INTRODUCTION
These rules
are designed to simulate modern company or battalion level ground combat using wargaming miniature for game play. As a player you represent battalion,
regimental or divisional commanders who must maneuver your various ground and littoral air assets against the enemy. You may also be faced with
elements outside of your control such as heavy artillery support, airstrikes
and defensive positions that might show up courtesy of an optional setup system
that allows the possibility of both tantalizing mismatches and dead-even
slug-outs. After all, field commanders are rarely able to work out evenly
matched scenarios with their enemies, so be prepared... you never know precisely what is to your front! Last updated: March 14, 2026.
1.1 Bases & Markers
In order to play Firestrike, virtually all figures or groups of figures
should be mounted on bases made of thin wood, metal or plastic. Basic infantry combat is
conducted per-bases (not per figure) and the number of figures mounted on each base
does not matter for combat results. Likewise for vehicle bases, which will typically have one vehicle models mounted per base. Below is a chart showing some standard base
sizes which were used to develop the rules, although most any basing is usable does not need to exactly match the sizes shown. It is common to
vary the number of infantry figures mounted on the bases to give each unit a
more varied appearance.
Scale - Each infantry base represents 25 soldiers,
each weapon or vehicle base
represents three vehicles or pieces of equipment. Each game turn represents a few minutes of
battle time (averaging roughly two or three minutes). Due to the different scales
offered, all distances discussed in the rules text are referred to in yards.
The combat chart for each scale converts the corresponding movement and weapon
ranges to inches for ease of play. All rules text defaults to discussion of the Micro-Armor scale of 1/285th (6mm), but there are also combat charts existing (or planned) for other scales including those optimized for 10mm and 15mm scales.
Base &
Range Chart |
Medium Scale (15mm)
15"= 1000 yards |
Small Scale (10mm)
10" = 1000 yards
|
Micro-Armor Scale (6mm)
6" = 1000 yards (default rules scale) |
| Troop Type |
|
Base Sizes
(inches) |
Base Sizes
(inches) |
| Infantry |
|
? |
2 x 1¼ |
| Heavy weapons (Mortar, HMG, drone team) |
|
? |
¾ x 1½ |
| Towed cannon, Small |
|
? |
2 x 1½ |
| Towed cannon, Med. - Large |
|
? |
1½ x 2 |
| Small vehicles |
|
? |
1 x ¾ |
| Medium to large tanks and
vehicles |
4 x 2 |
3 x 1½ |
1½ x ¾ |
¹ At larger scales, vehicle and tank
miniatures might not have bases, all sizes shown are general recommendations
(optional).
² Assault weapons include flamethrowers and
thermobaric weapons. ³ Direct fire artillery only. Barrages have no
range limit. |
Game Markers - Game markers are used to track the
status of combat units or bases, and may consist of miniatures mounted on
single bases, colored wooden cubes or cardboard chits. There are also numerous
wargame accessory manufacturers who make great looking plastic tokens of all
types that work excellently as 1943 game markers. The following list outlines
some of the more common markers that make game play more convenient:
- Prone: Green marker block, single prone
figure on a base or plastic token like a Litko Mecha "Prone" marker.
- Pinned: Yellow cube marker.
- Immobilized: Tread segment or
wheel on a base, or a chit or clear plastic token with Immobilized marked on
it.
- Abandoned: Figure of dismounted crewman on
a base or a chit or clear plastic token with Abandoned marked on it.
- Damaged: 6mm six-sided die, used as marker to show number of base damage points.
- Pass fired: White marker block or single
firing figure.
- Destroyed Vehicle: Large smoke column
marker (and remove tank turret). Or a black cube marker.
- Artillery Barrage: Disc markers are used to control barrage diameter. A plastic explosion token can also be used, although players must decide how to control barrage contact.
- Airstrike: Airstrikes tend to occupy square
spaces, so using the leading edge of an aircraft model base (with jet or helicopter) or
other square marker base that identifies it as an airstrike, and if necessary
what type of airstrike (strafing, rocket, missile, etc.).
- Minefield: See Bases & Ranges table
above, minefield are shown using 60 yard square bases.
- Smokescreen: White "cloud" marker made of
felt, plastic or wood.
- Hull Down: A chit or plastic token like a
Litko Mecha "Hull Down" marker.
« 1.2 Terrain
One of the
most common terrain systems in miniature wargaming uses flocked stryofoam that
is cut into shapes to create sloped hills. Another common and increasingly
popular terrain system uses gaming mats made of mouse pad rubber which portray
realistic looking ground surfaces. The latter can be cut into hill shaped
sections like map contour lines and stacked to create shallow rises and dips.
For game play, each hill section is considered to be one level high. Units
within 40 yards of a "hill's" edge (the meeting line between the slope and flat
hill-top) may spot and be spotted by those on lower levels, otherwise they are
considered to be too far away from the edge of the plateau to establish line of
sight. Treating gaming hills as the plateaus they resemble is usually the best
way to interpret these features. This also creates dead ground along the bases of
most hills or shallow rises, which is another realistic effect.
