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Version date/time: 19/03/24 23:16 Approved as a fan
play aid by Warwick Kinrade posted in the
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STRIKE LOW LOW need a battlegroup . Collecting and The2 theatre
Veteransupplement’s lists treat thisusing
armyunits
and Elite Infantry multiple
Pinned bases,
result as an OKtheresult.
best thing to

4 4 4 returns to (but
base.not Remove the aircraft unit’s battle rating is a gauge of the
E CALL OF DUTY ORDERS, OFFICERS the crew abandon it. It counts as enemy vehicle
painting miniatures anis aircraft). Rolloffrom
a large part the
3
As well
unit
contain a lotas
may ofpassing
immediatelytheunits,
different Morale
attempt atest,
from the unit
‘Beyond isisinspired
thedoCall to get
of Duty’
also have intomarkers
test.
a few the action. The
or small
play, but do not taketable.
a battle counter, as effectiveness and importance of your

5 5 5
this AND REACTIONS

5
mmediatelyAIR
play destroyed. a D6wargaming
on the Breakdown If your
hobby, and as such building unit may
As well
3
infantry immediately
as
squads passing
and theattempt
Morale atest,
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the unit Call toofshow
Duty’
is inspired test.into the
tocasualties
get action. The
sustained by
ATTACK AIR ATTACK AIR ATTACK AIR ATTACK
the aircraft is not destroyed. battlegroup, and willtanks, toimportant
be very command
EYOND
dcounter
issue iton
anone
order .
of yourEach turn a commander (that’s you) BATTLEGROUP • RULES
battlegroup contains any vehicles with unitsignal
may immediately attempt a ‘Beyond thethe
Call of Duty’ test.man base would
HE CALL up this collection can become something units,
in deciding teams,
whetherartillery,
you win medics,
or lose etc . base. So, a five
efore moving
own units (anytounit can issue a pre-determinedLOW
AMMUNITION number of the Unreliable special rule you must

4 4 4 CALL remain
F DUTY of life’s work for dedicated (obsessive) Each is listed
a game . with‘BEyONd
See page a points
43 for full value
details
ThE and
on a on the table
Of dUTy’ TEsTs until all five men
you like). It may take orders . The orders are determined An enemy unit at play Abandoned
this counter on one of them instead; battle rating .
wargamers (author included here) .
TheUnreliable
crewhave
of the
battle rating . ‘BEyONd ThE CALLIfhave become
the dUTy’
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test is passed,TEsTs the butunitafter
can four
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arms hasand, if the start advantage
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AMMO bythe
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AMMO dice .
outTheof armour value.
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unit or vehicle
special make for
rule for
CONFUSION CONFUSION The theatre supplements each include
the rear as stragglers. The unit counts as
Sometimes, in the ‘BEyONdheat of battle, Ifcasualties
ThE CALLinstantly testbe
the dUTy’
Of would
is given
passed, only
TEsTs a the have
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unit can of Fire
E
mediately be aircraft’s
ms, given an own number
speed,of LOW
dice
meaning LOW
is determined
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ammunition.
that This fullFire.
rating for Area details. NOTES ONare INFANTRY BASING
19/03/24 23:16 different ‘types’ of army, the principal brave
Sometimes,
Points individuals
values the or
in how heat
you well-led
of battle,
pick a force . which
instantly
If ofthe occurs
1 . This
test be out of
given
additional
is passed, the unit
the usual
a bookkeeping
free Order,can won’t

