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Intro
NUTS! is a WWII man-to-man miniatures wargame that
is usually played at squad or platoon level on a tabletop.

Sector: (MILITARY) a designated defense area,
usually in a combat zone, within which a
particular military unit operates and for which it
is responsible.

WWI defined the use of Maps in warfare because of the
need to know where your trench lines were and the
enemies was. (Yours, because you could get lost in the
zig zag paths and the enemies, because of the need for
rolling barrages and exact timing of assaults.)

By WWII, maps were in the hands of the lowest officers
and even NCOs. These were used to locate objectives,
determine routes, give insight into what they may expect
to find there, and provide orientation. Often, scouting
was needed to fill in the gaps as maps were often
outdated or inaccurate.


This Article is an attempt to bring in the use of maps and
broad sector warfare into NUTS! It uses simplified
mapping to achieve this. When you play on a table (say
3x3), that represents a plot of land that is being
contested (whether you are playing 6mm, 15mm, 28mm,
etc.) Though often ignored, activity is going on outside
of your table. MAP SECTOR NUTS! logically and
measurably expands that potential activity to many
tabletops away.

Maps can be made ahead of time for a whole Sector
allowing for strategic planning. These can have enough
information to plan your movement through an area. As
you get closer to your objectives, maps containing
potential tables [3x3 size] can be designed (especially
keeping in mind the buildings & terrain you have), with
PEFs (Possible Enemy Forces) in the Grid squares that
you have to investigate. When one is revealed, lay out
the table as designed and play.


























































How To Read Map References in
MAP SECTOR NUTS!

As you will see, you could call out a mortar barrage on a
particular location using these map references. If
barrages are possible in your game, then the designated
areas (Hill 419: Grid 13M or Niyen 4, Table 4, sections
5, 8 & 9; as explained below) will be bombed. Most
NCOs will only be working with GRID maps. The grid
lines are numbered squares & letters that divide up like
TicTacToe boxes. For gaming purposes, a TABLE
represents a 3x3 tabletop. This is for purposes of
measuring fire and driving vehicles, etc. Your tabletop
might be 3x4 or 2x3; just rearrange any roads,
buildings, etc to fit your tabletop OR consider your
tabletop to have slop over onto the next TABLE map.
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Below is the NUTS! conversion to 6mm, 15mm and 25mm scales. This is for those who want a little more precision in
calculating distances for importing Google Maps, etc.
MAP REFERENCES LENGTHS and scale
NUTS! Scale
(1)
6mm Scale 15mm Scale 20-28mm Scale
Map Ref Control
(2)
Inch

Yard Table Page
area
(3)

Foot Yard Mile Rough
(4)

Foot Yard Mile Rough Foot Yard Mile Rough
Section
(5)

Squad
Table
(6)
Platoon 36 3 1 6561 yd 324 108 .06 100yd 216 72 .04 75 yd
Niyen Company 108 36 3 729 mi 972 324 .18 .2 mi 648 216 .12 1/8 mi
Box Battalion 324 108 9 81 mi 2916 972 .55 .5 mi 1944 648 .37 .4 mi
Grid Brig/Reg 972 324 27 9 mi 8747 2916 1.6 1.5 mi 5832 1944 1.1 1 mi
Page 2916 972 81 1 mi 26244 8747 4.9 5 mi 17496 5832 3.3 3.5 mi
Chapter 8748 2916 243 mi 78732 26244 14.9 15 mi 52488 17496 9.9 10 mi
Book 26244 8748 729 mi 236196 78732 44.7 45 mi 157464 52488 29.8 30 mi
1 mile = x Tables 1 mile = 16.3 Tables 1 mile = 24.4 Tables
(1) This is real world inches so you can visualize how many tables you would have had to set up to get the effect.
(2) This column reflects the area that this type of unit can comfortably control in a non-urban area.
(3) This represents the number of Tables, Niyens, Grids, etc. that would fit into a Page if you were to set them up.
(4) This is a rounding over of lengths for guestimating distances.
(5) Section is breaking down the Table into 9 parts for laying of terrain or PEFs, etc.
(6) This is the gaming surface you set up on. In MSN, it is a 3x3 real world surface.

