|
Recommended Game
Setup This page offers a sequence of setup guidelines which
may help players create their own varied scenario. Many of the setup features
can be used or not at the player's discretion. For example, players might be
doing a 1942 Malaya battle which does not need any air power or defenses, so
those parts of setup can be ignored. As another example, recreation of a major
tank battle might not require any air or artillery involvement, etc. There are
also some additional (very optional) advanced rules listed at the bottom of the
page which some players might find interesting for added historical
flavor. Last updated: August 12, 2024.
- Recommended Set-up Steps
- 1) Decide Battle Type.
- 2) Roll for Air Superiority
- 3) Roll for Air Presence - Find out if
either side has air assets in the vicinity of the battle.
- 4) Roll for Air Assets - Outlines which
air assets the various nations might be able to request.
- 5) Roll for Off-board Artillery
- 6) Roll for Counterbattery fire
- 7) Roll for Setup Proximity
- 8) Troop Reaction.
- 9) Place troops and start game.
- Optional (Advanced) Set-up Rules
- 20) Roll for availability of Defensive
Works. Particularly optional; players may want to dispense with or limit
presence of any defenses. Another option is to only allow the scenario defender
to roll for defensive works.
- 21) Roll for Fuel Supply
1) Battle Type - Decide what type of battle will be
fought: Local Attack, Major Offensive, Stalemated Front or Meeting Engagement.
For local attack or major offensive, choose which side is the attacker and
which is defender. In case of debate about this, each side roll a die with the
high roller deciding who is attacker. The type of battle will help to decide
what other resources are available to the respective sides.
2) Air Superiority - Each side rolls 2D6, with the
axis player applying the modifiers shown on the table below. The high roller
has air superiority and rolls for airstrike resources (if any). A tie results
in air parity (neither side having superiority). The die roll modifiers
also count for allies of the nations shown (if any). This die roll can be
skipped if players are running a scenario based on a main attack for which
extra (and possibly precious) aviation assets are being made available. In such
conditions, they might declare air superiority for one side and proceed from
there. Or, they can still do the competitive die roll, but with a bonus
modifier for the side conducting the big attack, see Suggested Modifiers below
the table. This is where player agreement and scenario design should be
thoroughly established before game play starts.
| A I R S U P E R I O R I T Y |
| |
1939 |
1940 |
1941 |
1942 |
1943 |
1944 |
1945 |
| Germany/Italy |
|
|
|
|
|
|
|
| Russia/Poland |
+8 |
- |
+7 |
+3 |
0 |
-4 |
-9 |
| France/Belgium |
- |
+2 |
- |
- |
- |
-7 |
-9 |
| Africa/Italy |
- |
0 |
0 |
-2 |
-4 |
-6 |
-8 |
|
|
|
|
|
|
|
|
| Japan |
|
|
|
|
|
|
|
| Mainland China |
+9 |
+9 |
+9 |
+7 |
+3 |
0 |
-1 |
| Pacific Field Force |
- |
- |
+4 |
0 |
-2 |
-5 |
-8 |
| Island Garrison |
- |
- |
+2 |
-1 |
-5 |
-7 |
-9 |
| Malaya/Burma |
- |
- |
+3 |
+2 |
0 |
-4 |
-6 |
Suggested Die Roll Modifiers: Major
Offensive, Attacker: +4 Local Attack, Attacker: +2
|
3) Air Presence- This establishes whether either side
has any air assets working in the vicinity of the battle, at least close enough
to possibly be contacted via command or forward air controller (period
depending, no controller figures are required on-board). The numbered columns
on the Air Presence table represent the amount by which the rolling player won
or lost the air superiority roll. Hence, the greater air superiority victory
results in greater air presence and prospective airstrike availability. The
½D6, 1D6 and 2D6 are the numbers of six sided dice rolled, with the
resulting value being the Air Presence score available to that side during the
game. Individually listed numbers (5, 6, etc.) are the results required on a
six sided dice roll in order for one air presence point to be available to that
player. Note that the resulting air assets are a one-time use for game play.
Once an air asset (see below) has been used for on-board support strikes, it
cannot return again during the course of the current game, remove from game
play.
