Rules Summary
Revision History
Version | Date | Description |
0.1 | 30 Oct 2011 | First Draft |
0.2 | 8 Nov 2011 | Expansion |
0.3 | 22 Nov 2011 | C2 rules explained Started expanding the combat mechanics section. Touched on the 'medals' system |
1. Gaming System Summary
- Introduction
- Game scales
- Basing
- Mechanics summary
- Quick Reference Sheets
2. Game Setup
- Gaming Equipment
- Table Setup
- Creating an army
- Command Structure
- Divisional Troop Grades
- Unit Types
- Organisation
- Scenario information
- Initial Deployment
- Starting the Game
3. Playing the Game
- Turn Sequence
- Command Control - Orders and PIPs
- Start of Day procedure
- Phase of Day procedure
- Initiative
- Divisional PIP expenditure
- Corps PIP expenditure
- Battle Damage, Morale, Refit and Supply
4. Game Mechanics
- Terrain Effects
- Battlefield Defences
- Movement
- Spotting
- Ranged Fire
- Assault Combat
- Indirect fire support (Artillery / Mortar / HMG)
- Air superiority
- Air to Ground attacks
- Anti Aircraft fire
- Airborne Assault
- Partizan Warfare
5. Campaign Rules
- Creating a Campaign
- Start of Week Procedure
- Minor Contacts - probing attacks
- Supply
- Major Contacts - generating a battle scenario from the Campaign
Map - Civilian involvement, martial law / civil administration of
occupied territories
6. Extended Rules - WW2++ / Post War / Modern Era Gaming
- Chemical weapons
- Night vision equipment
- Electronic warfare
- Improved Armour / Anti-Armour weapons
- Assymetric Warfare
- ATGMs
- Helicopters
- Irregular Hordes
7. Commander's Manual
- Infantry Division Tactical Manual
- Armoured Division Tactical Manual
- Light Division Tactical Manual
- Airforce Tactical Manual
- Special Forces Tactical Manual
1. Gaming System Summary
1.1 Introduction
Large scale battles on the Eastern Front of WW2, 1 base = 1 battalion.At the small end - players command 1 or more Corps with several
Divisions per Corps.
At the larger end - players command Army groups with several Corps per
side.
Battles cover several days to a couple of weeks of a campaign, and can
be resolved in single gaming session. 1-2 hours for a quick battle, or
a whole weekend for something huge.
Ideas, mechanics, and even TOEs shamelessly pinched from KISS Rommel /
Megablitz / Hurrah Stalino / Pz8, etc ... with several new unique
mechanics overlaid onto the rules.
Gaming board divided into sectors, and all movement and ranging is by
sectors. Depending on terrain availability, a 'Sector' can be anything
from a 3"x3" square, 4" Hexagonal, or basically whatever you can get
your hands on.
I use 4" squares exclusively for my games.
1.2 Game Scales
1 Sector on the game table = 2km.Most troops engage with enemy units inside this range, and so fight
with 'close assault' combat within the same sector. Note that 'close
assault' combat, due to the ranges involved, still means shooting at
each other from around 400-800m, as well as closing with grenades,
panzerfausts and bayonets.
Longer ranged combat (very good tank guns), can perform ranged fire
into adjacent sectors, which represents long range shooting between
1-2km range.
Exceptionally long range direct fire can reach out to 2 sectors, which
represents shooting at targets at a range of 2-3km in open ground.
Time scale - each turn represents a phase of the day. Each day is
divided into Dawn, Early, Noon, Late and Night. That equates to 4
combat moves per day, plus an extra (Night) move for special events or
emergency moves.
Each base of tminiatures represents a Battalion of real troops. Due to
the size of the real unit being modelled, it is important to consider
that any base on the table may contains some elements of all combined
arms.
For example an 'Infantry Battalion' with just foot soldier figures
would usually be represented in real life as Hundreds of infantry, a
few vehicles, mortars, HMGs, AT weapons, signals troops, HQ, and
possibly even a tank or 2, etc. So 'infantry battalion' is used to
denote the primary role of that base of figures.
