« 6.1 Type and
Availability Barrages employed in the game represent massed batteries
of artillery (land and/or naval based) firing for effect into assigned areas.
Air strikes also fall into this category, and they represent available flights
of ground attack aircraft being called in on specific targets or hitting
targets of opportunity.
Barrages and air strikes are requested using the
Artillery Request Chart during the Artillery Barrages phase of
the game. During each of these phases, players may place real barrage request
chits, air strike request chits and/or dummy chits on the Request box
located in the section of the request chart which corresponds to the
nationality of their troops. There is no limit to the number of airstrike chits
or dummy request chits which can be placed, but only eight barrage request
chits may be placed in line on any one turn. Once placed on the request sheet,
each chit-stack progresses one box to the right per artillery barrage phase
until it reaches the Arrival box, at which time each real barrage chits
allow the placement of one barrage or air strike marker each while the dummy
chits are returned to the unused stack.
A player may alternate using
the artillery request chart in order to keep the enemy confused as to when real
barrages are approaching. Occasionally cycling some dummies after several turns
of complete inactivity will keep them confused as to when or if any real
barrages are about to occur. Note that the number of progress boxes on
the barrage chart affects the delay of the barrage arrival. Barrage charts with
no progress boxes give a one turn delay for arriving barrages. Barrage request
lines with two progress boxes have a three turn delay on barrage arrival.
« 6.2 Barrage and Airstrike
Effects Barrages are indicated on the playing board using the
barrage markers discussed in the 1943 Introduction. Markers are placed during the Place
Arriving Barrages step of the Artillery Barrages phase. Barrages
being called in on points of terrain which are under direct friendly ground
observation are considered to be spotted barrages and affect all bases
within 140 yards of the center-point marker. Barrages called in on
points which are not observed by friendly bases are considered to be
blind barrages and affect all bases within 80 yards of the
center point. Barrage effects are resolved during the fire phase of the player
who placed the barrage. All bases wholly or partially within the barrage area
must roll for effects on the Area Weapons Chart. Bases which move into
or while inside of a barrage must roll immediately on the same chart, that
being the only time those bases need to roll for that particular barrage (e.g.
- a unit does not have to roll twice in the same barrage just because they
moved). Note that going prone does not count as a move.
Air strikes function in the same basic manner as barrages
except that once made available from the request sheet they are saved until the
owning player's next fire phase, when they are placed on the board. All bases
fully or partly within 240 yards directly to the front of the front edge of the
airstrike must roll for effects on the Area Weapons chart. Air strikes
are removed immediately after use (e.g. - they are not reusable).
« 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 prone and/or
currently in a hastily dug-in position.
- 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.)
« 6.4 Special
Rules Visibility and Smoke Effects - Units inside of a 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 a barrage also
suffer a minus for having to fire through the barrage effects.
A player may use up a barrage as a smoke screen. A barrage
smoke screen is the same size as a normal barrage of that type (spotted or
blind respectively) and will last two turns. No direct fire may be conducted
through the smoke screen, which is assumed to be three levels high.
Terrain effects - Each 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 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. |