5 5 5
and
normal issue
shells. gameitrounds
sequence. size at
travel of higher
game . Small
velocitygames use fewer
counter
than is immediately destroyed. How infantry are based doesn’t really
combatants of war at that time, and each units
brave
In Sometimes,
simplisticdo things
individuals
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affect sequence.
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game be play outThen,
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aall .
freeAimmediately
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combination
Order,
TABLETOP WARGAMES
dice than larger RULES FOR 15mm & 20mm MINIATURES
e order before
AIR ATTACKground mounted
AIR ATTACK played
weapons.
AIR onones,
ATTACK any becauseinfantry
enemy
Aircraft
AIR ATTACK you haveBombs
unit or BREAKDOWN TABLE have an impact on the game, as long as resolve thatbases
Order.
D has its own advantages, disadvantages and
units
brave
value, beyond
thedo things
individuals
‘better’thethecall
that or of
are duty,
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well-led
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which sequence.
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outThen,
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immediately
usual
single figures is
unit .
losive.
L fewer units
mounted autocannons deployedneeding
by gaingun. orders .
a +2
WARWICK Ifbonus
playedGames
KINRADE are
on aBombs
gun thatcome in three 1 Pinned
No Effect
general sizes. it
and
units
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heroic deeds
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do
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the squad
call
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gain
are
models
them
duty,
above taking
resolve
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that test
sequence. isThen,
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If the Pinned,
unit
immediately
and ‘style’ of player . You’ll learn the tank with a big gun is worth more probably the best compromise .
The unit
but is marked as Pinned. belong to, then any basing method
Y battlefield
The
shells.
tc...
chaotic
to is
AMMO
NUMBER OF ORDERS
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their
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a loader
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used Squad-
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Small, medium and large,
require
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vehiclelarge
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promotions
heroic
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an
very
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the
Individual
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Morale
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gain them
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prestigious
medals.
mere rifle.
roll obviously
means a
medals.
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taking
resolve
marker,
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then instantly
the
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and
remove
is already
Order.
then
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issuethe
remove
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the
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ONFUSION At
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OK infantry-based forces, often backed Heavy
allows
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Morale
more than
rollofmeans
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a
GAME
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goand issuepeople
wrong, itattack ora target’s (top)determined
a Battle
rear armour value. by
rollthe
onpoints
the table Each bomb
explosion! end
has of the game.
a penetration promotions and prestigious medals. then instantly remove the
e order
units dobefore
dice below
act as theirvalues
not Autocannons
and
–ofthey
also
adding
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have
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YOUR
battlegroups
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num-
BATTLE GROUP
involved .
shots around
per with
up
no and HE rating just
value
by artillery,
The likeARMY
unitanstill will
LISTS, fight very
POINTS
has the determination
artillery
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means
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galvanised
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marker, The isitself
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the special
unit . Continue
R ATTACK
hes, confusion ber
AIR of
ATTACK
can reign
game. live
AIRofficers.
ATTACK
ammo left to carry.
In order to play, you are going to
pg .15
This counter cannot
shell.
battles
fight
BATTLE
toand
on
2-5 Immobilised
mobile RATING
armoured
continues as units with
normal – good to movement
be a maximum
roll
‘Beyond to seethe
attempted. and easy
if points
itCall
will identification.
value,
ofattempt
First, the unit
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setit.
by
test
Ifthe
Roll
must
can itsfour
galvanised
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different
officerTheorunit
sizes,
NCO
itself into
has
from
has smallorsquad
suddenly
action,
suddenly
using multiple
need a battlegroup . Collecting and lots of tanks .
lads!
The theatre supplement’s army lists aroll
players
be D6 toand
seecompare
before
attempted. itbases,
ifthe game .
will
First,
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itthebest
to
If
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Roll
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oritself
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or
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iendly have been and Squad
enemy) be played on 1D6 a vehicle. Roll a D6 on the
painting miniatures is a large part of the The vehicle splutters to a stop. It is
contain a lot of different units, from do is also have a fewUnless
markers orunit’s
small
haveexperience
aroll
D6an and
equal level.
compare
number it
of to otherwise
the
points,
to see if it will attempt it. Roll then –inspired
now!
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its officerThethe men to
or larger
NCO the
hasdogame,
something
suddenlythe more
be
hine accidentlyRockets
fired on by Platoon 2D6
Ammo table. wargaming hobby, Bombsand are dropped
as such immobile
using
building the forsquads
Indirect
infantry the restandof tanks,
the game,
to command dice to show casualties sustained by
The heart of your hobby is your you stated
aexperience
D6
willand in the
get armyUnless
level.
compare
an even lists, all
it to (well,
game the units
otherwise
unit’s
that is –miniatures
now! theyou’ll
inspired men need,
to do as something
well as a
his unpredictability
hine The Russian is IL-2Company 3D6
Sturmovik, British Artillery Fire something unless
rules. Instead ofitany
can be repaired. the base.
up this collection can become units, signal teams, artillery, medics, etc .
collection of miniatures, but this should
have
stated
theexperience
the
theory) . inSo,
thea five
defaultarmy
Oflevel.
man
course,
morale base level
lists,
how all
Unless
would of
units
otherwise
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the unit has not already had an
now! larger tabletop . Below is
he ConfusionTyphoon
aircraft Battalion
counter.and American P-47 were armed4D6
of life’s work for dedicated (obsessive) Each
Artillery Spotter placing the target is listed with a points value and a remain
Regular.
have the on the table
default until
moraleallall five men
level of Order
If the unitthis has
turn, nota Beyond
already the hadCall
an
not be confused with your battlegroup . force,statedyour inluck
the army
on thelists,
day, andunits lots of a guideline for the minimum, maximum
rkers a from
on any
ave enemy
with unit. It attack rockets. All wargamers
ground rockets (author included
marker, here) . 6Air
a Forward Severe battle
Observer rating .
Breakdown
must have
Regular.become casualties, but after four of
OrderDuty order
this turn, does not count
a Beyond the as
Call
A battlegroup is small combined-arms other have the default
factors will morale level
ultimately decide ofwho Ifand
the unit
standard has not already
recommended had an
points
er) . Asfired
wellinaspairs,
the dice The
butroll, thetheatre
playersupplements
also each
theinclude casualties
Inexperiencedwould only have a Rate
unit: 4+of Fire its Order,
of Duty and
order it may
does notstill receive
count
ly
ith take
lots a Unitcan
Morale
only be multiple do it, using RequestThe vehicleFire
Artillery breaks down badly, Regular. Order this turn, a Beyond the as
