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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).
March column
Road-March column
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.
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
days 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
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
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 nights
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 days 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.
8.0.1
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
10.2
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
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.
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.
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
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
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 stands 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.
15.0
Morale Checks
At the end of a players 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 players modified roll is equal to or less
than the battalions morale number, there is no
effect and the battalion can go on moving and
fighting , as usual.
15.2.1 If the players modified roll is higher
than the battalions morale, the battalions
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 days 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 days fighting, so far.
The result is the morale number the player must
roll equal to or less than on a d100 for the units
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
.
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
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.