Gbww2 Rules

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Great Battles of WWII Miniatures Rules 1.0 Overview The following rules are not that complex but contain some new concepts that could cause confusion. Foremost is the time scale. A scenario can be one to several days. Each day has a number of turns but play is controlled more by how many Battalions are activated and how long they remain active. Combat is fast and simple but which assets to attach, how units recover and are resupplied makes good play challenging. We think these rules truly show grand tactical play in an operational setting.

2.0 Basing The basic unit in “Great Battles” is the Battalion. Usually a battalion is made up of two, three or four companies of infantry, armour fighting vehicles (AFV). Each company, infantry or Armour is made up of one stand. To this battalion can be added support stands of various types – anti-tank (AT) stands, field guns (FG), heavy weapon (Hvy Wpn) stands or command (HQ) stands, plus Divisional commands (C Ops) and supply assets (FUP).

An armour fighting vehicle stand should be 1 ½” wide by 1” deep

2.1.2 Support Assets Anti-tank and field gun stands should be 1” wide by 1” deep

Command and heavy weapons stands should be ½” wide by 1” deep

2.1.3 Divisional Assets The C Ops is represented, on the table with a 1” by 1” stand made up of the usual command and communication vehicles.

Each stand should contain representative miniatures for easy identification and aesthetics, but the number of figures and their layout is unimportant, since a destroyed stand leaves the table and disruption is marked by counters.

Basing for 5mm 2.1.1 An infantry stand should be 1 ½” wide by ½” deep.

A Forming Up Place (FUP can be represented on the table with a 2” by 2” stand containing supply boxes, fuel barrels, transport trucks, supply tents, etc.

2.2 Other Scales If using 15mm or 20mm miniatures, simply maintain the frontages, as close as possible for infantry and armour companies, but expand the depth to accommodate the larger models. Support stands should be made a small as possible. Figures mounted on smaller stands The numbered markers show the number of actions a battalion has that turn. There are also “suppression” and “destroyed” markers to show these states. Markers for “Go to Ground” and “Action Taken” are gained by battalions through play.

can also be used. Simply enlarge the gaps permissible between stands to the extent that a four stand battalion still occupies 12” of frontage when deployed in defensive formation.

2.3 Auxiliary Markers The last four pages of these rules contain charts and a sheet of markers that are used to regulate the state of units on the table. 3.0 Formations Formations are based on a battalion comprised of a number of companies with attached assets. There are three basic formations in “Great Battles”; • march formation • assault formation and • defensive formation 3.1 March Formation March formation enhances movement while limiting firepower. March formation has a frontage of one company and hass the stands of the battalion lined up behind one another, with less than a 1” space between stands. Only the front company may fire while in march formation and the battalion makes an invitation target for enemy attacks. On a road, the companies are aligned touching and end to end along the road, as to form a long “snake” or column. This road march column is the only way in which a battalion can take advantage of the movement bonuses afforded roads.

March column

Road-March column

3.2 Assault Formation Assault formation is a compromise between the capacity to fight and the ability to move. An Assault formation has two infantry (or vehicles in an armoured battalaion) in the front line, separated by less than 2”. The other Infantry stands of the battalion form a second line, less than 1” behind the front line. Amour, anti-tank, heavy weapons or command support stands may deploy in the gaps between the companies or touching either flank. Only stands in the front line may fire from an Assault formation. Heavy weapons stands may add their fire modifier from the second line, however. When a battalion is down to only two stands, assault formation is indicated by placing the two stands in contact, side-by-side.

Assault Formation 3.3 Defensive formation Defensive formation is used to achieve the greatest firepower, but at the expense of movement. The defensive formation has all its stands in the front line with less than 2” between stands.

Battalions in defensive formation do not have to form a straight line, but may bend and curve to take advantage of defensive ground. When a battalion is down to two stands, defensive formation is indicated by placing the stands side-by-side but not in contact.

Defensive Formation 3.4 One Stand When a battalion is down to one stand, it is always considered in Assault formation, unless it is on a road and aligned with the road, in which case it is considered in road-march column. 3.5 Transportation In addition to these formations, infantry, heavy weapons and anti-tank gun stands may be considered mounted or dismounted. When mounted in a vehicle, place the infantry stand behind of and in contact with the vehicle. 3.5.1 Any suppression or destroyed results on the vehicle are automatically applied to the stands they are transporting. 3.5.2 All transported stands may deploy from the transports for “free”, however, the transports are removed from the table for the rest of that day’s fighting and the stands cannot remount until nightfall. 3.5.3 Anti-tank guns are the exception to the above rule (3.5.2). AT guns can spend one action and remount their vehicles. Note that when the AT transport is not in use just remove it from the table and retrieve it when necessary. When idle, the towing vehicle is not a legitimate target. 4.0 Assets Armour, heavy weapons, anti-tank guns and command stands may be attached to an infantry battalion for support. A battalion can have one command stand, one heavy weapons stand and up to two other stands attached to it any one time. 4.1 Attached Assets 4.1.1 Command stands Command stands add a command roll and rally roll modifiers to all stands in the battalion. 4.1.2 Heavy Weapons stands Heavy Weapons add a fire and melee modifiers to all infantry stands in a battalion. Because the effects of a command and a heavy weapons stand is factored into the performance of the infantry