Call
different ‘types’ of army, the principal force created
Points for a specific
values are how game.
you Your
pick a force . gets
of the
1 . victory .
This additional bookkeeping won’t required
another for
order the different
(therefore sized
gaining games, as
ad
muchbeen hit by
pairs adds
fire.can be to in
fired this score
the samehisattack.
battlegroup’s order and then, insteadperhaps catching
of Fire for Effect,fire as well, and Regular
Inexperienced unit: unit: 3+
4+ its Duty
of Order,orderand doesit maynot stillcount as two
receive
combatants of war at that time, and each collection will be far
In simplistic larger,
terms, the and
higherinclude
the points affect game play
Veteran
Regular unit:
unit: at all . A combination 2+
3+ well as this
Orders
another aorder
recommended
turn – what
(therefore table size .two
heroes!).
gaining
fire its Rockets are highly inaccurate, and the crew
giving the aircraft the Manoeuvre and abandon it. It counts as Inexperienced unit: 4+ its Order, and it may still receive
me, after always hit on a 6, regardless of range
has its own advantages, disadvantages
Fire order.
value, theunits .
many different
destroyed.
‘better’
Youthewon’t
pg.45
unit . Ause
powerful of Elite
multiple
Veteran
Regular
bases
unit:unit:
unit:
and single figures 2+
3+
is Orders
anotherthis order turn – what heroes!).
(therefore gaining pgtwo.42
and ‘style’ of player . You’ll learn the them all tank withgame,
every a big gun
but isoccasionally
worth more probably
45 unit:
Elite the best compromise . 2+
d they and modifiers. A rocket has an armour Veteran unit: 2+ Orders this turn – what heroes!).
ins and outs as you go, but suffice to than an infantryman with a mere rifle.
you will be able to get them all out Elite unit: 2+
penetration value as for guns, and If the
say, infantry-based 42target
forces, point
often is not within
backed Heavytheartillery
line is worth more than light GameSIZE
GAME Size Minimum Maximum ‘Standard’ 20mm 15mm
and have a really big battle . As most Points
always attacks a vehicle’s rear (actually of sight of a Forward
up by artillery, will fight very different Air Observer, or
artillery . When picking a force, it will be This game is designed to be playedPoints
at Points table size table size
wargamers find, their collection is rarely
AIRCRAFT BOMBS
one is not present, then the to
aircraft crew points value, set by the
.49-51 100 small squad
350 250 6' x 4' 4' x 4'
battles to mobile armoured units with a maximum four different sizes, from
Squad
pg
complete, there is always something
lots of tanks . players before the game . If both sides vs squad actions up to larger battalion
Bomb HE Size Penetration HEhave Platoon 351 750 500 6' x 6' 6' x 4'
ctly like
to add orRating
new models
an equal to include .
number If, then
of points, actions . The larger the game, the more
Small Medium
The heart of your hobby9is your by some 7/3+
yougood
will fortune, angame
get an even army(well,
is that is Company
miniatures 751as well as a 1250
you’ll need, 1000 6' x 8' 6' x 6'
ons.
Medium Heavy
collection of miniatures,12
but this should 9/2+
completed,
the then invariably
theory) . theyyou
Of course, how startuse
onthe correspondingly
Battalion larger
1251tabletop . Below
2000+is 1500 6' x 10' 6' x 8'
ircraft
Large Heavy 15 battlegroup .
not be confused with your 11/2+
anotherforce,
one .
1 your luck on the day, and lots of .10
a guideline
pg for the minimum, maximum or larger or larger
A battlegroup is small combined-arms other factors will ultimately decide who and standard recommended points
force created for a specific game. Your gets the victory . required for the different sized games, as
collection will be far10larger, and include well as a recommended table size .
UNIT
manyMORALE TABLE
different units . You won’t use
D6 Roll Infantry them all every
Gun game, but Vehicle
occasionally Aircraft
1 Pinned/Rout-Surrender Abandoned
you will Abandoned
be able to get them all out 1 Return to Base
Game Size Minimum Maximum ‘Standard’ 20mm 15mm
and have
2 Pinned/Rout-Surrender a really big battle .
Abandoned As most
Pinned OK Points Points Points table size table size
3 Pinned2 wargamers find, their
Pinned 2 collection
OK is rarely OKSquad 100 350 250 6' x 4' 4' x 4'
complete, there is always something
4 OK OK OK OKPlatoon 351 750 500 6' x 6' 6' x 4'
to add or new models to include . If,
5 OK OK OK OKCompany 751 1250 1000 6' x 8' 6' x 6'
by some good fortune, an army is
6 OK3 completed,OK
3
OK start on
then invariably they
3
OK3
Battalion 1251 2000+ 1500 6' x 10' 6' x 8'
pg.18 another one . *minimum 1” or larger or larger
pg.43-44

test must be taken.


Notes 10 destroyed (unless if specialized units).
fractions up) are also killed and a morale Rating.
1
Only abandoned if the vehicle is already pinned, immobilised, a soft-skinned into impassable terrain, then it counts as
is destroyed by the hit, then D3 (round
vehicle, or the vehicle has enemy infantry within 10" and no friendly infantry *regardless of either’s remaining Battle
cliffs, count as impassable. If a unit moves
within 10" i.e. in close support). Otherwise treat as Pinned.
pinned. If the vehicle they are riding
Impassable Terrain—such as rivers or • that out-scouted the other.
riders are immediately disembarked &
2
Veteran and Elite Infantry units treat this Pinned result as an OK result.
tank is hit by enemy fire, then the tank described in their own rules. same…
3
As well as passing the Morale test, the unit is inspired to get into the action. The
(soft cover) to the vehicle & so pinned If unit (such as mines going off), which are • with the lesser Battle Rating loss. If
unit may immediately attempt a ‘Beyond the Call of Duty’ test.
Tank Riders—can be targeted separately ground can also have other effects on the same…
exceed normal maximum). Dangerous the most objectives is the winner. If the
must then be given orders individually.
etc, then it can only move D6” (but not If the same BR, thenwhich ever holds
ordered. Once disembarked personnel
‘BEyONd ThE CALL Of dUTy’ TEsTs a minefield, across scree-slopes (rocks) • with the highest total BR remaining.
may not Open Fire but Spotters may be If the test is passed, the unit can
Sometimes, in the heat of battle, instantly be given a free Order, rain, such as over barbed wire or through
Vehicle Passengers—while embarked, of priority):
brave individuals or well-led which occurs out of the usual move through an area of dangerous ter-
units do things that are above
2.5”. game sequence. Then, immediately time limit, the winner is the side (in order
Dangerous Ground—If a unit must
and beyond the call of duty, resolve that Order. If the unit Time limit reached—if you agreed to a
the building model, so it can only move
heroic deeds which gain them taking the test is already Pinned,up to the obstacle instead.
promotions and prestigious medals.
takes half its basic move, measured from then instantly remove the Pinning his turn, you win.*
A very good Morale roll means a marker, and then issue the specialnot enough to cross the obstacle, move it
order to exit a building, an infantry unit All enemy units pinned—at the start of
‘Beyond the Call of Duty’ test can Order. The unit has suddenly its total movement distance by D6”*. If
diately be placed inside the building. In
be attempted. First, the unit must galvanised itself into action, or Obstacle—wall or a hedge, again reduce table.*
roll to see if it will attempt it. Roll
the building model, then they can imme- its officer or NCO has suddenly
a D6 and compare it to the unit’s inspired the men to do something move. turn, you hold all the objectives on the
that the majority of the unit is within 1” of
experience level. Unless otherwise – now! Objectives taken­­—at the end of an your
a building, an infantry unit must move so
stated in the army lists, all units
in the terrain. Roll once for each such
have the default morale level of
Entering and Exiting Buildings—to enter If the unit has not already had an
reduce its total D6”* per move it spends total battle rating, you win.
Regular. Order this turn, a Beyond the Call
ken or rocky ground or piles of rubble, total of counters exceeds his battlegroup’s
difficult terrain or obstacles. of Duty order does not count as
Inexperienced unit: 4+
Difficult Ground—woods, marshes, bro-
its Order, and it may still receive
Enemy exceeds Battle Rating—running
Reduce by an additional die, each, if in
Regular unit: 3+ another order (therefore gaining two
Vehicles Reversing—reduce by D6”. *
Veteran unit: 2+ Orders this turn – what heroes!).
TERRAIN EFFECTS HOW TO WIN
Elite unit: 2+
Obscured Gun Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
Obscured Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .BATTLEGROUP
3+
6
• RULES

