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Tigers at Minsk

A Battlefields & Warriors hex game

Introduction.
These rules are specifically designed for WWII
tactical games to be played in a small area (3' x 2' or
slightly larger) using 4" hexes. Units represent
individual infantry sections, support weapons and
vehicles.

Most of the scenarios presented here use a gaming


space that is 8 hexes wide by 6 hexes deep using a
4" hex with the hex grain running sideways (see
scenario maps). The equipment lists and scenarios
included with these rules relate to the east front mid
war and have been developed using Kallistra hex
terrain and Pendraken's 10mm figures.

Examples of play and a quick reminder sheet can be


found at the rear of these rules, together with
scenarios and game charts / tables. The rules and artwork contained herein are the
copyright of Norman Smith and permission to copy the rules and game charts is
limited to personal use only. Version May 2016.

Administration.

Scale - A base (unit) represents an individual vehicle, a crewed support weapon or


infantry section. Every infantry section also includes the inherent section LMG (or
BAR) regardless of whether such a model is present on the base or not. Ground
scale is around 100 - 125 metres to the hex and game turns represent a random
number of minutes (see game clock).

Dice - The system uses both 6 sided and 10 sided dice (the zero is read as a 10),
which the rules refer to as D6 and D10. If more than one dice are rolled, the number
of dice needed is inserted first i.e. 3D6 means that three six sided dice are rolled.

Basing - Any basing conventions can be used, providing it is clear to both players
what exactly is representing an infantry section. It is suggested for the 10mm scale
that that vehicles and anti-tank guns be based as required, weapon teams be based
to 20mm x 20mm and infantry sections based to either 30mm or 40mm wide by
20mm deep, with 4 or 8 figures on them. They can also have Panzerfaust type
figures and leaders on them for variety, as hand held A/T weapons and leaders are
abstractly represented in the game.

Placement limits - Up to 3 combat units can exist in a hex at any one time. The limit
is in place at all times, not just at the end of the turn (though in close combat, both
sides can use their full placement allowance in the same hex, while the attack is
resolved). Transported units including tank riders are not counted - only the
transports themselves contribute to the placement limit. If a unit is forced to dismount

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due to a pin result as a passenger, then it does so, even if it exceeds placement
limits in doing so, but at the earliest opportunity presented by the rules, the player
MUST move one or more units out of that hex to return it to within legal placement
limits.

Turns - The game is played in a series of turns with a strict sequence of play. The
scenario identifies which side goes first in each turn (i.e. who is player 1), how long a
game will last and whether any special events occur such as the arrival of
reinforcements etc.

Markers - Players will need to make markers to show pin results, stunned results,
opportunity fire, being out of command, broken down machine guns or vehicles and
an advantage chit (see optional rules).

Command.
In the command phase, a player establishes which of their units are in command for
that turn. Command is determined by the hex not by the individual unit. So, if the hex
is in command then all friendly units in the hex are also in command.

At the start of their Command Phase, the player declares a hex of their choice on the
board to be automatically in command. The player is choosing the part of the
battlefield that is most important to them at that moment. That hex does not need to
contain units. Any friendly units located in that hex and up to any two nominated
adjacent hexes to that hex, are automatically in command.

All other friendly units in other parts of the board must test for command in the
Command Phase. Out of Command units will not be able to take an action in the
subsequent Action Phase. The test is done by making a single die roll (1D6) for each
such hex. On a score of 1 - 4 everything in the hex is considered to be in command.
On a score of 5 or 6 everything in the hex is considered to be out of command and
the hex is marked with an OC marker.

Only friendly units that start the turn in hexes that are in command will be able to
conduct Actions that player turn. Note, units do not need to be in command to
opportunity fire when the enemy moves, but they will need to be in command later to
remove any opportunity fire marker they generate, making them free to fire again.

Where to place command will become an important decision each turn, as players
seek to ensure that command exists at the most critical point on the battlefield.

Random Events.
At the end of the turn, 2D6 are rolled by one of the players to advance the game
clock (explained later), if that die roll happens to produce doubles, then both players
also immediately roll on the Random Events Table (which is also explained later).

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SEQUENCE OF PLAY (starts with PLAYER 1).

Command Phase:
The player chooses a hex that will automatically be classed as being in command
together with 2 adjacent hexes. A D6 is then rolled for every other hex (1 roll per
such hex) containing friendly units to establish whether they are in command or not.
Mark those that are not.

Action Phase:
Any and all friendly units that are in command may each now perform any one of the
below actions. Friendly units out of command cannot be used in this current
action phase, neither can armoured vehicles marked with a 'stun' marker.

Units in command cannot perform more than one action this phase. Each unit may
choose the same or a different Action than chosen by other units. The available
Actions are as follows;

Fire - includes anti-tank fire (ATF), non-armoured fire (NAF) and calling up off / on
board artillery / mortar fire. Units already marked with an Opportunity Fire marker
cannot fire.

Move - includes infantry laying smoke. Enemy opportunity fire can be used against
moving units.

Engage in Close Combat - by moving 1 hex into the enemy occupied hex and then
fighting.

Attempt to recover from being Pinned - this is subject of a morale test.

Remove an Opportunity Fire marker - this is automatic and not subject of a test.

Once all friendly units that either can or want to take an action have done so, go to
the End Phase.

End Phase:
The phasing player checks to see whether they have achieved the scenario victory
conditions.

The Phasing player rolls a 1D6 for each surviving 'friendly' smoke counter
(generated by their own side). On a 1 - 2 the smoke is removed, otherwise it stays -
for now!

The phasing player makes a morale check for every friendly armoured vehicle
currently under a Stun marker. On a pass result the marker is removed, otherwise it
stays in place.

The phasing player removes their out of command markers from the board.

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Player 2 now follows the above sequence of play, starting with the Command Phase
and concluding with the End Phase. Once done, play moves on to the Admin Phase.

Admin Phase: (a joint phase)


One player rolls 2D6 and advances the game clock by a number of minutes equal to
the die roll. Check the scenario to see whether the new time causes a scenario event
or the game to end. The Random Event Table is consulted if doubles were rolled for
the clock. Player 1 now starts a new turn.

Hexes and how they work


The hex is just a general location, a plot of land. Every hex contains a single terrain
type i.e. woodland, buildings, open or bog hex. In addition to the base terrain, the
hex may also have a road running through it or a water course or hedges and walls.
Each hex can generally hold up to three units (maximum).
Armoured vehicles, guns and heavy mortars must face a
specific hex vertex (corner), so that the unit's front / side
and rear aspects are defined. Vehicle armour is generally
thicker to its front, so this is important. Exception - see
road movement.

Note that if incoming fire enters a hex exactly down a hex-


spine, for example the vertex where the front and side
facing meet, the fire will be deemed to have struck the
side of the target vehicle, where the armour is thinner.

Infantry, HMGs and small mortars do not need to face a


specific direction. When it comes to fire, they will be able to fire in any direction
without restriction and they do not have flanks to worry about. Multiple armoured
vehicles and guns in the same hex can each face different directions if they wish and
if they do, their front / side / rear will be defined individually, based upon their
individual facing.

Vehicles, heavy mortars and guns can only fire


out of their front via their front two hexes (called
the firing arc). In the diagram (right), all the
hexes contained within the brown area, sit within
the tanks front firing arc. If these units wish to fire
into a different direction than the one they are
facing, they can change face immediately before
firing, but pay a firing penalty to do so. Defining
the position of these units is important.

Movement
There are four types of movement. Everything is moving cautiously on this
battlefield.

In hex movement - Such as units changing facing within a hex or loading /


unloading. In hex movement does not attract opportunity fire.

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1 hex movement - Probably the most common type of movement. The basic rule of
thumb is that units can only move one hex during their movement phase.

2 hex movement - If a unit moves into a new hex and that first hex is classed both
as open AND is NOT in an enemy line of sight, then the unit can move into a second
hex. All terrain on the terrain chart is classed as either open or cover.

Road movement - If a unit is travelling along a length of road, then it can just
keep moving until it enters a hex that is in the line of sight of an enemy, at which
point it must end its road movement and could receive opportunity fire. Note, roads
traverse across hex sides, so a vehicle following the road will face a hex side rather
than a vertex. This change of facing makes them more
vulnerable to opportunity fire as they will be more prone to
receiving flank shots (see diagram to the right).

When a vehicle concludes using road movement and


after receiving any opportunity fire associated with moving
into its last hex, it changes facing so face any vertex of
choice. In a single movement phase units cannot mix road
and non-road movement. A unit is either using road
movement or not. If not, the road is ignored. The facing of
a vehicle (vertex or hex side) will be indicative as to
whether it is using the road or not.

Other vehicular movement rules.


Vehicles can only move into one of the hexes (or if following a road, the only hex)
that is in their front facing or by reversing out into a rear hex. They can always freely
change facing first within each hex to allow them to move out in a different direction.

Vehicles maintain their facing (or follow a road) as they enter the new hex and
receive any opportunity fire as soon as they enter the hex. Once done, they can then
freely change facing in the new hex. Changing face alone never attracts opportunity
fire, only actually moving into a new hex does that.

If a fully wheeled vehicle enters a hex that is classed as cover or would cause them
to cross a linear obstacle (unless using a road), it must take a bog check (roll a D6
and fail on 5 or 6). If it fails, it is immobilised for the rest of the game.

All guns of any size and mortars over 60mm cannot move out of their hex at all,
unless they have vehicle transport. They cannot be man-handled unless forced to
retreat by failed morale, but of course can change facing using 'in hex' movement.

Only units that are in command and given a movement action may voluntary move in
the Movement Phase. Units can never move into a hex that is occupied by the
enemy unless they are using a Close Combat action. Units cannot exceed the
placement limits of a hex - except in close combat, when both sides can use their full
placement allowance (both sides can have 3 units in there). If a unit moves off the
board it cannot return

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Vehicles can start the game being set up in woods. A vehicle wishing to enter a wood
(not using a road) hex during movement must test to see whether they can enter it.
Roll a D6, on a result of 1 - 4, the vehicle can proceed and then take a facing of its
choosing, otherwise it stays where it is and is treated as having used its Action, but
will be able to automatically enter the woods hex on the next turn without testing.
Units move one at a time. When a unit uses a Movement Action, it can perform any
one of the following acts;

Move to an another hex or stay in their present hex and just change facing instead.

Attempt to create smoke in the units own or an adjacent hex and then move 1 hex
maximum (not available to vehicles or support weapons) or vice versa (see smoke
rules).

Mount infantry into a transport vehicle (jeep sized vehicles cannot transport infantry
sections) or limber a gun up to a transport vehicle that starts in the same hex as
them. The loaded vehicle can then move one hex.

Unloading - transported infantry or weapons can move 1 hex and if they survive
opportunity fire, may dismount / unlimber into that new hex. Units that must have
facings choose one. These newly dismounted units can opportunity fire in the
subsequent enemy movement phase. They can also unload in the hex that they
started the turn in and the vehicles would be free to move away one hex after
unloading (allowing them to avoid exceeding placement allowances).

Facing.
It must always be clear which way an armoured vehicle, deployed gun or deployed
heavy mortar is facing, so that its fire arc, front, flank and rear aspects are always
defined. Other units do not have any regard for facing and are treated as having a
360 degree aspect. Note that when changing facing in order to fire in the same
phase, ATF suffers a die roll modifier penalty and NAF suffers dice reduction (down
to just 1D6).

Morale
A scenario will state the morale value of each players force (based on 1 point for
every two combat units - not jeeps, tractors, lorries, observers or off board artillery
missions). Reinforcements can raise morale ratings when they arrive. Every time a
side loses a base to enemy action or retreat (not jeeps, tractors and lorries), their
morale level drops one point.

