Last Updated April 12, 2007

TURN SEQUENCE

Cards are drawn one by one. Each one represents a platoon of either side. When one side's card is drawn they may carry out the actions to the right :-

The pack of cards has one card per platoon (inc local FOO's) per player plus 1 extra marked card per Elite Platoon Commander, +1 for the Company Commander. These extra cards are added to the pack mix and drawn out with other generic cards that can be allocatted to any platoon.

If a platoon is selected to have a second action phase, they do not roll for morale a 2nd time.
Snipers can be activated at any time without a card.
Soviets can deploy a 4-5 tank company as a single unit instead of 2 tank platoons

Bonus platoon turns only affect elements of the platoon in a connected chain with no gap greater than between 2" between them. + upto 2 support weapons (HMG / Mortar which must be within 12" to benefit from the bonus move) Bonus Company commander turns are the same but the platoon that is activated (no platoon may be activated more than twice in a turn) must have an element within 2" of the company commander after he has moved.


ALLOWABLE ACTIONS

Morale Check at beginning of FIRST action per platoon

Move & Fire
Move & Close Assault
Stand & Fire
Overwatch (fire later)
Timed Assault (move/fire later)
Run Flat Out


MOVEMENT
Infantry & HMG
6"(+2)
PC's & CC's
8"(+2)
Cavalry
12"(+4)
Light gun pushed
4"
Medium Gun pushed
2"
Slow Tank
8"/12"
Normal Tank or H/Truck
12"/18"
Fast Tank
16"/26"
A/Car
10"/20"
Truck
6"/20"

1st speed is across non road open terrain. 2nd speed is for roads only. See terrain chart for effects on movement. (+2/4) is extra movement bonus if charging into melee this turn. Run flat out is double basic movement, move must be made as soon as card received, can't save.

HMG, Mortar, may not move and fire in same activation. ATG may move 1". Hand held anti tank weapons inc ATR 2" and fire.
GUN PENETRATION TABLE (1D10)
Gun
Hvy Tank
Med Tank
LT Tank/
Softskin
ATR + 20mm
N/A
10
7/4
GERMAN - 37mm + Short 50mm + Short 75mm. RUSSIAN - 45mm UK 2pdr
N/A
8
5/3
Bazooka/PIAT/PFaust/Schrek etc
10
7
4/Auto

GERMAN - Long 50mm + Mid 75mm RUSSIAN - 76.2mm. ALLIED 75mm gun / 6pdr.

8
6
3/Auto
RUSSIAN - 85mm + 76.2 tank gun USA 76mm
8
5
2/Auto
GERMAN - Long 75mm + Short 88mm UK 17pdr US 90mm
7
4
1/Auto
Long 88mm. Russia 122mm
5
2
Auto
Range >18"
-2
Per extra barrel on multi barrel
+1
If you hit the target on the side or rear you need to move 1 column to the right (Lt tank stay Lt tank)

If you equal the score the vehicle is destroyed. Roll for any passengers with 1D6.
3,4= suppressed / 5= Disrupted / 6= Dead
If you score 1 less than required the vehicle is disrupted. Roll for passengers as above but deduct -1 from the roll. (There are two permanent effects of disrupting a vehicle. 1st it is immobilised for the duration of the game and 2nd if it is disrupted a 2nd time it is destroyed, even if it has had morale passes in between.)
If you score 2 less than required the vehicle is suppressed Don't roll for passengers.
(Note - T34/76 is medium +1 to front and medium armour to side)
(Note Cromwell counts as medium same as Sherman but a FAST tank)


GUN TO HIT TABLE (1D10)
Roll "6" or more on 1D10 to attain a hit. NB all Bazooka and ATR type weapons only have a range of 8".
AFV's and ATG's have a fixed range of 3 feet.
Range >18"
-2
Firers are Veterans
+2
Firers are Poor
-1
Firer is Suppressed
-2
Target is under cover
-1
Per extra barrel on multi barrel
+1
Target moved >3"*
-1
Firing through smoke*
-2
Firer (Tank) moved this turn*
-2
Firer (SPG) moved this turn*
-3

Disrupted firers can't fire. ATG can't move more than 1" and fire. PIAT etc can only move 2" & fire. Items marked * only count the highest, not cumulative

Hand held anti tank weapons can not be fired at a vehicle if there are unsurpressed infantry within 4" of the vehicle, on the same 180 degree side as the firer.

