Miniatures
A word of thanks is to be given to the following loyal Party members whose proper understanding of doctrine has helped to make these rules possible. They are: Comrade Matt, Comrade Dean, Comrade Stu and Comrade Tom
Copyright permission is given to download/copy these rules for personal use only
1.
Each turn throw for initiative. The player with the highest score chooses
whether to be player A or B.
2.
Player A moves and attacks with any/all of his units in any order
3.
Both players take reaction tests if needed
4.
Player B moves and attacks with any/all of his units in any order
5.
Both players take reaction tests if needed
Both
players roll 1d20. The highest score wins and chooses whether to player A or B.
Re-roll ties without modifiers.
Modifiers:
+3 to the attacker for each primary objective he has captured
+1 to the attacker for each secondary objective he has captured
+1
to the defender for each objective not lost to the enemy
+1 for each enemy command group currently Faltering
+2
for each enemy command group currently in crisis and on table
|
Unit
Type |
Rough
Going |
Easy Going
|
Road |
|
Infantry on foot |
4” |
6” |
6” |
|
Cavalry |
6” |
8” |
8” |
|
Lorry type wheeled vehicles |
4” |
6” |
15” |
|
Truck/jeep type wheeled vehicles |
4” |
10” |
15” |
|
Armoured Cars or Half Tracked vehicles |
5” |
10” |
15” |
|
Fast tracked vehicles (faster than 25mph) |
6” |
12” |
12” |
|
Tracked vehicles |
5” |
10” |
10” |
|
Slow tracked vehicles (slower than 10 mph) |
4” |
8” |
8” |
|
Aircraft |
N/a |
60” |
N/a |
|
Units can be rolled for individually or by the command group |
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Close
Assault Procedure
1. Targets must be within 1” of each other to elect to close assault (exchanging fire at this range is still an option).
2. The defending unit makes a defence roll on 1d6.
3. The attacking unit makes an attack roll on 1d6.
4. Both attacker and defender then apply modifiers, rolling 1 extra die for each of the following reasons that apply:
If the enemy was under artillery attack this turn
If the enemy was under air attack this turn
Higher quality than opponent
Infantry and Tanks (or SP assault guns) making a combined attack
Infantry in APCs or v deployed guns
Better armour class than opponent (vehicle v vehicle only)
If the enemy is in cover or defences
If those defences are rated as strong
HMG/MMG v soft targets
Any v soft transport
AFVs without escorting (adjacent to) infantry v Infantry in woods or built up areas
If up hill, or defending a riverbank or similar geographical obstacle
Fearsome reputation
5. Total the scores for both sides. The highest score wins, losers are rendered combat ineffective and are removed from play
6. A unit that renders it’s opponent combat ineffective receives a breakthrough move. If taken this option lets the unit move and close assault again
1. A unit that does not have sufficient range, or that cannot penetrate a target’s armour, cannot affect the target!
There are 5 classes of armour they are: Soft, Light, Tank, Heavy Tank, Super Heavy Tank
Heavy or Super-heavy Tank armour attacked in the flank/rear is treated as Tank instead
Light armour is defined as being protection equivalent to that offered by an armoured car or APC
2. The attacking unit declares which target it is going to engage in a fire exchange with
3. The target rolls a number of d6 to determine it’s defence score (minimum is always 1)
Soft Targets 2d6
Light armour 3d6
Tank armour 4d6
Heavy/super heavy tank armour 5d6
Defence
Score Modifiers:
Vehicle in cover/hull down rolls 1 extra die
Gun/infantry in cover rolls 2 extra dice
Fearsome reputation rolls 1 extra die
Higher quality opponent rolls 1 extra die
Attacked in the flank/rear, lose 1 die
Regarded as obsolete, lose 2 dice
The target’s dice rolls are totalled to yield it’s defence score
4. The attacker rolls his attack dice and totals them to yield his attack score
|
Type |
Attack
Dice in D6 |
Close
Range in inches |
Effective
Range in inches |
Maximum
Armour Penetration |
Burst
Diameter |
Notes |
|
Infantry |
3 |
2 |
6 |
Soft |
N/a |
Without effective AT weapons |
|
Infantry |
3 |
2 |
6 |
Tank at close |
N/a |
With effective AT weapons |
|
HMG/MMG |
5 |
6 |
20 |
Light at close |
N/a |
|
|
Flamethrower |
4 |
1” |
3” |
Super Heavy Tank |
N/a |
Effective range is for vehicles only |
|
Mortars |
2 |
N/a |
24 |
Light |
Target Only |
Out of ammo score = 10 |
|
Light artillery |
2 |
N/a |
48 |
Tank |
2” |
Out of ammo score = 10 |
|
Medium artillery |
3 |
N/a |
60 |
Heavy Tank |
3” |
Out of ammo score = 15 |
|
Heavy artillery |
4 |
N/a |
72 |
Super Heavy |
4” |
Out of ammo score = 18 |
|
Gun up to 40mm |
2 |
2 |
10 |
Light |
N/a |
|
|
Gun up to 50mm |
2 |
2 |
12 |
Tank |
N/a |
|
|
Gun up to 76mm |
3 |
4 |
15 |
Tank |
N/a |
British 6pdr, German 75mm, American 76mm can penetrate HT at close |
