they mostly use CE to kill. They can be used in area fire (some having special rounds)
but are relatively close range weapons.
RCLs include low-pressure guns and are short-range weapons firing CE rounds.
See H: ANTI-TANK GUIDED MISSILES (ATGMs).
There are several non-dedicated weapons that can be used in direct fire (e.g. AGLs, GunMortars, grenades etc).
SIDE
45
45
FRONT
REAR
45
45
SIDE
There is an imaginary cross, centred on the vehicle that gives 4 arcs and an observer will be in one of these arcs.
A target can only be engaged if it is the front arc and the main weapon of the vehicle is fixed (prefixed with f on Datasheets). If
a target is out of firing arc the vehicle must turn to face it in its next movement phase.
59
G.6 - MOVEMENT
Elements which are stationary or moving using COMBAT SPEED may spot and engage a target(s). Elements moving using
TRANSIT SPEED may spot a target(s) BUT cannot fire.
Moving targets engaged in the react fire phase 2.6 may be hit at any point in their move by guns, autocannons or Light Anti-tank
Weapons (LAWs). Moving targets engaged by ATGMs can be hit either at the end of their move or at the point where they went
out of sight.
Fire in any other phase is at the targets current position.
A target destroyed by guns, autocannons or LAWs is returned to the point where it was engaged (so in effect the firer can choose
where the target dies) and if destroyed by ATGMs in its current position or where it went out of sight.
Any personnel that dismounted in the move or managed to escape are placed at the rear of the vehicle where it died (see E.4.1
Exiting a Vehicle).
Targets size is L.
Per 10cm target moved (the T-80U moved 5cm).
No Modifier
+2
Firer Destroyed on
19-20
17-20
60
4+
S
20
K
21
Missile flight
Direction
61
62
EXAMPLE
AT-3 SAGGER
MILAN
HELLFIRE
JAVELIN
63
LB
LD
Laser Designated
Radio guided
Scanning Infra-red
Millimetric Radar
Fibre-Optic Guided
Hyper-Velocity Missile
EXAMPLE
AT-3
SAGGER
AT-4
SPIGOT
AT-11
SNIPER
AT-11
SNIPER
AT-6
SPIRAL
JAVELIN
HELLFIRE L
FOG-M
LOSAT
Precursor (P)
A small warhead in front of the main warhead to remove the ERA.
Tandem (T)
Top attack missile that hits roof armour.
Twin (TW)
Proximity-fused with blast effect against soft targets or Aerial Elements.
Multi-Purpose* (MP)
Anti-Aircraft (AA)
*Firing MP or HE missiles at soft targets treat as Area Fire (see J: Area Fire). If the result is no effect then the missile is
deemed to have landed harmlessly nearby.
1
One missile at one target.
2
Two missiles at one target.
M
Multiple targets can be engaged depending on the number that precedes the M (e.g. AH-64D with Longbow
has a ROF of 16M and can engage sixteen targets simultaneously).
64
10cm
-
250cm
4
3
2
2
65
LASER
4+
LB and LD
AR
ACTIVE
RADAR
3+
ALL
NOTES
The target and any sensors within 10cm of the target
MUST test.
Only the target can test.
Laser sensors will detect ALL lasers pointed at them
including gun LRFs.
Only the target can test.
Add any Radar Jamming to the required roll (EG 2 levels of
jamming makes the roll 5+
Flare Launcher
If the missile is spotted the firer will be direction detected so see F.7.2 Direction
Detected.
These dazzle the controller of an IR guided missile and decoy SIR missiles.
CH
Aerosol Chaff
IRJ
Infra-Red Jammer
FL
See Aerosol Chaff### row on the DATASHEET for details of the effect of flares
These are better at dazzling IR missiles than the flare launcher.
See Flares###/Decoys/IR Jammer row on the DATASHEET for details of the
effect of flares
FL and CH only last for a small part of the turn (just long enough to put off the missile).
Likewise IRJ is turned on only to put off the missile and is the turned off again.
Thus each only affects the one spotted missile.
H.9.1.3 - Cover Evade
If a vehicle is stationary or moving using COMBAT SPEED and spots an incoming missile it may change its move to
find cover within 10cm of its current position.
If the vehicle went out of sight of the missile controller this move it automatically counts the cover evade modifier.
H.9.1.4 - Manoeuvre Evade
If a vehicle moving using TRANSIT SPEED (or using COMBAT SPEED/stationary vehicle that is not within 10cm of
cover) spots an incoming missile it may attempt to dodge the missile at the last moment.
66
67
68
Because requested aircraft are not available at the start of the game they cannot be given this order.
69
If the penetration value is LESS than the armour value then the round has failed to penetrate and the target is
SUPPRESSED.
If the penetration value is MORE than the armour value then the round has penetrated and the target is
DESTROYED.
If the values are the same roll a d10 and check the round type on the DAMAGE TABLE. If the die roll is equal or
above the number given the round has penetrated and destroyed the target, if it is below then the round has failed
to penetrate and the target is suppressed.
KE rounds include solid shot such as AP, APHE, APDS, HVAP, APFSDS etc, and explosive formed penetrators (EFP) that
use velocity to punch a hole in the armour and kill the vehicle and its occupants. The level of penetration depends on the
range.
CE rounds include HEAT, HESH and HEP rounds from main guns as well as warheads on ATGMs, Recoilless rifles and
infantry AT weapons. HEAT rounds use an explosion to send a molten jet burning through the armour and HESH (or HEP)
make the inner wall of the armour come off and bounce around inside the vehicle. Range does not affect the penetration
value of CE penetrators.
70
I.5 - DAMAGE
I.7.1 Damage Table
PENETRATION
TYPE OF ROUND
DIFFERENCE
Other
HEAT/HESH, FAPDS
DU
2 OR MORE UNDER
S
S
S
1 UNDER*
S
S
S
EQUAL*
7+
5+
4+
OVER
K
K
K
Notes:
* A roll to hit of 20 will increase the penetration of the hit by 1 if the shot hits.
S = Suppressed.
K= Destroyed.
APSE, AHEAD, SE
S
S
3+
K
Secondary Effect (SE) rounds include Multi-Purpose, Triple HEAT and follow-through rounds.
Depleted uranium (DU) has roughly the same penetration performance as tungsten but is several times more likely to burn.
71
72
J: AREA FIRE
J.1 - INTRODUCTION
Area fire is all fire at soft targets (i.e. infantry, soft vehicles and buildings), but can also be used against under command Aerial
Elements operating at NOTE or Contour as they tend to have softer sections which are susceptible to area fire. Requested Aerial
Elements are deemed to be moving too fast to be targeted by Direct or Area fire.
The firer uses all their weapons to give a greater volume of fire in the general direction of the target. Area fire takes place in the
combat phase 2.3 and 2.4 of a turn.
See R: Engineering for details on destroying buildings.
3.
For each shot, find the firer on the DATASHEET and cross-reference against the range and cover status of the target in
the AREA FIRE section of the DATASHEET. This gives the basic number required to either suppress (S row) or kill
(K row) the target.
4.
Modify the basic suppress and Kill rolls by the DIRECT FIRE TARGETING MODIFIERS/AREA FIRE
MODIFIERS which are shown in brackets beside the direct fire modifiers on the middle left of the DATASHEET.
5.
Modify this with the Additional Area Fire modifiers which can be found on under the DIRECT FIRE TARGETING
MODIFIERS/AREA FIRE MODIFIERS table on the DATASHEET to give the final suppress and kill rolls.
6.
Roll a d20.
7.
The final die score will give a result of Ok, Suppressed or destroyed.
Fired LAW modifier is included if a LAW is added to the area fire at a soft target.
Include the firing from firing ports/Hatches modifier if an infantry section is inside an AFV that has firing ports or is
firing through hatches.
If an infantry section fires area fire at one target and a LAW at a second target include the Fired at second target
modifier (infantry can use direct fire to engage one target with up to two LAWs).
Aerial Elements can be engaged with area fire, however as they are more elusive targets than normal ground targets;
So if the Aerial Element isnt hovering or landed the Aerial Elements evade modifier is added to the to hit roll.
If the target is an armoured Aerial Element add the modifier for Aerial Element armour for each point of armour that
Aerial Element has.
73
J.4 - INFANTRY
Infantry are organised in sections (or squads) of about 6-10 personnel and half sections (or heavy weapon crew sections) of
about 1-5 personnel.
The full section can have up to four support weapons (e.g. squad assault weapons, light machineguns, light anti-tank weapons
etc) and half sections up to two.
The DATASHEET gives the infantry type, any additional support weapons carried, the direct fire targeting details of any LAWs
carried and the area fire numbers.
74
J.8 - SNIPERS
Many modern armies are beginning to field snipers in large numbers. Some states are fielding them at rates as high as 1 per
section. These are listed with the sections data as Sniper for normal snipers and H. Sniper for snipers with heavy calibre
weapons (normally 12.7mm). The following rules represent the effects these can have on the game.
To gain the benefits listed the sniper must be stationary and not suppressed.
The element with the sniper or heavy sniper will need to have visually spotted the target for the sniper to be able to fire at them.
(See F.2 VISUAL SPOTTING)
J.8.1 Snipers Detection
If a Sniper or Heavy Sniper is the only part of an element firing and the element is in cover the element doesnt count as firing
for visual spotting (See F.2.3.1 Visual Spotting Table).
If a Sniper or Heavy Sniper is the only part of an element firing they will be harder to detect by noise (see F.5.3 Noise
Category Table) and by gun flash (see F.6.1 Fire at Night) in some circumstances.
J.8.2 Snipers and Body Armour
Against infantry equipped with Body Armour they partially reduce the effectiveness of the armour (see DATASHEET).
