To hit Range Hit # Pen. Unit. Armor HE SA Speed Morale PV

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1 PzKw 38(t) A 15/45 5/3 4/2 4/ PzKw 38(t) E 15/45 5/3 4/2 4/ PzKw II A 12/36 6/3 2/1 2/ PzKw II F 12/36 6/3 2/1 3/ PzKw II L 12/36 6/3 2/1 3/ PzKw II (F1) 12 -/- -/- 3/ Flame Thrower PzKw III F 15/45 5/3 4/2 4/ PzKw III G 15/45 5/3 5/3 4/ PzKw III J 15/45 8/4 8/5 5/ Panzer III L 15/45 8/4 8/5 6/ PzKw III (F1) 12 -/- -/- 6/ Flame Thrower PzKw III N 15/45 7/3 4/2 6/ PzKw IV F 15/45 7/3 4/2 7/ PzKw IV G 18/54 8/5 12/9 8/ PzKw IV H 18/54 8/5 14/11 9/ PzKw IV J 18/54 8/5 14/11 9/ PzKw V 21/63 8/5 16/12 15/ Panther PzKw VI 21/63 8/6 18/15 15/ Tiger StuG III G 18/54 8/5 12/9 6/ StuPz IV 21/63 8/5 12/9 7/ Brummar JgPz 38(t) 18/54 8/5 12/9 7/ Hetzer JgPz IV 18/54 8/5 12/9 9/ JgPz IV/70 18/54 8/5 16/12 9/ JgPz V 21/63 8/6 18/15 15/ PzJg 38(t) 18/54 8/5 12/9 4/ Marder III PaK 37mm 15/45 5/3 4/2 0/ Pak 50mm 15/45 8/4 8/5 0/ PaK 75mm 18/54 8/5 12/9 0/ PaK 88mm 21/63 8/6 18/15 0/ SPW 250/ / AC 222/231-4/263 12/36 4/2 2/1 2/ Target moved and/or buttoned up +1 Attacker moved ½ +1

2 Small Arms and HE Effects Table SA/HE Strength # H KIA KIA KIA KIA KIA KIA KIA KIA KIA KIA KIA 3 Rt H KIA KIA KIA KIA KIA KIA KIA KIA KIA KIA 4 Rt H H KIA KIA KIA KIA KIA KIA KIA KIA KIA 5 Sp Rt H H KIA KIA KIA KIA KIA KIA KIA KIA 6 Sp Rt Rt H H KIA KIA KIA KIA KIA KIA KIA 7 Sp Sp Rt Rt H H KIA KIA KIA KIA KIA KIA 8 Sp Sp Rt Rt H H KIA KIA KIA KIA KIA 9 Sp Sp Sp Rt H H KIA KIA KIA KIA KIA 10 Sp Sp Sp Rt H H KIA KIA KIA KIA 11 Sp Sp Rt Rt H H KIA KIA KIA 12 Sp Rt Rt H H H KIA KIA 13 Sp Rt H H H H KIA 14 Sp Sp Rt H H H KIA 15 Sp Rt Rt H H H 16 Rt Rt Rt H H 17 Sp Rt Rt Rt H 18 Sp Rt Rt Rt H 19 Sp Rt Rt Rt 20 Sp Rt Rt Rt Sp-suppressed, Rt-retreat, H-hit, KIA-kill Tank Hit Effect D10 Effect 0 or less Ineffective 1-2 Tracked 3-5 Damaged 6+ KO Modify die roll by subtracting the arm or value from the penetration value. Damaged 3/4 move +2 to all hit rolls Basic Gun Ranges SA MG/20mm 37-50mm 60-75mm 75+ 9/27 12/36 15/45 18/54 21/63 A short 75mm would be on the 37-50mm line The gun on the Panther would be on the 75mm+ line Small Arms ranges 9/27, Machine Gun ranges 12/36. IMPORTANT There is a +2 to the die roll for SA at long range Infantry squads unless otherwise noted start with a SA strength of 2, command stands SA strength is a 1, and special assault squads have a SA of 3 or 4 but can only fire a short range. Up to 3 squads may join their fire together to increase their effectiveness. They all must be with in 4" of each other or have coordinated their fire in advance. Machine guns teams may fire on their own or up to 2 may add to a squads fire power. Anti tank teams have a SA of 1 and if suppressed may not fire the associated anti tank weapon. Light machine guns have a SA of 2 Medium machine guns have a SA of 3 Heavy machine guns have a SA of 5 and at close range has a anti-tank to hit of 8 and pen of 1 All other SA strengths should be noted on the appropriate chart. Sp Squads that are suppressed have a fire power of 1 and may not move accept to withdraw from the position. Any one attacking a suppressed unit has a +2 to the die roll because the suppressed squad has taken cover and have their heads down. Suppression last until the start of the next turn. Anyone with an SA rating of 3 or more may announce that they are using suppressive fire on a target squad. Roll the dice and -2 to the roll if the roll is Sp or greater the target squad is suppressed and any other effects are ignored. Rt Squads that take a Rt must retreat at least half move to cover and are suppressed. On a morale roll the unit may stay in place but takes a hit. H An H result mean the squad has taken a hit. Mark the squad as damaged. It s SA is reduces to a 1 and it moves at 3/4 speed. It must make a morale check and if fail it must retreat also. KIA Squad is removed

