Operation Squad World War Two

September 22, 2017 | Author: mjanosevic | Category: Machine Gun, World War Ii, Rifle, Semi Automatic Firearm, Ammunition
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Great skirmish game designed by Massimo Torriani. If you like it please by the original....

Description

Operation Squad World War Two Skirmish rules for miniatures battles in the Second World War

INTRODUCTION Operation WW2 Squad Level is a wargame for two or more players that lets you simulate battles set in the Second World War at “skirmish level”, the level of single men. Dice are used to introduce that element of luck that, in real-life, is the difference between a glorious victory and a miserable failure. But luck won’t be enough if you want to win; every number in the tables contained in this rules is the result of a long series of playtests and realistically simulates an armed encounter. We advise you to read the rules right trough at least once before playing.

PREFACE All history books contain stories about the battles that distinguished the greatest conflict of all time. But each great battle and operation during the Second World War was characterized by countless encounters. Operation Squad World War II aims to simulate these encounters using the experience we’ve gained after seven years with Operation World War II, the threedimensional platoon level wargame based in the Second World War. Every game will be a scenario with a set objective. The side that fulfils their objective in the number of turns allowed will be declared the winner. The fights may be set on the Western Front, especially in the Normandy campaigns following the Allied landings, or on the Eastern front, from Russia as far as the conquest of Berlin. Each player will take command of a Squad of men from the American, British, Russian or German armies. Each army can choose either regular or elite units, and each will have a points value. These rules and the examples inside refer to a battle between two players but you can use them to simulate a bigger fight with more players (each commanding a Squad) divided into two factions (Allies and Axis).

GAME COMPONENTS Apart from the rules you’re reading, let’s have a look at what you’ll need to play. Dice: Dice are at the heart of this game, and we use 6-sided dice. We normally refer to these as d6, so one dice is 1d6, two dice are 2d6 and so on. During the game you’ll often have to roll one or more dice to see what has happened. Normally you add up all the dice rolls and subtract some penalties that may be needed to represent special situations. 

You’ll have to roll a total of more than 10 to hit an enemy. The basic Roll to Hit is 3d6 to which we add the Tactical Value and dice for the weapon and the range. You will then subtract dice rolls for Cover and other special situations from this total, rolled by the opponent. If the final total is more than 10 then you’ve hit the enemy.

A 10-sided dice (d10) is only used for the deviation of grenades and mortars. Tape measure: All measurements in the game are in centimeters. Movement, weapons ranges and burst areas are all measured with a simple tape measure. You can only measure distances after any declaration of your intentions has been made.

Tables: We have grouped all the tables together on separate Playsheet at the end of the book to ease their consultation during play. Models: Plastic or metal miniatures (20 or 28mm) will simulate the men in your Squad. Every man must be based in 2.5cm base. The bases of your models cannot overlap for any reason whatsoever during the game. To ease their identification each model must be equipped exactly as shown in the Squad Roster and, if possible, be identified with a letter and a number (e.g. A1). Markers: During play you will use various markers to show the state of some units in special situations (Turn Over, Hidden, Wounded, Target Acquired, Ammo!). These markers will be explained in full in the various paragraphs that follow. Wargames table: This is a wargame so you’ll have to prepare a battlefield. The number of scenery elements that you should use will depend on the type of scenario that you want to play. For a countryside setting just a few houses, some walls and a few woods will suffice, but you’ll need lots of buildings for urban combat. Generally the battlefield should be balanced and should not favor either of the two players; a good system is to allow one player to set up the table and then let the other player choose the side he’ll deploy his troops on. The best size table is 120cm x 120cm.

DEFINITION OF MODELS When reading these rules, and during the description of the various phases of the game, you will often find the terms: model and squad. Model: This term identifies a single man. Some models are ranking (Officers, NCOs); these models are called Squad leaders and have special characteristics as defined in the relevant sections of the rules. Squad: This term identifies the group of models that make up your army. Models and Squads can have special Characteristics that influence various aspects of the game. If they have any then they will be mentioned in the Squad’s Roster.

THE GAME TURN In order to rationalize the various actions that occur during the battle it is sub-divided into a series of turns which are then sub-divided into a series of phases. Normally a battle will last 8 turns. Every complete turn all models MUST perform an action.

TURN SEQUENCE 1) Initiative 2) Action Sequence A) Player A chooses a model and declares his intentions. Player B can react by choosing a model and declaring his intentions. Player A can counter-react by choosing a model and declaring his intentions. Player B can react again by choosing a model and declaring his intentions, and so on, for to a maximum of three actions and three reactions. B) Roll dice to determine Priority C) Actions are now executed in Priority order. The sequence is repeated for the other player. A) Player B chooses a model and declares his intentions. Player A can react by choosing a model and declaring his intentions. Player B can counter-react by choosing a model and declaring his intentions. Player A can react again by choosing a model and declaring his intentions, and so on, for to a maximum of three actions and three reactions. B) Roll dice to determine Priority C) Actions are now executed in Priority order. This Action Sequence is repeated until all models have been assigned, and have executed, an action. When all models have performed an action, the turn is over and a new one can begin. 3) Remove markers and any remaining shot dice.

INITIATIVE The winner of the Initiative can decide if he/she wants to give the first action to one of his/her models or force their opponent to play first. In order to decide the initiative both players roll 2d6 and add highest VT of the active models on the table. Compare totals – the player with the highest wins. If there is a draw just roll again.

ACTION SEQUENCE The player that won the Initiative decides whether to start first or make his opponent start. The player that starts is Player A. Player A chooses a model and declares his intentions. Player B can react by selecting a model and declaring his intentions. Player A can now counter-react by choosing a model and declaring his intentions. The alternation between A and B continues until one of the players passes, and in any case up to a maximum of three actions and three reactions. At this point roll 2d6 for each model that has been assigned an action and add their Tactical Value. It makes it easier if you leave the dice rolled next to each model to remind you of the order in which the actions will be performed. After checking the totals move to the order execution phase, starting with the highest value down to the lowest (in kind Priority order). If there are two identical totals the first one to act is the model that chose his action first in the sequence. If more than one model on the same side rolls the same total then the player can decide the order in which the actions will be performed. After all the models have performed their actions given to them give them a Turn Over marker to remind you that they have completed their action and can’t do anything else this turn. Once this phase has been completed it’s the opponents turn to choose a model declaring his intentions (no matter if the player reacted or counter-reacted beforehand). Obviously the enemy can react and counterreact like in the first example. When all models on the battlefield have performed an action the turn is over and a new turn start with the Initiative phase. 

Massimo won the initiative and declares that he wants his Fallschirmjäger (VT 4) to fire at an American Paratrooper (VT 4) who is moving down the road. Giorgio reacts by declaring that his model will run out of sight past the corner. Massimo counterreacts by declaring that his Fallschirmjäger Sergeant (VT 5) will also fire at the same American. Giorgio passes. Both players roll dice for Priority. Massimo’s Fallschirmjäger gets 10 and his Sergeant gets a 12. Giorgio rolls an 11. It’s time to perform the actions. Massimo’s Sergeant fires first. If the American Paratrooper survives then Giorgio will move him into cover, making the Fallschirmjäger lose his action as he will no longer be able to fire. All three models get a Turn Over marker to remind the players that they can’t do anything else this turn.

Remember that once you have declared your intentions you can’t change them even if, like in the example, it becomes impossible to perform the original action.

DECLARATION OF INTENTIONS Once you’ve chosen a model you must then inform your opponent of the action that you intend to perform. In game terms you must declare your intentions. There are many actions available but model can only choose one per turn. You can Move or Fire but you can’t do both in the same turn. Let’s have a closer look at the choices available: Assault (in melee): Declare the model that you are going to Assault in melee and if you want to move before or after the attack.

Fire: Declare which model is the “target”. If you intend to interrupt the movement of an enemy model you must clearly identify the point at which you will fire. First Aid: Declare the direction, the estimated destination, your model’s facing and which wounded model will be attended to. This action is only available for models with Medic characteristic. Hide: Declare which model is going to hide. If model is Pinned before he can perform any declared action then that action can be transformed into Hide. Indicate a Target: This can only be done by Squad Sergeant. Declare which valid target you intend to identify. Move and Fire: Declare the direction, the estimated destination, your model’s facing and the “target”. This can also be used to turn on the spot. Move Carefully: Declare the direction, the estimated destination and your model’s facing. If a model is Pinned before he can perform any declared action then that action can be transformed into Move Carefully. Re-load: Declare which model will re-load, and which weapon he re-loads. Run: Declare the direction, the estimated destination and your model’s facing. Stand Up: Declare which model will Stand up. If model is Pinned before he can perform any declared action then that action can be transformed into Stand up.

EXECUTIONS OF ACTIONS AND PRIORITY If there have been reactions and counter-reactions then all models that have declared an action roll 2d6 and add their Tactical Value to the total: the total is defined as the Priority. Now execute the Actions, respecting the intentions that were declared previously and in Priority order (with the highest going first). If there are two identical values then the model that chose his action first in the sequence goes first. If more than one model on the same side gets the same total then the player can decide the order in which the actions are performed. After the models have performed the action assigned to them give them a Turn Over marker to remind you that they can’t do anything else until next turn. Assault: You can move a model up to 15cm and add 1d6 to his melee. If the “target” moves when performing an action with a higher priority you can move your model towards the “target” model’s new position or move towards another enemy model within 10cm of the original destination. Once the action has been performed give the model a Turn Over marker. The target model can react (if it hasn’t already performed an action) and even counter-assault. Fire: You can fire at the “target” model. If used to react or counter-react then you can delay fire and interrupt the movement of an enemy model to get better conditions. You may also react by firing at a model that was not initially in line of sight as long as it is when you fire; if, for any reason, the model does not enter (or leaves) the line of sight then the model doesn’t fire and does not lose any Hidden marker it may have. Once action has been performed give the model a Turn Over marker.