NEW - Dedicated anti tank guns, (not tanks or tank hunters or Bazooka type weapons) may fire TWICE per turn at the same target.

SMALL ARMS SHOOTING
Unit
nD6
Rifle/LMG
3D6
SMG
(4D6 <=6") (2D6 >6")
HMG
5D6
AFV with only MG (H/Track)
4D6 (+1D6 multiple barrel)
HE AFV + MG
Gun Nbr of Dice +1D6 for the HMG(s)
AFV's that can't fire HE
3D6
Tgt ran flatout
+1D6
German LMG stationery
+1D6
Range against soft targets is 2 feet. For ATG & AFV it is 3 feet. Die rolls of 5,6 are hits if firer unsupressed. only 6 if supressed.
-1D6 if under cover (NOT direct HE)
1 hit
Target Suppressed
2 hits
Target Disrupted (permanent Vehicle immobilization)
3+ hits
Target Killed
Cavalry dismount as either rifle or smg. can fire whilst mounted but ALWAYS count as in the open. -1D6 if moving > half speed
Softskin vehicles are destroyed by 2 hits
For SHOOTING Poor quality Infantry only count cover if in a Bunker (not building)
Veteran infantry are always counted as under cover to small arms, hmg. But not HE tank rounds or artillery rounds, or flame throwers. (or if running flat out)
If attacker has an elite or average platoon commander they decide which target squad is hit after the dice are rolled. Otherwise defender
All direct fire must be directed at squads before 2 man special weapons teams.

AREA FIRE
Weapon
nD6
2" mortar / Artillery <85mm (Tanks below 75mm)
3D6

3" Mortar / Artillery <123mm (Tanks 75mm & Above + 20mm rapid cannons)

4D6
4" Mortar / Artillery >122mm
5D6
If target is in indirect cover
-1D6

Each model gun fired pick a target and then roll a scatter dice & 1D6. Place a 5" diameter area fire template in resulting location, all infantry with 1 figure 100% and vehicles at least 25% under the template are hit. Please note tanks firing direct HE use D6 equiv from above and fire on small arms table. Add +1D6 if the tank has any MG's

Casualties are as per small arms fire. a 5,6 on each D6 is a hit. All batteries fire as a separate template. If firing at armoured vehicles, only 6's count as hits. FOO's may move and plot artillery fire in the same activation

Tanks & SPG's (not A/C's) have to roll a 5+ on 1D6 to be able to fire at Anti Tank Gun

DIVISIONAL ARTILLERY
Local artillery falls when Local FOO calls it down. Divisional artillery can only be called down by Divisional FOO and is called at the beginning of the turn, and falls at the end of the turn.

CLOSE ASSAULT (1D10)
The defending platoon may fire at an attacker so long as it has not already engaged in close combat this turn, (even if it has already fired ONCE). Get a point blank shot (target counts in the open except veterans) and are then engaged by any surviving attackers who were not supressed or worse.
For each squad in a close assault roll 1D10 and add modifiers. If one side has > 1:1 odds roll one dice for each unit keep the highest.
When attacker lines up against a defender, One extra defending squad can join in if not already in combat, are within 2" and from same platoon.
If attacker wins the defender loses one squad, any survivors retreat 2". The attacker can advance into defenders vacant position.
If the defender wins the attacker loses a squad any survivors retreat 2".
Loser decides which unit has been lost.
If close combat scores are drawn, both sides lose one squad.
Supressed and Disrupted squads may not charge, and stop if become so due to defensive fire. Japs and russians are only stopped by disruption not supression.


2 MAN TEAMS
2 man team
What can do
close combat
Observer Observe artillery No (-2)
ATR / P'Faust Fire at armoured and softskin vehicles only No (-2)
LMG Fire at infantry / guns / softskins No (-2)
Mortars Only fire mortar rounds No (-2)
Flame Thrower Destroy soft targets, can initiate close combat Yes (+2)
Officer Can't fire, normal and elite CAN initiate close combat all other 2 man teams and all 3 man weapons teams can not initiate close combat Yes (0, -1, -2)


CLOSE COMBAT MODIFIERS
Flamethrower V All
+2
Tank hunter squads V Vehicle
+1
SMG squad or Cav V Inf/Gun/Cav
+1
Veterans
+1
All AFV's
+0
Defender Suppressed
-1
Poor troops
-1
Defender Disrupted
-3
HMG/Gun/Mortar/Truck/2 man base*
-2
NB If attacker is disrupted or suppressed before close combat is resolved then they never make it into close combat (*2 man officer bases may fight they are 0 for elite, -1 for ordinary and -2 for poor officers)


MORALE TABLE

At the beginning of each platoons FIRST activation throw 1D6. On a modified score of 4+ each section in the platoon lowers their suppression level by 1.