stands, there is no need to deploy the command or heavy weapons stands in the front line. These stands do not fire independently and so do not need to draw a line-of-sight to a target. 4.1.3 Anti-tank and Armour stands Anti-tank and Armour stands give melee bonuses to the infantry stands and get to fire in the fire phase, as well. To fire while attached to an infantry battalion, an armour or anti-tank gun stand must be deployed in the front line. 4.1.5 Infantry with heavy weapons and/or antitank guns attached are restricted to moving 1” per action if the support weapons have fired (added their fire bonus in case of heavy weapons) and have not spent an action to relimber their guns or disassemble their heavy weapons. Place the heavy weapons or AT guns facing backwards when in movement mode and facing forward once they have fired or applied their modifier. 4.1.6. Support stands can only be attached to the infantry battalions during the night phase. Once attached to an infantry battalion, a support stand cannot detach until the next night phase. While attached stand is eliminated or suppressed, its modifiers no longer apply to its infantry battalion. 4.2 Unattached Armour and Anti-tank Armour stands and anti-tank stands usually have the option of acting independently of the infantry, if they have not been attached during the night phase. 4.2.1 Independent Assets If two or more armour stands, of the same battalion are acting independently, they must be join together to form a battalion. Anti-tank guns acting independently my not join other AT guns and must act as a battalion of one stand each. 5.0 Command and Deployment 5.1 Center of Operations The Center of Operations (C Ops) is the center of the command and communication for the entire Army Division. Games involving more than one Division will have one C Ops for every Division involved. 5.1.1 The C Ops can only move by road and does so at a rate of 12” per action in a day turn. The roads that the C Ops moves over must be “friendly”. Friendly troops must have been the last to move across that section of the road or the road was in friendly control at the beginning of the game. C Ops may also move along a

friendly board-edge at the usual rate of 12” per action. 5.1.2 C Ops are always considered “activated”. They pay no Activation Points for this and can never “Go to Ground”. 5.1.3 The C Ops has no combat value and so cannot fire or be fired at. However, the C Ops, if interpenetrated by an enemy stand is considered overrun and destroyed. As a result, the affected side loses 10 Activation Points. Furthermore, all stands within that division will be considered “isolated” in the upcoming night phase. The C Ops will reappear, by road, on a friendly board edge at the beginning of the next day. 5.2 Forming Up Place The Forming Up Place (FUP) is the area where tanks and infantry prepare for battle, make final arrangements, eat and are refuelled. 5.2.1 Movement During the day, the C Ops may move, but the Forming Up place stays in place, until evening. When it is moved up (or retreated) to be reunited with the C Ops. 5.2.2 Deployment Any units in reserve may deploy anywhere within 12” of the FUP, at the beginning of any turn. Each battalion so, deployed, suffers casualties depending on the distance to the nearest enemy stand (SEE Deployment Chart) 5.2.3 When deployment takes place in the dawn phase there is not cost in actions to the battalions or units. However, once the day’s fighting has started (turn 1 and after) it costs a battalion one action to deploy. Place an “Action Taken” marker with the stand to remind the players that the stand has to spend one action before it can proceed with others. 5.2.3

Restriction Battalions can only deploy from a FUP if it has a road, clear of enemy stands within 1”, leading back to a friendly table edge .

5.2.4

Deployment from the board edge. When a FUP has been overrun or cut off as in 5.2.4, the table edge is the only place where battalions from that division can deploy. The phasing player always has the option to deploy within 12” of where the road leaves a friendly table edge, instead of the FUP The same conditions for casualties, suppressions and actions lost apply to a unit

deploying from the table edge as they do from a FUP 5.3

Reserves Units can also be in reserve, miles behind the front lines represented on the game table. Here they rested, regrouped and received new recruits. 5.3.1 Stands “in reserve” are removed from the table and can only re-enter the battle through the FUP or road exiting their board edge. 5.3.2 Stands which spend the whole day in reserve have a significantly better chance of recovering casualties during the night’s Reinforcement Roll. 6.0 Pre-Game Preparation Each player should have a scratch map of the battle with the terrain and both players’ front lines marked ( you are welcome to photocopy the maps from Great Battles of WWII for your own use) 6.1 Each player secretly notes on this map; • the deployment of his forces, behind his respective front line, • the location and times of preplanned and the location of preregistered artillery 6.2 Armour companies, command stands, heavy weapons stands and anti-tank stands are then attached to various infantry battalions 6.3 During the day’s fighting all units will remain off the table until they either fire, move or an enemy battalion come within sighting range and line-of-sight (LOS) 7.0 General Sequence of Play Play is divided into a number of days stated in the scenario. Each day consists of a dawn phase followed by a number of day turns for both sides and finally a “clean up” night phase. 7.1 The Dawn Phase (see 8.0) The day starts with players allocating artillery for the coming day and both sides activate units and determine who is to move first in the day. 7.2 Day turns Each day turn consists of a first player following the sequence below and then the second player doing the same. After the scenario prescribed number of turns are played, a night phase is initiated.