The moment that a sides morale is reduced to 0 (zero), play halts while all friendly
bases to that side (except units still locked in an enemy occupied hex awaiting to
resolve close combat) individually and immediately make a Morale Check based
upon the terrain type that they currently occupy. If the base fails it retreats 1 hex
directly towards its own baseline and maintains its current facing (if it has one). Such
movement is not subjected to opportunity fire. If a player is ever without any units on
the table, they instantly lose the game.

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Units that retreat off the board are lost for the remainder of the game. They count as
a loss for any victory conditions and they do reduce that sides morale value, but
retreating off the table does not itself trigger another morale check. If retreating a unit
would cause placement limits to be exceeded, the retreating unit must retreat an
additional hex, even if this puts it off the game board. If a unit cannot physically
retreat due to terrain that it cannot move into (for example vehicles would need to
test to enter woods) or is blocked by enemy units, then it surrenders instead and is
treated as though it had just retreated off the board.

For every further loss (not jeeps, tractors or lorries), the force will take exactly the
same test, increasing the likelihood of units falling back and giving up favourable
positions.

MORALE TABLE
Die Score Open Cover Fortified

1-2 pass pass pass

3 fail pass pass

4 fail fail pass

5-6 fail fail fail

The Clock
The passage of time is determined by the game clock. A scenario will give the start
time of the firefight i.e. 1300 hours and an end time i.e. 1415 hours.

In each and every Admin Phase 2D6 are rolled and the game clock is advanced by
that many minutes. The clock determines the end of game and special events such
as reinforcements as described in the scenario instructions. Whenever doubles are
rolled for the passage of time, the Random Event Table must be consulted by both
players.

Example - the game starts at 1300 hours and ends after 1415 hours. In the first End
phase (turn 1) a score of 7 is rolled, so the time becomes 1307 hours and in the next
End Phase (turn 2) 8 is rolled, so the clock advances to 1315 and so on until the end
of the game is reached (immediately after 1415 hours has passed).

Terrain notes
To break up the regular look of the hexes, it is recommended that terrain is modelled
in a natural way and even allowed to spill over slightly into a neighbouring hex -
despite this, each hex is classed as being of a single terrain type, typically the
dominant terrain type in the hex and it should always be clear to both players
whether a hex is to be treated as open, wooded or built up etc and whether it
provides cover and whether it blocks line of sight.

It should be noted that linear features such as hedges, walls and things such as
stands of poplar trees are treated slightly differently. Regardless of where they are in
the hex (usually towards the hex edge), they are supplementary terrain and they only

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have an effect in blocking line of sight (poplars or bocage) or providing cover if the
line of sight or fire actually crosses that physical feature. In most hex based games,
these features sit close to the hex sides, but here they could also line roads or
otherwise simply be nearer the middle of the hex.

Smoke converts open terrain into cover except against an artillery or mortar attack.

Rough / Scrub terrain is a collection of terrain types than can fall between being
fairly open and fairly obstructive to sighting, consisting of hillocks, dips, brush and
small stands of trees etc. A firer looking through this terrain to a hex beyond may
only get a fleeting glimpse of their target. Whenever a unit wants to fire or observe
for artillery through a scrub hex, that player must roll a 1D6. On a roll of 1 - 4, on that
occasion, line of sight (LOS) is open, on a result of 5 or 6, it is blocked. If a unit fails
to see an enemy, then it is treated as having NOT used an action and can still be
used to do something else instead. If LOS passes through more than one such hex
to reach the target, the LOS is automatically blocked regardless.

Waterways - They and their bridges are 'in hex' terrain (some hex based tactical
games have waterways sitting on the hexsides) and water will be classed in the
scenario as either crossable or not crossable.

Without a bridge or ford, units cannot enter an uncrossable river hex. Waterway
hexes are treated as open terrain. The scenario may give some river hexes
substantial banks, such banks are uncrossable to vehicles and offer cover to units in
the waterway to any fire that crosses the bank hexsides.

Line of sight / Line of fire


Units firing at a range of greater than 1 hex must check line of sight (LOS) to make
sure they can see the target. LOS is calculated by running a straight edge (string or
wooden dowel) from the centre of the firers hex to the centre of the target hex
(imagine that all units occupy the centre spot of their hex). Every hex between the
firing and target hex along that path must be considered to see whether it blocks the
view. The terrain in the target or firers is of no consequence when determining LOS.

Generally only hills, woods, buildings, smoke and friendly units block LOS. However
in some battles specific terrain types will also block LOS such as Bocage in
Normandy and stands of poplar trees that sit close to hex sides.

It is important to understand that terrain such as hills,


buildings and woodland are treated as though they fill
the entire hex regardless of what the terrain outline
might suggest and this means that blocking terrain will
always block any LOS that even marginally passes
through such hexes, even if not passing over the outline
of the actual terrain feature (Exception, not linear
obstacles such as bocage and rows of poplars etc -
these only block if their outline is crossed).

If the LOS travels exactly down a hex side, then LOS will

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NOT be blocked IF at least one of the two hexes that form THAT hex side has open
(i.e. non-blocking) terrain. This is the case in the example above.

In the example to the right, another building hex has been added to the scene, so
now both hexes on either side of that hex side ( shown as C and D) contain blocking
terrain. This fully blocks LOS ..... even though it looks like
LOS actually slips through the buildings. This might seem a
bit counter-intuitive, but there are good reasons for doing
this, not least because it allows for the nudging or removing
of terrain during play to accommodate bases in the hexes
more easily (i.e. a woods hex is and remains a woods hex
regardless of how the trees are positioned, likewise for
buildings).

LOS is always reciprocal, if A can see B, then B can see A.

Hills - units on hills can see over all obstacles ... except
other hill hexes even if part of the same hill. (note this system
does not differentiate between slopes and hilltops, but rather
a hex is either a hill hex or not a hill hex.

This height advantage allows units to fire on targets that


might not normally be seen, a particular advantage to
mortars or spotters. Note that the reciprocal rule (if A can see
B then B can see A) will mean that if the unit on a hill can see
another unit, then that unit will also be able to see the unit on the hill, which might
make the unit on high ground also vulnerable to fire.

Nothing else blocks LOS, including low features such as fences and walls. They may
be an obstacle to movement or provide cover, but they do not block LOS.

If a view is blocked, a firer can see into the hex containing the blocking terrain, but
not beyond that hex. Units are always deemed to be occupying the centre point
of a hex regardless of their actual position in the hex.

In the example below L to P is blocked by K which is a building hex, even though the
LOS barely passes through the hex and actually misses the building outline
altogether. Remember also, if unit Y can see Z, then Z can see Y.

F can see into the two hill hexes next to it,


but it cannot see into G because the view
is blocked by those first two hill hexes
(there isn't a hill plateau effect in this game
as some systems use). Likewise, G and E
cannot see each other, neither can H and
N.

A might be able to see B because the


scrub between them has (interestingly) a

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random effect on LOS, which is tested every time a unit tries to fire (see those rules
above). If friendly units were in P, they would block that A to B LOS because friendly
units block a view (or fire).

D can fire into C but not beyond, so A would be out of view to D. I can see into D and
beyond it, because I is a Hill.

R cannot seen N because the LOS travels down a hexspine and BOTH sides of that
section of hexspine are blocked by woods, the same is true of P into I as the both the
building hexes work together to block that LOS. However, look at E into L, one side
of LOS is blocked by the hill, but since this LOS goes right down the hexspine and
the other side of the LOS is clear (because the hedge is not crossed), then the LOS
is not blocked. The same is true of K into R and of course vice-versa. A hex side is
only blocked if both sides of that particular section of hex side has blocking terrain.

K and D can fire on M, but units in M claim the protection of the hedge. C, E H and F
could also fire on M but since their LOS would not cross the hedge before hitting the
target (centre of the hex), then the defenders could not claim hedge protection and
the hex would be treated as open to that fire. in any case, the hedge while offering
protection does not block LOS, so K and D can also see beyond M.

R shows some overspill of the woods terrain,


this just helps keep the board looking nice
and natural. It remains the case that R is an
open hex that does not block LOS regardless
of the overspill. G, H, F and I are high ground,
but they are also all classed as being open. If
any of those hexes had a woods or building
on them, then it would be both high ground
and classed as cover, with no additional
effects with regards to LOS.

Any streams or roads on the map would have no effect on what can and cannot be
seen (i.e. a road running through a wood does not open a line of sight through that
wood and any unit on that road still claims the cover of the wood or buildings or
whatever cover the hex affords).

Friendly units block LOS (except to artillery spotters). Vehicles DO NOT provide
cover to non passengers in the same hex (Only mounted tank riders and units in half
tracks get cover and only to NAF - see below).

If the village at K and B contained the only Russian units on the board and a German
unit in D moved into N, then then the German unit would be able to move into a
second hex, because N (first hex entered) is an open hex and also not in an enemy
LOS.

Fortifications are classed as very heavy cover, giving an advantage on morale


checks. The scenario will indicate whether any terrain is to be classed as a
fortification, which has greater benefits than just standard cover.

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Note - A/T guns and artillery observers.
Unlimbered anti-tank guns and artillery observers that are
in an open hex are always treated as though they are in
cover. This has nothing to do with LOS (i.e. the presence
of such a unit does not convert the hex itself to blocking
terrain) and will simply effect fire made against them (not
other units they share the hex with) and improve their
chances of rallying after being pinned. It is assumed that
these units typically seek the best positions to observe or
fire from within the hex.

Non armoured fire (NAF)


This is fire that is made against non armoured targets such as infantry, anti-tank
guns, machine guns, mortars, jeeps and trucks. Firepower is calculated by rolling a
number of D6 equal to the firing units NAF factor in an effort to score hits.

The firer gets an extra D6 if there is more than 1 non-mounted infantry section in
the target hex (target rich). Pinned units can never have a firepower greater than
1D6.

SMG units have a range of 1 hex, HMG have unlimited range and if squads fire more
than 4 hexes, their NAF is reduced by 1 die.

If a vehicle or gun fires at a non-armoured target using its NAF rating and in order to
do so has to change facing, then it cannot have a firepower greater than 1D6 on that
occasion.

Units may fire during the Action Phase (or as opportunity fire when the other player
moves into a new hex). A unit cannot fire if it is currently marked with an Opportunity
Fire marker.

NAF fire is aimed at the whole hex rather than at individual targets and accordingly,
any hits (pin results) can be distributed amongst the non-armoured units in that hex
as the player receiving the fire sees fit. NAF fire does not affect armoured vehicles.

EXAMPLE. Two non pinned infantry sections and a tank are in a hex and they are
fired upon by an HMG which scores 2 hits. The receiving player decides whether
each infantry unit will receive one hit each, resulting in each being pinned or whether
one unit will take both hits and therefore be removed from play due to casualties,
leaving the other intact. Regardless, the tank will not be effected by the NAF.

If the target hex does not provide cover (see Terrain Chart), then all die rolls of
5s and 6s are hits. If the target hex does provide cover then only rolls of 6
will inflict hits. (Close Combat is an exception, in those battles all 5 and 6 rolls are
a hits regardless of cover).

1 hit pins a non armoured target. If it takes a second hit while already pinned, it is

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removed from play due to excessive casualties. Artillery observers can only be
pinned, not killed off from play, so for them, additional hits are ignored and excessive
hits must be placed on other non armoured units in the same hex if there are any,
otherwise the additional hits are ignored.

Any non-armoured transporting vehicle that is fired upon by NAF resulting in one or
more hits, automatically unloads / unlimbers any passengers / guns. The non-
armoured transport will absorb the first hit and is automatically removed from play
permanently (though they do not count as a loss for morale purposes). All remaining
hits (if any) from that fire are then allocated amongst any non armoured target in that
hex as chosen by the owning player.

