1: Draw an order die from the dice cup and hand it to the appropriate player.
2: The player chooses one of his units and gives it an order. Place the order die next to the unit to show that it has received an order. Once a unit has been given as order it cannot be given another order that turn.
3: If necessary, the player takes an order test to determine if the unit follows the order.
4: The player executes the unit’s resulting action.
5: His opponent may make a reaction to that action.
6: Back to step 1. Once all eligible units have received an order, the orders phase ends – move to the turn end phase.
ORDER | SUMMARY OF ACTION |
1 Fire | Fire at full effect without moving |
2 Advance | Move and then fire |
3 Run | Move at double speed without firing; also used for assaulting |
4 Ambush | No move or fire but wait for opportunity fire |
5 Rally | No move or fire but lose D6 pin markers |
6 Down | No move or fire but gain an extra -1 to be hit |
FUBAR CHART | |
1 or 2 | Friendly Fire The unit does not move and opens fire against a friendly unit, mistaking it for enemy. Place a Fireorder by the unit. The opposing player chooses the target. The target must have an enemy unit within 12", as proximity to enemy is precisely what has caused the 'friendly fire incident'. If no such target is available the unit does not fire and goes Downinstead. |
3, 4, 5 or 6 | Panic The unit executes a Runorder and must move as fast as possible away from the closest visible enemy unit. If no enemy are visible, or if the unit can no longer move for some reason, it goes Down instead. |
QUALITY | MORALE | EXAMPLES |
Inexperienced | 8 | Conscript, poor or little training, no combat experience. |
Regular | 9 | Normal training and some combat experience. |
Veteran | 10 | Special training (paras, commandos, marines) and extensive combat experience. |
OFFICER'S MORALE BONUS | |
Second Lieutenant | +1 |
First Lieutenant | +2 |
Captain | +3 |
Major | +4 |
Unit Type | Advance | Run |
Infantry | 6" | 12" |
Tracked vehicle | 9" | 18" |
Half-tracked vehicle | 9" | 18" |
Wheeled vehicle | 12" | 24" |
Walker | 12" | 18" |
A vehicle can reverse straight backwards only at up to half its standard Advance rate unless it is a recce vehicle. A recce vehicle can reverse at its full Advance rate in most instances and can manoeuvre as if driving forward.
OK – The unit can move through the terrain without hindrance – this is the default or normal rate for all kinds of troops over open ground.
OK* –The unit can cross this kind of terrain without hindrance unless it has been designated as an anti-tank obstacle, or impassable bocage, or the equivalent, in which case it is impassable to all types of vehicle.
OK** – Can cross this type of terrain without hindrance unless designated impassable to walkers.
No Run – The unit cannot cross or move within this kind of terrain if undertaking a Run action, but can cross or move over with an Advance action.
No – The unit cannot enter or move within this kind of terrain at all.
No* – The unit cannot enter or move within this kind of terrain, except that it can be deployed within the terrain at the start of the game. In this case it cannot move once deployed. This represents situations where guns are 'dug in' to positions prior to the battle as discussed later in the section on Artillery.
No (!) – The unit cannot enter or move within this kind of terrain, except that heavy and super-heavy tanks and walkers may move through and demolish some buildings in some situations. See the rules for buildings.
×2 – The unit's move rate is doubled if it moves entirely along a road or track. This enables vehicles to move rapidly along roads where the opportunity permits.