J.8.3 Snipers and Cover
Against targets in cover and heavy cover they reduce the effect of that cover (see DATASHEET).
J.8.4 Snipers Firing Alone
An element with a sniper can choose to fire just the sniper as follows
J.8.4.1 Sniper vs. Infantry element
A Sniper or Heavy Sniper may fire at an infantry element. Roll a d20 and consult the J.8.4.4 Sniper to Hit Table
below.
Elements mounted on Motorbikes, Dirt Bikes, Bicycles and Horses are fired at as infantry elements but are easier
targets.
A result of CK means any commander in the section is killed and the unit the infantry element is part of will be out of
command control unless it has a 2IC to take over.
A result of K means the sniper has done so much damage to the infantry element that it is out of action for the rest of
the battle and counts as destroyed.
J.8.4.2 Sniper vs. Soft Vehicle
A Sniper or Heavy Sniper may fire at a Soft Vehicle. Roll a d20 and consult the J.8.4.4 Sniper to Hit Table below.
A result of SK means the vehicle is destroyed.
A result of Ex means the petrol tank is hit and the vehicle explodes killing all occupants.
J.8.4.3 Sniper vs. Armoured Vehicle Commanders
A Sniper or Heavy Sniper may fire at the commander of an unsuppressed armoured vehicle which doesnt have CIS
(see F.2.6 Commanders Independent Sight (CIS)).
A result of CK means any commander in the section is killed and the unit the vehicle is part of will be out of command
control unless it has a 2IC to take over. Additionally the vehicle becomes permanently suppressed.
A vehicle without a commander cannot go turret down (see E.5 - HULL DOWN AND TURRET DOWN)
75
10cm
CK/SK
K/Ex
14
18
12
18
17
-
Infantry Element
Soft Vehicle
None CIS A. Vehicle
Notes
CK = Commander Killed
SK = Soft Vehicle Destroyed
Modifiers
-1 Heavy Sniper
-2 Element commander using hand signals
+1 if target in cover
+1 per 10cm of movement of the target
25cm
CK/SK
K/Ex
16
19
15
19
19
-
Range
50cm
CK/SK
K/Ex
18
20
17
20
20
-
100cm
CK/SK
K/Ex
19
21
18
21
20
-
250cm
CK/SK
K/Ex
20
22
19
22
21
-
76
-2 IF SUPPRESSED
+1 Mounted on Horses and used Transit Speed into combat against target in the open
77
RESULT (d20)
Attacker Destroyed
Natural 1-10
SUPPRESSED
2-10
10-15
11-15
DESTROYED
11-20
16-20
16-20
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L: DAMAGE
L.1 - INTRODUCTION
There are three forms of damage in the game, temporarily suppressed, Permanent Suppression and permanently destroyed.
L.2 - SUPPRESSION
An element that is suppressed has been hit and slightly damaged.
Suppression causes vehicles to close down and infantry keep their heads down.
L.2.1 - Suppression Effects
All movement is halved, aiming becomes more difficult and the element is just not happy.
Elements may still give and receive orders.
Passengers in a suppressed vehicle are suppressed too and remain suppressed if the exit the vehicle.
L.2.2 - Suppression Markers
The moment an element is suppressed an S marker is placed to the rear of the miniature with the S towards the table (i.e. face
down). If an element already has a face up S marker flip it over so it is face down.
There is a page of markers at the back of this rulebook and you have permission to photocopy it for your own use.
An element is only ever given 1 suppression marker.
L.2.3 - Suppression Removal
L.2.3.1 Limits on Suppression Removal
Only face up Suppression Markers can be removed
L.2.3.2 Suppression Removal Rolls
To remove a suppression marker roll a d6 in phase 2.2 and consult the following table which gives the score required
to remove the marker, dependant on the morale grade of the element:
MORALE GRADE
SCORE REQUIRED
MILITIA
6
CONSCRIPT
5-6
REGULAR
4-6
VETERAN
3-6
ELITE
2-6
L.2.3.3 Flip Markers
After all FACE UP suppression markers have been tested for removal all FACE DOWN suppression markers are
turned FACE UP (So the S marker is showing).
L.2.4 Voluntary Suppression
Unsuppressed infantry can become voluntarily suppressed at the start of PHASE 2.1 in order to gain benefits against area and
indirect fire.
The S marker is place face down and the infantry will be subject to all the normal disadvantages and benefits of suppression.
As with any other type of suppression the infantry will have to roll to remove their suppression as once troops get their heads
down and safe it can be hard to get them up again.
L.5 - DESTROYED
Any element that is destroyed is dead for the rest of the game.
Vehicles have taken severe damage and infantry have suffered crippling losses.
Leave vehicles on the table but add cotton wool to show that they are burning fiercely and remove infantry elements.
79
WITHOUT RECOVERY
TEAM
1-3
4-5
6-7
8-10
Notes:
Recovery team must be 1 engineer section and ARV per 3 wrecked vehicles.
The damage given is the % of the cost of the vehicle needed to fix the vehicle ready for combat (e.g. a vehicle costing 20
points took minor damage and will cost 5 points to fix).
80
M: MORALE
M.1 - INTRODUCTION
Morale is an extremely complex subject and yet is the most important aspect of combat. Morale checks are done at company
level (or platoon level if independent platoon or section) and above. There are two types of morale check, Unit Morale and
Group Morale.
81
This gives us 4 out of 8 = 50% so a Group Morale Check would be made on the 26-50% column on the with CO
row.
M.3.3 Group Morale Example 2
A Laotian Regiment consists of the RHQ (1 morale point), 2 battalions like the one above (8 morale points each) and a Regiment
SR Recce Platoon (1 morale point) = 18 morale points for the Regiment.
The RHQ has been destroyed by enemy helicopters, but the rest of the Regiment is okay.
This gives us 1 out of 18 = 5.55% so a Group Morale Check would be made on the up to 25% column on the without original
CO row as the RHQ is dead.
EXAMPLE
Armed mob
Russian troops
U.S. troops
U.S. Marines
U.S. Rangers
WITHDRAW
4th
RETREAT
DETAILS
Maximum half COMBAT SPEED towards enemy.
Stop in current position or withdraw away from observed enemy to nearest safe
cover.
Unit MUST pull back from enemy to nearest safe cover moving at least half
COMBAT SPEED and halt there.
Unit moves at full TRANSIT SPEED off players baseline (counting as half points
lost) or if within 10cm of enemy will surrender (counting as full points lost).
There can be no recovery within a normal game.
82
N: ARTILLERY SUPPORT
N.1 - INTRODUCTION
Indirect fire is when batteries of guns, rockets or mortars shoot at a target using a high trajectory.
The target is usually out of sight of the battery so an observer controls the fire. This observer is normally an Artillery
Observation Officer (AOO), but could be a command element or any ABMS/BMS equipped element.
The accuracy of the indirect fire depends on the equipment being used.
Artillery batteries are bought as part of the battlegroup in the initial set up and are online to the battlegroup throughout the battle.
All indirect fire takes place in your opponents turn except Counter Battery fire.
N.1.1 AOO Placement
All AOOs MUST be attached to a unit or higher level commander. Once on table they operate like any other unit that has paid
command points (see D: COMMAND, CONTROL AND COMMUNICATION).
83
GENERAL
8
6
84
85
Guns = Guns
A roll of over 10 isnt possible however if the target battery fires enough rounds you may get the roll down
to less than 10.
86
The player may choose fire a normal barrage and then move a battery. In this case the battery is in place
for longer and will be subject to CB fire for longer.
The following table shows how long a battery takes to move to a new location and how long it is subject to CB fire for
if it Shoots and Scoots.
Battery Type
CB effects for
Time before it can fire again
1 Turn
6 turns
Mortars up to 81mm
1 Turn +1 Turn Reduced effect
7 turns
Mortars over 81mm
1 Turn
6 turns
SP Mortars
1 Turn +1 Turn Reduced effect
7 turns
SP Guns
2 Turns
8 turns
Towed Guns
2 Turns +1 Turn Reduced effect
10 turns
SP Salvo Rockets
3 Turns
12 turns
Towed salvo Rockets
Reduced effect is normal fire with a +3 Modifier.
Salvo Rockets CANNOT reload during this time, they are busy packing up, moving and setting up again.
If the plotting delay for the CB fire means the fire arrives after the battery has left the battery will avoid the CB fire
altogether.
N.6.4.7 Failing Morale Caused by CB
If a battery is hit by CB fire and fails its morale check, it must move location before it can fire again or regain morale.
N.7 - DEVIATION
The actual deviation depends on the training of the AOO, the CEP (Circular Error Probable: the accuracy of a round) and the
positioning equipment used.
The DATASHEET gives the CEP die to roll. Roll the die and modify it, the deviation modifiers are on the DATASHEET.
If the target went out of sight or the observer has become suppressed or destroyed then just roll the deviation die without any
modifiers.
Deviation is tested each turn until the battery arrives at the original aim point or stops firing.
N.7.1 On Target Fire
If the final score is 0 (or less) the battery is on target. However a natural roll of 1 always hits provided the observer has LRF,
GSR or Sat Pos OR the target is within LOS of the firing battery.
N.7.1.2 On Table Hits
If the fire is at an on table target follow the details given in N.8 - FIRE ZONE below.
N.7.1.2 Off Table Hits
All elements in the target unit are treated as under the fire zone.
87
88
89
HE ROUNDS (HE).
These are HE rounds that are proximity fused or radar fused to explode in the air above the
CANNON LAUNCHED
GUIDED PROJECTILES
(CLGP).
MINELET (ATM, APM or
MIXM).
BOMBLET (ICM).
SMART ROUNDS.
