-BATTLEGROUP 2009+

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Modern Armor rules at 1:1 scale...

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

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BATTLEGROUP INTRODUCTION Battlegroup has been written because of modern wargamers, dissatisfaction with the commercial rules available. Battlegroup has been play-tested over the last few years and were used successfully between 1997 and 2008 in the Ultramodern World Wargaming Championships, the 1997 Royal Air Force Wargames Association Championships and the modern competition at Roll Call 2001-2007. The feedback from all those experienced players helped the rules evolve into this edition. Although these rules offer nothing revolutionary in the field of wargames rules you will find Battlegroup faster and easier to follow than previous modern rules, rules that due to the complexities of modern warfare ended up either too complicated or far too simplistic. Battlegroup is designed to give the feel of modern combat, taking into account all the latest technologies being fielded, yet still remain an enjoyable game. These rules are ideal for quick battles, competitions, and campaign games or even for new players to learn about modern warfare. At first glance the rules may appear as complex as its predecessors; however, you will find there are some key differences: • The DATASHEETs are dedicated to a particular nation and date period and most of the complex statistics have been applied already, cutting down on the player’s workload. • The arithmetic has been reduced to the bare minimum so after a few games the players will be able to roll a die and tell instantly if the result is successful, fails or needs checking in the rulebook. • Morale is tested at Company level to try and bring a result within the normal playing time of a game. • The rolling of dice for spotting targets has largely been removed. Spotting targets is done on a distance table and this speeds the game up immeasurably. • The effects of suppression are so severe that it also encompasses neutralisation. • There are comprehensive examples throughout the rules; these are in italics for easy reference. • If there is a chance of success then the top score will always succeed and the lowest score will always fail. The top score will usually kill the target too. • There is the possibility of friendly fire. • Armour and penetration values have been generalised so that certain types of AFVs, ATGMs, gun penetration values, etc. can be grouped together. The secrecy that surrounds modern equipment makes it impossible to give accurate number values for their performance. The aim of these rules is to put some fun back into modern wargaming and players should try and keep the game relatively light hearted. Some players may not find these rules comprehensive enough, feel free to amend them as you see fit but remember you can only use the original version for competitions. The first and most important rule is this: enjoy the game but in the event of a disagreement that cannot be resolved amicably try and get a third party to make a judgement, if this is not possible both players should roll a die and the winner gets their way. Finally, I must thank the following people; Bruce Rea-Taylor and Bob Connor who gave us the excellent Challenger series, Ian Shaw and his Leopard rules, Jim Dickinson, Ray Lowe, Tony Booth, “Paddy” McKee, Tristan Trench, Bob Medcraft, Matt Biggs, Mike Watkins, Richard Bush and Theunis Vorster for their invaluable help and all the competition players who play tested these rules. I’d also like to thank Mike Jones who originally wrote these rules for all the hard work he put in over the years. This 2009 edition owns everything to his 1st edition. Ian Clarke Worlds Championship Umpire 1996-2007 [email protected]

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CONTENTS A: SCALE AND GAME REQUIREMENTS ........................ 7 A.1 - GROUND AND TIME SCALE .................................... 7 A.2 - FIGURE SCALE AND BASE SIZE ............................. 7 A.3 - OFF TABLE UNITS ..................................................... 7 A.4 - DICE REQUIRED ........................................................ 7 A.5 - MARKERS ................................................................... 7 A.6 - PLAYING AREA ......................................................... 7 A.7 - TERRAIN ..................................................................... 7 A.8 - MINIATURES ............................................................. 7 B: PLAYING THE GAME ..................................................... 8 B.1 – BEFORE A GAME BEGINS ....................................... 8 B.1.1 - Force ................................................................................ 8 B.1.2 – Weather ........................................................................... 8 B.1.3 – Time ................................................................................. 8 B.1.4 - Support ............................................................................. 8 B.1.5 – Reconnaissance ............................................................... 8 B.1.6 - Draw Map ........................................................................ 8 B.1.7 – Wind Direction ................................................................ 8 B.1.8 – Wind Speed ...................................................................... 8 B.1.9 – Write Orders .................................................................... 8 B.1.10 – Initiative......................................................................... 8 B.1.11 – Riverbanks ..................................................................... 8

B.2 - GAME TYPES.............................................................. 9 B.2.1 - Hasty Attack/Defence ....................................................... 9 B.2.2 - Prepared Defence/Deliberate Attack ................................ 9 B.2.3 - Concentrated Defence/Breakthrough Attack .................... 9 B.2.4 - Encounter off the Line of March....................................... 9 B.2.5 - Other Battles .................................................................... 9

B.3 - PLAYERS BOUND SEQUENCE ................................ 9 B.4 - INITIATIVE DIE........................................................ 10 C: ORDERS ........................................................................... 11 C.1 - INTRODUCTION ...................................................... 11 C.2 - UNITS ........................................................................ 11 C.2.1 – DHQs ............................................................................ 11 C.2.2 - BdHQs............................................................................ 11 C.2.3 - RHQs ............................................................................. 11 C.2.4 - BGHQs........................................................................... 11 C.2.5 - BHQs ............................................................................. 11 C.2.6 - Higher HQs .................................................................... 11 C.2.7 - CHQs ............................................................................. 11 C.2.8 - SHQs .............................................................................. 11 C.2.9 - PHQs ............................................................................. 11 C.2.10 – THQs ........................................................................... 11 C.2.11 – Sections ....................................................................... 11 C.2.12 – Elements ...................................................................... 11

C.3 - ORDERS .................................................................... 12 C.3.1 - Route of March .............................................................. 12 C.3.2 – Objectives ...................................................................... 12 C.3.3 – Speed ............................................................................. 12 C.3.4 - Changing Speeds............................................................ 13 C.3.5 – Action ............................................................................ 14 C.3.6 - Example of Orders ......................................................... 14

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

D.3 - LOSS OF COMMAND AND CONTROL .................. 18 D.3.1 – Loss of Commander ....................................................... 18 D.3.2 – Regaining Command and Control ................................. 18

D.4 - INTEGRITY ............................................................... 19 D.4.1 – Element Integrity ........................................................... 19 D.4.2 – Unit Integrity ................................................................. 19 D.4.3 – Integrity Distances ........................................................ 19 D.4.4 – Measuring Integrity ....................................................... 19 D.4.5 – Higher Level HQ Integrity ............................................. 19 D.4.6 – Integrity of Units Starting on Table ............................... 19 D.4.7 – Integrity of Units Entering the Table at the Start of the Game .......................................................................................... 19 D.4.8 – Integrity of off Table Units ............................................ 19 D.4.9 – Detaching Units............................................................. 19 D.4.10 – Integrity and Morale.................................................... 20

D.5 - COMMUNICATION ................................................. 20 D.5.1 - Hand/Flag Signals ......................................................... 20 D.5.2 – Noise Signals ................................................................. 20 D.5.3 - Hard Wired Telephone Link ........................................... 20 D.5.4 – Couriers ........................................................................ 20 D.5.5 – Radio/BMS/ABMS ......................................................... 21 D.5.6 – Transmission Security ................................................... 22

D.6 - CHANGING ORDERS............................................... 23 D.7 – REACTING TO THE ENEMY .................................. 23 D.7.1 - When Can and Must a Unit React to the Enemy ............. 23 D.7.2 – Control Test ................................................................... 23 D.7.3 – Failure to Control a Unit............................................... 24 D.7.4 – Ending Reaction ............................................................ 24 D.7.5 – Changing a Reacting Units Orders................................ 24

E: MOVEMENT .................................................................... 25 E.1 - INTRODUCTION....................................................... 25 E.2 - MOVEMENT DEFINITIONS .................................... 25 E.2.1 – Movement Definitions Table .......................................... 25 E.2.2 – Terrain Definitions Table............................................... 26 E.2.2 – Pushing a Destroyed Vehicle out of the Way table......... 26 E.2.3 – Types of Building ........................................................... 26 E.2.4 – Crushing Soft Vehicles ................................................... 26 E.2.5 –Road Degradation........................................................... 26 E.2.6 – Floors in Buildings ........................................................ 27 E.2.7 – Stuck Elements ............................................................... 27 E.2.8 – Amphibious Movement Rules ......................................... 27

E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE ............................................................................... 28 E.3.1 - Movement Distances in Poor Conditions Table .............. 28 E.3.2 – Own Smoke Discharges ................................................. 28 E.3.3 – Multiple Conditions Apply ............................................. 28 E.3.4 – Example moving in poor Visibility Conditions ............... 28 E.3.5 – Infantry in Poor Conditions ........................................... 28 E.3.6 – Aerial Elements at Night ................................................ 28

E.4 - ENTERING OR EXITING VEHICLES ...................... 29 E.4.1 – Exiting a Vehicle ............................................................ 29 E.4.2 – Entering a Vehicle ......................................................... 29 E.4.3 – Effect of Infantry Entering/Exiting a Vehicle on that Vehicles Firing ........................................................................... 29

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

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

C.4.1 – Flank March Difficulty Table ........................................ 15 Concentrated Defence................................................................ 15 C.4.2 – Flanking Turn Arrival Table ......................................... 15 C.4.3 – Flanking Success Table ................................................. 15 C.4.4 – Failed Flank March Result Table .................................. 16 C.4.5 – Morale effects of failing to Arrive.................................. 16

E.5.1 – Turret Down .................................................................. 29 E.5.2 – Hull Down on Hills ........................................................ 30 E.5.3 – Height of Turret and Hull down vehicles on Hills.......... 30 E.5.4 – Hull Down using Walls and Hedges............................... 30 E.5.5 – Moving out of Hull Down to fire .................................... 30

C.5 – OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS ................................................... 16 D: COMMAND, CONTROL AND COMMUNICATION . 17 D.1 - COMMAND ............................................................... 17 D.2 – COMMAND STRUCTURE ...................................... 17 D.2.1 - Command Elements ....................................................... 17 D.2.2 – Unit Commanders ......................................................... 17 D.2.3 – Cross Attaching Units ................................................... 17 D.2.4 – Attaching Units ............................................................. 17 D.2.5 – Minimum Unit Size ........................................................ 17 D.2.6 – Attaching Units to Higher Level HQs............................ 18 D.2.7 – Which Sub Units Can Be Cross Attached or Attached ... 18

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E.6 - PREPARING WEAPONS AND EQUIPMENT.......... 31 E.6.1 – Preparing Weapons and Equipment Table..................... 31 E.6.2 – Example of Setting ......................................................... 31 E.6.3 – Dismounting Equipment................................................. 31

E.7 - TANK RIDING ........................................................... 31 E.8 – MOVEMENT IN RESTRICTIVE TERRAIN ............ 31 F: DETECTION..................................................................... 32 F.1 - INTRODUCTION ....................................................... 32 F.1.1 - Line Of Sight (LOS) ........................................................ 32

F.2 – VISUAL SPOTTING.................................................. 34 F.2.1 – Visual Spotting Procedure ............................................. 34 F.2.1 – Number of Visual Spotting Attempts Allowed................. 34 F.2.2 – Visibility Arcs................................................................. 35

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F.2.3 – Visual Spotting Details .................................................. 36 F.2.4 - Maximum Observation ................................................... 38 F.2.5 – Types of Thermal Imager (TI) ........................................ 38 F.2.6 – Commanders Independent Sight (CIS) ........................... 38 F.2.7 - Loss of Visual Spot ......................................................... 39 F.2.8 - Target Size...................................................................... 39

F.3 – ELECTRONIC SPOTTING ....................................... 40 F.3.1 – AA Radar (AAR) Spot .................................................... 40 F.3.2 – Millimetric Radar Spotting (MMR)................................ 40 F.3.3 – Anti Radar Spotting ....................................................... 41

F.4 – LOCATION ................................................................ 42 F.4.1 – Ground Surveillance Radar (Shown As GSR on DATASHEETS) .......................................................................... 42 F.4.2 – BMS ............................................................................... 42 F.4.3 – Radio ............................................................................. 42 F.4.4 – Moving Target inside Cover .......................................... 42 F.4.5 – Moving Target along Road in Woods/BUA.................... 42 F.4.6 – Target Spotted Using Visually Guided Missile Spotting 42 F.4.7 – Radio Interception Location .......................................... 42 F.4.8 – Radar Interception Location .......................................... 43

F.5 – NOISE DETETION .................................................... 44 F.5.1 – Noise Detection Procedure ............................................ 44 F.5.2 – Noise Levels................................................................... 44 F.5.3 – Noise Category Table .................................................... 44 F.5.4 – Noise Sources ................................................................ 44 F.5.5 – Complete Drowning Out ................................................ 44 F.5.6 – Drowning Out ................................................................ 44 F.5.7 – Noise without Drowning out .......................................... 45 F.5.8 – Effect of Hearing a Noise Source................................... 45

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

G.11 – ATTACKING FROM ABOVE ................................ 60 G.12 – DIRECT FIRE AT AERIAL ELEMENTS ............... 60 G.13 – ACTIVE PROTECTION SYSTEM (APS)............... 61 G.13.1 – Turning on APS ........................................................... 61 G.13.2 – APS Danger Area ........................................................ 61 G.13.3 – APS Effects .................................................................. 61

G.14 – DIRECT FIRE AT BUILDING OPENINGS............ 62 H: ANTI-TANK GUIDED MISSILES (ATGMS) .............. 63 H.1 - INTRODUCTION ...................................................... 63 H.2 - ATGM PROCEDURE ................................................ 63 H.3 - ATGM CONTROL AND GUIDANCE ...................... 63 H.3.1 – ATGW Control Methods Table ...................................... 63 H.3.2 – ATGW Guidance Methods Table ................................... 64

H.4 - SPECIAL WARHEADS ............................................. 64 H.5 - RELOADING MISSILES........................................... 64 H.6 - MISSILE RATE OF FIRE (ROF) ............................... 64 H.7 – REMOTE LASER WEAPON GUIDANCE ............... 65 H.7.1 – Who Can Guide Laser Weapons .................................... 65 H.7.2 – Restrictions on Guiding Weapons.................................. 65 H.7.3 – Guiding off table weapons ............................................. 65

H.8 - THREAT DETECTION ............................................. 65 H.8.1 - Visual Spotting Of Threat............................................... 65 H.8.2 - Electronic Spotting Of Threat ........................................ 66

H.9 - RESPONSE TO MISSILE THREAT .......................... 66 H.9.1 - Counter Measures .......................................................... 66

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

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

F.6.1 – Fire at Night .................................................................. 45 F.6.2 – Lights at Night ............................................................... 45 F.6.3 – Missile Spotted............................................................... 45

H.11 - ATGM RESOLUTION ............................................. 67 H.12 – VISUALLY GUIDED MISSILES ........................... 67

F.7 –LEVELS OF DETECTION EFFECTS ........................ 45 F.7.1 – Spotted ........................................................................... 45 F.7.2 – Located .......................................................................... 45 F.7.2 – Direction Detected ......................................................... 46

F.8 - ILLUMINATION FLARES ........................................ 46 F.8.1 – Illumination zones sizes and duration ............................ 46 F.8.2 – Illumination of Located or Spotted Targets ................... 46 F.8.3 – Illumination of Direction Detected Targets ................... 47 F.8.4 – Air Support and Illumination flares ............................... 49 F.8.5 – Infrared Illumination flares ........................................... 49

F.9 – USING SMOKE ......................................................... 49 F.9.1 – Blocking LOS of Located or Spotted Targets with DF or Indirect Smoke ........................................................................... 49 F.9.2 – Blocking LOS of Direction Detected Targets with DF or Indirect Smoke ........................................................................... 49

F.10 - SMOKE..................................................................... 50 F.10.1 – General Smoke Effects ................................................. 50 F.10.1 – Partial Smoke .............................................................. 50 F.10.2 – Full Smoke ................................................................... 50 F.10.3 – IR Blocking Smoke ....................................................... 50 F.10.4 – Artillery fired Smoke .................................................... 50 F.10.5 – Element laid Smoke...................................................... 53 F.10.5.4 – Smoke Grenades ....................................................... 55 F.10.6 – Device laid Smoke ....................................................... 56

F.11 – KNOWN ENEMIES ................................................. 56 G: DIRECT FIRE .................................................................. 57 G.1 - INTRODUCTION ...................................................... 57 G.1.1 – Dead Ground................................................................. 57 G.1.1 – Depression Dead Ground.............................................. 57 G.1.2 – Elevation Dead Ground ................................................ 57 G.1.3 – Weapon Dead Ground Table ......................................... 57

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

H.12.1 – Fibre Optic Missiles .................................................... 67 H.12.2 – TV Guided missiles ...................................................... 67 H.12.3 – Visually Guided Missiles and Disappearing Targets ... 67 H.12.4 – Visually Guided Missile Spotting ................................. 68 H.12.5 – Using Visually Guided Missile Spotting in Orders ...... 68

H.13 – REMAINING OFF TABLE ..................................... 69 H.14 – ATGW FIRE AGAINST AERIAL ELEMENTS ..... 69 H.15 – ATGW SUPPRESSIVE FIRE .................................. 69 I: PENETRATION AND EFFECTS .................................... 70 I.1 - INTRODUCTION ........................................................ 70 I.2 - PENETRATION PROCEDURE .................................. 70 I.3 - ARMOUR CLASS AND PENETRATION .................. 70 I.4 – SPECIAL ARMOURS ................................................ 70 I.4.1 - Explosive Reactive Armour (ERA) ................................... 70 I.4.2 - Electric Armour ............................................................... 71 I.4.3 - Slat Armour ..................................................................... 71

I.5 - DAMAGE .................................................................... 71 I.7.1 – Damage Table ................................................................. 71

I.6 - ESCAPING A DESTROYED VEHICLE..................... 71 I.6.1 – Vehicle Escape Table ...................................................... 71 I.6.2 – Escaping From Aerial Transport .................................... 71 I.6.3 – Wheeled Vehicles ............................................................ 72 I.6.4 – Elements That Entered or Left a Vehicle ......................... 72

I.7 - PENETRATION EXAMPLE ....................................... 72 J: AREA FIRE ....................................................................... 73 J.1 - INTRODUCTION ....................................................... 73 J.2 - AREA FIRE PROCEDURE ......................................... 73 J.2.1 – Elements with Heavy Weapons ....................................... 73

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

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

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

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

J.4 - INFANTRY ................................................................. 74 J.5 - SUPPRESSIVE FIRE .................................................. 74

G.3 - TARGETING MODIFIERS ....................................... 59 G.4 - WEAPON SYSTEMS ................................................ 59 G.4.1 – Weapon Systems Table .................................................. 59

G.5 - ARCS OF FIRE AND VEHICLE ASPECTS .............. 59 G.6 - MOVEMENT ............................................................. 60 G.7 - FIRING EXAMPLE ................................................... 60 G.8 - FUEL AIR EXPLOSIVE ON ATGWS AND LAWS ...... 60 G.9 – LARGE AHEAD ROUNDS ...................................... 60 G.10 – ELEMENTS FIRING FROM WITHIN BUILDINGS AND BUNKERS ................................................................. 60

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J.5.1 – Suppressive Fire against Known Targets ....................... 74 J.5.2 – Suppressive Fire against a Terrain Feature ................... 74 J.5.3 – Suppressive Fire Effect Table ......................................... 74 J.5.4 – Suppressive Fire with Smoke .......................................... 74

J.6 - COVER DEFINITIONS............................................... 75 J.7 - BODY ARMOUR AND ARMOUR PIERCING SMALL ARM ROUNDS ................................................................... 75 J.8 - SNIPERS ..................................................................... 75 J.8.1 – Snipers Detection............................................................ 75 J.8.2 – Snipers and Body Armour............................................... 75

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J.8.3 – Snipers and Cover .......................................................... 75 J.8.4 – Snipers Firing Alone ...................................................... 75

N.8.6 – Spotting Fire Zones ....................................................... 90 N.8.7 – Building Damage ........................................................... 90

J.9 - EXAMPLE OF AREA FIRE ........................................ 76 J.10 – AHEAD AND FAPDS VS BUILDING ..................... 76

N.9 - AMMUNITION TYPES ............................................. 90 N.9.1 - MLRS RELOAD TIMES. ................................................ 90

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

N.10 – SPLITTING BATTERIES ....................................... 91 N.11 - EXAMPLE OF ARTILLERY FIRE ......................... 91

K.1 - INTRODUCTION ...................................................... 77 K.2 - MELEE COMBAT PROCEDURE ............................. 77

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

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

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

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

O.1.1 – Under Command and Requested Aerial Elements ......... 92 O.1.2 – Levels of Air Commitment ............................................. 92

K.3.1 – Close Assault Table ....................................................... 78 K.3.2 – Driving away from close assault ................................... 78

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

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

O.2.1 – Changing Altitude.......................................................... 93 O.2.2 – Height Risk .................................................................... 93

L.1 - INTRODUCTION ...................................................... 79 L.2 - SUPPRESSION .......................................................... 79 L.2.1 - Suppression Effects......................................................... 79 L.2.2 - Suppression Markers ...................................................... 79 L.2.3 - Suppression Removal...................................................... 79 L.2.4 – Voluntary Suppression ................................................... 79

L.4 – PERMANENT SUPPRESSION ................................. 79 L.5 - DESTROYED ............................................................. 79 L.6 - CAMPAIGN GAMES ................................................. 80 L.6.1 – Vehicle Damage in Campaign Games Table .................. 80

M: MORALE ......................................................................... 81 M.1 - INTRODUCTION ..................................................... 81 M.2 - UNIT MORALE ........................................................ 81 M.2.1 – Unit Morale Procedure ................................................. 81 M.2.2 – Example of unit Morale ................................................ 81 M.2.3 – Dismounts and Morale.................................................. 81

M.3 - GROUP MORALE .................................................... 81 M.3.1 – Group Morale Procedure ............................................. 81 M.3.2 – Group Morale Example 1 ............................................. 82 M.3.3 – Group Morale Example 2 ............................................. 82

M.4 - MORALE LEVELS ................................................... 82 M.4.1 – Morale Level Table ....................................................... 82

M.5 - MORALE RATINGS ................................................. 82 M.5.1 – Morale Ratings Table ................................................... 82

M.6 - RECOVERING MORALE ........................................ 82 M.7 - REPLACING COMMAND ELEMENTS .................. 82 N: ARTILLERY SUPPORT ................................................. 83 N.1 - INTRODUCTION ...................................................... 83 N.1.1 – AOO Placement ............................................................. 83

N.2 - INDIRECT FIRE PROCEDURES .............................. 83 N.2.1 – Normal Fire ................................................................... 83 N.2.2 – Normal Fire against Registered Fire Point or Known Fire Point .......................................................................................... 83 N.2.3 – Registered Fire Point or Known Fire Point against Moving Target ........................................................................... 83 N.2.4 – Registered Fire Point or Known Fire Point against Firing Target ........................................................................................ 83

N.3 – OBSERVING FOR ARTILERY ................................ 84 N.3.1 – AOO observing .............................................................. 84 N.3.2 – Command elements observing ....................................... 84 N.3.3 – Non Command elements observing................................ 84 N.3.4 – When Does Fire Stop ..................................................... 84

N.4 - REQUESTING A FIRE MISSION ............................. 84 N.4.1 – Artillery Fire Mission Request Table............................. 84

N.5 - LEVEL OF SUPPORT ............................................... 85 N.6 - FIRE MISSIONS ........................................................ 85

O.3 - AIRCRAFT TYPES.................................................... 94 O.3.1 – Normally Under Command ........................................... 94 O.3.2 – Normally Requested....................................................... 94 O.3.3 – Others That Could Be Used In a Game ......................... 94

O.4 - AIR TO GROUND ATTACK ..................................... 95 O.4.1 - Aim Point ....................................................................... 95 O.4.2 – Bombs ............................................................................ 95 O.4.3 – Rockets and Rocket Pods ............................................... 95 O.4.4 – Strafing .......................................................................... 95 O.4.5 – Guided Munitions .......................................................... 96 O.4.6 – Direct Fire..................................................................... 96 O.4.7 – Area Fire ....................................................................... 96 O.4.8 – Anti RADAR Missiles..................................................... 96 O.4.9 – Testing Aerial Fire Zone Accuracy ................................ 98 O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones.......................................................................................... 98 O.4.11 – Fire Zone Placement ................................................... 99

O.5 – UNDER COMMAND AERIAL ELEMENTS ........... 99 O.5.1 - ORDERS ........................................................................ 99 O.5.2 – Para Drops .................................................................. 100 O.5.3 – Flying at Night without Pilot Night Vision .................. 102

O.6 - HELICOPTERS........................................................ 102 O.6.1 - Introduction ................................................................. 102 O.6.2 - POP-UP ....................................................................... 102 O.6.3 - Hovering ...................................................................... 103 O.6.4 - Landed ......................................................................... 103 O.6.5 – Under Slung Loads ...................................................... 103

O.7 – REQUESTED AERIAL ELEMENTS ...................... 104 O.7.1 – Air Liaison Officers (ALOs)......................................... 104 O.7.2 – Requesting Aircraft...................................................... 104

O.8 – PRE PLANNED STRIKES ...................................... 105 P: ANTI-AIRCRAFT FIRE ................................................ 106 P.1 - INTRODUCTION ..................................................... 106 P.2 - ANTI-AIRCRAFT PROCEDURE ............................ 106 P.3 – AA OVERWATCH .................................................. 106 P.3.1 – Non Specialist elements and AA Overwatch................. 106 P.3.2 – Specialist elements and AA Overwatch ........................ 106

P.4 - AIR DEFENCE ......................................................... 106 P.5 - ANTI-AIRCRAFT EFFECTS ................................... 107 P.6 - TARGET EVASION ................................................. 107 P.7 - ATGMS IN AA MODE ............................................. 107 P.8 – AHEAD AND FAE HITS ON AIRCRAFT .............. 107 Q: ELECTRONIC WARFARE .......................................... 108 Q.1 - INTRODUCTION .................................................... 108 Q.2 - SENSING EQUIPMENT.......................................... 108 Q.2.1 – Sensor Controllers....................................................... 108 Q.2.2 - Tripwire Sensors .......................................................... 108

N.6.1 – Opportunity Fire ........................................................... 85 N.6.2 – Registered Fire .............................................................. 85 N.6.3 – Planned Fire.................................................................. 86 N.6.4 – Counter Battery Fire ..................................................... 86

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

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

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

N.7.1 – On Target Fire .............................................................. 87 N.7.2 – Off Target Fire .............................................................. 88

N.8 - FIRE ZONE ................................................................ 88 N.8.1 – Sheaf Sizes and Types .................................................... 88 N.8.2 – Sheaf Rotation ............................................................... 88 N.8.3 – Placing the Fire Zone .................................................... 88 N.8.4 – Determine Fire Effect .................................................... 89 N.8.5 – Continuing Fire ............................................................. 89

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

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

R.1 - INTRODUCTION .................................................... 110 R.2 – ELEMENT ENGINEERING CAPABILITIES ........ 110 R.2.1 – Non Engineer Elements................................................ 110 R.2.2 – Engineer Infantry Elements.......................................... 111 R.2.3 – Engineer Vehicles ........................................................ 113 R.2.4 – Extra Engineering Points ............................................. 114

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

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R.3.1 – Infantry Entrenchments Table...................................... 114 R.3.2 – Vehicle Entrenchments Table ...................................... 115

R.4 – BARRICADES AND ENTANGLEMENTS ............ 115 R.4.1 – Barbed Wire ................................................................ 115 R.4.2 – Barricade ..................................................................... 115 R.4.3 – Anti-Tank Ditch ........................................................... 115

R.5 - POSITION DESTRUCTION .................................... 116 R.5.1 – Infantry Dug In Positions ............................................ 116 R.5.2 – AT Ditches ................................................................... 116 R.5.3 – Rubble Barricades ....................................................... 116 R.5.4 – Log Barricades ............................................................ 116 R.5.5 - Buildings ...................................................................... 116 R.5.6 – Pill Boxes..................................................................... 117

R.6 - MINES ...................................................................... 117 R.6.1 – Types of Mine Laying................................................... 117 R.6.2 – Pre Game Mine Laying ................................................ 117 R.6.3 – In Game Mine Laying .................................................. 117 R.6.4 – Moving into a Minefield............................................... 118 R.6.5 – Spotting Mines (Optional) ........................................... 118 R.6.6 – Test for Hitting a Mine ................................................ 118 R.6.7 – Effect of Mines ............................................................. 118 R.6.8 – Elements on a Road ..................................................... 118 R.6.9 – Reversing out of a Minefield ........................................ 119 R.6.10 – Landing Aerial Elements in a Minefield .................... 119

R.7 - BOOBY-TRAPS....................................................... 119 R.7.1 – Tripwire/Sensor Mine .................................................. 119 R.7.2 – Remote Controlled Mine .............................................. 119 R.7.3 – Off Route AT Mine ....................................................... 119 R.7.4 – Remote LAW ................................................................ 119 R.7.5 - Claymores .................................................................... 119

R.8 - MINE CLEARING ................................................... 120 U. COMBAT DATASHEETS ............................................. 121 U.1 - INTRODUCTION .................................................... 121 U.2 - ORBAT (ORDER OF BATTLE) .............................. 121 U.3 - THE DATASHEET .................................................. 121 U.4 - EXAMPLE DATASHEET ....................................... 122 V. ABBREVIATIONS ......................................................... 125 W. COUNTERS & ZONES ................................................ 126 Z – DESIGNERS NOTES ................................................... 130

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

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

A.3 - OFF TABLE UNITS Artillery batteries, Area Anti-aircraft units and other off table units don’t need deploying on table and thus you don’t need figures for them. See C.5 – OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS for rules on location of off table elements.

