Kkoh V2

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Kalt Krieg ohne Hass “Cold War without Hate” Cold War Brigade level fast play wargame rules

“Hello Zero Alpha this is Whiskey four two, Contact, am engaging, wait, out!” By Marc Roberts

KOH Games

Lance Flint

2016

B A

C

Basic Concepts. This picture shows a battalion from a Motorised Rifle Regiment, within one square, advancing towards the blue arrow with two companies of T64s leading the BMPs and the battalion commander with their mortar company attached. This is the maximum capacity of units for one square. In a Direct Fire Phase the T64s could both shoot into square B. Optionally a maximum of one could instead shoot into square A and one shoot into square C or any combination of the three choices. The key being that all the Direct Fire from the T64s can be delivered into B but only one unit can shoot into A and only one into C. Any incoming fire from the blue arrow or square A or C must be against the T64s as they form the front rank of units facing that edge of the square. Fire from the black arrow must be directed against the right flank BMP company only, as they are the nearest unit to that edge. Fire from the direction of the white arrow would fall on the rear of the mortar company – with the modifier for a rear shot!

KALT KRIEG OHNE HASS – COLD WAR WITHOUT HATE Introduction These fast play rules place the company as the basic building block within Battlegroups to generate a tactical challenge on the combined arms battlefield, within a Brigade sized force. The playing scale allows for the full integration of all the combat arms to produce a grand tactical challenge for the table top general. It may also create a better level at which to pitch many historical refights. These rules are written to develop the most from 1/200th through to 1/600th scale figures and are primarily designed for the smaller models. Not that the larger scales are less appropriate, indeed for Infantry based games or those within a more limited geographical area these will have more visual impact, and after all, that is why we spend so much time, money and effort on our miniatures. Game Concept This game is primarily designed to represent mobile armoured warfare in the Cold War period and to present the challenges of command that the all arms battle demands of its generals. To simplify the game mechanics and speed play the battle is fought on a grid system of squares, as found on any modern map, each of one square kilometre. The side of each square is therefore 1000 metres long. Each unit is about company or squadron strength, which represents around 100 infantry or 8 to 12 vehicles, missile systems or guns. This scale is designed to be flexible and it is more frequently the combat power of a unit that needs to be represented rather than the exact calibre of its small arms or thickness of its armour plate. Although simplicity and speed are key elements of the system this should not detract from the crucial and timely decisions required by modern commanders in a fast moving, lethal and confused environment. Please note that all Direct Fire ranges are quoted for a typical northern European battlefield with relatively limited fields of fire. These should be doubled in more open or desert terrain. Only a small number of good old six sided dice are required. Each game turn represents about 20 minutes of real time action / inaction. I am happy to give as much support as possible to answer questions on the rules, at [email protected] or at the Yahoo groups forum – KOHGAMES.

A selection of units and game markers in 1/600th scale

PREPARATION FOR BATTLE The Battlefield The playing area needs to be marked out in rows and columns of squares, each representing one square kilometre to provide a grid of at least six by six squares for a small game. These squares can be defined by using carefully positioned terrain, small markers, rocks, lone trees, or suitably coloured marks on your cloth or table top. Alternatively an excellent grid system can be achieved by using carpet tiles or some such similar materiel. The whole grid does not have to be marked out, just where the lines intersect. The grid system needs to be constant; squares 10 x 10cms up to 15 x 15cms are ideal. The smaller size will provide an eighteen by twelve kilometre grid on a standard 6`x 4` table. To avoid any rebasing simply adjust the size of your squares to suit! Terrain Terrain needs to be significant to have an effect upon the battle, open farmland, scattered woods and small settlements can all be represented but have no effect other than to look the part. Some squares or square sides will confer a combat advantage or move restriction and need to be clearly defined at the start of the battle. If a square contains an important feature then any troops therein will receive the modifier. A linear feature needs to be carefully placed mainly along a square edge so that movement and combat can be rationalised. Terrain is divided into two major types – Linear and Area. Linear features; Rivers, large streams, wadis, anti-tank ditches etc. – these should always be placed so that they roughly follow the face of a grid square. They may be impassable to all or some troop types or slow their movement. Some may also confer a Close Assault advantage to defenders. Roads or good tracks - these should always be placed so that they enter or leave a grid square through one side. These will not allow for any faster movement across open ground but may assist vehicles moving through an otherwise impenetrable Area Feature. Area features: Ridges – Block line of sight and confer a Close Assault advantage to defenders who are defending upslope of their attackers. Steep Ridges – Block line of sight, confer a Close Assault advantage to defenders and are impassable to vehicles, unless on a road when mounted troops must remain in column, with a maximum of three such units per square who must stay as a group, if eligible, and maintain the same facing. Only one vehicle mounted unit from either army may use Direct Fire or Close Assault per face of the square and battle group with other non-vehicle mounted units. Vehicles using the road to enter or leave the terrain may only do so through a square face and not use a diagonal move. Built up Areas – Block line of sight and confer a Close Assault advantage to defender. They are assumed to have a central crossroads and a road leading from it to all faces of the square. Otherwise all other effects are as for Steep Ridges. Woods – Block line of sight and are impassable to vehicles, unless on a road when mounted troops must remain in column. Otherwise all other effects are as for Steep Ridges. Marsh – Reduces vehicle movement to one phase per turn and confers a Close Assault advantage to defending infantry and unlimbered artillery. Light Woods/ Dense Scrub/Dense fields and Orchards – May reduce movement for vehicles and confer a Close Assault advantage to infantry or unlimbered artillery defenders. This is optional depending on the scenario or players definition. Impassable – Such as a large lake or river, quarry or area of soft sand. Normally impassable to vehicles and in some cases to infantry units as well.