STOT
PRECISION JAMMING
ROUNDS (PJC or PJR).
Because FAE is considered a chemical weapon permission must be given at the highest
level before its use is authorised. To reflect the political effects of using FAE the firer gets
no points for kills achieved using FAE.
See F.10 - SMOKE. White Phosphorous (WPS) has a reduced HE affect.
See F.8 - ILLUMINATION FLARES.
These include HE-Rocket Assisted (HERA), Rocket Assisted Projectile (RAP), Extended
Range Full Bore (ERFB) and Base Bleed (BB).
These rounds tend not to be as accurate or powerful due to their requirement for long range.
See H.7 REMOTE LASER WEAPON GUIDANCE.
These are sub-munitions cargo rounds with AT, AP or MIXED mines (e.g. FASCAM).
The strength is 2 per turn of fire from a battery or per 250kg bomb (5 if salvo rocket), See
R.6.3 In Game Mine Laying. Some minelets are sensor fused to attack a vehicles roof
before landing and becoming mines.
These are sub-munitions cargo rounds with anti-material grenades that have an effect on
infantry and vehicles (e.g. DPICM).
Sensor fused munitions can be either sub-munitions (e.g. SADARM) or full rounds (e.g.
BONUS) and they scan the ground below for vehicular targets and home in on them.
Same Time On Target is a capability of modern weapons where several rounds are fired at
different trajectories all arriving on target at the same time. Weapons that can do this have a
greater burst rate.
These are rounds (e.g. JABBERWOCKY) that land and jam communications or radars. See
Q.3 RADIO And RADAR JAMMING.
Reload X - It takes X turns to reload once the Salvo Rockets have been fired.
Reload X+Y It takes X turns to reload the first reload and Y turns to reload each subsequent one.
Reload X (Y rockets, fires 1 per Turn) - It takes X turns to reload once all the Salvo Rockets have been fired, however the
rockets are fired 1 per turn and there are Y rockets available before a reload will be required.
Reload X (Y rockets, fires >Z per Turn) - It takes X turns to reload once all the Salvo Rockets have been fired, however up
to Z rockets can be fired at the same target per turn and there are Y rockets available before a reload will be required.
The MRLS can fire in the turn AFTER their reloading finishes.
Example: - A BM-24 with a reload time of 3 turns first on turn 1, it will be reloading on turns 2,3 and 4 and can fire again on
turn 5. Assuming it fires on turn 5 it will be able to fire again on turn 9.
90
91
O: AERIAL ELEMENTS
O.1 - INTRODUCTION
Aerial elements include Helicopters, Fixed Wing aircraft and UAVs.
They can make a huge impact on the battlefield.
They share a number of rules and also have rules specific to them selves.
For game purposes VTOL aircraft count as Helicopters and any reference helicopters also applies to them. Thus for example
they can be fired at using direct fire.
O.1.1 Under Command and Requested Aerial Elements
Aerial elements fall into 2 broad categories within the rules.
Under Command
These are bought as part of the player army and normally only include helicopters, UAVs and
transport aircraft.
Requested
These are requested using an ALO.
O.1.2 Levels of Air Commitment
The level of air support allocated to a battlegroup commander would be decided at an operational, rather than tactical level.
Thus the player would have little input into what he gets. For example he could opt to only take fighters and not bother with
ground attack aircraft as the choice is way out of his hands. Levels of air commitment are as follows.
Support
Level of
Definition
Example
Level
Commitme
nt
None
No effort to gain or maintain control of the air.
Available to any army, i.e. no air force
0
involvement
Favourable An air situation in which the extent of air effort
Available to any country with at least a
1
Air
applied by the enemy air forces is insufficient to
Squadron of combat ac, this was the accepted
Situation
prejudice the success of friendly land, sea or air
level of air commitment for both sides in the
operations.
Falklands conflict. (most developing nations)
Air
That degree of dominance in the air battle of one
Available to air forces with limited combat
2
Superiority force over another which permits the conduct of
support ac (ISTAR/AWACS etc) and who are
operations by the former and its related land, sea
able to put together composite air operations
and air forces at a given time and place without
(COMAOs), i.e. Most European nations, and
prohibitive interference by the opposing force.
the better Middle East and Far East nations.
Air
That degree of air superiority wherein the opposing Air forces with effective combat support ac
3
Supremacy
air force is incapable of effective interference.
and who OPERATE/train in complex threat
environments or who have overwhelming
numbers of combat ac, i.e. RAF, NATO led
European ops (but probably not individual
member states) Russia, Israel, China, France.
Air
A US definition where the opposing air and air
Stealth is the prime requisite, so really only the
4
Dominance defence forces are incapable of any interference.
Americans or American lead coalitions.
In reality a commander at the players level would have almost no input, but as this is a game and thus the player is allowed to
pick the general level of air support available to them.
The level of air commitment is bought by the player as a general level of air support. The army list details what levels of air
support are available to a given army.
Requested aircraft are available depending on the level of Support bought by the player.
See O.7 REQUESTED AERIAL ELEMENTS for further details.
O.2 - ALTITUDE
For game purposes aerial elements will be flying at one of the following height bands.
HEIGHT BAND
EXPANATION
Available only to helicopters and VTOL aircraft.
NAP OF THE
EARTH (NOTE)
The helicopter is flying extremely low, 1 contour above ground level, using the terrain as cover. They
can land or pop-up.
CONTOUR
The helicopter cannot fly in woods, built up areas (BUA) or through obstacles if 1 or more contour
high. Instead they must fly round them.
The aerial element is flying at tree top level, between 2-5 contours above ground level.
Any aerial element can fly at contour height or above.
LOW
MEDIUM
HIGH
Helicopters aircraft can fly over woods, BUAs or obstacles. They can land or pop-up. Contour is the
maximum height for abseiling troops.
The aerial element is flying between 6 contours and 2000 feet (152 Contours) above ground level
(minimum height for dropping paratroops).
The aerial element is flying at up to 20,000 feet. (1524 Contours)
The aerial element is flying at 20,000 feet or higher.
92
93
OB
Observation Aircraft
OH
Observation Helicopter
TH
Transport Helicopter
TH(H)
TR
Transport Aircraft
TR(V)
UAV
Such as AH-1, AH-64, Hind. They are armed helicopters which sometime carry
infantry.
These are very small UAVs which act in most ways like UAVs. They can only be
fired at using AA fire except that AAGWs and ATGWs cannot be used (they are
too small to be locked onto). Radar cannot spot them either.
Such as O-2E etc. These aircraft are slow enough to remain over the table looking
for targets for either strike aircraft or artillery. They will be shown carrying either
an AOO or ALO on the DATASHEET.
Such as Alouette III, BO-105M and OH-58 Kiowa. They are helicopters used for
transporting ALOs and AOOs and for general reconnaissance. Occasionally they
will be armed.
Such as Mi-8 Hip, UH-1B Iroquois (Huey) and Puma. They are helicopters used
primarily used for transporting troops around a battlefield but occasionally armed.
These are heavy lift helicopters such as CH-47 Chinook and Mi-6 Hook. They are
used for the same rolls are transport helicopters but are bigger!
Such as C130 Hercules and IL-76 they are normally within the game used to drop
paratroopers.
Only the MV-22 Osprey appears to exist at the moment. They are transport aircraft
used in a similar way to transport aircraft. Because of their ability to land vertically
and hover they are treated as helicopters within the rules.
Such as Predator, Phoenix, etc. UAVs travel at a rate of shown on the
DATASHEET. They fly as per helicopters and are on table for the number of
turns shown on the DATASHEET.
Such as the F/A 18. When requested they act as Ground Attack aircraft (see
below). They can also act as fighters in one off games.
Such as A4 Skyhawk, Mig-27, etc.
Trainers or Counter Insurgency Aircraft such as BAe Hawk, OV10 Bronco, etc.
Such as SU-25 Frogfoot, A10 Warthog, etc.
The aircraft availably tables are built using the number of aircraft available to a nation to determine which aircraft
are available. This is weighted so that SGA will appear more often than pure numbers suggest and LA, TB and SB
less often.
94
95
96
97
Target Movement
Modifier Name
LOW level
MEDIUM level
HIGH level
Range up to 25cm
Range 100cm and Over
Not Under Fire
Is Suppressed
Is Damaged
Obscured by smoke etc
<= 5cm
>5cm and <= 15cm
> 15cm and <= 30cm
>30cm and <= 45cm
>45cm
Modifier
+1
+3
+6
-1
+1
-1
+1
+2
+1
0
+1
+2
+3
+4
x12
12
24
36
48
60
72
84
96
108
120
132
144
98
Forwards Firing
The direction of flight is shown by black arrow.
The aim point is shown by the Red Cross and as this is a requested aircraft is at
the nose of the F-15.
The first fire Zone is shown in grey and first extension shown with a dotted line
around it.
Sideways Firing
The direction of flight is shown by black arrow.
The aim point is shown by the Red Cross and as this is a requested aircraft is at
the nose of the Ka-32.
The first fire Zone is shown in grey, Note how is goes back along the line of
flight.
99
No Wind
Light Wind
Normal Wind
Strong Wind
Very Strong Wind
Low
2
3
4
6
9
Day Drop
Medium
3
4
6
9
13
High
4
6
9
13
19
Low
4
5
6
8
11
Night Drop
Medium
High
5
6
6
8
8
11
11
15
15
21
If the number shown or higher is rolled the paratroops will land on target. In the case of the 21 a 20 must be rolled first
followed by a 2+ on a d10 just like shooting.
If the number rolled is less than the drop number the drop is off target.
If a modified roll of 1 or lower is rolled a major error has occurred during the drop and the dropping player should roll
on the Major error table below.