Grid North
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

23 24 25 26 27A

B

C

D

1

2

3

E

F

G

H

I
B
J

1

2

3

K

L
N
2 3

M

4

4

4
T
6

6

6

N

7 8 9

O

P

7

8

9

Q

R

S

T

U

V

7

8

9

W

X

Y

Z

AA

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The center Table is Grid 14N or Niyen 5 depending on
which size map you are originating your reference from.
You could even go into more detail by designating
increment points: Grid 14.5N.5 indicates the center
section of the Table.

All maps have North at the top. If you are attacking from
the east, that is the side of the board you come in on. If
its southeast, you come in from the corner.


For game purposes, the CORPS Sector maps (Maps of
large areas like Normandy or Sicily) have been compiled
into BOOKS. These contain many maps of the entire
region. Each BOOK contains gridded maps that have
PAGE Numbers. A PAGE is GRIDded into 9 parts. A
GRID is broken down into TABLES. (You play on a
Table.) A TABLE can be broken down into SECTIONS.

The Take Hill 419 and Crossroads map contains 4
Niyens and just a bit more. In the case of this map, 4 of
the tables can be combined for one 6x6 gaming table
that includes 13M, 13N, 14M and 14N: The crossroads
and Hill 419.





Determining what type of stuff is
on the TABLE.
(NUTS! 2
nd
Edition TERRAIN Page 55-58)

General Table Data and Habitation:
To randomly determine what terrain and buildings are to
be put on your gaming table, you are going to use the
NIYENS. (Otherwise, just choose and draw out what is
there.)

1

2 3
4

5 6
7

8 9


The first thing to do is find out how concentrated the
population is, starting with the center TABLE (5). Roll on
the General, then Specific Terrain Habitation Level
Chart.





1 Terrain Habitation Level Chart
General
Die Roll
Specific Die
Roll
Notes
0 1
Urban
1 - 3 City Lots of buildings or
parking lots next to
each other.
4 - 6 Suburb Buildings with their
own yards.
a) Urban
Medieval
Dense buildings in
small space with
wall around it, then
open lands.
Sometimes there is
not a wall.
2 3
Village
1 - 3 Hub A village with a
central core.
4 - 6 Road A village strung out
along a road.
4 6
Rural
1 - 2
Farm/Building
Isolated buildings
3 - 6 Open No man made
structures (except
possible roads)

Urban result is -1 modifier on the next adjacent General
Table Roll. This means a slightly greater likelihood of
larger city once started.

Once the 9 General TABLES have been determined, roll
to determine TABLE specifics. On an Urban General,
you can choose Urban Medieval if you wish. This then
becomes a walled Town/Village surrounded by open
lands. Sometimes cities have swallowed up walled
towns.

Example 1
Start with Map NIYEN 5
Roll d6 for General Behavior. A 5 makes it
Rural.
Now roll for NIYEN 1-4, 6-9, each taking on
Urban, Village, or Rural.
Roll Specifics for NIYEN 5 Rural. A 2
becomes Farm/Building.
Now roll Specifics for the other TABLES on
the NIYEN.

Example 2
Start with Map NIYEN 5
Roll d6 for General Behavior. A 1 makes it
Urban.
Now roll for NIYEN 1-4, 6-9. Each of these
rolls will be taken at -1 due to the Urban
NIYEN 5. This might make your urban into
a city from a town.
Roll Specifics for NIYEN 5 Urban. A 4
becomes Suburb.
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Now roll Specifics for the other TABLES on
the NIYEN in the viewpoint that NIYEN # is
a suburb.
Note: If upon looking at the adjacent tables, the city
seems out of place, you can turn it into Medieval
Urban.


Terrain Data:
Your Map (and table) is going to have roads, woods,
rivers, etc. on them. If you want to randomly determine
what is on them, use this method:

Continue using the NIYEN as above.

