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Version 1.1; Modified 4th of August in the year of our Lord two thousand and ten.
Table of Contents
Introduction & Scales………………..3
Deployment & Army Building………………..4
Unit Types & Definitions………………..5
Sequence of Play & Player Initiative………………..6
Movement & Firefights………………..7
Assaults………………..8
Victory Conditions & Scenarios………………..9
Battlefield and Deployment in contact with the point of the objective. If a unit is in
control of an objective at the end of a round then the
player accumulates an extra PIP in the initiative phase
The Board- of his turn. An objective with units from both sides in
The game board should measure two to three feet to contact with it is under no player’s control.
a side or any dimension that is suitable to the players.
There should be terrain on the table within at least Deployment
three of the four quarters and each quarter should Both players roll one dice and the highest roller se-
have one to three pieces. Terrain is broken into three lects which edge of the board his army will enter bat-
categories while the rest of the board is considered tle through with the opposite edge being his oppo-
“off road”. nent’s deployment. Beginning with the player that
Dense terrain consists of woods, forests, craggy lost the roll two units are moved onto the table one
or structured areas and is considered bad ground or two moves, the player’s choice, as desired from
for movement purposes and dense for firefight anywhere along the deployment edge. Player’s alter-
purposes. Dense terrain can be sighted into our nate entering units until all have entered the board
out of but not through effectively blocking line of indicating the end of the deployment phase.
sight.
Rough terrain consists of dragon’s teeth, A player does not deploy artillery or air strikes.
swamps, and similar terrain that would make
movement through it difficult for infantry and A player may with hold up to 6 ap of units to bring in
vehicles alike. Rough terrain is considered bad as reserve units later in the game.
going and impacts the movement of all units.
Rough terrain has no affect on line of sight. Any units of Commandos may be deployed on the
Linear terrain consists of either waterways or table in any terrain element to represent their pene-
road ways. Road ways improve movement having tration of enemy lines.
been built to facilitate movement while a water-
way completely restricts movement except at Building an Army
indicated crossing points. Both of these should
enter from one board edge and exit at a different
board edge. It is acceptable for a water way to be Each player builds an army according to the number
presented as a pond/lake like terrain piece but a of army points (ap) being used for play. It is best if
linear waterway may not be presented along with both players build using the same number unless a
a ‘pooled’ water way. It is also acceptable for one scenario is being used in which the historical units are
of the board edges to represent a coast line of being fielded or one of the scenarios later in this rules
which no further than three inches of board may set dictates otherwise.
be waterway.
The standard build is 24 ap of units with the following
Objectives restrictions
After the board has been built it is important that 1. No army may have more than half of its total ap
three objectives be placed on the field; alpha, bravo, spent in 3 and 4 ap units.
and charley. Each must be placed within the middle 2. No army may spend more than 6 ap in air strike
field of the board, consisting of an area of one-third and/or artillery units.
the width of the board and no closer than six clicks to One unit must be selected as the command unit (with
another objective. This disposition of objectives re- exception of artillery and air strike) and must be
lates to a game without scenario and outside of the clearly indicated as the command unit.
scenarios presented later in these rules. Objects
should be clearly marked and tokens or larger identifi- An example build would be;
2 Sherman tanks (armor)...8ap
ers such as chess pieces can be used to accomplish 1 Mortar team (weapons team)...2ap
this end. 1 Bazooka team (weapons team)...2ap
2 Air strikes...2ap
Control of an objective is established by a unit occu- 1 Artillery...2ap
4 Rifle teams (combat squads)...8ap
pying the terrain element or being positioned upon or
5 ATTACK ON ALL FRONTS
Units (Types and Definitions) moving through enemy units to attack sensitive units
or command structure, weak in both fire fights and
assault except against specific units.
