ASL Scenarios

December 10, 2016 | Author: Steve Hagarty | Category: N/A
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Short Description

Scenarios to set up for various battles...

Description

DTW

or

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Adjust CP Cost for units setup on map by 'sectors in' from FME as per 20.8.3

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during the FMPh they become Disrupted. Their exit of the half-track uses a fleeing impulse normally and cost the half-track 1/2 MP. 11.4.8.3 Combined Fire: Infantry riding in a half-track may combine their fire with the inherent machine-gun of the half-track.

10 for Open Ground, i.e., smoke negates the movement DRM. 13.1.4 Smoke grenades exist up to +3 levels above the base level of the hex placed in. 13.2

12.1 TRANSPORTS AND MOVEMENT 12.1.1 There are two ways for units to ‘mount’ a transport. The unit may move into the transport’s hex and spend 2 MP to mount it. This action also uses 1/2 (fractions rounded up) of the transport’s MP. A transport may also enter a hex containing infantry. The infantry then spends 2 MP to mount, while the transport also expends 1/2 its MP. 12.1.2 A transport mounting infantry may still use any remaining Movement Points to continue moving. Place mounting infantry on top of the vehicle counter and mark both as moved normally. An AFV may not pick up riders using Assault Movement. 12.1.3 A transport and infantry unit may only rendezvous at a particular hex for the purposes of mounting if the transport ‘comes’ to the infantry’s hex. The infantry must mount from its current hex, not move to a new hex then mount. 12.1.4 Costs for dismounting are the same as mounting. Riders may not dismount in the same FMPh they mount a transport. New units may mount a transport in the same Fire and Movement Phase that Riders dismount, if sufficient Movement Points remain. Example: A T-34 begins the Fire and Movement Phase in a hex with a squad mounted, and an MG SW Team (flipped to its move side) and NCO in the same hex on the ground. The squad may dismount, costing the tank 1/2 its Movement Points, the MG team and NCO may then mount the tank, using the tank’s remaining Movement Points, i.e., the tank can move no further this Fire and Movement Phase. Note that in the example, the squad that dismounted would have had to continue moving after it expended its 2 Movement Points to dismount if the owning player wished to move it further during this Fire and Movement Phase. A dismounting infantry unit may not continue its move if the tank moves on and vice-versa.

SMOKE

13.1

INFANTRY SMOKE GRENADES

Certain guns may fire smoke during the FMPh. These include most Infantry Guns and many Tank guns. Eligible weapons are noted on the Gunfire Table in the ‘S’ column. We make the assumption that AFV and guns that had smoke ammunition kept some on hand to use when needed. No effort is made to represent such ammunition ‘running out’ during the few firing opportunities available during the typical CGS scenario.

13.2.1 Any gun that is eligible to fire smoke may place a smoke counter in a hex in the same manner as achieving an HE Hit, i.e., using the HE To Hit Table. 13.2.2 Smoke placed by firing a gun is treated in the same manner as noted for infantry smoke and is treated as normal fire for the purposes of ROF, Fire 1/2 markers, etc. COMBAT SECTION 14.

MORALE

14.1

TROOP QUALITY

Owners of Combat! Normandy will note another big change here in the form of TQ changing to reflect one ten sided DR, not two ten-siders. We also reduced the number of DRM applied to a Morale Check. These changes were made simply to reduce the number of mathematical calculations needed during play. Adding the TQ rating to the counters is also aimed at speeding play up.

12.1.6 No transport may enter a building, (a factory may be entered in an entrance hex), or cross any hexside with hexside terrain (unless using a Gate) while it has Riders on board. It may if it is on a Bypass Road. Riders may mount a transport already stopped in a Road Building hex. 13.

GUN SMOKE SHELLS

14.1.1 Combat! rates soldiers with a ‘Troop Quality’ rating, which represents their morale. Troop Quality comes into play whenever units take a Morale Check, or Action Check. All units in Combat! have a Troop Quality rating listed on that side’s counter. Morale in Combat! is a function of troop quality, effects of combat, proximity to friendly and enemy troops, and cover state. 14.1.2 Combat! units support one another through proximity—unit morale improves when friendly forces are nearby. Conversely, being close to the enemy is detrimental to unit morale. The Morale Support Range is defined as within one hex, i.e., adjacent (or up/down for units on Upper Level markers). Morale Support Range does not trace directly ‘up’ or ‘down’ unless the other location in a hex is directly accessible to enter. Example: A squad on an upper level marker in DTW H21 is not in Morale Support Range of an NCO in the ground level of H21. If both units were in G22, the squad would be in Morale Support Range.

We allow the German soldier to utilize smoke grenades based on admittedly limited accounts of their use and the sheer quantity and type of smoke grenades produced by Germany during World War II. No such evidence exists pointing to Russian use. The cost for using a smoke grenade has been increased; a unit is now marked as Moved once it places one and may move no further.

14.2

13.1.1 During the Fire and Movement Phase German squads and HS (only) may make one attempt to place one smoke grenade marker in their own or an adjacent hex. A unit may only make one such attempt per turn. A German squad/HS must roll 2 or less on d10 to place a smoke marker. Engineers receive a -2 DRM. Smoke placement attempts are attempted by a unit using all its movement as Cautious Movement and a unit is marked as Moved whether the unit successfully places smoke or not. 13.1.2 Smoke grenades remain in effect for the remainder of the FMPh during which they are placed. They are inherent SW. 13.1.3 Any fire traced into or through smoke hexes receives a +10 Smoke DRM and all negative DRM for movement (e.g., Running) are negated by smoke in all forms (i.e., smoke grenades, artillery smoke). The +10 is not cumulative with the -10 for Moving/ -20 for Running/27

MORALE (MC) AND ACTION CHECKS (AC)

A Morale Check (MC) differs from an Action Check (AC) in its ramifications and usage. An MC is typically brought about by fire on a unit and failure of an MC results in damage (Pinned Down, Disrupted or WIA markers) through the placement of yellow markers or casualties (C or E result) if certain yellow markers are already placed on a unit (e.g., WIA). An Action Check is taken to see if a unit may undertake a certain action. Failure simply means the unit may not perform the desired action (e.g., place an infantry smoke grenade).

14.2.1 Whenever units are required to take a Morale or Action Check, they must roll less than or equal to their troop quality rating on a d10 roll. Such a roll represents ‘passing’ a Morale or Action Check. 14.2.2 The unit’s status and other factors modify its MC. Add up all of the relevant modifiers from the MST and apply them to the d10. There are usually no modifiers for an Action Check. 14.2.3 An Action Check differs from a Morale Check in that an Action Check is called for to allow a unit to perform a certain action. Failing an Action Check means the unit cannot perform the action that required the Action Check. If there is a penalty for failing a particular

Action Check it is specified in the relevant rules section. 14.2.4 A leader may provide Morale Support to any number of units during a Fire and Movement Phase. A unit may not ignore a Disrupted leader for morale support purposes, unless there is a non-Disrupted leader within Morale Support Range. 14.2.5 Leaders always take Morale and Action Checks first in any hex. Friendly or enemy units do not affect d10 rolls for leaders on the Morale Support Table. Only Wounded, Pinned Down or Disrupted status affects an leader (Exception: Commissars affect NCOs and Officers). 14.3

MORALE SUPPORT TABLE

The MST is at the heart of the CGS morale system. The table delineates the effects of nearby enemy and friendly units on the morale of a friendly unit.

14.3.1 The modifiers on the Morale Table are in groups labeled AG. Only one A modifier, one B modifier, etc. may be in effect for a unit. Usually only one or two are applicable, and all are applied to the d10. Units that fail a MC are marked with the appropriate marker (Pinned Down, Disrupted, WIA) or are effected by permanent results ‘C’ or ‘E’. 14.3.2 MST Modifiers By Category: A - A unit’s morale may only be modified by one leader, with the ‘best’ same-hex leader taking precedence, always beginning with a Commissar, and noting that a Disrupted leader does not affect a unit in the same hex with a non-Disrupted leader. In all other cases it is the owning player’s choice, but a Disrupted leader may not be ignored unless another, non-Disrupted leader is within Morale Support Range—one or two hexes (for NCO or Officer/ Commissar). B - If both non-Disrupted and Disrupted (i.e., ‘Good Order’) friendly squads, HS, SW Teams, Gun crews or AFVs are within MSR, only the Good Order units’ -1 modifier is counted. C, D, E - Units currently under an Enfilade counter or in Open Ground terrain (without any form of + DRM [e.g., Dug-In or Trench]) or if they are marked Disrupted/WIA. F - Units within one hex of an enemy AFV add +1. G - Infantry units not stacked with a friendly leader must take an Action Check before they may enter an enemy-occupied hex. They add +1 to this check if there is an enemy AFV in the hex; +0 otherwise. 14.4 COURAGE AND PANIC 14.4.1 Place a Courage marker in the form of an ‘Iron Cross’ (German), or ‘Red Star’ (Russian) marker on any unit rolling an original “0” , followed by a subsequent Courage d10 of ‘0’ for any M/M+ result. These units are immune to any further Morale Checks for the remainder of the firefight. 14.4.2 A leader (Exception: Commissar) placed under a Courage marker ‘takes’ any squads or half-squads in his hex location with him, i.e., these units are under the effects of Courage for the remainder of the firefight. Mark them separately if they leave the NCO/Officer hex. 14.4.3 Panic: Any infantry unit in a hex when a leader (Exception: Commissar) is Eliminated or Disrupted (not WIA) must immediately take a Morale Check with all results applied normally. 14.4.3.1 Any infantry unit that enters a hex with a Disrupted unit (including an NCO) must immediately take a Morale Check, unless there is a non-Disrupted leader in the hex.

