Tactical Miniatures Rules for the Second World War. By Chris Keeling. Illustrated by: Adrian Rose. Playtested by:

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1 6WXUPWUXSSHQ Tactical Miniatures Rules for the Second World War By Chris Keeling Illustrated by: Adrian Rose Playtested by: Wes Fensky Alan Mitchell Chris Thompson Craig Walder Technical Editing by: Todd Merrill Matt Toms

2 Sturmtruppen and Entire Contents Copyright 2001 Chris Keeling. All Rights Reserved. First printing June, 2001 This game should include: This Rulebook Counters (scissors required) 2 Player Reference Cards Range Rulers (scissors required) can be found on the internet at For questions or comments, contact us via at mars@marsgames.net or by mail at: Mars Games 16 Peppermill Court Naugatuck, CT Printed and bound in the United States of America. All rights reserved. No portion of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including, but not restricted to, photocopying, recording, or by an information storage and retrieval system - except by a reviewer who may quote brief passages in a review to be printed in a magazine or newspaper or published online - without written permission from the publisher. Although the author and publisher have made every effort to ensure the accuracy and completeness of the information contained in this book, we assume no responsibility for errors, inaccuracies, omissions, or inconsistencies. Any slights of people, places, or organizations is unintentional. Neither the author nor the publisher support fascism, socialism, nazism, or communism in any way. There is no political agenda or intent to this document, nor should one be inferred from the topic.

3 2>=C4=CB Introduction 5 Glossary 7 Beginning Play 13 Your First Game 13 Game Size 13 Terrain Setup 14 Purchase Troops 14 Deploy Troops 14 Preliminary Setup 15 Sequence of Play 16 Moderated Play 17 Fire 19 Direct Fire 19 Indirect Fire 28 Explosive Weapons 28 Hand to Hand Combat 28 Fight or Flee 31 Vehicles 33 Battlefield Conditions 39 Maneuver 41 Movement 41 Cohesion 43 Vehicles 45 Battlefield Conditions 47 Fire Missions 49 Artillery 51 Rocket Artillery 52 Airstrikes 52 Scatter 53 Other Actions 55 Rallying 55 Specialists 56 Creating Sturmtruppen 59 Organization 59 Troop Grade 63 Specialist Abilities 65 Squad Abilities 66 Side Abilities 69 Equipment 70 Vehicles and Crews 71 Examples 72 Victory Conditions 76 Weapons and Equipment 77 Small Arms 77 Heavy Weapons 84 Artillery 92 Vehicles 109 Equipment 145 Scenarios 147 Meeting Engagement 148 Sniper Hunt 148 Attack and Defend 149 Clash of the Titans 149 Break Out 150 Stalingrad 151 Campaign 151 Appendix A: Designer s Notes Appendix B: Charts and Tables Index

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5 5 8=CA>3D2C8>= Sturmtruppen is a game of small-unit tactical warfare between Germany and the Soviet Union during the Second World War in late 1942 and early It is set generally in that part of the war which takes place after the German invasion of the Soviet Union has slowed down, but before the Allies have taken the initiative and begun to counterattack. Further supplements will cover different armies, additional rules, theaters of operation, and periods of World War II, however, in the interest of simplicity and ease of play, this initial body of rules is limited to the time and place mentioned. To cover the entire war in detail on this scale would require several thousand pages of text! To cover the majority of the war in the most important theaters, as will be done in these rules and future supplements, will still take at least several hundred pages altogether. Scale Each counter, figure, or model represents one individual soldier, vehicle, or piece of equipment. One turn represents from several seconds to about a minute of real time. Because of the fluid and chaotic nature of combat, it is not realistic to model time too accurately. Ground scale for commonly used figures and vehicles is shown on the chart below. Individual figure bases should be no more than 1.5 meters (to scale) across and hexagonal (for ease of determining 60 and 120 degree arcs), although round or square bases can also be used. The included troop counters are drawn to 25mm scale. Note that ground scale, vehicle scale, and figure scale do not always match accurately, but reflect a general usage on the part of the miniatures wargaming community as a whole. Do not mix scales within the same game. Choose one scale or standard and stick to it. If exceptions are made, make sure that they are noted as being out-of-scale to the environment and the other forces in play. Range Rulers Three range rulers have been provided to assist you in measuring movement and short-range attacks. Use a tape measure or yardstick for longer range measurements if necessary. Scale Figure Scale Vehicle Scale Ground Scale 15-20mm 1/100 th 1 centimeter = 1 meter 25-28mm 1/72 nd - 1/48 th.5 inch = 1 meter 54mm 1/35 th - 1/32 nd 1 inch = 1 meter

6 6 Dice Where the text refers to a D10, roll a single ten-sided die (a "0" is a ten for a result from 1-10). To be successful, most rolls in this game (for example, the Hit roll, Fight or Flee roll, and Jam roll) must total greater than 6 (7, 8, 9, 10, or more), after all modifiers have been applied to the roll. Where a D6 is referred to, use an ordinary cubic six-sided die. Where the text refers to a half-die (D3 or D5), roll a single six- or ten-sided die and divide by two, rounding up (for a result of 1-3 or 1-5). Six- and ten-sided dice are available at most hobby and game shops. Miniature Wargaming Miniature Scale Each scale has advantages and disadvantages. 15mm - 20mm figures and vehicles are the least expensive, and good for large battles, but tiny. 54mm models are highly detailed and give a more personal effect but restrict the size of the battle. 25mm - 28mm troops are in between on both counts. Sturmtruppen is a miniatures wargame, but it may be played without the miniature figures by using the included cardboard counters to represent troops. If you have never seen or played miniatures games, ask about them at your local hobby shop. Ordinarily, they are played with metal or plastic figures which are painstakingly painted, on fields of lush terrain specially made for miniatures wargaming. All of this is expensive and time consuming, but it provides such a visual spectacle of the game as it is played that it is all worth it. To see if this is something you want to get involved in, play Sturmtruppen. This game comes complete with cardboard counters which can easily be replaced by 25mm figures (or smaller or larger figures - but the included counters are drawn to 25mm scale) if you so desire. Terrain can consist of boxes and stacks of books, arranged to represent buildings and hills, which can be replaced by model terrain and scale buildings as you become more involved in the hobby. Plan your play several days in advance. This will allow players time to select their forces and plan time for playing. A small game can usually be played in two to four hours, but plan on longer to allow time to set up the playing area and put away the game afterwards (and possibly for a meal as well). At this time, the place and size of the playing area should be determined, to give the players an idea of what to purchase. The night (or day) before the game, whoever is responsible for the playing area (e.g., the kitchen table) should clear it and get out some suitable terrain pieces, be they boxes and books, or scale trees and buildings. Some arrangement should also be made in advance with respect to food; that is, will you be ordering pizza or bringing snacks? A supply of pencils, paper, and dice should be available to the players, as well as one or more copies of these rules. If this is your first time playing, you might want to set aside time for a quick firefight with two or three soldiers per player, to familiarize yourselves with the mechanics of the rules. In addition, it might be a good idea to go over the rules together briefly so that all of the players have a basic knowledge of the game system and are not left totally in the dark as to how their units may move and fire. This will reduce frustration greatly for players who are new to miniature wargaming. Even if all of the players are experienced wargamers, you should still go over the basic concepts of the game for clarity.

7 7 Glossary 2T - Halftrack. A lightly-armored vehicle which has its back wheels replaced by a set of tracks for better cross-country mobility. AA - Antiaircraft. A weapon (usually some sort of machinegun or automatic cannon) designed to attack low-flying aircraft. Usually it can also be used against ground targets. AB - Automatic Burst. A fully-automatic weapon that fires very slowly (300 rounds per minute or less) or has a built-in device to limit the size of automatic bursts, usually to three rounds at a time. AC - Armored Car. A four-, six-, or eight-wheeled vehicle, lightly armed and armored, and generally used for reconnaissance or liaison. Active - This is the normal Morale Level for troops at the start of the game. This level may go up or down based on the results of FoF and Rally rolls. Active troops may move and fire as normal in accordance with their orders. Aggressive - Troops that hold an Aggressive Morale Level have been spurred beyond their normal level of bravery to conduct heroic actions. They have a +1 bonus to further FoF rolls while in this condition. AP - Armor Piercing. Ammunition specifically designed to penetrate armor. It is usually solid (non-explosive) and therefore not as effective against personnel as high-explosive ammunition. APCR - Armor Piercing Composite Rigid. An advanced form of armor piercing ammunition which uses its light weight and high velocity to penetrate armor. It loses velocity faster than ordinary armor piercing ammunition. ART - Artillery. Long-range powerful guns that are organized into batteries and conduct fire support missions called in by forward observers. ATC - Automatic Cannon. A small-caliber (usually 20-40mm) magazine-fed cannon used by and against aircraft or light armored vehicles. ATG - Antitank Gun. A cannon firing a high-velocity shell designed to penetrate tank armor and damage interior components. Many antitank guns are also capable of firing HE, HEAT, or APCR ammunition in addition to normal armor piercing ammunition. APCR Ammunition APCR was called HVAP (High Velocity Armor Piercing) by the US and Panzergranate 40 or 42 by the Germans. It used a dense metal, such as tungsten, in the core to increase penetration. ATR - Antitank Rifle. A bolt-action or semiautomatic rifle firing an oversized rifle or machinegun cartridge and used against lightly armored vehicles, generally prior to the development of antitank rockets.

8 8 AV - Armor Value. The thickness, in millimeters, of face-hardened steel used for armor protection or its equivalent. This may be modified by the slope of the plate. An armor value is also given for hard cover such as walls. BAR - Bolt-Action Rifle. A rifle which is manually operated, such as the German Mauser Kar 98k or Soviet Mosin-Nagant M1896/30. CC - Combat Car. An automobile designed for rugged military use, such as a German Kfz 1, or Soviet GAZ-67. Cohesion - The tendency for a unit to stay together, caused by fear and friendship as well as the need for troops to be able to receive commands. Each member of a squad must be within their TG of one (or more) squad members. Concealment - Light materials that may be used to hide soldiers positions but which will not stop bullets or shell fragments. Cover - Heavy materials that will not only allow soldiers to hide but offer some protection from bullets and shell fragments. Crew - A squad dedicated to serving a piece of equipment, usually a vehicle or an artillery piece such as an antitank gun or a mortar. DAM - Damage. The relative chance of a weapon to inflict enough damage on a soldier to cause him to be incapacitated. Expressed on a scale of 1 to 10, with 10 being the most lethal. Direct Fire - Weapons fire brought to bear against a target that is visible to the firer, that is, he is firing directly at the target. Enemy Edge - The edge of the battlefield through which the opponent s troops enter (normally the far edge from a player). FA - Fully Automatic. An attribute of weapons which allows them to fire more than one round per pull of the trigger, obtaining a D5 attacks. Fire Mission - A supportive attack called in by radio and delivered by offboard artillery, mortars or aircraft. HEAT Ammunition HEAT ammunition uses the principle of the shaped charge to improve the armor piercing capabilities of explosive shells. The funnel shape of the charge creates a plasma stream which can penetrate heavy armor plate. FoF - Fight or Flee. A roll which determines whether the unit is affected by some event, usually an enemy attack or a leader s rally, in such a way that their Morale Level is influenced. Friendly Edge - The edge of the battlefield (normally closest to each player) through which his own troops enter the game. HE - High Explosive. A type of ammunition designed to explode and therefore more effective against infantry than armor-piercing ammunition, while also being less effective at penetrating armor.

9 9 HEAT - High-Explosive Antitank. A dual-purpose ammunition which is effective against infantry due to its explosive nature and also effective against armor because of its shaped-charge warhead. HMG - Heavy Machinegun. An automatic weapon, generally belt-fed and of large caliber (half an inch or more bullet diameter), which is fired from a tripod or vehicle mount. HT - Heavy Tank. A very heavy (normally 40 tons or more) tank with a powerful gun and heavy armor, designed to assault enemy armored formations or defensive positions in order to achieve a breakthrough. Indirect Fire - Weapons fire which is brought to bear against a target which is not visible to the firer, but is normally directed by a third party with a radio (thus also requiring the firer to have a radio). L/# - Length. For tank and antitank guns, the length of the barrel is measured in calibers, or multiples of the bore diameter. For example, a 2cm L/55 gun has a barrel length of 110cm (2cm x 55). LMG - Light Machinegun. An automatic weapon, possibly belt-fed, always air-cooled, firing rifle-caliber ammunition from the shoulder or a bipod. LOS - Line of Sight. A line traced directly from the observer to the target. If there is anything interfering in this line which can block LOS (trees, buildings, or smoke, for example), then the observer cannot see the target. LT - Light tank. A small tank (normally 5-15 tons) lightly armed and armored and used primarily for reconnaissance and infantry support. MC - Motorcycle. A two- or three-wheeled (with sidecar) unarmored vehicle which is usually unarmed and used for reconnaissance or carrying messages. Morale Level - The level of a squad s morale, which may limit their capacity to move and fire. Morale Levels include Aggressive, Active, Passive, Pinned, Routed, and Surrender. MMG - Medium Machinegun. An automatic weapon, usually belt-fed and water-cooled, which is generally mounted on a tripod or pintle. MRL - Multiple Rocket Launcher. An artillery piece which launches a number of rockets simultaneously, providing a large, albeit inaccurate, barrage. MT - Medium Tank. The mainstay of the armored forces, normally weighing tons and moderately armed and armored. Medium tanks are used mainly to fight other tanks and carry offensives to and through enemy lines. MTR - Mortar. A simple and lightweight smoothbore artillery piece which is only capable of indirect fire and is often set-up quite close to the front lines.

