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Operation Squad World War Two

Skirmish rules for miniatures battles in the


Second World War
INTRODUCTION
Operation WW2 Squad Level is a wargame for two or more players that lets you simulate
battles set in the Second World War at skirmish level, the level of single men.
Dice are used to introduce that element of luck that, in real-life, is the difference between a
glorious victory and a miserable failure. But luck wont be enough if you want to win; every
number in the tables contained in this rules is the result of a long series of playtests and
realistically simulates an armed encounter. We advise you to read the rules right trough at
least once before playing.

PREFACE
All history books contain stories about the battles that distinguished the greatest conflict of all
time. But each great battle and operation during the Second World War was characterized by
countless encounters. Operation Squad World War II aims to simulate these encounters using
the experience weve gained after seven years with Operation World War II, the three-
dimensional platoon level wargame based in the Second World War.
Every game will be a scenario with a set objective. The side that fulfils their objective in the
number of turns allowed will be declared the winner.
The fights may be set on the Western Front, especially in the Normandy campaigns following
the Allied landings, or on the Eastern front, from Russia as far as the conquest of Berlin. Each
player will take command of a Squad of men from the American, British, Russian or German
armies. Each army can choose either regular or elite units, and each will have a points value.
These rules and the examples inside refer to a battle between two players but you can use
them to simulate a bigger fight with more players (each commanding a Squad) divided into
two factions (Allies and Axis).

GAME COMPONENTS
Apart from the rules youre reading, lets have a look at what youll need to play.

Dice: Dice are at the heart of this game, and we use 6-sided dice. We normally refer to these
as d6, so one dice is 1d6, two dice are 2d6 and so on.
During the game youll often have to roll one or more dice to see what has happened.
Normally you add up all the dice rolls and subtract some penalties that may be needed to
represent special situations.

Youll have to roll a total of more than 10 to hit an enemy. The basic Roll to Hit is
3d6 to which we add the Tactical Value and dice for the weapon and the range. You
will then subtract dice rolls for Cover and other special situations from this total,
rolled by the opponent. If the final total is more than 10 then youve hit the enemy.

A 10-sided dice (d10) is only used for the deviation of grenades and mortars.

Tape measure: All measurements in the game are in centimeters. Movement, weapons
ranges and burst areas are all measured with a simple tape measure. You can only measure
distances after any declaration of your intentions has been made.
Tables: We have grouped all the tables together on separate Playsheet at the end of the book
to ease their consultation during play.

Models: Plastic or metal miniatures (20 or 28mm) will simulate the men in your Squad.
Every man must be based in 2.5cm base. The bases of your models cannot overlap for any
reason whatsoever during the game. To ease their identification each model must be equipped
exactly as shown in the Squad Roster and, if possible, be identified with a letter and a number
(e.g. A1).

Markers: During play you will use various markers to show the state of some units in special
situations (Turn Over, Hidden, Wounded, Target Acquired, Ammo!). These markers will be
explained in full in the various paragraphs that follow.

Wargames table: This is a wargame so youll have to prepare a battlefield. The number of
scenery elements that you should use will depend on the type of scenario that you want to
play. For a countryside setting just a few houses, some walls and a few woods will suffice,
but youll need lots of buildings for urban combat. Generally the battlefield should be
balanced and should not favor either of the two players; a good system is to allow one player
to set up the table and then let the other player choose the side hell deploy his troops on. The
best size table is 120cm x 120cm.

DEFINITION OF MODELS
When reading these rules, and during the description of the various phases of the game, you
will often find the terms: model and squad.

Model: This term identifies a single man. Some models are ranking (Officers, NCOs); these
models are called Squad leaders and have special characteristics as defined in the relevant
sections of the rules.

Squad: This term identifies the group of models that make up your army.

Models and Squads can have special Characteristics that influence various aspects of the
game. If they have any then they will be mentioned in the Squads Roster.
THE GAME TURN
In order to rationalize the various actions that occur during the battle it is sub-divided into a
series of turns which are then sub-divided into a series of phases. Normally a battle will last 8
turns. Every complete turn all models MUST perform an action.

TURN SEQUENCE
1) Initiative

2) Action Sequence
A) Player A chooses a model and declares his intentions.
Player B can react by choosing a model and declaring his intentions.
Player A can counter-react by choosing a model and declaring his intentions.
Player B can react again by choosing a model and declaring his intentions, and so on, for to a
maximum of three actions and three reactions.
B) Roll dice to determine Priority
C) Actions are now executed in Priority order.

The sequence is repeated for the other player.

A) Player B chooses a model and declares his intentions.


Player A can react by choosing a model and declaring his intentions.
Player B can counter-react by choosing a model and declaring his intentions.
Player A can react again by choosing a model and declaring his intentions, and so on, for to a
maximum of three actions and three reactions.
B) Roll dice to determine Priority
C) Actions are now executed in Priority order.

This Action Sequence is repeated until all models have been assigned, and have executed, an
action.

When all models have performed an action, the turn is over and a new one can begin.

3) Remove markers and any remaining shot dice.

INITIATIVE
The winner of the Initiative can decide if he/she wants to give the first action to one of his/her
models or force their opponent to play first. In order to decide the initiative both players roll
2d6 and add highest VT of the active models on the table. Compare totals the player with
the highest wins. If there is a draw just roll again.
ACTION SEQUENCE
The player that won the Initiative decides whether to start first or make his opponent start.
The player that starts is Player A.
Player A chooses a model and declares his intentions.
Player B can react by selecting a model and declaring his intentions.
Player A can now counter-react by choosing a model and declaring his intentions.

The alternation between A and B continues until one of the players passes, and in any case up
to a maximum of three actions and three reactions. At this point roll 2d6 for each model that
has been assigned an action and add their Tactical Value. It makes it easier if you leave the
dice rolled next to each model to remind you of the order in which the actions will be
performed. After checking the totals move to the order execution phase, starting with the
highest value down to the lowest (in kind Priority order).
If there are two identical totals the first one to act is the model that chose his action first in the
sequence. If more than one model on the same side rolls the same total then the player can
decide the order in which the actions will be performed. After all the models have performed
their actions given to them give them a Turn Over marker to remind you that they have
completed their action and cant do anything else this turn. Once this phase has been
completed its the opponents turn to choose a model declaring his intentions (no matter if the
player reacted or counter-reacted beforehand). Obviously the enemy can react and counter-
react like in the first example.

When all models on the battlefield have performed an action the turn is over and a new turn
start with the Initiative phase.

Massimo won the initiative and declares that he wants his Fallschirmjger (VT 4) to
fire at an American Paratrooper (VT 4) who is moving down the road. Giorgio reacts
by declaring that his model will run out of sight past the corner. Massimo counter-
reacts by declaring that his Fallschirmjger Sergeant (VT 5) will also fire at the same
American. Giorgio passes. Both players roll dice for Priority. Massimos
Fallschirmjger gets 10 and his Sergeant gets a 12. Giorgio rolls an 11. Its time to
perform the actions. Massimos Sergeant fires first. If the American Paratrooper
survives then Giorgio will move him into cover, making the Fallschirmjger lose his
action as he will no longer be able to fire. All three models get a Turn Over marker to
remind the players that they cant do anything else this turn.

Remember that once you have declared your intentions you cant change them even if, like in
the example, it becomes impossible to perform the original action.

DECLARATION OF INTENTIONS
Once youve chosen a model you must then inform your opponent of the action that you
intend to perform. In game terms you must declare your intentions. There are many actions
available but model can only choose one per turn. You can Move or Fire but you cant do
both in the same turn. Lets have a closer look at the choices available:

Assault (in melee): Declare the model that you are going to Assault in melee and if you want
to move before or after the attack.
Fire: Declare which model is the target. If you intend to interrupt the movement of an
enemy model you must clearly identify the point at which you will fire.

First Aid: Declare the direction, the estimated destination, your models facing and which
wounded model will be attended to. This action is only available for models with Medic
characteristic.

Hide: Declare which model is going to hide. If model is Pinned before he can perform any
declared action then that action can be transformed into Hide.

Indicate a Target: This can only be done by Squad Sergeant. Declare which valid target you
intend to identify.

Move and Fire: Declare the direction, the estimated destination, your models facing and the
target. This can also be used to turn on the spot.

Move Carefully: Declare the direction, the estimated destination and your models facing. If
a model is Pinned before he can perform any declared action then that action can be
transformed into Move Carefully.

Re-load: Declare which model will re-load, and which weapon he re-loads.

Run: Declare the direction, the estimated destination and your models facing.

Stand Up: Declare which model will Stand up. If model is Pinned before he can perform any
declared action then that action can be transformed into Stand up.

EXECUTIONS OF ACTIONS AND PRIORITY


If there have been reactions and counter-reactions then all models that have declared an
action roll 2d6 and add their Tactical Value to the total: the total is defined as the Priority.
Now execute the Actions, respecting the intentions that were declared previously and in
Priority order (with the highest going first). If there are two identical values then the model
that chose his action first in the sequence goes first. If more than one model on the same side
gets the same total then the player can decide the order in which the actions are performed.
After the models have performed the action assigned to them give them a Turn Over marker
to remind you that they cant do anything else until next turn.

Assault: You can move a model up to 15cm and add 1d6 to his melee. If the target moves
when performing an action with a higher priority you can move your model towards the
target models new position or move towards another enemy model within 10cm of the
original destination. Once the action has been performed give the model a Turn Over marker.
The target model can react (if it hasnt already performed an action) and even counter-assault.

Fire: You can fire at the target model. If used to react or counter-react then you can delay
fire and interrupt the movement of an enemy model to get better conditions. You may also
react by firing at a model that was not initially in line of sight as long as it is when you fire;
if, for any reason, the model does not enter (or leaves) the line of sight then the model doesnt
fire and does not lose any Hidden marker it may have. Once action has been performed give
the model a Turn Over marker.
First Aid: A Medic can move 10cm and try to help a wounded model. If he is next to a
wounded man after moving then roll 2d6 and add the Medics VT; with an 11 or more the
wounded model has been successfully treated and the wounded marker is removed, but
nothing happens with 10 or less. Give the Medic a Turn Over marker after the action no
matter the result. Performing this action does not mean you lose your Hidden marker.

Hide: If the model is already under cover then you can Hide. You can perform this action
even when the model has been Pinned. If a model is Pinned before he can perform any
declared action then that action can be transformed into Hide. In order to fire at a Hidden
model you need to pass a Spotting Test. Once the action has been performed give the model a
Turn Over marker and a Hidden marker too.

Indicate a Target: A Sergeant can use this action to communicate the coordinates of a valid
target to the models in his own Squad. Check the section on communications. Once the action
has been performed give the Sergeant a Turn Over marker. This action allows you to make a
Spotting Test. If a target model is spotted place a Target Acquired marker next to it; all
models within 20cm can fire at the target if conditions allow them to fire (see Fire section).
Performing this action does not mean you lose your Hidden marker.