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15.

FIRE COMBAT

15.1

GENERAL FIRE PRINCIPLES

Infantry fire represents the weapons typically carried by a squad, including rifles, submachine-guns, and grenades, both hand-thrown and launched by rifle. The 1 Firepower Factor point blank (same hex or adjacent) bonus represents the additional firepower provided by grenades, useful only at that range. We represent the inherent light machine-gun (LMG) found in each German squad with the use of a special Fire1/Fire 2 marker, with the 4-8 (4 FF and a range of 8) on the counter. The use of this special marker for German squads aids game play in a number of ways. The inherent LMG stays with its German squad but only needs be depicted when it fires; no need to provide dozens of extra LMG SW Teams, plus special rules tying them to their squads. We also allow a half-squad (HS) to use the inherent LMG at no penalty based on the assumption that the squad leader is going to get someone on the gun if casualties are taken; it is going to be kept in action even if a rifle or two has to be set aside. Fire combat takes two forms in the CGS: Firepower Factors applied directly against units using the Firepower Factors Table (e.g., a squad or machine-gun SW Team firing at an enemy unit) or a gun or tank gun firing using the HE To Hit Table to secure a hit before applying their HE FP Equivalent to enemy units using the FFT.

15.1.1 Use the Firepower Factors Table to resolve fire against squads, half-squads, Support Weapon teams, and gun crews; and artillery/mortar/HE fire against AFVs and transport. To use the table, cross-reference the amount of firepower with a d100 roll, applying any cumulative DRM listed below the table. A range of zero is treated as a range of 1 hex. Guns use non-HE fire against AFV using their Direct Fire Effects Table (DFET).. 15.1.1.1 Any units with their Firepower Factors listed on the its counter use the Firepower Factors Table directly (e.g., A German 6-6 squad applies 6 FF against enemy targets by using the Firepower Factors Table, applying any DRM). Any unit that has its HE equivalent printed on the counter (e.g., a German Pz IIIH has a FP Equivalent of ‘50’ on the counter) must use the HE To Hit Table to achieve a hit before applying the FF equivalent to that unit’s gun size using the Firepower Factors Table. 15.1.2 Range Effects on FF: While the Gunfire Tables are simple enough to use to identify the amount of Firepower Factors a given unit fires at a given range, a formula is present that can be memorized for use during play. 15.1.3 Squads: Squads receive a +1 FF bonus for same hex and adjacent fire and fire their listed (on the counter) Firepower Factors out to the listed (on the counter) range (no unit fires past twice its range. For each hex beyond their normal range a squad’s FF declines by 1 FF. This formula also applies to HS and SW Teams/Gun crews on their move (1-2) side. 15.1.4 AFV and SW Machine-Guns: AFV machine-guns receive a +1 FF bonus for same hex and adjacent fire. Their normal range is six hexes. For every two hexes beyond their normal range their MG FF drop by 1 FF. This system is also used for SW MG, using their listed range. 15.1.5 Searching Fire and Swinging Traverse: MG using Searching Fire is 1/3 of the FF at all ranges, fractions rounded up (FRU). Swinging Traverse provides a +3 FF bonus to the FF already calculated for same and adjacent hex fire for that machine-gun (i.e., the +1 FF bonus +3 for a total of +4 to the normal-range FF for the weapon). 15.1.6 Fire affects all units currently in the location of a hex that was fired at, whether moving or non-moving. Apply any DRM to each unit based on the unit’s status. Example: A Russian squad is in DTW J4 when another moves in using Cautious Movement from J5, drawing fire. The non-moving unit receives a +5 DRM to the fire; the moving unit a -5 DRM due to the cumulative -10 for moving and +5 for Debris.

15.1.7 Defensive Fire: Any unit that is capable of firing can use Defensive Fire at any enemy unit when that enemy unit uses any form of movement or fires, provided the friendly (firing) unit has a LOS to the target’s hex. Defensive fire does not represent using an impulse, and a player may use Defensive Fire at an enemy unit, and then use his

next impulse normally. Note that units Defensive Firing against an enemy unit that fires resolve their fire after the enemy unit’s fire is resolved. Units using Defensive Fire are marked as Fired normally. 15.1.7.1 Any unit that is capable of firing may use Defensive Fire against any unit using Assault Movement before the assault-moving unit can declare its Assault Fire. Once the defender states that he is done with Defensive Fire against a particular unit after it makes a MP expenditure using Assault Movement, the assault-moving unit may fire. 15.1.8 Desperation Fire: Any squad or HS, even if marked as Fired or Moved, including Pinned Down, Disrupted, or WIA units, may attempt to perform Desperation Fire against any moving (i.e., not already marked as moved) adjacent/same hex enemy unit. A separate Morale Check is made using the ‘ones’ from the same d100 roll as used on the Firepower Factors Table to resolve the fire. For example, if the roll was ‘67’, the Desperation Fire Morale Check result used would be ‘7’. There is a +1 DRM to a Morale Check for Desperation Fire. Handle the results of this Morale Check normally, i.e., Pinned Down, Disrupted, etc., applying the results normally. A squad may make any number of Desperation Fire attacks against other moving units, even in the same hex. Only 1/2 (fractions rounded down) of the unit’s Firepower Factors (i.e., no inherent SW) may be used for Desperation Fire, so Desperation Fire conducted by Pinned Down/Disrupted/WIA is halved and then halved again. 15.1.9 Gun Desperation Fire: Any Gun Crew/AFV gun that needs to obtain a Screened Shot die roll exceeding “10” may still secure a hit (i.e., enable it to make a roll on the DFET for its target) if it rolls an original “0”. The crew of a gun using desperation fire must make a MC in the normal manner. A Gun Crew/AFV gun using Desperation Fire is subject to elimination (SW) or F-KILL (AFV) results. If the Gun Crew (SW) fails its Morale Check, it is eliminated (results of its fire are applied); if an AFV gun firing Desperation Fire results in the vehicle failing its Morale Check, that gun is flipped to its 1-2 HS side permanently (make a side note). 15.1.9.1 Limits: Note a gun may not make “any number” of desperation fire attacks, but is limited to making a number equal to its ROF. The process of acquiring targets has been simplified since Combat! Normandy. Now, placement of an Acquisition marker signifies the unit placing it may use Trigger Pull 2 columns on the DFET and HE To Hit Tables. Acquisition markers are provided in many colors and two sizes. Use them as you see fit, e.g., ‘all T34’s use small purple Acquisition markers’ as a memory aid.

15.1.10 Acquired Target: Any firing unit that uses the DFET or HE To Hit Table to fire at a target may place an Acquisition marker on its target after making such a shot, regardless of whether the target is affected by the DFET fire or a hit is achieved on the HE To Hit Table. Any fire by the unit that placed the Acquisition marker on that target may use ‘Trigger Pull 2’ DFET and/or HE To Hit Table percentages. 15.1.10.1 A Suppressed vehicle may not use Trigger Pull 2 data. It may place an Acquisition marker normally (i.e., which can be used when and if the AFV is no longer Suppressed). Once a unit fires at a new hex, remove the acquired marker and place it in the new target hex. Do not remove the Acquisition markers unless the unit opts to fire at another hex or is Disrupted, Eliminated, or Suppressed (i.e., an Acquisition marker may be left in a hex even if the original target exits or is eliminated, for use against new targets which enter the hex). 15.1.11 ROF: A multiple rate of fire weapon may place an Acquisition marker after its first shot. This will affect its second shot (if fired at the same hex) in the same Fire and Movement Phase and thereafter. 15.1.12 Guns as Targets: Guns (SW) are always targeted as infantry (i.e., using the FFT). Any Critical Hit by HE automatically eliminates a Gun Crew.

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15.2

DEFILADE AND ENFILADE FIRE

Defilade means to arrange a weapon to protect it from frontal or enfilading fire. Enfilading fire is ‘from the side.’ There are no opportunities for defilade fire on the DTW/GE maps.