D1 Phasing player may take stands from reserve and deploy them within 12” of their FUP D2 Phasing player may activate un-activated battalions or battle-groups on the table D3 Place templates for new artillery barrages, remove templates for unwanted friendly barrages D4 Fire resolved for all friendly artillery templates on the table. D5 Phasing player rolls for each battalion to determine the number of actions available for that turn. D6 Phasing player may have each battalion move, fire, rally or perform a special action. D7 The non-phasing player may take Opportunity Fire at any phasing stand that moved within or across its arc of fire Mark the firing stand with a “Action Taken” counter. D8 Close Combat is resolved for all battalions in contact with the enemy D9 Any battalion, from either side, which suffered a casualty or a suppression must test morale. 7.2 Night Phase N1 Move FUP to the C Ops’s location N2 All suppressed stands recover. Remove their “Suppressed” markers N3 Roll for reinforcements N4 Withdraw any and all units to the reserve (attacker removes first, then the defender) N5 Units in reserve may be attached and detached (attacker first, then the defender) N6 Both sides replenish their artillery supply

8.0.1

8.0 Dawn Phase Roll for weather, remembering to carry over any modifiers from the previous day’s weather

8.1

Dawn Deployment Before the first turn, both players get to deploy units from the reserve out of their FUPs at a reduced cost (see Deployment Chart) 8.1.1 The attacker deploys his battalions up to 12” from his FUP and then the defender deploys his battalions up to 12” from his FUP. 8.1.2 These deployments include deploying any overrun C Ops and are subject to the penalties of the Deployment Chart (10.1). 8.2

Initial Sighting Range On the first turn of a new day, sighting is limited to 3” (although any units moving are still placed on the table). The second turn, sighting is 6”. On the third turn, and every turn

thereafter, sighting is 12”. At the beginning of his turn, the attacker rolls a die to see if sighting is to increase on his phase. If the result is even, the sighting is increased immediately – if the result is odd, the range of sighting will increase at the beginning of the defending player’s turn. This procedure assumes a clear or overcast day. If visibility is restricted, the sighting range is increase only to the level allowed by that day’s weather. 8.3 The First Player Determination The attacker has the opportunity to declare himself the first player of the dawn turn. He may, if he wishes, pass. The defender then has the option of starting the day during dawn light (first turn 3” sighting; second turn 6”,etc), in which case the defender gets to move and fight first, in each turn, of that day. If the defender does not want to exercise this option, he may also pass. Play then continues to the second turn of the day. This can continue for the whole ten turns of a day. 9.0 Activations Before a day’s fighting and at the beginning of each of his phases, a player may activate some or all of his battalions and the stands attached to them for support. 9.1 The day’s fighting starts with the first player (see above) announcing which battalions will be activated before his first turn. The second player then announces which of his battalions will be activated before his first turn. After the beginning of the first turn, if a player wishes to activate more battalions he announces which battalion are to be activated, at the beginning of his turn, but before he have rolled for actions. 9.2 A player may activate one battalion or one, two, or three battlegroups, at a time. One could not activate, in one turn, one battalion together with one battlegroup, for example. Such an arrangement would take two turns to accomplish. 9.3 Activated battalions may move and fight as they wish. Non-activated battalions and battalions that have “Gone to Ground” cannot move so as to come within 12” of a known enemy, even is the closest enemy is not within line-of-sight. They may fight, as usual, if enemy units move within 12” of them, however. 9.4 Any battalion or battlegroup may not be activated once it has failed a morale check and

has “Gone to Ground”. Battalions and battlegroups can voluntarily “Go to Ground”, by the owning player at the beginning of any of his turn. C Ops are always activated, pay not cost for this activation and never “Go to Ground” (since they can’t be targeted there is no way to suppress them) 9.5 For the Commonwealth armies the standing organizational “Battlegroup” is a Brigade, usually made up of three battalions, plus a heavy weapons battalion and possibly an anti-tank battalion. 9.5.1 For the other nationalities the standing organization for a “Battelgroup” is the regiment, usually made up of three battalions and attached supporting anti-tank and tank units. 9.5.2 In most scenarios each side is given a maximum number of activation Points for the entire game. The Activation Costs table outlines the Activation Points lost through various activations. 9.6 In some scenarios the penalty for activations will be reflected in terms of Victory Points. Each scenario will list the Victory Points lost through activations. 10. Deployment Deployment from Reserve At the beginning of a turn a player may deploy battalions which have been held off table, in reserve. The units are placed within 12” of their FUP, or a friendly table edge within 12” of where a road leads off the playing area. 10.1.1 Battalions take suppressions and casualties during deployment depending on their distance for the nearest enemy unit (see Deployment Chart) If there are friendly troops intervening between the enemy and the spot where the new troops are deploying, then no casualties or suppressions are suffered, unless the distance is less than 3” in which case the usual penalties apply. If a battalion deploys in such a way that a hidden enemy unit is between the deploying stand and its FUP, the hidden enemy stand is placed on the table and the deploying battalion is retreated from that spot 3” and takes one casualty and two suppressions. 10.1