3 Russian BA-20 12/ / T-60 12/36 6/3 2/1 4/ T-70 15/45 5/3 4/2 7/ T-26 15/45 5/3 4/2 4/ BT-5 15/45 5/3 4/2 2/ BT-7 15/45 5/3 4/2 3/ BT-7A 15/45 7/3 3/1 3/ T-34 M40 18/54 7/3 6/4 8/ T-34 M41 18/54 8/4 7/5 9/ T-34 M43 18/54 8/4 7/5 10/ T-34/85 21/63 8/5 13/9 11/ KV-1 18/54 8/4 7/5 12/ SU-76 18/54 8/4 7/5 5/ SU-85 21/63 8/5 13/9 9/ SU /63 7/3 9/5 9/ mm 15/45 5/3 4/ mm 18/54 8/4 9/ mm 21/63 8/5 13/ mm 21/63 8/5 17/ Anti-Tank Rifle 12/36 4/2 2/ Target moved +1 Attacker ½ move +1 Attacker is buttoned up +1

4 HE Rules There are 7 types of artillery. Light, Medium and Large Mortars and Light,Medium, Large and Super Large Guns. Light mortars are 60mm, Medium are 81mm and Large are 100mm. Light guns are 75-90mm, Medium guns are 105mm, Large guns are 150mm and Super Large guns are 200mm or larger. Rocket Batteries included in the gun categories. Some HE attacks may be larger then 24. If so roll once on the 24 chart and once on the next closest but never higher chart. Thus if a HE strength was 29 it would brake down to 24 and 5 but there is not 5 chart so a roll would be made on the 4 chart. Off board and indirect HE attacks requires first an observer who can communicate with the attacking unit. Forward Observers and battalion command stands for all armies may do this. For German and western forces company command stands may call for fire and each platoon also has a radio that can be assigned to a squad that may call for fire. Russian company commands may sometimes be issued a radio that can then be assign to a command or squad stand. During the Artillery plot phase the observing unit rolls to see if they can call fire. German and Western forces need a 5+ on a d10. Russians need a 7+. If successful plot a target. This is a hill or a building some terrain marker. A plot could be the left side of the hill or 5" left of a farm house or the edge of the woods. In the artillery fire phase roll to determine if the fire drifted from the target point. For FO and command stands a 9+ causes a drift. All other fire drifts on a 6+. For mortars, rockets and any other HE attack this is where the fire falls. Guns may be readjusted. The fire does not fall but falls in the adjusted fire phase. Basic HE Ranges Light Mortar Medium Mortar Large Mortar Light Gun Medium Gun Flamethrower 3/36 6/60 9/ /12 The first number for mortars is the minimum range. If not listed any where else the direct fire to hit number is 6 There are no to hit for flamethrowers. The first number is for man-portable, the second is vehicle mounted, for vehicle damage roll on effect table +1 Range Hit # HE Light Mortar 3/ Medium Mortar 4/ Large Mortar 6/ Light Gun Medium Gun Flamethrower Man Portable 6 6 Vehicle The first number for mortars is minimum range PV HE Strengths Type Strength LT Mortar 3 Med Mortar 6 Lrg M ortar 12 LT Guns 6 Med Guns 12 Lrg Guns 18 Super Lrg Guns 24 HE Penetration HE Penetration # HE strikes the flank of the target.