Each unit is classified by its intended battle field roll
and the common mobility of the unit. Infantry are Cavalry (infantry): unconventional horse mounted
always all foot forces, or at best horse mounted while infantry fielded by few nations during the era but still
mechanized units are armor or armored transports. seen occasionally, very effective in assault against
Two units; artillery and air strike, are not depicted on infantry but weak otherwise.
the table representing forces that are temporary or
with such a long range that they will not be within the
Mobile Infantry (mechanized): Infantry squads trans-
normal theatre of the battle although players are en-
ported by armored cars, APCs, jeeps and motor cy-
couraged to create suitably dramatic token represen-
cles, less in number than a combat squad unit but
tation for their use.
with some armor support and greater mobility.
Combat Squad (infantry): the standard combat unit Weapons Team (infantry): heavy weapons or special
consisting of soldiers armed with small arms and hand
weapons teams such as mortars, flame throwers,
grenades, fairs evenly against all other units.
heavy machine guns and so forth, very effective at fire
Commandos (infantry): infiltration units with small fight combat but susceptible to assault.
arms and specialized equipment that is capable of
Movement +1 bonus.
Results
Infantry may move 4 clicks on road, 3 clicks off road If the combat rolls are tied then both units will fall
and are unaffected by rough ground although they back one-half move from each other.
may not cross bodies of water except at fords,
bridges, or other appropriate locations. Cavalry units If the losing roll is greater than half of the winners
move 4 clicks off road but only 3 clicks in rough roll…
ground but otherwise move as infantry. Heavy armor will fall back one-half move
from infantry
Mechanized units (except tanks) may move 6 clicks by All other mechanized units will fall back one
road, 2 clicks off road, and must end move in rough from infantry and suffer a casualty point
ground. If they begin their turn in rough ground they Infantry will fall back one move from other
may move as off road until out of rough ground. They infantry and suffer one casualty point or fall
may only cross bodies of water at bridges or other back two moves from mechanized units and
sufficiently supportive structures, fords will only mire suffer two casualty points
down the mechanized unit ending its move on the Mechanized units will fall back one move
ford for the remainder of the game. from other mechanized units and suffer one
casualty point
Commandos are able to move through enemy units as If a unit’s fall back move carries them into
if they are not present instead of initiating an assault dense terrain, rough terrain, or an enemy
as all other units must do. unit it is eliminated instead. (This does not
apply if the unit began the move in the same
element of dense or rough terrain)
Fire Fights If a unit’s fall back move carries it into a
friendly unit the friendly unit will be pushed
After movement each unit with range to an enemy back as far as necessary to accommodate the
unit may engage in a fire fight with that unit. Each fall back move and will turn to face the same
direction as the unit falling back.
unit may only engage in a single firefight each turn. If
If the loosing roll is half or less of the winner’s roll…
the targeted unit is within its own fire fight range it Infantry are destroyed
may fire back. Multiple units firing on the same target Mechanized are destroyed by other mecha-
unit provide supporting fire to the primary firing unit, nized, weapons teams, air strike, or barrage
which must be the closest firing unit. Counter fire is or will fall back two moves from anything
performed on the primary firing unit only. To resolve else and suffer two casualty points
a fire fight roll two dice for each unit and apply the Unit Firefight Value
following firefight value; Armor +5 vs all
Artillery +4 vs all
Some situational modifiers apply to the dice roll as Air strike +6 vs all
well; all of these modifiers are applied as bonuses to Commandos
+4 vs weapons teams, other commandos and
one of the two units. command; +2 vs all other
Cavalry +3 vs infantry; +2 vs all other
Combat squad +3 vs all
For each supporting unit the primary attacker
receives a +1 (so two supporting units would be Mobile infantry +2 vs armor; +4 vs all other
+2). Paratroopers +3 vs all
Reconnaissance +3 vs infantry; +2 vs mechanized units
If the unit is in dense terrain or other cover it Weapons team +4 vs mechanized; +2 vs infantry
receives a +1 to its dice roll.
Results
If both combat rolls are tied then both units fall back
one move from each other unless one is outnum-
bered in which instance only the outnumbered unit
falls back.