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

A.5 - MARKERS There is a page of counters and markers at the rear of these rules and you have permission to photocopy them for your own use. Destroyed vehicles should have cotton wool (preferably black) placed on top.

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

CLEAR SPACE (6” BY 4’)

CLEAR SPACE (6” BY 4’)

PLAYING AREA (1’ BY 1’ SQUARES)

A.7 - TERRAIN For an effective game try and make the terrain detailed, interesting and well finished and unless there is plenty of cover, units are easily spotted and hit. Built up areas should show each building or group of buildings. Hills should be contoured and be a variety of shapes and sizes and their crests should be mark on them. If large ridges are used in the game the point at which you can see down the ridge should also be marked with a crest line. Woods should be level so as to move figures across them with ease. Try to get a neutral person to arrange the battlefield (especially for competition games).

A.8 - MINIATURES There are several companies producing lead or pewter modern miniatures and at the time of writing prices range from 28p to £1.39 per figure, dependant on quality. Figures and infantry stands should have their parent unit details written underneath (e.g. a platoon of four elements will have three with “1 PLATOON” written on them and one with “1 PHQ”). Manufactures

GHQ Models - Maker of some very nice 1/300 tanks etc, but not cheap! http://www.ghqmodels.com/M/catalog/modern Irregular Miniatures - Maker of 1/300 tanks etc http://www.irregularminiatures.co.uk/6mmRanges/6mmModerns.htm Navwar/Heriocs & Ros - Full catalogue and new releases of their ranges http://www.navwar.freeserve.co.uk Scotia Miniatures - Make loads of 1/300 scale vehicles http://www.scotiagrendel.com/scotia/scotiamicromodern.html Skytrex - Make loads of 1/300 scale vehicles and Aircraft http://www.skytrex.com/

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

End 1952 1968 1978 1980 1983 1985 1988

Points 250 350 400 400 450 500 600

Start 1989 1991 1997 2000 2002 2004+

End 1990 1996 1999 2001 2003

Points 600 800 800 850 950 1000

B.1.2 – Weather Weather can have a detrimental effect on a battle so it is suggested that bad weather is kept for campaign games. If you are desperate to include weather in your games see the optional Rules. B.1.3 – Time Choose a time of day, remember, some nations have a severe handicap fighting at night. B.1.4 - Support Agree on the level of electronic warfare to be used and the amount of artillery or air support available to both players though the lists give reasonable levels of support. B.1.5 – Reconnaissance Decide if any pre-game reconnaissance is to be allowed. Optional rules how to carry out pre-game reconnaissance will be includd in a future update. However if you wish to carry out pre-game recce have a look at some of the competition detail documents which include a number of options on how to do this, they should be treated as work in progress. B.1.6 - Draw Map Players need to make a detailed map of the battlefield to draw on their forces route of march, objectives, registered fire points (RFPs), artillery impact points etc. The map and orders MUST be made available to your opponent after the game to make sure you adhered to them. B.1.7 – Wind Direction Before orders are written agree which table edge is north and roll a d8 on the following table. Roll 1 2 3 4

Direction From N From NE From E From SE

Roll 5 6 7 8

Direction From S From SW From W From NW

B.1.8 – Wind Speed Roll d20 determine wind speed. Roll Effect No Wind 1-2 Light Wind 3-5 Normal Wind 6-17 18-19 Strong Wind Very Strong Wind 20 This will effect how well smoke screens form, see F.10 - SMOKE. B.1.9 – Write Orders Write your orders (see C: Orders below). B.1.10 – Initiative In an attack/defence battle the attacker has the first bound of the first turn. In encounter battles both players roll a die (see B.4 Initiative Die for the die used) and the winner decides to have the first bound of the first turn or choose which side of the table to deploy. The looser gets the other option B.1.11 – Riverbanks Designate riverbanks suitable for crossing before the game begins.

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

B.3 - PLAYERS BOUND SEQUENCE Once you have all the details sorted and are ready to start, the player who is going first should use the following bound sequence to play the game. When a player has finished their opponent uses the same sequence and so on until the game finishes (you should endeavour to play an equal amount of bounds). Each pair of bounds (one for each side) is called a turn.

1. PRE-COMBAT PHASE 1.

2. 3. 4. 5.

COMMUNICATIONS. Player writes orders, which units will be on overwatch and write any communications between Communication Nets (See D.5 - COMMUNICATION) and make any rolls for regaining command and control (see D.3.2 – Regaining Command and Control). UNIT REACTIONS. Units react to the enemy. (See D.7 – REACTING TO THE ENEMY) AERIAL ELEMENT ARRIVAL. Player spots with ALOs, then requests and rolls for arrival of requested Aerial Elements and places any Aerial elements arriving at their entry point. ENEMY ARTILLERY. Opponent’s AOO’s detects targets and plot barrage for any they are able and wish it. (The roll to see if you get the barrage should be made in phase 2.8). AERIAL ELEMENT RISK ROLLS. Opponent makes the risk rolls for returning requested aerial elements and under command aerial element. (See O.2.2 – Height Risk)

2. COMBAT PHASE 1. 2.

MOVE ALL UNITS. Player moves all units including Aerial Elements to their attack points. SUPPRESSION REMOVAL. Player rolls a d6 for element with a face up Suppression Marker. Player flips face down suppression markers. 3. ENEMY REACT FIRE. Opponent detects targets, (enemy helicopters pop-up) and engages targets that have been spotted with direct fire, area fire, ATGMs or AA fire. (See F: DETECTION) 4. PLAYER FIRES ALL UNITS. Player detects targets and engages targets that have been spotted with direct fire, area fire or AA fire (including react fire at ATGM launchers and AA fire at popped-up helicopters). (See F: DETECTION) 5. CLOSE COMBAT. All touching infantry elements resolve hand-to-hand fighting and close assault on vehicles. 6. MISSILE RESOLUTION. All targets of incoming missiles test to spot the missiles and react to the threat (if possible). Resolve all missile fire simultaneously (enemy helicopters that popped-up return to cover). 7. AIRSTRIKES. Surviving aircraft release ordnance, test accuracy and damage. 8. ENEMY ARTILLERY FIRE. Any previous barrages cease then opponent make artillery request rolls and then tests for accuracy and damage of artillery fire that they successfully get. 9. REQUESTED AERIAL ELEMENT EXIT. Player moves requested Aerial Elements to their exit points and any enemy elements still able to may use AA fire. Surviving requested Aerial Elements leave the table. 10. COUNTER BATTERY FIRE. Player tests to acquire enemy artillery batteries, accuracy and damage of the counter battery fire.

3. POST COMBAT PHASE 1.

MORALE. Both Players tests the morale of any Company or independent platoon that has lost an element this bound or wants to try and improve current morale level. If the test fails keep rolling until the morale level stabilises or the unit retreats.

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B.4 - INITIATIVE DIE The die used for initiative depends on the morale level of the Battlegroup. These are used at the start of a game to determine side of table and who goes first. The dice used are: • MILITIA d10-2 • CONSCRIPT d10-1 • REGULAR d10 • VETERAN d10+1 • ELITE d10+2

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C: ORDERS C.1 - INTRODUCTION Orders are an extremely important way of keeping the game fair and they should be kept simple. Without orders a unit will hold and defend its current position. To change orders during the battle see D: Command, Control And Communication.

C.2 - UNITS A unit is the smallest group of elements that can be given orders within the player’s army. These are marked on the each army list with a star (*) after the commanding elements points cost. While these can be given orders they must normally remain within a certain distance of at least one other element in their own unit and their unit must remain within a certain distance of their parent unit (see D.4 - INTEGRITY) Normally a unit will be part of a command structure. The following are some general rules about units. C.2.1 – DHQs Are Division HQs and will sometimes be the most senior HQ on the table. C.2.2 - BdHQs Are Brigade HQs and will sometimes be the most senior HQ on the table. C.2.3 - RHQs Are Regimental HQs and will often be the most senior HQ on the table. Sometimes the will be subordinate to a BdHQ if there is one required by the army list. C.2.4 - BGHQs Are Battle Group HQs, they are sometimes the most senior HQ on the table. Sometimes they will be subordinate to a BdHQ if there is one required by the army list. Occasionally they are subordinate to a RHQ this will be shown on the army list if they are. C.2.5 - BHQs Are Battalion HQs, they are sometimes the most senior HQ on the table. If a BdHQ, RHQ or BGHQ are present BHQs will normally be subordinate to one of them. The army list you are using will indicate which if any they are subordinate to. C.2.6 - Higher HQs DHQs, BdHQs, RHQs, BGHQs and BHQs are all Higher level HQs and count as platoons when they enter the table in a game with limited numbers of units entering each turn. C.2.7 - CHQs Are Company HQs and will almost never be the most senior HQ on the table. They are almost always subordinate to a BdHQ, RHQ, BGHQ or BHQ. The army list will show who they are subordinate to. Sometimes they are bought on their own and have platoons and sections attached to them from a list shown on the army list. Sometimes they are bought as part of a fixed organisation company. C.2.8 - SHQs Are Squadron HQs, this is normally just a different name for a company HQ. Often they will have troops instead of platoons. Very occasionally they will be senior HQs which will be shown on the army lists where this rare usage takes place. C.2.9 - PHQs Are Platoon HQs and will be subordinate to a CHQ or higher level HQ. Normally they are bought as part of a company. Occasionally they are bought separately and can have sections bought under them as per your army list. If they have a command star and are bought separately they can operate as independent units or be added to a senior HQ otherwise they are added to the senior HQ and become part of that senior HQ. C.2.10 – THQs Are Troop HQs, this is normally just a different name for a platoon HQ. Very occasionally they will be company HQs which will be shown on the army lists where this rare usage takes place. C.2.11 – Sections Are the smallest units and are always subordinate to a higher level HQ. Normally they are bought as part of a platoon and often aren’t shown as separate from the rest of the platoon. Occasionally they are bought separately and are attached to a senior HQ. If they have a command star and are bought separately they can operate as independent units or be added to a senior HQ otherwise they are added to the senior HQ and become part of that senior HQ. C.2.12 – Elements Each Vehicle and each infantry stand is an element. Elements are the basic building blocks of units. Within these rules you will see elements used a lot, it is important that you understand the definition given at the start of this paragraph when reading the rules. Where a unit is bought within the army list will have an effect on how far it can stray from its parent HQ and still remain in command control (See D.4 - INTEGRITY). You should make sure you understand where the unit fit’s so you don’t accidentally end up out of command control.

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C.3 - ORDERS Using a map both players should write their orders for each senior HQ, company and independent platoon/section. Movement should be listed from objective to objective and NOT timed (e.g. “Use TRANSIT SPEED for 2 turns then use COMBAT SPEED to CLEAR objective ZULU” is not allowed). Each unit as defined in C.2 - UNITS must be given orders. For units starting on table and defending in an attack/defence game (see B.2 - GAME TYPES) only the objective they are starting at and the action they are doing there needs be written, unless the player wishes to move them in which case a full set of orders must be given. See O.5.1 - ORDERS for under command Aerial Element orders. For all other units a Route of March; Objective, Speed and Action must be written. All units starting off table must be given orders to enter the table unless their army list says they are off table, allowed to stay off table or they meet the requirements listed in H.13 – REMAINING OFF TABLE. See below for details of these and other options. C.3.1 - Route of March The path each unit will take must be accurately drawn on a map and MUST be adhered to. The route can only be changed by a higher command element (see D: Command, Control And Communication) or bad morale result (see M.5.1 – Morale Ratings Table). See C.4 - FLANK MARCH if the unit is attempting to sweep round the enemy’s flank in an encounter battle. C.3.2 – Objectives A unit can have up to 3 objectives; these should be realistic, observable places such as a hill, road junction, town etc. Each objective must be clear of any enemy elements before a unit can proceed to its next objective. C.3.3 – Speed The rate at which the unit travels between each objective should be written down, if not it is taken as the speed of the SLOWEST element in the Company. Units must move as far as possible. There are three movement rates, C.3.3.1 – Transit Speed This is flat out movement between objectives. You cannot fire while moving at transit though you can still spot. C.3.3.2 - Combat Speed This is slower, more cautious movement and allows elements to fire on the move. C.3.3.3 - Engine Off This only applies to vehicles. It’s normally only useful to defenders at the start of a battle to allow noise detection (see F.5 – NOISE DETETION). The vehicle cannot move from its current position. At the start of any movement phase the unit may start its engines and change to COMBAT speed. It takes half a ground vehicles movement and all of an air vehicles movement to start its engine. A unit may only stop its engines if ordered to do so and will be unable to move once the order arrives. C.3.3.4 – Assault Speed Assault speed is used by a unit to move up to an attack a location. It can only be given to a unit equipped with LFC+, LR or SAT POS. The unit moves at TRANSIT SPEED until 20cm from the objective then slows to COMBAT SPEED before moving on to the objective. A unit using LFC+ or LR must be able to see its objective before it can slow from TRANSIT SPEED to COMBAT SPEED. So for example if the objective is on the other side of a wood you will only be able to slow to COMBAT SPEED once to get close to the edge of the wood and can see the objective.

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C.3.3.5 - Move and Fire Move and fire is used by units so they can move forwards with a degree of support. The unit is split into two with each part having about half of the elements. If the unit has 2 commanders then one must join each half of the unit. Each half of the unit must follow the normal INTEGRITY rules (see D.4 - INTEGRITY). One half of the unit counts as the parent unit and the other as a subordinate unit. If there is only 1 commander the parent unit is the one with the commander. If the unit has paid for sub unit commanders (see C.2 - UNITS) these are ignored until the unit reaches its final objective except if the unit commander is destroyed when test to take over as normal (see D.3.1 – Loss of Commander) The player must mark waypoints at terrain along the unit’s route of advance. Waypoints must follow the same rules as objectives (see C.3.2 – Objectives above) and must be no more than 50cm apart. However you will need to ensure the 2 halves keep integrity thus the waypoints may need to be closer. There are 2 versions of the Move and Fire speed. First part of the unit moves at TRANSIT SPEED until it reaches the next waypoint along the FAST unit’s route of march while the second remains STATIONARY. Once the first part arrives it remains STATIONARY and the second moves at TRANSIT SPEED past the first part and on to the next waypoint beyond the one the first part has stopped at. Then the first part moves again as above and so on with the two halves alternating moving and being stationary. First part of the unit moves at COMBAT SPEED until it reaches the next waypoint along the SLOW unit’s route of march while the second remains STATIONARY. Once the first part arrives it remains STATIONARY and the second moves at COMBAT SPEED past the first part and on to the next waypoint beyond the one the first part has stopped at. Then the first part moves again as above and so on with the two halves alternating moving and being stationary. The objective for the order counts as a final waypoint so half of the unit will move up to it and once it arrives the other half will move up to it. The 2 halves of the unit CANNOT both move during the same bound. You must wait until the half that’s moving arrives and then move the other half in your next bound. NOTE: - This unit can be used to move onto the table, BUT only half of the unit will enter as the other half must remain stationary off table! C.3.3.6 – Actual Speed to Move The orders should give the actual speed the unit will move each turn (example: - 20cm). If no such speed is given the unit must move at the full speed for the type of speed chosen (i.e. full combat or transit speeds). Note that elements moving at transit speed must move faster than their combat speed. As part of a reaction (see D.7 – REACTING TO THE ENEMY) the unit may change its actual speed. C.3.4 - Changing Speeds Sometimes a unit reaches an objective without encountering enemy forces and has orders to continue on beyond the objective to another objective. If the units orders change from TRANSIT SPEED to COMBAT SPEED the unit will count as using COMBAT SPEED if it hasn’t moved more than it’s COMBAT SPEED otherwise it must stop on the objective counting as moving at TRANSIT SPEED and then must move on next turn at COMBAT SPEED. The same applies when using the ASSAULT command. C.3.4.1 - Example of Changing Speeds An AL-Khalid can at TRANSIT SPEED 35cm and move at COMBAT SPEED 25cm on a road. A company of them is ordered to move to a road junction using TRANSIT SPEED and then continue at COMBAT SPEED. The company arrives at the road junction having moved 20cm, as this is less than its COMBAT SPEED of 25cm it can move on another 5cm and only count as moving at COMBAT SPEED for this turn. If on the other hand it had moved 26cm when it reached the junction it would have to stop at the junction counting as moving at TRANSIT SPEED and then move on at COMBAT SPEED next turn.

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C.3.5 – Action Upon reaching an objective an action order must be given. Those available are: C.3.5.1 - Clear The unit must attack and clear the objective of all enemy and then push on to the next objective. C.3.5.2 - Hold Once the objective is cleared the unit must stay within 10cm of the location and defend it or support another unit by observing for, giving direct fire or indirect fire support. C.3.5.3 - Withdraw A unit may, for whatever reason, be ordered to withdraw to a previous objective or nearby cover by a higher command element. C.3.5.4 - Overwatch A unit may be ordered to be on either ATGM or AA overwatch. A unit on ATGM overwatch must be stationary and MUST attempt to spot any missiles fired at them, their unit, their superior unit or a specific unit they are ordered to watch out for. If the threat is spotted it can warn the threatened elements and, if possible, engage the launchers. AA overwatch is the same but the elements are looking for enemy Aerial Elements. See F.2.3.1 – Visual Spotting Table for effect of overwatch on spotting. C.3.5.5 - Rearguard If the senior unit has failed a morale test and is retreating any units subordinate to it with GOOD morale may be ordered as a rearguard. The unit can either make fighting withdrawal at COMBAT SPEED or alternate between a turn of moving using TRANSIT SPEED away followed by a turn stationary and so on. C.3.6 - Example of Orders 1st Company will move at TRANSIT speed to top of Hill 125 and clear it. Once the hill is clear it will move on to the Town at COMBAT speed and clear and hold the town. 2nd Company will ASSAULT the town, so it will move at TRANSIT speed until its 20cm from the TOWN. At 20cm it will drop to COMBAT speed and attempt to Clear and then hold the town. 3rd Company will do a FAST MOVE and FIRE to the town Via WP1 (The left hand Wood) and WP2 (The field). Assuming the company has a 10 Vehicles; the player would split the company into the two 5 vehicle halves. The first half moves at TRANSIT to WP1 on the other side of the wood while the second part remains stationary to give support if needed. Once the First half arrives at WP1 the second part then moves at TRANSIT through the wood to WP1 and then on to WP2 on the other side of the field. When the second part arrives at the field the first part then moves through the field at TRANSIT and on to the town. Finally when the first part arrives at the town the second part moves on at TRANSIT to the town too.

Objective TOWN WOOD

WP2 FIELD

COMBAT TO TOWN WHEN HILL IS CLEAR CLEAR & HOLD

WP1 WOOD

HILL 125

TRANSIT & CLEAR ASSAULT TO TOWN CLEAR & HOLD

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3rd FAST MOVE and FIRE TO TOWN CLEAR & HOLD

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C.4 - FLANK MARCHS Units may attempt to outmanoeuvre the enemy and arrive on their flank. This manoeuvre is risky as the flanking unit may be become lost or delayed or even ambushed by other enemy units. Write your orders for the flanking unit from its intended entry point. The options are up to and including half way on either flank, over half way or on the enemy baseline. The further you order them to move the more risk you take. You must also choose how fast your units will move, this is either, Fast, Normal or Cautious. The faster you try to move them the more risk you take. Units may move together if the player wishes in which case a single roll for the group of units is made on each of the following tables. Thus either the whole group will arrive or none of it. Likewise the effect on any group of units which have failed to arrive is rolled for once and affects all the units in the group. The player may move some units in groups and other separately. C.4.1 – Flank March Difficulty Table Roll on the following Table to determine how hard any flank marches will be. Roll (d10) Effect on Flanking Success Table No Flank Marches allowed 2 or less Flank marches to own half of table allowed 3-5 Flank marches allowed except to enemies table edge. 6-8 All Flank marches allowed, but their arrival points must be announced at the start of turn 3. 9 or more Modifier Hasty Defence Prepared Defence Concentrated Defence

Effect -2 -5 -8

Use the C.4.2 – Flanking Turn Arrival Table to give the turn the unit arrives. On the turn the unit is due to arrive place a marker on their entry point. Then roll on the Error! Reference source not found. to see if the unit arrives. If the flanking unit arrives they should be place on the table and moved up to half a move from their entry point. If they fail to arrive, the person being flanked can react to the flanking move provided they can spot the entry point marker as if it were a large target using the visual spotting rules. The person being flanked should also roll a d10 and on a 6+ the flanker must reveal exactly what is due to arrive at that entry point. If they fail to arrive they MUST test again the next turn and if they fail to arrive they test again of the following turn. Effectively they have 3 tries to get onto the table. If they fail all 3 tries the unit will never arrive. At the end of the game roll on the C.4.4 – Failed Flank March Result Table to see what happened to the units which failed to arrive. C.4.2 – Flanking Turn Arrival Table TURN ARRIVAL Up To Half Way Over Half Way Enemy Baseline Flanking Unit Fast Normal Cautious Fast Normal Cautious Fast Normal Cautious 1 2 3 2 3 4 3 4 5 Aerial Elements 2 3 5 3 5 7 5 7 10 Vehicles 4 6 9 6 9 12 9 12 15 Infantry On Foot The turn of arrival is from the turn the unit is available. Actual arrival should be rolled for using the table below.\ C.4.3 – Flanking Success Table Roll a d12 Target Speed Up to Half Way Over Half Way Enemy Baseline 8 9 10 Fast 7 8 9 Normal 6 7 8 Cautious If the roll is equal to higher than the number given the Flank march succeeds. Modifiers (Modify the above numbers as follows) Enemy EW Level Modifier Own EW Level Modifier -1 +1 0 or 1 0 or 1 0 0 2 or 3 2 or 3 +1 -1 4 4 +2 -2 5 5 +3 -3 6 6 Plus Enemy Air Support Level Minus Own Air Support Level -1 if Enemy has bought any UAVs

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C.4.4 – Failed Flank March Result Table Roll a d20 at the end of the game for each unit that failed to arrive. Cautious Normal Fast Effect Unit Destroyed, opponent gets Full points as kills. 1 1-2 1-3 Unit Badly Damaged, opponent gets Half points as kills. 2-3 3-4 4-6 Unit Damaged, opponent gets Quarter points as kills. 4-5 5-6 7-8 Unit Lost, opponent gets no points as kills. 6-20 7-20 9-20 C.4.5 – Morale effects of failing to Arrive Any unit which fails to arrive 3 times counts as destroyed for morale purposes. This may cause a group morale test. If the unit that failed to arrive is a Higher HQ (see C.2.6 - Higher HQs) the group test will be “without Original CO”.

C.5 – OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS Various things can be included in a unit's orders at the start of a game. These include the following 1. Firing to destroy buildings (see R.5 - POSITION DESTRUCTION). 2. Firing Illumination rounds (see F.8 - ILLUMINATION FLARES). 3. Firing Smoke (see F.10 - SMOKE). 4. Suppressive fire (see J.5 - SUPPRESSIVE FIRE). 5. Engineering actions such as mine clearing, mine laying, bridge laying etc. (See E.6.1 – Preparing Weapons and Equipment Table and R: ENGINEERING). 6. Artillery position behind the player’s base line for off table artillery. If this isn’t written in the players orders they are either a. 3km from the table, if maximum range is 5km or more b. Maximum range minus 2km from the table, if maximum range is 2.1-4.99km c. 100m off the table, if maximum range is less than 2.1km. 7. Any Pre-planned fire allowed (see N.6 - FIRE MISSIONS). 8. What you are jamming with any jamming you have (see Q.3 – RADIO and RADAR JAMMING). 9. Any cross attachments (see D.2.3 – Cross Attaching Units) 10. Any attachments (See D.2.4 – Attaching Units) 11. Turning off IR (see F.2.3.1 – Visual Spotting Table). 12. Swapping IRB in SDV for WPS (see F.10.5.1 – Smoke Dischargers (SD and SDV)). 13. APS systems settings (see G.13.1 – Turning on APS). 14. Auto Response system settings (see H.9.1.1 – Automatic Counter Measures) 15. Fibre optic spotting (see H.12.5 – Using Visually Guided Missile Spotting in Orders) 16. Units staying off table (see H.13 – REMAINING OFF TABLE). The types of fire mentioned above can only be issued at the start of the game or as reaction by a BHQ or higher to information passed to it. The fire should only take place once the unit arrives at its final destination.

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

D.2 – COMMAND STRUCTURE D.2.1 - Command Elements Elements that include command figures are noted on the army lists by a * after the entry indicating that command points have been paid for this element D.2.2 – Unit Commanders All units have a specific command figure and sometimes a second in command (2IC). If there are two commanders (usually western forces) then one is the overall commander and the other is the second in command (2IC). Both count as commanders for the unit. In game terms they are both the same and you never need to know which is which. D.2.3 – Cross Attaching Units Cross attaching is when one unit gives another unit one of its sub units and the other unit gives the first unit one of its sub units. Normally this is when an infantry company gives a tank company and infantry platoon in exchange for a tank platoon. Cross attachments they are allowed unless an army list prohibits. Cross attaching can take place at any level provided that both sub units being cross attached are of the same type. Thus sections can be cross attached between platoons and platoons between companies, but a section from a platoon can’t be cross attached for a platoon from a company. D.2.3.1 –Example of Cross Attaching Units An army has an infantry company with 4 infantry platoons and a tank company with 3 tank platoons. The infantry company gives the tank company 1 infantry platoon and receives a tank platoon in exchange. So the Army ends up with an infantry company with 3 infantry platoons and a tank platoon, plus a tank company with 2 tank platoons and an infantry platoon. Before

HQ

HQ

After

HQ

HQ

D.2.4 – Attaching Units Sub units can be detached from their parent HQ and attached to another HQ. The HQ they are attached to must be of a higher level than the sub unite being attached. Thus a platoon could be attached to a company from a BHQ, but a platoon couldn’t be attached to a PHQ. Unless an army list prohibits attachments they are allowed. D.2.5 – Minimum Unit Size Following Cross attaching and attaching units no unit can be left with less than half of its original number of sub units. D.2.5.1 – Example of Minimum Unit Size An infantry company of 3 platoons could attach 1 platoon to another company and cross attach another as this would leave it with 2 platoons. It couldn’t attach a 2nd platoon away as this would give it less than half its original number of sub units.