7
3
3
3
3
4
3
5
4
6 orders
7
55. Rally
6
are
8 issued.
7
9
8
10 11 12 12 -
9 10 11 12 12 -
-Manhandled
-
Aircraft
-
-
-
RULES REFERENCE S
heavy gun
2. Issue First -
Order -
anywhere
Vehicle in the Open Firing. . . . . . . . . . . . . . . . . automatic 3. Issue " ATTACKs
Second Order
8 3 3 3 3 4 Remove
5 6 pinning
7 8markers 10 11 12TURN
9 from 12* Once- per-game cavalryANTI-TANK
may charge up to 12
gRENADE

Fire
Vehicle in the Open. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
9 3 3 3 3 3 pinned
4 5units.6 7 1.8 Roll9 Orders
10 11 Dice
12 12 -
1 Heavy Casualties MOVEMENT SUMM
Obscured Vehicle Firing. . . . . . . . . . . . . . . . . . . . . . . . . . 2+ Remove 1D3 infantrymen.

Obscured Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+ 10 3 3 3 3 3 3 4 5 6 ARC OF FIRE


7 Squad
8 9 10 11 121D6+officers
12 2-4
4. Issue
Casualty
Unit Third Order...etc O
19/03/24 23:16 UNIT EXPERIENCE TEST Continue this process
COVER SAVEuntil
TABLEall
Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . automatic 11 3 3 3 3 3 3 3 4 5 6 Platoon
7 8 9 10‘BEYOND 112D6+officers Remove
12THE CALL OF DUTY’, 1 Infantry
infantryman.
orders
- Sideare issued.
Infantry / Vehicle
over for anti-tank penetration & artillery
TABLETOP WARGAMES RULES FOR 15mm & 20mm MINIATURES
Modifiers 12 3 3 3 3 3 3 3 3 4Infantry, Turrets,
5 Company
6 7 8 103D6+officers
9 TACTICAL 5
11 CO-ORDINATION Success
RESULTS Vehicle Armour
Deployed
Penetration 6 attack against side Gun
Battalion 4D6+officers 6+ none
Pintle MGs: 360°,
& INFANTRY CLOSE ASSAULTS
ATIONIfTABLE the observing – D6 unit
byhas the ScoutKINRADE
WARWICK special rule . . . . . . +1 13ANTI-TANK
3 3 3 ARMOUR
3 3 3 pENETRATION
3 3 3 4 5 TABLE
6 7 8– 2D69 10 armour.
Greater5.4+Than
Rally
Open
Cavalry*
=Soft
Destroyed5+
Inexperienced unit: 6+
ring . . If. .the . . target
. . . . .unit
. . .is. .an. .Infantry team of 3 men or less . -1
. . . . . 2+ SS O 14
N M L3 3 3 K3 3J 3 I 3 H 3 3
Guns: 90°, Case-
3
G 2.F Issue 4 5
E First 6
D Order 7
CRegular 8
B unit:9
A
6 Success - Rear Armour
Target Remove
Destroyed.
3+ Bicycle pinning
Must take markers
Battle
Hardagainst rear4+ from
Counter.
4+
If the target unit has the Sniper Scout special rule. . . . -1 Penetration 6 attack
. . . . . . If. .the
. . observing
. . . . . . . .unit
. . .has
. . .the
. . One
. 3+ Man Turret rule . . . -1 3 3 3 3 3 3 3 3 3 3 3 4 5 6 7
Veteran unit: 8 pinned units. 3+ pg-.12
mate: 45°,
15 2+ Reinforced
Fire either ! Area or @ Aimed: 1 7 8 9 10 11 12 12 - pg- .20 - - - - - - - Lessarmour.
Than =Horse
Glancing towedHitgun
Elite unit: 2+ Hardened 2+ -
ng . . . . . . . . . . . . . . . . . . . . . . . . . 3+ 3. Issue Second Order No Effect. Target must take Morale
Manhandled very test.
light gun
2 6 7 8 9 10 11 12 12 - - - - - - - -
. . . . . . . . . . . . . . . . . . . . . . . . . . . 4+ Equal toTABLE
= Pinned
3 OF5FIRE6 7 8 9 10 11 12 12 -
sUppREssINg (AREA) FIRE EFFECT Manhandled- D6 light gun
SMALL ARMS RATE 4.- Issue - Third- -Order...etc
- -
RoF Range AIMED FIRE
Infantry TO-HIT TABLE
Deployed Soft-skinned –Target
D6 Pinned.
Open-topped Must take Morale
Manhandled Enclosed test. Aircraft
medium gun
Open Firing Weapon . . . . . . . . . . automatic RoF Max Range Crew Special
4 4 5 6 7 8 9 Range
10 11Small 12Arms 12 - Continue
- - this - process until
- Flamethrower
- all
Rifle 1 30" - Roll once based on RoF MGs Autocannon DoubleAP Shell
1 = Immobilised HE Shell
Open . . .SMG . . . . . . . . . . . . . . . . . . . . 1(2)*
2+ 105"
orders are issued. gun vehicle Manhandled heavy gun
vehicle vehicle
3- 4 5 6 7 8 0-59" 9+ 10 Short 112+- 0-10 12" 122+ -2+ - 2+- 2+ - - 2+ 2+Target Immobilised.
2+ 4+ Must 2+ take5+Morale test.-
2+ Aircraft
. . . . . . .Assault
. . . . . Rifle
. . . . . . . . . . . . . . . 2+
2/1 30" - RoF 2 at under 10"
5-10" Medium 3+ - 10-20" 3+ 3+ 3+ 3+ 3+ 2+ 5+ 2+ - -
Bren, BAR, DP LMG 2 306" 13man 3 4 5 6 7 8 9 10 11 12 12 - 5. Rally - - -
. . . . . . .Maxim,
. . . . . .30
. . .cal,
. . .MG-08
. . . . .MMG
. . . . 3+5 10-20" Long 4+- 20-30"+ 4+ 4+ 4+ 4+ - 2+ 3+ * Once 6+ per3+game cavalry - may6+
30" 2 men Vickers 40" range Remove pinning markers from charge up to
.50 cal, DshK HMG 6 7
40" 3
3 men 3 3 4 5 6 20-30
75-8
" 8 Short 95+- 0-10 10" 115+ 123+ 12 5+- 3+ - - - 2+ 4+ 4+
ring. . . .MG34 . . . . –. bipod
. . . . .mount
. . . automatic5 30" 2 men
! pinned units. 5+ 6+ -
8 3 3 3 3 4 6 " 7 Medium
5 30-40 8- -910-2010 " 6+ 114+ 12 6+ 12 4+ - - - 2+ ANTI-TANK 5+ 6+gRENADE 5+ ATTACKs
- -
. . . . . . .MG42
. . . . –. bipod
. . . . .mount
. . . . . . . . . . 2+6 30" 2 men 40-50" Long- - 20-30"+ 5+ 6+ 5+ - 3+ 1
- 6+Heavy- Casualties 6+ - 6+
MG34 – tripod mount 7 409" 23men 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - UNIT EXPERIENCE TEST
ng. . . . . .MG42. . . . –. tripod
. . . . . mount
. . . . . . . . . . 2+8 40" 2 men
50-70 "
1-4 Short- - 0-10" - 4+ - 4+ - 2+ 6+Remove 6+ 1D3 infantrymen.
6+ - sUppREssIN
-
10 3 3 3 3 3 3 4 5 Medium 6 710-20"8 95+ 10 11 5+12 12 ‘BEYOND THE CALL OF DUTY’,
. . . . . . .Tank
. . . .MG. . .(bow,
. . . .co-axial,
. . . . . etc)
. . . . 3+3 30" -
1s always miss, 6s always hit, regardless of modifiers. 3+ 2-4 RoF Casualty -
Range - -
Infantry D
TACTICAL CO-ORDINATION
Pintle-mount MG
. . . . . . . . . . . . . . . . . . . . automatic
5 40"
11 3 3 3 3 3 3 3 4 Long 5 - 20-30 6 "+ 7 86+ 9 10 6+11 12 4+ Remove - 1 infantryman.
& INFANTRY CLOSE ASSAULTS
- -
Light Autocannon (20mm) 6 50" 2 men also Light HE Small Arms, MGs and AP Shell D6 Modifiers HE Shell D6 Modifiers
33men 3 also3Light 3HE 3 3 Autocannon
3 3 D6 4Modifier 5 6 7Firer 8 9(or will 10 move) 11 5Firer Moved
Success
Inexperienced- Side Armour unit:
Heavy Autocannon (37-40mm) 8 "
5012 Moved (orShort
9+Penetration will move)- 0-10"against side - 2+
4+
Multiple Autocannons 10 50" 2 men also 2 Light HE FirerArmour
Moved (or Piercing
will move)shell 1 - turn . . . .6+
this 3+ this turn
. . . . . . . . . . . . . . -1 . . . . .6+ . . . . . . 6+
. . . . . . 6. .attack -1
as the Scout special rule . . . . . . +1 3 this3HE
turnfrom
3. . . .very
. .3. . .light
. . .4. .gun 5+ 7 Moved 8 5+ 2+ Target Moved Regular
5+Medium unit:
turn . . . .-. 10-20 -1 "
. 6+ 5+3+3+
13 33men 3 3 3 3 . . . .5-1 6 last9 turn10 armour.
1
Multiple MG mount 10 30" Target . . . . . . -1 last
HE from light gun 1 4+
Target is Obscured 4+ . . . . . . . . . -1 2+ Panzer AceVeteran crew . . . . . unit:
4+Long .-. 20-30 6+
. . . . . +1"+ - 4+2+
nfantryMan-pack
team of Flamethrower
3 men or less . -1 10 5" 1 man
3 3 Open Cover save
3 3 3 3 3HE from3 medium 3 3gun 1 4 5Target 6 Success - Rear Armour
14
10" 3+ 6 is a Deployed
7 3+ 8 9 2+ Elite3+ unit: 5+ - 2+
e SniperVehicle
ScoutFlamethrower
special rule. . . . -1 10 - Open Cover save
gun . . . . . . . . . . . . . . . . . . . . . . . -1 Penetration
5-8armour.
6 attack against rear
2+Short - 0-10"4+ - 3+
3HE from3 heavy 3 gun 2+ 5 2+ 2+
1
15 3 3 3 3 3 3 3 3 4Panzer Ace 6crew .7. . . . . 8. . . . . . +1
as the One Man toTurret
* increases rule
2 at under 5", .but
. . only
-1 when used with the Infantry Assault order. pg.25 1
Range has no effect on Area Fire from High Explosive or Armour Piercing shells. Medium - 10-20" pg.22
4+
1
sUppREssINg (AREA) FIRE EFFECT TABL
Long - 20-30"+ 5+
@ RoF Range Infantry Deployed
1-4 Short - 0-10"
Soft-skinned Open-
4+
MALL ARMS RATE OF FIRE pg.25
This Rules Reference Sheet is for use with the Battlegroup core rules gun RESULTSvehicle
Medium - 10-20 " 5+ veh
RoF @ OBsERvATION TABLE – D6
Max Range Crew Special
ANTI-TANK ARMOUR AIMED9+
pENETRATION
FIRE-TO-HIT
Short 0-10"
TABLE
TABLE –
2+– D6
2D6
2+Long Greater Than =
- 20-30 " + 2+Destroyed 6+ 4
Infantry in the Open Firing . . . . . . . . . . . . . . . . . . . . . . . 2+ SS OSmall N Arms M L K Target Destroyed. Must take Battle Cou
1 30" - Range MGsJ I Autocannon
H G
Medium - 10-20
F Flamethrower
E D C B A
" 3+ AP Shell 3+ HE Shell 2+ 5
Infantry in the Open . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+
1(2)* 10" - 1 " 7
0-5 8 9 2+ 10 11 122+ 12 - Long - 2+-- 20-30 - "+ - -2+ 4+ - - - 2+ 4+ Less Than = Glancing 2+2+ Hit
6
Obscured Infantry Firing . . . . . . . . . . . . . . . . . . . . . . . . . 3+ Armour Piercing
No Effect. shell
Target1must take-Morale test.
2/1 30" - RoF 2 at under 10" 2 "6 7 8 3+ 9 10 113+ 12 12 - 3+ - - - -3+ - - - 2+
5-10 5-8 Short - 0-10 " 3+ HE from very 3+ 2+2+ 5
Obscured Infantry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4+ Equallight gun 5+
1
2 30" 1 man to = Pinned
8 MMG Deployed5 30 " 2 men Vickers 40 " range
3
10-20 "5 6 7 4+ 8 9 104+ 11 12 Medium 12 4+ - - 10-20 - - " - - 4+ - -
HE- from 4+ light
3+ TargetgunPinned.1 3+ 2+ take Morale
Must 4+ test. 6
Gun in the Open Firing . . . . . . . . . . automatic - "+ -
6 40" 3 men
4
20-30 "4 5 6 5+ 7 8 9 5+ 10 11 Long 12 5+12 - 20-30 - - 5+ - - HE- from 5+ medium
4+ Double 1 gun 4+3+1
= Immobilised 3+