100
If any other off target roll is made, roll for CEP direction and move the drop point by 5cm for each point the roll was
missed by. The CEP is taken as it relates to the dropping aircraft direction of flight. . Example: - Paras drop from
Medium, with a light wind during the day and thus need a 4+ to be on target. Alas a 2 is rolled. The player rolls for
CEP and rolls a 1, so the drop point is moved 10cm along the aircrafts direction of flight.
O.5.2.3 Major Error Table
Roll (d20)
Effect
Dropped off table
1-4
Opponent picks new drop point anywhere on the table. This is where you should start placing elements.
5-6
Opponent picks new drop point within 100cm of the original drop point. This is where you should start
7-10
placing elements.
Roll for CEP direction. The CEP distance is d6x10cm + 40cm (i.e. 50-100cm)
11-15
Roll for CEP direction. The CEP distance is d6x5cm + 20cm (i.e. 25-50cm)
16-20
O.5.2.4 Drop Point is off Table
If the drop point ends up off table roll on the following table to determine what happens to the troops
dropped at that drop point.
Roll (d6)
1
2
3-5
6
Effect
Never seen during battle. At the end of the battle roll on Cautious Column of C.4.4 Failed Flank
March Result Table to see what happened
Never seen during battle, but known to be safe. They don't take part in the battle but don't count as lost
either
Roll CEP direction and mark the point at which the edge of the table intercepts the CEP direction. Unit
may enter within 10cm of this point in 6 turns time.
Roll CEP direction and mark the point at which the edge of the table intercepts the CEP direction. Unit
may enter within 10cm of this point in 3 turns time.
101
O.6 - HELICOPTERS
O.6.1 - Introduction
Helicopters have had an incredible impact on modern warfare, giving tactical, operational and even strategic options to a
commander.
Helicopters are fast, manoeuvrable but fragile machines and can be used for a variety of roles such as observation, transport,
attack, escort or specialist (i.e. ECM).
Helicopters are organised in the same manner as ground units but often use different names.
FLIGHTS are equivalent to Platoons and SQUADRONS equivalent to Companies.
They are either attached to the highest on table commander or are bought as the transport for a specific unit.
In many ways helicopters are treated as ground elements.
Helicopters move in phase 2.1 and fire in phase 2.4. They can also engage targets in LOS in phase 2.3.
As noted above VTOL aircraft count as helicopters.
O.6.2 - POP-UP
If a helicopter is at an objective point or is aware of an enemy (see F.11 KNOWN ENEMIES) may climb above cover or
move around the side of cover in order to spot a target and fire at it. This is known as popping up.
In the opponents turn the helicopter must be at contour (if at NOTE it rises to contour), may not have moved more than half
COMBAT SPEED in its turn, must be behind a terrain feature and it can pop-up (or up to 5cm to the side) to spot for targets as
follows.
While popping up the helicopter counts in the open for spotting.
Note that the helicopter doesnt count as hovering while popping up and will always count at least 10cm of movement for firing
and spotting.
O.6.2.1 Enemy Bound
Once the opponent has moved all units the helicopter rises to look for a target (showing its pop-up size aspect) in
PHASE 2.3.
O.6.2.1.1 ATGWs and AAGWs
To fire an ATGM or AAGM it remains showing its pop-up size and fires the missile unless it fired a selfhoming missile when it returns behind cover.
When firing at a helicopter that fired a self homing missile count into sight and out of sight. If firing at a
target using another type of missile count only into sight.
AAGWs are resolved straight away, but ATGWs must wait until PHASE 2.6.
O.6.2.1.2 Other fire
If it spotted a target and wants to fire guns or rockets it must raise completely above the cover, showing its
front size aspect, fires and then returns behind cover.
For firing count into sight and out of sight as the firing has limited time to engage the target.
In PHASE 2.4 the enemy fires at the helicopter counting any modifiers mentioned above. This includes Direct fire,
Area fire and AA fire at the helicopter.
In PHASE 2.6 ATGWs are resolved, following this any helicopters that popped up return behind cover. The helicopter
may end its pop up by moving up to 10cm from where it started.
Helicopters end any pop up at contour.
O.6.2.2 Own Phase 2.4
The helicopter may pop up to fire guns, rockets and AAGWs as above.
O.6.2.3 Maximum Pop up Height
If the helicopter is popping up to spot a know enemy it can pop up to LOW altitude if needed to get an LOS on the
target. Any pop up to LOW altitude will require a roll on O.2.2 Height Risk as area defence AA may get a lock on
the helicopter.
If the pop up is not to try to pick up a known enemy the helicopter cannot rise above contour level, see O.2 ALTITUDE for the limit in contours. This may means the helicopter cannot get an LOS on a target.
102
O.6.3 - Hovering
Hovering helicopters are much easier targets for ground fire.
In order to hover the helicopter remains stationary in phase 2.1 of the players turn.
Hovering is normally only used for abseiling troops to the ground and a hovering at NOTE can unload 1 section or 2 half
sections of infantry via abseiling in half a turn.
A helicopter must hover for half a turn to drop off an under slung load.
O.6.4 - Landed
Helicopters at NOTE or contour may land in their movement phase. It takes half a move to land.
It takes a turn to load or unload all infantry and two turns for vehicles.
O.6.5 Under Slung Loads
A helicopter must hover for half a turn to drop off an under slung load.
To Pick up an under slung load the helicopter must either hover at NOTE or be landed for a full turn.
103
104
Add 1 to the number required for each friendly requested aircraft shot down or aborted.
Add 1 to the number required if the enemy has a higher level of air support than you.
If the aircraft is willing to return the ALO can call it in again for another attack without having to request air support
again.
Returning aircraft are at risk of being attacked by enemy air defences (see O.2.2 Height Risk) even if they remain
off table firing using guided weapons.
An aircraft can make a maximum of 5 returns before it must leave.
O.7.2.3 Requesting Aircraft at Night
At Night after rolling to see which type of aircraft youve been allocated check the datasheet to see if that aircraft has
pilot night vision. If it doesnt then your roll is wasted and you dont get support. This gives the feel that there are less
aircraft available at night than during the day.
105
P: ANTI-AIRCRAFT FIRE
P.1 - INTRODUCTION
Anti-Aircraft (AA) fire is any fire at aerial elements using AA missile and barrage fire. It is quite difficult to shoot down a fast
moving aerial element it is more likely that it will suffer damage and be put off its aim or abort the mission. Fast moving aircraft
make ground elements nervous and they tend to fire at anything flying past.
Barrage fire is filling the air with as much lead as possible in the hope of fitting the aerial element as it passes. Specialist AA
elements armed with autocannons also use this procedure but in this case they are actually aiming at the enemy aircraft rather
than hoping to hit it.
2.
For each shot, find the firing weapon on the ANTI-AIRCRAFT FIRE table on the DATASHEET.
3.
Modify the basic chance by the ANTI-AIRCRAFT DIE ROLL MODIFIERS on the DATASHEET.
4.
Roll a d20. If the modified number or greater is rolled then the target has been hit, check the AA FIRE table on the
DATASHEET for the result. Bear in mind that there are 3 possible results depending on the rolls you make.
5.
If a hit is achieved the target has a last chance to evade the threat (see P.6 - TARGET EVASION), roll the evasion
value of the aircraft or under to reduce the effect of the AA fire.
c)
If the final to hit number is between 21 and 29 and a natural 20 is rolled on the d20 roll a d10 and add it to the 20
already rolled and subtract 1 to determine if the target is hit.
d)
Elements using FCR will only be affected by the targets radar modifier if they could only spot the target using AA
Radar spotting (F.3.1 AA Radar (AAR) Spot).
P.3 AA OVERWATCH
P.3.1 Non Specialist elements and AA Overwatch
Any element can be given AA OVERWATCH orders, providing it carries weapons capable of firing in AA mode.
P.3.2 Specialist elements and AA Overwatch
Specialist AA elements will automatically be on AA OVERWATCH as soon as they stop (unless ordered otherwise)
AA fire against under command aerial elements takes place in phase 2.4 for the player and phase 2.3 for their opponent.
AA fire against requested aerial elements takes place in phases 2.3 and 2.9 for their opponent.
AA fire in Phase 2.3 is at any point along the aerial elements flight path this turn up to where it is now.
AA fire in Phase 2.4 is at the aerial element where it is now.
AA fire in Phase 2.9 is at any point along the aerial elements flight path from its aim point to where it exits the table.
106
Effect
An aircraft that has a DAMAGED result but manages to evade is suppressed.
Reduced to
Not Possible
DAMAGED
It cannot fire or drop ordnance this turn but can return later
A result of damaged means the aircraft has taken light damage but can carry on.
Suppressed
Damaged
Abort
107
Q: ELECTRONIC WARFARE
Q.1 - INTRODUCTION
Most electronic warfare aids have been covered in the rules already, the remaining aids are mainly for jamming. The electronic
warfare aids are bought as part of the force from the army lists.
Its worth noting that all armies are rated as to how good their general level of electronic equipment is. This EW level affects
how well it will resist such things as jamming and its use is included in the other sections of the rules where it is applicable.
108
109
R: ENGINEERING
R.1 - INTRODUCTION
Most engineering will take place in campaign games but where an attack/defence game is being played the defender usually has
had time to construct some positions.
In a campaign the type of game will depend on how much time the defender has to prepare. 1 Hour allows a hasty Defence, 1
Day a prepared defence and 1 week a Concentrated Defence.
Normally all defensive engineering can only be done in the defenders deployment zone, though a scenario may allow placement
in a different way.