First Aid: A Medic can move 10cm and try to help a wounded model. If he is next to a wounded man after moving then roll 2d6 and add the Medic’s VT; with an 11 or more the wounded model has been successfully treated and the wounded marker is removed, but nothing happens with 10 or less. Give the Medic a Turn Over marker after the action no matter the result. Performing this action does not mean you lose your Hidden marker. Hide: If the model is already under cover then you can Hide. You can perform this action even when the model has been Pinned. If a model is Pinned before he can perform any declared action then that action can be transformed into Hide. In order to fire at a Hidden model you need to pass a Spotting Test. Once the action has been performed give the model a Turn Over marker and a Hidden marker too. Indicate a Target: A Sergeant can use this action to communicate the coordinates of a valid target to the models in his own Squad. Check the section on communications. Once the action has been performed give the Sergeant a Turn Over marker. This action allows you to make a Spotting Test. If a target model is spotted place a Target Acquired marker next to it; all models within 20cm can fire at the target if conditions allow them to fire (see Fire section). Performing this action does not mean you lose your Hidden marker. Move and Fire: You can move the model up to 15cm and fire at an enemy model subtracting the opponent’s roll of 1d6 from your Roll to Hit. You may fire at the “target” model before or after moving and/or turning your model. You are allowed at a model that was not in your model’s line of sight before moving and turning if it is when you fire. If the “target” moves when performing an action with a higher priority then you can move your model towards the “target” model’s new position to fire at him. Once the action has been performed give the model a Turn Over marker. Move Carefully: You can move your model up to 10cm. You can perform this action even if the model has been Pinned. Once the action has been performed give the model a Turn Over marker. Performing this action does not mean you lose your Hidden marker. If a model is Pinned before he can perform any declared action then that action can be transformed in Move Carefully. Re-load: The model remains stationary and re-loads his weapon that can fire normally from next turn. Once the action has been performed give the model a Turn Over marker and remove the weapon’s Ammo! marker. Performing this action does not mean you lose your Hidden marker. Run: You can move the model up to 20cm. If an enemy fires at a model that is Running (or who ran in his last action) he must subtract the opponent’s roll of 1d6 from Roll to Hit. Once the action has been performed give the model a Turn Over marker. Some players prefer to use Running markers to remind them of the last action performed. This is optional. Stand Up: The model remains stationary and stands up; he can act normally next turn. Once the action has been performed give the model a Turn Over marker. Performing this action does not mean you lose your Hidden marker. If a model is Pinned before he can perform any declared action then that action can be transformed into Stand Up.

WAIT ACTIONS In some case a Squad leader can use Wait Actions. If this is the case then the player will use a dice to keep count of them. During the Action Sequence he can turn the dice over to the next lowest number and pass, forcing the opponent to play again. At the end of the turn the Wait Actions are renewed and can be used again next turn. Wait Actions can only be used by a Squad leader: if all leaders of a Squad are killed then the Wait Actions are lost. 

Massimo has a Fallschirmjäger Squad with 2 Wait Actions. Giorgio has a 10-model Red Devils squad. Giorgio wins the initiative and assigns an action to one of his Red Devils. Massimo does not react. Now it’s Massimo’s turn but he turns the dice over to *1* and passes. Giorgio is forced to act again with another Paratrooper. Now it’s Massimo’s turn again, but he removes the dice and passes once more. Giorgio must act with his third Red Devil. Massimo has no Wait Actions any more so after the third British Paratrooper he’ll be forced to act with one of his Fallschirmjägers.

REMOVE MARKERS AND LEFT-OVER DICE In this phase remove all Turn Over markers and dice that are left over for weapons with Ammunition Belt (remaining shot dice). Leave markers that identify the status of models (Hidden, Wounded, Ammo!, Running) and Target Acquired markers too.

MOVEMENT General Comments Models can move across the battlefield with one of the following Actions: Move Carefully, Run, Assault, Move and Fire, First Aid. The distance a model can move may differ depending on the Action assigned. Some terrain may limit movement by subtracting some centimeters from the total allowed (see Terrain Table). Depending on the level of realism you want to obtain, you may require the presence of stairs to move from one floor to another inside buildings. If you go for realism then, in the event of there being a hole in the floor or in order to move over a wall higher than the model, you’ll need a friendly model adjacent to the one that moves to help him trough or over. You are allowed to turn the model after moving but the facing must be clear since the arc of fire is 180°. Movement is measured from the front of the base to the front of the base. Measure the vertical movement of the base when moving from one floor to another.

TERRAIN TABLE Some terrain may limit or prevent movement. The Terrain Table shows if you should add or subtract 1d6 centimeters of movement and also indicates the cover that the terrain provides. Key: -1d6 cm: The model subtracts 1d6 of movement if it crosses this terrain, even partially. +1d6 cm: The model adds 1d6 of movement if the entire move is made on this terrain.

Terrain Barricade Building Bunker Cultivated Field Hedge Road/Path Ruins Sandbags Wall Woods

Type Linear obstacle Area of cover Area of cover Area of cover Linear obstacle No cover Area of cover Linear obstacle Linear obstacle Area of cover

TERRAIN TABLE Modifier -1d6 -1d6 -1d6 -1d6 -1d6 +1d6 -1d6 -1d6 -1d6 -1d6

Cover 2d6 2d6 3d6 1d6 1d6 2d6 2d6 2d6 2d6

Note: Wounded models always subtract 1d6 from their movement. All modifiers are cumulative. 

A model in the woods wants to move into a building so will deduct 2d6 from his movement (1d6 for the building and 1d6 for the woods). This penalty may prevent the model from reaching his intended destination – imagine that maybe the soldier lost time deciding on his best route.

FIRE Line of sight The line of sight is a straight line that connects the firing model to the target model. The line of sight is limited by the firing arc that spreads out 180° from the model’s front; if enemy models are outside the firing arc then they cannot be fired at. If your model can see the enemy fully then the line of sight is considered free; if you can only see him partially, because of some scenery, the target is in cover. In both cases the enemy is a valid target. The target is not a valid target if you can only see a small part of it (a hand, a foot, part of the rucksack etc.). You can throw grenades over a high wall (that is higher than the models) if you pass Spotting Test and if the enemy models are within 10cm of the wall. You can fire trough and throw grenades over a high hedge if you pass a Spotting Test and if the enemy models are within 10cm of the hedge. Low walls and hedges offer some cover but don’t block the line of sight, even towards models that are lying down; just assume they’re poking their head out. This rule avoids difficult game situations where players choose models that are lying down to give them more cover. It is impossible to reproduce every wall, piece of furniture or tree on even the most detailed table; for this reason some elements of scenery limit the line of sight within their outer perimeter. Woods, cultivated fields, buildings and ruins are defined areas of cover and the line of sight only goes 10cm trough them. Models beyond this distance cannot be valid targets as they are out of the line of sight. If a model is behind an area of cover and the line of sight crosses 10cm or less of this area then the model is considered to be in cover even if he’s not physically inside. Models inside buildings or ruins can only trace a line of sight outside trough doors, windows and gaps. Models outside buildings or ruins can only trace a line of sight inside trough doors,

windows and gaps. Use the real line of sight and your common sense, and if in doubt roll a dice to decide. Firing The Roll to Hit is made by rolling 3d6 and adding the model’s Tactical Value; add any d6 for the weapon and range as well as for any applicable characteristics. The opponent will subtract his dice rolls for cover, characteristics and the Action performed (e.g. Run). Let’s have a closer look at this procedure. Once we’ve decided that the model is in line of sight of a valid target check the following parameters:     

Position Range Rate of Fire Fire Damage

Position: Models have a 180° firing arc, they can only turn with the Move and Fire action to aim at a target that is outside their firing arc. Range: The Weapons Table shows the range in cm and also the number of dice that are added to the basic Roll to Hit (3d6). If a range is “NE” this means that you cannot fire with this weapon at this range. Distance is measured from base to base. Rate of Fire: This number is the number of shots the weapon fires at the target. 

The Garand M1 semi-automatic rifle has a rate of fire of 2 and so gets two separate Roll to Hit. Both rolls will add the VT and add/subtract all dice required by the type of shot.

Fire: Once you’ve decided how many shots are fired you need to see if they’ve hit and what damage is inflicted. Roll for your total (3d6, models VT, weapon range, characteristic, etc.) and subtract the total of the opponent’s “negative” dice (target, cover, etc.) to find the Total. Check the Damage Table to see what has happened. DAMAGE TABLE  If the Total is less than or equal to 10 then the shot misses and no damage is done.  If the Total is 11, 12 or 13 then the target model is Pinned.  If the Total is 14 or 15 then the target model is wounded.  If the Total is 16 or more then the target model is killed (KIA) and is removed from the game. DAMAGE The Damage Table gives different results that can influence the game and the performance of single models. Let’s have a closer look at them:

KIA: Remove the model from play. If the Squad has reached its Breakpoint then each model will have to perform a Morale Test. Pinned: Lay the model down. In his next Action he can only Stand up, Move Carefully (on the ground) or Hide (if in cover). Pinned models do not block line of sight. A model in melee with Pinned model can re-roll 1d6 after the Roll to Hit. Wounded: Lay the model down and give him a Wounded marker. In the next activation phase he can only Stand up, Move Carefully (on the ground) or Hide (if in cover). From now on the model cannot add its VT in its various rolls (Roll to Hit, Initiative, Priority, Melee, Morale). A wounded model always subtracts 1d6 from movement (cumulative with other penalties for difficult terrain). A wounded model that is wounded again will die. Remove the model from play. Cover When there is a partial line of sight between the firing model and his target (i.e. you can only see part of the target), then the target is in cover. A model behind a wall or hedge is in cover like models within areas of cover. Models are also considered to be in cover even if they are outside an area of cover if the line of sight goes trough that area. Subtract the roll of some d6 from the Roll to Hit depending on the protection; see the Terrain Table for details. If the line of sight crosses more than one element or area of cover then those cover are cumulative. 

A German Fallschirmjäger wants to fire at a British Paratrooper, 55cm away, with his rifle. The line of sight crosses a wall and the Paratrooper is in some woods; the German rolls a basic 3d6 to which he adds his VT and 1d6 for the range. The British Paratrooper will subtract the rolls of 2d6 from the total for the intervening wall and 2d6 for the cover in the woods… a really difficult shot!

Obviously don’t count walls and hedges next to the firer nor areas of cover from which the firer is firing, but if the target and the firer are both in the same area of cover then that cover applies. Priority targets Your target must be the closest model if there is a choice of targets and their cover is the same. You can ignore Pinned, wounded or Hidden targets. Models with a support weapon can always be chosen as targets even if they’re not the closest enemy model. Snipers can always choose to fire at leaders even if they’re not closest enemy model. Models on the firing line If the line of sight between the firer and the target goes trough one or more models that are not Pinned, be they friend or enemy, there is a chance you’ll hit the wrong man. Before rolling to Hit perform an Aim Test: roll 1d6; if the roll is equal to or less than Tactical Value then you’ve hit the target, otherwise you’ve hit the intervening model. Roll to Hit as normal. If you have more than one shot then check each shot separately.

Hidden models and Spotting Test In order to try to conceal their presence from the enemy, men moved very carefully over the battlefield but also tried to make the most of the cover available. To simulate this, your models can Hide. A model must be in cover compared to the firer and must perform a Hide action to Hide. When firing at a Hidden model you must pass a Spotting Test: both players roll 2d6 and add their Tactical Value. If the firer draws or gets more than the enemy then the target is valid, if not then you can’t fire and the model loses his Action – if the firer was Hidden it keeps its marker. Give the model a Turn Over marker no matter the result. If a Hidden model Fires, Moves and Fires, Runs or Assault it loses its Hidden marker. 