The Troops- an Overview One unit (base) will normally represent a company, or equivalent sized unit, at full strength. This assumes a fighting strength of about 8 to 12 vehicles, 8 to 12 guns or missile systems or 100 men per table top unit. Included in these nominal strengths are all the organic sub units that work within the company structure as well as some support weapons and their vehicles. Any full strength unit has two strength points, meaning it can take one loss before being destroyed by a second loss. Some units may deploy in reduced numbers, at approximately half strength, and depicted by the presence of a game marker with the unit to show losses. Typically these will AA, Reconnaissance and ATGW units. These quantities do not have to be exact and a degree of flexibility is intended, it is the general feel of the formation and its combat power that are important. The size of your bases is not crucial as long as 6 will fit into one of your grid squares, with a maximum frontage or depth of three units and it can be determined whether they are in edge contact and therefore operating as a tactical grouping – a Battle Group, which is essential to the game system. A 2 to 3 cm square base is ideal for vehicles, dismounted Infantry being shallower and command markers generally at quarter size to ease identification. The three centimetre square base for vehicles fits very well with the ten centimetres sized grid square. The basic tactical element is the battalion with its supports allocated within the command structure of its parent formation. These groups of units will be organised and tasked to perform a certain mission usually within a Brigade/Regimental formation. Troop Types: Units and markers are all rated for their quality. Superior - troops that consistently demonstrate a high level of skill and are frequently well equipped and experienced. Average – troops that are, well, average! Inferior – troops with restricting command systems or either poorly trained or motivated. Command Markers Depending on the size of the battle Battalion, Brigade and Divisional level commanders need to be represented by markers (note that they are not units), so that their subordinate commanders and their units may operate at optimum efficiency when “In Command”. Command markers may move as the troops that they lead/command or as Infantry. None can shoot or be shot at. If alone in a square and they are Close Assaulted they are destroyed immediately with no losses to the attacker. Otherwise they suffer the result of the other units fighting, being destroyed if all other friendly units are. They do not take attrition rolls after Close Assaults, Counter Attacks or Breakthrough Assaults. They do not count for stacking purposes, nor require an Order Chit, but need to be clearly identified if operating “Out of Command”. Only one command marker may be “In Command” in any one square at any time (this is a very deliberate game mechanism). Specialist Reconnaissance Usually highly trained and well motivated troops that move well over the battlefield seeking out their opponent’s intentions and frequently being used aggressively. Normally provided with transport of some kind, therefore Mechanised or Motorised and often armoured but with a negligible Direct Fire capability. A Specialist Reconnaissance unit if alone in a square, and not under HD or more defensive orders, may elect to Give Ground, once per Action Phase, if they themselves have not yet shot, to avoid all incoming Direct Fire. This does count towards its movement allowance for that Phase but still `consumes` the shot. These units are never “Out of Command”, being considered self-ordering, but still use the Order Chit system.

Infantry These provide the core of all armies and the essential building blocks of all commanders’ plans. They may not Direct Fire themselves, unless additionally costed as having medium ATGWs, but are eligible as Medium targets when under Direct Fire from Field Artillery. Slow moving when on foot although usually deployed in a wide range of vehicles. There are three types, defined primarily by their anti-tank capability: Grenade infantry (GI) – equipped with AT grenades and bazookas. Rocket infantry (RI) – equipped with RPGs and Carl Gustav type weapons. Missile infantry (MI) – equipped with a small number of ATGWs in addition to RPGs. All of these have a significant anti-armour capability, ranging from GI up to MI, but only when involved in a Close Assault. Motorised infantry in their transports move as Motorised units, and if not armoured are eligible as a Vulnerable Target to any Direct Fire or when involved in a Close Assault. When mounted they may move and dismount without penalty in any Action Phase that they would normally be allowed to move in as Motorised unit and then when dismounted are depicted as being Infantry for the remainder of that phase. If they have already moved as a Motorised unit they may then not move as an Infantry unit that turn, but may still dismount even in a Close Assault. They may remount only in Action Phase 4. Only one unit, either dismounted Infantry or the transports are ever present on the battlefield. Mechanised, that is Armoured Infantry in tracked vehicles, may Close Assault as if Armour or Infantry for factors, but as only one unit for strength purposes. Otherwise they are treated as if Motorised infantry for dismounting and mounting. Although AIFVs, as are all transports, are removed when their infantry dismount, these still contribute factors as AIFV`s to any Close Assault involving their infantry. Tanks Armoured units that rely on speed, striking power and protection to dominate the mobile battle. They are Armoured and Mechanised units with a Direct Fire and Direct Fire Target class of Light, Medium or Heavy. In addition modern vehicles may have an extra grade of improved armour, IA, or Improved ranging, IR. One improves the survivability of a vehicle, the other its lethality. Each may be added once to any level of armour or gun class.

An Arab task force pushes on having deployed a covering battalion to its flank

Artillery Artillery is divided into four main groups, Anti-tank, Anti-aircraft, Field and Rocket. It may include mortars and be Towed, Self-propelled, Motorised, Mechanised and also Armoured. Direct and Indirect Fire class is Heavy, Medium or Light. Anti-tank artillery is used for Direct Fire at enemy vehicles that venture too close, this includes ATGWs. If Mechanised and Armoured it may attack in a Close Assault, unless specialist ATGW vehicles. ATGWs are classed as either medium, the man portable systems with a range of one square, so these may fire into any of the three squares in front of them and heavy, with a range of two squares, giving a block of six squares in front of the firer, that is as per medium ATGW but extended for another row of three squares . Anti-aircraft units may be forced into supporting ground actions with Direct Fire, if gun armed, but its main task is to protect friends from enemy aircraft. These may not attack in a Close Assault. Field Artillery can be pressed into service in the A/T role or over open sights against infantry using Direct Fire but its main task is to support the Infantry and Armour with high explosive from a distance, if both Mechanised and Armoured it may attack in a Close Assault. Rocket Artillery represents the assets at Divisional and Corps level that are capable of delivering huge amounts of HE in a very short space of time. Towed guns when limbered move as if Motorised and may limber/unlimber within a grid square for no penalty in any Action Phase that they would normally be allowed to move in and are then depicted as being deployed guns/limbered guns. Only one unit, either a deployed gun line or the limbered guns are ever present on the battlefield. Only unlimbered guns may shoot. Other game Markers A small range of on table markers are required to assist with game play. Order Chits: Small squares marked on one side with the tactical order and the other left blank. Loss markers: Small bead or token to denote a unit that has taken losses. Destroyed unit: Ball of suitably dyed cotton wool to place over a destroyed vehicle unit. Bombarding Fire: Ball of suitably dyed cotton wool to place in a square under Close Assault to denote amount of enemy or friendly Bomdarding units. Command markers: to denote when HQ markers are “Out of Command”. Battle Groups and Formations The Battle Group, or group of units, is defined by them all having edge contact and is critical to the way it moves, gives and receives fire and participates in Close Assaults. Troops that may Battle Group must normally be of the same Formation, such as a British Brigade, American, or W German Regiment or a Russian Battalion. Some troops have the ability to group within a Divisional structure or to have specialist units attached for a battle day. A Battle Group is intended to represent units that are tactically integrated and actively working together to provide mutual support under one local commander. They provide the cohesion and balance to pursue one particular mission whilst still allowing other units to provide assistance in a secondary role. It is important to remember that some armies did not have the tactical flexibility or possess the skill to allow a full range of combat grouping. Individual units act as such and although not weaker in fighting power than an individual within a group they will suffer from not being integrated into a Battle Group with the benefits of the mutual support that this provides.

National Doctrine The way in which the various nations had decided how best to tactically employ their units, their battlefield skill and experience all affect the options open to the table top Commanders, particularly in the ability to Battle Group different arms. Listed below are some generalised guidelines to help maintain a National Doctrine and add more character to the battle. This can easily be extended to other nations and fighting styles.