10.2

Deployment during a Day Turn Deployment during a turn is exactly the same as above except the battalions are marked

with an “Action Taken” counter which is removed at the expense of one action. 11.0 Artillery Barrages Procedure In the Dawn Phase of each day, a player must secretly designate which templates will be pre-planned, pre-registered and on-call. 11.1.1 In each scenario, a side is allocated: • an artillery quality • a set number of artillery templates (a circle 1” in radius), • a maximum number of artillery rounds • the number of replacement rounds recovered each day. 11.1.2 The rounds of artillery fire may be split amounst the templates in any manner the owner wishes. For example, a side with 3 templates and 12 rounds could have all twelve rounds fall in the same template over twelve turns (no more than one round per template, per turn) or have three rounds fall in one template, over three turns, one in another template and 8 in a third template (over 8 turns) and so on. 11.1.3 More than one template may be placed on the same location 11.1.4 One artillery round is used for every turn a template is on the table 11.1.5 The type of barrage determines when the shells will land. If the player does not like the result of the “Delay Roll” or the situation changes before the barrage arrives, he may cancel the barrage altogether, but that template is considered used for the rest of that day’s fighting. 11.1.6 Once a Template is removed from the table, it cannot be reused for the rest of that day’s fighting. It may be used on subsequent days, however. 11.1

11.2

Barrage Type There are three types of barrages; preplanned, pre-registered and on-call 11.2.1 Pre-planned barrages have their location, and turn that they will start, secretly noted before the first turn of each day. They occur as written regardless of how the attack is faring. No line of sight is required to fire preplanned artillery. Pre-planned barrages can be cancelled at any time 11.2.2 Pre-registered barrages have the locations noted, but do not occur until a unit “spots” for the attack. In addition the player must roll to determine how many turns must pass once the artillery has been spotted for and called

(see Barrage Delay Chart). Pre-registered barrages can be cancelled at any time 11.2.3 On-call barrages may be placed anywhere on the board at any time. On-call barrages can be fired once a friendly stand is within line-ofsight of a location. However, the player must roll to determine how many turns must pass before the barrage begins. There is a +30% penalty on the Barrage Delay Chart when using on-call artillery. On-call barrages can be cancelled at any time. 11.3 Artillery Results 11.3.1 Artillery barrages always hit the point indicated. There are no “drift” rules. Within the time scale of the game forward observers would correct any drift within a fraction of a turn. 11.3.2 Artillery affects all infantry, armour. anti-tank guns under the template. Heavy weapons and command stands are unaffected. 11.3.3 Artillery barrages never destroy stands but may suppress stands. Each stand (friend and foe) which is even partially under the template has a d10 rolled for it On the following rolls, the stand is suppressed; Target is… • activated and in the open…………………..8 or less • non-activated and/or in soft cover………………….6 or less • in hard cover… ……..4 or less • in bunker……………...2 or less 11.3.1

Suppression Suppressed stand should be marked with a “Suppression” marker. Suppressed stands cannot fire, do not count as stands in close combat and always move as if in “bad going”. A suppressed stand may partake of a formation change and may attempt to rally. A suppressed stand that is again suppressed is not eliminated. Extra suppression has no additional effect.

11.4

Removing Templates Once the template is laid, it stays there using one round of artillery ammunition, per turn, until the player wishes to remove it. There is no Delay Roll for stopping a barrage – the barrage stops immediately.

12.0 Air Ground Support In some scenarios, one side has Tactical Air-Ground support. 12.1 Unless stated otherwise, these attacks are treated exactly as artillery and must be

designated as pre-planned, pre-registered or oncall. They do not use a template, however. The owning player simply indicates the single enemy stand that the Air-Support is targeting. 12.2 Air Support Effects The roll for suppression are the same as artillery barrages. 12.2.1 The difference is that a roll of “1” or “2” destroys the stand instead of suppressing it, for fighter-bomber attacks (Spitfires, Hurricanes, Mustangs, Messerschmitt, Stukas, etc.) 12.2.2 On rocket attacks (Typhoons, Mosquitos) a roll of “1” or “2” destroys any stand, a roll of “3” or “4” destroys any vehicle of bunker. 12.2.3 Air-Ground support can only be used on turns of full daylight, when sighting range is 12” 13.0 Command Phase At the beginning of each turn, the phasing player rolls a d100 for each of his battalions and each divisional C Ops. The result is checked with the quality of the troops involved, on the command Chart. The chart will indicate whether the battalion receives none, one or two actions. Mark battalions that get two actions with a “2” marker. Mark battalions that get one action with a “1” marker. Any armour, heavy weapons, anti-tank or command stands attached to the battalion receive the same number of actions, as the infantry. 14.0 Action Phase During the first action phase all battalions in the army, which are accorded one or two actions perform one action. Newly sighted enemy stands are placed on the table. During his turn, a player may have his battalions deploy, fire change formation, move rally or perform some other special action. Each takes one action to perform. Once the first action has been resolved, all battalions accorded two actions may take their second action and newly sighted enemy stands are placed on the table. 14.l Restrictions 14.1.1 Stands may not fire if friendly stands move across their line-of-sight, or move into contact with the enemy during the same action. 14.1.2 Stands cannot move through enemy stands or through the space between enemy stands if the distance is 2” or less.

