# | Order | Summary of Action |
---|---|---|
1 | Fire | Fire at full effect without moving |
2 | Advance | Move and then fire |
3 | Run | Move at double speed without firing. Also used for assaulting |
4 | Ambush | No move/fire, but wait for opportunity fire |
5 | Rally | No move/fire, but lose D6 pin markers |
6 | Down | No move/fire, but gain an extra -2 to be hit |
If an order test roll comes up two sixes then not only is the order not given but the player must immediately roll on the chart below. Roll a die to find what action the unit takes.
Result | Description |
---|---|
1 - 2 | Friendly Fire The unit does not move and opens fire against a friendly unit, mistaking it for enemy. Place a fire order by the unit. The opposing player chooses the target. The target must have an enemy unit within 12", as proximity to enemy is precisely what has caused the 'friendly fire incident'. If no such target is available the unit does not fire and goes down instead. |
3 - 6 | Panic The unit executes a run order and must move as fast as possible away from the closest visible enemy unit. If no enemy are visible the unit goes down instead. |
Quality | Morale |
---|---|
Inexperienced | 8 |
Regular | 9 |
Veteran | 10 |
Rank | Morale Bonus | Extra Orders | Range |
---|---|---|---|
2nd Lieutenant | +1 | 1 | 6" |
1st Lieutenant | +2 | 2 | 6" |
Captain | +3 | 3 | 12" |
Major | +4 | 4 | 12" |
Type | Advance | Run |
---|---|---|
Infantry | 6" | 12" |
Tracked vehicle | 9" | 18" |
Half-tracked vehicle | 9" | 18" |
Wheeled vehicle | 12" | 24" |
Type | Infantry | Artillery | Wheeled Vehicles | Tracked Vehicles |
---|---|---|---|---|
Open Ground | OK | OK | OK | OK |
Rough Ground | No Run | No* | No | No Run |
Obstacle | No Run | No | No | OK* |
Building | OK | No* | No | No (!) |
Road | OK | OK | x2 | x2 |
Type | Advance | Pivot (90˚) | Run | Pivot (90˚) |
---|---|---|---|---|
Tracked | 9" | 2 | 18" | None |
Half-track | 9" | 2 | 18" | 1 |
Wheeled | 12" | 2 | 24" | 1 |
A vehicle can reverse straight backwards at up to half its standard advance rate unless it is a recce vehicle. A recce vehicle can reverse at its full advance rate and can manoeuvre as if driving forward.
The basic chance of hitting a target is a roll of 3+.
The following modifiers apply.
Type | Modifier |
---|---|
Shooting at point blank range | +1 |
Per pin marker on the firer | -1 |
Long range | -1 |
Inexperienced | -1 |
Fire on the move | -1 |
Team weapon reduced to 1 crew member | -1 |
Target is a small team (1 or 2 soldiers) | -1 |
Target is in soft cover | -1 |
Target is in hard cover | -2 |
Target is Down (infantry / artillery only) | -2 |
Once a target is hit the minimum score indicated is required to score damage.