15.2.1 Defilade Fire: A machine-gun may use the principles of mortar Observation Posts to represent protected, defilade fire positions. Only an adjacent non-building/non-Woods hex at a higher level than the machine-gun may serve as the Observation Post hex. Furthermore, the machine-gun may not set up in a building hex. Otherwise, a machine-gun using defilade fire uses the Observation Post rules listed under Mortar Fire. 15.2.2 A machine-gun using Defilade fire may only use Fixed Fire and receives only 1/2 of the Firepower Factors for that unit for this fire, rounded down. If a machine-gun uses Defilade fire in any Fire and Movement Phase, it may not use Swinging Traverse fire or Desperation Fire. Example: A German MG 34 fires in Defilade Fire. It may fire 4 Firepower Factors at 6 hexes.

15.2.3 Enfilade Fire: Units may apply Enfilade Fire by placing enemy units in a ‘crossfire’. They must fire during two consecutive friendly impulses at the same target, with the LOS for the second shot crossing a hexside separated by 2 or 3 hexsides from that of the first shot. Enfilade fire against a unit causes a +1 DRM to Morale or Action Checks made by that unit. Example: A Russian squad in DTW V12 fires at a German squad in W13. During his next impulse, the Russian player fires at the same German squad from Y14. The German squad is marked with an “Enfilade” marker. The squad suffers a +1 DRM to its Morale or Action Checks until the Enfilade marker is removed.

15.2.4 Removal: To remove an Enfilade marker, a unit must exit the hex or make an attack in Close Combat. Units marked with a Courage marker automatically remove existing Enfilade markers and otherwise ignore Enfilade. Place any new friendly units that enter a hex with an Enfilade marker already in place, under the marker. They suffer the Enfilade effects normally. 15.3 INFANTRY FIRE 15.3.1 Squads and HS apply firepower to targets up to the limit of their range as listed on the Gunfire Table for each unit. Note the formula listed in the section on Fire Combat or consult the Gunfire Table for exact FF at a particular range. Squads/HS equipped with an inherent Machine Gun, BAR, Rifle Grenade, Panzerfaust, etc. also may use these weapons, subject to certain restrictions during a Fire and Movement Phase. In Combat! Stalingrad each German squad has an inherent Light Machine Gun and smoke grenades as their inherent weapons. 15.3.2 A squad/HS may use no greater than two available weapons during a Fire and Movement Phase (e.g., a German squad may use its inherent LMG and printed firepower factors; Russian squads only use their printed FF). Weapons may combine their fire during one impulse. This only uses one impulse, regardless of how many weapons fire. Example: A 6-6 German squad may fire its inherent LMG [4 FF] plus its own firepower [6] to use 10 FF in one impulse. This

is considered using two ‘weapons’. 15.3.3 Any inherent Machine Gun’s (or other inherent weapon’s) Firepower Factors are separate and in addition to the Infantry unit’s Firepower Factors. There is no requirement that all of a unit’s fire must be at the same target or that all fire at one target must be taken as one ‘shot’ on the FFT. In Combat! Stalingrad a new 4-8 MG 34 Fire 1/ Fire 2 marker is provided to denote when German squads have fired their inherent light machine-gun. 15.3.4 A squad may use any available combination of its Firepower Factors and inherent support weapons (Panzerfaust, Machine Gun, BAR, LMG, Rifle Grenades, etc.) in one Fire and Movement Phase, marking the unit accordingly with the appropriate Fire 1 and Fire 2 markers as it fires each.

Example: A German 6-6 squad in DTW K8 may fire at a Russian squad in J6 by combining its FF and inherent LMG for one shot at a range of two hexes. A total shot of 10 FF can be used on the FFT and an MG FP marker left in J6 (the LMG can only use Fixed Fire). Mark the German with a Fire 2 4-8 MG 34 marker to signify it has fired all available weapons for that FMPh, including its inherent LMG. Now let’s say there is also a Russian squad in L5. The German squad may fire only its inherent LMG at L5, for a total of 4 FF. Mark the Germans with a Fire 1 4-8 MG 34 marker. If the squad then fired at J6 during a later impulse, this marker would simply be flipped to its Fire 2 side. If instead the squad chose to fire at L5 using its normal FF, it would be marked with a normal Fire 1 marker (ignore any little gray ‘MG’ as that is used as a reminder for AFVs firing their MG).

15.5

15.3.5 Leader Direction: Leaders that apply their NCO DRM to a particular fire or use their FF are marked with a Fire 2 marker. A leader may either fire its own 1 firepower or direct fire (to obtain the 5 DRM). 15.3.6 Gunner’s Rule: For friendly units marked as Moved/Assault Moved that are ≥ 7 hexes from a friendly firing unit, any same level fire whose LOS passes through their hex causes a Morale Check in each friendly hex it passes through. Fire directly along a hexspine is not ‘through’ a friendly hex unless there are friendly units in both hexes that share the hexspine. In this case, the units in each hex must take the specified Morale Check. 15.4

PLATOON FIRE

INHERENT SUPPORT WEAPONS

15.5.1 Certain weapons carried by a squad/HS are ‘inherent’. Each side’s PAC shows which weapons are inherent for its squads. (For Combat! Stalingrad, the German squad has the MG 34 inherent LMG and smoke. Other modules provide them the Panzerfaust. By definition, an inherent weapon is available to a squad/HS for use in every FMPh, i.e., not available by DR only (e.g., DC when specified as available for a unit). 15.5.2 Fire Application: Units may choose to apply their full firepower to one hex (or target AFV, for Rifle Grenade or Panzerfaust, available in other modules) or to more than one hex if they split off their inherent machine-gun, Panzerfaust or rifle-grenade weaponry. 15.5.3 LMG: Treat all inherent LMG fire from a squad/HS as Fixed Fire (see the Machine Gun rules below), i.e., a MG FP counter in only one hex. Note: The LMG inherent in each German squad/HS (not SW Teams or Gun crews) is treated as a machine-gun for all purposes. It is provided as a Fire marker for convenience in use. The following machine-gun rules apply normally. The LMG may only use Fixed Fire, placing an MG FP marker in one hex (the target hex).

Sending large volleys at the enemy requires massing and coordinating armed men. We leave it to you to determine the best position to mass them in for such fire. It is easy to picture a company line of men firing at each other from behind walls adjacent to a road during the American Civil War. Our Stalingrad combatants will likely be lying in piles of rubble or hunkering in buildings. In any case, units in one hex may always combine their firepower for one attack on the FFT. Larger firing lines involve the use of leaders. A check of stacking limits will point out that three German squads in three hexes, each firing their inherent LMGs, are capable of firing 120 FF ([6 + 4 x 3] x 3). The leader allowing Platoon Fire will also provide a -5 DRM. On the 120 FF column of the FFT, even against a target in a stone building (+25 terrain DRM) this fire will result in an E result on a DR of 20 or less; a C/M+3 result on a DR of 21-30; and a variety of M results on any DR less than or equal to 79! It is even more devastating in terrain of lesser protection. The rules for moving or firing as a platoon are meant to point player’s attention to the fact that effective play in the CGS entails moving and firing squads, individual AFV and teams, but thinking in terms of platoons (or even companies). This is how effective force can be applied on the CGS battlefield. While many opportunities for ineffective fire will exist for the player thinking squadby-squad, burning off an impulse for every such shot, the successful CGS player will move and fire more effectively by carefully analyzing the potential of these simple rules.

15.5.4 Panzerfaust: Each German squad (or its surviving HS in the case of a ‘C’ result applied against the unit) may use one inherent Panzerfaust per firefight. Make a side-note of units that have expended their Panzerfaust capabilities. 15.5.4.1 Units may only fire Panzerfausts against vehicles, using the Panzerfaust DFET. A unit may not Desperation Fire a Panzerfaust. Note: Panzerfausts are not available to German squads in Combat! Stalingrad.

15.6

15.4.1 Squads, half-squads and MG team units may combine their fire as Platoon Fire to fire at one target hex. Units in the same hex may always combine their fire if otherwise capable. Units in three or fewer adjacent hexes may use Platoon Fire if at least one of these hexes contains a non-Disrupted leader. All Platoon Firing units must have a LOS to the target hex (or hexes if using machine-gun Searching Fire). 15.4.2 To perform Platoon Fire, add the Firepower Factors of all the firing units and apply it to one target hex (unless using Searching Fire), and mark all of the units as fired normally. 15.4.3 Each unit in the Platoon Fire group may use any combination of weapons normally, but must fire at one hex (except when using Searching Fire). 15.4.4 Units using Desperation Fire may not use Platoon Fire. 15.4.5 Unless different levels in hex are accessible for movement units in them they may not join the same Platoon Fire. 15.4.6 Leader Direction: Platoon Fire receives the NCO DRM of –5 for a leader present among the firing units, unless the player chooses to use the leader’s FF. If the leader is Pinned Down, Platoon Fire is limited to two or fewer hexes, instead of three. 15.4.7 If the units in the Platoon have different hindrance DRM to their fire, the platoon uses the highest DRM.