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D.2.6 – Attaching Units to Higher Level HQs If a sub unit is cross attached to a higher level HQ how it operates depends on if it has paid command points or not (see D.2.1 Command Elements). If the sub unit has paid command points it can operate as a higher level attached sub unit (see D.4.2 – Unit Integrity). If it hasn’t paid command points it operates as part of the higher level HQ. D.2.6.1 – Example of Attaching Units to Higher Level HQs A player detaches a tank platoon and a mortar platoon from one of his companies. The Mortar platoon has paid command points and thus can operate at a range of 150cm if it can see the BHQ or 75cm if it can’t. The Tank Platoon hasn’t paid command points and thus becomes part of the BHQ and its elements can only operate at the element to element integrity ranges (either 2 or 4cm depending on if they can see the other elements in the BHQ). D.2.7 – Which Sub Units Can Be Cross Attached or Attached Only sub units listed on the army lists can be cross attached or attached. Thus for example you can cross attach something called a “Troop”, “Platoon or “Section”, but can’t cross attach a single element from within a platoon. D.2.8 – Transport Vehicles Some units have vehicles included within them as transports for the unit’s infantry. Once these transports have dropped off their infantry the controlling player has 3 options. 1. They remain with the infantry and stay as part of the same unit. 2.

If they are armed they may form into a unit which is subordinate to their parent unit and will then operate as a section with their parent unit counting as a PHQ.

3.

They may form a separate unit which must then leave the table via the fastest route. They may avoid areas where enemy are known to be within 25cm of. SeeF.11 – KNOWN ENEMIES.

When defending the defender can choose to leave the transport off the table from the start of the game or use either of the other two options.

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

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That same turn the company is hit by artillery fire and all 3 platoon commanders are destroyed. The player will now have to roll to see when the section commander takes command (as there are no platoon commanders left to take command).

D.4 - INTEGRITY The integrity of an element is a measure of how secure and safe they feel. Companies and platoons operate within certain restraints so that the various elements can give mutual (fire) support to each other. This depends more on terrain and where a unit is fighting than on communications. D.4.1 – Element Integrity To maintain integrity each element within a unit (see C.2 - UNITS) must remain within the distance given below of at least 1 other element within the same unit. Destroyed elements of the unit can be used to form this chain, however once a dead element is left behind by the unit it can no longer be used to help form the chain. It’s worth noting that using dead elements is only useful when the unit is stationary as when it is moving it will leave it’s dead behind. Couriers aren’t subject to the integrity rules and can operate anywhere on the table within their own rules (See D.5.4 – Couriers) D.4.2 – Unit Integrity Likewise unit HQs must remain within a certain distance of their parent HQ. In this case however the distance is measured from any element on the subordinate HQ to any element of the parent HQ. D.4.3 – Integrity Distances Element to Element Normal SR/Airmobile/Aerial LR/Para/Special Forces within a unit Normally 2cm 3cm 4cm 3cm 5cm 6cm Defending Section HQ Normal SR/Airmobile/Aerial LR/Para/Special Forces To Platoon HQ Normally 8cm 10cm 12cm 12cm 15cm 18cm Defending Section/Platoon HQ Normal SR/Airmobile/Aerial LR/Para/Special Forces To Company HQ Normally 20cm 25cm 30cm 30cm 40cm 50cm Defending Section/Platoon/Company Normal SR/Airmobile/Aerial LR/Para/Special Forces HQ To Higher HQ Normally 75cm 100cm 125cm 100cm 150cm 175cm Defending Elements can only use the Defending distances if they are still in their start up positions. Once they move they use the “Normally” Row. This bonus represents the elements knowing where their friends are at the start of a battle and having set up local communications. D.4.4 – Measuring Integrity The player measures from the edge of 1 element to the edge of the next element. D.4.5 – Higher Level HQ Integrity For game purposes Higher Level HQs can be any distance from their parent Higher Level HQ. D.4.6 – Integrity of Units Starting on Table On initial deployment ALL elements within units which are starting on the table MUST have integrity within the unit they are part of or attached to. D.4.7 – Integrity of Units Entering the Table at the Start of the Game If the type of game means the units superior command element hasn’t arrived on table yet and that superior isn’t doing a flank march, the unit will count as having INTEGRITY until the units superior command element arrives, provided they follow their initial orders. All flank marching units have integrity until they enter the table. This is to avoid giving away that there are flankers if a group test needs to be made. D.4.8 – Integrity of off Table Units Units listed as off table in the army list, allowed to stay off table by the army list note or stay off table because they meet the requirements listed in H.13 – REMAINING OFF TABLE always count as having integrity. This reflects the extra safety they feel because they are behind the lines. D.4.9 – Detaching Units Units, but not elements may be ordered out of INTEGRITY to either move to a better position to give fire support or deny an objective to the enemy. Any objectives captured by detached units which don’t have INTEGRITY DO NOT COUNT towards your objective points but may deny them to the enemy. Detached Units without INTEGITY will count as “Without Original COs” if they have to make a morale test (see M: MORALE) even if they have a command element that has paid command points to reflect the unit being nervous about not having support from it’s parent unit available.

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D.4.10 – Integrity and Morale When testing the morale of a unit or group, any none detached elements that don’t have integrity will reduce the unit’s or group’s morale (See M: MORALE).

D.5 - COMMUNICATION Communications can be made between units in a number of ways D.5.1 - Hand/Flag Signals This involves a commander waving his arms or flags around to transmit information from his HQ element to another unit or element. Any army may use this form of communications. To be able to transmit information via hand or flag signalling the receiving element must have clear LOS to the sending element and be within auto spotting distance (See F.2.3.1 – Visual Spotting Table), however as sending units commander is waving his hands around to attract attention, when spotting the element drop two rows on the observation table. It’s worth mentioning that this is a double edged sword as the enemy will be better able to spot the element and any enemy sniper will know exactly who the commander is (See J.8 - SNIPERS). Also if the sending element is caught in an artillery barrage then any suppression result will indicate that the sending commander is dead. If the element commander is killed in this way the element will count as suppressed for the rest of the game. Any communication sent via this method cannot be intercepted. D.5.2 – Noise Signals The use of bugles and whistles is very uncommon today, but it has been used within the period the rules cover. Only elements in armies with an EW Level of 0 or lower may use this form of communications. This form of signals can be used to alter a unit's orders to one of the following. 1. Move at Transit. 2. Move at Combat. 3. Stop. 4. Withdraw to nearest cover back along route of march. How far the order can be heard will depend on battlefield conditions and each element will need to be checked to see if it can hear the order (see F.5 – NOISE DETETION). Any communication sent via this method cannot be intercepted (in effect you could figure out what the noises mean, but you’d probably not have time to do so within the few minutes that a Battlegroup battle lasts for).. This is a limited but secure way of sending signals however it can give away the position of the sender and is of little use on a noisy battlefield. D.5.3 - Hard Wired Telephone Link This is also a silent and secure way to send signals but is available to armies doing a Prepared or Concentrated Defence. Each HQ that has paid command points may be given a line to its parent HQ. The route of all telephone lines must be marked on a players map and should take a reasonable direct route from subordinate HQ to Parent HQ. If a line is hit by artillery it will be cut on 7+ on a D10. If Tracked vehicles of 20t or heavier cross the line the will be cut on 9+ on a d10.

D.5.4 – Couriers D.5.4.1 - Motorbike Availability All Higher level HQs which have vehicles will have a few motorbikes available to act at couriers for orders. Any lower level HQs which has these available will be shown on in the army lists. Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise. These move at 80cm on a road and 40cm off road. They count as size S. D.5.4.2 - Bike Availability It is very uncommon to find these available. If they are available they will be shown in the army list. Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise. These move at 20cm on a road and 10cm off road. They count as size V. D.5.4.3 – Horse Mounted Availability It is very uncommon to find these available. If they are available they will be shown in the army list. Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise. These move at 25cm on or off road. They count as size V.

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D.5.4.4 - Runners All HQs with at least infantry element have these available. One Runner is available for each infantry element in the HQ. Generally this means Section, Platoon and Company HQs will only have 1 runner available as the HQ itself is normally a single element, however where the HQ has 2 command elements that are both infantry it will have 2 runners available. Higher level HQs count all infantry elements within the company Unit and so will often have several available. Orders or information sent this way takes time; the path taken by the carrier must be marked on a players map. These move at 8cm on or off road. They count as size T. D.5.4.5 - Messages Couriers can be used to change the orders of the receiving unit however the receiving unit’s position and route of march must be known to the sending HQ when the message is sent. Couriers move to the unit via the route that will get them to the unit fastest, however they may avoid areas if an enemy is known to be in or within 25cm of that area. See F.11 – KNOWN ENEMIES. Once the courier arrives their message will go into effect at the start of the players next phase 1.1. D.5.4.6 – Courier Details Couriers are treated as unarmed, have special rules when shot at by snipers (see J.8 - SNIPERS) and ignore the integrity rules (see D.4 - INTEGRITY) Any courier attacked in close combat will loose automatically and their message will be captured. If the courier is destroyed outside of close combat and element that gets to the position where the courier was killed and knew about the courier can search the area for a message. Roll a d10 check the table below. Courier type Motorbike Bike Horse Runner

Roll required to find message 8+ 9+ 8+ 10

If a message is found it’s captured. See D.5.4.5 - Messages about for details of how it would know about the courier. D.5.4.7 - Captured Messages If a message is captured a player may roll a d100 in each of their phase 1.1s that the capturing unit is still alive and remains stationary. On a roll of 100 the message has been interpreted. Its details can now be passed on up the chain of command via whatever communications the owning player chooses. Alternatively if the unit has a courier of its own available the captured message could be sent to the units parent HQ for analysis, in this case roll the d100 each Phase 1.1 once the captured message arrives. Once interpreted the player finds out what unit the message was for, that unit’s location and what the unit was ordered to do. D.5.4.8 – After the Message is Delivered Once a courier has delivered their message they must return to their parent unit via the fastest possible route. However they may avoid areas if an enemy is known to be in or within 25cm of that area. See F.11 – KNOWN ENEMIES. Once they return to their parent HQ they may be used to send another message. On their return trip they are again subject to possible enemy action. D.5.5 – Radio/BMS/ABMS Almost all modern elements carry radios. For vehicles this is included in the vehicle stats on the Datasheets. For infantry a note will be included in the army list which shows which type of communications the infantry in that army has. Very occasionally the DATASHEET will show a type of communications for an infantry section; this supersedes the general communications level mentioned in the army notes. If an element has BMS it will be shown on the elements entry in the DATASHEET. Any element which isn’t shown as having BMS doesn’t have it. If an element has ABMS it will be shown on the elements entry in the DATASHEET. Any element which isn’t shown as having ABMS doesn’t have it. All radio fitted units in a command are attached to a communications “net”.

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D.5.5.1 - Standard NET configurations Platoon NET – all members of the platoon plus any attached squads. Each platoon has their own NET. Company NET – all platoon HQ elements plus any attached squads. Each company has their own NET. Battalion NET – all company HQ elements plus HQ elements of any attached platoons or squads. Each battalion has there own NET. Artillery NET – all battalion artillery elements and AOOs are on the battalion artillery NET. All direct and general support artillery elements are on the Brigade Artillery NET. There is no delay involved in using the Brigade Artillery NET; instead batteries on it are harder to cal on the artillery request table (See N.4.1 – Artillery Fire Mission Request Table). Air Liaison NET – all ALOs and air defence units are on the Air Liaison NET. Artillery and Air Liaison Nets count as battalion level nets when determining communications time. Bear in mind some platoons are called troops, some companies are called Squadrons and some Battalions are called Regiments (see C.2 - UNITS) D.5.5.2 – Radio Transmission Radio transmission times between elements on the same NET are instantaneous. Thus what a PHQ knows in phase 2.1 the CHQ will also know as they are on the same NET. Communications between nets takes 1 turn per level. Communication between elements takes place during the turn but applies in 1.1 of the player’s next pre-combat phase. Air Liaison Officers request for air support applies in phase 1.3 and AOOs requests for fire support in phase 1.4 of the opponents next pre-combat phase. D.5.5.3 – BMS Transmission BMS radio transmission times between elements instantaneous and independent of NET level. However both elements MUST have BMS for them to use BMS Transmission. Communication between elements takes place during the turn but applies in 1.1 of the player’s next pre-combat phase. ALO requests for air support in phase 1.3 and AOO’s request fire support in phase 1.4 of the opponents turn. D.5.5.4 – ABMS Transmission ABMS is only available to AOOs and Artillery batteries. If both the AOO requesting fire and the battery being requested have ABMS the AOO has a better chance of getting fire support (See N.4.1 – Artillery Fire Mission Request Table). D.5.6 – Transmission Security To determine if a transmission is successful a security check must be made. If the security check fails then the transmission does not succeed. The check is made by rolling 1D10; the number or higher being required for a secure link. Modify the number given below by subtracting the sending armies EW Level and adding any Jamming Levels. Note: - a modified roll of 1 is NOT automatically a failure. D.5.6.1 – Transmission Type Table Radio Type Name

Radio Type on DATASHEET

Base Number

Analogue Radio Early Digital Radio Modern Digital Radio Battlefield Management System

AR EDR MDR BMS

4 2 0 -1

For all BMS tests add 4 to the roll if within 20cm of an artillery fire zone OR 6 if within an artillery fire zone. BMS transmissions cannot be intercepted. D.5.6.2 – Comms between Different Types of Radio For simplicities sake within the rules it is assumed that newer radios have backup channels allowing them to link to older one. In game terms this means comms between elements uses the rules for the oldest type of radio. Type Effect If an element has AR then comms to and from that element use the AR numbers above. AR If an element has EDR and is talking to an element with EDR, MDR or BMS then comms to and from that EDR element use the EDR numbers above. MDR If an element has MDR and is talking to an element with MDR or BMS then comms to and from that element use the MDR numbers above. BMS If both elements have BMS they use the BMS numbers above.

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D.6 - CHANGING ORDERS A unit's orders may only be changed by a higher command element if it has integrity and the higher level commander is aware of the circumstances that require the order change. See D.5 - COMMUNICATION for details on how communication takes place from subordinate unit to parent unit and how orders can be sent form the parent unit to the subordinate unit. Only a single security roll is required for all elements within a unit to get the change of orders (this is a deliberate simplification to stop buckets of dice being needed to change orders and the complexity of some of a unit being on the old orders and some on the new ones), though orders to a detached unit would need 2 rolls (one from higher to parent and 1 from parent to detached. Please see D.7 – REACTING TO THE ENEMY for how and when a unit can react to enemy presence.

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

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D.7.3 – Failure to Control a Unit If the roll is under the number the control test has failed and the unit will react as follows. Check the roll against the table below to see what the unit does. Roll Situation Effect Unit carries on with orders Odd Always Minefield test Move to edge of minefield and remain still and request change of orders. At least 1 element in Each vehicle may move up to 5cm and each infantry element up to 2 cm, the unit the unit can penetrate then stops and returns fire. Infantry may deploy. The move is only allowed the turn what’s firing at them the reaction is made following this the unit remains still. at this range. Otherwise Move to nearest cover at full combat speed and stop there to await new orders. Infantry will dismount once in cover. Even If there is no cover move back down your route of march at full combat speed until out of sight of the enemy firing at you or out of the artillery fire zone and await new orders. If it’s not possible to move backwards out of sight or out of the fire zone stop and await new orders. D.7.3.1 – Example of Failure to Control a Unit A trained tank platoon is fired at be an enemy tank platoon. Because the unit is under fire the player must make a control test under situation 2 (see above). The player rolls a d12 and gets s 3. Checking the control table we can see a 5+ was needed so the control test failed. As the roll was an odd number looking at the Situation 2and 3 failure table above the player can see that the unit will continue with its orders. D.7.4 – Ending Reaction Once the reason for the reaction ends the unit returns to its previous orders. It must return to its route of march via the shortest route. It moves at the speed given in its original orders. Note: A unit must attempt all possible methods to detect the enemy it is reacting too. The minefield reaction ends when the unit is no longer in the minefield. D.7.5 – Changing a Reacting Units Orders During the time the unit is engaging the enemy their orders can be changed, but will only take effect if the unit passes a control test as shown above. However once the reaction ends the unit will use the new orders instead of the original ones.

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E: MOVEMENT E.1 - INTRODUCTION All ground elements have been given speed rates for moving on a road or travelling cross-country. Movement rates can be found on each army’s DATASHEET. The total distance an element can travel in a turn depends on the terrain they are moving over and the modifiers.

E.2 - MOVEMENT DEFINITIONS E.2.1 – Movement Definitions Table MOVEMENT cm of movement TYPE needed to move 1cm on Table TRANSIT SPEED COMBAT SPEED

-

ROAD

-

CROSS COUNTRY NORMAL TERRAIN POOR TERRAIN HEAVY TERRAIN BAD TERRAIN GOOD TERRAIN

-

BUILT UP AREA (BUA)

REVERSE

1cm 2cm 4cm 10cm 1.1cm BUT using road speed See Below

2cm

IMPASSABLE

Not Possible

LIGHT OBSTACLES

Shown on DATASHEET as L value Shown on DATASHEET as M value Shown on DATASHEET as H value Shown on DATASHEET as M value Shown on DATASHEET as M value Elements water speed

MEDIUM OBSTACLES HARD OBSTACLES STREAMS

DITCHES

AMPHIBIOUS

TOWING AVLB

On road 1.1cm Off Road 2cm -

DEFINITION

The element must move faster than its combat speed and may move at up to its full TRANSIT SPEED and cannot fire. This is the maximum speed that an element may move at and still be able to fire (Stabilisation has been accounted for). Elements may move at up to its full COMBAT SPEED. Roads include lanes and tracks and to use road speed the element MUST spend the whole turn on the road. Roads are two lanes wide (unless multi-lane) and tracks one. If a road is completely blocked the column can either leave the road, joining once past, or take a turn to push the obstacle out of the way (see E.2.2 – Pushing a Destroyed Vehicle out of the Way table below). This is the standard cross-country speed. This is the basic terrain. If terrain isn’t classed as Poor, Heavy, Bad or Good Terrain and isn’t IMPASSIBLE it will be NORMAL TERRAIN. Poor terrain is terrain which slows elements a little. Heavy Terrain is denser that Poor Terrain and slows elements to a greater extent. Bad terrain is denser still than Heavy Terrain and slows elements even further Good terrain includes hard sand, steppes etc. Vehicles may travel through the open spaces in built up areas but cannot enter small buildings. Vehicles can enter large buildings (e.g. hangars, barns etc) and AFV’s can enter a medium building but on a roll of 1 or 2 on a d10 the building collapses destroying the AFV. Infantry can move through buildings and open areas. A vehicle must remain stationary for at least half a turn before it can reverse (so it could move forward for a quarter of turn and then remain still for half a move and finally reverse for a quarter of a move). Vehicles with front and rear driving positions (e.g. Luchs) move at normal speed forwards and back. Vehicles cannot move in forests, cliffs (touching contours), Anti-tank ditches, etc. Bogs and swamps are impassable unless the vehicle is amphibious. Cliffs are impassable to most infantry. Light obstacles include hedges, fences, light barbed wire etc. Take the relevant movement off the speed rate of the terrain. Medium obstacles include walls, streams, ditches, etc. Take the relevant movement off the speed rate of the terrain. Hard obstacles include bocage, dense barbed wire etc. Take the relevant movement off the speed rate of the terrain. Roll a d10 for each vehicle crossing to test if it got stuck. Tracked vehicles get stuck on a roll of 1-2 and wheeled on a 1-3. If stuck test again next turn and if the roll fails again the vehicle is stuck permanently. Roll a d10 for each vehicle crossing to test if it got stuck. Tracked vehicles get stuck on a roll of 1 and wheeled on a 1-2. If stuck test again next turn and if the roll fails again the vehicle is stuck permanently. Vehicles capable of swimming or snorkelling have their details given in the DATASHEETS. See E.2.8 – Amphibious Movement Rules for further rules on Amphibious movement. Any vehicle can tow a trailer Armoured Vehicle Launched Bridges (AVLBs) cross rivers, trenches, Anti-Tank Ditches etc up to 2cm in width. It takes a full turn next to the obstacle to lay or lift the bridge. Amphibious bridges, ferries and pontoons have their details given in the ARMY LISTS.

FERRIES AND PONTOONS *Designers note: - I’ve only ever seen players slow down if they know there’s a minefield ahead. Their troops of course don’t know about the minefield so shouldn’t slow down.

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E.2.2 – Terrain Definitions Table Terrain type Effect of Vehicles Effect on Infantry Normal Terrain Normal Terrain Open Ground outside built up areas* Poor Terrain Normal Terrain Light woods Heavy Terrain Normal Terrain Dense woods Bad Terrain Poor Terrain Very dense woods Impassable Poor Terrain Forest/Jungle Poor Terrain Normal Terrain Soft ground* Bad Terrain Poor Terrain Soft sand Bad Terrain Poor Terrain Marsh* Impassable Bad Terrain Swamp* Poor Terrain Poor Terrain Steep slopes (contours between 1-2cm apart) Bad Terrain Very steep slopes (contours up to 1cm apart) Heavy Terrain Impassable Impassable1 Cliff (contours less than 0.2 cm apart) Roads Roads Roads in built up areas Heavy Terrain Normal Terrain Open spaces in built up areas Bad Terrain Poor Terrain Within buildings Poor Terrain Poor Terrain Stream bed Poor Terrain Poor Tarrain2 Light Snow on terrain marked * above Heavy Terrain Heavy Tarrain2 Snow on Terrain Marked * above Bad Terrain Poor Tarrain2 Heavy Snow on Terrain Marked * above 1 Mountain trained troops may climb cliffs at a rate of 1 contour per turn. 2 Ski Trained troops can move at double normal terrain cross country speeds. E.2.2 – Pushing a Destroyed Vehicle out of the Way table Weight of pusher compared to Weight to be pushed Time taken ½ a turn Twice or more as Heavy 1 Turn Heavier but less than twice as heavy 2 Turns Half as Heavy up to weight of target Not Possible Less than half as heavy If an engineer vehicle is doing the pushing double its weight. The time given above is to push the target vehicle ½ cm which should clear it out of the way and clear a road or bridge. E.2.3 – Types of Building In reality there is a vast variety of buildings, some flimsy, some strong, some empty like hangers and some full of equipment like factories. To keep things simple within the rules they are simply classified as small, medium or large. Small buildings are up to 1.5cm by 1.5cm or 3 square cm for none square ones. Medium buildings are up to 3cm by 3cm or 9 square cm for none square ones. Large buildings are any building larger than a medium one. See above fore restrictions on vehicles entering buildings. E.2.4 – Crushing Soft Vehicles Vehicles can drive over and crush stationary soft vehicles if the crushing vehicle is tracked, larger than the vehicle to be crushed and weights at least twice as much as the vehicle to be crushed. Crushed vehicle are destroyed. E.2.5 –Road Degradation Roads and tracks hit by ground burst HE artillery or bombs can become clogged with rubble or cratered to a degree that they are no longer useful as roads. Such roads count as normal going. Because of this an element using such a section of road cannot use road speed even if the rest of the move is on unaffected roads. Terrain type Degraded By 120mm or larger rounds artillery Roads in BUAs OR Bombs of 125kg or larger. 140mm or larger rounds artillery Roads in Dense Woods. Very Dense woods, Forests or OR Jungles Bombs of 250kg or larger. 155mm or larger rounds artillery All other Terrain OR Bombs of 250kg or larger. Note that in campaign games or long games you may wish to allow smaller calibre artillery to do damage eventually, but for normal play where the battle is only a few minutes long these smaller calibre weapons are ignored.

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E.2.6 – Floors in Buildings Buildings generally come in 2 flavours, Type Roof Access Floors in building Yes 1 per contour Flat roofed No 1 less than the number of contours the building is high (e.g. 3 contour building has 2 floors) Pointed Roofs Normally Infantry can climb and clear 1 floor in a move, but can descend 4 floors in a turn. However infantry in a defending army are assumed to have cleared all buildings within their deployment zone and can climb 1 floor per quarter move provided enemy have not been spotted or come within auto spot distance within 5cm on the building at any point during the game. Multiple infantry can occupy the same building and will only fight each other if they attempt to enter a floor already occupied by the enemy. If the roof can be accessed the infantry can move onto the roof and this takes an additional turn. E.2.7 – Stuck Elements Elements which become permanently stuck must test morale (see M: MORALE) on their own each turn they don’t have INTERGRITY (see D.4 - INTEGRITY). If their morale falls to Withdraw the crew abandon the vehicle and it counts as destroyed. The Crew are not placed on the table, they just disappear. Units with stuck elements must continue with their orders. Any stuck vehicles count as ok until destroyed or abandoned. If the command element of a unit becomes stuck the unit may move on without them. They will count as with original CO unless the CO is destroyed or abandoned. E.2.7.1 – Example of Stuck CO A SR Recce platoon of 4 Chilean Sherman Mk.60s crosses a stream. The commander becomes permanently stuck and the other 3 tanks move on. Once they get beyond INTEGRITY distance (see D.4 - INTEGRITY) of their CO the CO will have to check each turn to see if the crew give up and leave the vehicle. After a couple of turns the crew’s morale falls to WITHDRAW and they abandon the Sherman. Up to this point the rest of the platoon didn’t need to make a morale check, but with the “loss” of the CO they will need to make a morale check with 25% losses and no original CO An Engineer vehicle with a winch can free a stuck vehicle taking 2 turns to do so. The stuck vehicle doesn’t need to test morale while it is being freed. The engineer vehicle must move to within 1cm of the vehicle to be freed. Once it’s within 1cm the following turn it can begin freeing the stuck vehicle. Once the stuck vehicle is freed its morale changes to the same as the rest of its unit. E.2.8 – Amphibious Movement Rules E.2.8.1 – Preparing for Amphibious Movement Vehicle screens or snorkels take 4 turns to erect and take 2 turns stationary to prepare for combat after crossing a river. Designate riverbanks suitable for crossing before the game begins. Vehicles with an amphibious movement factor (amp on datasheet) require no preparation time to swim. E.2.8.2 – Limits of Amphibious Movement Screens and snorkels can only be used to cross rivers. Vehicles with an amphibious movement factor can cross any body of water. E.2.8.3 – Getting stuck when using Amphibious Movement Elements entering or exiting a body of water have a chance of getting stuck as they enter or leave. Roll a d10 for each vehicle entering or leaving to test if it got stuck. Tracked vehicles get stuck on a roll of 1 and wheeled on a 1-2. If the vehicle stuck test again next turn and if the roll is failed again the vehicle is stuck permanently. E.2.8.4 – Firing while using Amphibious Movement Vehicle screens or snorkels cannot fire while crossing or until they have been prepared for combat.

