You are on page 1of 130

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

The effects of suppression are so severe that it also encompasses neutralisation.

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.

There is the possibility of friendly fire.

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

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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

B.2 - GAME TYPES.............................................................. 9


B.2.1 - Hasty Attack/Defence ....................................................... 9
B.2.2 - Prepared Defence/Deliberate Attack ................................ 9
B.2.3 - Concentrated Defence/Breakthrough Attack .................... 9
B.2.4 - Encounter off the Line of March....................................... 9
B.2.5 - Other Battles .................................................................... 9

B.3 - PLAYERS BOUND SEQUENCE ................................ 9


B.4 - INITIATIVE DIE........................................................ 10
C: ORDERS ........................................................................... 11
C.1 - INTRODUCTION ...................................................... 11
C.2 - UNITS ........................................................................ 11
C.2.1 DHQs ............................................................................ 11
C.2.2 - BdHQs............................................................................ 11
C.2.3 - RHQs ............................................................................. 11
C.2.4 - BGHQs........................................................................... 11
C.2.5 - BHQs ............................................................................. 11
C.2.6 - Higher HQs .................................................................... 11
C.2.7 - CHQs ............................................................................. 11
C.2.8 - SHQs .............................................................................. 11
C.2.9 - PHQs ............................................................................. 11
C.2.10 THQs ........................................................................... 11
C.2.11 Sections ....................................................................... 11
C.2.12 Elements ...................................................................... 11

C.3 - ORDERS .................................................................... 12


C.3.1 - Route of March .............................................................. 12
C.3.2 Objectives ...................................................................... 12
C.3.3 Speed ............................................................................. 12
C.3.4 - Changing Speeds............................................................ 13
C.3.5 Action ............................................................................ 14
C.3.6 - Example of Orders ......................................................... 14

D.2.8 Transport Vehicles ........................................................ 18

D.3 - LOSS OF COMMAND AND CONTROL .................. 18


D.3.1 Loss of Commander ....................................................... 18
D.3.2 Regaining Command and Control ................................. 18

D.4 - INTEGRITY ............................................................... 19


D.4.1 Element Integrity ........................................................... 19
D.4.2 Unit Integrity ................................................................. 19
D.4.3 Integrity Distances ........................................................ 19
D.4.4 Measuring Integrity ....................................................... 19
D.4.5 Higher Level HQ Integrity ............................................. 19
D.4.6 Integrity of Units Starting on Table ............................... 19
D.4.7 Integrity of Units Entering the Table at the Start of the
Game .......................................................................................... 19
D.4.8 Integrity of off Table Units ............................................ 19
D.4.9 Detaching Units............................................................. 19
D.4.10 Integrity and Morale.................................................... 20

D.5 - COMMUNICATION ................................................. 20


D.5.1 - Hand/Flag Signals ......................................................... 20
D.5.2 Noise Signals ................................................................. 20
D.5.3 - Hard Wired Telephone Link ........................................... 20
D.5.4 Couriers ........................................................................ 20
D.5.5 Radio/BMS/ABMS ......................................................... 21
D.5.6 Transmission Security ................................................... 22

D.6 - CHANGING ORDERS............................................... 23


D.7 REACTING TO THE ENEMY .................................. 23
D.7.1 - When Can and Must a Unit React to the Enemy ............. 23
D.7.2 Control Test ................................................................... 23
D.7.3 Failure to Control a Unit............................................... 24
D.7.4 Ending Reaction ............................................................ 24
D.7.5 Changing a Reacting Units Orders................................ 24

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

E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR


SMOKE ............................................................................... 28
E.3.1 - Movement Distances in Poor Conditions Table .............. 28
E.3.2 Own Smoke Discharges ................................................. 28
E.3.3 Multiple Conditions Apply ............................................. 28
E.3.4 Example moving in poor Visibility Conditions ............... 28
E.3.5 Infantry in Poor Conditions ........................................... 28
E.3.6 Aerial Elements at Night ................................................ 28

E.4 - ENTERING OR EXITING VEHICLES ...................... 29


E.4.1 Exiting a Vehicle ............................................................ 29
E.4.2 Entering a Vehicle ......................................................... 29
E.4.3 Effect of Infantry Entering/Exiting a Vehicle on that
Vehicles Firing ........................................................................... 29

C.4 - FLANK MARCHS ..................................................... 15

E.5 - HULL DOWN AND TURRET DOWN ...................... 29

C.4.1 Flank March Difficulty Table ........................................ 15


Concentrated Defence................................................................ 15
C.4.2 Flanking Turn Arrival Table ......................................... 15
C.4.3 Flanking Success Table ................................................. 15
C.4.4 Failed Flank March Result Table .................................. 16
C.4.5 Morale effects of failing to Arrive.................................. 16

E.5.1 Turret Down .................................................................. 29


E.5.2 Hull Down on Hills ........................................................ 30
E.5.3 Height of Turret and Hull down vehicles on Hills.......... 30
E.5.4 Hull Down using Walls and Hedges............................... 30
E.5.5 Moving out of Hull Down to fire .................................... 30

C.5 OTHER POSSIBLE THINGS THAT COULD BE


INCLUDED IN ORDERS ................................................... 16
D: COMMAND, CONTROL AND COMMUNICATION . 17
D.1 - COMMAND ............................................................... 17
D.2 COMMAND STRUCTURE ...................................... 17
D.2.1 - Command Elements ....................................................... 17
D.2.2 Unit Commanders ......................................................... 17
D.2.3 Cross Attaching Units ................................................... 17
D.2.4 Attaching Units ............................................................. 17
D.2.5 Minimum Unit Size ........................................................ 17
D.2.6 Attaching Units to Higher Level HQs............................ 18
D.2.7 Which Sub Units Can Be Cross Attached or Attached ... 18

BATTLEGROUP 2009+ 23/11/2012 14:48:00

E.6 - PREPARING WEAPONS AND EQUIPMENT.......... 31


E.6.1 Preparing Weapons and Equipment Table..................... 31
E.6.2 Example of Setting ......................................................... 31
E.6.3 Dismounting Equipment................................................. 31

E.7 - TANK RIDING ........................................................... 31


E.8 MOVEMENT IN RESTRICTIVE TERRAIN ............ 31
F: DETECTION..................................................................... 32
F.1 - INTRODUCTION ....................................................... 32
F.1.1 - Line Of Sight (LOS) ........................................................ 32

F.2 VISUAL SPOTTING.................................................. 34


F.2.1 Visual Spotting Procedure ............................................. 34
F.2.1 Number of Visual Spotting Attempts Allowed................. 34
F.2.2 Visibility Arcs................................................................. 35

F.2.3 Visual Spotting Details .................................................. 36


F.2.4 - Maximum Observation ................................................... 38
F.2.5 Types of Thermal Imager (TI) ........................................ 38
F.2.6 Commanders Independent Sight (CIS) ........................... 38
F.2.7 - Loss of Visual Spot ......................................................... 39
F.2.8 - Target Size...................................................................... 39

F.3 ELECTRONIC SPOTTING ....................................... 40


F.3.1 AA Radar (AAR) Spot .................................................... 40
F.3.2 Millimetric Radar Spotting (MMR)................................ 40
F.3.3 Anti Radar Spotting ....................................................... 41

F.4 LOCATION ................................................................ 42


F.4.1 Ground Surveillance Radar (Shown As GSR on
DATASHEETS) .......................................................................... 42
F.4.2 BMS ............................................................................... 42
F.4.3 Radio ............................................................................. 42
F.4.4 Moving Target inside Cover .......................................... 42
F.4.5 Moving Target along Road in Woods/BUA.................... 42
F.4.6 Target Spotted Using Visually Guided Missile Spotting 42
F.4.7 Radio Interception Location .......................................... 42
F.4.8 Radar Interception Location .......................................... 43

F.5 NOISE DETETION .................................................... 44


F.5.1 Noise Detection Procedure ............................................ 44
F.5.2 Noise Levels................................................................... 44
F.5.3 Noise Category Table .................................................... 44
F.5.4 Noise Sources ................................................................ 44
F.5.5 Complete Drowning Out ................................................ 44
F.5.6 Drowning Out ................................................................ 44
F.5.7 Noise without Drowning out .......................................... 45
F.5.8 Effect of Hearing a Noise Source................................... 45

G.10.1 Back Blast Danger Table ............................................. 60

G.11 ATTACKING FROM ABOVE ................................ 60


G.12 DIRECT FIRE AT AERIAL ELEMENTS ............... 60
G.13 ACTIVE PROTECTION SYSTEM (APS)............... 61
G.13.1 Turning on APS ........................................................... 61
G.13.2 APS Danger Area ........................................................ 61
G.13.3 APS Effects .................................................................. 61

G.14 DIRECT FIRE AT BUILDING OPENINGS............ 62


H: ANTI-TANK GUIDED MISSILES (ATGMS) .............. 63
H.1 - INTRODUCTION ...................................................... 63
H.2 - ATGM PROCEDURE ................................................ 63
H.3 - ATGM CONTROL AND GUIDANCE ...................... 63
H.3.1 ATGW Control Methods Table ...................................... 63
H.3.2 ATGW Guidance Methods Table ................................... 64

H.4 - SPECIAL WARHEADS ............................................. 64


H.5 - RELOADING MISSILES........................................... 64
H.6 - MISSILE RATE OF FIRE (ROF) ............................... 64
H.7 REMOTE LASER WEAPON GUIDANCE ............... 65
H.7.1 Who Can Guide Laser Weapons .................................... 65
H.7.2 Restrictions on Guiding Weapons.................................. 65
H.7.3 Guiding off table weapons ............................................. 65

H.8 - THREAT DETECTION ............................................. 65


H.8.1 - Visual Spotting Of Threat............................................... 65
H.8.2 - Electronic Spotting Of Threat ........................................ 66

H.9 - RESPONSE TO MISSILE THREAT .......................... 66


H.9.1 - Counter Measures .......................................................... 66

F.6 DIRECTION DETECTION ........................................ 45

H.10 - TOP ATTACK MISSILES ....................................... 67

F.6.1 Fire at Night .................................................................. 45


F.6.2 Lights at Night ............................................................... 45
F.6.3 Missile Spotted............................................................... 45

H.11 - ATGM RESOLUTION ............................................. 67


H.12 VISUALLY GUIDED MISSILES ........................... 67

F.7 LEVELS OF DETECTION EFFECTS ........................ 45


F.7.1 Spotted ........................................................................... 45
F.7.2 Located .......................................................................... 45
F.7.2 Direction Detected ......................................................... 46

F.8 - ILLUMINATION FLARES ........................................ 46


F.8.1 Illumination zones sizes and duration ............................ 46
F.8.2 Illumination of Located or Spotted Targets ................... 46
F.8.3 Illumination of Direction Detected Targets ................... 47
F.8.4 Air Support and Illumination flares ............................... 49
F.8.5 Infrared Illumination flares ........................................... 49

F.9 USING SMOKE ......................................................... 49


F.9.1 Blocking LOS of Located or Spotted Targets with DF or
Indirect Smoke ........................................................................... 49
F.9.2 Blocking LOS of Direction Detected Targets with DF or
Indirect Smoke ........................................................................... 49

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

F.11 KNOWN ENEMIES ................................................. 56


G: DIRECT FIRE .................................................................. 57
G.1 - INTRODUCTION ...................................................... 57
G.1.1 Dead Ground................................................................. 57
G.1.1 Depression Dead Ground.............................................. 57
G.1.2 Elevation Dead Ground ................................................ 57
G.1.3 Weapon Dead Ground Table ......................................... 57

H.10.1 Top Attack Table ......................................................... 67

H.12.1 Fibre Optic Missiles .................................................... 67


H.12.2 TV Guided missiles ...................................................... 67
H.12.3 Visually Guided Missiles and Disappearing Targets ... 67
H.12.4 Visually Guided Missile Spotting ................................. 68
H.12.5 Using Visually Guided Missile Spotting in Orders ...... 68

H.13 REMAINING OFF TABLE ..................................... 69


H.14 ATGW FIRE AGAINST AERIAL ELEMENTS ..... 69
H.15 ATGW SUPPRESSIVE FIRE .................................. 69
I: PENETRATION AND EFFECTS .................................... 70
I.1 - INTRODUCTION ........................................................ 70
I.2 - PENETRATION PROCEDURE .................................. 70
I.3 - ARMOUR CLASS AND PENETRATION .................. 70
I.4 SPECIAL ARMOURS ................................................ 70
I.4.1 - Explosive Reactive Armour (ERA) ................................... 70
I.4.2 - Electric Armour ............................................................... 71
I.4.3 - Slat Armour ..................................................................... 71

I.5 - DAMAGE .................................................................... 71


I.7.1 Damage Table ................................................................. 71

I.6 - ESCAPING A DESTROYED VEHICLE..................... 71


I.6.1 Vehicle Escape Table ...................................................... 71
I.6.2 Escaping From Aerial Transport .................................... 71
I.6.3 Wheeled Vehicles ............................................................ 72
I.6.4 Elements That Entered or Left a Vehicle ......................... 72

I.7 - PENETRATION EXAMPLE ....................................... 72


J: AREA FIRE ....................................................................... 73
J.1 - INTRODUCTION ....................................................... 73
J.2 - AREA FIRE PROCEDURE ......................................... 73
J.2.1 Elements with Heavy Weapons ....................................... 73

J.3 - TARGETING MODIFIERS......................................... 73

G.2 - DIRECT FIRE PROCEDURE .................................... 57

J.3.1 Bow Machineguns .......................................................... 74

G.2.1 Allocating Fire .............................................................. 58

J.4 - INFANTRY ................................................................. 74


J.5 - SUPPRESSIVE FIRE .................................................. 74

G.3 - TARGETING MODIFIERS ....................................... 59


G.4 - WEAPON SYSTEMS ................................................ 59
G.4.1 Weapon Systems Table .................................................. 59

G.5 - ARCS OF FIRE AND VEHICLE ASPECTS .............. 59


G.6 - MOVEMENT ............................................................. 60
G.7 - FIRING EXAMPLE ................................................... 60
G.8 - FUEL AIR EXPLOSIVE ON ATGWS AND LAWS ...... 60
G.9 LARGE AHEAD ROUNDS ...................................... 60
G.10 ELEMENTS FIRING FROM WITHIN BUILDINGS
AND BUNKERS ................................................................. 60

BATTLEGROUP 2009+ 23/11/2012 14:48:00

J.5.1 Suppressive Fire against Known Targets ....................... 74


J.5.2 Suppressive Fire against a Terrain Feature ................... 74
J.5.3 Suppressive Fire Effect Table ......................................... 74
J.5.4 Suppressive Fire with Smoke .......................................... 74

J.6 - COVER DEFINITIONS............................................... 75


J.7 - BODY ARMOUR AND ARMOUR PIERCING SMALL
ARM ROUNDS ................................................................... 75
J.8 - SNIPERS ..................................................................... 75
J.8.1 Snipers Detection............................................................ 75
J.8.2 Snipers and Body Armour............................................... 75

J.8.3 Snipers and Cover .......................................................... 75


J.8.4 Snipers Firing Alone ...................................................... 75

N.8.6 Spotting Fire Zones ....................................................... 90


N.8.7 Building Damage ........................................................... 90

J.9 - EXAMPLE OF AREA FIRE ........................................ 76


J.10 AHEAD AND FAPDS VS BUILDING ..................... 76

N.9 - AMMUNITION TYPES ............................................. 90


N.9.1 - MLRS RELOAD TIMES. ................................................ 90

K: CLOSE COMBAT & CLOSE ASSAULT ..................... 77

N.10 SPLITTING BATTERIES ....................................... 91


N.11 - EXAMPLE OF ARTILLERY FIRE ......................... 91

K.1 - INTRODUCTION ...................................................... 77


K.2 - MELEE COMBAT PROCEDURE ............................. 77

O: AERIAL ELEMENTS ..................................................... 92

K.2.1 Close Combat Results .................................................... 77

O.1 - INTRODUCTION ...................................................... 92

K.3 - CLOSE ASSAULT PROCEDURE............................. 78

O.1.1 Under Command and Requested Aerial Elements ......... 92


O.1.2 Levels of Air Commitment ............................................. 92

K.3.1 Close Assault Table ....................................................... 78


K.3.2 Driving away from close assault ................................... 78

O.2 - ALTITUDE ................................................................ 92

L: DAMAGE .......................................................................... 79

O.2.1 Changing Altitude.......................................................... 93


O.2.2 Height Risk .................................................................... 93

L.1 - INTRODUCTION ...................................................... 79


L.2 - SUPPRESSION .......................................................... 79
L.2.1 - Suppression Effects......................................................... 79
L.2.2 - Suppression Markers ...................................................... 79
L.2.3 - Suppression Removal...................................................... 79
L.2.4 Voluntary Suppression ................................................... 79

L.4 PERMANENT SUPPRESSION ................................. 79


L.5 - DESTROYED ............................................................. 79
L.6 - CAMPAIGN GAMES ................................................. 80
L.6.1 Vehicle Damage in Campaign Games Table .................. 80

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

M.3 - GROUP MORALE .................................................... 81


M.3.1 Group Morale Procedure ............................................. 81
M.3.2 Group Morale Example 1 ............................................. 82
M.3.3 Group Morale Example 2 ............................................. 82

M.4 - MORALE LEVELS ................................................... 82


M.4.1 Morale Level Table ....................................................... 82

M.5 - MORALE RATINGS ................................................. 82


M.5.1 Morale Ratings Table ................................................... 82

M.6 - RECOVERING MORALE ........................................ 82


M.7 - REPLACING COMMAND ELEMENTS .................. 82
N: ARTILLERY SUPPORT ................................................. 83
N.1 - INTRODUCTION ...................................................... 83
N.1.1 AOO Placement ............................................................. 83

N.2 - INDIRECT FIRE PROCEDURES .............................. 83


N.2.1 Normal Fire ................................................................... 83
N.2.2 Normal Fire against Registered Fire Point or Known Fire
Point .......................................................................................... 83
N.2.3 Registered Fire Point or Known Fire Point against
Moving Target ........................................................................... 83
N.2.4 Registered Fire Point or Known Fire Point against Firing
Target ........................................................................................ 83

N.3 OBSERVING FOR ARTILERY ................................ 84


N.3.1 AOO observing .............................................................. 84
N.3.2 Command elements observing ....................................... 84
N.3.3 Non Command elements observing................................ 84
N.3.4 When Does Fire Stop ..................................................... 84

N.4 - REQUESTING A FIRE MISSION ............................. 84


N.4.1 Artillery Fire Mission Request Table............................. 84

N.5 - LEVEL OF SUPPORT ............................................... 85


N.6 - FIRE MISSIONS ........................................................ 85

O.3 - AIRCRAFT TYPES.................................................... 94


O.3.1 Normally Under Command ........................................... 94
O.3.2 Normally Requested....................................................... 94
O.3.3 Others That Could Be Used In a Game ......................... 94

O.4 - AIR TO GROUND ATTACK ..................................... 95


O.4.1 - Aim Point ....................................................................... 95
O.4.2 Bombs ............................................................................ 95
O.4.3 Rockets and Rocket Pods ............................................... 95
O.4.4 Strafing .......................................................................... 95
O.4.5 Guided Munitions .......................................................... 96
O.4.6 Direct Fire..................................................................... 96
O.4.7 Area Fire ....................................................................... 96
O.4.8 Anti RADAR Missiles..................................................... 96
O.4.9 Testing Aerial Fire Zone Accuracy ................................ 98
O.4.10 Extending and Increasing Effectiveness of Aerial Fire
Zones.......................................................................................... 98
O.4.11 Fire Zone Placement ................................................... 99

O.5 UNDER COMMAND AERIAL ELEMENTS ........... 99


O.5.1 - ORDERS ........................................................................ 99
O.5.2 Para Drops .................................................................. 100
O.5.3 Flying at Night without Pilot Night Vision .................. 102

O.6 - HELICOPTERS........................................................ 102


O.6.1 - Introduction ................................................................. 102
O.6.2 - POP-UP ....................................................................... 102
O.6.3 - Hovering ...................................................................... 103
O.6.4 - Landed ......................................................................... 103
O.6.5 Under Slung Loads ...................................................... 103

O.7 REQUESTED AERIAL ELEMENTS ...................... 104


O.7.1 Air Liaison Officers (ALOs)......................................... 104
O.7.2 Requesting Aircraft...................................................... 104

O.8 PRE PLANNED STRIKES ...................................... 105


P: ANTI-AIRCRAFT FIRE ................................................ 106
P.1 - INTRODUCTION ..................................................... 106
P.2 - ANTI-AIRCRAFT PROCEDURE ............................ 106
P.3 AA OVERWATCH .................................................. 106
P.3.1 Non Specialist elements and AA Overwatch................. 106
P.3.2 Specialist elements and AA Overwatch ........................ 106

P.4 - AIR DEFENCE ......................................................... 106


P.5 - ANTI-AIRCRAFT EFFECTS ................................... 107
P.6 - TARGET EVASION ................................................. 107
P.7 - ATGMS IN AA MODE ............................................. 107
P.8 AHEAD AND FAE HITS ON AIRCRAFT .............. 107
Q: ELECTRONIC WARFARE .......................................... 108
Q.1 - INTRODUCTION .................................................... 108
Q.2 - SENSING EQUIPMENT.......................................... 108
Q.2.1 Sensor Controllers....................................................... 108
Q.2.2 - Tripwire Sensors .......................................................... 108

N.6.1 Opportunity Fire ........................................................... 85


N.6.2 Registered Fire .............................................................. 85
N.6.3 Planned Fire.................................................................. 86
N.6.4 Counter Battery Fire ..................................................... 86

Q.3 RADIO AND RADAR JAMMING............................ 108

N.7 - DEVIATION .............................................................. 87

R: ENGINEERING ............................................................. 110

N.7.1 On Target Fire .............................................................. 87


N.7.2 Off Target Fire .............................................................. 88

N.8 - FIRE ZONE ................................................................ 88


N.8.1 Sheaf Sizes and Types .................................................... 88
N.8.2 Sheaf Rotation ............................................................... 88
N.8.3 Placing the Fire Zone .................................................... 88
N.8.4 Determine Fire Effect .................................................... 89
N.8.5 Continuing Fire ............................................................. 89

BATTLEGROUP 2009+ 23/11/2012 14:48:00

Q.3.1 Example of Radar Jamming......................................... 108

Q.4 - PRECISION JAMMERS .......................................... 109

R.1 - INTRODUCTION .................................................... 110


R.2 ELEMENT ENGINEERING CAPABILITIES ........ 110
R.2.1 Non Engineer Elements................................................ 110
R.2.2 Engineer Infantry Elements.......................................... 111
R.2.3 Engineer Vehicles ........................................................ 113
R.2.4 Extra Engineering Points ............................................. 114

R.3 - ENTRENCHMENTS ................................................ 114

R.3.1 Infantry Entrenchments Table...................................... 114


R.3.2 Vehicle Entrenchments Table ...................................... 115

R.4 BARRICADES AND ENTANGLEMENTS ............ 115


R.4.1 Barbed Wire ................................................................ 115
R.4.2 Barricade ..................................................................... 115
R.4.3 Anti-Tank Ditch ........................................................... 115

R.5 - POSITION DESTRUCTION .................................... 116


R.5.1 Infantry Dug In Positions ............................................ 116
R.5.2 AT Ditches ................................................................... 116
R.5.3 Rubble Barricades ....................................................... 116
R.5.4 Log Barricades ............................................................ 116
R.5.5 - Buildings ...................................................................... 116
R.5.6 Pill Boxes..................................................................... 117

R.6 - MINES ...................................................................... 117


R.6.1 Types of Mine Laying................................................... 117
R.6.2 Pre Game Mine Laying ................................................ 117
R.6.3 In Game Mine Laying .................................................. 117
R.6.4 Moving into a Minefield............................................... 118
R.6.5 Spotting Mines (Optional) ........................................... 118
R.6.6 Test for Hitting a Mine ................................................ 118
R.6.7 Effect of Mines ............................................................. 118
R.6.8 Elements on a Road ..................................................... 118
R.6.9 Reversing out of a Minefield ........................................ 119
R.6.10 Landing Aerial Elements in a Minefield .................... 119

R.7 - BOOBY-TRAPS....................................................... 119


R.7.1 Tripwire/Sensor Mine .................................................. 119
R.7.2 Remote Controlled Mine .............................................. 119
R.7.3 Off Route AT Mine ....................................................... 119
R.7.4 Remote LAW ................................................................ 119
R.7.5 - Claymores .................................................................... 119

R.8 - MINE CLEARING ................................................... 120


U. COMBAT DATASHEETS ............................................. 121
U.1 - INTRODUCTION .................................................... 121
U.2 - ORBAT (ORDER OF BATTLE) .............................. 121
U.3 - THE DATASHEET .................................................. 121
U.4 - EXAMPLE DATASHEET ....................................... 122
V. ABBREVIATIONS ......................................................... 125
W. COUNTERS & ZONES ................................................ 126
Z DESIGNERS NOTES ................................................... 130

BATTLEGROUP 2009+ 23/11/2012 14:48:00

A: SCALE AND GAME REQUIREMENTS


A.1 - GROUND AND TIME SCALE
All distances are given in centimetres for 1:300 /1:285 scale miniatures and 1 cm equals 20 metres (50 cm to 1 km). Double all
distances if using 1:200 scale (100cm to 1km). During a TURN each player takes 1 BOUND. During their bound a Player moves
and fights their forces. Players bounds are broken down into phases, when all the phases are completed the players bound ends.
Each turn (the time taken to for both players to complete their bounds) represents one minute in a one off game or five minutes
for campaign games.

A.2 - FIGURE SCALE AND BASE SIZE


Vehicles are represented on a 1 for 1 basis by single miniatures. Infantry elements are represented by a number of figures on a
base, full rifle sections should be twice the size of half or observation sections.
Full infantry sections base size should between 2cm by 1cm and 3cm by 2cm.
Half sections and observers should between 1cm by 1 cm and 2 by 2cm. Runners, Bike and Motorbike courier should be placed
singly on 1cm by 1cm bases.

A.3 - OFF TABLE UNITS


Artillery batteries, Area Anti-aircraft units and other off table units dont need deploying on table and thus you dont need figures
for them. See C.5 OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS for rules on location of off
table elements.

A.4 - DICE REQUIRED


You will require several 20 sided, 10 sided and 6 sided dice as well as at least one 12 sided, 8 sided and a 4 sided die.

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.

A.6 - PLAYING AREA


The table should be at least 6` x 4`. Games should be played across the table for encounter games and down the length for
attack/defence games. Try to keep an area between 3 and 6 of clear space on the players table edge. This area is used to keep
rules, dice, pens, off table units, etc. Try to organise the table as illustrated below:

CLEAR SPACE (6 BY 4)

CLEAR SPACE (6 BY 4)

PLAYING AREA (1 BY 1 SQUARES)

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/

BATTLEGROUP 2009+ 23/11/2012 14:48:00

B: PLAYING THE GAME


B.1 BEFORE A GAME BEGINS
Details for the ensuing battle should be agreed before hand. Use the following step-by-step guide to sort out the relevant details.
B.1.1 - Force
Choose the nationality, size of the forces and type of battle to be fought (see B.2 - Game Types below). Many lists are available
on the BGMR Yahoo Group (http://uk.groups.yahoo.com/group/BGMR/). Each one includes Datasheets for various armies, the
army lists themselves and a pointer for working out your army list for each army in the lists. These can be used to give a
balanced, realistic force for the nation and period of your choice. The following table gives a rough idea of reasonable sizes for
encounter games depending on the year the game is set in. These sizes should give a reasonable game.
Start
1950
1953
1969
1979
1981
1984
1986

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

B.1.8 Wind Speed


Roll d20 determine wind speed.
Roll
Effect
No Wind
1-2
Light Wind
3-5
Normal Wind
6-17
18-19 Strong Wind
Very Strong Wind
20
This will effect how well smoke screens form, see F.10 - SMOKE.
B.1.9 Write Orders
Write your orders (see C: Orders below).
B.1.10 Initiative
In an attack/defence battle the attacker has the first bound of the first turn. In encounter battles both players roll a die (see B.4 Initiative Die for the die used) and the winner decides to have the first bound of the first turn or choose which side of the table
to deploy. The looser gets the other option
B.1.11 Riverbanks
Designate riverbanks suitable for crossing before the game begins.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

B.2 - GAME TYPES


The type of battle should be agreed before the game starts. The following are some suggestions:
B.2.1 - Hasty Attack/Defence
The defender deploys their force up to two thirds on table from their baseline and the attacker is making an attack off the line of
march and arrives from turn 1 on their baseline. The point ratio should be 2:1 in favour of the attacker.
B.2.2 - Prepared Defence/Deliberate Attack
The defender has had several hours to prepare, can deploy their force up to two thirds on table from their baseline and can call on
Brigade and Divisional level assets. The attacker has had time to mass their forces, arrives from turn 1 on their baseline and the
point ratio should be between 2:1 and 3:1 in their favour.
B.2.3 - Concentrated Defence/Breakthrough Attack
The defender has been in position for a considerable time and all available resources have been utilised. They can deploy their
force up to two thirds on table from their baseline. The attacker is attempting a full frontal attack with virtually unlimited
support, arrives on their baseline from turn 1 and the point ratio should be at least 3:1 in the attackers favour.
B.2.4 - Encounter off the Line of March
This is the classic encounter battle and both forces should be of equal points. Forces arrive in the following strengths:
TURN 1
All Recce elements.
TURN 2
1 Company + 1 support Platoon.
TURN 3
2 Companies + BGHQ + up to 2 support Platoons.
TURN 4
Remaining units.
If the force is a Recce Battalion then only ONE Company arrives turns 1 and 2 and the remaining units on turn 3. There will be
no pre-game engineering or registered fire points but flank marches are allowed.
B.2.5 - Other Battles
The variety of different battles that can be played is only limited by the players imagination. There can be fighting withdrawals,
last stands, obscure objectives, ambushes, escorts etc.

B.3 - PLAYERS BOUND SEQUENCE


Once you have all the details sorted and are ready to start, the player who is going first should use the following bound sequence
to play the game. When a player has finished their opponent uses the same sequence and so on until the game finishes (you
should endeavour to play an equal amount of bounds). Each pair of bounds (one for each side) is called a turn.

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.

3. POST COMBAT PHASE


1.

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

B.4 - INITIATIVE DIE


The die used for initiative depends on the morale level of the Battlegroup. These are used at the start of a game to determine side
of table and who goes first. The dice used are:

MILITIA
d10-2

CONSCRIPT
d10-1

REGULAR
d10

VETERAN
d10+1

ELITE
d10+2

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

12

C.3.3.5 - Move and Fire


Move and fire is used by units so they can move forwards with a degree of support.
The unit is split into two with each part having about half of the elements. If the unit has 2 commanders then one must
join each half of the unit. Each half of the unit must follow the normal INTEGRITY rules (see D.4 - INTEGRITY).
One half of the unit counts as the parent unit and the other as a subordinate unit. If there is only 1 commander the
parent unit is the one with the commander. If the unit has paid for sub unit commanders (see C.2 - UNITS) these are
ignored until the unit reaches its final objective except if the unit commander is destroyed when test to take over as
normal (see D.3.1 Loss of Commander)
The player must mark waypoints at terrain along the units route of advance. Waypoints must follow the same rules as
objectives (see C.3.2 Objectives above) and must be no more than 50cm apart. However you will need to ensure the
2 halves keep integrity thus the waypoints may need to be closer.
There are 2 versions of the Move and Fire speed.
First part of the unit moves at TRANSIT SPEED until it reaches the next waypoint along the
FAST
units route of march while the second remains STATIONARY.
Once the first part arrives it remains STATIONARY and the second moves at TRANSIT SPEED
past the first part and on to the next waypoint beyond the one the first part has stopped at.
Then the first part moves again as above and so on with the two halves alternating moving and
being stationary.
First part of the unit moves at COMBAT SPEED until it reaches the next waypoint along the
SLOW
units route of march while the second remains STATIONARY.
Once the first part arrives it remains STATIONARY and the second moves at COMBAT SPEED
past the first part and on to the next waypoint beyond the one the first part has stopped at.
Then the first part moves again as above and so on with the two halves alternating moving and
being stationary.
The objective for the order counts as a final waypoint so half of the unit will move up to it and once it arrives the other
half will move up to it.
The 2 halves of the unit CANNOT both move during the same bound. You must wait until the half thats moving
arrives and then move the other half in your next bound.
NOTE: - This unit can be used to move onto the table, BUT only half of the unit will enter as the other half must
remain stationary off table!
C.3.3.6 Actual Speed to Move
The orders should give the actual speed the unit will move each turn (example: - 20cm). If no such speed is given the
unit must move at the full speed for the type of speed chosen (i.e. full combat or transit speeds).
Note that elements moving at transit speed must move faster than their combat speed.
As part of a reaction (see D.7 REACTING TO THE ENEMY) the unit may change its actual speed.
C.3.4 - Changing Speeds
Sometimes a unit reaches an objective without encountering enemy forces and has orders to continue on beyond the objective to
another objective.
If the units orders change from TRANSIT SPEED to COMBAT SPEED the unit will count as using COMBAT SPEED if it
hasnt moved more than its COMBAT SPEED otherwise it must stop on the objective counting as moving at TRANSIT SPEED
and then must move on next turn at COMBAT SPEED.
The same applies when using the ASSAULT command.
C.3.4.1 - Example of Changing Speeds
An AL-Khalid can at TRANSIT SPEED 35cm and move at COMBAT SPEED 25cm on a road.
A company of them is ordered to move to a road junction using TRANSIT SPEED and then continue at COMBAT
SPEED.
The company arrives at the road junction having moved 20cm, as this is less than its COMBAT SPEED of 25cm it can
move on another 5cm and only count as moving at COMBAT SPEED for this turn.
If on the other hand it had moved 26cm when it reached the junction it would have to stop at the junction counting as
moving at TRANSIT SPEED and then move on at COMBAT SPEED next turn.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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

TRANSIT & CLEAR


ASSAULT TO TOWN
CLEAR & HOLD

1st
2nd
BATTLEGROUP 2009+ 23/11/2012 14:48:00

3rd
FAST MOVE and
FIRE TO TOWN
CLEAR & HOLD

14

C.4 - FLANK MARCHS


Units may attempt to outmanoeuvre the enemy and arrive on their flank. This manoeuvre is risky as the flanking unit may be
become lost or delayed or even ambushed by other enemy units.
Write your orders for the flanking unit from its intended entry point.
The options are up to and including half way on either flank, over half way or on the enemy baseline.
The further you order them to move the more risk you take. You must also choose how fast your units will move, this is either,
Fast, Normal or Cautious. The faster you try to move them the more risk you take.
Units may move together if the player wishes in which case a single roll for the group of units is made on each of the following
tables. Thus either the whole group will arrive or none of it. Likewise the effect on any group of units which have failed to arrive
is rolled for once and affects all the units in the group. The player may move some units in groups and other separately.
C.4.1 Flank March Difficulty Table
Roll on the following Table to determine how hard any flank marches will be.
Roll (d10)
Effect on Flanking Success Table
No Flank Marches allowed
2 or less
Flank marches to own half of table allowed
3-5
Flank marches allowed except to enemies table edge.
6-8
All Flank marches allowed, but their arrival points must be announced at the start of turn 3.
9 or more
Modifier
Hasty Defence
Prepared Defence
Concentrated Defence

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

BATTLEGROUP 2009+ 23/11/2012 14:48:00

15

C.4.4 Failed Flank March Result Table


Roll a d20 at the end of the game for each unit that failed to arrive.
Cautious
Normal
Fast
Effect
Unit Destroyed, opponent gets Full points as kills.
1
1-2
1-3
Unit Badly Damaged, opponent gets Half points as kills.
2-3
3-4
4-6
Unit Damaged, opponent gets Quarter points as kills.
4-5
5-6
7-8
Unit Lost, opponent gets no points as kills.
6-20
7-20
9-20
C.4.5 Morale effects of failing to Arrive
Any unit which fails to arrive 3 times counts as destroyed for morale purposes. This may cause a group morale test.
If the unit that failed to arrive is a Higher HQ (see C.2.6 - Higher HQs) the group test will be without Original CO.