1.3 Basing
I am only working here with 1/600 scale figures, so adjust your ownstats accordingly. The main mechanic effecting base sizing
There are 2 types of base sizes used in this game.
1) Main combat formations. 30mm x 20mm rectangular bases
for these.
2) Support units.
1.4 Mechanics Summary
1.5 Quick Reference Sheets
2. Game Setup
2.1 Gaming Equipment
2.2 Table Setup
2.3 Creating an Army
2.3.1 Command Structure
2.3.2 Divisional Troop Grades
Troop Grade | CP Rating | Attack Bonus | Assault Bonus | Initiative Bonus |
---|---|---|---|---|
Regular | 5 | 0 | 0 | 0 |
Elite | 7 | +2 | +2 | +2 |
Veteran | 6 | +1 | +1 | +1 |
Fanatic | 4 | -1 | +1 | 0 |
Fanatic Veteran | 6 | +1 | +2 | +2 |
2nd Rate | 4 | -1 | -1 | -1 |
whole Corps. Each rating is a composite rating that takes into account
training, experience, and motivation.
Each Division in the Corps then inherits that rating, although some
attached Divisions may differ.
Regular units represent a full strength unit of well equipped, trained
conscript types with some battlefield experience.
The 'Elite' rating should be reserved for special sub units only, and
then only used very rarely. It is assumed that units with Elite
rating on the table top are smaller than non-elite units (say, at
company strength instead of battalion strength), and are also armed
with the best available equipment.
Veteran units, will also represent somewhat understrength units. So a
base of Veteran infantry may represent a couple of companies of
hardened remnants. Professional, well led, and calm under fire.
Fanatic units represent highly motivated bands of volunteers,
with average to poor weapons handling skills, and possibly quite a bit
of battlefield experience .... although ideology is often more
important to them than survival !
Fanatic veteran units represent hard-core veteran volunteers operating
somewhat understrength. These units are not only ideologically
motivated, but also well disciplined and well equipped. Almost the
equal of Elite units, just lacking their survivability on the
battlefield.
CP rating = Combat Proficiency. This is the score required on a D10 to
survive a 'hit'. It is also the score required to 'resurrect' a unit at
the end of the day. Better trained, or experienced troops have a higher
CP score, and so are more resillient, particularly over the course of
several days of battle.
Attack bonus = bonus added to die rolls when laying ranged fire on a
target. Better trained or experienced troops shoot straighter.
Assault Bonus = bonus added to die rolls when assaulting. Better
trained or experienced units put down more effective fire in close
assault combat.
Fanatic units also get assault bonuses, which represents them taking
more risks, or placing wildly higher volume of fire on a target.
Initiative Bonus = bonus added to die rolls for Divisional initiative.
Better trained or experienced Divisional staff are faster to react, and
take the initiative.
