Page 1
GAME SET UP FLOW CHART
1.
ESTABLISH AIR SUPERIORITY AND MISSIONS
ROLL 1D6 TO ESTABLISH AIR SUPERIORITY.
NATIONALITY
YEAR
MODIFIER
German
1939-42
+1
German
1943
0
German
1944-5
-1
Russian
1939-43
-1
Russian
1944-45
+1
British/US
1939-41
0
British/US
1942-43
+1
British/US
1944-45
+2
Other
1939-45
-1
PLAYER WITH AIR SUPERIORITY ROLLS 1D6 TO CALCULATE THE
NUMBER OF AIR MISSIONS
SCORE
AIR MISSIONS - A
AIR MISSIONS - B
1-2
0
0
3-4
1
1
5-6
2
1
A =
GERMAN 1939-43 / BRITISH 1941-45 /
US 1941-45 / RUSSIAN 1944-5
B =
GERMAN 1944-45 / BRITISH 1940 /
RUSSIAN 1939-43 / OTHERS 1939-45
2.
ESTABLISH OFF BOARD ARTILLERY FIRE MISSIONS
BOTH PLAYERS ROLL 1D6 TO ESTABLISH NUMBER OF OFF
BOARD ARTILLERY FIRE MISSIONS
SCORE
FIRE MISSIONS - A
FIRE MISSIONS - B
1-2
1
0
3
2
1
4
3
2
5
4
3
6
6
4
A =
GERMAN 1939-43 / BRITISH 1941-45 /
US 1941-45 / RUSSIAN 1944-5
B =
GERMAN 1944-45 / BRITISH 1940 /
RUSSIAN 1939-43 / OTHERS 1939-45
3.
ESTABLISH CONCEALED & DUMMY UNITS
BOTH PLAYERS ROLL 1D6 TO CALCULATE THE NUMBER OF HIDDEN UNITS &
ROLL 1D6 TO CALCULATE THE NUMBER OF AMBUSH CAMOUFLAGED UNITS.
MAJORITY BATTLEGROUP UNITS ARE:
MODIFIER FOR HIDDEN UNITS:
MODIFIER FOR AMBUSH
CAMOUFLAGE UNITS:
ELITE or VETERAN
+ 2 to die roll.
-3 to die roll.
REGULAR or INEXPERIENCED
+1 to die roll
-4 to die roll.
MILITIA
No modifier.
-5 to die roll.
FINAL MODIFIED SCORE = NUMBER OF UNITS PERMITTED IN THAT CATEGORY.
N.B. If more than one HQ is fielded, players may roll on this table for each HQ deployed.
Similarly for particularly large games that are only fielding one HQ per side roll twice for each category.
Plus automatic hidden status for: HQs, HQ FOO or FAC, battery observers & all units starting the game over 24” [36”] from the nearest
enemy and in dead ground, buildings or woods.
DEFENDING PLAYER ROLLS 1D6 TO CALCULATE THE NUMBER OF DUMMY UNITS.
MAJORITY BATTLEGROUP UNITS ARE:
MODIFIER:
ELITE or VETERAN
-1 to die roll.
REGULAR or INEXPERIENCED
-2 to die roll.
MILITIA
-3 to die roll.
FINAL MODIFIED SCORE = NUMBER OF DUMMY UNITS PERMITTED.

Page 2
AIR ATTACK QUICK REFERENCE PAGE
1. AIRCRAFT TO HIT TABLE - ROLL 1D6
DIE SCORE
LOCATION
1
MISS. BOMBS/ROCKETS UNDERSHOOT TARGET
BY 2” [3”] + 1D6”.
2
MISS. BOMBS/ROCKETS OVERSHOOT TARGET
BY 2” [3”] + 1D6”
3+
HIT!
MODIFIERS:
If Cannon attack = +1
Each “Hit” by Anti-Aircraft fire (Suppressed result) = -1
Target is in Cover = -1
Target is Small Vehicle Or AT Gun = -1
AIRCRAFT BOMB/ROCKET RADIUS = 2” [3”] x 2” [3”]
2. IF HIT: ROLL 2D6: ADD ATTACK FACTOR
AND CONSULT RESULTS TABLE.