Also note that this means even the player who only slightly lost
the air superiority roll or tied, can also roll for an air presence. If
airstrikes from both sides are somehow present during the same turn, they will
ignore each other and in any case they were not likely sharing the identical
airspace at the same time. Even a few minutes time separation is a lot with
aircraft.
Use the Air Cover Priority level to help decide the intensity
of the aviation presence that players want as part of their scenario. The
second table below helps to outline the logic of each case and how it might
apply to a game. The two sides of a battle can have different air cover
priorities and in fact, it would be more common for them to be very
different.
| A I R P R E S E N C
E |
|
|
Superiority Score |
| Air Cover Priority |
-1 |
0 |
+1 |
+2 |
+3 |
+4 |
+5 or more |
| Top |
1D6 |
2D6 |
2D6 |
2D6 |
2D6 |
3D6 |
3D6 |
| High |
5,6 |
½D6 |
1D6 |
2D6 |
1D6 |
2D6 |
2D6 |
| Modest |
6 |
5,6 |
½D6 |
½D6 |
1D6 |
1D6 |
2D6 |
| Lowest |
None |
6 |
½D6 |
½D6 |
½D6 |
½D6 |
1D6 |
| A I R C O V E R P
R I O R I T Y |
| Air Cover
Priority |
Description |
| Top |
Whether you are
attacker or defender, high command has deemed your mission as a top priority
and everything in the region is being sent your way. It may not all be overhead
at the same time, but you will be seeing a lot more aircraft in the air than
usual. Examples: Normandy, Kursk, El Alamein, Peleliu. |
| High |
You may not be
as important as Normandy, but they are still scraping together everything they
can to make sure you get it done. Examples: Bir Hakiem, Flanking battle at
Kharkov, Bougainville. |
| Modest |
They know you
are there, and they know you need help, but maybe you are just too far away or
more important things are happening. We have all been there and no, they don't
understand how important you are. In the meantime, you will have to work with
what they give you. Examples: The Cauldron, Guadalcanal, Remagen. |
| Lowest |
You haven't been
forgotten but... almost. Or, you are now really too far away for the slender
resources available. Keep up the good work and whatever you do, don't lose the
air superiority roll! |
4) Air Assets - Players have some options for what
types of air assets their local air presence represents. Players may either
allow custom choices, where each sides chooses what air assets are represented,
they can roll randomly in advance for what each asset point/chit represents, or
they can roll for random assignment at time of arrival on the field. The table
below gives some sense of which types of air assets were available at certain
times of the war. The list is not exhaustive and players who have detailed
insights into these mission types are free to customize the existing table. In
some cases, certain air asset/attack types may actually have been available
where we do not indicate, but possibly as a rare or less often used method
(i.e., Stukas became used less and less as dive bombers, we have to draw the
line somewhere).
Note that the strafing and level bombing attack types
are available to all nations in all locations, and so are not listed below. If
an asset type is available, the box is marked Yes, if not available or we are
uncertain, the box is marked with a dash. In some cases, a nation might have
aircraft that partially match a type and we will not usually credit that. For
the types listed below, we have only shown Yes for obvious and well qualified
candidates (i.e., The Russian PE-2 is technically a dive bomber, but not like a
Stuka or Dauntless, which is what our "dive bomber" listing refers to).