C.5 OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS


Various things can be included in a unit's orders at the start of a game. These include the following
1. Firing to destroy buildings (see R.5 - POSITION DESTRUCTION).
2. Firing Illumination rounds (see F.8 - ILLUMINATION FLARES).
3. Firing Smoke (see F.10 - SMOKE).
4. Suppressive fire (see J.5 - SUPPRESSIVE FIRE).
5. Engineering actions such as mine clearing, mine laying, bridge laying etc. (See E.6.1 Preparing Weapons and
Equipment Table and R: ENGINEERING).
6. Artillery position behind the players base line for off table artillery. If this isnt written in the players orders they are either
a. 3km from the table, if maximum range is 5km or more
b. Maximum range minus 2km from the table, if maximum range is 2.1-4.99km
c. 100m off the table, if maximum range is less than 2.1km.
7. Any Pre-planned fire allowed (see N.6 - FIRE MISSIONS).
8. What you are jamming with any jamming you have (see Q.3 RADIO and RADAR JAMMING).
9. Any cross attachments (see D.2.3 Cross Attaching Units)
10. Any attachments (See D.2.4 Attaching Units)
11. Turning off IR (see F.2.3.1 Visual Spotting Table).
12. Swapping IRB in SDV for WPS (see F.10.5.1 Smoke Dischargers (SD and SDV)).
13. APS systems settings (see G.13.1 Turning on APS).
14. Auto Response system settings (see H.9.1.1 Automatic Counter Measures)
15. Fibre optic spotting (see H.12.5 Using Visually Guided Missile Spotting in Orders)
16. Units staying off table (see H.13 REMAINING OFF TABLE).
The types of fire mentioned above can only be issued at the start of the game or as reaction by a BHQ or higher to information passed
to it.
The fire should only take place once the unit arrives at its final destination.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

16

D: COMMAND, CONTROL AND COMMUNICATION


D.1 - COMMAND
All units have a chain of command and a communications network. These are shown in the army lists, any changes, i.e. cross
attachments, must be clearly specified within your orders.
For details of the chain of command you should read and understand C.2 - UNITS and your chosen army list.

D.2 COMMAND STRUCTURE


D.2.1 - Command Elements
Elements that include command figures are noted on the army lists by a * after the entry indicating that command points have
been paid for this element
D.2.2 Unit Commanders
All units have a specific command figure and sometimes a second in command (2IC). If there are two commanders (usually
western forces) then one is the overall commander and the other is the second in command (2IC). Both count as commanders for
the unit. In game terms they are both the same and you never need to know which is which.
D.2.3 Cross Attaching Units
Cross attaching is when one unit gives another unit one of its sub units and the other unit gives the first unit one of its sub units.
Normally this is when an infantry company gives a tank company and infantry platoon in exchange for a tank platoon.
Cross attachments they are allowed unless an army list prohibits.
Cross attaching can take place at any level provided that both sub units being cross attached are of the same type. Thus sections
can be cross attached between platoons and platoons between companies, but a section from a platoon cant be cross attached for
a platoon from a company.
D.2.3.1 Example of Cross Attaching Units
An army has an infantry company with 4 infantry platoons and a tank company with 3 tank platoons. The infantry
company gives the tank company 1 infantry platoon and receives a tank platoon in exchange.
So the Army ends up with an infantry company with 3 infantry platoons and a tank platoon, plus a tank company with
2 tank platoons and an infantry platoon.
Before

HQ

HQ

After

HQ

HQ

D.2.4 Attaching Units


Sub units can be detached from their parent HQ and attached to another HQ. The HQ they are attached to must be of a higher
level than the sub unite being attached. Thus a platoon could be attached to a company from a BHQ, but a platoon couldnt be
attached to a PHQ.
Unless an army list prohibits attachments they are allowed.
D.2.5 Minimum Unit Size
Following Cross attaching and attaching units no unit can be left with less than half of its original number of sub units.
D.2.5.1 Example of Minimum Unit Size
An infantry company of 3 platoons could attach 1 platoon to another company and cross attach another as this would
leave it with 2 platoons. It couldnt attach a 2nd platoon away as this would give it less than half its original number of
sub units.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

17

D.2.6 Attaching Units to Higher Level HQs


If a sub unit is cross attached to a higher level HQ how it operates depends on if it has paid command points or not (see D.2.1 Command Elements).
If the sub unit has paid command points it can operate as a higher level attached sub unit (see D.4.2 Unit Integrity).
If it hasnt paid command points it operates as part of the higher level HQ.
D.2.6.1 Example of Attaching Units to Higher Level HQs
A player detaches a tank platoon and a mortar platoon from one of his companies.
The Mortar platoon has paid command points and thus can operate at a range of 150cm if it can see the BHQ or 75cm
if it cant.
The Tank Platoon hasnt paid command points and thus becomes part of the BHQ and its elements can only operate at
the element to element integrity ranges (either 2 or 4cm depending on if they can see the other elements in the BHQ).
D.2.7 Which Sub Units Can Be Cross Attached or Attached
Only sub units listed on the army lists can be cross attached or attached. Thus for example you can cross attach something called
a Troop, Platoon or Section, but cant cross attach a single element from within a platoon.
D.2.8 Transport Vehicles
Some units have vehicles included within them as transports for the units infantry. Once these transports have dropped off their
infantry the controlling player has 3 options.
1. They remain with the infantry and stay as part of the same unit.
2.

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.

D.3 - LOSS OF COMMAND AND CONTROL


Command and control is lost when a commander is disabled. An element or unit out of command and control cannot receive new
orders.
D.3.1 Loss of Commander
If all current commanding HQ elements are disabled then the unit will be unable to change its orders except in reaction to a
situation (see D.7 REACTING TO THE ENEMY). In most cases this means when the single CO is destroyed, but when the unit
has a 2IC it means the CO and the 2IC.
D.3.2 Regaining Command and Control
For each unit currently out of command and control because of loss of its commander roll the armys initiative dice in phase 1.1
to see if anyone has taken command of the unit.
D.3.2.1 Units With Paid For Sub Unit Commanders
If the unit has elements within it that have paid command points one of them will take command on a roll of 3+. The
element of the highest level will take command. If there are more elements of the same level then the one closest to the
players baseline who has paid command points will take over command.
D.3.2.2 Units Without Paid For Sub Unit Commanders
If the unit has NO elements that have paid command points one of the elements in the unit will take command on a 4+.
The element closest to the players baseline will take over command.
On the turn following an element has taking command of the unit that unit will be able to receive new orders for a higher level
command.
The new commander will need to be marked in some way, I suggest keeping I supply of small stickers and marking under the
element it show that its taken command.
This procedure is carried out for higher level HQs too. Thus if the BHQ command element is destroyed you should test each turn
to see when one of the company/Platoon/Section commanders takes control.
D.3.2.3 Example Regaining Command and Control
A Trained company with Commander and 2iC has 3 platoons and an attached section all of which have a command
element thats paid command points.
The company command platoon is destroyed (both Company Commander and 2IC lost).
In phase 1.1 of the players next bound the player checks to see if one of the subordinate commanders takes over. He
rolls a 2 and no one takes over this turn. The company must continue with its orders.
The following turn he rolls a 6 and one of the subordinate commanders takes over. The player looks through his
platoon commanders and determines that platoon 2s commander is closest to the players baseline. Note he ignores
the section commander as platoons are a higher level that sections.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

19

D.4.10 Integrity and Morale


When testing the morale of a unit or group, any none detached elements that dont have integrity will reduce the units or
groups morale (See M: MORALE).

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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

Roll required to find message


8+
9+
8+
10

If a message is found its captured.


See D.5.4.5 - Messages about for details of how it would know about the courier.
D.5.4.7 - Captured Messages
If a message is captured a player may roll a d100 in each of their phase 1.1s that the capturing unit is still alive and
remains stationary. On a roll of 100 the message has been interpreted. Its details can now be passed on up the chain of
command via whatever communications the owning player chooses.
Alternatively if the unit has a courier of its own available the captured message could be sent to the units parent HQ
for analysis, in this case roll the d100 each Phase 1.1 once the captured message arrives.
Once interpreted the player finds out what unit the message was for, that units location and what the unit was ordered
to do.
D.5.4.8 After the Message is Delivered
Once a courier has delivered their message they must return to their parent unit via the fastest possible route. 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 they return to their parent HQ they may be used to send another message.
On their return trip they are again subject to possible enemy action.
D.5.5 Radio/BMS/ABMS
Almost all modern elements carry radios. For vehicles this is included in the vehicle stats on the Datasheets. For
infantry a note will be included in the army list which shows which type of communications the infantry in that army
has. Very occasionally the DATASHEET will show a type of communications for an infantry section; this supersedes
the general communications level mentioned in the army notes.
If an element has BMS it will be shown on the elements entry in the DATASHEET. Any element which isnt shown as
having BMS doesnt have it.
If an element has ABMS it will be shown on the elements entry in the DATASHEET. Any element which isnt shown
as having ABMS doesnt have it.
All radio fitted units in a command are attached to a communications net.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

21

D.5.5.1 - Standard NET configurations


Platoon NET all members of the platoon plus any attached squads. Each platoon has their own NET.
Company NET all platoon HQ elements plus any attached squads. Each company has their own NET.
Battalion NET all company HQ elements plus HQ elements of any attached platoons or squads. Each battalion has
there own NET.
Artillery NET all battalion artillery elements and AOOs are on the battalion artillery NET. All direct and general
support artillery elements are on the Brigade Artillery NET. There is no delay involved in using the Brigade Artillery
NET; instead batteries on it are harder to cal on the artillery request table (See N.4.1 Artillery Fire Mission Request
Table).
Air Liaison NET all ALOs and air defence units are on the Air Liaison NET.
Artillery and Air Liaison Nets count as battalion level nets when determining communications time.
Bear in mind some platoons are called troops, some companies are called Squadrons and some Battalions are called
Regiments (see C.2 - UNITS)
D.5.5.2 Radio Transmission
Radio transmission times between elements on the same NET are instantaneous. Thus what a PHQ knows in phase 2.1
the CHQ will also know as they are on the same NET.
Communications between nets takes 1 turn per level.
Communication between elements takes place during the turn but applies in 1.1 of the players next pre-combat phase.
Air Liaison Officers request for air support applies in phase 1.3 and AOOs requests for fire support in phase 1.4 of the
opponents next pre-combat phase.
D.5.5.3 BMS Transmission
BMS radio transmission times between elements instantaneous and independent of NET level. However both elements
MUST have BMS for them to use BMS Transmission.
Communication between elements takes place during the turn but applies in 1.1 of the players next pre-combat phase.
ALO requests for air support in phase 1.3 and AOOs request fire support in phase 1.4 of the opponents turn.
D.5.5.4 ABMS Transmission
ABMS is only available to AOOs and Artillery batteries. If both the AOO requesting fire and the battery being
requested have ABMS the AOO has a better chance of getting fire support (See N.4.1 Artillery Fire Mission
Request Table).
D.5.6 Transmission Security
To determine if a transmission is successful a security check must be made. If the security check fails then the transmission does
not succeed.
The check is made by rolling 1D10; the number or higher being required for a secure link.
Modify the number given below by subtracting the sending armies EW Level and adding any Jamming Levels.
Note: - a modified roll of 1 is NOT automatically a failure.
D.5.6.1 Transmission Type Table
Radio Type Name

Radio Type on DATASHEET

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

22

D.6 - CHANGING ORDERS


A unit's orders may only be changed by a higher command element if it has integrity and the higher level commander is aware of
the circumstances that require the order change.
See D.5 - COMMUNICATION for details on how communication takes place from subordinate unit to parent unit and how
orders can be sent form the parent unit to the subordinate unit. Only a single security roll is required for all elements within a
unit to get the change of orders (this is a deliberate simplification to stop buckets of dice being needed to change orders and the
complexity of some of a unit being on the old orders and some on the new ones), though orders to a detached unit would need 2
rolls (one from higher to parent and 1 from parent to detached.
Please see D.7 REACTING TO THE ENEMY for how and when a unit can react to enemy presence.

D.7 REACTING TO THE ENEMY


The following rules represent the company commander reacting to the enemy. Note that because BMS allows instant order
changing units equipped with BMS will only use this system if BMS hacking has been successful (See Q.3 RADIO and
RADAR JAMMING) or if a secure link cant be established, see D.5.6 Transmission Security.
D.7.1 - When Can and Must a Unit React to the Enemy
D.7.1.1 Unit Can React.
There will be times during a game when a player wishes a unit to react to something that the unit has become aware of.
Examples of such situations include but are not limited to.
1. The unit Spots enemy elements (see F: DETECTION)
2. The unit comes under direct fire (see G: DIRECT FIRE)
3. The unit comes under area fire (see J: AREA FIRE)
4. The unit comes under indirect area (see N: ARTILLERY SUPPORT)
5. The unit drives into or detect a minefield (see R.6 - MINES and R.7 - BOOBY-TRAPS)
6. The Unit is about to drive into a continuing artillery fire zone
There will be other situations where reacting is appropriate in this case the player should decide if reacting is
reasonable, this will require some common sense. If they cannot decide a 3rd party (the umpire in a competition) should
be talked to about it. If the players and 3rd party cannot agree roll a dice to determine if the attempt to react is
reasonable.
D.7.1.2 Unit MUST React.
If a unit is moving at transit and takes casualties from direct fire, Area fire, Minefields or booby traps the unit MUST
test to see if it reacts.
D.7.2 Control Test
Roll a d12 on the control below to see if the units commander has control of their unit.
Training Name
with CO*
No CO
5
8
Untrained
4
7
Poorly Trained
3
5
Trained
2
4
Well Trained
1
3
Highly Trained
* With CO means the unit has a CO this doesnt need to be the original CO.
If the roll is greater or equal to the number given the player may leave the units orders as they are OR may issue them a new
temporary order. This temporary order only lasts until the situation the unit reacted to no longer exists then the original one takes
over. The temporary order represents the unit commander using his own initiative.
The temporary order can take the unit up to 25cm from its current position or it can take the unit any distance towards the
position of the enemy unit that the unit reacted to. The temporary order cannot take the unit past the enemy its reacting to's
position. The temporary order must take the unit to the target position via the shortest route. The temporary order must be written
down and contain the normal items a unit order requires (see C.3 - ORDERS) however the objective of the temporary order can
be where the unit causing the reaction is rather than a specific location.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

23

D.7.3 Failure to Control a Unit


If the roll is under the number the control test has failed and the unit will react as follows.
Check the roll against the table below to see what the unit does.
Roll
Situation
Effect
Unit carries on with orders
Odd Always
Minefield test
Move to edge of minefield and remain still and request change of orders.
At least 1 element in
Each vehicle may move up to 5cm and each infantry element up to 2 cm, the unit
the unit can penetrate then stops and returns fire. Infantry may deploy. The move is only allowed the turn
whats firing at them
the reaction is made following this the unit remains still.
at this range.
Otherwise
Move to nearest cover at full combat speed and stop there to await new orders.
Infantry will dismount once in cover.
Even
If there is no cover move back down your route of march at full combat speed until
out of sight of the enemy firing at you or out of the artillery fire zone and await new
orders.
If its not possible to move backwards out of sight or out of the fire zone stop and
await new orders.
D.7.3.1 Example of Failure to Control a Unit
A trained tank platoon is fired at be an enemy tank platoon. Because the unit is under fire the player must make a
control test under situation 2 (see above). The player rolls a d12 and gets s 3. Checking the control table we can see a
5+ was needed so the control test failed. As the roll was an odd number looking at the Situation 2and 3 failure table
above the player can see that the unit will continue with its orders.
D.7.4 Ending Reaction
Once the reason for the reaction ends the unit returns to its previous orders. It must return to its route of march via the shortest
route. It moves at the speed given in its original orders.
Note: A unit must attempt all possible methods to detect the enemy it is reacting too.
The minefield reaction ends when the unit is no longer in the minefield.
D.7.5 Changing a Reacting Units Orders
During the time the unit is engaging the enemy their orders can be changed, but will only take effect if the unit passes a control
test as shown above. However once the reaction ends the unit will use the new orders instead of the original ones.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

E.2 - MOVEMENT DEFINITIONS


E.2.1 Movement Definitions Table
MOVEMENT
cm of movement
TYPE
needed to move
1cm on Table
TRANSIT SPEED
COMBAT SPEED

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

25

E.2.2 Terrain Definitions Table


Terrain type
Effect of Vehicles
Effect on Infantry
Normal Terrain
Normal Terrain
Open Ground outside built up areas*
Poor Terrain
Normal Terrain
Light woods
Heavy Terrain
Normal Terrain
Dense woods
Bad Terrain
Poor Terrain
Very dense woods
Impassable
Poor Terrain
Forest/Jungle
Poor Terrain
Normal Terrain
Soft ground*
Bad Terrain
Poor Terrain
Soft sand
Bad Terrain
Poor Terrain
Marsh*
Impassable
Bad Terrain
Swamp*
Poor Terrain
Poor Terrain
Steep slopes (contours between 1-2cm apart)
Bad Terrain
Very steep slopes (contours up to 1cm apart) Heavy Terrain
Impassable
Impassable1
Cliff (contours less than 0.2 cm apart)
Roads
Roads
Roads in built up areas
Heavy Terrain
Normal Terrain
Open spaces in built up areas
Bad Terrain
Poor Terrain
Within buildings
Poor Terrain
Poor Terrain
Stream bed
Poor Terrain
Poor Tarrain2
Light Snow on terrain marked * above
Heavy Terrain
Heavy Tarrain2
Snow on Terrain Marked * above
Bad Terrain
Poor Tarrain2
Heavy Snow on Terrain Marked * above
1
Mountain trained troops may climb cliffs at a rate of 1 contour per turn.
2
Ski Trained troops can move at double normal terrain cross country speeds.
E.2.2 Pushing a Destroyed Vehicle out of the Way table
Weight of pusher compared to Weight to be pushed
Time taken
a turn
Twice or more as Heavy
1 Turn
Heavier but less than twice as heavy
2 Turns
Half as Heavy up to weight of target
Not Possible
Less than half as heavy
If an engineer vehicle is doing the pushing double its weight.
The time given above is to push the target vehicle cm which should clear it out of the way and clear a road or bridge.
E.2.3 Types of Building
In reality there is a vast variety of buildings, some flimsy, some strong, some empty like hangers and some full of equipment like
factories. To keep things simple within the rules they are simply classified as small, medium or large.
Small buildings are up to 1.5cm by 1.5cm or 3 square cm for none square ones.
Medium buildings are up to 3cm by 3cm or 9 square cm for none square ones.
Large buildings are any building larger than a medium one.
See above fore restrictions on vehicles entering buildings.
E.2.4 Crushing Soft Vehicles
Vehicles can drive over and crush stationary soft vehicles if the crushing vehicle is tracked, larger than the vehicle to be crushed
and weights at least twice as much as the vehicle to be crushed. Crushed vehicle are destroyed.
E.2.5 Road Degradation
Roads and tracks hit by ground burst HE artillery or bombs can become clogged with rubble or cratered to a degree that they are
no longer useful as roads.
Such roads count as normal going. Because of this an element using such a section of road cannot use road speed even if the rest
of the move is on unaffected roads.
Terrain type
Degraded By
120mm or larger rounds artillery
Roads in BUAs
OR
Bombs of 125kg or larger.
140mm or larger rounds artillery
Roads in Dense Woods. Very Dense woods, Forests or
OR
Jungles
Bombs of 250kg or larger.
155mm or larger rounds artillery
All other Terrain
OR
Bombs of 250kg or larger.
Note that in campaign games or long games you may wish to allow smaller calibre artillery to do damage eventually, but for
normal play where the battle is only a few minutes long these smaller calibre weapons are ignored.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

26

E.2.6 Floors in Buildings


Buildings generally come in 2 flavours,
Type
Roof Access Floors in building
Yes
1 per contour
Flat roofed
No
1 less than the number of contours the building is high (e.g. 3 contour building has 2 floors)
Pointed Roofs
Normally Infantry can climb and clear 1 floor in a move, but can descend 4 floors in a turn. However infantry in a defending
army are assumed to have cleared all buildings within their deployment zone and can climb 1 floor per quarter move provided
enemy have not been spotted or come within auto spot distance within 5cm on the building at any point during the game.
Multiple infantry can occupy the same building and will only fight each other if they attempt to enter a floor already occupied by
the enemy.
If the roof can be accessed the infantry can move onto the roof and this takes an additional turn.
E.2.7 Stuck Elements
Elements which become permanently stuck must test morale (see M: MORALE) on their own each turn they dont have
INTERGRITY (see D.4 - INTEGRITY). If their morale falls to Withdraw the crew abandon the vehicle and it counts as
destroyed. The Crew are not placed on the table, they just disappear.
Units with stuck elements must continue with their orders. Any stuck vehicles count as ok until destroyed or abandoned.
If the command element of a unit becomes stuck the unit may move on without them. They will count as with original CO unless
the CO is destroyed or abandoned.
E.2.7.1 Example of Stuck CO
A SR Recce platoon of 4 Chilean Sherman Mk.60s crosses a stream. The commander becomes permanently stuck and
the other 3 tanks move on. Once they get beyond INTEGRITY distance (see D.4 - INTEGRITY) of their CO the CO
will have to check each turn to see if the crew give up and leave the vehicle. After a couple of turns the crews morale
falls to WITHDRAW and they abandon the Sherman. Up to this point the rest of the platoon didnt need to make a
morale check, but with the loss of the CO they will need to make a morale check with 25% losses and no original
CO
An Engineer vehicle with a winch can free a stuck vehicle taking 2 turns to do so. The stuck vehicle doesnt need to
test morale while it is being freed. The engineer vehicle must move to within 1cm of the vehicle to be freed. Once its
within 1cm the following turn it can begin freeing the stuck vehicle. Once the stuck vehicle is freed its morale changes
to the same as the rest of its unit.
E.2.8 Amphibious Movement Rules
E.2.8.1 Preparing for Amphibious Movement
Vehicle screens or snorkels take 4 turns to erect and take 2 turns stationary to prepare for combat after crossing a river.
Designate riverbanks suitable for crossing before the game begins.
Vehicles with an amphibious movement factor (amp on datasheet) require no preparation time to swim.
E.2.8.2 Limits of Amphibious Movement
Screens and snorkels can only be used to cross rivers. Vehicles with an amphibious movement factor can cross any
body of water.
E.2.8.3 Getting stuck when using Amphibious Movement
Elements entering or exiting a body of water have a chance of getting stuck as they enter or leave.
Roll a d10 for each vehicle entering or leaving to test if it got stuck. Tracked vehicles get stuck on a roll of 1 and
wheeled on a 1-2. If the vehicle stuck test again next turn and if the roll is failed again the vehicle is stuck
permanently.
E.2.8.4 Firing while using Amphibious Movement
Vehicle screens or snorkels cannot fire while crossing or until they have been prepared for combat.

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

27

E.2.8.5.2 Vehicles with Snorkels


Vehicles with snorkels are spotted and fired at as size T targets. They count as armour 0 (i.e. soft) targets and
are fired at using area fire.
E.2.8.5.3 Vehicles with an Amphibious Movement factor

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

Max safe move


Road
XC
10
5
30
15
40
20
20
10
10
5
1
1
40
20
160
80
20
10
20
10
80
40
160
80
10
5
10
5

E.3.2 Own Smoke Discharges


Passing though your own smoke discharger screen doesnt slow movement at all.
E.3.3 Multiple Conditions Apply

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

28

E.4 - ENTERING OR EXITING VEHICLES


Infantry can only enter or exit a vehicle that is stationary or using COMBAT SPEED.
E.4.1 Exiting a Vehicle
It costs the vehicle half of its move to have all the infantry its carrying exit.
The vehicle may move up to half its maximum move.
Infantry exiting a vehicle will be able to move after exiting. However they will only move a fraction of their move equal to the
fraction of a move the vehicle has left.
When there are multiple infantry elements in a vehicle place them as per the following diagram.
E.4.1.1 Placing Multiple Infantry Element from a Vehicle
3rd

6th

8th

1st

2nd

7th

4th

5th

9th

E.4.1.2 Example of Exiting a Vehicle


A M2A2 Bradley can move 20cm at Combat Speed cross country.
The Infantry element its carrying can move 3cm at Combat Speed cross country.
If the Bradley moves 8cm then drops off the infantry element it will have 2cm left it can move as it costs it half a move
to drop off the infantry.
As the Bradley has moved 8/20th (8cm movement) and it costs the infantry half a move to exit the infantry will have
used 18/20ths of their move leaving the 0.3cm they can still move.
If the Bradley had dropped them off at the start of its move they could have move 1.5cm.
E.4.2 Entering a Vehicle
It costs each infantry element half of its move to enter vehicle.
When entering the vehicle the infantry element must have enough movement to reach the rear of the vehicle.
A vehicle may move before the infantry enter it, but if it does so it will reduce the infantries move by the fraction of its move it
uses.
A vehicle may move after infantry have entered. However the vehicle will only move a fraction of its move equal to the fraction
of a move the infantry has left.
E.4.2.1 Example Entering a Vehicle
A M2A2 Bradley can move 20cm at Combat Speed cross country.
An Infantry element can move 3cm at Combat Speed cross country.
If the Bradley moves 1cm then stops to pick up the infantry.
The Bradley has moved 1/20th its maximum move and thus the infantry will have 19/20ths left, however as they plan to
enter the vehicle which will cost them half their movement the have in fact got 9/20ths left.
They move 0.9cm = 6/20ths of their maximum leaving 3/20ths of a move left.
This means the Bradley can move 3cm move after picking them up.
E.4.3 Effect of Infantry Entering/Exiting a Vehicle on that Vehicles Firing
If the vehicle remains stationary while infantry elements enter or exit it, it will count as stationary if it fires.
If the vehicle moved using combat speed it will count as moving.

E.5 - HULL DOWN AND TURRET DOWN


Hull down and Turret down are positions that vehicles take up to see over a terrain feature but reveal as little of themselves as
possible.
Hull down is only effective when the observer or firer is beyond the obscuring terrain, if an enemy can see round from the side
of the terrain then being hull down has no effect on that enemy.
E.5.1 Turret Down
Turret Down is when a vehicle moves up to a crest line to where only the turret top is showing to enemy observers. This allows
the vehicles commander to spot with little chance of being seen.
Once turret down the vehicle is placed 1cm back from the edge of a crest line
It takes a quarter of a vehicles movement to go turret down.
The commander can see over the hill and can fire ONE roof mounted weapon (prefixed p, t or cu) of the players choice. Turret
down size and roof mount weapon area fire numbers are shown on the DATASHEET.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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).

BATTLEGROUP 2009+ 23/11/2012 14:48:00

30

E.6 - PREPARING WEAPONS AND EQUIPMENT


Elements moving at TRANSIT SPEED can only begin setting up weapons once the stop moving.
Elements moving using COMBAT SPEED can begin setup as part of their movement. Any weapon will be ready to fire provided
there as at least half a move left.
E.6.1 Preparing Weapons and Equipment Table
TIME
WEAPON
TIME
WEAPON
Man portable AAGWs
AVLBs to lay bridge
1/2 TURN
1 TURN
All SP Mortars
Towed field guns to fire direct
1/2 TURN
1 TURN
Towed Mortars up to 81mm
SP guns to fire indirect
1/2 TURN
1 TURN
AAA guns and Radars
Towed field guns to fire indirect
1/2 TURN
2 TURNS
SFMG, HMGs or AGLs
SP salvo rockets to fire indirect
1/2 TURN
3 TURNS
Ground mounted GSRs
Towed salvo rockets to fire indirect
1/2 TURN
4 TURNS
Towed Mortars 82mm+
Heavy rockets
1 TURN
10 TURNS
AT Guns/RCL Rifles
1 TURN
Note: the time taken to pack up is half that of the above except AVLBs which takes 2 turns.
Man portable ATGMs setup times vary depending on how heavy they are and are shown on the DATASHEET.
E.6.2 Example of Setting
An infantry element is moving at Combat speed and carrying ITOW which takes a move to set up. The can move at 3cm.
The owning player moves them 1.5cm and then begins to setup the ITOW. As 1.5cm is half a move the ITOW will be setup and
ready to fire in the players next bound.
If the player had moved them 2cm they wouldnt have been ready to fire until the players bound after next.
E.6.3 Dismounting Equipment
The army lists sometime list vehicles that can dismount parts of their equipment, such as ATGW launchers.
It takes the setup time listed above to dismount each piece of equipment. If the item is not listed above (such as MGs) it takes a
quarter of a turn per item.
For example to dismount 2 MGs takes a quarter of a turn x2 = half a turn.
This time represents the vehicles crew or an infantry element using tools to remove the equipment from the vehicle.
See M.2.3 Dismounts and Morale for morale effects of a dismounted element.
Dismount elements which are still mounted are killed if their vehicle is killed.
Before a dismount element dismounts all a vehicles weapons can fire, but the dismount element cannot.
Once a dismount element dismounts it is assumed only the driver is left on board and the vehicle cannot fire until the dismounted
element remounts.

E.7 - TANK RIDING


Some lists allow troops to tank ride. Only units specified can tank ride. They suffer from the following disadvantages.
1. If hit by Arty they count as being Infantry in the open
2.

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.

E.8 MOVEMENT IN RESTRICTIVE TERRAIN


Vehicles moving in terrain they count as restrictive (see F.2.2.2 Restrictive Terrain Table) can make a single 22 degree
turn at the start of movement.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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 has a LOS to Tank B


Tank A has no LOS to Tank
C because of the wood.

Tank A

Tank D

Tank C

Tank A has no LOS to Tank


F because Tank E and F are
in a column on a road and
thus E is As LOS to F.

Tank E

Tank B on the otherhand can


see Tank F as Tank E isnt in
the way

Tank B
Tank F
Tank G

Tank A may have LOS to


tank D depending on how far
D is inside the wood and
what night vision equipment
A has.

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

32

F.1.1.3 - Contours and Height


Hills are made up of contours that are about 4m high.
Contours between elements block LOS unless at least one of them is hull down or turret down (see E.5 - Hull Down
And Turret Down).
An elements height is the same as the contour level it is on unless it is hull down or turret down to an enemy observer,
in which case it counts as the contour above.
The following are heights of normal terrain:
Terrain Type
Normal Height
1 contour per floor of the building plus 1 contour for any roof.
BUILDINGS
As a rule of thumb buildings in Villages and towns should be 3 contours high if they have
pointed roofs and 2 contours high if they have flat roofs.
Cities vary a lot but again as a rule of thumb assume they are 5 contours high and flat
roofed.

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.