5 British M3 Light Tank 15/45 8/5 4/2 4/ M3 Medium Tank 15/45 8/5 4/2 8/ mm Pen 5/3 M4 Medium Tank 18/54 8/4 7/5 9/ Matilda II 15/45 7/5 5/2 12/ Valentine II 15/45 7/5 5/2 13/ A9 15/45 7/5 5/2 3/ A10 15/45 7/5 5/2 6/ A13 15/45 7/5 5/2 6/ A15 18/54 8/5 6/3 7/ CS 15/45 7/ mm 21/63 8/6 12/8 Churchill 18/54 8/5 6/3 11/ Bren Carrier 1/1 3 9 Cromwell 21/63 8/6 12/8 11/ Anti-Tank Rifle 12/36 4/2 2/1 2pdr 15/45 7/5 5/2 6pdr 18/54 7/5 6/3 3 17pdr 21/63 8/6 14/10 6Presby PIAT Armored Cars(early) 15/45 7/5 5/2 3/ Armored Cars(late) 18/54 8/4 7/5 2/ pdr 18/54 8/6 7/5 6 Target moved +1 Attacker ½ move +1 Attacker is buttoned up +1

6 USA M3 Light Tank 15/45 8/5 4/2 4/ M3 Medium Tank 15/45 8/5 4/2 8/ mm Pen 5/3 M4 Medium Tank 18/54 8/4 7/5 9/ Late model Armor 76mm 21/63 8/6 12/8 6 10/7 105mm 21/63 7/6 12 M5 Light Tank 15/45 8/5 4/2 5/ M10 TD 18/54 8/6 12/9 5/ M36 TD 21/63 8/6 16/12 3/ M18 TD 18/54 8/6 12/9 3/ M8 AC 15/45 8/5 4/2 2/ M3 Halftack 3 10 May upgrade to HMG Bazooka 2.36" Bazooka mm AT 15/45 8/6 4/2 57mm AT 15/45 7/5 7/5 3" AT 18/54 8/5 10/6 3 Target moved +1 Attacker moved ½ +1 Attacker is buttoned up +1

7 Close Assault Assault Hit Effect Effect Winner Loser Fight On Rt H KIA s that take a hit retreat also An Infantry unit may close assault a vehicles if it passes a morale test, then the vehicle gets a SA 2 attack against the attacking infantry. Any surviving infantry now roll on the Tank Hit Effect able at -4 to the die roll(if open topped roll straight up) If there are infantry in or on the vehicle they may attack before the close assault. If there are infantry within 3" of the vehicle the infantry must attack the infantry. If the vehicle is declared as buttoned up it does not get the SA 2 attack but the infantry roll is then -5. If more then one infantry unit assaults a vehicle each makes it s own attack. Up to 3 infantry may close assault an enemy infantry position. Regular infantry unit in the assault is 1 strength point. Special assault units will have different strengths. Each unit may also include a light machine gun at 2 points each. The defending unit gets its SA number and any support weapons that it can use and any terrain bonuses. Add up the strengths and add a d10. The highest score wins. Each unit in the assault rolls on Assault Hit effect chart. If part of the winning side then they take the winner result and if on the losing side they take the losing result. Machine Gun Attachment Machine guns may operate as independent units and when hit or worse it is removed from the table. Or the unit may be attached to a squad. It is treated as part of the squad in all things but when hit it acts as an extra stand thus giving the unit 3 stands and may take a hit result instead of reducing the squad. Soft Vehicles SA may fire at vehicles that have no armor. Roll as normal on the Small Arms and He Effects Table. Sp and Rt are normal but if a H or better is scored then roll a on the Tank Hit Effect chart at -1. If machine guns are all or part of the H, roll at +2 to the table. Morale Checks Basic morale number is 7 or less to pass. Infantry movement 6" Terrain Effects and Fire Chart Terrain AT HE SA AIR LOS Movement Notes Hills NO Vehicles lose 1/4 move Ravine NO ½ move Walls YES Vehicles no move all other -1" Woods +1 +2* YES Infantry -2"/ Vehicles ½ move *-2 for non armor Wheatfield YES -1" Building YES -3" No Vehicles Swamp N/A NO ½ move Stream N/A NO ½ move Bunkers N/A YES -1" No Vehicles Foxholes N/A NO -1" No Vehicles Hulldown N/A +1 NO Road Bonus: Tracked 50%; Wheeled 100% Turn Sequence Initiative Indirect fire Make attacks from last turn Adjust fire Plot for next turn Fire Suppressive fire All fire Move Side A moves ½ Side B moves all Side A moves ½ Adjusted fire Close assault Aircraft

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