AIRCRAFT ATTACK FACTORS
AT
AI
Cannon - 1939-42
5
4
Cannon - 1943-45
6
4
Rockets/Bombs
9
6
Target is in Buildings or is Dug in AFV
-2
-2
Target is in Strongpoint
-3
-3
3. IF TARGET IS AFV SUBTRACT AFV DEFENCE FACTOR
FROM MODIFIED SCORE.
AFV ARMOUR DEFENCE FACTORS
SIDE/REAR
A Tiger 2, Jadgtiger, Elephant.
5
B Tiger 1, IS2, Churchill VII-VIII, Panther.*
4 [*Panther = 2]
C Matilda 2, Churchill I-V, T34/85, KV1.
3
D Late PzIV, StuG, Cromwell, Sherman, Char B, T34.
2
E
Late PzIII, PzIV, Crusader, Lee/Grant, M10, S35.
1
F
PzIII, Early PzIV, Stuart, H35/39, R35, Heavy A/C.
1
G PzII, M18, BT7, T26, Medium A/C.
0
H PzI, MkIVB, Light A/C, Half-tracks, Bren carriers.
0
N.B. All anti-tank fire is conducted against the side/rear of AFVs.
4. RESULTS TABLE
FINAL SCORE
INFANTRY & ARTILLERY TARGET
AFV TARGET
6 OR LESS
NO EFFECT
NO EFFECT
7
PINNED MORALE TEST
NO EFFECT
8
PINNED MORALE TEST
SUPPRESSION TEST
9
RETREAT TEST
RETREAT TEST
10
RETREAT TEST
DAMAGED TEST
11
RETREAT TEST If Regular Infantry or better.
DAMAGED TEST
DISPERSE TEST If Militia, Inexperienced, Soft-skin or Artillery.
DESTROYED TEST If Light AFV.
12+
DISPERSE TEST Pillboxes, bunkers, etc are destroyed.
DESTROYED TEST
2a. ANTI-AIRCRAFT FIRE MODIFIERS:
Infantry MMG or HMG
0
Single/Twin auto-cannon
+2
Triple/Quad auto-cannon
+4
Target is Stuka Dive Bomber
-3
Target is other Ground Attack Aircraft
-4
2b. ANTI-AIRCRAFT FIRE RESULTS TABLE
FINAL SCORE EFFECT
6 or less
NO EFFECT
7 - 8
AIRCRAFT TAKE SUPPRESSED MORALE TEST!
FAIL = ONE HIT
9- 11
AIRCRAFT TAKE RETREAT MORALE TEST!
FAIL = MISSION ABORTED
12+
AIRCRAFT TAKE DISPERSE MORALE TEST!
FAIL = SHOT DOWN.
ALL AIRCRAFT TEST MORALE AS ELITE UNITS.

Page 3
QUICK REFERENCE SECTION
HQ COMMAND ORDERS: Roll 1D6.
Highest score has initiative.
Germans win draws.
HQ NATIONALITY
MODIFIER
& TACTICAL MODIFIERS:
GERMAN HQ -1939-44
+2
GERMAN HQ 1945.
+1
BRITISH or US HQ - 1941-45
+1
RUSSIAN HQ 1943-45.
+1
ALL OTHERS.
0
BATTALION HQ
0
HQ IS PINNED or DISPERSED
-1
MINIMUM NUMBER OF COMMAND
ORDERS PER TURN IS ALWAYS 1
REGARDLESS OF MODIFIERS.
EACH COMPANY or AFV REGT.
COMMAND UNIT RECEIVES 1 COMMAND
ORDER (N/A if Pinned/Suppressed.)
COMMAND ORDERS & COSTS TABLE.