F.1.1.4 - Visible Dead Ground


If a higher observer (A) is trying to look over an intervening feature (B) then there will be an area that is out of view
behind that feature. If the feature is the same height as the observer then nothing can be seen beyond. Measure the
distance from the observer to the furthest edge of the intervening feature and multiply the measurement by the
following calculation:
HEIGHT OF INTERVENING FEATURE (B)
OBSERVERS HEIGHT (A) minus HEIGHT OF INTERVENING FEATURE (B)
E.g. an observer at contour level 3 is looking over a 1 contour high hill and the distance from the observer to the
furthest edge of the intervening hill is 30cm.
Therefore 1 (B) divided by 2 (A minus B or 3 minus 1) = 0.5 = 30cm divided by 0.5 = 15cm.
The dead ground beyond the furthest edge of the 1 contour hill is 15cm (the observer cannot see into this area at all).
F.1.1.5 LOS to Aerial Targets
LOS to Aerial Targets at Contour or NOTE is worked out in the same way ground targets (see F.1.1.1 LOS to
Ground Targets)
To Check LOS for Spotting Aerial Targets use the following Table
Aerial Target Height
Spotter in Woods or BUA
20cm without TI and 50cm with.
Low
50cm without TI and 125cm with.
Medium
125cm without TI and Anywhere on table with.
High

Spotter outside Woods or BUA


Anywhere on table
Anywhere on table
Anywhere on table

F.1.1.6 LOS from Aerial Targets


LOS from Aerial Targets at Contour or NOTE is worked out in the same way ground targets (see F.1.1.1 LOS to
Ground Targets)
To Check LOS for Ground Targets from Aerial Targets use the following Table
Aerial Spotter Height Target in Woods or BUA
20cm without TI and 50cm with.
Low
50cm without TI and 125cm with.
Medium
125cm without TI and Anywhere on table with.
High

BATTLEGROUP 2009+ 23/11/2012 14:48:00

Target outside Woods or BUA


Anywhere on table
Anywhere on table
Anywhere on table

33

F.2 VISUAL SPOTTING


Visual Spotting is using visual means to determine the exact position of a target to such a degree that the target can be fired at
directly. See F.7.1 Spotted to see what a visual spot allows you to do.
Note that H.12.4 Visually Guided Missile Spotting uses the Visual spotting procedure.
F.2.1 Visual Spotting Procedure
Use the following step-by-step procedure to spot a target:
1. Check to see how many spotting attempts the spotter is allowed (see F.2.1 Number of Visual Spotting Attempts
Allowed)
2. Nominate the spotter and its target.
3. Ensure there is a Line of Sight to the target (see F.1.1 - Line Of Sight (LOS))
4. Determine if the Target is in Arc (see F.2.2 Visibility Arcs).
5. Check F.2.3 Visual Spotting Details to see if spotting is possible and if it is automatic or requires a die roll.
6. Check the F.2.4.1 Maximum Observation Table to ensure time of day or weather doesnt preclude spotting
7. If the target is within possible spotting distance (See F.2.3.1 Visual Spotting Table) roll a die to determine if the
target is spotted.
When making visual spots all other targets within 5 cm of the selected target are also spotted if they are within automatic
spotting distance (see F.2.3.1 Visual Spotting Table).
F.2.1 Number of Visual Spotting Attempts Allowed
1. Infantry elements may make up to two visual spotting attempts.
2. A vehicle with a Commanders Independent Sight (CIS) may make up to two visual spotting attempts one with the
gunner and the second with the CIS.
3. Extra Turrets and Remote Control Turrets on a vehicle may make up to one visual spotting attempt each.
4. All other elements may make up to one visual spotting attempt.
Note that H.8.1 - Visual Spotting Of Threat is a visual spot and thus uses up one of an element's visual spotting attempts. The
player will have to decide if they wish to use spots for spotting the missile or spotting something else.
F.2.1.1 AOOs and ALOs
Where an infantry element has an AOO or ALO as part of it the player will need to decide when they will make their
spotting attempts. Their choice will determine if they can call artillery (Phase 1.4) or aircraft (Phase 1.3). Be aware that
they can fire on a target in a phase they didnt spot them in if they are able to fire in that phase.
They may also wish to withhold their spot until Phase 2.1 in case the enemy moves close to a registered fire point (see
N.2 - INDIRECT FIRE PROCEDURES).
F.2.1.2 Extra Turrets
Some vehicles carry extra turrets though these are rare in modern combat.
They are shown on the DATASHEET under the aspect sizes for the vehicle just after the label ExT.
Each extra turret can make 1 spot, but only not if a vehicle is Turret Down.
Sometimes there will be notes about the vehicle which limit their use and which aspects they can fire into.
Note: Extra Turrets are different to tMG and tHMG. tMG and tHMG DONT get extra spots.
F.2.1.3 Remote Controlled Turrets
These are becoming more and more common on vehicles today.
They allow the crew to fire without exposing themselves to enemy return fire and are normally place on the highest
point of a vehicle.
They are shown on the DATASHEET under the aspect sizes for the vehicle just after the label RCT.
Each remote control turret can make 1 spot, even if a vehicle is Turret Down.
Sometimes there will be notes about the vehicle which limit their use and which aspects they can fire into.
Note: Extra Turrets and Remote turrets use the same part of the DATASHEET with a different prefix.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

34

F.2.2 Visibility Arcs


For visual spotting which way an element is facing is important. Targets are either in arc, or out of arc. See next diagram for
details of arcs.
For vehicles without turrets the arc is based on where the front of the vehicle is.
For vehicles with turret the arc is based on the front of the vehicle if it isnt firing and hasnt spotted or located a target. If it is
firing of has spotted or located a target its assumed the turret is pointing in that direction and the arc is based on this direction
If a target is out of arc it will be harder to spot for visual spotting.

45 each side if Ground vehicle or Aerial Vehicle at NOTE or Contour.


90 each side if infantry or Aerial Vehicle at LOW, MEDIUM or HIGH.
Down the Edge Turreted vehicle with a heavy weapon in Restrictive
Terrain.

F.2.2.1 Turreted Vehicles in Restrictive Terrain


Turreted Vehicles with heavy weapons travelling through close terrain will find it almost impossible to turn their
turrets without hitting them on some obstruction or other.
To reflect this, the player must decide as the vehicle enters close terrain if the turret will be pointing forwards or
backwards and it must stay facing that way until it exits close terrain.
The gunner in such a vehicle can only spot in the direction the turret is pointing in and can only see a target that is
between the miniatures edges, see Down the edge above.
There is no out of arc in this situation as the gunner cant look anywhere but the direction the turret is facing.
When on the edge of restrictive terrain use the normal visibility arc but the vehicle cannot spot targets outside this arc
at all.
When travelling through restrictive terrain on a road you will count as in restrictive terrain if your column is as wide as
the road in terms of number of vehicles. Thus on a 2 vehicle wide road you will count as in restrictive terrain if you are
in a 2 vehicle wide column, but not if you are in a 1 vehicle wide column.
F.2.2.2 Restrictive Terrain Table
What counts as Restrictive terrain depends on the type of Terrain and the calibre of the weapon. Larger calibre
weapons are longer and thus affected by more terrain.
Terrain
Light woods
Dense woods and BUA
Very dense woods

Calibre which counts terrain as Restrictive


50mm or Larger
30mm or Larger
12.7mm or larger

BATTLEGROUP 2009+ 23/11/2012 14:48:00

35

F.2.3 Visual Spotting Details


Find the size of the target element on the table and then add up all the modifiers that apply and move up or down this number of
rows. If you reach the maximum or minimum row stop as spotting cant get any harder or easier. This will give you 2 numbers
which are explained after the table.
F.2.3.1 Visual Spotting Table
Target Size
Spotting Range
-/250
Maximum
250/200
225/150
150/100
X
120/80
90/60
L
75/50
60/40
M
45/30
30/20
S
25/15
15/10
V
10/8
10/5
T
5/2
2/1
1/Minimum

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 following points apply:


1. The First Number is known as the possible spotting distance.
If the target is within the distance in cm you can try to spot by rolling a d10
Normally a roll of 6+ mean you spot, however if you have Observation Grenades or Bombs you spot of a 5+.
2.

The second number is the distance to automatically spot at and is known at the auto spotting distance.

Small Arms counts as weapons with a calibre of less than 12.7mm.

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+.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

36

F.2.3.2 Surprise Spotting


Occasionally an element will be taken by surprise by the arrival of an enemy element to the units flank or rear.
If all the following are true the spotting element must make a surprise spotting attempt rather than a normal one.

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 is now in line of sight of the spotting element

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.

F.2.3.4 Example 1 of Visual Spotting


A spotter moving at COMBAT SPEED is trying to spot an X class target moving.
Looking at the Modifiers table we can see that Moving at COMBAT SPEED will give a shift of down 1 row and the
target moving will give a shift of up 1 row. Thus the shifts will cancel out and stay on the X row. Giving us 150/100,
meaning the target will automatically be spotted at up to 100cm and could be spotted at up to 150cm on a 6+.
F.2.3.5 Example 2 of Visual Spotting
A spotter is STATIONARY and has its engine turned off. They are is trying to spot an M class target moving and firing
its 20mm autocannon that has just appeared on the edge of a wood. The spotter used Noise detection to detect the
targets direction last turn.
Looking at the Modifiers table we can see that the following modifiers apply
Target in Cover = Down 1 Row
Target Direction Detected by Spotter = Up 1 row
Target Moving = Up 1 Row
Target Fired Heavier Weapon = Up 2 rows
Over all this gives up 4 rows and down 1 = up 3 rows. Going up 3 rows from the M row puts up between the L and X
rows. Giving us 120/80, meaning the target will automatically be spotted at up to 80cm and could be spotted at up to
120cm on a 6+.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

37

F.2.4 - Maximum Observation


The following table gives the maximum distances that an element can either see into (or be within the edge of to see out)
depending on conditions, vision equipment and terrain. The distances for looking at or out of the edge of a terrain feature are as
per the visibility conditions.
F.2.4.1 Maximum Observation Table
VISIBILITY CONDITION

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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 target went out of sight in your opponents LAST bound.

The observer went out of sight during your current bound.

The observer attempts to spot another target (and is NOT infantry or has a CIS).

The observer reacts to missile fire.

The observer is destroyed.

The observer leaves a vehicle.


F.2.8 - Target Size
All elements have been given a letter to show their size.
Vehicles have 4 sizes for front or rear, side, hull down and Turret Down.
Helicopters and VTOL Aircraft have 3 sizes for front or rear, side and pop up.
Some infantry (mainly missile equipped) have 2 sizes for before set up (N) and ready to fire (RD).
Other aircraft have 2 sizes, Front/Rear and Side.
All other elements have only 1 size aspect.
There are six sizes as follows:
EXTRA LARGE (X)
LARGE (L)
MEDIUM (M)
SMALL (S)
VERY SMALL (V)
TINY (T)

E.g. Western MBTs


E.g. Russian MBTs
E.g. Recce vehicles
E.g. Infantry with heavy weapons
E.g. Infantry
E.g. One or two man teams

F.2.8.1 - Hull Down


Hull down is where an AFV exposes as little as possible and still be able to fire (see E.5 - Hull Down And Turret
Down for how to go hull down).
If an AFV is dug-in or touching a contour it counts its hull down aspect to any enemy observers beyond.
F.2.8.2 Ready Missiles

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

39

F.3 ELECTRONIC SPOTTING


Electronic Spotting is using Electronic means to determine the exact position of a target to such a degree that the target can be
fired at directly. However it is harder to be sure the target is friendly and thus friendly fire is more likely (see F.7.1 Spotted to
see what an electronic spot allows you to do.
F.3.1 AA Radar (AAR) Spot
AA radar is the general term for FCR and Spotting Radar. It can spot Aerial Targets.
F.3.1.1 AAR Spotting Procedure
Use the following step-by-step procedure to Spot a target:
1. Nominate the Spotter 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 AAR is in range (see F.3.1.2 Maximum AAR Range).
4. See F.3.1.3 AAR Spotting Roll to determine if the target is located.
F.3.1.2 Maximum AAR Range
AAR can spot Vehicles at up to 250cm.
F.3.1.3 AAR Spotting Roll
AAR can be used spot Aerial targets electronically by rolling a d10 on the following table.
Target Height
Roll Required
8+
NOTE
4+
Contour
1+
LOW or Higher*
* If there are no modifiers to the roll the spot is automatic and no roll is required.
Modifier to Required roll number
Per Level of FCR
Per level of AA RADAR Jamming

Effect
-1
+1

F.3.2 Millimetric Radar Spotting (MMR)


MMR can spot stationary or moving Vehicles.
F.3.2.1 MMR Spotting Procedure
Use the following step-by-step procedure to Spot a target:
1. Nominate the Spotter 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 MMR is in range and not too high (see F.3.2.2 Maximum
MMR Range and Height).
4. See F.3.2.3 MMR Spotting Roll to determine if the target is located.
F.3.2.2 Maximum MMR Range and Height
MMR can spot Vehicles at up to 250cm provided the spotter and target are on the ground, at NOTE or CONTOUR
height.
F.3.2.3 MMR Spotting Roll
MMR can be used spot vehicles electronically by rolling a d10 on the following table.
Target
Roll Required
1+*
Moving Vehicle
3+
Stationary Vehicle
* If there are no modifiers to the roll the spot is automatic and no roll is required.
Modifier
Effect
+1*
Per cm into woods
+2*
Per cm into BUA
+1
Per level of MMR RADAR Jamming
*Round up, thus if an element is in a wood there will always be a +1 modifier and if the target is in a BUA there will
always be a +2 modifier. Likewise if an element is 1.5cm into a BUA round up to 2cm and add +4 to the required roll.
F.3.2.4 MMR Missiles
Each Missile may attempt to spot 1 target.
If the missile spots the target using MMR the firer doesnt need to visually spot the target to be able to fire.
The MMR missiles can only be fired if a MMR spot is made either by the missile or by an Aerial Element using an
MMR to spot.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

40

F.3.2.5 MMR mounted on Aerial Elements


The Aerial Element may make up to 16 MMR spots.
The Aerial Element may remain behind cover only showing its popup size and still spot using MMR.
Each successful spot can be used to fire 1 or more MMR missiles at the target. The Missiles can be fired by any BMS
equipped vehicle which has MMR missile. The fired missiles dont need a line of sight to the target at the time they are
launched. However there must be a secure communications link, see D.5.6 Transmission Security.
F.3.3 Anti Radar Spotting
Anti Radar missiles can spot enemy Radars from a long way off the table meaning the carrying aircraft doesnt need to enter the
table.
The missile can make try to spot up to 5 active radars needing to roll a 6+ on a d10 to spot.
The spotting player should state which radar he is spotting roll and then roll to see if the spot is successful. Once a successful
spot is achieved the player stops spotting and is ready to fire (see O.4.8 Anti RADAR Missiles)
Anti Radar Spots can only be used for firing Anti Radar Missile.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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

-1 if sender using AR Communications


+1 if sender using MDR Communications

If the intercept is successful the sender is located by the intercepting element.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

43

F.5 NOISE DETETION


Noise detection is a form of Direction detection which can also be used for communications. See F.7.2 Direction Detect to see
what a direction detection allows you to do.
To be able to detect noise a unit must be one of the following.
1. Infantry not firing.
2. Vehicle with engine turned off and not firing. (See C.3.3.3 - Engine Off)
F.5.1 Noise Detection Procedure
Use the following step-by-step procedure to see if an element can hear noises.
1. Check F.5.3 Noise Category Table to and determine how many elements are within Drown Out range.
2. Check F.5.5 Complete Drowning Out to see if there is so much noise it completely drowns out any useful hearing.
3. If noise isnt completely drowned out check F.5.6 Drowning Out and F.5.7 Noise without Drowning out to see
what the element can hear.
F.5.2 Noise Levels
Within the rules there are 2 levels of noise.
1. Noise that drowns all other noise out.
2. Noise that can be heard and the direction its coming from determined.
F.5.3 Noise Category Table
Category Type of Noise
Drowns Out
Heard At
Small Arms* Fire OR
3cm
15cm
1
Stationary Vehicle with engine running
ATGW Fire OR
Noise Signals** OR
6cm
30cm
2
Vehicle that's just started its engine OR
Weapons fire <=40mm Calibre
Fire Zone OR***
Vehicle destroyed in this bound or last
Helicopters or Propeller driven aircraft at Low
9cm
45cm
3
OR
Moving Vehicles OR
Weapons fire >40mm Calibre
Helicopters or Propeller driven aircraft at
Contour OR
12cm
60cm
4
Jet Aircraft at Low
Helicopters or Propeller driven aircraft at NOE
OR
15cm
75cm
5
Jet Aircraft at Contour
* Small Arms are weapons with a calibre of less than 12.7mm, except snipers firing at 15cm or less (where a silencer will be in
use).
** See D.5.2 Noise Signals.
*** Area fire target, Suppressing fire zone, Artillery fire, Bombing Zone or Rocket pod Zone.
NOTE: Its not possible to hear infantry or Vehicles with their engine turned off unless they fire or use noise signals.
F.5.4 Noise Sources
Each element (friendly and enemy) making one of the above types of noise is as a Noise Source.
If an element is making more than one type of noise from the table its noise category is the higher numbered one otherwise its
the one it doing.
F.5.4.1 Example of Element making multiple Noises
A Vehicle has just started its engine and is firing a 90mm gun.
Starting an engine is a Category 2 noise.
Firing a 90mm gun is a Category 3 noise.
Thus the vehicle counts as making a category 3 noise as that is the highest category.
F.5.5 Complete Drowning Out
If there is more than one Noise Source within drowning out range of the listener they can hear lots of noise but cant determine
which direction any of it is coming from.
If friendly Noise Signals are within Drowning Out range they will still be heard and understood. If they are outside Drowning
Out range Noise signals cannot be heard and wont be acted on.
F.5.6 Drowning Out
If there is only one Noise Source within Drowning out range the listener can hear that one noise and determine the direction the
noise is coming from.
If friendly Noise Signals are within Drowning Out range they will are heard and understood. If they are outside Drowning Out
range but 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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

44

F.5.7 Noise without Drowning out


F.5.7.1 Too Many Noises
If any of the following are true there are too many noises to make out which direction most of them are coming from.
Within
5cm
10cm
20cm

Number of Noise Sources with in Heard At Range


5 Source or more
10 sources or more
20 sources or more

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.

F.6 DIRECTION DETECTION


There are a number of things a target element can do which will give away the direction to from a tracking element but not its
exact position. This is known as Direction Detection within the rules. See F.7.2 Direction Detect to see what a direction
detection allows you to do.
F.6.1 Fire at Night
Small arms (weapons with a calibre of less than 12.7mm) fire can be seen at up to 100cm, except snipers firing (who will be
using a flash suppressor) which can only be seen at up to 15cm.
Other weapons fire can be seen at 250cm.
If an element fires at night but cant be spotted a direction detector can detect the direction of the firer by the gun flash provided
smoke and weather conditions (see F.2.4.1 Maximum Observation Table) would permit a spot of the target.
F.6.2 Lights at Night
White Light (WL) can be seen at up to 125cm.
Searchlights (SL) can be seen at up to 250cm.
If an element uses lights at night but cant be spotted a direction detector can detect the direction of the lights provided smoke
and weather conditions (see F.2.4.1 Maximum Observation Table) would permit a spot of the target.
F.6.3 Missile Spotted
If a missile is visually or electronically spotted in flight by the target (see H.8 - THREAT DETECTION) the direction to the
launcher is also detected by the missiles spotter.

F.7 LEVELS OF DETECTION EFFECTS


Each level of detection allows different things to be done. An element can do up to 3 of these provided its main gun is only used
once either for firing at the enemy, firing smoke rounds or firing illumination rounds in each fire phase.
F.7.1 Spotted
A target spotted using MMR spotting (see F.3.2 Millimetric Radar Spotting (MMR)) can be fired at with MMR missiles.
Targets spotted in other ways can be fire at using Direct (see G: DIRECT FIRE) or Area Fire (see J: AREA FIRE) or the
spotter can carry out any of the actions listed under Located or Direction Detected below.
F.7.2 Located
The locator can do any of the following.
1. Can call indirect fire on the target if allowed. (See N.4 - REQUESTING A FIRE MISSION).
2. Can call an air strike on the target if allowed. (See O.7 REQUESTED AERIAL ELEMENTS).
3. Can use suppressive fire against the target. (See J.5 - SUPPRESSIVE FIRE)
4. Can carry out any of the actions listed under Direction Detected below.
Additionally this will give a bonus to spot the target visually.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

45

F.7.2 Direction Detected


The direction detector can do any of the following.
1. Can use suppressive fire against whole of the frontage of the first piece of terrain in sight in the direction the target is
detected in. (See J.5 - SUPPRESSIVE FIRE)
2. Attempt to use Illumination flare to get a better detection on the target. (See F.8 - ILLUMINATION FLARES).
3. Use smoke to block the line of sight of the target. (See F.9 USING SMOKE).
4. Use a Fibre Optic Missile to attempt to spot the enemy (See H.12.4 Visually Guided Missile Spotting).
5. Turn on white light or search lights (if available).
6. If the target detected is in the direction detectors front arc there is a bonus to spotting.
If the direction has been detected using noise detection the listener will also get a bonus to spot any other enemy element making
the same category or higher of noise within 5cm.
Additionally this allows the element to bring the detected element into its front arc at the end of the current phase as follows.
F.7.2.1 Infantry Turning
The element it can be turned to so the detected element is just within its front visibility arc.
The infantry counts as stationary.
F.7.2.2 Non Turreted Vehicle Turning
The whole vehicle can be turned so the detected element is just within its turrets front visibility arc.
The vehicle counts as stationary if the turn is 45 degrees or less otherwise it counts as stationary for being spotted and
moving for its own spotting and firing.
F.7.2.3 Turreted Vehicle Turning Outside Restricted Terrain
The turret can be turned to bring so the detected element is just within its turrets front visibility arc.
This can either be done by turning the models turret or using one of the arrow counters at the end of the rules.
The visibility arcs for the vehicle are now worked out for direction the turret is facing not the direction the vehicle is
facing.
The vehicle counts as stationary.
F.7.2.4 Turreted Vehicle Turning Inside Restricted Terrain

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.

F.8 - ILLUMINATION FLARES


Illumination Flares give daylight conditions to anything inside or outside looking into the illumination zone. However as the
light is not perfect they suffer the modifiers shown in F.2.3.1 Visual Spotting Table. IINF and LLTV systems looking into or
through an illuminated zone do not work. The zone sizes and durations can be seen in the following table:
F.8.1 Illumination zones sizes and duration
Type
Size
2cmx2cm
Infantry Illumination Grenades*
Less than 80mm = 10cm x 10cm
Direct Fire Illumination Flares
80-119mm = 15cm x 15cm
(Tank guns, LAWs etc)
120mm and over = 20cm x 20cm
Less than 80mm = 15cm x 15cm
80-119mm = 25cm x 25cm
Indirect Illumination Flares
120mm and over = 40cm x 40cm
50cm x 50cm
Aircraft parachute flares and MRLS
* Maximum range for Infantry Illumination Grenades is 3cm.

Duration
1 Turn
1 Turns

1 Turns
2 Turns

F.8.2 Illumination of Located or Spotted Targets


As the exact position of the target is known the firer can fire Direct Flares at the targets position or call for Mortar, Artillery or
aircraft flares on the targets position.
F.8.2.1 None Artillery Illumination
Direct fire, Infantry Grenades and Aircraft dropped flares are always fired singly.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

46

F.8.2.2 Artillery Illumination Fire Types


To keep things relatively simple and only 4 types of fire can be used. These have been taken from the US army
Artillery Manual.
Type
Layout
Notes
1 Round
The Red Cross marks the target point.

Lateral spread is parallel to the players baseline


2 Rounds Range Spread

Range Spread is away from the players baseline


In the 2 round spread types the squares are overlapped
so that each covers of the other.

2 Rounds Lateral Spread

In the 4 round spread the squares are overlapped so


that each one covers of the opposite square and
the other 2 squares.
Yellow areas are where 2 rounds overlap.

4 Round Spread

Orange is where 4 rounds overlap.


See visual spotting (F.2.3.1 Visual Spotting Table) for
the importance of the overlaps.

F.8.2.3 Other Guns in the Same Battery


It takes 1 gun to fire each round (they need to keep up a constant stream of rounds to keep the zone lit. The turn after
the Illumination rounds are on target other guns in the same battery can be used by the same AOO to fire missions at
targets within the illumination zone provided the target is no more than 20cm from the target point of the illumination
zone.
The fire zone will need to be reduced in size for fewer guns firing (see DATASHEET).
The other guns in the battery can ONLY be used by the same AOO.
F.8.3 Illumination of Direction Detected Targets
Because the detector only knows the direction to the target in order to illuminate the target they will have to fire Direct Fire
flares or request Arty/Mortar/Aircraft flares in a pattern.
F.8.3.1 Number of rounds fired
Direct fire, Infantry Grenades and Aircraft dropped flares are always fired singly.
Artillery fire uses the types listed above, but the player doesnt pick the type of fire to use.
The AOO will determine how many round s will be fired based on the situation. Because theyre unsure of exactly
what they are facing roll on the following table. See above for definitions.
Roll
Number of rounds
1
1-3
2 Range Spread
4
2 Lateral Spread
5
4 rounds
4
F.8.3.2 Illumination Pattern Procedure
Use the following step-by-step procedure to fire or request flares in a pattern.
1. Determine where the firer will start their pattern and which direction the pattern will take (see below).
2. Fire or request a flare at the range from the firer/requestor along the direction the target was detected along
this turn.
3. Fire or request a flare at the next range from the firer/requestor along the direction the target was detected
each turn until one of the conditions list below occurs.
4. If a target hasnt been spotted while firing the pattern the player may start a new pattern starting the new
pattern as shown below and continuing in the opposite direction to the original pattern
5. Repeat 2 & 3
6. If a target still hasnt been spotted no more illumination rounds can be fired or requested. Its assumed that
the target has moved on and any further flares would be wasted.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

47

F.8.3.3 Determine Start and Direction of Illumination Pattern


Roll a d20 and consult the following table to determine start point and direction.
Roll
Start Point
Direction
Start Point Next Pattern
Minimum Range Away from Firer/Requestor
Not Possible*
1-2
40cm**
Towards Firer/Requestor
25 +FPM
3-4
40cm**
Away Firer/Requestor
25 -FPM
5-6
60cm
Towards Firer/Requestor
50 +FPM
7-9
60cm
Away Firer/Requestor
50 -FPM
10-12
80cm
Towards Firer/Requestor
75 +FPM
13-14
80cm
Away Firer/Requestor
75 -FPM
15-16
100cm
Towards Firer/Requestor
100 +FPM
17-18
100cm
Away Firer/Requestor
100 FPM
19
150cm
Towards Firer/Requestor
150 +FPM
20
* Next pattern is not possible go to step 6 in the sequence.
** Or minimum if thats larger.
Distances are from Firer/Requestor.
If the Detection was done using Noise Detection (see F.5 NOISE DETETION) the player may add or subtract up to
3 to the roll, however not below 1 or above 20. This represents the element having a better idea of the general range of
the noise due to how load it is.
If using Infantry Illumination Grenades they will only be thrown on a roll of 1 or 2, but remember the modifier for
noise detection above.
Illumination Zone
10cm x 10cm
15cm x 15cm
20cm x 20cm
25cm x 25cm
40cm x 40cm
50cm x 50cm

Minimum Range 1 round or 2


round lateral Spread
12cm
17cm
22cm
27cm
42cm
52cm

Minimum Range 2 round


Range Spread or 4 rounds
22cm
32cm
42cm
52cm
82cm
102cm

Fire Point
Movement (FPM)
20cm
30cm
40cm
50cm
80cm
100cm

F.8.3.4 Illumination Pattern end Conditions


1. The firer spots a target.
2. The firer cannot see any part of the last illumination zone they fired/requested.
3. The next round will be fired or requested beyond 250cm.
4. The next round will illuminate the firer/requestor
5. The last round was fired or requested at the table edge.
F.8.3.5 Table Edge
If the next round would be fired off the table it should be fired at the table edge instead.
F.8.3.6 Number of flares Available
Each vehicle and battery in reality only carries a few flares, in game terms tracking this is difficult thus for game
purposes treat all elements as having unlimited rounds if they are equipped with them on the DATASHEET.
F.8.3.7 Example 1 of Firing Flares in a Pattern
A tank fires its 120mm gun on a moonless night.
There is an AOO 87cm Away who is equipped with II and has an LOS. Checking F.2.4.1 Maximum Observation
Table we can see that the AOOs II cannot see beyond 50cm. Thus while the firing flash can be seen (see F.6.1 Fire
at Night) the target cannot be seen, thus the AOO has a Direction Detection but no spot.
The player who owns the AOO decides to call in Illumination Flares from a battery of 152mm Guns he has available.
The player checks and finds the OP feels a single round is probably enough.
The player checks to see where his first Illumination flare will be requested to land. He rolls a 6 on a d20 and checks
on F.8.3.3 Determine Start and Direction of Illumination Pattern and discovers the AOO thinks the flash was at
about 60cm from them or maybe a bit further out.
The AOO calls and gets the artillery battery and requests 1 flare 60cm from them along the direction the enemy was
detected along. As the zone for a 152mm illumination round is 15cm radius they will be able to see anything between
45 and 75cm from the AOO. Alas this means the flare doesnt illuminate the enemy tank.
The next turn he calls in the next round 60cm+the FPM from himself. FPM for a 15cm Radius round is 30cm so he
calls it at 90cm, which being almost above the tank will illuminate it.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

48

F.8.3.8 Example 2 of Firing Flares in a Pattern (Using Noise Detection)


On a moonlit night an enemy helicopter moves to within 67cm at NOTE of a friendly engine off tank which is equipped
with illumination rounds but with no night fighting equipment.
Checking the visual spotting rules its impossible for the tank to spot the helicopter however looking at the noise
detection rules F.5 NOISE DETETION) its determined that the Tank can hear the helicopter.
The player decides to try to illuminate the helicopter with illumination rounds.
The player checks and finds the OP feels a single round is probably enough.
The player them rolls a 19 on F.8.3.3 Determine Start and Direction of Illumination Pattern to see where the first
illumination round should be fired.
Normally this would mean the first round would be fired at 100cm and subsequent ones would be fired moving away
from the tank. Clearly this isnt a good idea as the helicopter is at 67cm!
However because this direction detection is via noise the player can add or subtract up to 3 to the roll. So he could
make the roll anything from16 to 20. Looking at the options 20 and 16 both move subsequent flares away from the
firer, which will be no good so the player chooses to go for an 18. This means the first shot will be at 100cm and
subsequent will be towards the firer.
When the first round is fired at 100cm and the area from 90 to 110cm from the tank will be illuminated.
The second round will be fired at 100-FPM = 80cm and the area from 70 to 90cm from the tank will be illuminated.
The third round will be fired at 80-FPM = 60cm and the area from 50 to 70cm from the tank will be illuminated and if
the helicopter hasnt moved will illuminate it.
F.8.4 Air Support and Illumination flares
At night any aircraft entering the table carrying bombs must be tested to see if it is carrying Parachute flares.
Roll a d10 and check on the following table
Roll
Number of bombs replaced by flares
None
1-5
1
6-9
2
10
F.8.5 Infrared Illumination flares
These act like normal Illumination flares with the following exceptions.
1. II and LLTV are not blinded by them
2. Only elements with IR, II, LLTV or TI (of any type) can see the light they give off and thus only they can benefit from
the daylight conditions but looking into them they still suffer the modifiers shown in F.2.3.1 Visual Spotting Table.

F.9 USING SMOKE


Smoke can be used to block the LOS from a detected (spotted, located or direction detected) target. This can done in a number of
ways. See F.10 - SMOKE for details on smoke.
1. Smoke Discharges and Smoke Grenades - These can be fired in the direction of the detected target.
2. Smoke Generators, Smoke Canisters and Smoke Pots- These can turned on provided the current wind will blow the
smoke in the direction of the detected target.
3. Direct Fire Smoke rounds from main guns, smoke mortars or UAMs. See below for details on using these.
4. Indirect Artillery Smoke and be requested. See below for details on using these.
F.9.1 Blocking LOS of Located or Spotted Targets with DF or Indirect Smoke
As the exact position of the target is known the detector can fire direct smoke rounds or call for indirect smoke anywhere
between the detector and the target provided it will block that LOS.
F.9.2 Blocking LOS of Direction Detected Targets with DF or Indirect Smoke
As the exact position of the target is not known the detector can fire Direct smoke rounds at 10cm from their own position along
the line of the detection, call for indirect smoke 20cm from their own position along the line of the detection or roll a d20 on the
following table to see where the crew thinks it would be a good range to fire or request smoke at.
Roll
Direct Fire* Indirect fire
10cm
20cm
1-4
20cm
30cm
5-8
30cm
40cm
9-12
40cm
50cm
13-16
50cm
60cm
17-18
60cm
70cm
19-20
* includes smoke mortars and UAMs
If the range rolled is out of LOS the fire will be at the last point with LOS along the direction the detection has been made along.
Generally this will either be the first piece of terrain encountered or the table edge.
If the Detection was done using Noise Detection (see F.5 NOISE DETETION) the player may add or subtract up to 3 to the
roll, however not below 1 or above 20. This represents the element having a better idea of the general range of the noise due to
how load it is.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

50

F.10.4.3 Smoke Screens


When more than more than one smoke round or launcher is fired at a location the smoke zones are combined side by
side so as to form a larger zone.
As with all artillery fire the screen can be rotated to any angle however if the smoke is not parallel or in line with the
wind this does complicate things.
When combining the smoke zones they must either form a straight line.
If a battery shoots and scoots (see N.6.4.5 Shoot and Scoot) each gun in the battery may only fire 1 smoke tile
otherwise they each may fire up to 2.
F.10.4.4 CEP and Smoke Zones
A single CEP roll is made to determine the centre of the start of the smoke zone and the smoke tiles laid out around
and away this point.
F.10.4.5 Wind Extension and Removal of Smoke
Smoke will tend to extend in the wind direction. As it does additional smoke tiles, the same size as the original tile or
tiles are used. Each new tile is placed 2, 2.5 or 3cm downwind from the last smoke tile or tiles placed.
Both Non MLRS and MRLS created screens only extend by TILES.
While smoke lasts a number of turns it is not all removed at once. Once the burn time completes smoke should
continue to extend but additionally the number of smoke zones show under Remove in the following table should be
removed each turn until there are none left. Add the drift before the removing any zones. The smoke area is when there
are no zones left after removal (see example below).
Not that the 1st turn of burn is the turn the smoke lands.
When extending or removing from a screen placed directly in line with the wind only extend the tile farthest from the
wind and remove the tiles closest to the wind
See the table below for how different types of smoke extend and are removed in different wind speeds (see B.1.8
Wind Speed).
Wind Speed
Smoke Type
Burn Time
Extend
Remove
BES
4 turns
None
Roll d10 each turn on 6+ remove 1*
No Wind
WPS or IRB
3 Turns
None
Roll d10 each turn on 6+ remove 1*
BES
4 turns
1 Per Turn 3 Per Turn
Light Wind
WPS or IRB
3 Turns
None
2 Per Turn
BES
4 turns
2 Per Turn 6 Per Turn
Normal Wind
WPS or IRB
3 Turns
1 Per Turn 3 Per Turn
BES
4 turns
3 Per Turn 12 Per Turn
Strong Wind
WPS or IRB
3 Turns
1 Per Turn 6 Per Turn
*Roll once for all friendly smoke screens
BES = Base Eject Smoke
WPS = White Phosphorus Smoke
IRB = IR Blocking Smoke
In Very Strong Wind Smoke cannot form
F.10.4.6 Smoke Density
Wind Strength also effects how well smoke screen form.
To determine how dense each part of the smoke is it is split into 2 parts in the following table.
1. Smoke added this turn This is the smoke added by drifting (see above) this turn.
2. Existing smoke smoke that existed before this turn.
Wind Speed
No Wind

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

BATTLEGROUP 2009+ 23/11/2012 14:48:00

Existing Smoke
Full
Full
Full
Full
Full
Full
Partial
Partial

51

F.10.4.7 Examples of Smoke Zones


Arrow shows the CEP point and the wind direction in each example.