The same hex and therefore the occupants, can be fired upon any number of times
in a turn - though remember, individual units can only themselves fire once per turn
(exception, see opportunity fire for MGs and anti-tank guns, which might retain their
fire capability).

When a HMG fires and rolls a score of 15 or more on its original 3 dice (i.e. not
including the bonus dice for target rich hexes or the test die for
opportunity fire ), it malfunctions. The attack counts and is resolved,
but it cannot fire again for the rest of the game. It stays in play,
counting towards morale reduction if destroyed.

Effects of pin.
A pinned unit cannot move closer to the enemy baseline and can only voluntarily
move into a hex that gives cover (failed morale retreats are not voluntary)

A pinned unit can never have a NAF firepower greater than 1 D6. It can
opportunity fire.

Pinned A/T guns suffer a penalty when firing at armour.

Pinned observers cannot call in artillery fire.

Pinned & Recovery.


Units pinned remain so until they recover successfully in any subsequent friendly
Action Phase by attempting a Recovery Action. A pinned unit that receives a further
pin result is removed from play due to excessive casualties (but not artillery
observers).

To attempt recovery during the Action Phase a pinned unit must be in command and
it makes a standard Morale Check as per the morale rules. If successful, the unit will
lose its pin marker. Units failing the test simply remain pinned.

Opportunity Fire
When a unit moves within the line of sight and weapon range of an enemy unit, there
will be an opportunity for that enemy unit to open fire at the moving unit if they
choose to, even though it is not the other players part of the turn.

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If the moving player moves a unit into a different hex, at the moment of entering the
hex, the other player can interrupt that movement by firing. This is the only time
that opportunity fire can be used. The moving player halts so that the non-moving
player can fire under the normal rules for that weapon. If using NAF, it still effects
the entire hex, but the moving unit must take the first hit of each fire.

The interrupting player can check that a line of sight exists (including the test for
firing through rough / scrub) and if it does not, the opportunity fire simply does not
happen and the unit remains free to opportunity fire later.

Opportunity fire if made, must be resolved immediately. If the target unit is still able
to move after receiving that fire (i.e. it is not pinned or removed from play and has
remaining movement capability - such as dismounting tank riders about to enter into
close combat), then it may continue with its movement. The firer is marked with an
opportunity fire marker, which means it may not fire again until the marker has been
removed. This requires a specific action in a subsequent friendly Action Phase and
for the unit to be in command at that time.

EXCEPTIONS - when an A/T gun or HMG opportunity fires, roll an extra dice of a
different colour (always a D6) if the result on that dice is 1 - 3, then the firer IS NOT
marked with an opportunity fire counter and instead that unit keeps their ability to fire
again at any future point that the rules allow, including further opportunity fire against
a moving unit in the current enemy Action Phase.

In the absence of scoring 1-3 on the additional die, the firing A/T gun or HMG is
marked with an opportunity fire marker in the normal way. This means, as with all
other unit types, it cannot fire again until it has removed the opportunity fire marker,
which it can only do in its own Action Phase as an activation and only if in Command.

Mortars and all other forms of artillery cannot use opportunity fire.

Close Combat.
When a CC action is used, non pinned or non stunned units (and not support
weapons) can advance into an adjacent enemy occupied hex to engage in close
combat (i.e. they can only move the 1 hex). All close combat fires are resolved last of
all at the end of the action phase. This gives a chance for other units that wish to join
in to get themselves into the target hex. Note that as soon as the first unit enters the
enemy hex, that hex is effectively locked down and none of the units in it can fire out
or even look out of that hex (so for example artillery observers in there could not call
down fire and units cannot opportunity fire out from this hex). Likewise, other units
cannot fire into a hex that has units from both sides in it. To resolve CC attacks, both
sides add up their total firepower (in terms of the number of dice to roll) for the units
involved as per the Close Combat Firepower Table.

The attacker can launch the attack from more than one hex ONLY if the units in the
additional hexes are not themselves adjacent to other enemy occupied hexes. Close
assault is brutal, hits are always made on scores of 5's and 6's by both sides
regardless of cover. Defenders' cover is factored into the modifiers, giving them an
extra die roll (see CC Table).

13
Both sides now roll their combat dice simultaneously and use the NAF process to
calculate the results before either side takes losses. Remember, pinned units have
the same penalties as they would normally have (i.e. A maximum of 1 attack dice).
Note - defenders with opportunity fire markers on them can fully participate in Close
Combat.

After the combat, if both sides still have surviving units, the side suffering the greater
number of hits retreats back 1 hex (defenders towards their own baseline or
attackers to the hex(es) they attacked from). If an equal number of hits (or no hits)
were scored, the attacker retreats.

Each hit produces a pin result for personnel units and a straight knock-out for jeeps
and lorries, but for armoured vehicles, who of course cannot normally suffer from pin
results, each hit applied to an armoured vehicle during close combat creates a test.
Roll a D6 per such pin and on a result of 1 - 3 the vehicle is unharmed, on a 4 - 6 it
must re-roll on the Penetration Table. Note - a stunned vehicle cannot retreat from a
close assault, it remains in position and if subsequently attacked in Close Combat
while stunned will not have a NAF value. Some defenders will not get any combat
dice other than perhaps 1D6 for cover (i.e. anti-tank rifle and mortar teams).

It is the player receiving the hits that allocates them amongst their units BUT in
close assault, no unit can suffer a second pin until all friendly units in the hex
are already marked with 1 pin.

Anti Tank fire (ATF)


A/T fire is made against individual vehicles (not the whole hex) that are armoured
(i.e. have an armour rating) and only made by units that have an ATF factor. A D10 is
used for all ATF.

To attack an armoured vehicle, select an individual target that the firer has a clear
LOS to and establish whether the front armour is struck or the flank / rear armour
(The Force Listings give two armour ratings. The first is for all fire received via the
front facing, the secondary figure is for fire received from any other direction or any
adjacent attack regardless of direction).

Important - Armoured vehicles and guns can only fire at a target within their front arc
(i.e. by firing out of their two frontal hexes - see page 4 and examples at the rear of
these rules), but these units can change facing immediately before they fire to bring
the target into their front facing, but pay a firing penalty when doing so.

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Calculate fire. The base hit score is always '6'. Modify this value as follows;

+ the Anti Tank Fire (ATF) factor of the firer

- the armour rating of the target (frontal or flank). Any attack by non-hand held ATF
weapons against adjacent targets is calculated as the flank strength at minus '2',
regardless of direction of attack.

-1 if the target can claim any kind of cover

-1 if a turreted tank changes facing immediately prior to firing whilst in an OPEN hex
OR
-2 if a turreted tank changes facing immediately prior to firing in a NON OPEN hex
OR
-3 if a non-turreted vehicle or a gun does the same regardless of their location.

-2 if the firer is an A/T gun that is pinned

+2 if firing special ammunition (see optional rules)

Once the final HIT value is calculated, roll a D10. A result equal to or less that the
modified HIT value is a viable hit. Otherwise the shot was not viable. If a viable hit, a
D6 is rolled on the Penetration Table (below) to establish the degree of damage.

note - a raw die roll of 10 is always classed as being not viable (a fail).

Penetration Table
Modified die score Damage

1 Destroyed and burning

2-4 Destroyed not burning

5-6 Stun

All passengers (including tank riders) and towed guns disembark safely into the hex
if their armoured vehicle is destroyed by ATF.

Destroyed vehicles are removed from play. Place a smoke marker in any hex in
which a vehicle burned. The smoke counts as being generated by the side owning
the vehicle (i.e. is treated as friendly smoke).

Stun results cause the vehicle to be marked with a stun marker and the vehicle
cannot be used in any way (except they do fall back if failing a morale test) until it
recovers - as per the end phase rules, so being in command is irrelevant to them.

Bazooka / Pz Shreck / PIAT / PzFaust handheld anti tank weapons.


These weapons are not physically represented on the table. If a scenario includes
them, they will be listed together with an availability value. For example PIAT 4 or
Bazooka 3 etc.

15
When able to fire, an un-pinned infantry base can fire their normal anti personnel
fire and attempt to see if one of these special weapons are available to them. To fire
an A/T weapon, the player rolls a 1D6 against the current availability number. To
score equal to or less than the number means that the section does have that
weapon available and can use it.

If the player fails this roll, then the weapon is not available and the availability
number drops by 1, this could eventually drop to a value of zero with continued failed
rolls (i.e. in the above case, the future availability of PIAT would drop from PIAT 4 to
PIAT 3 on a failed roll). Even if the roll fails, the section can still make their non-
armoured fire attacks as normal.

An individual infantry unit cannot make more than 1 availability check per phase and
this can also be done as opportunity fire or when calculating firepower in a close
combat situation.

The bazooka and Panzershreck have a range of 2 hexes. The PIAT and Panzerfaust
have a range of just 1 hex. Other than that, the weapons are treated the same. They
use the ATF rules to attack vehicles and their ATF rating is always 7. They can be
fired into a different hex than the hex the unit is firing on with its NAF value.

If the firing takes place from a hex that has cover, against an adjacent hex that also
has cover, then the firer gets a further +1 modifier to represent ambush techniques.

The Russians might be given a Molotov Cocktail capacity. This allowance is


administered exactly as above, but can only be used when the enemy has a vehicle
in Close Combat.

Artillery on board fire - High Explosive (HE)


At the scale being represented here, onboard artillery is mostly going to be from
mortars. To fire, the mortar must be in command (observers are always in
command). Select a target hex in the line of sight (LOS) of the firing unit for self
observed fire or in the LOS of any friendly dedicated observer for third party (mortars
only) observed fire. A free observer comes with large mortars, which can observe
from any hex that is adjacent to the mortar piece. Light mortars (60mm and smaller)
must observe their own fire, larger mortars can rely upon dedicated observers as
well as self spotting, but large mortars cannot fire at targets that are less than 3
hexes away.

Use the normal non armour fire (NAF) procedures to assess the results. The
firepower of 60mm mortars or less is 1D6 and anything larger uses 2D6.

If any of the mortar raw die rolls results in a score of 1, then that weapon is
assumed to have run out of ammunition and cannot fire for the rest of the game,
although it stays on the board, no doubt seeking a place out of harms way.

Mortars cannot undertake opportunity fire. In addition to their fire affecting non-
armoured units in the hex, if the hex includes an armoured vehicle, use the 'off board
artillery v Armour Table' against any such vehicle, but deduct 2 from the die roll if

16
using 60mm mortars or less, or deduct 1 from the die roll for using bigger mortars.
Again, raw die rolls of '1' will result in the mortar going 'out of ammo' that turn.

Artillery off board fire - indirect fire HE


The scenario states whether a player has any artillery missions available. Each
mission can only be used once per game. Dedicated 'off board' artillery observers
are always in command.

Select a hex that is in the line of sight of a non pinned dedicated artillery observer.
Roll a 1D6 for accuracy. A result of 1 or 2 is always an accurate strike. The
Germans, British & U.S. Artillery will also be accurate if they roll a 3.

If successful, the artillery hits the target hex and attacks with 3D6 as per the non
armour fire (NAF) procedures.

If the firer fails the accuracy roll, the artillery strike will hit one of the six adjacent
hexes (with 3D6) to the one intended. Roll a further D6. On a roll of 1-3 the firer
chooses which adjacent hex will be the target. On 4-5 the targeted player makes the
choice. And on a roll of 6, the strike is considered to have missed by a wide margin
and not been effective at all.