|
A I R A S S E T S |
| Nation |
Location |
Dive Bombing |
Rocket |
AT Cannon |
| German |
West: 1940 |
Yes |
- |
|
|
West: 1944-45 |
- |
Yes |
|
|
East: 1941-42 |
Yes |
- |
Yes* |
|
East: 1943-45 |
- |
Yes |
Yes |
|
Southern Europe:
1944 |
Yes* |
|
|
|
North Africa & Med: 1941-42 |
Yes |
- |
|
|
North Africa &
Med: 1943-44 |
Yes* |
- |
|
| Russian |
1941-42 |
- |
- |
|
|
43 |
- |
- |
|
|
1944-45 |
- |
Yes |
Yes |
| |
|
|
|
|
| American |
Pacific: 1941-43 |
Yes |
- |
|
| |
Pacific: 1944-45 |
Yes |
Yes |
|
| |
The Med 1943 |
|
- |
|
|
West & Italy
1944-45 |
|
Yes |
|
| |
|
|
|
|
| Japanese |
Mainland China |
Yes |
- |
|
|
Pacific & Asia: 1941-43 |
Yes |
- |
|
|
Pacific & Asia:
1944-45 |
Yes |
- |
Yes* |
| |
|
|
|
|
| Commonwealth |
North Africa &
The Med: 1940-41 |
- |
- |
- |
|
North Africa & The Med:
1942-43 |
- |
- |
Yes |
| |
The Med: 1944-45 |
- |
Yes |
Yes |
| |
West 1940 |
- |
- |
- |
|
West 1944 |
- |
Yes |
Yes |
| |
|
|
|
|
| French |
1940 Field Force |
- |
- |
- |
|
1940 Fortress |
- |
- |
- |
|
|
|
|
|
| * Indicates rare usage at that time,
either due to small production quantities, changing war conditions or random
usage/lack of a clear ground attack doctrine, etc. |
5) Off-Board
Artillery Fire (Barrages) - Artillery that is firing from off of the board
in the form of massed barrages are the only type of artillery available beyond
direct artillery fire. There are two types of off-board artillery barrages:
Planned and Requested. Planned fire occurs immediately before game play starts
and may reoccur during long combat lulls. Requested fire can be called in
(used) during the game. How much of each type is available can be decided by
players as part of their scenario design, or can be decided by using the two
tables below. Note that the type of battle chosen will influence the types and
amounts of artillery barrage fire that is available.
Planned
Fire - This is a preliminary bombardment that happens before game play
begins (See Place Troops & Start Game below). Each side rolls two six-sided
die (2D6) and consults the Planned Fire table below. The decimal values
indicate the number of barrages that side receives per infantry or tank unit
present on the battlefield (totalled for both sides). All planned fire barrages
are heavy fire, and are not reusable. Once consumed during the pre-game
preliminary bombardment, they are removed from game play.
Example: A game which sets a French regiment
of two 4-unit battalions and a tank unit (three bases) against a German
regiment of three 4-unit battalions plus two assault units, will have a
battlefield total of 23 units present for both sides. A barrage result of .45
on the chart will allow the player who rolls that value to multiply .45 by 23
for a result of 10.35, using standard rounding that gives the player who rolled
the dice 10 barrages.
|
| P L A N N E D A R
T I L L E R Y F I R E |
| Die
Roll |
Local Attack |
Major Offensive |
Stalemated Front |
Meeting Engagement |
|
Attacker |
Defender |
Attacker |
Defender |
Both
sides |
Both
Sides |
| 2 |
.15 |
.00 |
.25 |
.15 |
.10 |
.00 |
| 3 - 5 |
.20 |
.05 |
.30 |
.20 |
.15 |
.05 |
| 6 -
9 |
.25 |
.10 |
.45 |
.30 |
.15 |
.10 |
| 10,11 |
.35 |
.15 |
.60 |
.45 |
.15 |
.12 |
| 12 |
.40 |
.20 |
.80 |
.60 |
.20 |
.15 |
Planned Fire Die Roll Modifiers 1939:
Japanese (China) -2. 1940: Italians (North Africa) -5. British (North
Africa) -4. British (France) -3. French -1. 1941: Italians (North Africa)
-3. British (North Africa/Asia) -2. Germans (North Africa) -2. Japanese
-1 1942: Japanese -1. Italians (North Africa) -2. British (North Africa)
-2. 1943: Japanese -1. Russians +2 1944: Japanese -2. Germans -1.
Russians +3. British +2. Americans +3. 1945: Japanese -3. Germans -2.
Americans +2. Russians +4.
Table Notes: For a game featuring an opposed
amphibious landing, the defending (shore) player does not get any planned
fire. |
Requested Fire
Support- Each side rolls two six-sided die (2D6) and consults the
Support Fire table below. The decimal values indicate the number of artillery
"batteries" that side has in the battle area, as a percentage of total field
strength of both sides (calculated using the same method as Planned Fire).