110
Hasty
Defence
4 EP
Prepared
Defence
12 EP
Concentrated
Defence
24 EP
Scatter
3
5
7
Buried
NA
NA
5
111
112
113
Example: - The defender has bought an engineer platoon consisting of a half section PHQ in an engineering vehicle with a
dozer plus 3 engineering sections in engineering vehicles with winches and dozers.
The game is a prepared defence, so each engineer infantry section supplies 12 EP giving him a total of 48 EPs.
The PHQ vehicle gives a bonus of 2% (1% for engineering vehicle and 1% for the Dozer).
The Other 3 vehicles each give bonuses of 5% (1% for engineering Vehicle, 3% for winch and 1% for dozer).
Total vehicle bonus is 17%. 17% of 48 = 8.16 which rounds up to 9 bonus EPs.
So the defender will have 48 + 9 = 57EPs for the battle.
R.2.3.1 Engineering Vehicles with Mine laying Equipment
When a vehicle has mine laying equipment is treated differently. It may lay one full load of mines in a Hasty Defence,
3 in a Prepared Defence and 6 in a Concentrated Defence. These need to be laid as far as possible in a 10cm by
10cm pattern, but this may not be possible with the number of mines available.
Vehicles with scatter mine dispensers can elect to not lay one of the loads of mines the have available from the total
above (i.e. lay none in a Hasty Defence, 2 in a Prepared Defence and 5 in a Concentrated Defence) and instead use
that load during the game.
R.2.4 Extra Engineering Points
In a Concentrated Defence up to 100 extra EPs can be bought. Extra Points come from Army or Corps assets, local levees or
local equipment (such as drafted civil engineers, civilian digging equipment etc) and cost 1 point per extra engineer point
bought. Extra EPs bought are not increased by the bonus from engineering vehicles.
R.3 - ENTRENCHMENTS
There are several types of fighting positions. When they can be used and their effectiveness is listed below.
R.3.1 Infantry Entrenchments Table
Position
Spotting Effect
Open if Firing
Shell Scrape
Otherwise Cover
Indirect Effect
Open
Otherwise Cover
Open if Firing
Otherwise Cover
Cover
Heavy Cover
Otherwise cover
Cover
Heavy Cover
Foxhole
Cover
Trench
Cover
Trench Basic
OHC*
Heavy Cover
Trench Medium
OHC*
Heavy Cover
Heavy Cover
Heavy Cover
Heavy Cover
Trench Heavy
OHC*
Camouflage
Thermal
Camouflage**
Camouflage
N/A
N/A
Thermal
N/A
N/A
Camouflage and
Camouflage
*OHC stands for Over Head Cover; this is generally done by adding logs of concrete to the top of existing trenches.
** Can only be used after 1990.
Shell Scrapes are very shallow entrenchments which allow a solder to fight from a prone position.
Foxholes are deeper and allow the soldier to fight from a Kneeling position.
Trenches are deeper still allowing a soldier to sight from a standing position.
The three levels of overhead cover are trenches with progressively more and more logs and soil added to improve the protection.
Pill boxes have been left out as they are very rarely used these days. If you wish to include them treat them as Dug in Heavy
OHC.
Because of the thickness of overhead cover required to give effective protection vehicles cannot pass over dug in positions with
OHC, but can pass over ones without at normal speed for the terrain. Note that infantry positions are only large enough to
contain the element occupying them.
R.3.1.1 Preparing Buildings
You cant normally dig in within a building; however you can prepare buildings for defence. Preparing a Building
allow the element to fire any weapons without risk from its back blast thus no roll is required on G.10.1 Back Blast
Danger Table.
114
If an element has been bought with Trench Basic, medium or heavy OHC the player can INSTEAD place it in a
building and have the building prepared for defence. This choice is made at the start of the battle when the defender is
writing their orders.
R.3.2 Vehicle Entrenchments Table
As with infantry vehicles can be Dug In, however there are only 2 levels of digging in with for a vehicle. Once dug in they will
count as hull down (see E.5 - HULL DOWN AND TURRET DOWN) and in cover for spotting unless they can see around the
entrenchment (see below).
Vehicle entrenchments come in two types basic dug in and full dug in. Only Basic dug in positions can be placed on a road.
R.3.2.1 Basic Dug In
Basic dug in involves building a barricade to the vehicles front. If the spotter is in the side or rear arcs of the dug in
vehicle they will be spot the dug in vehicle as full size. The vehicle will count as in cover for spotting if the spot is in
the vehicles side arc but in the open if the spot is in the rear arc.
R.3.2.2 Full Dug In
This is a much more substantial dug in position and covers the vehicle from the sides and to a limited extent the rear as
well. If the spotter is in the rear arc of the dug in vehicle and within 10cm it will spot the target vehicle as full size, but
still in cover.
115
116
Effect
+3
+1
- per point of penetration (rounded up)
Effect
+3
+1
-1
-2
-3
+1
Effect
-1
-2
R.6 - MINES
There are two types of mine, anti-personnel (AP) and anti-tank (AT) and they can be buried, surface laid or scattered. From the
late nineties most western nations stopped using AP mines, the exception being the United States. Mines only affect Ground
Vehicles, landed Aerial Elements and infantry elements.
These are normally only used by the defender in attack defence games.
R.6.1 Types of Mine Laying
Mines are laid in one of two ways, either they are scattered on the surface or they are buried.
Surface mines are more quickly laid but are easier to spot.
Surface mines can be laid anywhere except areas of soft ground (i.e. Swamp, March etc).
Buried mines can only be laid in open areas off roads.
R.6.2 Pre Game Mine Laying
Minefields are bought using EPs; see R.2.2.5 Mine Fields above.
Though some engineering vehicles have their own special quantities of mines they can lay. These will be shown in the army list.
R.6.3 In Game Mine Laying
A Minefields strength is given as a point value between 1 and 10 for each 10cm by 10cm box.
It takes an engineer section 10 turns to lay each strength point by hand. For vehicles it will be details in the army list, except
vehicle with scatter mine dispenses which will lay their field in 1 turn. For buried mines double the time required to lay them.
Mine laying-ploughs and bar-mine laying vehicles can only bury mines and scatter-mine laying vehicles can only lay surface
mines.
Artillery gives an area the size of HE fire and each 250kg bomb the size of a HE munition. The strength laid is per battery/per
turn of fire or per bomb (see N.9 - Ammunition Types). Bomb and Artillery laid mines cannot be laid to greater than level 6,
any extra mines fired/dropped into the zone are wasted.
For simplicities sake its assumed that all these mine types can be seen either because they are on the surface or because or the
disturbed ground where the mine has been placed.
117
With HMR
NE
9+
When an element destroyed by a mine move it back to where it hit the mine.
R.6.8 Elements on a Road
When an element moved back because it is suppressed or destroyed and that element is on a road any elements directly behind it
on the road will be moved back as well. To put it another way if a vehicle in front of you stops because of the minefield so will
you! This may mean the elements behind it have fewer tests to make for mines so you should test from the front of a column
backwards for hits and damage.
118
R.7 - BOOBY-TRAPS
Booby-traps may be used in attack/defence games by the defender if agreed before the game or in competition notes. The
position and facing direction should be accurately drawn on a map.
R.7.1 Tripwire/Sensor Mine
These come in two flavours, Anti Tank and Anti Personnel. They go off when the first enemy element passes within 1cm of
them of the appropriate type (see mines above).
When they go off they attack the element that set them off as a mine of the same type (see R.6.7 Effect of Mines.
Treat the element and any elements within 10cm as if they had entered a minefield (see R.6.4 Moving into a Minefield).
R.7.2 Remote Controlled Mine
These come in two flavours, Anti Tank and Anti Personnel.
These must have an assigned controller who will choose when they are to be set off.
The controller can either be within 25cm using a hard wired line, or within 100cm using radio communications. If using radio
communications the sensor must get a secure link in Phase 2.1 for the controller to set off the mine.
The controller can try to visually spot any target as it passes within 1cm the mines location of the mine in phase 2.3. If they make
a spot they can set off the mine. This will then attack the target as a mine of the same type (see R.6.7 Effect of Mines.
Treat the element and any elements within 10cm as if they had entered a minefield (see R.6.4 Moving into a Minefield).
R.7.3 Off Route AT Mine
These are hidden long with a trip wire and fire a shaped charge into the side of a passing vehicle. They will attack the first
vehicle to pass them within 1cm hitting them on a roll of 6 or more on a d20. They have a HEAT penetration of 3. If deployed in
woods they can be setup in trees so as to fire at the vehicles roof armour. These are generally now obsolete having been replaced
by Remote LAWs (see below).
R.7.4 Remote LAW
These are hidden long with a trip wire and fire a LAW into the side of a passing vehicle. They will attack the first vehicle to pass
them within 1cm hitting them on a roll of 6 or more on a d20. The LAW used will be any one of those available on the armys
datasheet, though the player will no doubt pick the best one. If deployed in woods they can be setup in trees so as to fire at the
vehicles roof armour.
R.7.5 - Claymores
When these are laid the player need to mark on their map the direction the claymore will be facing and decide if they will be
tripwire fired or command controlled.
The tripwire version will go off when the first infantry to a distance from 0 to 2.5cm from the claymore selected by the player.
If command controlled; the controller can either be within 25cm using a hard wired line, or within 100cm using radio
communications. If using radio communications the sensor must get a secure link in Phase 2.1 for the controller to set off the
Claymore. The controller can choose exactly when to set off the claymore and thus pick the best time to cause the most damage.
They hit all targets within a 45 arc and 2.5cm of the direction they face, roll a d20 and it suppresses infantry on a 2+ and kills
on an 8+. They suppress soft vehicles on a 2+ and kill on a 10+. They suppress AFVs on a 12+ (they cannot kill an AFV).