COMMAND ORDER TYPE:
COST:
ACTIVATING A COMBAT GROUP WITH A COMMAND UNIT
1 Command Order
ACTIVATING A COMBAT GROUP WITHOUT A COMMAND UNIT
2 Command Orders
ACTIVATING A COMBAT GROUP CONSISTING OF A SINGLE UNIT
1 Command Order
ARMOURED ASSAULT.
(See Restrictions.)
1 Command Order
INFANTRY ASSAULT.
(See Restrictions.)
1 Command Order
ROAD CONVOY.
(See Restrictions.)
1 Command Order
REQUEST ARTILLERY or AIR SUPPORT. (See Below)
1 Command Order
HQ or INF. COMPANY/REGT. COMMAND UNIT IS OVER 24”
[36”] FROM COMBAT GROUP.
+1 Command Order
HQ - ARTILLERY & AIR MISSION REQUEST TABLE
HQ REQUESTING:
HQ IS: GERMAN 1939-44/BRITISH/US
HQ IS: RUSSIAN/GERMAN 1945/OTHERS
ARTILLERY MISSION
Roll 1D6: 1-2 = REFUSED. 3-6 = GRANTED
Roll 1D6: 1-3 = REFUSED. 4-6 = GRANTED
AIR MISSION
Roll 1D6: 1-3 = REFUSED. 4-6 = GRANTED
Roll 1D6: 1-4 = REFUSED. 5-6 = GRANTED
COMBAT GROUP NATIONALITY
MAXIMUM SIZE
Standard German/British/US Combat Group.
5 units including command units.
Standard Russian & Axis allies Combat Group.
4 units including command units.
Early French, Low Countries &
Polish Combat Group.
4 units including command units.
SPECIAL COMBAT GROUPS
Infantry Assault Combat Group - all nationalities.
8 units including command units.
Armoured Assault Combat Group - all nationalities.
8 units including command units.
Road Convoys - all nationalities.
Unlimited.
Commonwealth & Free French/Polish troops count as British. Finns as Germans. Treat all
other armies as Russian.
GAME TURN
1.
COMMAND & INITIATIVE PHASE - Simultaneous.
2A.
PHASING PLAYERS COMMAND ORDERS PHASE. WORK FROM LEFT TO RIGHT.
2B.
NON-PHASING PLAYERS DEFENSIVE FIRE.
3A.
NON-PHASING PLAYERS COMMAND ORDERS PHASE. WORK FROM LEFT TO RIGHT.
3B.
PHASING PLAYERS DEFENSIVE FIRE.
4.
RALLY & MORALE PHASE - Simultaneous.
COMMAND
MOVEMENT
MOVEMENT RATES:
Roll 2D6 to establish the principle move in inches and add this
result to any base move present.
DOUBLE SIX = ADDITIONAL 1D6” TO MOVE
UNIT TYPE
STANDARD MOVE
ROAD MOVE*
Infantry & HQs
2D6”
2” + 2D6”
Slow AFVs
2D6”
4” + 2D6”
Medium AFVs
4” + 2D6”
10” + 2D6”
Fast AFVs & armoured cars
6” + 2D6”
16” + 2D6”
Wheeled vehicles
4” + 2D6”
16” + 2D6”
Cavalry
2” + 2D6”
6” + 2D6”
Infantry assault
+1”
-
Armoured assault
+2”
-
* ENTIRE MOVE MUST BE ON ROAD TO QUALIFY
SITUATION MODIFIERS / EFFECTS
DIFFICULT TERRAIN
½ SPEED
HAZARDOUS TERRAIN
BOGGED DOWN CHECK
REVERSING
½ MOVEMENT ALLOWANCE (SEE
RECON A/C RULE)
LIMBER / UNLIMBER
ARTILLERY
UP TO 82MM = ½ MOVEMENT
ALLOWANCE. OVER 82MM = 1 TURN.
MANHANDLED ARTILLERY
½ INFANTRY MOVEMENT
ALLOWANCE. (MUST BE 82MM OR
LESS AND HAVE WHEELS!).