Four rounds of smoke from non MRLS battery. Extension is


show as it would occur in a normal wind with Bes Smoke.

Smoke Zone for an MRLS with DATASHEET details


of W2xD2. Drift is show as it would occur in a normal
wind with Bes Smoke.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

Four rounds of smoke from non MRLS battery. Extension is


show as it would occur in a light wind with Bes Smoke.

2 launcher Smoke Zones combined for an MRLS with


DATASHEET details of W2xD2. One zone is grey the
other Brown to show how they combine

52

F.10.4.8 Examples of Smoke Drift and Removal


Four rounds of smoke from non MRLS with a light Wind

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

4 Partial were added then removed

4 rounds of smoke from non MRLS with a Normal Wind


Turn 1, 4 Partial
Turn 2, 4 Full, 2 Partial
Turn 3, 6 Full, 2 Partial
Turn 4, 8 Full, 2 Partial
Turn 5, 6 Removed, 4 Full, 2 Partial
Turn 6, 6 Removed, 2 Partial
Turn 7, 4 Removed

2 Partial were added then removed


F.10.5 Element laid Smoke
Elements may only lay smoke when travelling at combat speed.
F.10.5.1 Smoke Dischargers (SD and SDV)
Smoke Discharges are banks of smoke launchers which fire a small WPS smoke screen which are used to block enemy
lines of sight to the firing vehicle.
SDV are Smoke dischargers equipped with Vehicle Infra-Red Self Screening (VIRSS). This is IR blocking smoke; see
F.10.3 IR Blocking Smoke. The player can order all elements to load their SDV with WPS rounds at the start of the
game instead of their normal IRB smoke rounds. If this order is given then all reloads will also have to be WPS. While
not quite realistic this rule makes it easier to track who has which smoke rounds loaded with IRB and who has WPS as
its all or nothing.
A vehicle can use its SD/SDV in phase 2.3, 2.4 or 2.6 if
Situation
Where you can fire
SD/SDV is fired forwards if this is the only reason to fire them
It comes under fire
SD/SDV is fired forwards if this is the only reason to fire them
An alarm goes off
any direction as detailed in the orders
If ordered to do so at the start of the game
See F.9 USING SMOKE
If F.7 LEVELS OF DETECTION
EFFECTS allow it to
The screen uses the special 2cm x 1cm smoke tile placed touching the front of the firing vehicle.
It burns for 1 turn and acts as per F.10.4.5 Wind Extension and Removal of Smoke and F.10.4.6 Smoke Density
in all other ways.
Once fired SD and SDV require reloading before they can be used again. It takes a turn stationary and not firing to
reload.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

53

F.10.5.2 Smoke Generators (SG and SGV)


Smoke generators are basically injected fuel into the exhaust; this creates a Bes smoke Screen.
The vehicle turns on the generator in the movement phase and provided it hasnt moved more than 20cm it gives a
SGV are Smoke generator which have been modified to create a Vehicle Infra-Red Self Screen (VIRSS). This is IR
blocking smoke; see F.10.3 IR Blocking Smoke. SGV cannot be swapped for SG as the modification is permanent.
SG and SGV can be turned on for up to 5 turns and there must be a gap of at least 5 turns before they are turned on
again after theyve been turned off (to stop engine flooding).
A vehicle can use its SG/SGV in phase 2.3, 2.4 or 2.6 if
1. It comes under fire
2. An alarm goes off
3. If ordered to do so at the start of the game
It can also use it if the smoke will block the LOS and F.7 LEVELS OF DETECTION EFFECTS allow it to.
F.10.5.2.1 Using SG/SGV While Moving
If the vehicle is moving 3cm smoke tiles are placed along the route it took this turn.
With both types the smoke forms a partial smoke screen. It counts as burning for the turn its laid and acts as
per F.10.4.5 Wind Extension and Removal of Smoke and F.10.4.6 Smoke Density in all other ways
Elements follow an element will be moving through partial smoke and so will be affected by E.3 MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE.
One tile is placed for each full 3cm moved by the vehicle up to a maximum of 6 tiles. These are placed
starting at the back of the vehicle depending on the speed of the vehicle. The first tile is placed so the centre
of the edge touching the vehicle touches the centre of the vehicle (see examples below).

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

Example of placement of SG/SGV screen


along a tanks route with the tank moving
>=18cm and <30cm.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

54

F.10.5.2.2 Using SG/SGV While Stationary


If the vehicle is stationary 3cm smoke tiles are placed to form a smoke screen extending down wind from the
rear of the vehicle.
This starts as several tiles long and extends and is removed as shown in the following table.
It counts as burning until its turned off and acts as per F.10.4.6 Smoke Density in all other ways.
Wind Speed
Starts As
Extend
Remove
1 Tile
None
Roll d10 each turn on 6+ remove 1
No Wind
1 Tiles
1 Per Turn 3 Per Turn
Light Wind
2 Tiles
2 Per Turn 6 Per Turn
Normal Wind
3 Tiles
3 Per Turn 12 Per Turn
Strong Wind
In Very Strong Wind Smoke cannot form

Example of SG left on for 2 turns with


normal wind blowing in the direction of the
arrow.

Turn 1, 2 partial tiles


placed.
Turn 2, 2 more partial
tiles are placed and the
2 from last turn become
full
Turn 3, 2 more partial
tiles are placed then 6
tiles are remove as the
SD has been turned off.

F.10.5.3 Aerial Element Smoke Generators


These work exactly like the smoke generators listed in F.10.5.2 Smoke Generators (SG and SGV) above with the
following exceptions.
1. Up to 20 smoke tiles are placed behind the Aerial Element.
2. The smoke zone create is a full screen.
Smoke can only be laid by Aerial Elements as NOTE.
F.10.5.4 Smoke Grenades
Infantry may use smoke grenades.
An infantry element can use smoke grenades in phase 2.3, 2.4 or 2.6 if
Situation
Where you can fire
A Grenade is fired forwards if this is the only reason to fire them
It comes under fire
any direction as detailed in the orders
If ordered to do so at the start of the game
See F.9 USING SMOKE
If F.7 LEVELS OF DETECTION
EFFECTS allow it to
The screen uses the 2cm smoke tile placed up to 2 cm from the infantry element.
It counts as Bes smoke, burns for 2 turns and acts as per F.10.4.5 Wind Extension and Removal of Smoke and
F.10.4.6 Smoke Density in all other ways.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

55

F.10.5.5 Direct Fire Smoke


Any weapon with smoke rounds may fire them direct.
A vehicle can use direct fire smoke in phase 2.3, 2.4 or 2.6 if
Situation
Where you can fire
Smoke is fired forwards if this is the only reason to fire them
It comes under fire
Smoke is fired forwards if this is the only reason to fire them
An alarm goes off
any direction as detailed in the orders
If ordered to do so at the start of the game
See F.9 USING SMOKE
If F.7 LEVELS OF DETECTION
EFFECTS allow it to
The screen uses the smoke tile applicable to the weapons calibre (see F.10.4.1 Smoke Tiles). They have a maximum
range of 100cm.
It counts as Bes smoke, burns for 2 turns and acts as per F.10.4.5 Wind Extension and Removal of Smoke and
F.10.4.6 Smoke Density in all other ways.
F.10.5.6 Direct Fire Smoke Rockets
There are rocket pods fitted to Aerial Elements which fire WPS rockets.
They are fired as direct fire smoke above except that the smoke is WPS not Bes.
F.10.6 Device laid Smoke
F.10.6.1 - Smoke Pots
Each pot produces BES smoke screen using the 3cm smoke tile and burns for 15 turns and is usually used in defence.
In all other ways it acts as per F.10.4.5 Wind Extension and Removal of Smoke and F.10.4.6 Smoke Density.
F.10.6.2 - Smoke Canisters
These are smaller than pots and are usually mounted on vehicles (e.g. 1991 Gulf war Challengers). They produce a
FULL smoke screen as per a smoke generator (see F.10.5.2 Smoke Generators (SG and SGV)) and burn for 10
turns. Once started they cannot be turned off, they must burn out

F.11 KNOWN ENEMIES


An enemy element is known about by a unit if it meets one of the following criteria.
1. It has been spotted or located by any element within the unit.
2. The unit has been told about the enemy by another unit.
An enemy element is known to an element if it meets one of the following criteria.
1. The unit the element is part of knows about the enemy element.
2. The element has spotted or located the enemy.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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).

G.1.1 Dead Ground


In some situations elements will find it impossible to depress or elevate their weapons to bring them to bear on a target they wish
to fire at.
To determine if an element is affected by dead ground you will first have to determine if the element is firing down, up or on the
flat.
Elements firing down will be firing towards a target that is on a higher contour than them.
Elements firing up will be firing towards a target that is on a higher contour than them.
Elements firing on the flat will be firing towards a target that is on the same contour as them.

G.1.1 Depression Dead Ground


Element will be affected by Depression Dead Ground if they are firing down in the following situations.
1. They are Hull Down
2. They are in a building firing at someone outside the building.
3. They are an Aerial Element flying and LOW or above.

G.1.2 Elevation Dead Ground


Element will be affected by Elevation Dead Ground if they are firing up in the following situations.
1. They are firing at Infantry and are not moving uphill towards them.
2. They are firing a ground Vehicle and are not moving uphill towards them.
3. They are firing at an aerial target.
G.1.3 Weapon Dead Ground Table
Depression Class of Gun Marked on DATASHEET Depression Dead Ground
(Ld)
20 cm per Contour
Limited Depression
None
10 cm per Contour
Normal
(HA)
2 cm per Contour
High Angle*
*Infantry elements, ATGW and SAM always count as High angle.

Elevation Dead Ground


5 cm per Contour
5 cm per Contour
None

Dead ground is measured from the element.

G.2 - DIRECT FIRE PROCEDURE


Use the following step-by-step procedure to hit armoured targets:
1. Test to see how many elements spot the targets you wish to fire at.
2.

Allocate Firers to targets (see G.2.1 Allocating Fire).

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).

The following points apply:


a) You should make all spots for a target unit for all units firing at that target for all types of fire before moving on to
work out if friendly fire occurs.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

57

b)

Fire in the players turn (phase 2.4) is at targets in LOS.

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)

A hit target is always suppressed.

e)

A natural roll of 1 always misses.

f)

If the final to hit number is 30 or more the target cannot be hit.

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.

G.2.1 Allocating Fire


How fire is allocated against a unit depends on if the firers have BMS or not. However to use BMS there must be a secure
communications link, see D.5.6 Transmission Security. Make one test for the unit before allocating fire using the worst
situation for the unit and if the transmission isnt secure treat the unit as not having BMS.
Note: - All fire of all types (Direct, Area and AA) are allocated AT THE SAME TIME, thus BMS allows you to fire once at each
target, not once per type.
G.2.1.1 Allocating Fire without BMS
Elements without BMS must allocate all shots against a given unit before any fire takes place.
This may mean you waste shots as youve allocate two against one target and the first one kills it, but reflect the
confusion that can occur on a battlefield.
G.2.1.2 Allocating fire with BMS
BMS allows units to be more flexible in allocating fire.
Each target in a unit can be fired at once.
Then all other BMS equipped elements are allocated to surviving targets in the unit.
G.2.1.3 Allocating fire with a mix of elements with and without BMS
All the Non BMS equipped elements are allocated before any fire occurs.
Then the BMS equipped elements fire once per target (which could kill the non BMS equipped elements targets.
Then all other BMS equipped elements are allocated to surviving targets in the unit.
G.2.1.4 Examples of allocating fire
In Phase2.3 a Soviet company of 10 T-55s is visually spotted by an M1 company with 17 tanks and a M901 platoon of
4 Missile vehicles.
Without BMS
The player allocates 2 M1s each to seven of the enemy T-55s, 1 tank to the eighth T-55 and 2 M901s to each of the last
2 T-55s.
The player then rolls for each of the M1 and waits until Phase 2.6 to fire his M901s.
All with BMS
One M1 fires at each of the T-55 and of the 10 shots 5 kill; leaving 5 T-55s alive.
There are 7 M1s and 4 M901s that havent fired yet so the player allocates Two M1s to the first T-55, Two M1s and an
M901 to the second T-55 and an M1 to and an M901 to each of the other 3 T-55s.
The player then rolls for each of the M1 and waits until Phase 2.6 to fire his M901s.
M1s with BMS and M901s without BMS (i.e. a Mix)
The player first allocates the M901s as they dont have BMS. One M901 is allocated to each of 4 T-55s.
Then the player fires 10 of the M1s at the T-55s (One M1 per T-55) and gets 5 kills again. Alas this includes 3 on the
M901 vehicles targets.
This leaves 5 T-55 one of which has a missile aimed at it and 7 M1s to allocate.
The player Allocates 2 M1s each to 3 of the T-55s and 1 M1 to the four T-55, leaving the M901 as the only firer
against the last T-55.
The player then rolls for each of the M1 and waits until Phase 2.6 to fire his single M901.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

58

G.3 - TARGETING MODIFIERS


The following points apply to the targeting modifiers on the DATASHEET:

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.

G.4 - WEAPON SYSTEMS


The following weapon systems can be used in direct fire mode:
G.4.1 Weapon Systems Table
WEAPON
SYSTEM
Machineguns
Heavy machineguns (HMG)
Autocannons
Guns
Light AT weapons (LAW)

Recoilless rifles (RCL)


Anti-tank guided missiles
Others

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).

G.5 - ARCS OF FIRE AND VEHICLE ASPECTS


The following illustration gives the size aspects of a vehicle for observation and armour levels:

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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).

G.7 - FIRING EXAMPLE


A U.S. M1A2 Abrams moving using COMBAT SPEED is firing an APFSDSDU round at a moving Russian T-80U at a range
of 75cm (1500m). Looking at the DATASHEET the base chance to hit at 75cm, whilst using COMBAT SPEED, is 10 (75cm falls
in the up to 100cm column in the targeting section and the using COMBAT SPEED number is given in brackets).
The modifiers to hit are:

Targets size is L.
Per 10cm target moved (the T-80U moved 5cm).

No Modifier
+2

The final roll required to hit is 12 or higher on a d20.


If the basic number was 20 then the final number would be 22.
This would require a natural roll of 20 followed by a roll of 3 or more on a d10.

G.8 - FUEL AIR EXPLOSIVE on ATGWs and LAWs


Fuel Air Explosive (FAE) is an exception to the normal rules. All fire using FAE is direct fire. All direct fire rules G.2 through
G.7 for none ATGWs and H.2 through H.9 for ATGWs are followed however any hit is an automatic kill.
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.

G.9 LARGE AHEAD ROUNDS


120mm or larger AHEAD rounds can be programmed to fire the AHEAD darts in a specific direction. Such round can be fired
above the target and then use the AHEAD darts to attack the target from above. When this option is used roll on H.10.1 Top
Attack Table to determine which part of the target is hit.

G.10 ELEMENTS FIRING FROM WITHIN BUILDINGS AND BUNKERS


Infantry and soft vehicles which fire Infantry AT Weapons or ATGW from within building or bunker risk harming themselves
from the flames which come out of even those weapons listed as without back blast unless the building has been prepared for
defence (see R.3.1 Infantry Entrenchments Table). Roll a d20 against the following table each time such an element fires.
G.10.1 Back Blast Danger Table
Weapon Type Firer Suppressed on
20
Soft launch
15-18
Without BB
11-16
With BB

Firer Destroyed on
19-20
17-20

G.11 ATTACKING FROM ABOVE


Shots fired down from a high angle may hit the top of the target rather than the aspect fired at. Such shots will be resolved by
rolling on the H.10.1 Top Attack Table.
To qualify as a high angle shot the target must be closer than half the number of contours up that the firer is and the fire must be
with a direct fire weapon.
Example: - An infantry section is 4 contours up in a building and a tank is in the street below 1.5cm away. Half 4 contours is 2.
As the tank is within 2cm a LAW fired by the infantry will attack from above and a roll a made on the top attack table.
Additionally so direct fire weapons (mainly infantry AT ones) attack from above, these are shown on the Datasheet and again
use the top attack table mentioned above.

G.12 DIRECT FIRE AT AERIAL ELEMENTS


Aerial Elements can be engaged with any type of direct 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 Aerial Element is armoured then the weapons penetration must beat the Aerial Elements armour. See I: Penetration And
Effects. If the Aerial Element isnt armoured any hit destroys it.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

60

G.13 ACTIVE PROTECTION SYSTEM (APS)


These started off as system to stop missiles hitting a vehicle but have improved to the point where some are capable of tumbling
APDSFS rounds and even artillery rounds (or so the makers claim).
They do however have a down side; they can be lethal to other nearby elements which are normally friendly. For example in the
recent war in Lebanon an Israeli M113 was shredded by the APS killing the crew and the infantry mounted within. It appears
that the combination of APS fire and missile shrapnel can cause casualties over a wide area.
G.13.1 Turning on APS
At the start of a game the player must choose if all APSs will be turned on or left off. If nothing has been written in the orders
the APS systems will be on.
Once the choice is made it cannot be changed.
G.13.2 APS Danger Area
When APS fires it creates a 5cm long x 2cm wide fire zone extending away from the firing vehicle along the line the fire is
coming from. The zone should be places so that it touches the firing vehicle but doesnt cover any part of the firing vehicle.
Any element caught within this zone may be destroyed.
Roll a d20 for each element under the zone and check the following table to see the effect.
INFANTRY
VEHICLE (Top Armour)
OPEN
COVER
OHC
0
1
2
3
S
K
S
K
S
K
S
K
S
K
S
K
S
K
16
14
19
16
21
9
14
14
18
16
19
18
20
11

4+
S
20

K
21

G.13.2.1 Example of APS Danger Zone

Missile flight
Direction

APS Fire Zone


G.13.3 APS Effects
If turned on these react automatically to any incoming threat they are capable of engaging.
If the APS is effective against the fired weapon add on the to hit modifier shown on the DATASHEET for the type of APS in
use.
G.13.3.1 APS 1
These are effective against ATGW and LAW unless the weapon is
1. VA(D) & VD(D)
2. Fired from above (see G.11 ATTACKING FROM ABOVE)
G.13.3.2 APS 2
These are effective against all ATGW, LAW, Artillery rounds, Bombs and Rocket Pods.
G.13.3.3 APS 3
These are effective against ATGW and LAW unless the weapon is
1. VA(D) & VD(D)
2. Fired from above (see G.11 ATTACKING FROM ABOVE)
They are also effective against APFSDS and APFSDSDU rounds.
G.13.3.4 APS 4
These are effective against all ATGW, LAW, Artillery rounds, Bombs and Rocket Pods.
They are also effective against APFSDS and APFSDSDU rounds.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

61

G.14 DIRECT FIRE AT BUILDING OPENINGS


If an infantry element is spotted within a building the spotter may attempt to fire a direct shot through one of the doors or
windows of the building.
This can be done with any direct fire weapon including ATGWs that isnt Top Attack (see H.10 - TOP ATTACK MISSILES).
The firer attempts to hit the opening as a stationary tiny target with an additional +3 to hit and using all other direct fire
modifiers that apply.
If the shot hits all infantry in the building must make an escape test as if they were in a vehicle that was destroyed (see I.6 ESCAPING A DESTROYED VEHICLE). If they survive the test they remain in the building. The roll is made on the
applicable row for the type of ammunition used by the firer. Against FAE test as if the building was a vehicle without NBC.
If it misses the infantry and the building are unaffected.
An interesting note is the time the Israeli army attempted to show off this tactic to journalists they managed to fire the ATGW
used (TOW) straight through the door... of the house 3 doors up the street.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

62

H: ANTI-TANK GUIDED MISSILES (ATGMs)


H.1 - INTRODUCTION
This section covers all ATGMs and includes laser designated artillery rounds and air launched missiles.
To fire an ATGM the launcher must be either
1. A stationary ground element
2. An under command Aerial Element that moved using COMBAT SPEED up to 25cm.
3. A requested Aerial Element
However, if the missile is designated by another source, is self homing or an requested aircraft launched missile then the
launcher may move up to full COMBAT SPEED.
ATGWs cannot be fired within woods, but can be fired from the edge of woods.
Most ATGMs use CE to penetrate armour.
The DATASHEET gives an ATGMs minimum and maximum range, base chance of hitting a target, the rate of fire (ROF),
guidance and command system, warhead type, armour penetration value, area fire value and any other details.

H.2 - ATGM PROCEDURE


ATGMs may only be fired in the react fire phase of the opponents turn.
Use the following step-by-step procedure to hit a target with an ATGM:
1. Nominate the firer and its target, measure the distance and check to see if it has been spotted (see F: Detection).
2. Check the ROF rating for number of missiles fired and number of targets.
3. Mark the firer and Target to show who is firing at whom.
4. The target has a chance to spot the threat and react to the missile in phase 2.6.
5. If the missile is still inbound on the target find the ATGM on the DATASHEET and cross-refer the missile against the
range in the DIRECT FIRE TARGETING section to give the basic number required to hit.
6. Modify the basic chance by the DIRECT FIRE TARGETING MODIFIERS in the middle left of the DATASHEET
of the DATASHEET.
7. Roll a d20 per target. If the modified number or greater is rolled then the target has been hit (but see notes b-d below).
8. If the target has been hit check to see if it was penetrated and any damage (see I: Penetration And Effects).
The following points apply:
a) A hit target is always suppressed.
b) A natural roll of 1 always misses.
c) If the final to hit number is 30 or more the target cannot be hit.
d) 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.
e) A natural roll of 20 which hits (see note d) adds 1 to the penetration of the hit.
f) The missiles minimum range is always taken from the launcher.
g) If the target has moved in to the missiles minimum range or out of its maximum range treat it as having made a cover
evade.
h) If the missiles controller is destroyed the missile is lost unless the missile is self-homing; which carry on as normal.

H.3 - ATGM CONTROL AND GUIDANCE


There are currently four methods of missile control and several methods of guiding the missile. The following tables give these
methods.
H.3.1 ATGW Control Methods Table
CONTROL
CODE
CONTROL DETAILS
METHOD
Manual Command to
First Generation ATGMs are wire guided by a controller (up to
M
Line Of Sight
100m away from the launcher) who tracks both missile and target
(MCLOS)
and directs the missiles flight by a control lever.
Semi-Automatic
Improved first and second Generation ATGMs have the operator
S
Command to Line Of
with the launcher (or can be controlled by a TV link) and the
Sight (SACLOS)
tracking and flight corrections are automatic.
Automatic Command to Improved second and third generation ATGMs usually have some
A
line Of Sight (ACLOS) sort of designation. The controller just keeps the sight on the target
and the missile homes in automatically.
Fire and Forget
The latest ATGMs are locked on to a target and once fired are selfF
homing on to the target.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

EXAMPLE
AT-3 SAGGER

MILAN

HELLFIRE

JAVELIN

63

H.3.2 ATGW Guidance Methods Table


CODE
GUIDANCE
GUIDANCE DETAILS
METHOD
Wire guided
Controller commands missile through a wire.
W
WIR

Infra-red wire guided

LB

Laser Beam riding

LD

Laser Designated

Radio guided

Scanning Infra-red

Millimetric Radar

Fibre-Optic Guided

Hyper-Velocity Missile

Controller sends commands through a wire with the aid of an IR


flare at the back of the missile.
Controller aims a laser at the target and the missile rides the beam
to the target.
Controller aims a laser at the target and the missile detects the
reflected laser light thats bouncing off the target.
Controller commands missile with radio signals.
A Fire & Forget missile, using an IR seeker to home in on the
target.
Either a Fire & Forget missile, which uses a Radar seeker or an
ACLOS missile controlled by the launchers radar in LOS.
Controller commands missile through a fibre-optic wire.
A Fire & Forget missile which is fired as a direct fire weapon in
phase 2.3. The target has no chance of spotting or reacting to the
threat.

EXAMPLE
AT-3
SAGGER
AT-4
SPIGOT
AT-11
SNIPER
AT-11
SNIPER
AT-6
SPIRAL
JAVELIN
HELLFIRE L
FOG-M
LOSAT

H.4 - SPECIAL WARHEADS


The following is a list of the special warheads that are available:
An extension to the warhead to make ERA react prematurely.

Precursor (P)
A small warhead in front of the main warhead to remove the ERA.

Tandem (T)
Top attack missile that hits roof armour.

Vertical Attack (VA)


Direct attack missiles or CLGP that arrive from a high angle.

Vertical Dive (VD)


A top attack missile with two warheads (2 hits on target).

Twin (TW)
Proximity-fused with blast effect against soft targets or Aerial Elements.

High Explosive* (HE)


FAE (or thermobaric). See G.8 - FUEL AIR EXPLOSIVE on ATGWs and LAWs.

Fuel Air Explosive


Halve any jamming, chaff or flare modifiers (round down).

Jam resistant (JR)


This warhead has limited penetration but with increased HE effect.

Multi-Purpose* (MP)

Precision Jammer (PJ)


See Q.3 RADIO And RADAR JAMMING.
The missile has a better chance of hitting Aerial Elements.

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.

H.5 - RELOADING MISSILES


Missile loads are given on a DATASHEET as ready missiles and in brackets as reloads.
Infantry half sections can carry 3 reloads.
Reloading takes place in the players bound, ready to be fired in the opponents bound.
Suppressed elements cannot reload unless under armour (i.e. M901).
Launchers with multiple missile mounted (i.e. Striker) take 2 turns to reload.
Gun Launched missiles can be fired instead of the guns normal Ammo. They cannot use normal ammo in the same fire phase
that they fire missiles.

H.6 - MISSILE RATE OF FIRE (ROF)


Most launchers fire one missile at one target. Some of the latest generation ATGMs can ripple fire at one or more targets.
Laser Designated (Guidance LD see above) missiles can be ripple fired one per designator.
Missiles have a rate of fire as follows:

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).

BATTLEGROUP 2009+ 23/11/2012 14:48:00

64

H.7 REMOTE LASER WEAPON GUIDANCE


If remote guidance is used the firer may be behind cover unless they are guiding a missile themselves.
H.7.1 Who Can Guide Laser Weapons
This depends on the type of weapon being designated.
H.7.1.1 LB Guidance Weapons
Any element which carries LB Guided missiles or a Laser Designator (LD) can guide LB guided weapons.
H.7.1.2 LD Guidance Weapons
Any element which carries Laser Designator (LD) can guide LD guided weapons.
H.7.2 Restrictions on Guiding Weapons
The designator must be in communication with the firer (see D.5 - COMMUNICATION) via Hard Wired Telephone Link,
radio, ABMS or BMS in PHASE 2.2 of you opponent bound or be the firer of the missile.
The target must be in the front arc of the firer.
H.7.2.1 Restrictions on Guiding LB Weapons
The guider must be within 45 of the line between target and firer.
H.7.3 Guiding off table weapons
Rounds such as Cannon Launched Guided Projectiles (CLGPs), Laser guided bombs (LGBs) or Laser guided missiles that are
targeted by an on table designator as resolved as ATGMs.
The target cannot have moved more than 30cm and only targets that have had a laser sensor set off an alarm may react.
H.7.3.1 Artillery Fired Guiding Weapons
Artillery launched rounds are deemed to have been fired in COMBAT PHASE 2.3 of your opponents bound and arrive
in PHASE 2.6.
Each guider can guide 1 CLGP and each barrel in the firing battery can fire 1 CLGP.
H.7.3.2 Aircraft Fired/Launched Guiding Weapons
Aircraft launched bombs/missiles were launched in of your opponents PHASE 2.3 from a stand-off distance and the
weapon arrives in PHASE 2.6.

H.8 - THREAT DETECTION


The target of an incoming missile can test to spot either the launcher/guider using the normal observation method or the missile
in phase 2.6. The target may only respond if it spots the threat, an alarm goes off or it is warned by another element in their
Company that has seen the missile or launcher.
H.8.1 - Visual Spotting Of Threat
For elements attempting visual spotting of an inbound missile use the following table.
Elements on ATGM OVERWATCH have a better chance of spotting but MUST respond to a missile fired at them or an element
of their company by react firing at the launcher and/or warning the target of the threat.
Roll a d10 and score the required number or more to spot the missile.
A successful spot of the missile will give direction detection on the firer if the target is spotting the missile (see F.6.3 Missile
Spotted).
H.8.1.1 ATGW Visual Spotting Table
OBSERVER
STATUS
Moving using TRANSIT SPEED
Moving using COMBAT SPEED
STATIONARY
ON ATGM OVERWATCH
Modifiers
-2 to die roll if out of arc
-2 to die roll if observer suppressed

10cm
-

RANGE (in cm up to and including)


25cm
50cm
100cm
10
9
6
9
8
5
7
6
3
5
4
2

250cm
4
3
2
2

H.8.1.2 ATGW Flight Height


The height a missile flies at is important for spotting the missile and Fibre optic spotting (see H.12 VISUALLY
GUIDED MISSILES).
VD(D) and VD(OF) missiles fly at 5 contours above the ground or 1 contour above any terrain they must cross to get
to the target which ever is higher.
All other types of missile fly at 2 contours above the ground or 1 contour above any terrain they must cross to get to
the target which ever is higher.
H.8.1.3 Examples of ATGW Flight Height
A helicopter pops up from behind a 13 contour block of flats and fires a VD(D) missile. As the missile is passing over a
13 contour high building it is deemed (for simplicity) to fly all the way to the target at 14 contours.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

65

H.8.2 - Electronic Spotting Of Threat


Vehicles with electronic sensors may make a visual spot as well as using the sensor.
Sensors are on continuously; roll a d10 and if an alarm goes off it warns of the incoming threat.
A successful spot of the missile will give direction detection on the firer if the target is spotting the missile (see F.6.3 Missile
Spotted).
The following table gives the sensor types:
H.8.2.1 ATGW Electronic Spotting Table
COD
DIE
MISSILE TYPE
SENSOR
E
ROLL
SPOTTED
IRS
INFRA-RED
4+
ALL
LS

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+

H.9 - RESPONSE TO MISSILE THREAT


If a target is aware it is under missile attack it may make ONE of the following responses (if it uses cover evade or manoeuvre
evade it may not fire that turn):
H.9.1 - Counter Measures
Most AFVs have a missile countermeasure these are listed below with the details on how to use them.
If an AFV is aware of the threat it may use its countermeasures to put the missile off.
If it has more than one countermeasure, the player may choose which one is used.
Flare Launcher (FL) and Aerosol Chaff (CH) require reloading before they can be used again. It takes a turn stationary and not
firing to reload.
H.9.1.1 Automatic Counter Measures
If a vehicles countermeasures are prefixed with an A then it will fire off one automatically if an alarm goes off
unless their orders say not to.
If there is more than one automatic counter measure on a vehicle the player must write in the units orders which will
be used. If nothing is written then the first loaded one listed on the DATASHEET will fire.
H.9.1.2 ATGW Counter Measures Table
CODE
TYPE
DETAILS
Smoke
Smoke may be used to try to put off the firer.
If the firer has been spotted see F.7.1 Spotted.

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

See Flares###/Decoys/IR Jammer row on the DATASHEET for details of the


effect of flares
These deploy aerosol chaff and effect MM, SAR or SIR missiles.

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

66

H.9.1.5 - Reactive Fire


If the launcher or designator has been spotted the vehicle may engage it in COMBAT PHASE 2.4.
H.9.1.6 - Ignore the Threat
The target may be too busy to react to the threat and simply ignore it (unless it is on ATGM overwatch in which case it
MUST react).

H.10 - TOP ATTACK MISSILES


There are 4 types of Top attack missile.
Type
Name
Details
Vertical Attack
These are missiles which fly close to the ground and at the last minute climb just above
VA(OF)
Over fly
the target and fire their warheads down into the target.
Vertical Attack
These are missiles which fly close to the ground and at the last minute climb higher and
VA(D)
Dive
dive onto the target.
Vertical Dive
These missiles fly higher and fire their warhead into the target from above.
VD(OF)
Over fly
Vertical Dive
These missiles fly high and dive into their target attacking it from above.
VD(D)
Dive
Vertical attack missiles warheads can hit any part of the top of the target, where as vertical dive missiles tend to hit the aspect
facing the launcher
Cannon Launched Guided Projectiles (CLGP) are fired and act like VD(D)
Some missiles have normal and top attack modes of attack. If you wish to use the top attack mode you MUST state you are
doing so before firing otherwise it will be a normal direct attack.
If the target has overhead cover then there is a modifier to hit.
If the missile hits roll a d10 and consult the following table
H.10.1 Top Attack Table
ASPECT
DIE ROLL
HIT
1-5
6-8
9-10
FRONT
FRONT
ROOF
REAR DECK
SIDE
SIDE
ROOF
REAR DECK
REAR
REAR
REAR DECK
ROOF
Notes: Use this table for other weapons firing from above See G.11 ATTACKING FROM ABOVE.
Rear deck is the engine area and has an armour value of 1.
Modify the die roll by 2 if VD or CLGP or AHEAD.
A Roof or Rear Deck hit against a helicopter automatically kills it.
For vehicles with no Rear Deck treat rear deck hits as Roof hits, such vehicles will be marked on the Datasheets.
(OF) and (D) affect how well AMD works against the missile see G.13.3 APS Effects.

H.11 - ATGM RESOLUTION


Once the target has attempted to spot the threat and has reacted roll to hit it, adding any modifiers.
If the missile controller has been destroyed or if using a CLGP/LGB and the target moves over 30cm the missile fails to hit
(unless it is a self-homing missile in which case it continues).
If the missile misses it is deemed to have landed harmlessly nearby (including FAE/Thermobaric warheads).