To
create roadways and trench lines, use varying widths of gaffers tape to show
main and secondary roads (roads and entrenchments may be tan or brown). Rubber
gaming mats of forest, grass and related textures can also be cut into outlines
or "footprints" for placement of trees and buildings. Lichen can be used to
create hedges or areas of brush. Each segment of game-board buildings
actually represents the outline of a block of buildings. Troops inside these
areas are not actually inside a single building, they are actually in a built
up area which include everything from fence-lines, plots of land and farms to
business blocks, cemeteries and government buildings. Make sure to consult the
terrain chart below for general guidance on the game-specific characteristics
of various terrain types. Players are encouraged to use this as a basis for
creating their own interpretation of basic battlefield features.
| General Terrain Effects |
| Action/Terrain Feature |
Movement Effects |
Height |
Blocks LOS? |
Cover type |
Penalty Type |
May assault through? |
Impassable to: |
Prone |
Stand |
Weight |
Open? |
| Wood buildings |
Rough |
Yes |
- |
½ level |
Yes |
Yes |
Soft |
No |
| Brick
buildings |
Rough |
Yes |
- |
½ level |
Yes |
Yes |
Solid |
No |
| Concrete buildings |
Rough |
Yes |
- |
1 level |
Yes |
Yes |
Hard |
No |
| Fire
Trench |
Fire
trench |
No |
Half-track, Horse, Wheel |
0 |
No¹ |
No |
Hard |
No |
| Slit Trench |
Slit trench |
Yes |
Half-track, Wheel |
0 |
No¹ |
No |
Solid |
No |
| Foxholes |
- |
Yes |
- |
0 |
No¹ |
No |
Hard |
No |
| Hasty Dig-in |
- |
Yes |
- |
0 |
No |
No |
Solid |
No |
| Light
Woods |
Light
woods |
Yes |
- |
1
level |
Yes |
Yes |
Soft |
No |
| Heavy Woods |
Heavy woods |
No |
Wheeled |
1 level |
Yes |
Yes |
Solid |
No |
| Heavy
Brush |
Brush |
No |
Wheeled |
0 |
Yes |
No |
Soft/Solid² |
No |
| Rubble, Rock Field |
Craters |
No |
- |
0 |
No |
No |
- |
Yes |
| Stone
wall |
Stonewall |
Yes |
Wheeled, Horse |
0 |
Yes |
No |
Solid |
Yes |
| Hedgerow |
Hedgerow |
No |
Wheeled, Horse |
½ level |
Yes |
Yes |
Soft |
Yes |
| Stream bank |
|
No |
Wheeled |
0 |
No |
No |
Solid |
Yes |
| Soft ground, Mud, Snow,
Sand |
Rough |
No |
- |
0 |
No |
No |
- |
- |
| Marsh |
Heavy
woods |
No |
Wheeled |
0 |
No |
No |
- |
- |
| Shallow ford |
Shallow ford |
No |
- |
0 |
No |
No |
- |
- |
| Deep
ford (river, lagoon) |
Craters |
No |
Wheeled, Half-track |
0 |
No |
No |
- |
- |
| Cratered areas |
Craters |
Yes |
- |
0 |
No |
No |
Solid/Hard³ |
No |
| Wire
entanglements - Heavy fence |
Hvy
entanglement |
No |
Wheeled, Horse, Tracked |
0 |
Yes |
No |
- |
- |
| Wire entanglements -
Medium coil |
Med entanglement |
Yes |
Wheeled, Horse |
0 |
No |
No |
- |
- |
| Upslope |
Upslope |
Yes |
- |
0 |
No |
No |
- |
- |
Terrain Table
Notes: Buildings Represent blocks of structures and related
walls, outbuildings and urban obstacles. Accessible to all due to presumed
presence of streets and alleys throughout. ¹ Bases which are
prone within trenches or foxholes are invisible to other bases and may not
fire, nor be fired upon by direct fire weapons (they may still be attacked by
area weapons). ² Bases which are prone anywhere within a
scrub/brush area may still fire and be fired upon, with both parties suffering
the appropriate terrain modifier for solid cover (-2) as well as all other
applicable modifiers. Bases which are standing within a brush/scrub area are
considered to be in soft cover. ³ Cratered areas are a hybrid
cover class. They only offer cover to units which have gone prone while within
the cratered zone. Otherwise, these zones are considered to be open terrain.
Upon going prone in a cratered zone, the player controlling the unit must
declare whether it is "engaging" or "hiding." If engaging, the unit may fire
its weapons and receives a solid cover bonus. If hiding, the unit may not fire
weapons, but it receives a hard cover bonus. Units which have gone prone in a
cratered zone have the over the top modifier applied to their command
rolls.
Chart Key: Terrain Feature = Gives name of the
terrain feature in question. Movement : Penalty Type = States
which terrain types listed in the combat chart most closely match.
Movement : Assault Through = Indicates whether a unit may move through
that terrain type using its bonus assault movement. Movement :
Impassable = States which troop types may not pass through that terrain
type. Height = Indicates which height class the terrain feature fits
into. Block LOS? : Prone = Indicates whether that terrain type will
block the line of sight of prone infantry. Block LOS? : Stand = Indicates
whether that terrain type will block the line of sight of standing (upright)
infantry. Cover Type : Weight = States the nature of cover (Soft, Solid
or Hard) offered by the terrain type. Cover Type : Open? = States
whether the terrain cover type is open. Open cover only gives protection when
it lies between a direct fire weapon and its target (i.e., the protected base
still resides on a patch of open ground). Open cover never protects against
mortar fire, area weapons or air attacks. Unless stated as open, a cover type
is considered to be full cover, which cover and surrounds a base while giving
protection and cover. |
Wire Entanglements - There are two types of wire
entanglements: Heavy fence and Medium coil. Heavy fence blocks the movement of
all but foot troops, who can only move at one-quarter speed across the
entanglement (a half-inch wide heavy entanglement base costs two inches of
movement to cross). Medium coil is not as heavy or secure to the ground, and
can be crossed by foot troops and fully tracked vehicles (tanks). The passage
of a tank base across a line of wire entanglement will destroy one wire segment
at the point of passage (wire should be used in segments roughly equal to a
tank width). There is a risk of tanks becoming temporarily immobilized when
crossing medium entanglements, see the movement modifiers on the combat chart's
Move table. Each barrage roll of a natural 6 will, in addition to
other damaged inflicted, destroy one segment of wire if any are present within
the barrage zone.
«
1.3 Unit Types
There are three types of combat units
available to the player; personnel, armor and aviation. The distinctions are
important to game play and should be remembered. Long range heavy artillery
support from off-board is handled abstractly and does not require the building
of units.