NATO style units Each battalion may attach and detach up to two units to form its Battlegroup within the parent Brigade or Regiment. Field and rocket artillery may only battle group with other artillery. AA units may not attach to any other units. Soviet style units Infantry companies within a tank regiment may be attached to any tank battalion HQ`s. The same for tank companies within an infantry regiment. If all companies from one battalion are attached then that battalion may dispense with its own HQ marker. AA units may not attach to any other units. Reconnaissance, Field and Rocket artillery units may only battlegroup with their own type. Any Direct Fire `Give Ground` result may be converted to a loss instead. Game Preparation All of the forces involved need to be listed before the game starts so that their general, not forgetting his own ability, is aware of which formation they belong to or to whom they are attached, how good or bad they are, how heavy their Armour, or how light their artillery and at what level it is operating. An example of an army list is included at the back of the rules. It is also important for recording their Movement Marker number and that of their Dummy markers if the Grand Tactical system is being used. Terrain needs to be defined and a game objective mutually decided upon. Attack versus Defence games usually work the best but require more thought to give both sides a reasonable chance and a challenge. Encounter battles tend to be easier to plan and are good as introductory games until a feel has developed for the various strengths and weaknesses of your troops. Historical encounters are undoubtedly the most rewarding and include that wonderful what-if aspect to a game.

Soviet Air catches a British Armoured Battlegroup as it attempts to redeploy

Game Mechanism The grid square system regulates the way units move, shoot, are shot at and Assault, doing away with the need for measuring devices. It is essential to the game mechanism that units (individual bases) and Battle Groups (a tactical grouping of more than one unit) that are placed in any particular square conform to mutually understood conventions. 1. A grid square may contain a maximum of 6 units, at the end of any given phase (of one army only!). 2. All the units in a group and all individual units must face one side of square, not necessarily the same one. A unit or group facing an edge should be placed closest to that edge. 3. Units facing a side of a square may have a maximum frontage and depth of three units 4. All six units may operate independently of each other, none being in edge contact with any other. 5. These six units, depending upon their parent Formation or Doctrine, may form up to 3 different Battle Groups, or parts of such Battle Groups within the square. A group is a tactical collection of two or more units engaged on the same mission, defined on the table top as being in edge and corner contact with one another, facing the same way and under the same tactical order (Order Chit). 6. Forming units into Battle Groups is not an automatic right. Many nations were incapable of coordinated action of all of their sub units within even their own Regimental organisation. In game terms this has the following consequences: 7. A unit or group may move out of any edge regardless of original facing or position. The same applies if moving out of the corner of a square, unless that corner touches one that is also enemy occupied, or vehicles leaving an area feature on a road, when such a diagonal move is not permitted. 8. A unit or group may only conduct Direct Fire through the side that it is facing, into that next square. However two units per side faced, if eligible to shoot as above, may instead shoot diagonally forward, one only per diagonal shot. 9. A maximum of three units may shoot out of an edge, i.e those in the front rank, unless one group only has a second rank unit that can fire, increasing the maximum shooting units through an edge to four. The front rank unit has to be able to fulfil the firing eligibility rules even if it is not capable of shooting itself. 10. All incoming fire is prioritised: a. On any facing unit or group b. On the nearest flank of a unit or group c. On the nearest rear of a unit or group If the actual target is ineligible it still consumes the shot. From this you can see that it is up to the commander to organise his troops, with some level of forethought, to get the most from them and at the same time minimise the threat from the enemy. It is essential to the game system that units that are facing an edge of a square are placed closest to that edge so that no ambiguity arises as to their intended purpose. Additional definitions: Armour: vehicles as classed as Light, Medium or Heavy and Improved Armour - IA. Direct or Indirect Firers: classed as Light, Medium or Heavy and improved ranging – IR. Mechanised: vehicles with tracked chassis that give good cross country mobility. Motorised: wheeled vehicles with a limited cross country ability but good grand tactical speed. Rear- Shot at or Close Assaulted through the square face directly to the rear of the target. Vulnerable units – unarmoured vehicles, horse drawn artillery (when limbered) and mounted cavalry.

FIGHTING THE BATTLE Game Turn Sequence: 1.

2.

3.

Command Phase: Decide Initiative Issue Orders, the player without initiative first Test for all Command markers to see if they go “Out of Command” Action Phase: which is broken down into the following four phases Action Phase 1: Both Players simultaneously conduct Direct Fire Player with initiative moves Action Phase 1 units Both players call for Barrages, the player without initiative first Resolve Close Assaults Resolve Breakthrough Close Assaults Player without initiative moves Action Phase 1 units Both players call for Barrages, the player with initiative first Resolve Close Assaults Resolve Breakthrough Close Assaults Then move on to Action Phase 2, 3 and 4 following the same order of activity Morale Phase

Command Phase: Deciding Initiative Both Commanders in Chief roll a D6 and adjusts their score with the following factors: Superior leader in command Majority of troops are Superior

+1 +1

Inferior leader in command Majority of troops are Inferior

-1 -1

The side with the higher adjusted score takes the initiative. A drawn score results in a re-roll, with any one factor per side being removed per roll, cumulatively.

A British Infantry heavy Battlegroup establishes a blocking position as contact is made

Issuing Orders Each group or individual unit must have an Order Chit. This represents its tactical stance, capabilities and intentions, even though they frequently remain concealed, as do the Order Chits themselves, from the enemy. These are: Formal attack Prepared Attack Hasty Attack Manoeuvre Hasty Defence Hasty Defence 1 Hasty Defence 2 Hasty Defence 3 Prepared Defence Fortified Defence

FA (only available as part of a scenario) PA HA M HD HD 1 HD 2 HD 3 PD FD (only available as part of a scenario)

An Order Chit can only be voluntarily moved down the list one line at a time, with the exception of Manoeuvre, which is not counted. An Order Chit may be moved up the list one block at a time, to any order within the new block (there are four blocks differentiated by shading). These Chits only need to be revealed during a Close Assault or if they would affect Direct Fire. A Chit may only be voluntarily changed upon a D6 roll of 3 or more, the roll being adjusted by the following factors: Majority are Superior troops Majority are Inferior troops Attempting to Counter Attack

+1 Out of Command -1 Changing to PA -1 (only used during a Close Assault)

-1 -1

A successful attempt does not force a change of orders, even if a Chit is changed for the same Chit as a bluff. Units in HD and below cannot voluntarily move, other than within their own square. FA and FD cannot be achieved during a game and would normally be used in a historical refight or planned scenario game. Groups may be formed on the move if they have the same order chit as well as units dropped off en route. The only exception is that a group making a Close Assault must start that phase as a group. Command Command markers must be in one of two operating states during a Game Turn: “In Command” - a marker is assumed to be as such immediately after the Issuing Orders phase unless it falls victim to an Electronic Warfare attack. The full Command function is then exercised for the remainder of the Game Turn and more importantly for the Issuing Orders section of the next. Only one command marker may be “In Command” in a square per turn. “Out of Command” - a marker may be electronically attacked after Issuing Orders. Your opponent rolls 2D6 for each Command marker with a score of 2 to 4 meaning a successful attack and that command marker immediately going “Out of Command”. All subordinate units then suffer disadvantages when calling for Indirect Artillery Fire, conducting Group Close Assaults and Counter Attacking for the remainder of the game turn and the Issuing Orders Phase of the next, after which it automatically reverts to being “In Command”, but subject to another EW attack. It therefore makes sense to dice for the most senior Commander first and work down the chain of command. All Command markers are subject to one EW attack every turn. NATO style Divisional and Brigade Command Markers command range is unlimited down to subordinate Battalion Command Markers, whose own command range is limited to four squares.

