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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


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


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 wide by
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
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

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 days
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 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.

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 Opss 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
days 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 players 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 days
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 days 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 days 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 cant 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 days
fighting.
11.1.6 Once a Template is removed from the
table, it cannot be reused for the rest of that days
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 stands 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 players 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 stands 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 players 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 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.

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 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
.

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 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 battalions 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 battalions
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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