H.12 VISUALLY GUIDED MISSILES


Fibre Optic and TV Guided missiles have a TV camera in the nose with any night fighting equipment the missile has in it. The
image from this camera is transmitted to the missiles operator via the fibre optic or radio link. This allows the operator to see
what the missile see allowing some very unusual things to be done with the missile.
Within the rules these are known as visually guided missiles.
H.12.1 Fibre Optic Missiles
Fibre optic missiles are fired with a trailing fibre optic cable. This cable carried the control information from the operator to the
missile and information including a TV image to the operator.
H.12.2 TV Guided missiles
TV guided missiles use a radio link back to the operator. This includes the same info as the fibre optic cable mentioned above.
Because of the use of a radio link the missile suffers from jamming, this is included on the datasheet.
H.12.3 Visually Guided Missiles and Disappearing Targets
If a visually guided missile is fired at a target that moves out of sight of the launcher and the distance moved out of sight is less
than 5cm the missile doesnt count the went out of sight/cover evade modifier (see DATASHEET).
This is because the controller can see via the link though a camera on the missile and can thus track the target better as the
missile flies even if the missile moves out of sight.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

67

H.12.4 Visually Guided Missile Spotting


Because visually guided missile carry a TV which allows the operator to see what the missile sees they can be used to spot
targets that would otherwise be impossible to spot. This procedure is only used when the firer cannot spot or has failed to spot
the target.
The missile is fired in the direction an enemy has been detected in.
The missile can make up to 2 Visual spotting attempts on the detected enemy (See F.2 VISUAL SPOTTING) depending on
when it has a LOS on the target. The spots can only be made where the target is at the end of its movement and if fire is possible
it can only be done at the same point.
H.12.4.1 LOS at 25cm or Missiles Minimum Range if thats more than 25cm
If the missile would have a LOS at 25cm (or missiles minimum Range if thats more than 25cm) it makes its first
visual spot at that range counting into sight. If it fails to spot it may make a second visual spotting attempt at 10cm, but
doesnt count into sight.
H.12.4.2 LOS at 10cm
If the missile doesnt have a LOS at 25cm (or missiles minimum Range if thats more than 25cm) but does have
one at 10cm it can make 1 visual spotting attempt at 10cm counting into sight.
H.12.4.3 LOS at Under 10cm
If the missile doesnt have a LOS at 10cm it can make 1 visual spotting attempt at the point where the missile gets an
LOS, counting into sight.
H.12.4.4 Visually Guided Missile Spot Effects
If the missile spots at 25cm (or missiles minimum Range if thats more than 25cm) the missile can attack the
spotted target counting as into sight. The range will be 25cm (or missiles minimum Range if thats more than
25cm) and the to hit number for this range is rolled.
If the missile spots at less than 25cm the missile cant attack the target as it has too little time to be directed onto the
target.
If either spot is made the firer counts the target as located (see F.4 LOCATION), additionally the firer can visually
giuded missiles in subsequent turns at the same target until the target moves 5cm or more in a turn. Once the target
moves more than 10cm in a turn the firer will need to detect the target again.
H.12.4.5 Spotting Visually Guided Missiles
When spotting the missile visually (see H.8.1 - Visual Spotting Of Threat) the missile is spotted at the range it comes
into LOS of the target.
H.12.4.6 Example of Visually Guided Missile Spotting
A Recce platoon visually spots an enemy tank company which has just moved into hull down in the opponents bound
and the PHQ passes the spot onto the Recce CHQ. They are both on the company NET so this communication takes
place immediately. This gives the CHQ a direction detection on the enemy company.
The CHQ is out of sight of the tank company so the player decides to fire its two NT-S SPIKEs using Visual guidance
over the intervening wood.
As SPIKE is VD(D) it climbs to 5 contours and flies towards the tanks. Because it is at 5 contours it comes into sight of
the tanks at 75cm. In PHASE 2.6 the tanks can try to spot the inbound missiles needing a 3 or more to spot them. The
enemy player rolls and gets a 1 and a 2 and neither target tank spots the missiles.
Both missiles continue on and at 25cm the firing player checks to see if the missiles can spot the tanks.
The Tanks are Small targets Hull Down.
They are in the open (No shifts). They are moving (up 1). This is the first FO spot with this missile (Down 1 and this is
an FO spot at 25cm (Down 1).
Overall this gives a shift of Down 1 so the tanks can be seen on 25/15 thus its just possible to spot them.
The firing player rolls a d10 for each missile needing a 6+ to spot and rolls a 2 and a 7. Thus 1 missile spots and the
other doesnt.
The player checks again for the second missile at 10cm, while this isnt the first spot for the FO missile this time it is at
10cm so the shifts are the same and the missile spots automatically (as 10cm is less than 15).
As one missile spotted at 25cm the player can attack with that missile.
H.12.5 Using Visually Guided Missile Spotting in Orders
A unit can be ordered at the start of the game to fire visually guided missile s over a piece of terrain. Only 1 such order can be
given per unit. An exact point where the missile will cross the terrain piece must be given in the orders and marked on the map
(5cm from north edge of the wood along west edge of the wood for example). The time when the missile will be fired must be
given in a similar manner to how time is given in orders, so on the turn they arrive at hill Z would be okay, but on turn 5
wouldnt.
The missile firer tries to spot the closest enemy target to the point where the missile crosses the terrain piece.
The procedure used is the same as above.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

68

Because requested aircraft are not available at the start of the game they cannot be given this order.

H.13 REMAINING OFF TABLE


Units with elements which are equipped with ATGWs that can be fired off table when targeted by on table elements (Laser
guided missiles and MMR missiles can remain off table. They cannot spot for tables themselves and any firing they do must be
done as per H.7.3 Guiding off table weapons and F.3.2.5 MMR mounted on Aerial Elements.
The unit must be ordered to stay off table and can only enter the table at a later time via the players baseline and only after a
higher level HQ changes their orders. Their orders must give a range off table that the unit is located at and if the unit is ordered
onto the table it delay its entry until it has moved that distance at cross country speed. If the unit has a setup time for the
missiles it is using then the pack up time must be added to this delay.
Mortars cannot use this rule and must enter the table.
Note that the whole unit must remain off table.
Aerial Elements which remain off table must still test on O.2.2 Height Risk on the first turn as if they entered the table.
Such a unit cannot be attached to a Higher HQ (See C.2.6 - Higher HQs).

H.14 ATGW FIRE AGAINST AERIAL ELEMENTS


As with other direct fire ATGWs can be fired at any under command Aerial Element, however some ATGWs have improved
abilities against such targets. Normal missiles must add the helicopters evade factor to the missile to hit number, but if a
missile is listed as Anti Aircraft (AA) on the DATASHEET halve the evade factor and round down.
If an aerial Target climbs from contour to low it can still be fired at with an ATGW but because the firer is rushed to hit the
target before it gets too high, the firer counts the Went out of sight/Cover evade modifier for the shot.

H.15 ATGW SUPPRESSIVE FIRE


Even ATGWs without a HE warhead can be fired at infantry and soft targets. These normally have little affect other that to force
the enemy to keep their heads down. However occasionally the operator can get a lucky hit and cause enough damage to put the
target out of action.
Thus any ATGW can be used for suppressive fire (see J.5 - SUPPRESSIVE FIRE), with each missile fired causing 1
suppressive fire zone.
For the restrictions on using suppressive fire during the game see F.7 LEVELS OF DETECTION EFFECTS.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

69

I: PENETRATION AND EFFECTS


I.1 - INTRODUCTION
When an armour-piercing round has hit an armoured target you must use the following procedure to find out if the armour was
penetrated and the after effects.
When an armour-piercing round has hit an unarmoured Aerial Element the Aerial Element will have been penetrated so just go
on to see what effect the hit had.

I.2 - PENETRATION PROCEDURE


Use the following step-by-step procedure to find the effects of a hit:
1. Use the DATASHEET to find the weapons penetration value for the range (this is in the column titled P on the
DIRECT FIRE TARGETING area).
2. Find the targets armour class, for the aspect hit, on your opponents DATASHEET.
3. If the target was hit with a CE warhead use the armour value in brackets to give the final penetration value.
a) If the Aspect hit has ERA see I.4.1.1 ERA and Heavy ERA effects.
b) If the Aspect hit has Slat armour see I.4.3 - Slat Armour.
4. Compare the penetration value against the targets armour class.

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.

I.3 - ARMOUR CLASS AND PENETRATION


All vehicles have been given a numbered armour class for their front, sides, rear and top aspects. The known or estimated
armour (including grazing angles) for each aspect of an AFV are averaged and given an armour class. Some vehicles have
special armour to defeat chemical energy attacks; this is the second number in brackets. Armour penetration is achieved by
either kinetic energy (KE) or chemical energy (CE).

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.

I.4 SPECIAL ARMOURS


I.4.1 - Explosive Reactive Armour (ERA)
ERA and Heavy ERA are a special type of armour that was developed to counter ATGWs and other CE rounds. They consist of
blocks of explosive attached to the outside of the armour which cause a CE warhead to be disrupted. Modern warheads include
devices to fool the ERA and thus render it useless.
If a vehicle is equipped with ERA or Heavy ERA its CE armour will be suffixed with an E for ERA or an H for Heavy ERA.
I.4.1.1 ERA and Heavy ERA effects
Both ERA and Heavy ERA have the same effect on CE rounds. Heavy ERA additionally has an effect of KE rounds.
This KE effect has been built into the DATASHEET so you dont need to worry about it.
Check the following table to see what effect the ERA has on the fired CE warhead.
CE WARHEAD
PENETRATION VALUE
TYPE
MODIFIER
SINGLE
-2 to penetration value
PERCURSOR TIP (P)
-1 to penetration value
TANDEM (T)
No effect
I.4.2.1 AHEAD vs. ERA
When AHEAD hits normal ERA, the AHEAD darts can fool large areas of ERA plates to fire to protect the vehicle.
Because Heavy ERA is set to fire in a different way AHEAD doesnt affect it.
Each time normal ERA is hit by AHEAD and the target isnt destroyed roll a d10 and on an 8+ the ERA has been
stripped off that aspect of the target vehicle.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

70

I.4.2 - Electric Armour


Electric Armour consists of charged panels on the vehicle.
When one of these is hit by a CE round the charge of the panel causes the plasma jet a CE round uses to penetrate to fail to form.
This has the effect of improving the CE armour of the aspect covered by the electric armour.
This has been taken into account in the CE armour shown on the DATASHEET and is in effect a +3 increase.
Electric Armour is shown on the DATASHEET by suffixing the CE armour with a Z. This is included for when the vehicle is
attacked using close assault (see K.3.1 Close Assault Table) as attacking electric armour is very dangerous.
I.4.3 - Slat Armour
Slat Armour consists of a cage around the vehicles armour which attempts to trap and deflect a round before it hits the vehicle
with the effect of causing the jet to form away from the armour or in the wrong direction to affect the armour.
Slat Armour is shown on the DATASHEET by suffixing the CE armour with a X.
This is more effective against lighter weapons than against heavier ones. The following table shows the effect depending on the
penetration of the attacking weapon.
PENETRATION REDUCTION
-2
1-4
-1
5-6
No Effect
7+

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.

I.6 - ESCAPING A DESTROYED VEHICLE


If a vehicle is destroyed while stationary or moving 20cm or less any passengers (including tank riders) have a chance of
escaping. This procedure is also used for infantry escaping from destroyed buildings, trenches and pillboxes (see R.5 POSITION DESTRUCTION).
Test for each escaping element separately after your opponent has finished all their firing.
If a 1 is rolled and testing to escape a vehicle, the vehicle explodes killing the testing element and any still on board.
Any survivors are placed at the rear of the vehicle (see E.4.1.1 Placing Multiple Infantry Element from a Vehicle)
I.6.1 Vehicle Escape Table
WEAPON THAT DESTROYED
RESULT
VEHICLE
SUPPRESSED
DESTROYED
10
1-9
FAE (DESTROYED Vehicle had no NBC), FLAME
7-10
1-6
HE, MP, SE, APS Fire Zone
5-10
1-4
HEAT, HESH, APDU, AHEAD,FAPDS
4-10
1-3
AP, FAE (DESTROYED Vehicle had NBC)
ICM, ATM, SMART rounds and CLGP count as HEAT on the above table.
Test for each occupant one at a time for when testing for escaping from a vehicle on a Roll of 1 = Explosion, Anyone still aboard
automatically destroyed
I.6.2 Escaping From Aerial Transport
If testing to escape from an Aerial Element the Altitude is important as follows.
Altitude
Effect
Test as Normal
Landed
Test with -2 to roll
NOTE
All passengers are killed
Contour or Higher

BATTLEGROUP 2009+ 23/11/2012 14:48:00

71

I.6.3 Wheeled Vehicles


Wheeled vehicle are often able to limp a little distance after theyve taken a hit that will know them out of a battle. This allows
any troops in them to dismount at a safer place or allows them to clear a road allowing other traffic to pass.
Wheeled vehicles are shown in vehicle notes on the DATASHEET as Wheeled followed by a number. Roll a d10 when any
wheeled vehicle is destroyed; if the number or higher is rolled the vehicle can move up to 2cm from the point where it was
destroyed into the arc it was facing when destroyed. Infantry escape at the point where this move ends. This extra move follows
all the normal rules for movement thus it may not be possible for the vehicle to leave a road which has hedges, walls etc along it
because 2cm is not enough to cross them and will be slowed by moving into poor or bad terrain, see E: MOVEMENT for full
restrictions. However, even if the vehicle used road speed it will be able to leave the road.
Example: - A BTR-60PB is destroyed while moving forwards carrying an infantry element. Looking at the note section for the
BTR-60PB it turns out to be Wheeled 5. The owning player rolls a d10 and gets a 7. As this is over 5 the BTR-60PB can move up
to an extra 2cm into its forwards arc. Once the extra more is done the infantry may dismount.
I.6.4 Elements That Entered or Left a Vehicle
Because of the way the rules allow elements to be destroyed at different points to where they are at the end of movement it can
because confusing as to who needs to test to escape test.
If an element was on board a vehicle at the point in the move it was destroyed then that element must test to escape.

I.7 - PENETRATION EXAMPLE


Continuing from example G.7 the American M1A2 Abrams fired and a roll of 15 was scored.
The shot hit the Russian T-80U, the 120mm APFSDSDU penetrates armour level 5 at 100cm and the T-80U`s armour is 5.
The penetration difference is equal and looking at the DAMAGE TABLE (I.5) a roll of 4+ is required to kill the T-80U.
A roll of 3 is scored meaning that the T-80U is suppressed.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

J.2 - AREA FIRE PROCEDURE


Use the following step-by-step procedure to hit unarmoured targets and low level Aerial Elements:
1. Test to see how many elements spot the targets you wish to fire at.
2.

Allocate Firers to targets (see G.2.1 Allocating Fire).

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.

The following points apply:


a) Area fire in the players turn (phase 2.4) is at targets in LOS.
b) Enemy react area 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).
c) Only elements which are stationary or moving using COMBAT SPEED may fire (as per G.6 - MOVEMENT).
d) A natural roll of 1 always misses.
e) A natural roll of 20 always suppresses the target provided there isnt a dash in the S row.
f) If the final Kill roll is 30 or more the target cannot be destroyed.
g) If the final Kill roll 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) Fire is allocated as it is for direct fire (see G.2.1 Allocating Fire).
J.2.1 Elements with Heavy Weapons
Some elements carry heavy weapons with limit ranges. In the case of mortars these will have a minimum and maximum range
and in the case of other heavy weapons there will just be a maximum range.
Sometimes these range limits mean that an element will have more area firepower in part of a range bracket than in the rest of
that range bracket. For example if a mortar had a minimum range of 5cm any element equipped with it would have different to
Kill and to Suppress numbers on the 0-5cm part of the up to 10cm range than in the 5-10 cm part.
Where this odd situation occurs 2 numbers will be shown in the area fire part of the DATASHEET for the element. The first is
shown without brackets and shows the full firepower including the heavy weapon. The second shows the limited firepower the
element has without the heavy weapon.
If 2 numbers are shown for S and K with the second in brackets you must check to see what the minimum and maximum ranges
of the mortar carried by the element are.
If the target is within the range limits of the mortar use the number without brackets
If the target is outside the range limits use the bracketed number.

J.3 - TARGETING MODIFIERS


The following points apply to the targeting modifiers on the DATASHEET:

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

73

J.3.1 Bow Machineguns


Because of the limited arc available to bow machine guns their firepower hasnt been included on the Datasheets.
They are shown in the notes section for the vehicle as either bMG for standard bow machineguns or fbMG for fixed bow
machine guns. The only difference between them is the arc available that they may be fired into. If the target of the AREA FIRE
is within the arc given the modifier for bow machineguns can be used (see DATASHEET). If the target is out of arc the bow
machinegun cannon be used.
J.3.1.1 bMG Arc
This is the same as the normal front visual arc of the vehicle (see F.2.2 Visibility Arcs).
J.3.1.2 fbMG Arc
This is the same as the Down the Edge front visual arc of the vehicle (see F.2.2 Visibility Arcs).

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.

J.5 - SUPPRESSIVE FIRE


Any element can be ordered to use area fire at a terrain feature either in initial orders or if it is known the enemy is there.
Elements can also use suppressive fire to against spotted or located enemies.
Maximum range for suppressive fire is the same as the maximum range an element can fire AREA fire out to.
Each element has a suppressive fire zone of 2cm wide by 5cm deep along the terrain feature however it will not pass through
buildings. Thus if you are firing in a built up area you will hit the first line of buildings and down any road or gap between
buildings.
Suppressive zones can be joined together (e.g. 10 elements would have a suppressive zone of 20cm wide by 5cm deep).
Roll a d20 and check below for the results.
J.5.1 Suppressive Fire against Known Targets
When a unit uses suppressive fire against known targets the player must choose to either
1. Place their fire zones so as to cover some of the known targets
2. Place their fire zones so as to cover all of the known targets and the area between the known targets
3. Place their fire zones so as to cover all of the known targets and the area between the known targets and up to 3 zones
each side wider than the outer most known targets.
The unit must have enough fire zones to cover the whole area being hit and the fire zone can only be 1 zone deep.
If the player chooses to widen the zone both sides must be widened by the same amount.
If the unit uses option 3 and covers the whole area and still has fire zones left the player may choose a new option for the
remaining zones. Its possible in this way for the whole are to be hit with multiple suppressive fire zones if the unit has enough to
keep covering the option 3 zone.
J.5.2 Suppressive Fire against a Terrain Feature
When a unit uses suppressive fire against a terrain feature the fire zones must be placed so as to cover as much of the edge of the
terrain feature facing the unit as possible. The combined fire zone is placed starting at the centre of the area to be covered with
2cm of depth outside the terrain feature and 3cm inside it.
If the whole of the facing edge of the terrain is covered by zones the player may double up with zones starting again at the centre
of the area.
J.5.3 Suppressive Fire Effect Table
Vehicle Type
Suppressed
Destroyed
14+
19+
SOFT
16+
20
INFANTRY
18+
Not Possible
AFV
J.5.4 Suppressive Fire with Smoke
If half the elements fire smoke rounds into the suppressive zone then any element in the zone counts the +8 SMOKE EVADE
(NO TI OR VIRRS) targeting modifier, even if equipped with a thermal imager. This is due to the mixed effects of the smoke
and the explosions (see F.10.5.5 Direct Fire Smoke for details of direct fire smoke rounds).

BATTLEGROUP 2009+ 23/11/2012 14:48:00

74

J.6 - COVER DEFINITIONS


There are three levels of cover as follows:
OPEN (O)
There is very little or no cover for the element to hide behind.
COVER (C)
The element is in woods, a built up area, an open-topped AFV or behind fences, walls, hedges,
ditches etc.
HEAVY COVER (H)
The element is in a building or in an enclosed AFV and using fire ports.
For elements in engineered positions see R.3 - ENTRENCHMENTS.

J.7 - BODY ARMOUR AND ARMOUR PIERCING SMALL ARM ROUNDS


Personal body armour has made a huge difference to survivability of modern troops as it offers protection from most small
calibre rounds. As a consequence of its introduction though some nations are now equipping their troops with armour piercing
small arm rounds.
Infantry sections equipped with body armour will be marked on the Datasheets with B.Arm and those with armour piecing
rounds with AP.A. The Datasheets show the modifiers against targets with Body Armour when not using AP rounds. Note that HMGs and larger always count as having AP rounds.
When firing at element with B.Arm the fire will be at -4 unless the firer has AP.A when the body armour will have no effect.
If the firer has a sniper and the firer is stationary (see J.8 - SNIPERS) and the target has effective body armour the sniper will
reduce the effect by +1 giving an overall adjustment of -3 (-4+1). Note that if the firer has AP.A the body armour is not effective
and the sniper will give no benefit.

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)

BATTLEGROUP 2009+ 23/11/2012 14:48:00

75

J.8.4.4 Sniper to Hit Table


Target

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
-

K = Infantry Target Destroyed


Ex = Soft Vehicle Petrol Tank explodes
-1 Target is Half Section
-1 Infantry Element mounted on Motorbikes, Dirt Bikes, Bicycles and Horses
+2 if target in heavy cover
+3 Target is a helicopter

J.9 - EXAMPLE OF AREA FIRE


A Russian infantry squad is firing everything at a British infantry squad in a wood, 25cm away. The basic number for a target in
cover is 15 to suppress and 20 to kill. The RPG-26 has a HE warhead so there is a -4 targeting modifier to the "to hit" roll, so
we need 11 to suppress and 16 to kill. The Russian player rolls 14 which suppresses the British troops

J.10 AHEAD AND FAPDS VS BUILDING


Hits from AHEAD and FAPDS can leave a building a shattered wreck. Each time an element is suppressed or destroyed in hard
cover with these there is a chance that the building will be damaged (See R.5.5 - Buildings for details). When using suppressive
fire the rate of fire is too low to cause this effect.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

76

K: CLOSE COMBAT & CLOSE ASSAULT


K.1 - INTRODUCTION
Close combat and close assault represents the very close fighting that occurs in building, close terrain, dug in positions and
desperate attempt to stop AFVs with grenades or charges.
Infantry elements in base-to-base contact with other infantry elements outside building are automatically in close combat.
Infantry attempting to enter a building with enemy infantry on the ground floor are also in close combat. Infantry attempting to
enter an occupied floor in a building are also in close combat.
If an infantry element is touching an enemy vehicle it is automatically in close assault.
Close combat and close assault only stop when one side is destroyed, surrenders or moves away. See M.5 - Morale Ratings for
the results of morale failure.
Unusually for combat the infantry can have made a full transit move and still fight close combat.

K.2 - MELEE COMBAT PROCEDURE


Use the following step-by-step procedure to resolve melee combat:
1. The player whose turn it is moves the infantry element into contact with an enemy element in phase 2.1. If the element
is mounted on horses, in moving at transit, the whole move is across open ground and the enemy element is in the open
the infantry can move an extra 10cm.
2. The opponent MAY fire at attacking infantry in phase 2.3.
3. If the players infantry section advanced and is still alive it MAY fire in phase 2.4.
4. If both (or more) sections are still alive then they go into melee combat in phase 2.5. Roll the appropriate die infantry
element as follows.
Morale
Half Section
Full Section
d10-2
2d10-4
MILITIA
d10-1
2d10-2
CONSCRIPT
d10
2d10
REGULAR
d10+1
2d10+2
VETERAN
d10+2
2d10+4
ELITE
5. Some elements carry specialist melee equipment over and above the norm (such as pump action shotguns). The effect
of these will be shown on the DATASHEET and will be either a bonus to melee (+1, +2 etc) or * showing that they
win draws.
6. Modify the result by the following:

-2 FIRED THIS TURN

-2 IF SUPPRESSED

+1 Mounted on Horses and used Transit Speed into combat against target in the open

+1 Mounted on Horses and in combat against target in the open

+1 First Round Defending In Cover*

+2 First Round Defending In Heavy Cover*


* The defender is the stationary element.
K.2.1 Close Combat Results
K.2.1.1 Clear Winner
The player with the highest score chooses to either kill an enemy element or move away.
If a victorious section moves away the looser is suppressed and cannot chase in their next bound.
When moving out of melee the victor moves at COMBAT SPEED. This move can be carried out even if it isnt the
winners turn and they can move again in their next bound.
K.2.1.2 No Clear Winner
If both rolls are equal; check to see if either element has a * next to their Close Combat roll. If one side has a * next to
its close combat roll it wins the combat (see above).
If both sides have a * or neither side has a * there is a draw. The two elements will continue their close combat next
turn.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

77

K.3 - CLOSE ASSAULT PROCEDURE


Infantry which remained stationary in their own bound may move 1cm to close assault a vehicle in phase 2.3 of their opponents
bound but cannot fire in any other way if they do so.
Close assault takes place in phase 2.5 when an infantry element is touching an enemy vehicle.
It is assumed the infantry climbs on the vehicle and using grenades, LAWs and any other means tries to destroy the vehicle.
To close assault a vehicle the infantry MUST NOT be in contact with an enemy infantry section.
Vehicles can try using area fire in either phase 2.3 or 2.4 and can drive away from the threat in their next movement phase.
Roll a d20 and consult the following table to find the results of a close assault:
K.3.1 Close Assault Table
VEHICLE
SOFT VEHICLE
AFV
AFV with Electric Armour

RESULT (d20)
Attacker Destroyed
Natural 1-10

SUPPRESSED
2-10
10-15
11-15

DESTROYED
11-20
16-20
16-20

Subtract the Vehicle CE Top armour from the die roll.


Example: - a Top Armour 3 tank is assaulted by infantry. The d20 is 17, minus 3 (top armour) = 14 which is a suppression.
Note attacking a vehicle with Electric armour is very dangerous!
If the attack was against an AFV and the AFV has a rear deck and the AFV was suppressed roll a d20, on a roll of 20 the AFV is
instead destroyed by a lucky hit on the rear decking.
K.3.2 Driving away from close assault
If the vehicle drives away the infantry can either jump off or try to hang on.
If the infantry jump off the vehicle can move as normal.
If the infantry try to hang on the vehicle can move a maximum of half COMBAT SPEED because the crew are trying to shake
loose the infantry.
If fired at it counts as doing manoeuvre evade.
A d10 is rolled and consult the following table
Roll Effect
The infantry are destroyed as they fall under the vehicle
1-2
The infantry are shaken loose.
3-6
Place them at the mid point of the vehicles movement.
7-10

They are suppressed.


The Infantry cling on to the vehicle and can attack it again in the next 2.4.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

78

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.4 PERMANENT SUPPRESSION


This is a situation where an element has been damaged enough so that it will remain suppressed for the rest of the battle.
This occurs when a vehicles commander is killed. (See E.5.1 Turret Down and J.8.4.3 Sniper vs. Armoured Vehicle
Commanders)

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

79

L.6 - CAMPAIGN GAMES


The force that holds the battlefield at the end of any fighting can recover destroyed vehicles in a campaign game. Infantry lost in
battle cannot be recovered. Roll a d10 for each vehicle and consult the following table:
L.6.1 Vehicle Damage in Campaign Games Table
DAMAGE
WITH RECOVERY
TEAM
1-4
SLIGHT (10%)
5-6
MINOR (25%)
7-8
MAJOR (50%)
9-10
CHF (100%)

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.

CHF is catastrophic hull failure (totally wrecked).

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).

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

M.2 - UNIT MORALE


A unit is either a Company, a detached platoon/section, an Independent Platoon/Section or the BGHQ/BHQ unit. A Unit Morale
check must be made each time an element has been destroyed or the unit had a poor result in their last test and the player wants
to try and improve it this turn.
M.2.1 Unit Morale Procedure
Use the following step-by-step procedure to test a units morale:
1. Determine which part of the unit has the most elements within integrity distance of each other.
2. Count ALL the elements (each infantry section/half section and each vehicle counts as 1 element) of a unit which have
been destroyed.
3. Count elements which are part of the unit but dont have integrity and add half this number.
4. Count how many element the unit started the game with and deduct and elements that have been detached.
5. Divide the total from 3 above by the number in 4 above to give the percentage losses of the unit (round up)
6. Find the morale check box on the DATASHEET and cross-reference the command Status against the percentage lost to
give the score required to pass. Note that even if the commander doesnt have integrity with the base body the unit will
still check as with original CO if he is alive unless the unit is detached (see D.4.9 Detaching Units).
7. Roll a 2d6.
8. If the required score is rolled or higher the unit stays on its present morale rating or if testing to recover morale, the
level is improved by one level. If the roll fails the unit drops a rating and MUST test again. Keep testing the morale
until either it stabilises (place a morale marker behind the unit) or drops to a retreat result.
Note that the result affects all elements of the unit even those without integrity.
M.2.2 Example of unit Morale
A company of 10 BMP-1s and 10 Infantry Sections + 1 Half Section has 21 elements.
The unit is mostly together with 4 BMPs and 7 Sections forming the largest group with integrity.
It has lost 2 Sections and 5 BMPs (none of which are the CHQ) = 7 Elements.
One BMP, One infantry section and the half section dont have integrity with the main group = 3 elements thus 1.5 is added to
the total from above = 8.5
This gives 8.5 out of 21 = 40.4% so a Unit Morale Check would be made on the 26-50% column on the with original CO row.
M.2.3 Dismounts and Morale
Some vehicles can have weapons dismounted from them to form separate elements. This is most often ATGWs, but can be other
weapons. When counting the number of elements for morale purposes do not count any dismounts. However if a dismount is
killed the unit will still need to make a morale check.

M.3 - GROUP MORALE


A group is all the units under a BGHQ, BHQ, RHQ or higher-level command unit and the command group itself. CHQs with
independent platoons within their structure are also subject to group morale tests. A Group Morale check must be made each
time a subordinate unit gets to a Withdraw or Retreat morale result on a Unit Morale check or is destroyed (Including the
command Unit itself). The test can also be made to try to improve the morale of a group that had a poor result in their last test.
M.3.1 Group Morale Procedure
Use the following step-by-step procedure to test a units morale:
1. Army lists include how many morale points each unit is worth. Add up the number of morale points which make up
the Group
2. Add up how many morale points the withdrawing, retreating or destroyed units are worth.
3. Work out which units dont have integrity and add half their morale points to the total from 2 above
4. Work out the percentage losses of the unit (round up). If the command unit for the group is retreating or destroyed the
Group counts as without original CO.
5. Find the morale check box on the DATASHEET and cross-reference the command Status against the percentage lost
to give the score required to pass. For BGHQ, BHQ, RHQ or higher-level command unit use the Group morale lines.
For CHQ group tests use the unit lines.
6. Roll a 2d6.
7. If the required score is rolled or higher the unit stays on its present morale rating or if testing to recover morale, the
level is improved by one level. If the roll fails the unit drops a rating and MUST test again. Keep testing the morale
until either it stabilises (place a morale marker behind the unit) or drops to a retreat result.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

81

M.3.2 Group Morale Example 1


A Laotian T-34/85 Battalion consists of The BHQ (1 morale point), 3 T-34/85 Companies (2 morale points each) and a SR Recce
Platoon (1 morale point) giving it a total of 8 morale points.
It has lost one tank company and the SR Recce Platoon = 3 Morale points.
One of the Tank companies has drifted out of integrity range = 2 Morale points/2 = 1 Morale point
3 + 1 Morale points = 4 morale points

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.

M.4 - MORALE LEVELS


All forces have been given a base morale level. The morale level depends on experience and confidence. A good example
would be the post-Vietnam U.S. Army of the 70s would have had a CONSCRIPT level but the re-equipped, re-trained US
army of the 90s had regained confidence in itself and thus be would be REGULAR instead. The base morale levels are as
follows:
M.4.1 Morale Level Table
MORALE
TYPE
LEVEL
Irregular troops, police units or armed civilians.
MILITIA
Territorials, inexperienced conscripted troops or experienced
CONSCRIPT
militia.
Full time troops, well motivated Territorials or conscripts with
REGULAR
combat experience
Regulars well Motivated or with combat experience.
VETERAN
Large Special Force units.
ELITE

EXAMPLE
Armed mob
Russian troops
U.S. troops
U.S. Marines
U.S. Rangers

M.5 - MORALE RATINGS


If a test fails the following morale ratings apply:
M.5.1 Morale Ratings Table
FAIL
RATING
HESITATE
1st
HALT
2nd
3rd

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.

M.6 - RECOVERING MORALE


Morale rating can be recovered during a battle in the following 2 situations
1. When a unit or group is out of sight of and more than 25cm from all known enemies (see F.11 KNOWN
ENEMIES).
2. In cover and not under fire.
Test as normal but if the result is a failure ignore it, the unit will stay at its current morale rating.
For campaign purposes the unit will return to its normal morale level after a short respite (the umpire may decide to reduce the
morale level e.g. a veteran Battalion has just been soundly beaten and its remnants are reduced to a regular morale level for the
next encounter).

M.7 - REPLACING COMMAND ELEMENTS


If all a unit commanders are destroyed then test as Battalion/Company/Platoon WITHOUT ORIGINAL CO.
Even if a lower commander has taken over (see D.3.2 Regaining Command and Control) the unit still counts as WITHOUT
ORIGINAL CO for the duration of the game.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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).