Vehicles with an amphibious movement on the datasheet may fire if they moved at up to half their amphibious speed. They always count as firing on the move even if stationary. Firing ports and hatches cannot be used while the vehicle is swimming. ATGWs cannot be fired be fired from swimming vehicles. AAGWs can only be fired from stabilised specialist vehicles. E.2.8.5 – Spotting and Firing at vehicles using Amphibious Movement If you wish to engage a vehicle after it’s entered the water the following special rules apply. If the vehicle is destroyed it sinks and any occupants are automatically destroyed with no chance of escape. E.2.8.5.1 – Vehicles with Screens Vehicles with screens are spotted as their normal size and fired at as their hull down size. They count as armour 0 (i.e. soft) targets and are fired at using area fire.

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E.2.8.5.2 – Vehicles with Snorkels Vehicles with snorkels are spotted and fired at as size T targets. They count as armour 0 (i.e. soft) targets and are fired at using area fire. E.2.8.5.3 – Vehicles with an Amphibious Movement factor

Vehicles with an amphibious movement factor as spotted and fired at using their hull down size. They count their normal armour factor for working how to fire and the effects of a hit. E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE The following table lists the maximum an element may move in adverse visual conditions. When only a part of an elements movement is in such conditions (e.g. moving though smoke), calculate out the portion of the move spent in those conditions and reduce the elements movement by that portion. Vehicles moving using TID must follow the normal TI rules (see F.2.5 – Types of Thermal Imager (TI)). E.3.1 - Movement Distances in Poor Conditions Table Conditions Night driving equipment Night Night Light Rain or Light Snow Mist or Rain or Snow Heavy Rain or Heavy Snow Fog or Sandstorm Partial Smoke Partial Smoke Partial Smoke Full Smoke Full Smoke Full Smoke Full Smoke IRB Smoke * WL is White Light TI2+D = TI2D, TI3D or TI4D TI3+D = TI3D or TI4D

None Any, In Illumination Zone or White Light N/A N/A N/A N/A TI1D TI2+D No TID TI1D TI2D TI3+D No TID N/A

Max safe move Road XC 10 5 30 15 40 20 20 10 10 5 1 1 40 20 160 80 20 10 20 10 80 40 160 80 10 5 10 5

E.3.2 – Own Smoke Discharges Passing though your own smoke discharger screen doesn’t slow movement at all. E.3.3 – Multiple Conditions Apply

If moving in more than 1 condition use the worst distance and halve it. E.3.3.1 – Example of multiple Conditions Moving on a road at night with TID in rain, maximum movement is 30cm at night and 20cm in rain, the worst is 20cm, which is halved to 10cm maximum movement. E.3.4 – Example moving in poor Visibility Conditions A Jeep moves down a road and passes though a 10cm wide partial smoke screen. The jeeps normal move is 50cm. After 10cm it enters the smoke and moves the 10cm though it. 10cm is half of the maximum 20cm the element could move though partial smoke, thus it takes the jeep half a move to pass through the screen. Half of the 50cm it started with is 25cm, however it moved 10cm it before entering the smoke so in total it has moved 35cm leaving the jeep with 15cm of road movement left. E.3.5 – Infantry in Poor Conditions Halve all the above for infantry. If the maximum distance is more than the elements movement the element is limited to its normal movement. E.3.6 – Aerial Elements at Night Aerial elements use the road speed above in all conditions when flying at NOTE and double the road distances when flying at contour. When flying higher than contour there is no restriction. However see O.5.3 – Flying at Night without Pilot Night Vision and O.7.2.3 – Requesting Aircraft at Night.

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E.4 - ENTERING OR EXITING VEHICLES Infantry can only enter or exit a vehicle that is stationary or using COMBAT SPEED. E.4.1 – Exiting a Vehicle It costs the vehicle half of its move to have all the infantry its carrying exit. The vehicle may move up to half its maximum move. Infantry exiting a vehicle will be able to move after exiting. However they will only move a fraction of their move equal to the fraction of a move the vehicle has left. When there are multiple infantry elements in a vehicle place them as per the following diagram. E.4.1.1 – Placing Multiple Infantry Element from a Vehicle 3rd

6th

8th

1st

2nd

7th

4th

5th

9th

E.4.1.2 – Example of Exiting a Vehicle A M2A2 Bradley can move 20cm at Combat Speed cross country. The Infantry element it’s carrying can move 3cm at Combat Speed cross country. If the Bradley moves 8cm then drops off the infantry element it will have 2cm left it can move as it costs it half a move to drop off the infantry. As the Bradley has moved 8/20th (8cm movement) and it costs the infantry half a move to exit the infantry will have used 18/20ths of their move leaving the 0.3cm they can still move. If the Bradley had dropped them off at the start of its move they could have move 1.5cm. E.4.2 – Entering a Vehicle It costs each infantry element half of its move to enter vehicle. When entering the vehicle the infantry element must have enough movement to reach the rear of the vehicle. A vehicle may move before the infantry enter it, but if it does so it will reduce the infantries move by the fraction of its move it uses. A vehicle may move after infantry have entered. However the vehicle will only move a fraction of its move equal to the fraction of a move the infantry has left. E.4.2.1 – Example Entering a Vehicle A M2A2 Bradley can move 20cm at Combat Speed cross country. An Infantry element can move 3cm at Combat Speed cross country. If the Bradley moves 1cm then stops to pick up the infantry. The Bradley has moved 1/20th its maximum move and thus the infantry will have 19/20ths left, however as they plan to enter the vehicle which will cost them half their movement the have in fact got 9/20ths left. They move 0.9cm = 6/20ths of their maximum leaving 3/20ths of a move left. This means the Bradley can move 3cm move after picking them up. E.4.3 – Effect of Infantry Entering/Exiting a Vehicle on that Vehicles Firing If the vehicle remains stationary while infantry elements enter or exit it, it will count as stationary if it fires. If the vehicle moved using combat speed it will count as moving.

E.5 - HULL DOWN AND TURRET DOWN Hull down and Turret down are positions that vehicles take up to see over a terrain feature but reveal as little of themselves as possible. Hull down is only effective when the observer or firer is beyond the obscuring terrain, if an enemy can see round from the side of the terrain then being hull down has no effect on that enemy. E.5.1 – Turret Down Turret Down is when a vehicle moves up to a crest line to where only the turret top is showing to enemy observers. This allows the vehicles commander to spot with little chance of being seen. Once turret down the vehicle is placed 1cm back from the edge of a crest line It takes a quarter of a vehicles movement to go turret down. The commander can see over the hill and can fire ONE roof mounted weapon (prefixed p, t or cu) of the players choice. Turret down size and roof mount weapon area fire numbers are shown on the DATASHEET.

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The Commander can be fired at using area fire (see J: AREA FIRE). If there is in a cupola (cu) or turret (t) on roof of the vehicle the commander counts as in cover otherwise the commander counts as in the open. If the commander is killed the vehicle counts as permanently suppressed. If the commander is from a HQ vehicle the unit the vehicle is from will have just lost its commander if there is no 2nd HQ element (see D.3.1 – Loss of Commander). If the vehicle is caught in an artillery zone the commander can both duck down inside the vehicle and loose any spots they have or they can stay out of the vehicle and keep their spots. If they drop down into the vehicle test the vehicle as normal. If the commander stays out of the vehicle test him as infantry in the open and test the vehicle as open topped. If the commander is killed the vehicle becomes permanently suppressed. If the vehicle is killed so is the commander. Any RCT (See F.2.1.3 – Remote Controlled Turrets) can also fire while the vehicle is turret down. Elements which are turret down can be spotted with GSR on the turn they go turret down but are spotted as Infantry. E.5.2 – Hull Down on Hills Hull down on hills is where an AFV moves up to crest line so as to only show its turret to enemy observers and can fire all turret and roof mounted weapons. Once a vehicle is Hull down vehicles it must be placed touching a crest line. There are THREE methods of moving into a Hull Down position: E.5.2.1 – Fast Drive onto the feature and reverse into the hull down position (just move the figure up to the crest line as part of its normal move). This costs the same as crossing a light obstacle (see E.2.1 – Movement Definitions Table). This method is fast but shows the whole vehicle. Thus when being observed by enemy on the other side of the hill it counts its full size moving in the open. If the enemy fires the vehicle receives the benefit of the hull down size modifier. E.5.2.2 - Cautious Carefully move into the hull down position. This method takes half of a vehicles movement to complete but only shows the hull down size to enemy observers and counts as moving in open. E.5.2.3 - Extra Cautious Creep from turret down to hull down. This may only be done if an element starts the turn turret down. This only requires 1cm of movement shows the hull down size counting as moving in cover and allows the vehicle to detect and fire as if stationary. If the commander spotted a target whilst turret down they can hand the target off to the gunner (See F.2.6.4 – Handing off Targets) E.5.3 – Height of Turret and Hull down vehicles on Hills Hull and turret down vehicles count as being at on the contour the crest line is on. E.5.4 – Hull Down using Walls and Hedges Hull down on walls and hedges is where an AFV moves up behind a wall or hedge line so as to only show its turret to enemy observers and can fire all turret and roof mounted weapons. Once a vehicle is Hull down vehicles it must be placed touching a crest line. It takes 1cm of movement to move up into a hull down position behind a wall or hedge. E.5.4.1 – Effect of Hull Down behind a Wall The vehicle is spotted and fired at as hull down. E.5.4.1 – Effect of Hull Down behind a Hedge The vehicle is spotted as hull down, but fired at as its normal size. E.5.5 – Moving out of Hull Down to fire Sometimes a Hull Down elements will find enemy has moved into depression dead ground where it can see them but cannot fire at them (See G.1.1 – Depression Dead Ground). In this case the element can creep up the hill so that it is on the crest into a position to fire. The element no longer counts as hull down but will not count as moving. This move can be made during the react fire Phase (Phase 2.3) or the Normal fire phase (Phase 2.4).

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E.6 - PREPARING WEAPONS AND EQUIPMENT Elements moving at TRANSIT SPEED can only begin setting up weapons once the stop moving. Elements moving using COMBAT SPEED can begin setup as part of their movement. Any weapon will be ready to fire provided there as at least half a move left. E.6.1 – Preparing Weapons and Equipment Table TIME WEAPON TIME WEAPON Man portable AAGWs AVLBs to lay bridge 1/2 TURN 1 TURN All SP Mortars Towed field guns to fire direct 1/2 TURN 1 TURN Towed Mortars up to 81mm SP guns to fire indirect 1/2 TURN 1 TURN AAA guns and Radars Towed field guns to fire indirect 1/2 TURN 2 TURNS SFMG, HMGs or AGLs SP salvo rockets to fire indirect 1/2 TURN 3 TURNS Ground mounted GSRs Towed salvo rockets to fire indirect 1/2 TURN 4 TURNS Towed Mortars 82mm+ Heavy rockets 1 TURN 10 TURNS AT Guns/RCL Rifles 1 TURN Note: the time taken to pack up is half that of the above except AVLBs which takes 2 turns. Man portable ATGMs setup times vary depending on how heavy they are and are shown on the DATASHEET. E.6.2 – Example of Setting An infantry element is moving at Combat speed and carrying ITOW which takes a move to set up. The can move at 3cm. The owning player moves them 1.5cm and then begins to setup the ITOW. As 1.5cm is half a move the ITOW will be setup and ready to fire in the players next bound. If the player had moved them 2cm they wouldn’t have been ready to fire until the players bound after next. E.6.3 – Dismounting Equipment The army lists sometime list vehicles that can dismount parts of their equipment, such as ATGW launchers. It takes the setup time listed above to dismount each piece of equipment. If the item is not listed above (such as MGs) it takes a quarter of a turn per item. For example to dismount 2 MGs takes a quarter of a turn x2 = half a turn. This time represents the vehicles crew or an infantry element using tools to remove the equipment from the vehicle. See M.2.3 – Dismounts and Morale for morale effects of a dismounted element. Dismount elements which are still mounted are killed if their vehicle is killed. Before a dismount element dismounts all a vehicles weapons can fire, but the dismount element cannot. Once a dismount element dismounts it is assumed only the driver is left on board and the vehicle cannot fire until the dismounted element remounts.

E.7 - TANK RIDING Some lists allow troops to tank ride. Only units specified can tank ride. They suffer from the following disadvantages. 1. If hit by Arty they count as being Infantry in the open 2.

If the vehicle they are riding on is hit by direct fire, but not destroyed roll a d10, on 1-5 they must test to escape and take any damage from the escape table, but stay mounted. On a 6-10 they are unharmed.

3.

If the vehicle is destroyed they must test to escape. In both 2 and 3 treat them as if hit by HEAT.

Troops cannot tank ride vehicles equipped with electric armour unless the player writes in their orders that those vehicles have turned off their electric armour. If the Armour is turned off the vehicle gains no benefit from it.

E.8 – MOVEMENT IN RESTRICTIVE TERRAIN Vehicles moving in terrain they count as restrictive (see F.2.2.2 – Restrictive Terrain Table) can make a single 22½ degree turn at the start of movement.

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F: DETECTION F.1 - INTRODUCTION Elements can be detected in a number of ways which are split into three levels of accuracy. If an element is moving at COMABT speed or is stationary and fails all its spots or cannot spot it may use 1 method of location or detection to try to find the enemy. Spotting – Highest level of accuracy (See F.2 – VISUAL SPOTTING and F.3 – ELECTRONIC SPOTTING). Location – Medium level of accuracy (See F.4 – LOCATION) Direction Detection – Lowest level of accuracy (See F.5 – NOISE DETETION and F.6 – DIRECTION DETECTION) In addition to this section there are a few electronic sensors listed in Q.2 - SENSING EQUIPMENT which detect in unique ways. F.1.1 - Line Of Sight (LOS) F.1.1.1 – LOS to Ground Targets To spot, locate or detect the direction to a target there must be a line of sight. However no line of sight is required for BMS location or to detect the noise made by a target. Because the miniatures used are bigger than the scale used a straight line must be traced between the centre of the observer’s miniature and the centre of the target miniature to count as in LOS. If an object (that cannot be seen through) is in the way then there is no LOS. Normally elements do not block line of sight however they will in the following situations. 1. The target element and the blocking element are in a column on a road and within 2cm of each other. 2. The player states that one element is hiding behind another at the end of moving the hiding element. In this case the element must be placed touching the blocking element However in both cases the blocking element must be the same size or larger than the element being blocked. The LOS is only blocked if the line passes through the blocking element. F.1.1.2 – Examples of Line of sight

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

Tank A

Tank D

Tank C

Tank A has no LOS to Tank F because Tank E and F are in a column on a road and thus E is As LOS to F.

Tank E

Tank B on the otherhand can see Tank F as Tank E isn’t in the way

Tank B Tank F Tank G

Tank A may have LOS to tank D depending on how far D is inside the wood and what night vision equipment A has.

Road

At the end of moving Tank Gs the owning player says G is hiding behind B. This means Tank A has no LOS to it, BUT Tank F does have one as its line of sight doesn’t pass though Tank B.

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F.1.1.3 - Contours and Height Hills are made up of contours that are about 4m high. Contours between elements block LOS unless at least one of them is hull down or turret down (see E.5 - Hull Down And Turret Down). An elements height is the same as the contour level it is on unless it is hull down or turret down to an enemy observer, in which case it counts as the contour above. The following are heights of normal terrain: Terrain Type Normal Height 1 contour per floor of the building plus 1 contour for any roof. BUILDINGS As a rule of thumb buildings in Villages and towns should be 3 contours high if they have pointed roofs and 2 contours high if they have flat roofs. Cities vary a lot but again as a rule of thumb assume they are 5 contours high and flat roofed.

LIGHT WOODS DENSE WOODS V.DENSE WOODS SMOKE SCREENS VILLAGES, TOWNS & CITIES

Obviously building built up area can vary massively, varying from low flat roofed 1 floor high buildings to skyscrapers and factories. 3 contours high. 4 contours. 5 contours. 3 contours high. Open areas count as 3 contours high (this assumes gardens with trees etc). Buildings within them can be taller but if not marked count as 3 contours high.

F.1.1.4 - Visible Dead Ground If a higher observer (A) is trying to look over an intervening feature (B) then there will be an area that is out of view behind that feature. If the feature is the same height as the observer then nothing can be seen beyond. Measure the distance from the observer to the furthest edge of the intervening feature and multiply the measurement by the following calculation: HEIGHT OF INTERVENING FEATURE (B) OBSERVERS HEIGHT (A) minus HEIGHT OF INTERVENING FEATURE (B) E.g. an observer at contour level 3 is looking over a 1 contour high hill and the distance from the observer to the furthest edge of the intervening hill is 30cm. Therefore 1 (B) divided by 2 (A minus B or 3 minus 1) = 0.5 = 30cm divided by 0.5 = 15cm. The dead ground beyond the furthest edge of the 1 contour hill is 15cm (the observer cannot see into this area at all). F.1.1.5 – LOS to Aerial Targets LOS to Aerial Targets at Contour or NOTE is worked out in the same way ground targets (see F.1.1.1 – LOS to Ground Targets) To Check LOS for Spotting Aerial Targets use the following Table Aerial Target Height Spotter in Woods or BUA 20cm without TI and 50cm with. Low 50cm without TI and 125cm with. Medium 125cm without TI and Anywhere on table with. High

Spotter outside Woods or BUA Anywhere on table Anywhere on table Anywhere on table

F.1.1.6 – LOS from Aerial Targets LOS from Aerial Targets at Contour or NOTE is worked out in the same way ground targets (see F.1.1.1 – LOS to Ground Targets) To Check LOS for Ground Targets from Aerial Targets use the following Table Aerial Spotter Height Target in Woods or BUA 20cm without TI and 50cm with. Low 50cm without TI and 125cm with. Medium 125cm without TI and Anywhere on table with. High

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Target outside Woods or BUA Anywhere on table Anywhere on table Anywhere on table

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

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F.2.2 – Visibility Arcs For visual spotting which way an element is facing is important. Targets are either in arc, or out of arc. See next diagram for details of arcs. For vehicles without turrets the arc is based on where the front of the vehicle is. For vehicles with turret the arc is based on the front of the vehicle if it isn’t firing and hasn’t spotted or located a target. If it is firing of has spotted or located a target it’s assumed the turret is pointing in that direction and the arc is based on this direction If a target is out of arc it will be harder to spot for visual spotting.

45° each side if Ground vehicle or Aerial Vehicle at NOTE or Contour. 90° each side if infantry or Aerial Vehicle at LOW, MEDIUM or HIGH. “Down the Edge” Turreted vehicle with a heavy weapon in Restrictive Terrain.

F.2.2.1 – Turreted Vehicles in Restrictive Terrain Turreted Vehicles with heavy weapons travelling through close terrain will find it almost impossible to turn their turrets without hitting them on some obstruction or other. To reflect this, the player must decide as the vehicle enters close terrain if the turret will be pointing forwards or backwards and it must stay facing that way until it exits close terrain. The gunner in such a vehicle can only spot in the direction the turret is pointing in and can only see a target that is between the miniatures edges, see “Down the edge” above. There is no out of arc in this situation as the gunner can’t look anywhere but the direction the turret is facing. When on the edge of restrictive terrain use the normal visibility arc but the vehicle cannot spot targets outside this arc at all. When travelling through restrictive terrain on a road you will count as in restrictive terrain if your column is as wide as the road in terms of number of vehicles. Thus on a 2 vehicle wide road you will count as in restrictive terrain if you are in a 2 vehicle wide column, but not if you are in a 1 vehicle wide column. F.2.2.2 – Restrictive Terrain Table What counts as Restrictive terrain depends on the type of Terrain and the calibre of the weapon. Larger calibre weapons are longer and thus affected by more terrain. Terrain Light woods Dense woods and BUA Very dense woods

Calibre which counts terrain as Restrictive 50mm or Larger 30mm or Larger 12.7mm or larger

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F.2.3 – Visual Spotting Details Find the size of the target element on the table and then add up all the modifiers that apply and move up or down this number of rows. If you reach the maximum or minimum row stop as spotting can’t get any harder or easier. This will give you 2 numbers which are explained after the table. F.2.3.1 – Visual Spotting Table Target Size Spotting Range -/250 Maximum 250/200 225/150 150/100 X 120/80 90/60 L 75/50 60/40 M 45/30 30/20 S 25/15 15/10 V 10/8 10/5 T 5/2 2/1 1/Minimum

Modifiers Modifier Effect Down 1 Spotter Suppressed Down 1 Spotter Using Combat Speed Down 2 Spotter Using Transit Speed Down 1 Spotting into/through Partial Smoke without TI2+ Down 1 Target Out of Arc Down 1 Target In Cover Down 2 Target in Heavy Cover Down 1 Target Basic Camouflaged Down 2 Target Full Camouflaged Up 1 Spotting Target in Cover with TI2+ Up 1 Spotting Target in Heavy Cover with TI2+ Spotting Target in Non Thermal Camouflage with TI2+ Up 1 Up 1 Target Located by Spotter Up 1 Target Direction Detected and in spotters front arc Up 1 Target Moving Up 1 Target Fired Small Arms or Weapon Without BB Up 2 Target Fired Heavier Weapon or Weapon with BB Up 2 Targets Commander is using hand signals or Flags for communications Down 1 First Fibre Optic Spot for this missile Down 1 Fibre Optic Spot at 25cm Down 2 Fibre Optic Spot at 10cm Down 3 Fibre Optic Spot less than 10cm Illumination Zones count as daylight with the following modifiers (use the best number of zones below) Down 1 Target Stationary in Illumination Zone Down 3 In Single Illumination Zone Down 2 In 2 Illumination Zones lit from directions 90 degrees+ apart Down 1 In 3 or more Illumination Zones lit from directions 90 degrees+ apart Use the best of the below Up 2 Target Using IR and firer has TI (of any type) or IR Up 3 Target Fired at Night Outside Illumination Zone Up 3 Target used Searchlight at Night Outside Ill Zone Up 1 Target used White light at Night Outside Ill Zone

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

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



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



TI2+ means TI2, TI3 or TI4 (see F.2.5 – Types of Thermal Imager (TI))



Target will only be using IR at night and the owner has the option of ordering it to not use its night fighting and driving equipment if they wish.

Elements on ATGM overwatch count all targets at out of arc except those firing missiles, which they shift 1 row down on the observation table. Elements on AA overwatch count all targets below low level as out of arc. Setting up equipment doesn't count as moving for spotting however some elements are larger while setting up, as you can spot at any point in their move you can spot them at their largest size. Some elements are shown on the sheets as “Always TI camouflaged”. This means the element is always camouflaged when looked at with TI. If looked at with any other visual equipment they don’t count as being camouflaged, unless they are camouflaged normally too. Note: - A target being spotted in cover with TI2+ will count as “Target in Cover” and “Spotting Target in Cover with TI2+” which will cancel each other out. Likewise modifiers for Heavy Cover and Non Thermal Camouflage will be partial offset by TI2+.

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F.2.3.2 – Surprise Spotting Occasionally an element will be taken by surprise by the arrival of an enemy element to the units flank or rear. If all the following are true the spotting element must make a surprise spotting attempt rather than a normal one. • If a target element wasn’t in line of sight of the spotting element during the last fire phase it could have been fired at. • The target element is now in line of sight of the spotting element • The target element can be fired at in the phase by the spotting element • The target element is not the spotting elements front arc (see F.2.2 – Visibility Arcs) Provided the element is within possible spotting distance the spotting element may attempt to spot it. To do this roll a d10 and the target element is spotted on a roll of 6+. Note that in this case spotting grenades or bombs have no effect. Not also that the auto spotting distance is not used, you ALWAYS roll. F.2.3.3 – Range to and from Aerial Vehicles Aerial Vehicles at Low or above are far enough off the ground to increase the range the element spots at and is spotted at. Check the following table to see the effect of the various height bands. Height LOW MEDIUM HIGH

Effect Add 5cm to the spotting and Shooting distance. Add 50cm to the spotting and Shooting distance. Add 150cm to the spotting and Shooting distance.

F.2.3.4 – Example 1 of Visual Spotting A spotter moving at COMBAT SPEED is trying to spot an X class target moving. Looking at the Modifiers table we can see that Moving at COMBAT SPEED will give a shift of down 1 row and the target moving will give a shift of up 1 row. Thus the shifts will cancel out and stay on the X row. Giving us 150/100, meaning the target will automatically be spotted at up to 100cm and could be spotted at up to 150cm on a 6+. F.2.3.5 – Example 2 of Visual Spotting A spotter is STATIONARY and has its engine turned off. They are is trying to spot an M class target moving and firing its 20mm autocannon that has just appeared on the edge of a wood. The spotter used Noise detection to detect the targets direction last turn. Looking at the Modifiers table we can see that the following modifiers apply Target in Cover = Down 1 Row Target Direction Detected by Spotter = Up 1 row Target Moving = Up 1 Row Target Fired Heavier Weapon = Up 2 rows Over all this gives up 4 rows and down 1 = up 3 rows. Going up 3 rows from the M row puts up between the L and X rows. Giving us 120/80, meaning the target will automatically be spotted at up to 80cm and could be spotted at up to 120cm on a 6+.

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F.2.4 - Maximum Observation The following table gives the maximum distances that an element can either see into (or be within the edge of to see out) depending on conditions, vision equipment and terrain. The distances for looking at or out of the edge of a terrain feature are as per the visibility conditions. F.2.4.1 – Maximum Observation Table VISIBILITY CONDITION

None 250 5 1 12.5

WL NE 10 10 -

SL NE 50 50 25

VISUAL EQUIPMENT IR II LLTV TI1 NE NE NE 200 50 100 150 200 50 50 50 200 25 50 50 200

TI2 TI3 TI4 200 200 200 Clear Daylight 200 200 200 Moonlit Night 200 200 200 Moonless Night 200 200 200 Dawn/Dusk/Overcast Looking Into/Through 50 5 50 50 25 50 50 200 200 200 Partial Smoke -/1 -/1 -/1 -/1 -/1 -/1 25 100 200 200 Base Ejected Smoke -/1 -/1 -/1 -/1 -/1 -/1 25 100 200 200 White Phosphorous Smoke -/1 -/1 -/1 -/1 -/1 -/1 -/1 -/1 -/1 -/1 IR Blocking Smoke 50 10 50 50 50 50 -/1 -/1 50 100 Fire Zone* 1** 1** 1** 1** 1** 1** 2** 2** 2** 2** Looking Into/Out of Cover 10 10 10 10 10 10 12 12 12 12 Along Road In Woods/BUA Weather Conditions 100 10 20 -/1 -/1 50 25 25 25 25 Light Rain Or Light Snow 50 8 10 -/1 -/1 -/1 -/1 -/1 -/1 -/1 Mist Or Rain Or Snow 25 5 5 -/1 -/1 -/1 -/1 -/1 -/1 -/1 Heavy Rain Or Heavy Snow 2 3 3 -/1 -/1 -/1 -/1 -/1 -/1 -/1 Fog Or Sandstorm Note: COVER = Woods, BUA, etc. BUA = Built Up Area. -/1cm = Not Possible unless the enemy is within 1cm when they can be spotted on a d10 roll of 6+) NE = No Effect. WL = White lights. (Maximum range 125cm125cm125cm125cm) SL = Searchlight. (Maximum range 250cm) IR = Infra-red night fighting equipment. II = Image Intensifying equipment. LLTV = Low Light Television. TI# = Thermal Imager. (See F.2.5 – Types of Thermal Imager (TI)) * The area that has explosions in it at the time an observation is attempted (Ground Burst HE, HE Bombs, HE Rocket pods, APS fire zones and suppressive fire zones). ** Elements can see 2cm looking Into/Out of cover if the target of the spot fired a weapon of 12.7mm calibre or larger OR fired a weapon with back blast. An element looking out of cover within the distance given above can see outside the cover up to the normal maximum for that type of equipment. Or to put it another way if you are within 1cm of the edge of a wood and have II on a clear moonlit night you’ll be able to see 99cm outside the wood for a total of 100cm (maximum II can see on a moonlit night). F.2.5 – Types of Thermal Imager (TI) Though thermal imagers are primarily a night-time aid they can be used in the day to aid observation. TI can only be used if the element using it was either stationary or moving USING COMBAT SPEED and the target was within visibility arc. There are 4 types of TI covered in the rules. TI1 – Very early TI. Sees well at night, but struggles with cover, smoke and fire zones. TI2 – Early TI. Sees well at night and into smoke. Improves sight in cover, but still struggles with fire zones. TI3 – Improved TI. See well in most conditions but still has some problems with fire zones. TI4 – Modern TI. Sees well is most conditions and the best at seeing though artillery zones. The type of TI the element has (if any) is listed on the DATASHEET. F.2.6 – Commanders Independent Sight (CIS) A full commander's independent sight allows the commander to spot a target, track it, calculate a fire solution, lay the gun on the target and fire it. Effectively this allows the commander to become a second gunner. There have been systems which do some or all of these fitted to tanks through the period covered. To take into account these almost CIS systems the rules cover them by having several types as follows. F.2.6.1 – No CIS The vehicle has no CIS. The commander can only spot when the vehicle is turret down (see E.5.1 – Turret Down). This is shown on the DATASHEET by the CIS box having a – in it. F.2.6.2 – Basic CIS A Basic CIS allows the commander to spot at any time from under armour. However the commander cannot do the full solution, lay the gun etc and so must direct the gunner onto the target.