Massimo chooses a Hidden Fallschirmjäger (VT 4) and says that he’ll fire at an American Paratrooper Sergeant behind a wall (VT 5). Giorgio reacts and says that his Sergeant will Hide before the Fallschirmjäger gets a chance to fire. Both players roll for Priority. Massimo gets a 9, Giorgio a 10; the American Sergeant wins and Hides. Now Fallschirmjäger will need to pass a Spotting Test to fire at him. He rolls 2d6 to which he adds 4 (his VT) and gets 12. Giorgio does the same and gets 14. The Fallschirmjäger can’t fire but doesn’t lose his Hidden marker. After the action Massimo and Giorgio both give Turn Over markers to their models.

If the firing model and the Hidden model target are within 10cm of each other then the Hidden model is automatically spotted. But it’ll be more difficult to hit him as he’s hidden so the target subtracts his roll of 1d6 on the Roll to Hit. 

Massimo’s Fallschirmjäger, armed with a Kar98K rifle, has spotted an enemy hidden in some woods 45cm away. His Roll to Hit is 4d6 (basic 3d6 + 1d6 for the range) + his VT. Mario will subtract his roll of 3d6 from the Total (2d6 for the woods and 1d6 because he’s Hidden).

If a Hidden model is not in cover relative to the firing model then keep the marker but do not subtract 1d6 on Roll to Hit for fire from the latter model. 

Last turn, Massimo moved his Fallschirmjäger Sergeant next to a wall (that he can therefore ignore). Giorgio’s British Paratrooper is Hidden but he’s not in cover relative to the Sergeant and so cannot apply the 1d6 reduction to the Roll to Hit. He keeps his Hidden marker that allows him to use the 1d6 reduction if fired at by other models.

Target models not in line of sight when the Action is assigned If you fire at a target that just pops into sight you’ll have less chances of hitting. If the target model is not visible when the action is assigned (your model may have to move, you may have to wait for the enemy model to move etc.) subtract the roll of 1d6 from Roll to Hit. 

Massimo selects a Fallschirmjäger (VT 4) who is Hidden behind a house and says that he’ll run across the road to the adjacent building. Giorgio reacts and says that his American Paratrooper will shoot as soon as he’s in Line of Sight. Both roll 2d6 and add their VT. Giorgio wins and lets Massimo’s Fallschirmjäger move out into the open before firing. As soon as the Fallschirmjäger started running he lost the Hidden

marker but for the American he’s still a target that appeared suddenly so he’ll subtract 2d6 from the Roll to Hit (1D6 as he’s running and 1d6 because he was not in Line of Sight when Action was assigned). Ammunition: the triples rule If you get triple when Rolling to Hit (no matter how many dice you roll), you have run out of ammunition (e.g. 4, 4, 4, 5, 3). Give the model and Ammo! Marker. The weapon cannot fire until an Action is spent to Re-load it. The roll that produced the triple has normal effect. Weapons Tables The Weapons Table is sub-divided by nationality and shows all the statistics you’ll need for each weapon. The table also shows if the weapon can perform indirect fire. This classification differentiates between direct fire (where the projectile follows a linear trajectory towards the target) and indirect fire (when the projectile follows an arched trajectory). In the latter case you can fire at models for which there is no line of sight as long as there has been a communication. We’ll look at this more closely later. The range is shown in centimeters with four values: Close (up to 20 cm) – Normal (up to 40 cm) – Long (up to 60 cm) – Extreme (up to 80 cm). The rate of fire shows the number of Roll to Hit you can make. Sometimes you’ll find a 1(A5) or 1(A10); this means it’s a Burst Weapon. We’ll look at this further on too.

Weapons tables

Type Colt 1911A1 pistol M1903 Springfield rifle Garand M1 semi-automatic rifle M1 semi-automatic carbine BAR M1918A2 automatic rifle M3A1 Grease Gun submachine gun Thompson M1 sub-machine gun

AMERICAN ARMY WEAPONS TABLE Range Close Normal Long 60 Extreme Rate of fire Characteristics 20 cm 40 cm cm 80 cm +1d6 NE NE NE 2 Melee +2d6 +1d6 +1d6 +1d6 1 +2d6

+1d6

+1d6

NE

2

+2d6

+1d6

-

NE

2

+2d6

+1d6

+1d6

+1d6

4

+2d6

-

NE

NE

3

+2d6

+1d6

NE

NE

3

M1919A4 .30 cal. Medium machine gun

+2d6

+1d6

+1d6

+1d6

7

MK II Pineapple grenade

+1d6

NE

NE

NE

1 (A5)

NE

NE

+1d6

+1d6

1 (A10)

M2 60mm light mortar

Support weapon

Ammunition Belt, Cumbersome, Support weapon Indirect fire, Minimum range 10, Single shot Cumbersome, Minimum range 40, Only indirect fire, Single shot, Support weapon

BRITISH ARMY WEAPONS TABLE Range Close Normal Long 60 Extreme Type Rate of fire Characteristics 20 cm 40 cm cm 80 cm Colt 1911A1 pistol +1d6 NE NE NE 2 Melee Webley Revolver pistol +1d6 NE NE NE 1 Melee N.4 Mk.1 Enfield rifle +2d6 +1d6 +1d6 +1d6 1 Mk. V Sten sub-machine gun +2d6 NE NE 3 Thompson M1 sub-machine +2d6 +1d6 NE NE 3 gun Bren light machine gun +2d6 +1d6 +1d6 +1d6 4 Support weapon Ammunition Belt, Vickers medium machine gun +2d6 +1d6 +1d6 +1d6 7 Cumbersome, Support weapon Indirect fire, Minimum N° 36 Mills Bomb grenade +1d6 NE NE NE 1 (A5) range 10, Single shot Cumbersome, Minimum range 40, Only indirect fire, 2’’ 51mm cal. Light mortar NE NE +1d6 +1d6 1 (A10) Single shot, Support weapon

Type Tula Tokarev 1933 pistol Mosin-Nagant 1891/30 rifle SVT40 semi-automatic rifle PPSh-41/43 sub-machine gun DP light machine gun Maxim M1910 medium machine gun RGD33 grenade

Type Walther P38 pistol Kar98K rifle G43 semi-automatic rifle FG42 automatic rifle Stg44 assault rifle MP40 sub-machine gun Mg34 light machine gun Mg42 medium machine gun StG39 grenade

GW36 50mm light mortar

RUSSIAN ARMY WEAPONS TABLE Range Close Normal Long 60 Extreme Rate of fire Characteristics 20 cm 40 cm cm 80 cm +1d6 NE NE NE 2 Melee +2d6 +1d6 +1d6 +1d6 1 +2d6 +1d6 +1d6 NE 2 +2d6 +1d6 NE NE 3 +2d6 +1d6 +1d6 +1d6 4 Support weapon Ammunition Belt, +2d6 +1d6 +1d6 +1d6 7 Cumbersome, Support weapon Indirect fire, Minimum +1d6 NE NE NE 1 (A5) range 10, Single shot

GERMAN ARMY WEAPONS TABLE Range Close Normal Long 60 Extreme Rate of fire Characteristics 20 cm 40 cm cm 80 cm +1d6 NE NE NE 2 Melee +2d6 +1d6 +1d6 +1d6 1 +2d6 +1d6 +1d6 2 +2d6 +1d6 +1d6 NE 3 +2d6 +1d6 +1d6 NE 3 Assault Weapon +2d6 +1d6 NE NE 3 Ammunition Belt, Support +2d6 +1d6 +1d6 +1d6 6 weapon Ammunition Belt, +2d6 +1d6 +1d6 +1d6 7 Cumbersome, Support weapon Indirect fire, Minimum +1d6 NE NE NE 1 (A5) range 10, Single shot Cumbersome, Minimum range 40, Only indirect fire, NE NE +1d6 +1d6 1 (A10) Single shot, Support weapon

Multiple shots Some weapons have a rate of fire that is more than 1. These weapons can fire repeatedly at the same target or fire at several targets. I firing at the same target then follow the normal firing procedure for each shot. Additional targets must be within 20cm of the main target. You cannot move your aim to fire at Hidden targets. 

A Fallschirmjäger Sergeant with an MP40 sub-machine gun fires at two American Paratroopers who are moving down the road. His rate of fire is 3. He checks the range to American A: 14cm (Close range). The Roll to Hit on American A is 3d6 + 4 (VT) + 2d6 (Close range). The first roll misses. He has a rate of fire 3 so he rolls again. This time he hits and the target is Pinned. Now he moves his attention to American Paratrooper B. The range is 33cm (Normal range). The roll is 3d6 + 4 (VT) + 1d6 (Normal range).

Support weapons The characteristics column of the Weapons Tables may show the Support weapon characteristic. This sort of weapon can be re-loaded by models indicated as Assistants on the Squad Roster. The Assistant must be in base contact with the model carrying the support weapon to re-load (he is said to be “adjacent”). If the Assistant re-loads a weapon with remaining shots these can still be used. If a model carrying a support weapon dies, an adjacent Assistant can take his place; remove the Assistant instead of the model with the support weapon. Think of this as the Assistant that picks up the weapon; if the assistant was wounded he’ll stay wounded. If the Assistant is not adjacent when the model with the support weapon dies then the weapon is lost. A Support Weapon can only fire once per turn so if it’s picked up by an assistant he won’t be allowed to fire if the weapon has already fired that turn. If the weapon has remaining shots then these can still be used by the assistant. Ammunition Belt Weapons with an Ammunition Belt allow you to interrupt fire (at any time) and recommence if another enemy model performs an action within 20cm of the last target. When you fire this sort of weapons use a dice to show location of the last target and how many shots remain. The remaining shots can be used later that turn with a normal Priority roll to see in what order the actions are executed. You cannot use the remaining shots against Hidden targets. 

A Fallschirmjäger armed with an Mg34 decides to fire at two American infantry moving across the road. The rate of fire is 6 for this machine gun. He uses four shots to kill the two men and so he places a dice next to the position of the last man showing a “2”. During his turn an American Sergeant says he’ll attempt to run across the same road. At one point his route is 14cm from the dice so the Fallschirmjäger says he’ll fire at him to. Both players roll 2d6 and add their VT for Priority. If the Fallschirmjäger gets a higher total then he’ll have two Rolls to Hit the American Sergeant.

If a weapon with Ammunition Belt runs out of ammunition but still has remaining shots do not remove the dice; if the Assistant uses his action to re-load you can still see the remaining shots (maybe the gun just jammed). All left-over remaining shots are lost when the turn ends; remove the dice.