2.3.3 Unit Types
Unit | Firepower | Armour | Range | Moves | Assault Support | Special |
---|---|---|---|---|---|---|
Rifle Bn | 4 - 3 | 1 | +1 | |||
Motor Rifle Bn | 4 - 3 | 2 | +1 | |||
Armoured Rifle Bn | 4 - 4 | 1 | 2 | +1 | ||
Mortar / Inf Gun | 2 - 2 | 2 | 1 | +1 | Indirect Fire Support only | |
AT gun | 1 - 5 | 1 | 1 | Direct fire only | ||
Heavy AT gun | 1 - 7 | 2 | 1 | Direct fire only | ||
Assault Bn | 6 - 4 | 1 | +2 | 2 Attacks on first round of assault. | ||
Assault Gun (Stug/SU) | 2 - 2 | 2 | 2 | +2 | ||
Light Tank | 2 -4 | 1 | 1 | 2 | +1 | |
Tank | 2 - 5 | 2 | 1 | 2 | +1 | |
Heavy Tank | 2 - 6 | 3 | 2 | 1 | +1 | |
HMG Coy | 3 -2 | 1 | 1 | +1 | Indirect Fire Support - non armoured | |
Tank Destroyer | 2 - 6 | 1 | 1 | 2 | Direct fire only | |
Heavy Tank Destroyer | 1 - 7 | 3 | 2 | 1 | Direct fire only | |
Recon | 2 - 2 | 3 | Spot out to range 3. | |||
Armoured Recon | 3 - 3 | 1 | 2 | Spot out to range 3 | ||
Field Gun | 2 - 2 | 4 | 1 / 2 | Indirect Fire Support only | ||
Heavy Artillery | 2 - 2 | 6 | 1 / 2 | Indirect Fire Support only | ||
Rocket | 2 - 1 | 7 | 1 / 2 | |||
Seige Artillery | 1 - 1 | 9 | 1 | |||
HQ | 1 - 1 | 3 | +1 | |||
Supply Dump | 2 - 2 | 1 | +1 | |||
Airfield | 2 - 2 | 1 | +1 | |||
Partizan / MP | 1 - 1 | 1 | +1 | |||
Armed Hordes | 2 - 2 | 2 |
In addition to troop grades, and troop type, some individual units may
start the scenario with a 'Medal', which can be used to affect their
performance during the game.
2.3.4 Force Organisation
There are simply hordes of known TOEs for this period.Have a look at the TOEs from other sets such as KISS Rommel, Hurrah
Stalino, Pz8 Divisional, etc.
Each side is made up of 1 or more Corps sized units, each containing a
number of Divisions.
In addition to the Divisions themselves, each Corps requires a separate
Corps HQ base, Corps Heavy Artillery units, Supply Dump, and possibly a
small Corps mobile reserve formation.
2.4 Scenario Information
2.5 Initial Deployment
2.6 Starting the Game
3. Playing the Game
3.1 Turn Sequence
The game plays as a series of 'Days', within which there are a seriesof turns.
Each Day begins with the Corps commanders issuing the plans for the day
to their respective Divisions.
After that, the day proceeds as a series of turns, representing :
- Dawn
- Early
- Noon
- Late
- Night
3.2 Command Control - Orders and PIPs
3.3 Start of Day procedure
At the start of each day, each Corps level commander rolls 1D6 forPIPs. The die roll is then modified depending on the initiative rating
of the Corps formation (Elite +2, Vet +1, etc).
Place a number of 'supply chits' next to the Corps HQ stand, as these
can be spent through the day.
Divisional orders can be changed only at the start of day (before the
Divisions start their actions for the day), and these orders remain in
effect for the remainder of the day.
Each Division can be assigned one of the following orders, at the cost
of 1 PIP :
Order | Description | Deployment | On Contact |
---|---|---|---|
Defend | Division will hold their sector, and assume all round defence posutre .. possibly digging in as well. | Will generally remain in position, but may spend PIPs to re-position forces. May spend PIPs to dig in. | Auto Return fire. Will stand ground if assaulted. |
Move | Move at full speed in road column towards objective. | Will assume road column formation (+1 move) | No return fire. Will change to defend order if engaged. Will retire if assaulted. |
Probe or Engage | Advance in combat formation to seek out enemy. | Will assume combat formation. Will advance to contact enemy. May spend PIPs to engage in ranged fire on spotted enemy forces. May spend PIPs to deploy to all round defence, retire from, or move around engaged enemy. | Auto return fire. May engage with ranged fire. (1 PIP) Probe: May not initiate a new assault. May defend or retire (no PIP). Engage: May initiate a new assault at discretion of DHQ (2 PIPs) |
Attack | Attack orders can only be issued against enemy units which are engaged at the start of the day. Advance in combat formation to engage and destroy enemy. | Will assume combat formation Will advance to assault enemy. May spend PIPs to May spend PIPs to move in preparation of assault, or to enter a new assault. | Auto Return fire. May either move units in preparation of assault (1 PIP), support of an existing assault (1 PIP), or may commit to a new assault. (2 PIPs) |
Support | Advance in support of other Division. | Will assume combat formation on flank of supported unit, and move in synch with supported unit. If supported unit is engaged, will move to engage enemy as well. May spend PIPs to move units when engaged. | Auto Return fire. Will stand ground if assaulted. May move up to provide fire support support for other Division. (free) May enter into assault in support of other Division (2 PIPs) |
Reserve | Division will disengage, resupply, refresh and prepare for new orders. | Move in combat formation. Form all round defence when clear of enemy. | May return fire. Will retire if assaulted. |
If no PIPs are spent on a Division, their 'order of the day' remains
unchanged from the day before. Note that the scenario should specify
each Division's initial orders.