- Personnel Units - These units are numerous but
fragile. They are most susceptible to small arms fire and high explosives
(C Type anti-personnel fire).
- Infantry (Foot) - The bulk of any army is the
infantry. Rifle and grenade armed troops directly supported by light machine
guns, light mortars, anti-tank rifles, bazooka's and sometimes even
flamethrowers.
- Heavy weapons - These extra fire-support
bases allow the flexible concentration of additional firepower. Heavy, medium
and light machine guns, light and medium mortars, anti-tank rifles and
flamethrowers are the most common types.
-
- Artillery - Usually some kind of
towed cannon or mortar for use as direct infantry support, direct anti-tank
missions or some combination of the two. May also include heavy mortars and
towed rocket launchers.
- Cavalry - Yes, cavalry is still in service in 21st century, mostly
relegated to scouting and partisan use but nevertheless there.
- Transport - Lightly built vehicles such as
trucks, jeeps, wagons and horse teams, they were used for moving infantry and
heavy weapons. They had little or no protection and were not voluntarily
exposed to direct enemy fire. These may include portee vehicles which are
trucks with small cannon or heavy machine guns bolted to the open bed (like Technicals in Africa).
- Tank Units - Tanks and their relations are
heavyweight units which combine various levels of mobility, firepower and
protection. Their most common shared feature is armor or other protection which
shields against shrapnel, small arms fire, and other battlefield hazards. They
are most vulnerable to direct fire armor piercing rounds and shaped charges
(anti-tank fire), and are least vulnerable to small arms fire, high explosives
and indirect barrages.
- Main Battle Tank (MBT) - Tracked vehicle with its main
weapon(s) mounted in a revolving turret. Its primary role is to destroy other
tanks and help maintain the tempo of an advance.
- Infantry Fighting Vehicle (IFV) - An armored vehicle akin to a light tank, built to transport infantry while providing direct heavy fire support through a turret-mounted auto-cannon (usually 20mm or larger) and often carrying ATGM (anti-tank guided missiles) allowing it to engage enemy targets alongside its dismounted combat troops.
- Infantry Combat Vehicle (ICV) - A modern wheeled armored vehicle that carries combat infantry with enhanced mobility, protection and built-in heavy weapons compared to APCs.
- Armored Personnel Carrier (APC) - A lightly armored vehicle designed to transport infantry within a general battle zone with better protection than light transport, typically at a level to protect only from artillery shrapnel and light small-arms fire. Typically equipped only with machine guns or similar light weapons for self-defense.
- Self-propelled artillery - Tank chassis
with a shielded cannon mounted on top of the hull. Mostly used for
antipersonnel fire, some are called "assault guns" and use dual purpose cannon
for both anti-tank and antipersonnel fire.
- Light Tank - For countries without the budget for lots of MBTs, the option is an economy version that costs less and it more easily knocked out. They have the benefit of being newer and easier to maintain than WWII tanks, which by now should be in museums but are still used in action (think Syria, Yemen).
- Armored car - Fast, lightly protected and
armed, these wheeled vehicles are used mostly for reconnaissance.
- Medium & Heavy Tanks - Left over - literally - from World War II and the early Cold War era, these are mostly vintage pieces of equipment given leases on life through various upgrades, or not.
- Half-track - Partially tracked, open-topped battle-taxis used
to carry infantry and their support weapons into combat areas while giving them
some protection against antipersonnel fire. Half-tracks move on roads as if
they are tracked, but they are affected by other terrain as if they are
wheeled.
- Tank destroyer - A tank chassis with its
main weapon mounted in the hull. Not common now, but still used.
- Aviation - An air attack cannot occupy ground, but when properly
employed it can paralyze and terrify the enemy. During game play, the margin
by which a player wins control of the air over the battlefield may affect the
number of airstrikes available for close ground support, along with other aviation assets like regional reconnaissance and air littoral forces (drones). No anti-aircraft is
dealt with during the game, its resolution is folded into the air superiority
and support die rolls. However, the presence of any aviation on (or over) the board may distract ground based AA
guns away from conducting fire on ground targets. For more information see
Command Control and Direct Fire Special Rules.
- High Altitude Aircraft - A combination of various jets and prop driven aviation that will bomb, blast, laser or strafe ground targets at the ground controller's behest - or on their own initiative depending on the situation. This level of aviation tends to be large, fast and loud.
- Air Littoral - This is the first few hundred feet above ground, mostly inhabited by small and medium sized drone aviation, controlled by some combination of human remote guidance and on-board algorithms. They are small, slow and quiet compared to their high altitude siblings, but over half of armored vehicle losses are now attributed (correctly or incorrectly) to drones.
«1.4 Game Units and
Formations
Bases and Formations - The basic levels of
organization used for game play are bases and formations. Each infantry base is composed of several foot figures or one vehicle model (maybe two for small vehicles) and each
formation is composed of numerous bases. Bases belonging to the same formation can be marked to show they all belong together. Several formations can be nested within each other; several companies within a battalion, etc.
Formations - The most common command formations will usually be companies, battalions (or batteries) and brigades. When discussing a formation that is "under" command of a higher formation, it will commonly be referred to as the sub-formation. So for example, companies are sub-formations of battalions and battalions are sub-formations of brigades, etc. The Combat Units and Formations pages include selections of various real-life formations
accompanied by the numbers and types of bases used to represent them for Firestrike game play.
Support Bases - Some formations may have
extra heavy weapon or transport bases assigned as part of their organization's extra assets. The most common of these are heavy
weapons or transport bases of various types. If associated with specific combat bases, the related transports must always operate in conjunction with their payload. Transport bases may however, standby by seeking cover anywhere within the combat zone,
even if doing so puts them one or two full moves away from their assigned payload. General battalion, regimental or brigade level assets should be assigned to one or more of the lower level sub-formations in order to maintain a clear chain of command for the game. For example, if a brigade HQ comes with two mortar carriers (a common theme), for game play those two carriers would not just wander around the battlefield on their own, they would be assigned to one or more of that brigade's sub-formations (battalion, battery or company) to be part of them for the course of the battle.