1

2 3
4

5 6
7

8 9

The first thing to do is go through your NIYEN and
connect every Cities, Towns, Villages with roads. Until
you actually make a TABLE Map, consider the
city/town/village to be in the middle of the table. If you
have any adjacent NIYENs done, you can connect these
adjacent NIYEN habitats as well. If not, make at least 2
roads exit the NIYEN (preferably on opposite ends.)
This is just a preliminary so you make sure your habitats
have connections. Later, you will go through and make
these into highways or trails or perhaps remove a few
roads entirely so that some villages are only connected
by a single road or make the roads meander more.



GENERATING TERRAIN
What you randomly put on your table will be general,
then specific:

General Terrain Chart is what the majority of your
table is going to contain. Roll 2d6 under the
Campaign Area of your battle to determine the
general terrain type.
Specific Terrain Chart is what details your table.
Roll 2d6 for each section of the table.

However:

Hills have a tendency to follow each other.
Whenever the roll on the Specific Terrain Chart
results in a hill, roll again. If you get another hill,
that means your original hill is taller (2 hill
becomes 4) If you roll another hill, it becomes
even taller. You can make a hill as high as you
want.
If the next roll is not a hill, then that terrain feature
is what sits on your original hill.
Swamps and Dikes cannot be on hills.
(Example a hillhillhillrough. Becomes a 3 hill
that has boulders on it. Once a terrain other than hill is
rolled, the next roll is for a new area.

For more information on terrain, see All Things Terrain
article.


2 GENERAL TERRAIN
2D6 Added together
Tot N.
Africa
S. Italy N. Italy Nor
mandy
France Market
Garden
2 Wooded Clear Clear Clear Clear Clear
3 Clear Wooded Clear Clear Clear Clear
4 Clear Wooded Wooded Clear Clear Clear
5 Clear Clear Clear Clear Clear Clear
6 Clear Wooded Clear Wooded Clear Clear
7 Clear Mountain Clear Wooded Clear Clear
8 Clear Clear Clear Wooded Wooded Wooded
9 Mountain Mountain Mountain Clear Clear Clear
10 Clear Wooded Wooded Wooded Wooded Wooded
11 Mountain Mountain Wooded Wooded Wooded Clear
12 Clear Mountain Mountain Clear Mountain Clear
See NUTS! Pieper at the Gate and NUTS! Hurts for
Ardennes/German setting.

2 SPECIFIC TERRAIN
2D6 Added together
Tot N.
Africa
S. Italy N. Italy Nor
mandy
France Market
Garden
2 Clear Clear
(2)
Clear Hill Wood Rough
3 Hill
(1)
Hill
(1)
Hill
(1)
Woods Wood Rough
4 Hill
(1)
Hill
(1)
Woods Woods Clear Clear
2)

5 Hill
(3)
Hill
(3)
Hill
(2)
Clear Hill
(1)
Woods
6 Clear Clear Clear Rough Hill
(1)
Woods
7 Rough Hill Hill
(1)
Rough
(3)
Clear Clear
8 Rough Rough Rough Rough
(2)
Hill
(2)
Rough
9 Rough
(4)
Rough
(4)
Rough
(3)
Woods
(3)
Wood Rough
(3)

10 Rough
(2)
Impass Impass Rough Rough
(1)
Rough
(2)

11 Impass Impass Impass
(2)
Clear
(2)
Rough Hill
12 Impass Hill
(1)
Hill
(1)
Hill Impass Hill
(1) If a mountain has a hill on it, then you are in the
foothills of steep mountains and these hills are covered
with forest (or if in desert, they ring an oasis.)
(2) Rivers (includes wadis if dried up; also includes ponds;
Streams are 1to3 wide; creaks are less than 1 wide.)
(3) Farm = low crops, wheat, vinyards, fruit/groves, pastures
(4) Ancient Ruins


Changes:
Roads are 2 + ! d6 wide (also depends on scale).
Railroads per train scale.
Rough includes Gullies, Dikes, Swamp/Marshes.
Clear includes Scrub.