14.1.3 Stands cannot move through artillery templates (friend or foe) without taking suppression checks. 14.1.4 Any enemy stands that have come within sighting range or take opportunity fire are placed on the table at the end of the current action. 14.1.5 When a battalion deploys, moves or changes formation, all stands within that battalion and attached to that battalion must spend an action doing so. However, when a battalion stands still some stands may fire while others rally and still others disassemble their heavy weapons or limber up their anti-tank guns, in preparation for moving. 14.2 Changing Formation 14.2.1 At the cost of one action, a player may change the formation of his battalion. 14.2.2 The front and center of the battalion must stay in place and the other stands of the battalion are deployed in the appropriate formation to the flanks or to the rear of the center-front stand. 14.2.3 Battalions can deploy to defensive formation, and take up any facing at the cost of one action. 14.2.4 When deploying into defensive formation, no stand can move further than 12”. 14.2.5 Battalions cannot come in contact with the enemy via a formation change 14.2.6 All stands in the battalion must spend the action to change formation, even those that do not actually move.

14.3.5 Towns denoted by one building on the game map can accommodate 1 stand. Other, larger towns can accommodate as many stands as the area allows. 14.3.6

Disembarking Infantry take no actions to disembark from vehicles. They are simply placed on the table at the beginning of the turn and the vehicles removed. The infantry stands must adopt the same formation as the vehicles they just dismounted from. However, once disembarked the troops cannot re-embark until nightfall.

14.3.7

Unlimbering Heavy weapons and anti tank guns can unlimber and deploy at the beginning of any action. However, once these stands have fired (or added their modifier to the infantry stands, in the case of heavy weapons) they must spend one action to disassemble and re-limber their weapons before they can make a move of more than 1”

14.3.8

Hidden Enemies If, during movement, a battalion passes over hidden enemy units, the non-phasing player must stop movement and place his battalion(s) on the table. The phasing player withdraws his battalion to that point and has the option of close combating the enemy stands or withdrawing to a range of 1”. Whatever decision, that battalion has used up its current action.

14.3.9

14.3 Movement 14.3.1 To determine the movement of a battalion cross-index the type of unit with the condition of the ground and the formation the battalion is in. 14.3.2 If half the stands, or more, of a battalion cross bad going (ridge lines, woods, built-up areas, mud, etc.), at any time during movement, then the whole battalion suffers “bad going” for the whole move. 14.3.3 During movement, a battalion may change direction freely, as long as any one stand does not move further than the maximum allowed. Battalions may interpenetrate friendly battalions, but they may not penetrate between a gap of 2” or less in the enemy lines 14.3.4 To qualify for road movement, a battalion must start and end its movement on the road and in march column (stands placed end-toend along the road)

Opportunity Fire During movement, the non-phasing player may announce he wishes to take an opportunity fire. Line-of-sight is required and the target battalion must be in the process of moving. 14.3.10 Suppression Battalions with start an action with one or more suppressed stands move as if they were moving across bad going. Suppressions picked up during an action, due to Opportunity Fire, do not inhibit movement for the remainder of that action 14.3.11 Contact Infantry stands may come into contact with enemy stands. Armour battalions and infantry battalions with armour attached may contact any dismounted enemy (infantry, heavy weapons, and anti-tank guns) but cannot come into contact with enemy armoured battalions or

infantry battalions with armour attached. Independent anti-tank guns may not come in contact with any enemy stands 14.3.12 C Ops C Ops may only move along roads and are activated automatically (without Activation Point Cost), in any turn. C Ops move at a rate of 12” per action, along friendly roads only 14.3.13 Heavy Weapons If a battalion has a heavy weapon stand attached to it, all its infantry stands may fire adding 2 to the die roll. However, once this is done, the battalion cannot move more than 1” on any action, until it spends an action to dismantle the heavy weapons. If the player chooses not to use the modifier, the battalion can continue to move as usual. 14.3.14 Direct Fire 14.4.1 Field of Fire All stands have a 360o field of fire. However, there is a –2 penalty for firing outside of a stand’s front 180o. That arc is defined as the area in front of the extended plane of the front edge of the stand. Each stand within a battalion may fire at its own target. Anti-tank guns and armour stands attached to an infantry battalion may also fire at their own target. 14.4.2

Line-of-Sight For direct fire the firing unit must have a line-of-sight to the target. Smoke, friendly stands, as well as enemy stands and artillery barrages all block line-of-sight. Units on a hill can only see over a crest if they are touching the edge of the crest and they can be seen from the far side of the crest, as well. 14.4.3 Line-of-sight is 12” in the open and 1” through woods or built-up areas. 14.4.4 A stand cannot fire while under an artillery template, nor can a stand be fired at if it is under an artillery template. 14.4.5 Units in close Combat cannot fire, nor may they be fired at (except if they are under an artillery template, in which case both attacker and defender will take artillery effects) 14.4.5

Range Measure the range from the center-front of the firing stand to the closest edge of the target.