|
Gun up to 85mm |
4 |
6 |
20 |
Heavy Tank |
N/a |
This category also includes the German 75mm L70 |
|
Gun over 85mm |
4 |
10 |
20 |
Heavy Tank |
N/a |
Can penetrate SH at close |
|
F-B Rockets |
4 |
N/a |
10 |
Super Heavy Tank |
Target Only |
|
|
F-B Bombs |
4 |
N/a |
N/a |
Heavy |
2” |
|
|
Aircraft Cannon |
4 |
5 |
10 |
Heavy Tank |
Target Only |
|
|
Dive Bomber |
4 |
N/a |
N/a |
Heavy Tank |
Target Only |
|
|
Heavy Bomber |
4 |
N/a |
N/a |
Super Heavy Tank |
5” |
|
|
A stationary unit in a fire exchange adds 1 extra die A fire exchange that takes place at close range adds 1 extra die In a fire exchange, if an attacking unit is of higher quality than the target it adds 1 extra die If the target of an attack was under artillery this turn add 1 extra die If the target was under air attack this turn add 1 extra die Attacker has a fearsome reputation HMG/MMG can split it’s dice against any number of soft targets in range |
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5. If the attacking unit outscores the target it is rendered combat ineffective and is removed from play
If the target outscores the attacking unit, the attacking unit is rendered combat ineffective and is removed from play
6. When attacking multiple targets inside a burst diameter, each target rolls it’s defence score. The attacker rolls only once and compares that score to all rolls by the defenders. The attacker should roll his dice first.
7. Attacks with a burst diameter must roll for deviation. Throw 2d6, one die representing left, the other right. If the scores match or add up to 7 then the fire lands on target. If the score is 8, 9, 10 or 11 the fire is over. If the score is 6, 5, 4 or 3 the fire is under.
If the fire is pre-programmed, or an aircraft bombing: The highest roll of the two dice is the number of inches by which the fire is under/over, whilst subtracting the lowest roll from the highest will give the distance left or right.
If the fire is observed: The lowest roll of the two dice is the number of inches by which the fire is under/over, whilst subtracting the lowest roll from the highest will give the distance left or right.
Once observed fire is on target it does not have to roll for deviation
8. Out of Ammo – on any turn in which an artillery unit’s attack score equals or exceeds it’s out of ammo number the unit is considered to have expended it’s ammunition and is removed from play
Aircraft
Rules
Fighters cannot dogfight, escort and act as cover in the same turn
Fighter-bombers, without a tentacle to control them, can only attack units in the open, or units moving
Fighter-bombers making a cannon attack reduce an enemy’s armour class by one level
Aircraft armed only with MGs (when making a cannon attack) cannot affect tank, heavy tank or bunker armour
Bombers must be pre-programmed as to their turn of arrival and target
AAA acts as an umbrella that aircraft must fly through in order to attack ground targets. Each AAA model is worth 1pt (2pts if the model is a triple or quad 20mm gun). Total the number generated in this way for all AAA in range of a target to yield an air defence score. An aircraft must exceed the air defence score to get through unscathed and attack ground targets. If the aircraft rolls equal to, or 1 less than, the air defence score it must abort it’s attack run and try again next turn. If the aircraft fails to roll within 2 of the air defence score it is “shot down”. The largest air defence score that can be generated against any given target is 9
AAA cannot fire at ground and air targets in the same turn
Fighter Cover – acts exactly the same way as AAA, but you get 1pt (1/2 a point if obsolete) per fighter model assigned to act as cover. Fighter cover remains in effect until the enemy has shot down all your fighters in a dogfight – in which case the enemy gains air superiority. A fighter cover air defence score can be added to an AAA air defence score to give one air defence total (the maximum is still 9)
Fighter Escort –fighters can be assigned as escorts for bombers and fighter-bombers bombers. Enemy fighters must fight a round of air combat against the escorts, only if they are not shot down may they then go through to attack the target being escorted.
Dogfighting – fighters can be sent against enemy aircraft to dogfight with them. Fighters roll 4d6, fighter-bombers roll 3d6 and bombers roll 2d6 (British and American heavy bombers flying formation roll 3d6). Obsolete or inferior aircraft (relative to their opponents) lose one die. The highest score shoots down the opponent.
Reaction
Test
Reaction tests are taken (on 1d20) by the command group and are based upon the quality of the troops taking the test. A reaction test must be made when a command group takes casualties to it’s teeth arm troops (not it’s supporting, or reconnaissance, units).