10 10 Orders - Instructions which are passed down from higher echelons to lower (for example, from the platoon leader to a squad), causing the subordinate unit to be limited to a particular set of actions. Passive - Troops with a Passive Morale Level suffer a -1 penalty to further FoF and Rally rolls and may move or fire when activated, but not both. Pinned - Pinned soldiers may not move, however they can fire at targets in their Line of Sight. Troops with a Pinned Morale Level incur a -2 penalty to subsequent FoF and Rally rolls. Reaction Fire. When a player moves a squad or vehicle into the LOS of an enemy squad or vehicle, the nonmoving player may choose to fire at the moving unit immediately, giving up his next turn to get in a quick shot. RF - Rapid Fire. This is an attribute of an automatic weapon (such as a submachinegun or machinegun) which allows it to obtain a D10 attacks per burst of fire. This is normally due to a high cyclic rate of fire of 900 rounds per minute or more. RNG - Range. The effective engagement range of a weapon in meters. This is intended to reflect the combat environment, not the target-range capabilities of the weapon. Note that all ranges between figures are measured from the nearest base edge to nearest base edge. For vehicles, use the hull sides (not the turret or gun). At less than this range, add one to the firer s hit chance. Subtract one from this bonus for every multiple of this base range. ROF - Rate of Fire. How fast a weapon can be fired. Choices may include Single-Shot (SS), Semiautomatic (SA), Fully Automatic (FA), Rapid Fire (RF), or Selective Fire (SF). Routed - Troops who are Routed must move away from the enemy until they are rallied by a leader or can hide in cover. This Morale Level includes a -3 penalty to further FoF and Rally rolls. SA - Semiautomatic. A weapon that fires one round each time the trigger is pulled. Semiautomatic weapons may fire twice per firing action instead of once, suffering a -1 to the hit chance for each attack. SF - Selective Fire. A weapon that can be changed from semiautomatic functioning to fully automatic (or rapid fire) functioning at will, allowing it to attack once, twice, or using a burst of D5 or D10 attacks (depending on whether its full-automatic function is normal or rapid fire). SLP - Selfloading Pistol. A small semiautomatic weapon that is often carried by artillery and vehicle crews, medics and officers for self-defense purposes. SLR - Selfloading Rifle. A shoulder-fired semiautomatic weapon which is one of the primary arms of soldiers during the Second World War.

11 11 SMG - Submachinegun. A shoulder arm that fires pistol cartridges fully-automatically from a high-capacity magazine or drum at a very high rate of fire. These weapons are generally issued to leaders and assault troops. SOP - Sequence of Play. The order in which play is conducted. Specialist - A soldier who has some special skill or ability due to his rank or some special training. Specialist skills include Officer, Medic, Pioneer, and Sniper, among others. A soldier may have more than one Specialist skill. SPG - Self-Propelled Gun. An artillery piece or antitank gun that is mounted on a tank chassis without a turret, and generally provided with light to fair armor protection. May be open-topped or fully enclosed. Squad. Any small undivided unit, including a headquarters section, sniper or machinegun team, or vehicle or weapon crew, is considered a squad for game purposes and must abide by all rules for squads. Surrender. When a squad or other unit surrenders, it has given up all hope of survival. Weapons are thrown down, hands are raised, and mercy is begged for. A squad that has reached this Morale Level is no longer fit to fight and cannot be rallied. The squad splits up into individual soldiers, who cower, flee, and may be removed from the game. SS - Single Shot. A weapon that can be fired once and must then be reloaded or manually recocked before it can be fired again. TG - Troop Grade. The Troop Grade of a soldier is based on his training and experience. Troop Grades are rated from one to six, and represented by Roman numerals I to VI, respectively, with I being the lowest grade of troops and VI being the highest. TK - Truck. An unarmored, wheeled cargo vehicle that is capable of carrying troops and supplies over roads and has limited off-road capability. TKG - Tank Gun. A cannon normally mounted on a tank and used in the same manner as an antitank gun - to destroy other tanks. Unit Points. These points are used to purchase soldiers, vehicles, equipment, and fire support for designing your own scenarios and missions. More effective soldiers and vehicles are naturally more expensive. Troop Grade This is one of the most important aspects of the game. A soldier s TG affects his movement, morale, skills, weapon accuracy, and cost.

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13 ==8=6?;0H Several factors will influence the course of play of a game of Sturmtruppen, many of which will be determined before play even begins. Such factors as game size, terrain, and the outfitting of troops must be taken care of before it is possible to start playing. Practice designing and organizing different units on both sides. This is an especially good way to learn the ins and outs of the system, and can be followed by solitaire play for an idea of how such units will function during play against an opponent. Your First Game The first time you play Sturmtruppen, you will have to cut out the cardboard counters, which you will then use to represent your troops on the battlefield. Included with the game are four sheets of counters for marking unit status. The individual soldier counters on the sheet with the range rulers each represent one soldier armed with one of the basic weapons of that nationality (grey = German, white = Soviet). Each side is provided with an assortment of soldiers for a typical squad-level engagement. These counters (as well as the range rulers and other counters) can be photocopied for personal use. Game Size The first thing that must be decided is the game size. If you are playing from a scenario or have preset unit types and sizes (e.g., an Order of Battle), you may dispense with this step. Otherwise, the players must agree on what will be the maximum amount of points that can be spent by each player. 500 points is a good limit for a squad skirmish, with one or two thousand points per side providing a much larger battle. If you have more than two players, you must assign sides and how many points per player will be allowed. In no case will there be more than two actual sides on the battlefield - one Axis, one Allied. Additional players must simply command units belonging to one side or the other in cooperation with the other players of that side.

14 14 Terrain Setup At first, you will probably have to start using books, cups, and boxes for terrain. These will be used to represent buildings (shoe boxes are good for this, especially with doors and windows cut out), elevated terrain such as hills (stacks of books of diminishing size can provide adequate stepped hills), and other miscellaneous obstacles (cups, small boxes, rocks, etc.) can be used to represent wrecks, boulders, and trees. There are two basic ways to set up the battlefield: either players can split up the terrain and take turns placing pieces of similar size and type on the playing area, or one player can set up a balanced board and allow his opponent first choice of sides. In some scenario games, the basic layout of the playing area will be described, leaving the players to sort out smaller details for themselves. Eventually, when you begin to buy and paint your own figures, you will probably want to collect miniature trees, fortifications and buildings as well. Purchase Troops This phase can be done before terrain is set-up, or even days before the game is played if the game size is known ahead of time. This process is shown in detail in Creating Sturmtruppen, and must be completed before the troops can be deployed. In some scenario games, troop strength and assignment will be provided and this phase will therefore be ignored. Deploy Troops In scenario games the areas of deployment, what units must be deployed first, and who will go first is often determined ahead of time. In a design your own game, or whenever such information is not provided, the player who has spent the most points (even by just one point) must set up first. The player who has spent fewer points has the advantage of setting up second. Each player must set up in his deployment area. This is an area 25% of the way into the playing field, measured from the friendly edge of the battlefield. For example, if you are playing on the ends of a four-by-eight-foot table, each side can set up only in the last two feet (2 x4 ) of each end. If you are playing on the sides, then each side will set up only in the first foot (1 x8 ). Some situations presented later in the rules and scenarios may modify this initial setup, but it is a generally equitable way to set-up a meeting engagement. Troops that can infiltrate may be set up anywhere in the friendly half of the battlefield. Infiltrating troops cannot be set up within 10 meters of enemy troops.

15 15 Preliminary Setup Determine Weather If weather rules are being used, the first player to set up his troops rolls on the Weather table before placing his forces to find the weather for the battle. Before play, the season should be determined (either by mutual agreement or the selection of the higher roller of a D6). Roll a D10, adding 1 in the Fall, subtracting 2 in the Winter and Spring. If the battle takes place in the Winter, then all weather results for rain will be snow. For Spring and Fall, the results will be rain on a D6 roll of 1-4, snow on a 5-6. If the battle occurs in the Winter or the result is snow for a Spring or Fall battle, then the ground is considered frozen and vehicles and weapons may suffer additional penalties due to the cold. Wind direction must also be rolled for. This is done by using the Scatter table (in Fire Missions) and a D10 to determine whether the wind will blow toward the rolling player s side, away from it, or away from or toward it at an angle. All smoke will be shifted in this direction immediately upon being produced. Determine the distance (but not direction) separately for each item producing smoke during the battle. Optional Rules Weather, Time of Day, and Communications are optional rules. Players should establish well before the game begins if any of these rules will be in force or if the game will be played in good weather during the day with working radios. Weather D10 Result -1 Thunderstorm/Blizzard; No artillery or airstrikes available. 0-1 Hard Rain/Snow; Reduce availability of Artillery by 3 and Air Strikes by Light Rain/Snow; Reduce availability of Artillery by 1 and Air Strikes by 3. 4 Thick Fog; Affects firing and movement only 5-6 Cloudy; Reduce availability of Air Strikes by Clear; No effect on play Windy; smoke spreads and dissipates at double rate. Time of Day Another thing that can be determined before each battle is the time of day. Normally, the battle is assumed to take place during normal daylight hours. If agreed upon by both players, one player may roll a D10 on the Time of Day table, or players may agree on a different time of day, instead of accepting the default daytime combat conditions. Note that this may result in some uneven matches if one side is more prepared for close-range combat than the other. Night fighting, like thick fog and urban terrain, is best for infantry combat.

16 16 Time of Day D10 Result 1 Dawn/Dusk; rules for dawn/dusk combat apply 2-6 Daylight action; normal rules apply 7-8 Night battle; rules for partial moonlight apply 9 Night battle; rules for full moon apply 10 Night battle; rules for new moon apply Sequence of Play Alternating Turns Players alternate turns in a manner similar to a chess game. Each moves and shoots one squad, crew, or vehicle, then it becomes the other player s turn. If agreed upon in advance, turns may be limited to 5 minutes to increase the tempo of the game. Beginning with the player who has fewer soldiers (including all crews) on the battlefield, players alternate activating one squad (which may be a vehicle, gun crew, sniper team, command element, or other unit) and performing some activity with that unit. Squads may move, fire, or both (albeit with a penalty to the firing hit roll) during their activation. Once a squad has performed its actions, it becomes the other player s turn to activate a squad. A squad may be activated again on the player s next turn, or he may choose to activate a different squad. Within the movement and firing activities of the squad, some squad members with specialized skills may perform individual activities (Medics, Snipers, and Engineers, for example). Squads may also be split into smaller units, and these units moved independently. Squads may also be merged to form larger units during a player s turn. How squads perform these actions is covered in the rest of the rules. This sequence is followed until one player surrenders, has most of his units destroyed or routed, attains his victory conditions as set by the scenario, or until a pre-set number of turns or hours of play pass and the game is called. See the section on Victory Conditions to determine the victor for a time- or turn-based game. Moderated Play Instead of playing with two (or more) players controlling forces and fighting each other using the rules as both guide and final arbiter, a neutral third party can act as a Moderator. This person should be very familiar with the rules. When there is an odd number of players, appointing one to be the Moderator allows the sides to be balanced and enables further options to the players. For example, with the opposing player(s) out of the room, a player could show the Moderator where he has hidden units placed on the mapboard during setup. This would allow the player to avoid using Hidden counters, and enable the Moderator to determine when the position of the Hidden unit has been compromised. Preplanned artillery fire can also be set up with the assistance of the

17 17 Moderator. Weather, wind, and other effects can be determined by the Moderator as well, and he can also set up the terrain on the battlefield to ensure that it is balanced for both sides. If the Moderator feels up to it, he can make a list of all of the units on both sides, and keep track of unit speed, wounding, Morale levels, and so on, so that the players know less about their opponent s troops and vehicles, increasing the fog of war on the battlefield. The Moderator s main task is to make judgement calls on rules variations, LOS and range measurements, and so on. A sufficiently experienced Moderator can even create a scenario, then referee as both sides fight for their goals. Although to some the task of being the Moderator might not seem to be as fun as commanding units in the field, others will find it to be an excellent outlet for their creative energies, and a good Moderator is sure to improve the tabletop wargaming experience for everyone involved. Tournament battles are always moderated (although a Moderator may officiate at several tables at the same time). In general, tournament play is an evenly matched meeting engagement between two similar forces, although a custom tournament scenario is possible. Tournaments may be played with player-designed forces of a certain value, predetermined forces, or randomly assigned forces. If the scenario is custom-designed or unbalanced, the tournament must be arranged so that each player can play both sides. In any case, victory at tournament play is determined using the rules given in the section on Victory Conditions. Each player totals his victory points from one round to the next. The player with the highest victory point total at the end of the tournament is the winner.

