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1 Introduction   2 Movement   3 Firing   4 Morale   5 Assault   [6 Artillery]

Barrage Types · On-call · Modifiers · Special Rules

« 6.1 Type and Availability
Indirect artillery barrages are available in two types: Pre-game and On-call. Pre-game barrages affect entire sub-units, and occur only during the Set-up portion of the game. On-call barrages are available during the game, and only affect units within a confined zone. Both barrage types are randomly available to each side according to the results of the barrage die rolls. See the Set up or Advanced Set up pages for more about barrage availability and application of pre-game barrages.

« 6.2 On-call Barrages
On-call barrages are indicated on the playing board using markers to show the center point of the requested barrage. These markers are placed during the on-call artillery phase and, once activated, remain in position and able to inflict casualties through the same phase of the following turn. An activation die roll using one six-sided die (1D6) must be conducted for each on-call artillery barrage marker at the time of its placement. The barrage is activated on a roll of 5 or 6 for the first attempt. If the first attempt fails, the controlling player must leave the deployed marker in place, and wait until the on-call phase of the following turn. The player may then make a second activation attempt, with a roll result of 4 through 6 activating the barrage. If this fails, a third attempt on the following on-call phase with a die result of 3 through 6 will activate the barrage. Failure to activate an on-call artillery marker on the third attempt will result in the loss of that barrage and removal of its marker. Note that this commits a player to the location of their barrage before knowing when it will arrive or even if it will arrive. On-call barrage markers abstractly represent a targeted area within which occasional ranging or spotting rounds are currently impacting. As such, local enemy units are not able to deactivate or attack the markers themselves.

An activated barrage affects all bases within 120 yards of its center point, and during the controlling player's fire cycle, all bases partly or wholly within the on-call barrage area must roll on the Area Weapons chart for damage or loss. Bases which move into or while inside of an on-call barrage zone must also roll immediately on the Area Weapons chart. Units which roll for damage or loss during movement do not have to roll for that particular barrage zone again (e.g. - a unit does not have to roll twice in the same area just because it moved). Note that going prone does not count as a move.

« 6.3 Area Weapon Modifiers
The Area Weapons chart is used to resolve casualties for barrages, airstrikes and other weapons whose effects tend to be disbursed over a large area. All modifiers for the Area Weapons chart are cumulative.

    Area Weapon Modifier Descriptions:
  • Target Prone - Target base is currently prone.
  • Target in Solid/Hard Cover - Target base is in solid or hard cover. Bases within wooded areas do not benefit from this modifier, even if the woods normally offer cover benefits against direct or small arms fire.
  • Personnel Target - Target base is a personnel class target (e.g. - infantry, heavy weapon, truck, etc.)
  • Pre-game Bombardment - Target base is being attacked by a pre-game bombardment barrage.
  • Gassing Average or Better - Target base is being attacked by a barrage which includes gas, and unit training level of average, great or outstanding.
  • Gassing Poor or Worse - Target base is being attacked by a barrage which includes gas, and unit training level of poor or abysmal.

« 6.4 Special Rules
Visibility and Smoke Effects - Units inside of an on-call barrage are partially obscured by dust and debris. As a result, these areas count as solid cover against direct fire. Units firing from inside of an on-call barrage also suffer the same modifier for having to fire through the barrage effects.

A player may "use up" a barrage as a smoke screen. An on-call smoke screen is the same size as a normal barrage of that type and will last two turns. No direct fire may be conducted through a smoke screen, which is assumed to be three levels high.

Terrain effects - Each pre-game barrage roll of a natural 1 will destroy one each of the closest sections of buildings and woods, if any, within 100 yards of the base being shelled. A 60 yard diameter cratered zone is created at the point that each terrain segment is lost due to barrage fire.

Each pre-game barrage roll of a natural 6 will destroy one each of the closest segments of trenches and wire entanglements, if any, within 100 yards of the targeted base. A 60 yard diameter cratered zone is created at the point that each wire segment is lost due to barrage fire.

Combat damaged terrain should be modified only after all barrage die rolls are completed. The terrain modification should occur in areas where a) combat bases were just lost due to barrage die rolls, or b) where there are currently no combat bases present, or c) at last resort, where combat bases are present. In the last case, the combat bases present may immediately be moved up to 60 yards in the direction of the nearest cover.

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