Grenades and Indirect Fire Burst weapons In the rate of fire column of the Weapons Table you’ll sometimes find an “A” followed by a number; this means it’s a Burst Weapon. The rate of fire is 1 but the effects apply to all models (both friend and enemy) whose base is even partially within 5cm of the point of impact (or 10cm for mortar shells). To see if you hit perform an Aim Test: roll 1d6; if the roll is less or equal to the Tactical Value then you’ve hit the target, otherwise you’ve missed but the shot may land in the general area anyway, no matter the line of sight. Roll 1d10: the direction the dice is pointing and the number rolled show the direction and the distance of the new point of impact. For grenade, the number shown is the distance in centimeters but if you roll a 1 or 2 the weapon doesn’t explode (or explodes without causing any damage). With a mortar double the deviation distance; here, too, get 1 or 2 and the shell doesn’t explode or doesn’t cause any damage. If you hit the target, measure a distance of 5cm from the model in all directions (10cm for mortars) to see who is caught up in the explosion. As you will have noticed a grenade that is thrown could deviate back onto the model that threw it. Maybe the enemy has picked it up and throw it back, or maybe the soldier slipped while he was throwing. The intended point of impact for a hand grenade must be at least 10cm from the thrower; no one throws a grenade close enough to risk getting hurt… perform a Roll to Hit for each model who is even partially within the burst area, applying normal modifiers except for cover which is only used if the cover is located between the model that is hit and the point of impact; models inside areas of cover always get the cover modifier. If you hit the target model, add an extra 1d6 to the Roll to Hit (but only for that model). 

A Fallschirmjäger throws a grenade at a British Paratrooper inside a building. He performs an Aim Test with 1d6 and gets: a miss! (his VT is 4). He rolls 1d10 to see the deviation and gets 4. Despite having deviated the grenade caught the target up in the burst area. The Fallschirmjäger makes a Roll to Hit to see what damage has been done. He rolls 4d6 (the basic 3d6 + 1d6 for the weapon) to which he adds his VT for a total of 18 and from which he subtracts the opponent’s roll of 2d6 for the cover. Note: if he’d hit the target he would rolled 5d6.

Interrupting movement to fire or to throw a grenade If you interrupt the movement of an enemy model to fire at him indicate the point at which you intend to fire. In some cases it may be helpful to wait since the model may not have been in line of sight at the start of his turn, while at other times you may wait until he gets into Close range. If you use a grenade and miss the target remember to see if it deviates. Indirect fire Some weapons have the indirect fire characteristic. These weapons can fire with an arched trajectory (the shot goes up and down, describing an arch); this sort of fire can sometimes be very useful as it allows you to fire from protected positions (from behind woods, houses, etc.) without exposing yourself to enemy fire. Obviously not having their own line of sight the firing models will need someone to communicate the exact position of the enemy model. How to indicate a target is explained below.

Indirect fire on models on the top floors of a building When you use indirect fire the shot follows an arched trajectory, if the building still has a roof above the target model is located then measure the burst area from the roof. If the building is in ruins then measure from the floor where the target model is found and not from the roof. Re-rolls Some weapons allow you to chose one of your 1d6 and re-roll it. If you are not satisfied with the roll and you have a Re-roll you can choose a dice and roll it again. These second roll counts, even if it’s worse than the previous one. Indicate a Target When declaring your intentions, a Squad Sergeant can declare that he Indicates a Target. The Sergeant that indicates the target must be in line of sight of the target model. If the enemy model is Hidden you will need to perform a Spotting Test. When executing the action the Sergeant will perform a Test to see if his companions have understood: roll 2d6 and add the VT; with 11 or more the communication has been successful, and you can place a Target Acquire marker on the target model. Models with indirect fire weapons within 20cm of the Sergeant can fire at the model indicated by the marker even if they are not in line of sight and if it is Hidden. If the target model moves the marker is removed. Models with direct fire weapons within 20cm of the Sergeant can fire at model indicated by the marker, even if it is Hidden, as long as they have line of sight to the target. If the Sergeant is killed you will no longer be able to Indicate a Target but any Target Acquired markers will stay on the battlefield as long as the target doesn’t move. Assault The Assault action is combination of a movement and an ensuing melee. The term melee is used to identify hand-to-hand combat. A model can only enter into melee with an enemy model using Assault action and by moving his model into base-to-base contact with his opponent. Models that are separated by a low wall, hedge or other linear obstacle are also considered to be in base-to-abase contact. A melee is a last-ditch attempt to overcome the enemy in a brutal fashion. The procedure is simple. During the declaration of intentions, the model that gets the Assault action declares its target, even amongst those models that aren’t in line of sight before movement. If the target model is Hidden then you’ll have to do a Spotting Test to Assault it; if the target is not spotted then the attacking model stays put and can do nothing else. If the target is spotted then during execution of actions the model moves using the normal limits and modifiers on the Terrain Table. If he doesn’t manage to reach the target model then the melee doesn’t take place and you just move the model. If you manage to contact the enemy model then melee ensues. Both players roll 3d6 and add their VT but the assaulter gets an extra +1d6; the model that gets the highest total wins; his total (without subtractions) is used to check for a result on the Damage Table.



Massimo’s American gets a 14 in melee, his German adversary only rolls 12. The American has won and so, checking on the Damage Table without subtractions, the German infantryman is wounded (14 = wounded).

Models that survive a melee are considered engaged. In subsequent turns engaged models (except pinned models) can only use Assault. In this event first there is the melee and then, if the enemy has been killed (KIA) the model can move in any direction as far as movement allows (not forgetting the modifiers in the Terrain Table). You are not allowed to fire at models in a melee as the risk of hitting a friend is too high. Remember that despite the fact that only one model is assaulting, both are in melee. Re-rolls Some weapons, situations or characteristics allow you to re-roll 1d6 (either your own or your opponent’s). In a Melee the chance to re-roll begins with the player that got the lowest total. So as not to lose the fight, whoever rolled less can decide whether to use one or more re-rolls (from those available to him) to beat the enemy’s total. If, after the re-roll, he still hasn’t beaten the enemy’s total then the latter checks the damage inflicted. If, on the contrary, he beats the total, his enemy can now re-roll d6 as he wishes from amongst those available to him; again, if he beats the enemy’s total then the latter can use more re-rolls if he has them and so on until one or the other fails or until the re-rolls are all used up. If the re-rolls apply to the Roll to Hit you’ll have to say which dice you are re-rolling; the latest roll always counts even if lower than the first. Multiple Assaults If you Assault a model than is already engaged in a melee, you can re-roll 1d6. 

Massimo’s Fallschirmjäger assaults a British Paratrooper but he rolls badly and the Red Beret survives. Both the German and the British soldier are now engaged. Giorgio declares an assault with another British Paratrooper against the Fallschirmjäger that is already engaged. Both roll 3d6 and add their VT but Giorgio will add 1d6 for the Assault and can re-roll 1d6, since the Fallschirmjäger is already engaged.

Other Melee modifiers    

If you assault a Pinned model you can re-roll 1d6. If you assault a model from outside his firing arc (from behind) you can re-roll 1d6. If you are assaulted when inside an area of cover you can re-roll 1d6 if the assaulter is coming from outside. If you are assaulted when behind a linear obstacle you can re-roll 1d6 but only on the first assault.

MORALE TEST Heroes or cowards? Men are put under incredible stress in battle; seeing your companions cut down by machine gun fire or blown apart by an explosion is certainly not an easy experience to go through and can make even the most hardened veteran flee. For this reason, when a Squad takes a number of losses that is equal to its Breakpoint (BP), the men must perform a Morale Test. Breakpoint Each Squad’s Roster shows their Breakpoint (BP). This number is the number of losses (KIA) that the Squad can take before performing a Morale Test. Normally Infantry Squads have Breakpoint of 4, i.e. they must test when the fourth man dies. As soon as a Squad reaches its Breakpoint it must perform a Morale Test. Roll 2d6 for each model on the battlefield and add their VT. Model’s that get 11 or more keep fighting; but with 10 or less the Rout and flee (remove from play). If there is a Leader within 20cm then add his VT instead of the man’s and you can re-roll 1d6 (this also counts for the Leader himself) if you fail the Test. If you reach the Breakpoint a second time then the Squad automatically withdraws (all models are removed from play); in this case the opponent has won even if he didn’t fulfill all scenario’s objectives. 

Mario’s Squad has a Breakpoint of 5 and he’s already had to pass one Morale Test with his men. He’s just taken a tenth casualty from enemy fire so his Squad automatically withdraws and Valentino wins the game.

CHARACTERISTICS As we have already mentioned, some models and some weapons have special characteristics that can influence the gameplay – here is the full list. Ammunition Belt: Weapons with this characteristic can stop firing and start again if another model performs an action within 20cm of the last target. Use a dice to show how many shots you have left. Assault Weapon: Weapons with this characteristic do not have a 1d6 penalty if they Move and Fire. Assistant: Models with this characteristic are Assistants and can re-load support weapons owned by other models (see rules). If the model with the support weapon dies then remove the Assistant and keep the support weapon in play (we assume the Assistant has picked up the weapon). Binoculars: Models with this characteristic add 1d6 to their Spotting Test. Cumbersome: Weapons with this characteristic cannot be used to Move and Fire. Indirect Fire: Weapons with this characteristic can fire with an arched trajectory and at targets towards which they do not have a line of sight; in this case you’ll need to be told where to fire by a Sergeant who indicates a target to you (see rules on Page 20). Infiltrator: Models with this characteristic can be deployed after all other models have been deployed. They can be deployed in No Man’s Land but at least 40cm from any enemy model. Leader: If a model with this characteristic is within 20cm during a Morale Test then use his VT instead of the testing model’s VT, and you can re-roll 1d6 if the test is failed (this also applies to the leader himself). Marksman: Models with this characteristic can re-roll 1d6 in their Roll to Hit if they Fire with a rifle. This does not apply to automatic and semi-automatic rifles or if the men Move and Fire. Medic: Models with this characteristic can give First Aid to adjacent models. Melee: Firearms with this characteristic can re-roll 1d6 in a melee. Minimum range X: Weapons with this characteristic can only fire at models beyond the range shown (in centimeters). Political Commissar: If there is a model with this characteristic in the Squad and the player removes a model in his Squad in line of sight, all models can re-roll 1d6 in their Morale Test. The characteristic has no effect if the Political Commissar is eliminated or Pinned. This characteristic is cumulative with the Leader bonus. Seasoned Fighters: All models in the Squad can re-roll 1d6 in their Morale Test.