Soviet style Divisional Command Marker command range is unlimited down to Regimental commanders whose command range is four squares to its Battalion commanders whose command range to its units is one square. The counting of this command range allows for any number of diagonal squares. Should the command chain be broken at any point with an ”Out of Command” or destroyed Command marker then the units and markers at and below that level suffer the “Out of Command” penalties immediately and automatically. A destroyed Command Marker may be replaced by another at the start of the fourth turn after its destruction, being placed anywhere on the battlefield, thus ending the dislocation caused by its loss.

Action Phase: Direct Fire Range for all Direct Fire is one square, unless heavy ATGW whose range is two squares, all directly forward. However two such eligible firing units may instead fire forwards to one diagonal square each (see inside of cover page for an example). This arc of fire defines the second squares range of firing for heavy ATGW`s, that is a block of six squares. Diagonal Fire may not pass between the corners of occupied squares or beyond a square that contains an area terrain feature when firing at more than one squares range. Normally only those units in the front rank in a square can shoot or be shot at, but if in a group one other unit may shoot from a second rank per square side. Only the front or nearest rank of the enemy is available as a valid target. Artillery may not use Direct and Indirect Fire in the same Action Phase. Self-propelled artillery may shoot and move. Unlimbered Towed artillery may not move and shoot in any Phase unless it remains within its own square. Mortars may not use Direct Fire against vehicles. Shooting is simultaneous within each of the four Action Phases and must be spread as evenly as possible, as per the firers’ choice, amongst the eligible targets, before firing dice are rolled. Even if this means firing against eligible targets that cannot be affected. Each firing unit rolls a D6 and adjusts its score accordingly: Firer has taken losses Heavy ATGW at long range Firer each class higher than target Firer has IR Target with M orders Target in PD or defensive terrain Target in FD Target shot at from its rear Target is classed as Vunerable

-1 -1 +1 or each class lower -1 +1 target has IA -1 +1 or firer -1 -1 -2 (not cumulative with defensive terrain) +1 +2 (not cumulative with the above factor)

An adjusted score of 6 or more causes a loss to the target and forces it to Give Ground, a 5 forces it to Give Ground only. Note that a unit that has Given Ground may not be shot at again in the same phase and cannot be placed so as to shield other units. Any full strength unit that suffers a total of two losses is destroyed and removed from the battle. Infantry aboard transports/towed artillery suffer the same loss as their prime movers.

Giving Ground This will be forced upon units, or taken voluntarily by a lone Reconnaissance unit, as a result of enemy Direct Fire or upon any as a result of a Close Assault. The following priorities must be observed with all original facings being maintained: 1. Directly away from the Direct Fire or Close Assault unless prevented by an enemy occupied square. This may mean a diagonal move, as a result of Direct Fire, if this otherwise remains legal. 2. Diagonally away from the Direct Fire or Close Assault, unless prevented by an enemy occupied square, or the junction of two corners of enemy held squares (note markers may not hold squares and are displaced). 3. Move away to a flank, unless prevented by enemy occupied square. If a choice of route exists a die roll must make the decision randomly rather than the owning player. No new groups may be formed as a result and units Giving Ground as a result of Direct Fire do so individually. The unit forced back may choose its new position within the new square, it’s facing remaining the same, but not so as to prevent other incoming Direct Fire into that new square. Units that Give Ground as a result of a Close Assault must move in a sequence of the slowest moving first. If under Direct Fire then orders for units that were in HD1 or lower must change to HD. Overcrowding as a result of Giving Ground forces that unit to retreat again until it can find a legal space. Note that all space available on the retreating route must be filled even if a group has to be split to do so. Units forced to Give Ground may not then be moved again in that Phase. Failure to Give Ground to any of the three priorities above for any reason means destruction, this includes the edge of the battlefield.

Movement The side that has initiative will move first in each Action Phase. Diagonal moves are permitted, but not past the corner of a square that is enemy held, and never as a Close Assault. A Unit may also reposition itself within a square when it is eligible to move. Below are the types of unit, sometimes affected by a particular Order Chit that may move in each Action Phase: Action Phase 1. Action Phase 2. Action Phase 3. Action Phase 4.

Mechanised Troops with “M” orders and Specialist Reconnaissance units Mechanised troops, Motorised troops with “M” orders, and all the above Mounted infantry in PA, Motorised troops, and all the above Dismounted infantry, unlimbered artillery within a square, and all the above

Any unit may pass through any other friendly unit regardless of facing, overcrowding must be resolved by the end of the Action Phase. Although a unit may always move one square in a Turn it does not have to move in each Action Phase in which it is eligible to do so. A move may be reduced to one square if the terrain dictates, such as dense woods, large built up area, soft sand etc. If reduced to a maximum of one square then the unit can move when first normally entitled to, but cannot then move again in that game turn.

Artillery - Indirect Fire This is only used (by both attacker and defender) in support of a Close Assault. When firing Indirectly/Bombarding the maximum range depends upon the weight of the guns or mortars: Light artillery has a maximum range of 5 squares, Medium artillery 10 squares and Heavy artillery 15 squares. Exact ranges can be taken from the army lists or by researching specific weapon types. This includes the target area and allows for any number of diagonally crossed squares. The arc of fire is any row of squares in front of the square occupied by the firing artillery unit. Artillery may not direct and indirect fire, or fire twice in the same Action Phase. It may not move from one square to another and Bombard in a phase unless self-propelled. Rocket Artillery may only shoot once within a Game Turn. Artillery may not Indirect Fire in an Action Phase if it is also engaged in a Close Assault. However the Indirect Fire of your guns will not always be automatic and depending when the fire is requested within the turn by a unit involved in a Close Assault and the guns position within the formation (decided before the start of the battle day within orders), they may or may not fire, or fire accurately enough or with enough volume to contribute, when required. The table below gives the required score to successfully call for the fire of that artillery unit: Battery Bn/Bde Div/Corps