Move and Fire: You can move the model up to 15cm and fire at an enemy model subtracting
the opponents roll of 1d6 from your Roll to Hit. You may fire at the target model before or
after moving and/or turning your model. You are allowed at a model that was not in your
models line of sight before moving and turning if it is when you fire. If the target moves
when performing an action with a higher priority then you can move your model towards the
target models new position to fire at him. Once the action has been performed give the
model a Turn Over marker.

Move Carefully: You can move your model up to 10cm. You can perform this action even if
the model has been Pinned. Once the action has been performed give the model a Turn Over
marker. Performing this action does not mean you lose your Hidden marker. If a model is
Pinned before he can perform any declared action then that action can be transformed in
Move Carefully.

Re-load: The model remains stationary and re-loads his weapon that can fire normally from
next turn. Once the action has been performed give the model a Turn Over marker and
remove the weapons Ammo! marker. Performing this action does not mean you lose your
Hidden marker.

Run: You can move the model up to 20cm. If an enemy fires at a model that is Running (or
who ran in his last action) he must subtract the opponents roll of 1d6 from Roll to Hit. Once
the action has been performed give the model a Turn Over marker. Some players prefer to
use Running markers to remind them of the last action performed. This is optional.

Stand Up: The model remains stationary and stands up; he can act normally next turn. Once
the action has been performed give the model a Turn Over marker. Performing this action
does not mean you lose your Hidden marker. If a model is Pinned before he can perform any
declared action then that action can be transformed into Stand Up.
WAIT ACTIONS
In some case a Squad leader can use Wait Actions. If this is the case then the player will use a
dice to keep count of them. During the Action Sequence he can turn the dice over to the next
lowest number and pass, forcing the opponent to play again.
At the end of the turn the Wait Actions are renewed and can be used again next turn. Wait
Actions can only be used by a Squad leader: if all leaders of a Squad are killed then the Wait
Actions are lost.

Massimo has a Fallschirmjger Squad with 2 Wait Actions. Giorgio has a 10-model
Red Devils squad. Giorgio wins the initiative and assigns an action to one of his Red
Devils. Massimo does not react. Now its Massimos turn but he turns the dice over to
*1* and passes. Giorgio is forced to act again with another Paratrooper. Now its
Massimos turn again, but he removes the dice and passes once more. Giorgio must
act with his third Red Devil. Massimo has no Wait Actions any more so after the third
British Paratrooper hell be forced to act with one of his Fallschirmjgers.

REMOVE MARKERS AND LEFT-OVER DICE


In this phase remove all Turn Over markers and dice that are left over for weapons with
Ammunition Belt (remaining shot dice). Leave markers that identify the status of models
(Hidden, Wounded, Ammo!, Running) and Target Acquired markers too.

MOVEMENT
General Comments

Models can move across the battlefield with one of the following Actions: Move Carefully,
Run, Assault, Move and Fire, First Aid. The distance a model can move may differ
depending on the Action assigned. Some terrain may limit movement by subtracting some
centimeters from the total allowed (see Terrain Table). Depending on the level of realism you
want to obtain, you may require the presence of stairs to move from one floor to another
inside buildings. If you go for realism then, in the event of there being a hole in the floor or in
order to move over a wall higher than the model, youll need a friendly model adjacent to the
one that moves to help him trough or over. You are allowed to turn the model after moving
but the facing must be clear since the arc of fire is 180. Movement is measured from the
front of the base to the front of the base. Measure the vertical movement of the base when
moving from one floor to another.

TERRAIN TABLE
Some terrain may limit or prevent movement. The Terrain Table shows if you should add or
subtract 1d6 centimeters of movement and also indicates the cover that the terrain provides.

Key:
-1d6 cm: The model subtracts 1d6 of movement if it crosses this terrain, even partially.
+1d6 cm: The model adds 1d6 of movement if the entire move is made on this terrain.
TERRAIN TABLE
Terrain Type Modifier Cover
Barricade Linear obstacle -1d6 2d6
Building Area of cover -1d6 2d6
Bunker Area of cover -1d6 3d6
Cultivated Field Area of cover -1d6 1d6
Hedge Linear obstacle -1d6 1d6
Road/Path No cover +1d6 -
Ruins Area of cover -1d6 2d6
Sandbags Linear obstacle -1d6 2d6
Wall Linear obstacle -1d6 2d6
Woods Area of cover -1d6 2d6

Note:
Wounded models always subtract 1d6 from their movement.
All modifiers are cumulative.

A model in the woods wants to move into a building so will deduct 2d6 from his
movement (1d6 for the building and 1d6 for the woods). This penalty may prevent the
model from reaching his intended destination imagine that maybe the soldier lost
time deciding on his best route.

FIRE
Line of sight

The line of sight is a straight line that connects the firing model to the target model.
The line of sight is limited by the firing arc that spreads out 180 from the models front; if
enemy models are outside the firing arc then they cannot be fired at. If your model can see
the enemy fully then the line of sight is considered free; if you can only see him partially,
because of some scenery, the target is in cover. In both cases the enemy is a valid target. The
target is not a valid target if you can only see a small part of it (a hand, a foot, part of the
rucksack etc.).
You can throw grenades over a high wall (that is higher than the models) if you pass Spotting
Test and if the enemy models are within 10cm of the wall.
You can fire trough and throw grenades over a high hedge if you pass a Spotting Test and if
the enemy models are within 10cm of the hedge.
Low walls and hedges offer some cover but dont block the line of sight, even towards
models that are lying down; just assume theyre poking their head out. This rule avoids
difficult game situations where players choose models that are lying down to give them more
cover.
It is impossible to reproduce every wall, piece of furniture or tree on even the most detailed
table; for this reason some elements of scenery limit the line of sight within their outer
perimeter. Woods, cultivated fields, buildings and ruins are defined areas of cover and the
line of sight only goes 10cm trough them. Models beyond this distance cannot be valid
targets as they are out of the line of sight. If a model is behind an area of cover and the line of
sight crosses 10cm or less of this area then the model is considered to be in cover even if hes
not physically inside.
Models inside buildings or ruins can only trace a line of sight outside trough doors, windows
and gaps. Models outside buildings or ruins can only trace a line of sight inside trough doors,
windows and gaps. Use the real line of sight and your common sense, and if in doubt roll a
dice to decide.

Firing

The Roll to Hit is made by rolling 3d6 and adding the models Tactical Value; add any d6 for
the weapon and range as well as for any applicable characteristics. The opponent will subtract
his dice rolls for cover, characteristics and the Action performed (e.g. Run). Lets have a
closer look at this procedure. Once weve decided that the model is in line of sight of a valid
target check the following parameters:

Position
Range
Rate of Fire
Fire
Damage

Position: Models have a 180 firing arc, they can only turn with the Move and Fire action to
aim at a target that is outside their firing arc.

Range: The Weapons Table shows the range in cm and also the number of dice that are
added to the basic Roll to Hit (3d6). If a range is NE this means that you cannot fire with
this weapon at this range. Distance is measured from base to base.

Rate of Fire: This number is the number of shots the weapon fires at the target.

The Garand M1 semi-automatic rifle has a rate of fire of 2 and so gets two separate
Roll to Hit. Both rolls will add the VT and add/subtract all dice required by the type
of shot.

Fire: Once youve decided how many shots are fired you need to see if theyve hit and what
damage is inflicted. Roll for your total (3d6, models VT, weapon range, characteristic, etc.)
and subtract the total of the opponents negative dice (target, cover, etc.) to find the Total.

Check the Damage Table to see what has happened.

DAMAGE TABLE
If the Total is less than or equal to 10 then the shot misses and no damage is done.
If the Total is 11, 12 or 13 then the target model is Pinned.
If the Total is 14 or 15 then the target model is wounded.
If the Total is 16 or more then the target model is killed (KIA) and is removed from
the game.

DAMAGE

The Damage Table gives different results that can influence the game and the performance of
single models. Lets have a closer look at them:
KIA: Remove the model from play. If the Squad has reached its Breakpoint then each model
will have to perform a Morale Test.

Pinned: Lay the model down. In his next Action he can only Stand up, Move Carefully (on
the ground) or Hide (if in cover). Pinned models do not block line of sight. A model in melee
with Pinned model can re-roll 1d6 after the Roll to Hit.

Wounded: Lay the model down and give him a Wounded marker. In the next activation
phase he can only Stand up, Move Carefully (on the ground) or Hide (if in cover). From now
on the model cannot add its VT in its various rolls (Roll to Hit, Initiative, Priority, Melee,
Morale). A wounded model always subtracts 1d6 from movement (cumulative with other
penalties for difficult terrain). A wounded model that is wounded again will die. Remove the
model from play.

Cover

When there is a partial line of sight between the firing model and his target (i.e. you can only
see part of the target), then the target is in cover. A model behind a wall or hedge is in cover
like models within areas of cover. Models are also considered to be in cover even if they are
outside an area of cover if the line of sight goes trough that area. Subtract the roll of some d6
from the Roll to Hit depending on the protection; see the Terrain Table for details. If the line
of sight crosses more than one element or area of cover then those cover are cumulative.

A German Fallschirmjger wants to fire at a British Paratrooper, 55cm away, with


his rifle. The line of sight crosses a wall and the Paratrooper is in some woods; the
German rolls a basic 3d6 to which he adds his VT and 1d6 for the range. The British
Paratrooper will subtract the rolls of 2d6 from the total for the intervening wall and
2d6 for the cover in the woods a really difficult shot!

Obviously dont count walls and hedges next to the firer nor areas of cover from which the
firer is firing, but if the target and the firer are both in the same area of cover then that cover
applies.

Priority targets

Your target must be the closest model if there is a choice of targets and their cover is the
same. You can ignore Pinned, wounded or Hidden targets. Models with a support weapon can
always be chosen as targets even if theyre not the closest enemy model. Snipers can always
choose to fire at leaders even if theyre not closest enemy model.

Models on the firing line

If the line of sight between the firer and the target goes trough one or more models that are
not Pinned, be they friend or enemy, there is a chance youll hit the wrong man.
Before rolling to Hit perform an Aim Test: roll 1d6; if the roll is equal to or less than Tactical
Value then youve hit the target, otherwise youve hit the intervening model. Roll to Hit as
normal. If you have more than one shot then check each shot separately.
Hidden models and Spotting Test

In order to try to conceal their presence from the enemy, men moved very carefully over the
battlefield but also tried to make the most of the cover available. To simulate this, your
models can Hide. A model must be in cover compared to the firer and must perform a Hide
action to Hide.
When firing at a Hidden model you must pass a Spotting Test: both players roll 2d6 and add
their Tactical Value. If the firer draws or gets more than the enemy then the target is valid, if
not then you cant fire and the model loses his Action if the firer was Hidden it keeps its
marker. Give the model a Turn Over marker no matter the result. If a Hidden model Fires,
Moves and Fires, Runs or Assault it loses its Hidden marker.