CROSSING BARBED WIRE
UNITS TAKE PINNED MORALE TEST
PASS
CROSS: COST = ½ MOVEMENT
FAIL
NO MOVE & PINNED
BOGGED DOWN TEST (1D6)
1
BOGGED DOWN
2-6
OK
WHEELED VEHICLES -1 IN MARSH ETC -2

Page 4
RECONNAISSANCE TABLE MODIFIERS -
MAXIMUM DISTANCE FOR RECONNAISANCE IS 36” (54”)
SITUATION
MODIFIER
Distance = Over 16” [Over 24”]
-2
Distance = 9”- 16”
[13”-24”]
0
Distance = 8” or less [12” or less]
+1
Recon unit is on high ground
+1
Recon unit within 4” [6”] of enemy units.
-2
Area observed is Bunker, cellar, etc.
-3
RECONNAISSANCE RESULTS TABLE
SCORE
RESULT
1 - 6
POOR RECONNAISSANCE - Nothing spotted.
7
ARMOUR SPOTTED! Player must declare if AFVs are present. Place an AFV model
of any type.
8-11
ENEMY SPOTTED! Player must declare and place one unit in the area or one
dummy unit is revealed and removed.
12+
ACCURATE SPOTTING! Player must declare and place two units/dummy units
in the area.
Achtung! 2D6 roll is a Double Six = All units spotted in the area including any Ambush
Camouflage units.
SMALL ARMS RANGES
CLOSE
EFFECTIVE
LONG
SMGs
0 - 4”
[6”]
5” - 8”
[6 ½” - 12”]
-
Rifles, LMGs & Vehicle mounted MGs
0 - 4”
[6”]
5” - 12” [6 ½” - 18”]
-
MMG & HMGs
0 - 4”
[6”]
5” - 16” [6 ½” - 24”]
17” - 20” [25” - 30”]
Light Mortar
4”
[6”]
5” - 12” [6 ½” - 18”]
-
AT Rifles
-
0 - 8”
[0 - 12”]
-
Panzerfaust, Bazooka, PIAT etc.
-
0 - 4”
[0 - 6”]
-
TANK & GUN RANGES
CLOSE
EFFECTIVE
LONG
Small & Low Velocity Guns (*)
0 - 8” [0 - 12”]
9” - 16” [13” - 24”]
17” - 30” [25” - 45”]
Standard Guns
0 - 8” [0 - 12”]
9” - 22” [13” - 33”]
23” - 36” [34” - 54”]
High Velocity Guns (#)
0 - 8” [0 - 12”]
9” - 22” [13” - 33”]
23” - 42” [34” - 63”]
DIRECT FIRE SITUATIONS
EACH FIRING UNIT ROLLS 2D6 & APPLIES MODIFIERS
SITUATION
MODIFIER
NOTES
Firing unit is Elite/Regular/Militia
+1/0/-1
Veteran & Inexperienced = Regular
Firing unit is Pinned or Suppressed
-3
Close Range Defensive or Point Blank fire only.
Firing unit is Damaged AFV
-1
Firing unit is Supported
+1 per unit.
Small arms only. Two units maximum.
Target at Close Range
+2
N/A if Flame-thrower/hand-held AT unit.
Target at Effective Range
0
Target at Long Range
-2 (-3)
-3 if Russian AFV or Single Man Turret.
Target in Cover.
-1
Includes Hull Down.
Target in Hard Cover
-2
Behind Buildings or Wrecked AFVs.
Target in Strongpoint
-3
Includes Dug In AFVs.
Target is Human Wave or Mounted Cavalry
+1
Also includes crowded targets.
Difficult Targets
-1
Infantry at 16”[24”] or greater range. / Small Vehicle / Fast Vehicle /
AT Gun / In or through Smoke / Limited target / Out of Arc
Human Wave or Mounted Cavalry
+1
Includes crowded targets
STOP!
If the current modified score is 5 or less = Miss! The target has not been acquired.
If the current modified score is 6 or more = On Target! The target is acquired. Now add weapon factor.