Phase 1 6 NA

Phase 2 5,6 6

Phase 3 4,5,6 5,6

Phase 4 3,4,5,6 4,5,6

Each firing unit rolls a D6 and adjusts its score accordingly: Majority of own troops involved are Inferior A single unit is calling for the Fire

-1 -1

Own troops are Out of Command -1 Troops in FA or FD +1

Only one roll is allowed per artillery unit per Action Phase. The fire of each battery may only be involved with one particular Assault per action phase, not all of the assaults in one square. Bombardment is not allowed in a Breakthrough Close Assault. Counter Battery indirect Fire Bombarding batteries can alternatively be directed to conduct counter battery fire missions against enemy batteries that are trying to bombard, this must be declared before the fire of the battery is diced for. If successful then they may target any enemy battery within their range that is even attempting to bombard. If there is more than one such eligible target then decide by dice roll which will be attacked. Limitations of range still apply. Once the fire has been secured, as above, roll 1D6 for effect, modified by the following factors: Heavy guns or Rockets firing CB +1 Target is towed arty +1 Target in HD3 or lower -1 Firer has losses -1 Specialist CB assets used +2 (see Special effects section on P.20) From this score determine the results of the fire on the enemy battery: 0 to 2 3 4 5+

No Effect Enemy fire cancelled Enemy fire cancelled and unit Gives Ground Enemy fire cancelled, unit Gives Ground and takes a Loss

Attack Aircraft and Air Defence It is assumed that these aircraft are specialist ground attack units, either fixed or rotary wing, and dice for actual arrival as for artillery in Corps support (with no other factors applied) during the Direct Fire section of Action Phase 4. Fixed wing aircraft If successful a unit of fixed wing aircraft is then placed in the square that it wishes to target. Then count the number of surrounding squares plus the target square that contains any units and dice to decide randomly for which one is to be attacked. If the aircraft attacks a friendly occupied square then the fire is carried out as if the unit is owned by the opposing player! Aircraft may not attack markers, only units. They use Direct Fire but are not restricted to the usual facing rules, so that any unit in the square can be shot at, but frontally. They cause losses to their target on a roll of 5 or 6 and may re-roll on a score of 4. Add one to any roll if the target is an unarmoured vehicle or horsed unit. Otherwise no modifiers are used and the ground units do not Give Ground. Unless driven off they may attempt to conduct two such attacks in consecutive turns, both in Phase 4, before leaving the battlefield for that battle day. These two attacks may be upon different squares. Rotary wing aircraft These are instead initially placed within two squares of any friendly unit, from where they may fire as per the rules above to a range of two squares. In the next turn they may move as if a Reconnaissance unit and fire again in phase 4, after which they leave the table for the remainder of the battle day to rearm. These two attacks may also be upon different targets.

Hinds using a prominent wood line as cover to move to a new fire position AA units roll a D6 for each of their strength points at each enemy air unit within range, examples of which can be found in the lists at the back of the rules, with no restrictions upon facing. A six shoots down and damages enough aircraft to drive the unit away for the remainder of that day before they conduct their own attack and a five makes the planes abort that particular attack run, therefore permanently losing that chance to attack.

Close Assault The side that has just moved conducts all of its Close Assaults, in an order decided by the owning player, followed by any resulting Breakthrough Close Assaults. Attackers These may consist of only un-demoralised Armour, Mechanised Armoured self-propelled artillery, Reconnaissance, Infantry or Command Markers (who do not fight), all other units must be left behind in the assault move as indeed may any unit. An attacking group can only be combined if it started the Phase as such, from the same Formation and permitted to Battle Group by National Doctrine. A group may not adjust its shape in the phase in which it Assaults. Group Assaults that are “Out of Command” suffer a penalty. They may instead choose to Assault as separate units. Assaults from different squares, or different groups or units into a square may never be combined, but may be against the same target and are resolved separately and in a sequence decided by the attacker. The assaulting unit or group partially moves into the defending square, which may not be a diagonal move. Defenders A defending square may suffer as many different assaults as are legal in one turn. The defender nominates one Group or unit to defend against each assault, as per the priorities listed below, plus up to one other single unit in support that has not already Given Ground or is not already the target of an Assault itself, which then will also suffer any results of that particular Close Assault, it being defined as “Engaged”. Note that all types of artillery may participate as defending units. Any artillery that is involved in an Assault may not conduct indirect fire in that Action Phase. The defenders are selected by the following priorities: The nearest facing unit or group The unit or group closest to that edge The nearest outflanked unit or group closest to that edge Any other unit or group that remains unengaged Indirect bombarding Artillery support is dedicated to one particular friendly unit or Group for one particular Close Assault. Infantry in vehicles may Close Assault and dismount. Infantry dismounted from their AIFVs always benefit from the AIFV modifier regardless of terrain. However to qualify as armour in an assault another unit of armour must be present, therefore dismounted armoured infantry would not qualify but mounted armoured infantry or tanks would. Limbered guns may not contribute their strength in an assault. A square may be temporarily overcrowded during the Close Assault by a combination of all participating units, but not once all results have been reached. Note that any defender that is Engaged may be eligible for attrition; rolls after an assault.

A successful Attacker must occupy a square cleared of all defenders. Attackers that did not have to fight because of a previous successful result must try to occupy a square that is not yet full of friendly units. If the number of successful attackers leads to overcrowding then occupation is fulfilled in the following priorities: Attackers who fought and won an assault Attackers who fought and won an assault, owners’ choice Attackers who Close Assaulted but did not have to fight Other successful Close Assaulters or those that have yet to conduct their own Close Assault must pull back only to avoid overcrowding, or if a previous friendly Assault on their target was successful. This may mean that their group or groups become split in the process. Close Assaulters that occupy a square may reorganise in any legal facing and any group may split down to smaller groups or individual units. Attackers that are forced to retreat Give Ground to the square they came from, otherwise as per the standard ruling for Giving Ground, all must retain their original facing and grouping where possible. A Counter Attack is not a Close Assault and may be attempted by a unit that is Demoralised. Breakthrough Close Assaults are conducted by Attackers successful in their initial Close Assault, once all of their Close Assaults in that phase are resolved and are identical with the exception that indirect artillery support is not available to either side and only one round of Desperate Fighting is allowed. Note that a loss in the successful initial Close Assault may reduce a unit or group to Demoralised status and therefore cancels the Breakthrough Close Assault. If a Breakthrough Close Assault option is not taken then those attacking units must immediately Give Ground unless that square is empty of all enemies.