Additional Information
Gully Gullies represent gouges in the ground created
by the effect of water (either shallow or steep-sided), but
may also represent man-made ditches like irrigation
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ditches. In the game they are one to three inches wide
and one foot long. Gullies provide cover and
concealment. Gullies force vehicles to take a Run Over
check.
Once all the terrain is set on the table, look at those
sections containing gullies. Connect gullies together
from each section to form a continuous gully. Connect
those sections closest to each other first. Next, extend
gullies off table to the nearest table edge on one end.
Extend the other end to the nearest table edge, but not
the edge already used. If there are multiple edges that fit
the criteria, choose which one randomly.

Hill Types of hills: small hill (5-9 diameter), medium
hill (9-15 diameter), large hill (19+ diameter), slope
[gently rising hill], ridge [hill with cliff] (Level I hill is 1
tall; Level II hill is 2 tall; etc. ) At Hill Level 5, gullies
become Ravines.








































Some examples of Specific Terrain
General Specific Die
Roll
Notes
Water Ocean, Lake,
Pond

River, Stream,
Creak, Canal

Swamp, Marsh
Land Steep Hills, Hills,
Gentle Rolling
Hills, Rise

Ridges, Gullies,
Dried Riverbeds

Rocky Coasts,
Beaches, Soft
Dunes

Mountains, Cliffs,
Caves

Forest, Woods,
Copse, Jungle,
Hedgerows,
scrub trees,
Brambles

Desert/Dirt,
Rough

Manmade
Upgrades
Highway, Road,
Minor Road, Trail

Dam, Bridge,
Ditches

Farms,
Orchards,
Vineyards

Walls, Gradings
Railroad Tracks,
Airfields, Docks

Military Fortifications,
Bunkers

Trenches,
Barbed Wire

Minefield, Anti-
tank Obstacles

Gun Pits,
Observation
Towers




Using your Maps: Battling
beyond your table.

As you can tell, MAP SECTOR allows you to expand
your playing surface (tabletop) by alluding to adjacent
potential gaming surfaces.


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If your squad is scouting No-Mans Land on TABLE 5
(Your TABLE or your tabletop), you might be able to
infiltrate the Enemy Front in the next table or direct
mortar fire onto Enemy Front from your Forward
Observation trench on hill on Your TABLE.

NIYEN
1
2 3
4 TABLE
5
6
7

8 9
NIYEN
1
2 3
4

5 6
7

8 9
NIYEN
1
2 3
4

5 6
7

TABLE
8
9

If you use a 36x36 tabletop (3x3), then you can start
to visualize distances and approximate how long it will
take things to move across a Map. If a jeep (Full move
32 each turn on Road) loaded with ammunition leaves
the Company HQ on Turn 3, it will take at least 9 turns to
reach your TABLE 5. You can measure distances and
time in Tables.

Thus, instead of having artillery at ! mile or 880 yards
away in 25mm scale, have them be 14 boards away.
That way you can visualize having to set up and fight 14
boards to attack the artillery with infantry.

If youre travelling, you dont have to actually set up all
14 boards. Roll on the Anything Occur While Traveling
Chart below to see if anything happened on the tables
you travel through. Set it up if you need to, then resolve
the situation. Continue doing this till you get to your goal
Table.

MSN is played on a 3x3 or 36x36 board. I will use the
term real when referring to something not scaled. The
above 36 is the real board size. At 25mm scale of
roughly 1 = 6 feet, the width of this field is 216 or 72
yards across. Therefore, seven boards put end to end
would represent " mile. Note: you can always play on
larger sized boards keeping in mind the 3 square
template for measurement purposes.

25mm 1=6 A 36 (real world) table = 216 feet or 72
yards. 1 mile = 24.5 Table Squares
15mm 1=9 A 36 (real world) table = 324 feet or 108
yards 1 mile = 16.3 Table Squares
Real world: 5280 feet = 1760 yards = 1 mile

Movement per NUTS! in inches (real world)
Type Open Cross
country
Road
(1)
Road
Race
(1.5x)

(2)

Range
of
guns
(4)

Foot 8 8 9 16 (2x)

(3)


Lt
Tank
24 16 26 39
Md
Tank
18 12 20 30
Hv
Tank
12 8 14 21
Jeep 32 16 34 51
Truck 28 14 30 45
!
track
24 12 26 39
(1) MSN considers roads to benefit over the long haul. Therefore
when playing MSN, add +1 for foot and +2 for vehicles.
(2) Racing vehicles need to make driver check every Table.
(3) Can only sustain run for ! mile (real world), then FATIGUE.
(4) This is listed so you can determine effective range for Table to
Table fighting.