Sight: Models with this characteristic treat the damage inflicted as one level worse. So if they get Pinned then the target is wounded; if they get wounded then the target is KIA. Cannot be used if you Move and Fire. Silent Weapon: If a model Fires with this weapon and is in cover he does not lose his Hidden marker. This does not apply if he Moves and Fires. Single shot: When a weapon with this characteristic is used give the model an Ammo marker – the weapon can’t be used again until a model performs the Re-load action. The turn after the re-load the weapon can fire normally. The model could fire with other weapons that he is carrying. Sniper: Models with this characteristic roll3d6 (instead of 2d6) for all Spotting Tests, both when they are trying to Spot an enemy and when an enemy is trying to spot them. Support weapon: Weapons with this characteristic can be re-loaded by an adjacent Assistant. Trained with the bayonet: Models with this characteristic can re-roll 1d6 in melee and can perform an Assault without losing their Hidden marker. Veteran Squad: Squads with this characteristic can re-roll 1d6 for their Initiative Roll and 1d6 for the Priority Roll every turn. The model lost does not count toward the Squad’s Breakpoint.

PLAYING THE GAME Preparing the battlefield As mentioned above, you’ll need to prepare a battlefield before you play. We suggest a 120cm x 120cm area sub-divided into nine 40cm x 40cm areas with 2-4 elements of scenery in each. Later you’ll be able to play on bigger tables. By elements of scenery we mean houses, woods, walls, hills or hedges. Roads, paths and/or rivers can be added later if both players agree. We suggest a minimum diameter of 20/25cm for wood, 15cm x 12cm minimum for a one-storey house and 15cm x 20cm for a two-storey house. Dividing up the battlefield Normally the battlefield is divided into three parts: your deployment area, No Man’s Land, and the opponent’s deployment area. The No Man’s Land must be 60cm deep; divide the rest of the table up equally. 

If you have a 120cm table then subtract 60cm for the No Man’s Land and then divide the remainder into two (120 – 60 = 60 : 2 = 30). The deployment areas will both be 30cm deep.

Deployment If you’re playing a scenario based on historical events then the positions of the models in each Squad may be already decided and shown on the map. But if you’re playing a points game, once you’ve prepared the battlefield you should deploy the models. Each player rolls 2d6 and adds the best VT from his Squad: the player with the lowest total chooses one model and places it within his deployment zone; then his opponent will do the same, in his/her deployment zone. Continue like this until all models have been deployed. Infiltrators are deployed last, after all models without this characteristic have been deployed. If both players have Infiltrators then both roll 2d6 and add their best VT; the player with the highest roll deploys his man first. Start of the game At the start of the first turn all models in cover are considered Hidden.

SCENARIO 1: RECON Both Squads have been sent on Recon missions when they meet each other: a firefight is inevitable! Table: 120cm x 120cm Duration: 8 turns Deployment: Within 30cm of your table edge. Squad Points: 500 points, only one Squad Main Objective: Eliminate 3 models more than the opponent (models that Rout do count). Secondary Objective: Gain control of the building. To control the building a Squad must have at least 2 men inside and there must be no enemy models inside it.

Victory points are calculated after 8 turns. 6 points for eliminating or routing 3 models more than the opponent. 3 points for control of the building. 1 point for each enemy model eliminated (models that Rout do counts). The player with most points after 8 turns is the winner. If the difference between the player's points is less than 5 points then it is a draw.

SCENARIO 2: TAKE THE TOWN Both Squads must try to take the buildings in this part of town. Table: 120cm x 120cm Duration: 8 turns Deployment: Within 30cm of your table edge. Squad Points: 500 points, only one Squad Main Objective: Control more buildings than the opponent. To control the building a Squad must have at least 2 men inside and there must be no enemy models inside it. Secondary Objective: Move man into the enemy deployment area.

Victory points are calculated after 8 turns. 6 points for the player that controls most buildings. 3 points if you have one or more men in the enemy deployment area. 1 point for each enemy model eliminated (models that Rout do counts). The player with most points after 8 turns is the winner. If the difference between the player's points is less than 5 points then it is a draw.

SCENARIO 3: TAKE THE BRIDGE Both Squads must take a bridge that is on a vital route between two areas of the city. Table: 120cm x 120cm Duration: 8 turns Deployment: Within 30cm of your table edge. Squad Points: 500 points, only one Squad Special Rules: You can only cross the river on the bridge. The river does not block the line of sight. Main Objective: Take control of the bridge. To take control of the bridge a Squad must have at least 2 men on it and there must be no enemy models on it. Secondary Objective: Eliminate 3 models more than the opponent (models that Rout do count).

Victory points are calculated after 8 turns. 6 points for the player that controls the bridge. 3 points if you have eliminated 3 models more than the opponent. 1 point for each enemy model eliminated (models that Rout do counts). The player with most points after 8 turns is the winner. If the difference between the player's points is less than 5 points then it is a draw.

SCENARIO 4: SAVE HIM! Both Squads must try to save a wounded man. Table: 120cm x 120cm Duration: 8 turns Deployment: Within 30cm of your table edge. Squad Points: 500 points, only one Squad Special Rules: One of the models in the Squad has been badly wounded and can no longer move. Each player gives one of his models to the opponent; this is to represent the badly wounded man. Roll 2d6 and add the VT of your best leader. Whoever gets the highest total asks his opponent to deploy the badly wounded man first. Before deployment each player must place the badly wounded man in No Man’s Land, at least 20cm from his own deployment area and 30cm from the table edges. These models cannot move and cannot perform any action. Ann allied model that is adjacent to his badly wounded man can pick him up as part of a Move Carefully action. The model carrying the badly wounded man subtract 1d6 from his movement. You cannot kill/eliminate/give First Aid to the badly wounded man in any way. A model carrying the badly wounded man cannot hide but can Run. Main Objective: Get the badly wounded man back to your deployment area. Secondary Objective: Have one man carrying the badly wounded man.

Victory points are calculated after 8 turns. 6 points if you take the badly wounded man back to his deployment area. 3 points if you manage to carry the badly wounded man. 1 point for each enemy model eliminated (models that Rout do counts). The player with most points after 8 turns is the winner. If the difference between the player's points is less than 5 points then it is a draw.

SCENARIO 5: TOP SECRET A spy was trying to cross the front with some Top Secret documents but was killed by a sniper. The Jeep he was driving crashed into a wall. Both Squads must try to retrieve the briefcase and the documents inside it. Table: 120cm x 120cm Duration: 8 turns Deployment: Within 30cm of your table edge. Squad Points: 500 points, only one Squad Special Rules: Put the Jeep right in the middle of the table. The dead man is next to the Jeep and the briefcase is on the Jeep. A model on the Jeep can pick up the briefcase as part of a Move Carefully action. Carrying the briefcase does not cost anything in terms of movement and you can hide normally. A model next to the dead body can pick him up as part of a Move Carefully action. The model carrying the dead man subtract 1d6 from his movement. A model carrying the dead man cannot Hide but can Run. Jeep: Getting into or out of the Jeep costs -1d6 movement. Models on the Jeep or in cover behind it have 2d6 of cover. Main Objective: Get the documents back to your deployment area. Secondary Objective: Get the dead body back to your deployment area (to bury him properly).

Victory points are calculated after 8 turns. 6 points if you take the documents back to your deployment area. 3 points if you take the dead man back to your deployment area. 1 point for each enemy model eliminated (models that Rout do count). The player with most points after 8 turns is the winner. If the difference between the player's points is less than 5 points then it is a draw.

SQUAD ROSTERS Each Squad on the battlefield has a Roster which shows: Squad Value: The total points cost of the Squad. Breakpoint: Number of losses (KIA) that Squad can take before it has to perform a Morale Test. Members: Details of the Squad members, their weapons and their characteristics. Variants: Some variants that you can buy for the Squad and their points cost. The idea of using points is to allow two players to play with reasonably balanced armies. This is why each Squad has been classified with a Squad Value that shows their value in game terms. Each scenario will tell you how many points the players can use to build their Squads: you can modify the basic Squad buying specific Variants that are shown on each Roster, and by adding or subtracting their point values. When building Squads you will have to respect some limits which attempt to reflect what these Squads looked like in real life.

AMERICAN ARMY

INFANTRY SQUAD Squad Value: 370 points Breakpoint: 5 N. Model 1 Sergeant 1 Corporal 1 Rifleman 9 Rifleman

VT Weapon Characteristic M1 semi-automatic carbine, MK 4 Leader II Pineapple grenades M1 semi-automatic carbine, MK 4 Leader II Pineapple grenades BAR M1918A2 automatic rifle, 3 MK II Pineapple grenades Garand M1 semi-automatic rifle, 3 MK II Pineapple grenades

VARIANTS: * The Squad can become Veteran by removing a rifleman. * You can add a Sniper for +90 points. * The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-machine guns for -5 points each. * The leaders can replace their M1 semi-automatic carbines with Thompson sub-machine guns for free. * One rifleman per Squad can buy the Medic characteristic for +15 points. * One rifleman per Squad can replace his semi-automatic rifle with an M2 Mortar and M1 semiautomatic carbine for +45 points. * One rifleman per Squad can become an Assistant to the Mortar for +10 points. * Up to two riflemen per Squad can become Assistants to the BAR for +10 points each. * One leader per Squad can buy Binoculars for +10 points. * You can make the entire Squad Seasoned Fighters for +50 points. * You can buy up to 3 Wait Actions for +40 points each.

SNIPER N. Model 1 Sniper

VT Weapon 4

M1903 Springfield rifle, MK II Pineapple grenades

Characteristic Silent Weapon, Sniper, Marksman, Infiltrator, Sight

AMERICAN ARMY

RANGER SQUAD Squad Value: 380 points Breakpoint: 5 N. Model 1 Ranger Sergeant 1 Ranger Corporal 9 Rangers

VT Weapon Characteristic Colt 1911A1 pistol, M1 semi5 automatic carbine, MK II Leader Pineapple grenades M1 semi-automatic carbine, MK 5 Leader II Pineapple grenades Garand M1 semi-automatic rifle, 4 MK II Pineapple grenades

VARIANTS: * The Squad can become Veteran by removing a Ranger. * You can add a Sniper for +90 points. * The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-machine guns for -5 points each. * The leaders can replace their M1 semi-automatic carbines with Thompson sub-machine guns for free. * One ranger per Squad can buy the Medic characteristic for +15 points. * One Ranger per Squad can replace his semi-automatic rifle with an M2 Mortar and M1 semiautomatic carbine for +45 points. * One Ranger per Squad can replace his semi-automatic rifle with a BAR for +20 points. * One Ranger per Squad can become an Assistant to the Mortar for +10 points. * Up to two Rangers per Squad can become Assistants to the BAR for +10 points each. * One leader per Squad can buy Binoculars for +10 points. * You can make the entire Squad Seasoned Fighters for +50 points. * All Rangers can buy the characteristic Trained with the bayonet for +55 points. * You can buy up to 3 Wait Actions for +40 points each.