Morale Modifier (natural 1 always fails 6 always succeeds)
No Dead in Platoon
+1
If Veteran Troops
+1
If Platoon Commander Elite
+1
Nobody caused "Pinned" or worse result to you since your last turn
+2
If Japanese or Russian
+1
If Platoon Commander is killed or is Crap
-1
If Poor troops
-1

TERRAIN CHART
Terrain
Movement
Spotting Cover
(blocks LOS?)
Direct Fire Cover
Indirect Fire cover
Wall
NO guns, wheel or halftracked, others no delay
Yes (LOS OK)
Yes (but poor inf)
No
Hedge
NO guns, wheeled, others no delay
Yes (LOS OK)
Yes (but poor inf)
No
Rough Scrub
1/2 off road speed. FULL for infantry
Yes (+blocks LOS)
Yes (but poor inf)
No
River
1/2 off road speed.
No
No (even vet inf)
No
Building
1/2 off road speed. FULL for infantry
Yes (+blocks LOS)
Yes (but poor inf)
Yes all
Bunker
1/2 turn to enter or exit
Yes (LOS OK)
Yes everything
Yes all
Road
Road speed
No
No (except vet inf)
No
Woods
1/2 off road speed. FULL for infantry
Yes (+blocks LOS)
Yes (but poor inf)
No
Hill Crest
Full off road speed
No & see further
Yes (but poor inf)
No
Trench
1/2 turn to enter or exit
Yes (LOS OK)
Yes (but poor inf)
Yes all
LOS simplified dead zone - if the firer is highest, target lowest and something in between higher than target but lower than firer then the dead zone is 1/2 distance from firer to obstacle.
Can not see THROUGH smoke. Can see INTO smoke, target counts as under cover regardless of troop quality. If place smoke near a close assault target the defensive fire counts that attacker as under cover.

PLATOON & COMPANY COMMANDERS

Company commanders and elite platoon commanders get one extra activation card. The platoon commander must use it on his own platoon. The company commander uses his on any platoon within 2" after he has moved. An Elite platoon commander also helps when a platoon has to take a morale check. An elite or average platoon commander can decide which casualties are inflicted on an enemy platoon. Incompetent or dead platoon commanders reduce the dice roll for morale, and do not allow an attacker to select the target squads within a platoon that are destroyed.
Ordinary and Elite platoon commanders can instigate close combat. Poor can fight but can not instigate. (Factor is 0, -1, -2 respectively)

 

AIRCRAFT
Aircraft can make two passes.

1st Pass

Bombs, equivalent of 2X150mm artillery (touching) and deduct 1" from the deviation distance dice roll
OR Rockets 3X artillery templates (touching) and deduct 1" from deviation. Rockets are Kill=7 on 1D10 against armoured vehicles, automatic kill on softskins and 4D6 against infantry. Inf use indirect fire column on the cover table

2nd Pass Gun/Cannon - 5D6 1 squad or vehicle (plus 2nd target if within 2" of first), Vehicle only counts 6's as hits. Inf use indirect fire column on the cover table.

SNIPERS
Snipers can be placed at any point in the game anywhere further than 8" from nearest enemy. They can not then move.
A Sniper can fire double the normal distances through woods, built up areas etc, and can otherwise shoot to a maximum range of 24 inches. They always roll 3D6 regardless of range, cover etc. Hits are scored as per normal on a roll of 5 or 6.
Snipers can be activated and fire at any point in any turn, no card required for the activation,
Snipers never take morale checks.
Snipers can't shoot bases with 3 or more figures on. For 2 figure bases (or 1) 1 dice hit Disrupts the target and 2 or more hits kills the target.
Once the Sniper has fired once, his location is announced. He will then be removed from the game (count as fled) once any enemy moves into close combat. He may also be fired at but because he is a master of disguise, needs a full 3 hits to kill (same as 3 man base)

 

ANTI AIRCRAFT FIRE

A unit armed with dedicated anti aircraft weapons can be placed on Anti Air overwatch, they can only then fire at aircraft that turn. Fire once using 1D6 when an aircraft arrives.