14.4.6

To Hit Find the range in inches, on the appropriate fire chart. Directly under the range a “To Hit” number is listed. Roll a d10 nfor each firing stand. For each roll equal or less than the listed “To Hit” number, plus modifier, a hit has been scored.

14.4.7

Damage To determine if the “hit” destroyed the target, cross-index the type of target with the appropriate range and roll a d10 for every hit scored. If the result is equal or less than the “To Destroy” number, the target stand is destroyed, otherwise it is suppressed. Any eliminated stands are removed from the table and placed somewhere handy and convenient. 14.4.9 The battalion should be marked with a marker noting that one stand has been eliminated. (this is to remind the player how many casualties the battalion has taken when calculating casualty points, at the end of the turn). 14.4.10 Suppression Suppressed stands should be marked with a suppression marker. Suppressed stands cannot fire, do not count as stands in close combat and always move as if in “bad going”. A suppressed stand may partake of a formation change and may attempt to rally. A suppressed stand that is again suppressed is not eliminated. Extra suppressions have no addition effect on the battalion. 14.4.11 When an infantry stand is eliminated or suppressed the owning player may choose to remove or suppress any infantry stand, heavy weapon or command stand in the battalion, instead. This represents the re-deploying of fresh reserves with in the battalion. An armoured battalion has the same option of substituting a suppression or casualty, within the battalion. 14.4.12 Heavy Weapons The fire modifier bonus for heavy weapons is optional. If a battalion has a heavy weapons stand attached to it all of its infantry stands may fire adding 2 to the die roll. However, once this is done the battalion cannot move more than 1” on any action until it spends an action to dismantle the heavy weapons (turn then facing backwards to show they are not in fire mode) If a player chooses not to use the

modifier, the battalion can continue to move, as usual. 14.4.13 Firing on C Ops Centers of Operations (C Ops) are special stands which represent the co-ordination and command centers of the division, including the commanding general, his staff and communications officers. These C Ops stands have no combat value and so they cannot fire. Nor may they be targeted by the enemy. 14.5 Opportunity Fire 14.5.1 If a phasing player’s stand moves 1” or greater, within line-of-sight and range of the non-phasing players stand, Opportunity Fire may take place. 14.5.2 The non-phasing player resolves the Opportunity Fire exactly as in direct fire phase. 14.5.3 Any suppression markers or elimination hits occur before the target infantry can dismount from any vehicles they are riding in. 14.5.4 However, there is a “–3 to Hit” penalty modifier for Opportunity Fire 14.5.5 Regardless of the result, the battalion firing Opportunity Fire is marked with an “Action Taken” marker. That battalion cannot perform any action until it has spent one action to remove the marker. 14.6 Indirect Fire 14.6.1 Only infantry stands may fire indirect fire. 14.6.2 Even if a line-of-sight cannot be drawn to the target, an infantry stand can fire on a target, using the 8” column of its fire chart. This represents the use of various indirect weapons, integral to the infantry companies, such as mortars, infantry guns, etc. 14.6.3 All modifiers, including heavy weapon support, apply. Indirect fire cannot be used as opportunity fire. 14.7 Rally 14.7.1 To rally, a battalion must spend one action and then roll a d10 for each stand which is suppressed. For each die that rolls equal or less than the stand’s Rally Number, plus modifiers, remove one suppressed marker. 14.7.2 All rallies are considered to happen simultaneously. Therefore a recovered stand does not improve the odds of another recovery during the same action.

14.7.3 Rally Numbers are recommended by the scenario, but these are general Rally Number suggestions; Raw…………………….6 Inexperienced…………..7 Average………………...8 Experienced…………….9 Veterans……………….10 14.8 Close Combat At the end of each player’s turn all battalions in contact with enemy battalions must resolve Close Combat. If one stand of a battalion is in contact, with the enemy, then all stands of the battalion partake in close combat. 14.8.1

Restrictions Infantry with armour stands attached may come in contact with enemy dismounted stands and bunkers, but not enemy vehicles or enemy infantry with armour attached. Armour battalions may come in contact with enemy dismounted stands but not enemy bunkers or vehicles or enemy infantry with armour attached. Anti-tank guns and transports cannot move into contact with enemy stands.

14.8.2

Procedure Each side rolls a d10 and adds the modifiers listed on the Close Combat Chart. The lower modified roll losses the melee. All stands (infantry armour and support stands) which lost in close combat make a roll on the Rally Chart. For each roll above the stand’s Rally Number, the battalion suppresses a stand. Stands that are already suppressed are eliminated.