Example - The Germans fail their accuracy roll, so the artillery strike will hit an
adjacent hex. The German player rolls a second die and scores a 4, this means the
other player can choose in which adjacent hex the artillery strike lands. An empty
hex can be selected.

Armoured vehicles - for every armoured vehicle caught in the blast hex of an off-
board artillery strike, a separate die is rolled and the result is checked against the
below table.

Off board artillery Vs armoured vehicles


Die roll Damage

1-3 No effect

4 Stun

5 Destroy and burn if front


armour value is 3 or less,
otherwise Stun.

6 Destroyed and burning

Observers
Observers move like infantry units and they can become pinned, though additional
pin results do not affect them, so they cannot be killed off from play (unless they are
alone in a hex when the enemy enters the hex for Close Combat - in such cases the
observer gets 1D6 for being in cover and if it receives 2 pins while in Close Combat
situations, it will be removed from play). Once a side uses all of their off board

17
artillery allowance, the 'off board' observer playing piece is removed from play, this
does not reduce morale.

The sole function of an observer is to observe for artillery fire and as such, they do
not have their own inherent firepower, do not count towards placement limits and are
always considered to be in command. They never count towards victory conditions
or affect morale.

Tank riders
Tank riders are designated by scenario. Whilst on the tank, they can claim a cover
modifier from non armour fire (NAF), but instantly dismount the moment they receive
a pin result (keeping the pin). Once dismounted, they cannot re-mount. A tank rider
will automatically dismount when it moves adjacent to an enemy and can both
dismount and then move (together with the tank if the player wants the tank involved
as well) 1 more hex to close combat against an enemy in the same action phase (i.e.
this is a special situation in which they take two actions rather than the usual one
action per turn), but first they receive any opportunity fire in the hex they move into
(before they dismount) and only surviving non-pinned, non-stunned units can press
on with the Close Combat attack. While being transported, the riders do not count
towards placement levels or make the hex target rich. Tank riders cannot fire whilst
mounted.

Smoke
Infantry units (not weapon teams) may create smoke in their own or an adjacent hex
during a movement action. The unit may move 1 hex either before or after the
placement, but if moving first, they can receive opportunity fire before the smoke is
laid. The laying of the smoke itself does not trigger opportunity fire.

Immediately following placement, roll 1D6. Any result of 3 or more means that the
player cannot try and create further smoke for the remainder of the game. A result of
1 or 2 means the player retains a smoke laying capacity - for now!

Mortars can fire smoke instead of High Explosive, simply place a smoke marker in
the target hex, but still roll a die a to see if the mortar goes out of ammo (result of 1).
Off board artillery can deliver smoke instead of H.E (use off board accuracy
procedures, smoke will land in the hex that is finally selected as the strike hex and
an H.E. attack is not made), but it must be declared before the accuracy roll is made.
Off-board artillery drops two smoke markers in the target hex, this does not make the
smoke any more effective, but it may take longer to remove as each will be diced for
separately for removal at the end of the player turn.

Smoke counts as cover AND blocks line of sight. Any unit moving into smoke must
stop. Vehicles can unload and tank riders can still dismount and assault into or from
smoke, but they cannot take their tank into the enemy hex with them.

Smoke never counts as cover in an open hex when resolving attacks delivered by
artillery or mortars (think indiscriminate plunging high explosive area fire).

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All friendly generated smoke is diced for in each friendly Admin Phase, to determine
whether it has dispersed ( to be removed from play).

Destroyed vehicles that burn will have a smoke marker automatically placed in that
hex at the moment of destruction (the smoke is friendly to the vehicle's side).

Mines
Mines are only used if the scenario permits them. They can be placed at the start of
play (or later by random event) in any non-water / non-building hex. Any unit that
enters a minefield hex takes a test. Simply roll 1 die per such unit. On a score of 4 -
6 a non-armoured unit takes a pin result and an armoured unit takes a Stun result
with exactly the same implications as outlined in the rules that relate to those result
types.

A roll of 1 - 3 has no effect and the unit may continue with its movement if it still has
remaining movement capability. Mines can never be cleared during the game.

Entrenchment.
The presence of entrenchments is determined by the scenario, they are placed
during setup and cannot be created during play.

An entrenchment allows one friendly unit (includes a vehicle) in the same hex, to
claim cover, but that unit must start the game in the same hex as the entrenchment
marker. The entrenchment only ever benefits that identified unit and once that unit
vacates the hex, whether by movement, retreat or loss, the entrenchment is removed
from play.

Fortifications
The scenario may determine that one or more hexes containing buildings are fortified
or that a bunker is included in the order of battle. Such positions simply provide units
with the highest level of cover when testing morale. Vehicles cannot claim the benefit
of a fortification and would simply be classed as using whatever standard cover was
available in that hex. A bunker can only ever hold 1 base. Bunkers have a fixed
facing and fire from or into the bunker can only be made via that front arc (except
artillery and heavy mortar strikes), but close assaults can come in from any direction.

Wire
A wire marker represents wire and other obstacles. Units that enter a hex containing
wire must always end their movement. To move out of a wire hex, the unit must roll a
D6 to see whether they can move that turn. Full tracked vehicles can move on a roll
of 1 - 5 and all other units on a roll of 1 - 4. Units that fail this roll simply stay in place
and are treated as though they have spent a movement action.

Units that successfully exit a wire hex roll another D6, on a result of 1 - 3 the wire is
removed from play, otherwise it remains. Wire does not provide cover or block line of
sight.

19
Optional rules.
Tiger I tanks
1) In 1942 to June 1943 scenarios, if the German player
has a Tiger I tank(s), then the Allied player at the end of
each of their Command phases will roll a D6 and on a result
of '6' implement Random Event number 7 for that turn
(representing Tiger Fright).

2) To represent the elite nature of Tiger I crews, at the end of the German Command
Phase, any Tiger I tanks that find themselves out of Command get another chance to
become commanded. Simply roll a D6 for each such Tiger tank (not the hex they
occupy) and on a roll of 1 - 4, that vehicle is counted as though it is in command.

Beast Killer
The Russian SU 152 (and the later ISU 152) carried the huge 152mm M20 gun. It
fired high explosive and was useful for attacking fortifications and supporting infantry
attacks, but the impact of the huge shell on an enemy tank commonly knocked the
tank out of action. To reflect the capabilities of these vehicles, use the following rules;

1) When they use anti tank fire, in addition to the normal D10 die roll, roll a second
dice (D6) and use it to amend the attack as follows:

On a roll of '1' The gun fires normally as per the anti tank procedures, but goes out of
ammunition and cannot fire again for the rest of the game.

On a roll of '2' - '5' The gun fires normally as per the anti tank procedures, but retains
ammunition and that attack is calculated with four added (+4) to its ATF value.

On a roll of '6' ignore the normal anti tank fire procedures and just roll directly with
1D6 (adding +2 to the die roll) on the 'Off Board artillery v Armour' table and apply
that result, but the SU 152 goes out of ammunition and cannot fire for the rest of the
game.

2) The vehicles NAF rating is raised to 4D6 (but no bonus die for infantry rich hexes),
however if their roll includes two sixes then that attack still counts, but the vehicle
goes out of ammunition for the rest of the game.

Hetzer
The little German self propelled anti-tank gun was notable by its small profile and
therefore capability to ambush.

1) If the tank is in cover when it is fired upon by an anti-tank weapon, the fire
against it is modified by -2 for the cover rather than the usual -1.

2) If the tank is in cover the first time it fires at an armoured vehicle, it gets a +1
modifier to its attack to represent ambush.

3) If the German rolls 'Ambush' on the Random Event Table, they can fire with the
Hetzer, but the shot is not limited to the 2 hex range mentioned for the event.

20
Once the Hetzer fires, these three special bonus rules are lost.

Hidden Setup
When playing face to face, if both players agree, a maximum of one anti-tank gun or
one HMG per player (if available in the scenario) can start hidden. At the start of
play, the owning player writes down the location of the weapon (and facing for A/T
gun). It is only revealed if;

1) it moves 2) it fires 3) an enemy attempts to move into its hex

4) the hex it occupies suffers a pin result. The other player can fire speculative fire
into what otherwise appears to be an empty hex, in the hope of exposing a hidden
weapon. At the moment of revealing, it is automatically in command.

Special Ammo
A scenario may award one or more rounds of special ammo for anti tank fire (not
hand held weapons). If a player decides they want to use a round from their
allowance, they declare so before firing and add +2 to their ATF value when firing on
an enemy armoured vehicle. Once the allowance is depleted, the bonus is not
available for the remainder of the game.

Tactical Advantage
Player 2 always starts with the tactical advantage. The holder of the advantage can
use it at the end of any friendly command phase to automatically put 1 unit (note -
not hex) into command that failed its command roll. Once used, the advantage is
handed to the other player, who can then likewise use it in any of their turns. The
advantage may pass back and forth during the game as many times as it is used.

High ground
Artillery observers on high ground deduct 1 from their accuracy die roll.

Flamethrower or Demo Charge


The Order of Battle of a scenario may give a side a flamethrower or demolition
charge capability. Each device granted provides a 'one shot' capability. It can be
used whenever an infantry section from that force moves into a close combat as an
attacker. The player simply declares they are using this capability and they add 3D6
for flamethrower or 2D6 for a demo charge to their firepower as per the Close
Combat Table. Once used, it cannot be used again in the game. A maximum of one
flamethrower and one demolition charge can be used in an attack.

Overrun anti-tank guns


In Close Combat, when a fully tracked armoured vehicle enters an open hex that
contains an enemy anti-tank gun, it can be assumed that the tank has simply driven
over the gun and that the gun is destroyed. This occurs before any Close Combat
calculations are made.

Anti-tank rifles
These are individually based weapon teams with crew and are treated as any other

21
weapon team would be.

If attacking an armoured vehicle, they have an ATF value of 2 against adjacent units
(counts as a hand held anti-tank weapon for ATF modifier purposes) and a value of 1
against targets that are two hexes away and they use the ATF procedures.

If attacking un-armoured targets, they use NAF procedures and have a


NAF rating of 1D6 and a range of 3 hexes - though they cannot cause
a unit to receive a second pin (i.e. they cannot cause an un-armoured
unit to be removed from play - they were often used like a sniper)

Rubble
Whenever an off board artillery strike or an on table gun of at least 150mm (such as
the SU 152 or Brumbar) using NAF, attacks a hex containing intact buildings, if at
least two of the fire dice are 6's, then the buildings in the hex collapse to rubble.
Place a rubble marker in the hex. If the building was next to a road, roll a D6, on a 4 -
6 also place a rubble marker in the adjacent road (only 1 road hex will take the test).
A building can only be rubbled once. A rubbled hex becomes impassable to vehicles
even if the hex contains a road. Units in a hex at the point of it being rubbled will
suffer. Any non-vehicular unit will take an additional pin marker and any vehicle must
immediately take a bog check (roll 1D6 and fail on a 5 or 6) and if it fails it is
immobilised for the rest of the game and cannot even change facing.

A scenario may have one or more hexes start the game as rubbled hexes.

Restrictive Command and Control


To represent those forces that had a clear reduction in command related
performance, for example remnants of shattered or broken formations, poorly trained
or green units or other restrictive factors such as Soviet tanks in 1941 lacking radios
or the discouraged use of initiative by junior ranks, then in the Command Phase
automatic command is reduced to one hex plus any one other adjacent hex (not two
adjacent hexes as per the basic rules).

22
Turreted fire
When a turreted tank fires at a target that is outside it's frontal arc, under the normal
rules it changes facing towards the target and pays fire penalties - instead, a turreted
vehicle has the option of not having to physically change facing, but can still attack
the target by simply paying the fire penalties as though it had just rotated the turret.
This allows the player to keep its strong armour facing in the preferred direction, but
also able to engage targets on a 360 degree basis. Non-turreted vehicles and anti-
tank guns can never use this option. Each shot that fires outside the front arc will
always pay the penalty, even if it is a second shot at the same target.