Massimo chooses a Hidden Fallschirmjger (VT 4) and says that hell fire at an
American Paratrooper Sergeant behind a wall (VT 5). Giorgio reacts and says that
his Sergeant will Hide before the Fallschirmjger gets a chance to fire. Both players
roll for Priority. Massimo gets a 9, Giorgio a 10; the American Sergeant wins and
Hides. Now Fallschirmjger will need to pass a Spotting Test to fire at him. He rolls
2d6 to which he adds 4 (his VT) and gets 12. Giorgio does the same and gets 14. The
Fallschirmjger cant fire but doesnt lose his Hidden marker. After the action
Massimo and Giorgio both give Turn Over markers to their models.

If the firing model and the Hidden model target are within 10cm of each other then the
Hidden model is automatically spotted. But itll be more difficult to hit him as hes hidden so
the target subtracts his roll of 1d6 on the Roll to Hit.

Massimos Fallschirmjger, armed with a Kar98K rifle, has spotted an enemy hidden
in some woods 45cm away. His Roll to Hit is 4d6 (basic 3d6 + 1d6 for the range) +
his VT. Mario will subtract his roll of 3d6 from the Total (2d6 for the woods and 1d6
because hes Hidden).

If a Hidden model is not in cover relative to the firing model then keep the marker but do not
subtract 1d6 on Roll to Hit for fire from the latter model.

Last turn, Massimo moved his Fallschirmjger Sergeant next to a wall (that he can
therefore ignore). Giorgios British Paratrooper is Hidden but hes not in cover
relative to the Sergeant and so cannot apply the 1d6 reduction to the Roll to Hit. He
keeps his Hidden marker that allows him to use the 1d6 reduction if fired at by other
models.

Target models not in line of sight when the Action is assigned

If you fire at a target that just pops into sight youll have less chances of hitting. If the target
model is not visible when the action is assigned (your model may have to move, you may
have to wait for the enemy model to move etc.) subtract the roll of 1d6 from Roll to Hit.

Massimo selects a Fallschirmjger (VT 4) who is Hidden behind a house and says
that hell run across the road to the adjacent building. Giorgio reacts and says that
his American Paratrooper will shoot as soon as hes in Line of Sight. Both roll 2d6
and add their VT. Giorgio wins and lets Massimos Fallschirmjger move out into the
open before firing. As soon as the Fallschirmjger started running he lost the Hidden
marker but for the American hes still a target that appeared suddenly so hell
subtract 2d6 from the Roll to Hit (1D6 as hes running and 1d6 because he was not in
Line of Sight when Action was assigned).

Ammunition: the triples rule

If you get triple when Rolling to Hit (no matter how many dice you roll), you have run out of
ammunition (e.g. 4, 4, 4, 5, 3). Give the model and Ammo! Marker. The weapon cannot fire
until an Action is spent to Re-load it. The roll that produced the triple has normal effect.

Weapons Tables

The Weapons Table is sub-divided by nationality and shows all the statistics youll need for
each weapon. The table also shows if the weapon can perform indirect fire. This classification
differentiates between direct fire (where the projectile follows a linear trajectory towards the
target) and indirect fire (when the projectile follows an arched trajectory). In the latter case
you can fire at models for which there is no line of sight as long as there has been a
communication. Well look at this more closely later.
The range is shown in centimeters with four values: Close (up to 20 cm) Normal (up to 40
cm) Long (up to 60 cm) Extreme (up to 80 cm).
The rate of fire shows the number of Roll to Hit you can make. Sometimes youll find a
1(A5) or 1(A10); this means its a Burst Weapon. Well look at this further on too.
Weapons tables

AMERICAN ARMY WEAPONS TABLE


Range
Close Normal Long 60 Extreme
Type Rate of fire Characteristics
20 cm 40 cm cm 80 cm
Colt 1911A1 pistol +1d6 NE NE NE 2 Melee
M1903 Springfield rifle +2d6 +1d6 +1d6 +1d6 1
Garand M1 semi-automatic
+2d6 +1d6 +1d6 NE 2
rifle
M1 semi-automatic carbine +2d6 +1d6 - NE 2
BAR M1918A2 automatic
+2d6 +1d6 +1d6 +1d6 4 Support weapon
rifle
M3A1 Grease Gun sub-
+2d6 - NE NE 3
machine gun
Thompson M1 sub-machine
+2d6 +1d6 NE NE 3
gun
Ammunition Belt,
M1919A4 .30 cal. Medium
+2d6 +1d6 +1d6 +1d6 7 Cumbersome, Support
machine gun
weapon
Indirect fire, Minimum
MK II Pineapple grenade +1d6 NE NE NE 1 (A5)
range 10, Single shot
Cumbersome, Minimum
range 40, Only indirect fire,
M2 60mm light mortar NE NE +1d6 +1d6 1 (A10)
Single shot, Support
weapon

BRITISH ARMY WEAPONS TABLE


Range
Close Normal Long 60 Extreme
Type Rate of fire Characteristics
20 cm 40 cm cm 80 cm
Colt 1911A1 pistol +1d6 NE NE NE 2 Melee
Webley Revolver pistol +1d6 NE NE NE 1 Melee
N.4 Mk.1 Enfield rifle +2d6 +1d6 +1d6 +1d6 1
Mk. V Sten sub-machine gun +2d6 - NE NE 3
Thompson M1 sub-machine
+2d6 +1d6 NE NE 3
gun
Bren light machine gun +2d6 +1d6 +1d6 +1d6 4 Support weapon
Ammunition Belt,
Vickers medium machine gun +2d6 +1d6 +1d6 +1d6 7 Cumbersome, Support
weapon
Indirect fire, Minimum
N 36 Mills Bomb grenade +1d6 NE NE NE 1 (A5)
range 10, Single shot
Cumbersome, Minimum
range 40, Only indirect fire,
2 51mm cal. Light mortar NE NE +1d6 +1d6 1 (A10)
Single shot, Support
weapon
RUSSIAN ARMY WEAPONS TABLE
Range
Close Normal Long 60 Extreme
Type Rate of fire Characteristics
20 cm 40 cm cm 80 cm
Tula Tokarev 1933 pistol +1d6 NE NE NE 2 Melee
Mosin-Nagant 1891/30 rifle +2d6 +1d6 +1d6 +1d6 1
SVT40 semi-automatic rifle +2d6 +1d6 +1d6 NE 2
PPSh-41/43 sub-machine gun +2d6 +1d6 NE NE 3
DP light machine gun +2d6 +1d6 +1d6 +1d6 4 Support weapon
Ammunition Belt,
Maxim M1910 medium
+2d6 +1d6 +1d6 +1d6 7 Cumbersome, Support
machine gun
weapon
Indirect fire, Minimum
RGD33 grenade +1d6 NE NE NE 1 (A5)
range 10, Single shot

GERMAN ARMY WEAPONS TABLE


Range
Close Normal Long 60 Extreme
Type Rate of fire Characteristics
20 cm 40 cm cm 80 cm
Walther P38 pistol +1d6 NE NE NE 2 Melee
Kar98K rifle +2d6 +1d6 +1d6 +1d6 1
G43 semi-automatic rifle +2d6 +1d6 +1d6 - 2
FG42 automatic rifle +2d6 +1d6 +1d6 NE 3
Stg44 assault rifle +2d6 +1d6 +1d6 NE 3 Assault Weapon
MP40 sub-machine gun +2d6 +1d6 NE NE 3
Ammunition Belt, Support
Mg34 light machine gun +2d6 +1d6 +1d6 +1d6 6
weapon
Ammunition Belt,
Mg42 medium machine gun +2d6 +1d6 +1d6 +1d6 7 Cumbersome, Support
weapon
Indirect fire, Minimum
StG39 grenade +1d6 NE NE NE 1 (A5)
range 10, Single shot
Cumbersome, Minimum
range 40, Only indirect fire,
GW36 50mm light mortar NE NE +1d6 +1d6 1 (A10)
Single shot, Support
weapon
Multiple shots

Some weapons have a rate of fire that is more than 1. These weapons can fire repeatedly at
the same target or fire at several targets. I firing at the same target then follow the normal
firing procedure for each shot. Additional targets must be within 20cm of the main target.
You cannot move your aim to fire at Hidden targets.

A Fallschirmjger Sergeant with an MP40 sub-machine gun fires at two American


Paratroopers who are moving down the road. His rate of fire is 3. He checks the
range to American A: 14cm (Close range). The Roll to Hit on American A is 3d6 + 4
(VT) + 2d6 (Close range). The first roll misses. He has a rate of fire 3 so he rolls
again. This time he hits and the target is Pinned. Now he moves his attention to
American Paratrooper B. The range is 33cm (Normal range). The roll is 3d6 + 4 (VT)
+ 1d6 (Normal range).

Support weapons

The characteristics column of the Weapons Tables may show the Support weapon
characteristic. This sort of weapon can be re-loaded by models indicated as Assistants on the
Squad Roster. The Assistant must be in base contact with the model carrying the support
weapon to re-load (he is said to be adjacent). If the Assistant re-loads a weapon with
remaining shots these can still be used. If a model carrying a support weapon dies, an
adjacent Assistant can take his place; remove the Assistant instead of the model with the
support weapon. Think of this as the Assistant that picks up the weapon; if the assistant was
wounded hell stay wounded. If the Assistant is not adjacent when the model with the support
weapon dies then the weapon is lost. A Support Weapon can only fire once per turn so if its
picked up by an assistant he wont be allowed to fire if the weapon has already fired that turn.
If the weapon has remaining shots then these can still be used by the assistant.

Ammunition Belt

Weapons with an Ammunition Belt allow you to interrupt fire (at any time) and recommence
if another enemy model performs an action within 20cm of the last target. When you fire this
sort of weapons use a dice to show location of the last target and how many shots remain.
The remaining shots can be used later that turn with a normal Priority roll to see in what order
the actions are executed. You cannot use the remaining shots against Hidden targets.

A Fallschirmjger armed with an Mg34 decides to fire at two American infantry


moving across the road. The rate of fire is 6 for this machine gun. He uses four shots
to kill the two men and so he places a dice next to the position of the last man showing
a 2. During his turn an American Sergeant says hell attempt to run across the
same road. At one point his route is 14cm from the dice so the Fallschirmjger says
hell fire at him to. Both players roll 2d6 and add their VT for Priority. If the
Fallschirmjger gets a higher total then hell have two Rolls to Hit the American
Sergeant.