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19 19 58A4 In World War II, the armies involved used many different kinds of weapons, from bayonets and rifles to tanks and planes. While it is impossible to cover every single weapon with the attention it deserves, not to mention how that much detail would slow down the game, it is simple and realistic to break down combat into a few primary types. This includes Direct Fire (the most common type of combat, where soldiers are shooting at one another), Indirect Fire (where soldiers are shooting at targets that they cannot see, including the majority of artillery attacks), and Hand to Hand combat (in which soldiers attempt to kill one another with hands, feet, knives, shovels, and anything else they can find). Additionally, the effects of explosive weapons are covered. The specifications for the individual weapons are covered in Weapons and Equipment. Direct Fire Attacks are conducted in a specific sequence. All members of a squad conduct their attacks individually, although at the same target (enemy squad or vehicle). It generally helps to remind players which soldiers have fired and which ones have not to move from one side of the squad to the other when conducting attacks or to turn squad members around once they have fired. When using the latter technique, be sure to turn all of the figures back around once the squad has completed firing. Each soldier must fire at an enemy soldier who is a member of the squad being attacked. The squad must fire at the nearest enemy squad or vehicle (that is, the squad may elect to fire at the nearest vehicle, even if a squad is closer, or vice versa, depending on the nature of their weaponry). This may force the squad to choose between firing an antitank weapon at a vehicle or small arms at a squad. Each soldier, if not firing at a vehicle, must fire at enemy personnel in the following order: Nearest unwounded enemy soldier in the target squad without cover Nearest unwounded enemy soldier in the target squad with cover Nearest stunned/wounded enemy soldier in the target squad without cover Nearest stunned/wounded enemy soldier in the target squad with cover

20 20 Note that this is weighted to force soldier to fire at easier targets (in the open) first, then those in cover. Since wounded soldiers generally fall when hit, fire is not directed at them again until all threatening targets have been eliminated. Firing may not be conducted at a different target squad or vehicle than the original target of the attack even if that attack must fail (due to range or armor limitations) or the original target has been eliminated. There are exceptions to this rule (such as Snipers). Firing during movement is possible (although inaccurate). If a squad or vehicle is moving and firing during their action, the firing must be done before or after the movement, not during. The firing penalty associated with that movement will be applied whether the firing takes place first or last. For each attack by a soldier, up to four rolls must be made (taking into account that these rolls must be made for each of the several attacks allowed by semiautomatic and fully automatic fire). The first roll determines whether or not the attack hits the intended target. The second roll, made only if the first is successful and only against vehicles, determines which part of the vehicle is hit. The third roll determines whether the attack penetrates the target s armor, if any (if the target is unarmored or not a vehicle, the attack automatically penetrates). The fourth roll indicates the amount of damage to the target, if the attack penetrates. In addition, a fifth roll is made after all combat is resolved for the target squad to determine whether the unit loses a Morale level. Combat Sequence 1. Hit: D10 + Firer TG - Target TG +/- Modifiers >6 hits (>10 = Adds). 2. Location: For vehicles, roll to see what part of the vehicle is struck. 3. Penetration (if armor): D10 + PEN - Armor + Adds >6 penetrates. 4. Damage (if penetrates): D10 + DAM on Hit Location Table + Adds. 5. Fight or Flee: Target unit must make a Fight or Flee roll. Reaction Fire Hip Shooting Reaction Fire represents soldiers shooting without careful aiming, just trying to get off the first shot so that they don t get killed. This is the reason for the -2 penalty and the loss of the next turn. If a squad, crew, or vehicle moves from a position where it could not be seen or fired upon by an enemy squad, crew, or vehicle and into a position where it could be fired upon by an enemy unit (that is, into its LOS) the enemy unit may conduct Reaction Fire. This fire takes the place of the opposing player s next unit activation (essentially, he is taking his turn early, although it is a highly restricted turn). Reaction Fire is conducted before the moving unit gets a chance to fire. Obviously, if the moving unit is not capable of firing at the end of its movement (a running squad for example) the enemy would be better off waiting and firing during their normal turn. Only one unit may fire at the moving unit using Reaction Fire. This unit may make a normal attack as a squad at the moving unit, but with a -2 modifier to all attack rolls in addition to normal firing modifiers for movement, etc. A running squad may not use Reaction Fire. The unit using Reaction Fire may not move at this time, and if it has a movement marker, that marker is removed after the Reaction Fire takes place. Once the firing unit has made its attacks, the moving unit must make a FoF roll as usual. If successful, the squad may conduct firing of its

21 21 own, (if allowed by movement type, weapons, etc.), to complete its interrupted turn. The other player, having already used up his next turn to conduct the Reaction Fire, is bypassed and the moving player goes again. This may allow him, for example, to move into view, suffer an attack by Reaction Fire, fire his weapons, then on his next turn (which follows immediately), fire again with the same squad then move them into cover. Hit Roll To see if an attack hits its intended target, roll a D10. To the result, add the TG of the firer and subtract the TG of the target (if an individual soldier). Add or subtract appropriate modifiers from the total as shown on the Firing Modifiers table. Explanations for the different types of cover, firing rates, vehicle sizes and types of movement can be found in the appropriate sections. If the result is greater than 6, the attack hits the intended target. If the result is greater than 10, the additional amount over 10 may be used to modify/increase the rolls for hit location, penetration, and damage, as applicable. If the attack misses, there is no additional effect unless the attack is a hand grenade, HE shell, or other explosive or area-effect attack, in which case scatter must be determined (see Dice Rolls The Hit roll, like most dice rolls in the game, requires a total of 7 or better to succeed. A natural roll of 1 is a failure on a Hit roll, and may indicate a weapon malfunction.

22 22 Artillery for scatter rules). All firing modifiers are cumulative, so a shot taken at point blank range (one meter or less) gets +1 for being within the weapon s RNG and +1 for the point blank shot. If firing on automatic, the D5 attacks would each also suffer a -2, and if the firer is walking, an additional -2. Firing Modifiers Up to RNG +1 Semiautomatic Fire/Burst -1 RNG to 2x RNG 0 Fully Automatic Fire -2 2x RNG to 3x RNG -1 Rapid Fire -3 3x RNG to 4x RNG -2 Firing from Tripod/Pintle +1 4x RNG to 5x RNG -3 Target in Entrenchment/Building -3 5x RNG to 6x RNG -4 Target in Cover/Ruin -2 Very Small Vehicle Target -2 Target in Concealment/Brush -1 Small Vehicle Target -1 Grenade/Artillery at Door -1 Medium Vehicle Target 0 Grenade/Artillery at Window -2 Large Vehicle Target +1 Grenade/Artillery at Port/Slit -3 Very Large Vehicle Target +2 Firing from Slow Vehicle -1 Firing while Crawling -1 Firing from Cruising Vehicle -2 Firing while Sneaking -1 Firing from Fast Vehicle -3 Firing while Walking -2 Firing from Very Fast Vehicle -4 Firing at Crawling Target 0 Firing from Stationary Vehicle 0 Firing at Sneaking Target +2 Firing at Cruising Vehicle -1 Firing at Walking Target +1 Firing at Fast Vehicle -2 Firing at Running Target -1 Firing at Very Fast Vehicle -3 Firer wounded -2 Firing past squad member -1 Point blank shot (within 1 m) +1 Reaction Fire -2 Rate of Fire Machineguns Although machineguns dominated the First World War, they were displaced in the Second by tanks and aircraft. The main purpose of the machinegun became that of pinning the enemy in place until more effective weapons could be brought to bear on him. Weapon rates of fire will determine how many attacks a soldier may make with that weapon during one firing action. Single-shot weapons may make one attack. Semiautomatic weapons may make one single-shot attack, or two semiautomatic attacks with a -1 penalty to the hit roll of each attack. Weapons that can fire an automatic burst get a D3 attacks with a -1 penalty to each attack. Fully automatic weapons get a D5 attacks with a -2 penalty to each, or they can fire an automatic burst. Rapid fire weapons get a D10 attacks at a -3 penalty to hit for each attack, or they may fire at the regular fully-automatic rate. Selective fire weapons may be fired semiautomatically or fully-automatically (the rate of fire in automatic mode is given in the weapon description). Medium and heavy machineguns that are fixed on a tripod or pintle mount may be fired twice (rolling the appropriate die for each course of fire) during a single action, in order to represent their stability and the continuous feeding of belted ammunition by an assistant gunner. This advantage is only available if there is a soldier available to assist the firer. If the weapon moves during this activation of the unit, it cannot fire twice. Vehicle-mounted medium and heavy machineguns also get this bonus, but only when the vehicle is stopped.

23 23 Jamming If the Hit roll is a natural 1 (before any modifiers) the weapon may misfire or jam. When this occurs, roll a D10 and add the firing soldier s TG, subtracting the JAM of the weapon and an additional 1 if the weapon is being fired is doing so on fully-automatic, automatic burst or rapid fire settings. Subtract an additional 2 from the roll if the battle takes place in the Winter, or in snow during the Spring or Fall. If the total is greater than 6, then the weapon has not jammed. If the total is 6 or less, then the weapon is jammed (place a JAMMED counter next to the figure). The soldier must use an action (it need not be his next, but it must be completed before he can fire again) to unjam the weapon while his squad is moving or firing. Roll again as for the first jam (D10+TG-JAM) to see if the weapon remains jammed (6 or less) or is cleared (greater than 6). The soldier may choose to abandon the jammed weapon and draw a backup (such as a pistol) instead with no penalty, but may not fire it until the next action by the squad. Large-caliber and explosive weapons (tank guns, hand grenades, mortars, etc.) will fail to fire; the round is a dud. They may be fired again as usual without being cleared during a following action. Location Roll When a shot strikes a vehicle, the location of the hit must be determined. If the shot strikes a part of the vehicle that is hidden from the firer behind cover, then the shot misses (unless the shot penetrates the cover). Any points carried over from the Hit roll may be added to or subtracted from the Hit Location roll. See the section on Vehicles later in this chapter for more information. Penetration Roll To determine whether a hit penetrates the vehicle s armor, roll a D10 and add the PEN of the weapon and any points carried over from the Hit roll and not used on the Hit Location roll, then subtract the Armor Value of the hit location from the total. If the final result is greater than 6, the hit penetrates the armor. Vehicular damage is determined by the weapon s PEN, not its DAM. Any weapon with a PEN of 9 or less (generally small arms and machineguns) has its PEN halved when attempting to penetrate vehicular armor. This penalty does not apply to ordinary cover. See the section on Vehicles later in this chapter for more information. Damage Roll To determine whether or not the target has been affected by the attack, roll for damage on the Damage table. Roll a D10 and add the weapon s DAM and any points carried over from the Hit roll and find the result on the table. A weapon s PEN has no effect on individual soldiers. A stunned, wounded, or killed/unconscious soldier may be dragged or carried by other squad members. One squad member may drag the casualty and move up to his TG in meters. Two squad members may carry a casualty at a walk up to twice the lower of their two TGs in meters. Three squad members may

24 24 carry a casualty at a run up to three times the lowest TG of the three squad members in meters (note that this falls short of the normal running move). Soldiers who are dragging casualties may not fire, although other members of the squad who are not dragging casualties may do so if their movement allows. A soldier who is wounded twice becomes Killed/Unconscious. A soldier who is Stunned while already Stunned from a previous attack must miss his next two (or more, as many times as he is stunned) actions. Place a Stunned counter next to the figure for each time he is stunned. Killed/Unconscious soldiers should be removed from the field of play during their squad s next activation if they are not being attended by a Medic. Medical aid is only effective when playing a campaign (see Scenarios for more information). If the Killed/ Unconscious soldier has a special or heavy weapon, determine if another soldier is able to take that weapon before removing the figure from the play area. Damage Stun A stunned soldier may be slightly injured, shocked, or simply amazed by a bullet passing through his canteen or a shell fragment denting his helmet. Stunned soldiers are fine once they come back to their senses. Total Result 1-9 Stunned. The soldier may not participate in the unit s next activation, whether firing, moving, or both. He must remain in place for one full action by the remainder of his squad. If alone, he must use up his next action being stunned. His wound is too minor to affect his further actions. Place a STUNNED counter next to the soldier, which will remain throughout the squad s next activation Wounded. The soldier is stunned for one action, as above, plus he may not run and suffers a -2 penalty to all firing actions for the remainder of the battle. Place a WOUNDED counter and a STUNNED counter next to the soldier or annotate his condition on the squad record. If there is a Medic in the squad, he may attempt to aid the casualty during the squad s next action (instead of moving or fighting, he moves next to the casualty while the casualty is stunned). If successful, the casualty will be restored to normal. If a wounded soldier is wounded a second time, he becomes Killed/Unconscious as shown below. 16+ Killed/Unconscious. The soldier is killed or knocked out by such an injury that he must be evacuated to a hospital. If there is a Medic in the squad, he may attempt to stabilize the casualty during the squad s next action (instead of moving with the squad or fighting, he moves next to the casualty) in order to improve his chances of survival. Line of sight In order to fire directly at enemy troops and vehicles, a unit must have a Line of Sight (LOS) to its target. A squad will have a Line of Sight to a squad or vehicle when any of its soldiers have an LOS to any of the figures of the other squad or any part of a vehicle. A vehicle must trace its LOS from a viewport in use by a crewmember and within the firing arc of the vehicle. This will enable those soldiers and crewmembers who have an LOS to any of the personnel of the other squad or a part of the target vehicle to fire upon the visible members of the other squad or shot at the exposed portion of the vehicle.

25 25 The LOS between two figures or vehicles on the same elevation will be blocked by intervening trees, brush, buildings, smoke, or other terrain (such as hills) between the two figures and at the same elevation or higher. An LOS will be blocked between two figures at different elevations when an intervening obstacle is taller than the elevation of the higher figure, or when a lower obstacle is closer to the lower piece than to the higher one (and the object is still taller than the lower figure). Note that some of the taller figures, such as vehicles, may be too tall to hide effectively behind some obstacles. A figure will not have its LOS blocked by friendly soldiers in the same squad, although it will suffer a penalty of -1 to the Hit roll for shooting past squad members. Laser pointers and small wargaming periscopes are effective tools for determining whether a squad or vehicle can see another squad or vehicle. A taut piece of string may also be used to determine LOS. Only those members of a squad that are visible may be fired upon, and only by squad members who can see the target soldiers (except for indirect fire by hand and rifle grenades, as shown later in this chapter in the section on Indirect Fire). Use some common sense to decide if two figures can see or shoot at each other. Remember that the figures are there to represent troops who are moving around and changing position. If there is a disagreement, each player can roll a die, with the high roller s opinion prevailing. In order for a figure to have an LOS to another piece, the spotting piece must not have its LOS blocked, and the target must be in the firing arc of the spotting piece. The firing arc is a 120 degree area to the front of the piece. For vehicles and on-board artillery, the firing arc is a 60 degree arc to the front of the weapon being fired or the front of the turret or hull, as appropriate. This includes vehicle mounted machineguns as well as crewed artillery pieces.