EESS
Deployed Gun in the Open . . . . . . . . . . . . . . . . . . . . . . . 2+
5 30" 2 men 5 3 4 5 6 7 8 9 10 11 12 12 - - - - HE - from heavy gun 1
Must 2+
30-40 " - 6+ 1-4 Short 6+ - 0-10 " - 4+ 4+
5+ Target Immobilised. 5+2+ take Morale 6 t

HEET
Obscured Gun Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
6 BATTLE 3 COUNTER TAKEN
HEET 6

8
Vehicle in the Open
30"

40" Firing.
2 men
Obscured Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+
7 40" 2 men• Unit
2 men
• Unit
. . . . .Any
. . . . . . Any
Destroyed
Destroyed
. . . . unit
unit is destroyed,
.isautomatic
destroyed,
BATTLE
40-50

or
7
50-70
or routs,
"3 COUNTER
routs,
or a
4 - 5

"3 or3 a 3 - •4 Senior


Extra
6TAKEN
•5Senior
Extra
7 - 8
6Officer
counter
- 7
Officer
counter if a
9 Medium
Destroyed
8 Long
10 6+11 - 12
Destroyed
destroyed
9
if a destroyed- 10- 20-30
unit
10-20

unit
was
12" - - 5+
11 "+12 12
was
a
- a 6+
BATTLEGROUP
-
-
- 1 Range
-
- 6+
- • RULES
5+
6+
6+
has no effect on6+ Area
6+
3+ Fire from High
4+
ANTI-TANK gRENADE ATTACK
8 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - -
3
l, etc) Vehicle in the Open. . . . . .gun/vehicle
30" . . . . . . . . . . . . gun/vehicle . . . . . . . . is is abandoned.
. . .abandoned.
. 2+ 1s always miss, 6s alwaysSenior Senior
hit, Officer.
regardless
Officer.
of 6modifiers. 1 Heavy Casualties
T SUMMARY
UMMARY 5 TABLE TABLE 40"Firing. . . . . . . . . . . • 9 3 3 3 3 3 4 Armour
5 Piercing
7 8 shell 9 10 1
11 12 - 12 - 6+ 3+1D3 infantrymen. 6
Obscured Vehicle • Rally . . Rally
. . . . . . . . . . . . . 2+ • Out• OutScouted Scouted Remove
6 50 " 2 men also Light HE 10
Small 3Arms, 3each
MGs3 and 3 3 If enemy3 HE
4has from
AP 5moreShell6 D6 very light
7Modifiers
8 gun 1
9 10 11 12HE12 5+ 5+
Shell D62-4 Modifiers 2+ 5
mm) Off-Road
Obscured
Off-Road Vehicle
On-Road On-Road
. . . . . . . . . . . . . . . . . . .Remove
. . . . . . . . 1D6
. . . .
Remove 1D6 pinning markers for each pinning
3+ markers for If enemy hasHE more scout scout
units. units. Casualty
7-40mm) 8 5" 50 " 3 men also Light HE Autocannon D6 Modifier Firer from Moved light gun
(or
1
will move) 4+ Firer Moved4+ (or will move) 2+ 4
. . . . .counter taken. Remove 1 infantryman.
Aircraft
5" . . . . . . . . 5. ". . . 5. ". . . . . . . . . . counter . . . .taken.
. automatic 11 3 3 3 3 •3Enemy 3 3
Captures
HE
4 5 an6Objective 7 8 9 10 11 12 Bom
s 10 50" 2 men also 2 LightAir HE Attack Firer Moved (or will • move)
Enemy Captures thisfrom anmedium
turn . . . . . . . gun
Objective . . . . 1. . . . . . .3+ -1 this turn 3+. . .5. . . . . .Success
. . . . .2+ . . -1Armour 3
. .- .Side
see vehicle data • Under 12 3 3 3 3 3If enemy3 3claim 3 an4objective. 5 6 1 7 8 9 10 11 Smal
Bom
3 men• Under Air Attack this turn . . . . . . . . . . If . . enemy
. . . . . . -1 claim HE an
Targetfrom heavylast
objective.
Moved gunturn . . . . . .2+ -1 Target Moved 2+ turn .2+
last Penetration . . . 6. .attack
-1 against sid 2
Modifiers
see
10 vehicle data 30" First time a unit is attacked by an Med
Smal
Bom
wer 810" "
If the8observing
510" " 10"1 man First
unit has the Scout special
Open timerulea. unit
Cover
. . . . .is
save
+1attacked 13 by an3 3 3
•3 •3Tactical
Tactical 3 1 Co-Ordination
3 Target
Co-Ordination
Range
3 is3Obscured
has no
4
effect
5 . . 6. . . .7. . . 8-1 9Panzer
on Area Fire from High
10 Ace crew . .armour.
Explosive or
. . . . . . . . . . +1
Armour Piercing shells.
of 3aircraft.
Larg
Med
Smal
If the3target unit is an12 Infantry team aircraft. men or less . -1 3A senior Target
3officer is3a Deployed
3 attempts to4the
use 5the 6 7 8 9
10 " 10"" " - 3 3 3 3 A senior 3officer 6 Success - Rear Armour
Open Cover save 14 attempts to3 use
If3"the target unit 12
Larg
Med
has the Sniper Scout•special Under rule. . . . -1
Flamethrower Attack special gun . . . . . . . . . . . . . . . . . . . . . . . -1
order. Penetration 6 attack against rea
4 " "
4observing 6 " 6" the One•Man Under Flamethrower Attack 15 3 3 3 3 special
3 order.
3 3 3 3 3 3 4 5 6 7 8 armour. Larg
If the unit
5", but only when used with the Infantry First has Assault Turret
First
time
rule
time
order. .a. .
unit-1 is
a unit is attacked by a attacked by a Panzer Ace crew . . . . . . . . . . . . +1 pg .25
un 3" 3" 4" 4" flamethrower.
flamethrower.
2" 2" 3" 3" D6 Ro
FALL BACK OPTION
UNIT MORALE RESULTS
un 1" 1 " 2" 2 "
SMALL ARMS RATE OF FIRE Pinned/Rout-Surrender D6 1Ro
If Weapon
Infantry in Open & receive 2+
RoF This Max Range
roll if any casualties from
Crew Special UNIT MORALE TABLE – D6 AIMED FIRE TO-HIT TABLE – D6 D6 21Ro
- - - Rules Reference
aimed fire, but not if fell back:
Sheet is for
UNIT use with
MORALE the Battlegroup
TABLE core
– D6 rules If an infantry unit is reduced to less than
casualties,
Rifle may fall-back instead1 30" - Range Small Arms MGs Autocannon50%Flamethrower of its starting strength AP or Shell
is already HE Shell 21
3
anywhere D6 Roll Infantry Gun Vehicle Aircraft Aircraft
with
SMG 1anywhere
casualty, into cover (or 1(2)* if D6
10 " Roll - Infantry Gun0-5" Vehicle
2+ 1 2+ 2+ Pinned, then 2+the unit has had2+ enough 2+ 234
none, a maximum of 10”) and is 1- Pinned/Rout-Surrender
30" 1 Pinned/Rout-Surrender RoF 2 at under 10" Abandoned Abandoned AbandonedAbandoned Return Return to Base
12"to 12" 3+ to Base 3+
Assault Rifle 2/1 1
eharge
up toup 2manPinned/Rout-Surrender 5-10"
Abandoned 3+
Pinned and seeks shelter 3+ or runs for the 2+ rear, 2+ 354
Bren, BAR,
pinned. Do not DP LMG
roll Cover Save nor Morale.2 30" 2 1Pinned/Rout-Surrender Abandoned Pinned OK OK
Pinned 10-20
Pinned " 4+ 4+ 4+ so remove it-from play. If there 3+ are no 3+ 5
4
6
OK OK OK OK
2 2
Maxim, Option .30
onlycal,
from MG-08
Aimed Fire MMG pg.235 30" 3 2 3men Vickers
Pinned 240" range
Pinned 2
friendly units within 10", but an enemy
.50 cal, DshK HMG 6 40" 4 3 4men OK 20-30 OK " 5+ OK 5+ OK 5+ - 4+ 4+ 56
OK OK OK OK infantry unit is within 10" then they will
EST MG34 –COVER bipod mount SAVE TABLE 5 30"
5 5
2 men
OK OK3 OK30-40 OK " OK - OK 6+OK OK 6+ - 5+ 5+ 6
MG42
COVER SAVE TABLE 30" surrender. The unit counts as destroyed.
TY’, fire– : bipod mount Infantry / 6
Vehicle 2 6men 3OK OK 3
OK 3
OK 3
aimed
Infantry / Vehicle 6 OK OK40-50"
3
OK - 3 -OK 3 6+ - 6+ 6+Notes
ON
each is a
MG34 if– tripod mount Gun 7
Deployed 40" Notes 2 men
casualty
not saved Deployed Gun
No morale Notes 50-70" - - - - unit is still at or6+above 6+ Only
Notes
1
LTS MG42 Open– tripod mount 6+ 8
nonecheck from 40 " 2 men If the infantry
Open 6+ none 30"
1
Only
1
Only abandoned
abandoned if theifvehicle
the vehicle
is is already
already pinned, pinned, immobilised,
immobilised, a a soft-skinned
soft-skinned vehicle,vehicle, 50% strength, and is not Pinned, then it
1vehicle
Only
Notes
4+ TankSoft MG (bow, co-axial, etc) 3 Area Fire.*
Soft 5+ 5+ 6+5 6+ " orvehicle
the vehicle has enemy infantry within
1s always miss, 6s always hit, regardless of modifiers.
10" no andfriendly
no friendly infantry within 10" (i.e. 1within
vehicle
Pintle-mount MG 4+ 40
or the has enemy infantry within 10 " and infantry within 10 " (i.e. counts as Pinned instead. Only
3+ Hard
Light
Hard
Autocannon 4+ (20mm) 4+6 4+ 50 " in close
2 men support).
also Otherwise
Light HE treat as Pinned.
Small No
Arms, test
MGs from and small arms/MG AP hits.
Shell D6 Modifiers HE Shell D6 Modifiers within
vehicle
2+ Reinforced Reinforced 3+ 3+ - in close support). Otherwise treat as Pinned. Veter
2
(37-40mm)- 8 Firer Moved (or will An Elitemove) unit may always re-roll
Firer Moveda Morale (or will move) within
Heavy Autocannon 50" 2 3 men also Light HE Autocannon D6 Modifier Return to Base -Aircraft
2+ Hardened Hardened2+ 2+ - - Veteran and Elite Infantry units treat thisMoved
Firer Pinned (orresult
will as
move)an result.
OK result. this turn . . . . . . .
test if it wishes.
. . . . . . . . . . . -1 this turn . . . . . . . . . . . . .
2
. .Veter
....
Multiple Autocannons 10
2
50" Veteran 2 menand Elite Infantry
also 2 Light HE units treat this Pinned result as an OK The aircraft is driven off by fire and 3
As w
Multiple MG mount 10 30 " 3
As 3 men
well as passing the morale test, thethis
unit turnis . . . . . . . .to. .get
inspired . . . into
. . . . .the
-1 action.
Target TheMovedunit lastLast turn Man . . Standing:
. . . . -1 If an infantry
Target unit is last turn .2 .Veter
Moved ....
*For Area Fire only: if not saved is pinned (no 3
As well as passing the morale test, the unit is inspired to get into the action. Target The unit returns to base. Remove the aircraft from
reduced. . . .to. .a.single
. . -1man,Panzer
and is also pinned, .As
. .w
3
is Obscured Ace crew . . . . . . .unit m
..
CT TABLE
TABLE - D6 Man-pack
morale -
check)D6 Flamethrower
and rolling a 1 causes 1 10
casualty 5 " may 1 man
immediately Open Cover
attempt save
a ‘Beyond the Call of Duty’ test. then
play,remove
but dohim not from
take play, andcounter,
a battle the unit as
onVehicle
inf. or gun (only, not vehicle). may immediately attempt a ‘Beyond the Call of Duty’ test. Target ispga.41 Deployed 3
unit
As w m
Flamethrower 10pg.25 10" - Open Cover save counts as destroyed.
the aircraft is not destroyed. pg.41
d Open-topped
Open-topped Enclosed
Enclosed Aircraft
Aircraft gun . . . . . . . . . . . . . . . . . . . . . . . -1 unit m
* increases to 2 at under 5", but only when used with the Infantry Assault order. Panzer Ace crew . . . . . . . . . . . . +1
vehicle
vehicle vehicle
vehicle ARTILLERY FIRE SEQUENCE Abandoned
4+ 5+ - ARTILLERY FIRE SEQUENCE
4+ 5+ - Spotter Sequence The crew of the gun or vehicle make for
Spotter Sequence Fire Fire For Effect
5+ 5+ - - For Effect Someti
- - the rear as stragglers. The unit counts as
ULES REFERENCE SHEET
TURN
RULES REFERENCE SHEET BATTLEGROUP • RULES
• Unit Destroyed
Any unit is destroyed, or routs, or a
Extra counter if a destroyed unit w
gun/vehicle is abandoned.
Senior Officer.
• Un
An
• Senior Officer Destroyed