If a weapon with Ammunition Belt runs out of ammunition but still has remaining shots do
not remove the dice; if the Assistant uses his action to re-load you can still see the remaining
shots (maybe the gun just jammed). All left-over remaining shots are lost when the turn ends;
remove the dice.
Grenades and Indirect Fire Burst weapons

In the rate of fire column of the Weapons Table youll sometimes find an A followed by a
number; this means its a Burst Weapon. The rate of fire is 1 but the effects apply to all
models (both friend and enemy) whose base is even partially within 5cm of the point of
impact (or 10cm for mortar shells).
To see if you hit perform an Aim Test: roll 1d6; if the roll is less or equal to the Tactical
Value then youve hit the target, otherwise youve missed but the shot may land in the
general area anyway, no matter the line of sight. Roll 1d10: the direction the dice is pointing
and the number rolled show the direction and the distance of the new point of impact.
For grenade, the number shown is the distance in centimeters but if you roll a 1 or 2 the
weapon doesnt explode (or explodes without causing any damage).
With a mortar double the deviation distance; here, too, get 1 or 2 and the shell doesnt
explode or doesnt cause any damage.
If you hit the target, measure a distance of 5cm from the model in all directions (10cm for
mortars) to see who is caught up in the explosion.
As you will have noticed a grenade that is thrown could deviate back onto the model that
threw it. Maybe the enemy has picked it up and throw it back, or maybe the soldier slipped
while he was throwing. The intended point of impact for a hand grenade must be at least
10cm from the thrower; no one throws a grenade close enough to risk getting hurt perform
a Roll to Hit for each model who is even partially within the burst area, applying normal
modifiers except for cover which is only used if the cover is located between the model that
is hit and the point of impact; models inside areas of cover always get the cover modifier.
If you hit the target model, add an extra 1d6 to the Roll to Hit (but only for that model).

A Fallschirmjger throws a grenade at a British Paratrooper inside a building. He


performs an Aim Test with 1d6 and gets: a miss! (his VT is 4). He rolls 1d10 to see the
deviation and gets 4. Despite having deviated the grenade caught the target up in the
burst area. The Fallschirmjger makes a Roll to Hit to see what damage has been
done. He rolls 4d6 (the basic 3d6 + 1d6 for the weapon) to which he adds his VT for a
total of 18 and from which he subtracts the opponents roll of 2d6 for the cover. Note:
if hed hit the target he would rolled 5d6.

Interrupting movement to fire or to throw a grenade

If you interrupt the movement of an enemy model to fire at him indicate the point at which
you intend to fire. In some cases it may be helpful to wait since the model may not have been
in line of sight at the start of his turn, while at other times you may wait until he gets into
Close range. If you use a grenade and miss the target remember to see if it deviates.

Indirect fire

Some weapons have the indirect fire characteristic. These weapons can fire with an arched
trajectory (the shot goes up and down, describing an arch); this sort of fire can sometimes be
very useful as it allows you to fire from protected positions (from behind woods, houses, etc.)
without exposing yourself to enemy fire. Obviously not having their own line of sight the
firing models will need someone to communicate the exact position of the enemy model.
How to indicate a target is explained below.
Indirect fire on models on the top floors of a building

When you use indirect fire the shot follows an arched trajectory, if the building still has a roof
above the target model is located then measure the burst area from the roof. If the building is
in ruins then measure from the floor where the target model is found and not from the roof.

Re-rolls

Some weapons allow you to chose one of your 1d6 and re-roll it. If you are not satisfied with
the roll and you have a Re-roll you can choose a dice and roll it again. These second roll
counts, even if its worse than the previous one.

Indicate a Target

When declaring your intentions, a Squad Sergeant can declare that he Indicates a Target. The
Sergeant that indicates the target must be in line of sight of the target model.
If the enemy model is Hidden you will need to perform a Spotting Test. When executing the
action the Sergeant will perform a Test to see if his companions have understood: roll 2d6
and add the VT; with 11 or more the communication has been successful, and you can place a
Target Acquire marker on the target model.
Models with indirect fire weapons within 20cm of the Sergeant can fire at the model
indicated by the marker even if they are not in line of sight and if it is Hidden. If the target
model moves the marker is removed.
Models with direct fire weapons within 20cm of the Sergeant can fire at model indicated by
the marker, even if it is Hidden, as long as they have line of sight to the target.
If the Sergeant is killed you will no longer be able to Indicate a Target but any Target
Acquired markers will stay on the battlefield as long as the target doesnt move.

Assault

The Assault action is combination of a movement and an ensuing melee. The term melee is
used to identify hand-to-hand combat. A model can only enter into melee with an enemy
model using Assault action and by moving his model into base-to-base contact with his
opponent. Models that are separated by a low wall, hedge or other linear obstacle are also
considered to be in base-to-abase contact. A melee is a last-ditch attempt to overcome the
enemy in a brutal fashion.
The procedure is simple. During the declaration of intentions, the model that gets the Assault
action declares its target, even amongst those models that arent in line of sight before
movement. If the target model is Hidden then youll have to do a Spotting Test to Assault it;
if the target is not spotted then the attacking model stays put and can do nothing else. If the
target is spotted then during execution of actions the model moves using the normal limits
and modifiers on the Terrain Table. If he doesnt manage to reach the target model then the
melee doesnt take place and you just move the model. If you manage to contact the enemy
model then melee ensues.
Both players roll 3d6 and add their VT but the assaulter gets an extra +1d6; the model that
gets the highest total wins; his total (without subtractions) is used to check for a result on the
Damage Table.
Massimos American gets a 14 in melee, his German adversary only rolls 12. The
American has won and so, checking on the Damage Table without subtractions, the
German infantryman is wounded (14 = wounded).

Models that survive a melee are considered engaged. In subsequent turns engaged models
(except pinned models) can only use Assault. In this event first there is the melee and then, if
the enemy has been killed (KIA) the model can move in any direction as far as movement
allows (not forgetting the modifiers in the Terrain Table). You are not allowed to fire at
models in a melee as the risk of hitting a friend is too high. Remember that despite the fact
that only one model is assaulting, both are in melee.

Re-rolls

Some weapons, situations or characteristics allow you to re-roll 1d6 (either your own or your
opponents). In a Melee the chance to re-roll begins with the player that got the lowest total.
So as not to lose the fight, whoever rolled less can decide whether to use one or more re-rolls
(from those available to him) to beat the enemys total. If, after the re-roll, he still hasnt
beaten the enemys total then the latter checks the damage inflicted.
If, on the contrary, he beats the total, his enemy can now re-roll d6 as he wishes from
amongst those available to him; again, if he beats the enemys total then the latter can use
more re-rolls if he has them and so on until one or the other fails or until the re-rolls are all
used up.
If the re-rolls apply to the Roll to Hit youll have to say which dice you are re-rolling; the
latest roll always counts even if lower than the first.

Multiple Assaults

If you Assault a model than is already engaged in a melee, you can re-roll 1d6.

Massimos Fallschirmjger assaults a British Paratrooper but he rolls badly and the
Red Beret survives. Both the German and the British soldier are now engaged.
Giorgio declares an assault with another British Paratrooper against the
Fallschirmjger that is already engaged. Both roll 3d6 and add their VT but Giorgio
will add 1d6 for the Assault and can re-roll 1d6, since the Fallschirmjger is already
engaged.

Other Melee modifiers

If you assault a Pinned model you can re-roll 1d6.


If you assault a model from outside his firing arc (from behind) you can re-roll 1d6.
If you are assaulted when inside an area of cover you can re-roll 1d6 if the assaulter is
coming from outside.
If you are assaulted when behind a linear obstacle you can re-roll 1d6 but only on the
first assault.
MORALE TEST
Heroes or cowards?

Men are put under incredible stress in battle; seeing your companions cut down by machine
gun fire or blown apart by an explosion is certainly not an easy experience to go through and
can make even the most hardened veteran flee. For this reason, when a Squad takes a number
of losses that is equal to its Breakpoint (BP), the men must perform a Morale Test.
Breakpoint
Each Squads Roster shows their Breakpoint (BP). This number is the number of losses
(KIA) that the Squad can take before performing a Morale Test. Normally Infantry Squads
have Breakpoint of 4, i.e. they must test when the fourth man dies.
As soon as a Squad reaches its Breakpoint it must perform a Morale Test. Roll 2d6 for each
model on the battlefield and add their VT. Models that get 11 or more keep fighting; but
with 10 or less the Rout and flee (remove from play). If there is a Leader within 20cm then
add his VT instead of the mans and you can re-roll 1d6 (this also counts for the Leader
himself) if you fail the Test. If you reach the Breakpoint a second time then the Squad
automatically withdraws (all models are removed from play); in this case the opponent has
won even if he didnt fulfill all scenarios objectives.

Marios Squad has a Breakpoint of 5 and hes already had to pass one Morale Test
with his men. Hes just taken a tenth casualty from enemy fire so his Squad
automatically withdraws and Valentino wins the game.
CHARACTERISTICS
As we have already mentioned, some models and some weapons have special characteristics
that can influence the gameplay here is the full list.

Ammunition Belt: Weapons with this characteristic can stop firing and start again if another
model performs an action within 20cm of the last target. Use a dice to show how many shots
you have left.

Assault Weapon: Weapons with this characteristic do not have a 1d6 penalty if they Move
and Fire.

Assistant: Models with this characteristic are Assistants and can re-load support weapons
owned by other models (see rules). If the model with the support weapon dies then remove
the Assistant and keep the support weapon in play (we assume the Assistant has picked up the
weapon).

Binoculars: Models with this characteristic add 1d6 to their Spotting Test.

Cumbersome: Weapons with this characteristic cannot be used to Move and Fire.
Indirect Fire: Weapons with this characteristic can fire with an arched trajectory and at targets
towards which they do not have a line of sight; in this case youll need to be told where to fire
by a Sergeant who indicates a target to you (see rules on Page 20).

Infiltrator: Models with this characteristic can be deployed after all other models have been
deployed. They can be deployed in No Mans Land but at least 40cm from any enemy model.

Leader: If a model with this characteristic is within 20cm during a Morale Test then use his
VT instead of the testing models VT, and you can re-roll 1d6 if the test is failed (this also
applies to the leader himself).

Marksman: Models with this characteristic can re-roll 1d6 in their Roll to Hit if they Fire
with a rifle. This does not apply to automatic and semi-automatic rifles or if the men Move
and Fire.

Medic: Models with this characteristic can give First Aid to adjacent models.

Melee: Firearms with this characteristic can re-roll 1d6 in a melee.

Minimum range X: Weapons with this characteristic can only fire at models beyond the
range shown (in centimeters).

Political Commissar: If there is a model with this characteristic in the Squad and the player
removes a model in his Squad in line of sight, all models can re-roll 1d6 in their Morale Test.
The characteristic has no effect if the Political Commissar is eliminated or Pinned. This
characteristic is cumulative with the Leader bonus.