N.2 - INDIRECT FIRE PROCEDURES


Requesting Artillery can occur in 1 of 4 ways, each is listed below along with what to do to call fire in that case.
N.2.1 Normal Fire
In phase 1.4
1. The observer spots or locates its target
2. It then requests Opportunity Fire; see N.6.1 Opportunity Fire below.
In phase 2.8
3. Test to see if the fire request gets the batteries requested.
4. If the fire arrives test to where the fire arrives and place the fire zone.
5. Roll a d20 for each element in the fire zone to test any damage.
N.2.2 Normal Fire against Registered Fire Point or Known Fire Point
In phase 1.4
1. The observer spots or locates its target within 10cm of a RFP/KFP
2. The player may choose to delay fire until Phase 2.8 as per N.2.1 Normal Fire above but with no deviation OR
fire immediately by following the rest of this procedure.
3. Test to see if the fire request gets the batteries requested.
4. If the fire arrives test to where the fire arrives and place the fire zone.
5. Roll a d20 for each element in the fire zone to test any damage.
N.2.3 Registered Fire Point or Known Fire Point against Moving Target
In phase 2.1
1. If the target moves within 10cm of a RFP/KFP an observer may attempt to spot or locate them.
2. The player may choose to delay fire until Phase 2.8 as per N.2.1 Normal Fire above but with no deviation OR
fire immediately by following the rest of this procedure.
3. Test to see if the fire request gets the batteries requested.
4. If the fire arrives the unit is moved back to the nearest point it came to the RFP/KFP.
5. If the fire arrives test to where the fire arrives and place the fire zone.
6. Roll a d20 to resolve any damage and the unit may then complete the move (counting any movement modifiers
such as suppressed).
N.2.4 Registered Fire Point or Known Fire Point against Firing Target
In phase 2.3 or 2.4
1. If fire is received from within 10cm of the RFP/KFP an observer may attempt to spot or locate the firer
2. The player may choose to delay fire until Phase 2.8 as per N.2.1 Normal Fire above but with no deviation OR
fire immediately by following the rest of this procedure.
3. Test to see if the fire request gets the batteries requested.
4. If the fire arrives test to where the fire arrives and place the fire zone.
5. Roll a d20 for each element in the fire zone to test any damage.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

83

N.3 OBSERVING FOR ARTILERY


An observer can request and correct fire on a single target at a time unless also calling in on target illumination rounds (see
F.8.2.3 Other Guns in the Same Battery).
No element may request artillery or correct fire whilst using TRANSIT SPEED.
No single battery can be requested more than once in a turn.
N.3.1 AOO observing
Observers may request up to three batteries at the same time.
The First battery is requested at its normal level of support.
The Second battery requested is requested as if one level higher than it was bought at. Thus a dedicated extra battery would be
called for on the direct battery column.
The Third battery requested is requested as if two levels higher than it was bought at. Thus a dedicated extra battery would be
called for on the General battery column.
If this increase in level would take a battery beyond General; support roll for it on the General support column.
This increase in support level is even done when using ABMS as it partly simulates the artillery prioritising targets across the
whole front.
N.3.2 Command elements observing
Any command element may request and observe for 1 battery but they are classed as untrained.
They spot as per an AOO and cannot fire in the rest of the turn.
Russian/Soviet doctrine makes the command element make a request via a COP (Command Observation Post) taking a turn of
communication.
N.3.3 Non Command elements observing
Any ABMS or BMS equipped element can request and observe for 1 battery but they are classed as untrained.
They spot as per an AOO and cannot fire in the rest of the turn.
N.3.4 When Does Fire Stop
Indirect fire will continue until,
1. The observer cancels the fire mission.
2. The number of turns of fire requested has been carried out.
3. The observer cannot spot or locate the target anymore and a number of turns of fire were not requested.
4. The observer is suppressed or destroyed and a number of turns of fire were not requested.
If a number of turns of fire were requested the fire will continue for that number of turns even if the observer cannot spot or
locate the target or is suppressed or destroyed.

N.4 - REQUESTING A FIRE MISSION


Once a target has been spotted or located a battery (or batteries) may be requested to provide fire support providing the requester
is in communication with the battery via Hard Wired Telephone Link (see D.5.3 - Hard Wired Telephone Link), radio (see
D.5.6 Transmission Security) or because they are with the battery.
If the observer is with the battery the request will be granted automatically. To be with the battery the AOO must be part of or
attached to the battery, be in integrity and be in LOS of at least 1 element of the battery.
If the observer is using a radio link they will need to ensure the link is secure (see D.5.6 Transmission Security).
If the observer is requesting fire via radio use the following procedure.
1. Cross reference the type of equipment in use with the level of support to get the base number required
2. Modify the required number with the modifiers below the table.
3. If the number required is 1 no roll is required, the request will be granted automatically.
4. Roll a d10, if the roll equals or exceeds the number the battery is available, if not, the battery was not available. Each
battery requested should be rolled for separately.
N.4.1 Artillery Fire Mission Request Table
COMMUNICATION
LEVEL OF SUPPORT
EQUIPMENT
DEDICATED
DIRECT
STANDARD
2
5
ABMS
1
3
Note: ABMS is Artillery Battlefield Management System
Modifiers
+1
Observer is untrained.
+1
Company, Platoon or Section level HQ requesting fire without BMS
-1
Per subsequent request from same observer.
-3
Request for fire on RFP

BATTLEGROUP 2009+ 23/11/2012 14:48:00

GENERAL
8
6

84

N.5 - LEVEL OF SUPPORT


The level of support depends at what level the battery is commanded at. The available batteries and AOOs are given in the ARMY
LISTS. There are three levels of support as follows:

DEDICATED. The battery is either on table or allocated to a specific Company or Battalion.


DIRECT. A Brigade or Regimental asset allocated to a Company or Battalion.
GENERAL. A Divisional or higher asset allocated to the highest on table commander or used for counter battery.

N.6 - FIRE MISSIONS


Batteries may use the following type of mission.
Note the Aim point for the fire in all artillery fire missions is the CENTRE of the fire zone.
N.6.1 Opportunity Fire
The battery is on call for fire at an opportunity target.
A target must be spotted or located
The player must decide if he will fire for effect or fire ranging rounds to get the battery on target.
Which ever they choose they must marked down ACCURATELY on the map the aim point for the fire.
If the target is moving then the player must guess where the target will be at the end of its move. This guess cannot put the aim
point farther from the target than the target could move at combat speed.
Ammunition type and sheaf type and rotation (see N.8 - FIRE ZONE) must be listed as part of the request.
When Phase 2.8 arrives the player will need to roll to see if they get the batteries requested. A deviation roll must be made for
each requested battery.
N.6.1.1 Ranging Rounds
If the player chooses to use ranging rounds rather than firing for effect the battery will fire a single round each turn
until the fire is on target.
Once the single rounds are on target the battery may fire for full effect (including burst bonus) at the next opportunity.
N.6.2 Registered Fire
A registered Fire Point (RFP) is a previously recorded position. Because it is a known point fire against anything near of it will
be more accurate than normal.
The RFP must be ACCURATELY marked on the map.
See N.2 - INDIRECT FIRE PROCEDURES for when you can fire using an RPF.
Any fire against a target with 10cm of RFP has no deviation and the observer doesnt need to be able to see the RFP. The centre
of the fire zone can be placed on any target spotted or located within 10cm of the RFP, when firing against a moving target this
can be any moving element that has been moved back to its closest point to the RFP.
Ammunition type and sheaf type and rotation (see N.8 - FIRE ZONE) must be listed as part of the request.
RFPs are normally only used in attack defence games. A defender can have up to 4 RFPs and an attacker 3. However the
organiser or the game or the players can decide to allow it in different types of game and could vary the number as they see fit.
N.6.2.1 Known Fire Point (KFP)
Once fire has been brought down on a point and an on target deviation result has been achieved, this point will be
considered Known Fire Point for the remainder of the game for the firing battery only. This includes all types of fire
including ranging rounds.
If the firing battery has ABMS then all other batteries in the army with ABMS will also count the point as a KFP.
KFPs are treated as RFPs and can be used in the same way except that they requester doesnt get the -3 for requesting
fire on the target point.
Thus for example if an enemy moves or fires within 10cm of a KFP fire can be called immediately just as it can for an
RFP.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

85

N.6.3 Planned Fire


Planned fire doesnt have to be requested and there is no deviation.
The fire mission must be written in orders and include the following.
1. Turn fire starts.
2. Number of turns of fire.
3. The Aim point
4. The number of batteries
5. The ammunition type to be used
6. The sheaf type and rotation (see N.8 - FIRE ZONE)
This can normally only be used by an attacker. Each Battery the attacker has can plan a number of turns of fire before the game
begins as part of their orders. Batteries using planned fire may shift their fire each turn to give a rolling barrage. The table below
gives recommended pre planned fire numbers depending on the type of attack being played.
Type of Attack
Dedicated Battery
Direct Battery
General Battery
1
None
None
Hasty Attack
2
1
1
Deliberate Attack
2
2
3
Breakthrough Attack
However the organiser or the game or the players can decide to allow it in different types of game and could vary the number as
they see fit.
N.6.4 Counter Battery Fire
These batteries have locating equipment and have been given CB orders before the game started. The location equipment is
carried by a location team which operates away from the battery.
The batteries may not engage in any other fire mission.
N.6.4.1 CB Location Teams
CB location teams are assumed to be 5km back from the players baseline.
When measuring from CB location the distance is taken from the Location Team not the CB battery.
CB location teams with Radar are assumed to carry Sound and Flash as well. This allows them to still be some use in
high jamming situations.
A CB Location team can only request fire from their own CB Battery.
Each CB location team may make one location attempt against batteries that fired during this bound or in phase 2.10 of
the last bound.
CB location teams have the same type of radio as other infantry but will also have ABMS if their CB battery has it.
See your army list for details.
N.6.4.2 CB Procedure
Use the following procedure to carry out CB fire.
1. CB location teams determine the basic number required to locate a target (see DATASHEET for table).
2. The basic number is modified using the modifiers listed below the table.
3. Roll a d10 and if the number or greater is rolled the target battery has been located.
4. If the target has been located roll to see if the CB location team can contact the CB battery (see D.5.6
Transmission Security).
5. If the CB team can contact the battery the player checks their DATASHEET to find the delay using the
equipment used for the spot and the type of communications. This is known as the plotting delay.
6. If the delay is zero the fire arrives now otherwise it will arrive in the delay number of turns time(e.g. Turn 5
delay 3, fire arrives in theopposing players bound on turn 8)
7. Start turn of fire and type of ammunition need to be written on the players order sheet.
8. The fire continues until the enemy battery stops firing. However they will always fire at least once just in
case the enemy battery is playing possum.
While the CB battery is firing the CB location team can attempt to locate the batteries next target. If they locate
another target they can request the CB battery to fire on that target next. The plotting delay is applied to the new
request and may mean the CB battery can move onto the new target as soon as the old target stops firing or may mean
there is another shorter delay.
N.6.4.3 Minimum range of CB Location
If a battery fires at a target less that 2km (100cm) away from it CB Radar cannot pick it up.
N.6.4.4 CB Location Table
As the ability of CB radar to track rounds changes over time this has been included on the DATASHEET and takes
into account an armies general electric equipment level and its training.
CB Radar Notes

Non Guns = MRLS, Mortars and Howitzers

Guns = Guns

NP = Not Possible, The radar simply cant track these rounds.

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

86

N.6.4.5 Shoot and Scoot


To overcome CB fire a battery may be ordered (written CLEARLY in orders) to move as soon as the first volley is
fired.
Batteries that are shooting and scooting cannot use burst rate.
As the fire only takes place for part of the turn it will not catch elements moving into of through it (see N.8 - FIRE
ZONE).
The battery fires for part of the turn and then packs up and moves to a new fire location.
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 at reduced effect
5 turns
Mortars up to 81mm
1 Turn
6 turns
Mortars over 81mm
1 Turn at reduced effect
5 turns
SP Mortars
1 Turn
6 turns
SP Guns
1 Turn +1 Turn Reduced effect
7 turns
Towed Guns
2 Turns
9 turns
SP Salvo Rockets
2 Turns +1 Turn Reduced effect
11 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.6.4.6 Repositioning Batteries

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

87

N.7.2 Off Target Fire


If the final score is 0 (or less) the battery is on target but if it is 1 (or more) multiply the result by the amount given in the table
below to give the distance the barrage has missed.
N.7.2.1 CEP Multiplier Table
Range
CEP Multiplier
5cm
0-5km
6cm
6-10km
7cm
11-20km
8cm
21-30km
9cm
31-40km
10cm
41+km
N.7.2.2 On Table Misses
If it missed roll a d10 to check in which direction the barrage lands (the direction table is on the DATASHEET). The
player should measure the distance the shot is off target by in that direction and mark the impact point for that fire.
Follow the details given in N.8 - FIRE ZONE below
If the Impact Point is off the table check to see if part of the fire zone is on table. If it is mark up that part of the fire
zone that is off table.
N.7.2.3 Off Table Misses
If the Fire misses and the final miss distance is less than the width of the fire zone roll a d10 on the following table.
Roll Effect
All the elements of the target unit are within the fire zone.
1-3
Half of each type of element (rounded up) of the target unit is within the fire zone.
4-5
Half of each type of element (rounded down) of the target unit is within the fire zone.
6-7
8-10 The unit is missed.
N.7.2.4 Example of Off Table Misses
A target battery consists of 4 122mm Guns, 4 Trucks, a Jeep and a commanding infantry element.
The firing battery has a fire zone width of 20cm.
The deviation roll means the battery misses by 15cm which being less than the width of the batteries fire zone means
the player should roll on the above table.
On a 1-3 all the elements will be within the fire zone
On 4-5 half (rounded up) of each type of element (The guns, the trucks, the jeeps and the infantry) will be within the
fire zone. This means 2 Guns, 2 Trucks (4/2), the jeep (1/2) and the commanding infantry (1/2) will all be in the zone.
The jeep and the commanding infantry will be in the zone as 1/2 rounded up is 1.
On 6-7 half (rounded down) of each type of element (The guns, the trucks, the jeeps and the infantry) will be within the
fire zone. This means 2 Guns and 2 Trucks will all be in the zone. The jeep and the commanding infantry will not be in
the zone as 1/2 rounded down is 0.
On 8-10 none of the elements will be within the fire zone.
Note how the difference in rounding up or down makes a difference in what is hit.

N.8 - FIRE ZONE


N.8.1 Sheaf Sizes and Types
Each battery has a sheaf size given on the DATASHEET.
This is the OPEN sheaf for the ammunition being used.
Non MRLS batteries can use the LINEAR sheaf instead. This is half the depth and twice the width.
However smoke and illumination zones are different to this. See F.10.4 Artillery fired Smoke and F.8.1 Illumination zones
sizes and duration.
It is worth making up barrage templates for each battery (draw them on paper and photocopy them on to acetate).
N.8.2 Sheaf Rotation
The Sheaf may be rotated to any angle and this must be clearly drawn on the players map.
N.8.3 Placing the Fire Zone
When the impact point has been worked out place the template, centred on the impact point and rotated to match the selected
rotation on the table to mark for fire zone.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

88

N.8.4 Determine Fire Effect


Once the template has been laid any elements in the fire zone (only count the centre of the element) are tested for possible
damage using the following procedure.
1. Cross reference the battery and type of ammunition being used with the type of target being hit on the DATASHEET.
2. Modify the basic suppress and Kill rolls by the FIRE NUMBER MODIFIERS which are shown below the artillery
data on the DATASHEET to give the final suppress and kill rolls..
3. Roll a d20 for each element.
4. The final die score will give a result of Ok, Suppressed or destroyed.
The following points apply:
a) A natural roll of 1 always misses.
b) A natural roll of 20 always suppresses the target provided there isnt a dash in the S row.
c) If the final Kill roll is 30 or more the target cannot be destroyed.
d) If the final Kill roll 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.
There are two columns for each target type, the number required to suppress it and the number for destroying it.
If a vehicle is either soft or an open topped AFV use the 0 column otherwise use the CE armour class, all Aerial Elements are
treated as soft skinned if the fire is airburst HE or armoured using half their armour value rounded up verses any other type of
fire.
Test each element in the fire zone once.
N.8.4.1 Multiple zone effects
If an element is within multiple fire zones test it once using the battery most likely to do damages numbers and
modified with the effect shown on the DATASHEET for each extra battery.
N.8.4.2 Ranging Round Effect
These single rounds have no affect if off target.
If they are on target they will affect any target at the aim point.
N.8.4.3 Burst Rate
Guns and mortars have a burst rate modifier for the first turn of fire.
This represents the gunners loading a little faster for the first few rounds. After this they slow down to a sustained rate
of fire.
Guns and mortars can use burst rate if they havent fired or moved for 2 turns. They cannot use burst rate if they are
using shoot and scoot (see N.6.4.5 Shoot and Scoot).
If guns switch targets without stopping fire for a turn they get half their burst rate (rounded down) against the new
target provided the new target wasnt under arty fire last turn.
N.8.4.4 Surprise
Infantry which havent spotted any enemy and havent come under fire will be surprised on the first bound they come
under indirect fire. Because they are surprised they are more likely to be standing and thus a better target for the
artillery. After this first turn the infantry will be taking cover.
Two factors are listed at the end of the DATASHEET. Either or both of these may apply in the bound the infantry are
surprised. Add all that apply.
N.8.4.5 Aerial Elements

Only under command Aerial elements are affected by artillery.


Aerial elements are only affected if at NOE or Contour.
N.8.5 Continuing Fire
N.8.5.1 Shoot and Scoot and Continuing Fire
For batteries performing Shoot and Scoot fire stops at the end of PHASE 2.8 and thus elements can move safely into
the fire zone.
The firing player must announce that the fire has stopped if the fire zone is ground burst HE.
This type of fire doesnt affect observation (see F.2.4 - Maximum Observation) as the fire ends before spotting can
take place.
N.8.5.2 Other Continuing Fire
Fire continues to fall until the phase its fired in (see N.2 - INDIRECT FIRE PROCEDURES), in the firing players
next bound.
If the fire is ground burst HE it can effect observation (see F.2.4 - Maximum Observation).
Any Element moving into a fire zone must check for damage as if it were in the fire zone when the fire started (see
above).
Infantry moving through a fire zone outside of buildings or leaving a vehicle or building within the fire zone must test
again for damage. Other elements can move through fire zones with no further effect.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

89

N.8.6 Spotting Fire Zones


The explosions from continuing fire can be seen at some distance and thus a unit will know if it is about to enter a fire zone
before it enters. In most situations this spot is automatic and may allow an element to slow down, see E.2.1 Movement
Definitions Table for situations when it allows an element to slow down.
The fire zone cannot be seen if the start of it is covered in smoke that none of the elements in the unit can see through or if it is
foggy or if there is a sandstorm going on.
N.8.7 Building Damage
Any occupied buildings caught in a ground burst HE fire zone may collapse see R.5.5 - Buildings.

N.9 - AMMUNITION TYPES


The types of ammunition that are available to a battery are given in the DATASHEET. The types and capabilities available are
as follows:
HE is the most common ammunition used.

HE ROUNDS (HE).
These are HE rounds that are proximity fused or radar fused to explode in the air above the

AIR BURST HE (AB).


target.
Fuel-Air Explosive (including Russian Thermobaric) rounds are usually large calibre

FAE WARHEADS (FAE).


rockets and are extremely effective against most targets.

SMOKE ROUNDS (BES,


WPS or IRB).
ILLUMINATION (ILL).
LONG-RANGE ROUNDS.

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.

N.9.1 - MLRS RELOAD TIMES.


MRLS dont fire in the same way as other artillery. Often they fire all their rockets in one go and sometimes only fire them one
rocket at a time. Details of how they fire are given on the DATASHEET along with the time in turns it takes to reload ALL the
rockets. These details will be one of the following.

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

90

N.10 SPLITTING BATTERIES


Any battery of 6 or more guns/launchers may be split.
Half the guns are place in each sub battery.
The player must write that he is splitting a given battery in his orders and which sub battery has the command element attached.
Each half battery is requested separately and counts as a battery for the three battery limit mentioned in N.3.1 AOO observing
Each sub batterys fire zone is half the width, but the full depth of the full battery. So if the full 8 gun battery firing ICM has a
fire zone of 35x25cm, each 4 gun sub battery will have a fire zone of 17.5x25cm.
If a sub battery uses some of its guns to fire Illumination or smoke rounds the fire zone of the rest of the guns is reduced in width
by the proportion of the battery firing Illumination or smoke rounds rounding to the nearest half cm. Thus in the above example
if 1 gun was firing illumination rounds the fire zone would be reduced to 17.5*3/4 = 13cm as 3/4 of the guns are available to fire
the ICM
CB treats each sub battery as a separate target.
CB batteries can be split.
Morale is rolled for each sub battery separately and the one without the command element will count as Without Original CO.
Both sub batteries will have all the equipment that the battery has (CB radar, ABMS etc).

N.11 - EXAMPLE OF ARTILLERY FIRE


A Russian AOO spots a moving British CHALLENGER 2 squadron in phase 1.4 and requests battery of six 152mm 2S19s.
The AOO has EDR and no ABMS.
He checks for transmission security (see D.5.6 Transmission Security) and finds he has no problem getting through.
The player plots the batterys aim point on a map and decides to fire for effect using ICM (rather than use a ranging round
first).
In phase 2.8 the player checks to see if the battery is available. Checking the DATASHEET getting the battery requires a score
of 2 or more to receive fire support. A 9 is rolled, -1 due to radio jamming gives a result of 8 and the battery comes on line and
the fire arrives
The battery uses a d4 for its CEP die (because it has satellite positioning and advanced fire control) and a 3 is rolled.
This is modified by -2 for the AOO having a LRF. As the battery is 7knm from the target there is no modifier for that and there
dont appear to be any other modifiers.
This gives a result of 1 which means the fire is off target.
As the target is on table the player rolls a d10 for the direction, scoring a 6 (Short).
The battery arrives 5cm short and captures half the British tanks in its fire zone. The ammunition used was ICM, the
CHALLENGER 2s count as 4+ top armour (its CE armour class is well over 4) meaning the Russian player must score 11 or
higher to suppress and a 19 to kill each tank.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

92

O.2.1 Changing Altitude


An aerial element can move up or down 1 height band at the end of a turn. This movement can be from NAP OF THE EARTH
to CONTOUR, from CONTOUR to NAP OF THE EARTH, from CONTOUR to LOW or from LOW to CONTOUR.
An aerial element can move up or down 1 height band above LOW every 5 turns.
O.2.2 Height Risk
If a side doesnt have control of the skies any aircraft used over the battlefield are at risk of being shot down on the way to the
battle or during the battle by enemy fighters and area AA.
The risk of being shot down for requested aircraft making their first pass is already worked into their chance of being requested.
Under command and returning requested (see O.7.2.2 Returning Aircraft) aerial elements must test on the following table
when they first enter the table and each turn they are flying at LOW or above over the table.
There is no risk and no roll is required if your opponent bought ZERO levels of air support.
The table assumes that when entering the aerial element has had to pass through enemy area AA zones and areas where enemy
fighters might have attacked it. For on table tests it assumes the risk is mainly from area AA, but could also include long range
AAM fire from fighters.
Your opponent must roll a d20 against the following table for each of you applicable Aerial Elements. The number before the
slash is the risk when entering the table for the first time and the number after the slash is the risk each turn.
Difference in Air Support Levels (Your Level Their level)
Entry Altitude
-3
-2
-1
0
1
2
3
17/NP
18/NP
19/NP
20/NP
NP/NP
NP/NP
NP/NP
CONTOUR
9/13/16
13/16/18
16/18/19
18/19/20
19/20/NP
20/NP/NP
NP/NP/NP
LOW
10/14
14/17
17/19
19/20
20/NP
NP/NP
NP/NP
MEDIUM
11/15
15/18
18/20
20/NP
NP/NP
NP/NP
NP/NP
HIGH
NP Interception never happens, aircraft will always arrive.
1st Number is when entering the table
2nd Number is each turn
3rd Number is when popping up, it is only included for LOW level as this is the only band it applies to.
If the number or over is rolled the aircraft doesnt arrive at the table this turn.
Roll a d10 and add the difference in air support levels to see what happened to the aircraft and consult the following table
Roll
Effect
What the Aircraft must do next turn
Shot Down
Nothing
4 or less
Aborted
Return to base
5-6
Damaged
Return to base
7
Damaged
Can attempt to enter next turn at the same height at the same place with the same orders OR
8
Can return to base
OK
Can attempt to enter next turn at the same height at the same place with the same orders OR
9
Can return to base
OK
Can attempt to enter next turn at a different at the same place with the same orders OR
10 or more
Can return to base

BATTLEGROUP 2009+ 23/11/2012 14:48:00

93

O.3 - AIRCRAFT TYPES


The following type of aircraft can appear in the game.
O.3.1 Normally Under Command
AH
Attack Helicopter
MUAV

Mini Unmanned Air Vehicle

OB

Observation Aircraft

OH

Observation Helicopter

TH

Transport Helicopter

TH(H)

Heavy Transport Helicopter

TR

Transport Aircraft

TR(V)

Transport Aircraft VTOL

UAV

Unmanned Air Vehicle

O.3.2 Normally Requested


F/A
Fighter/Attack Aircraft
GA
LA
SGA

Ground Attack Aircraft


Light Attack Aircraft
Specialist Ground Attack
Aircraft

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.

O.3.3 Others That Could Be Used In a Game


EH
Electronic Warfare
Such as EH-1H Iroquois and Mi-8 Hip-J. These carry jammers and if available will
Helicopter
be under command.
EW
Electronic Warfare Aircraft
Such as EF-11A, YAK-28E, etc. EW aircraft can either loiter behind friendly lines
to jam enemy communications or fly over or near the battlefield using Antiradiation missiles to suppress enemy air defences.
F
Fighter Aircraft
Such as F-15, Mig-29, etc. All fighter aircraft may use a CAP mission only and
loiter until their mission is completed. They will rarely be seen in the game as air
commitment level includes the effects of them away from the battlefield
RE
Reconnaissance
Such as Tornado GR-1A, RF-4D Phantom, etc. They can be used to spot
targets before a game and can make one pass of the battlefield. They may be
allowed in attack defence games.
SB
Strategic Bomber
Such as B-52, TU-22, etc. Strategic bombers may make one pass of the battlefield
and have a pre-planned mission only. They are rarely seen anywhere near a
battlefield where friendly troop could be hit.
TB
Tactical Bomber
Such as F111 Aardvark, SU-24 Fencer etc. Tactical bombers may make up to
2 passes of the battlefield and normally have a pre-planned mission only.
Occasionally they will be available as requested aircraft

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

94

O.4 - AIR TO GROUND ATTACK


O.4.1 - Aim Point
If the Aerial element is using rockets, rocket pods, dropping bombs or making a strafing attack the player must mark an aim
point for the attack.
These types of attacks cannot be carried out at NOTE.
This AIM POINT can but up to 2cm short of the target and must be along the flight line of the aerial element for forward firing
weapons.
O.4.1.1 Forward Firing Aim Point for Under Command Aerial Elements
The aim must be a minimum distance from the firing aerial element. The following table lists the minimum distance
for the different high bands. Requested aircraft are always placed at the minimum distance when they attack if this puts
them off the table they should be placed at the edge of the table but are treated as being off table at the minimum
distance for AA fire. Under command aircraft must be at least the distance givem away to attack and cannot attack a
target if this puts them off table.
Weapon
CONTOUR
LOW
MEDIUM
HIGH
20cm
40cm
60cm
80cm
Rockets and Rocket Pods
10cm
20cm
30cm
40cm
Bombs and Strafing
Clarification: - Direct and Area fire can be carried out from any height.
O.4.1.1 Sideways Firing Aim Point for Under Command Aerial Elements
If the weapon is turret mounted or a door weapon the aim point can be up to 25cm away from the firing element to the
left or right.
O.4.1.3 Forward Firing Aim Point for Requested Elements
The aircraft model is placed so that its nose is touching the aim point.
O.4.1.4 Sideways Firing Aim Point for Requested Elements
If weapons are only firing to one side of the aircraft mark the aim point and then place the aircraft model up to 25cm
from the aim point on the appropriate side of the aim point.
If weapons are firing from both sides of the aircraft mark both aim points and then place the aircraft between the 2 aim
points but not more than 25cm from either.
O.4.1.5 Aim Points and Poor Visibility
Once the aim point is determined and the aircraft placed, check F.2.4 - Maximum Observation to see if the aircraft
can see the aim point. If it cannot then it cannot fire at that aim point.
Requested aircraft will loose their attack and leave the table at normal in Phase 2.9.
Under Command aircraft cannot fire at anything else.
O.4.2 Bombs
Bombs are dropped individually and extra bombs either added to the depth of the fire zone or used to increase the effectiveness
(see O.4.10 Extending and Increasing Effectiveness of Aerial Fire Zones).
The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see O.4.11 Fire Zone
Placement).
Test to see if the bombs are on target and if not move the fire zone (see O.4.9 Testing Aerial Fire Zone Accuracy).
Test every element in the fire zone for damage using the area fire number for the bombs. See the DATASHEET for details of
fire zone size and effectiveness.
O.4.3 Rockets and Rocket Pods
Large rockets and whole rocket pods are fired one at a time. Each extra large rocket or pod is either added to the depth of the
fire zone or increases the effectiveness (see O.4.10 Extending and Increasing Effectiveness of Aerial Fire Zones).
The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see O.4.11 Fire Zone
Placement).
Test to see if the rockets are on target and if not move the fire zone (see O.4.9 Testing Aerial Fire Zone Accuracy).
Test every element in the fire zone for damage using the area fire number for the rockets. See the DATASHEET for details of
fire zone size and effectiveness.
O.4.4 Strafing
Under command aerial elements that moved straight using COMBAT SPEED 10cm or more may make a strafing run. Any
requested aerial element can make a strafing run.
O.4.4.1 Strafing Forwards
The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see O.4.11 Fire
Zone Placement).
O.4.4.2 Strafing Sideways
The start of the fire zone is placed at the AIM POINT (see above) and heads back down the aircrafts fight line away
from the aircraft (see O.4.11 Fire Zone Placement).

BATTLEGROUP 2009+ 23/11/2012 14:48:00

95

O.4.4.3 Under Command Element Fire Zone Size


This is always 5cm wide, but its length depends on how fast the aerial element is flying at.
If it is flying at 20cm or faster the zone is 20cm long.
If it is flying at between 10cm and 20cm the zone is the length of its move.
O.4.4.4 Requested Element Fire Zone Size
This is always 20cm long and 5cm wide
Test to see if the strafing is on target and if not move the fire zone (see O.4.9 Testing Aerial Fire Zone Accuracy).
Test every element in the fire zone for damage using the firing aircrafts area fire numbers. See the DATASHEET for details of
effectiveness.
Note that as strafing uses area fire numbers it can only be used against unarmoured targets and helicopters. For firing against
armoured targets the element will have to use O.4.6 Direct Fire.
O.4.5 Guided Munitions
O.4.5.1 Guided Bombs
These are standard 250-1000Kg bombs fitted with TV or laser guidance. They can be released at 5km from LOW
level and 10km at higher levels. Their range allows them to be fired without the aircraft entering the table.
For TV Guided Treat these as detailed in H.12 VISUALLY GUIDED MISSILES with the aircraft counting as the
operator. They have a basic to hit of 5 and count all the modifiers for TV guidance.
For Laser Guided see H.7 REMOTE LASER WEAPON GUIDANCE. Roll to hit as normal as if they are an
ATGW.
If the bomb hits the target it will be destroy.
O.4.5.2 Guided Missiles
These are treated as ATGWs but some have enough range to be fired from off table.
For TV Guided Treat these as detailed in H.12 VISUALLY GUIDED MISSILES with the aircraft counting as the
operator. Roll to hit as normal for an ATGW.
For Laser Guided see H.7 REMOTE LASER WEAPON GUIDANCE. Roll to hit as normal for an ATGW.
The aircraft must be at LOW level or higher to fire these.
O.4.6 Direct Fire
Bear in mind to carry out direct fire the aircraft will have to spot for most weapons as normal. The exceptions are TV and laser
guided weapons.
When firing ATGWs remember the restrictions on movement for firing them. See H: ANTI-TANK GUIDED MISSILES
(ATGMs).
O.4.6.1 Under Command Direct Fire
These carry out direct fire including ATGWs just like ground based firers. See G: DIRECT FIRE.
O.4.6.2 Requested Direct Fire
O.4.6.2.1 Laser and TV guided Long Range ATGWs
The aerial element can either remain off the table and fire as O.4.5.2 Guided Missiles above or can enter
the table and fire the missile as a normal ATGW.
If the player chooses to enter the table the aircraft model is place on the table at the point the player wishes
to fire from.
O.4.6.2.2 Other Direct Fire
The aircraft model is placed on the table at the point the player wishes to fire at.
These carry out direct fire including ATGWs just like ground based firers. See G: DIRECT FIRE
O.4.7 Area Fire
This is carried out just like area fire from ground based firers. See J: AREA FIRE.
For requested Aerial Elements the aircraft model is placed on the table at the point the player wishes to fire at.
O.4.8 Anti RADAR Missiles
These come in two types, 1st and 2nd Generation.
The aircraft must be at LOW level or higher to fire these.
O.4.8.1 Anti Radar Missile Types
First generation missiles have only a radar seeker meaning if the radar is switched off the missile will automatically
miss.
Second Generation missiles have a radar seeker and an inertial guidance system meaning that even if the radar is
switched off the missile has a chance of hitting.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

96

O.4.8.2 Anti Radar Missile on EW aircraft


When these are carried by specialist EW aircraft both types can be spot any active enemy radar.
They can fire up to 4 missiles in a turn.
O.4.8.3 Anti Radar Missile on Non EW aircraft
When carried by non specialist aircraft they must be pre-programmed for specific radars.
a) First Generation Missiles can be pre-programmed for 1 type of radar.
b) Second Generation ones can be programmed for 3 types of radar and the radar must be in priority sequence.
When spotting for radars they will look for the first type first and only try to spot the second type if the first
wasnt spotted.
As these are intended for self defence type of radar must be a specific AA vehicle equipped with radar.
They can fire 1 missile in a turn.
O.4.8.4 Anti Radar Missile firing Procedure
Use the following procedure when firing an Anti Radar missile
1. Spot enemy radars using F.3.3 Anti Radar Spotting.
2. Fire the missile.
3. Test to see if the target spots the missile.
4. Test to see if the missile hits.
5. Determine the effect of the hit.
O.4.8.5 Spotting an Anti Radar Missile
The target of the Anti Radar missile can attempt to spot the in bound missile. Roll a d10 and consult the following
table.
Radar Type
Roll to spot Missile
8
Spotting Radar
7
FCR 1
6
FCR 2
5
FCR3
4
FCR 4
3
FCR 5
9
Other
If the number shown or better is rolled the missile is spotted and the radar is turned off.
O.4.8.6 Testing to see if the Anti Radar missile Hits
Roll a d10 and consult the following table.
Radar Situation
1st Generation
2nd Generation
Missies
5
Off
3
3
On
If the number shown or better is rolled the missile hits.
O.4.8.7 Effect of Anti Radar missile Hit
The radar is destroyed and cannot be used for the rest of the game.
Additionally the element carrying the radar is suppressed and may be destroyed.
Roll a d20 and compare with the following table. If the roll or higher is achieved the element is destroyed.
Target Element
Roll To Kill
14
Infantry in Open
16
Infantry in Cover
17
Infantry in Heavy Cover
Soft Vehicle OR
12
Unarmoured Aerial Element
Top Armour 1 Ground Vehicle OR
16
Aerial Element with Armour 1 or 2
Top Armour 2 Ground Vehicle OR
17
Aerial Element with Armour 3+
18
Top Armour 3+ Ground Vehicle

BATTLEGROUP 2009+ 23/11/2012 14:48:00

97

O.4.9 Testing Aerial Fire Zone Accuracy


All aerial elements have been rated as to how accurate they are at bombing at contour height. This is called the Air to Ground
CEP and is shown on the DATASHEET in the AGM column.
Roll a d10 and subtract the aerial elements AGM. Amend the roll as follows.
General Type of Modifier
Aircraft Attacking at
Under Command Aerial Element
Aerial Element
Target can no longer be seen

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

If the total is Zero or less the fire zone is on target


If the total is one or more the fire zone has missed.
O.4.9.1 Missed Aerial Fire Zone
Roll a d10 on the Artillery CEP Table (See DATASHEET).
If the roll is long or short (1-3, 5-8 & 10), multiply the total off target by 2cm and move the fire zone that far long (1-3
& 10) or short (5-8).
If the roll is left or right (3-5 & 8-10), multiply the total off target by 1cm and move the fire zone left (8-10) or right
(3-5) that distance.
O.4.9.2 Example of missing
An A-10 is making a bombing run at LOW level.
Checking the DATASHEET the player finds the A-10 has an AGM of -5.
The player rolls a d10 and gets a 9. 9-5 = 4 so the A-10 has missed.
He then rolls to see where the bombs land on the CEP table and rolls an 8.
This means the bombs land short and off to the left.
Calculating the player find they land short by 4x2cm = 8cm and left by 4x1cm = 4cm. Not really a problem as the fire
zone is big enough to catch the targets he was aiming at.