These batteries can be recorded on the player log, or players can merely keep
that number of corresponding barrage markers stacked at the edge of the playing
area, knowing that only a certain portion of those markers might be used at any
one time as a result of the fire support request system.
| S U P P O R T F I
R E |
| Die
Roll |
Local Attack |
Major Offensive |
Stalemated Front |
Meeting Engagement |
|
Attacker |
Defender |
Attacker |
Defender |
Both
sides |
Both
Sides |
| 2 |
.15 |
.00 |
.25 |
.15 |
.10 |
.00 |
| 3 - 5 |
.20 |
.05 |
.30 |
.20 |
.15 |
.05 |
| 6 -
9 |
.25 |
.10 |
.45 |
.30 |
.15 |
.10 |
| 10,11 |
.35 |
.15 |
.60 |
.45 |
.15 |
.12 |
| 12 |
.40 |
.20 |
.80 |
.60 |
.20 |
.15 |
Fire Support Die Roll Modifiers 1939:
Japanese (China) -2. 1940: Italians (North Africa) -5. British (North
Africa) -4. British (France) -2. French -1. 1941: Italians (North Africa)
-3. British (North Africa/Asia) -3. Germans +1. Russians -4. 1942: Japanese
-1. Italians (North Africa) -2. German (Russia) +1. Russian -3. 1943:
Japanese -1. Germans (North Africa) -1. Germans (Russia) +2. Russians
-2. 1944: Japanese -2. Germans -1. British +2. Americans +3. 1945:
Japanese -3. Germans -2. Americans +2. Russians +1. |
6) Counterbattery
Fire - This is when artillery is given information about where enemy
artillery is, so they can fire at them. The process of figuring out where enemy
artillery was located actually had a long and technically complex history by
World War II. Countries going to war in 1939 and 1940 used flash spotting,
sound ranging and aerial reconnaissance to pinpoint enemy artillery. There was
literally an entire military organization dedicated to this pastime for many
nation's militaries. For 1943, players roll for whether the local troops
involved in the battle have any local counterbattery assets which could help
suppress or destroy enemy fire support batteries.
Using the table below,
roll 1D6 and cross index the value against the die roll category for the
corresponding nation and year listed below the table. The result tells the
player if they have any counterbattery assets nearby, and if so what their
level of sophistication is (primitive, capable or advanced). Record the
counterbattery capability on the respective Play Sheet for reference during the
game.
| Example: A British player fighting in Italy
1944 would roll on the "A" die roll category line. If the player rolls a 5 for
an Advanced asset, it means that a nifty modern radar trailer is parked nearby
and supplying local fire support with enemy battery spotting data. An Italian
player fighting a battle in 1942 North Africa would roll on the "C" line, so a
die roll result of 2 would give them no counterbattery resources of any
type. |
| C O U N T E R B A T T E R Y
F I R E |
| |
Counterbattery Tech |
| Die
Roll Category |
Nonexistent |
Primitive |
Capable |
Advanced |
| A |
- |
- |
1 -
3 |
4+ |
| B |
- |
1, 2 |
3+ |
- |
| C |
1,2 |
3 -
5 |
6 |
- |
| D |
1 -
4 |
5,6 |
- |
- |
Counterbattery Fire Die Roll
Categories 1939: Germans = B. Polish = C. 1940: Italians = D. British
(North Africa) = D. British (France) = C. Germans = B. French = C. 1941:
Japanese = D. Italians = D. British = C. Russians = D. Germans = B. Americans =
D. 1942: Japanese = D. Italians = D. British = B. Russians = D. Germans = B.
Americans = C. 1943: Japanese = D. Italians = C. British = B. Russians = C.
Germans = B. Americans = C. 1944: Japanese = D. British = A. Russians = B.
Germans = B or C. Americans = A. 1945: Japanese = D. British = A. Russians =
B. Germans = C. Americans = A. |
7) Setup
Proximity - Cross index the roll of one six sided die (top row) with the
location and year (left column) to obtain the nearest point (in yards) to the
defender that the attacker may place his nearest combat units or defenses.
Also, the die value (number of dots) actually rolled is the turn number that
players begin rolling for lulls in combat. See the Combat Lull section below
for more information.
|
1 |
2 |
3 |
4 |
5 |
6 |
| Constricted Terrain |
100 yds |
200 yds |
300 yds |
400 yds |
600 yds |
800 yds |
| Open
Terrain |
400 yds |
500 yds |
600 yds |
700 yds |
900 yds |
1100 yds |
| Wide Open Terrain |
700 yds |
800 yds |
900 yds |
1000 yds |
1200 yds |
1600 yds |
Reference: Large scale 1" = 20
yards, Medium Scale 1" = 30 yards, Small Scale 1" = 40 yards.