Orders
MOVEMENT SUMMARY TABLE • Rally • Out Scouted
Orders Dice
TURN gu
d 1D6+officers Unit Off-Road to On-Road unpinned units. Remove 1D6 pinning markers for eachSUMMARY
MOVEMENT If enemy
TABLEhas more scout units.
1. Roll • Ra
on 2D6+officers Infantry 5" Orders Dice5" counter taken. • Enemy Captures an Objective
19/03/24 23:16
Squad 1D6+officers Unit Off-Road On-Road Re
pany 3D6+officers Vehicle see vehicle data • Under Air Attack If enemy claim an objective.
lion
TABLETOP WARGAMES RULES FOR
4D6+officers
15mm & 20mm MINIATURES
Platoon 2D6+officersFirst time Infantry 5 " 5" cou
8" 10"3D6+officers a unit is attacked by an
pg.14 by WARWICK Cavalry*
KINRADE Company aircraft. Vehicle
• Tactical Co-Ordination • Un
see vehicle data
First Order• Manoeuvre & Fire:
A senior officer attempts to use th

RULES REFERENCE SHEET


3" Overruns a gun (no
Bicyclemove full & fire 1 shot. Or tracked
Battalion "4D6+officers
12fire) if not cover saved. Fir
Cavalry*
• Under Flamethrower Attack "
8special order. 10"
4" 6"
• Fire & Manoeuvre:Horse towed gun
fire 1 shot & move full First time a unit
Bicycleis attacked by a 3" 12"
BATTLE airC
Second Order Manhandled very light gun 2. Issue 3" First Order4"
• Top Speed: move double. Passenger vehicle may Withdraw to within 10” of edge then is removed.flamethrower. Horse towed gun • Unit Destroyed
4" 6"
• Un
Manhandled light gun 2" 3" Any unit is destroyed, or routs, or Fir a
• Open Fire: fireManhandled
Third Order...etc twice, nominating both targets
medium gun
3. Issue
1"
before rolls
Second Order
2"
Manhandled very light gun 3"
gun/vehicle is
4"
abandoned. flam
nue this process until all TURN move full & place passengers within 4” or dis-
• Disembark/Embark:
s are issued. Manhandled heavy gun - Third
4. Issue MOVEMENT -
Order...etc SUMMARY Manhandled
TABLE light gun UNIT MORALE
• Rally
2" TABLE – D6 3"
1. Roll Orders Dice
embark first then move/move
Aircraft then embark any within
Continue this
anywhere 4” then
process move
until all
Unit Off-Road
Manhandled
D6 Roll medium
Infantry
On-Road
gun 1
Gun " 2"
Remove 1D6 pinning markers for eac
Vehicle Aircraf
Squad 1D6+officers
or embark
Platoonwithin 4” then move.
2D6+officers
orders are issued.
game cavalry may charge up Infantry
to 12" 5"
Manhandled heavy gun
1 Pinned/Rout-Surrender
5"
-taken. Abandoned
Abandoned
counter - 1
Return to
ove pinning markers from * Once per
ed units. • Unlimber/Limber:
Company same as
3D6+officers above but may unlimber and fire gun if
5.Vehicle
Rally
2
Aircraft
see vehicle
3
Pinned/Rout-Surrender
dataPinned2 • Under
Abandoned
Pinned
anywhere
Air2 AttackOK
Pinned OK
OK
transport not moved. 4D6+officers
Battalion Remove pinning markers from
Cavalry* 8" * Once4 per game " OK may chargeFirst
10cavalry " a unit is attacked
up to time
12OK OK by anOK
pg.17
UNIT EXPERIENCE TEST pinned units. SAVE TABLE
COVER 5 OK aircraft. OK OK OK
2. Issue First Order Bicycle 3" 12"
‘BEYOND THE CALL OF DUTY’, Infantry / Vehicle 6 OK3 • Under OK 3
Flamethrower OK3 Attack OK3
pg.15 TACTICAL CO-ORDINATION Horse towed gun Gun
Deployed 4"Notes 6"
• Infantry
3. Issue Close
Second&Assault:*
Order to close
INFANTRY CLOSE withinManhandled
ASSAULTS 5”Open
of enemyvery to
6+contact, none
light gun
UNIT EXPERIENCE TEST
3"1 Only
RALLY
" if theOFvehicle
First timeCOVER a unit is SAVE
attacked TABLEby a
‘BEYOND THE4CALL
abandoned DUTY’,is flamethrower.
already pinned, immobilised,
Infantry a/ soft-skinned
Vehicle ve
infantry (only)Inexperienced
must roll Experience
unit: test
4+ if fails Soft(below), pinned,
5+ see
6+
"
Regular unit: Manhandled light
4+ gun 2 "or the vehicle
TACTICAL has3 "
May remove a pin by taking a Battle Rating Counter
enemy
CO-ORDINATION infantry within 10 and no friendly
Deployed infantry
Gun within 10
pg.27 (or see
4. Issue pg.34Order...etc
Third to close assault vehicles 3+
with AT grenades,
Hard
1 unit4+to & INFANTRY CLOSE ASSAULTS 6+ none
Continue Veteran
this unit: until all
process 2+ Manhandled
Reinforced medium3+ gun- 1"in close
and support).
a rolling Otherwise
a2unit:
"D6 treat as Pinned.
for each counter. Open The die/dice
a vehicle & chart below) SMG +1 ROF (both sides), Grenade +1 ROF
1