O.4.10 Extending and Increasing Effectiveness of Aerial Fire Zones


Rocket, Rocket Pod and Bomb fire zone sizes can be increased in size or effectiveness however all zones must be increase to the
same effectiveness.
The following table shows the possible combinations with different numbers of rockets, rocket pods and bombs.
Increase
Increase Depth
Effectiveness
x1
x2
x3
x4
x5
x6
x7
x8
x9
x10
x11
1
2
3
4
5
6
7
8
9
10
11
0
2
4
6
8
10
12
14
16
18
20
22
-1
3
6
9
12
15
18
21
24
27
30
33
-2
4
8
12
16
20
24
28
32
36
40
44
-3
5
10
15
20
25
30
35
40
45
50
55
-4
6
12
18
24
30
36
42
48
54
60
66
-5
7
14
21
28
35
42
49
56
63
70
77
-6
8
16
24
32
40
48
56
64
72
80
88
-7
9
18
27
36
45
54
63
72
81
90
99
-8
10
20
30
40
50
60
70
80
90
100
110
-9
11
22
33
44
55
66
77
88
99
110
121
-10
12
24
36
48
60
72
84
96
108
120
132
-11
Example an aircraft is carrying 8 bombs it can either,
1. Drop them one after the other, giving a zone 8 times the depth of normal.
2. Drop 2 at a time; giving a zone 4 times the depth of normal and -1 to to kill and suppress numbers.
3. Drop 4 at a time, giving a zone double the normal depth and -3 to to kill and suppress numbers.
4. Drop them all on 1 zone, giving -7 to the to kill and suppress numbers.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

x12
12
24
36
48
60
72
84
96
108
120
132
144

98

O.4.11 Fire Zone Placement

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.

O.5 UNDER COMMAND AERIAL ELEMENTS


Under command aerial elements must follow all the normal rules in D: COMMAND, CONTROL AND
COMMUNICATION.
O.5.1 - ORDERS
Under command Aerial Elements must be given commands just like ground elements. The orders given depend on the type of
element in use as follows. These orders can be changed just like ground unit orders (see C.3 - ORDERS) and the aerial elements
can react to the enemy just like ground units (see D.7 REACTING TO THE ENEMY).
O.5.1.1 Para Dropping Transport aircraft
Orders must include
1. A straight flight path across the table starting from the players baseline or either neutral edge:
2. Flight Height.
3. A drop point where the paras will be dropped.
O.5.1.2 Observation Aircraft, UAVs and MUAVs
Orders must include
1. A flight path around the table starting from the players baseline. This flight path must be a loop around the
table that the aircraft will follow once it gets on the loop allowing it to circle the table during the battle. It
must be drawn accurately on the map.
2. Speed of flight, minimum OB=60cm & MUAV/UAV=25cm, maximum as shown on the datasheet.
3. They can make up to Three 45 degree turns each time they move, each of which must be at 20cm from the
last turn.
4. The altitude the unit is travelling at (see O.2 - ALTITUDE).

BATTLEGROUP 2009+ 23/11/2012 14:48:00

99

O.5.1.3 Attack and Observation Helicopters


Orders must include
1. A flight path which should be drawn accurately on the map in straight lines between objective points.
2. The altitude the unit is travelling at (see O.2 - ALTITUDE).
3. As with ground elements, these elements have two speed rates, COMBAT SPEED and TRANSIT SPEED
and these are given on the DATASHEET. Their movement speed depends on their altitude and speed rate.
Firing and unloading is limited in the same way as ground elements (see E: MOVEMENT).
4. The aerial element can be given up to FOUR objectives points which must follow the limits given in C.3.2
Objectives except that the objective is a specific point near such an objective. The aerial element must stay
within 10cm of this point.
5. The number of turns the aerial element will loiter at each objective must be listed and must be a minimum of
1 turn. The aerial element can remain at the point for longer if it has spotted targets the player wishes it to
engage. Once the time is up the aerial element must move on to the next point if it hasnt spotted any targets
the player wishes it to engage.
Alternatively they may be given orders to escort transports (see below). In this case they follow the transports orders
until the troops are on the ground. Once the troops are on the ground they may be given a single objective point within
30cm of the troops they are supporting where they loiter for the rest of the game or until their orders are changed.
O.5.1.4 Transport Helicopters and Transport Aircraft VTOL
Orders must include
1. A flight path, altitude and speed must be specified as above.
2. The aerial element can be given up to FOUR objectives points which must follow the limits given in C.3.2
Objectives except that the objective is a specific point near such an objective. The aerial element must stay
within 10cm of this point.
3. A single objective is specified where the transported troops are to be dropped.
4. They may stop for 1 turn short of the objective if it is LOS to suppress the landing zone.
5. Once they have dropped off their troops they may carry out any of the options listed in D.2.8 Transport
Vehicles.
O.5.2 Para Drops
Some armies include paratroopers which can arrive on table via a Para drop.
The paras are dropped in PHASE 2.1 after all other elements have moved.
O.5.2.1 Drop Points
As part of the paras orders a number of drop points must be assigned in the players orders along with the turn the
paras will drop. All aircraft dropping Paras must fly parallel to each other.
The maximum number of drop points is Up to 1 Drop point per Company + 1 per BHQ OR 1 per Aircraft which ever
is lower. Example: - BHQ and 3 Companies drop from 1 aircraft place 1 drop point, if they dropped from 10 aircraft
place up to 4 drop points.
The player doesnt need to use the maximum drop points available.
Each parachuting unit must be allocated to a drop point in orders, cross attaching will need to be used to drop away
from normal command element.
Drop points must be in open ground outside built up areas or if the ground has snow on it in Soft Areas, Marsh or
swamp. They can also be on lakes or rivers if they are frozen. These areas are classed are safe parachute terrain all
other terrain is dangerous parachute terrain.
Drop points must be at least 10cm from any dangerous parachute terrain. Note that Soft areas, March, Swamp, lakes
and rivers will count as dangerous parachute terrain if they arent covered in snow or frozen.
O.5.2.2 The Drop
Roll a d20 for each drop point to determine if the paratroops assigned to that drop point land as planned or miss the
drop point. Subtract the armies paradrop accuracy modifier from the dice, this can be found in the notes section of the
army list. Compare the modified d20 roll with the number in the following table to determine if the drop is on target.

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

O.5.2.5 Drop Point is on Table


Once the drop point is known the players take turns in placing the elements dropping in that zone.
The owning player places 1 element and then their opponent places 1.
Next the owning player places 2 and opponent places 1.
Continue with owner placing 2 and opponent placing 1 until they've all been placed.
The parachuting player may place any number of elements in dangerous parachute terrain. Normally the non
parachuting player may place 1 element if the wind is Normal, 2 if the wind is Strong or 4 if the wind is very strong in
dangerous parachute terrain. However if there is no way the non parachuting player can place a unit without breaking
this limit they may place elements over this limit. This might occur if the drop point is off target and ends up in the
middle of a large piece of dangerous parachute terrain.
Each player can pick any element in being dropped at the drop point to be placed next.
The first element must be placed on the drop point. Each subsequent element placed must be within 2 cm of at least
one element already placed for this drop point.
Once all elements have been placed for this drop point the opponent then marks half of the landed elements (rounded
up) as not available on the landing turn.
The owning player then removes half of these markers (rounded down) from the vehicles and half the markers
(rounded down) for the infantry elements to show they are available after all but marks them as suppressed. Thus about
3/4 should be available on the turn they land. Those that are available cannot fire on the bound they land, but may fire
in their opponents bound. Those that arent available on the turn they land cant fire in their bound, or their opponents
bound.
On the turn they land all infantry count as large targets for spotting and their normal size for shooting. Vehicles count
as extra large for spotting and their normal size for shooting. Parachutes after all are VERY visible.
Suppressed elements cannot start testing for suppression recovery until they are active, but they can flip the
suppression marker over if they would normally be allowed to (see L.2 - SUPPRESSION).
Any element that landed in dangerous parachute terrain must have a d10 rolled for it. The roll must be checked against
the following table.
Terrain
Roll
Effect
2 or less
Element destroyed
Built up area or River
3-5
Element Supressed
1 or less
Element Destroyed
Other Terrain
2-3
Element Supressed
Modifiers to die roll
No Wind +1
Strong Wind -1

Very Strong wind -3

O.5.2.6 Dropping Aircraft


Once the aircraft have dropped the paras they will leave the table in PHASE 2.9 and cannot return.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

101

O.5.3 Flying at Night without Pilot Night Vision


Under Command Aerial Elements without pilot night vision are assumed to take off from prepared areas (airfields etc) and thus
can still take part in the game with the following restrictions.
They MUST fly at LOW level or higher.
They cannot drop bombs.
They can only land in areas illuminated with illumination rounds.

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

103

O.7 REQUESTED AERIAL ELEMENTS


These are aerial elements requested by an observer (normally an ALO) and allocated in a way totally out of the players control.
O.7.1 Air Liaison Officers (ALOs)
ALOs are troops specially trained to spot for and call in aircraft.
Within the rules they are normally the only people who can call in air support. However if you bought ALOs and all of them
have been dead for THREE of your Phase 1.1s you can nominate ONE AOO to act as an untrained emergency ALO.
When buying ALOs their cost is in 2 parts.
1. The cost of the ALO and their equipment.
2. The cost of the air support they can call. This is dependent on the level of air support you have bought.
The army pointers will work this out for you so its not as complex as it looks!
To call in an air strike the ALO will need to ensure they have a secure transmission (see D.5.6 Transmission Security).
Any reference to ALO in the rules also refers to an AOO acting as an emergency ALO.
O.7.2 Requesting Aircraft
Use the following procedure for requesting aircraft.
1. In Phase 1.3 the ALO tried to spot or locate enemy targets.
2. If they spot of locate a target they roll on the table below to see if they get any air support or if they already have air
support available they can be called in.
3. If they get air support they will have to roll on the armys Aircraft Support List (see ARMY LIST) to see what aircraft
theyve been allocated.
4. If the aerial element has off table weapons (Anti Radar missile, TV and laser guided weapons) and the player wishes to
use them.
a) The aircraft remains off table.
b) If they are a returning aircraft test in Phase 1.5 to see if they are attacked (see O.2.2 Height Risk).
c) In Phase 2.3 the player declares which weapon the aircraft will be using and the target.
d) In Phase 2.6 the player follows O.4.5 Guided Munitions or O.4.8 Anti RADAR Missiles to determine if the
weapon hits.
5. If the aerial element has only on table weapons or the player wishes to use on table weapons
a) Roll on the Artillery CEP Table (See DATASHEET) to determine which side of the table the aircraft arrive from.
If a diagonal is rolled the player can choose which of the two table edges the aircraft arrived through. The aircraft
may enter ANYWHERE along that table edge and fly across at any angle.
b) Place the arriving aircraft anywhere along that table edge lined up on the aim point.
c) If they are a returning aircraft test in Phase 1.5 to see if they are attacked (see O.2.2 Height Risk).
d) Declare which one of the aerial elements weapons it will use in this pass.
e) If using rockets or bombs the number to be dropped and how they will extend or increase the effectiveness must
also be stated. (See O.4.10 Extending and Increasing Effectiveness of Aerial Fire Zones).
f) In Phase 2.1 move the aircraft in a straight line to the aim point as per O.4.1 - Aim Point depending on the
weapon chosen.
g) In Phase 2.7 carry out the attack as detailed in O.4 - AIR TO GROUND ATTACK.
h) In Phase 2.9 move the aircraft in a straight line to the table edge and at the end of that phase removes them from
the table.
O.7.2.1 Aircraft Request Table
Roll a d10 against the following table and if the number listed or better is rolled you get some air support.
Enemy Air Support Level
Your Air
Support Level
0
1
2
3
4
NP
NP
NP
NP
NP
0
7
8
9
10
NP
1
6
7
8
9
10
2
5
6
7
8
9
3
4
5
6
7
8
4
NP Not Possible
Modifiers
Emergency ALO +2
Each Friendly requested aircraft shot down or aborted +1
Each Friendly requested aircraft damaged +
Each successful air support request during the game by this ALO +
Each successful air support request during the game by another ALOs +
Round down the final number.
Example
Your Air Support level is 3 and theirs is 2
This ALO has had 3 successful air support requests, there are no other ALOs and had 1 requested aircraft shot down.
Youre basic number is 7 + 1 for TWO successful requests by this ALO and +1 for a requested aircraft being shot
down = 9 rounded down to 9 or better to get more aircraft.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

104

O.7.2.2 Returning Aircraft


Once an aircraft has been allocated to an ALO there is a chance the ALO will retain that aircraft for several turns.
At the start of Phase 1.3 test for each aircraft currently supporting a friendly ALO.
Roll a d10. On a 6+ the aircraft is willing to return.

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.

O.8 PRE PLANNED STRIKES


This is used by an attacker in attack/defence games and doesnt require an ALO.
A number of air support rolls can be made before the game depending on the type of attack being played.
Type of Attack
Pre Planned Rolls
None
Hasty Attack
1
Deliberate Attack
3
Breakthrough Attack
However the organiser or the game or the players can decide to allow it in different types of game and could vary the number as
they see fit.
The player then rolls this number of times on the armys Aircraft Support List (see ARMY LIST) to see what aircraft theyve
been allocated. Each roll can be rerolled once, but the second roll MUST be taken.
Orders must then be written for each aircraft detailing
1. Entry Turn
2. Entry point
3. Aim point
4. Weapon use.
The actual attack is carried out as detailed in O.7.2 Requesting Aircraft but without some of the rolls (as the type of aircraft
and entry point are already known).
These pre planned aircraft can only make one pass and dont count towards the players number of successful requests.
As they arrive you must test on the O.2.2 Height Risk to see if something happened to them on the way to the table, however
treat you air support level as TWO higher than youve bought as this mission has been planned and given proper fighter and EW
support.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

P.2 - ANTI-AIRCRAFT PROCEDURE


Use the following procedure to engage aerial targets:
1. Test to see how many elements spot the targets you wish to fire at.
1.

Allocate Firers to targets (see G.2.1 Allocating Fire).

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.

The following points apply:


a) A natural roll of 1 always misses.
b)

If the final to hit number is 30 or more the target cannot be hit.

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)

and if moving using COMBAT SPEED with stabilisation.


P.4 - AIR DEFENCE
Any on table elements may engage aerial targets using AA fire providing it meets the following criteria
a)
b)

They are on AA Overwatch


They must have weapons that can fire in AA mode (i.e. are shown on the AA section of the datasheet).

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

106

P.5 - ANTI-AIRCRAFT EFFECTS


On the AA fire section of the DATASHEET you will find details of the weapon systems guidance, minimum & maximum range
(both measured horizontally) and the numbers needed to damage (D), abort (A) and shoot down (K) an aircraft.
It is taken for granted that the target will use all its counter measures. Aircraft may use evasion (see P.6 - TARGET EVASION)
to reduce the effect of the damage one level. Roll the dice, apply the modifiers and check the following for the results.
Damage level
SUPPRESSED

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

All movement is halved for the rest of the game.


Halve a damaged aircrafts evade stat.
It cannot unload elements, fire or drop ordnance this turn but can return later.
ABORT

A second Damaged result will count as an ABORT (see below).


A result of abort means the aircraft is seriously damaged and MUST return to base (counting
as half points destroyed in competition games).

Damaged

The aircraft must leave the table.


1. If requested they will leave the table in Phase 2.9.
2. If under command and at NOTE they will climb to contour and leave the table via the
shortest route to the players baseline at maximum speed in the next few Phase 2.1s.
3. If already at Contour or higher they will leave the table via the shortest route to the
players baseline at maximum speed in the next few Phase 2.1s
An aborted aircraft cannot evade.
If an aircraft is already aborting and receives a Damaged or Aborted result it is destroyed.
KILL

If an aircraft is already Damaged and receives an Aborted result it is destroyed.


A kill result means the aircraft has been shot down

Abort

P.6 - TARGET EVASION


If AA fire has zeroed in on an aircraft (the opponent rolls a damage, abort or kill result) there is a chance that the aircraft can
dodge the barrage or evade the missile at the last minute.
Aircraft have an evasion value (EV); this is its manoeuvrability and armour combined.
Roll the aircrafts evasion value score or lower on a d10 to reduce the effects by ONE level (i.e. shot down becomes aborted,
abort becomes damaged and damaged becomes suppressed).
Note: - Evasion can only be used against AA fire.

P.7 - ATGMS IN AA MODE


Some ATGMs have an anti-Aircraft capability; the DATASHEET will have its AA effectiveness value. Any aircraft moving at
25cm or under and at NOTE or CONTOUR altitude may be engaged by the ATGM. Use the normal AA procedure, including
the targets chance of evading to resolve the AA fire.
Note that this means the Aircraft model must be more than 25cm from where it started the move; you cannot just say oh its
moved 25cm it MUST be more than 25cm from where it started.
Note also that to fire in AA mode the ATGW element must be on AA overwatch (see P.3.1 Non Specialist elements and AA
Overwatch).

P.8 AHEAD AND FAE HITS ON AIRCRAFT


Aircraft which are hit by AHEAD or FAE count any damage as one level higher than the final result.
KILL stays a KILL but the target cannot use evasion.
ABORT becomes KILL
DAMAGED becomes ABORTED
SUPRESSED becomes DAMAGED

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

Q.2 - SENSING EQUIPMENT


There are a variety of electronic detecting devices. They should be restricted to use by a defender in an attack/defence game.
Q.2.1 Sensor Controllers
Some sensors require a controller for them to work.
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 to pass on any detection to the controller
Q.2.2 - Tripwire Sensors
These are setup by defending troops and work by having the enemy cross the wire which sets them off.
Before the game begins they must be accurately draw on the players map. Each wire can be up to 5cm long and each must sate
what will happen if the wire is crossed.
Each wired can cause one of the following to occur when the wire is crossed.
1. Flares are fired the FIRST time the wire is crossed. This gives a 10cm by 10cm illumination zone in the middle of the
wire. See F.8 - ILLUMINATION FLARES for illumination details.
2. A silent alarm is triggered. In this case a controller is required (see above). The controller and all elements in their unit
will have a direction detection on any element that crosses the wire.
3. A booby trap can be set off. This will be located at the middle of the wire, see R.7 - BOOBY-TRAPS for options.

Q.3 RADIO and RADAR JAMMING


Jamming is the attempt to block enemy communications or use of radar by various electronic means.
Jamming is bought as part of your army list selection. As technology improves jamming becomes harder to do.
Most radio communication can be jammed (See D.5.6 Transmission Security).
Each point bought can be used in one of five ways as listed in the table below. However you cannot put more jamming points
into any one of the five than your armys EW level. Example: - if you have 4 jamming points but your EW level is 3 you cannot
put more than 3 points into communications jamming.
Type
Details
All FCR radars and spotting radar
AA Radar
All CB radars
CB Radar
All Ground surveillance radars
GSR
All Millimetric Radars
MMR
Communications All Radio communications
All enemy radars and radios of the selected type will be affected by the point of jamming.
If 4 or more points are allocated by one player to one Type of jamming the strength of the jamming signal affects any of their
own units in that category by one level. If the opponent is also jamming the same type the self inflicted 1 point of jamming is
added to any the opponent is using.
Jamming levels are normally fixed during the game and cannot be altered; jamming is normally an army or army group level
asset.
The exception is where a jammer is on table what these are jamming can be changed during your communications phase, but
only in response to what your troops have observed.
Q.3.1 Example of Radar Jamming
Bob has bought radar 6 levels of Jamming and is using an army with EW rating of 4.
Trevor has bought 3 levels of jamming and is using an army with EW rating 2.
Worrying about Counter battery fire attacking his expensive artillery and his anti tank helicopters Bob allocates 3 points CB
Jamming and 3 points to AA Jamming
Trevor on the other hand is worried about Bob's rather good artillery and decides to go for 2 points of Communications
jamming to try to stop the requests getting through.
As neither player has placed 4 or more points of jamming onto any one type then their jamming does not affect their own forces
If Bob had decided to place 4 points in AA jamming and two in CB jamming his own AA radars would have suffered 1 point of
jamming as the strength of his jamming would have interfered with his own systems.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

108

Q.4 - PRECISION JAMMERS


Some ATGMs (KORNET-E) and artillery rounds (JABBERWOCKY) most have a communication-jamming warhead. A few
have a radar jamming warhead. If the datasheet doesnt list the Jammer as Radar it is Communications.
Their jamming level depends on the range to the jammer as follows.
Range
Jam Level
3
<=15cm
2
>15 and <= 25
1
>15 and <= 35
The will automatically hit the aim point if fired from an ATGW, but must test for CEP if artillery fired.
If it was fired from an ATGM which is destroyed is destroyed.
If the warhead is a radar jammer it will be set to jam all radars.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

R.2 ELEMENT ENGINEERING CAPABILITIES


Engineer elements are those infantry elements starting CEg or Eg or vehicles listed on the datasheet as specialist engineering
Vehicles. All other elements are non engineering elements.
R.2.1 Non Engineer Elements
Non Engineer elements have very limited engineering capabilities as follows. See R.3 - ENTRENCHMENTS for effects.
R.2.1.1 Heavy Infantry Weapons Elements
Heavy infantry weapons are as follows Towed Mortars, AAA guns, AT Guns, RCLs 90mm and over, LPGs and
Towed field guns.
Defence Type
Entrenchment Level
Camouflage
None
Basic
Hasty Defence
Foxhole
Basic
Prepared Defence
Trench
Full
Concentrated Defence
R.2.1.2 Infantry Elements
Infantry will entrench themselves in a camouflage themselves to the best of their ability given the time available.
Defence Type
Entrenchment Level
Camouflage
Shell Scrape
None
Hasty Defence
Trench
None
Prepared Defence
Trench
Full
Concentrated Defence
R.2.1.3 Vehicles
The crews of vehicles and any troops they carry will entrench and camouflage the vehicle in they have time.
Defence Type
Vehicle Doesnt carry Infantry Elements
Vehicle carries Infantry Elements
Basic Camouflage
Basic Camouflage
Hasty Defence
Full Camouflage
Basic Dug In and Full Camouflage
Prepared Defence
Basic Dug In and Full Camouflage*
Full Dug In and Full Camouflage*
Concentrated Defence
*May choose Thermal Camouflage after instead of Full Camo 1990.
R.2.1.4 Vehicles with Dozer Blades
Vehicles with Dozers can entrench themselves and other Vehicles in the same company far faster than those without.
Vehicles get the same Camouflage as listed in R.2.1.3 Vehicles above.
Defence Type
Number of Vechiles in company affected.
1 Vehicle Basic Dug In
Hasty Defence
3 Vehicles Basic Dug in OR 1 Vehicle Full Dug In
Prepared Defence
6 Vehicles Basic Dug in OR 2 Vehicle Full Dug In
Concentrated Defence
Engineer Vehicles can use their dozer to entrench any vehicle not just the ones in their company.
R.2.1.5 Aerial Elements
Aerial Elements give no engineering points and cannot be dug in or camouflaged.
R.2.1.6 Off Table elements
Off table elements gain entrenchment in exactly the same way as on table ones.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

110

R.2.2 Engineer Infantry Elements


Their Capabilities are far greater than non engineering infantry elements and what they can do is far more flexible. Each
engineer infantry element has a number of engineering points available that it can use as follows which depend on the level of
defence taking place. These can be used within the limit stated further down. Additionally they get the same basic dug in option
as non engineering infantry for themselves, see R.2.1.2 Infantry Elements above.
Element
Engineer Element

Hasty
Defence
4 EP

Prepared
Defence
12 EP

Concentrated
Defence
24 EP

These engineering points can be used as follows.


R.2.2.1 Add Overhead Cover
Overhead cover can be added to any infantry element without an AA or indirect fire weapon that is in a trench as
follows. Other than the limit on engineering points you can add OHC to as many elements as you wish. See R.3 ENTRENCHMENTS for effects
Camouflaged
Basic OHC
Medium OHC
Heavy OHC
4 EPs
8EPs
12EPs
None
4 EPs
12EPs
24EPs
Full
R.2.2.2 Place Barb Wire
Limits and costs are as follows. See R.4.1 Barbed Wire for effects.
Wire Type
Cost
Limited to
1EP per 10cm
Any Defence
Thin
2EPs per 10cm
Prepared and Concentrated Defence
Thick
3EPs per 10cm
Concentrated Defence
Dense
R.2.2.3 Build Barricades
Each costs 12EPs. Limits are as follows. See R.4.2 Barricade for effects.
Game Type
Maximum that can be built
Maximum distance from material source
2
5cm
Hasty Defence
3
10cm
Prepared Defence
4
20cm
Concentrated Defence
The source for material is woods for log barricades and built up areas for rubble barricades.
R.2.2.4 Anti Tank Ditches
Each costs 30EPs. The ditch is 10cm long and 1cm wide. Limits are as follows. See Note: - You cannot use road
movement to cross a barricade.
R.4.3 Anti-Tank Ditch for effects.
Game Type
Maximum that can be built
1
Hasty Defence
3
Prepared Defence
5
Concentrated Defence
R.2.2.5 Mine Fields
Each minefield is 10cm by 10cm. The cost depends on the type of field bought and if they are to be laid next to one
another or not. As all minefields are marked it takes the engineers some time to mark up each side of a minefield. If
they place two or more minefields together they have less edge to mark. For example the edge of a 10x10 minefield is
40cm long. Two such minefields have an edge of 80cm in total. However a 20x10 minefield only has an edge length of
60cm, i.e. 25% less. However to keep things simple you either buy stand alone or continuous minefields.
Continuous minefield must be placed next to at least 1 other minefield this can be stand alone or continuous. Stand
alone ones can be placed together but dont have to be placed together. When placing the minefields together they
must be placed so that a full 10cm side is next to at least 1 other minefields full 10cm side.
Minefield type
Stand alone
Continuous
10
9
Dummy
20
18
Scatter
40
36
Buried
The cost is for a level 1 minefield and they can be placed in the same place to increase the fields density up to the
following limits.
Limits are as follows.
Game Type
Dummy
No Limit
Hasty Defence
No Limit
Prepared Defence
No Limit
Concentrated Defence
NA = Not allowed in this type of game
See R.6 - MINES for effects.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

Scatter
3
5
7

Buried
NA
NA
5

111

R.2.2.6 Set Booby Traps


Each booby trap costs 1 EP except Claymores which cost EP each (i.e. 2 for 1EP. Limits are as follows. See R.7 BOOBY-TRAPS for effects.
In a Hasty Game up to 4 EPs can be spent on R.7.1 Tripwire/Sensor Mine, R.7.4 Remote LAW or R.7.5 Claymores.
In a Prepared Defence up to 8 EPs can be spent on any type of booby trap.
In a Concentrated Defence up to 16 EPs can be spent on any type of booby trap.
R.2.2.7 Changing the Battlefield
In Prepared and Concentrated Defences the defender can choose to allocate some EPs before the battle to allocate to
changing the battlefield. Below is listed hoe the battlefield can be changed and the cost in EPs. This can be a risk in a
Prepared Defence as there may be no bridges on the battlefield for the player to change.
R.2.2.7.1 Remove Buildings
In a Concentrated Defence the defender may choose to remove buildings. Whole building must be
removed.
It costs 10EPs per square cm of the building to remove that building. The ground the building occupied and
any built up area along side it counts as poor going for all elements but completely clear.
Note that this assumes the standard building, shanty towns would cost less EPs to clear and factories would
cost more to clear.
R.2.2.7.2 Clear Woods
In a Concentrated Defence the defender may choose to clear wooded areas. Whole wooded area must be
removed.
It costs 5EPs per square cm of the wooded area to remove that wooded area. The ground the wooded area
occupied poor going for all elements but completely clear.
R.2.2.7.3 Flood Areas
In a Concentrated Defence the defender may choose block streams or rivers to impede the attackers
movement.
When blocking a stream/river you will need to determine which direction is up stream and which is down.
This may be obvious from the maps being played on, if not randomly determine the direction of flow.
It costs 50EPs to block a stream or river plus 5EPs per cm back from the blockage that is affected by the
blockage. A minimum of 5cm of effect must be bought (thus a minimum of 75cm must be spent.
Down stream of the blockage a river counts as a stream for crossing and a stream counts as a ditch for the
rest of the length of the stream/river.
Up Steam of the blockage for the distance bought 2cm each side of the river/stream count as marsh.
R.2.2.7.4 Demolish Bridges
Small bridges are 1 vehicle wide and 2cm or less long. Medium bridges are 1 or 2 vehicle wide and 3cm or
less long. Large Bridges are anything larger than medium.
In a Prepared Defence up to 1 small bridge can be demolished leaving a poor going ford for 50 EPs.
In a Concentrated Defence up to 3 small bridges can be demolished. If they are demolished leaving a poor
going ford the demolition costs 50 EPs. If they are demolished leaving clear river it costs 100 EPs.
In a Concentrated Defence up to 1 medium bridge can be demolished leaving a poor going ford for 100
EPs.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

112

R.2.2.7.5 Prepare to Demolish Bridges


In a Concentrated Defence bridge of any size can be prepared for demolition. This costs 10 EPs per cm
long (round number of cm up) per vehicle wide the bridge is.
Example: - A small bridge is 1.5cm long and 1 vehicle wide. To prepare it for demolition costs 2 (length in
cm rounded up) x 1 (number of vehicles wide) x 10 = 20 EPs.
Example: - A bridge is 3.8cm long and 3 vehicles wide. To prepare it for demolition costs 4 (length in cm
rounded up) x 3 (number of vehicles wide) x 10 = 120 EPs.
The defender has one chance to blow the bridge; he may roll a d20 at any one time during the attackers
movement phase and check on the following table.
Roll
Effect
The engineer in charge informs you that there wasnt enough time to plant the explosives.
1
The bridge can never be blown.
No explosion occurs.
2-9
You may send your engineers onto the bridge to look for why it failed to go off.
For each engineer element on the bridge at the end of the defenders turn roll a d10 on a 10 they
think theyve fixed the problem and you can roll a d20 on this table during an attackers
movement phase (reroll 1).
Nothing happens, after frantic checking the problem is fixed near the plunger.
10
The defender can roll a d20 on this table during an attackers movement phase (Reroll 1).
An explosion occurs, but when the smoke clears the bridge is still standing.
11-15
Roll a d10 at the end of each attackers movement phase excluding this one.
On a roll of 10 the bridge collapses and any elements on the bridge and their occupants are
destroyed.
The site of the bridge now counts as a poor going ford.
The bridge is blow and from now on counts as a bad going ford.
16-20
Any elements on the bridge and their occupants are destroyed.
If any of the attackers infantry are on the bridge at the end of the attackers turn roll a d10 for each section.
For each 6+ subtract 1 from any roll made by the attacker to blow the bridge as the attackers infantry rip out
wiring in the hope of stopping the explosion.
Note: - The attacker doesnt have to be crossing the bridge when the attempt is made.
Note: - Because the test is carried out at any point during the attackers movement phase you will need to
work out who was on the bridge when it was blown.
R.2.2.7.6 Build Bridges
In a Concentrated Defence one small bridge of up to 20 tonne limit can be built. This costs 4 engineering
points per tonne of capacity.
R.2.3 Engineer Vehicles
Engineering vehicle act as force multipliers for the engineering infantry elements they support. Additionally they the same
digging in and camouflage as non engineer vehicles (see R.2.1.3 Vehicles and R.2.1.4 Vehicles with Dozer Blades).
Engineering Vehicles are marked on the datasheet with EngV in there notes.
Each engineer vehicle carries different pieces of equipment. We are only concerned here with those pieces of equipment that are
used for creating defences. They will often be carrying more than one piece of engineering kit and thus each one adds to there
effect as the more they carry the more flexible they are.
A few elements carry equipment such as scatter mine dispensers which can be used during a battle, but normally engineering
should only take place before the battle.
Engineering Vehicle increase the number of EPs available as follows
Equipment
Increase in EPs
+1%
Auger
+3%
Crane
+2%
Ditcher
+1%
Dozer
+2%
Excavator
+2%
Pit Digger
+3%
Winch
+1%
Engineer Vehicle
This extra % increases the total EPs available to the army by that much. When calculating the available bonus EPs always round
up.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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

Area Fire Effect


Open if Firing

Indirect Effect
Open

Otherwise Cover
Open if Firing

Open if surprised (see N.8.4.4 Surprise)

Otherwise Cover
Cover
Heavy Cover

Otherwise cover
Cover
Heavy Cover

Foxhole

Cover

Trench

Cover

Trench Basic
OHC*

Heavy Cover

Unless fire include


105mm+ then only Cover
Heavy Cover

Unless fire include Ground Burst 105mm+ or


100kg+ then only Cover
Heavy Cover

Trench Medium
OHC*

Heavy Cover

Unless fire includes


155mm+ then only Cover

Unless fire includes Ground Burst 155mm+


or 500kg+ then only 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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

R.4 BARRICADES AND ENTANGLEMENTS


Engineering points can be used to buy various means of slowing an enemys advance.
Unmarked minefields are deliberately not covered as almost all minefields will be marked. In a campaign game feel free to add
them if you wish.
R.4.1 Barbed Wire
Barbed wire comes in 3 densities, Thin, Thick and Dense. Each thickness has different effects depending on the type of element
attempting to cross it.
Element Type
Thin Barb Wire
Thick Barb Wire
Dense Barb Wire
Light Obstacle
Medium Obstacle
Hard Obstacle
Infantry
Light Obstacle
Medium Obstacle
Hard Obstacle
Wheeled Vehicle <= 5t
Costs 1cm to cross
Light Obstacle
Medium Obstacle
Wheeled Vehicle > 5t
Light Obstacle
Medium Obstacle
Hard Obstacle
Tracked Vehicle <= 5t
Costs 1cm to cross
Light Obstacle
Medium Obstacle
Tracked Vehicle > 5t and <=25t
Cannot use road movement to cross
Costs 1cm to cross
Light Obstacle
Tracked Vehicle > 25t
Note: - You cannot use road movement to cross any type of barb wire.
R.4.2 Barricade
These come in 2 forms, Log and rubble.
Log barricades can only be built in or near woods.
Rubble barricades can only be built in or near built up areas.
Both types of barricade are 2cm long, 2 vehicles wide and count as hard obstacles, but any vehicle crossing over them shows its
belly armour as it does so.
Belly Armour is 0 for soft skinned and 1 for armoured vehicles.
Note: - You cannot use road movement to cross a barricade.