8) Troop Reaction- The combination of command system
and army training and equipment has a great effect on military doctrine and
unit behavior. The table below outlines how these values combine to create
Troop Reaction Profiles. Troop reaction affects whether and how units operate
together (or not) and how they are able to coordinate their fire.
| R E A C T I O N T A B L
E |
|
|
Army Training & Equipment |
| Command System |
Poor |
Marginal |
Average* |
Great |
Outstanding |
| Flexible |
C |
B |
B/A |
A |
A |
| Normal |
D |
C |
C/B |
B |
A |
| Rigid |
D |
D |
D/C |
C |
B |
| |
|
|
|
|
|
| *For average training there is a 50/50
chance of either reaction profile listed. Roll 1D6, a 1 - 3 results in the left
side letter (the worse category) being applied, a 4 - 6 results in the right
side letter (the better category) being applied. |
| R E A C T I O N P R O F
I L E S |
| Profile
Type |
Profile Combat Influence |
| A) Highly Responsive |
Units may
conduct joint moves (move all units together on a single command die roll) up
to battalion level. May conduct joint fire within units at all ranges. Can
automatically return simultaneous fire when fired upon during enemy's fire
phase (if they have not already fired during a previous phase that turn). |
| B) Operationally Competent |
May conduct
joint fire within units at over half range. May return simultaneous fire when
fired upon during enemy's fire phase after passing a fire control command die
roll (if they have not already fired during a previous phase that turn). |
| C) Locally Effective |
No bonuses, no
minuses. Average troops in every way, subject to all basic move and fire
requirements. |
| D) Uncoordinated |
No joint fire,
no joint movement. Failure of the command roll (roll-to-move) when attempting
either a maneuver or assault move will also cause the unit to not fire that
turn. |
Note that these reaction profiles are considered part of
game setup and are not discussed in the main rules text, which covers the
primary elements of movement, fire and morale.
9) Starting the Game - Once the game board is set-up,
each army is chosen, sides defined and other setup options configured, players
who have any planned fire (preliminary bombardments) must record where on the
board those barrages will land. This must be decided before either side places
their units on the table. The best way to do this is by photographing the
general target area from overhead using a smart phone or tablet, and then using
the Edit app (in photo preview) to draw an X where each barrage will land. To
account for a possibly messy X, the final decider for landing point is where
the two lines of the X cross each other (known as the vertex). Using a stylus
will help with this process, but it is not necessary. Another option is to
assign a "Zero" corner of the game board, and players record X and Y distances
to the planned fire barrage centerpoint (for example, 70" along the table edge
from "zero" and then 23" in from the edge is planned fire point #1, etc).
After all planned fire (if any) has been marked, players can position
their troops on the board. This can be done simultaneously by the two sides, or
if players want to enforce some fog-of-war into the setup, they can create maps
and mark unit placements on the maps first. Then, troops are placed on the
board according to the map instructions. You can also photograph your positions
on the gameboard with a smart phone or tablet and use the same Edit app
mentioned above to draw troop locations directly on the photo. This easy method
helps to put an element of uncertainty into the setup.
Once troops are
positioned, any pre-game actions should be resolved, such as resolution of any
preliminary artillery barrages (Planned Fire) that had been recorded before
setup. Regarding Area Weapons modifiers and their application to Planned Fire:
Foot units caught in preliminary bombardments may declare themselves as prone
if that has not already happened during setup and planned fire barrages are
never considered blind. Units damaged or disrupted due to pre-game actions may
not conduct any movements or other reorganizations until game play starts
(i.e., on their own movement phase, etc.). Before starting with the first turn,
both sides may make fire support (artillery) and airstrike requests in order to
have those lined up as part of the first turn action.
(DESIGNER NOTE: MOVE THIS TO MAIN
RULES) Combat Lulls - When players roll for proximity on the set up
chart, the unmodified die result is used to establish the turn upon which
players begin rolling on one six-sided die (1D6) for a combat lull, which will
occur on an unmodified roll result of 6 made at the start of each
Attacker Assault phase until a lull occurs. The lull is considered to be a
short lull if it occurs before the seventh game turn, and is considered to be a
long lull if it occurs on or after the seventh game turn. Players may mutually
declare either type of combat lull at any time during the game.