Movement Average # of turns to move 1
Square
Type Open X country Road Road Race
Foot 4.5 4.5 4 2.25
Lt Tank 1.5 2.25 1.5 1
Md Tank 2 3 1.75 1.25
Hv Tank 3 4.5 2.5 1.75
Jeep 1 2.25 1 .75
Truck 1.25 2.5 1.25 .75
! track 1.5 3 1.5 1

Therefore, a jeep going a mile on a road:
Average # of turns to go 15 Squares
Turns Movement
15 Normal
11 Racing

Thus one can measure distances in Tables. It can then
become easier to imagine fighting 7 tables to cover "
mile. If a jeep can cover 30, then at a full run it can
practically cover a table in 1 activation and you can
estimate that it will reach the end of 7 tables in about 9
turns in 25mm scale.
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1 Anything occur while traveling
through this table? Chart
(Either behind your lines or in No Mans Land.)
Die
Roll
Incident What to Do.
1
Nothing Carry On
2
Nothing Carry On
3
(1-4) You spot PEFs
on adjacent table.
(5-6) Nothing
Carry On or Investigate
by going into that Table.
Roll for which nearby
Tables the PEFs are on.
4
(1-3) Pick up
Intelligence Data
(4-5) Sniper
(6) Nothing
Intel - You get info about
another table via civilian
or scout.
Sniper - Get off the
Table before he kills you
OR kill him first.
5
(1-4) Barrage/Mortar
Fire/Strafe
(5*) Mine/Booby
trap goes off
(6) Nothing
Barrage - You are being
bombed or strafed.
Mine - You have
encountered an anti-
personnel device either
marching or while resting
(did you really have to
try that piano in the
bombed out house?)
6
(1-4) Ambush/Attack
(5) Roadblock
(6) Small unit
fighting ahead
Ambush - You have
been ambushed on this
Table. If you already
have been ambushed
this game, then straight
fight.
Roadblock - You have
encountered an enemy
roadblock (if in No Mans
Land), otherwise its one
of yours and theyre not
letting you through
without authorization.
Got your orders with
you?
Fight Witness a squad
fight near the enemy
baseline.
* Mine/Booby Trap along route (not minefield)
(1-3) Choose Lowest Rep guy
(4-5) Choose lowest rep guy and 1 random other
(6) Choose lowest rep guy and 1d6 others
Roll Rep. If over, then OD. Medic applies, After the battle
Recovery applies.

Using Maps, you can introduce Down Time where you
intentionally have nothing happen as your troops wait
out the hour it will take the supplies to arrive. Or dig in,
or perhaps, the enemy will attack while you are waiting.
Thus you can actually simulate moving troops into
position early in the morning (see if there is any
engagement), then wait for the 4pm coordinated assault
over NIYENS 4, 5, 6.

Therefore you could have battles happening
simultaneously beyond your table.




Wargaming Table and the
Company

Here is an example of how a squad level game can take
on a Company feel. You can utilize a full platoon if you
want to, but you dont have to.

You have orders to have your Company take TABLES A,
B & C. Establish Urban/Village/Rural, then establish
roads and terrain. As Captain, you can decide to do
frontal assault along all TABLES; pincer assaults on
TABLE A and C hoping to win and attack TABLE B from
the sides; full thrust on TABLE B with all three platoons,
etc.

In the diagram below, each green square represents a
US soldier in the platoon, except the top three boxes
which represent the Platoon HQ. Each column
represents a squad.



A




B




C


P L H Q

A B C A B C A B C











1
st
Platoon 2
nd
Platoon 3
rd
Platoon

C O H Q
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One rough way to represent a Company in a tactical
wargame (apart from having to field the entire 100+
soldiers on the board as above or using less figures by
having one represent 3-5 soldiers) is to extrapolate the
Company experience by what happens at the squad or
platoon level. This extrapolation happens on the
wargame Table, so we will talk about that first.

