« 2.1 Command Control Each
turn that a unit wishes to move, it must first pass a command test using one
six-sided die (1D6). Only if it passes the test may the unit move. If it fails
the roll, it must remain stationary at its current position. To test a unit,
roll the die and modify the result using the command chart modifiers (see
definitions below) located in the combat chart's Command box. Cross
index the unit's training value with the appropriate Maneuver or
Assault columns on the chart. The modified die roll value must be
equivalent to or greater than the value shown. The Maneuver column is
used if the unit attempts to move or change its disposition in any way,
including standing from prone. Going prone requires no die roll. The
Assault column is used for any unit which attempts to assault move
or move into assault contact with an enemy unit. Units may use their
extra assault movement even if they will not contact an enemy unit. They must
however, still use the Assault side of the command chart. Players must declare
whether a unit will attempt to maneuver or assault before making the command
test die roll.
Contacting the enemy - Units which attempt to
assault enemy troops must move all of their component bases forward in an
attempt to establish base to base contact with enemy bases. Units may maintain
their initial base interval while advancing to contact, or they may
compress/expand their frontage as terrain allows. Assaulting units are never
obliged to "pack" their formation into a close order unit in the process of
moving to contact, although failure to do so may sometimes result in assault
contact with more than one enemy unit. See the Situations page for examples of infantry
assaults.
Command Chart Modifiers
- Over the Top: Subtract one point from the
command die roll if the unit is within small arms range of enemy troops and
attempting to move into the open by exiting hard cover or emerging from
prone.
- Each Command (HQ) Hit: Subtract one point
from the command die roll for each damage point presently on that unit's
regimental command base.
- Each Consecutive Assault Move: Subtract one
point from the command die roll for each consecutive assault move or assault
move attempt which that unit has previously conducted. Note that units do not
need to contact an enemy in order to conduct an assault move.
- Pinned or Withdrawn: Subtract two points
from the command die roll if the unit withdrew during the previous turn and/or
is currently pinned down.
- Tank within 200 yds: Subtract two points
from the command die roll if the unit is within 200 yds of an enemy tank which
is not immobilized or destroyed. Note that the Combat Chart will indicate the
200 yard range in the game-board distance for the corresponding scale.
- Demoralized: Subtract four points from the
command die roll if the unit is in a demoralized state.
« 2.2 Infantry and Cavalry
Movement Infantry and cavalry movement allowances are indicated on
the Movement portion of the combat chart, and are subject to the modifiers
shown. Each allowance indicates the total distance which each unit may move
during the course of one turn. Infantry and cavalry bases may move forward,
sideways or backwards as part of their normal movement rate. They may not move
sideways or backwards into assault contact with enemy bases (e.g. - units may
only initiate assault contact using the front edges of their component bases).
Definitions of the infantry movement categories are as follows:
Prone - Troops are laying down and using local
terrain to create extra cover. A unit may go prone or stand once during
each of its own movement phases. A unit may not stand from prone, move and then
go prone again. Prone units may assault move (and move into assault contact)
while remaining prone. Prone engineers may clear minefields while remaining
prone, but no prone units may dig field entrenchments (foxholes, hasty dig-in,
etc.) while prone. Manhandling - Any towed equipment (cannons,
trench mortars, etc.) being moved without the aid of motorized transport.
Walking - Normal movement rate for infantry. Troops are considered to be
moving upright, at a brisk pace. Rushing - Troops are considered to
be alternating between prone, and bursts of running, usually in a "leapfrog"
pattern with some troops supply covering fire. Units may not use rushing
movement to establish assault contact with an enemy unit. Heavy
Weapon - Maximum movement rate for heavy weapon bases such as machine guns
and light mortars. Cyclist - Rate of movement for bicycle mounted
troops. Note that cyclists are considered wheeled troops, and so their cross
country performance is poor compared to their road performance, which is the
mode for which they were designed.
Wagon/Limber - Even though
they are horse powered, wagons and limbers count as wheeled transport, and are
subject to wheeled transportation movement modifiers. Like cyclists, their best
mode of travel is by road.
Cavalry Functions - Cavalry units may not use
assault movement if they will enter woods, water obstacles, or buildings during
the turn. They may mount/dismount their horses at a cost of 1/4 of their move
on any turn in which they have not conducted assault movement. Dismounted
status is indicated by adding separate dismounted troop bases to the game board
adjacent to the horse bases. One base should be withdrawn to function as "horse
holder." The original cavalry bases are then employed as markers to show the
location of the horse herd while the cavalry troopers are dismounted. While
herded together, dismounted cavalry's horse bases count as packed targets.