MACHINE GUNS

Combat! introduces a well-known military model for depicting machine-gun fire, used here for the first time in a commercial simulation game. In military parlance, machine-gun fire is broken down into four different categories. For the purposes of our game, traversing fire and searching fire are used in the same manner and called Searching Fire. These two types are similar, the difference being the distribution of fire in width (traversing) or depth (searching). Our game model takes the differences in the firing modes into account, and also accounts for the effects of gravity. There is no way to distribute fire from the firing hex to a fixed point hundreds of yards away with fire effecting every hex along the way. The simple fact is the barrel of the gun will necessarily be elevated to reach out to the a longer range, allowing troops closer to the gun to be under its cone of fire. Moving the gun barrel up and down and/or right to left will provide a beaten zone at the range chosen for the application of machine-gun fire. The use of MG FP markers simulate the beaten zone and the ability of the machine-gun, a high rate of fire weapon, to place fire over a period which exceeds the firing of one or two rounds from an ordnance weapon. Each class of machine-gun fire is further described below, including common usage for each: Fixed Fire—the gunner aims at the target and fires a series of bursts without changing the laying of the gun except to correct aim. The purpose is to establish a single beaten zone at one definite place. Fixed Fire is employed against targets such as a definitely located hostile machine-gun, a small group of troops, a Bridge approach, or a crossroads. Searching Fire—Fire distributed in width or depth by successive changes in elevation and/ or direction of the gun. Note: we are using searching and traversing fire (same military term) in one game mechanic known as “searching fire” in Combat! Swinging Traverse—This type of fire is used at close range against targets with a considerable frontage moving rapidly toward the gun, such as infantry in dense formations (platoon movement in game terms). This method is an emergency method and is wasteful of ammu-

Example: Three Russian squads are in hexes DTW Q14, Q15 and P15, with a Russian NCO in P15. All these Russian units are eligible to use Platoon Fire against a German squad in O14, and the NCO can add either his firepower or his -5 DRM to the shot. The shot will receive the hindrance from the debris in P14, but if the German unit were in O15, the hindrance would still apply, because some of the units would still be firing through the P14 debris. If the Q14 squad were on the Rooftop in its hex, it would not be able to join the Platoon Fire (not adjacent).

nition.

15.6.1 In military parlance, the area of impact of machine-gun fire is known as ‘the beaten zone.’ In game terms, the beaten zone of machine-gun fire may be one hex (Fixed Fire) or up to three hexes (Search30

ing Fire or Swinging Traverse). 15.6.2 There are many machine-gun Support Weapon teams provided in the game, such as the MG 34 SW Team for the Germans. 15.6.3 Combat! classifies machine-gun fire according to the machine-gun itself, the ground, and the targets. Gamers will use their machine-guns in one of three modes in Combat! 15.6.4 Fixed Fire: Fixed Fire may be placed in one hex. Consult the Gun Fire table for the machine-gun, cross-referencing the row for the machine-gun with the appropriate range, which is considered it Fixed Fire (MG that do not list Searching or Swinging Traverse may not use these types of MG Fire). Place a “MG FP” marker in the target hex. 15.6.5 Searching Fire: Using Searching Fire, the player must designate one hex within the machine-gun’s range, applying fire in that hex and up to two adjacent hexes (all in his LOS but not all need be adjacent to the target hex), for a total of up to three hexes. Place a ‘MG FP’ marker in each hex and immediately attack all units currently in each of those hexes (in all locations). 15.6.6 Swinging Traverse: Swinging Traverse fire may only be used against adjacent enemy targets, at least one of which must be moving (or marked with a Moved marker) in any connected group of three adjacent (not same hex) hexes. Apply the fire by cross-referencing the row for Swinging Traverse for each hex where the Swinging Traverse target hex. Roll for each hex individually once the firing player identifies the three hex ‘string’ (using the placement of MG FP markers). However, if the ‘ones’ roll of the Swinging Traverse d100 is 1-3, remove the machine-gun counter by flipping it to its crew side. Remove any MG FP markers left by its fire. Make a side note that this unit may never deploy a machine-gun for the rest of the game; treat it as a 1-2 HS of that nationality instead (i.e., use the back of the SW Team; may not flip). 15.6.7 MG FP Markers: MG FP markers are placed in the hex fired at when using Fixed Fire (Exception: Vehicle MG do not place MG FP markers), or in up to three hexes of the three hex combination chosen by the firing unit when using Searching Fire or Swinging Traverse. The machine-gun that placed the MG FP markers makes its first attack when the MG FP is placed, then may make an unlimited number of fire attacks into the marked hexes, as long as each target is a moving enemy unit that entered the marked hexes unless the firing machine-gun is subsequently Pinned Down, Disrupted, Eliminated or Suppressed, in which case any MG FP markers from that MG are removed immediately. Apply any terrain-based DRM normally between firing machine-gun and these new targets and any NCO DRM that was applied to the first shot also applied as long as that leader is not subsequently Pinned Down, Disrupted or Eliminated (WIA is OK for a leader).

This represents a good time to use Searching Fire: the German MG will benefit from Plunging Fire (-5), the target is moving (-10) and in Moving in Open Ground (-10). The shot will be 3 FF (uses the 2 column on the FFT), with a -25 DRM. This shot has a 50% chance of causing a MC on the target and a 27% change to cause Casualties. No matter the outcome, the German places three MG FP markers in any combination of three adjacent hexes. Any units that enter these hexes that moves in after the MG FP are placed will be attacked by 3 FF; they will receive the DRM for the Wall (+10), as well as Plunging Fire and any other DRM for moving, as applicable (e.g., Running).

15.6.8 Plunging Fire: Any machine-gun fire at a target at a lower level than the firer may apply a -5 Plunging Fire DRM to its Firepower Factors Table rolls, unless the target is a non-moving target in a building. 15.7

SPECIAL SUPPORT WEAPONS TEAMS

15.7.1 Demolition Charges and Molotov Cocktails: Demolition Charges (DC) and a Molotov Cocktails (MOL) are SW Teams that always remains in Move mode (their 1-2 side) until ready to ‘throw’ their weapon into an enemy hex. A DC may also be used to create a Mousehole. 15.7.2 Placement: A DC/MOL SW Team must pass an Action Check to use their weapon. Failure marks the unit with a Moved marker. A DC/MOL may be used by any DC/MOL SW Team from the following locations: 1) Same hex as an enemy unit, including one level higher or lower; 2) Adjacent hex on the same level; 3) Adjacent hex from a higher level. 15.7.3 Obtaining a MOL/DC: MOL are provided for in the same manner as any other SW Team (i.e., in the OB or by RG purchase). Some Combat! Stalingrad firefights and the campaign will specify units that are allowed to make a d10 DR to obtain a DC SW Team. On a Firefight Card, use the number next to the DC icon, rolling less than or equal to this number will place a DC SW Team counter in the hex of the squad (not HS) announced as making the attempt. This attempt is considered use of an impulse. Place a Fire 1 marker on the squad creating the DC SW Team even if it fails the roll and does not create one. The DC SW Team is placed in the same hex, but is not marked with the Fire 1 marker, i.e., it is free to move in that FMPh (it must wait until the next available friendly impulse). 15.7.4 DC Resolution: A DC explodes on the FFT with 30 FF (not the 120 column, i.e., the “DC” notation should be in the ‘100’ on the FFT). Only terrain DRM affect a DC attack. Once the DC SW Team has attacked with its weapon, the counter is removed from play. 15.7.5 Rubble/Fire: A resolution DR of 00 when using a DC creates rubble in the entire hex attacked if it is a building. A ‘1’ on the tens of any resolution DR for a MOL creates Fire in any building or rubble hex. 15.7.6 Vs. AFV/Vehicle: A DC attacks a vehicle on the FFT normally. MOL may only attack vehicles, with the following change: all C and E results K-KILL AFV and UA vehicles. All M results are ignored by vehicles but are taken by any riders. Otherwise, riders share the fate of their vehicle (i.e., eliminated on a K-KILL).

15.7.7 Anti-Tank Rifles: Anti-Tank Rifles or ATRs may fire at enemy vehicles using a DFET and Screened Shot rules or may use an HE FP Equivalent of ‘1’ or ‘1’ FF directly on the FFT like a SW Team. They are normal SW Teams and are treated as the equivalent of a MG SW Team, not a Gun. The Russians get ATRs in Combat! Stalingrad.