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The vehicle has 2 spots each turn the first for the gunner and the second for the commander. Always check for the gunner first and then the commander. The commanders and gunner can try to spot different targets. This is shown on the DATASHEET by the CIS box having a type of night fighting in it prefixed with a b. F.2.6.3 – Full CIS A Full CIS allows the commander act as a gunner allowing either him or the gunner to spot a target and fire at it. The vehicle has 2 spots each turn the first for the gunner and the second for the commander. Always check for the gunner first and then the commander. The commanders and gunner can try to spot different targets. This is shown on the DATASHEET by the CIS box having a type of night fighting in it prefixed with an f. F.2.6.4 – Handing off Targets When the commander of a vehicle with no CIS or basic CIS spots a target he can hand it off to the gunner in the next fire phase the gunner can fire in. The gunner must have a LOS to the target. The Target counts as located by the gunner. See F.2.3.1 – Visual Spotting Table for the effects of the target being located. In some cases the commander may be able to spot what the gunner cannot see (i.e. the commander has TI and the Gunner only II) in this case the commander can’t hand off the shot, but could still use the spot to request artillery or aircraft support. F.2.7 - Loss of Visual Spot Once a target has been spotted visually that spot is only lost if one of the following situations occur • The target went out of sight in your opponents LAST bound. • The observer went out of sight during your current bound. • The observer attempts to spot another target (and is NOT infantry or has a CIS). • The observer reacts to missile fire. • The observer is destroyed. • The observer leaves a vehicle. F.2.8 - Target Size All elements have been given a letter to show their size. Vehicles have 4 sizes for front or rear, side, hull down and Turret Down. Helicopters and VTOL Aircraft have 3 sizes for front or rear, side and pop up. Some infantry (mainly missile equipped) have 2 sizes for before set up (N) and ready to fire (RD). Other aircraft have 2 sizes, Front/Rear and Side. All other elements have only 1 size aspect. There are six sizes as follows: EXTRA LARGE (X) LARGE (L) MEDIUM (M) SMALL (S) VERY SMALL (V) TINY (T)

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

F.2.8.1 - Hull Down Hull down is where an AFV exposes as little as possible and still be able to fire (see E.5 - Hull Down And Turret Down for how to go hull down). If an AFV is dug-in or touching a contour it counts its hull down aspect to any enemy observers beyond. F.2.8.2 – Ready Missiles

Once ATGMs and shoulder launched AAGWs are set up they will often be easier to spot than when they were being carried and the crew must stand or sit and are thus a larger target In any turn an infantry element has set up ATGMs or shoulder launched AAGWs they count as their ready to fire size.

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F.3 – ELECTRONIC SPOTTING Electronic Spotting is using Electronic means to determine the exact position of a target to such a degree that the target can be fired at directly. However it is harder to be sure the target is friendly and thus friendly fire is more likely (see F.7.1 – Spotted to see what an electronic spot allows you to do. F.3.1 – AA Radar (AAR) Spot AA radar is the general term for FCR and Spotting Radar. It can spot Aerial Targets. F.3.1.1 – AAR Spotting Procedure Use the following step-by-step procedure to Spot a target: 1. Nominate the Spotter and its target. 2. Ensure there is a Line of Sight to the target (see F.1.1 - Line Of Sight (LOS)). 3. Check the distance to the target to ensure the AAR is in range (see F.3.1.2 – Maximum AAR Range). 4. See F.3.1.3 – AAR Spotting Roll to determine if the target is located. F.3.1.2 – Maximum AAR Range AAR can spot Vehicles at up to 250cm. F.3.1.3 – AAR Spotting Roll AAR can be used spot Aerial targets electronically by rolling a d10 on the following table. Target Height Roll Required 8+ NOTE 4+ Contour 1+ LOW or Higher* * If there are no modifiers to the roll the spot is automatic and no roll is required. Modifier to Required roll number Per Level of FCR Per level of AA RADAR Jamming

Effect -1 +1

F.3.2 – Millimetric Radar Spotting (MMR) MMR can spot stationary or moving Vehicles. F.3.2.1 – MMR Spotting Procedure Use the following step-by-step procedure to Spot a target: 1. Nominate the Spotter and its target. 2. Ensure there is a Line of Sight to the target (see F.1.1 - Line Of Sight (LOS)) 3. Check the distance to the target to ensure the MMR is in range and not too high (see F.3.2.2 – Maximum MMR Range and Height). 4. See F.3.2.3 – MMR Spotting Roll to determine if the target is located. F.3.2.2 – Maximum MMR Range and Height MMR can spot Vehicles at up to 250cm provided the spotter and target are on the ground, at NOTE or CONTOUR height. F.3.2.3 – MMR Spotting Roll MMR can be used spot vehicles electronically by rolling a d10 on the following table. Target Roll Required 1+* Moving Vehicle 3+ Stationary Vehicle * If there are no modifiers to the roll the spot is automatic and no roll is required. Modifier Effect +1* Per cm into woods +2* Per cm into BUA +1 Per level of MMR RADAR Jamming *Round up, thus if an element is in a wood there will always be a +1 modifier and if the target is in a BUA there will always be a +2 modifier. Likewise if an element is 1.5cm into a BUA round up to 2cm and add +4 to the required roll. F.3.2.4 – MMR Missiles Each Missile may attempt to spot 1 target. If the missile spots the target using MMR the firer doesn’t need to visually spot the target to be able to fire. The MMR missiles can only be fired if a MMR spot is made either by the missile or by an Aerial Element using an MMR to spot.

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F.3.2.5 – MMR mounted on Aerial Elements The Aerial Element may make up to 16 MMR spots. The Aerial Element may remain behind cover only showing its popup size and still spot using MMR. Each successful spot can be used to fire 1 or more MMR missiles at the target. The Missiles can be fired by any BMS equipped vehicle which has MMR missile. The fired missiles don’t need a line of sight to the target at the time they are launched. However there must be a secure communications link, see D.5.6 – Transmission Security. F.3.3 – Anti Radar Spotting Anti Radar missiles can spot enemy Radars from a long way off the table meaning the carrying aircraft doesn’t need to enter the table. The missile can make try to spot up to 5 active radars needing to roll a 6+ on a d10 to spot. The spotting player should state which radar he is spotting roll and then roll to see if the spot is successful. Once a successful spot is achieved the player stops spotting and is ready to fire (see O.4.8 – Anti RADAR Missiles) Anti Radar Spots can only be used for firing Anti Radar Missile.

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F.4 – LOCATION Location is when you have enough info to know the position of an element, but not to the degree needed to fire directly at it. See F.7.2 – Located to see what a location allows you to do. The following equipment can be used to locate an enemy element on the table. On and off table artillery elements can be located by other means see (N.6.4.4 – CB Location). F.4.1 – Ground Surveillance Radar (Shown As GSR on DATASHEETS) Vehicle mounted GSR can be used if the vehicle is moving using COMBAT SPEED or is stationary provided the GSR is not mounted on a mast. If mounted on a mast the vehicle must be stationary. Infantry GSR must have set up to be used (see E.5.5 – Moving out of Hull Down to fire). Each GSR equipped element may make 1 GSR location attempt per turn. Bad weather conditions, time of day and smoke have no effect on a GSRs ability to detect. F.4.1.1 – GSR Location Procedure Use the following step-by-step procedure to locate a target: 1. Nominate the locator and its target. 2. Ensure there is a Line of Sight to the target (see F.1.1 - Line Of Sight (LOS)) 3. Check the distance to the target to ensure the GSR is in range and not too high (see F.4.1.2 – Maximum GSR Range and Height). 4. See F.4.1.3 – GSR Location Roll to determine if the target is located. F.4.1.2 – Maximum GSR Range and Height GSR can spot Moving targets provided the spotter and target are on the ground, at NOTE or CONTOUR height. A GSR can sense moving infantry up to 100cm away and anything bigger up to 250cm. F.4.1.3 – GSR Location Roll Target is located on a d10 roll of 6+. It can locate targets on the edge of cover and heavy cover but cannot locate them if within the cover. GSR cannot see through Cover or heavy Cover. GSR cannot see into or through Fire Zones (Ground Burst HE, HE Bombs, HE Rocket pods, APS fire zones and suppressive fire zones). Add one to the number required for each point of Radar jamming that effects GSR. Note: - When used to correct for Artillery fire the GSR tracks the shell before it enters the top of the fire zone and thus GSR can still be used for artillery correction. F.4.2 – BMS If the locator has BMS it can locate any enemy element already located or spotted by any other friendly BMS equipped. However there must be a secure communications link, see D.5.6 – Transmission Security. F.4.3 – Radio If the locator has a Radio it can locate any enemy element already located or spotted by any other friendly Radio or BMS equipped. However there must be a secure communications link, see D.5.6 – Transmission Security. Because of the possible confusion caused by converting a radio map position to a real map position increase the base number by 2. F.4.4 – Moving Target inside Cover A moving element which up to 3cm into cover can be located if it is within Auto Spotting range provided night and weather conditions (see F.2.4.1 – Maximum Observation Table) would permit a spot of the target. F.4.5 – Moving Target along Road in Woods/BUA A moving element which up to 13cm along a road in Woods/BUA can be located if it is within Auto Spotting range provided night and weather conditions (see F.2.4.1 – Maximum Observation Table) would permit a spot of the target. F.4.6 – Target Spotted Using Visually Guided Missile Spotting Elements spotted using visually guided missile spotting (see H.12.4 – Visually Guided Missile Spotting) count as located by the element that fired the visually guided missile missile. F.4.7 – Radio Interception Location If an element has Radio Interception equipment and provided the type of radio in use allows interception (see D.5.6 – Transmission Security) an attempt can be made to intercept radio transmissions. One location attempt can be made per message sent. Roll a d10 to intercept radio messages. Type Roll 10 On table communications 9 Between off table and on table Modifiers Minus your EW level Plus Enemy EW level

-1 if sender using AR Communications +1 if sender using MDR Communications

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

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Example Your EW level 4, enemy EW level 3 and the sender is using AR radio. If you tried to intercept an on table communication you’d need to roll 10 – 4 (Your EW level) +3 (Enemy EW level) -1 (Sender using AR communications) = 8 or more to locate the sender. F.4.7.1 – Reading the Radio Interception Message If the intercept is successful it may be possible to determine the contents of the message but this is difficult. Roll a d100, on a roll of 100 the exact details of the message sent to the unit must be given to the intercepting player. Modify the required roll by subtracting your EW level. Example Assuming you make the intercept roll above your roll for working out what the message says is 100 – 4 (Your EW level) = 96 on a d100 F.4.8 – Radar Interception Location Either an aircraft or a vehicle can carry radar intercept equipment. One location attempt can be made per turn. It will detect any transmitting radars, identifying the type of transmitter and its location on a roll of 10 on a d10. Modify the required roll by subtracting your EW level and adding the enemies EW level.

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F.5 – NOISE DETETION Noise detection is a form of Direction detection which can also be used for communications. See F.7.2 – Direction Detect to see what a direction detection allows you to do. To be able to detect noise a unit must be one of the following. 1. Infantry not firing. 2. Vehicle with engine turned off and not firing. (See C.3.3.3 - Engine Off) F.5.1 – Noise Detection Procedure Use the following step-by-step procedure to see if an element can hear noises. 1. Check F.5.3 – Noise Category Table to and determine how many elements are within Drown Out range. 2. Check F.5.5 – Complete Drowning Out to see if there is so much noise it completely drowns out any useful hearing. 3. If noise isn’t completely drowned out check F.5.6 – Drowning Out and F.5.7 – Noise without Drowning out to see what the element can hear. F.5.2 – Noise Levels Within the rules there are 2 levels of noise. 1. Noise that drowns all other noise out. 2. Noise that can be heard and the direction its coming from determined. F.5.3 – Noise Category Table Category Type of Noise Drowns Out Heard At Small Arms* Fire OR 3cm 15cm 1 Stationary Vehicle with engine running ATGW Fire OR Noise Signals** OR 6cm 30cm 2 Vehicle that's just started its engine OR Weapons fire 40mm Calibre Helicopters or Propeller driven aircraft at Contour OR 12cm 60cm 4 Jet Aircraft at Low Helicopters or Propeller driven aircraft at NOE OR 15cm 75cm 5 Jet Aircraft at Contour * Small Arms are weapons with a calibre of less than 12.7mm, except snipers firing at 15cm or less (where a silencer will be in use). ** See D.5.2 – Noise Signals. *** Area fire target, Suppressing fire zone, Artillery fire, Bombing Zone or Rocket pod Zone. NOTE: It’s not possible to hear infantry or Vehicles with their engine turned off unless they fire or use noise signals. F.5.4 – Noise Sources Each element (friendly and enemy) making one of the above types of noise is as a Noise Source. If an element is making more than one type of noise from the table its noise category is the higher numbered one otherwise it’s the one it doing. F.5.4.1 – Example of Element making multiple Noises A Vehicle has just started its engine and is firing a 90mm gun. Starting an engine is a Category 2 noise. Firing a 90mm gun is a Category 3 noise. Thus the vehicle counts as making a category 3 noise as that is the highest category. F.5.5 – Complete Drowning Out If there is more than one Noise Source within drowning out range of the listener they can hear lots of noise but can’t determine which direction any of it is coming from. If friendly Noise Signals are within Drowning Out range they will still be heard and understood. If they are outside Drowning Out range Noise signals cannot be heard and won’t be acted on. F.5.6 – Drowning Out If there is only one Noise Source within Drowning out range the listener can hear that one noise and determine the direction the noise is coming from. If friendly Noise Signals are within Drowning Out range they will are heard and understood. If they are outside Drowning Out range but within Heard At range they may be heard. Roll a d10 and on a 6+ the Noise signals can be heard and acted upon. On a lower roll Noise signals cannot be heard and won’t be acted on.

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F.5.7 – Noise without Drowning out F.5.7.1 – Too Many Noises If any of the following are true there are too many noises to make out which direction most of them are coming from. Within 5cm 10cm 20cm

Number of Noise Sources with in Heard At Range 5 Source or more 10 sources or more 20 sources or more

In this situation the listener can hear the nearest noise and determine the direction that noise is coming from. If friendly Noise Signals are the closest noise they will be heard. If not the closest noise but still within Heard At range they may be heard. Roll a d10 and on a 6+ the Noise signals can be heard and acted upon. On a lower roll Noise signals cannot be heard and won’t be acted on. F.5.7.2 - Otherwise The listener can hear and determine the direction of the nearest Noise source in each of the Noise Categories. If friendly Noise Signals are within Heard At range they will are heard and understood. F.5.8 – Effect of Hearing a Noise Source The listener knows which type of noise it can hear. F.5.8.1 – Hearing an Aerial Vehicle The element can go onto AA overwatch and stop if the player wants it too without having to change its orders. F.5.8.2 – Hearing a Missile Fired The element can go onto ATGM overwatch and stop if the player wants it too without having to change its orders.

F.6 – DIRECTION DETECTION There are a number of things a target element can do which will give away the direction to from a tracking element but not its exact position. This is known as Direction Detection within the rules. See F.7.2 – Direction Detect to see what a “direction detection” allows you to do. F.6.1 – Fire at Night Small arms (weapons with a calibre of less than 12.7mm) fire can be seen at up to 100cm, except snipers firing (who will be using a flash suppressor) which can only be seen at up to 15cm. Other weapons fire can be seen at 250cm. If an element fires at night but can’t be spotted a direction detector can detect the direction of the firer by the gun flash provided smoke and weather conditions (see F.2.4.1 – Maximum Observation Table) would permit a spot of the target. F.6.2 – Lights at Night White Light (WL) can be seen at up to 125cm. Searchlights (SL) can be seen at up to 250cm. If an element uses lights at night but can’t be spotted a direction detector can detect the direction of the lights provided smoke and weather conditions (see F.2.4.1 – Maximum Observation Table) would permit a spot of the target. F.6.3 – Missile Spotted If a missile is visually or electronically spotted in flight by the target (see H.8 - THREAT DETECTION) the direction to the launcher is also detected by the missiles spotter.

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

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F.7.2 – Direction Detected The direction detector can do any of the following. 1. Can use suppressive fire against whole of the frontage of the first piece of terrain in sight in the direction the target is detected in. (See J.5 - SUPPRESSIVE FIRE) 2. Attempt to use Illumination flare to get a better detection on the target. (See F.8 - ILLUMINATION FLARES). 3. Use smoke to block the line of sight of the target. (See F.9 – USING SMOKE). 4. Use a Fibre Optic Missile to attempt to spot the enemy (See H.12.4 – Visually Guided Missile Spotting). 5. Turn on white light or search lights (if available). 6. If the target detected is in the direction detectors front arc there is a bonus to spotting. If the direction has been detected using noise detection the listener will also get a bonus to spot any other enemy element making the same category or higher of noise within 5cm. Additionally this allows the element to bring the detected element into its front arc at the end of the current phase as follows. F.7.2.1 – Infantry Turning The element it can be turned to so the detected element is just within its front visibility arc. The infantry counts as stationary. F.7.2.2 – Non Turreted Vehicle Turning The whole vehicle can be turned so the detected element is just within its turrets front visibility arc. The vehicle counts as stationary if the turn is 45 degrees or less otherwise it counts as stationary for being spotted and moving for its own spotting and firing. F.7.2.3 – Turreted Vehicle Turning Outside Restricted Terrain The turret can be turned to bring so the detected element is just within its turrets front visibility arc. This can either be done by turning the models turret or using one of the arrow counters at the end of the rules. The visibility arcs for the vehicle are now worked out for direction the turret is facing not the direction the vehicle is facing. The vehicle counts as stationary. F.7.2.4 – Turreted Vehicle Turning Inside Restricted Terrain

Neither the vehicle nor the turret can be turned as the terrain stops this. See F.2.2 – Visibility Arcs for details on restricted terrain.

F.8 - ILLUMINATION FLARES Illumination Flares give daylight conditions to anything inside or outside looking into the illumination zone. However as the light is not perfect they suffer the modifiers shown in F.2.3.1 – Visual Spotting Table. IINF and LLTV systems looking into or through an illuminated zone do not work. The zone sizes and durations can be seen in the following table: F.8.1 – Illumination zones sizes and duration Type Size 2cmx2cm Infantry Illumination Grenades* Less than 80mm = 10cm x 10cm Direct Fire Illumination Flares 80-119mm = 15cm x 15cm (Tank guns, LAWs etc) 120mm and over = 20cm x 20cm Less than 80mm = 15cm x 15cm 80-119mm = 25cm x 25cm Indirect Illumination Flares 120mm and over = 40cm x 40cm 50cm x 50cm Aircraft parachute flares and MRLS * Maximum range for Infantry Illumination Grenades is 3cm.

Duration 1 Turn 1 Turns

1 Turns 2 Turns

F.8.2 – Illumination of Located or Spotted Targets As the exact position of the target is known the firer can fire Direct Flares at the targets position or call for Mortar, Artillery or aircraft flares on the targets position. F.8.2.1 – None Artillery Illumination Direct fire, Infantry Grenades and Aircraft dropped flares are always fired singly.

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F.8.2.2– Artillery Illumination Fire Types To keep things relatively simple and only 4 types of fire can be used. These have been taken from the US army Artillery Manual. Type Layout Notes 1 Round The Red Cross marks the target point.

Lateral spread is parallel to the player’s baseline 2 Rounds Range Spread

Range Spread is away from the player’s baseline In the 2 round spread types the squares are overlapped so that each covers ½ of the other.

2 Rounds Lateral Spread

In the 4 round spread the squares are overlapped so that each one covers ¼ of the opposite square and ½ the other 2 squares. Yellow areas are where 2 rounds overlap.

4 Round Spread

Orange is where 4 rounds overlap. See visual spotting (F.2.3.1 – Visual Spotting Table) for the importance of the overlaps.

F.8.2.3 – Other Guns in the Same Battery It takes 1 gun to fire each round (they need to keep up a constant stream of rounds to keep the zone lit. The turn after the Illumination rounds are on target other guns in the same battery can be used by the same AOO to fire missions at targets within the illumination zone provided the target is no more than 20cm from the target point of the illumination zone. The fire zone will need to be reduced in size for fewer guns firing (see DATASHEET). The other guns in the battery can ONLY be used by the same AOO. F.8.3 – Illumination of Direction Detected Targets Because the detector only knows the direction to the target in order to illuminate the target they will have to fire Direct Fire flares or request Arty/Mortar/Aircraft flares in a pattern. F.8.3.1 – Number of rounds fired Direct fire, Infantry Grenades and Aircraft dropped flares are always fired singly. Artillery fire uses the types listed above, but the player doesn’t pick the type of fire to use. The AOO will determine how many round s will be fired based on the situation. Because they’re unsure of exactly what they are facing roll on the following table. See above for definitions. Roll Number of rounds 1 1-3 2 Range Spread 4 2 Lateral Spread 5 4 rounds 4 F.8.3.2 – Illumination Pattern Procedure Use the following step-by-step procedure to fire or request flares in a pattern. 1. Determine where the firer will start their pattern and which direction the pattern will take (see below). 2. Fire or request a flare at the range from the firer/requestor along the direction the target was detected along this turn. 3. Fire or request a flare at the next range from the firer/requestor along the direction the target was detected each turn until one of the conditions list below occurs. 4. If a target hasn’t been spotted while firing the pattern the player may start a new pattern starting the new pattern as shown below and continuing in the opposite direction to the original pattern 5. Repeat 2 & 3 6. If a target still hasn’t been spotted no more illumination rounds can be fired or requested. It’s assumed that the target has moved on and any further flares would be wasted.

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F.8.3.3 – Determine Start and Direction of Illumination Pattern Roll a d20 and consult the following table to determine start point and direction. Roll Start Point Direction Start Point Next Pattern Minimum Range Away from Firer/Requestor Not Possible* 1-2 40cm** Towards Firer/Requestor 25 +FPM 3-4 40cm** Away Firer/Requestor 25 -FPM 5-6 60cm Towards Firer/Requestor 50 +FPM 7-9 60cm Away Firer/Requestor 50 -FPM 10-12 80cm Towards Firer/Requestor 75 +FPM 13-14 80cm Away Firer/Requestor 75 -FPM 15-16 100cm Towards Firer/Requestor 100 +FPM 17-18 100cm Away Firer/Requestor 100 –FPM 19 150cm Towards Firer/Requestor 150 +FPM 20 * Next pattern is not possible go to step 6 in the sequence. ** Or minimum if that’s larger. Distances are from Firer/Requestor. If the Detection was done using Noise Detection (see F.5 – NOISE DETETION) the player may add or subtract up to 3 to the roll, however not below 1 or above 20. This represents the element having a better idea of the general range of the noise due to how load it is. If using Infantry Illumination Grenades they will only be thrown on a roll of 1 or 2, but remember the modifier for noise detection above. Illumination Zone 10cm x 10cm 15cm x 15cm 20cm x 20cm 25cm x 25cm 40cm x 40cm 50cm x 50cm

Minimum Range 1 round or 2 round lateral Spread 12cm 17cm 22cm 27cm 42cm 52cm

Minimum Range 2 round Range Spread or 4 rounds 22cm 32cm 42cm 52cm 82cm 102cm

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

F.8.3.4 –Illumination Pattern end Conditions 1. The firer spots a target. 2. The firer cannot see any part of the last illumination zone they fired/requested. 3. The next round will be fired or requested beyond 250cm. 4. The next round will illuminate the firer/requestor 5. The last round was fired or requested at the table edge. F.8.3.5 –Table Edge If the next round would be fired off the table it should be fired at the table edge instead. F.8.3.6 –Number of flares Available Each vehicle and battery in reality only carries a few flares, in game terms tracking this is difficult thus for game purposes treat all elements as having unlimited rounds if they are equipped with them on the DATASHEET. F.8.3.7 –Example 1 of Firing Flares in a Pattern A tank fires its 120mm gun on a moonless night. There is an AOO 87cm Away who is equipped with II and has an LOS. Checking F.2.4.1 – Maximum Observation Table we can see that the AOOs II cannot see beyond 50cm. Thus while the firing flash can be seen (see F.6.1 – Fire at Night) the target cannot be seen, thus the AOO has a Direction Detection but no spot. The player who owns the AOO decides to call in Illumination Flares from a battery of 152mm Guns he has available. The player checks and finds the OP feels a single round is probably enough. The player checks to see where his first Illumination flare will be requested to land. He rolls a 6 on a d20 and checks on F.8.3.3 – Determine Start and Direction of Illumination Pattern and discovers the AOO thinks the flash was at about 60cm from them or maybe a bit further out. The AOO calls and gets the artillery battery and requests 1 flare 60cm from them along the direction the enemy was detected along. As the zone for a 152mm illumination round is 15cm radius they will be able to see anything between 45 and 75cm from the AOO. Alas this means the flare doesn’t illuminate the enemy tank. The next turn he calls in the next round 60cm+the FPM from himself. FPM for a 15cm Radius round is 30cm so he calls it at 90cm, which being almost above the tank will illuminate it.

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F.8.3.8 –Example 2 of Firing Flares in a Pattern (Using Noise Detection) On a moonlit night an enemy helicopter moves to within 67cm at NOTE of a friendly engine off tank which is equipped with illumination rounds but with no night fighting equipment. Checking the visual spotting rules its impossible for the tank to spot the helicopter however looking at the noise detection rules F.5 – NOISE DETETION) it’s determined that the Tank can hear the helicopter. The player decides to try to illuminate the helicopter with illumination rounds. The player checks and finds the OP feels a single round is probably enough. The player them rolls a 19 on F.8.3.3 – Determine Start and Direction of Illumination Pattern to see where the first illumination round should be fired. Normally this would mean the first round would be fired at 100cm and subsequent ones would be fired moving away from the tank. Clearly this isn’t a good idea as the helicopter is at 67cm! However because this direction detection is via noise the player can add or subtract up to 3 to the roll. So he could make the roll anything from16 to 20. Looking at the options 20 and 16 both move subsequent flares away from the firer, which will be no good so the player chooses to go for an 18. This means the first shot will be at 100cm and subsequent will be towards the firer. When the first round is fired at 100cm and the area from 90 to 110cm from the tank will be illuminated. The second round will be fired at 100-FPM = 80cm and the area from 70 to 90cm from the tank will be illuminated. The third round will be fired at 80-FPM = 60cm and the area from 50 to 70cm from the tank will be illuminated and if the helicopter hasn’t moved will illuminate it. F.8.4 – Air Support and Illumination flares At night any aircraft entering the table carrying bombs must be tested to see if it is carrying Parachute flares. Roll a d10 and check on the following table Roll Number of bombs replaced by flares None 1-5 1 6-9 2 10 F.8.5 – Infrared Illumination flares These act like normal Illumination flares with the following exceptions. 1. II and LLTV are not blinded by them 2. Only elements with IR, II, LLTV or TI (of any type) can see the light they give off and thus only they can benefit from the daylight conditions but looking into them they still suffer the modifiers shown in F.2.3.1 – Visual Spotting Table.