23
German forces
Unit Anti Tank Armour Non notes
Factor Rating Armour
Fire

Rifle section none N/A 2D6 penalty if firing more than 4


hexes.

Panzer Grenadier none N/A 3D6 penalty if firing more than 4


section hexes.

HMG none N/A 3D6 unlimited range but breaks down


if rolling a 15 or more

37mm A/T 2 N/A 1D6 can always claim cover

50mm A/T 5 N/A 1D6 can always claim cover

75mm Pak 40 A/T 6 N/A 2D6 can always claim cover

88/56mm A/T 8 N/A 3D6 Does NOT claim cover unless


the hex actually has cover.

Pz III L 5 5/3 1D6

PzIV H 6 6/3 2D6

Panther A 10 11 / 4 2D6

Tiger I 8 10 / 7 3D6 see optional rules

Tiger II 14 12 / 8 3D6

Marder II 5 3/1 2D6

Hetzer 6 6/2 2D6 see optional rule

Stug IIIg 6 7/3 2D6

Nashorn 14 2/2 3D6

Elephant 14 20 / 7 3D6

Sd kfz 231 (8 rad) 2 2/1 1D6 fully wheeled

Sd/kfz 251/1 none 1/1 2D6 transport half track.

Sd/kfz 234/2 Puma 5 3/1 1D6 fully wheeled

24
Russian Forces
Unit Anti Tank Armour Non notes
Factor Rating Armour
Fire

Infantry rifle N/A N/A 2D6 Penalty if firing over 4 hexes


away.

Infantry SMG N/A N/A 4D6 range of 1 hex


squad

Heavy Machine N/A N/A 3D6 Unlimited range, breaks down on


gun rolls of 15 or more

45mm A/T gun 3 N/A 1D6 can always claim cover

57mm A/T gun 7 N/A 2D6 can always claim cover

76.2mm artillery 4 N/A 2D6 This is the 42 cal version. Zis-3...


Can always claim cover

BA-64 A/C N/A 1/1 2D6

T-70 3 5/2 1D6

KV-1c 4 11 / 10 2D6

T34/76b 3 7/5 2D6

T34/76d 4 7/5 2D6

T34/85 7 8/5 3D6

KV-85 7 10 / 7 3D6

JS-2 11 11 / 8 3D6

SU-76 4 3/2 2D6

SU-85 7 5/5 3D6

SU-122 9 5/5 3D6

SU-152 4 6/6 3D6 see optional rules

SU-100 10 5/5 3D6

Truck N/A N/A N/A Destroyed from a single pin result

25
Random Events Table
When rolling to advance the game clock, rolling doubles also means that both
players must roll on the Random Event Table and each apply the result of their rolls.
Use a D10 for the Events Table. Player 1 rolls first.

Die Roll Event Table 1

1 Hidden minefield - roll a D6 on a 1 or 3, declare one open ground hex as


containing a minefield (4 - 6 is no effect). Enemy units can already be in the hex
and if so, must immediately test for a mine attack.

2 Men of action - In the next turn, one of your units can move (not into close
combat) and if it survives opportunity fire, it can immediately fire (i.e. it gets a
double action) OR it can fire and then move 1 hex and that can be into close
combat.
3 Sniper - A non-pinned enemy infantry unit of your choice that is in sight of any
of your infantry or machine gun units, has a pin marker placed on them. Units in
Fortifications cannot be targeted.

4 Ambush - Make an immediate attack with just one friendly unit of your choice
(including a hidden unit) against any unit that is up to 2 hexes away. This is a
bonus shot that cannot make the unit go 'out of ammo'.

5 Infiltration - One friendly unit of any type can immediately move 1 hex into any
adjacent non-enemy occupied hex. Facing is ignored, simply move it and set-
up new facing as desired. This does not attract opportunity fire.

6 Air support - Attack any one enemy hex of your choice regardless of line of
sight to ground units, making a NAF attack with 2D6 OR attack any one enemy
vehicle by simply rolling on the 'Off Board Artillery v Armour' table and
immediately applying the result.

7 Tank fright - There are reports of heavy armour nearby and a possible counter-
attack is feared. In your next turn, none of your units that start the turn in cover
will move out into the open.

8 HQ suppression - Your command post is hit, in your next command phase ALL
hexes containing your units must test for command. i.e. nothing is automatically
in command unless it is specifically directed to be in command by the scenario.
9 Defiant stand - One of your pinned or stunned units of your choice
automatically recovers and the marker is removed.

10 Intensive fire - You may immediately remove one opportunity fire counter from
a friendly unit, if one exists, otherwise in your next turn, you may add 1D6 to
any NAF attack of your choice.

26
Terrain Charts

Terrain Line of Sight Cover Notes

Open clear open mostly devoid of terrain, but might contain linear
terrain features than may affect part of the hex.
Include open hills.

Bridge clear partial only infantry sections can claim cover. If they do,
see they cannot fire out of their hex that turn. They are
notes hiding below.

Road clear open see road rules under movement section.

Fields clear see non-vehicles can claim cover and then only
notes between June and September.

Woodland block cover Vehicles can initially set up in woods but during
play enter on a dr of 1 - 4 on their first attempt.

Orchard block cover Vehicles can enter without testing.

Hedge / Walls clear cover Cover only if the line of fire actually crosses the
see feature before reaching the centre of the hex. No
notes cover against on-board or off-board artillery.

Buildings block cover unless entering the hex by road, vehicles must
stop upon entering (can change facing) and will
not be able to leave the hex in the next turn.

Rubble block cover Rubble on roads cause bog checks.

High ground block open other terrain on the high ground may give cover,
such as woodland or buildings.

Waterway clear open scenario rules will determine which parts are
crossable and which are not. High banks prevent
vehicles crossing.

Marsh clear open All units make a bog check before they can move
out of a marsh hex. (dr 1 - 4 to pass)

Rough / random cover dr 1-4 open, 5-6 blocked to LOS per firing. Firing
Scrub through more than one such hexes blocks LOS

Smoke block cover Blocks line of sight and a unit moving into smoke
immediately stops, even if using a road. Off-board
Artillery can deliver 2 smoke. Does not give cover
against artillery / mortar attacks

Escarpment block open This terrain type just applies to the edge of high
ground that has a cliff type face. It just makes the
escarpment hexsides impassable to movement

Pond clear open Wheeled units cannot enter, everything else once
entered can only exit the hex on a dr of 1 - 4

27
Close Combat Table

Involved in melee Firepower Notes

Rifle / Pz. Grenadier 2D6 / 3D6 1D6 if pinned

Sub Machine Gun (SMG) 4D6 1D6 if pinned

Heavy Machine Gun 2D6 only the defender can use a HMG. 1D6 if pinned

+ flamethrower 3D6 Use and discard - attacker use only

+ demolition charge 2D6 Use and discard - attacker use only

Vehicle with a NAF value 1D6

Section has hand held A/T 1D6 attackers and defenders, but must pass the
weapon and the enemy has an availability test to get access to the weapon. This
armoured vehicle is the only time the Russians can attempt to get
Molotov Cocktails.

Defending in cover 1D6 defender only can claim this

Defending a fortification 2D6 defender replaces the above cover with this

Morale Table

Die Score Open Cover Fortified

1-2 pass pass pass

3 fail pass pass

4 fail fail pass

5-6 fail fail fail

NAF and Pin reminders

Non Anti-Tank Fire (NAF) is calculated by rolling a number of D6 equal to the unit's
NAF factor in an effort to score hits.

Non Anti-Tank Fire (NAF)


+1D6 if more than 2 infantry sections are in the target hex (target rich)

Hit on 6 if target in cover, 5 and 6 if not in cover

-1D6 to rifle sections firing at a range of more than 4 hexes

Vehicles and guns firing at a non-armoured target using NAF rating that has to change facing in
order to fire, cannot have a firepower greater than 1D6.

Max 1D6 if firer is pinned

28
Anti Tank Fire (ATF)
To attack an armoured vehicle, select a target that the firer has a clear line of sight to
and calculate fire. The base hit score is always '6' on a D10. Modify this value as
follows;

+? the ATF factor of the firer

-? the armour rating of the target (frontal or flank). Any attack by non-hand held A/T weapons
against adjacent targets is calculated as the flank strength minus '2', regardless of direction of
attack.

-1 if the target is in or behind any kind of cover

-2 if the firer is an A/T gun that is pinned

-1 if a turreted tank changes facing immediately prior to firing whilst in an OPEN hex
OR -2 if a turreted tank changes facing immediately prior to firing in a NON OPEN hex
OR -3 if a non-turreted vehicle or a gun does the same under any circumstances

+2 if firing special ammunition (optional rules)

Once the final HIT value is calculated, roll a D10. A result equal to or less that the
modified HIT value is a hit. Otherwise the shot has missed. If hit, roll a D6 on the
Penetration Table (below) to establish the degree of damage.

Raw rolls of 10 are always a miss regardless of firepower advantage.

Penetration Table

Modified die score Damage

1 Destroyed and burning

2-4 Destroyed not burning

5-6 Stun

Off Board artillery Vs Armour

Die roll Damage

1-3 No effect

4 Stun

5 Destroy and burn if armour


value is 3 or less, otherwise
Stun.

6 Destroyed and burning

(Training scenario) Scenario 1 - Action at Tomarovka

29
On 3rd August 1943, the Russians launched Operation Rumantsyev, the counter-
offensive against the Belgorod Salient. The following day, outside Tomarovka,
German Panther tanks took up a defensive position and knocked out seven T-34
tanks at no cost to themselves.

German Order of Battle, elements of 52nd Russian Order of Battle, elements of 200th
Panzer Battalion. Tank Brigade.

1 x Panther tank 5 x T-34/76d

Morale 1 Morale 3

Admin - the game starts at 1200 hours and will end immediately after 1235 hours.
The German player is player 1. The Soviet objective is to get adjacent to a Panther
and fire or get a flank shot.

Set-up - The German player sets up first, placing their tank anywhere on row A. The
Russian player then sets up anywhere in row E. Throughout the game, placement
limits are restricted to just 2 vehicles per hex.

Victory Conditions - To win, the Soviets must destroy the Panther by the end of the
game, anything else is a German victory.

Optional rules: After a few plays, swap out 2 x T34/76 for 2 x T34/85 to get an idea
how the gun / armour relationships work.

Notes - this introductory scenario highlights command, movement, antitank fire,


opportunity fire, facings and morale. It only takes 10 minutes to play, so repeated
attempts will help with learning, particularly with regards to firing positions and
penalties made for firing outside frontal arcs.

(Training scenario) Scenario 2 - Follow the Elefants

30
On 5th July 1943, the German Ninth Army hurled itself against the northern shoulder
of the heavily defended Kursk salient. A unit of heavy Ferdinand Elefant tank
destroyers broke through the Soviet line and pressed on towards Alexsandrovka.
Once the vehicles passed, the Russians quickly closed the line again, so that the
following German infantry ran straight into strong defences.

German Order of Battle, elements of 292nd Russian Order of Battle, elements of 81st
Division. Rifle Division.

6 x infantry sections 2 x infantry sections

1 x HMG 2 x HMG

1 x wire

Morale level 3 / infantry can make smoke Morale level 2 / infantry cannot make smoke

Terrain - remember, scrub has a random effect on Line of Sight

Set-up - the Germans set-up first in any of the bottom two hexrows (rows E and F).
The Russians set their forces, including the wire in any 2nd row hex (row B).