Seasoned Fighters: All models in the Squad can re-roll 1d6 in their Morale Test.
Sight: Models with this characteristic treat the damage inflicted as one level worse. So if they
get Pinned then the target is wounded; if they get wounded then the target is KIA. Cannot be
used if you Move and Fire.

Silent Weapon: If a model Fires with this weapon and is in cover he does not lose his
Hidden marker. This does not apply if he Moves and Fires.

Single shot: When a weapon with this characteristic is used give the model an Ammo marker
the weapon cant be used again until a model performs the Re-load action. The turn after
the re-load the weapon can fire normally. The model could fire with other weapons that he is
carrying.

Sniper: Models with this characteristic roll3d6 (instead of 2d6) for all Spotting Tests, both
when they are trying to Spot an enemy and when an enemy is trying to spot them.

Support weapon: Weapons with this characteristic can be re-loaded by an adjacent


Assistant.

Trained with the bayonet: Models with this characteristic can re-roll 1d6 in melee and can
perform an Assault without losing their Hidden marker.

Veteran Squad: Squads with this characteristic can re-roll 1d6 for their Initiative Roll and
1d6 for the Priority Roll every turn. The model lost does not count toward the Squads
Breakpoint.
PLAYING THE GAME
Preparing the battlefield

As mentioned above, youll need to prepare a battlefield before you play. We suggest a
120cm x 120cm area sub-divided into nine 40cm x 40cm areas with 2-4 elements of scenery
in each. Later youll be able to play on bigger tables. By elements of scenery we mean
houses, woods, walls, hills or hedges. Roads, paths and/or rivers can be added later if both
players agree. We suggest a minimum diameter of 20/25cm for wood, 15cm x 12cm
minimum for a one-storey house and 15cm x 20cm for a two-storey house.

Dividing up the battlefield

Normally the battlefield is divided into three parts: your deployment area, No Mans Land,
and the opponents deployment area. The No Mans Land must be 60cm deep; divide the rest
of the table up equally.

If you have a 120cm table then subtract 60cm for the No Mans Land and then divide
the remainder into two (120 60 = 60 : 2 = 30). The deployment areas will both be
30cm deep.

Deployment

If youre playing a scenario based on historical events then the positions of the models in
each Squad may be already decided and shown on the map. But if youre playing a points
game, once youve prepared the battlefield you should deploy the models. Each player rolls
2d6 and adds the best VT from his Squad: the player with the lowest total chooses one model
and places it within his deployment zone; then his opponent will do the same, in his/her
deployment zone. Continue like this until all models have been deployed.
Infiltrators are deployed last, after all models without this characteristic have been deployed.
If both players have Infiltrators then both roll 2d6 and add their best VT; the player with the
highest roll deploys his man first.

Start of the game

At the start of the first turn all models in cover are considered Hidden.
SCENARIO 1: RECON
Both Squads have been sent on Recon missions when they meet each other: a firefight is inevitable!

Table: 120cm x 120cm


Duration: 8 turns
Deployment: Within 30cm of your table edge.
Squad Points: 500 points, only one Squad
Main Objective: Eliminate 3 models more than the opponent (models that Rout do count).
Secondary Objective: Gain control of the building. To control the building a Squad must have at
least 2 men inside and there must be no enemy models inside it.

Victory points are calculated after 8 turns.


6 points for eliminating or routing 3 models more than the opponent.
3 points for control of the building.
1 point for each enemy model eliminated (models that Rout do counts).
The player with most points after 8 turns is the winner.
If the difference between the player's points is less than 5 points then it is a draw.
SCENARIO 2: TAKE THE TOWN
Both Squads must try to take the buildings in this part of town.

Table: 120cm x 120cm


Duration: 8 turns
Deployment: Within 30cm of your table edge.
Squad Points: 500 points, only one Squad
Main Objective: Control more buildings than the opponent. To control the building a Squad must
have at least 2 men inside and there must be no enemy models inside it.
Secondary Objective: Move man into the enemy deployment area.

Victory points are calculated after 8 turns.


6 points for the player that controls most buildings.
3 points if you have one or more men in the enemy deployment area.
1 point for each enemy model eliminated (models that Rout do counts).
The player with most points after 8 turns is the winner.
If the difference between the player's points is less than 5 points then it is a draw.
SCENARIO 3: TAKE THE BRIDGE
Both Squads must take a bridge that is on a vital route between two areas of the city.

Table: 120cm x 120cm


Duration: 8 turns
Deployment: Within 30cm of your table edge.
Squad Points: 500 points, only one Squad
Special Rules: You can only cross the river on the bridge. The river does not block the line of sight.
Main Objective: Take control of the bridge. To take control of the bridge a Squad must have at least
2 men on it and there must be no enemy models on it.
Secondary Objective: Eliminate 3 models more than the opponent (models that Rout do count).

Victory points are calculated after 8 turns.


6 points for the player that controls the bridge.
3 points if you have eliminated 3 models more than the opponent.
1 point for each enemy model eliminated (models that Rout do counts).
The player with most points after 8 turns is the winner.
If the difference between the player's points is less than 5 points then it is a draw.
SCENARIO 4: SAVE HIM!
Both Squads must try to save a wounded man.

Table: 120cm x 120cm


Duration: 8 turns
Deployment: Within 30cm of your table edge.
Squad Points: 500 points, only one Squad
Special Rules: One of the models in the Squad has been badly wounded and can no longer move.
Each player gives one of his models to the opponent; this is to represent the badly wounded man. Roll
2d6 and add the VT of your best leader. Whoever gets the highest total asks his opponent to deploy
the badly wounded man first. Before deployment each player must place the badly wounded man in
No Mans Land, at least 20cm from his own deployment area and 30cm from the table edges. These
models cannot move and cannot perform any action. Ann allied model that is adjacent to his badly
wounded man can pick him up as part of a Move Carefully action. The model carrying the badly
wounded man subtract 1d6 from his movement. You cannot kill/eliminate/give First Aid to the badly
wounded man in any way. A model carrying the badly wounded man cannot hide but can Run.
Main Objective: Get the badly wounded man back to your deployment area.
Secondary Objective: Have one man carrying the badly wounded man.

Victory points are calculated after 8 turns.


6 points if you take the badly wounded man back to his deployment area.
3 points if you manage to carry the badly wounded man.
1 point for each enemy model eliminated (models that Rout do counts).
The player with most points after 8 turns is the winner.
If the difference between the player's points is less than 5 points then it is a draw.
SCENARIO 5: TOP SECRET
A spy was trying to cross the front with some Top Secret documents but was killed by a sniper. The
Jeep he was driving crashed into a wall. Both Squads must try to retrieve the briefcase and the
documents inside it.

Table: 120cm x 120cm


Duration: 8 turns
Deployment: Within 30cm of your table edge.
Squad Points: 500 points, only one Squad
Special Rules: Put the Jeep right in the middle of the table. The dead man is next to the Jeep and the
briefcase is on the Jeep. A model on the Jeep can pick up the briefcase as part of a Move Carefully
action. Carrying the briefcase does not cost anything in terms of movement and you can hide
normally. A model next to the dead body can pick him up as part of a Move Carefully action. The
model carrying the dead man subtract 1d6 from his movement. A model carrying the dead man cannot
Hide but can Run.
Jeep: Getting into or out of the Jeep costs -1d6 movement. Models on the Jeep or in cover behind it
have 2d6 of cover.
Main Objective: Get the documents back to your deployment area.
Secondary Objective: Get the dead body back to your deployment area (to bury him properly).

Victory points are calculated after 8 turns.


6 points if you take the documents back to your deployment area.
3 points if you take the dead man back to your deployment area.
1 point for each enemy model eliminated (models that Rout do count).
The player with most points after 8 turns is the winner.
If the difference between the player's points is less than 5 points then it is a draw.
SQUAD ROSTERS
Each Squad on the battlefield has a Roster which shows:

Squad Value: The total points cost of the Squad.

Breakpoint: Number of losses (KIA) that Squad can take before it has to perform a Morale
Test.

Members: Details of the Squad members, their weapons and their characteristics.

Variants: Some variants that you can buy for the Squad and their points cost.

The idea of using points is to allow two players to play with reasonably balanced armies. This
is why each Squad has been classified with a Squad Value that shows their value in game
terms.
Each scenario will tell you how many points the players can use to build their Squads: you
can modify the basic Squad buying specific Variants that are shown on each Roster, and by
adding or subtracting their point values. When building Squads you will have to respect some
limits which attempt to reflect what these Squads looked like in real life.
AMERICAN ARMY
INFANTRY SQUAD
Squad Value: 370 points
Breakpoint: 5
N. Model VT Weapon Characteristic
M1 semi-automatic carbine, MK
1 Sergeant 4 Leader
II Pineapple grenades
M1 semi-automatic carbine, MK
1 Corporal 4 Leader
II Pineapple grenades
BAR M1918A2 automatic rifle,
1 Rifleman 3
MK II Pineapple grenades
Garand M1 semi-automatic rifle,
9 Rifleman 3
MK II Pineapple grenades

VARIANTS:
* The Squad can become Veteran by removing a rifleman.
* You can add a Sniper for +90 points.
* The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-machine
guns for -5 points each.
* The leaders can replace their M1 semi-automatic carbines with Thompson sub-machine guns for
free.
* One rifleman per Squad can buy the Medic characteristic for +15 points.
* One rifleman per Squad can replace his semi-automatic rifle with an M2 Mortar and M1 semi-
automatic carbine for +45 points.
* One rifleman per Squad can become an Assistant to the Mortar for +10 points.
* Up to two riflemen per Squad can become Assistants to the BAR for +10 points each.
* One leader per Squad can buy Binoculars for +10 points.
* You can make the entire Squad Seasoned Fighters for +50 points.
* You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
M1903 Springfield rifle, MK II Sniper,
1 Sniper 4
Pineapple grenades Marksman,
Infiltrator, Sight
AMERICAN ARMY
RANGER SQUAD
Squad Value: 380 points
Breakpoint: 5
N. Model VT Weapon Characteristic
Colt 1911A1 pistol, M1 semi-
1 Ranger Sergeant 5 automatic carbine, MK II Leader
Pineapple grenades
M1 semi-automatic carbine, MK
1 Ranger Corporal 5 Leader
II Pineapple grenades
Garand M1 semi-automatic rifle,
9 Rangers 4
MK II Pineapple grenades