Also, at the start of the day - Corps PIPs can be expended to shuffle
assets around between Divisions.
- For the cost of 1 PIP, up to 3 bases of units can be pulled from
any Division back into the Corps reserve. - For the cost of 1 PIP, up to 3 bases of units can be assigned
from Corps reserve to a Division.
are considered to be 'in-transit' for the rest of the day. They then
re-appear on the table during the next start of day procedure, fresh
and ready to go into action.
If the Corps supply base or CHQ is lost during the day, then all
in-transit units are deemed to have been lost as well.
Remaining PIPs are then held in reserve, and can be spent during the
rest of the day, if needed.
In addition, each Division within the Corps rolls 1D6, and modifies the
score by their
initiative rating (+2 Elite, +1 Vet, etc). This is the Divisions PIPs
for the rest of the day. Place a number of chits next to the DHQ equal
to the PIP count.
3.4 Phase of Day procedure
There are 5 phases to the day, representing Dawn, Early, Noon, Late ...and Night.
At the start of each phase of the day, each Division rolls 1D6, and
modifies the score by their initiative rating (+2 Elite, +1 Vet, etc).
This is their initiative rating for that phase of the day. Keep
the Modified die on the table next to the DHQ, to both display the
number, and also to act as a counter to mark whether this Division has
moved this turn or not.
3.5 Initiative
Divisions with the highest initiative score move first.In cases of a draw, movement is simultaneous. If that is too hard
depending on the situation, then player's can decide to move their
Divisions one group at a time.
Each Division must now move according to their orders of the day.
Any group of units from a Division in a single sector, which does not
have any enemy units in an adjacent sector .. must perform a move
before any PIPs are spent.
Any group of units from a Division in a single sector, which is
currently engaged due to enemy units in an adjacent sector .. can only
perform actions or move as Divisional PIPs are spent.
If a group of units from a Division contacts the enemy by moving into a
sector adjacent enemy units, then that group of units halts. Further
movement or actions such as ranged fire can only be performed by
Divisional PIP expenditure.
Contact Rule:
- If units move into an engagement contact with the enemy (first
sighting is from an adjacent sector), then the unit with the lower
initiative score loses 1 PIP at Division level.
3.6 Divisional PIP expenditure
Divisional PIPs can be spent to :- Make any adjustment moves to units that are engaged.
- Open a ranged fire attack on the enemy from all units in one
sector. - Fire Divisional level artillery in ranged fire.
- Disengage from enemy contact
- Extend defences in 1 sector.
- Enter into a new assault.
Example 1:
Blue Force Division No 1 is on a reserve order. New orders of the day
arrive to probe for enemy
west of Krookwurst. They have 5 PIPs for the day.
- At Dawn, units are re-arranged to place recon battalions up front,
and motor rifles covering the flanks (no PIPs spent)
- Early in the day, the Division advances forward to the West of
Krookwurst. No contact, no PIPs spent.
- At noon, the recon battalions run into Red force battalions advancing
through woods in combat formation, 1 sector distant. Blue force has the
higher initiative, so Red force loses 1 PIP. Blue force spends 1 PIP
opening ranged fire on the enemy, and then takes the free option to
disengage and retire 1 sector before the enemy can return fire.