Admin - The game starts at 1100 hours and will end after 1150 hours. The Russian
player is Player 1 and goes first each turn.

Victory conditions - To win, the Germans must exit at least 1 infantry base off the
Russian side of the board (red edge), anything else is a Russian victory.

Notes - This introductory scenario highlights rules for non-armour fire (NAF), smoke,
wire, special opportunity fire rules for HMG's. It also demonstrates the perils of
crossing open ground and the problem of recovering from being pinned in the open.
You must manage the balance between forward movement and laying down fire
against the advancing clock.

31
Scenario 3 - Kampfgruppe Sivers
On 8th August 1943, KG Sivers' retreat brought them to Grayvoron, where they
setup an all-around defence. The Soviets had been trying to cut off the German
retreat, but their T-34's had already taken heavy losses as they engaged with the
Panther tanks. A new attack went in with T34's and tank riders. Eight of those tanks
were destroyed and the remainder retreated. The following day, KG Sivers linked up
with the Grossdeutschland Division near Akhtyrka.

Russian Order of Battle, elements of 13th German Order of Battle, elements of 52nd
Guards Tank Brigade Panzer Battalion

6 x T-34/76d tanks 2 x Panther tanks

4 x SMG sections 4 x Pz.Grenadier sections

1 x artillery observer 1 x HMG

1 x off-board artillery fire mission 1 x entrenchement

Morale 5, Molotov Cocktail rating is 3 morale 3, only German infantry can make smoke

Admin - The game starts at 12 noon and ends at 1240 hours. The Soviet is Player 1.
All Soviet units are automatically in command on game turn 1. Whenever a Panther
tank ends movement, including just changing in-hex facing, roll 2D6, on doubles the
tank breaks down and cannot move or change facing for the rest of the game.

Set-up - The Germans place their units in or adjacent to any building hex. The
Soviets start off map and can enter either the West, North or East (choose only one)
edge of the map. That edge will count as the Russian baseline for the remainder of
the game. The German baseline is at the bottom of the map (south),

Tank Riders - Each SMG section must enter the game mounted on a tank and may
not voluntary dismount until they move adjacent to an enemy, at which time they
must dismount and make best efforts to close assault, as per the tank rider rules.

Victory Conditions - To win, the Soviets must drive down the German morale level
to zero (i.e. destroy 3 German units), anything else is a German victory.

Notes - Use the optional rule for observers on high ground.

32
Scenario 4 - Tigers at Minsk

1st July 1944 - the Soviet offensive was closing on Minsk. To the north of the city,
near Pleshchenitsy, 5th Panzer Division with Tiger support (Pz Abt 505) set up strong
defences to protect the railway lines that would be needed to evacuate German
forces. Soviet 29th Tank Corps and 3rd Guards Mechanised Corps attacked,
resulting in a big tank battle. Though taking heavy tank losses, Soviet formations
were already by-passing the area, taking the battle to the very outskirts of Minsk.

Soviet Order of Battle, 35th Guards Tank German Order of Battle, 31st Panzer
Brigade Regiment

3 x T34/76d 2 x Tiger I tanks

3 x T34/85 1 x Pz IV tank

1 x SU 152 SPG 1 x Pak 40 75mm anti-tank gun - no transport

1 x SU 76 SPG 3 x Pz. Grenadier sections

7 x rifle sections 1 x HMG

1 x off board artillery fire mission and 1 observer 1 x entrenchment, 2 x mines

Morale 8, Molotov availability rating 3 Morale 4, PzFaust availability rating 4

Admin - The game starts at 12 noon and ends immediately after 1310 hours. The
Russian player is player 1. The Soviets have one round of special ammunition for a
T34/85. Consider using the Beast Killer and Hidden Setup optional rules.

Set-up - The Germans place their units in any hexes on rows C, D, E or F. Then the
Soviets place smoke in any three of their own baseline hexes. The Soviets start
off map and enter anywhere along their baseline. All Soviet units are in command on
turn 1.

Victory Conditions - The Soviets win if at the end of any Soviet Action Phase they
occupy the road junction (E6) and any two hexes of high ground (stunned units
cannot hold ground).

33
Scenario 5 - Breaking the line

7th July 1943 - By the third day of the Kursk campaign, German casualties steadily
increased as their forces threw themselves against the well prepared Soviet
positions in an effort to crack the first two defensive belts.

The day began with 20th Panzer Division pressing into the 3 km gap between the
villages of Samodurovka and Kashara, to open the way for an assault on the
strategically important town of Teploye that lay beyond. The fighting was tough and
repeated assaults had to be made against the determined defence. This scenario
represents one of those assaults following a short lull. By noon, they eventually
broke through and advanced towards the high ground to the south of Samadurovka,
while 2nd Panzer Division on their left shoulder, exploited the gap and moved
against Teploye.

German Order of Battle, elements of 112th Soviet Order of Battle, elements of 132nd
Panzer Grenadier Regiment and 21st Panzer Rifle Division with armour support
Reg

3 x Panzer IVh tanks 6 x Infantry Rifle sections

6 x Panzer Grenadier Rifle sections 2 x Maxim HMG

3 x standard rifle sections (represents losses) 1 x 57mm A/T gun (can be hidden)

1 x MG42 HMG 3 x wire

1 x 80mm mortar and 1 observer 2 x entrenchments

1 x Pak 40 75mm A/T gun (reinforcement) 1 x minefield

1 x sdkfz 251/1 transport for above 1 x artillery observer


(reinforcement)

3 x Pz. Gren rifle sections (reinforcement) 2 x off board artillery fire mission

1 x Marder II (reinforcement) 2 x T34/76b tanks (reinforcements)

Starting Morale 7, Morale increases by +3 on the Starting Morale 4, Morale increases by +2 on the
turn that friendly reinforcements arrive. Infantry turn that friendly reinforcements arrive. Molotov
can make smoke Cocktail rating is 3. Infantry cannot make smoke.

Admin - The game starts at 0800 hours and ends at 0920 hours. The German is
player 1.

Set-up - The German player sets up first in any of the hexes on their own baseline.
The Soviet player sets up second in any of the hexes on the board that are not
adjacent to a German unit.

Victory conditions - To win, the Germans must have exited at least 3 units off the
Soviet edge of the board by the game's end. Anything else is a Soviet win.

34
Terrain - The destroyed woodland has been decimated by artillery fire and looks like
a WWI landscape with shredded trees. Treat those 2 hexes as rough / scrub (i.e.
they provide cover and line of sight through them may be randomly blocked).
Vehicles still need to roll for entry as for normal woodland.

One hex of field can be walled. The German player selects which one will be walled
prior to their set-up.

The Sdk fz 251/1 half track can only be used to move the German anti-tank gun, all
the panzer grenadiers fight on foot. The vehicle's HMG cannot be used and the half
track does not count towards the 3 German units that must exit the enemy side of
the board.

Mines. As soon as the clock passes 0820, the Soviet player immediately nominates
any one hex as having mines. Anything currently in that hex must immediately test
for damage as per the rules and then the hex is treated as being a minefield for the
rest of the game. This is in addition to the minefield that is part of the initial Soviet
set-up.

Reinforcements. the Soviets reinforcements enter play anywhere along their own
baseline in the turn immediately after the clock has passed 0845 hours. The German
reinforcements enter play anywhere along their own baseline on the turn after the
Soviet reinforcements arrive. Reinforcements are automatically in command on the
turn of entry into the game and they increase their side's morale.

35
Scenario 6 - Escaping Bobruisk

By June 1944, the southern


arm of the Soviet summer
offensive had almost
encircled Bobruisk, a city
that guarded the way to
Minsk. Hitler's hold fast
policy had prevented early
German evacuation across
the Berezina River and now the army was suffering terrible casualties from the
overwhelming onslaught of artillery, air strikes and the ground offensive itself.

On 27th June, 20th Panzer Division had been fighting on the outskirts of Bobruisk
against 9th Tank Corps, when their position became seriously compromised as 1st
Mech Corps advanced to surround the panzer division. The following day the
panzers began to move northwards hoping to escape at a river crossing at Svisloch
some 20 Km away. First they had to break the encirclement before it fully formed.

German Order of Battle. Elements of 20th Soviet Order of Battle. Forward elements of
Panzer Division. 1st Mech Corps.

3 x Panzer Grenadier sections 2 x Rifle sections

3 x Sd Kfz 251 half tracks 1 x Anti-Tank Rifle team

1 x Sd Kfz 243/2 Puma armoured car 1 x off-board artillery mission and observer

1 x Stug IIIg

1 x Pz IVh

2 x Rifle sections - reinforcements (+1 morale)

Morale 4, Panzerfaust rating 4 Morale 6, Molotov Cocktail rating 3

Set up - This has a larger game board, being 10 hexes by 7 hexes. The Soviets can
set up anywhere on rows A - F. The Germans start the game off board and all their
units arrive at hex G6 (the road) and are in command on their turn of arrival.

Admin - The German is player 1. The game starts at 1000 hours and ends at 1120.

At the end of each Soviet Command Phase, the Soviet rolls on the Arrivals Table
(below) with a D10 to determine whether their encirclement gets stronger. Units are
automatically in command on the turn of arrival. The new arrival then rolls a D6 for
point of entry. On a roll of 1-2 they arrive on the western board edge in any row A - D,
on a roll of 3-5 the eastern board edge in any row A - D and on a roll of 6 any hex on
the northern edge. Note the first time a '1' is rolled, it is the Germans who get a new
arrival, this being a StuG IIIg that arrives at G6 or if that hex is not available, then at
the nearest baseline hex to it. This StuG adds +1 to the German morale rating.

36
Arrivals Table.
1 German Stug IIIg plus +1 for morale 6 1 x T34/76d
(max 1 only, otherwise no arrival)

2 no arrival 7 1 x T34/76d

3 1 x Rifle section 8 1 x SU 152 (max 1 otherwise no arrival)

4 1 x Rifle section 9 1 x artillery mission and observer

5 1 x HMG 10 1 x SU - 76

Victory Condition - The Germans get 1 point for every half-track exited off the
northern edge of the board and 2 points for anything else exited. The Soviets get 1
point if at least one 'arrival' unit from both the east and the western board edges
move onto a road hex at some point (it does not have to be the same road hex or on
the same turn and the term road includes the hamlet). At the end of the game, the
Germans win if they have 4 more points than the Soviet player (who will have either
zero or one point), otherwise it is a Soviet victory.

The panzer grenadiers must enter the game already mounted in their half tracks and
only fire when dismounted. Destroyed half tracks do not reduce German morale
in this scenario.

The Puma is always in command and can always move 2 hexes instead of the usual
1 and can receive opportunity fire in each hex entered, even from the same A/T gun
if it retains its fire.

Soviet morale does not increase due to new arrivals.

Immediately after 1040 hours, the Germans get 2 x standard rifle sections as
reinforcements and their morale increases by +1. They can arrive anywhere on the
German baseline (south).

Whenever doubles are rolled for the clock, the Soviets will always automatically get
Random Event number 6 (Air Support) instead of rolling on the Random Event Table.

37
DESIGN NOTES
Though this system has travelled
a somewhat convoluted journey,
superficially at least, in this edition
it returns to many of its original
concepts. It started life to allow a
compact game (3' x 4') to be
played using 4" Kallistra (UK) tiles
and 10mm figures (Pendraken).
The photograph to the right is
typical of a game played under the
original rules. Subsequently the
rules were substantially slimmed
down and the command system changed (similar to todays method). The Format
was adopted for an open board (i.e. not gridded), then a boardgame with a square
grid and then a hexed version of that game and even an area movement game was
attempted. Finally, in order to specifically create a really small board of around 3' x
2', it morphed into what the reader has before them now, with a scale change and
restricted movement to make that work.