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

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F.10 - SMOKE Smoke is used to conceal movement on the battlefield, or for target marking. There are several types of smoke 1. Partial Smoke 2. Full Smoke 3. IR Blocking Smoke There have been attempts to create Radar blocking smoke however as none seem to have entered service these aren’t included here. There are several means of delivery as follows. 1. Artillery fired smoke 2. Element laid smoke 3. Device laid Smoke 4. Smoke From Burning Vehicles Details of each of these and when they can be used are listed in detail below. F.10.1 – General Smoke Effects Smoke has 2 effects. 1. It makes in hard to see targets, see F.2.3.1 – Visual Spotting Table and F.2.4.1 – Maximum Observation Table for details. 2. It makes it harder to move, see E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE. Elements observe ring using TI normally will be less effected that those without depending on the type of TI in use. F.10.1 – Partial Smoke This is a thin area of smoke which obscures the target. F.10.2 – Full Smoke This is a think blanket of smoke that blocks sight completely unless observer is using TI. Observers that already had the target in sight may fire in the next fire phase adding the SMOKE EVADE modifier. F.10.3 – IR Blocking Smoke When this smoke screen which includes particles which block TI visual spotting. It may be full or partial depending on wind condition. When it is a full smoke screen it acts like a normal full smoke screen except it also affects elements spotting with TI. When it is a partial screen it acts in all ways as a partial screen. As with Full Smoke observers that already had the target in sight may fire in the next fire phase adding the SMOKE EVADE modifier. F.10.4 – Artillery fired Smoke This can either be preplanned or be requested in the situations covered in F.7 –LEVELS OF DETECTION EFFECTS above. To request smoke fire the player should following the sequence detailed in N: ARTILLERY SUPPORT for opportunity fire. Any guns in a battery not being used to fire smoke may be called on the same target by the same AOO. The other guns in the battery can ONLY be used by the same AOO. The fire zone will need to be reduced in size for fewer guns firing (see DATASHEET). F.10.4.1 – Smoke Tiles Three sizes of smoke tiles are used. These are used to create larger smoke screens. The sizes are as follows. Sizes 2cm x 1cm 2cm x 2cm 2.5cm x 2.5cm 3cm x 3cm

Smoke Dischargers Used for batteries with calibres up to 99mm and Smoke Grenades Used for batteries with calibres between 100mm and 154mm Used for batteries of 155mm and over, for MRLS launchers and Smoke Generators.

See W. COUNTERS & ZONES for printing smoke zones which can be used for marking smoke screens. These can be enhanced by adding cotton wool to them which helps make the table look better. You may wish to cut out standard lengths to fit you battery size. F.10.4.2 – Smoke Zones All batteries which can fire smoke will have a fire zone size listed on their entry in the DATASHEET. F.11.4.2.1 – Non MRLS Artillery Smoke Zones A tile size is listed and is the size for a single smoke round. Each weapon in the battery may fire 2 rounds in a turn. Both rounds must form part of the same smoke screen. F.11.4.2.2 – MRLS Artillery Smoke Zones A tile size (3cm) and a number of tiles wide and deep are listed. This is the size for a single launcher. Each launcher in the battery may fire once. Because each launcher fires many rounds at a time the zones are bigger than for a single none MLRS weapon firing.

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F.10.4.3 – Smoke Screens When more than more than one smoke round or launcher is fired at a location the smoke zones are combined side by side so as to form a larger zone. As with all artillery fire the screen can be rotated to any angle however if the smoke is not parallel or in line with the wind this does complicate things. When combining the smoke zones they must either form a straight line. If a battery shoots and scoots (see N.6.4.5 – Shoot and Scoot) each gun in the battery may only fire 1 smoke tile otherwise they each may fire up to 2. F.10.4.4 – CEP and Smoke Zones A single CEP roll is made to determine the centre of the start of the smoke zone and the smoke tiles laid out around and away this point. F.10.4.5 – Wind Extension and Removal of Smoke Smoke will tend to extend in the wind direction. As it does additional smoke tiles, the same size as the original tile or tiles are used. Each new tile is placed 2, 2.5 or 3cm downwind from the last smoke tile or tiles placed. Both Non MLRS and MRLS created screens only extend by TILES. While smoke lasts a number of turns it is not all removed at once. Once the burn time completes smoke should continue to extend but additionally the number of smoke zones show under Remove in the following table should be removed each turn until there are none left. Add the drift before the removing any zones. The smoke area is when there are no zones left after removal (see example below). Not that the 1st turn of burn is the turn the smoke lands. When extending or removing from a screen placed directly in line with the wind only extend the tile farthest from the wind and remove the tiles closest to the wind See the table below for how different types of smoke extend and are removed in different wind speeds (see B.1.8 – Wind Speed). Wind Speed Smoke Type Burn Time Extend Remove BES 4 turns None Roll d10 each turn on 6+ remove 1* No Wind WPS or IRB 3 Turns None Roll d10 each turn on 6+ remove 1* BES 4 turns 1 Per Turn 3 Per Turn Light Wind WPS or IRB 3 Turns None 2 Per Turn BES 4 turns 2 Per Turn 6 Per Turn Normal Wind WPS or IRB 3 Turns 1 Per Turn 3 Per Turn BES 4 turns 3 Per Turn 12 Per Turn Strong Wind WPS or IRB 3 Turns 1 Per Turn 6 Per Turn *Roll once for all friendly smoke screens BES = Base Eject Smoke WPS = White Phosphorus Smoke IRB = IR Blocking Smoke In Very Strong Wind Smoke cannot form F.10.4.6 – Smoke Density Wind Strength also effects how well smoke screen form. To determine how dense each part of the smoke is it is split into 2 parts in the following table. 1. Smoke added this turn – This is the smoke added by drifting (see above) this turn. 2. Existing smoke – smoke that existed before this turn. Wind Speed No Wind

Smoke Type Added this turn BES Full WPS or IRB Full BES Partial Light Wind WPS or IRB Full BES Partial Normal Wind WPS or IRB Full BES Partial Strong Wind WPS or IRB Partial In Very Strong Wind Smoke cannot form

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Existing Smoke Full Full Full Full Full Full Partial Partial

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F.10.4.7 – Examples of Smoke Zones Arrow shows the CEP point and the wind direction in each example.

Four rounds of smoke from non MRLS battery. Extension is show as it would occur in a normal wind with Bes Smoke.

Smoke Zone for an MRLS with DATASHEET details of W2xD2. Drift is show as it would occur in a normal wind with Bes Smoke.

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Four rounds of smoke from non MRLS battery. Extension is show as it would occur in a light wind with Bes Smoke.

2 launcher Smoke Zones combined for an MRLS with DATASHEET details of W2xD2. One zone is grey the other Brown to show how they combine

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F.10.4.8 – Examples of Smoke Drift and Removal Four rounds of smoke from non MRLS with a light Wind

Turn 1 4 Partial

Turn 2 4 Full 4 Partial

Turn 3 8 Full 4 Partial

Turn 4 12 Full 4 Partial

Turn 5 12 Removed

4 Full 4 Partial

Turn 6 12 Removed

4 Partial were added then removed

4 rounds of smoke from non MRLS with a Normal Wind Turn 1, 4 Partial Turn 2, 4 Full, 2 Partial Turn 3, 6 Full, 2 Partial Turn 4, 8 Full, 2 Partial Turn 5, 6 Removed, 4 Full, 2 Partial Turn 6, 6 Removed, 2 Partial Turn 7, 4 Removed

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

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F.10.5.2 – Smoke Generators (SG and SGV) Smoke generators are basically injected fuel into the exhaust; this creates a Bes smoke Screen. The vehicle turns on the generator in the movement phase and provided it hasn’t moved more than 20cm it gives a SGV are Smoke generator which have been modified to create a Vehicle Infra-Red Self Screen (VIRSS). This is IR blocking smoke; see F.10.3 – IR Blocking Smoke. SGV cannot be swapped for SG as the modification is permanent. SG and SGV can be turned on for up to 5 turns and there must be a gap of at least 5 turns before they are turned on again after they’ve been turned off (to stop engine flooding). A vehicle can use its SG/SGV in phase 2.3, 2.4 or 2.6 if 1. It comes under fire 2. An alarm goes off 3. If ordered to do so at the start of the game It can also use it if the smoke will block the LOS and F.7 –LEVELS OF DETECTION EFFECTS allow it to. F.10.5.2.1 – Using SG/SGV While Moving If the vehicle is moving 3cm smoke tiles are placed along the route it took this turn. With both types the smoke forms a partial smoke screen. It counts as burning for the turn it’s laid and acts as per F.10.4.5 – Wind Extension and Removal of Smoke and F.10.4.6 – Smoke Density in all other ways Elements follow an element will be moving through partial smoke and so will be affected by E.3 MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE. One tile is placed for each full 3cm moved by the vehicle up to a maximum of 6 tiles. These are placed starting at the back of the vehicle depending on the speed of the vehicle. The first tile is placed so the centre of the edge touching the vehicle touches the centre of the vehicle (see examples below).

If only 1 tile is place and there is no wind then the tile counts as a full screen. In Very Strong Wind Smoke cannot form

Example of placement of SG/SGV screen along a tanks route with the tank moving >=18cm and Z per Turn) - It takes X turns to reload once all the Salvo Rockets have been fired, however up to Z rockets can be fired at the same target per turn and there are Y rockets available before a reload will be required. The MRLS can fire in the turn AFTER their reloading finishes. Example: - A BM-24 with a reload time of 3 turns first on turn 1, it will be reloading on turns 2,3 and 4 and can fire again on turn 5. Assuming it fires on turn 5 it will be able to fire again on turn 9.

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N.10 – SPLITTING BATTERIES Any battery of 6 or more guns/launchers may be split. Half the guns are place in each sub battery. The player must write that he is splitting a given battery in his orders and which sub battery has the command element attached. Each half battery is requested separately and counts as a battery for the three battery limit mentioned in N.3.1 – AOO observing Each sub battery’s fire zone is half the width, but the full depth of the full battery. So if the full 8 gun battery firing ICM has a fire zone of 35x25cm, each 4 gun sub battery will have a fire zone of 17.5x25cm. If a sub battery uses some of its guns to fire Illumination or smoke rounds the fire zone of the rest of the guns is reduced in width by the proportion of the battery firing Illumination or smoke rounds rounding to the nearest half cm. Thus in the above example if 1 gun was firing illumination rounds the fire zone would be reduced to 17.5*3/4 = 13cm as 3/4 of the guns are available to fire the ICM CB treats each sub battery as a separate target. CB batteries can be split. Morale is rolled for each sub battery separately and the one without the command element will count as “Without Original CO”. Both sub batteries will have all the equipment that the battery has (CB radar, ABMS etc).

N.11 - EXAMPLE OF ARTILLERY FIRE A Russian AOO spots a moving British CHALLENGER 2 squadron in phase 1.4 and requests battery of six 152mm 2S19’s. The AOO has EDR and no ABMS. He checks for transmission security (see D.5.6 – Transmission Security) and finds he has no problem getting through. The player plots the battery’s aim point on a map and decides to fire for effect using ICM (rather than use a ranging round first). In phase 2.8 the player checks to see if the battery is available. Checking the DATASHEET getting the battery requires a score of 2 or more to receive fire support. A 9 is rolled, -1 due to radio jamming gives a result of 8 and the battery comes on line and the fire arrives The battery uses a d4 for its CEP die (because it has satellite positioning and advanced fire control) and a 3 is rolled. This is modified by -2 for the AOO having a LRF. As the battery is 7knm from the target there is no modifier for that and there don’t appear to be any other modifiers. This gives a result of 1 which means the fire is off target. As the target is on table the player rolls a d10 for the direction, scoring a 6 (Short). The battery arrives 5cm short and captures half the British tanks in its fire zone. The ammunition used was ICM, the CHALLENGER 2’s count as “4+ top armour” (its CE armour class is well over 4) meaning the Russian player must score 11 or higher to suppress and a 19 to kill each tank.

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O: AERIAL ELEMENTS O.1 - INTRODUCTION Aerial elements include Helicopters, Fixed Wing aircraft and UAVs. They can make a huge impact on the battlefield. They share a number of rules and also have rules specific to them selves. For game purposes VTOL aircraft count as Helicopters and any reference helicopters also applies to them. Thus for example they can be fired at using direct fire. O.1.1 – Under Command and Requested Aerial Elements Aerial elements fall into 2 broad categories within the rules. Under Command These are bought as part of the player army and normally only include helicopters, UAVs and transport aircraft. Requested These are requested using an ALO. O.1.2 – Levels of Air Commitment The level of air support allocated to a battlegroup commander would be decided at an operational, rather than tactical level. Thus the player would have little input into what he gets. For example he could opt to only take fighters and not bother with ground attack aircraft as the choice is way out of his hands. Levels of air commitment are as follows. Support Level of Definition Example Level Commitme nt None No effort to gain or maintain control of the air. Available to any army, i.e. no air force 0 involvement Favourable An air situation in which the extent of air effort Available to any country with at least a 1 Air applied by the enemy air forces is insufficient to Squadron of combat ac, this was the accepted Situation prejudice the success of friendly land, sea or air level of air commitment for both sides in the operations. Falklands conflict. (most developing nations) Air That degree of dominance in the air battle of one Available to air forces with limited combat 2 Superiority force over another which permits the conduct of support ac (ISTAR/AWACS etc) and who are operations by the former and its related land, sea able to put together composite air operations and air forces at a given time and place without (COMAOs), i.e. Most European nations, and prohibitive interference by the opposing force. the better Middle East and Far East nations. Air That degree of air superiority wherein the opposing Air forces with effective combat support ac 3 Supremacy air force is incapable of effective interference. and who OPERATE/train in complex threat environments or who have overwhelming numbers of combat ac, i.e. RAF, NATO led European ops (but probably not individual member states) Russia, Israel, China, France. Air A US definition where the opposing air and air Stealth is the prime requisite, so really only the 4 Dominance defence forces are incapable of any interference. Americans or American lead coalitions. In reality a commander at the player’s level would have almost no input, but as this is a game and thus the player is allowed to pick the general level of air support available to them. The level of air commitment is bought by the player as a general level of air support. The army list details what levels of air support are available to a given army. Requested aircraft are available depending on the level of Support bought by the player. See O.7 – REQUESTED AERIAL ELEMENTS for further details.

O.2 - ALTITUDE For game purposes aerial elements will be flying at one of the following height bands. HEIGHT BAND EXPANATION Available only to helicopters and VTOL aircraft. NAP OF THE EARTH (NOTE) The helicopter is flying extremely low, 1 contour above ground level, using the terrain as cover. They can land or pop-up.

CONTOUR

The helicopter cannot fly in woods, built up areas (BUA) or through obstacles if 1 or more contour high. Instead they must fly round them. The aerial element is flying at tree top level, between 2-5 contours above ground level. Any aerial element can fly at contour height or above.

LOW MEDIUM HIGH

Helicopters aircraft can fly over woods, BUAs or obstacles. They can land or pop-up. Contour is the maximum height for abseiling troops. The aerial element is flying between 6 contours and 2000 feet (152 Contours) above ground level (minimum height for dropping paratroops). The aerial element is flying at up to 20,000 feet. (1524 Contours) The aerial element is flying at 20,000 feet or higher.

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O.2.1 – Changing Altitude An aerial element can move up or down 1 height band at the end of a turn. This movement can be from NAP OF THE EARTH to CONTOUR, from CONTOUR to NAP OF THE EARTH, from CONTOUR to LOW or from LOW to CONTOUR. An aerial element can move up or down 1 height band above LOW every 5 turns. O.2.2 – Height Risk If a side doesn’t have control of the skies any aircraft used over the battlefield are at risk of being shot down on the way to the battle or during the battle by enemy fighters and area AA. The risk of being shot down for requested aircraft making their first pass is already worked into their chance of being requested. Under command and returning requested (see O.7.2.2 – Returning Aircraft) aerial elements must test on the following table when they first enter the table and each turn they are flying at LOW or above over the table. There is no risk and no roll is required if your opponent bought ZERO levels of air support. The table assumes that when entering the aerial element has had to pass through enemy area AA zones and areas where enemy fighters might have attacked it. For on table tests it assumes the risk is mainly from area AA, but could also include long range AAM fire from fighters. Your opponent must roll a d20 against the following table for each of you applicable Aerial Elements. The number before the slash is the risk when entering the table for the first time and the number after the slash is the risk each turn. Difference in Air Support Levels (Your Level – Their level) Entry Altitude -3 -2 -1 0 1 2 3 17/NP 18/NP 19/NP 20/NP NP/NP NP/NP NP/NP CONTOUR 9/13/16 13/16/18 16/18/19 18/19/20 19/20/NP 20/NP/NP NP/NP/NP LOW 10/14 14/17 17/19 19/20 20/NP NP/NP NP/NP MEDIUM 11/15 15/18 18/20 20/NP NP/NP NP/NP NP/NP HIGH NP – Interception never happens, aircraft will always arrive. 1st Number is when entering the table 2nd Number is each turn 3rd Number is when popping up, it is only included for LOW level as this is the only band it applies to. If the number or over is rolled the aircraft doesn’t arrive at the table this turn. Roll a d10 and add the difference in air support levels to see what happened to the aircraft and consult the following table Roll Effect What the Aircraft must do next turn Shot Down Nothing 4 or less Aborted Return to base 5-6 Damaged Return to base 7 Damaged Can attempt to enter next turn at the same height at the same place with the same orders OR 8 Can return to base OK Can attempt to enter next turn at the same height at the same place with the same orders OR 9 Can return to base OK Can attempt to enter next turn at a different at the same place with the same orders OR 10 or more Can return to base

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O.3 - AIRCRAFT TYPES The following type of aircraft can appear in the game. O.3.1 – Normally Under Command AH Attack Helicopter MUAV

Mini Unmanned Air Vehicle

OB

Observation Aircraft

OH

Observation Helicopter

TH

Transport Helicopter

TH(H)

Heavy Transport Helicopter

TR

Transport Aircraft

TR(V)

Transport Aircraft VTOL

UAV

Unmanned Air Vehicle

O.3.2 – Normally Requested F/A Fighter/Attack Aircraft GA LA SGA

Ground Attack Aircraft Light Attack Aircraft Specialist Ground Attack Aircraft

Such as AH-1, AH-64, Hind. They are armed helicopters which sometime carry infantry. These are very small UAVs which act in most ways like UAVs. They can only be fired at using AA fire except that AAGWs and ATGWs cannot be used (they are too small to be locked onto). Radar cannot spot them either. Such as O-2E etc. These aircraft are slow enough to remain over the table looking for targets for either strike aircraft or artillery. They will be shown carrying either an AOO or ALO on the DATASHEET. Such as Alouette III, BO-105M and OH-58 Kiowa. They are helicopters used for transporting ALOs and AOOs and for general reconnaissance. Occasionally they will be armed. Such as Mi-8 Hip, UH-1B Iroquois (Huey) and Puma. They are helicopters used primarily used for transporting troops around a battlefield but occasionally armed. These are heavy lift helicopters such as CH-47 Chinook and Mi-6 Hook. They are used for the same rolls are transport helicopters but are bigger! Such as C130 Hercules and IL-76 they are normally within the game used to drop paratroopers. Only the MV-22 Osprey appears to exist at the moment. They are transport aircraft used in a similar way to transport aircraft. Because of their ability to land vertically and hover they are treated as helicopters within the rules. Such as Predator, Phoenix, etc. UAVs travel at a rate of shown on the DATASHEET. They fly as per helicopters and are on table for the number of turns shown on the DATASHEET. Such as the F/A 18. When requested they act as Ground Attack aircraft (see below). They can also act as fighters in one off games. Such as A4 “Skyhawk”, Mig-27, etc. Trainers or Counter Insurgency Aircraft such as BAe Hawk, OV10 “Bronco”, etc. Such as SU-25 “Frogfoot”, A10 “Warthog”, etc.

O.3.3 – Others That Could Be Used In a Game EH Electronic Warfare Such as EH-1H Iroquois and Mi-8 Hip-J. These carry jammers and if available will Helicopter be under command. EW Electronic Warfare Aircraft Such as EF-11A, YAK-28E, etc. EW aircraft can either loiter behind friendly lines to jam enemy communications or fly over or near the battlefield using Antiradiation missiles to suppress enemy air defences. F Fighter Aircraft Such as F-15, Mig-29, etc. All fighter aircraft may use a CAP mission only and loiter until their mission is completed. They will rarely be seen in the game as air commitment level includes the effects of them away from the battlefield RE Reconnaissance Such as “Tornado” GR-1A, RF-4D “Phantom”, etc. They can be used to spot targets before a game and can make one pass of the battlefield. They may be allowed in attack defence games. SB Strategic Bomber Such as B-52, TU-22, etc. Strategic bombers may make one pass of the battlefield and have a pre-planned mission only. They are rarely seen anywhere near a battlefield where friendly troop could be hit. TB Tactical Bomber Such as F111 “Aardvark”, SU-24 “Fencer” etc. Tactical bombers may make up to 2 passes of the battlefield and normally have a pre-planned mission only. Occasionally they will be available as requested aircraft

The aircraft availably tables are built using the number of aircraft available to a nation to determine which aircraft are available. This is weighted so that SGA will appear more often than pure numbers suggest and LA, TB and SB less often.

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O.4 - AIR TO GROUND ATTACK O.4.1 - Aim Point If the Aerial element is using rockets, rocket pods, dropping bombs or making a strafing attack the player must mark an aim point for the attack. These types of attacks cannot be carried out at NOTE. This AIM POINT can but up to 2cm short of the target and must be along the flight line of the aerial element for forward firing weapons. O.4.1.1 – Forward Firing Aim Point for Under Command Aerial Elements The aim must be a minimum distance from the firing aerial element. The following table lists the minimum distance for the different high bands. Requested aircraft are always placed at the minimum distance when they attack if this puts them off the table they should be placed at the edge of the table but are treated as being off table at the minimum distance for AA fire. Under command aircraft must be at least the distance givem away to attack and cannot attack a target if this puts them off table. Weapon CONTOUR LOW MEDIUM HIGH 20cm 40cm 60cm 80cm Rockets and Rocket Pods 10cm 20cm 30cm 40cm Bombs and Strafing Clarification: - Direct and Area fire can be carried out from any height. O.4.1.1 – Sideways Firing Aim Point for Under Command Aerial Elements If the weapon is turret mounted or a door weapon the aim point can be up to 25cm away from the firing element to the left or right. O.4.1.3 – Forward Firing Aim Point for Requested Elements The aircraft model is placed so that its nose is touching the aim point. O.4.1.4 – Sideways Firing Aim Point for Requested Elements If weapons are only firing to one side of the aircraft mark the aim point and then place the aircraft model up to 25cm from the aim point on the appropriate side of the aim point. If weapons are firing from both sides of the aircraft mark both aim points and then place the aircraft between the 2 aim points but not more than 25cm from either. O.4.1.5 –Aim Points and Poor Visibility Once the aim point is determined and the aircraft placed, check F.2.4 - Maximum Observation to see if the aircraft can see the aim point. If it cannot then it cannot fire at that aim point. Requested aircraft will loose their attack and leave the table at normal in Phase 2.9. Under Command aircraft cannot fire at anything else. O.4.2 – Bombs Bombs are dropped individually and extra bombs either added to the depth of the fire zone or used to increase the effectiveness (see O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones). The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see O.4.11 – Fire Zone Placement). Test to see if the bombs are on target and if not move the fire zone (see O.4.9 – Testing Aerial Fire Zone Accuracy). Test every element in the fire zone for damage using the area fire number for the bombs. See the DATASHEET for details of fire zone size and effectiveness. O.4.3 – Rockets and Rocket Pods Large rockets and whole rocket pods are fired one at a time. Each extra large rocket or pod is either added to the depth of the fire zone or increases the effectiveness (see O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones). The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see O.4.11 – Fire Zone Placement). Test to see if the rockets are on target and if not move the fire zone (see O.4.9 – Testing Aerial Fire Zone Accuracy). Test every element in the fire zone for damage using the area fire number for the rockets. See the DATASHEET for details of fire zone size and effectiveness. O.4.4 – Strafing Under command aerial elements that moved straight using COMBAT SPEED 10cm or more may make a strafing run. Any requested aerial element can make a strafing run. O.4.4.1 – Strafing Forwards The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see O.4.11 – Fire Zone Placement). O.4.4.2 – Strafing Sideways The start of the fire zone is placed at the AIM POINT (see above) and heads back down the aircrafts fight line away from the aircraft (see O.4.11 – Fire Zone Placement).

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O.4.4.3 – Under Command Element Fire Zone Size This is always 5cm wide, but its length depends on how fast the aerial element is flying at. If it is flying at 20cm or faster the zone is 20cm long. If it is flying at between 10cm and 20cm the zone is the length of its move. O.4.4.4 – Requested Element Fire Zone Size This is always 20cm long and 5cm wide Test to see if the strafing is on target and if not move the fire zone (see O.4.9 – Testing Aerial Fire Zone Accuracy). Test every element in the fire zone for damage using the firing aircrafts area fire numbers. See the DATASHEET for details of effectiveness. Note that as strafing uses area fire numbers it can only be used against unarmoured targets and helicopters. For firing against armoured targets the element will have to use O.4.6 – Direct Fire. O.4.5 – Guided Munitions O.4.5.1 – Guided Bombs These are standard 250-1000Kg bombs fitted with TV or laser guidance. They can be released at 5km from LOW level and 10km at higher levels. Their range allows them to be fired without the aircraft entering the table. For TV Guided – Treat these as detailed in H.12 – VISUALLY GUIDED MISSILES with the aircraft counting as the operator. They have a basic to hit of 5 and count all the modifiers for TV guidance. For Laser Guided see H.7 – REMOTE LASER WEAPON GUIDANCE. Roll to hit as normal as if they are an ATGW. If the bomb hits the target it will be destroy. O.4.5.2 – Guided Missiles These are treated as ATGWs but some have enough range to be fired from off table. For TV Guided – Treat these as detailed in H.12 – VISUALLY GUIDED MISSILES with the aircraft counting as the operator. Roll to hit as normal for an ATGW. For Laser Guided see H.7 – REMOTE LASER WEAPON GUIDANCE. Roll to hit as normal for an ATGW. The aircraft must be at LOW level or higher to fire these. O.4.6 – Direct Fire Bear in mind to carry out direct fire the aircraft will have to spot for most weapons as normal. The exceptions are TV and laser guided weapons. When firing ATGWs remember the restrictions on movement for firing them. See H: ANTI-TANK GUIDED MISSILES (ATGMs). O.4.6.1 – Under Command Direct Fire These carry out direct fire including ATGWs just like ground based firers. See G: DIRECT FIRE. O.4.6.2 – Requested Direct Fire O.4.6.2.1 – Laser and TV guided Long Range ATGWs The aerial element can either remain off the table and fire as O.4.5.2 – Guided Missiles above or can enter the table and fire the missile as a normal ATGW. If the player chooses to enter the table the aircraft model is place on the table at the point the player wishes to fire from. O.4.6.2.2 – Other Direct Fire The aircraft model is placed on the table at the point the player wishes to fire at. These carry out direct fire including ATGWs just like ground based firers. See G: DIRECT FIRE O.4.7 – Area Fire This is carried out just like area fire from ground based firers. See J: AREA FIRE. For requested Aerial Elements the aircraft model is placed on the table at the point the player wishes to fire at. O.4.8 – Anti RADAR Missiles These come in two types, 1st and 2nd Generation. The aircraft must be at LOW level or higher to fire these. O.4.8.1 – Anti Radar Missile Types First generation missiles have only a radar seeker meaning if the radar is switched off the missile will automatically miss. Second Generation missiles have a radar seeker and an inertial guidance system meaning that even if the radar is switched off the missile has a chance of hitting.