The
Lull Features column below shows the various attempts at base repair, unit
recovery and resource acquisition which player may attempt during combat lulls.
The values shown under the Short Lull and Long Lull columns below indicate the
permissions or die rolls required to achieve the operations shown at left. For
example: During a short lull, a demoralized unit may not attempt to recover
from its current demoralized status. But that same unit will recover during a
long lull if it can roll a 5 or 6 on a recovery die roll. A
damaged combat base may repair itself on a die roll of 6 during a
short lull and on a 4 through 6 during a long
lull.
| Lull
Feature |
Short
Lull |
Long
Lull |
| Extra Defenses |
Hasty Dig-in : Unlimited |
Trenchline: 2D6 in inches |
| Repair Roll : Combat
Base Damage |
6 |
3 - 6 |
| Repair Roll: Command Base Damage
¹ |
6 |
5,6 |
| Refueling: Units (if
already refueling or within two turns of starting) |
Two free turns of
refueling |
All units fully
refueled |
| Recovery : Demoralized Unit |
No recovery |
5,6 |
| Reorganize : Units
² |
No reorganizing |
Remain pinned on a
1,2 |
| Extra Resource Roll : Planned Fire
(barrages) |
No |
Yes, roll with a -2 |
| Extra Resource Roll :
Additional fire support pool points |
No |
Yes, roll with a
-3 |
| Re-Roll for air superiority? |
No |
Yes |
| Re-roll for air
presence? |
Yes |
Yes |
¹ A command base may repair
a maximum of one damage point during a short lull, and three damage points
during a long lull. ² Re-configure
battalion subunits to more favorable strengths. This may include eliminating
existing units in order to reinforce others in the same battalion. May only be
done within a battalion. Inferior grade troops may not be used to replace
better grade troops, etc. Pinned units remained pinned, and therefore may not
take part in any reorganization. ³ Unused
barrages not used in the previous round may be kept and used in the next round
of fighting. Unused air strikes are lost. |
Optional Set-up Rules (For
advanced play)
20) Defensive Works - The defending side rolls for
each category once per 150 total bases present for both sides. The attacking
player may roll 2D6 for trenches and 1D6 for minefields.
| |
Time/Place |
Anti-tank Ditch (x10") |
Trenches (x10") |
Pillboxes |
Bunkers |
Minefields |
| German |
West - 1940 |
- |
½D6 |
- |
- |
- |
|
1944-45 |
½D6 |
1D6 |
½D6 |
½D6 |
1D6 |
|
East - 1941-42 |
- |
½D6 |
- |
- |
- |
|
1943-45 |
- |
1D6 |
½D6 |
- |
3D6 |
|
Southern Europe |
- |
2D6 |
½D6 |
- |
1D6 |
|
North Africa |
- |
2D6 |
½D6 |
- |
3D6 |
| |
|
|
|
|
|
|
| Russian |
1941-42 |
- |
1D6 |
½D6 |
- |
1D6 |
|
43 |
- |
2D6 |
½D6 |
½D6 |
5D6 |
|
1944-45 |
- |
½D6 |
- |
- |
2D6 |
| |
|
|
|
|
|
|
| American |
Pacific Theater |
- |
2D6 |
- |
- |
- |
|
European Theater |
- |
1D6 |
- |
- |
1D6 |
| |
|
|
|
|
|
|
| Japanese |
Mainland China |
- |
1D6 |
½D6 |
- |
1D6 |
|
Pacific Field Force |
- |
1D6 |
1D6 |
1D6 |
1D6 |
|
Island Garrison |
- |
2D6 |
2D6 |
2D6 |
4D6 |
| |
|
|
|
|
|
|
| Commonwealth |
North Africa - In
Open |
- |
3D6 |
1D6 |
- |
6D6 |
|
North Africa - Fortress |
3D6 |
4D6 |
2D6 |
1D6 |
6D6 |
|
Europe 1940 |
- |
½D6 |
- |
- |
- |
|
Europe 1944 |
- |
1D6 |
- |
- |
- |
| |
|
|
|
|
|
|
| French |
1940 Field Force |
- |
- |
- |
- |
- |
|
1940 Fortress |
1D6 |
2D6 |
2D6 |
2D6 |
1D6 |
21) Fuel
Supply - Vehicles in action were subject to a variety of supply shortages,
with one of the more critical being fuel. Tanks and related armored cars and
halftracks might end up driving all day, only to arrive at their destination
desperately short of fuel were it not for the supply services. In remote areas
near (or behind) the front lines, such supply services might become lost or
might not exist at all.