The most notable difference between this and the first edition (besides a name
change) is that we are now playing on less than half the playing space (around 2' x
3') though that can be expanded without rule modification. The game scales have
changed as movement and weapon ranges have been adjusted to meet the new
format. Command and control is handled differently, though it remains abstract in
nature and some of the rules developed with the various formats have remained to
make (I hope) this edition interesting and fun to play.

The 4" hex has been retained, which gives a good compromise between giving
enough space to hold both terrain and units while keeping the number of hex
locations (48 on the small board) viable. Though the design was intended to work
for a battlefield 8 hexes wide by 6 deep, going larger works equally well as shown
with the 10 x7 grid for Scenario 6 - Escaping Bobruisk.

There are plenty of good reasons to using a grid system with figures and going
small. My own motivation being due to persistent back-ache. Bending over tables or
leaning into them is no longer practical. The hex takes care of all measurements and
facings. Units can be plonked down in a hex, rather than exactly placed with
millimetre precision and I like the way that an area is so clearly defined .... that is a
woods hex, that hex is a town, everything in there gets cover, everything in there is
hit by artillery etc. Anyway, it is not for me to argue the case for hexes. Miniature
gamers will either like them or not, but I guess if you have read this far, then you are
at least interested in them.

There are some basic themes to the rules that have always been important. Firstly I
have never liked the idea of fighting down to the last unit, especially against the
certainty of a set number of turns. Hence the morale rules kick in once, due to
casualties, the morale rating of a force drops to zero. Units test individually and if
they fail, they fall back. Each time one of these tests are called for, forces can be

38
prised out of precious key locations and a defence can literally start to crumble,
rewarding the attacker with new opportunities to drive forward or if the attacker takes
too many casualties, the attack can wither away to nothing as their forward units are
forced to break contact by fall back results and they may not be strong enough to
regain forward momentum.

The clock stops the certainty of when the game will end and it is something
borrowed from an old home set of rules that I did many years ago which covered the
battle of Quatre Bras with 2mm figures (Irregular Miniatures) played out on a
battlefield measuring just 18 x 18. It had combat results that said things like retreat
for 20 minutes and then form up and await new orders and the game clock was the
only way to administer that kind of system. It also allows events such as
reinforcements to be set against a timetable that is loose in nature.

The relationship between gun and armour has always interested me, especially as to
how complicated they are when translated into the narrow range of results that
wargame systems often give. It can be tempting just to use gun penetration tables
and calculate armour thickness with slope taken into account, but gun penetration
stats are usually given based on a shot coming in from directly ahead, so what about
the variables that have shots coming in from other angles? and what of the differing
qualities in steel or the quality of crews or the design that makes one vehicle more
likely to catch fire or break down than another? It is this area of uncertainty that I feel
gives dice and design for effect or abstraction a meaningful place in tactical
systems, so that results are less mathematical and more narrative based.

The anti-tank rules have changed their processes three times during the life of the
rules. The original system worked well for a medium gun attacking medium armour
etc, but once the system stretched to encompass a wider variety of kit, things felt a
little clunky and base measurements of say how a T34/76 or T34/85 weighed up
frontally against a Tiger I just did not give credible results. The system was changed
to give an abstract solution, as I wanted to stay away from the hard data type charts.

Most recently, the system came into question again when some things that shouldn't
happen did - such as a German 37mm A/T gun being able to harm a T-34 frontally
rather too easily for the games narrative to feel right. Solutions to 'fix' that then
tended to warp some of the results that involved the 'heavies'. I ended up re-visiting
all of my vehicle data and opening up the mathematical range of gun / armour
strengths that I had imposed on myself, while making all attacks on a dice roll of 11
or 12 fail (on 2D6). Flank / rear armour values (that had previously been abstracted
out) were also introduced. The base hit number was then reduced from 8 to 7,
making results a little tighter. However, although there was a better defined
correlation between gun and armour, this was skewed by the bell curve effect of
using 2D6. Finally I changed to a D10 and had a result of 10 as always being a failed
attack, regardless of attacker advantage and moving the base hit number to 6.
Overall, this combined with the wider range of gun / armour values used, provides a
smoother result across a wider range of weapon platforms.

Part of the problem is that we are dealing with equipment that in some cases can
strike out and hit fairly easily at 2000 metres, with high first time hit capability, but we

39
are squeezing our game into a space mostly representing 300 to 700 metres and as
gamers, we still want to be able to see the differences between various tanks
demonstrated and when opponents are out-gunned, for this to be reflected.

Though something of a cartoon world, we can still strive to get a game that feels right
and is full of narrative. I am presently reading Tiger by Thomas Anderson, published
by Osprey Publishing. This has an interesting section that describes on the one hand
how this fortress of a tank could take punishment, but on the other hand, the multiple
blows against the tank, could leave the crews deeply anxious and their nerves on
edge, while bits of the tank became damaged and degraded some of its capability.
Even the Russian anti-tank rifle could be effective as knocking off the retention clips
for the visor block or damaging hinges etc. There are accounts of visor blocks being
knocked back into the fighting compartment and glowing red hot, fumes or fires
inside the tank choking the crew or parts of the drive system failing, while externally,
the tank was observed to be still able to plod on and function - how we get this sort
of thing into our wargames with the usual and clinical hit / miss / kill type results is a
good argument for putting abstract processes into the game to get 'feel'. The 'stun'
result in this system is in part a reflection of all those things.

Other aspects of tactical combat give opportunity for narrative to be brought into the
games such as showing how turreted vehicles held a tactical advantage over self
propelled guns, how the elite Tiger crews actually made such a difference in
performance (with Tiger II crews not being as good as the earlier Tiger I veterans)
and how sometimes tanks had to get up close and amongst the enemy to get point
blank or track shots. Likewise, the dangers of unsupported tanks getting involved
with enemy infantry needs to be properly demonstrated so that mixed arm scenarios
work properly.

It has been fascinating to read Panther Vs Sherman, one of the Osprey Publishing
'Duel' titles, which set aside my rather simplistic view that the Panther spec
outclassed the Sherman spec and therefore would be better in most engagements,
fitting the often said notion that it would take 3 - 5 Shermans to knock out 1 big cat.
The book delves into the many problems associated with the Panther, from
mechanical reliability, to poor crew quality to just basic tactical mishandling. It is a
real lesson in how the wargamer needs to approach the whole thing of tank
capability with a wider appreciation and a more open mind as to the 'other' factors
that go beyond gun penetration tables.

Machine guns and anti-tank guns were very carefully sited and their role, that
includes ambush laying and crossfires, led me to want them to be effective and
different from other troops during opportunity fire, hence they have some capability
of retaining their fire after opportunity firing. Likewise, anti-tank guns can claim cover
even when in an open hex on the assumption that they are picking the very best bits
of terrain, making use of undulations, sparse cover and camouflage, together with
the low profile nature of their weapon.

The effects of artillery can be devastating and their effectiveness is quite


indiscriminate as to whether they harm elite or green troops, it can tear apart the
most experienced of formations. However, it is important to prevent domination or

40
give the player an unrealistic on call capability. The rules make artillery an effective
but fickle weapon and mortars can run out of ammunition. There is sense of tension
when dealing with artillery accuracy and whether the other player will be able to take
control of where the shot will fall and tension as to the degree of damage, bringing
either a sigh of relief or groan of despair.

The revised command rules allow a player to automatically put some troops into
command. This reflects that there will be a focal point in the battle that is getting the
main command attention. Elsewhere, there is every chance that other troops will get
their orders but not a certainty and so the 'all seeing player' has their command and
control capability slightly restrained in this game. It is for the players to decide what
is critical - should the anti tank guns be guaranteed to fire on the left or should the
pinned units on the right have a more certain chance to recover before facing
possible removal from play?

The close assault rules have changed so that now neither side can claim cover. This
means that both side will score hits on 5 and 6, better reflecting the ferocious and
brutal nature of close combat with highly motivated troops and the presence of
automatic weapons and grenades. The benefits of cover have been abstracted out
by giving defenders in cover an extra D6 and those in fortifications an extra 2D6.

The Random Events Table is just there to bring a little chaos and variety into the
game without excessive rules overhead. They replace the random event cards that
were drawn every 30 game minutes that were a feature of the original rules. The
table makes it easier for downloaders to use the rules (rather than putting cards
together) and is more solitaire friendly.

The optional rules that cover additional traits of the Tiger I and the SU 152 bring a bit
of character to the game and as much as anything else, are intended to encourage
the player to do similar optional rules for other vehicles that interest them.

The included scenarios serve as an introduction to the system and use just a small
selection of the available order of battle in the army lists, so that new players have a
chance to work through them without having to own a wide variety of models. They
have all been frequently play tested and the first two do a reasonable job of
explaining the system and the rest give a good game, highlighting how much action
can be had out of a small playing area.

Overall I am pleased that the rule set manages to cover so much while retaining
straightforward mechanics. The army lists cover the middle war years on the eastern
front and I will add to them over time, to broaden the time frame and nationalities.
The system is pretty stable, so the reader can modify the rules as they see fit.

Thank you for taking the time to read these rules. I hope that you like them enough
to give them a go. Norm Smith 2014.

41
EXAMPLES OF PLAY

Command - The Germans only occupy all three


woods hexes. In the Command phase they choose
to put the far right hand wood (E7) into automatic
command. Up to 2 adjacent hexes can
automatically go into command. Obviously the
German player chooses the adjacent wood hex
and as there are no other adjacent friendly units to
select, only these two units will be in automatic
command. All remaining occupied hexes (i.e. In
this case the single woods hex) must now each test
for command on a 1D6. The hex will be in command (putting all occupants into
command) on a roll of 1 - 4, otherwise the units in those woods will be marked out of
command. The player has decided the focus of the turn will be on the right, anything
else takes its chances.

Line of Sight - A Russian HMG in the cottages on the right wants to take a fire
action at a German unit that last turn managed to move on the far right flank and get
into the hex that contains the word 'scrub' (B8). To hit the target the Russian line of
sight would need to get through the scrub hex, which is an interesting terrain type as
it randomly determines LOS blocking capability, reflecting that the firers may or may
not get a fleeting glimpse of the target. Whenever fire passes through scrub, a 1D6 is
rolled to see if a LOS actually exists at that moment (the terrain blocks on rolls of 5
and 6). The Russians decide to try and fire. They roll a D6 to check for blockage and
score a '5', on this occasion LOS is blocked, they have not managed to get a fleeting
glimpse of their enemy, so the fire attack cannot be made and therefore the HMG is
not considered to have used an Action, so remains free to subsequently do
something else.

HMG - Using the above situation again with the Russian HMG firing at the same
target. It tests for LOS and this time rolls a number between 1 - 4 (inclusive), so it
does have LOS through the scrub to the hex beyond on this occasion. It rolls 3D6 to
fire (NAF) and scores 6, 6, 3. The firer is elated, the two sixes result in two pins,
which will result in the removal of the unit due to casualties, but when the 3 dice
scores are added together, it is realised that the score is 15, which also breaks the
HMG, which now cannot fire for the rest of the game and will need protecting as it
could later be eliminated and count towards morale reduction.