14.8.3

Results The losing battalion then retreats 3”, in a straight line anywhere within 45o of their enemies front facing. They end the retreat facing the enemy. Retreating anti-tank guns and heavy weapon stands automatically limber up and disassemble their weapons, respectively. If all lines of retre3at bring the loser closer to enemy stands, and those stands are within 12” or closer at the time of the close combat, then the loser is retreated only a fraction of an inch and has a stand eliminated, instead. Unsuppressed stands must be eliminated before suppressed stands, in this case.

If the losing battalion took a suppression or an elimination during the close combat (which is usually the case) it will have to test its morale in the coming Morale Phase 14.8.4 The higher result wins the melee and my advance 1” and occupy the ground won. Battalions which won a close combat never have to test morale in the next Morale Phase, even if they took suppressions and/or elimination in the preceding Fire and Opportunity Fire phases. 14.8.5 Any anti-tank gun that is not attached to an infantry battalion is automatically eliminated in close combat. 14.8.5

Multi Battalion Close Combat. In the case of a multi-battalion combat the player must take the morale of the battalion with the most stands. In cases where two or more battalions have equal stands the owner must use the lower morale. When infantry is in close combat amy support stands are not considered in close combat. The armour, heavy weapons, anti-tank and command stands do not count as extra stands in close combat. However, infantry with attached support does get a significant dice roll modifier. If one or more stands have the advantage of cover, the whole battalion receives the modifier. However, a battalion can only receive one benefit for cover; so the player only selects the most advantageous cover.

15.0 Morale Checks At the end of a player’s turn, both players must test the morale of any battalion that suffered at least one stand suppressed or eliminated, in the current play-turn (units that just won a close combat, excepted)

15.2 Results If the player’s modified roll is equal to or less than the battalion’s morale number, there is no effect and the battalion can go on moving and fighting , as usual. 15.2.1 If the player’s modified roll is higher than the battalion’s morale, the battalion’s morale breaks. The battalion retreats 3” and “Goes to Ground”. Any battalion that “Goes to Ground” cannot be activated (or reactivated, in the case of the attacker) for the rest of that day. Note: a battalion may have just retreated 3” from a lost close combat and a failed morale test will cause it to retreat another 3”. 15.2.2 If a battalion cannot retreat 3” without moving closer to enemy units that are within 12” or closer at the beginning of the retreat, that battalion stays in place and has a stand eliminated, instead. Unsuppressed stands must be eliminated before suppressed stands in this case. 16.0 Night Phase Each scenario shows how many turns are day turns, but in general scenarios representing May, June and July have days that last 10 turns. In scenarios representing action in November, December or January, the day ends after 8 turns. Actions taking place in other times of the year have days that last 9 turns. 16.1 Procedure Once the day’s fighting is over all combat and movement ceases, and a series of events follows 16.1.1 First the FUP may be brought forward (or backward, in a withdrawal situation), along a road clear of enemy units, to be reunited with the C Ops Next all suppression markers are removed from all stands 16.2

15.1 Procedure Find the number of stands the battalion started the day with. Armour, anti-tank guns, heavy weapon and command stands are also included in this count of stands. Cross index this number with the number of Casualty Points the battalion has accumulated over the day’s fighting, so far. The result is the morale number the player must roll equal to or less than on a d100 for the unit’s morale to be maintained. Casualty Points are calculated at the rate of 2 points for every eliminated stand and 1 point for every stand suppressed.

Replacement Rolls Replacement rolls are made in an attempt to recover eliminated stands (see Replacement Chart). The supply status of each side is given in the scenario notes. 16.2.1 Cross-index the quality of the supply system with the situation of the battalion. 16.2.2 Battalions are considered “isolated” if they cannot draw a 12” path (not necessarily straight), which does not come within 1” of enemy units, to their C Ops. 16.2.3 Roll a d10 for every eliminated stand in the battalion. If the roll is equal or less than the number indicated on the Reinforcement Chart, the stand is returned to its battalion.

16.2

Redeployment Next players re-deploy their units. Any and all units may be removed from the table. (attacker removes first, then the defender) and placed in reserve – off the table 16.3.1 Stands which do not withdraw to the reserve are left in their present position, but may change their formation. 16.3.2 Stands which started the game hidden and have not yet been placed on the table or withdrawn to the reserve may stay hidden, if the owner wishes. 16.3.3 Armour, anti-tank gun, heavy weapons and command stands can be detached and returned to the reserve, at this time. 16.3.4 Armour, anti-tank gun, heavy weapon, and command stands may be attached to units in .

the reserve, in the coming Dawn Phase. Armour, anti-tank guns and heavy weapons stands from the same battalion do not necessarily have to attach to the same infantry battalion. They do have to remain within their own Battlegroup (brigade for Commonwealth; regiment for others), however. 16.3 Artillery Rounds Artillery rounds are recovered at a rate specified in the scenario notes. A side can never have more rounds than the maximum set out in the scenario notes Play then proceeds to the Dawn Phase of the next day.