6 Aircraft destroyed BEFORE any weapons fired
4-5 Aircraft driven off damaged after weapons fired
1-3 No effect

 

BARBED WIRE

Represented in 2" X 1/2" strips

Artillery Destroyed on a kill, don't roll for deviation
Wheeled Vehicles Can't Pass
Half Track 1/2 turn to cross. 6 on 1D6 get stuck, otherwise wire destroyed
Tank Destroy wire no speed reduction
Engineers 1/2 turn to destroy
Infantry Roll 1D6 every 1/2 turn. 5,6 clears a section. Can not fire on any turn wire is being cut.
As per mines anyone on overwatch can prevent the wire cutting activities by scoring a suppression or better score against them
SPOTTING
Infantry or Anti Tank guns can not be seen if they are under cover and not moving or firing unless the enemy has moved to within 6" (then automatically spotted). A Recce platoon can spot one single platoon per turn up to 12". Once uncovered they can then be shot at by anybody within maximum shooting range. All other circumstances are automatic spotting.

 

NOTES

TURN SEQUENCE - Each platoon takes a morale check as soon as it is activated. A platoon only tests once even if has 2 activations in a turn. Then one of the remainder actions can be carried out. If Overwatch is selected this platoon may choose to FIRE at any point later in this turn, and may interrupt any enemy unit moving or firing. It may not move later in the turn. TIMED ASSAULT may do anything with platoon later in turn, but only AFTER someone you attempt to interrupt completely finishes that platoons movement / firing, which may put them out of sight. It is now permissable to fire overwatch sections at different points throughout the turn as targets appear.

UNIT SCALES - The unit scale for this has changed a lot and even now has two subtly different versions depending on how you have your figures based. Largely speaking 1 man or vehicle represents one item in real life. Of board artillery tends to represent more than a single gun, but as it is off board who cares.
NEW STANDARD (for 20mm figures)
4 figure bases 30mm X 50mm (FOW standard) for ordinary rifle men, HMG's, Mortars, SMG's etc (I use these bases for larger units such as Japanese and USMC)
3 figure bases 1.25" square for ordinary rifle men, HMG's, Mortars, SMG's etc (I am using these for Russian and German squads currently)
2 figure bases 25mm X 30mm (small FOW) for special 2 man teams - light mortar, Bazooka, Flamethrower, officer, Observer, Squad LMG team. (Use for everything)
1 figure bases basically these are redundant, they were used for 1 figure platoon commanders. These have not become 2 figure bases, but if you already have single based figures don't worry about it, purely an asthetic thing.
NB - For game purposes there is no difference between the larger base with 4 rifle men and the medium base with 3 rifle men, they are just rifle bases.
The rules are now revised to assume LMG's and ATR's are in their own dedicated 2 man teams and can only fire their special weapon, they are basically now a bonus to the original squad they were part of. Some old based figures will have 3 figure (or 4) LMG and ATR teams. These teams can fire either their special weapon or rodinary rifles in a turn but not both, they count as ordinary rifle teams for close combat, unlike the dedicated 2 man extra teams that have a big negative in hand to hand combat, and do not have a standard rifle capability.
Higher level commanders, company or Battalion can be on any large customised base, (use FOW large base) they are assumed to have enough orderlies that they can fight as an ordinary base if neccessary
Tanks, guns etc can be based as is fit for the figure, it makes little difference to the game.
Some rifle platoon examples :-
German Grenadiers 6 rifle squads (3 men base) + 3 LMG (2 men base) + 1 HMG (3 men base) + 1 Officer (2 men base) + optionally 1 80mm mortar (3 men base)
German Mechanised panzer Grenadiers 4 rifle squads (3 men base) + 6 LMG (2 men base) + 1 Officer (2 men base)
Russian Rifle platoon - 6 rifle squads (3 men base) + 3 LMG (2 men base) + 1 or 2 ATR (2 man bases) + 1 Officer (2 men base) + Optionally 1 HMG (3 men base)
Russian SMG platoon - 8 SMG squads (3 men base) + 1 Officer (2 men base)
Japanese Rifle Platoon 6 rifle squads (4 men base) + 3 LMG (2 men base) + 3 Knee Mortars (2 men base) + 1 HMG (3 men base) + 1 Officer (2 men base)
A/C, Tanks, ATG and on board artillery can be organized as independent platoons or attached to an infantry platoon. Inf platoon may have up to 3 H/Track, 2 Trucks, 1 Mortar, 1 ATG, 1 AFV attached to it (can't have trucks and halftracks in one platoon).
Half tracks and trucks MUST be attached to an infantry (or ATG) platoon.
1 inch on the board = 25 yards.
M/cycle, A/C, Jeeps, Bren Carrier etc can carry 1 infantry squad (max 4 figures) per model vehicle
AFV, Sdkfz 250 etc can carry 2 infantry squad per model vehicle
Large half tracks (Hanomag 251) and small lorries can carry 3 infantry squads per model vehicle
Large trucks can carry 4 infantry squads per model vehicle
In the above cases 2 man bases count as half a squad, everyone else counts as a squad