AFV ARMOUR DEFENCE FACTORS
Subtract from score if anti-tank
ARMOUR
ARMOUR DEFENCE FACTORS
FRONT FACTOR
SIDE/REAR FACTOR
CATEGORY
HEAVY AFVs
A
Tiger 2, Jadgtiger, Elephant.
8
5
B
Tiger 1, IS2, Churchill VII-VIII, Panther.*
7
4 [*Panther = 2]
MEDIUM AFVs
C
Matilda 2, Churchill I-V, T34/85, KV1.*
5 [*KV1= 6]
3
D
Late PzIV, StuG, Cromwell, Sherman, Char B, T34.
4
2
E
Late PzIII, PzIV, Crusader, Lee/Grant, M10, S35.
3
1
F
PzIII, Early PzIV, Stuart, H35/39, R35, Heavy Armoured Car.
2
1
LIGHT AFVs
G
PzII, M18, BT7, T26, Medium Armoured Car.
1
0
H
PzI, MkVIB, Light Armoured Car, Half-tracks, Bren carriers.
0
0
RECONNAISANCE
DIRECT FIRE

Page 5
DIRECT FIRE RESULTS TABLE:
FINAL SCORE
INFANTRY & ARTILLERY TARGET
AFV TARGET
6 OR LESS
NO EFFECT
NO EFFECT
7
PINNED TEST
NO EFFECT
8
PINNED TEST
SUPPRESSION TEST
9
RETREAT TEST
RETREAT TEST
10
RETREAT TEST
DAMAGED TEST
11
RETREAT TEST If Regular Infantry or better.
DAMAGED TEST
DISPERSE TEST If Militia, Inexperienced, Soft-skin or Artillery.
DESTROYED TEST If Light AFV.
12+
DISPERSE TEST
DESTROYED TEST
WEAPONS FACTOR TABLE
Add to modified score
TANK & AT GUNS
AT
AI
SMALL ARMS
AT
AI
20mm*
1
1
Rifles & SMGs
(-2)
0
37mm*
2
1
LMGs & Vehicle mounted MGs
(-2)
1
45mm* & 47mm* & British 2pdr*
3
1
MMG
-2
2
50mm* Short German L42
3
1
HMGs
0
2
50mm Long German L60
4
1
Light Mortar
(-2)
0
57mm US & British 6pdr
4
1
AT Rifles
0
0
75mm* Short German L24
3
2
ARTILLERY - HE & HEAT
AT
AI
75mm*/76mm* Early US 75mm & Russian 76mm
4
2
Single/Twin Auto-cannon*
+1
2
75mm/76mm US 75mm & Russian 76mm
5
2
Triple/Quad Auto-cannon*
+3
4
75mm/76mm Long German L43/48 & US 76mm
6
2
Panzerfaust, Bazooka, PIAT etc.
5
0
75mm# High Velocity German L70
8
2
75mm-85mm HE
2
2
17pdr# British
8
2
88mm-100mm HE
2
3
85mm Russian
7
2
105mm-139mm HE
3
4
88mm# German L56
8
3
150mm+ HE
4
5
88mm# High Velocity German L71
10
3
95mm* HEAT Short Howitzer
4
3
90mm# US
8
3
105mm* HEAT Short Howitzer
4
4
100mm# Russian
8
3
122mm* HEAT Short Howitzer
5
4
122mm# Russian Long 122mm
9
4
150/152mm* HEAT Short Howitzer
7
5
MORALE TEST
MORALE TESTS.
1D6
MORALE TEST TYPE:
SCORE PINNED or
RETREAT TEST
DISPERSE TEST AFV DAMAGED TEST AFV DESTROYED TEST
SUPPRESSED TEST
1
PINNED or SUPPRESSED
DISPERSED or if AFV
DISPERSED
DESTROYED
DESTROYED
DAMAGED & RETREAT
2
PINNED or SUPPRESSED
RETREAT
DISPERSED
DAMAGED & RETREAT
DESTROYED
3
PINNED or SUPPRESSED
RETREAT
DISPERSED
DAMAGED & RETREAT
DESTROYED
4
OBEY ORDERS
RETREAT
DISPERSED
DAMAGED & RETREAT
DESTROYED
5
OBEY ORDERS
PINNED or SUPPRESSED
DISPERSED
RETREAT
DESTROYED
6+
OBEY ORDERS
OBEY ORDERS
RETREAT
SUPPRESSED
DAMAGED & RETREAT
MODIFIERS: All Command & Elite units = +1 (Except on Damaged & Destroyed Tests.)