Use the three tables below to recreate the
possibility that combat vehicle formations might begin the game with a limited
supply of fuel remaining. The table presumes that combatants have been running
for some time before the engagement (hence the chance of running low), that the
units are generally aware how much fuel they have left, and that there are
already support assets in the area preparing to meet them (a common occurrence
in real life). Players not wishing to run this risk might want to skip this
setup option. Roll on Table 1 to establish how many turns worth of fuel each
tank company (tank, tank destroyer, armored car, half-track, etc.) has -
players roll for each company. Then roll on Table 2 to find out how many turns
after running out that the refuel supply will arrive at the position of the
company in question. Then roll on Table 3 to find the rate at which the
refueling can be carried out in bases per turn (again, just for the formation
in question).
Bases must remain stationary on the turn they refuel and
may not conduct direct fire. A truck miniature (any type) should be moved up
into base-to-base contact with the unit in order to represent the refueling
operation, which is considered to occur during friendly movement. Like command
bases, the refueling truck may not be fired upon with direct fire, but it may
be attacked with artillery barrages and airstrikes. If the truck is
"destroyed," refueling - if not completed yet - is canceled for that turn (or
next) and started again next turn with a fresh truck (the truck represents the
entire fueling operation, not a single vehicle). It is advised that units
knowing they are about to run out of fuel disengage from close contact with an
enemy in order to avoid becoming immobile under conditions that present an
excessive danger to their refueling operation. Once refueled, the unit does not
need any more fuel for the remainder of the battle.
Table 1
| |
|
Turns Worth of Fuel (Roll 2D6) |
| |
Place & Time |
4 |
5 |
6 |
7 |
8+ |
| German |
West -
1940 |
- |
- |
2 |
3 |
4+ |
|
1944-45 |
2 |
3,4 |
5,6 |
7,8 |
9+ |
|
East -
1941-42 |
- |
2 |
3,4 |
5 - 7 |
8+ |
|
1943-45 |
2 |
3 |
4,5 |
6 - 8 |
9+ |
|
Southern
Europe |
|
|
|
|
|
|
North Africa |
2 |
3,4 |
5,6 |
7 - 9 |
10+ |
| |
|
|
|
|
|
|
| Russian |
1941-42 |
- |
2,3 |
4,5 |
6,7 |
8+ |
|
43 |
- |
2 |
3 |
4,5 |
6+ |
|
1944-45 |
- |
- |
2 |
3 |
4+ |
| |
|
|
|
|
|
|
| American |
Pacific Theater |
- |
- |
- |
2 |
3+ |
|
European
Theater |
- |
- |
2 |
3 |
4+ |
| |
|
|
|
|
|
|
| Japanese |
Mainland
China |
- |
2 |
3 |
4,5 |
6+ |
|
Pacific Field Force |
2 |
3 |
4 |
5 |
6+ |
|
Island
Garrison |
- |
- |
- |
2 |
3+ |
| |
|
|
|
|
|
|
| Commonwealth |