SNIPER N. Model 1 Sniper

VT Weapon 4

M1903 Springfield rifle, MK II Pineapple grenades

Characteristic Silent Weapon, Sniper, Marksman, Infiltrator, Sight

AMERICAN ARMY

“SCREAMING EAGLES” PARATROOPER SQUAD Squad Value: 355 points Breakpoint: 4 N. Model 1 Paratrooper Sergeant 1 Paratrooper Corporal 7 Paratroopers

VT Weapon M1 semi-automatic carbine, MK II 5 Pineapple grenades M1 semi-automatic carbine, MK II 5 Pineapple grenades Garand M1 semi-automatic rifle, 4 MK II Pineapple grenades

Characteristic Leader, Trained with the bayonet Leader, Trained with the bayonet Trained with the bayonet

VARIANTS: * The Squad can become Veteran by removing one paratrooper. * You can add a Sniper for +90 points. * The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-machine guns for -5 points each. * The leaders can replace their M1 semi-automatic carbines with Thompson sub-machine guns for free. * One Paratrooper per Squad can buy the Medic characteristic for +15 points. * One Paratrooper per Squad can replace his semi-automatic rifle with an M2 Mortar and M1 semiautomatic carbine for +45 points. * One Paratrooper per Squad can become an Assistant to the Mortar for +10 points. * You can add an M1919A4 .30 cal. Medium Machine Gun Section for +150 points (increase Breakpoint by 1) * One leader per Squad can buy Binoculars for +10 points. * You can make the entire Squad Seasoned Fighters for +50 points. * You can buy up to 3 Wait Actions for +40 points each. SNIPER N. Model 1 Sniper MACHINE GUN SECTION N. Model 1 Machine gunner 1 Paratrooper 1 Paratrooper

VT Weapon 4

M1903 Springfield rifle, MK II Pineapple grenades

Characteristic Silent Weapon, Sniper, Marksman, Infiltrator, Sight

VT Weapon Characteristic M1919A4 .30 cal. Medium machine 4 gun, Colt 1911A1 pistol, MK II Pineapple grenades Colt 1911A1 pistol, MK II Pineapple 4 Assistant grenades M1 semi-automatic carbine, MK II 4 Assistant Pineapple grenades

BRITISH ARMY

“ROYAL FUSILIERS” SQUAD Squad Value: 235 points Breakpoint: 4 N. Model 1 Rifleman Sergeant

VT Weapon Webley Revolver pistol, Mk.V 4 Sten sub-machine gun, N°36

Characteristic Leader

Mills Bomb grenades 1 Rifleman Corporal

4

1 Machine gunner

3

7 Riflemen

3

Mk.V Sten sub-machine gun, N°36 Mills Bomb grenades Bren light machine gun, N°36

Leader

Mills Bomb grenades N.4 Mk. 1 Enfield rifle, N°36

Mills Bomb grenades

VARIANTS: * One rifleman per Squad can buy the Medic characteristic for +15 points. * One rifleman per Squad can replace his N.4 Mk.1 Enfield rifle with 2’’ mortar and a Mk.V Sten sub-machine gun for +50 points. * One rifleman per Squad can become an Assistant to the Mortar for +10 points. * You can add Vickers Machine Gun Section for +150 points (increase the Breakpoint by 1). * You can add a Sniper for +90 points. * All men armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic for +70 points. * Up to two riflemen per Squad can become Assistants to the Bren for +10 points each. * One leader per Squad can buy Binoculars for +10 points. * You can make the entire Squad Seasoned Fighters for +50 points. * You can buy up to 3 Wait Actions for +40 points each. SNIPER N. Model VT Weapon Characteristic Silent Weapon, N.4 Mk.1 Enfield rifle, N°36 Sniper, 1 Sniper 4 Marksman, Mills Bomb grenades Infiltrator, Sight VICKERS MACHINE GUN SECTION N. Model VT Weapon Characteristic Vickers medium machine gun, 1 Machine gunner 3 Colt 1911A1 pistol, N°36 Mills

Bomb grenades 2 Riflemen

3

N.4 Mk.1 Enfield rifle, N°36

Mills Bomb grenades

Assistant

BRITISH ARMY

“RED DEVILS” PARATROOPER SQUAD Squad Value: 340 points Breakpoint: 4 N. Model 1 Paratrooper Sergeant

VT Weapon Characteristic Colt 1911 A1, Mk.V Sten subLeader, Trained 5 machine gun, N°36 Mills Bomb with the bayonet

grenades

1 Paratrooper Corporal

5

1 Paratrooper

4

7 Paratroopers

4

Mk.V Sten sub-machine gun, N°36 Mills Bomb grenades Bren light machine gun, N°36

Mills Bomb grenades N.4 Mk. 1 Enfield rifle, N°36

Mills Bomb grenades

Leader, Trained with the bayonet Trained with the bayonet Trained with the bayonet

VARIANTS: * The Squad can become Veteran by removing a Paratrooper. * One Paratrooper per Squad can buy the Medic characteristic for +15 points. * One Paratrooper per Squad can replace his N.4 Mk.1 Enfield rifle with 2’’ mortar and a Mk.V Sten sub-machine gun for +50 points. * One Paratrooper per Squad can become an Assistant to the Mortar for +10 points. * You can add Vickers Machine Gun Section for +150 points (increase the Breakpoint by 1). * You can add a Sniper for +90 points. * All Paratroopers armed with N.4 Mk.1 Enfield rifles can replace their rifles with Mk.V Sten sub-machine guns for free. * All Paratroopers armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic for +70 points. * Up to two Paratroopers per Squad can become Assistants to the Bren for +10 points each. * One leader per Squad can buy Binoculars for +10 points. * You can make the entire Squad Seasoned Fighters for +50 points. * You can buy up to 3 Wait Actions for +40 points each. SNIPER N. Model VT Weapon Characteristic Silent Weapon, N.4 Mk.1 Enfield rifle, N°36 Sniper, 1 Sniper 4 Marksman, Mills Bomb grenades Infiltrator, Sight VICKERS MACHINE GUN SECTION N. Model VT Weapon Characteristic Vickers medium machine gun, 1 Machine gunner 4 Colt 1911A1 pistol, N°36 Mills

Bomb grenades 2 Riflemen

4

N.4 Mk.1 Enfield rifle, N°36

Mills Bomb grenades

Assistant

BRITISH ARMY

COMMANDO SQUAD Squad Value: 365 points Breakpoint: 5 N. Model 1 Commando Sergeant 1 Commando Corporal 1 Commando 8 Commandos

VT Weapon Characteristic Thompson M1 sub-machine gun, Leader, Trained 5 with the bayonet N°36 Mills Bomb grenades Thompson M1 sub-machine gun, Leader, Trained 5 with the bayonet N°36 Mills Bomb grenades Bren light machine gun, N°36 Trained with the 4 bayonet Mills Bomb grenades N.4 Mk. 1 Enfield rifle, N°36 Trained with the 4 bayonet Mills Bomb grenades

VARIANTS: * The Squad can become Veteran by removing one commando. * One Commando per Squad can buy the Medic characteristic for +15 points. * One Commando per Squad can replace his N.4 Mk.1 Enfield rifle with 2’’ mortar and a Mk.V Sten sub-machine gun for +50 points. * One Commando per Squad can become an Assistant to the Mortar for +10 points. * All Commandos armed with N.4 Mk.1 Enfield rifles can replace their rifles with Thompson M1 sub-machine guns for +5 points each. * One Commando per Squad can replace his N.4 Mk.1 Enfield rifle with a Mk.V Sten submachine-gun with Silent Weapon characteristic for +10 points. * All Commandos armed with N.4 Mk.1 Enfield rifles can replace their rifles with Mk.V Sten sub-machine guns for free. * You can add a Sniper for +90 points. * All Commandos armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic for +70 points. * Up to two Commandos per Squad can become Assistants to the Bren for +10 points each. * One leader per Squad can buy Binoculars for +10 points. * You can make the entire Squad Seasoned Fighters for +50 points. * You can buy up to 3 Wait Actions for +40 points each. SNIPER N. Model VT Weapon Characteristic Silent Weapon, N.4 Mk.1 Enfield rifle, N°36 Sniper, 1 Sniper 4 Marksman, Mills Bomb grenades Infiltrator, Sight

RUSSIAN ARMY

RIFLE SQUAD Squad Value: 235 points Breakpoint: 4 N. Model 1 Rifleman Sergeant

1 Machine gunner 7 Riflemen

VT Weapon Characteristic PPSh-41/43 sub-machine gun, 4 Tula Tokarev 1933 pistol, RGD33 Leader grenades DP light machine gun, Tula 3 Tokarev 1933 pistol, RGD33 grenades Mosin-Nagant 1891/30 rifle, 3 RGD33 grenades

VARIANTS: * You can add 1 Political Commissar for +65 points. * You can add a Sniper for +90 points. * You can add Maxim Section for +160 points (increase the Breakpoint by 1). * Up to two riflemen per Squad can become Assistants to the DP for +10 points each. * One leader per Squad can buy Binoculars for +10 points. * You can buy up to 3 Wait Actions for +40 points each. * Up to two riflemen per Squad can replace their Mosin-Nagant 1891/30 rifles with SVT40 semi-automatic rifles for +10 points each. POLITICAL COMMISSAR N. Model VT Weapon Characteristic PPSh-41/43 sub-machine gun, Leader, Political 1 Political Commissar 5 Tula Tokarev 1933 pistol, RGD33 Commissar grenades SNIPER N. Model VT Weapon Characteristic Silent Weapon, Mosin-Nagant 1891/30 rifle, Sniper, 1 Sniper 4 RGD33 grenades Marksman, Infiltrator, Sight MAXIM SECTION N. Model VT Weapon Characteristic Maxim M1910 medium machine 1 Machine gunner 3 gun, Tula Tokarev 1933 pistol, RGD33 grenades PPSh-41/43 sub-machine gun, 2 Riflemen 3 Assistant RGD33 grenades

RUSSIAN ARMY

ASSAULT SQUAD Squad Value: 320 points Breakpoint: 4 N. Model 1 Sergeant 1 Corporal 7 Infantry

VT Weapon PPSh-41/43 sub-machine gun, 5 RGD33 grenades PPSh-41/43 sub-machine gun, 5 RGD33 grenades PPSh-41/43 sub-machine gun, 4 RGD33 grenades

Characteristic Leader, Trained with the bayonet Leader, Trained with the bayonet Trained with the bayonet