Headquarters Bases - Every formation of battalion/battery level or higher will usually begin the game with one or more headquarters (HQ) bases which abstractly represents its command
infrastructure. Command (HQ) bases cannot be attacked by direct
ground fire or assault and they may not be used for attack
purposes. Command bases may be attacked and damaged by enemy indirect fire and air attacks (including air littoral actions) and are still destroyed if they suffer more than six points of damage. Note that HQ vehicle bases have much stronger defense values than regular combat bases of the same types.
Base Intervals - All member bases of each
unit may spread out as much as they want. The distance between bases is the base interval. While there is no maximum base interval for distances between bases in a formation, bases more than 12" from any friendly HQ base within their chain of command (i.e., "qualified" HQ bases) cannot receive addition situational awareness dice during the direct fire phase.
«
1.5 Troop Quality
Every unit in game play is
assigned a morale level and a training level. These levels affect virtually
every aspect of unit performance, and have a profound effect on the outcome of
a battle. Below is an outline of these troop grades, and a short description of
the conditions for each.
Morale Grades
- Elite: Usually highly trained
specialists who are supremely confident in their abilities, these men are truly
dangerous and they know it. They will take apparently suicidal risks in the
daily pursuit of their job and come back ready for more the next day.
- Veteran: Good, old-fashioned experienced soldiers. There are a lot more veteran troops than elite troops, and do not have the same
disregard for personal safety. But you had better pay them the respect they
deserve, otherwise they will be eating dinner in your dugout tomorrow
evening.
- Seasoned: The result of most armies of the
world, average, steady troopers capable of dishing out plenty of punishment
and absorbing quite a lot in return. They will however, eventually give way if put in
too difficult of a situation.
- Inexperienced: The main issues with inexperienced troops are that they do not really know what to expect. They may or may not be certain of who their enemy is and how exactly high command plans to finish the job at hand. Overall they might be capable but nobody will know for sure until the shooting starts.
- Militia: These troops have no real military experience but are here anyway. They may or may not be volunteers, but typically those guys are already in the Inexperienced or Seasoned category by now. So we are left with the leftovers who might never have handled a rifle before.
« 1.6 Game
Setup
To begin a game, use the Setup Page to help lay-out the background of the battle,
including features like command & discovery ratings, air superiority, air strikes, artillery fire support,
defenses and other useful features. Experienced players can also create their
own game scenarios or use their own set-up system. All personnel class units
may begin a game in a hasty dig-in position and/or prone. Vehicle units may
start the game as moving. Once the game begins, the sequence of play is
followed until players stop the game. « 1.7 Turn Sequence
During the course of
each turn, the two sides will have a chance to move their units and conduct
both small arms and direct artillery fire. Players might also have extra
resources to employ such as indirect fire support, depending on set-up sheet use and
results. Once players have finished the last step of the full turn sequence,
the game continues by repeating the turn sequence process until one side is
wiped out or pulls off the battlefield, or if both sides agree to halt the
game. The first phase of the turn sequence starts with both sides reviewing and
acting on their command options:
Turn Sequence
- Command: HQ Broadcast marker discovery (for HQ bases whose units intend to move this turn):
a) For any HQ bases that have Broadcast Markers on them from last turn, roll for discovery on the Command & Discovery table using that side's discovery rating on the Combat Roster (as established during game setup using the Setup Page). For bases that are "discovered," place a Discovered marker on them and remove the old broadcast marker.
b) Each side roll for Situational Awareness (SA) dice: Refer to the SA Table on the combat chart and roll to see how many SA Dice will be available to each side for that turn.
c) Place unit move order markers: Any unit that has any bases that intend to move this turn, place a Move marker nearby. Then roll for each HQ base that intends to move by rolling on the Command & Discovery table using that side's Command rating to see if the HQ may actually move this turn. If able to move, also place a move marker near them.
d) For any HQ that had any of the units under their command take-on a Move Marker, place a Broadcast Marker at their current location (the marker will remain at that location even if the HQ base moves).
- Indirect Fire & Movement: Place indirect fire markers and move combat bases:
a) Place 1st Indirect Fire impact zone markers. b) Move bases (as desired) for units that have Move markers (Mine roll PRN). c) Place 2nd Indirect Fire impact zones. d) Roll to rally pinned bases.
- Airstrikes: For resolving all airstrikes:
a) Place airstrike impact zones for all airstrike fire. b) Resolve all airstrike fire.
- Indirect Fire Impact: For indirect fire resolution:
a) Resolve & remove indirect fire impact zone markers
b) Remove HQ Discovery markers.
c) Leave persistent markers (NBC, etc.).
- Direct Fire & Assault:
a) 1st Direct Fire: Resolve all heavy and light direct fire incidents. b) Roll for damage morale effects.
c) Resolve all assaults
d) 2nd Direct Fire: Resolve all heavy and light direct fire for bases that did not fire in the 1st Direct Fire step.
e) Roll for immobilized base effects.
« COMMAND
The command phase controls whether headquarters (HQ) bases, also called command bases, are discovered by the other side due to command activity. Note that the first command step of each turn is based on the previous turn's movement activity. This means that certain parts are necessarily skipped on the first turn of each game.
2.1 HQ Discovery
If at the start of the turn, a command base has a Broadcast marker next to it (placed there the previous turn) check to see if its radio communications have resulted in the base being discovered by the opposing side. Use the commanding side's Discovery rating (established during game Setup), roll 1D20 and modify the die number using the HQ Discovery die roll modifiers (see below). If the modified value is equal to or greater than the Discovery Rating, that command level's HQ base is temporarily visible (i.e., "discovered") due to its emissions. Place a Discovered marker next to the HQ base and remove the now unnecessary Broadcast marker.