A West German Panzer Grenadier Brigade with supporting arms

The attacker calculates his factors for the Close Assault: Each attacking unit more than defender Attackers have more units with losses Majority of attackers are Superior Majority of attackers are Inferior Attacking group out of command

+1 -1 +1 -1 -1

Each assaulting unit less than defender Defenders have more units with losses Majority of defenders are Superior Majority of defenders are Inferior Defending group out of command

Attackers are solely GI vs armour Attackers include any RI vs armour Attackers include any MI vs armour Attackers have armour and infantry Attackers are inf dismounted from AIFV

-1 +1 +2 +1 +1

Defenders are solely GI vs armour +1 Defenders include ant RI vs armour -1 Defenders include any MI -2 Defenders have armour and infantry -1 Defenders are inf dismounted from AIFV -1

Assault against defensive terrain Defenders are solely artillery

-1 +2

or - 2

Majority of Att`rs are Vulnerable Target -2 Attacker conducting a flank attack +2 Attacker conducting a rear attack +3

-1 +1 –1 +1 +1

Majority of Def`s are Vulnerable Target +2

One bombarding Battery more than defender Each subsequent bombarding battery more than defender Per Heavy artillery unit firing if attacker Each Rocket unit firing

or less –2 or less –1 or defender -1 or defender -1

+2 +1 +1 +1

Compare the Orders (excluding bombarding artillery), and adjust the Attackers factor

Attacker

FA PA HA M

FD -3 -4 -5 -6

PD -1 -2 -3 -4

HD3 0 -1 -2 -3

Defender HD2 HD1 +1 +2 0 +1 -1 0 -2 -2

HD +2 +1 0 -2

HA +3 +2 +1 -1

M or PA +4 +3 +2 0

FA +5 +4 +2 0

Cross-reference the final factor with the attackers roll on a D6 on the Result Table DIE ROLL

+8 or more +7 +6 +5 +4 +3 +2 +1 EVENS -1 -2 -3 -4 or worse

1 DR+2 DR+1 DR+1 DR DR DF DF AR AR AR+1 AR+1 AR+2 AR+2

2 DR+2 DR+2 DR+1 DR+1 DR DR DF DF AR AR AR+1 AR+1 AR+2

3 DR+3 DR+2 DR+2 DR+1 DR+1 DR DR DF DF AR AR AR+1 AR+1

4 DR+3 DR+3 DR+2 DR+2 DR+1 DR+1 DR DR DF DF AR AR AR+1

5 DR+4 DR+3 DR+3 DR+2 DR+2 DR+1 DR+1 DR DR DF DF AR AR

6 DR+4 DR+4 DR+3 DR+3 DR+2 DR+2 DR+1 DR+1 DR DR DF DF AR

Close Assault Results DR + Defender Retreats taking + number of losses from those engaged and Gives Ground. A number of units not exceeding those of the attacker must check for attrition. Any non-engaged defending units in the square may elect to Give Ground voluntarily but each must roll for attrition as for units losing a Close Assault. All that Give Ground do so immediately and all orders become HD. Attacker a number of units not exceeding those of the defender must check for attrition. They then may conduct a Breakthrough Close Assault at the end of the Action Phase on the next eligible target in the same square, if any enemy remain to fight. If successful in taking the square then FA or PA orders must immediately drop to HD, and the units may split from their grouping to form new groups or individual units and face as they wish. DR

Defender Retreats Giving Ground. A number of units not exceeding those of the attacker must check for attrition. Any non-engaged defending units in the square may elect to Give Ground voluntarily but each must roll for attrition as for units losing a Close Assault. All that Give Ground do so immediately and all orders become HD. Attacker A number of units not exceeding those of the defender must check for attrition. They then may conduct a Breakthrough Close Assault at the end of the Action Phase on the next eligible target in the same square, if any enemy remain to fight. If successful in taking the square then FA or PA orders must immediately drop to HD, and the units may split from their grouping to form new groups or individual units and face as they wish.

However with a DR result the Defender may attempt to Counter Attack after the initial round of attrition by successfully Issuing Orders to do so. If that Orders test is successful the Defender does not retreat but instead is assumed to successfully counter attack and holds the ground, against this particular assault, retaining its original Order Chit but with each participating unit checking for attrition again. If the Orders test to Counter Attack fails then the Defender Retreats and all engaged units take an additional round of attrition. If the Attacker is successfully counter attacked then the Close Assault is converted to an AR result, and a number of units equal to that of the enemy that counter attacked must check for attrition. They then Give Ground. DF

Desperate Fighting and the Close Assault must continue immediately for another round after units from both sides, each in total not exceeding the size of the smaller force, have checked for attrition (Bombardment continues, but no new units may be added). A second DF results in another check for attrition and the Attacker Giving Ground (no second DF allowed if in a Breakthrough Assault).

AR

Attacker Retreats Giving Ground. A number of units not exceeding those of the defender must check for attrition. FA or PA orders immediately drop to HA. Defender A number of units not exceeding those of the attacker must check for attrition.

AR + Attacker Retreats taking + number of losses from those engaged and Gives Ground. A number of units not exceeding those of the defender must check for attrition. FA or PA orders immediately drop to HD Defender A number of units not exceeding those of the attacker must check for attrition. Attrition – each unit that dices for attrition takes a loss on a roll of 1, unless they are a Vulnerable Target, unlimbered artillery or dismounted infantry engaged by Armour, when they take a loss on a 1 or 2. The order of testing is up to the owner, however the most vulnerable units must check for attrition first. When rolling for attritional losses a maximum of one may be caused from any one Assault, unless a Counter Attack or DF is involved as described above.

Morale Phase Once a Battalion or Battlegroup is below half numbers in strength points, excluding attachments, transport and Command Markers, it can then no longer launch Close Assaults and is considered to be Demoralised. This then applies to the attachments as well. Each full strength unit is valued at two strength points, if originally deployed with a loss then only one. This provides the total strength point value of the formation at the start of the battle day. Attached units from other arms are not usually included either in calculating their initial strength or towards losses suffered. For example a Battlegroup that started the battle day with six full strength units that then loses two units completely and has another with losses is not demoralised, but would become demoralised if it suffered two or more losses or one previously undamaged unit was destroyed. Special Effects Electronic Warfare. Your troops have a specialist EW unit attached which improves your ability to disrupt your opponents command and control systems. For all attacks per turn increase all “Out of Command” die rolls by two. Depict this with suitable marker of a vehicle with extra antennae etc. Cost 5 points per turn, up to a maximum of three turns of attacks. Counter Battery This force has deployed specialist Counter Battery assets in the form of radar and EW to help with the acquisition of enemy artillery units which improves the accuracy of your fire. Declare its use before the battery is called for, and if successful add 2 to the effects of this CB fire. Depict this on the battlefield with a suitable marker of a vehicle mounted radar system. Cost 5 points per fire programme, up to a maximum of three attempts per battle. Air Support Air Force liaison teams are active in your area so air support becomes more likely. Add two to a die roll calling for air support. Depict this with a marker of a soft skin vehicle with overloaded trailer many miles from the front lines. Cost 5 points per request for support, up to a maximum of three. Chemical Attack The threat of chemical attack or simulation forces enemy to “mask up” for a Close Assault that involves your bombarding artillery fire. This must be declared before any artillery fire is called for and is still consumed and used even if that bombarding battery fails to actually contribute. One attack is allowed per Close Assault and you add two to your assault factors in addition to normal artillery factors. Depict this with yellow coloured bombardment markers. Cost 5 points per attack, up to a maximum of three. Minelets Each purchase buys one actual remotely delivered minefield and one dummy, a pair of markers. After all unit deployment a side with minelets can deploy one of the pair of markers into a square of their choosing with the second of the pair going into any adjoining square, decided randomly. Which of these is the actual minefield and which is the dummy remains hidden from both players. Any vehicle movement, including command markers, within, in or out of such a square may take a loss, but not Give Ground, on a 2D6 roll of 2 to 4 per vehicle. Only when a potential casualty is caused is the minefield checked as real or dummy, and if dummy the casualty is ignored. If there is more than one minelet marker in a square then the chance of taking a casualty is increased by one per marker extra to the first. Cost 5 points per pair of markers, up to a maximum of three.