VARIANTS:
* The Squad can become Veteran by removing a Ranger.
* You can add a Sniper for +90 points.
* The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-machine
guns for -5 points each.
* The leaders can replace their M1 semi-automatic carbines with Thompson sub-machine guns for
free.
* One ranger per Squad can buy the Medic characteristic for +15 points.
* One Ranger per Squad can replace his semi-automatic rifle with an M2 Mortar and M1 semi-
automatic carbine for +45 points.
* One Ranger per Squad can replace his semi-automatic rifle with a BAR for +20 points.
* One Ranger per Squad can become an Assistant to the Mortar for +10 points.
* Up to two Rangers per Squad can become Assistants to the BAR for +10 points each.
* One leader per Squad can buy Binoculars for +10 points.
* You can make the entire Squad Seasoned Fighters for +50 points.
* All Rangers can buy the characteristic Trained with the bayonet for +55 points.
* You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
M1903 Springfield rifle, MK II Sniper,
1 Sniper 4
Pineapple grenades Marksman,
Infiltrator, Sight
AMERICAN ARMY
SCREAMING EAGLES PARATROOPER SQUAD
Squad Value: 355 points
Breakpoint: 4
N. Model VT Weapon Characteristic
M1 semi-automatic carbine, MK II Leader, Trained with
1 Paratrooper Sergeant 5
Pineapple grenades the bayonet
M1 semi-automatic carbine, MK II Leader, Trained with
1 Paratrooper Corporal 5
Pineapple grenades the bayonet
Garand M1 semi-automatic rifle, Trained with the
7 Paratroopers 4
MK II Pineapple grenades bayonet

VARIANTS:
* The Squad can become Veteran by removing one paratrooper.
* You can add a Sniper for +90 points.
* The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-machine
guns for -5 points each.
* The leaders can replace their M1 semi-automatic carbines with Thompson sub-machine guns for
free.
* One Paratrooper per Squad can buy the Medic characteristic for +15 points.
* One Paratrooper per Squad can replace his semi-automatic rifle with an M2 Mortar and M1 semi-
automatic carbine for +45 points.
* One Paratrooper per Squad can become an Assistant to the Mortar for +10 points.
* You can add an M1919A4 .30 cal. Medium Machine Gun Section for +150 points (increase
Breakpoint by 1)
* One leader per Squad can buy Binoculars for +10 points.
* You can make the entire Squad Seasoned Fighters for +50 points.
* You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
M1903 Springfield rifle, MK II
1 Sniper 4 Sniper, Marksman,
Pineapple grenades
Infiltrator, Sight
MACHINE GUN SECTION
N. Model VT Weapon Characteristic
M1919A4 .30 cal. Medium machine
1 Machine gunner 4 gun, Colt 1911A1 pistol, MK II
Pineapple grenades
Colt 1911A1 pistol, MK II Pineapple
1 Paratrooper 4 Assistant
grenades
M1 semi-automatic carbine, MK II
1 Paratrooper 4 Assistant
Pineapple grenades
BRITISH ARMY
ROYAL FUSILIERS SQUAD
Squad Value: 235 points
Breakpoint: 4
N. Model VT Weapon Characteristic
Webley Revolver pistol, Mk.V
1 Rifleman Sergeant 4 Sten sub-machine gun, N36 Leader
Mills Bomb grenades
Mk.V Sten sub-machine gun,
1 Rifleman Corporal 4 Leader
N36 Mills Bomb grenades
Bren light machine gun, N36
1 Machine gunner 3
Mills Bomb grenades
N.4 Mk. 1 Enfield rifle, N36
7 Riflemen 3
Mills Bomb grenades

VARIANTS:
* One rifleman per Squad can buy the Medic characteristic for +15 points.
* One rifleman per Squad can replace his N.4 Mk.1 Enfield rifle with 2 mortar and a Mk.V
Sten sub-machine gun for +50 points.
* One rifleman per Squad can become an Assistant to the Mortar for +10 points.
* You can add Vickers Machine Gun Section for +150 points (increase the Breakpoint by 1).
* You can add a Sniper for +90 points.
* All men armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic for +70
points.
* Up to two riflemen per Squad can become Assistants to the Bren for +10 points each.
* One leader per Squad can buy Binoculars for +10 points.
* You can make the entire Squad Seasoned Fighters for +50 points.
* You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
N.4 Mk.1 Enfield rifle, N36 Sniper,
1 Sniper 4
Mills Bomb grenades Marksman,
Infiltrator, Sight
VICKERS MACHINE GUN SECTION
N. Model VT Weapon Characteristic
Vickers medium machine gun,
1 Machine gunner 3 Colt 1911A1 pistol, N36 Mills
Bomb grenades
N.4 Mk.1 Enfield rifle, N36
2 Riflemen 3 Assistant
Mills Bomb grenades
BRITISH ARMY
RED DEVILS PARATROOPER SQUAD
Squad Value: 340 points
Breakpoint: 4
N. Model VT Weapon Characteristic
Colt 1911 A1, Mk.V Sten sub-
Leader, Trained
1 Paratrooper Sergeant 5 machine gun, N36 Mills Bomb
with the bayonet
grenades
Mk.V Sten sub-machine gun, Leader, Trained
1 Paratrooper Corporal 5
N36 Mills Bomb grenades with the bayonet
Bren light machine gun, N36 Trained with the
1 Paratrooper 4
Mills Bomb grenades bayonet
N.4 Mk. 1 Enfield rifle, N36 Trained with the
7 Paratroopers 4
Mills Bomb grenades bayonet

VARIANTS:
* The Squad can become Veteran by removing a Paratrooper.
* One Paratrooper per Squad can buy the Medic characteristic for +15 points.
* One Paratrooper per Squad can replace his N.4 Mk.1 Enfield rifle with 2 mortar and a
Mk.V Sten sub-machine gun for +50 points.
* One Paratrooper per Squad can become an Assistant to the Mortar for +10 points.
* You can add Vickers Machine Gun Section for +150 points (increase the Breakpoint by 1).
* You can add a Sniper for +90 points.
* All Paratroopers armed with N.4 Mk.1 Enfield rifles can replace their rifles with Mk.V Sten
sub-machine guns for free.
* All Paratroopers armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic
for +70 points.
* Up to two Paratroopers per Squad can become Assistants to the Bren for +10 points each.
* One leader per Squad can buy Binoculars for +10 points.
* You can make the entire Squad Seasoned Fighters for +50 points.
* You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
N.4 Mk.1 Enfield rifle, N36 Sniper,
1 Sniper 4
Mills Bomb grenades Marksman,
Infiltrator, Sight
VICKERS MACHINE GUN SECTION
N. Model VT Weapon Characteristic
Vickers medium machine gun,
1 Machine gunner 4 Colt 1911A1 pistol, N36 Mills
Bomb grenades
N.4 Mk.1 Enfield rifle, N36
2 Riflemen 4 Assistant
Mills Bomb grenades
BRITISH ARMY
COMMANDO SQUAD
Squad Value: 365 points
Breakpoint: 5
N. Model VT Weapon Characteristic
Thompson M1 sub-machine gun, Leader, Trained
1 Commando Sergeant 5
N36 Mills Bomb grenades with the bayonet
Thompson M1 sub-machine gun, Leader, Trained
1 Commando Corporal 5
N36 Mills Bomb grenades with the bayonet
Bren light machine gun, N36 Trained with the
1 Commando 4
Mills Bomb grenades bayonet
N.4 Mk. 1 Enfield rifle, N36 Trained with the
8 Commandos 4
Mills Bomb grenades bayonet

VARIANTS:
* The Squad can become Veteran by removing one commando.
* One Commando per Squad can buy the Medic characteristic for +15 points.
* One Commando per Squad can replace his N.4 Mk.1 Enfield rifle with 2 mortar and a
Mk.V Sten sub-machine gun for +50 points.
* One Commando per Squad can become an Assistant to the Mortar for +10 points.
* All Commandos armed with N.4 Mk.1 Enfield rifles can replace their rifles with Thompson
M1 sub-machine guns for +5 points each.
* One Commando per Squad can replace his N.4 Mk.1 Enfield rifle with a Mk.V Sten sub-
machine-gun with Silent Weapon characteristic for +10 points.
* All Commandos armed with N.4 Mk.1 Enfield rifles can replace their rifles with Mk.V Sten
sub-machine guns for free.
* You can add a Sniper for +90 points.
* All Commandos armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic
for +70 points.
* Up to two Commandos per Squad can become Assistants to the Bren for +10 points each.
* One leader per Squad can buy Binoculars for +10 points.
* You can make the entire Squad Seasoned Fighters for +50 points.
* You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
N.4 Mk.1 Enfield rifle, N36 Sniper,
1 Sniper 4
Mills Bomb grenades Marksman,
Infiltrator, Sight
RUSSIAN ARMY
RIFLE SQUAD
Squad Value: 235 points
Breakpoint: 4
N. Model VT Weapon Characteristic
PPSh-41/43 sub-machine gun,
1 Rifleman Sergeant 4 Tula Tokarev 1933 pistol, RGD33 Leader
grenades
DP light machine gun, Tula
1 Machine gunner 3 Tokarev 1933 pistol, RGD33
grenades
Mosin-Nagant 1891/30 rifle,
7 Riflemen 3
RGD33 grenades

VARIANTS:
* You can add 1 Political Commissar for +65 points.
* You can add a Sniper for +90 points.
* You can add Maxim Section for +160 points (increase the Breakpoint by 1).
* Up to two riflemen per Squad can become Assistants to the DP for +10 points each.
* One leader per Squad can buy Binoculars for +10 points.
* You can buy up to 3 Wait Actions for +40 points each.
* Up to two riflemen per Squad can replace their Mosin-Nagant 1891/30 rifles with SVT40
semi-automatic rifles for +10 points each.
POLITICAL COMMISSAR
N. Model VT Weapon Characteristic
PPSh-41/43 sub-machine gun,
Leader, Political
1 Political Commissar 5 Tula Tokarev 1933 pistol, RGD33
Commissar
grenades
SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
Mosin-Nagant 1891/30 rifle, Sniper,
1 Sniper 4
RGD33 grenades Marksman,
Infiltrator, Sight
MAXIM SECTION
N. Model VT Weapon Characteristic
Maxim M1910 medium machine
1 Machine gunner 3 gun, Tula Tokarev 1933 pistol,
RGD33 grenades
PPSh-41/43 sub-machine gun,
2 Riflemen 3 Assistant
RGD33 grenades
RUSSIAN ARMY
ASSAULT SQUAD
Squad Value: 320 points
Breakpoint: 4
N. Model VT Weapon Characteristic
PPSh-41/43 sub-machine gun, Leader, Trained
1 Sergeant 5
RGD33 grenades with the bayonet
PPSh-41/43 sub-machine gun, Leader, Trained
1 Corporal 5
RGD33 grenades with the bayonet
PPSh-41/43 sub-machine gun, Trained with the
7 Infantry 4
RGD33 grenades bayonet