26 26 Cover Cover is anything that a figure can hide behind in order to block the LOS of enemy pieces and which will also provides some protection against attacks. This includes walls, trenches, large trees, boulders, fortifications, and so on. Ordinary cover requires the soldier to peek around or over it in order to see, and does not provide all-around protection. Bunkers, emplacements, and gun positions, which are specially designed to provide protection to troops inside, provide significantly greater defense and a higher penalty (-3) to the hit roll. A soldier or vehicle completely in cover may also be hidden. A soldier or vehicle must be adjacent to and at least half covered by any type of cover to gain the benefit of its protection. Cover generally has an Armor Value, so that it is possible to shoot through cover and hit a soldier or vehicle hiding behind it, as shown on the table below. If the PEN of the firing weapon is equal to or greater than the armor value of the cover, consider it to be concealment only (with a -1 to the Hit roll rather than -2 or -3) and reduce the PEN of the attack by the AV of the cover if the target is hit through it. Doubling the normal thickness of cover will double its Armor Value. Cover AV Examples 3 Plaster or thin wood walls; barns and interior walls, carts or wagons, fences 4 Unarmored vehicle bodies (such as on cars and trucks), helmets 5 Untreated sheet metal plate used for armor 6 Wooden walls; most houses, interior walls in most buildings 7 Barricades made of piled furniture, dead bodies 8 Tank track links used as armor, exterior walls in some buildings 9 Thick wood, large tree trunk or telephone pole, wooden barricades 12 Brick wall, brick or fieldstone house or other building exterior walls 20 Cement block or sandbag wall, improvised entrenchments and bunkers 50 Stone or poured concrete wall, smaller emplacements and pillboxes 150 Reinforced concrete wall, prefabricated artillery emplacements 250 Heavy reinforced concrete wall, permanent fortifications and defenses Taking Cover One of the modifications to the Hit roll is the subtraction of the target s TG from the total. This represents how effectively the soldier uses movement, cover, and concealment to his benefit. Concealment Concealment is anything that a figure can hide behind in order to block the LOS of enemy pieces, but which will not protect the piece from fire. This includes small trees, brush, fences, and camouflaged positions. Any weapon can fire through concealment, although at a -1 penalty to the hit roll. A soldier or vehicle must be adjacent to and at least half covered by any type of concealment to gain the benefit of its protection. A fully concealed artillery piece or vehicle may start the game hidden. Once it fires, it loses this benefit.

27 27 Hidden If a squad is hidden, the controlling player must place a HIDDEN counter on the battlefield in the place of each soldier. An additional 20% (round down) of the number of hidden soldiers may be taken in HIDDEN counters. For example, if a player has 27 hidden soldiers, he is entitled to 5 extra HIDDEN counters to be placed within normal Cohesion distance of the other counters. Immediately before moving or firing, or when any of the HIDDEN counters are in the LOS of any enemy figures or vehicles, the counters must be replaced by figures. Each figure must be placed within its Cohesion distance of its numbered HIDDEN counter. If the squad is not in Cohesion once placed, then it must be split or use its next action to regain Cohesion. Counters are numbered to correspond to the order of battle being used by the player as noted on the squad record sheet. In order for a unit to be hidden, all members of that unit must be in cover or concealment and not have moved or fired for the duration of the battle thus far. The unit must also not have been within the

28 28 LOS of any enemy troops. Soldiers who move, signal, or attack from behind cover or concealment will no longer be hidden, but will still be considered to be in cover or concealment. Hidden status cannot be recovered during play. Indirect Fire A soldier or vehicle that is capable of attacking with indirect fire may do so under the following restrictions: the squad must have radio contact with a friendly forward observer who has a direct LOS to the target or the soldier must be firing as a member of a squad at least one member of which has a direct LOS to the target. The target may be an enemy squad or vehicle, or a terrain feature (using the center of the terrain feature, such as a bridge, hilltop, or intersection, as the target). A squad firing with indirect fire weapons is not limited to firing at the nearest target or the greatest threat to itself unless it becomes engaged or threatened by direct fire (from small arms or a vehicle, for example), it will respond using its own direct fire weapons (that is, the crew s personal weapons) rather than the indirect fire weapon, unless that weapon is also capable of direct fire. A soldier may firing indirectly (such as throwing a hand grenade over a wall) at a target visible to another squad member, as long as that target meets normal direct fire criteria for an attack from the squad member who can see the target, indicating that he is guiding the other soldier s attack (possibly in addition to making an attack of his own). Use an Explosion counter to mark the location of the center of the explosion of a hand grenade or explosive artillery shell on the playing surface. Hit Roll Indirect fire attacks are conducted as for direct fire attacks, except that only certain weapons are capable of making indirect fire attacks against unseen targets. This includes hand and rifle grenades, mortars, and all artillery support, including rocket attacks and air strikes. Hand and rifle grenades can also be used for direct fire at visible targets. As is usual for attacks with explosive weapons, attacks that miss the target will scatter as shown in the section on Fire Missions. Explosive Weapons Explosive weapons are those that explode on or above a target causing blast and shrapnel effects over a wide area. This includes the majority of tank and artillery shells, bombs, hand grenades, and satchel charges. Each explosive weapon is listed on the weapon charts with a DAM of #X. This number determines both the blast radius of the attack and its damage. Place a marker where the explosive device or shell detonates (after taking into account scatter if necessary). Weapons firing high explosive shells need not aim for a particular

29 29 individual or vehicle, they can simply fire at a point on the ground (thereby suffering few modifiers, if any, to the hit roll). Any figures within #X meters of the explosion will be affected by the blast. Each figure in this area will suffer blast and fragmentation damage equal to the #X of the blast minus the distance from the blast in meters. For example, a mortar with a 6X DAM explodes near a squad. Two figures are caught in the blast. The first is 2 meters from the blast while the second is 4 meters away. The first figure suffers a Damage roll at DAM 4, while the second suffers a Damage roll at DAM 2. Since artillery does not discriminate by quality, the TG of the target does not affect the attack. The only modifiers to the attack are: Hard Cover, -1; Trenches/Foxholes, -2. Armored vehicles are attacked by explosions only when the vehicle is struck by the round itself. If an individual soldier is struck by an explosive round, then he is killed and removed without any roll or possibility of medical recovery. Grenades Grenades sometimes cause unusual reactions in squads that are threatened by them. When a hand grenade (not a rifle grenade, which detonates on impact) lands among the members of a squad, the player controlling the squad may roll for his choice of two things - an attempt to pick the grenade up and throw it or an heroic dive onto the grenade - or he may choose to let the grenade go off as usual. For an attempt to throw the grenade out of the area, roll a D10 and if it is equal to or less than the TG of the nearest soldier, he picks up the grenade and attempts to throw it back towards the enemy. On another D10 roll of his TG or less he succeeds, throwing the grenade back the way it came 2D10 meters. If he fails, the grenade goes off as usual, automatically killing the hero. For an heroic dive onto the grenade, roll a D10 and if it is equal to or less than the TG of the nearest soldier, he dives on the grenade, smothering the blast with his body. He is automatically killed, however, the effects of the hand grenade to others nearby are halved (#X/2), rounding up. Heroics Actual heroics like this are the stuff of medals and headstones, and were never very common in battle. A player may (sometimes wisely) choose to let the grenade detonate as usual and trust to the dice. Hand to Hand Combat Hand to hand combat occurs when one squad close assaults another squad by moving so that at least one member of the squad is adjacent to (in base-tobase contact with) a member of an enemy squad. Hand to hand combat between soldiers is conducted with fists, knives, bayonets and entrenching tools, the standard equipment of soldiers everywhere. Of course, rifles, submachineguns, and pistols may be used as well, and generally more effectively, before the actual hand to hand fighting takes place. A squad must conduct hand to hand combat with an enemy squad if any of its members moves into base-to-base contact with any member of the enemy squad. Once the squad being moved has completed its movement, each squad involved in the combat must make a FoF roll. If a squad moves into contact with two or more enemy squads, they must all be fought. If either squad fails

30 30 its FoF roll, then it will lose one Morale Level. It is possible for both or all squads to flee at this time. The squad with the greater number of troops in base-to-base contact will get a +1 bonus to its FoF roll. If a movement brought the moving squad into contact with a hidden enemy unit, then the moving squad has been ambushed, and it will suffer a 1 to its FoF roll, while the ambushing unit will get a +1 to its FoF roll. If the moving unit has attacked from behind the enemy unit (within the rear 120 degree arc of the soldiers in base-to-base contact), then it has surprised the enemy and gains +1 for its own FoF roll, with the enemy suffering a 1. If either or both squads involved in the hand to hand combat flee immediately, then no combat actually takes place, as one or both of the squads has run away. If both units stand and fight, then hand to hand combat will actually take place. To resolve hand to hand combat between squads, each soldier in base-to-base contact with an enemy soldier must fight. First, for each pair of soldiers in contact, roll for the higher TG soldier. If the D10 roll is less than the soldiers TG+3, then he has hit his opponent. Roll a D10 and add the TG of the attacking soldier as the DAM of the weapon on the Damage table. If the lower TG soldier is not killed, wounded, or stunned, then he gets to make a hand to hand combat attack in the same way. If neither has been killed at the end of the turn, then they remain locked in hand to hand combat until one or the other squad is activated and continues the attack or moves away. When more than one soldier is attacking one enemy figure, roll for each attacking soldier separately as if they were paired up individually with the enemy soldier (usually, the outnumbered soldier will lose interest in the fight quickly!). It is possible to shoot into squads involved in hand to hand combat. Unfortunately, it is not possible to distinguish friend from foe in the struggle. When firing into a melee, roll a D6 for each shot. On a 1-3 the attack is made against an enemy, on a 4-6 it is made against a friend. Only Snipers may pick a target. Ongoing Melee Massacre Hand to hand combat tends to be swift and lethal. The terror and fury of the fighting lends itself to inhumanity. Combat veterans realize this and try to avoid it at all costs. Squads which have members who are still locked in hand to hand combat at the end of a player s turn will remain locked until one of the players activates one of the squads involved. Upon activation of a squad locked in hand to hand combat, the player must decide whether to continue fighting or attempt to move his squad out of the combat. If he decides to continue fighting, both squads must make an FoF roll, and if neither flee then the fighting continues. At this time, the acting player may move other members of the same squad into base-to-base contact with members of the opposing squad in order to participate in the combat, adjusting the squad s members (even if they are Pinned or Passive) so that any troops who were not engaged can join the fray. He cannot move troops out of the fighting unless the entire squad is disengaging. If the acting player decides to move his squad away from the combat instead of fighting, he must make a FoF roll for the squad. If failed, the squad drops a Morale Level and remains locked in combat. If successful, the squad leaves at a run, however, any enemy soldiers locked in hand to hand combat at the start of the turn get one hand to hand attack first (the soldiers moving away get no attack) and the squad automatically drops one Morale Level.

31 31 Fight or Flee As a result of combat or other actions on the battlefield, squads may be forced to make Fight or Flee (FoF) rolls. Any time that a squad, crew, vehicle, or team is fired on (except if a vehicle is fired upon by weapons that could not possibly penetrate it, such as small arms fired at any armored fighting vehicle) it must make a FoF roll, and any other time as dictated by tables or special events. This includes direct or indirect fire, artillery barrages, airstrikes, and sniper fire whether any squad member is affected or not. Squads must also make a FoF roll if they suffer a casualty for any reason (friendly fire, scattered artillery rounds, etc.). All squads, unless otherwise noted in the scenario description, start with a Morale Level of Active. This means they can move or fight as usual. When a squad is forced to make a FoF roll, this Morale Level will drop to the next lower level if the FoF roll is not successful. Only by Rallying can leaders bring a squad s Morale Level up. A successful Rally roll will improve the squad s Morale Level by one level. The Morale Levels, listed in order from best to worst, are shown on the Morale Levels table. Absolute obedience to every command is your first lesson. No matter what comes, you mustn t squeal. Teddy Roosevelt, 1898 Morale Levels 1. Aggressive - Troops that hold an Aggressive Morale Level have been spurred beyond their normal level of bravery to conduct heroic actions. They have a +1 bonus to further FoF rolls as long as they remain in this condition. 2. Active - This is the normal Morale Level for troops at the start of the game. This level may go up or down based on the results of FoF and Rally rolls. Active troops may move and fire as usual in accordance with their orders. 3. Passive - Troops with a Passive Morale Level suffer a -1 penalty to further FoF and Rally rolls as long as they remain at this Morale Level and may move or fire when activated, but not both. Specialists may still act normally and squad abilities are still in effect (including Fast Movers and Rapid Fire). 4. Pinned - Pinned soldiers may not move, however they can fire at targets in their Line of Sight. Troops with a Pinned Morale Level incur a -2 penalty to subsequent FoF and Rally rolls as long as they remain Pinned. 5. Routed - Troops who are Routed must move away from the enemy at a run until they are rallied by a leader (NCO or Officer) or can hide in cover. Any bulky items such as heavy weapons which would slow them down must be abandoned. The only action the squad may take is to move away from the enemy or move away and Rally - they cannot fire or participate in hand-to-hand combat. This Morale Level includes a -3 penalty to further FoF and Rally rolls as long as the squad remains Routed. 6. Surrender - When a squad or other unit surrenders, it has given up all hope of survival. Weapons are thrown down, hands are raised, and mercy is begged for. A squad that has reached this Morale Level is no longer fit to fight and cannot be rallied. The squad splits up into individual soldiers, who cower, flee, and may be removed from the play area. To make a FoF roll, add the TG of the lowest TG soldier in the group making the FoF roll to the result of a D10 roll. If there is an NCO or Officer in the

32 32 Wars may be fought with weapons, but they are won by men. General George Patton squad, use his TG instead. This total is modified as shown on the Fight or Flee Modifiers table, plus any modifiers for squad or side abilities which modify FoF rolls and the squad s current Morale Level. If the final total is 7 or higher, the squad has passed its FoF roll and does not lose a level. If the total is 6 or less, then the squad drops to the next lower Morale Level. If the roll is a natural 1, then the squad drops two Morale Levels instead of one. All FoF modifiers are cumulative. Fight or Flee Modifiers Situation Modifier Enemy squad or vehicle within 20 meters (even if not in LOS) -1 Enemy squad or vehicle in LOS at any range -1 Squad making FoF roll due to direct or indirect enemy fire or fire mission -1 Squad suffers a casualty (wounded or dead) from the current attack -1 Squad leader was a casualty of the current attack -1 Squad has no cover or concealment (in open terrain) -1 Squad is moving (except crawling) -1 In concealment (brush, hedge, high grass, cornfield, etc.) +1 In cover (wall, building, rubble, wreck, trees, etc.) +2 In a bunker/entrenchment (trench, foxholes, pillbox, etc.) +3 In an unarmored vehicle (car, motorcycle, truck)* +1 In a wheeled or halftracked armored vehicle (armored car, halftrack)* +2 In a tracked armored vehicle (tank, self-propelled gun)* +3 Officer within his TGx10 meters of any squad member +1 * Does not apply if attack was made by artillery, aircraft, or antitank weapon.