RETREAT: Infantry retreat up to 6” (9”). All vehicles retreat up to 10” (15”). May halt in nearest safe cover.
RALLYING
RALLY CHECK RESULTS
SCORE
RESULT
0 or less
SURRENDER! UNIT DISPERSES. (AFVs abandoned and destroyed.)
1 - 3
FAIL!
REMAIN PINNED or SUPPRESSED.
4 - 6
RALLY!
REMOVE PINNED or SUPPRESSED MARKER.
Unit regroups and may carry on as desired next turn.
RALLY CHECK MODIFIERS
IF COMMAND UNIT
+1
IF ELITE or VETERAN
+1 (N/A if Command unit.)
IF REGULAR
0
IF MILITIA or INEXPERIENCED
-1
IF IN BASE TO BASE WITH
A COMMAND UNIT*
+1 (Applicable to one unit only.)
* = N/A If another command unit or if command unit is Pinned/Suppressed.

Page 6
FLAME-THROWERS vs. ALL TARGETS.
SCORE
RESULT & MORALE CHECK REQUIRED.
5 OR LESS
MISS. NO EFFECT & OUT OF AMMO.
6-7
TARGET UNIT TAKES RETREAT MORALE TEST.
8+ TARGET UNIT TAKES DISPERSED/DESTROYED MORALE TEST.
MAXIMUM TARGET ACQUISITION DISTANCES
TARGET
IN OPEN
IN COVER.
INFANTRY
24” [36”]
16” [24”]
AT GUN or SMALL VEHICLE
32”[ 48”]
24” [36”]
AFV or OTHER
50” [75”]
32” [48”]
If spotting unit is on high ground and target in open = +4” [6”]
Units are automatically acquired at the above ranges.
Units outside these distances may not be engaged.
DOUBLE SIX EFFECTS TABLE
Players consult the Double Six Effect Table for the
minimum possible results from all fire and close assaults.
TARGET
MINIMUM EFFECTS
HQ AND COMMAND UNITS
DISPERSE MORALE TEST.
INFANTRY
DISPERSE MORALE TEST.
SOFT SKIN VEHICLES
DESTROYED.
LIGHT AFVs
DESTROYED.
MEDIUM & HEAVY AFVs
DAMAGED AND RETREAT.
EXCEPTION: If firer is MG then
retreat only.
ARTILLERY
DESTROYED.
AIRCRAFT
SHOT DOWN!
IN CLOSE ASSAULT
Loser: ONE EXTRA UNIT IS
DISPERSED OR AFV DAMAGED.
Winner: ONE EXTRA UNIT IS
DISPERSED OR AFV DESTROYED.
STRONGPOINTS
IF HIT BY 75mm OR LARGER HE
ANY STRONGPOINT IS
DESTROYED. OCCUPYING
UNIT/S TAKE A DISPERSE
MORALE TEST.
CLOSE ASSAULTS
CLOSE ASSAULTS -
APPLY APPROPRIATE MODIFIERS TO UNIT FACTOR & ROLL 2D6.
INFANTRY & ARTILLERY TYPE
FACTOR
AFV TYPE
FACTOR
COMMAND UNIT
3
HEAVY AFV Armour category A-B
6 (4)*
INFANTRY UNIT
2
MEDIUM AFV Armour category C-F
5 (3)*
SMG UNITS vs. Infantry or Artillery
4
LIGHT AFV Armour category G-H
4 (2)*
ASSAULT ENGINEERS
5
OPEN TOP AFV
4 (2)*
CREWED WEAPONS
1
SOFT SKIN VEHICLE
2 (0)*
SITUATION
MODIFIER
EACH SUPPORTING UNIT
+1
50% OR MORE OF UNITS ARE ELITE
+1
50% OR MORE OF UNITS ARE MILITIA
-1
LEAD ASSAULT UNIT IS DAMAGED AFV
-1
UNIT IS PINNED OR SUPPRESSED
-2 (Pinned or suppressed units may not support.)