MOVEMENT - Elements can move the distances in the chart. Terrain effects on movement are indicated in the terrain chart. Generally wheeled vehicles go best across roads. tracked vehicles go well across open ground and infantry go well across difficult terrain. Slow tanks would be like the British Matilda II. Normal tanks would be most German tanks, Soviet T26, T-70, Allied Shermans and churchills. Fast tanks would be T34 and BT-7, British Cruisers, Cromwell etc. Infantry and cavalry can move a little faster than normal in a turn that they end in hand to hand combat, simulating the "Charge" into combat.
I have added a new one "Run flat out" this is intended for troops catching up when the battle has left them behind. You get to move infantry 12" but if anyone shoots them between now and THEIR NEXT ACTIVATION then all attackers get an additional 1D6 against them and of course they count as in the open, even as veterans. This means they could get shot early in the next turn. It also means that if they have 2 activations in one turn they can avoid the penalty after the 2nd activation. Infantry can not run flat out in 2 activations in the same turn. They could on 2 activations on consecutive turns though. Cavalry could theoretically run flat out twice in one turn. Giving them a movement of 4 feet!!

NOTE - HMG's Mortars and towed/pushed ATG's can't move and fire. (ATG's can move up to 1" and fire) Tanks, A/C's and even SPG's can though turretless SPG's like the Stug's and SU76 have an enormous -3 penalty for moving and firing, Hand held anti tank weapons (Bazooka) inc ATR can only move 2" and still fire.

MORALE - Changed the rules. Morale roll can not make morale worse, either stay as is or get better. All inf/cav platoons that get down to just one squad left alive must rout permanently off board. All platoons (inc vehicles) that have no undisrupted squads must rout until either leave the board or manage to lower morale (all immobilised vehicles are abandoned). The instant a platoon hits either of these break points it routs one full charge move backwards regardless of what it has done this turn. If it has not yet had an activation then it misses it's activation. i.e. it may not roll for morale improvement until the following turn.

SUPPRESSED troops fire is heavily degraded, only 6's count as hits not 5,6's. Also can't move, except to retreat voluntarily from all enemy troops.
DISRUPTED troops can't advance or fire. If they aren't in cover they must retreat to find cover.
If suppression levels are reduced by 1, Disrupted become Suppressed, and Suppressed become normal

FIRE PRIORITY - Each firing unit can largely fire at whatever it wants, though it should fire at a unit that poses an obvious and clearly superior threat to itself than a "Tactical" target, use common sense to allow this.

SMOKE - Is fired by artillery. For mortars and guns upto 105mm each gun will lay a smoke screen 4" wide by 1 1/2" deep. Greater than 105mm will be 6" wide and 2 " deep. It will remain on board for the remainder of the turn and then dissipate. Smoke deployed at the "End" of the turn as per divisional artillery rules stays in place the entire of the following turn. Positioning is as per ordinary artillery. So position your smoke early in the turn, and then maneuver under it's cover. If it is needed for the following turn, get a new barrage down very early or risk your troops being out in the open. Smoke seriously reduces spotting and shooting effectiveness but does not affect close combat, so use it to mask an assault.

SPOTTING - Infantry or std Anti tank gun can not be seen if they are under cover and not moving or firing unless the enemy has moved to within 6inches (make this 4" in the jungle or smoke) then they are automatically spotted.A Recce platoon can spot one single enemy platoon per turn up to a range of 12" (8" in smoke or jungle) . Once such uncovered they can be fired on by anyone at any range, but still count as under cover. All vehicles, all troops firing or moving and all troops in the open are spotted automatically at any range.