Example: In the example above, the German MG 34 13 on Upper Level +1 announces the use of Searching Fire when the Russian 6-5 squad 10 enters H6 using Cautious Movement.

31

15.7.8 Flamethrowers: A Flamethrower (FT) is a SW Team that may flip to Fire mode without paying the usual 2 MP. Thus, it may fire even if its Move side is facing up. They are not removed upon firing unless their fuel runs out. FT SW Teams always receive an extra -10 DRM on the FFT. See 16.4 for Flamethrowing AFVs. 15.7.8.1 FT Attack: FT use 30 FF attacks which are not subject to terrain DRM. Only DRM for smoke or hindrances between the target and firing hex apply. 15.7.8.2 Vs. AFV: A FT attacks a vehicle on the FFT in the FT column (35 FF) with the following exceptions: 1) All E and C results K-KILL an AFV and M+1 M-KILLs AFV; 2) All E, C and M+1 results K-KILL a UA vehicle and M results MKILL a UA vehicle; 3) All vehicle passenger share the fate of the vehicle, but take and M results that M-KILL the vehicle. 15.7.8.3 Running out of Fuel: Whenever a flamethrower rolls a ‘ones’ die of 8, 9 or 0 on its attack dice roll, the FT SW Team is removed from play. In a campaign game each FT that runs out of fuel may be returned to the OB during the next Reorganization Phase on a d10 DR 1-7. 15.7.8.4 Fire: Whenever a flamethrower rolls a ‘ones’ die of 1 place a Fire marker in the hex it attacked if it is building or rubble. 15.8

GUN FIRE

listed in the applicable target (Infantry, Vehicle or Building) column of the table. Make a d100 DR and apply any terrain and Hindrance DRM to the To Hit DR (Exception: No terrain DRM apply to Building targets on the HE To Hit Table; Hindrances and smoke do) as well as any DRM found inside the turret circle on the back of the counter (or +20 for each VCA hexspine change—always used for non-turreted vehicles and for all guns). A gun firing with an Acquired target marker already placed on its target may use the Trigger Pull 2 column. All others use the Trigger Pull 1 column. Example: A German Pzkw IVF2 in DTW K34 (with the turret facing J33/K33) fires at a Russian squad in H32 for the first time. The range is three hexes and the German wishes to fire at the Infantry in the hex. The 80 needed to obtain a hit is modified by +10 for the Debris Hindrance in J33 and +25 for the building terrain DRM in H32. If the German rolls a 45 or less he obtains a hit. The shot is then resolved on the FFT in the 16 column with no terrain DRM. If the tank turned its turret one hexspine, an additional +5 DRM (for the circled 5 turret on the back of the counter) would also apply.

15.8.3 Target Type: There are three target types on the HE To Hit Table, each with its own to hit percentages. When firing HE at an infantry unit, use the row for Infantry. When firing HE at a vehicle, use the Vehicle row. You may also choose to fire at a building, whether it has units inside it or not. 15.8.3.1 Building Targets: When firing at a Building target type, you must still specify the location in the building hex you are firing at and it must be in LOS. A building may be fired at based on its obstacle height, i.e., even if no LOS exists to its ground level. No building terrain DRM is applied to the To Hit attempt. If a hit is obtained, instead of resolving an attack on the FFT without a terrain DRM, apply the terrain DRM for the building location targeted, i.e., in LOS, for the FFT attack. Example: In the above example, the German panzer in K34 decides to fire at the building the Russian squad is in instead. It now needs a 90 at this range, and pays a +10 Hindrance DRM for the Debris in J33. A hit is obtained on a roll of 80 or less. If a hit is obtained, the shot is resolved on the FFT in the 16 column, but the +25 terrain DRM is applied.

The Direct Fire Effects Table (DFET) concept is the brainchild of Hal Hock. As a former Department of Defense ordnance and proving ground expert, Hal’s day job included briefing Defense Secretary Weinberger and President Reagan. Hal spent 30+ years pursuing the study of ordnance effects on WW II targets, taking the data from the US Department of Defense report BRL 1192 to a new level in his own program, breaking each target AFV into 50 discrete target components. Hal kindly provided his DFET analysis during the development of Combat! Normandy. At that time, each DFET consisted of one combination of firer and target. As the system grew, we decided to take the approach to one table for each ordnance type, with modifiers for different targets. However, unlike other tactical level games, these are not armor modifiers, despite the convenience of referring to them as such. Since the DFET model takes into account everything from target armor thickness, size and profile, these modifiers do the same. Along these lines, Hal’s DFET analysis points out the importance of engaging a target and staying on that target until it is neutralized. One will find this theory most evident when comparing the relative chances of affecting a target between the first shot, or Trigger Pull 1 in game parlance, and second and subsequent shots. One does not switch between targets with impunity in this system.

15.8.3.2 Vehicle Targets: When firing HE on a vehicle, the armor factors for that vehicle are used as DRM on the ensuing FFT attack. Use the appropriate armor factor based on the facing of the vehicle when fired upon. Example: A Russian T34 76B fires HE on a German Pzkw III J from the side and a hit is obtained on the HE To Hit Table. The Pzkw III J is attacked on the 16 column of the FFT and a -5 DRM is applied to the FFT attack, e.g., a d100 DR of 10 results in an E result (Elimination, i.e., K-KILL for a vehicle).

15.8.4 HE Critical Hit: Any HE To Hit Table to hit DR from guns 75mm or greater (or a ‘00’ on the FFT from an FFE [not CFF] of any size or Vs. a Gun) that results in an original ‘00’ d100 roll K-KILLs any vehicle and sets any building hex on fire. All occupants of the location, (not the entire hex) including any vehicle riders, are automatically eliminated. Place a burning wreck or Fire (in a building) marker in the hex fired on and apply the DRM for smoke to any fire through that hex. See the rules for Fire (6.4.9) for the remaining occupants of any hex with a Fire marker in it. Example: A German Pzkw IVF1 in DTW R33 fires using the HE To Hit Table on a Russian squad in R36 on an Upper Level +1 marker. An original ‘00’ is rolled, eliminating the Russian squad and placing a Fire marker in the ground level of the hex. Later in the FMPh, any fire between a German squad in Q37 at a Russian in R35 is affected by the Fire smoke in R36. Note that at the end of a CG FF note the hex will be replaced with rubble (i.e., place a rubble marker).

Example: Above is a sample DFET. Each column denotes range, with Trigger Pull 1 and 2 found in the TP row. The d100 DR needed to achieve a K-KILL on front, side and rear target facings (for both TP 1 and 2) are found in their own columns.

15.8.1 General: Each Gun in the game has its own fire table known as a Direct Fire Effects Table (DFET) which is used when tanks/guns attack AFVs. The High Explosive (HE) To Hit Table may be used for fire by guns against all target types: once a hit is obtained on the HE To Hit Table, the attack is resolved on the Firepower Factors Table (FFT). 15.8.2 HE To Hit: Guns may fire High Explosive (HE) at Infantry/ Vehicle/Building targets. When firing using the HE To Hit Table, a resolution of the fire takes place on the FFT. Count the range in hexes to the target and cross-reference this range with the To Hit percentage 32

15.8.5 Un-armored Targets: When targeting an un-armored target with the HE To Hit Table, use the normal procedure to obtain a hit as with any vehicle with the following changes: 1) Any hit by HE from guns of caliber 75mm or greater eliminates un-armored vehicle and any riders. 2) Apply all other HE fire against un-armored vehicles using the applicable column of the Firepower Factors Table. Any “E” result eliminates the un-armored vehicle and its occupants. Any “C” result also eliminates the un-armored vehicle and places any surviving riders in the same hex.

3) Apply any Morale Check results, including ‘C’ that eliminate the vehicle they were riding in or on, against any passengers normally. 15.8.6 DFET: Every gun (and all AFV ordnance) has its own Direct Fire Effects Table (DFET). The DFET shows the gun type, a series of ranges with Trigger Pull 1 and 2 columns for each, and a row for Front, Side and Rear target facings of the target vehicle.

used to signify the direction the on-board 37mm AA gun is pointing; in the absence of a turret marker, it is always assumed to be pointing directly starboard) or in the same direction as the vehicle counter unless a turret marker is placed on the vehicle counter. The gun (also known as Main Armament) of a vehicle is found in the turret if that vehicle has one; otherwise it is in the hull (and fires through theVCA). 15.8.8.1 Turning a Turret: A turret may be turned freely any time by a moving vehicle. Each expenditure of 1 MP allows the turret to turn one hexspine in relation to its current position. It may be turned any number of hexspines when firing, forcing a Screened Shot DR when making a shot that uses a DFET or adding the number inside the turret circle (+5, +10 or +15) as a DRM to any HE To Hit Table roll.. Example: A German Pzkw IVF1 is in DTW E35 CA facing E34/F34). It moves into F34, spending 1 MP. It spends another 1 MP in F34 to turn its vehicle CA to face G34/G35; upon the expenditure to make the CA change, the turret is turned to face G34/F33. It cannot be turned again unless another MP expenditure is made. The German player then announces his panzer will spend another 1 MP in F34, i.e., moving no further, to turn his turret to face a turret CA (TCA) of E34/F33.