R.4.3 Anti-Tank Ditch


Vehicles without the aid of bridging or fascines cannot cross the ditch.
Infantry take 2 turns to climb in and then out the other side (total of 4 turns).

BATTLEGROUP 2009+ 23/11/2012 14:48:00

115

R.5 - POSITION DESTRUCTION


Engineering constructions and buildings can be destroyed during the game. The following rules cover this.
R.5.1 Infantry Dug In Positions
Infantry dug in positions without OHC can be destroyed by vehicles passing over them.
Shell Scrapes and Foxholes are destroyed by any vehicle of 5t or more passing through them.
Trenches are destroyed by and vehicle of 20t or more passing over them. Lighter vehicles have a chance of destroying them; roll
a d20 and on a roll of 11+ the position is destroyed.
If the position is destroyed any occupying infantry will have to escape as if escaping from a destroyed vehicle hit by AP (See I.6
- ESCAPING A DESTROYED VEHICLE).
R.5.2 AT Ditches
Engineering Vehicles with Fascines can fill 1cm width of AT ditch 1 vehicle wide in turn. If the AT ditch is wider than 1cm
additional fascines can be added to fill the ditch. So for example if the ditch was 4cm wide FOUR fascines would be needed to
fill the ditch and allow vehicles to cross.
If you wish to bridge the gap with an AVLB see E.6.1 Preparing Weapons and Equipment Table.
R.5.3 Rubble Barricades
It takes an engineering vehicle (or AFV with dozer) 5 turns to clear.
An Engineer Section can clear it in 15 turns and normal infantry 30 turns.
Guns with HE or HEAT can be fired at the barricade to try to clear it. The gun must be of 100mm or more and require 19+
(demolition guns 14+) on a d20 to clear it.
R.5.4 Log Barricades
It takes an engineering vehicle (or AFV with dozer) 3 turns to clear.
An Engineer Section can clear it in 9 turns and normal infantry 15 turns.
Guns with HE or HEAT can be fired at the barricade to try to clear it. The gun must be of 100mm or more and require 17+
(demolition guns 12+) on a d20 to clear it.
R.5.5 - Buildings
Buildings are never really destroyed they are just reduce to rubble. Over the years its been apparent that rubble gives infantry
operating in it most of the benefits of being within buildings. Thus within the rules and for simplicities sake buildings which
have been damaged are treated the same as any other building. That said being inside a building when part of it collapses is
dangerous to the occupant. The following rules cover when buildings become damaged, how they become damaged and what
effect this has on any occupant.
R.5.5.1 When Buildings Can Become damaged
Buildings caught in a fire zone and occupied by elements will need to be tested to see if they are damaged (see N.8.7
Building Damage).
Buildings fired on using direct fire will also need to be tested to see if they become damaged.
An element in the building is hit by AHEAD or FAPDS, see J.10 AHEAD AND FAPDS VS BUILDING.
R.5.5.2 When Direct Fire Be Used Against a Building
R.5.5.2.1 Ordered Firing
At the start of the game a unit can be ordered to fire at a building or several buildings.
The orders must include where to fire at the buildings from and the target buildings.
The unit must continue firing at the building until it is damaged or the unit is ordered to cease fire. Once the
building is damaged the unit MUST cease fire.
R.5.5.2.2 Target Detected in a Building
If a target is located or spotted within a building the building can be fired at.
R.5.5.3 Hitting the Building
R.5.5.3.1 Direct fire at a Building
Buildings are fired at as if they were a Size X vehicle with an extra to hit modifiers as follows for direct fire.
Size
Modifier
-2
Small
-4
Medium
-6
Large
R.5.5.3.2 Area fire at a Building
For both direct and indirect area fire treat the building as an infantry section with over head cover (i.e. the H
column on the datasheets).
R.5.5.3.3 AHEAD or FAPDS Hits an Element in a Building
The building is hit on an 11+ on a d20.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

116

R.5.5.4 How a Building is Damaged


If the building is hit it has been damaged and there is a chance that any occupants will be damaged by falling or by the
building falling on them.
Test each element within the target building by rolling on the I.6.1 Vehicle Escape Table as if they were escaping
from a destroyed vehicle. You should roll on the row appropriate for the type of fire being used against the building.
Apply the following modifiers to the roll, but note that a natural roll of 1 is always a kill result.
R.5.5.4.1 Direct Fire modifiers
Modifier
Element being tested is not spotted or located
Element being tested is located but not spotted
Element is spotted and HEAT round used

Effect
+3
+1
- per point of penetration (rounded up)

R.5.5.4.2 Direct Area Fire modifiers


Modifier
Element being tested is not spotted or located
Element being tested is located but not spotted
Element spotted and main weapon > 20mm and <= 50mm
Element spotted and main weapon > 50mm and <= 100mm
Element spotted and main weapon > 100mm
Main weapon has no HEAT or HE ammo available

Effect
+3
+1
-1
-2
-3
+1

R.5.5.4.3 Indirect Area Fire modifiers


Modifier
Element spotted and main weapon > 50mm and <= 100mm
Element spotted and main weapon > 100mm

Effect
-1
-2

R.5.5.4.4 AHEAD or FAPDS modifiers


There are no modifiers, roll as normal on the escape table.
R.5.6 Pill Boxes
These are almost never used today. If you have one in a scenario treat it as an Extra Large size tank with all round armour of 6.

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

117

R.6.4 Moving into a Minefield


It may be that a units orders will take it through a minefield. If the minefield wasnt known about when the players orders were
written the player can react to the minefield if the unit is moving at COMBAT speed (see D.7 REACTING TO THE
ENEMY). If the unit is moving at TRANSIT speed it will continue into the minefield its full move and can then react to the
minefield (they are travelling too fast to easily stop).
If the unit continues into the minefield test each element once for each 10cm of movement to see if they hit a mine and the effect
of that hit.
R.6.5 Spotting Mines (Optional)
This is only used if you choose to have unmarked minefields in your game. Each element entering the minefield can test for each
10cm the move through the mine field and can stop and the unit react if they spot a mine.
Roll a d10 and a roll equal to or higher than the number indicates you spot the mines.
Mine Type
Spotter
Buried
Surface
4+
2+
Specialist Troops or Mine detecting Vehicle
7+
5+
Infantry
8+
6+
Vehicle
Modify the required number as follows and if it goes above 10 the mines cannot be spotted
MOVEMENT
USING TRANSIT SPEED
+2
VEHICLE MOVING OVER 15cm
+2
VEHICLE MOVING OVER 30cm
+4
VEHICLE MOVING OVER 45cm
+6
INFATRY MOVING OVER 4cm
+2
VISIBILITY CONDITION
MOONLIT NIGHT
+2
MOONLESS NIGHT
+4
DAWN/DUSK/OVERCAST
+1
WEATHER CONDITIONS
LIGHT RAIN OR LIGHT SNOW
+1
MIST OR RAIN OR SNOW
+2
HEAVY RAIN OR HEAVY SNOW
+4
FOG OR SANDSTORM
+5
If the spot is successful mark the element with a MS counter.
R.6.6 Test for Hitting a Mine
If an elements movement takes it into minefield test for each 10cm (or part of) that it moves in the minefield to see if it hits a
mine.
Roll a d10 and if the testing element rolls the strength or under it sets off a mine and is suppressed. However AFVs will not be
suppressed by AP mines and infantry will not set off AT mines.
If an element is suppressed by a mine it will only have half its available movement for that turn thus move it back to the half way
point of its move. If the element hit the mine past the halfway point move it back to the point it hit the mine.
R.6.7 Effect of Mines
Roll a d10 on the following table to determine the effect of hitting a mine.
Destroyed on
Type of
Soft Vehicle
AFV
Mine
Infantry
Normal With MR With HMR Normal With MR
4+
4+
7+
9+
NE
NE
AP
NE
2+
5+
8+
5+
8+
AT
NE = No effect
MR= Mine Resistance
HMR = Heavy Mine Resistance

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

118

R.6.9 Reversing out of a Minefield


If the element is infantry it tests again as but with the minefield as its strength minus 3 (i.e. strength 4 = 1). If this reduces the
level below 1 no test is required (the troops retrace their steps).
If the element is a vehicle with a rear driving position it tests again as but with the minefield as its strength minus 2 (i.e. strength
4 = 2). If this reduces the level below 1 no test is required (the driver can see the route they took into the minefield and tries to
follows the same route to get out).
If the element is a vehicle without a rear driving position it tests again as but with the minefield as its strength minus 1 (i.e.
strength 4 = 3). If this reduces the level below 1 no test is required (The crew attempt to tell the driver who cant see which way
they came into the minefield).
R.6.10 Landing Aerial Elements in a Minefield
If an aerial element lands in a minefield test once to see if it sets off the mines subtracting 1 from the die roll as the down draft
will help set the mines off.
Treat the aerial element as a soft vehicle with no mine resistance if it sets off the mine.

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).

BATTLEGROUP 2009+ 23/11/2012 14:48:00

119

R.8 - MINE CLEARING


Mine clearing is done in the movement phase (2.1) of a players turn.
The following table shows how much the level the minefield will be reduced to or by depending on its current strength and what
is used to clear it.
Current Strength
Uncertainty Roll*
CLEARING
DETAILS
METHOD
1-2
3+
Scatter
Buried
Mine-rollers,
Reduce to
Reduce to
1
1
The cleared width is 1cm wide and the maximum
plough or flail
0*
1
move in a turn is 15cm.
Dozer blade
Reduce to
Reduce to
1-2
1
The cleared width is 1cm and max move is 10cm.
0*
2
Explosive line
Reduce to
Reduce to
1
1
These are rocket-launched tubes filled with HE and
charge
0*
0
they clear a lane 10cm long by 3cm wide and it
takes 1 turn to set up.
Artillery or
Reduce to
Reduce by
1-4
1-6
The cleared area is as per a HE fire zone.
mortars
0*
2 per turn
Salvo rockets or
Reduce to
Reduce by
1-4
1-6
The cleared area is as per a HE fire zone.
bombs
0*
3 per turn
Fuel Air
Reduce to
Reduce to
1
1
These are either short-range, ground-launched
Explosive
0*
0*
rockets or artillery that release a cloud of fuel,
mixed with air and when ignited create a massive
overpressure, which detonates mines.
Engineers

Reduce to
0*

Reduce to
1

The area affected is a 25cm radius.


The cleared width is 1cm and max move is 1cm.

* 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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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.

U.2 - ORBAT (ORDER OF BATTLE)


There will be a huge number of orbats available once I get around to running them off. At the last count something in the order
of 200 lists. The main coverage for these is the mid 80s but there are many lists from 1956 till 2010 available. You should look
on the battlegroup yahoo group for these.

U.3 - THE DATASHEET


Each DATASHEET has two or sometime more, A4 sides of information and is designed to be easily handled during the game
(these can be photocopied for players own use). Players will need the DATASHEET of both their own forces and their
opponents. The information given is as follows:
1st Sheet

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

BATTLEGROUP 2009+ 23/11/2012 14:48:00

121

U.4 - EXAMPLE DATASHEET


The following three pages show an example DATASHEET for the Cuban Army for about 1986.
Cuban - MR Regiment ~ 1986 (Regular / Poorly Trained / EW level 2 / Initiative d10-1)
PLAYERS BOUND SEQUENCE

ANTI-AIRCRAFT FIRE (ROLL d%)


WEAPON

1. PRE-COMBAT PHASE

Guide

RANGE

TARGET HEIGHT BAND


NOE

(in cm)

1 COMMUNICATIONS - Write orders and comms between units including overwatch.


2 UNIT REACTIONS - Units may react to enemy presence or to coming under direct/area fire

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

4 ENEMY ARTILLERY - Opponent spots and plots artillery barrage.

HMG

AAA

50

16 17 19

15

5 AERIAL ELEMENT RISK ROLLS. Opponent makes the risk rolls for players aerial elements (O.2.2).

Qu 23mmA with FCR2

AAA

112.5

13 15 17

Tr 23mmA with FCR5 (Trained)

AAA

112.5

13 15 17

A K

HIGH

Small arms, LMG

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

Tw 23mmA with FCR4 (Trained)

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

5 MELEE COMBAT - All touching infantry resolve melle combat.

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

7 AIRSTRIKES - Surviving aircraft release ordnance and resolve damage.

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

Militia Unit with Original COs

6+

+2

POP-UP WITH NOSE SIGHT

+1

POP-UP WITH CABIN SIGHT

+2

76+
11

POP-UP WITH ROOF SIGHT

+3

+1

POP-UP WITH MAST SIGHT

+5

+5

10

12

12

HOVERED (moved upto 5cm)

-4

11

MOVED 51-100cm (inc Req Exiting)

+2

11

12

MOVED 101-200cm

+3

10

MOVED 201cm+ (inc Req Entering)

+5

10

12

4+

Regular Unit without Original COs


5+

10

PER POINT OF JAMMING


NON SPECIALIST AA ON MOVE

10

11

UNSTABLISED SPECIALIST AA ON MOVE

4+

11

Conscript Group without Original COs


Regular Group with Original COs

FIRED TO TARGETS FRONT

51-75
10

Conscript Unit without Original COs

Conscript Group with Original COs

26-50
8

5+

Regular Unit with Original COs

IRH

+5

Upto 25
6

Militia Unit without Original COs


Conscript Unit with Original COs

GUIDANCE SYSTEM
AAA

FIRER SUPPRESSED

+/- TARGETS IR VALUE IF


IRH MISSILE (INC IR
COUNTER MEASURES)
+/- TARGETS RADAR
VALUE IF RADAR
MISSILE (INC RADAR
COUNTER MEASURES)
FORCED FIRE
UNTRAINED +1
POORLY TRAINED +2
TRAINED +3
WELL TRAINED +4
HIGHLY TRAINED +5

+5

Target is MUAV

+5

+3
AIRCRAFT LOADS AVAILABLE (d100)

Roll

Aircraft

1st FAILED ROLL

HESITATE. Max half move towards enemy. Roll again.

1-4

L-39 Albatros (Bomb)

4x250Kg HE Bombs

2nd FAILED ROLL

HALT. Halt or withdraw to cover. Roll again.

5-8

L-39 Albatros (RP)

4x57mmRP(x16)

3rd FAILED ROLL

WITHDRAW. Pull back to safe position. Roll again.

9-12

L-39 Albatros (RP/Bomb)

2x57mmRP(x16) & 2x250Kg HE Bombs

4th FAILED ROLL

RETREAT. Move at full speed to exit table.


CB LOCATION

13-19

Mig-15 Fagot (Bomb)

2x57mmRP(x6) & 2x250Kg HE Bombs

20-27

Mig-15 Fagot (RP)

2x57mmRP(x6)

Regular Group without Original COs

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)

2x57mmRP(x16) & 2x250Kg HE Bombs

-1

ENEMY BATTERY FIRING SALVO ROCKETS OR MORTARS (SOUND & FLASH ONLY).

73-74

Mig-23BN (Bomb)

6x250Kg HE Bombs

10

+1 PER POINT OF JAMMING (CB RADAR).

75-77

Mig-23BN (CB Bomb)

6x250Kg Cluster Bombs

20

+1 TARGET BATTERY IS 1 OR 2 GUNS FIRING SMOKE/ILLUMINATION/RANGING ROUNDS ONLY

78-79

Mig-23BN (CB Light Bomb)

4x250Kg Cluster Bombs

16

+1 IF MORE THAN 1 ENEMY BATTERY FIRED THIS TURN


REQUESTING ARTILLERY SUPPORT (ROLL d10)

80-82

Mig-23BN (Heat RP/Bomb)

2x80mmRP(x7)(HEAT) & 4x250Kg HE Bombs

10

83-84

Mig-23BN (Heat RP/CB Bomb)

2x80mmRP(x7)(HEAT) & 4x250Kg Cluster Bombs

16

85-87

Mig-23BN (Light Bomb)

4x250Kg HE Bombs

+1 OBSERVER UNTRAINED

88-89

Mig-23BN (RP)

4x57mmRP(x16)

10

+1 CHQ, PHQ OR SHQ LEVEL WITHOUT BMS


-1 Per subsequent request from same observer

90-92

Mig-23BN (RP S-13)

4x122mmRP(x5)(HEAT)

10
11

CB Radar (Target fired Non Guns/Guns)

COMMS

LEVEL OF SUPPORT

STANDARD
ABMS

DED

DIR

GEN

2
1

5
3

8
6

-3 REQUEST FOR FIRE ON RFP


CEP DIE ROLL MODIFIERS
CEP MULTIPLIER

See N.3 for multiple requests


CEP TABLE (d10)
1 OR 2
10

-1 RANGE 5KM OR LESS


3

REQUEST MODIFIERS

5
6 OR 7

RANGE

MULT

+1 LONG RANGE ROUND


-3 TARGET IN LOS

<= 5km

5cm

<= 10km

6cm

CB FIRE (CBR or S&F only)

<= 20km

7cm

-1 IF USING GSR* OR SAT POS

<= 30km

8cm

<= 40km
Over 40km

9cm
10cm

-3

-2 IF USING LRF* (GSR or LRF)


+1 PER 10KM RANGE OVER 10KM

93-94

Mig-23BN (RP S-8)

4x80mmRP(x7)(HEAT)

95-97

Mig-23BN (RP/Bomb)

2x57mmRP(x16) & 4x250Kg HE Bombs

10

98-100

Mig-23BN (RP/CB Bomb)

2x57mmRP(x16) & 4x250Kg Cluster Bombs

16

CORRECTION PER TURN


-3

STATIONARY TRAINED AOO OR AOO IN AOO VEHICLE

-2

MOVING TRAINED AOO NOT IN AOO VEHICLE

-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

VEHICLE CE TOP ARMOUR

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

Smk 3cm W3xD7

HE,Bes
6xBM-24
Reload : 3 Turns

240mm
MRLS

Smk 3cm W4xD8

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

FIRE NUMBER MODIFIERS


+6

TARGET HAS APS 2 OR 4

+2

+4

USING WHITE PHOS SMOKE

+4

HELICOPTER AT CONTOUR (Not AB)

+3

REDICED EFFECT CB FIRE

-1

SURPRISE VS UNS INF IN OPEN

HELICOPTER AT NOE (Not AB)

BATTERIES BURST RATE

-1

SURPRISE VS UNS MOVING INF

+2

-1

FIRING RPS AND SUPPRESSED

+4
+1

PER EXTRA BATTERY/RP/250Kg OF BOMBS

FIRING RPS AND DAMAGED

-1

VEH MOVING UNDER SMART ROUNDS

TARGET IS SUPPRESSED INF

+1

2ND+ TURN OF MRLS AT SAME TARGET

EXTRA ARTILLERY ZONES


Battery
BM-21a

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)

1-2 = 10cm x 10cm

3-4 = 20cm x 10cm

5-6 = 20cm x 15cm

M-30 (USSR)
M-38/43 (USSR)

1-2 = 10cm x 10cm


1-2 = 10cm x 10cm

3-4 = 20cm x 10cm


3-4 = 20cm x 10cm

5-6 = 20cm x 15cm


5-6 = 20cm x 15cm

BATTLEGROUP 2009+ 23/11/2012 14:48:00

122

Cuban - MR Regiment ~ 1986 (Regular / Poorly Trained / EW level 2 / Initiative d10-1)


VEHICLE
NAME
T-55A (APDS)
100mm (Ld),HE
pHMG
T-55A
100mm (Ld),HE
pHMG
JS-3
122mm,HE
pHMG
SU-100
f100mm (Ld),HE
T-34/85
85mm,HE
PT-76
76mm,HE
BRDM-2
t14.5mm HMG
BRDM-1 (HMG)
p12.7mm HMG
BRDM-1
BTR-60PB
t14.5mm HMG
BTR-152K
p12.7mm HMG
BTR-152 (HMG)
p12.7mm HMG
BTR-60P

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

DIRECT FIRE TARGETING (ROLL d20)

DIRECT FIRE TARGETING (ROLL d20)


25cm
50cm
100cm
HIT
HIT
HIT
P
P
P
12(15)
5(8)
1
1
-

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)

BATTLEGROUP 2009+ 23/11/2012 14:48:00

25cm

AREA FIRE (ROLL d20)


50cm

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

AREA FIRE (ROLL d20)


25cm
50cm

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

cMG,NBC, amp (10 cm),Wheeled 7

AR
7
L4 M8 H12

pMG,amp (10 cm),Wheeled 7

AR
6
L3 M6 H9

pMG,amp (10 cm),Wheeled 7

AR
6
L3 M6 H9

IR

IR

IR

cMG,NBC, fps, amp (10cm),14 Trps,Wheeled AR


10
5
L4 M8 H12
pMG,fps,12 Trps,Wheeled 7
AR
9
L3 M6 H9

pMG,fps,O.top,17 Trps,Wheeled 7

AR
9
L3 M6 H9

IR

pMG,O.Top,NBC, fps, amp (10 cm),16


Trps,Wheeled 5

AR
10
L4 M8 H12

IR

IR

pMG,NBC, fps, amp (10cm),16 Trps,Wheeled AR


10
5
L4 M8 H12
pMG,fps,O.top,17 Trps,Wheeled 7
AR
9
L3 M6 H9

fps,8 Trps,Wheeled 7

AR
9
L3 M6 H9

2M2 SHMELx3+4,amp (10 cm),Can`t Reload


if Suppressed,Wheeled 7

AR
6
L3 M6 H9

9M14-P (AT-3C)x6+8,amp (10 cm),Can`t


Reload if Suppressed,Wheeled 7

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

pMG,Class 60 AVLB, Sn,Engineer Vehicle

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

No Sight,[A/C type=AH],9M14-P (AT-3C)x2x2,4x57mmRP(x32),8 Trps

AR

31

AR

14

No Sight,[A/C type=TH],9M14-P (AT-3C)x2x3,28 Trps (3 Full+1 Half or 7 Half


Sections)

[A/C type=GA],(Requested see List for points)

AR

[A/C type=LA],(Requested see List for points),Also known as L-39 Albatros

AR

[A/C type=F],(Requested see List for points),FCR5

AR

[A/C type=GA],(Requested see List for points),FCR4

AR

[A/C type=GA],(Requested see List for points)

AR

123

ANTI-TANK GUIDED MISSILES


ROF

MISSILE

NF

CON

GUIDE
SHORT

1
1

2M2 SHMEL
9M14-P (AT-3C)

M
S

WIR
WIR

TARGETING (AND RANGE) ROLL d20


MEDIUM
LONG

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)

AREA FIRE S(K)


C
17(22)
17(22)

NOTES
H

19(24)
19(24)

AT-1 Snapper
AT-3C, Remote 1cm
INFANTRY ELEMENTS

DIRECT FIRE TARGETING MODIFIERS/AREA FIRE MODIFIERS in Brackets


TARGET ACTION OR FIRER STATUS

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.

INFANTRY HEAVY WEAPONS


WEAPON
TYPE

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)

AREA FIRE (ROLL d20)


50cm
100cm
HIT
P HIT
P
12
2
23
1

P
2

12
13

2
(4)

2
(4)

22
-

250cm
HIT

2
-

VEHICLE ROOF WEAPONS


WEAPON

AREA FIRE (ROLL d20)


10cm

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
-

BATTLEGROUP 2009+ 23/11/2012 14:48:00

P
-

AREA FIRE (ROLL d20)


CLOSE SPEED
P
25cm
50cm
100cm
250cm
C'BAT
T
S
O
C
H
O
C
H
O
C
H
O
C
H
O
C
H
S
T
45
9
12
14
10
13
15
10
13
15
12
15
17
14
17
19
3
A
Half_AR+85mm ATG (BFC:APHE+HEAT/HESH)
S
1d10
K
14
17
19
15
18
20
15
18
20
17
20
22
19
22
24
C
2**
S
T
2
11
14
16
13
16
18
14
17
19
6
B
Full_AR+RPG-7V
V
2d10
K
C
16
19
21
18
21
23
19
22
24
4
S
T
12
13
16
18
14
17
19
14
17
19
6
1d10
D
Half_AR+IR+ALO
T
K
18
21
23
19
22
24
19
22
24
C
4
S
13
16
18
14
17
19
14
17
19
T
6
3
E
Half_AR+IR+GSR+OP
T
1d10
K
C
18
21
23
19
22
24
19
22
24
4
S
T
3
11
14
16
13
16
18
14
17
19
6
2d10
S
I
Full_AR+RPG-7+SA-7b
K
C
16
19
21
18
21
23
19
22
24
4
S
11
14
16
13
16
18
14
17
19
T
6
3
I Conscript
Full_AR+RPG-7+SA-7b
S
2d10-2
K
16
19
21
18
21
23
19
22
24
C
4
S
T
2
11
14
16
13
16
18
14
17
19
6
V
J
Full_AR+IR
2d10
K
C
16
19
21
18
21
23
19
22
24
4
S
T
2
11
14
16
13
16
18
14
17
19
6
V
2d10-2
J Conscript
Full_AR+IR
K
16
19
21
18
21
23
19
22
24
C
4
S
9
12
14
11
14
16
12
15
17
T
6
2
V
K
Full_AR+LMG+RPG-7V
2d10
K
C
14
17
19
16
19
21
17
20
22
4
S
T
7
10
13
15
12
15
17
12
15
17
13
16
18
3
1d10
V
M
Half_AR+57mm ATG (BFC:APHE)
K
C
15
18
20
17
20
22
17
20
22
18
21
23
2**
S
9
12
14
12
15
17
13
16
18
T
6
2
V
N
Full_AR+SAW+RPG-7V
2d10
K
C
14
17
19
17
20
22
18
21
23
4
S
T
2
9
12
14
12
15
17
13
16
18
6
V
Full_AR+SAW+RPG-7V
N Militia
2d10-4
K
C
14
17
19
17
20
22
18
21
23
4
S
T
2
3
5
7
11
14
16
12
15
17
6
V
O
Full_AR+LMG+F.Thrower
2d10
K
7
10
12
16
19
21
17
20
22
C
4
S
T
2
13
16
18
14
17
19
14
17
19
6
1d10
S
P
Half_AR+SA-7b
K
C
18
21
23
19
22
24
19
22
24
4
S
T
1
11
14
16
13
16
18
14
17
19
6
V
Q
Full_AR
2d10
K
16
19
21
18
21
23
19
22
24
C
4
S
9
12
14
11
14
16
12
15
17
T
6
2
V
S
Full_AR+LMG+IR
2d10
K
C
14
17
19
16
19
21
17
20
22
4
S
T
2
13
16
18
14
17
19
14
17
19
6
V
T
Half_AR+RPG-7V+IR
1d10
K
C
18
21
23
19
22
24
19
22
24
4
**Only Personal weapons (AR, SMG etc), SAW and LMG may be used when using this form of transport. However elements may choose to dismount or leave behind the equipment that is affecting them. For obstacles
L2 M3 H5
25cm
75cm
10cm
50cm
LAW (DIRECT FIRE)
WH
NOTES
HIT
HIT
HIT
HIT
P
P
P
P
CE
10(20)
RPG-7
5(15)
(3)
(3)
- Max Range 25cm,BB
RPG-7V
5(15)
CE
10(20)
Max
Range
25cm,BB,
Also
HE,
BES
(3)
(3)
INF TYPE

EQUIPMENT

SIZE

10cm

250cm

100cm
H
18
23
18
23

ADDITIONAL AREA FIRE MODIFIERS


TARGET SOFT VEHICLE
FIRED LAW (AT WARHEAD)
FIRED LAW (HE WARHEAD)
FIRING FROM FIRING PORTS/HATCHES
FIRER MOVED USING COMBAT SPEED
FIRED LAW AT DIFFERENT TARGET
TARGET HAS B.ARM,FIRER INF Without AP.A
HMGs and bigger always count as having AP rounds
FIRER HAS SNIPER/H.SNIPER VS B.ARM OR COVER
AHEAD or FAPDS vs target in hard Cover
Per bMG/fbMG if Target in Arc (J.3.1 Bow MGs)
Per point of helicopter armour
TARGET IS SUPPRESSED INF

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

Uses laser in fire comtrol


Anti-aircraft
Automatic Target Tracker (currently fielded on Merkava III and Japanese Type 90)
Anti-aircraft Guided Missile (or SAM)
Artillery Battlefield Management System
Automatic Command to Line Of Sight
Artillery Observation Officer (or OP Observation Post)
Advanced Hit Efficiency And Destruction (KE) ammunition. In essence a round which can be programmed for fire
dozens of darts at a given distance from a target in the hope of finding a weak point or cause enough minor damage
to make the target a mission kill. These are very effective against hard cover.
Air Liaison Officer
Amphibious
Armour Piercing (using KE penetration)
Armour Piercing Ammo, Rifle ammo capable of going though Infantry Body Armour
Armour Piercing Discarding Sabot (KE)
Armour Piercing Fin Stabilised Discarding Sabot (KE)
Armour Piercing Fin Stabilised Discarding Sabot Depleted Uranium (KE)
Armour Piercing High Explosive (KE)
Assault Rifle
Anti-Tank Guided Missile
Bolt Action Rifle
Infantry Body Armour
Base Ejection (smoke rounds)
Battlegroup Headquarters (Inc Battalion HQ)
Battle Management System (the digitisation of the battlefield)
Chemical Energy
Company Headquarters
Commanders Independent Sight
Commanders Independent Thermal Vision (as CIS but with TI sight)
Chain Gun
Fuel Air Explosive
Frangible Armour Piercing Discarding Sabot (KE). These rounds shatter if they fail to penetrate their target which
can cause the target to be mission killed as it looses secondary equipment. These are very effective against hard
cover.
Heavy Assault Rifle, these tend to be assault rifles with a large ammo drum which in effect gives each squad
member a SAW.
High Explosive (used for Area Fire)
High Explosive Anti-Tank (using CE penetration)
High Explosive Squash Head (CE)
Heavy Machine Gun
Heavily Mine Resistant
High Velocity Armour Piercing
Image Intensifier
Infra-Red
Infra-Red self-Homing
Kinetic Energy
Laser spot equipped or LFC equipped Assault Rifle
Light Anti-Tank Weapon
Low Light Television
Light Machine Gun
Low Pressure Gun
Manual Command to Line Of Sight
Mine Resistant
Pump action Shotgun, with being very short range these only give a bonus in close combat.
Nuclear, Biological and Chemical
Recoilless Rifle
Rolled Homogenous Armour
Semi-Automatic Command to Line Of Sight
Squad Automatic Weapon
Sustained Fire Machine Gun
Scanning Infra-Red (or IIR Imaging Infra-Red)
Self Propelled
Thermal Imager
Unmanned Aerial vehicle
Second in command

BATTLEGROUP 2009+ 23/11/2012 14:48:00

125

W. COUNTERS & ZONES


The following SUPPRESSED (S), SUPPRESSED PERMINENTLY(SP), ERA DETROYED ON FRONT(EF), ERA
DETROYED ON SIDE(ES), ERA DETROYED ON REAR(ER), ERA DETROYED ON TOP(ET), DAMAGED(D),
INITIAL POSITION (IP), CURRENT POSITION (CP),FIRER(F#) and TARGET(T#) MARKERS should be photocopied,
cut out and mounted on cardboard.

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

BATTLEGROUP 2009+ 23/11/2012 14:48:00

126

Smoke Tiles
3cm

BATTLEGROUP 2009+ 23/11/2012 14:48:00

127

2.5cm

BATTLEGROUP 2009+ 23/11/2012 14:48:00

128

2cm

BATTLEGROUP 2009+ 23/11/2012 14:48:00

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

The M72 is an open-chambered weapon, so it has no recoil. The launcher's total


back blast area extends 131 feet (40 m) to the rear. This back blast can damage
equipment or seriously injure personnel who are too close to the rear of the
launcher.

Danger zone. All personnel, equipment, and flammable material must be


clear of this area.

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.

BATTLEGROUP 2009+ 23/11/2012 14:48:00

130

You might also like