119
Reduce to
0*
Reduce to
1
* Once a field is reduced to level ZERO when the first element passes though the field roll a d10. Check the uncertainty roll in
the table and if the roll is in this range the minefield hasnt been fully clear and is in fact still level 1. If the roll is outside the
range the minefield is clear and it is now safe to cross. If the minefield is still level 1 more work will need to be done to
completely clear it, once this work is done you will have to roll again for the first element to pass through it and roll again and so
on.
120
U. COMBAT DATASHEETS
U.1 - INTRODUCTION
As far as possible everything you need to play the battlegroup has been included on the army specific DATASHEETs and the
Common Datasheet.. The DATASHEETs are an integral part of the rules and provides the players with the details to get on
with playing the game.
PLAYERS TURN SEQUENCE (B.3) The sequence of play for each player includes the initiative die roll modifier and the
suppression removal roll. The opponents actions are given in Italics.
MORALE (Section M) The morale table provides the morale level of the force, the required roll for morale tests and the results
if the roll failed.
CB Location (N.6.4) Gives the informationa about this armies CB capabilities.
ANTI-AIRCRAFT FIRE (P) This table provides the effectiveness of any AA system, the minimum and maximum ranges, the
system guidance, the A column gives the roll needed to ABORT and the K column the roll to shoot down.
ANTI-AIRCRAFT MODIFIERS (P) These are the percentage modifiers to the AA roll depending on the target status and the
weapon system being used.
REQUESTING ARTILLERY SUPPORT (N.4) To bring a battery on line use this table to request a fire mission.
CEP TABLE AND MODIFIERS (N.7) To work out the deviation and direction of a barrage.
ARTILLERY TABLE AND MODIFIERS (Section N) This table gives each batterys details, CEP die, sheaf size depending
on the ammunition used and the Fire Number depending on the target. A soft target can either be in the open (O), in cover (C) or
have overhead cover (OH) and vehicles use their CE armour value (the value given in brackets). The S column gives the roll
required on a d20 to suppress a target and the K column to kill it. The Area Fire Number die roll modifiers are at the bottom
of the sheet.
2nd Sheet (Often split over more than one page)
VEHICLE STATISTICS This table gives each vehicles details starting with the main armament and the ammunition available.
The Direct Fire Targeting section give the base roll on a d20 to hit a target (the number in brackets is the roll to hit if the vehicle
moved using COMBAT SPEED) depending on range and the P column gives the penetration of the round. The Area Fire
section give the roll required on a d20 to suppress (the row starting with S) or destroy (the row starting with K) a soft target
and the targets cover status, either in the open (O), cover (C) or in hard cover (H). The armour details are given as front (F), side
(S), rear (R) and top (T) and any special armour levels are given underneath in brackets. The vehicle size aspects are given as
front or rear (F), side (S) and hull-down (Hd). The vehicles speed is given as road or cross-country (XC) and either TRANSIT
SPEED (the T row) or COMBAT SPEED (the C row) and any stabilisation has been taken into account. The CM column
gives all the vehicles counter-measures and sensors. The night fighting (NF) column gives the gunners (G) and drivers (D) night
vision system. The Notes and other weapons provide any other details not covered in the previous columns. Finally there is
the vehicles point value (PTS).
AIRCRAFT STATISTICS Most of the aircrafts details are the same as for vehicles with a few exceptions. The air-to-air
rating (AAR) section gives the aircrafts die to use if using either guns (the G column) or missiles (the M column). The
Area Fire section is for any guns carried (see the Artillery and rockets table for the effects of rocket pods). The STATS
section gives the armour level (A), the evasion value (E) and the IR and radar (R) signature/counter-measures modifiers (given
as a % modifier). The helicopters size aspects are given as front or rear (F), side (S) and if a pop-up (PU) is being performed.
The speeds are for Nap-Of-the-Earth (NOE), contour (CON) and low level (LOW) or higher.
ATGM STATISTICS (H) This table gives the ATGMs rate-of-fire (ROF), control (CON), guidance, base chance to hit
including minimum and maximum ranges and penetration (PEN), the anti-helicopter effectiveness at NOTE and Contour, the
warhead (WH) details and if there is back blast (BB) when fired. The Area Fire section gives the roll on a d20 to suppress a soft
target (the roll to kill is in brackets) depending on whether it is in the open, cover or hard cover. Finally there are any other
notes, details, nicknames (e.g. Sagger), etc.
DIRECT FIRE TARGETING MODIFIERS/AREA FIRE MODIFIERS in Brackets This table gives the targeting modifiers for
all guns, LAWs, ATGMs, etc depending on target actions and the firers status.
INFANTRY STATISTICS This table provides the infantry elements points value, size, equipment and area fire details. The
details of any LAWs carried are given on the bottom including type of penetration (e.g. CE), warhead type (e.g. single) and any
other details. The HIT column gives the roll required on a d20 to hit a target (if the infantry moved using COMBAT SPEED
use the number in brackets) and the P column gives the penetration.
ADDITIONAL AREA FIRE MODIFIERS (J) These are the Area Fire die roll modifiers.
INFANTRY HEAVY WEAPONS Direct fire stats for heavy infantry weapons such as AT Guns
VEHICLE ROOF WEAPONS Area fire stats for roof mounted weapons
121
1. PRE-COMBAT PHASE
Guide
RANGE
(in cm)
Min
Max
A K
CON
A K
MED
A K
A K
18 19 20
16 17 19
17 19
17 18 19
12
15 17
13 15 18
15 16 18
12
14 17
12 15 17
15 16 17
3 AERIAL ELEMENT ARRIVAL. Player spots with ALOs, requests and rolls for arrival of requested Aerial
Elements and places any Aerial elements arriving this bound at their entry point.
AAA
30
18 19 20
17
18 19
G HMG
AAA
50
15 17 18
14
16 18
HMG
AAA
50
16 17 19
15
5 AERIAL ELEMENT RISK ROLLS. Opponent makes the risk rolls for players aerial elements (O.2.2).
AAA
112.5
13 15 17
AAA
112.5
13 15 17
A K
HIGH
2. COMBAT PHASE
LOW
1 MOVE ALL UNITS - Move all units including aircraft/helicopters to attack points.
Tw 23mmA (Trained)
AAA
75
16 17 19
2 SUPPRESSION REMOVAL - Face Up - Roll d6 to remove suppression counter, Face Down - Flip
AAA
112.5
13 15 17
12
15 17
13 15 18
15 17 18
3 ENEMY REACT FIRE - Opponent spots targets and engages, including ATGMs.
Tw 30mmA
AAA
100
13 16 18
13
15 18
13 16 18
15 17 19
14 16 18
13
16 18
14 16 19
4 FIRE ALL UNITS - Spot targets and engage, including react fire at ATGM launchers and AA fire.
Tw 57mmA
AAA
200
12 15 18
11
14 17
11 15 18
13 16 18
SA-7b
IRH
25
220
14 16 18
13
15 18
12 15 18
14 16 18
6 MISSILE RESOLUTION - Spot incoming missiles, react and resolve ATGM fire.
SA-9b
IRH
30
400
14 16 18
13
15 18
12 15 18
14 16 18
SA-13
400
IRH
25
14 16 18
ANTI-AIRCRAFT DIE ROLL MODIFIERS
12
15 18
10 14 17
11 14 17
8 ENEMY ARTILLERY FIRE - Opponent requests then tests for accuracy and damage from barrage.
9 REQUESTED AERIAL ELEMENT EXIT. Move requ'st'd Aerial Elements to exit points and AA fire.
TARGET ACTION OR
10 COUNTER BATTER FIRE - Test to spot enemy artillery and engage with CB fire.
FIRER STATUS
3. POST COMBAT PHASE (Supp Removal for Current player, Morale for Both)
1 MORALE - Test morale of any unit that lost an element or to improve morale level.
MORALE CHECKS
TYPE AND STATUS
Supp
(ROLL 2D6)
% DESTROYED
Remove
6+
+2
+1
+2
76+
11
+3
+1
+5
+5
10
12
12
-4
11
+2
11
12
MOVED 101-200cm
+3
10
+5
10
12
4+
10
10
11
4+
11
51-75
10
26-50
8
5+
IRH
+5
Upto 25
6
GUIDANCE SYSTEM
AAA
FIRER SUPPRESSED
+5
Target is MUAV
+5
+3
AIRCRAFT LOADS AVAILABLE (d100)
Roll
Aircraft
1-4
4x250Kg HE Bombs
5-8
4x57mmRP(x16)
9-12
13-19
20-27
2x57mmRP(x6)
TARGET DISTANCE
CB LOCATION
PLOTTING DELAY
Points
Load
28-33
Mig-17PF (Bomb)
2x250Kg HE Bombs
5km
10km
25km
50km
Normal
ABMS
34-39
Mig-17PF (RP)
4x57mmRP(x6)
10
No ABMS
40-50
Mig-21PF (Bomb)
4x250Kg HE Bombs
None
None
None
None
None
None
EQUIPMENT USED
Sound and Flash
51-61
Mig-21PF (RP)
4x57mmRP(x16)
-1
EACH EXTRA SHOT THE ENEMY BATTERY FIRES FROM THE SAME POSITION.
62-72
Mig-21PF (RP/Bomb)
-1
ENEMY BATTERY FIRING SALVO ROCKETS OR MORTARS (SOUND & FLASH ONLY).