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O.4.8.2 – Anti Radar Missile on EW aircraft When these are carried by specialist EW aircraft both types can be spot any active enemy radar. They can fire up to 4 missiles in a turn. O.4.8.3 – Anti Radar Missile on Non EW aircraft When carried by non specialist aircraft they must be pre-programmed for specific radars. a) First Generation Missiles can be pre-programmed for 1 type of radar. b) Second Generation ones can be programmed for 3 types of radar and the radar must be in priority sequence. When spotting for radars they will look for the first type first and only try to spot the second type if the first wasn’t spotted. As these are intended for self defence type of radar must be a specific AA vehicle equipped with radar. They can fire 1 missile in a turn. O.4.8.4 – Anti Radar Missile firing Procedure Use the following procedure when firing an Anti Radar missile 1. Spot enemy radars using F.3.3 – Anti Radar Spotting. 2. Fire the missile. 3. Test to see if the target spots the missile. 4. Test to see if the missile hits. 5. Determine the effect of the hit. O.4.8.5 – Spotting an Anti Radar Missile The target of the Anti Radar missile can attempt to spot the in bound missile. Roll a d10 and consult the following table. Radar Type Roll to spot Missile 8 Spotting Radar 7 FCR 1 6 FCR 2 5 FCR3 4 FCR 4 3 FCR 5 9 Other If the number shown or better is rolled the missile is spotted and the radar is turned off. O.4.8.6 – Testing to see if the Anti Radar missile Hits Roll a d10 and consult the following table. Radar Situation 1st Generation 2nd Generation Missies 5 Off 3 3 On If the number shown or better is rolled the missile hits. O.4.8.7 – Effect of Anti Radar missile Hit The radar is destroyed and cannot be used for the rest of the game. Additionally the element carrying the radar is suppressed and may be destroyed. Roll a d20 and compare with the following table. If the roll or higher is achieved the element is destroyed. Target Element Roll To Kill 14 Infantry in Open 16 Infantry in Cover 17 Infantry in Heavy Cover Soft Vehicle OR 12 Unarmoured Aerial Element Top Armour 1 Ground Vehicle OR 16 Aerial Element with Armour 1 or 2 Top Armour 2 Ground Vehicle OR 17 Aerial Element with Armour 3+ 18 Top Armour 3+ Ground Vehicle

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O.4.9 – Testing Aerial Fire Zone Accuracy All aerial elements have been rated as to how accurate they are at bombing at contour height. This is called the Air to Ground CEP and is shown on the DATASHEET in the AGM column. Roll a d10 and subtract the aerial element’s AGM. Amend the roll as follows. General Type of Modifier Aircraft Attacking at Under Command Aerial Element Aerial Element Target can no longer be seen

Target Movement

• •

Modifier Name LOW level MEDIUM level HIGH level Range up to 25cm Range 100cm and Over Not Under Fire Is Suppressed Is Damaged Obscured by smoke etc 5cm and 15cm and 30cm and 45cm

Modifier +1 +3 +6 -1 +1 -1 +1 +2 +1 0 +1 +2 +3 +4

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

O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones Rocket, Rocket Pod and Bomb fire zone sizes can be increased in size or effectiveness however all zones must be increase to the same effectiveness. The following table shows the possible combinations with different numbers of rockets, rocket pods and bombs. Increase Increase Depth Effectiveness x1 x2 x3 x4 x5 x6 x7 x8 x9 x10 x11 1 2 3 4 5 6 7 8 9 10 11 0 2 4 6 8 10 12 14 16 18 20 22 -1 3 6 9 12 15 18 21 24 27 30 33 -2 4 8 12 16 20 24 28 32 36 40 44 -3 5 10 15 20 25 30 35 40 45 50 55 -4 6 12 18 24 30 36 42 48 54 60 66 -5 7 14 21 28 35 42 49 56 63 70 77 -6 8 16 24 32 40 48 56 64 72 80 88 -7 9 18 27 36 45 54 63 72 81 90 99 -8 10 20 30 40 50 60 70 80 90 100 110 -9 11 22 33 44 55 66 77 88 99 110 121 -10 12 24 36 48 60 72 84 96 108 120 132 -11 Example an aircraft is carrying 8 bombs it can either, 1. Drop them one after the other, giving a zone 8 times the depth of normal. 2. Drop 2 at a time; giving a zone 4 times the depth of normal and -1 to “to kill and suppress numbers”. 3. Drop 4 at a time, giving a zone double the normal depth and -3 to “to kill and suppress numbers”. 4. Drop them all on 1 zone, giving -7 to the “to kill and suppress numbers”.

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O.4.11 – Fire Zone Placement

Forwards Firing The direction of flight is shown by black arrow. The aim point is shown by the Red Cross and as this is a requested aircraft is at the nose of the F-15. The first fire Zone is shown in grey and first extension shown with a dotted line around it.

Sideways Firing The direction of flight is shown by black arrow. The aim point is shown by the Red Cross and as this is a requested aircraft is at the nose of the Ka-32. The first fire Zone is shown in grey, Note how is goes back along the line of flight.

O.5 – UNDER COMMAND AERIAL ELEMENTS Under command aerial elements must follow all the normal rules in D: COMMAND, CONTROL AND COMMUNICATION. O.5.1 - ORDERS Under command Aerial Elements must be given commands just like ground elements. The orders given depend on the type of element in use as follows. These orders can be changed just like ground unit orders (see C.3 - ORDERS) and the aerial elements can react to the enemy just like ground units (see D.7 – REACTING TO THE ENEMY). O.5.1.1 – Para Dropping Transport aircraft Orders must include 1. A straight flight path across the table starting from the player’s baseline or either neutral edge: 2. Flight Height. 3. A drop point where the paras will be dropped. O.5.1.2 – Observation Aircraft, UAVs and MUAVs Orders must include 1. A flight path around the table starting from the player’s baseline. This flight path must be a loop around the table that the aircraft will follow once it gets on the loop allowing it to circle the table during the battle. It must be drawn accurately on the map. 2. Speed of flight, minimum OB=60cm & MUAV/UAV=25cm, maximum as shown on the datasheet. 3. They can make up to Three 45 degree turns each time they move, each of which must be at 20cm from the last turn. 4. The altitude the unit is travelling at (see O.2 - ALTITUDE).

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O.5.1.3 – Attack and Observation Helicopters Orders must include 1. A flight path which should be drawn accurately on the map in straight lines between objective points. 2. The altitude the unit is travelling at (see O.2 - ALTITUDE). 3. As with ground elements, these elements have two speed rates, COMBAT SPEED and TRANSIT SPEED and these are given on the DATASHEET. Their movement speed depends on their altitude and speed rate. Firing and unloading is limited in the same way as ground elements (see E: MOVEMENT). 4. The aerial element can be given up to FOUR objectives points which must follow the limits given in C.3.2 – Objectives except that the objective is a specific point near such an objective. The aerial element must stay within 10cm of this point. 5. The number of turns the aerial element will loiter at each objective must be listed and must be a minimum of 1 turn. The aerial element can remain at the point for longer if it has spotted targets the player wishes it to engage. Once the time is up the aerial element must move on to the next point if it hasn’t spotted any targets the player wishes it to engage. Alternatively they may be given orders to escort transports (see below). In this case they follow the transports orders until the troops are on the ground. Once the troops are on the ground they may be given a single objective point within 30cm of the troops they are supporting where they loiter for the rest of the game or until their orders are changed. O.5.1.4 – Transport Helicopters and Transport Aircraft VTOL Orders must include 1. A flight path, altitude and speed must be specified as above. 2. The aerial element can be given up to FOUR objectives points which must follow the limits given in C.3.2 – Objectives except that the objective is a specific point near such an objective. The aerial element must stay within 10cm of this point. 3. A single objective is specified where the transported troops are to be dropped. 4. They may stop for 1 turn short of the objective if it is LOS to suppress the landing zone. 5. Once they have dropped off their troops they may carry out any of the options listed in D.2.8 – Transport Vehicles. O.5.2 – Para Drops Some armies include paratroopers which can arrive on table via a Para drop. The paras are dropped in PHASE 2.1 after all other elements have moved. O.5.2.1 – Drop Points As part of the paras’ orders a number of drop points must be assigned in the players orders along with the turn the paras will drop. All aircraft dropping Para’s must fly parallel to each other. The maximum number of drop points is Up to 1 Drop point per Company + 1 per BHQ OR 1 per Aircraft which ever is lower. Example: - BHQ and 3 Companies drop from 1 aircraft place 1 drop point, if they dropped from 10 aircraft place up to 4 drop points. The player doesn’t need to use the maximum drop points available. Each parachuting unit must be allocated to a drop point in orders, cross attaching will need to be used to drop away from normal command element. Drop points must be in open ground outside built up areas or if the ground has snow on it in Soft Areas, Marsh or swamp. They can also be on lakes or rivers if they are frozen. These areas are classed are safe parachute terrain all other terrain is dangerous parachute terrain. Drop points must be at least 10cm from any dangerous parachute terrain. Note that Soft areas, March, Swamp, lakes and rivers will count as dangerous parachute terrain if they aren’t covered in snow or frozen. O.5.2.2 – The Drop Roll a d20 for each drop point to determine if the paratroops assigned to that drop point land as planned or miss the drop point. Subtract the armies paradrop accuracy modifier from the dice, this can be found in the notes section of the army list. Compare the modified d20 roll with the number in the following table to determine if the drop is on target.

No Wind Light Wind Normal Wind Strong Wind Very Strong Wind

Low 2 3 4 6 9

Day Drop Medium 3 4 6 9 13

High 4 6 9 13 19

Low 4 5 6 8 11

Night Drop Medium High 5 6 6 8 8 11 11 15 15 21

If the number shown or higher is rolled the paratroops will land on target. In the case of the 21 a 20 must be rolled first followed by a 2+ on a d10 just like shooting. If the number rolled is less than the drop number the drop is off target. If a modified roll of 1 or lower is rolled a major error has occurred during the drop and the dropping player should roll on the Major error table below.

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If any other off target roll is made, roll for CEP direction and move the drop point by 5cm for each point the roll was missed by. The CEP is taken as it relates to the dropping aircraft direction of flight. . Example: - Paras drop from Medium, with a light wind during the day and thus need a 4+ to be on target. Alas a 2 is rolled. The player rolls for CEP and rolls a 1, so the drop point is moved 10cm along the aircrafts direction of flight. O.5.2.3 – Major Error Table Roll (d20) Effect Dropped off table 1-4 Opponent picks new drop point anywhere on the table. This is where you should start placing elements. 5-6 Opponent picks new drop point within 100cm of the original drop point. This is where you should start 7-10 placing elements. Roll for CEP direction. The CEP distance is d6x10cm + 40cm (i.e. 50-100cm) 11-15 Roll for CEP direction. The CEP distance is d6x5cm + 20cm (i.e. 25-50cm) 16-20 O.5.2.4 – Drop Point is off Table

If the drop point ends up off table roll on the following table to determine what happens to the troops dropped at that drop point. Roll (d6) 1 2 3-5 6

Effect Never seen during battle. At the end of the battle roll on Cautious Column of C.4.4 – Failed Flank March Result Table to see what happened Never seen during battle, but known to be safe. They don't take part in the battle but don't count as lost either Roll CEP direction and mark the point at which the edge of the table intercepts the CEP direction. Unit may enter within 10cm of this point in 6 turns time. Roll CEP direction and mark the point at which the edge of the table intercepts the CEP direction. Unit may enter within 10cm of this point in 3 turns time.

O.5.2.5 – Drop Point is on Table Once the drop point is known the players take turns in placing the elements dropping in that zone. The owning player places 1 element and then their opponent places 1. Next the owning player places 2 and opponent places 1. Continue with owner placing 2 and opponent placing 1 until they've all been placed. The parachuting player may place any number of elements in dangerous parachute terrain. Normally the non parachuting player may place 1 element if the wind is Normal, 2 if the wind is Strong or 4 if the wind is very strong in dangerous parachute terrain. However if there is no way the non parachuting player can place a unit without breaking this limit they may place elements over this limit. This might occur if the drop point is off target and ends up in the middle of a large piece of dangerous parachute terrain. Each player can pick any element in being dropped at the drop point to be placed next. The first element must be placed on the drop point. Each subsequent element placed must be within 2 cm of at least one element already placed for this drop point. Once all elements have been placed for this drop point the opponent then marks half of the landed elements (rounded up) as not available on the landing turn. The owning player then removes half of these markers (rounded down) from the vehicles and half the markers (rounded down) for the infantry elements to show they are available after all but marks them as suppressed. Thus about 3/4 should be available on the turn they land. Those that are available cannot fire on the bound they land, but may fire in their opponents bound. Those that aren’t available on the turn they land can’t fire in their bound, or their opponents bound. On the turn they land all infantry count as large targets for spotting and their normal size for shooting. Vehicles count as extra large for spotting and their normal size for shooting. Parachutes after all are VERY visible. Suppressed elements cannot start testing for suppression recovery until they are active, but they can flip the suppression marker over if they would normally be allowed to (see L.2 - SUPPRESSION). Any element that landed in dangerous parachute terrain must have a d10 rolled for it. The roll must be checked against the following table. Terrain Roll Effect 2 or less Element destroyed Built up area or River 3-5 Element Supressed 1 or less Element Destroyed Other Terrain 2-3 Element Supressed Modifiers to die roll No Wind +1 Strong Wind -1

Very Strong wind -3

O.5.2.6 – Dropping Aircraft Once the aircraft have dropped the paras they will leave the table in PHASE 2.9 and cannot return.

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O.5.3 – Flying at Night without Pilot Night Vision Under Command Aerial Elements without pilot night vision are assumed to take off from prepared areas (airfields etc) and thus can still take part in the game with the following restrictions. They MUST fly at LOW level or higher. They cannot drop bombs. They can only land in areas illuminated with illumination rounds.

O.6 - HELICOPTERS O.6.1 - Introduction Helicopters have had an incredible impact on modern warfare, giving tactical, operational and even strategic options to a commander. Helicopters are fast, manoeuvrable but fragile machines and can be used for a variety of roles such as observation, transport, attack, escort or specialist (i.e. ECM). Helicopters are organised in the same manner as ground units but often use different names. FLIGHTS are equivalent to Platoons and SQUADRONS equivalent to Companies. They are either attached to the highest on table commander or are bought as the transport for a specific unit. In many ways helicopters are treated as ground elements. Helicopters move in phase 2.1 and fire in phase 2.4. They can also engage targets in LOS in phase 2.3. As noted above VTOL aircraft count as helicopters. O.6.2 - POP-UP If a helicopter is at an objective point or is aware of an enemy (see F.11 – KNOWN ENEMIES) may climb above cover or move around the side of cover in order to spot a target and fire at it. This is known as popping up. In the opponents turn the helicopter must be at contour (if at NOTE it rises to contour), may not have moved more than half COMBAT SPEED in its turn, must be behind a terrain feature and it can pop-up (or up to 5cm to the side) to spot for targets as follows. While popping up the helicopter counts in the open for spotting. Note that the helicopter doesn’t count as hovering while popping up and will always count at least 10cm of movement for firing and spotting. O.6.2.1 – Enemy Bound Once the opponent has moved all units the helicopter rises to look for a target (showing its pop-up size aspect) in PHASE 2.3. O.6.2.1.1 – ATGWs and AAGWs To fire an ATGM or AAGM it remains showing its pop-up size and fires the missile unless it fired a selfhoming missile when it returns behind cover. When firing at a helicopter that fired a self homing missile count “into sight” and “out of sight”. If firing at a target using another type of missile count only “into sight”. AAGWs are resolved straight away, but ATGWs must wait until PHASE 2.6. O.6.2.1.2 – Other fire If it spotted a target and wants to fire guns or rockets it must raise completely above the cover, showing its front size aspect, fires and then returns behind cover. For firing count “into sight” and “out of sight” as the firing has limited time to engage the target. In PHASE 2.4 the enemy fires at the helicopter counting any modifiers mentioned above. This includes Direct fire, Area fire and AA fire at the helicopter. In PHASE 2.6 ATGWs are resolved, following this any helicopters that popped up return behind cover. The helicopter may end its pop up by moving up to 10cm from where it started. Helicopters end any pop up at contour. O.6.2.2 – Own Phase 2.4 The helicopter may pop up to fire guns, rockets and AAGWs as above. O.6.2.3 – Maximum Pop up Height If the helicopter is popping up to spot a know enemy it can pop up to LOW altitude if needed to get an LOS on the target. Any pop up to LOW altitude will require a roll on O.2.2 – Height Risk as area defence AA may get a lock on the helicopter. If the pop up is not to try to pick up a known enemy the helicopter cannot rise above contour level, see O.2 ALTITUDE for the limit in contours. This may means the helicopter cannot get an LOS on a target.

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O.6.3 - Hovering Hovering helicopters are much easier targets for ground fire. In order to hover the helicopter remains stationary in phase 2.1 of the players turn. Hovering is normally only used for abseiling troops to the ground and a hovering at NOTE can unload 1 section or 2 half sections of infantry via abseiling in half a turn. A helicopter must hover for half a turn to drop off an under slung load. O.6.4 - Landed Helicopters at NOTE or contour may land in their movement phase. It takes half a move to land. It takes a turn to load or unload all infantry and two turns for vehicles. O.6.5 – Under Slung Loads A helicopter must hover for half a turn to drop off an under slung load. To Pick up an under slung load the helicopter must either hover at NOTE or be landed for a full turn.

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O.7 – REQUESTED AERIAL ELEMENTS These are aerial elements requested by an observer (normally an ALO) and allocated in a way totally out of the player’s control. O.7.1 – Air Liaison Officers (ALOs) ALOs are troops specially trained to spot for and call in aircraft. Within the rules they are normally the only people who can call in air support. However if you bought ALOs and all of them have been dead for THREE of your Phase 1.1s you can nominate ONE AOO to act as an untrained emergency ALO. When buying ALOs their cost is in 2 parts. 1. The cost of the ALO and their equipment. 2. The cost of the air support they can call. This is dependent on the level of air support you have bought. The army pointers will work this out for you so it’s not as complex as it looks! To call in an air strike the ALO will need to ensure they have a secure transmission (see D.5.6 – Transmission Security). Any reference to ALO in the rules also refers to an AOO acting as an emergency ALO. O.7.2 – Requesting Aircraft Use the following procedure for requesting aircraft. 1. In Phase 1.3 the ALO tried to spot or locate enemy targets. 2. If they spot of locate a target they roll on the table below to see if they get any air support or if they already have air support available they can be called in. 3. If they get air support they will have to roll on the army’s Aircraft Support List (see ARMY LIST) to see what aircraft they’ve been allocated. 4. If the aerial element has off table weapons (Anti Radar missile, TV and laser guided weapons) and the player wishes to use them. a) The aircraft remains off table. b) If they are a returning aircraft test in Phase 1.5 to see if they are attacked (see O.2.2 – Height Risk). c) In Phase 2.3 the player declares which weapon the aircraft will be using and the target. d) In Phase 2.6 the player follows O.4.5 – Guided Munitions or O.4.8 – Anti RADAR Missiles to determine if the weapon hits. 5. If the aerial element has only on table weapons or the player wishes to use on table weapons a) Roll on the Artillery CEP Table (See DATASHEET) to determine which side of the table the aircraft arrive from. If a diagonal is rolled the player can choose which of the two table edges the aircraft arrived through. The aircraft may enter ANYWHERE along that table edge and fly across at any angle. b) Place the arriving aircraft anywhere along that table edge lined up on the aim point. c) If they are a returning aircraft test in Phase 1.5 to see if they are attacked (see O.2.2 – Height Risk). d) Declare which one of the aerial elements weapons it will use in this pass. e) If using rockets or bombs the number to be dropped and how they will extend or increase the effectiveness must also be stated. (See O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones). f) In Phase 2.1 move the aircraft in a straight line to the aim point as per O.4.1 - Aim Point depending on the weapon chosen. g) In Phase 2.7 carry out the attack as detailed in O.4 - AIR TO GROUND ATTACK. h) In Phase 2.9 move the aircraft in a straight line to the table edge and at the end of that phase removes them from the table. O.7.2.1 – Aircraft Request Table Roll a d10 against the following table and if the number listed or better is rolled you get some air support. Enemy Air Support Level Your Air Support Level 0 1 2 3 4 NP NP NP NP NP 0 7 8 9 10 NP 1 6 7 8 9 10 2 5 6 7 8 9 3 4 5 6 7 8 4 NP – Not Possible Modifiers Emergency ALO +2 Each Friendly requested aircraft shot down or aborted +1 Each Friendly requested aircraft damaged +½ Each successful air support request during the game by this ALO +½ Each successful air support request during the game by another ALOs +¼ Round down the final number. Example Your Air Support level is 3 and theirs is 2 This ALO has had 3 successful air support requests, there are no other ALOs and had 1 requested aircraft shot down. You’re basic number is 7 + 1 for TWO successful requests by this ALO and +1 for a requested aircraft being shot down = 9½ rounded down to 9 or better to get more aircraft.

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O.7.2.2 – Returning Aircraft Once an aircraft has been allocated to an ALO there is a chance the ALO will retain that aircraft for several turns. At the start of Phase 1.3 test for each aircraft currently supporting a friendly ALO. Roll a d10. On a 6+ the aircraft is willing to return. • Add 1 to the number required for each friendly requested aircraft shot down or aborted. • Add 1 to the number required if the enemy has a higher level of air support than you. If the aircraft is willing to return the ALO can call it in again for another attack without having to request air support again. Returning aircraft are at risk of being attacked by enemy air defences (see O.2.2 – Height Risk) even if they remain off table firing using guided weapons. An aircraft can make a maximum of 5 returns before it must leave. O.7.2.3 – Requesting Aircraft at Night At Night after rolling to see which type of aircraft you’ve been allocated check the datasheet to see if that aircraft has pilot night vision. If it doesn’t then your roll is wasted and you don’t get support. This gives the feel that there are less aircraft available at night than during the day.

O.8 – PRE PLANNED STRIKES This is used by an attacker in attack/defence games and doesn’t require an ALO. A number of air support rolls can be made before the game depending on the type of attack being played. Type of Attack Pre Planned Rolls None Hasty Attack 1 Deliberate Attack 3 Breakthrough Attack However the organiser or the game or the players can decide to allow it in different types of game and could vary the number as they see fit. The player then rolls this number of times on the army’s Aircraft Support List (see ARMY LIST) to see what aircraft they’ve been allocated. Each roll can be rerolled once, but the second roll MUST be taken. Orders must then be written for each aircraft detailing 1. Entry Turn 2. Entry point 3. Aim point 4. Weapon use. The actual attack is carried out as detailed in O.7.2 – Requesting Aircraft but without some of the rolls (as the type of aircraft and entry point are already known). These pre planned aircraft can only make one pass and don’t count towards the player’s number of successful requests. As they arrive you must test on the O.2.2 – Height Risk to see if something happened to them on the way to the table, however treat you air support level as TWO higher than you’ve bought as this mission has been planned and given proper fighter and EW support.

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P: ANTI-AIRCRAFT FIRE P.1 - INTRODUCTION Anti-Aircraft (AA) fire is any fire at aerial elements using AA missile and barrage fire. It is quite difficult to shoot down a fast moving aerial element it is more likely that it will suffer damage and be put off its aim or abort the mission. Fast moving aircraft make ground elements nervous and they tend to fire at anything flying past. Barrage fire is filling the air with as much lead as possible in the hope of fitting the aerial element as it passes. Specialist AA elements armed with autocannons also use this procedure but in this case they are actually aiming at the enemy aircraft rather than hoping to hit it.

P.2 - ANTI-AIRCRAFT PROCEDURE Use the following procedure to engage aerial targets: 1. Test to see how many elements spot the targets you wish to fire at. 1.

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

2.

For each shot, find the firing weapon on the ANTI-AIRCRAFT FIRE table on the DATASHEET.

3.

Modify the basic chance by the “ANTI-AIRCRAFT DIE ROLL MODIFIERS” on the DATASHEET.

4.

Roll a d20. If the modified number or greater is rolled then the target has been hit, check the AA FIRE table on the DATASHEET for the result. Bear in mind that there are 3 possible results depending on the rolls you make.

5.

If a hit is achieved the target has a last chance to evade the threat (see P.6 - TARGET EVASION), roll the evasion value of the aircraft or under to reduce the effect of the AA fire.

The following points apply: a) A natural roll of 1 always misses. b)

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

c)

If the final to hit number is between 21 and 29 and a natural 20 is rolled on the d20 roll a d10 and add it to the 20 already rolled and subtract 1 to determine if the target is hit.

d)

Elements using FCR will only be affected by the targets radar modifier if they could only spot the target using AA Radar spotting (F.3.1 – AA Radar (AAR) Spot).

P.3 – AA OVERWATCH P.3.1 – Non Specialist elements and AA Overwatch Any element can be given AA OVERWATCH orders, providing it carries weapons capable of firing in AA mode. P.3.2 – Specialist elements and AA Overwatch Specialist AA elements will automatically be on AA OVERWATCH as soon as they stop (unless ordered otherwise)

and if moving using COMBAT SPEED with stabilisation. P.4 - AIR DEFENCE Any on table elements may engage aerial targets using AA fire providing it meets the following criteria a) b)

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

AA fire against under command aerial elements takes place in phase 2.4 for the player and phase 2.3 for their opponent. AA fire against requested aerial elements takes place in phases 2.3 and 2.9 for their opponent. AA fire in Phase 2.3 is at any point along the aerial elements flight path this turn up to where it is now. AA fire in Phase 2.4 is at the aerial element where it is now. AA fire in Phase 2.9 is at any point along the aerial elements flight path from its aim point to where it exits the table.

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P.5 - ANTI-AIRCRAFT EFFECTS On the AA fire section of the DATASHEET you will find details of the weapon systems guidance, minimum & maximum range (both measured horizontally) and the numbers needed to damage (D), abort (A) and shoot down (K) an aircraft. It is taken for granted that the target will use all its counter measures. Aircraft may use evasion (see P.6 - TARGET EVASION) to reduce the effect of the damage one level. Roll the dice, apply the modifiers and check the following for the results. Damage level SUPPRESSED

Effect An aircraft that has a DAMAGED result but manages to evade is suppressed.

Reduced to Not Possible

DAMAGED

It cannot fire or drop ordnance this turn but can return later A result of damaged means the aircraft has taken light damage but can carry on.

