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The tank stick is used to help determine Now roll two dice and add or subtract as
the effectiveness of a shot. the tank stick indicates.
Shooting tanks: The first step in shooting Look at the chart of strike values. See
tanks is to get the range. We have the gun you fired and the range you fired
arranged this into four increments: 0 to at. There will be a number for you.
10 inches, 10 to 20 inches, 20 to 30 Now add or subtract as per the tank stick
inches, and the longest range is 30 to 45 to get your final number. If your dice
inches. Using the chart for range, you roll is lower than that number, you
roll two dice. If your roll matches or is destroy the vehicle and kill half the
lower then the number for your range, crew. If it matches the number, you
you miss. If higher, you hit. disable the vehicle. (It can only fire, not
move). If it is higher than the number,
your shell glances off the armor.
Target To To No
It takes 1 turn to set up an infantry destroy disable effect
mortar. Tank X 5, 6 1, 2, 3,
4
It takes two full turns to set up artillery. Armored 6 4, 5 1, 2, 3
Guns may begin working on the third car or
turn. half track
Jeep, 5, 6 3 1, 2
To use mortars, you truck or
need a Blast circle. It other soft
is composed of five vehicle
circles, each of 2”
diameter., as shown. Place the center of
the Blast circle over target and roll a die.
1 misfire, 2 falls short, 3 falls over, 4 is
Infantry Rules
right, 5 is left and 6 is dead center.
Infantry weapons range from rifles and
pistols to bazookas, heavy machine guns
Roll a saving die for each man in the
and light mortars. In our scaled-down
blast area. 5 and 6 saves him. Any other
world, the basic infantry unit has eight to
number means he is eliminated.
twelve men. There will be riflemen and
perhaps some submachine guns, plus a
Adjust the dice roll by adding or
light machine gunner and an officer or
subtracting as suggested below
NCO. Some of these units might have a
bazooka team. Others will have a
Behind wall away from the center of the
mortar. Still others could be from the
blast- +2
Headquarters unit’s “Combat Support”
Inside House +2
company. These sections will have
Within 1” of center of the blast –1
antitank guns, heavy machine guns and
Artillery can fire if the target is within
other special weapons.
sight of a forward observer. It takes one
move for the forward observer to call in
Infantry Weapons
fire. The guns fire the next move.
Weapon Max Range
Artillery fires in batteries, so the blast Pistol 1
area is a rectangle 3” by 4”. The Submchine gun 4
Artillery Square is composed of five Rifle 9
rectangles. To fire, place the center Heavy machine 18
Square circle over target and roll a die. 1 gun
misfire, 2 falls short, 3 falls over, 4 is Light machine gun 12
right, 5 is left and 6 is dead center. Roll Bazooka / 6
saving dice and adjust the same as for panzerschreck
Mortars. Panzerfaust 3
Infantry mortar 50
For vehicles caught in Grenade 2
an artillery square, roll PIAT 4
one die. Damage is as follows:
The basic infantry weapon in the rifle. can become a casualty. Roll a die for
During World War II, most armies used each man inside the cone. You need to
bolt-action rifles. The exception was the get the numbers listed in the chart to
United States, whose M1 was semi- remove him.
automatic. In our game, rifle range is 9
inches. We divide this into three, for Machine Gun Fire
short, medoiu mand long range. To fire Range Range for Target Taregt Target
a rifle, roll a die. Check your result for Heavy in the in soft in
against this chart. These are the Light Macvhine open cover hard
numbers you need to hit target. Machine Gun cover
Gun
Range Target Target Target 0-4 0-6 3, 4, 4, 5, 6 5, 6
in the in soft in Hard 5, 6
open cover cover 4-8 6 – 12 4, 5, 6 5, 6 6
0 –3 4, 5, 6 5, 6 6 8 - 12 12 - 18 5, 6 6
3–6 5, 6 6
6–9 6 Machine guns an destroy soft vehicles.
Roll a die and consult chart below:
to get in order to remove an enemy are area us 1 inch. If thrown into a house or
in this chart: bunker, a grenade affects the entire
room, whether it is 1 inch or larger.
Range Target Target Target Everyone in the room must roll to save
in the in soft behind himself. 1, 2, 3 or 4 kills. 5, 6 saves.
open cover hard
cover Morale
0–2 3, 4, 5, 4, 5, 6 5, 6
6 The difference between victory and
2=4 4, 5, 6 5, 6 6 defeat was often a matter of the state of
morale. For this reason, we need to look
at morale to determine if a unit stays and
Infantry Anti-tank weapons fights, or retreats.
Unit has defeated an enemy unit within Houses can provide cover. Up to four
the three previous moves: +2 men can be in a small house, and six in a
Unit was defeated by enemy unit within large house.
three previous moves: -2 Artillery can do direct fire
Unit is unharmed: +1 against houses. Roll a die. 1, 2 and 3
New officer joins unit: +1 means nothing happened. 4. 5 and 6
mean damage was done. 4 hits by
Morale results: artillery can destroy a small house. 7
hits can destroy large house. When a
Roll dice; add and subtract factors listed house is destroyed, all occupants are
above. Below are the results. removed from the game. For antitank
guns, subtract 1 from the die roll. For
5, 6 Unit follows orders and fights mortars, subtract 1 to the die roll.
4 Unit holds for one move Direct artillery fire can attack
3 Unit retreats one move walls and fences. On a 5 or 6, the shell
2 Unit retreats for two moves. punches out a 1 inch wide gap. 1, 2, and
1 Unit routs: retreats until it leaves battle 3 do nothing. 4 reduces a 1 inch wide
or until checked section to half its previous height.