VARIANTS: * You can add a Sniper for +90 points. * You can add Maxim Section for +150 points (increase the Breakpoint by 1). * Up to two riflemen per Squad replace their PPSh-41/43 sub-machine guns with DP light machine guns and Tula Tokarev 1933 pistol for +35 points each. * Up to two riflemen per Squad can become Assistants to the DP for +10 points each. * One man in the Squad can buy the Medic characteristic for +15 points. * One leader per Squad can buy Binoculars for +10 points. * You can buy up to 3 Wait Actions for +40 points each. * You can make the entire Squad Seasoned Fighters for +50 each. SNIPER N. Model VT Weapon Characteristic Silent Weapon, Mosin-Nagant 1891/30 rifle, Sniper, 1 Sniper 4 RGD33 grenades Marksman, Infiltrator, Sight MAXIM SECTION N. Model VT Weapon Characteristic Maxim M1910 medium machine 1 Machine gunner 4 gun, Tula Tokarev 1933 pistol, RGD33 grenades PPSh-41/43 sub-machine gun, 2 Riflemen 4 Assistant RGD33 grenades

RUSSIAN ARMY

GUARDS RIFLE SQUAD Squad Value: 320 points Breakpoint: 4 N. Model 1 Rifleman Sergeant 8 Riflemen

VT Weapon PPSh-41/43 sub-machine gun, 5 Tula Tokarev 1933 pistol, RGD33 grenades SVT40 semi-automatic rifle, 4 RGD33 grenades

Characteristic Leader

VARIANTS: * You can add a Sniper for +90 points. * You can add a Guards Maxim Section for +160 points (increase the Breakpoint by 1). * You can add 1 Political Commissar for +65 points. * Up to two men per Squad replace their SVT40 semi-automatic rifles with DP light machine guns and Tula Tokarev 1933 pistol for +30 points each * Up to 2 riflemen per Squad can become Assistants to the DP for +10 points each. * One man in the Squad can buy the Medic characteristic for +15 points. * One leader per Squad can buy Binoculars for +10 points. * You can buy up to 3 Wait Actions for +40 points each. * You can make the entire Squad Seasoned Fighters for +50 each. SNIPER N. Model VT Weapon Characteristic Silent Weapon, Mosin-Nagant 1891/30 rifle, Sniper, 1 Sniper 4 RGD33 grenades Marksman, Infiltrator, Sight MAXIM SECTION N. Model VT Weapon Characteristic PPSh-41/43 sub-machine gun, 1 Sergeant 5 Leader RGD33 grenades Maxim M1910 medium machine 1 Machine gunner 3 gun, Tula Tokarev 1933 pistol, RGD33 grenades Mosin-Nagant 1891/30 rifle, 2 Riflemen 3 Assistant RGD33 grenades POLITICAL COMMISSAR N. Model VT Weapon Characteristic PPSh-41/43 sub-machine gun, Leader, Political 1 Political Commissar 5 Tula Tokarev 1933 pistol, RGD33 Commissar grenades

GERMAN ARMY

GRENADIER SQUAD Squad Value: 260 points Breakpoint: 4 N. Model 1 Grenadier Sergeant 1 Grenadier Corporal 1 Grenadier 6 Grenadiers

VT Weapon Walther P38 pistol, MP40 sub4 machine gun, Stg39 grenades MP40 sub-machine gun, Stg39 4 grenades Mg34 light machine gun, Stg39 3 grenades 3 Kar98K rifle, Stg39 grenades

Characteristic Leader Leader

VARIANTS: * Up to three Grenadiers per Squad can replace their Kar98K rifles with Stg44 assault rifles for +35 points each. * Up to 3 Grenadiers per Squad can replace their Kar98K rifles with G43 semi-automatic rifles for +10 points each. * One Grenadier per Squad can replace his Mg34 light machine gun with an Mg42 medium machine gun for +10 points; the machine gun gets cumbersome characteristic. * Up to two Grenadiers per Squad can become an Assistant to an Mg34 or an Mg42 for +10 points each. * You can add a Sniper for +90 points. * You can add a GW 36 Mortar Section for +100 points (increase the Breakpoint by 1). * One grenadier per Squad can buy the Medic characteristic for +15 points. * One leader per Squad can buy Binoculars for +10 points. * You can buy up to 3 Wait Actions for +40 points each. SNIPER N. Model VT Weapon Characteristic Silent Weapon, Sniper, 1 Grenadier Sniper 4 Kar98K rifle, Stg39 grenades Marksman, Infiltrator, Sight MORTAR SECTION N. Model VT Weapon Characteristic GW 36 light mortar, Walther P38 1 Grenadier 3 pistol, STG39 grenades 1 Grenadier 3 Kar98K rifle, Stg39 grenades Assistant

GERMAN ARMY

FALLSCHIRMJÄGER SQUAD Squad Value: 395 points Breakpoint: 5 N. Model 1 Fallschirmjäger Sergeant 1 Fallschirmjäger Corporal 1 Fallschirmjäger 8 Fallschirmjägers

VT Weapon MP40 sub-machine gun, Stg39 5 grenades MP40 sub-machine gun, Stg39 5 grenades Mg34 light machine gun, Stg39 4 grenades 4 Kar98K rifle, Stg39 grenades

Characteristic Leader, Trained with the bayonet Leader, Trained with the bayonet Trained with the bayonet Trained with the bayonet

VARIANTS: * The Squad can become Veteran by removing one Fallschirmjäger. * You can add a Sniper for +90 points. * One Fallschirmjäger per Squad can replace his rifle with a GW36 mortar and an MP40 submachine gun for +55 points. * One Fallschirmjäger per Squad can become an Assistant to the Mortar for +10 points. * Up to 3 Fallschirmjägers per Squad can replace their Kar98K rifles with Stg44 assault rifles for +35 points each. * Up to 3 Fallschirmjägers per Squad can replace their Kar98K rifles with G43 semiautomatic rifles for +10 points each. * One Fallschirmjäger per Squad can replace his Mg34 light machine gun with an Mg42 medium machine gun for +10 points; the machine gun gets cumbersome characteristic. * Up to two Fallschirmjäger per Squad can become an Assistant to an Mg34 or an Mg42 for +10 points each. * All Fallschirmjägers armed with Kar98K rifle can swap their rifles for an MP40 submachine gun for +5 points each. * One Fallschirmjäger per Squad can buy the Medic characteristic for +15 points. * One leader per Squad can buy Binoculars for +10 points. * You can make the entire Squad Seasoned Fighters for +50 points. * You can buy up to 3 Wait Actions for +40 points each. SNIPER N. Model VT Weapon Characteristic Silent Weapon, Sniper, 1 Fallschirmjäger Sniper 4 Kar98K rifle, Stg39 grenades Marksman, Infiltrator, Sight

GERMAN ARMY

PANZERGRENADIER SQUAD Squad Value: 400 points Breakpoint: 5 N. Model 1 Panzergrenadier Sergeant 1 Panzergrenadier Corporal 2 Panzergrenadiers 7 Panzeregrenadiers

VT Weapon MP40 sub-machine gun, Stg39 5 grenades MP40 sub-machine gun, Stg39 5 grenades Mg34 light machine gun, Stg39 4 grenades 4 Kar98K rifle, Stg39 grenades

Characteristic Leader Leader

VARIANTS: * The Squad can become Veteran by removing a Panzergrenadier. * You can add a Sniper for +90 points. * One Panzergrenadier per Squad can replace his rifle with a GW36 mortar and an MP40 sub-machine gun for +55 points. * One Panzergrenadier per Squad can become an Assistant to the Mortar for +10 points. * Up to 3 Panzergrenadiers per Squad can replace their Kar98K rifles with Stg44 assault rifles for +35 points each. * Up to 3 Panzergrenadiers per Squad can replace their Kar98K rifles with G43 semiautomatic rifles for +10 points each. * One Panzergrenadier per Squad can replace his Mg34 light machine gun with an Mg42 medium machine gun for +10 points; the machine gun gets cumbersome characteristic. * Up to two Panzergrenadiers per Squad can become an Assistant to an Mg34 or an Mg42 for +10 points each. * One Panzergrenadier per Squad can buy the Medic characteristic for +15 points. * One leader per Squad can buy Binoculars for +10 points. * You can make the entire Squad Seasoned Fighters for +50 points. * You can buy up to 3 Wait Actions for +40 points each. SNIPER N. Model VT Weapon Characteristic Silent Weapon, Sniper, 1 Panzergrenadier Sniper 4 Kar98K rifle, Stg39 grenades Marksman, Infiltrator, Sight

SUMMARY TABLES TURN SEQUENCE 1) Initiative 2) Action Sequence A) Player A chooses a model and declares his intentions. Player B can react by choosing a model and declaring his intentions. Player A can counter-react by choosing a model and declaring his intentions. Player B can react again by choosing a model and declaring his intentions, and so on, for to a maximum of three actions and three reactions. B) Roll dice to determine Priority C) Actions are now executed in Priority order. The sequence is repeated for the other player. A) Player B chooses a model and declares his intentions. Player A can react by choosing a model and declaring his intentions. Player B can counter-react by choosing a model and declaring his intentions. Player A can react again by choosing a model and declaring his intentions, and so on, for to a maximum of three actions and three reactions. B) Roll dice to determine Priority C) Actions are now executed in Priority order. This Action Sequence is repeated until all models have been assigned, and have executed, an action. When all models have performed an action, the turn is over and a new one can begin. 3) Remove markers and any remaining shot dice.

Terrain Barricade Building Bunker Cultivated Field Hedge Road/Path Ruins Sandbags Wall Woods

TERRAIN TABLE Type Modifier Linear obstacle -1d6 Area of cover -1d6 Area of cover -1d6 Area of cover -1d6 Linear obstacle -1d6 No cover +1d6 Area of cover -1d6 Linear obstacle -1d6 Linear obstacle -1d6 Area of cover -1d6

Key: -1d6 cm: The model subtract 1d6 of movement if it crosses this terrain, even partially. +1d6 cm: The model adds 1d6 of movement if the entire move is made on this terrain. Note: Wounded models always subtract 1d6 from their movement. All modifiers are cumulative.