33 33 Vehicles Combat between vehicles is conducted in the usual fashion for direct firing, except that all of the crew move and fight together, each responsible for a different aspect of combat within the vehicle. In a typical tank, for example, there is a driver, a gunner, a loader, a radioman (who also mans the bow machinegun), and a commander, who directs the driver and the gunner. To reflect this, each vehicle crew is treated as a squad, with the vehicle commander as the squad leader. Unlike a normal infantry squad, where everyone moves or everyone fires, the crew, like an antitank gun or mortar crew, perform their individual tasks each time they are activated. The driver drives, the gunner may fire the main gun, the loader loads, turns the turret, or he may fire a coaxial machinegun (if the main gun is not being used), the radioman may fire his machinegun (if he isn t using the radio), and the commander supervises the whole operation and generally observes the area around the tank for targets and threats. The weapons carried by vehicles are more powerful than those of the infantrymen, and they generally have some thickness of armor to protect them from the heavy weapons of enemy vehicles and antitank guns. Also, vehicles are capable of moving across the battlefield at a high rate of speed, wreaking havoc in the enemy s rear areas, and transporting infantry as they go, while providing support to their own infantry in the assault. To this end, several different types of vehicles are provided, with a relatively simple system for determining hit locations, armor penetration, and damage. Use the gunner s TG for the Hit roll when firing. Firing is limited to a 60 degree arc in front of the turret or gun mount. When a vehicle is hit by an attack, roll a D10 and compare the result to the Vehicle Hit Locations table to see what part of the vehicle is struck ( super on the table is short for superstructure). Add 5 to the roll if the attack is from the rear (within the rear 120 degree arc of the target vehicle), and subtract 5 if the attack is from the front (within the front 120 degree arc of the target vehicle). If the resulting location is protected by cover, the shot must penetrate the cover before it can penetrate the vehicle armor. The Armor Value of the cover is subtracted directly from the PEN of the shot before armor penetration on the vehicle is checked. If the shot can penetrate all of the cover behind which a vehicle is hiding, then that cover only counts as a -1 penalty to the Hit roll (as concealment, not cover). Remember that indirect fire, including hand and rifle grenades, artillery and air strikes, is always assumed to attack the top armor of a vehicle. Motorcycles, cars, and trucks use the Unarmored column on the Vehicle Hit table. Since they have no armor, a Penetration roll is not necessary. Armored cars use the tank column if turreted, the SP Gun column if not. All tanks (light, medium, and heavy) use the tank column. Tank Battles While tanks are portrayed in great detail in Sturmtruppen, it is a game about individual combat rather than machines, and you may find that tanks are less effective at close range than a brave soldier with a satchel charge.

34 34 Vehicle Hit Locations D10 Halftrack Tank SP Gun Unarmored -4 Hull Front Hull Front Hull Front Front -3 Super Front Super Front Super Front Side -2 Hull Front Hull Side Hull Front Front -1 Super Front Super Side Super Front Side 0 Hull Side Hull Front Mantlet Front 1 Super Side Super Front Hull Side Side 2 Hull Front Mantlet Super Side Front 3 Super Front Turret Front Mantlet Side 4 Hull Side Turret Side Hull Front Side 5 Super Side Hull Side Super Front Side 6 Hull Side Super Side Hull Side Side 7 Super Side Turret rear Super Side Rear 8 Hull Rear Hull Side Hull Rear Side 9 Super Rear Super Side Super Rear Rear 10 Hull Side Hull Rear Hull Side Side 11 Super Side Super Rear Super Side Rear 12 Hull Rear Hull Side Hull Rear Side 13 Super Rear Super Side Super Rear Rear 14 Hull Rear Hull Rear Hull Rear Rear 15 Super Rear Super Rear Super Rear Rear

35 35 Vehicle Damage D10+(PEN-Armor)+Points from Hit Roll Vehicle Type/Location < Unarmored Vehicle Front N E C P X X Side N T C/P - X X Rear N P C E X X Top N C/P T/E - X X Halftrack Hull Front N E T C P X Super Front N C R P - X Hull Side N T C P - X Super Side N C P - - X Hull Rear N P T C E X Super Rear N P R C - X Hull Top N C T/E - - X Super Top N P T/E - - X Self-Propelled Gun Hull Front N C R T E X Super Front N C G E - X Hull Side N T C E - X Super Side N C G - - X Hull rear N E T C R X Super rear N E C G - X Mantlet N G C - - X Hull Top N E T - - X Super Top N C G - - X Tank/Armored Car Hull Front N C R T E X Super Front N C E - - X Turret Front N J G C - X Hull Side N T C E - X Super Side N C E - - X Turret Side N J C G - X Hull Rear N E T R C X Super Rear N E C - - X Turret Rear N J C G - X Hull Top N E T - - X Super Top N C R - - X Turret Top N C G J - X Mantlet N G C - - X

36 36 Vehicle Damage Results - = No Additional Effect Use the highest damage level below the one marked with a dash, cumulative with previous damage levels. C = Crew Hit Roll a D10 for each member of the crew. If the die roll is greater than the crewmember s TG, then that crewmember is wounded. If the die roll is equal to his TG+3 or more, he is killed. E = Engine Hit The vehicle goes out of control. Roll 1D6 to see if it turns: 1-2, Left 60 degrees, 3-4 Straight, 5-6, Right 60 degrees. The vehicle will move in that direction up to its current speed, then stop. It will crash into anything in its path, stopping if it does not destroy the object (see Ramming for more information on crashes). Roll a D10. If this number is higher than the vehicle s Reliability, then the engine catches fire. Roll immediately on the Burning Vehicle table. Once stopped, if the vehicle does not catch on fire, the crew must make a FoF roll. If successful, they may stay and continue to operate the weapons, if not, they must bail out and abandon the vehicle. G = Gun Hit The vehicle s primary armament is knocked out. If the primary armament is already destroyed, then a secondary weapon is knocked out instead. The crew must make a FoF roll. If successful, they may continue to operate the remaining weapons, otherwise, they must stop and bail out, abandoning the vehicle. Roll a D10. If this number is higher than the vehicle s Reliability, then the ammunition catches fire. Roll immediately on the Burning Vehicle table. J = Jammed Turret The turret is jammed in its current position. In order to bring the main gun to bear on a target, the entire vehicle must be turned (as if it were a selfpropelled gun). If the vehicle is immobilized, the gun will only be able to fire at targets in a straight line in front of the gun. N = No Effect If there are riders on the outside of the vehicle, or the attack is by an explosive or incendiary weapon, then see the special rules for those weapons. P = Passenger Hit Roll for all passengers as for a Crew Hit above. If there are no passengers, ignore this result as the round passes through the empty compartment. R = Radio Hit The vehicle s radio, if it has one, is knocked out. It can no longer communicate with other vehicles or units or call in air or artillery support. T = Tracks/Tires Hit The vehicle s tracks or tires are hit and it comes to an abrupt halt. The crew must make a FoF roll. If successful, they may stay and continue to operate the weapons, otherwise, they must bail out and abandon the vehicle. The vehicle may not move for the rest of the battle. X = Destroyed The vehicle is destroyed and all crew aboard are killed. The wreck may catch on fire. Roll a D10. If this number is higher than the vehicle s Reliability, then the ammunition or fuel catches fire. Roll immediately on the Burning Vehicle table to see if the vehicle explodes. Once the location has been determined, the firer rolls a D10, adding the weapon s PEN and subtracting the armor of the hit location, modifying the result by adding any points left over from the gunner s Hit roll as usual. Compare this number to the vehicle type and hit location on the Vehicle Damage table to determine the effects of the attack. If the total is 1-6 (or less), then the attack had no effect or failed to penetrate adequately to do damage. For higher results, apply damage using the column under the total, and also apply the

37 37 results from each preceding column. For example, a tank penetrated by 30 points in the front hull would take a crew hit, a radio hit, and a track hit. If there are two choices in a column, roll a D6. On a 1-3 use the first result, on a 4-6 use the second. Additional penetration passes to the next column, not the other choice of results in the same column. The results are described in the Vehicle Damage Results table. Burning vehicles and vehicles with one or more components knocked out (gun, radio, engine, etc.) should have counters showing the damaged items placed on top of or next to the vehicle, as appropriate. In addition to these results, any hits by weapons which could conceivably penetrate the vehicle s armor will require the crew to make a FoF roll. Crews who surrender must bail out first, abandoning their vehicle. Burning Vehicle D10 Roll Result 1 Ammunition cooks off inside the hull completely destroying the vehicle, and all remaining crew are killed by the explosion. The explosion is equal to a 12X blast, with its center on the center of the vehicle. 2-3 Fire rages through the vehicle, forcing the crew to bail out. Roll 1D10 for each crewmember. If the die roll is greater than his TG+3, he is caught in the fire and dies. Otherwise, place him outside of the hull. 4-6 The fuel lines catch fire, forcing the crew to bail out The vehicle is afire, but with no effects this turn. For shots that hit but fail to penetrate, roll on the Exterior Damage table. For explosive shells (HE and HEAT), add the #X to the roll. For AP or APCR shells, add 1 for a 26-50mm gun, add 2 for a 51-75mm gun, add 3 for a mm gun, and add 4 for a 101mm or higher gun. Exterior Damage Total Result 1-6 No Effect; round ricochets or explodes harmlessly on the exterior 7-9 Secondary Weapon hit (determine randomly which machinegun) Radio hit (see Vehicle Damage Results table) Exposed crew hit (see Vehicle Damage Results table, but apply results only to exposed/unbuttoned crewmembers) 14+ Tracks/Tires hit (see Vehicle Damage Results table) Assaulting Vehicles For squads attacking armored vehicles, only antitank hand and rifle grenades and satchel charges are used (small arms are generally ineffective). Each soldier adjacent to the vehicle and armed with an appropriate weapon may make

38 38 an attack with an AT hand grenade or satchel charge. The devices are placed against or on top of the vehicle, which must be moving at slow speed or stopped to be attacked. As these antitank devices go off at the end of the move, the short range represents the attacker sprinting up to leave the antitank device and moving back before it explodes at the end of the turn. Of course, AT rifle grenades need only be fired at the vehicle. If the vehicle is stationary, then the devices will stay where they are placed. If the vehicle is moving, roll a D10 for each AT hand grenade or charge, the device falling off on a roll of the emplacing soldier s TG+3 or higher on a D10. If there are passengers on a stationary vehicle, they must be attacked before the AT devices can be placed. At the end of the turn in which they are placed, the grenades and satchel charges are detonated and their effects on the vehicle (and any friendly or enemy soldiers caught in the blast) are noted. Antitank Weapons Crew Morale The crew of a vehicle will have to make a Morale roll when their vehicle is fired at by any weapon capable of penetrating any of the armor facing that weapon, even if the shot misses. Penetration (PEN) is reduced by 10% (round up) per multiple of the RNG of the weapon over 1 for antitank rifles and tank and antitank guns firing AP or APCR shot due to loss of velocity. For HEAT and HE rounds and AT hand and rifle grenades, the penetration is never reduced due to loss of velocity, however, there is a limit to the damage of these rounds. HEAT and HE rounds and AT hand and rifle grenades will never have a total of more than 25 on the vehicle damage table against armored vehicles. Any excess penetration is discarded. They are not limited against unarmored vehicles and may achieve any total against these vehicles. Crew-served antitank weapons must have at least half of their crewmembers alive and uninjured to fire normally. If more than half are alive but wounded, then the weapon suffers a -2 to the hit roll and may not be fired twice in any activation (even if the crew has Rapid Fire ability). If less than half of the crew is alive, the weapon may not be used. Overruns For vehicles overrunning squads, roll a D10 for each soldier in the path of the vehicle or touched by the treads or tires as it moves. If the result is equal to or less than the TG of the soldier (+1 to the TG if the vehicle is moving at slow speed), then he dodges the attack and may be moved to a spot just outside of the vehicle s path (or into a trench or foxhole that the vehicle is passing over). If the result is higher than the soldier s modified TG, then he has been wounded by the vehicle. If the result is higher than the soldier s modified TG+3, he has been killed by the vehicle. For an unarmored vehicle (motorcycle, truck or car) that collides with soldiers, each time it strikes a soldier the driver must roll on the Vehicle Control table to see whether he can retain control or if the vehicle crashes. For morale purposes, an overrun is considered an attack and causes a FoF roll to be made by the target squad or squads. Ramming For crashes or vehicles ramming vehicles, roll a D10 for each vehicle and add the vehicle driver s TG, +1 for a car, +2 for a truck, +3 for a halftrack or

39 39 armored car, +4 for a light tank or self-propelled gun up to 15 tons, +5 for a medium tank or a self-propelled gun of tons, +6 for a heavy tank, and - 1 for each 10 meters (or portion thereof) of speed. Apply the result on the Vehicle Control table from your roll to your own vehicle and your opponent applies his roll to his own vehicle. For crashes into solid objects such as houses and bunkers, there is no roll to see if the object is destroyed (whether or not it is damaged is usually irrelevant to the likely dead or wounded crew). Vehicle Control Total Effect on Target Vehicle 1-5 The vehicle crashes and is damaged beyond repair. The wreck may catch on fire. Roll a D10. If this number is higher than the vehicle s Reliability, then the ammunition or fuel catches fire. Roll immediately on the Burning Vehicle table to see if the vehicle explodes. The crew must make a FoF roll or bail out if the vehicle does not catch fire The vehicle s tracks or tires are destroyed and it comes to an abrupt halt. The crew must make a FoF roll. If successful, they may stay and continue to operate the weapons, otherwise, they must bail out. The vehicle may not move for the rest of the battle Vehicle must slow to Cruising if moving at Fast speed, to Slow if moving at Cruising speed, or stop if moving at slow speed. 21+ No effect. Battlefield Conditions The current weather, time of day, and terrain on the battlefield will naturally affect all attempts to attack enemy soldiers. The Battlefield Conditions (Fire) table shows some of the many different types of terrain, weather, and lighting effects and how they modify the Hit roll of soldiers on the battlefield. Where a maximum range is given, troops may not fire at any target beyond that range. Cover and concealment modifiers affect only those soldiers using the cover or concealment correctly (by staying next to it, within one meter, and keeping it between themselves and the enemy). Lighting and weather penalties are in addition to all other normal range and firing modifiers. Where a maximum LOS is given, soldiers and vehicles outside of that range cannot be spotted, even if their weapon s range would allow them to fire on that target The weather, light conditions, and terrain effects on the movement capabilities of all personnel and vehicles involved in the battle are covered in the section on Maneuver. Additional weather or terrain effects may be stipulated by the Moderator or the scenario (for example, fighting inside of a burning factory strewn with rubble or under a full moon with intermittent clouds and gusting winds).