DEFENDING BUILDINGS or STRONGPOINT
+1/+2
AT WEAPONS vs. AFVs WITHOUT INFANTRY SUPPORT
+2 (+1 if AT Rifle.)
LEAD ASSAULT UNIT HAS FLAME-THROWER
+3
HUMAN WAVE
+2
* USE LOWER FACTOR IF IN WOODS, BUILDINGS, HAZARDOUS TERRAIN, ATTACKED FROM REAR
or if NO MGs..
Ahtung! 2D6 roll is Double Six
Thrown by Losers = One winning unit is Dispersed or AFV damaged
Thrown by winners = One losing unit or additional unit is Dispersed or AFV
destroyed.
CLOSE ASSAULT RESULTS -
DIFFERENCE BETWEEN SCORES IS:
RESULT
0
Stubborn Resistance!
Immediately fight a further round or retreat. Players
choice.*
1-2
Losers Retreat!
All losing units Retreat.
3-4
Losers Overrun!
One losing unit Dispersed OR one AFV Damaged. All
others Retreat.
5-7
Losers Routed!
Two losing units Dispersed OR one AFV Destroyed, one
of which must be the lead assault unit. All others
Retreat.
8+
Losers Dispersed!
All losing units Dispersed or Destroyed.
Loser chooses which units are dispersed, damaged or destroyed. N.B. Losing soft skin vehicles are
always destroyed.
Winning units may occupy the ground or move additional 2” [3”].
[* = All fight on or all retreat.]
INDIRECT ARTILLERY FIRE
MISCELLANEOUS
ARTILLERY ACCURACY TABLE
DIE SCORE LOCATION
1
MISS. RIGHT OF TARGET.
2
MISS. LEFT OF TARGET.
3
MISS. UNDERSHOOT.
4
MISS. OVERSHOOT.
5-6
HIT!
MODIFIERS:
+1 if same target area but missed target
last turn. *
+2 if same target area and on target last
turn. *
+1 if opening bombardment or opening
rolling barrage.
* N/A if Rocket artillery
MISS DEVIATION DISTANCES:
ON BOARD ARTILLERY
2” + 1D6”
OFF BOARD ARTILLERY
4” + 1D6”
UNITS IN BEATEN ZONE &
LIGHT MORTARS &
BATTERY
SMOKE SCREEN
ASSAULT ENGINEERS
1
2” x 2” [3” x 3”]
2” X 1” (3” X 2”)
2
2” x 4” [3” x 6”]
3
3” x 4” [4 ½” x 6”]
4+
4” x 4” [6” x 6”]
SITUATION & HE TYPE MODIFIERS
HE SHELL SIZE & TARGET SITUATION
FACTOR
NOTES:
Medium Mortars (81/82mm & 3”)
+1
HE - 75mm - 85mm
+2
HE - 88mm - 100mm & Heavy Mortars (120mm)
+3
Includes 25pdrs and 4” mortars
HE - 105mm - 139mm
+4
HE - 150mm+
+5
Target is in Hard Cover
-2
Includes Dug In AFVs
Target is Light AFV or Open Top AFV.
-2
Target in Strongpoint or is Heavy or Medium AFV
-3 (-4)
-4 if Armour Category A (Tiger 2, etc.)
DIRECT HE RESULTS TABLE
FINAL SCORE RESULT
6 or less
No effect
7 - 8
Target takes pinned or suppression
morale test.
9- 11
Target takes retreat morale test.
12+
Infantry and artillery targets take
disperse morale etst.
AFV targets take damaged morale
test.