Dismounted cavalry trooper bases operate in all respects as infantry.
If horse herd bases are lost while their cavalry unit is dismounted,
the dismounted bases may continue to operate on foot, but may not remount
unless a corresponding number of dismounted bases are lost. (I.E. - Remounting
bases must match the number of horse herd bases). Cavalry units may not abandon
dismounted bases which do not have remounts available, although such
immobilized units may be reassigned to local formations in order to allow a
higher cavalry formation to maintain its mobility.
« 2.3 Vehicle Movement
Vehicles must always face in their direction of movement (e.g. - they may not
move sideways) and must move a minimum of 100 yards in order to be considered
to have moved. Vehicles which move less than 100 yards are considered to be
tactically stationary, and may be fired upon as if they were stationary. Any
vehicle base which moves backwards more than 100 yards must turn around and
face its direction of movement. Only British Mark tanks and German A7Vs may
move in reverse (move backwards while facing the enemy), and then they many
only move 20 yards per turn.
Dangerous Terrain - The Tracked column in the
movement section of the combat chart indicates dangerous terrain types which
may cause immobilization. This is indicated by an "I" and a die roll range
shown on the line for the corresponding terrain type. A vehicle must roll two
six-sided dice (2D6) for each turn that it moves within one or more of the
listed dangerous terrain types. A result within the range shown causes
immediate immobilization. Vehicles passing through more than one dangerous
terrain type must roll for each one as it is encountered.
Tank breakdowns - At the end of each movement phase
that a tank base moves, it must roll on two six sided dice (2D6) for
immobilization due to breakdown. If not travelling within dangerous terrain,
the tank will use the breakdown rating shown for road movement.
Vehicle Crew Reaction - Whenever damage,
immobilization or breakdown occurs, the crew of a vehicle base will behave
normally if their morale remains intact. In case of damage or immobilization, a
vehicle crew with sound morale has available one of the following options
during the movement phase:
Crew Options for "I" Immobilized
Vehicle
- Stand: Remain in their "bus" (a common slang for tank or
car) and continue using their weapons, if any.
- Dismount: Exit the vehicle by placing a figure
representing the crew behind or alongside the tank model. A dismounted crew
with sound morale will not leave the vicinity of their vehicle until at least
one of the three remaining options has been achieved. Dismounted crews may not
operate weapons still on board the vehicle.
- Repair: Attempt to re-mobilize the vehicle by rolling a
six-sided die (1D6) on the Vehicle Crew Reaction chart. Each line of the Repair
column corresponds to the cause of immobilization, and the modified repair roll
must be equal to or higher than the value shown. Each crew may attempt to
repair one tank, once per turn. Note that this means one vehicle base is able
to dismount and help another vehicle crew by doubling the number of dice which
can be rolled for repair (dismounting crew must be from the same vehicle type
as the vehicle to be repaired). Dismounted crews may not assume prone attitudes
while repairing their vehicle, but they do gain benefit of the cover offered by
the chassis if the vehicle is a tank. There is no limit to the number of times
a crew may attempt to re-mobilize a vehicle.
- Abandon: Strip the vehicle of its light machine guns (if
any) and form the crew into light machine gun teams, which will then attach
themselves to the nearest friendly infantry regiment. Roll once for each two
light machine guns which were originally on the vehicle. Each time the modified
die roll is equal to or higher than the corresponding line on the Get
LMG column of the Vehicle Crew Reaction chart, one light machine gun
team is considered to have successfully formed. The resulting LMG teams may
still carry out dismounted functions (destroy, repair, etc) as long as they
remain alongside their vehicle. They may also re-enter the vehicle and resume
their original function as crewmen, but they may not then re-form themselves
into LMG teams again. The abandon function may only be attempted once per
vehicle.
- Destroy: Attempt to "Fire the bus" (E.G. - destroy the
vehicle) by rolling a six-sided die (1D6) on the Vehicle Crew Reaction
chart. Each line of the Fire Bus column corresponds to the cause of
immobilization. The modified destruct die-roll must be equal to or higher than
the value shown on the corresponding column. There is no limit to the number of
times a crew may attempt to destroy a vehicle.