40 40 Soldiers more than 2 meters inside a treeline or within a building or a cloud of smoke cannot be seen or fired upon by enemy troops unless the enemy is adjacent to the cover/concealment (e.g., at the edge of the treeline or at a window or door of the building) and within 5 meters of the target. Naturally, these soldiers cannot fire out of their cover either, unless the enemy comes up to the edge of the woods or sticks his head in a window. In order to fire out past cover or concealment, troops must be adjacent to the cover (at a window or door or behind a tree right at the edge of the woodline). High explosive rounds that land in swamp, mud, or water will have their blast # halved due to the dampening effect of the terrain. Explosive weapons that detonate in a room or against a wall will not affect soldiers on the other side of the wall unless the DAM remaining (determined by subtracting the distance of the wall from the blast from the X# of the shell) is greater than the Armor Value of the wall. If a ruined or partial wall is only providing cover (-2 or -3 to the Hit roll) then the blast will be resolved as usual. Be careful of hiding troops in thin-walled shacks, chicken coops, and plaster-walled buildings! Battlefield Conditions (Fire) Condition Clear Brush Large tree Rubble/Wreck Building/Wall Foxhole/Trench Bunker/Pillbox Slit Loophole/Firing Port Thunderstorm/Blizzard Heavy Rain/Snow Light Rain/Snow Very Windy/Gusting Thick Fog Dawn/Dusk Night (Full Moon) Night (Part Moon) Night (New Moon) Effects No Effect Concealment, -1 to hit Cover, -2 to hit Cover, -2 to hit Cover, -2 to hit Cover, -3 to hit Cover, -3 to hit Cover, -3 to hit -3 to hit, Maximum range=rngx2, Maximum LOS=75m -2 to hit, Maximum range=rngx3, Maximum LOS=100m -1 to hit, Maximum range=rngx4-1 to hit -1 to hit, Maximum range=rngx4, Maximum LOS=75m -1 to hit, Maximum range=rngx4, Maximum LOS=100m -2 to hit, Maximum range=rngx3, Maximum LOS=75m -3 to hit, Maximum range=rngx2, Maximum LOS=50m -4 to hit, Maximum range=rng, Maximum LOS=25m Note: For more than one effect at a time (e.g., windy at dusk), use the worse of the two effects. For cloudy, fog or rain/snow at night, use New Moon modifiers.

41 41 <0=4DE4A Maneuver is one of the essential elements of conflict, and allows commanders to use their forces to gain better positions, seize key terrain, reinforce positions, and capture objectives. The means by which this is translated into game terms is shown in this section. Movement During a player s turn, when he activates one squad or vehicle to perform an action, he may choose for that squad to engage enemy forces in combat (see the section on Fire) or move or both. Terrain can modify the movement of individuals and vehicles by varying amounts, depending on the mode of travel of the soldier or vehicle and the type of terrain or feature being crossed. The normal movement rate for soldiers is equal to two times their TG in meters per action if walking. Troops move slower (1xTG) when crawling or sneaking and faster (4xTG) when running. The actual movement rates of figures on the tabletop according to scale and speed is shown on the Movement Rate table. Soldiers may make an unlimited number of turns at any angle during their movement. When a squad moves, place a movement counter showing their speed (Sneak, Crawl, Walk, or Run) among the squad members. This counter is used to represent their movement for all enemy firing actions on them (and for any Reaction Fire they might attempt) until they are activated again. A squad with no movement counter is considered stopped. All squads begin play stopped unless otherwise noted in the scenario. "Battles are won by slaughter and maneuver. The greater the general, the more he contributes in maneuver, the less he demands in slaughter." Winston Churchill Artillery Emplaced artillery weapons (antitank guns and mortars, for example) may not be moved during the game except to be turned or dragged up to the TG of the crew leader in meters by a minimum of half of the crew (in which case it may also be turned). The crew may turn the weapon up to 60 degrees each action to acquire a target when firing without suffering a penalty. This does not count as movement for purposes of staying hidden (although firing it would). The crew may also use an action to turn the weapon up to 180 degrees in either direction and fire during the same action with a -3 penalty to the hit roll.

42 42 Movement Rate Speed TGI TGII TGIII TGIV TGV TGVI 15-20mm Crawling 1cm 2cm 3cm 4cm 5cm 6cm Sneaking 1cm 2cm 3cm 4cm 5cm 6cm Walking 2cm 4cm 6cm 8cm 10cm 12cm Running 4cm 8cm 12cm 16cm 20cm 24cm 25mm - 28mm Crawling Sneaking Walking Running mm Crawling Sneaking Walking Running Terrain and weather may cause movement rates to be halved or quartered. Encumbrance Soldiers carrying weapons of Encumbrance (ENC) 0 are not encumbered as long as they carry no more than two such weapons. Soldiers carrying an ENC 1 or higher weapon may not run. Individuals using weapons that have an ENC of 2 or more will require assistance in order to move at a walk. Although they may be fired and operated by one soldier when at rest, ENC 2 or higher weapons must have more than one soldier carrying them to move normally (although one soldier can drag the weapon up to their TG as if they were sneaking as long as the weapon s ENC is equal to or less than his TG), and they cannot be fired in a turn in which they move. For example, a medium machinegun with an ENC of 2 may be operated by one soldier, but requires two to move at a walk. A weapon with an ENC of 3 will require three soldiers carrying it, a weapon with an ENC of 4 requires 4 to move at a walk, etc. Heavy weapons may be abandoned in order to maintain unit cohesion or when a unit is Routed. In any unit that contains weapons of ENC 1 or higher, there must be one soldier carrying only ENC 0 weapons for each ENC 1 weapon, two soldiers with ENC 0 weapons for each ENC 2 weapon, etc. This is designed to prevent players from creating unrealistic units consisting solely of soldiers with machineguns or other heavy weapons. Turrets Turrets may be turned by the loader (if he is not loading the main gun or firing a coaxial machinegun) or the vehicle commander (if he is buttoned). Vehicles

43 43 that have slow turrets may turn the turret left or right up to 60 degrees during one action. Vehicles listed as having fast turrets may turn them left or right up to 120 degrees. Vehicles with Very Fast turrets or free guns (generally pintle-mounted machineguns or light cannon) may turn them up to 180 degrees in one action. A crewmember turning a turret may also perform another action (such as loading or firing) during that activation period, but will suffer a -1 to any Hit rolls. Loading speed is unaffected, as turret rotation is often considered a part of the loader s job between firings. Buttoning/Unbuttoning Buttoning and unbuttoning the commander or driver takes no additional time. It may be performed before or after firing and movement, but the buttoned/ unbuttoned status of the driver and the commander may only be changed once during an action. When a crewmember is buttoned, he is in his position inside the vehicle, with the hatch closed. When he is unbuttoned, he is sticking his head out of the open hatch for greater visibility and to spot targets, threats, and obstacles. Use a UB DVR or UB CDR counter to show that the driver or commander is unbuttoned, respectively. If there is no counter, then the crewmember is buttoned. When buttoned, the driver may only spot targets within his LOS and within a 60 degree arc to the front of the vehicle hull. A buttoned commander may only spot targets within a 60 degree arc to the front of the turret. An unbuttoned driver or commander may spot in a 120 degree arc to the front of the vehicle hull or turret respectively. Gunners may only spot to a 60 degree arc in front of the turret as they cannot unbutton. Only an unbuttoned commander may spot and fire at aircraft with an AA machinegun. Crewmembers and passengers in a vehicle with an open top (such as the SdKfz 222 or SdKfz 251) are considered unbuttoned for observation purposes. Crewmembers and passengers inside enclosed, but unarmored, cabins (such as the back of a truck or inside of a car in the winter) are considered buttoned. In the summer, these vehicles may drive with all crew and passengers exposed to increase their spotting capability. Motorcyclists cannot button. Cohesion Cohesion represents the basic need for a group of soldiers to stick together. A squad has a major advantage in being able to move as a unit rather than as individuals. Part of the reason they can do this is that they are trained as a unit. In order to represent their need to be able to support each other and give and receive commands from the leader of the unit, squad members must remain within a number of meters of each other equal to their Troop Grade. Each soldier need only have one other soldier in this range, however, if one soldier acting as a link between other soldiers is eliminated by enemy fire or slowed by terrain until he is no longer within range, cohesion is broken. Cohesion can also be broken by movement and other factors. Smoke, terrain, walls, and other features do not block cohesion; it is not necessary for soldiers to have a clear LOS to one another to stay in cohesion. Troops who march in an irregular and disorderly manner are always in great danger of being defeated. Vegetius, 378

44 44 A squad must be in cohesion to move and fight. A squad that is not in cohesion may spend its next action reorganizing or must split up into separate teams. To reorganize, the squad members must be moved so that each is within the cohesion distance of another member of the unit. The squad may move towards or away from the enemy, however, the squad must end the move in cohesion or they may not make that move as a squad. Squad members may fire as usual during this reorganization. If desired, the squad may split into teams when separated or intentionally as part of their movement. If the squad splits intentionally, the section that is separating may choose to run while the remaining squad members stay in place and provide covering fire. Each team may continue to move as an independent unit during subsequent actions, as if it were a separate squad (one of the reasons for having multiple leaders in a squad is to enable teams that are separated from the squad to retain some rallying capability and more than three squad members moving or firing at one time). Squad members retain all of the squad and side abilities of their former squad, even if they join a different squad, however, the new squad as a whole does not gain these advantages. Mixed squads may lose such abilities as FoF bonuses from Battle-Hardened or Drunken Stupor (although squad members who have Drunken Stupor as a squad ability will still suffer the -1 penalty to their hit roll). In general, if a squad ability affects the individual (firing modifiers), it is retained, but if it benefits the squad as a whole (FoF modifiers), then it is lost when squads are mixed. To join split squads or even whole squads, simply move one of the two squads so that they have at least one member in Cohesion range of the other. For the enemy s firing purposes, they will be considered one squad until split apart (intentionally or unintentionally). For activation purposes, they must be split during their next action or move or fire together as a squad. For leadership purposes, the highest TG NCO is considered the squad leader. If a squad member with a heavy weapon (machinegun, antitank rifle, etc.) is killed or wounded, any other member of the squad in Cohesion distance may be switched with that soldier to represent his picking up the heavy weapon. Squad Size A Noncommissioned Officer may effectively lead a number of troops (in addition to himself) equal to his TG times three. An Officer may lead a number of separate squads, sections, vehicles, or crews equal to his TG. When a squad has no NCO, it may not be composed of more than three soldiers. Even if there are more soldiers in a group, if their NCO has been eliminated, then they can only act in groups of three (as if they were separate squads made up of three soldiers each). If an NCO is leading a squad larger than he can effectively command, his TG is reduced by one for FoF rolls until the squad is reduced (through splitting or losses) to a manageable size. his TG must still be used for FoF rolls even if this brings him down below the TG of the rest of the squad members.

45 45 Vehicles Vehicles are given four separate speeds. These are nominally called Slow, Cruising, Fast and Very Fast (although what is Very Fast for a heavy tank may be Slow or Cruising for a motorcycle or scout car!). Counters will be used to indicate the vehicle s speed. All vehicles are considered stopped at the beginning of the game. A vehicle may increase its speed one step each turn that it moves (stopped to Slow, Slow to Cruising, etc.) or it may come to a stop or reduce its speed to any lesser speed. A counter must placed alongside or on top of the vehicle showing its speed unless it is stopped. This speed will be used for all firing actions by or against the vehicle. Vehicles may make a single turn during their movement of up to 60 degrees at Very Fast speed, two turns of up to 60 degrees each at Fast speed, three turns of up to 60 degrees each at Cruising speed, and an unlimited number of turns at any angle at Slow speed (pivoting, for example) during the course of one activation.