Proximity fire has been done away with. Once a target is spotted, it is spotted for everyone. Until then it is spotted by no one and you may not fire direct or indirect fire at a place you do not know is occupied. The only exception to this is scenarios where pre plotted artillery is laid at the beginning of the game, and then it would have to be before the defender put any of his troops on the board.

In a "Built Up Area" all units can spot and fire on another unit if it is either in an attached "section of building" or within 5". Roads within a BUA all count as cover as well, only exception is anyone (except veterans) charging from building to building or across roads count as in the open when defenders fire at them on the way into close combat, at all other times they count as cover. My assumption here is that the defender would usually get one clear shot at the attacker as he sprinted in the last bit of the assault. Of course you are hoping the defenders are suppressed in which case their fire effectiveness is limited or even better disrupted in which case they can't fire at all!. Some terrain items allow natural cover for infantry, some are a result of digging in, and some would provide hull down positions for vehicles. All this has been abstracted in these rules and are covered by "Cover"

TANKS V INFANTRY - Most AFV's that can fire HE rounds and have one or more machine guns now just get the one attack against infantry. Use the number of D6 for the caliber of gun and add 1D6 if the vehicle has any mg's. Note that because of the power of the shell no target (inc veterans) counts as under cover from a direct HE round from a tank or other AFV, (Unless it is in a purpose built reinforced concrete pillbox). If a vehicle has a 2pdr gun which only fires solid shot then you can only fire a std mg on it's own which will only be 3D6. Certain special vehicles like a Panzer 1 or Vickers Mk VI only have machine guns, these get 4D6

NB I have added a rule whereby even if an anti tank gun is "Spotted" tanks may only fire at it on a roll of 5+ on 1D6 if they fail this roll they may fire at something else instead. This is a fudge rule to basically make tanks fear anti tank guns. Infantry should assault anti tank guns NOT tanks

TO HIT - Non turreted vehicles like Stug's normally have a firing arc 45 degrees to either side. If they have to swivel outside of this then count the -3 move penalty. Turreted vehicles do not count as moving unless have to move > 2 inches.
NB A Hull down vehicle or other target "Dug In" counts as under cover as per spotting note.
Multi barrel weapons (Quad AA) get a +1 bonus per extra barrel. e.g. on a Quad 20mm weapon there is a +3 to hit bonus
NEW - Dedicated anti tank guns, (not tanks or tank hunters or Bazooka type weapons) may fire TWICE per turn at the same target. This is to simulate the ease of firing a fixed anti tank gun with a large crew, plenty of space and excellent sights, as against a small cramped tank turret with limited visibility

GUN PENETRATION - Examples of heavy tanks would be Tiger, Panther, KV1, JSII, Churchill most tanks with frontal armour in excess of 80mm. Examples of medium tanks would be T34, Late Pz III & IV, Stug's, Sherman, Cromwell most tanks with frontal armour of 40mm or greater. Examples of lighter tanks would be Early Pz II, III, IV, H/tracks, A/c's, BT7, T26, T70, & softskin vehicles most tanks with frontal armour less than 40mm and virtually all armoured cars and half tracks. Softskin lorries count as light tanks but with a hefty positive modifier. Some tanks are exceptions, e.g. T34 counts as a medium tank +1 armour to front and medium armour to side. Tigers and churchills count as heavy to front and side

Disruption & Vehicles - A Disrupted vehicle can have it's hit lowered via morale passes, the same as infantry, BUT there are two permanent effects of such a devastating hit on the vehicle. 1st it is immobilised for the duration of the game and 2nd if it is disrupted a 2nd time it is destroyed, even if it has had morale passes in between.

Multi barrel weapons (Quad AA) get a +1 bonus per extra barrel. e.g. on a Quad 20mm weapon there is a +3 to penetrate bonus, this is largely because of the barrage of shells hitting the target. If the weapon has no chance of penetrating the target armour it remains no chance.

If a passenger carrying vehicle is hit, remember to roll for damage to the passengers, whether internally within a half track or externally on a tank. The difference is that passengers carried internally within a halftrack count as under cover if shot at by small arms, whereas passengers carried on the outisde of an AFV do not count as being under cover.

SMALL ARMS SHOOTING - Note that each squad is allocated a number of dice to represent it's firepower. If the target is under cover the firer has one less physical dice to roll.