The MSN Grid pattern can be superimposed on a map to
plan for actions. In fact, you can give players a gridded
map and actually have them plot out how to get to the
Main Board. Or you can use an outdated and inaccurate
map as an Intelligence error perhaps, because it came
from French Maps of WWI and has not been updated,
etc. (In other words, the map they are using does not
quite match the Table they are playing on.)

Therefore you could have battles happening beyond the
boards. More on that later.

Depending on your style of play and the amount of
figures available, there are several ways you could put
troops on the MSN Layout. Note: when it says Put a
squad into Left Board and Right Board, it is mainly for
visualizing the concept. You are only going to play the
Main Board.

1) Just use the main board and dont concern
yourself with anything else.

2) Play Wide Put Squad A from First Platoon into
Left Table, Squad B from First Platoon into Main Board
and Squad C from First Platoon into Right Table. Your
reinforcements are Second Platoon (waiting in LR, RR,
and Rear boards) which moves onto Left, Main & Right
table as one group. You probably already play this way,
only using a squad on a table.

3) Play Deep Put Squad A from Second Platoon
into Main table. Squad B and C are waiting in your Rear
table as reinforcements. First Platoon is on left side and
Third Platoon is on right side.

(4) Play Concentrated Put one platoon onto each
table.












GRID: Your Table and
Adjacent Tables.
Enemy
Left
Enemy
Front
Enemy
Right
Your
Left
Your
TABLE
Your
Right
Your
Left
Rear
Your
Rear
Your
Right
Rear


Explanation of Tables:
Your Main Table
This is the table that you are going to be fighting
on. This is normally your front line or no mans
land. The enemy might already be defending here.
They may be entering it just as you are entering
this table. Or they may be entering it as you are
defending.

Your Left, Your Right
These are your flanks and your front lines if
defending. The figures on these boards are
probably positioned and equipped just like you
because its the rest of your platoon spread out
there.

Your Rear
This should also be considered front line as it ends
only 72 yards from your board edge. This is either
more of your defenses or an area that you just went
through. You probably have more troops here
unless you are doing a Recon Mission.

Your Left Rear, Your Right Rear
This is the depth of your flanks, defended by the
rest of your platoons.

Enemy Front
This is either going to be your enemies front line
unless you penetrated through his front line from
the Main table. Then again, it could be no mans
land and his scouts are skirmishing the Main table.

Enemy Left, Enemy Right
This would be your enemies rear flanks.



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SIMULATION: HOW YOU
EXTRAPULATE COMBAT ON
MSN LAYOUT

Combat Extrapolation is determined by resolution (play
out the game) on your Main table. The idea is that if you
have similar troops (the rest of your platoon or company)
and your enemy has similar troops on their three boards,
what happens on your Main board should have similar
consequences. But not always. See Total Simulation in
Points Section for a completely Point Extrapolation
battle. (Page xxx)

Main table (your board)

Choose the following attitude of the troops or leaders.
1) Aggressive if Win, pursue
2) Neutral If Win, re-assemble (your troops are rested
after 8 hours)
3) Defensive If Win, entrench

The following modifies the rolls on the 3 Table Front
MATRIX

Allies
Rep of Ally Leader (Dead or alive)
If Ally won greatly Add 1d6 to Ally roll
If Ally won marginally Add +1 to each Ally die roll
Was it a draw No benefit

Axis
Rep of Axis Leader (Dead or alive)
If Axis won greatly Add 1d6 to Axis roll
If Axis won marginally Add +1 to each Axis die roll
Was it a draw No benefit

Who had a lot more power? (You can use MSN Point
system. A lot more power would be double the power or
more. Note: if you are the attacker in a built up urban
area, you need triple the power to get the bonus.)
Add 1d6 to their roll

Did reinforcements come to the table in question (left or
right)?
Add 1d6 to their roll
or Add +1 to each die roll or nothing.