- Late in the day, Blue force still has 4 PIPs to spend, and they are
disengaged from the enemy, and know their location.
Example 2:
Blue Force Division No 1 is on a reserve order. New orders of the day
arrive to advance and engage
any enemy west of Krookwurst. They have 5 PIPs for the day.
- At Dawn, units are re-arranged to place armoured battalions up front,
and motor rifles covering the flanks (no PIPs spent)
- Early in the day, the Division advances forward. No contact, no PIPs
spent.
- At noon, the armoured spearhead runs into Red force battalions
defending the grounds to the West of Krookwirst, 1 sector distant. Blue
force has the
higher initiative, so Red force loses 1 PIP. Blue force spends 1 PIP
opening ranged fire on the enemy, and then spends 1 PIP to continue the
rest of the move, bringing up the assault troops.
- Late in the day, the Blue force commander decides they can take the
position on their own. 1 PIP is spent on ranged artillery fire, and 2
remaining PIPs are spent initiating a new assault.
3.7 Corps PIP expenditure
At the END of any phase of the day, the Corps commander can intervenein events on the field, and expend any number of remaining Corps Level
PIPS to :
- Fire Corps level heavy artillery
- Order an air attack on a sector
- Scramble fighter cover to a sector
- At Noon, A Blue Force Division on engage orders contacts the Red
Force enemy at noon, and engages them with some success. By late
afternoon, DHQ reports that they can take the position, and they intend
to assault the enemy now.
- Pleased at the agressive initiative shown by the Division, Blue Force
Corps commander sends in the dive bombers to soften the enemy line and
assist in the assault. (1 Corps PIP spent)
- Red Force Corps commander decides to pitch in with a little help of
his own, and orders Red Corps heavy rocket artillery to lay down fire
on Blue Force attacking Division (1 PIP), and also decides to
scramble fighters to intercept the Blue Force dive bombers. (1 PIP)
- Blue force commander looks on in horror - he forgot to order fighter
cover for the dive bombers, and now he has no PIPs left to fix the
situation. The dive bombers will be sitting ducks !
3.8 Battle Damage, Morale, Refit and Supply
All combat rules below follow this general principle :- The attacking combat factor is determined by the firepower rating
of the firing unit vs the type of target. Firepower is expressed in
terms of firepower vs soft targets, and firepower vs armoured
targets. So an infantry battalion with a firepower of 4-3 has a
firepower of 3 against armour, and 4 against everything else. - Attack combat factors can be modified up or down depending on the
troop type. Eg - Veteran units receive a +1 attack bonus on ranged
combat. This should be calculated as part of the scenario, so each
Division should have a roster sheet that describes the units involved,
and their combat factors that apply.
- The attacking combat factor is modified upwards, receiving a +1
bonus for each supporting unit in the attack, or for each indirect fire
support received from MGs, nortars, or artillery. - There are some special +2 combat factor bonuses for special
occasions, such as assault troops being used in assault support, or
dive bomber attacks on a defended sector, etc.
- The attacker rolls D10 <= modified combat factor to score a
hit. A natural 0 is always a miss. - If a unit is 'hit', it rolls D10 <= CP value to save and
ignore the hit. If the defender rolls a natural 0, consult the
catastrophic loss table.
- Otherwise the unit is considered 'Disbursed', out of contact,
ineffective until reformed. Place this unit in a 'reserves' pile
off table.
- During the following start of day administration phase, for each
unit in the reserves pile, roll D10 <= CP to recover the unit. Units
with medals automatically recover at the end of day. Recovered
units are placed anywhere within 4 sectors of their respective
Divisional HQ.