NEW RULES - Targets who are poor troops find it difficult to fully utilise cover, as such they never count as under cover, so keep them moving. Veterans on the other hand have much greater experience and always count as under cover, even when charging in to assault. The only exception is they never count as under cover against a tank HE round, and only count as under cover from indirect artillery fire when other troops would do so. Attackers decide which target squad is hit after the dice are rolled. i.e. they can add disrupted's together to kill a squad or disrupt multiple seperate squads

Small arms aganist softskin lorries is the same as against infantry squads but the lorry is destroyed if it is Disrupted or worse.

Platoon Commanders & Forward Observers - You can not target a PC or FO if other troops are within 2", (unless you are a sniper). If no other troops then fire as normal but 2 or 3 hits will kill them, supression has no effect. Similar in close combat - they can not be targeted if other troops are within 2". If unit PC is with is killed then he is lost as well. If all units within 2" are lost then FO and unattached PC's are lost. PC's and FO's under an artillery barrage are rolled for, they are killed if Disrupted or worse.

LINE OF SIGHT - I allow one layer of shooting through your own troops. The real men and vehicles occupy a smaller amount of space than they appear in the game, and real men and tanks would arrange themselves in a way to provide reasonable covering fire in an advance.

As to shooting from a hill over intervening woods or buildings at a target hiding on the other side of the woods or buildings, I have introduced very simplified dead zone rules. This should be enough it's only a game not an exercise in trigonometry!

INDIRECT FIRING - Pick a target squad or vehicle, and then roll a Games Workshop scatter dice and 1D6. The scatter dice has a number of "Hit" markers (2) and a number of arrows pointing the direction of deviation (4). If a hit is rolled center the 5" diameter area effect template (available from games workshop) over the centre of the selected target. All other squads 100% or vehicles at least 50% under the template are hit, roll seperately for each of them. If an Arrow is rolled then move the centre of the area effect template in the direction the arrow is pointing the number of inches indicated by 1D6, even if this means you are now covering your own troops. Roll the correct number of D6 dependant upon weapon calibre, and apply any modifiers to determine how badly each of the targetted vehicles and squads are effected. FOO's may plot artillery fire and MOVE in the same activation. All artillery now has it's own template deviation of which is rolled for separately. E.g. FOO brings in 2 81mm mortar barages on a target and both hit the targets under the blast radius roll 3D6 for each attack, results are not combined.

NB Artillery must have a line of sight to a target to bring down artillery. You may like to count recce armoured cars as local forward observers if you wish them to be able to bring down mortar fire on targets they identify. (I changed this rule)

DIVISIONAL ARTILLERY
Some artillery support may be provided from a higher echelon that is slow to respond. This applies to almost all Soviet artillery above 80mm mortar size, and German artillery of 105mm or greater calibre. USA have better artillery control so would only count this rule for their 155mm guns (optionally 105's). Only difference to ordinary artillery is that it's target is plotted at the beginning of the turn and it falls at the beginning of the next turn. I plot by putting 12 numbered counters over likely target areas and then write down which numbers I have actually targetted. Although theoretically the victim has some indication where the artillery is coming in actually it is more alarming to them seing all these potential spotting points being placed. Lots of fun!

All nationalities, but particularly the Russians, have higher echelon artillery assets that can be allocated to a pre game bombardment in a set piece attack game. This is simulated by allowing a single turns pre planned fire on turn 0. The artillery is always "Divisional" and will be either 5D6 calibre. The attacker plots location of pre game bombardment after hidden counters and minefields are deployed.
Russians should be given 4-8 templates worth of artillery,
British & US 3-6 templates.
Germans 2-4 templates.
NB Only the attacker can have a pre game bombardment. As morale is checked and hopefully recovered as each platoon is activated, the defender may still have troops suppressed and disrupted by artillery when the attacking platoons come into range. NB - FOO's controlling divisional artillery may not be activated more than once per turn, they basically operate outisde of the normal activation sequence.

TERRAIN CHART - The terrain chart indicates for each type of terrain that a squad or vehicle may be crossing or hiding in, what effect on movement moving across it has. Plus whether the terrain feature gives cover to spotting, cover to direct fire, or cover to indirect fire, these are quite different things.
Spotting cover does not normally block line of sight, only buildings woods and rough terrain do this, although these block LOS through them, you can still see into this terrain about 3 inches, you can see out the same distance. This is to simulate minor undulations in the terrain, otherwise one 3 foot wall could block all visability to everything beyond