15.8.7 Target Facings: When firing on vehicle using a DFET, there are three possible target facings: Front, Side, or Rear. Target facing is dependent upon which target hexside the firing unit’s LOS crosses. If the firing unit’s LOS runs exactly along the hexspine between the Front and Side of the target AFV, the fire is considered a Front shot, while a LOS traced exactly along the hexside between the Side and Rear hexspine is considered a Side shot. Example: There is a Russian KV1A in DTW F31, with its vehicle and turret CA facing F32/ G32. A German Pzkw IVF1 in F34 has a front shot on the KV1A. A Pzkw IIIJ in D31 has a side shot. A StuG IIIF in F28 has a rear shot.

In the example above the two hexes to the front of the turret define its Turret Covered Arc (TCA). Note that fire coming from within the TCA, as well as along hexspines marked “F” are Front shots; Side (“S”) and Rear shots in the TCA are also defined in the above example. If the turret above was to turn (i.e., change its TCA) one hexspine, its TCA and what consists of a front/side/rear shot would change accordingly.

15.8.8 Turrets: Some vehicles have turrets. A turret allows the gun on a vehicle to fire 360 degrees. A vehicle turret is always assumed to be pointing forward, (Exception: On the GAZ AA truck the a turret is 33

If an AFV target has its turret turned at the time it is fired at on the DFET, the ones die of any DFET resolution DR or HE To Hit Table DR against it determines whether the turret or hull of the tanks is struck. On a ones die of 1-6 the hull is struck; 7+ it is the turret. Use the applicable target armor factor based on the facing (front, side or rear) hit for the DFET or FFT attack (see 15.8.3.2). 15.8.8.2 Open Topped: Any vehicle with a Turret icon that is white text on black (e.g., PSW 222; Komsomolets; Sdkfz 251 C) is considered to lack protection for its crew. Any such weapon may be Suppressed automatically by any firing unit firing 8+ FF on the FFT. Open Topped units marked as Suppressed may not fire any of their MG weapons (i.e., guns use Trigger Pull data normally). A half-track may not be Suppressed in this manner unless the vehicle is marked as Fired (i.e., used its own MG). Unlike half-tracks, Riders on a Komsomolets may always be targeted on the FFT, as can riders in any un-armored (UA) vehicles. 15.8.9 Same Hex: Any fire between units utilizing a DFET or HE To Hit Table between firer and target in the same hex (ignore 15.8.8.1) must roll an additional d10 to determine the target facing as follows: 14 Front shot; 5-7 Side shot; and 8-10 Rear shot. 15.8.10 K-Kill: In order to eliminate a vehicle, the d100 roll must be less than or equal to the K-Kill number found on the DFET (and not doubles). If it is the vehicle is eliminated and replaced with a burning wreck counter. 15.8.11 M/F-Kill: If the d100 DR resulting in a K-KILL was doubles, make another d100 DR on the M/K-KILL Table. On a DR less than or equal to the listed numbers an M-KILL and/or F-KILL results. A no effect on the M/F-KILL Table results in the vehicle ‘remaining’ KKILLed. Note guns ≥ 75mm receive a -15 DRM on the M/F-KILL TABLE. On an M-KILL result, the vehicle may not move for the remainder of the firefight. In an F-KILL result the vehicle may not fire

any of its weapons for the remainder of the firefight. When a result on the M/F-KILL Table ‘overlap’, both outcomes are applied to the target. Mark M/F-KILLed vehicles accordingly. Example: A Russian T34 76B fires for the first time at the side of a German Pzkw IVF2 at a range of four hexes (using Trigger Pull 1); it needs a 38 (33 and a -5 side armor factor DRM). The Russian rolls a 22 (doubles). He must then make another d100 DR on the M/FKILL Table. He does so, rolling a 10. The German panzer is K-KILLed. If the Russian rolled an 8, the panzer would be M-KILLed. On a 3, the panzer would be both M-KILLed and F-KILLed.

15.8.12 Modifiers: The only DRM on the M/F-KILL Table is for guns ≥ 75mm. No other DRM apply on this table. 15.8.13 Suppression: If a DFET roll failed to result in a K, M, or FKILL, and the target vehicle is not already Suppressed, make another d100 DR on the Suppression Table. Using the appropriate column and row, a DR equal to or less than the listed number results in Suppression. Mark the vehicle with a Suppressed marker. Suppression markers are removed during the Conclusion of the Turn Phase. 15.8.13.1 Effects: Suppressed vehicles must use the Trigger Pull 1 columns for all fire but may place Acquisition markers when they fire. Example: A German PaK 38 AT-gun fires its second shot at the front of a Russian T34 76B at a range of six hexes. It needs a 30 (40 +10 front armor modifier) to achieve a K-KILL result. It rolls a 48. A d100 DR is then immediately made on the Suppression Table using the >45mm row. On a d100 DR of ≤ 41 the T34 is marked as Suppressed.

15.8.14 Screened Shots: Sometimes terrain or other factors hinder a DFET shot without entirely blocking it. DFET fire (i.e., any fire using a DFET [used only when firing at tanks, i.e., armored, not un-armored (UA) vehicles] table) from a non-moving vehicle versus a non-moving target with an un-hindered LOS, and not in terrain with a DRM is resolved "as is" on a DFET. Any DFET fire involving one of the following requires a Screened Shot d10 DR: 1) target with Hindered LOS; 2) target in terrain with a terrain DRM (including Dug-In); 3) moving target; 4) moving firer; 5) Turret changing TCA to fire; 6) Vehicle changing VCA to fire. A Screened Shot d10 DR must be made to see if the shot hits (i.e., allows you to go to the DFET for a resolution d100 DR). Use the Screened Shot Table, applying all applicable modifiers. If the Screened Shot d10 is less than or equal to (i.e, it must exceed the final Screened Shot number) than the final Screened Shot number (after all DRM have been applied), the shot has been screened and misses. For purposes of a Screened Shot number do not count any terrain on the hexside (such as a wall) of the firing unit unless the target is also adjacent to it and marked with a Cover marker pointing to that hexside. Example: A Pz III J in N31 (TCA and VCA facing O32/N32) wishes to fire on a T34 76-B in R33. Before it may use its DFET a roll must be made on the Screened Shot Table due to

the intervening LOS hindrances in R32, Q33 and the terrain DRM in R33. These total +3 on the table. There was no change in the VCA or TCA so a d10 DR of 4 or greater must be made to proceed to the DFET for a resolution d100 DR. If instead the VCA/TCA was facing M32/N32, a change in the TCA of one hexspine (to have TCA N32/O32) would be required, leading to a total Screened Shot DRM of +4 (i.e., a 5 or greater would be needed to proceed to the DFET). If instead the Pz III J chose to change its VCA to N32/O32 to make the shot, an additional +4 DRM (for a total of +7) would be applied for the TUR +20 for non-turreted or for any VCA change. In this case a d10 DR of 8 or greater would be needed to proceed to the DFET.

15.8.14.1 Screened Shot DRM: All DRM for a Screened Shot are found on the table. Target Hex TEM is expressed as “+X/10”. Round all fractions up. The “X” is the terrain DRM for that terrain type. The DRM for turning a turret is listed per hexspine change for that type of turret. The DRM for Moving Firer is cumulative with the DRM for changing turret CA, i.e., a Moving Firer adds a +2 DRM for moving whether it changes it TCA or not, then also adds its normal TUR DRM. Any additional turret CA changes are added to this cumulative DRM for moving firers. Example: A Russian T34 76B fires at a German Pzkw IIIJ in a building. The Screened Shot DRM is 25/10, or 2.5, rounded up to 3. The T34 must roll a 4 or greater to secure a hit and use the DFET for this shot. If the T34 changed its TCA one hexspine, it would need to add a +2 DRM, requiring a DR of 6 or greater to achieve a hit. If the T34 was moving, it would add +4 (TUR = +2 plus +2 for moving); in addition to the +3 DRM for the building the target is in, the T34 would need to roll an 8 or greater to secure a hit. If the T34 also had to change its TCA one hexspine during all this, it would need to roll greater than a 10 to secure a hit, which is not possible without using Desperation Fire.