Suppressed

All movement is halved for the rest of the game. Halve a damaged aircraft’s evade stat. It cannot unload elements, fire or drop ordnance this turn but can return later. ABORT

A second Damaged result will count as an ABORT (see below). A result of abort means the aircraft is seriously damaged and MUST return to base (counting as half points destroyed in competition games).

Damaged

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

If an aircraft is already Damaged and receives an Aborted result it is destroyed. A kill result means the aircraft has been shot down

Abort

P.6 - TARGET EVASION If AA fire has zeroed in on an aircraft (the opponent rolls a damage, abort or kill result) there is a chance that the aircraft can dodge the barrage or evade the missile at the last minute. Aircraft have an evasion value (EV); this is its manoeuvrability and armour combined. Roll the aircraft’s evasion value score or lower on a d10 to reduce the effects by ONE level (i.e. “shot down” becomes “aborted”, “abort” becomes “damaged” and “damaged” becomes “suppressed”). Note: - Evasion can only be used against AA fire.

P.7 - ATGMS IN AA MODE Some ATGMs have an anti-Aircraft capability; the DATASHEET will have its AA effectiveness value. Any aircraft moving at 25cm or under and at NOTE or CONTOUR altitude may be engaged by the ATGM. Use the normal AA procedure, including the targets chance of evading to resolve the AA fire. Note that this means the Aircraft model must be more than 25cm from where it started the move; you cannot just say oh it’s moved 25cm it MUST be more than 25cm from where it started. Note also that to fire in AA mode the ATGW element must be on AA overwatch (see P.3.1 – Non Specialist elements and AA Overwatch).

P.8 – AHEAD AND FAE HITS ON AIRCRAFT Aircraft which are hit by AHEAD or FAE count any damage as one level higher than the final result. KILL stays a KILL but the target cannot use evasion. ABORT becomes KILL DAMAGED becomes ABORTED SUPRESSED becomes DAMAGED

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Q: ELECTRONIC WARFARE Q.1 - INTRODUCTION Most electronic warfare aids have been covered in the rules already, the remaining aids are mainly for jamming. The electronic warfare aids are bought as part of the force from the army lists. It’s worth noting that all armies are rated as to how good their general level of electronic equipment is. This EW level affects how well it will resist such things as jamming and its use is included in the other sections of the rules where it is applicable.

Q.2 - SENSING EQUIPMENT There are a variety of electronic detecting devices. They should be restricted to use by a defender in an attack/defence game. Q.2.1 – Sensor Controllers Some sensors require a controller for them to work. The controller can either be within 25cm using a hard wired line, or within 100cm using radio communications. If using radio communications the sensor must get a secure link in Phase 2.1 to pass on any detection to the controller Q.2.2 - Tripwire Sensors These are setup by defending troops and work by having the enemy cross the wire which sets them off. Before the game begins they must be accurately draw on the players map. Each wire can be up to 5cm long and each must sate what will happen if the wire is crossed. Each wired can cause one of the following to occur when the wire is crossed. 1. Flares are fired the FIRST time the wire is crossed. This gives a 10cm by 10cm illumination zone in the middle of the wire. See F.8 - ILLUMINATION FLARES for illumination details. 2. A silent alarm is triggered. In this case a controller is required (see above). The controller and all elements in their unit will have a direction detection on any element that crosses the wire. 3. A booby trap can be set off. This will be located at the middle of the wire, see R.7 - BOOBY-TRAPS for options.

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

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Q.4 - PRECISION JAMMERS Some ATGMs (KORNET-E) and artillery rounds (JABBERWOCKY) most have a communication-jamming warhead. A few have a radar jamming warhead. If the datasheet doesn’t list the Jammer as Radar it is Communications. Their jamming level depends on the range to the jammer as follows. Range Jam Level 3 15 and 15 and 20mm and 50mm and 100mm Main weapon has no HEAT or HE ammo available

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

R.5.5.4.3 – Indirect Area Fire modifiers Modifier Element spotted and main weapon > 50mm and 100mm

Effect -1 -2

R.5.5.4.4 – AHEAD or FAPDS modifiers There are no modifiers, roll as normal on the escape table. R.5.6 – Pill Boxes These are almost never used today. If you have one in a scenario treat it as an Extra Large size tank with all round armour of 6.

R.6 - MINES There are two types of mine, anti-personnel (AP) and anti-tank (AT) and they can be buried, surface laid or scattered. From the late nineties most western nations stopped using AP mines, the exception being the United States. Mines only affect Ground Vehicles, landed Aerial Elements and infantry elements. These are normally only used by the defender in attack defence games. R.6.1 – Types of Mine Laying Mines are laid in one of two ways, either they are scattered on the surface or they are buried. Surface mines are more quickly laid but are easier to spot. Surface mines can be laid anywhere except areas of soft ground (i.e. Swamp, March etc). Buried mines can only be laid in open areas off roads. R.6.2 – Pre Game Mine Laying Minefields are bought using EPs; see R.2.2.5 – Mine Fields above. Though some engineering vehicles have their own special quantities of mines they can lay. These will be shown in the army list. R.6.3 – In Game Mine Laying A Minefield’s strength is given as a point value between 1 and 10 for each 10cm by 10cm box. It takes an engineer section 10 turns to lay each strength point by hand. For vehicles it will be details in the army list, except vehicle with scatter mine dispenses which will lay their field in 1 turn. For buried mines double the time required to lay them. Mine laying-ploughs and bar-mine laying vehicles can only bury mines and scatter-mine laying vehicles can only lay surface mines. Artillery gives an area the size of HE fire and each 250kg bomb the size of a HE munition. The strength laid is per battery/per turn of fire or per bomb (see N.9 - Ammunition Types). Bomb and Artillery laid mines cannot be laid to greater than level 6, any extra mines fired/dropped into the zone are wasted. For simplicities sake it’s assumed that all these mine types can be seen either because they are on the surface or because or the disturbed ground where the mine has been placed.

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R.6.4 – Moving into a Minefield It may be that a unit’s orders will take it through a minefield. If the minefield wasn’t known about when the player’s orders were written the player can react to the minefield if the unit is moving at COMBAT speed (see D.7 – REACTING TO THE ENEMY). If the unit is moving at TRANSIT speed it will continue into the minefield its full move and can then react to the minefield (they are travelling too fast to easily stop). If the unit continues into the minefield test each element once for each 10cm of movement to see if they hit a mine and the effect of that hit. R.6.5 – Spotting Mines (Optional) This is only used if you choose to have unmarked minefields in your game. Each element entering the minefield can test for each 10cm the move through the mine field and can stop and the unit react if they spot a mine. Roll a d10 and a roll equal to or higher than the number indicates you spot the mines. Mine Type Spotter Buried Surface 4+ 2+ Specialist Troops or Mine detecting Vehicle 7+ 5+ Infantry 8+ 6+ Vehicle Modify the required number as follows and if it goes above 10 the mines cannot be spotted MOVEMENT USING TRANSIT SPEED +2 VEHICLE MOVING OVER 15cm +2 VEHICLE MOVING OVER 30cm +4 VEHICLE MOVING OVER 45cm +6 INFATRY MOVING OVER 4cm +2 VISIBILITY CONDITION MOONLIT NIGHT +2 MOONLESS NIGHT +4 DAWN/DUSK/OVERCAST +1 WEATHER CONDITIONS LIGHT RAIN OR LIGHT SNOW +1 MIST OR RAIN OR SNOW +2 HEAVY RAIN OR HEAVY SNOW +4 FOG OR SANDSTORM +5 If the spot is successful mark the element with a “MS” counter. R.6.6 – Test for Hitting a Mine If an elements movement takes it into minefield test for each 10cm (or part of) that it moves in the minefield to see if it hits a mine. Roll a d10 and if the testing element rolls the strength or under it sets off a mine and is suppressed. However AFVs will not be suppressed by AP mines and infantry will not set off AT mines. If an element is suppressed by a mine it will only have half its available movement for that turn thus move it back to the half way point of its move. If the element hit the mine past the halfway point move it back to the point it hit the mine. R.6.7 – Effect of Mines Roll a d10 on the following table to determine the effect of hitting a mine. Destroyed on Type of Soft Vehicle AFV Mine Infantry Normal With MR With HMR Normal With MR 4+ 4+ 7+ 9+ NE NE AP NE 2+ 5+ 8+ 5+ 8+ AT NE = No effect MR= Mine Resistance HMR = Heavy Mine Resistance

With HMR NE 9+

When an element destroyed by a mine move it back to where it hit the mine. R.6.8 – Elements on a Road When an element moved back because it is suppressed or destroyed and that element is on a road any elements directly behind it on the road will be moved back as well. To put it another way if a vehicle in front of you stops because of the minefield so will you! This may mean the elements behind it have fewer tests to make for mines so you should test from the front of a column backwards for hits and damage.

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R.6.9 – Reversing out of a Minefield If the element is infantry it tests again as but with the minefield as its strength minus 3 (i.e. strength 4 = 1). If this reduces the level below 1 no test is required (the troops retrace their steps). If the element is a vehicle with a rear driving position it tests again as but with the minefield as its strength minus 2 (i.e. strength 4 = 2). If this reduces the level below 1 no test is required (the driver can see the route they took into the minefield and tries to follows the same route to get out). If the element is a vehicle without a rear driving position it tests again as but with the minefield as its strength minus 1 (i.e. strength 4 = 3). If this reduces the level below 1 no test is required (The crew attempt to tell the driver who can’t see which way they came into the minefield). R.6.10 – Landing Aerial Elements in a Minefield If an aerial element lands in a minefield test once to see if it sets off the mines subtracting 1 from the die roll as the down draft will help set the mines off. Treat the aerial element as a soft vehicle with no mine resistance if it sets off the mine.

R.7 - BOOBY-TRAPS Booby-traps may be used in attack/defence games by the defender if agreed before the game or in competition notes. The position and facing direction should be accurately drawn on a map. R.7.1 – Tripwire/Sensor Mine These come in two flavours, Anti Tank and Anti Personnel. They go off when the first enemy element passes within 1cm of them of the appropriate type (see mines above). When they go off they attack the element that set them off as a mine of the same type (see R.6.7 – Effect of Mines. Treat the element and any elements within 10cm as if they had entered a minefield (see R.6.4 – Moving into a Minefield). R.7.2 – Remote Controlled Mine These come in two flavours, Anti Tank and Anti Personnel. These must have an assigned controller who will choose when they are to be set off. The controller can either be within 25cm using a hard wired line, or within 100cm using radio communications. If using radio communications the sensor must get a secure link in Phase 2.1 for the controller to set off the mine. The controller can try to visually spot any target as it passes within 1cm the mines location of the mine in phase 2.3. If they make a spot they can set off the mine. This will then attack the target as a mine of the same type (see R.6.7 – Effect of Mines. Treat the element and any elements within 10cm as if they had entered a minefield (see R.6.4 – Moving into a Minefield). R.7.3 – Off Route AT Mine These are hidden long with a trip wire and fire a shaped charge into the side of a passing vehicle. They will attack the first vehicle to pass them within 1cm hitting them on a roll of 6 or more on a d20. They have a HEAT penetration of 3. If deployed in woods they can be setup in trees so as to fire at the vehicles roof armour. These are generally now obsolete having been replaced by Remote LAWs (see below). R.7.4 – Remote LAW These are hidden long with a trip wire and fire a LAW into the side of a passing vehicle. They will attack the first vehicle to pass them within 1cm hitting them on a roll of 6 or more on a d20. The LAW used will be any one of those available on the army’s datasheet, though the player will no doubt pick the best one. If deployed in woods they can be setup in trees so as to fire at the vehicles roof armour. R.7.5 - Claymores When these are laid the player need to mark on their map the direction the claymore will be facing and decide if they will be tripwire fired or command controlled. The tripwire version will go off when the first infantry to a distance from 0 to 2.5cm from the claymore selected by the player. If command controlled; the controller can either be within 25cm using a hard wired line, or within 100cm using radio communications. If using radio communications the sensor must get a secure link in Phase 2.1 for the controller to set off the Claymore. The controller can choose exactly when to set off the claymore and thus pick the best time to cause the most damage. They hit all targets within a 45° arc and 2.5cm of the direction they face, roll a d20 and it suppresses infantry on a 2+ and kills on an 8+. They suppress soft vehicles on a 2+ and kill on a 10+. They suppress AFVs on a 12+ (they cannot kill an AFV).

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R.8 - MINE CLEARING Mine clearing is done in the movement phase (2.1) of a player’s turn. The following table shows how much the level the minefield will be reduced to or by depending on its current strength and what is used to clear it. Current Strength Uncertainty Roll* CLEARING DETAILS METHOD 1-2 3+ Scatter Buried Mine-rollers, Reduce to Reduce to 1 1 The cleared width is 1cm wide and the maximum plough or flail 0* 1 move in a turn is 15cm. Dozer blade Reduce to Reduce to 1-2 1 The cleared width is 1cm and max move is 10cm. 0* 2 Explosive line Reduce to Reduce to 1 1 These are rocket-launched tubes filled with HE and charge 0* 0 they clear a lane 10cm long by 3cm wide and it takes 1 turn to set up. Artillery or Reduce to Reduce by 1-4 1-6 The cleared area is as per a HE fire zone. mortars 0* 2 per turn Salvo rockets or Reduce to Reduce by 1-4 1-6 The cleared area is as per a HE fire zone. bombs 0* 3 per turn Fuel Air Reduce to Reduce to 1 1 These are either short-range, ground-launched Explosive 0* 0* rockets or artillery that release a cloud of fuel, mixed with air and when ignited create a massive overpressure, which detonates mines. Engineers

Reduce to 0*

Reduce to 1

1

1

The area affected is a 25cm radius. The cleared width is 1cm and max move is 1cm.

* Once a field is reduced to level ZERO when the first element passes though the field roll a d10. Check the uncertainty roll in the table and if the roll is in this range the minefield hasn’t been fully clear and is in fact still level 1. If the roll is outside the range the minefield is clear and it is now safe to cross. If the minefield is still level 1 more work will need to be done to completely clear it, once this work is done you will have to roll again for the first element to pass through it and roll again and so on.

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U. COMBAT DATASHEETS U.1 - INTRODUCTION As far as possible everything you need to play the battlegroup has been included on the army specific DATASHEETs and the Common Datasheet.. The DATASHEET’s are an integral part of the rules and provides the players with the details to get on with playing the game.

U.2 - ORBAT (ORDER OF BATTLE) There will be a huge number of orbats available once I get around to running them off. At the last count something in the order of 200 lists. The main coverage for these is the mid 80s but there are many lists from 1956 till 2010 available. You should look on the battlegroup yahoo group for these.

U.3 - THE DATASHEET Each DATASHEET has two or sometime more, A4 sides of information and is designed to be easily handled during the game (these can be photocopied for players own use). Players will need the DATASHEET of both their own forces and their opponents. The information given is as follows: 1st Sheet • • • • • • • •

PLAYERS TURN SEQUENCE (B.3) – The sequence of play for each player includes the initiative die roll modifier and the suppression removal roll. The opponent’s actions are given in Italics. MORALE (Section M) – The morale table provides the morale level of the force, the required roll for morale tests and the results if the roll failed. CB Location (N.6.4) – Gives the informationa about this armies CB capabilities. ANTI-AIRCRAFT FIRE (P) – This table provides the effectiveness of any AA system, the minimum and maximum ranges, the system guidance, the “A” column gives the roll needed to ABORT and the “K” column the roll to shoot down. ANTI-AIRCRAFT MODIFIERS (P) – These are the percentage modifiers to the AA roll depending on the target status and the weapon system being used. REQUESTING ARTILLERY SUPPORT (N.4) – To bring a battery on line use this table to request a fire mission. CEP TABLE AND MODIFIERS (N.7) – To work out the deviation and direction of a barrage. ARTILLERY TABLE AND MODIFIERS (Section N) – This table gives each battery’s details, CEP die, sheaf size depending on the ammunition used and the Fire Number depending on the target. A soft target can either be in the open (O), in cover (C) or have overhead cover (OH) and vehicles use their CE armour value (the value given in brackets). The “S” column gives the roll required on a d20 to suppress a target and the “K” column to kill it. The Area Fire Number die roll modifiers are at the bottom of the sheet. 2nd Sheet (Often split over more than one page)







• •

• • •

VEHICLE STATISTICS – This table gives each vehicles details starting with the main armament and the ammunition available. The Direct Fire Targeting section give the base roll on a d20 to hit a target (the number in brackets is the roll to hit if the vehicle moved using COMBAT SPEED) depending on range and the “P” column gives the penetration of the round. The Area Fire section give the roll required on a d20 to suppress (the row starting with “S”) or destroy (the row starting with “K”) a soft target and the targets cover status, either in the open (O), cover (C) or in hard cover (H). The armour details are given as front (F), side (S), rear (R) and top (T) and any special armour levels are given underneath in brackets. The vehicle size aspects are given as front or rear (F), side (S) and hull-down (Hd). The vehicles speed is given as road or cross-country (XC) and either TRANSIT SPEED (the “T” row) or COMBAT SPEED (the “C” row) and any stabilisation has been taken into account. The CM column gives all the vehicles counter-measures and sensors. The night fighting (NF) column gives the gunners (G) and drivers (D) night vision system. The “Notes and other weapons” provide any other details not covered in the previous columns. Finally there is the vehicles point value (PTS). AIRCRAFT STATISTICS – Most of the aircraft’s details are the same as for vehicles with a few exceptions. The air-to-air rating (AAR) section gives the aircraft’s die to use if using either guns (the “G” column) or missiles (the “M” column). The Area Fire section is for any guns carried (see the “Artillery and rockets” table for the effects of rocket pods). The “STATS” section gives the armour level (A), the evasion value (E) and the IR and radar (R) signature/counter-measures modifiers (given as a % modifier). The helicopters size aspects are given as front or rear (F), side (S) and if a pop-up (PU) is being performed. The speeds are for Nap-Of-the-Earth (NOE), contour (CON) and low level (LOW) or higher. ATGM STATISTICS (H) – This table gives the ATGMs rate-of-fire (ROF), control (CON), guidance, base chance to hit including minimum and maximum ranges and penetration (PEN), the anti-helicopter effectiveness at NOTE and Contour, the warhead (WH) details and if there is back blast (BB) when fired. The Area Fire section gives the roll on a d20 to suppress a soft target (the roll to kill is in brackets) depending on whether it is in the open, cover or hard cover. Finally there are any other notes, details, nicknames (e.g. “Sagger”), etc. DIRECT FIRE TARGETING MODIFIERS/AREA FIRE MODIFIERS in Brackets – This table gives the targeting modifiers for all guns, LAWs, ATGMs, etc depending on target actions and the firer’s status. INFANTRY STATISTICS – This table provides the infantry elements point’s value, size, equipment and area fire details. The details of any LAWs carried are given on the bottom including type of penetration (e.g. CE), warhead type (e.g. single) and any other details. The “HIT” column gives the roll required on a d20 to hit a target (if the infantry moved using COMBAT SPEED use the number in brackets) and the P column gives the penetration. ADDITIONAL AREA FIRE MODIFIERS (J) – These are the Area Fire die roll modifiers. INFANTRY HEAVY WEAPONS – Direct fire stats for heavy infantry weapons such as AT Guns VEHICLE ROOF WEAPONS – Area fire stats for roof mounted weapons

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U.4 - EXAMPLE DATASHEET The following three pages show an example DATASHEET for the Cuban Army for about 1986. Cuban - MR Regiment ~ 1986 (Regular / Poorly Trained / EW level 2 / Initiative d10-1) PLAYERS BOUND SEQUENCE

ANTI-AIRCRAFT FIRE (ROLL d%) WEAPON

1. PRE-COMBAT PHASE

Guide

RANGE

TARGET HEIGHT BAND NOE

(in cm)

1 COMMUNICATIONS - Write orders and comms between units including overwatch. 2 UNIT REACTIONS - Units may react to enemy presence or to coming under direct/area fire

Min

Max

D

A K

CON A K

D

MED A K

D

A K

18 19 20

-

-

-

-

-

-

16 17 19

-

-

-

-

-

-

17 19

17 18 19

-

-

-

-

-

-

12

15 17

13 15 18

15 16 18

-

-

-

12

14 17

12 15 17

15 16 17

-

-

-

3 AERIAL ELEMENT ARRIVAL. Player spots with ALOs, requests and rolls for arrival of requested Aerial Elements and places any Aerial elements arriving this bound at their entry point.

AAA

0

30

18 19 20

17

18 19

G HMG

AAA

0

50

15 17 18

14

16 18

4 ENEMY ARTILLERY - Opponent spots and plots artillery barrage.

HMG

AAA

0

50

16 17 19

15

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

Qu 23mmA with FCR2

AAA

0

112.5

13 15 17

Tr 23mmA with FCR5 (Trained)

AAA

0

112.5

13 15 17

A K

HIGH

D

Small arms, LMG

2. COMBAT PHASE

LOW

D

1 MOVE ALL UNITS - Move all units including aircraft/helicopters to attack points.

Tw 23mmA (Trained)

AAA

0

75

16 17 19

-

-

-

2 SUPPRESSION REMOVAL - Face Up - Roll d6 to remove suppression counter, Face Down - Flip

Tw 23mmA with FCR4 (Trained)

AAA

0

112.5

13 15 17

12

15 17

13 15 18

15 17 18

-

-

-

3 ENEMY REACT FIRE - Opponent spots targets and engages, including ATGMs.

Tw 30mmA

AAA

0

100

13 16 18

13

15 18

13 16 18

15 17 19

-

-

-

14 16 18

13

16 18

14 16 19

4 FIRE ALL UNITS - Spot targets and engage, including react fire at ATGM launchers and AA fire.

Tw 57mmA

AAA

0

200

12 15 18

11

14 17

11 15 18

13 16 18

-

-

-

5 MELEE COMBAT - All touching infantry resolve melle combat.

SA-7b

IRH

25

220

14 16 18

13

15 18

12 15 18

14 16 18

-

-

-

6 MISSILE RESOLUTION - Spot incoming missiles, react and resolve ATGM fire.

SA-9b

IRH

30

400

14 16 18

13

15 18

12 15 18

14 16 18

-

-

-

7 AIRSTRIKES - Surviving aircraft release ordnance and resolve damage.

SA-13

400 IRH 25 14 16 18 ANTI-AIRCRAFT DIE ROLL MODIFIERS

12

15 18

10 14 17

11 14 17

-

-

-

8 ENEMY ARTILLERY FIRE - Opponent requests then tests for accuracy and damage from barrage. 9 REQUESTED AERIAL ELEMENT EXIT. Move requ'st'd Aerial Elements to exit points and AA fire.

TARGET ACTION OR

10 COUNTER BATTER FIRE - Test to spot enemy artillery and engage with CB fire.

FIRER STATUS

3. POST COMBAT PHASE (Supp Removal for Current player, Morale for Both) 1 MORALE - Test morale of any unit that lost an element or to improve morale level. MORALE CHECKS TYPE AND STATUS

Supp

(ROLL 2D6)

% DESTROYED

Remove

Militia Unit with Original COs

6+

-

+2

POP-UP WITH NOSE SIGHT

+1

-

POP-UP WITH CABIN SIGHT

+2

-

76+ 11

POP-UP WITH ROOF SIGHT

+3

+1

POP-UP WITH MAST SIGHT

+5

+5

8

10

12

12

HOVERED (moved upto 5cm)

-4

-

5

7

9

11

MOVED 51-100cm (inc Req Exiting)

+2

-

6

8

11

12

MOVED 101-200cm

+3

-

4

5

7

10

MOVED 201cm+ (inc Req Entering)

+5

-

5

7

10

12

-

-

4+

Regular Unit without Original COs 5+

4

6

8

10

PER POINT OF JAMMING NON SPECIALIST AA ON MOVE

5

7

10

11

UNSTABLISED SPECIALIST AA ON MOVE

4+

3

4

6

9

4

6

9

11

Conscript Group without Original COs Regular Group with Original COs

FIRED TO TARGETS FRONT

51-75 10

Conscript Unit without Original COs

Conscript Group with Original COs

-

26-50 8

5+

Regular Unit with Original COs

IRH

+5

Upto 25 6

Militia Unit without Original COs Conscript Unit with Original COs

GUIDANCE SYSTEM AAA

FIRER SUPPRESSED

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

+5

Target is MUAV

+5

+3 AIRCRAFT LOADS AVAILABLE (d100)

Roll

Aircraft

1st FAILED ROLL

HESITATE. Max half move towards enemy. Roll again.

1-4

L-39 Albatros (Bomb)

4x250Kg HE Bombs

8

2nd FAILED ROLL

HALT. Halt or withdraw to cover. Roll again.

5-8

L-39 Albatros (RP)

4x57mmRP(x16)

9

3rd FAILED ROLL

WITHDRAW. Pull back to safe position. Roll again.

9-12

L-39 Albatros (RP/Bomb)

2x57mmRP(x16) & 2x250Kg HE Bombs

4th FAILED ROLL

RETREAT. Move at full speed to exit table. CB LOCATION

13-19

Mig-15 Fagot (Bomb)

2x57mmRP(x6) & 2x250Kg HE Bombs

6

20-27

Mig-15 Fagot (RP)

2x57mmRP(x6)

5

Regular Group without Original COs

TARGET DISTANCE

CB LOCATION

PLOTTING DELAY

Points

Load

8

28-33

Mig-17PF (Bomb)

2x250Kg HE Bombs

7

5km

10km

25km

50km

Normal

ABMS

34-39

Mig-17PF (RP)

4x57mmRP(x6)

7

7

8

9

10

5

No ABMS

40-50

Mig-21PF (Bomb)

4x250Kg HE Bombs

8

None

None

None

None

None

None

8

EQUIPMENT USED Sound and Flash

51-61

Mig-21PF (RP)

4x57mmRP(x16)

-1

EACH EXTRA SHOT THE ENEMY BATTERY FIRES FROM THE SAME POSITION.

62-72

Mig-21PF (RP/Bomb)

2x57mmRP(x16) & 2x250Kg HE Bombs

7

-1

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

73-74

Mig-23BN (Bomb)

6x250Kg HE Bombs

10

+1 PER POINT OF JAMMING (CB RADAR).

75-77

Mig-23BN (CB Bomb)

6x250Kg Cluster Bombs

20

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

78-79

Mig-23BN (CB Light Bomb)

4x250Kg Cluster Bombs

16

+1 IF MORE THAN 1 ENEMY BATTERY FIRED THIS TURN REQUESTING ARTILLERY SUPPORT (ROLL d10)

80-82

Mig-23BN (Heat RP/Bomb)

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

10

83-84

Mig-23BN (Heat RP/CB Bomb)

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

16

85-87

Mig-23BN (Light Bomb)

4x250Kg HE Bombs

9

+1 OBSERVER UNTRAINED

88-89

Mig-23BN (RP)

4x57mmRP(x16)

10

+1 CHQ, PHQ OR SHQ LEVEL WITHOUT BMS -1 Per subsequent request from same observer

90-92

Mig-23BN (RP S-13)

4x122mmRP(x5)(HEAT)

10 11

CB Radar (Target fired Non Guns/Guns)

COMMS

LEVEL OF SUPPORT

STANDARD ABMS

DED

DIR

GEN

2 1

5 3

8 6

-3 REQUEST FOR FIRE ON RFP CEP DIE ROLL MODIFIERS CEP MULTIPLIER

See N.3 for multiple requests CEP TABLE (d10) 1 OR 2 10

-1 RANGE 5KM OR LESS 3

9

4

8

REQUEST MODIFIERS

5 6 OR 7

RANGE

MULT

+1 LONG RANGE ROUND -3 TARGET IN LOS

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