46 46 Mobility Vehicles must make a Mobility roll during any turn they move through terrain that causes a Mobility check (swamp, bog, mud, stream, pond, etc.), as soon as half of the vehicle is in the terrain or when the vehicle leaves the terrain if it is only skirting it Even if the vehicle is required to make a roll for multiple reasons (e.g., moving too fast, rough terrain followed by mud), the driver is only required to make one Mobility roll per turn. If this is successful, further difficult terrain effects are ignored for the turn. To make a Mobility roll, roll a D10 and add the vehicle driver s TG and the vehicle s Mobility rating, subtracting one from the total if the driver is buttoned and one if the commander is buttoned. Find the total on the Mobility table to determine the results. Moving through rough terrain can be hazardous to some vehicles. Wheeled armored vehicles moving through brush or rubble (difficult terrain) or tracked armored vehicles moving through light woods or small buildings such as shacks (very difficult terrain) must make a Mobility roll. Tracked vehicles ignore brush and rubble as they do hedges, low walls, and streams. Wheeled vehicles may not move through light woods or buildings of any kind. No vehicle may move through impassable terrain such as lakes, rivers, up and down cliffs, and so on. Halftracks are armored vehicles, and tracked for purposes of moving through brush, rubble and light woods, but may not move through light buildings. Unarmored wheeled vehicles such as cars, motorcycles, and trucks suffer penalties from all terrain features (including hedges and streams) and must make a Mobility roll whenever moving at Fast or Very Fast speed off-road. When any tracked or halftracked vehicle moves at Very Fast speed in any terrain or when any wheeled armored vehicle moves at Very Fast speed off-road, it must make a Mobility roll. Mobility D10+TG Result 0-5 The vehicle throws a track or blows a tire and goes out of control. Roll a D6: 1-2 = Left 60 degrees, 3-4 = Straight, 5-6 = Right 60 degrees. Move the vehicle forward a number of meters equal to the next lower movement rate (that is, if it is moving Fast, move it up to its Cruising speed in meters). It stops, and the crew must make a FoF roll. If successful, they may stay and continue to operate weapons, otherwise, they must bail out. 6-9 The vehicle throws a track, blows a tire, or becomes stuck and comes to an abrupt halt. The crew must make a FoF roll. If successful, they may stay and continue to operate the weapons, if not, they must bail out The vehicle turns 90 degrees (roll a D6: 1-3 = left, 4-6 = right) and comes to a halt. The vehicle may move as usual on the following turn. 13 The engine stalls and the vehicle comes to an abrupt halt. The crew may restart the engine and move as usual on their following turn. 14+ The terrain has no additional effect on the vehicle s movement.

47 47 Battlefield Conditions Movement may be slowed to half normal (round down) by an increase in elevation which occurs during the soldier s or vehicle s movement (moving uphill at a 45 degree angle or more), a thickly wooded or overgrown area, a stream being crossed, or fences, walls or hedges being leaped or climbed. This modifier only applies while the figure is moving through that terrain. This is most easily done by counting 1/2 meter of hillside, woods, stream, or hedge as 1 meter of movement. When two or more of these types of terrain combine, movement is quartered (then 1/4 meter = 1 meter of movement). Tracked and halftracked vehicles are not slowed by light fences, hedges, or streams. Note that a vehicle in really bad terrain and weather conditions may be going at Fast or even Very Fast speed and still only move an actual distance as if it were going Slow or Cruising due to the terrain modifiers. Even though the distance is reduced, it is still considered to be going Fast or Very fast as appropriate. If the terrain is muddy, deep snow, or icy, this will also halve the rate of movement on that terrain for foot troops and vehicles alike. Weather Movement can also be affected by the weather. Rivers and lakes may be crossed if they are frozen over (by foot troops only). Frozen ground allows muddy roads to act as paved roads. In addition, very low temperatures reduce the reliability of vehicles. In freezing weather, all vehicles suffer a -1 penalty to Mobility and Reliability rolls. In addition, each vehicle must be rolled for at the start of the game to see if the engine is frozen. Roll a D10, adding the vehicle s Reliability and the driver s TG. If the total is 11 or higher, then the vehicle may move as normal. If not, then anytime the vehicle is activated to move this roll must be made again. If successful, the vehicle may move as normal, otherwise it remains stationary (although the crew may fire weapons if desired) for that action and must continue to roll on subsequent actions until it is started up. If a vehicle stalls due to a failed Mobility roll, it will have to roll to restart its engine if the weather is freezing. The effects of terrain, weather, and light conditions are outlined on the Battlefield Conditions (Maneuver) table. Note that these modifiers may be combined to cause 1/4 movement in some cases (for example, a wooded swamp). When three or more half-movement modifiers are combined, the terrain is considered impassable (for example, a wooded swamp buried in deep snow). Where the top speed for vehicles and personnel is limited, the speed is still affected by terrain. If there are two limitations on speed at the same time, use whichever one gives a lower limit (for example, heavy rain and a new moon use the new moon modifiers as they are more severe). The effects of terrain and weather on combat are covered in the section on Fire. Additional weather or terrain effects may be stipulated by the Moderator or the scenario (for example, a hailstorm may limit the movement of infantry in the open). "The most certain way of insuring victory is to march briskly and in good order against the enemy, always endeavouring to gain ground." Frederick the Great

48 48 Battlefield Conditions (Maneuver) Condition Clear Dirt/Gravel/Stone Road Brush* Woods** Rubble** Wall*** Trench*** Deep Snow** Mud*** Swamp*** High Grass/Wheat Cornfields* Stream* River/Lake Pond*** Railroad tracks** Thunderstorm/Blizzard Heavy Rain/Snow Light Rain/Snow Very Windy/Gusting Thick Fog Dawn/Dusk Night (Full Moon) Night (Part Moon) Night (New Moon) Effect No Effect No effect Half move for unarmored vehicles and personnel Half move for wheeled vehicles and personnel Half move for wheeled vehicles and personnel Half move for tracked vehicles and personnel, impassable for wheeled vehicles Half move for tracked vehicles and personnel, impassable for wheeled vehicles Half move for wheeled vehicles and personnel Half move for all vehicles and personnel Half move for all vehicles and personnel Half move for personnel Half move for unarmored vehicles and personnel Half move for unarmored vehicles and personnel Impassable unless frozen solid Half move for tracked vehicles, impassable for others Half move for wheeled vehicles Top speed is Cruising in any terrain; no running Top speed is Fast in any terrain No effect No effect Top speed is Fast in any terrain No effect Top speed is Fast in any terrain Top speed is Cruising in any terrain; no running Top speed is Slow in any terrain; no running * Mobility roll required for Unarmored vehicles ** Mobility roll required for Wheeled vehicles *** Mobility roll required for all vehicles

49 49 58A4<8BB8>=B There are three different methods for obtaining air and artillery support, each of which must be paid for with Unit points. The only difference in these types of attacks is the method by which they are planned; they are resolved the same way once the fire mission is successfully called in. Preliminary barrages and airstrikes take place after both players have set up their forces on the battlefield, but before play actually begins. This type of fire mission is normally used to break up an enemy attack or soften up enemy defenses and is plotted after setup has completed and is resolved immediately before play begins. Preplanned artillery and airstrikes are purchased before the game begins and plotted on targets before either player has set up their forces (unless specified by the scenario). This means that these strikes should be written down in secret and their target noted (using the firing grid system). On-call artillery and airstrikes are also purchased before the game begins, but they are not plotted until they are actually called in over the radio by a forward observer or by an artillery spotting vehicle. In this case, the strike must be plotted by grid location. Once a fire mission is requested, the availability of the mission is determined. The availability of the fire mission on the turn requested is equal to the TG of the soldier calling for the strike plus three. For example, if there is a TGV officer calling for the fire mission, then the strike will occur on a 1-8 on a D10 on that turn. Each turn that the same target is requested thereafter, if the strike has not arrived, add +1 to the number (e.g., 1-9 on the following turn requested, if not then certain to arrive the turn after that) to see if the fire mission takes place in that turn. The weather may affect this number as well (-1 to -3 for artillery and -1 to -5 for airstrikes). Once ordered, a fire mission can have its target changed by the simple expedient of putting in a request for a new target. The chance for the new fire mission being called in starts over at the TG of the observer. Preliminary fire missions get a +3 to this roll, however, if they fail to take place, the fire mission is lost for the entire battle. An observer may call for artillery or air support once in his turn; however, he cannot call for both in the same turn.

50 50 Firing Grid To call in or preplan artillery and airstrikes requires a firing grid. Since the grid is the same regardless of the terrain and based only on the size of the playing area, the same grid can be used over and over as long as you are using the same size table to play on. The grid divides the battlefield into one-foot squares, regardless of the scale of the figures or terrain. A 3 x6 table would therefore have 18 one-square-foot sections in the grid, labelled one through six for distance from the friendly edge of the battlefield, with 1 being right on the friendly edge. The three columns would be called Left, Center, and Right. An artillery barrage could then be preplanned for Grid L/5. This would place the marker, once the barrage is fired, at the center of the L/5 grid square, 6 from the firing player s left edge of the battlefield and 18 in from the enemy edge of the battlefield. For greater accuracy, you may say L3/54, or 3 from the left edge (always measure from the left edge of the grid square) and 54 from the friendly edge (always measure from the friendly edge). These measurements must be guessed, not measured, as the actual artillery observers in a combat environment would have to do. Measurements are made only when the artillery or air strike actually arrives. Once the barrage target has been designated and the mission fired, scatter can be determined as usual. When using a larger table or playing with the forces starting on the long sides of the play area, use numbers to designate the grids distance from the friendly edge and letters (A, B, C, etc.) to designate the columns from left to right. It is even easier to use this system if you draw out the grid ahead of time on graph paper and make copies for each player. Two examples of firing grids are shown below, one for a 6 x3 table with the players setting up their forces on the ends and one for a 4 x8 table with the players setting up their forces on the sides. There is also a sample target shown on the 4 x8 table which may be called in for the grid square or using the more detailed method presented above. L/6 C/6 R/6 A/4 B/4 C/4 D/4 E/4 F/4 G/4 H/4 L/5 C/5 R/5 A/3 B/3 C/3 D/3 E/3 F/3 G/3 H/3 L/4 C/4 R/4 A/2 B/2 C/2 D/2 E/2 F/2 G/2 H/2 L/3 C/3 R/3 A/1 B/1 C/1 D/1 E/1 F/1 G/1 H/1 L/2 C/2 R/2 4 x 8 Table (lengthwise) L/1 C/1 R/1 6 x 3 Table = E/3 or E10/25

51 51 Artillery When artillery is successfully called in, it is fired as indirect fire against an unseen target by the crew of the artillery battery doing the firing. The desired point for the artillery to land is marked by the observer who is calling for the artillery (he must be able to see the spot where the marker is being placed). Use the TG of the observer as the basis for the Hit roll, with a -3 to the roll. If the Hit roll total is greater than six, then the rounds fired each scatter 2D6 meters in a random direction from the aiming point. If the Hit roll result is six or less, then the marker is scattered 2D6 meters in a random direction, with the rounds scattering an additional 2D6 meters from this point. Once all hits have been plotted for that fire mission, determine its effects. Once successfully called in, an artillery fire mission cannot be cancelled. On-board artillery will also scatter up to 2D6 meters, with the exception of mortars, which will only scatter 1D6 meters if located on the battlefield. Smoke Smoke shells are a special type of fire mission used to obscure positions or the movement of friendly forces on the battlefield. Unlike ordinary fire missions, smoke missions can be called in near friendly units as the risk of casualties is low. Some direct-fire weapons (such as some tank guns) may fire smoke instead of normal armor piercing or high explosive shells. In this case they fire at an area target (a point on the ground) as if they were firing high explosive shells. Smoke shells cause smoke in an area equal to their blast radius and as tall as their blast radius, with the blast radius equal to that of a high explosive shell. This smoke blocks LOS as if it were a solid object and moves with the wind 1D3 meters per turn of the player who owns (fired) the smoke. Smoke lasts for the firing player s next four turns, three if heavy rain, snow, or thunderstorm, and two if windy. Smoke will block the LOS of units attempting to spot or fire through it. Units inside the smoke may fire out and outside units may fire in as if they were in woods, as noted under Battlefield Conditions. Cotton balls or batting can be used to represent smoke effectively on the playing area.