HQ Discovery Die Roll Modifiers
- Each enemy HQ base lost: Subtract four points (-4) from the discovery die roll for each enemy command (HQ) base anywhere on the field that has been lost. Opposing forces are less likely to spot your command bases if their own command structure is disrupted.
- NBC warfare in progress: Subtract four points (-4) from the die roll if there are any nuclear, biological or chemical warfare elements active on the battlefield.
2.2 Situational Awareness Dice
Situational Awareness dice can be used to backup combat bases when they conduct heavy fire. To find out how many SA dice will be available during the turn, each side rolls two twenty-sided dice (2D20) on the Situational Awareness (SA) table. They each then refer to their respective Situational Awareness Base Rate (SABR), modify it with the SABR Point Modifiers if applicable (see below and on combat chart) and then use those points to "buy" SA dice up to the limit of points rolled on the 2D20. SA dice expire at the end of the current turn and may not be saved for use in future turns.
SABR Point Modifiers
- Half (1/2): Halve the current SABR point rating if the commanding player's side has Air Littoral supremacy or majority Responsive troop types (the resulting smaller rating value results in more SA dice gained for the turn).
- Double (x2): Double the current SABR point rating if the commanding player's side has majority Uncoordinated troop types or for each HQ base lost.
Example: A player with a SABR base rate of 8 has majority Responsive troops, which brings its rating down to a 4, meaning they spend four points to acquire each SA die for use during this turn. If the player rolls a 12 and a 5 on the 2D20, its total rolled is a 17. This means the player acquires four SA dice for use during this turn. The dice expire at the end of the turn and may not be kept, saved or otherwise rolled over into future turns.
2.3 Place Unit Move Markers
For any units that a player intends to move, place a Move marker, which can be anything from a chit to an arrow. The goal of the marker is merely to keep track of which command bases have bases within their chain of command moving, the moving units themselves are not required to conduct any activation or roll-to-move tests.
HQ Move markers - Unlike combat bases, command based do need to roll for permission to move. To roll for ability to move, use that side's Command rating recorded on the Combat Roster and roll 1D20. If the modified result is equal to or greater than the player's Command Rating, the HQ base may move, place a Move marker next to it to show it can move. If the die roll fails, the HQ base must remain where it is for the turn.
HQ Move Die Roll Modifiers
- Finished moving first on previous move: Since movement for both sides is simultaneous, there is an advantage to finishing one's movement first. The player who (truthfully) calls out that they are finished moving first will get this +4 bonus on their HQ Move die roll. If one side does not move anything and the other side does, the player who did not move any bases (at all) wins this bonus. If neither side moves, nobody gets the bonus next turn.
2.4 Place HQ Broadcast Markers
For any units who have a movement marker (i.e., some of their bases are intended to move this turn), place a Broadcast Marker immediately next to their respective HQ base. If there is more than one HQ base, place the marker next to the closest base. If there are second level (i.e., brigade or regimental) HQ markers present, also place broadcast markers next to all of them if more than one of their own subordinate formations has bases that moved. For example, if there are two battalions worth of troops on the board, each battalion with an HQ base, and then there is also a brigade HQ group of two bases, and only one of the battalions has units that moved, the brigade bases do not get flagged with broadcast markers. But if both battalions have any combat bases that move, both the immediate commanding battalion HQ bases are marked, and also the brigade bases (all) are marked as broadcasting.
« INDIRECT FIRE, MOVEMENT & RALLY
This phase sees a range of actions related to calling-in of indirect artillery barrages and unit movement.
3.1 Indirect Fire - 1st Impact Zone Placement
Forces which have fire support technology that only supports 1st impact zone placement can place their barrage markers at this step. See the Set-up Guide for more about which nations place their barrages in this step.
3.2 Movement
All units which have Movement markers may now move some or all of their combat bases to the limit of each base's available movement allowance. HQ bases allowed to move may also move at this time. No tests or activation rolls are needed. See the vehicle and troop stat sheets for movement allowance details. 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. - combat bases may
only initiate assault contact using the front edges of their bases).
Definitions of the foot troop (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; meaning that 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. Mortars and heavy machine guns may
not move or fire while prone.
Manhandling - Any towed cannon or
mortar 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
portions of the unit supplying covering fire. Bases 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.
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 replacing the mounted troop bases with dismounted infantry bases (horses are considered tied-up to the rear or held by extra manpower or small numbers of troops. Dismounted cavalry trooper bases operate in all respects as infantry.
3.21 Vehicle
Movement
Vehicles may only move forward or backward, they may not
move sideways. Driving forward is considered normal movement and represent the
default movement direction for speeds provided in the Vehicle and Equipment
Values pages. They may change facing at no movement cost in order to change
their direction of travel. Vehicle bases must move a minimum of 1" yards in order
to be considered to have moved. Vehicles which move less than 1" yards in a
turn are considered to be tactically stationary, and may be fired upon as if
they were stationary. Vehicles may also move backward at the reverse speed shown in their respective vehicle stats page, with
some chance of being immobilized due to running into ditches, becoming
stranded on obstacles, etc. Vehicles may also drive using an assault movement
speed bonus over open ground, also with some chance of being immobilized for
the same reasons.
3.22 Transport and
Towing
Transporting Infantry - Infantry stands may be carried
inside vehicles so designated in the vehicle charts. Infantry bases may mount/dismount a vehicle once per turn. 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 equally
damaged/destroyed.
Example: A truck which can carry two infantry bases
suffers two points of damage. Each infantry base being carried will also receive two points of damage.
Infantry as Riders - Each MBT class vehicle can carry
one stand of infantry on its hull so long as the
vehicle does not move into a building or water obstacle, or into woods not
along a road. The cost for infantry to ride a vehicle is 1" of
normal movement allowance to mount/dismount, and 2" of the vehicle's
movement allowance for the turn.