Elite unit: Hardened 2+ - Inexperienced 4+ Soft 5+ 6+


2+
total is the
Veteran number
and Elite of pins3+that may
Infantry units treat this be removed
Pinned result as an OK result.
UNIT
2
orders are issued. Manhandled heavy gun - Regular unit: -
(assaulters only), a unpinned defender may fire back simultaneously. Hard 4+ 4+
Aircraft from
3
As
Veteranunits.
well
anywhereas passing
unit: the morale test,
2+ the unit is inspired to get
D6 Roll 3+ pgInfantry
Reinforced .15 -
into the action. Th
Cover Saves apply(AREA)
sUppREssINg
5. Rally to eachFIRE
casualty.
EFFECT No Fall
TABLEBack - D6option. may immediately
Elite unit: attempt a ‘Beyond2+ the Call of Duty’
Hardened test.2+ -
1 Pinned/Rout-Surren
Range • Request Remove
Infantry Artillery
pinning Fire:
Deployed markers onlyfrom
Soft-skinned if spotter &*stationary,
Once per game
Open-topped see at right.
cavalry
Enclosed may charge up to 12"
Aircraft 2 Pinned/Rout-Surren
• Tactical pinned units.
Coordination:* if Senior Officer availablevehicle
and stationary,
gun vehicle vehicle sUppREssINg (AREA)ARTILLERY FIRE EFFECT FIRE TABLE
SEQUENCE - D6 3 Pinned2
Short - 0-10" take a2+ Battle Counter and roll Unit
2+ 2+ 4+ 5+ -
pg.15 4 Enclosed Aircraft OK
Medium - 10-20" 3+
Exp. Test at right3+to unpin 1 unit. 2+
pg.15
*RoF 5+
UNIT
Range
EXPERIENCE -
Infantry
TEST-
Deployed
1.COVER
SpotterSoft-skinned
Sequence
SAVE Fire
Request Artillery
Open-topped
TABLE 1. Determine the
Fire For Effect
5 number OK
Long - 20-30"+ 4+ 4+ 2+ 6+ - OF DUTY’, 6+ 2.gun Checkvehicle
PriorityInfantry / Vehicle vehicle of shots 6
vehicle OK3
• Re-arm: pg.47
‘BEYOND THE CALL
9+TACTICAL - 0-10"
ShortCO-ORDINATION 2+ 3. 2+ Deployed Gun
Communication 2+
Check 2. 4+for Barrage Accuracy
Roll 5+ -
Short - 0-10" 3+ 3+ 2+ 5+ 6+ - Notes
Medium - • 10-20Engineering: if4+stationary may
" 4+ 2+
Medium
& INFANTRY
6+
- 10-20
CLOSE
-
" - 3+
ASSAULTS Open 3+
4. Position spotter
6+ round.2+ none 3. Allocate 5+ 1 Direct Hits - -
5. Roll for Deviation Allocate Only
Pinningabandoned
Hits if the vehicle
Long - 20-30"+ place 5+ demo charge 5+ or remove3+ a Long
Inexperienced
-
- 20-30
unit:
-
" + 6+
4+
4+ Soft 4+ 5+ 2+ 6+ 4. 6+ - 6+
6. Fire for Effect 5. ResolveorDirect Hits has enemy infant
the vehicle
Short - 0-10" minefield. 4+ pg.53 4+ 2+
Regular
5-86+ Short unit: - 0-10"
-
3+
- 3+
Hard 3+ 4+ 2+ 4+ 6. Resolve 5+ Pinning 6+ -
VeteranMediumunit: - 10-20" 3+ Accuracy - in close support). Otherwise tre
Medium - • 10-20Repair:
2+ Reinforced
" 5+ pg.54 5+ 3+ - - - 4+ 4+
Spotter Round 2+ 7. Rounds
6+ Complete - -
Elite unit: Long - 20-30 " + 2+
5+ Hardened
5+ 2+ 3+ - -
2
Veteran and
- Elite Infantry
6+ un
Long - 20-30• "+ Recover 6+ vehicle: 6+ pg.47 4+ - - -
RESULTS
1 Wild
Artillery 3Barrage Accuracy
1-4 Short - 0-10 " 4+ Misses by 4D6" 2+
4+ in a 6+ As well as -passing the -morale
ANTI-TANK ARMOUR pENETRATION TABLE – 2D6 Greater Than = Destroyed
sUppREssINg (AREA) FIRE EFFECT TABLE - D6 random direction
r. Piercing
. . 2+ Reaction
shell 1
Orders
SS - O toNstill-unpinned
6+M L units K can J beIactivated
3+ H at6+
G anyFtime Eduring
Medium D 6+ the B" A- turn:
C enemy’s
- 10-20 5+ 5+
Target Destroyed. Must take 3+ Battle Counter.
1 Miss - may immediately - attempt - a ‘Be
2-5 Miss No Effect
. 3+ light• gun Reserve
7 4+ 8 Move:
m. .very 5+ 5+move before 2+or after any 5+
enemy 6+ "+during) 5+ Open-topped
-4+ - order - (not
1
Long - 20-30 6+ 6+ Enclosed4+ Aircraft - - -
m light gun 1 1 RoF Range
9 4+ 10 11 12 Infantry
12
2+ - -Deployed - Soft-skinned
6+ - - -- Less Than Misses by 2D6Hit
= Glancing " in a 2-5 Pinning
m medium gun 12and 6may 3+ 7move 8 at 9Top 10Speed.
. . . 3+ No Effect. random
Target mustdirection
take Morale test. Pinning Test
3+ 11 2+ 12 12 - gun
-3+ - - -vehicle
5+ - 1 - -- vehicle vehicle ARTILLERY F
m. .heavy
. 4+ gun 1 Armour Piercing4+ shell - 6to6+= Pinned5+ 3+
Accurate 6+ Hit
6 Direct 6+ -
• 3Ambush 9+5
2+
6 Fire:
Short
7
-Open
2+ 0-10
8
"
9 Fire before,
2+ 2+ during or
10 11 12 12 HE
2+ after
- from - veryany
- lightenemy
-
2+ -gun -1 order. -
- 5+
4+
Equal
5+Misses by 1D6 " 2+
in a
-
Roll
5+ for damage Spotter 6+ Sequence 5+
pg.35 Fire
Target Pinned. Must take Morale test.
omatic
has no effect on Area Medium - 10-20 " 3+ 3+ 2+ 5+ - -
4 Fire
Note:
from
4more High
5 rules Explosive
6 are 7found 8 oronArmour
9 the10 Piercing
page 11numbershells.
12 HE12 from
shown, - light- gun -
abbreviated
1
- as- pg.## - 4+ 4+random direction 2+ 4+ 1. Request 6+ Artillery -
. . . 2+ Long - 20-30"+ 4+ HE 4+from medium gun 2+ 1 3+ 6+ 3+
Double 1 = Immobilised - 2+ 6+ 3+ 2. Priority 5+ Check -
5 3 4 5 6 7 8 9 10 11 12 12 - - - - - Target Immobilised. Must take Morale test.
. . . 2+ 5-8 Short - 0-10" 3+ HE 3+from heavy gun 2+
1
2+ RESULTS 5+ 2+ 6+ 2+ - 2+ Light3. Communication
Mortar range 4+ now 30” Check -
6 3 3 ANTI-TANK
4 5 6 7
ARMOUR 8 9pENETRATION
10 11 12 12TABLE - -– 2D6 - - RESULTS 4. Position spotter
-15jan2019 piersround.
. . . 3+ Medium - 10-20 " 4+ 1 4+
Range has no effect 2+on Area Fire from Greater
6+
High Than = Destroyed
Explosive or -
Armour Piercing - shells.
. . 2+ 7 SS3 O3 N3ANTI-TANK 4 L 5 K 6ARMOUR 7 8 pENETRATION
9 10 11 12 TABLE 12 - –B2D6 - A- Greater
Target Than =Must
Destroyed. Destroyed
take Battle Counter. 5. Roll for Deviation
LongM - 20-30 "+ K J J 5+I I HH GG5+ F F E E DD C3+ - Destroyed. Must- take Battle Counter. 6+ 6. Fire for Effect
.. ..3+
omatic . 2+ SS O N M L C B A TargetANTI-TANK gRENADE ATTACKs
1 8 7 3 8 3 9 3 103 114 125 126 - 7 - 8 - 9 -10 -11 -12 -12 - - - - Less Than = Glancing Hit
.. ..3+. 3+
2+ 1 1-4
7 8 Short
9 -100-1011 " 12 12 4+ - - 4+ -
- - - 2+ - - - No 16+
Less
Effect.Than Heavy
Target= Glancing
must - Morale
Casualties
take Hit test.-
2 9 6 3 7 3 8 3 9 3 103 114 125 126 - 7 - 8 - 9 -10 -11 -12 -12 - - Spotter Round Accuracy
.. ..4+. 3+
2+ Medium - 10-20 " 5+ 5+ - 3+ No-Effect.RemoveTarget must1D3 -infantrymen.
take Morale test. -

matic
omatic
4+
. . . 3+
2
3
6
310 5 3 6 3 Long
5
7
6
8
7
9
7 3 8- 320-30
8
10
9
11 12 12
9 3 "+103 114 6+
10 11 RULESRRULES
411 4 3 5 3 6 3 7 3 8 3 9 3 103 114 125 126 - 7 - 8 - 9 -10 -11 -12
12
-
EFERENCE
12 SHEETSHEET
REFERENCE
-
125 126 - 76+ - 8 - 9 -10 -4+
- -
-
-
- 11
-
- 12
-
-
- 12
-
-
-
-
Equal to = Pinned
2-4
Equal
Target - Pinned. Casualty
to = Pinned
Remove
Must take
1
Target Pinned. Must take Morale
Double 1 Success
= Immobilised
- Morale test. -
• Unit Destroyed
infantryman.
Any unittest.

BATTLE COUNTERBATTLE
Unit
is destroyed, orAny
1
Destroyed
routs,
Wild TAKEN COUNTER TAK
Misses
unitorisadestroyed,
• Senior Officer Destroyed
bycounter
Extra
or routs, or a "if in
4D6 a• Senior
a destroyed
Extraun c
omatic
. . 2+ 4 4 5 6 7 8 9 10 11 12 12 - - - - - - 5 - Side Armour
gun/vehicle is abandoned. Senior Officer.
512 3 3 4 3 5 3 6 3 7 3 18 3 9 3 103 114 125 126 -TURN TURN 7 - 8 - 9MOVEMENT - 10 -11 SUMMARY Double 1 = Immobilised gun/vehicle israndom
abandoned. direction Senior
.. ..2+. 2+ Armour Piercing shell 1. Roll-Orders Dice 6+ 3+ 6+
Target
MOVEMENTImmobilised.
TABLEPenetration
SUMMARYMust6+ take
6 attack
•TABLE
RallyMorale
against test.-
side • Rally • Out Scouted • Out Sc
. . .. 2+
+1 5 33 from 4 35 5light36 6 37gun7 138 8Squad 39 5+910 3 1011 12Roll Orders
1. 12 Dice - Unit7- -2+ 8- - 9- -10 - Unit Off-RoadTarget Immobilised. Must take
On-Road Off-Road RemoveMorale test. markers
1D6 pinning for1D62-5
each MissIf enemy forhas more scoutIfunits.
613 3HE 3 3 4very 3 1D6+officers
1145+ 125 126 Infantry
-1D6+officers 5+ armour. 6+ counter On-Road 5+ Remove pinning markers each enem
.. ..3+
Squad
taken.
ss . -1 6 HE
14 33 from 33 light
34 5
gun
3 16
3 37
Platoon
38 4+ 39
Company 10
3
2D6+officers
11
34+ 12
Platoon
3D6+officers 4 12
5 6- 2+ 7-
2D6+officers
8- 9- Infantry
4+
6
5"
Success
5"
- 5
6+
Rear "
Armour 5 "
-
counter taken. Misses • Enemy by 2D6 "
Captures in a
an•Object
Enemy
. . . 3+ 7 3 3 3 4 5 6 7Battalion8 9 4D6+officers
10 Company11 12 12 Vehicle -
3D6+officers - - Vehicle see vehicle data • Under Air Attack If enemy claim an objective.
. . . -1 7 HE
Penetration 6see vehicle data
attackFirstagainst
time a unit
• Under Air Attack
rearis attacked
Firstby an a unit random direction If enem
33 from 33 3medium
33 3 34 4gun 35 5 36 6 37 3+7 38 8 39 910 33+ 1011 2+ 6- - 7- - 8- Cavalry* 3+ 5+ 10" -
Battalion 12 Cavalry*
3 114 1212
matic 1 4D6+officers 8" 10" time • Tactical
is attacked by anCo-Ordination
15 5 12 ANTI-TANK armour. gRENADE 8" ATTACKs • Tactic
. . . -1 8 3 3 Bicycle 3" 12"
aircraft.
aircraft. 6 Accurate A senior officer attempts
Atosenio
use
omatic
8 HE 3 from 3 heavy 3 gun4 6 2+ 7 2+ 2+ - Bicycle 1 2+ 4+
3" • Under 12" -
1 2. Issue First Order
. . 2+ 3 5 8 2.9Issue10 11 Horse
First Order 12 towed12 gun - ANTI-TANK gRENADE
4"gun Heavy6"Casualties
ATTACKs
Flamethrower AttackFlamethrowerspecial Attackorder.
9 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - Horse towed 4 " 6 "
• Under
Misses by 1D6 " in a special
.. ..2+. 2+ First time a unit is attacked by a