15.8.15 Trigger Pulls: The first time a unit fires on a target using a DFET or HE To Hit Table, it uses the Trigger Pull 1 column, listed under the ‘➀’ in each range column. On the second and subsequent shots at the same target, (as shown by the placement of an Acquisition marker), non-Suppressed units use the Trigger Pull 2 column, under the ‘➁’, if Acquisition is maintained. 15.8.16 Rate of Fire: The Rate of Fire (ROF) for each weapon is listed on that side’s Gunfire Table. If the ROF for a weapon is greater than one, it may fire more than once during a Fire and Movement Phase, if eligible (e.g., not Disrupted). Each time a multiple ROF weapon fires it uses one impulse to do so. Place a Fire 1 marker on it after its first shot and a Fire 2 marker after its second shot and a Fire 1 under a Fire 2 for a third shot (for weapons that exceed a ROF of 2), and so on. Different shots may be made at different units and at different points during the Fire and Movement Phase but each shot for a multiple rate of fire weapon uses one impulse, (unless the shot taken is Defensive Fire in which case it is still marked with a Fire 1 and Fire 2 markers but does not use an impulse). Example: A Russian PTP 42 AT-gun is in hex DTW H32 (CA I32/I33) has a ROF of 2. It fires its first shot at a German Psw 222 in L31, using Trigger Pull 1 involving a Screened Shot DR, which hits (+1 for the Hindrance plus +1 terrain DRM, requiring a d10 DR of greater than 2 to secure a hit), then a DR on the DFET, which K-KILLs the enemy armored car (a 9 on the DFET, less the -40 armor factor DRM for the Psw 222). Replace the Psw 222 with a Burning Wreck marker, mark the AT-gun with a Fire 1 marker and place an Acquisition marker in L31. A German Pzkw IIIJ in N33 then responds by firing its machine-guns on the PTP 42, obtaining no effect on the FFT. The impulse returns to the Russian player and he chooses to use his second ROF shot to engage the Pzkw IIIJ in N33. No matter what the results of this fire are, the AT-gun is marked with a Fire 2 marker and the Acquisition marker is removed from L31, now placed in N33, the hex last fired into by the AT-gun.

15.9 MORTARS 15.9.1 Mortars in Combat! Stalingrad are SW Teams and include the Russian BM 41 (50mm), BM 37 (82mm), the German Grtwfr 36 (50mm) and Grtwfr 34 (81mm). Off-board artillery rules also represent the 81/82mm mortar batteries of both nationalities. Note some mortars need to change their CA to fire outside their front two hexes (Grtwfr 34); others do not (BM 37 and 41, Grtwfr 36). The following rules apply to on-board mortars only. 15.9.2 Fire: Mortars use the HE To Hit Table in the same manner as Guns with the restrictions listed below. 15.9.3 Fire Restrictions: Mortars may never fire from inside buildings, including cellars. They may fire from Rooftops. 34

15.9.4 Range: Mortars have a minimum range of two hexes. Do not count the firing unit’s hex in this range (e.g., a mortar in DTW G37 may not fire at H37; it may fire at I38). 15.9.5 Airbursts: Mortar fire is more dangerous to targets in Woods and Debris. Mortar fire against infantry targets in Woods (non-cumulative, just a -10 DRM) and Debris (cumulative, i.e., cancels out the +5 to become a -5) hexes is subject to a –10 DRM on the FFT. This DRM is not applied to the to HE To Hit Table DR, only to the results roll on the FFT. 15.9.6 LOS & Spotting: Instead of using a direct LOS, on-board mortars may use a unit in an adjacent hex (or in a higher level in the same hex or a higher [or lower if in a Cellar] level in an adjacent hex) to serve as a spotter for them. Any adjacent non-Disrupted infantry unit may serve as the hex the LOS is traced from for an adjacent mortar. Treat spotting as a form of Platoon Fire (i.e., units in multiple hexes place Fire 1/2 markers). The spotter unit thus uses the same impulse as any firing unit, and both units are marked as Fire 1/2 accordingly. A spotter may not fire in any other manner (Exception: Desperation Fire); it may only serve as a spotter during that FMPh. All other rules for mortar fire apply normally. Example: A German Grtwfr 36 mortar is in DTW N39. A squad on the Rooftop of O39 is serving as its spotter. The mortar may fire on any unit in the LOS of the squad in O39 subject to range and other restrictions on its ability to fire (e.g., spotter or mortar Disrupted).

15.9.7 Mortar Near Miss: Any on-board mortar fire that fails to hit the target hex falls in another hex. Use a Scatter with a maximum range of 1 to determine which hex is hit and apply this fire to the hex. 16.

AFV COMBAT

16.1 AFVS FIRING 16.1.1 Facing: Vehicles in Combat! now have two Covered Arcs: the Vehicle Cover Arc (VCA), a 120 degree facing toward the front of the vehicle, and if it has a turret, a Turret Covered Arc (TCA). Vehicles pay 1 MP per hexspine during movement or the applicable firing penalties to change their VCA. To change the facing of any weapons mounted in their turret, vehicles may turn their turret weaponry to face the enemy (by changing the TCA or by turning the entire vehicle, changing their VCA. 16.1.2 Changing TCA/VCA: A turret may be changed when firing or at the same time any MP expenditure is made or at the cost of 1 MP. Each turret is rated by the penalty which is paid for any shot made during the same FMPh the TCA is changed. Turrets ratings are found inside a circle on the back of the vehicle counter (the circle signifies the vehicle has a turret). A number inside a square signifies the vehicle is non-turreted and must change it VCA to fire outside of its Covered Arc. The “TUR +20” DRM on the Screened Shot Table is used for non-turreted vehicles. The number inside a turret rating circle/square denotes the use of a DRM for the following fire: 1) Changing a TCA for any DFET or HE To Hit Table shot entails making a Screened Shot DR, using the applicable turret DRM for each hexspine TCA change; 2) Changing a VCA with a non-turreted vehicle (square) or turreted vehicle (has a number in a circle but wishing not to turn its turret) for any DFET or HE To Hit Table shot entails making a Screened Shot DR, using the applicable non-turreted DRM for each hexspine VCA change. Turning the entire vehicle makes getting an immediate hit more difficult but keeps the vehicle’s best armor all facing the same direction. Turning just the turret may make getting a hit easier, but may make the vehicle more vulnerable to incoming fire. If the turret and the vehicle ever have different facings, mark the turret’s facing with the appropriate turret counter, oriented toward its new facing. 35

Example: A German Pzkw IIIJ is in DTW H38 with the VCA/TCA facing H37/G38. It is the German impulse and there is a Russian T-70 tank in K38 (TCA/VCA J37/J38). The German decides to fire his 50mm KwK 39 gun in the turret on the T-70 by just changing his TCA. He pays +1 to turn the turret to H37/I38 and another +1 to change the TCA to I38/I39, for a total of +2 DRM for the TCA change. He must also pay +1 for the Debris Hindrance DRM in J38 and another +1 DRM for the Target Hex TEM (the Target Size TEM—denoted by a red dot on the back of the T-70 counter). The German will need to make a Screened Shot DR greater than 4 to secure a hit and use the DFET. If the panzer instead changed its VCA, he would pay +4 to turn the VCA to H37/I38; another +4 to turn the VCA to I38/I39, making the Screened Shot hit impossible due to a total +10 DRM. The panzer could have also turned the VCA to H37/I38 (+4 DRM), then turned his TCA to I38/I39 (+1 DRM) for a total DRM of +5; added to the +2 for the Debris and Target Size TEM, he’d need to make a Screened Shot DR greater than 7 to secure a hit. However, the German may have good reason to want to turn his VCA, such as an enemy AT-gun M36, which would have a side shot against the panzer in H38 if it did not turn its VCA to face H37/I38!

16.1.3 Moving and Firing: A vehicle that moves may not fire, unless it is performing an Overrun or uses AFV Assault Movement. 16.1.4 Vehicle MG Usage: Treat Bow machine-gun (BMG) and turret Co-axial machine-gun (CMG) fire as Fixed Fire, i.e., they may only fire into one hex. However, they do not place MG FP markers. Any time a TCA change is made before a CMG fires, add the number in the circle for that type of turret fire by the CMG on the FFT. Add +20 for each hexside turned by a VCA to fire by a BMG. Example: A German Pzkw IIIH in DTW H6 (TCA/VCA I6/I7) wishes to fire its Co-axial MG at a non-moving Russian squad in H8. It must turn its TCA one hexspine, to TCA I7/ H7 to make this shot. This tank has 4 CMG FF and a ‘ ➄’ turret. It pays a +5 DRM and fires on the 2 FF column of the FFT for this shot. If the German tank instead turned its VCA to I7/H7, it would pay a +20 DRM to this shot.