Towing weapons - Weapon sections which require towing
(see Formation and Equipment) need jeeps, trucks, tractors or prime movers for
their mobility. Those vehicles capable of towing weapons should 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 set up, 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
5 |
¼ - none |
none |
Medium
6 to 8 |
½ - ¼ |
¾ |
Large
8 or
greater |
1 - ½ |
1 |
For Example: A Russian 100mm anti-tank gun (Attack size 5) is towed into position by its truck, which moved half of its available
movement before stopping to unlimber. It takes none of a turn to
unlimber, so the Russian 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, but with the appropriate Moved modifier. If the truck had
remained stationary (i.e. - not moved at all), the Russian 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.
« 3.23 Defenses
Digging-in - Foot 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 12 turns to complete foxholes. An engineer base
may dig-in infantry, heavy weapons sections or towed heavy equipment in half
the time listed above (three and six turns respectively for hasty dig-in or
foxholes).
The digging in of tanks and vehicles must be done using
available Setup Sheet defenses at double normal usage. For example: A vehicle
with a 40 yard frontage would consume 80 yards of trench-line in order to be
considered entrenched.
3.3 Indirect Fire - 2nd Impact Zone Placement
Forces which have fire support technology that supports 2nd impact zone placement can place their barrage markers at this step. See the Set-up Guide for more about which nations place their barrages at this point.
3.4 Roll to Rally
Each base that is currently pinned (typically due to a previous turn's morale hit) rolls to Rally on the Morale Table by rolling 1D20. If the modified die roll result is equal to or greater than the corresponding Troop Grade and Rally cross-reference value, the base is restored to operational status, remove the Pinned marker. There is only one rally die roll modifier, which is a -4 for each headquarters base within that base's chain of command that had been lost.
« AIRSTRIKES
In order to use
airstrikes, players should have rolled for Airspace Control and Air
Cover Priority as well as Airstrike and Air Littoral assets (attack markers) while setting up the game using the Setup Guide. The resulting available airstrikes are kept to one side as an available pool of impact zone markers, each of which may only be used once per game.
Arrival Die Roll & Airstrike Placement - For the first
step in this phase, if either side has available airstrike markers and wants to summon them, roll 1D20 and consult the Airstrikes section of the combat chart. Use the "Tenth" result system to determine the number of airstrikes that can be used from the available pool: A 1 through 9 result means no airstrikes are available for that side this turn. A 10 through 19 result means that one airstrike can be used this turn, and a 20 means that two airstrikes can be used. If any strikes become available, the respective player draws a corresponding number of airstrike impact zone markers from there pool. They may choose any of the three types, so long as the total quantity does not exceed the arrival roll.
| A I R S T R I K E T Y P
E S |
| Type |
Description |
| Area |
Strike Zone: 3" Circle |
| Precision |
Strike Zone: 1 Combat or HQ Base. |
If the player misses by rolling a number
outside the activation range, the requested airstrike(s) remains uncommitted
and stacked at the edge of the board until the next turn's attempt at another arrival roll. Missing the
arrival roll basically means that aircraft/munitions are not currently on-scene.
If
the player successfully rolled for airstrike arrival, the
airstrike marker(s) indicating the impact zone is placed on the game board, at a location of the
owning player's choosing. There are three types of airstrikes as outlined in the
Setup Guide: Area, Precision and Loitering Ammo (Drones). See
the Setup Guide for more
about which airstrike types can be used in a game. Below is a list of airstrike types and their details.
Area Bombardment - An area airstrike attacks all enemy bases that are touched-by or overlapped by the airstrike's impact zone marker. The attack counts as Heavy Indirect Fire with an attack factor of 20 against the target's greatest defensive rating. Area bombardments are a C attack code.
Precision Strike - Attack any one enemy base's greatest protection rating as Heavy Direct Fire with a 30 attack factor. Precision strikes are an AC attack code.
« INDIRECT FIRE STRIKES
Resolve all indirect fire combats where a base deployed on the table is currently touched or overlain by a barrage marker rolls. The player controlling the barrage impact zone marker rolls as the attacker on the Indirect Heavy Fire table, using the same combat chart procedure as the Direct Heavy Fire table.
Loitering Munitions - Loitering munitions may remain on the board for several turns (where it is placed on the board does not matter). Upon arrival on the board, a small 1D6 marker die is rolled; the number rolled is the number of turns that the drone may loiter over the combat zone. Place the die on the loitering munition's marker with that number showing up. Each turn it loiters without attacking, it gains a +1 on the hit die roll. Loitering munitions attack any one base's greatest protection rating as Heavy Direct Fire with a 25 attack factor using a B attack code.
For hit results, a K hit is a kill which
results in the base being removed from the game. A D hit is a
damage hit, mark the base (or one base in the unit) as damaged. An
I hit is an immobilization hit, which renders a vehicle unable to
move. A None hit result means no effect.
Indirect Fire Point Modifiers
- Attack-Defense Difference - Add or subtract one point (+/- 1) for each point difference between the attacking value and the defending base's armor rating (Use heaviest/maximum defense value).
- Target position not observed - Halve the attack point level if the barrage impact zone is not observed by any friendly bases (i.e., blind fire).
- No Code Match - halve the attack point level if the attacking artillery/support weapon code(s) do not have any matches against the target base armor codes.
Indirect Fire Die Roll Modifiers
- Per attacker damage hit - Subtract two (-2) from the attack die roll for each damage point on the barrage marker's parent base.
- Target moved over 4" - Subtract two (-2) from the attack die roll if the target base moved more than 4" during this turn's movement step.
Direct
Artillery Ranges - See the Vehicles and Equipment Values pages for
artillery ranges of specific equipment types.