Crew Options for "D" Damaged Vehicle
- Continue: Remain in their "bus" and continue moving and
using their weapons.
- Dismount: Stop the vehicle and dismount its crew by
placing a figure representing them alongside the vehicle model. Dismounted
crews may not operate weapons which are still on board the vehicle.
- Repair: Attempt to repair the vehicle by rolling a
six-sided die (1D6) on the Vehicle Crew Reaction chart. Each line of the
Repair column corresponds to the cause of damage, and the modified
repair roll must be equal to or higher than the value shown. Each crew may
attempt to repair one vehicle, once per turn. Note that this means one vehicle
base is able to dismount and help another vehicle crew by doubling the number
of dice which can be rolled for repair (dismounting crew must be from the same
vehicle type as the vehicle to be repaired). Dismounted crews may not assume
prone attitudes while repairing their vehicles, but they do gain benefit of the
cover offered by the chassis if the vehicle is a tank. There is no limit to the
number of times a crew may attempt to repair a damaged vehicle.
« 2.4 Transport and
Towing Transporting Infantry - Infantry stands may be carried
inside vehicles so designated in the vehicle charts. Infantry bases pay half of
their movement for the turn to mount/dismount a vehicle. The vehicle also pays
half of its turn's movement for the unit to mount/dismount. Infantry stands
share the fate of their transporting vehicle; if the vehicle is
damaged/destroyed, all stands being carried by the vehicle are
damaged/destroyed.
Example: A truck which can carry two infantry bases
is damaged. Both infantry bases will also be damaged, resulting in one being
lost as Killed upon dismounting.
Towing weapons - Weapon sections which require towing
(see Formation and Equipment) need trucks, tractors or prime movers for their
mobility. Those vehicles capable of towing weapons will have that fact noted in
the transport vehicle lists along with the largest gun class which that vehicle
is capable of moving. The limbering and set up time for each gun class is
shown below. Limbering and unlimbering costs the towing vehicle a certain
portion of its movement. Once unlimbered, a transport vehicle may then depart
(if under fire it will want to do so quickly) and leave the gunners to set up
their pieces. Weapons may not fire on any turn in which they expend all of
their time limbered or being set up. If half or three quarters of a turn is
spent setting up, a weapon will suffer the Moved modifier. If less than a half
turn is expending in unlimbering and setup, the weapon does not suffer the
Moved fire modifier.
Weapon Size/Gun Class |
Limber - Unlimber Cost (in turns of
movement) |
Set-up Time (in turns of
movement) |
|
Small 1 through
4 |
¼ - none |
none |
Medium 5 or
6 |
½ -
¼ |
¾ |
Large 7 or
larger |
1 - ½ |
1 |
For Example: A French 75mm field gun (gun class 5) is
towed into position by a horse team, which moved half of its available movement
before stopping to unlimber. It takes one-quarter of a turn to unlimber, so the
French gun crew may begin setup, which takes three-quarters of a turn. They
will spend the last quarter of this turn setting up, and since they will
complete their set up in the middle of the following turn, they will be able to
fire on that turn, but with the appropriate Moved modifier. If the horse team
had remained stationary (i.e. - not moved at all), the French crew could have
unlimbered and set up all in one turn, still preventing them from firing that
turn, but allowing them to fire at full effect the following turn.
A towing vehicle may move at only three quarters of its
original maximum movement rate and will have all terrain movement penalties
doubled. No gun type may fire while limbered.
« 2.5 Field Works
Digging-in - Infantry units and heavy weapon bases which do not require
towing may expend their movement allowance to prepare their own fieldworks
(defenses). Units preparing defenses count as having moved and take six turns
to complete a hasty dig-in or 20 turns to complete foxholes. Individual
engineer bases may dig-in infantry, heavy weapons sections and towed heavy
equipment within the same aforementioned time frame.
Minefields- Minefields use the same markers as
artillery barrages, except they are red instead of black, and they remain in
position throughout the game. For each base which passes through any portion of
each minefield during its movement, roll for loss or damage on the same Area
Weapons Chart as artillery barrages without applying die roll modifiers. Each
minefield marker has an effective radius of 80 yards. Artillery barrages and
passage of troops do not "thin out" minefields, an effect which is outside the
scope of this game. Players wishing for such events should include them in the
scenario design. First World War era minefields were primitive, and their
detection and clearing was not a well organized occupation. As a result, there
is no ability to clear a path through a minefield once it is in
play.
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