Reservists – troops that are too old, too young or too unfit to fight. Generally with they have little or no elan
Green – troops with little or no combat experience but, as a result, generally have high elan
Veterans – troops with combat experience that has taught them caution in the face of the enemy
Elites – troops with extensive combat experience and high elan
A unit that suffers an adverse reaction must comply with the compulsory movement involved in that reaction before another test can be taken. A unit that has complied with compulsory movement can move normally in it’s next go
|
|
Reaction
Results |
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|
Group
Rating |
Press On! |
Go to Ground |
Falter |
Crisis |
|
|
Reservists |
1 – 10 |
11 – 13 |
14 – 18 |
19 – 20 |
|
|
Green |
1 – 13 |
14 – 16 |
17 – 18 |
19 – 20 |
|
|
Veterans |
1 – 12 |
13 – 17 |
18 – 19 |
20 |
|
|
Elites |
1 – 15 |
16 – 18 |
19 |
20 |
|
|
A crisis result means roll 1d6: 1 – 2 = group goes fight fanatic. 3 – 4 = group runs away. 5 – 6 = group surrenders Crisis Modifiers: Germans add +1 if fighting the Allies and subtract –1 if fighting the Russians Russians add +1 if cut off/surrounded and subtract –1 if defending British Paratroops subtract –2 if defending Siberian/Mongolian troops subtract –1 Italian troops add +2 Japanese troops subtract -1 |
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Press On! – the group is unaffected and continues to follow it’s orders
Go to Ground – the group temporarily ceases to move towards known enemy positions and any unit that can move to (or towards) cover must do so. If the nearest cover is further away than the enemy, then change to press on.
Falter – no unit in the command group will advance towards known enemy positions. All units must retreat to cover or, if no cover is available, retreat out of range of the enemy. A second, consecutive, test result of Falter is changed to Crisis
Run Away – the group loses determination:
If attacking it must call off the attack and make a fighting withdrawal back to it’s start line, then defend on that position. If the start line has been over-run by the enemy, change to withdraw off table. American troops that reach their start line can be re-ordered back into action after one turn of delay
If defending it must make a fighting withdrawal back to the next line of defence. If there is no next line change to off table.
Surrender – the group offers to surrender to the nearest enemy unit, which must then choose to either:
Accept the surrender, in which case it the enemy and all it’s prisoners are removed from play. It being assumed that the enemy escorts it’s captives to the rear area and into captivity
Refuse the surrender and liquidate the prisoners, in which case all future results of surrender are changed to Fight Fanatic as word spreads that prisoners are not being taken
Fight Fanatic – the group decides to make a desperate last stand. It must move to cover (if available), then halt and defend it and need take no further reaction test for the rest of the battle
Note – none of the above reaction results prevent a unit from exchanging fire with/close assaulting the enemy
Observation
Observation rules are tricky at best, given that the player has a bird’s eye view of the battlefield. Therefore, if a players wishes to hide units from his opponent he must mark their position on a map. These hidden units are revealed (placed on the table) when they fire, move within sight of the enemy or when an enemy comes within his close range of them. In all other circumstance, if a clear line of sight can be drawn to an enemy unit it can be observed.
Additional
Rules
1. The Historical Imperative – if any rule allows a unit to perform in a way it could not do historically then that rule must be changed to adhere to known historical facts. Similarly, if a rule prevents a unit from performing as it did historically then it must be changed so that the unit may do so
2. Black marks – a black mark is placed against a player on each occasion that he: argues over the rules on a minor point, cheats, reacts his forces to enemy units they could not observe, re-rolls a “cocked” dice when it clearly shows a score etc. At the end of the game the player with the most black marks should hang his head in shame for spoiling everyone’s game
3. When all the teeth arm units of a command group have been rendered combat ineffective any support units (not occupying their objective) are automatically removed from play
4. A command group is defined as any group of units under an HQ element. The historical formation that this group represents is a function of the scenario
5. Turreted weapons and infantry have a 360 degree arc of fire, all others have a 90 degree arc
6. Self propelled units may move and fire, non SP units may move or fire
7. Support units integral to a command group may only fire in support of that group
8. Fire priority – units mist fire on the closest threat
9. Minefields – can be anti-tank, anti-infantry or mixed and thinly or thickly sown. Each turn that an enemy is in/moves through a minefield roll once to determine the field’s attack score. All enemy units must roll a mine defence score (using their armour values as listed in point 3 of the fire exchange procedure) against this. If the enemy fails to outscore the minefield the enemy is destroyed.
AT thin 3d6 AT thick 4d6
AP thin 2d6 AP thick 3d6
Mixed thin 2d6 Mixed thick 3d6
Engineers that move through a minefield may clear a path. Infantry clear paths at the rate of 1” per turn, vehicular mine clearers at 3” per turn.
Design
Notes
These rules are not constructed based on hard data, but instead, are made to reflect certain outcomes common to warfare in this period. Some broad tactical factors are taken into consideration, as all strategy is built on tactics, but here again, reflecting a unit’s operational role in a battle has been considered of more importance than number crunching minute details. The system of rating units (particularly AFV armour values) is designed to be theatre and year specific. As an example take the KV2, in 1941 it would have heavy tank armour and a fearsome reputation, in 1943 it has lost it’s reputation and would be regarded as obsolete. No universal system of rating would allow for this change, but CFV does. Necessarily of course this means that to get the most out this system you must have a good working knowledge of the Second World War, or least of the campaign that forms the backdrop to your battles.