How to do it:
1) What was the Rep for your Main Table First Ally
Leader (he may have been killed, but he is likely the
one who had the orders and made the plans for this
attack.) That Rep is what the Ally is going to roll
against. If the battle seemed like a draw where
there isnt really enough from both sides to advance
or defend, then its a draw and no bonus given. If
the Allies won (but didnt trounce the enemy), when
you roll the 2 dice for Rep, add one point to each
dice (a roll of 3 becomes a 4). If the Allies trounced
the enemy, they get to roll three dice instead of two
(but not add to each dice.)

2) Now do the same for the Axis.

3) Those with overwhelming superiority usually have an
advantage which strategic use of terrain and clever
tactics help overcome. This is the final count
including reinforcements and support barrages.
Below the MSN Point system can help you
determine the point values and thus ratios of power.
If there is a 2:1 power ratio (or 3:1 in an Built Up
Urban Attack), the Power gets to add 1 die to their
roll.

4) Regardless of whether the main table got
reinforcements or not, you need to find out if the Left
table and the Right table got them for both Allies and
Axis. If you havent already got a support level,
determine Support Level (1-2) =2, (3-4), =4, (5-6)
=5. This is now your Support Level Rep. Now roll
2d6 vs Rep
Pass 2d6
+1d6
Pass 1d6
+1 on Each
Pass 0d6
No Support, no bonus

Do steps 1 through 4 for the Left Table and roll the Reps
for Ally and Reps for Axis. Then consult the Three Table
Front matrix below. That is the result for Left Table.

Now do steps 1 through 4 for the Right Table and roll the
Reps for Ally and Reps for Axis. Then consult the Three
Table Front matrix below. That is the result for Right
Table.


















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CA
Three Table Front Result Matrix
(2d6 w/ modifiers)
AXIS
Pass 3+ Pass 2 Pass 1 Pass 0
Pass
3+
Contest
(1)
or cease

fire
(2)

Axis
Withdraw
to Rear
Axis
Retreat
off Table
Axis
Rout
Pass
2
Ally
Withdraw
to rear
(3)

Contest
or cease
fire
Axis
Withdraw
to rear
Axis
Retreat
off
Table
Pass
1
Ally
Retreat
off
Table
(4)

Ally
Withdraw
to rear
Contest
or cease
fire
Axis
Withdraw
to Rear
A
L
L
Y

Pass
0
Ally
Rout
(5)

Ally
Retreat
off Table
Ally
Withdraw
to rear
Contest
or cease
fire
(1) Either there are too few for each side to take the table
or both sides have withdrawn from the table and it
becomes No Mans Land.
(2) Cease Fire - Both sides have declared a period of
time to salvage the wounded (and also to regroup).
This is on This and possible Other tables. (1-2) 10
minutes; (3-4) 1 hour; (5-6) 4 hours.
(3) One side has withdrawn to their Rear Table to
consolidate.
(4) One side has retreated off the Niyen area and is
consolidating 2 or more boards to the rear.
(5) One side has Routed which means that there are
none of their troops along that column to defend for at
least the next three Tables. To determine if it is a
panicked rout, see below.


These are now the new front line. Note: Run Away
(Retire) is an individual thing (NUTS! 2
nd
edition Page
18) If it is a general retreat, then it is probably a platoon
or company level Run Away and wont necessarily be
noticed amongst the group. A rout is where the platoon
or the company, not just the individual gets to Pay the
Piper (NUTS! 2
nd
Edition Page 73).


Withdrawal a short movement towards Rear. 1 2 tables
with no deliberate and strategic spot. Just repositioning over
wider area.

Retreat A longer movement through your Rear.
Planned 1 2 or more tables to fortified position.
Quite deliberate and strategic and pulling out
equipment with them. This could be even
more tables if it is a hill to hill planned
retreat, etc.
Organized 2 7 tables for a short re-organization to
established positions. Not planned, and to
an area not deliberately fortified, but troops
still have morale and discipline. Hauling out
equipment with them.
Or 5 27 tables for more extensive retreat than
the disciplined soldiers originally anticipated.
Officers have organized rear guard, while the
rest of the soldiers are digging in.
General 2 7 tables for not planned/organized
retreats. The officers have managed to stop
the retreat and are re-organizing and re-
disciplining the units to make a new front.
Plugging guns and destroying supplies that
they cant take with them.