16.1.5 Bow MG: Some vehicles are armed with hull, or Bow machine-gun which may only fire through their VCA. The Bow machinegun Firepower Factors are found on the back of the vehicle counter, to the right of the tracked/semi-tracked/wheeled icon in gray (and on the Gunfire Table for that unit). All Bow machine guns have a normal range of 6 hexes, and drop off by one FF for each two hexes in range thereafter. They add the +1 FF bonus for Point Blank fire. Cross-reference the range with the MG firepower on the Gunfire Table for that nationality. 16.1.6 Turret MG: Some vehicles are armed with turret, or coaxial machine-guns (CMG). The co-axial machine-gun Firepower Factors are found on the back of the vehicle counter, to the left of the tracked/semi-tracked/wheeled icon in blue (and on the Gunfire Table for that unit). All Co-axial machine guns have a normal range of 6 hexes, and drop off by one FF for each two hexes in range thereafter. A vehicle with a +5/+10 turret rating may fire its gun and turret machinegun in the same FMPh (Exception: The KV1A has a machine-gun directly to the rear of its turret. It may fire its listed CMG to the front or the rear during a FMPh, not both). Note that the firing of each type of vehicle machine-gun uses one impulse and places Fire 1 and Fire 2 markers (use Fire markers with a gray ‘MG’ on them) and MG FP markers normally as Fixed Fire (one hex), except during Assault Movement fire. A vehicle may fire all its listed machine guns (Exception: KV1A) and any ROF for its main armament during the same FMPh unless restricted below. They may still fire a BMG and + one turreted weapon. 16.1.7 Small Turrets: The combat effectiveness of many WW II tanks was greatly limited by their one- or two-man turrets. Tanks with a turret rated +15 may only fire a CMG or turret main armament in the same FMPh, not both. 16.1.5 Suppression: Any Suppression result on a vehicle removes any target acquisition markers placed by that vehicle. Suppressed vehicles must use Trigger Pull 1 for any DFET or HE To Hit Table fire. 16.2 AFV OVERRUNS 16.2.1 Any non-F-KILLed or M-KILLed vehicle may attack an infantry/un-armored vehicle in a hex it is allowed to enter while moving during the FMPh using an AFV Overrun. Un-armored (UA) vehicles may not conduct overruns.

16.2.2 Entry: To conduct an Overrun an AFV must first pass an Action Check, taken from the hex adjacent to the hex they wish to overrun, (no modifiers are applied except for friendly and enemy AFVs within Morale Support Range and only one Action Check is taken, not two, i.e., no separate AC for entering and overrunning) taken before expending the Movement Points necessary to make the overrun. Any AFV that fails the Overrun Action Check may not conduct an overrun during that Fire and Movement Phase but may use any remaining Movement Points normally. An overrun attack costs the AFV three times (3x) the normal cost of to enter the hex being overrun. 16.2.3 Immobilization: Any terrain that entails a roll on the Immobilization Table requires that the vehicle make the roll after passing the AFV Overrun AC but before attacking with its Overrun FP. Any vehicle immobilized may still make the AFV Overrun, but the Overrun FP are halved (FRU). 16.2.4 Overrun FP: An Overrun is the equivalent of an immediate Close Combat attack against some or all of the occupants of a hex. Calculate the overrun odds and DRM using the Close Combat Table. 16.2.5 Anti-Tank Attacks: Non-Disrupted infantry units still eligible to fire may fire a Gun, DC, FT, MOL, Bazooka, Anti-Tank Rifle, PIAT, Rifle Grenade or Panzerfaust at a range of “0” against an overrunning AFV before the AFV’s overrun attack is resolved, but after the overrunning AFV has entered the hex, determining the target facing normally for same hex fire. 16.2.6 Defense vs. Overrun: Infantry units may also attack an overrunning AFV using their Close Combat Value. This attack is considered simultaneous to the overrun (i.e., apply both results). Units marked Moved or with no fire opportunities left in that FMPh except Desperation Fire must take a Morale Check to make a Close Combat attack against overrunning vehicle and may only attack it after the overrun is conducted, if they survive. They may make additional overrun defense CC attacks if they face additional overrun attacks that FMPh, taking a new Morale Check each time. 16.2.7 Overrun vs. Un-armored Vehicles and Riders: Any overrun attack eliminates any un-armored vehicle and all of its riders. 16.3 AFV ASSAULT MOVEMENT 16.3.1 A vehicle may be declared to be using Assault Movement, allowing it to fire and move during one impulse. Assault Moving vehicles use the red Assault MP found on the back of their counter over the gray arrow. 16.3.2 A vehicle using Assault Movement must pay 1 MP (cumulative) each time it fires a CMG/BMG or turret main armament. 16.3.3 A vehicle firing during Assault Movement must make a Screened Shot DR to use a DFET or HE To Hit Table. Assault Moving vehicles never place Acquisition markers. They may use their CMG/ BMG machine-guns without penalty and must make a Screened Shot DR to fire their gun. 16.3.4 Any unit capable of firing may use Defensive Fire against an Assault-moving vehicle before the vehicle can declare any fire. Once the defender states no unit will use Defensive Fire at a particular vehicle Assault Moving vehicle before it makes its next MP expenditure, the vehicle may fire. Mark Assault Moving vehicles as Assault Fired when they have fired. If not marked as Assault Fired, they may fire during a subsequent impulse during that FMPh. 16.4 FLAMETHROWING AFV 16.4.1 The OT-34 is an AFV armed with a flamethrower in its turret instead of a gun. This is noted by the “FT” on the front of the counter where the gun caliber would normally be listed. This tank fires in the same manner as the SW Team (15.7.8-15.7.8.3) with the changes noted below. 36

16.4.2 There is no -10 DRM against an AFV using an FT. 16.4.3 An AFV FT attacks in the 100 (i.e., 35 FF) column and may use AFV Assault Movement using an FT as if it we an MG (i.e., there is no penalty for firing the FT when Assault Moving). 16.4.4 An AFV adds any DRM to its FFT resolution DR for changing its TCA/VCA. 16.4.5 Running out of fuel: An FT AFV runs out of fuel in the same manner as listed in 15.7.8.3, but on a ‘ones’ die of 9 or 0. Place an FKILL marker on the AFV. An FT AFV is returned to play during a campaign in the same manner as a FT SW Team. 17.

ARTILLERY AND AIR SUPPORT

17.1

GENERAL ARTILLERY RULES

The use of off-board gun and mortar batteries (fired from gun batteries outside of the confines of the game map) is represented by two different models, each aimed at depicting artillery doctrine for the respective combatants. The Russians may plot artillery fire before all setup. They simply record a hex and the turn during the firefight (or campaign firefight) they wish the artillery to come down in the recorded hex. From there the Russian player simply rolls to see if his plotted artillery comes down in the chosen hex, or when it comes down, and if it is accurate. He may also try and ‘ring up’ higher headquarters to get a plotted artillery strike cancelled. The use of off-board artillery for the Germans is a more flexible model, using on-map and off-map Forward Observers (FO) to call in fire using their field phones or radios. Both sides may also call in heavier artillery support (assumed to be from more than one battery), using a Bombardment. A bombardment is plotted for the Russians and may be plotted or called in by the Germans.

17.1.1 Artillery Markers: Off-map artillery in Combat! Stalingrad uses special markers: Call For Fire (CFF), Plot (Plot), Fire For Effect (FFE), and Bracketing markers, as well as two that represent radios and field phones. 17.1.2 Use of Artillery Impulse: Usage of artillery is considered use of an impulse. Usage is defined as any action which uses the Artillery Accuracy Table, including unsuccessful attempts at Contact. 17.1.3 Artillery Routine: The following rules for artillery fire apply to usage of artillery by both nationalities: 1) An FO (or the Russian player trying to bring down an artillery Plot) attempts makes contact with his battery using the Radio or Phone Contact Number on the Artillery Accuracy Table (AAT); Plots always use the row for Phone Contact; 2) If contact is established, place a Plot or CFF marker in the chosen hex and make a d100 DR on the AAT to determine accuracy. A Plot is flipped to its FFE side at this time and resolved normally; 3) The following turn, the owning player can either attempt to correct the position of the CFF marker or convert a CFF into an FFE. A Plot is rolled for Plotted Artillery Continuation. 17.2 GERMAN ARTILLERY 17.2.1 Radios and Phone: Each German artillery battery is provided with a radio or phone in the firefight or campaign order of battle. When purchasing an artillery RG for a campaign, the German player may freely choose to add a radio or phone to his OB at the time of purchase. The Germans may also use an off-map observer, an FO that is always considered to be using a phone to make contact. 17.2.2 Forward Observer: A radio or phone marker in Combat! Stalingrad needs to be ‘carried’ by an infantry unit. Any infantry unit in the same hex location as radio or phone may freely serve as an FO. However, only a leader may attempt Contact without first passing an Action Check. Mark units that use a radio or phone (or fail the usage AC) as fired (Fire 2 for leaders) as if they used an inherent SW. Any

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