73-74
Mig-23BN (Bomb)
6x250Kg HE Bombs
10
75-77
20
78-79
16
80-82
10
83-84
16
85-87
4x250Kg HE Bombs
+1 OBSERVER UNTRAINED
88-89
Mig-23BN (RP)
4x57mmRP(x16)
10
90-92
4x122mmRP(x5)(HEAT)
10
11
COMMS
LEVEL OF SUPPORT
STANDARD
ABMS
DED
DIR
GEN
2
1
5
3
8
6
REQUEST MODIFIERS
5
6 OR 7
RANGE
MULT
<= 5km
5cm
<= 10km
6cm
<= 20km
7cm
<= 30km
8cm
<= 40km
Over 40km
9cm
10cm
-3
93-94
4x80mmRP(x7)(HEAT)
95-97
Mig-23BN (RP/Bomb)
10
98-100
16
-2
-1
UNTRAINED OBSERVER
ARTILLERY, ROCKETS AND BOMBS (ROLL d20)
BATTERY
Weapon
calibre
6xBM-21a
Reload : 5 Turns
122mm
MRLS
SP T o
p
CEP
RANGE
AMMO
SHEAF SIZE
INFANTRY
DIE
OPEN
COVER
H.COVER
4+
WIDTH
DEPTH
60cm
21cm
AB
60cm
21cm
14
16
15
20
12
16
20
17
20
18
20
19
HE
66cm
23cm
14
16
17
12
16
17
18
10
19
66cm
23cm
12
14
11
19
10
14
20
15
20
16
20
17
20
HE
20cm
15cm
16
10
18
12
19
14
18
19
11
20
13
20
AB
20cm
15cm
14
16
14
21
12
16
21
17
21
18
21
19
21
HE
20cm
15cm
17
12
19
14
20
15
19
11
20
13
20
14
20
AB
20cm
15cm
15
17
16
21
13
17
21
18
21
19
21
20
21
HE
20cm
15cm
17
12
19
14
20
15
19
11
20
13
20
14
20
AB
20cm
15cm
15
17
16
21
13
17
21
18
21
19
21
20
21
d12
20.4km
HE
d12
10.7km
AB
16
11
18
13
19
14
18
10
19
12
19
13
19
20
HE,Bes
6xBM-24
Reload : 3 Turns
240mm
MRLS
HE,Bes
6xM-10 (USSR)
152mm H
Inf
d10
12.4km
Burst: +1
HE,ILL,Bes
6xM-30 (USSR)
Smk 2.5cm
122mm H
Inf
d10
11.8km
Burst: +1
HE,ILL,Bes
6xM-38/43 (USSR)
Smk 2.5cm
120mm M
Inf
d10
460-5,700m
Burst: +1
Smk 2.5cm
HE,Bes
122mm RP x 5
122mm RP NA NA
NA
25cm-125cm
HE
5cm
5cm
15
10
17
12
18
13
17
18
11
18
12
18
HEAT
5cm
5cm
10
19
15
20
16
20
12
14
15
16
17
57mm RP x 16
57mm RP
NA NA
NA
25cm-125cm
HE
5cm
16cm
10
18
14
20
16
20
16
12
20
13
20
14
20
15
20
57mm RP x 32
57mm RP
NA NA
NA
25cm-125cm
HE
5cm
32cm
10
18
14
20
16
20
16
12
20
13
20
14
20
15
20
57mm RP x 6
57mm RP
NA NA
NA
25cm-125cm
HE
5cm
6cm
10
18
14
20
16
20
16
12
20
13
20
14
20
15
80mm RP x 7
80mm RP
NA NA
NA
25cm-125cm
250Kg Bomb
NA NA
NA
NA
20
HE
5cm
7cm
16
12
18
14
18
14
10
18
11
18
12
18
13
18
HEAT
5cm
7cm
10
19
15
20
16
20
12
14
15
16
17
HE
12cm
12cm
16
10
18
12
19
14
18
19
11
20
13
20
CBU
17cm
17cm
14
16
17
10
15
16
17
10
18
+2
+4
+4
+3
-1
-1
+2
-1
+4
+1
-1
+1
1 = 10cm x 21cm
2 = 20cm x 21cm
3 = 30cm x 21cm
4 = 40cm x 21cm
5 = 50cm x 21cm
BM-24
1 = 11cm x 23cm
2 = 22cm x 23cm
3 = 33cm x 23cm
4 = 44cm x 23cm
5 = 55cm x 23cm
M-10 (USSR)
M-30 (USSR)
M-38/43 (USSR)
122
AMMO
TYPE
25cm
HIT
11(18)
12(19)
14(-)
11(18)
12(19)
14(-)
12(22)
P
4
(4)
1
3
(4)
1
4
100cm
HIT
P
20(-)
2
22(-)
(4)
20(-)
2
22(-)
(4)
22(-)
2
250cm
HIT
P
-
3(10)
3(10)
2(12)
3(10)
3(10)
2(12)
4(14)
AP
APHE
HEAT/HESH
APHE
HEAT/HESH
APHE
HEAT/HESH
AP
2(12)
4(14)
4(14)
4(14)
4(14)
3(13)
3(13)
2(12)
1
4
(4)
3
(4)
2
(3)
1
7(17)
6(16)
6(16)
6(16)
6(16)
6(16)
6(16)
7(17)
1
3
(4)
2
(4)
2
(3)
1
14(-)
13(23)
14(-)
13(23)
14(-)
12(22)
13(23)
14(-)
1
3
(4)
2
(4)
2
(3)
1
22(-)
-
1
-
AP
2(12)
7(17)
14(-)
AP
2(12)
7(17)
14(-)
AP
2(12)
7(17)
14(-)
AP
2(12)
7(17)
14(-)
AP
2(4)
4(9)
11(16)
22(-)
APHE
2(11)
3(13)
8(18)
17(-)
AP
2(11)
5(15)
11(21)
22(-)
BTR-152U
BRDM-1/AT-1
BRDM-1/AT-3C
SA-13 Stella 10
MTU-20 AVLB
2.5t Truck
Gaz 66 Truck
GAZ-69
Lt Truck
AMMO
TYPE
Mi-25 HIND D
G t12.7mm HMG
Mi-8 Hip-C (AT-3C)
AP
10cm
HIT
2(3)
Mig-23BN (Trained)
Tw 23mmA
L-39 Albatros (Trained)
Tw 23mmA
Mig-17PF (Trained)
Tr 23mmA
Mig-21PF (Trained)
Tw 23mmA
Mig-15 Fagot (Trained)
Tw 23mmA
AP
2(2)
AP
5(12)
5(12)
7(17)
5(12)
5(12)
7(17)
6(16)
P
4
(4)
1
3
(4)
1
4
50cm
HIT
APDS
HEAT/HESH
AP
APHE
HEAT/HESH
AP
APHE
BTR-152
AIRCRAFT
NAME
10cm
HIT
P
4
(4)
1
4
(4)
1
4
BTR-60PU
ZSU-23-4
Qu 23mmA (HA),HE
ZSU-57-2
Tw 57mmA (HA),HE
M53/59
Tw 30mmA (HA),HE
SA-9b Strella
P
1
-4
-2
-4
12(12)
23(23)
-2
11(11)
22(22)
5(5)
12(12)
23(23)
-2
5(5)
12(12)
23(23)
-2
10(10)
2(2)
5(5)
AP
2(2)
4(4)
AP
2(2)
AP
2(2)
25cm
100cm
250cm
VEHICLE STATISTICS
SIZE
ARMOUR
S
K
C
8
13
H
10
15
O
6
11
C
9
14
H
11
16
O
7
12
C
10
15
H
12
17
O
10
15
C
13
18
H
15
20
O
14
19
C
17
22
H
19
24
F
3
S
2
R
1
T
1
F
L
S
X
Hd
S
Td
V
S
K
5
10
8
13
10
15
6
11
9
14
11
16
7
12
10
15
12
17
10
15
13
18
15
20
14
19
17
22
19
24
S
K
5
10
8
13
10
15
6
11
9
14
11
16
7
12
10
15
12
17
10
15
13
18
15
20
14
19
17
22
19
24
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
S
K
11
16
8
13
8
13
9
14
10
15
13
18
9
14
10
15
10
15
13
18
13
18
13
18
6
11
9
14
9
14
13
18
-
14
19
11
16
11
16
12
17
13
18
16
21
12
17
13
18
13
18
16
21
16
21
16
21
9
14
12
17
12
17
16
21
-
16
21
13
18
13
18
14
19
15
20
18
23
14
19
15
20
15
20
18
23
18
23
18
23
11
16
14
19
14
19
18
23
-
11
16
9
14
9
14
10
15
10
15
13
18
10
15
10
15
10
15
13
18
13
18
13
18
8
13
10
15
10
15
13
18
-
14
19
12
17
12
17
13
18
13
18
16
21
13
18
13
18
13
18
16
21
16
21
16
21
11
16
13
18
13
18
16
21
-
16
21
14
19
14
19
15
20
15
20
18
23
15
20
15
20
15
20
18
23
18
23
18
23
13
18
15
20
15
20
18
23
-
11
16
9
14
9
14
11
16
11
16
13
18
11
16
11
16
11
16
13
18
13
18
13
18
8
13
10
15
10
15
13
18
-
14
19
12
17
12
17
14
19
14
19
16
21
14
19
14
19
14
19
16
21
16
21
16
21
11
16
13
18
13
18
16
21
-
16
21
14
19
14
19
16
21
16
21
18
23
16
21
16
21
16
21
18
23
18
23
18
23
13
18
15
20
15
20
18
23
-
12
17
11
16
11
16
13
18
14
19
13
18
14
19
14
19
13
18
14
19
14
19
-
15
20
14
19
14
19
16
21
17
22
16
21
17
22
17
22
16
21
17
22
17
22
-
17
22
16
21
16
21
18
23
19
24
18
23
19
24
19
24
18
23
19
24
19
24
-
14
19
14
19
14
19
-
17
22
17
22
17
22
-
19
24
19
24
19
24
-
S
K
S
K
S
K
S
K
S
K
S
K
S
K
O
12
17
9
14
9
14
8
13
9
14
9
14
H
17
22
14
19
14
19
13
18
14
19
14
19
O
12
17
10
15
10
15
10
15
10
15
10
15
H
18
23
15
20
15
20
15
20
15
20
15
20
O
14
19
13
18
13
18
12
17
13
18
13
18
H
19
24
18
23
18
23
17
22
18
23
18
23
A
1
R
1
F
M
AIR TO
GROUND CEP
19(19)
4(4)
10cm
O
5
10
10cm
C
15
20
12
17