Rout Chaotic headlong exodus.
General 3 50 tables of undisciplined running away.
All equipment left behind without plugging or
destroying them. Stragglers might be
collected up by officers.
Panicked 10 50 boards of throwing down guns and
running away without stopping. All
equipment left behind without plugging or
destroying them.


Rear guards are set up to protect those retreating from being
directly harassed by the charging enemy.

Encounter on your main table and do combat, then Extrapolate
or
You can actually do three games for the 1/8 mile front.


To see if there is a counter-attack, use Follow Up Missions
FOLLOWING UP MISSIONS
A Reconnaissance or Raid patrol:
Uncovering an enemy Support Level of 4 or higher
will cause a Large Action Attack Mission the next
campaign turn.
A Perimeter Patrol:
Uncovering an enemy Support Level of 4 or higher
will cause a Large Action Defend Mission the next
campaign turn.
A Fighting Patrol:
Uncovering an enemy Support Level of 4 or higher
will cause a Large Action Attack Mission (1-3) or
Large Action Defend Mission (4-6) the next campaign
turn.)

Any other result will have no effect and players should
generate Missions as outlined earlier.


















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CG
Example





Example #1

Allies win center, retreat left and contest right
















Example #2

Allies win center, Rout left and contest right



After figuring out the Matrix, this is the potential new
front line. A Rout means that there are none of his troops
along that column to defend for at least the next two
tables and that counts as an Embarrassment.

Aggressive Winners can attempt to pursue Loser who
retreat or rout. You must commit at least ! your troops
to pursue. Those pursuing have a (1-2) chance of
getting fatigue. Enemies who retreat to pre-entrenched
locations are as Duck Back when they arrive there, just
as your troops hit the new baseline. Any reserves are
fresh for combat.

Those who route can be rallied by Reserves (1) or
Reserve Officers (1-2) to stop and entrench. They have
a (6) to cause reserves to retreat one table.

!"# %&'()* +,-%. /,0)112'2"3 4"0 5"6&7 893&6@


CH
Determine how many retreated. Distribute these on the
next table somewhere ! way to their base. " of your
pursuers enter your baseline on first turn, " next turn, "
the third turn, " the fourth turn. Retreaters are -1 to Rep
until they get behind an entrenchment.

Determine how many routed. Distribute these on the
next board somewhere ! way down to their baseline. "
of your pursuers enter your baseline on the first turn, "
next turn, " the third turn, " the fourth turn.

Routers are fast moving, -1d6 on Receive Fire Table and
if all will retire, have a (1-3) of continuing to run but drop
their weapon. Routers have a chance of rallying at -1.
Cannot do Who Wants To Be A Hero.

Panic Routers as above, except:
Routers are Fast Moving, (1-3) chance of throwing down
weapons, -1d6 on Being Charged, Pass 0d6 on
Receiving Fire at (1-5) continue running and throw down
weapon if havent already. Cannot do Who wants to be
a Hero. Chance of rally at -2.


BREAK POINT: If you can get it, use Darbys Break
Point rules from Peiper At The Gates (page 5). It gives a
way of handling group morale.


Campaign Failure
If you can get it, use Jeffs Campaign Failure rule from
War Against Japan (page 33). It allows you to evaluate
if your Company is too decimated to continue.


Withdrawal
If you feel you are going to be wiped out, plan to
withdraw. This is an organized removal of your troops
from the table to avert total collapse. You lose the
battlefield, but might hold enough line to keep it from a
route.


In defending situations, if your table takes a
major defeat and your figures rout (not just
withdraw), then determine the situation of the
adjacent tables to your left and right.


Your Tables and Adjacent Tables.
Enemy Left Enemy Front Enemy Right
Your Left Your Table Your Right
Your Left
Rear
Your Rear Your Right
Rear

Use the Three Table Matrix under Successful
Offense to determine the depth of the Rout.

If one of those sides also routs, then the entire
front line must pull back and there is a collapse
along the front.

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