We have included the fine charts and tables compiled by William Owen. These might seem daunting for the novice. However, you will find that the charts on page one are only used at the beginning of each day (once per 10 turns) and those on page six are only used at the end of each day. That leaves only four pages that are used constantly throughout the game. Bill has lots more information and ideas relevant to Great Battles and to miniatures gaming in general on his website at www.game.fan.org/~bill

Special Rules for use with Drop Zone Scenarios Activation Points Instead of giving each side a set number of activation points to spend over the entire scenario, we had to come up with a mechanism to represent the unique situations presented by airborne scenarios. Obviously, when an air assault is launched, the attacker holds all the initiative. As the game proceeds and the defender gathers more information on the situation, the balance shifts to the defender. At the same time the airborne troops have spent their initiative, hopefully captured their objecgives, and now must simply wait until reinforcements arrive. Players must prepare an “Activation Deck” made from an ordinary deck of playing cards, with the “hearts” removed/ The Drop Zone scenarios will indicate how many cards each side starts with and how many cards are to be drawn at the beginning of every game-turn. Black cards (clubs and spades) are worth one Activation Point each. Diamonds are worth no Activation Points. When a player wishes to activate units he must play the required number of black Activations Cards (see 9.0 Activation Costs chart) and those cards are returned to the deck and the deck is shuffled. Air Landings During the Command Phase of the turn the attacking player may be able to bring airborne troops onto the table (see Orders of Battles for each scenario). Each stand must go through three steps before being placed on the table. 1. The effect of Flak must be determined. For each stand in a battalion roll a d10. The results are checked with the Light AA, Medium AA or Heavy AA (as defined by scenario) to see how many stands are destroyed or suppressed. Glider troops are always considered to be dropped from a high altitude. 2. Next the actual landing location is determined. Roll two d10 for every stand. The coloured die will determine how far the stand drifts to the north or south and the white die will determine the drift to the east or west. The extent of the drift will be multiplied by two if the parachute stand dropped from a high altitude; by

1 if it dropped from medium altitude and by ½ if dropped from low altitude. Glider troops always roll for drift as if they had been dropped from a low altitude. Stands that land in oceans, major rivers or off the table are considered destroyed. 3. Finally, the condition of the stand, upon landing must be determined. Roll one d10 per stand, add the modifiers listed on the Landing Chart and read the results depending on the type of terrain the stand landed on. Special movement rules must be implemented until the airborne battalions are consolidated. C Ops will probably not land on a road. On his first movement, the player must declare which spot, on a road, the C Ops will head for. On each action, the C Ops must move straight towards that spot. The C Ops is not functional (cannot add Morale bonus to “Go to Ground” rolls) until it is on that road. Battalions will land out of formation and separated. Upon landing, the player must nominate one of the battalion’s stands to be the rendezvous point. If that stand is destroyed, the player may nominate another stand of the same battalion. The stand nominated as the rendezvous point must remain stationary. All other stands, in the battalion, must use all their actions to move straight towards this rendezvous point until they are within 2” of the rendezvous stand or within 2” of another stand in the battalion, that, itself, is within 2” of the rendezvous stand. Once all of the battalion’s stands are within 2” of each other, they may move, change formation and fight normally. Alternatively, a player may decide to start to move the battalion before all the stands are within 2” of each other. In this case, all the stands that are not within 2” of the rendezvous stand or within 2” of another stand that is within 2” of the rendezvous stand are considered destroyed and are removed from the table. At times the straight line drawn from an airborne stand and its rendezvous stand will go through enemy units or through a gap between enemy units of less than 2”. Only when a stand is attempting to move towards its rendezvous point can it move through enemy lines. To do

so, move the stand and then roll a d10. If the roll is equal or less than the stands morale minus three (-3), the stand completes its move and is marked as suppressed. On a higher roll, the stand is eliminated. (Example: a British “Red Devil” – morale 10 is forced to cut through enemy lines to get to its rendezvous point. It must roll 7 (10-3) or less to move and be suppressed. On a roll of 8 or higher, it is destroyed) This represents the special training given paratroopers and breaking a company up into platoons, or even fire-teams, to attempt to sneak through enemy lines. Once the stands have come within 2” of their rendezvous point, they lose this infiltration ability and move under the restrictions of a regular infantry battalion. Air Supply In many cases, in the Crete airborne operations, the C Ops and FUP are only on one of many tables. Tables that have no C Ops and FUP cannot withdraw to the FUP during the night phase. They are also considered isolated during the Replacement segment of the Night Phase, so they cannot roll for replacements. Being paratroopers, they do not lose an extra stand in this situation, however.

In Operation Market-Garden, the Allies dropped supplies into predestined drop zones. In these cases, a unit is deemed to be in supply if their C Ops can trace a friendly road or combination of friendly roads to within 12” of such a Supply Drop-Zone. The quality of supply will be determined by the distance between the Supply Drop and the nearest German unit (see Supply section of scenarios)

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