Troops and Soft-Skinned Targets | Result |
---|---|
Inexperienced infantry or artillery | 3+ |
Regular infantry or artillery | 4+ |
Veteran infantry or artillery | 5+ |
All soft-skinned vehicles | 6+ |
Armoured Targets | Result |
---|---|
Armoured car/carrier | 7+ |
Light tank | 8+ |
Medium tank | 9+ |
Heavy tank | 10+ |
Super-heavy tank | 11+ |
Small Arms | Range | Shots | Pen | Rules |
---|---|---|---|---|
Pistol | 6 | 1 | - | Assault |
Rifle | 24 | 1 | - | |
SMG | 12 | 2 | - | Assault |
Shotgun | 18 | 1 | - | Assault |
Automatic rifle | 30 | 2 | - | |
Assault rifle | 18 | 2 | - | Assault |
LMG | 36 | 4 | - | Team |
MMG | 36 | 5 | - | Team, Fixed |
VB Launcher | 6-18 | 1 | HE | Indirect Fire, HE (1") |
Heavy Weapons | Range | Shots | Pen | Rules |
---|---|---|---|---|
HMG | 36 | 3 | +1 | Team, Fixed |
Light automatic cannon | 48 | 2 | +2 | Team, Fixed, HE (1") |
Heavy automatic cannon | 72 | 2 | +3 | Team, Fixed, HE (1") |
Anti-tank rifle | 36 | 1 | +2 | Team |
PIAT | 12 | 1 | +5 | Team, Shaped Charge |
Bazooka | 24 | 1 | +5 | Team, Shaped Charge |
Panzerschreck | 24 | 1 | +6 | Team, Shaped Charge |
Panzerfaust | 12 | 1 | +6 | One-shot, Shaped Charge |
Sturmpistole | 6 | 1 | +3 | Shaped Charge |
GrB-39 grenade launcher: Anti-personnel | 6-24 | 1 | HE | Team, Indirect fire, HE (1") |
GrB-39 grenade launcher: Anti-tank | 24 | 1 | +3 | Team, Shaped Charge |
Light AT gun | 48 | 1 | +4 | Team, Fixed, HE (1") |
Medium AT gun | 60 | 1 | +5 | Team, Fixed, HE (1") |
Heavy AT gun | 72 | 1 | +6 | Team, Fixed, HE (2") |
Super-heavy AT gun | 84 | 1 | +7 | Team, Fixed, HE (3") |
Flamethrower (infantry) | 6 | D6 | +3 | Team, Flamethrower |
Flamethrower (vehicle) | 12 | D6+1 | +3 | Flamethrower |
Light mortar | 12-24 | 1 | HE | Team, Indirect Fire, HE (1") |
Medium mortar | 12-60 | 1 | HE | Team, Indirect Fire, HE (2") |
Heavy mortar | 12-72 | 1 | HE | Team, Indirect Fire, HE (3") |
Light howitzer | 48 (or 24-60) | 1 | HE | Team, Indirect Fire, HE (2") |
Medium howitzer | 60 (or 30-72) | 1 | HE | Team, Indirect Fire, HE (3") |
Heavy howitzer | 72 (or 36-84) | 1 | HE | Team, Indirect Fire, HE (4") |
Diameter | Pen | Pin | Hits vs targets in buildings |
---|---|---|---|
1" | +1 | D2 | D3 |
2" | +2 | D3 | D6 |
3" | +3 | D3 | 2D6 |
4" | +4 | D6 | 3D6 |
Additional penetration modifier for Heavy Weapons against Armoured Targets
Type | Modifier |
---|---|
Side or top armour | +1 |
Rear armour | +2 |
Long range | -1 |
D6 | Effect |
---|---|
1 | Crew Stunned Add one additional pin marker to the vehicle. Place a down order die on the vehicle or change its current order die to down to show that it is halted and cannot take a further action that turn. |
2 | Immobilised Add one additional pin marker to the vehicle. The vehicle cannot move for the rest of the game. Place a suitable marker or token by the vehicle to show this. If the vehicle has already taken an action this turn flip the order die to downto indicate it has been brought to a halt. If a further immobilised result is suffered the crew abandon the vehicle and it is considered knocked out (see below). |
3 | On Fire Add one additional pin marker and then make a morale check for the vehicle. If the test is passed the fire has been put out or fizzles out of its own accord. Place a down order die on the vehicle or change its current order die to down to show that it is halted and cannot take a further action that turn. If the test is failed, the crew abandon the vehicle and it is considered knocked out (see below). |
4+ | Knocked Out Mark the vehicle in some fashion to indicate it is wrecked - a blackened cotton ball and/or an upside-down turret work quite well. Some players like to use models of wrecked vehicles instead. Either way, wrecks of armoured vehicles count as impassable terrain. If players prefer not to bother with wrecks, destroyed vehicles can be removed altogether, perhaps blown apart by an internal explosion leaving only scattered debris. |
Type | Line of Sight | To Hit Modifier | Extra Protection | Special |
---|---|---|---|---|
Small Arms | Opening | -2 | Yes | - |
Heavy Weapons | Wall | -2 | Yes | - |
HE Weapons | Wall | - | No | 10+ hits = Collapse! |
Flamethrowers | Opening | - | No | 4+ hits = On Fire! |
Close Quarters | Opening | - | No | Defensive Position |