RULES REFERENCE SHEET


3. Issue Second Order 3. Issue Second Order 1 Remove
Heavy 1D3 infantrymen.
Casualties First time a unit is attacked by a
3
9 1 Range 3 has 3no effect3 on3 Area 4 Fire 5 from 6 High 7 Explosive
8 9 or Manhandled very light gun
10 Armour
11 12Piercing shells. 3"very light
12 - Manhandled gun4"
Remove
3" flamethrower.
4"
TAKEN random direction
flamethrower.
3 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12 Manhandled 3" 1D3 2infantrymen. BATTLE COUNTER
.. ..3+. 2+ 10 4. Issue Third Order...etc
Manhandled light gun 2-4 2"light Casualty
gun
• Unit Destroyed " 3"
• Senior Officer Destroyed
OF FIRE
. . . 3+ 10 3 3 3 3 3 3 4
Continue 5 this process
6 4.7Issue Third
until all8 9 Manhandled
10 11 medium
Order...etc 12 12 gun 1"medium
2-4 Remove 2" 1 infantryman.
Casualty " "
matic 11 3 3 3 3 3 3 3orders4are issued.
5 6 Continue7 this 8 process
9 until
10 all11 12 Manhandled gun 1
Any unit is destroyed, or routs, or a 2 Extra counter if a destroyed unit was a
UNIT MORALE TABLE – D6
3 3 3 3 3TURN3 3 4 5 6ordersAIMED
7are issued.FIRE
Manhandled
8 Aircraft
9 10 TO-HIT
heavy gunTABLE
11 12Manhandled –- D6 Remove
gun/vehicle - is1 abandoned.
infantryman. Senior Officer. UNIT MORALE TA
e Crew Special
omatic 12
11
3 3 3 1. Roll3 Orders3 Dice 3 3 3 4 5 6
MOVEMENT 7 8 9
SUMMARY 10 11
TABLE 5 heavy gun
Success
anywhere - Side -
Armour D6 -
Roll Infantry D6 Roll Gun Vehicle GunAirc
Aircraft • Rally anywhere • Out Scouted Infantry
- 12 3 3 3 Squad 3 Range 3 3 Small
5. Rally Arms
3 3pinning4Unit MGs
5.5Rally 6 Autocannon
7 * Once
8 per Off-Road
9 cavalry Flamethrower
10 may 11On-Road 5 Penetration
Success
AP Shell -6 attack
Side against
Armour
HE Shell side
1 Pinned/Rout-Surrender Abandoned Abandoned 1
Return
charge up to 12" Remove 1D6 pinning markers for each If enemy has 1more scout units.
Pinned/Rout-Surrender Abandoned
3 " 3 1D6+officers
3Remove markers from pinning game
. . +1 - 13 3 3 3 3 0-5
Platoon 2+
2D6+officers
pinned
3units. 3 Infantry
4 Remove
2+ 5 6 7markers
2+8 from 9 10 * Once
5" 5"2+
per game cavalryarmour.
Penetration
may
counter
charge up to 12
2+
"
taken. 6 attack against 2+
side
2 Pinned/Rout-Surrender Abandoned
2 Pinned/Rout-Surrender
PinnedAbandoned O
• Enemy 2 Captures an Objective
s. .. -1. +1- 3 3 3 Company3 3 33D6+officers
3 3 3Vehicle4pinned5 units.6 7 8 see9vehicle 10data 6 armour. Pinned Pinned OK
Pinned2 O
2
13 3
3 10" 3
RoF Pinned2
14 2 at3under Success
• Under - Rear Armour 4
Air Attack If enemy claim3 an objective.
3 3
5-10" 3 3 3+ 3 3 3 3+ 4 5 6 3+7 8 9 3+ 2+a unit6isattack OK OK OK OK
OK O
ss . man
-1 Battalion 4D6+officers
6 COVER First time
Penetration
Success - Rearattacked by2+
an rear
against
Armour 4
. . 1-1 14 3 3 3 3 3 3 3 3 3Cavalry*
3 4 5 UNIT 7 8" 8
6 EXPERIENCE 9TEST 10"
UNIT EXPERIENCE SAVE TABLE
TEST 5
COVER SAVE TABLE A senior
• Tactical
OK Co-Ordination
5
OK OK OK
OK O
pg.34
3 3 3 2. Issue
3 10-20 3 Order 3 3 4+ 3 3 Bicycle
3 4+3 4 5‘BEYOND6 THE37"CALL OF8DUTY’, aircraft.
.. .. 2-1
. -1
men
15
Vickers 40 " range First " 4+ 12"- THE CALL armour.
‘BEYOND 3+
OFPenetration
Infantry
DUTY’, 6 attack against
/ Vehicle 3+
Infantry rear
6 OK 3
/ Vehiclespecial order.6
officer attempts OK to3 use
OK 3
the OK3
OK3 O
15 3 3 3 3 3 3 3 3 3Horse 3towed gun3 4 &5INFANTRY 6 4" 7 8 TACTICAL • Under Flamethrower Attack pg.43
TACTICAL CO-ORDINATION Deployed
6" armour.Gun
CO-ORDINATION Deployed NotesGun
Second"Order
. . 3. -1
men 3. Issue 20-30 5+ 5+ 5+ CLOSE ASSAULTS - CLOSEFirst
Open time4+a unit isnone
6+ attacked by4+ a 1 Only abandoned if the vehicle Notes
is abandoned
already pinned,
if the immobilised,
Manhandled very lightInexperienced
gun 3"unit:
& INFANTRY
4"
ASSAULTS Open 6+ none a soft-skinned
4+ Soft flamethrower.
5+ 6+
1
Only vehicle is already pinned,
2 men Inexperienced unit: "
30-40"
4. Issue Third Order...etc
- 6+ light gun Regular
Manhandled 6+unit: 2" 3" -
3+
Regular unit:Hard
4+
5+
4+
3+
Soft
4+
Hard
5+ 5+
or
4+
the 6+
vehicle
4+
has enemy infantry within 10 and no
or the vehicle has enemy infantry
friendlywithin
infantry
10"within
and n
in close support). Otherwise treat as Pinned.
2 men Continue
40-50 this"process until all- Manhandled medium gun
-
Veteran unit: 1"
6+
2" unit:Reinforced 3+
2+
Veteran - 6+
-
6+ 3+ - in close support). Otherwise treat as Pinned.
F FIRE Elite unit:
Elite2+
Hardened
2+
2+
Reinforced
- 2+Veteran
2
UNIT and
MORALE- Elite Infantry
TABLE 2 units
– D6treat
andthis
ElitePinned result as treat
an OK result.
OF 2 FIRE
men orders are issued. Manhandled heavy gun
AIMED FIRE- TO-HIT -
TABLE -unit:
– D6 2+ Hardened Veteran Infantry units this Pinne
Crew Special 50-70" - Aircraft - anywhere - 6+
D6 Roll 6+3 As well as passing
Infantry Gun the morale test, as
AsVehicle
thepassing
unit isAircraft
inspired
moraletotest,
get into the action
2 men 5. Rally AIMED FIRE TO-HIT TABLE – D6 3
well the the unit is ins

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