North
Africa - In Open |
- |
2 |
3 |
4 |
5+ |
|
North Africa - Fortified
Position |
- |
- |
- |
2 |
3+ |
|
Europe
1940 |
2 |
3 |
4 |
5 |
6+ |
|
Europe 1944 |
- |
2 |
3 |
4 |
5+ |
| |
Burma
1943-45 |
- |
- |
2 |
3,4 |
5+ |
| |
|
|
|
|
|
|
| French |
1940
Field Force |
- |
- |
2 |
3 |
4+ |
|
1940 Fortified
Position |
- |
- |
- |
2 |
3+ |
Table 2
| |
Turns to start refueling after running out (Roll
1D6) |
| |
Place &
Time |
2 |
3 |
4 |
5 |
6 |
| German |
West - 1940 |
1 - 3 |
4,5 |
6 |
- |
- |
|
1944-45 |
- |
- |
1,2 |
3,4 |
5,6 |
|
East - 1941-42 |
1,2 |
3,4 |
5 |
6 |
- |
|
1943-45 |
1 |
2 |
3 |
4,5 |
6 |
|
Southern Europe |
1 |
2,3 |
4,5 |
6 |
- |
|
North Africa |
- |
1,2 |
3,4 |
5,6 |
- |
| |
|
|
|
|
|
|
| Russian |
1941-42 |
- |
1 |
2,3 |
4,5 |
6 |
|
43 |
1 |
2,3 |
4 - 6 |
- |
- |
|
1944-45 |
1,2 |
3,4 |
5,6 |
- |
- |
| |
|
|
|
|
|
|
| American |
Pacific Theater |
1 - 5 |
6 |
- |
- |
- |
|
European Theater |
1 - 3 |
4 - 6 |
- |
- |
- |
| |
|
|
|
|
|
|
| Japanese |
Mainland China |
1 |
2 - 4 |
5,6 |
- |
- |
|
Pacific Field Force |
- |
1,2 |
3,4 |
5 |
6 |
|
Island Garrison |
1 - 4 |
5,6 |
- |
- |
- |
| |
|
|
|
|
|
|
| Commonwealth |
North Africa - In
Open |
1 |
2 |
3,4 |
5,6 |
- |
|
North Africa - Fortified Position |
1 - 4 |
5,6 |
- |
- |
- |
|
Europe 1940 |
- |
1,2 |
3 |
4 |
5,6 |
|
Europe 1944 |
1 - 3 |
4 - 6 |
- |
- |
- |
| |
Burma 1943-45 |
1 |
2,3 |
4 |
5 |
6 |
| |
|
|
|
|
|
|
| French |
1940 Field Force |
- |
- |
1,2 |
3 - 5 |
6 |
|
1940 Fortified Position |
1 - 3 |
4,5 |
6 |
- |
- |
Table 3
| |
Refueling rate in bases per turn (Roll 1D6) |
| |
Place &
Time |
3 |
6 |
9 |
12 |
15 |
| German |
West - 1940 |
1,2 |
3,4 |
5,6 |
- |
- |
|
1944-45 |
1 - 4 |
5,6 |
- |
- |
- |
|
East - 1941-42 |
1 |
2 - 4 |
5 |
6 |
- |
|
1943-45 |
1 - 3 |
4 - 6 |
- |
- |
- |
|
Southern Europe |
1,2 |
3 - 5 |
6 |
- |
- |
|
North Africa |
1 |
2 - 4 |
5,6 |
|
|
| |
|
|
|
|
|
|
| Russian |
1941-42 |
1 - 4 |
5,6 |
- |
- |
- |
|
43 |
1 |
2 - 4 |
5,6 |
- |
- |
|
1944-45 |
- |
- |
1,2 |
3 - 5 |
6 |
| |
|
|
|
|
|
|
| American |
Pacific Theater |
- |
- |
1 - 4 |
5,6 |
- |
|
European Theater |
- |
1 |
2 - 3 |
4,5 |
6 |
| |
|
|
|
|
|
|
| Japanese |
Mainland China |
1 - 3 |
4 - 6 |
- |
- |
- |
|
Pacific Field Force |
1 - 6 |
- |
- |
- |
- |
|
Island Garrison |
1 - 6 |
- |
- |
- |
- |
| |
|
|
|
|
|
|
| Commonwealth |
North Africa - In
Open |
- |
1,2 |
3 - 5 |
6 |
- |
|
North Africa - Fortified Position |
- |
- |
1,2 |
3,4 |
5,6 |
|
Europe 1940 |
1,2 |
3,4 |
5,6 |
- |
- |
|
Europe 1944 |
- |
1 |
2 - 3 |
4 - 6 |
- |
| |
Burma 1943-45 |
1,2 |
3,4 |
5 |
6 |
- |
| |
|
|
|
|
|
|
| French |
1940 Field Force |
1 - 3 |
4 - 6 |
- |
- |
- |
|
1940 Fortified Position |
1 |
2,3 |
4,5 |
6 |
|
|