Die Roll | Result |
Modifier | +2 Elite +1 Veteran / Fanatic +0 Regular -1 2nd Rate |
1 or Natural 1 | Unit surrenders |
2 | Unit annihilated |
3 | Unit broken, ineffective for remainder of game |
4 | Unit out of action for 2 days |
5 | Unit out of action for 1 day |
6 or Natural 6 | Heroic recovery - unit reforms immediately within 1 sector. Unit is granted a Medal. |
Catastrophic Loss Table - Units with
Medals
Die Roll | Result |
Modifier | No Modifier |
1-2 | Unit fights to the last man, annihilated |
3-5 | Stubborn defence, no effect |
6 | Inspiring defence, unit gets a free return fire against the attacker. |
4. Game Mechanics
4.1 Terrain Effects
4.2 Battlefield Defences
4.3 Movement
4.4 Spotting
4.5 Ranged Fire
Ranged fire is available to all units with a 'Range' value of 1 ormore. Units with range 0 can only attack enemy units via the assault
combat mechanism.
Each ranged fire attack costs 1 Divisional PIP .. per sector of troops
firing.
ie - For the cost of 1 PIP, all units within a given sector may fire on
enemy units within range. In this case, multiple targets may be
selected.
For each round of ranged combat between 2 adjacent forces, roll 1D6 +/-
tmodifiers, and consult the following table :
Die Roll | Effect |
Modifiers | +/- Difference in CP Ratings. +1 if attacker on Probe orders. -1 if defender on Defend orders. +1 for each indirect fire support for attacker -1 for each indirect fire support for defender +2 if defending sector is under ait attack |
1 | Defender Concealment, Attacker ambushed : Defender shoots twice. Attacker 0 shots |
2 | Attacker Hesitant : Defender shoots first, Attacker second Defender shoots again |
3 | Cautious Firefight : Attacker shoots, Defender shoots |
4 | Protracted Firefight : Attacker shoots Defender shoots twice Attacker shoots |
5 | Defender Surprised : Attacker shoots twice Defender shoots |
6 | Defender Ambushed : Attacker shoots twice Defender 0 shots |
Example 1: A Veteran Fanatic unit (CP = 6) on Engage orders (+0)
attacks a 2nd rate reserve Division (CP = 4) on Defend orders
(-1). Roll 1D6 +1
1 in 6 chance that the defender shoots first.
1 in 3 chance that the defender is ambushed and wont return fire at all
1 in 2 chance of getting in more shots than the defender.
Example 2: A regular unit (CP = 5) is ordered to probe (+1) a
position held by an Elite paratroop unit (CP = 7) on defend orders
(-1). Roll 1D6 -2
1 in 2 chance of the attacker getting ambushed and shot up twice
without returning a shot
1 in 6 chance of getting in 2 shots against the defender's 1 shot
4.6 Assault Combat
Assault combat occurs when the attacking player attempts to enter anenemy occupied sector, which is denoted by placing units on the border
between 2 sectors.
Although each sector can contain up to 6 units, only 3 of these units
can be committed to an assault across a sector boundary.
It is however possible to assault a sector from more than 1 side, in
which case up to 3 units per direction can be employed.
Calculate Combat Factors :
- To initiate an assault first costs 2 Divisional PIPs by the
attacking side.
- To assault into a sector that is already being assaulted from
another direction costs 1 Divisional PIP.
- The attacking player nominates which of the units will lead the
assault. The other units are supporting units.
- The defending player then nominates which defending unit will
lead the defence. Any other units in the defending sector are
supporting units. - Calculate the attacker's combat factor vs the leading defender.
Add bonuses for supporting units and troop type.
- Calculate the defenders combat factor vs the leading attacker.
Add bonuses for supporting units and troop type.
- Attacker may add indirect fire bonuses for units in the sector
where the assault is launched from (Hv MG, Mortar, etc) - Attacker and Defender may add indirect fire from other sectors in
range (artillery support), at the cost of 1 Divisional PIP per sector. - Ground attack aircraft add +2 to the combat factor.
(See rules on Corps level aviation support and AA fire before adding
this in)
Assault Procedure :
- Assault Battalions on the attack get 2 attacks first. All other
types of attacking troops get 1 first attack.