5.1 Hit Results
Each
Kill result (K) will destroy the target base, or one base of a targeted
unit. A Damage result (D) will damage the target base, or one base of a
targeted unit. If the damaged base belongs to a personnel (infantry) unit which
already has one damaged base, combine the two damage hits into one Kill and
remove one base of the target unit. Infantry units can never have more
than one damaged base each. Damaged vehicle bases retain their
mobility, but their fire ability is impaired. Immobilized results ( I )
only happen to vehicles (include towed artillery). Vehicles immobilized due to
direct fire are immobilized for the remainder of the game, even through combat
lulls. It is an unrecoverable condition as far as game play is concerned. An
immobilized vehicle base must roll for morale reaction during the Casualty
Morale Test phase. Machine gun and mortar bases are killed when hit. Each
machine gun base may be resurrected once by immediately removing
the closest infantry base from the same battalion and using that base to
reconstitute the machine gun section.
« DIRECT FIRE & ASSAULTS
Direct fire happens when a combat base that has line-of-sight (LOS) to an enemy base intends to fire at it with a weapon that is direct-fire capable (cannons, small arms, rocket propelled grenades, etc.). There are two basic types of direct fire: Heavy and Light. Heavy Direct Fire is carried out by large cannons, Light Direct Fire is carried out by small arms and some light auto-cannons. Each type is conducted using dedicated tables on the combat chart. All of the information needs to resolve direct fire is available on the Vehicles & Equipment lists, and the stats from those lists can be recorded on the player's combat roster for speedy lookup.
Heavy Direct Fire - To conduct Heavy Direct Fire, use the combat chart table of the same name to resolve hits. Start by making sure the target is within range. Then use the firing base's Attack Size value and compare it to the Defense Size code for the particular part of the vehicle being targeted. For direct fire this will usually be the Front or Side defense value. The result will dictate whether the attacking value gains or loses points (if its value is greater than the defense value, it gains point, if less-than it will lose points, etc.). Apply all other applicable attack point modifiers (if any) and roll one black D20 Fire Die and one white D20 Hit Die. The fire die result must be an even result (2, 4, 6, etc.) in order for the base to have fired, and the modified white die value must be eight (8) or higher in order to kill or cause damage.
Rate of Fire - For weapon types that have rates of fire of 1 through 10, the players also roll one extra red D20 ROF die at the same time as the other two dice. Divide the weapon's ROF number into the ROF die roll to find out if the weapon fired more than one shot at the target in question. For example: With a ROF value of 10, the player must roll a 20 on the ROF die in order for the firing base to have cranked out that one extra shot this turn. With an ROF value of 3 and an ROF die roll of 12, the player hits the target four times in this firing round.
Each extra hit scored due to multiple ROF strikes is worth one less than the previous hit, so for example; if the player's initial modified Hit Die value was a 14 and four hits were scored, the second hit would be a 13, the third hit a 12, and the fourth hit an 11. If the extra hits descend into None range, they inflict no damage.
Hit Types - The two types of hits that can be scored against combat bases are Damage (D) and Kill (K). They are fairly self-explanatory; a K hit results in the target base being instantly destroyed. Remove it from the board or flag it with a smoke or flame marker. For damage hits, use a small 1D6 and place it on the targeted combat base to track current number of damage hits. Damage hits make it more difficult to a base to inflict damage, and easier for it to suffer additional damage. Vehicle bases that suffer seven hits become immobilized, and on an eighth hit they are killed. Foot bases are killed at six hits. All hits are considered as happening simultaneously within a particular step.
Direct Heavy Fire Modifiers - There are two types of combat modifiers, those that modify the firing weapon's attack points, and those that modify the firing weapons hit die roll (white die). They are defined as follows:
- No code match - Halve the attacking points if the firing weapon has no code match against the target's defense code. Example: A "B" rated ATGM attacking an "A" rated M1A2 will have its attack value halved. But if attacking an "AB" rated M60A1, it attacks with full value.
- Target covered - Halve the attacking points if the target is more than half covered by any terrain obstacles such as woods, walls, ruins, rubble, reserve slopes, etc.
- Attack/Defense Difference - Compare the attacking weapon's value against the targeted vehicle's defense size and apply the difference as a plus or minus to the attacker's Hit Die roll. For example: A modified 6 Attack versus a 10 Defense would mean -4 on the attack die roll.
- Under 8" range - Add two (+2) to the attack die roll if the target base is less that 8-inches away from the firing base.
- Per target damage - Add two (+2) to the attack die roll for each damage hit on the target base.
- Pinned - Subtract two (-2) from the attack die roll if the firing base is currently pinned.
- Over 24" range - Subtract two (-2) from the attack die roll if the target base for more than 24-inches away from the firing base.
- Per attacker damage - Subtract two (-2) from the attack die roll for each damage point on the firing base.
Terrain Effects - Certain types of terrain offer extra defensive benefits to combat bases. These are listed in the combat chart as Heavy Fire Defense Values and range from very light protection to extremely heavy protection. These do not act as point modifiers in addition to an existing defense rating. Instead, they replace the defense value in cases there the native value of the vehicle or equipment in question is less than the terrain's listed rating. For example, an MBT with a defense value of 12 would not gain anything by being behind a brick wall (brick building), but if dug into a hull-down position its defense value would increase to a 14.
6.1 First Direct Fire
The first step in this phase is for all bases wanting to attempt direct fire on enemy targets. The engagement sequence starts with all able bases with Engage Ratings of 1 (fastest engagement reaction). Since all fire within each engagement block is considered simultaneous, it does not matter which base attempts to fire first. Start with any qualified base and roll the two (or three) D20 needed to conduct the direct fire sequence. If the hit die comes up even and the unit fires, resolve the hit result (see above) and place a Fired arrow in front of the unit as proof that it fired this turn. All fire results for "Engage 1" weapons are resolved and hit take effect before moving on to resolve weapons with 2 Engage ratings (slightly slower than 1), followed by Engage 3 if any are firing.