Points System Infantry Armour AT Arty AA Arty FD Arty Command

Gun Missile Armour

2 + RI or MI or ATGW +/- Quality 0 + Gun/ATGW + Armour + Mobility +/- Quality (includes wheeled vehs) 2 + Gun/ATGW + Armour + Mobility +/- Quality 2 + Gun/Missile + Armour + Mobility +/- Quality 5 + Gun/Missile + Armour + Mobility +/- Quality 8 + Mobility +/- Quality - 2 if Soviet style L 1 1 2

Spec` Recce` RI Superior unit

M 3 2 4

H 5 4 6

Recce` Mobility Mechanised Mobility Motorised Mobility Infantry Mobility

+1 +1 +1

Self Ordering +2 MI +2 Inferior -1

+2 if IR +2 if IR +2 if IA

+3 +2 +1 -

AIFV +1 Rocket arty +1 With losses 1/2 rounded up

1970s West German Panzer Brigade Unit Pz Gren Brigade HQ Brigade Recce Plt (-) Brigade Recce Plt (-) Brigade AT Coy * (-) Brigade AT Coy * (-) Pioneer Coy * Pioneer Coy vehs * Arty Bn Bttys x 2 * Panzer Bn HQ Tank Coys x 3 Panzer Bn HQ Tank Coys x 3 Panzer Gren Bn HQ Marder Coys x 2 Inf Coys x 2 M113 Coy Inf Coy Mortar Coy (M) (-) Gemischter Bn HQ Tank Coys x 2 Marder Coys x 1 Inf Coys x 1

Unit Type Command Armour Armour ATGW ATGW Infantry Armour Fd Arty (SP) Command Armour Command Armour Command Armour Infantry Armour Infantry Fd Arty (SP) Command Armour Armour Infantry

Quality A A A A A A A A A A A A A A A A A A A A A A

Mobility Mechanised Spec` Recce Spec` Recce Mechanised Mechanised Infantry Motorised Mechanised Mechanised Mechanised Mechanised Mechanised Mechanised Mechanised Infantry Mechanised Infantry Mechanised Mechanised Mechanised Mechanised Infantry

Gun L L H H H (20) M/IR M/IR L M (5) M/IR L -

Armour L L M M L L M M L L L M L -

Cost 10 5 5 7 7 3 3 14 10 11 10 11 10 6 3 4 3 6 10 11 6 3

Remarks HQ marker Self ordering Self ordering Jaguar Jaguar Engr/RI Fuchs M119G HQ marker Leopard 1A4 HQ marker Leopard 1A4 HQ marker Marder AIFV RI M113 RI M113/120 HQ marker Leopard 1A4 Marder AIFV RI

A small but powerful 1980s West German Battlegroup of Leopard 2s and Marder 1s

1970s British Armoured Brigade (Tank Heavy) Unit Brigade HQ AA Det x 3 (-) * AA Det vehs x 3 (-) * Arty Bttys x 3 * Armoured Regt HQ Recce Troop Tank Sqns x 4 + x 4 (-) GW Troop Armoured Regt HQ Recce Troop Tank Sqns x 4 + x 4 (-) GW Troop Infantry Bn HQ Recce Platoon Infantry Coys x 3 Inf Coy vehicles x 3 Mortar Platoon ATGW Det x 3 ATGW Det vehicles x 3

Unit Type Command AA Arty Transport Fd Arty (SP) Command Armour Armour ATGW Command Armour Armour ATGW Command Armour Infantry Armour Fd Arty (M) ATGW Armour

Quality A A A A A A A A A A A A A A A A A A A

Mobility Mechanised Infantry Motorised Mechanised Mechanised Spec` Recce Mechanised Mechanised Mechanised Spec` Recce Mechanised Mechanised Mechanised Spec`Recce Infantry Mechanised Mechanised Infantry Mechanised

Gun L (3) M (15) L H/IR H/IR L H/IR H/IR L M (5) M/IR -

Armour L L H L L H L L L L L

Cost 10 2 1 12 10 9 15 + 8 13 10 9 15 + 8 13 10 9 3 4 10 6 4

Remarks HQ marker Blowpipe Land Rover Abbot HQ marker Self ordering Chieftain FV438 HQ marker Self ordering Chieftain FV438 HQ marker Self ordering RI Fv432 81mm mortars Milan FV432

Brigade assets * may be allocated to any HQ. Assumes Chieftain has laser ranging and Stillbrew.

Two sabre squadrons of Chieftains with their Regimental CO

1970s Soviet First Line Tank Division Unit Tank Div HQ Div Recce Coy Div RecceCoy Div Tank Recce Coy (-) Div Air Def Coy x 2 Div Arty Regt HQ Med Arty Batty x 3 Hy Arty Battys x 2 Rocket Battys x 2 st 1 Tank Regt HQ Tank Bn HQ`s x 3 Tank Coys x 9 Inf Bn HQ BMP Coys x 3 Rifle Coys x 3 Mortar Coy (-) Recce Coy (-) Arty battys x 2 AA Coy nd 2 Tank Regt HQ Tank Bn HQ`s x 3 Tank Coys x 9 Inf Bn HQ BMP Coys x 3 Rifle Coys x 3 Mortar Coy (-) Recce Coy (-) Arty battys x 2 AA Coy rd 3 Tank Regt HQ Tank Bn HQ`s x 3 Tank Coys x 9 Inf Bn HQ BMP Coys x 3 Rifle Coys x 3 Mortar Coy (-) Recce Coy (-) Arty battys x 2 AA Coy Mot Rifle Regt HQ Inf Bn HQ`s x 3 BMP Coys x 9 Rifle Coys x 9 Tank Bn HQ Tank Coys x 3 Recce Coy (-) Arty battys x 2 AT Coy Mortar Coys x 3 (-) AA Coy