1. Declare target
2. Target reacts
3. Measure range and open fire
4. Roll to hit
5. Roll to damage
6. Target takes casualties
7. Target checks morale
The basic chance of hitting a target is a roll of 3, 4, 5 or 6 on a die (i.e. a roll of 3+). The following modifiers apply:
Once a target is hit, the minimum score indicated is required to score damage (i.e. 3+ is a roll of 3, 4, 5 or 6):
HIT MODIFIERS | |
Shooting at point blank range | +1 |
Per pin marker on the firer | –1 |
Long range | –1 |
Inexperienced | –1 |
Fire on the move | –1 |
Target is Down infantry/artillery | –1 |
Target is a small unit | –1 |
Target is in soft cover | –1 |
Target is in hard cover | –2 |
DAMAGE VALUE TABLE | |
Troops and Soft-Skinned Targets | Result Needed |
Inexperienced infantry and artillery | 3+ |
Regular infantry and artillery | 4+ |
Veteran infantry and artillery | 5+ |
Soft-skinned vehicle, scout walker | 6+ |
Armoured Targets | Result Needed |
Armoured car, carrier or light walker | 7+ |
Light tank, medium walker | 8+ |
Medium tank, heavy walker | 9+ |
Heavy tank, super-heavy walker | 10+ |
Super-heavy tank | 11+ |
HE shells have a penetration modifier that is fixed to the HE value and, in some cases, can result in more ‘pins’ on the target as below:
HE | PIN | PEN |
D2 | 1 | +1 |
D3 | 1 | +1 |
D6 | D2 | +2 |
2D6 | D3 | +3 |
3D6 | D6 | +4 |
ADDITIONAL PENETRATION MODIFIER FOR HEAVY WEAPON AGAINST ARMOURED TARGETS | |
Vehicle's side or top armour (not walkers) | +1 |
Vehicle's rear armour (not walkers) | +2 |
Long range | –1 |
DAMAGE RESULTS ON ARMOURED TARGETS | |
Die Roll | Effect |
1 or less | Crew stunned. The crew is stunned or momentarily overcome by smoke or shock.Add one additional pin marker to the vehicle. Place a Down order die on the vehicle or change its current order die to Down to show that it is halted and cannot take a further action that turn. Note that automaton vehicles ignore this damage result on a roll of 4+ on a D6. |
2 | Immobilised. Part of the vehicle's tracks, wheels or legs are blown apart.Add one pin additional pin marker to the vehicle. The vehicle cannot move for the rest of the game. If the vehicle has already taken an action this turn, flip the order dice to Down to indicate that it has been brought to a halt. If a further immobilised result is suffered the crew abandon the vehicle and it is considered to be knocked out (as below). |
3 | On fire. The hit ignites either the vehicle's fuel or ammunition. The crew are driven into a panic.Add one pin additional pin marker and then make a morale check for the vehicle. If it is passed the fire has been put out. Place a Down order die on the vehicle or change its current order die to Down to show it is halted and cannot take a further action that turn. If the test is failed, the crew abandon the vehicle and it is considered to be knocked out (as below). |
4,5 or 6 | Knocked out. The vehicle is destroyed and becomes a wreck.Mark the vehicle in some fashion to indicate it is wrecked. Wrecks of armoured vehicles count as impassable terrain to tracked, wheeled, and half-tracked vehicles. |
Superficial damage – Roll D6-3 Full damage – Roll D6 Massive damage – Roll two results (see below) Open-topped hit by indirect fire – Add +1 When an armoured vehicle is hit by an HE shell, do not roll for multiple hits and instead roll once to penetrate using the Pen value of the shell (see here). |
1. Declare target.
2. If permitted, target may make escape reaction.
3. Measure move distance and move assaulting models.
4. If permitted, target may make a stand and fire reaction.
5. Assaulters and their target choose to conduct either point blank fire or hand-to-hand combat. The assaulting unit declares their choice first.
a. Any unit conducting point blank fire rolls to hit and damage.
b. Any tests forced by point blank fire are carried out.
c. Any unit conducting hand-to-hand combat carries out their attacks and damage.
d. Compare casualties accumulated during this step.
6. Conduct morale checks as necessary.
7. If both units still in combat, consolidate or conduct follow-on combat as detailed below.
Infantry cannot assault a vehicle making a run action unless subsequently immobilised or otherwise brought to a halt.
An infantry unit that is not equipped with anti-tank weapons must take and pass an order test with a –3 modifier when attempting to assault any kind of fully enclosed armoured vehicle. Vehicles can fire their weapons at infantry starting their assault from more than 6” away and within the weapon’s firing arc in the usual fashion. Recce vehicles can react by making an escape move.
ROLL TO HIT | |
Vehicle advancing | 6 |
Otherwise | 4, 5 or 6 |
Vehicle running | N/A |
ROLL TO DAMAGE |
Damage roll = number of hits scored + D6 |
If the vehicle is a soft-skin or open-topped it is destroyed if damaged. If it is an enclosed armoured vehicle roll on the Damage Results table. Infantry not armed with anti-tank weapons can only score superficial damage.
If the vehicle survives the assault is over and assaulting infantry regroup.
US M26 Pershing Heavy Tank