Situational Awareness - If a direct fire attempt comes up odd for the black Fire Die (base did not fire) the firing player may use one Situational Awareness die (if any are available) in order to make a second on-the-spot attempt at getting an even Hit Die result for the firing attempt. The white and red dice are not re-rolled as part of this process, only make the additional SA die roll, and only if there is a remaining balance of SA dice available for use that turn. If the player manages to roll an even number on the second SA die, proceed with the normal direct fire calculation against the assigned target. If the second SA die roll also comes up odd, the base is considered to have missed the first direct fire step. In either case, the SA die used is discarded for the turn (each SA die can only be used once during the turn - they are "consumables.")..
6.2 Damage Morale
Bases which have suffered any Damage Hits so far during this turn must check for morale reaction based on the total number of hits suffered so far in the game (not just this turn). There are no modifiers for this check, just a single randomizing die roll using the "Tens" system in which a 1D20 die is rolled; a result of 20 causes a -2 hit modifier for considering morale effect (does not reduce the number of actual hits suffered), a result of 10 through 19 causes a -1 hit modifier, and any result less than 10 (single digits) causes no change to the hits calculated for the turn. Once the number of hits to be considered is established, cross reference that value with the corresponding Troop Grade line that matches the troop grade of the base in question. The result in the Base Reaction.
Example: A seasoned MBT base which began the turn with two Damage Hits suffers another three Damage Hits during Indirect and 1st Direct fires, for a total of five hits so far in the game. The player rolls a 12, which lowers the 5 Reaction column to a 4 (does not reduce the number of hits suffered, the 12 only changes the Damage Hits Reaction column to be referenced). Cross referencing Seasoned with column 4 shows a P result, which means the base become Pinned. See the action results for pinned.
6.3 Damage Reaction (Morale)
Pinned - Foot troops will go
prone and remain stationary until rallied. Vehicle bases will halt at their current location until rallied.
Hide - Foot troops move one normal move
directly toward nearest cover and halt pinned at that cover. Bases already in cover remain there pinned. If there are several types of cover within movement range, the base will choose the best cover available that they can reach most safely. Seasoned or better vehicle bases may seek to hide while facing the enemy (i.e., moving in reverse), Inexperienced or worse grade vehicles will face in the direction of movement toward the cover, only being allowed to turn around once they reach cover.
Withdraw - Foot troop base will conduct one assault move
directly away from the enemy, facing away. Base does not halt (if moving multiple turns is required) until it reaches cover, at which point it will continue one full move past the cover and then go pinned. The base is considered routing and cannot roll later for rally until after it has reach its "rout point" beyond the cover and gone pinned. Seasoned or better vehicles do the same unless
immobilized, in which case they will be abandoned. Inexperienced vehicle bases which get Rout results will also be abandoned.
Rout - Foot troop base will conduct a double-assault move
directly away from the enemy, facing away. Base does not halt (if moving multiple turns is required) until it reaches cover, at which point it goes pinned. The base is considered withdrawing and cannot roll later for rally until after it has reach cover and gone pinned. Vehicle do the same unless
immobilized, in which case they will be abandoned..
Break-up - Foot troop base is removed from
play, vehicle base is abandoned by its crew (vehicle remains as obstacle and capture/recovery object).
« 6.4 Assaults
An assault occurs when foot troops (infantry)
begin an assault step in base to base contact with enemy foot units, which can include other infantry, towed artillery, mortars, etc. Once contacted
during movement, opposing infantry bases are locked in place. Neither participant may break contact until the assault is
resolved.
Defending foot troops involved in an assault may still
employ small arms fire during their respective fire steps. Normally equipped
assaulting personnel bases may not fire during their fire phase, although
nearby units and heavy weapons from the attacking side may fire at the
defending units if they are not in direct contact with enemies and do not
violate line-of-sight rules.
Assaulting bases which are equipped
with assault/engineering weapons may fire during their respective fire phase. This assault-fire ability does not extend to normally equipped
"host" personnel bases or units which may have assault weapon bases as part of their OOB.
To resolve an assault, establish which bases or groups of bases are in contact with each other. Each side then rolls 1D20 and applies all applicable die roll modifiers shown on the Infantry Assault table. The side which loses the modified die roll loses all of their bases as killed. The side which rolled the natural (unmodified) low roll suffers one damage to each participating base. For obvious reasons, this last effect only applies to the winner of the modified point comparison (i.e., if a player rolls low but ultimately wins via modifiers, they still suffer damage). In case of a modified tie, both sides become pinned until next turn and may not attempt to rally until the assault has been decisively resolved.
Example: [enter example here...]. Assault
Die Roll Modifiers - The following die roll modifiers apply to the assault 1D20 rolls:.
- Elite troops - Add eight points (+8) if half or more of involved bases
for that side are elite grade.
- Veteran troops - Add four points (+4) if half or more of involved bases
for that side are veteran grade.
- In #10 cover or better - Add four points (+4) if half or more of
total bases involved for that side are in cover with a light fire defense value of ten or better. Does not apply to open sided cover such as reverse slopes.
- Friendly drones overhead - Add four points (+4) if any friendly drone bases are in base-to-base contact with any bases directly involved in the assault.
- Inexperienced troops - Subtract four points (-4) if half or more of involved bases
for that side are inexperienced grade.
- Damaged - Subtract four points (-4) if half or more of involved bases
for that side are more than half damaged (4+ points)..
- Unit hit on two or more sides - Subtract four points (-4) if half or more of
total bases involved for that side belong to units which are in assault contact
on any two of their four sides.
- Militia troops - Subtract eight points (-8) if half or more of involved bases
for that side are militia grade.
6.5 2nd Direct Fire
Bases which failed to fire during the first direct fire step may attempt to fire one more time. Note that all damage and kill effects
from the first direct fire step must have been applied for all three engagement levels before carrying-out the second direct fire step. Weapons which already fired during the first direct fire step (those should have been marked with Fired arrows) may not fire in the second direct fire step. Otherwise, carry out this direct fire step identically to the first.
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