VARIANTS:
* You can add a Sniper for +90 points.
* You can add Maxim Section for +150 points (increase the Breakpoint by 1).
* Up to two riflemen per Squad replace their PPSh-41/43 sub-machine guns with DP light
machine guns and Tula Tokarev 1933 pistol for +35 points each.
* Up to two riflemen per Squad can become Assistants to the DP for +10 points each.
* One man in the Squad can buy the Medic characteristic for +15 points.
* One leader per Squad can buy Binoculars for +10 points.
* You can buy up to 3 Wait Actions for +40 points each.
* You can make the entire Squad Seasoned Fighters for +50 each.
SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
Mosin-Nagant 1891/30 rifle, Sniper,
1 Sniper 4
RGD33 grenades Marksman,
Infiltrator, Sight
MAXIM SECTION
N. Model VT Weapon Characteristic
Maxim M1910 medium machine
1 Machine gunner 4 gun, Tula Tokarev 1933 pistol,
RGD33 grenades
PPSh-41/43 sub-machine gun,
2 Riflemen 4 Assistant
RGD33 grenades
RUSSIAN ARMY
GUARDS RIFLE SQUAD
Squad Value: 320 points
Breakpoint: 4
N. Model VT Weapon Characteristic
PPSh-41/43 sub-machine gun,
1 Rifleman Sergeant 5 Tula Tokarev 1933 pistol, Leader
RGD33 grenades
SVT40 semi-automatic rifle,
8 Riflemen 4
RGD33 grenades

VARIANTS:
* You can add a Sniper for +90 points.
* You can add a Guards Maxim Section for +160 points (increase the Breakpoint by 1).
* You can add 1 Political Commissar for +65 points.
* Up to two men per Squad replace their SVT40 semi-automatic rifles with DP light machine
guns and Tula Tokarev 1933 pistol for +30 points each
* Up to 2 riflemen per Squad can become Assistants to the DP for +10 points each.
* One man in the Squad can buy the Medic characteristic for +15 points.
* One leader per Squad can buy Binoculars for +10 points.
* You can buy up to 3 Wait Actions for +40 points each.
* You can make the entire Squad Seasoned Fighters for +50 each.
SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
Mosin-Nagant 1891/30 rifle, Sniper,
1 Sniper 4
RGD33 grenades Marksman,
Infiltrator, Sight
MAXIM SECTION
N. Model VT Weapon Characteristic
PPSh-41/43 sub-machine gun,
1 Sergeant 5 Leader
RGD33 grenades
Maxim M1910 medium machine
1 Machine gunner 3 gun, Tula Tokarev 1933 pistol,
RGD33 grenades
Mosin-Nagant 1891/30 rifle,
2 Riflemen 3 Assistant
RGD33 grenades
POLITICAL COMMISSAR
N. Model VT Weapon Characteristic
PPSh-41/43 sub-machine gun,
Leader, Political
1 Political Commissar 5 Tula Tokarev 1933 pistol, RGD33
Commissar
grenades
GERMAN ARMY
GRENADIER SQUAD
Squad Value: 260 points
Breakpoint: 4
N. Model VT Weapon Characteristic
Walther P38 pistol, MP40 sub-
1 Grenadier Sergeant 4 Leader
machine gun, Stg39 grenades
MP40 sub-machine gun, Stg39
1 Grenadier Corporal 4 Leader
grenades
Mg34 light machine gun, Stg39
1 Grenadier 3
grenades
6 Grenadiers 3 Kar98K rifle, Stg39 grenades

VARIANTS:
* Up to three Grenadiers per Squad can replace their Kar98K rifles with Stg44 assault rifles
for +35 points each.
* Up to 3 Grenadiers per Squad can replace their Kar98K rifles with G43 semi-automatic
rifles for +10 points each.
* One Grenadier per Squad can replace his Mg34 light machine gun with an Mg42 medium
machine gun for +10 points; the machine gun gets cumbersome characteristic.
* Up to two Grenadiers per Squad can become an Assistant to an Mg34 or an Mg42 for +10
points each.
* You can add a Sniper for +90 points.
* You can add a GW 36 Mortar Section for +100 points (increase the Breakpoint by 1).
* One grenadier per Squad can buy the Medic characteristic for +15 points.
* One leader per Squad can buy Binoculars for +10 points.
* You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
Sniper,
1 Grenadier Sniper 4 Kar98K rifle, Stg39 grenades
Marksman,
Infiltrator, Sight
MORTAR SECTION
N. Model VT Weapon Characteristic
GW 36 light mortar, Walther P38
1 Grenadier 3
pistol, STG39 grenades
1 Grenadier 3 Kar98K rifle, Stg39 grenades Assistant
GERMAN ARMY
FALLSCHIRMJGER SQUAD
Squad Value: 395 points
Breakpoint: 5
N. Model VT Weapon Characteristic
MP40 sub-machine gun, Stg39 Leader, Trained
1 Fallschirmjger Sergeant 5
grenades with the bayonet
MP40 sub-machine gun, Stg39 Leader, Trained
1 Fallschirmjger Corporal 5
grenades with the bayonet
Mg34 light machine gun, Stg39 Trained with the
1 Fallschirmjger 4
grenades bayonet
Trained with the
8 Fallschirmjgers 4 Kar98K rifle, Stg39 grenades
bayonet

VARIANTS:
* The Squad can become Veteran by removing one Fallschirmjger.
* You can add a Sniper for +90 points.
* One Fallschirmjger per Squad can replace his rifle with a GW36 mortar and an MP40 sub-
machine gun for +55 points.
* One Fallschirmjger per Squad can become an Assistant to the Mortar for +10 points.
* Up to 3 Fallschirmjgers per Squad can replace their Kar98K rifles with Stg44 assault rifles
for +35 points each.
* Up to 3 Fallschirmjgers per Squad can replace their Kar98K rifles with G43 semi-
automatic rifles for +10 points each.
* One Fallschirmjger per Squad can replace his Mg34 light machine gun with an Mg42
medium machine gun for +10 points; the machine gun gets cumbersome characteristic.
* Up to two Fallschirmjger per Squad can become an Assistant to an Mg34 or an Mg42 for
+10 points each.
* All Fallschirmjgers armed with Kar98K rifle can swap their rifles for an MP40 sub-
machine gun for +5 points each.
* One Fallschirmjger per Squad can buy the Medic characteristic for +15 points.
* One leader per Squad can buy Binoculars for +10 points.
* You can make the entire Squad Seasoned Fighters for +50 points.
* You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
Sniper,
1 Fallschirmjger Sniper 4 Kar98K rifle, Stg39 grenades
Marksman,
Infiltrator, Sight
GERMAN ARMY
PANZERGRENADIER SQUAD
Squad Value: 400 points
Breakpoint: 5
N. Model VT Weapon Characteristic
MP40 sub-machine gun, Stg39
1 Panzergrenadier Sergeant 5 Leader
grenades
MP40 sub-machine gun, Stg39
1 Panzergrenadier Corporal 5 Leader
grenades
Mg34 light machine gun, Stg39
2 Panzergrenadiers 4
grenades
7 Panzeregrenadiers 4 Kar98K rifle, Stg39 grenades

VARIANTS:
* The Squad can become Veteran by removing a Panzergrenadier.
* You can add a Sniper for +90 points.
* One Panzergrenadier per Squad can replace his rifle with a GW36 mortar and an MP40
sub-machine gun for +55 points.
* One Panzergrenadier per Squad can become an Assistant to the Mortar for +10 points.
* Up to 3 Panzergrenadiers per Squad can replace their Kar98K rifles with Stg44 assault
rifles for +35 points each.
* Up to 3 Panzergrenadiers per Squad can replace their Kar98K rifles with G43 semi-
automatic rifles for +10 points each.
* One Panzergrenadier per Squad can replace his Mg34 light machine gun with an Mg42
medium machine gun for +10 points; the machine gun gets cumbersome characteristic.
* Up to two Panzergrenadiers per Squad can become an Assistant to an Mg34 or an Mg42 for
+10 points each.
* One Panzergrenadier per Squad can buy the Medic characteristic for +15 points.
* One leader per Squad can buy Binoculars for +10 points.
* You can make the entire Squad Seasoned Fighters for +50 points.
* You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristic
Silent Weapon,
Sniper,
1 Panzergrenadier Sniper 4 Kar98K rifle, Stg39 grenades
Marksman,
Infiltrator, Sight
SUMMARY TABLES

TURN SEQUENCE
1) Initiative
2) Action Sequence
A) Player A chooses a model and declares his intentions.
Player B can react by choosing a model and declaring his intentions.
Player A can counter-react by choosing a model and declaring his intentions.
Player B can react again by choosing a model and declaring his intentions, and so on, for to a
maximum of three actions and three reactions.
B) Roll dice to determine Priority
C) Actions are now executed in Priority order.

The sequence is repeated for the other player.

A) Player B chooses a model and declares his intentions.


Player A can react by choosing a model and declaring his intentions.
Player B can counter-react by choosing a model and declaring his intentions.
Player A can react again by choosing a model and declaring his intentions, and so on, for to a
maximum of three actions and three reactions.
B) Roll dice to determine Priority
C) Actions are now executed in Priority order.

This Action Sequence is repeated until all models have been assigned, and have executed, an
action.
When all models have performed an action, the turn is over and a new one can begin.

3) Remove markers and any remaining shot dice.

TERRAIN TABLE
Terrain Type Modifier Cover
Barricade Linear obstacle -1d6 2d6
Building Area of cover -1d6 2d6
Bunker Area of cover -1d6 3d6
Cultivated Field Area of cover -1d6 1d6
Hedge Linear obstacle -1d6 1d6
Road/Path No cover +1d6 -
Ruins Area of cover -1d6 2d6
Sandbags Linear obstacle -1d6 2d6
Wall Linear obstacle -1d6 2d6
Woods Area of cover -1d6 2d6

Key:
-1d6 cm: The model subtract 1d6 of movement if it crosses this terrain, even partially.
+1d6 cm: The model adds 1d6 of movement if the entire move is made on this terrain.
Note: Wounded models always subtract 1d6 from their movement.

All modifiers are cumulative.