- Attacker rolls first, D10 <= combat factor = 1 Hit. Natural
roll of 0 = attack falters, assault stalls. Attacking units are
left on the border between sectors, and may continue the assault next
phase of the day. - If defending sector has any remaining Digs, these are removed
first before casualties are taken.
- Defender rolls D10 <= CP rating to survive the Hit. Natural
roll of 0 = On fail, unit is dispersed. If the defender is in a city
sector, it may instead withdraw to an adjacent friendly city sector
rather than be disbursed. Makes large cities very difficult to take.
4.7 Indirect fire support (Artillery / Mortar /
HMG)
Each Division level formation will usually include a number of smallersupport elements - HMG companies, and mortar companies, as well as
'Infantry Gun' companies to support the main ground troops.
In many cases too, small Tank companies are attached to infantry
Divisions to provide mobile fire support - sort of like an SP Infantry
Gun. These should be treated as such in the game.
Indirect fire support is applied to the combat factor of any unit
engaging in either ranged fire or assault combat. Each fire
support unit in range of the enemy adds a simple +1 to the fire factor
of the attacking unit.
Artillery and Mortars can add indirect supporting fire against all
targets.
Heavy MG units can only add indirect supporting fire against
non-armoured targets.
Counter-battery fire. When firing, each enemy indirect fire
weapon in range of your indirect fire weapons cancels out the attack
bonus, on a 1:1 basis.
Infantry Battalions - if there are 3 or more infantry battalions in a
sector, they may combine their fire power to provide long range
harrassment fire, giving a single +1 indirect fire bonus vs any target
type on any ranged fire to other units in their sector. This is
allowed, even though the individual infantry battalions do not have
range to hit the enemy. This applies only to ranged fire -
combined infantry battalions cannot contribute to assault combat in
this way.
Corps level fire support (heavy artillery / rocket batteries, etc), can
also be added to the indirect fire support factors for any ranged
combat of subordinate units, at a cost of 1 Corps level PIP.
Example 1:
Artillery | |||
Infantry Infantry Infantry Infantry Tank Tank | |||
Infantry Tank ATGun HMG Mortar | |||
Artillery Artillery Artillery |
fire against the opposing Red force in the adjacent sector.
Blue Force has 3 artillery units in range of the Red force sector. Red
force has 1 artillery unit in range of the Blue force artillery.
These cancel each other out, leaving Blue force with 2 Artillery for
fire support .. or +2.
Blue Force also has a Heavy MG unit, and a Mortar unit to add to the
fire support.
Blue AT gun fires on the Red tank unit, with support of 1 artillery
units, and the mortar team. The Heavy MG unit cannot assist against
armour. This gives the Blue AT gun a +2 to their combat factor vs
armoured targets (5) for a total of 7. 70% chance of the AT guns
forcing a result on the Red force tanks each time they shoot during
this combat.
Blue force tank fires at the other Red force tank, and uses the
remaining artillery unit for support. Combat factor vs tanks = 5, +1
for fire support = 6. 60% chance of the Blue tanks causing battle
damage on the Red force tanks each time they shoot during this combat.
The Heavy MG unit is not used, so it conducts ranged fire against one
of the Red force infantry units. Combat factor vs soft targets =
3, so 30% chance of scoring a hit each time they shoot during this
combat.
Total cost in Divisional PIPs for this combat is 2 PIPs ... 1 PIP
allows all Blue force units in the front sector to fire (including the
mortar as fire support), and an additional PIP for the artillery
sector. If the Divisional artillery was dispersed across
multiple sectors, this would cost more to involve all of the artillery
units.
After the Blue Force fires, Red Forcee receives an opportunity to
return fire, provided that it's orders comply with this. If it is on
Probe, Engage, Attack, Support or Reserve orders, it must return fire
at a cost of 1 PIP per sector of units firing. If it is on Defend
orders, it may return fire for free. If it is on Move orders, it
is considereed ambushed and will not return effective fire.