Unit Type Command Armour Armour Armour AA Arty Command Fd Arty (SP) Fd Arty (SP) Fd Arty (SP) Command Command Armour Command Armour Infantry Fd Arty (T) Armour Fd Arty (SP) AA Arty Command Command Armour Command Armour Infantry Fd Arty (T) Armour Fd Arty (SP) AA Arty Command Command Armour Command Armour Infantry Fd Arty (T) Armour Fd Arty (SP) AA Arty Command Command Armour Infantry Command Armour Armour Fd Arty (SP) AT Arty Fd Arty (T) AA Arty

Quality I A A A I I A A A I I I I I I A A A I I I I I I I A A A I I I I I I I A A A I I I I I I I A A I A I

Mobility Mechanised Spec` Recce Spec` Recce Spec` Recce Mechanised Mechanised Mechanised Mechanised Motorised Mechanised Mechanised Mechanised Mechanised Mechanised Infantry Mechanised Spec` Recce Mechanised Mechanised Mechanised Mechanised Mechanised Mechanised Mechanised Infantry Mechanised Spec` Recce Mechanised Mechanised Mechanised Mechanised Mechanised Mechanised Mechanised Infantry Mechanised Spec` Recce Mechanised Mechanised Mechanised Mechanised Mechanised Infantry Mechanised Mechanised Spec` Recce Mechanised Motorised Mechanised Mechanised

Gun L L M M (6) M (15) H (18) HR (20) M L/M M (5) L M (15) L (3) L L/M M (5) L M (15) L (3) L L/M M (5) L M (15) L (3) L/M M L M (15) H M (5) L (3)

Armour L L H L L L H L L L L L M L L L L L M L L L L L L H L L L L L

Cost 7 9 9 8 7 7 12 14 11 7 7 10 7 7 2 6 5 12 6 7 7 10 7 7 2 6 5 12 6 7 7 10 7 7 2 6 5 12 6 7 7 7 2 7 10 5 12 8 6 6

Remarks HQ marker Self ordering Self ordering Self ordering SA6/8 HQ marker SAU 122 SAU 152 BM 21 HQ marker HQ marker T64A HQ marker BMP 1 AIFV RI 120mm mortar Self ordering SAU 122 ZSU23/4+SA9 HQ marker HQ marker T64A HQ marker BMP 1 AIFV RI 120mm mortar Self ordering SAU 122 ZSU23/4+SA9 HQ marker HQ marker T64A HQ marker BMP 1 AIFV RI 120mm mortar Self ordering SAU 122 ZSU23/4+SA9 HQ marker HQ marker BMP 1 AIFV RI HQ marker T64A Self ordering SAU 122 BRDM2S 120mm mortar ZSU23/4+SA9

Divisional assets must be allocated to any HQ marker. The tank companies in the MR Regt are slightly stronger than in the Tank Regt but not significantly to add extra units. Specialist Recce` and AA units may only BG with their own type. Infantry in the Tank Regiments and Tanks in the Infantry Regiment may be attached to any HQ in that Regiment, If all companies are attached then the redundant HQ does not need to be used.

GAME TURN SEQUENCE DECIDE INITIATIVE

Commander without Initiative issues orders, then Commander with initiative issues orders

Test for Command markers being “In Command”, the side without Initiative first ACTION PHASE 1 All Direct Fire

ACTION PHASE 2 All Direct Fire

ACTION PHASE 3

ACTION PHASE 4

All Direct Fire

All Direct Fire

Commander with Initiative moves units

Commander with Initiative moves units

Commander with Initiative moves units

Commander with Initiative moves units

Commander without Initiative calls for Bombarding Artillery

Commander without Initiative calls for Bombarding artillery

Commander without Initiative calls for Bombarding artillery

Commander without Initiative calls for Bombarding artillery

Commander with Initiative calls for Bombarding artillery

Commander with Initiative calls for Bombarding artillery

Commander with Initiative calls for Bombarding artillery

Commander with Initiative calls for Bombarding artillery

Resolve Close Assaults

Resolve Close Assaults

Resolve Close Assaults

Resolve Close Assaults

Resolve Breakthrough Close Assaults

Resolve Breakthrough Close Assaults

Resolve Breakthrough Close Assaults

Resolve Breakthrough Close Assaults

Commander without Initiative moves units

Commander without Initiative moves units

Commander without Initiative moves units

Commander without Initiative moves units

Commander without Initiative calls for Bombarding artillery

Commander without Initiative calls for Bombarding artilllery

Commander without Initiative calls for Bombarding artillery

Commander without Initiative calls for Bombarding artillery

Commander with Initiative calls for Bombarding artillery

Commander with Initiative calls for Bombarding artillery

Commander with Initiative calls for Bombarding artillery

Commander with Initiative calls for Bombarding artillery

Resolve Close Assaults

Resolve Close Assaults

Resolve Close Assaults

Resolve Close Assaults

Resolve Breakthrough Close Assaults

Resolve Breakthrough Close Assaults

Resolve Breakthrough Close Assaults

Resolve Breakthrough Close Assaults

Game turn track

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Close Assault example German forces are in place and ready for their Close Assault. The two tank companies will assault from the top and the Marder company from the left, the order of Assaults being decided by the active player. All units are average, “In Command” and have Hasty Attack orders. The Marder company goes in first against the lone BTR70 company as this is the only Russian unit facing them. The Russians can add one unengaged unit to this fight and choose to do so using a reserve BTR70 company. The Marder has a final factor of 0 and rolls a five, giving a DR result, forcing those engaged defenders to retreat away from the Assault after both sides test for attrition, the Russians only have to check one unit as they were only attacked by one enemy unit, they choose the facing BTR company who roll a 1, causing a loss. The Marders rolls a 4, so no loss and temporarily occupies the square as the Russians choose not to attempt an immediate counter attack. The tank battle then rages with the Leopards going in against the T64s who choose to be supported by the remaining unengaged BTR company. The Germans roll a two, giving an AR result, causing them to leave the square and return to where they started the Phase, still in a group and facing the same direction. Both sides check for attrition on two units each but with no damage. This then leaves the Marder company with the option of conducting a Breakthrough Close Assault or retiring to its starting square. The Russians could defend with the T64s supported by the remaining BTR company, although the Marder has the benefit of a flank attack. A quick check of the factors would put the Germans at evens, however he does not take the risk and retires to the square he launched the Close Assault from, ready for the next phase.

“But we cant be lost again Ivan. We just passd a town called Ausfahrt” By Marc Roberts

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