RANGE AND DISTANCE TABLE
Type Distance
Leaders VT range of influence for Morale Test 20cm
Sergeants range for Indicating a Target 20cm
Range for multiple shots (new targets) 20cm
Range used for weapons with Ammunition Belt (new targets) 20cm
Spotting models behind high hedges and walls 10cm
Spotting models in areas of cover 10cm
Automatically spotting hidden models 10cm
Changing target model for Assault 10cm

ROLL TO HIT when FIRING


If the total of the Firing model the total of the target model is 11 or more, see results on the
Damage Table
Firing model Target model
3d6 +1d6 If target is behind light cover
+VT Firing models VT (not if wounded) +2d6 If target behind medium cover
+Xd6 According to the range and the weapon +3d6 If target is behind heavy cover
Against model who is the target of a
+1d6 +1d6 If the firing model Moves and Fires
grenade that takes a direct hit
+1d6 If the targets last action was Run
If the model is a Marksmen (not if you If the target was not in line of sight
Reroll +1d6
move and fire) when the action was given
+1d6 If target is Hidden

MELEE MODIFIERS
Compare totals: The winner applies their total on the Damage Table (without subtractions)
Assaulting model = 3d6 Assaulted model = 3d6
+VT Models VT (not if wounded) +VT Models VT (not if wounded)
+1d6 If the model uses Assault action
If the model has a pistol or is trained with If the model has a pistol or is
Reroll Reroll
the bayonet trained with the bayonet
If assaulting a Pinned model or from If the assaulted model is behind a
Reroll Reroll
outside his firing arc (from behind) linear obstacle (only first assault)
If the assaulted mode is inside an
If assaulting a model that is already
Reroll Reroll area of cover and the assaulter
engaged with other models
comes from outside

SPOTTING TEST = 2d6 + VT


Compare totals: if the spotting model gets equal or higher than the target model, the target is
spotted.
Spotting model Target model
+1d6 If the model is a Sniper +1d6 If the model is a Sniper
+1d6 If the model has Binoculars
MORALE TEST = 2d6
INDICATING A TARGET
FIRST AID TEST = 2d6 If the total is 11 or more the
TEST = 2d6
model keeps on fighting
Models VT (or
Only Medics Only Sergeants
leaders if within
If the total is 11 or more then If the total is 11 or more then +VT
20cm) (not if
remove the wounded market the target has been identified.
wounded)
Models VT (not if Models VT (not if If there is a leader
+VT +VT Reroll
wounded) wounded) within 20cm

AIM TEST = 1d6 INITIATIVE = 2d6 PRIORITY TEST = 2d6


Intervening models
Compare totals Compare totals
If the total is less than or equal
The winner decides which The winner executes his action
to the VT you hit the target. If
model gets the first action that first, the rest in descending
it is greater then youve hit
turn. order.
another model.
Burst Weapons
Highest VT of the
If the total is less than or equal
models in the Squad Models VT (not if
to the VT you hit the target. If +VT +VT
that are still on the wounded)
it is greater than the shot
table.
deviates.

DAMAGE TABLE
If the Total is less than or equal to 10 then the shot misses and no damage is done.
If the Total is 11, 12 or 13 then the target model is Pinned.
If the Total is 14 or 15 then the target model is wounded.
If the Total is 16 or more then the target model is killed (KIA) and is removed from
the game.

KIA: Remove the model from play. If the Squad has reached its Breakpoint then each model
will have to perform a Morale Test.

Pinned: Lay the model down. In his next Action he can only Stand up, Move Carefully (on
the ground) or Hide (if in cover). Pinned models do not block line of sight. A model in melee
with Pinned model can re-roll 1d6 after the Roll to Hit.

Wounded: Lay the model down and give him a Wounded marker. In the next activation
phase he can only Stand up, Move Carefully (on the ground) or Hide (if in cover). From now
on the model cannot add its VT in its various rolls (Roll to Hit, Initiative, Priority, Melee,
Morale). A wounded model always subtract 1d6 from movement (cumulative with other
penalties for difficult terrain). A wounded model that is wounded again will die. Remove the
model from play.
CHARACTERISTICS
As we have already mentioned, some models and some weapons have special characteristics
that can influence the gameplay here is the full list.

Ammunition Belt: Weapons with this characteristic can stop firing and start again if another
model performs an action within 20cm of the last target. Use a dice to show how many shots
you have left.

Assault Weapon: Weapons with this characteristic do not have a 1d6 penalty if they Move
and Fire.
Assistant: Models with this characteristic are Assistants and can re-load support weapons
owned by other models (see rules). If the model with the support weapon dies then remove
the Assistant and keep the support weapon in play (we assume the Assistant has picked up the
weapon).

Binoculars: Models with this characteristic add 1d6 to their Spotting Test.

Cumbersome: Weapons with this characteristic cannot be used to Move and Fire.
Indirect Fire: Weapons with this characteristic can fire with an arched trajectory and at targets
towards which they do not have a line of sight; in this case youll need to be told where to fire
by a Sergeant who indicates a target to you (see rules on Page 20).

Infiltrator: Models with this characteristic can be deployed after all other models have been
deployed. They can be deployed in No Mans Land but at least 40cm from any enemy model.
Leader: If a model with this characteristic is within 20cm during a Morale Test then use his
VT instead of the testing models VT, and you can re-roll 1d6 if the test is failed (this also
applies to the leader himself).

Marksman: Models with this characteristic can re-roll 1d6 in their Roll to Hit if they Fire
with a rifle. This does not apply to automatic and semi-automatic rifles or if the men Move
and Fire.

Medic: Models with this characteristic can give First Aid to adjacent models.

Melee: Firearms with this characteristic can re-roll 1d6 in a melee.

Minimum range X: Weapons with this characteristic can only fire at models beyond the
range shown (in centimeters).

Political Commissar: If there is a model with this characteristic in the Squad and the player
removes a model in his Squad in line of sight, all models can re-roll 1d6 in their Morale Test.
The characteristic has no effect if the Political Commissar is eliminated or Pinned. This
characteristic is cumulative with the Leader bonus.

Seasoned Fighters: All models in the Squad can re-roll 1d6 in their Morale Test.

Sight: Models with this characteristic treat the damage inflicted as one level worse. So if they
get Pinned then the target is wounded; if they get wounded then the target is KIA. Cannot be
used if you Move and Fire.
Silent Weapon: If a model Fires with this weapon and is in cover he does not lose his
Hidden marker. This does not apply if he Moves and Fires.

Single shot: When a weapon with this characteristic is used give the model an Ammo marker
the weapon cant be used again until a model performs the Re-load action. The turn after
the re-load the weapon can fire normally. The model could fire with other weapons that he is
carrying.

Sniper: Models with this characteristic roll3d6 (instead of 2d6) for all Spotting Tests, both
when they are trying to Spot an enemy and when an enemy is trying to spot them.

Support weapon: Weapons with this characteristic can be re-loaded by an adjacent


Assistant.

Trained with the bayonet: Models with this characteristic can re-roll 1d6 in melee and can
perform an Assault without losing their Hidden marker.

Veteran Squad: Squads with this characteristic can re-roll 1d6 for their Initiative Roll and
1d6 for the Priority Roll every turn. The model lost does not count toward the Squads
Breakpoint.
Weapons tables

AMERICAN ARMY WEAPONS TABLE


Range
Close Normal Long 60 Extreme
Type Rate of fire Characteristics
20 cm 40 cm cm 80 cm
Colt 1911A1 pistol +1d6 NE NE NE 2 Melee
M1903 Springfield rifle +2d6 +1d6 +1d6 +1d6 1
Garand M1 semi-automatic
+2d6 +1d6 +1d6 NE 2
rifle
M1 semi-automatic carbine +2d6 +1d6 - NE 2
BAR M1918A2 automatic
+2d6 +1d6 +1d6 +1d6 4 Support weapon
rifle
M3A1 Grease Gun sub-
+2d6 - NE NE 3
machine gun
Thompson M1 sub-machine
+2d6 +1d6 NE NE 3
gun
Ammunition Belt,
M1919A4 .30 cal. Medium
+2d6 +1d6 +1d6 +1d6 7 Cumbersome, Support
machine gun
weapon
Indirect fire, Minimum
MK II Pineapple grenade +1d6 NE NE NE 1 (A5)
range 10, Single shot
Cumbersome, Minimum
range 40, Only indirect fire,
M2 60mm light mortar NE NE +1d6 +1d6 1 (A10)
Single shot, Support
weapon

BRITISH ARMY WEAPONS TABLE


Range
Close Normal Long 60 Extreme
Type Rate of fire Characteristics
20 cm 40 cm cm 80 cm
Colt 1911A1 pistol +1d6 NE NE NE 2 Melee
Webley Revolver pistol +1d6 NE NE NE 1 Melee
N.4 Mk.1 Enfield rifle +2d6 +1d6 +1d6 +1d6 1
Mk. V Sten sub-machine gun +2d6 - NE NE 3
Thompson M1 sub-machine
+2d6 +1d6 NE NE 3
gun
Bren light machine gun +2d6 +1d6 +1d6 +1d6 4 Support weapon
Ammunition Belt,
Vickers medium machine gun +2d6 +1d6 +1d6 +1d6 7 Cumbersome, Support
weapon
Indirect fire, Minimum
N 36 Mills Bomb grenade +1d6 NE NE NE 1 (A5)
range 10, Single shot
Cumbersome, Minimum
range 40, Only indirect fire,
2 51mm cal. Light moratar NE NE +1d6 +1d6 1 (A10)
Single shot, Support
weapon
RUSSIAN ARMY WEAPONS TABLE
Range
Close Normal Long 60 Extreme
Type Rate of fire Characteristics
20 cm 40 cm cm 80 cm
Tula Tokarev 1933 pistol +1d6 NE NE NE 2 Melee
Mosin-Nagant 1891/30 rifle +2d6 +1d6 +1d6 +1d6 1
SVT40 semi-automatic rifle +2d6 +1d6 +1d6 NE 2
PPSh-41/43 sub-machine gun +2d6 +1d6 NE NE 3
DP light machine gun +2d6 +1d6 +1d6 +1d6 4 Support weapon
Ammunition Belt,
Maxim M1910 medium
+2d6 +1d6 +1d6 +1d6 7 Cumbersome, Support
machine gun
weapon
Indirect fire, Minimum
RGD33 grenade +1d6 NE NE NE 1 (A5)
range 10, Single shot

GERMAN ARMY WEAPONS TABLE


Range
Close Normal Long 60 Extreme
Type Rate of fire Characteristics
20 cm 40 cm cm 80 cm
Walther P38 pistol +1d6 NE NE NE 2 Melee
Kar98K rifle +2d6 +1d6 +1d6 +1d6 1
G43 semi-automatic rifle +2d6 +1d6 +1d6 - 2
FG42 automatic rifle +2d6 +1d6 +1d6 NE 3
Stg44 assault rifle +2d6 +1d6 +1d6 NE 3 Assault Weapon
MP40 sub-machine gun +2d6 +1d6 NE NE 3
Ammunition Belt, Support
Mg34 light machine gun +2d6 +1d6 +1d6 +1d6 6
weapon
Ammunition Belt,
Mg42 medium machine gun +2d6 +1d6 +1d6 +1d6 7 Cumbersome, Support
weapon
Indirect fire, Minimum
StG39 grenade +1d6 NE NE NE 1 (A5)
range 10, Single shot
Cumbersome, Minimum
range 40, Only indirect fire,
GW36 50mm light mortar NE NE +1d6 +1d6 1 (A10)
Single shot, Support
weapon

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