12
17
11
16
12
17
12
17
C
15
20
13
18
13
18
13
18
13
18
13
18
H
17
22
15
20
15
20
15
20
15
20
15
20
O
13
18
10
15
10
15
10
15
10
15
10
15
C
16
21
13
18
13
18
13
18
13
18
13
18
100cm
C
17
22
16
21
16
21
15
20
16
21
16
21
STATS
E
3
IR
1
SIZE
S
L
T
C
R
30
20
X
20
10
T
C
30
20
20
10
T
C
20
10
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
T
C
35
15
35
15
25
15
60
30
50
25
50
25
50
25
45
25
45
25
50
25
50
25
45
25
45
25
50
25
50
25
25
20
30
15
35
20
60
30
35
15
30
15
50
25
50
25
50
25
50
25
AIRCRAFT STATISTICS
SPEED
NOE
CON
80
160
T
40
80
C
55
105
L
T
55
25
C
0
0
T
0
0
C
0
0
T
0
0
C
0
0
T
0
0
C
0
0
T
0
0
C
0
0
T
0
0
C
PU
M
W
G
T
P
T
S
pHMG,cMG,NBC, Sn
AR
36
L3 M5 H8
10
pHMG,cMG,NBC, Sn
AR
36
L3 M5 H8
10
pHMG,cMG
AR
46
L2 M3 H5
AR
32
L3 M5 H8
AR
32
L3 M5 H8
cMG,amp (10cm)
AR
14
L3 M5 H8
AR
7
L4 M8 H12
AR
6
L3 M6 H9
AR
6
L3 M6 H9
IR
IR
IR
pMG,fps,O.top,17 Trps,Wheeled 7
AR
9
L3 M6 H9
IR
AR
10
L4 M8 H12
IR
IR
fps,8 Trps,Wheeled 7
AR
9
L3 M6 H9
AR
6
L3 M6 H9
AR
6
L3 M6 H9
IR
IR
s2,FCR2,NBC
AR
19
L3 M5 H8
IR
o.top
AR
28
L3 M5 H8
o.top,Wheeled 7
AR
10
L2 M4 H6
IR
SA-9bx4+4,amp (7cm),NBC,Wheeled 7
AR
7
L4 M8 H12
IR
SA-13x4+8,amp (7cm)
AR
13
L3 M5 H8
IR
IR
AR
40
L3 M5 H8
Wheeled 9
AR
3
L3 M6 H9
Wheeled 9
AR
2
L3 M6 H9
Jeep,Wheeled 9
AR
1
L3 M6 H9
Wheeled 9
AR
2
L3 M6 H9
C
O
M
P
T
S
CM
NF
NOTES AND
OTHER WEAPONS
SPEED
SG
G
IR
D
IR
SG
IR
IR
10
5
20
10
20
10
20
10
20
10
15
10
15
10
25
10
15
5
15
5
25
10
25
10
15
5
15
5
15
10
15
10
20
10
20
10
10
5
20
10
25
10
25
10
15
10
15
10
15
10
15
10
cMG
IR
IR
SG
NOTES AND
NF
LOW+
320
160
215
105
0
0
0
0
0
0
0
0
0
0
G
-
C
O
M
P
II
C
I
S
AR
31
AR
14
AR
AR
AR
AR
AR
123
MISSILE
NF
CON
GUIDE
SHORT
1
1
2M2 SHMEL
9M14-P (AT-3C)
M
S
WIR
WIR
11 (18-25)
9 (25-35)
8 (26-100)
7 (36-115)
10 (101-135)
8 (116-150)
PEN
(4)
(6)
AA?
-
NOTE
D
-
A
-
CON
K
D
-
A
-
WH
BB?
O
K
-
14(19)
14(19)
NOTES
H
19(24)
19(24)
AT-1 Snapper
AT-3C, Remote 1cm
INFANTRY ELEMENTS
GUN/LAW/
(Small Arms)
AT-1, AT-3C
+6(+4)
+8(+6)
+Evade$
+3(N/A)
+2(+1)
+2 (+2)
+4 (+4)
-1 (-4)
0 (-3)
+2 (-2)
+4 (-1)
+6 (0)
-2 (-1)
+2 (+1)
+2 (+1)
+2 (+1)
+8 (+6)
+2 (+1)
+6** (+3)
+2 (+1)
-
+6(+4)
+8(+6)
+Evade$
+3(N/A)
+2(+1)
+5 (+3)
+8 (+6)
-1 (-4)
0 (-3)
+2 (-2)
+4 (-1)
+6 (0)
+1 (+)
+2 (+1)
+4 (+2)
+2 (+1)
+8 (+6)
+2 (+1)
+6 (+3)
+2 (+1)
+2 (+1)
+2 (+1)
-
APS 1
APS 2, 3 or 4
Helicopter Target (Not landed or Hovering)
Direct Fire against Building Opening
Firing into smoke, Firer (LFC+)
Per point of jamming###
Firer suppressed
Firer is Damaged Aircraft
Extra large target (X)
Large target (L)
Medium target (M)
Small target (S)
Very small (V) or Tiny (T) target
Second shot at same target
Per 10cm target moved (or part of), Not INF on foot
Came into sight
Went out of sight/Cover evade
Target made manoeuvre evade
Smoke evade (no TI or VIRSS)
Smoke evade (with TI)
Flares###/Decoys/IR Jammer
Laser Jammer, Firer (LFC+), <= 50cm
Aerosol Chaff###
Firing into woods or BUA#
Target dug-in with overhead cover##
-2
-1
-4
+2
+5
+2
+4
+1
-2
-1
+5
+1
Always Round Down.*Number shown after the / is if Vertical mode used. ** If dazzlers and firer is using TI, otherwise no effect. #
If target is not on the edge of the woods or built up area. ## Modifier is cumulative. ### Halve for missiles which are JR.
AMMO
TYPE
57mm ATG,HE
APHE
85mm ATG,HE
APHE
HEAT/HESH
25cm
HIT
6
10cm
HIT
P
3
2
3
3
6
6
3
(4)
P
2
12
13
2
(4)
2
(4)
22
-
250cm
HIT
2
-
TYPE
pHMG
pMG
S
K
S
K
O
12
17
13
18
C
15
20
16
21
25cm
H
17
22
18
23
O
12
17
13
18
C
15
20
16
21
50cm
H
17
22
18
23
O
13
18
13
18
C
16
21
16
21
O
14
19
-
C
17
22
-
P
-
EQUIPMENT
SIZE
10cm
250cm
100cm
H
18
23
18
23
H
19
24
-
O
-
C
-
H
-
124
V. ABBREVIATIONS
(LFC+)
AA
ATT
AAGM
ABMS
ACLOS
AOO
AHEAD
ALO
AMP
AP
AP.A
APDS
APFSDS
APFSDSDU
APHE
AR
ATGM
BAR
B.Arm
BE
BGHQ
BMS
CE
CHQ
CIS
CITV
CG
FAE
FAPDS
HAR
HE
HEAT
HESH
HMG
HMR
HVAP
II
IR
IRH
KE
LAR
LAW
LLTV
LMG
LPG
MCLOS
MR
PASG
NBC
RCL
RHA
SACLOS
SAW
SFMG
SIR
SP
TI
UAV
2IC
125
SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP
EF EF EF EF EF EF EF EF EF EF EF ES ES ES ES ES ES ES ES
ER ER ER ER ER ER ET ET ET ET ET D
F1
F2
F3
F4
F5
F6
F7
F8
F9
F10
F11
F12
F13
F14
F15
F16
F17
F18
F19
T1
T2
T3
T4
T5
T6
T7
T8
T9
T10
T11
T12
T13
T14
T15
T16
T17
T18
T19
The following MORALE MARKERS should be photo-copied, cut out and mounted on cardboard.
HESITATE
HESITATE
HESITATE
HESITATE
HESITATE
HESITATE
HESITATE
HESITATE
HESITATE
HESITATE
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
WITHDRAW
WITHDRAW
WITHDRAW
WITHDRAW
WITHDRAW
WITHDRAW
WITHDRAW
WITHDRAW
WITHDRAW
WITHDRAW
RETREAT
RETREAT
RETREAT
RETREAT
RETREAT
RETREAT
RETREAT
RETREAT
RETREAT
RETREAT
126
Smoke Tiles
3cm
127
2.5cm
128
2cm
129
Z Designers Notes
The table C.4.1 Flank March Difficulty Table in represents the tactical situation the players battlegroup finds its self in. A low roll
means there are many friends nearby forming a strong continuous line. A high number represents the battlegroup being pretty much on its
own. You might wish to have modifiers depending on the armies being used as nations with larger armies will tend to have more friends
than those with smaller armies. Perhaps -2 for large armies like to US/Russia and -2 from small armies like Bahrain/Laos. You could also
roll for each player rather than having 1 roll for both, though this may give one player an advantage over the other.
These notes are in no particular sequence.
Example of Back Blast the reason behind G.10.1 Back Blast Danger Table
Caution zone. The weapon's back blast may throw loose objects to the
rear. Therefore, personnel must also stay clear of this area.
As you can see firing one of these in a confined space is a really bad idea.
130