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1943
BATTALION LEVEL GROUND COMBAT FOR WWII



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
 
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