Opportunity Fire - A Russian 45mm anti-tank


gun is located in the orchard and facing down a
hex spine (vertex) in the direction of the first
wood. The guns frontal arc is defined by those
two long red arrows in the diagram emanating
from the firers frontal arc. This shows that the
gun can fire along those two arrows, plus at all
the hexes between them, though the woods
would block LOS into some hexes. A German
PzIII L tank moves out of the scrub hex towards

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the two wood hexes. As it moves into the first open hex, the Russian player declares
that they are going to make an opportunity fire attack with their 45mm gun. Firstly,
we check that the fire can be made via the front arc of the gun, which it can.
Secondly, that there is no blocking terrain between the firer and the target, which
there isn't, so all is good and the shot can be taken. The target is armoured, so the
gun will use the anti-tank fire procedures (ATF) and roll a D10 in an effort, after
modifiers, to score equal to or less than the modified hit value. Since this is
opportunity fire, the gun also rolls a D6 at the same time and if the result is 1 - 3 on
the D6, the gun will not be marked with an opportunity fire marker - otherwise it will.
This special rule of being able to make opportunity fire with a chance of not collecting
an opportunity fire marker only applies to anti-tank guns and HMG. Everything else
automatically gets an opportunity fire maker after making such fire.

Anti-tank fire process - let's use the above situation as an example. The 45mm
anti-tank guns has an anti-tank value of 3 and the PzIII L has a front armour value of
5 and a side armour value of 3. The facing of the tank is noted and it is clearly being
hit on its side armour. The base score to hit always starts out as '6' and we start by
applying modifiers to this number.

Firstly, we add the anti tank value of the gun (3 for the 45mm) to the base hit value of
6 (making 9) and then deduct the armour value (3 in this case for side armour) from
the modified base hit value (bringing it back down to 6) There are no other modifiers
in the list that apply to this situation so we end up with a modified base hit value of 6.
The firer must roll a D10 and score 6 or less to hit and harm the tank (one roll does
both tasks).

In this example, the Russians roll a 4 and so they have caused harm and so must
now check the Penetration Table. Use a D6 for this table. In this example, the
Russians roll 3, causing the tank to be destroyed but not burning. Had the gun been
in one of the two wood hexes instead (E6, E7), it would have been firing at the tank's
front armour (value 5), so the base to hit value would have been modified to 4 rather
than 6, which would make it notably harder to harm the tank. Whether the gun keeps
it's fire capability or is instead marked with an opportunity fire counter will depend
entirely on what the firer scored on the separate D6 that tests for that (only
applicable to A/T guns and HMG using opportunity fire).

Changing facing immediately before firing - In our above example, let's say the
tank survived the shot and wants to fire back at the anti-tank gun in its own Action
Phase. The A/T gun does not currently sit within the front firing arc of the tank, so the
tank must turn to the next hex vertex to immediately change its face before firing to
bring the gun into its own frontal fire arc (see the optional rules for turreted vehicles
that can fire outside their frontal arc without changing face, but still paying fire
penalties).

Guns, turreted and non-turreted vehicles can all do this, but they pay a penalty
whenever forced to do this immediately before firing. For Anti-Tank Fire (ATF) the
turreted tank just pays a -1 penalty on their hit value if firing from an open hex, if in a
non-open hex it would pay -2. A non-turreted vehicle (like an assault gun or an anti
tank gun) always pays a -3 penalty on their hit value regardless of what type of

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terrain they fire from. For Non-armoured fire (NAF), any vehicle or gun that changes
facing immediately to fire, cannot get a firepower greater than 1D6 after all modifiers.
Note these penalties to fire are only used when the vehicle (or gun) has to move
within its hex IMMEDIATELY before firing in order to make that fire, regardless of
whether this be standard fire or opportunity fire. Since
this target is not armoured, the tank would have to
use non armoured fire (NAF) and therefore is paying
the latter penalty described above.

Let's change the Pz III L turreted tank to a non-


turreted StuG III assault gun. It makes no difference
in this situation because the anti-tank gun is a non-
armoured target, so the fire will be NAF rather that
ATF and so changing facing simply reduces this fire down to using 1D6 (needing a 6
to hit because the orchard gives cover and in any case, anti-tank guns are always
treated as being in cover), so responding to anti-tank guns that sit outside their front
facing is always problematic (quite rightly) for armour. Players will want to set-up
crossfires to achieve this very effect.

In the above diagram, the grey arrows show the new frontal fire arc of the vehicle
when it changes its position by one hex vertex to engage the enemy gun. Note in
doing so the vehicle now presents its front armour to the anti-tank gun, but its flank
armour is now presented to any enemy that may be in the wood furthest to the right
(E7) because fire that enters a hex exactly down a hex-spine will always be treated
as striking the facing that is most favourable to the attacker. Units only attract
opportunity fire if they enter a new hex, so turning within the hex to fire will not invite
opportunity fire from any source.

The optional rule for firing turreted weapons outside their front arc allows players to
have some control over which direction their strongest armour faces - in this
example, the Pz III no doubt wants to turn and face the threat with its frontal armour.

Close Combat - One of the village hexes has a Russian HMG and an infantry
section in there. The infantry section already has a pin marker on it. The turn starts
with a German infantry section next to the village in one hex and a Stug III assault
gun next to the village in another hex. It is the German part of the turn and their
infantry take a Close Combat Action and enter the village hex. This in effect stops
any fire entering into or coming from that hex. The combat is not resolved until the
end of the phase, giving the Germans time to also spend an Action to bring their
assault gun into the close combat, which they do (they can only do this because the
assault gun is not itself next to a different enemy unit). At the end of the phase, the
close combat is resolved using the list on the Close Combat Table as follows; The
Russians get 2D6 (for the HMG), 1D6 (for the pinned infantry section), 1D6 (for
being a defender in cover). So they will defend with 4D6 in total. The Germans get
2D6 (for the rifle section) and 1D6 (for the NAF capable vehicle) for a total of 3D6
attack dice.

All fire is simultaneous. The Russians roll 1, 2, 3 and 5. Fives and sixes are always
a hit in close combat because cover does not count. Cover has already been

44
represented by giving the defenders an extra 1D6. This is a brutal type of attack in
which automatic weapons and grenades make for a deadly environment. The
Russians inflict 1 hit. The Germans roll 2, 3 and 6 and so they also inflict 1 hit. The
final result is 1 hit each - a draw. The Russians have to place their pin result on the
HMG, because their infantry are already pinned. In close assault (only), everything
must have 1 pin before anything can be given a second pin. The Germans take their
pin on their infantry because they do not want to risk facing the Armour Penetration
Table by accepting a pin on the armour - too risky. A draw means that the attackers
must retreat back into the hexes that they launched their attacks from. Retreats
never attract opportunity fire. Although the attack was repulsed, both Russian units
are now pinned and will likely try to recover in their own Action Phase rather than
attempting fire.

The close assault would have been more deadly if the Germans had pinned both
enemy units before attacking or used Panzer Grenadiers or flamethrowers and demo
charges. Likewise, SMG armed Russians would have proven quite a foe in the
firefight, especially if their squad had been able to summon up an anti-tank weapon
(Molotov Cocktails).

Things to remember - this is a quick reminder list of key rules


All units except all guns and mortars over 60mm (which can't move except to retreat
after failing a morale check) can move 1 hex, but they can also move a second hex if
the first hex they moved into was both open and not in an enemy LOS. Road
movement is unlimited until moving into enemy view.

All guns, large mortars (over 60mm) and vehicles must face a hex vertex (corner) at
all times (unless a vehicle is using a road). This defines their fire arc in front of them
and also a vehicles front, flank and rear aspects. All other units can be positioned
freely within the hex without regard for facing.

There are two types of fire. Non-armoured fire (NAF - using D6) and anti-tank fire
(ATF - using D10). NAF scores hits on 5 and 6 if the target is in the open or just on 6
if it is cover. NAF Hits translate into pins. ATF must roll 6 or less (modified by combat
factors) on a D10 to cause harm to an armoured target. A viable hit requires a 1D6 to
be rolled against the Armour Penetration Table with the result being immediately
applied. Armoured targets have a front facing and then a weaker flank or rear facing.

Close Combats are more effective than general NAF and always inflict hits on rolls of
either 5 or 6.

2 pins remove a unit from play, except trucks and Jeeps (unarmoured vehicles) are
removed when they receive their first pin.

Every loss (not jeep, lorry or tractor) reduces a sides morale level by one point, once
morale reaches zero, every friendly unit individually checks their morale and will fall
back 1 hex if they fail the test. Each subsequent loss (not caused by that retreat) will
trigger another such test.

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The game is played in turns with a strict sequence of play, but the number of turns is
determined by a randomly advancing game clock. The scenario will state how many
minutes a game will last.

Whenever doubles are rolled when advancing the clock, both players must roll on
the Random Events Table and each apply their results immediately.

The fall of an inaccurate artillery strike can end up being controlled by the other
player.

Guns, heavy mortars and vehicle guns can only ever fire out of their frontal fire arc,
defined by the two hexes that they face into and spreading out in a cone beyond.

These units can change their facing immediately before firing to bring the target into
their front firing arc, but pay a firing penalty if they do that - see combat modifiers.
Note, there is an optional rule for turreted vehicles firing outside the front arc.

Units must be in command to take an action - except when taking opportunity fire,
though of course a unit will subsequently need to be in command to remove the
opportunity fire marker.

HMG's that score 15 or more on their three original dice when they fire, breakdown
and cannot fire again during the game.

HMG and anti-tank guns do not receive an 'opportunity fire marker' if their
Opportunity Fire testing dice (the additional 1D6) scores 1 - 3, instead they simply
retain their ability to fire.

Anti-tank guns and observers always claim cover, even when in an open hex.

Infantry sections may be given an anti-tank capacity and this capacity will reduce
each time they make a failed attempt to use such a weapon.

Only part of a force will be automatically in command each turn, all other parts of the
force need to test for their command status.

Tanks have two armour ratings, the first is against fire that come via their front facing
The second figure is for fire from any other direction.

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INDEX

Action Phase 3 Recovery (pin) 12


Anti-tank fire (ATF) 14, 28, 42 Reminder list 44
Anti-tank guns 10, 13 Restrictive Command 22
Anti-tank rifles 21 Retreat (after morale) 6
Artillery - on board 16 River banks 8
Artillery - off board 16 Rough / Scrub 8
Artillery v Armour 17, 28 Rubble 21
Artillery observer 10 Russian Forces 24
Bazooka 15 Scenarios 29 onwards
Bridge 8 Scrub 8
Bunkers 19 Sequence of Play 3
Cheat sheet 44 Smoke 18, 26,
Clock 7 Special ammunition 20
Close Combat (CC) 13, 27, 43 Stun 3, 15
Command 2, 41 SU 152 optional 19
Demolition charge 21 Tactical Advantage 21
Design notes 37 Target rich 11
Entrenchment 18 Tank riders 17
Examples 41 Terrain Chart 26
Facing 4, 5, 6, 14, 42 Terrain notes 7
Flamethrower 21 Tiger optional 19
Fortifications 10, 19 Transports (hits) 12
Front arc 4 Turrets 22
German force 23 Unload / unlimber 6
Hetzer 20 Vehicles in woods 5
Hidden set-up 20 Waterways 8
High ground 21 Wire 19
HMG breakdown 12, 41 Wheeled vehicles 5
HMG opportunity fire 13
Line of Sight 8, 9, 10, 41
Load / unload 6 It is intended that additional modules
Mines 18 will follow this set, together with new
Morale 6, 27 rule sets for other periods that use the
Mortars 16 combination of this small table format
Non-armour fire (NAF) 11, 27 and hexes.
Movement 4, 5, 6
Observers 10, 11, 17 The 'Battlefields & Warriors' blog will
Opportunity fire 12, 13, 41 give continued support to these projects
Optional Rules 19 - 22 as they unfold, as will the website
Overruns 21 commanders.simdif.com
Panzerfaust 15
Panzer Shreck 15 Copyright of Norman Smith 2014.
Piat 15
Pin 12, 27 Version.
Penetration Table 15, 28 May 2016
Placement limits 1
Random Events 2, 25

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