Cover 2d6 2d6 3d6 1d6 1d6 2d6 2d6 2d6 2d6

RANGE AND DISTANCE TABLE Type Leader’s VT range of influence for Morale Test Sergeant’s range for Indicating a Target Range for multiple shots (new targets) Range used for weapons with Ammunition Belt (new targets) Spotting models behind high hedges and walls Spotting models in areas of cover Automatically spotting hidden models Changing target model for Assault

Distance 20cm 20cm 20cm 20cm 10cm 10cm 10cm 10cm

ROLL TO HIT when FIRING If the total of the Firing model – the total of the target model is 11 or more, see results on the Damage Table Firing model Target model 3d6 +1d6 If target is behind light cover +VT Firing model’s VT (not if wounded) +2d6 If target behind medium cover +Xd6 According to the range and the weapon +3d6 If target is behind heavy cover Against model who is the target of a +1d6 +1d6 If the firing model Moves and Fires grenade that takes a direct hit +1d6 If the target’s last action was Run If the model is a Marksmen (not if you If the target was not in line of sight Reroll +1d6 move and fire) when the action was given +1d6 If target is Hidden MELEE MODIFIERS Compare totals: The winner applies their total on the Damage Table (without subtractions) Assaulting model = 3d6 Assaulted model = 3d6 +VT Model’s VT (not if wounded) +VT Model’s VT (not if wounded) +1d6 If the model uses Assault action If the model has a pistol or is trained with If the model has a pistol or is Reroll Reroll the bayonet trained with the bayonet If assaulting a Pinned model or from If the assaulted model is behind a Reroll Reroll outside his firing arc (from behind) linear obstacle (only first assault) If the assaulted mode is inside an If assaulting a model that is already Reroll Reroll area of cover and the assaulter engaged with other models comes from outside SPOTTING TEST = 2d6 + VT Compare totals: if the spotting model gets equal or higher than the target model, the target is spotted. Spotting model Target model +1d6 If the model is a Sniper +1d6 If the model is a Sniper +1d6 If the model has Binoculars

MORALE TEST = 2d6 INDICATING A TARGET FIRST AID TEST = 2d6 If the total is 11 or more the TEST = 2d6 model keeps on fighting Model’s VT (or Only Medics Only Sergeants leader’s if within If the total is 11 or more then If the total is 11 or more then +VT 20cm) (not if remove the wounded market the target has been identified. wounded) Model’s VT (not if Model’s VT (not if If there is a leader +VT +VT Reroll wounded) wounded) within 20cm AIM TEST = 1d6 INITIATIVE = 2d6 Intervening models Compare totals If the total is less than or equal The winner decides which to the VT you hit the target. If model gets the first action that it is greater then you’ve hit turn. another model. Burst Weapons Highest VT of the If the total is less than or equal models in the Squad to the VT you hit the target. If +VT that are still on the it is greater than the shot table. deviates.

PRIORITY TEST = 2d6 Compare totals The winner executes his action first, the rest in descending order.

+VT

Model’s VT (not if wounded)

DAMAGE TABLE  If the Total is less than or equal to 10 then the shot misses and no damage is done.  If the Total is 11, 12 or 13 then the target model is Pinned.  If the Total is 14 or 15 then the target model is wounded.  If the Total is 16 or more then the target model is killed (KIA) and is removed from the game. KIA: Remove the model from play. If the Squad has reached its Breakpoint then each model will have to perform a Morale Test. Pinned: Lay the model down. In his next Action he can only Stand up, Move Carefully (on the ground) or Hide (if in cover). Pinned models do not block line of sight. A model in melee with Pinned model can re-roll 1d6 after the Roll to Hit. Wounded: Lay the model down and give him a Wounded marker. In the next activation phase he can only Stand up, Move Carefully (on the ground) or Hide (if in cover). From now on the model cannot add its VT in its various rolls (Roll to Hit, Initiative, Priority, Melee, Morale). A wounded model always subtract 1d6 from movement (cumulative with other penalties for difficult terrain). A wounded model that is wounded again will die. Remove the model from play.

CHARACTERISTICS As we have already mentioned, some models and some weapons have special characteristics that can influence the gameplay – here is the full list. Ammunition Belt: Weapons with this characteristic can stop firing and start again if another model performs an action within 20cm of the last target. Use a dice to show how many shots you have left. Assault Weapon: Weapons with this characteristic do not have a 1d6 penalty if they Move and Fire. Assistant: Models with this characteristic are Assistants and can re-load support weapons owned by other models (see rules). If the model with the support weapon dies then remove the Assistant and keep the support weapon in play (we assume the Assistant has picked up the weapon). Binoculars: Models with this characteristic add 1d6 to their Spotting Test. Cumbersome: Weapons with this characteristic cannot be used to Move and Fire. Indirect Fire: Weapons with this characteristic can fire with an arched trajectory and at targets towards which they do not have a line of sight; in this case you’ll need to be told where to fire by a Sergeant who indicates a target to you (see rules on Page 20). Infiltrator: Models with this characteristic can be deployed after all other models have been deployed. They can be deployed in No Man’s Land but at least 40cm from any enemy model. Leader: If a model with this characteristic is within 20cm during a Morale Test then use his VT instead of the testing model’s VT, and you can re-roll 1d6 if the test is failed (this also applies to the leader himself). Marksman: Models with this characteristic can re-roll 1d6 in their Roll to Hit if they Fire with a rifle. This does not apply to automatic and semi-automatic rifles or if the men Move and Fire. Medic: Models with this characteristic can give First Aid to adjacent models. Melee: Firearms with this characteristic can re-roll 1d6 in a melee. Minimum range X: Weapons with this characteristic can only fire at models beyond the range shown (in centimeters). Political Commissar: If there is a model with this characteristic in the Squad and the player removes a model in his Squad in line of sight, all models can re-roll 1d6 in their Morale Test. The characteristic has no effect if the Political Commissar is eliminated or Pinned. This characteristic is cumulative with the Leader bonus. Seasoned Fighters: All models in the Squad can re-roll 1d6 in their Morale Test. Sight: Models with this characteristic treat the damage inflicted as one level worse. So if they get Pinned then the target is wounded; if they get wounded then the target is KIA. Cannot be used if you Move and Fire.

Silent Weapon: If a model Fires with this weapon and is in cover he does not lose his Hidden marker. This does not apply if he Moves and Fires. Single shot: When a weapon with this characteristic is used give the model an Ammo marker – the weapon can’t be used again until a model performs the Re-load action. The turn after the re-load the weapon can fire normally. The model could fire with other weapons that he is carrying. Sniper: Models with this characteristic roll3d6 (instead of 2d6) for all Spotting Tests, both when they are trying to Spot an enemy and when an enemy is trying to spot them. Support weapon: Weapons with this characteristic can be re-loaded by an adjacent Assistant. Trained with the bayonet: Models with this characteristic can re-roll 1d6 in melee and can perform an Assault without losing their Hidden marker. Veteran Squad: Squads with this characteristic can re-roll 1d6 for their Initiative Roll and 1d6 for the Priority Roll every turn. The model lost does not count toward the Squad’s Breakpoint.

Weapons tables AMERICAN ARMY WEAPONS TABLE Range Close Normal Long 60 Extreme Type 20 cm 40 cm cm 80 cm Colt 1911A1 pistol +1d6 NE NE NE M1903 Springfield rifle +2d6 +1d6 +1d6 +1d6 Garand M1 semi-automatic +2d6 +1d6 +1d6 NE rifle M1 semi-automatic carbine +2d6 +1d6 NE BAR M1918A2 automatic +2d6 +1d6 +1d6 +1d6 rifle M3A1 Grease Gun sub+2d6 NE NE machine gun Thompson M1 sub-machine +2d6 +1d6 NE NE gun

Rate of fire Characteristics 2 1 2 2 4

3

+2d6

+1d6

+1d6

+1d6

7

MK II Pineapple grenade

+1d6

NE

NE

NE

1 (A5)

NE

NE

+1d6

+1d6

1 (A10)

BRITISH ARMY WEAPONS TABLE Range Close Normal Long 60 Extreme Type 20 cm 40 cm cm 80 cm Colt 1911A1 pistol +1d6 NE NE NE Webley Revolver pistol +1d6 NE NE NE N.4 Mk.1 Enfield rifle +2d6 +1d6 +1d6 +1d6 Mk. V Sten sub-machine gun +2d6 NE NE Thompson M1 sub-machine +2d6 +1d6 NE NE gun Bren light machine gun +2d6 +1d6 +1d6 +1d6 Vickers medium machine gun +2d6

Support weapon

3

M1919A4 .30 cal. Medium machine gun

M2 60mm light mortar

Melee

Ammunition Belt, Cumbersome, Support weapon Indirect fire, Minimum range 10, Single shot Cumbersome, Minimum range 40, Only indirect fire, Single shot, Support weapon

Rate of fire Characteristics 2 1 1 3

Melee Melee

3 4

+1d6

+1d6

+1d6

7

N° 36 Mills Bomb grenade

+1d6

NE

NE

NE

1 (A5)

2’’ 51mm cal. Light moratar

NE

NE

+1d6

+1d6

1 (A10)

Support weapon Ammunition Belt, Cumbersome, Support weapon Indirect fire, Minimum range 10, Single shot Cumbersome, Minimum range 40, Only indirect fire, Single shot, Support weapon

RUSSIAN ARMY WEAPONS TABLE Range Close Normal Long 60 Extreme Type 20 cm 40 cm cm 80 cm Tula Tokarev 1933 pistol +1d6 NE NE NE Mosin-Nagant 1891/30 rifle +2d6 +1d6 +1d6 +1d6 SVT40 semi-automatic rifle +2d6 +1d6 +1d6 NE PPSh-41/43 sub-machine gun +2d6 +1d6 NE NE DP light machine gun +2d6 +1d6 +1d6 +1d6

Rate of fire Characteristics 2 1 2 3 4

Maxim M1910 medium machine gun

+2d6

+1d6

+1d6

+1d6

7

RGD33 grenade

+1d6

NE

NE

NE

1 (A5)

GERMAN ARMY WEAPONS TABLE Range Close Normal Long 60 Extreme Type 20 cm 40 cm cm 80 cm Walther P38 pistol +1d6 NE NE NE Kar98K rifle +2d6 +1d6 +1d6 +1d6 G43 semi-automatic rifle +2d6 +1d6 +1d6 FG42 automatic rifle +2d6 +1d6 +1d6 NE Stg44 assault rifle +2d6 +1d6 +1d6 NE MP40 sub-machine gun +2d6 +1d6 NE NE

Support weapon Ammunition Belt, Cumbersome, Support weapon Indirect fire, Minimum range 10, Single shot

Rate of fire Characteristics 2 1 2 3 3 3

Mg34 light machine gun

+2d6

+1d6

+1d6

+1d6

6

Mg42 medium machine gun

+2d6

+1d6

+1d6

+1d6

7

StG39 grenade

+1d6

NE

NE

NE

1 (A5)

NE

NE

+1d6

+1d6

1 (A10)

GW36 50mm light mortar

Melee

Melee

Assault Weapon Ammunition Belt, Support weapon Ammunition Belt, Cumbersome, Support weapon Indirect fire, Minimum range 10, Single shot Cumbersome, Minimum range 40, Only indirect fire, Single shot, Support weapon

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