52 52 Rocket Artillery Attacks by multiple rocket launchers (MRL) are far less accurate than normal artillery, however, they tend to make up in volume what they lack in precision. To represent their inaccuracy, the center of the barrage is always scattered 3D6 meters in a random direction from the target (use the scatter diagram). Since each rocket scatters 2D6 meters, it is still possible to hit the target, although the majority of rockets will stray all over the battlefield. Rocket artillery may only be requested once per battle. Rocket artillery may be used for preliminary, preplanned or on-call fire missions. Airstrikes Airstrikes are called in or preplanned like any other fire mission, however, unlike with other artillery, the aircraft actually enters the board, moves to its target, conducts its attack, and then leaves the area in one action. A model representing the aircraft is placed on a spot along the edge of the battlefield on the turn that it arrives. This location is determined by plotting the location that the aircraft enters the battlefield (using the grid system) and the target of the airstrike. Next, scatter is determined. Roll a D10, as usual, for scatter, with short falling towards the friendly edge and long falling towards the enemy edge. Then roll 2D6 for the number of inches to be scattered. Once the target area has been determined, find the nearest unit of any type (troops or vehicles), of either side. This unit becomes the target of the airstrike, even if it is a friendly or hidden unit. Make a line (string is good for this) between the aircraft s point of entry onto the battlefield and the center of its target. Any units along this course or within 48 meters of it to either side can shoot at the aircraft. Only antiaircraft machineguns can be used to shoot at low flying aircraft. Roll a D10 for each machinegun firing at the aircraft, adding the TG of the firer, +1 if the firer is also the target of the attack and +1 if the firing weapon has a PEN of 10 or higher or is capable of Rapid Fire. If the total is 12 or less, then the antiaircraft attack missed. If the total is 13-16, then the plane has suffered enough hits to veer off and abort the attack (the airstrike can be called in on a later turn if desired). If the total is 17 or more, then the aircraft has been shot down and is lost. If the aircraft makes it to the target, then it conducts all of its attacks against that target. Roll to hit as usual, allowing the pilot to be TGV for Germans and TG IV for the Soviets, and using only light and weather modifiers as penalties to hit. Roll for each attack. If the aircraft has no bombs it will strafe. If it has bombs it will drop bombs on a 1-4 on a D6, strafing on a 5-6. Bombs that miss will scatter as usual. Attacks against vehicles are taken against their top armor

53 53 value (roll a D6: for turreted vehicles, 1-2 = Hull Top, 3-4 = Turret Top, 5-6 = Superstructure Top, for other vehicles, 1-3 = Hull Top, 4-6 = Superstructure Top). When all attacks have been completed, the aircraft will move off of the battlefield by continuing in a straight line from its start point through the target and off of the opposite map edge. Any enemy units between the target and the map edge where the aircraft will exit play, or within 50 meters to either side, may fire at the exiting aircraft as noted earlier, however, they can no longer interfere with its attack (in the rare event that the aircraft is shot down, it does provide some satisfaction, however). Aircraft Chart Aircraft Nationality Date Armament Bomb Load Cost Bf109E German cm MG151, 2xMG17 2x100 kg 105 Bf110C4 German x2 cm MGFF, 4xMG17 2x250 kg 190 Il2M3 Soviet x23mm VYa 23, 2xShKas MG 4x100 kg 200 I16 Soviet x20mm ShVAK, 2xShKas MG 2x100 kg 120 Ju87B2 German xMG17 1x500 kg 170 Ju87G German x3.7cm BK La5 Soviet x20mm ShVAK 2x100 kg 120 Scatter To determine where an attack scatters to, roll dice for distance according to the Scatter chart. Then roll a D10 to see which direction the attack (or, in the case of artillery barrages, the center of the barrage) scatters. Note that for MRL attacks, first roll 3D6 to see where the center of the attack scatters to, then roll 2D6 for individual rockets. For barrage attacks (B#), roll the same dice to scatter the center of the attack as are used to scatter the individual incoming rounds. To determine direction, use the following clock method: roll a D10, 1-2=12 o clock, 3=2 o clock, 4=4 o clock, 5-6=6 o clock, 7=8 o clock, and 8=10 o clock. 12 o clock is always toward the enemy edge of the battlefield. On a 9 or 0 reroll and add a D6 meters to the distance scattered as per the scatter diagram. Murphy Murphy s Law of Artillery states that the only thing more accurate than incoming enemy artillery fire is incoming friendly artillery fire... Note that high-velocity direct-fire guns (tank and antitank guns) will deviate an additional 2D6 meters short (back towards the firing gun) or long (in the direction the round is already going) if they miss. Scatter is never rolled for rifles, pistols, machineguns, AP or APCR ammo, etc., only for weapons with an explosive effect, such as artillery and grenades. Scattering explosive shells may deviate right back onto their original target or onto nearby enemy or friendly units. Blast effects are determined as usual.

54 54 Scatter Diagram (Farther from Firer/Long or toward enemy edge) (Closer to Firer/Short or toward friendly edge) Note: On a roll of 9-10 roll again and add 1D6 meters to the scatter distance. Scatter Hand grenade [thrown] Rifle grenade Tank or antitank gun Off-board artillery On-board mortar (MTR) Off-board mortar (MTR) Multiple rocket launcher (MRL) Each rocket will deviate - Airstrike Cannon fire may deviate - Bombs may deviate - Small (1D6 meters) Medium (2D6 meters) Small (1D6 meters +2D6 meters short or long) Medium (2D6 meters) Small (1D6 meters) Medium (2D6 meters) Large (3D6 meters for new center of barrage) Medium (2D6 meters from new center) Medium (2D6 meters, then to nearest unit) Small (1D6 meters) Medium (2D6 meters)

55 55 >cwta0rcx^]b Soldiers do not just fight and move during battle. Specialists are responsible for their own individual tasks, leaders at all levels are required to formulate plans and pass orders, and soldiers wonder whether they will fight or flee, win or lose, live or die... Rallying Leaders may attempt to Rally troops whose Morale Level has been reduced by the effects of combat, or exhort those who are already fighting to more heroic levels. This is done in the same way as a FoF roll, using the squad leader s TG (must be an NCO or Officer to Rally) and the result of a D10 roll to determine the outcome. The TG of the leader may be modified by one or more of the factors shown on the Fight or Flee Modifiers table. In addition, modifiers due to the squad s current Morale Level may apply, as well as squad and side abilities which modify Rally rolls. If the total is greater than six, then the squad s Morale Level is increased by one. On a natural roll of 1 on the D10 the squad s Morale Level drops by one. When a leader is rallying his troops, this counts as the entire action for the unit; they may not fire during this action, although they may move away from the enemy before the roll is made if desired (if Routed, they must move away from the enemy at a run before the Rally roll is made). Squads with an Active Morale Level may be rallied to Aggressive. No unit may have a Morale Level higher than Aggressive....be on the alert to obey the word of command. It is both the noblest and the safest thing for a great army to be visibly animated in one spirit! Archidamus of Sparta, 431 BC Specialists Specialists are highly trained in a combat skill. Such soldiers are more expensive to train and equip than ordinary soldiers, hence their higher Unit point cost. Each specialist has one or more abilities which may be used in place of (or sometimes in addition to) normal squad activities for that individual. A soldier can only use one Specialist ability at a time.

56 56 Engineer This soldier is well trained in the use of explosives for demolition purposes, mine laying and disarming, fortification and bridge construction and demolition, the improvisation of obstacles and boobytraps, and the use of special weapons and equipment. An engineer may use an action to cut through a section of barbed wire (creating a two meter wide path or gap in the wire obstacle) or use a satchel charge or AT hand grenade instead of firing other weapons or moving. Only an Engineer can use AT hand grenades and satchel charges. An Engineer may perform these actions while the rest of his squad moves and/or fires, as long as he remains in Cohesion distance of the squad. Expert Driver This vehicle crew has an expert driver who adds +2 to the vehicle s Mobility and Vehicle Control rolls. This ability may only be applied to a vehicle crewmember who is a driver. Expert Gunner This vehicle crew has an expert gunner who adds +1 to his hit roll when using the main gun. This ability may only be applied to a vehicle crewmember who is a gunner. Expert Loader This vehicle crew has an expert loader who may both load the main gun and fire a coaxial machinegun during the same action or load and fire the main gun if he is acting as both loader and gunner. This ability may only be applied to a vehicle crewmember who is a loader. Forward Observer A Forward Observer (FO) may call for artillery fire. An ordinary Officer with a radioman may call for preplanned artillery fire or an airstrike, but only an FO can call for on-call fire missions. The FO must be able to see the target of the fire mission (a static object or terrain feature) at the time of the call for fire. The FO may call for fire while the remainder of the squad (except for the radioman whose radio he is using) moves and/or fires, as long as he remains in Cohesion distance of the squad. Inspirational Leader Leadership is intangible and therefore no weapon ever designed can replace it. General Omar Bradley This ability is limited to Noncommissioned Officers and Officers. It gives the NCO or officer a +1 to all FoF and Rally attempts, and increases the TG of the leader by one for command effectiveness purposes (that is, it allows them to command more troops effectively; a TGVI leader would be considered to have a TG of VII). Inspirational officers pass that +1 bonus on to subordinate units in their area of command. If the officer is killed, the bonus is lost.

57 57 Medic Medics may attempt to aid any casualty, but must still maintain unit Cohesion as usual or be separated from the unit. Roll a D6 for each attempt, on a 1 or 2 a wounded casualty is immediately returned to action as normal. Otherwise, the casualty remains wounded. This medical care takes the Medic s entire turn (he may not move during the turn aid is being rendered). A wounded Medic may attempt to treat his own wound. A Medic may also attempt to stabilize a soldier who has been Killed/Unconscious. This is done the same way as for a wounded soldier, except that on a 1 or 2 the casualty is considered unconscious (this will only have an effect on campaign games). Any unit with a Medic in cohesion gains a +1 to all FoF and Rally attempts as long as the Medic is present and unwounded. A medic must have an Aid Bag in order to use this skill. Messenger Messengers may be used to carry orders or information from one unit to another. They may move at double normal rate, and are immune to unit Cohesion rules when carrying messages or orders, however, they cannot fire while utilizing this fast movement. Once a message has been passed (by the Messenger moving into Cohesion distance of the designated unit) he must return to his original unit as quickly as possible. When a Messenger is part of a unit (not carrying orders and within Cohesion distance of its assigned unit), it must move at normal rate and maintain Cohesion as usual. Noncommissioned Officer A Noncommissioned Officer (NCO) can command a squad containing a number of troops equal to his TGx3 effectively. If there are more members in the squad than he can effectively command, then his TG for Rally and FoF purposes is reduced by one (and still must be used even if it lowers him below the TG of other troops in the squad). Once the squad is reduced to a manageable number by splitting or casualties, his TG is restored to its full level. Only Noncommissioned Officers and Officers can Rally or lead troops in the field, including squads, vehicle and gun crews, heavy weapon sections, etc. This Specialist ability does not count toward the soldier s limit.

58 58 Officer An Officer can command a number of squads or vehicles equal to his TG (including the squad he is in). If there are more squads, crews, and vehicles than he can command effectively on the battlefield, then each suffers a penalty of -1 to FoF and Rally rolls. If there is no Officer on the battlefield (whether he has been killed, captured, or if the action started with no officer present) then all troops suffer a -1 to FoF and Rally rolls. Additional Officers may be used to make up the difference. In this case, each Officer commands the units nearest him (normally an assigned group, such as a platoon of infantrymen or tanks, a section of mortars, or a battery of antitank guns). When a unit is in the area of command of more than one Officer, it may choose to be under the command of either Officer, but not both. An Officer who has access to a radio operator (within the squad and in Cohesion) can call for preplanned artillery fire or airstrikes, if available. The squad may move and/or fire as long as they remain within Cohesion distance of the Officer and the radioman. This Specialist ability does not count toward the soldier s limit (a TGI to TGIII soldier may still have another Specialist ability and a TGIV to TGVI soldier may still have two more Specialist abilities). Radio Operator Radio operators are trained in the techniques of radio operation and communication. A radio operator is normally assigned directly to an Officer or Forward Observer so that he can pass orders and request fire missions directly. A radio operator must have a Field Radio in order to use this skill. Sniper Sniper Teams Due to the nature of the sniper s mission, he is rarely sent into combat as a mamber of a squad. He is more likely to go in alone or with another sniper or two for security. This soldier has been highly trained in advanced marksmanship techniques. To support these skills, he is equipped with an exceptionally accurate rifle with a telescopic sight. A sniper is not required to shoot at an entire squad or unit, nor is he required to fire at the nearest or most threatening unit. A sniper is not required to fire upon targets attacked by the rest of his squad or unit. The sniper may select any target that he can see, even individuals within squads and exposed vehicle crewmen, to fire upon. The sniper must have a clear shot and cannot be moving. He may stay put and fire even if the rest of his squad or team moves, as long as he is in Cohesion at the beginning and end of this movement. A sniper must have a telescopic sight mounted on a bolt-action or semiautomatic rifle in order to use this skill.

59 59 2A40C8=6BCDA<CAD??4= Players may agree beforehand on the forces to be used in a skirmish, or they may agree to spend a specific number of points on forces. The cost of personnel and equipment is expressed as their Unit Points cost. Each player may spend his Unit Points as desired or as specified by restrictions. Historically, forces are generally restricted by equipment, weapons, Troop Grade, and organization. If the game is being refereed by a Moderator, he may assign forces as desired, however, he should note the unit points cost of the forces in order to maintain a balance of play. If a scenario is being played, the organization of forces will be outlined therein. Organization Troops must be organized in some way and they must have leaders. A typical organization would be to have squads of ten or twelve soldiers, including a sergeant (their leader). Three or four such squads would make up a platoon, led by a lieutenant; three platoons plus a weapons platoon would be a company, led by a captain, etc. Each sub-unit must have its own leader through whom orders are passed. Smaller units (such as two- or three-man teams) are not recommended except in the case of attachments such as sniper teams or vehicle or gun crews. Units may be upgraded (for example, by replacing all of the bolt-action rifles in a unit with semiautomatic rifles) as desired, but the costs must be paid in unit points. The following eaxmples are some actual unit organizations as used by the appropriate forces during the period represented in this game. TO&E Veteran units rarely matched their official Table of Organization and Equipment (TO&E). They were likely to have less men and more heavy weapons. German Infantry Company Headquarters This independent unit may have three or four platoons subordinate to it (usually three rifle platoons and a weapons platoon, however, one of the platoons may be replaced or reinforced by engineers or Panzers). It consists of the company commander (a TGIV or TGV Officer, usually a Captain) with a P 38 pistol and a horse, an NCO (A TGIV or TGV NCO, usually a Sergeant) with an MP 40 submachinegun, two Medics with P 38 pistols and aid bags, six Messengers with Kar 98k rifles, and an orderly with a Kar 98k rifle. A radi-

60 60 oman with a field radio and a Kar 98k rifle may be attached to provide artillery and air support. German Rifle Platoon This platoon is made up of four rifle squads (although in practice normally only three), a light mortar troop, and a platoon headquarters troop. Soldiers are TGIII, with Leaders of TGIV. A veteran platoon may include soldiers of TGIV and Leaders of TGV. Each squad consists of one Leader (a Noncommissioned Officer, usually a Corporal) with an MP 40, a machinegunner with an MG 34 and a P 38 pistol, an assistant gunner who carries the tripod and an extra barrel for the machinegun as well as a P 38 pistol or Kar 98k rifle, and seven soldiers with Kar 98k rifles and hand grenades. The light mortar troop includes a leader (usually a Corporal) with a Kar 98k rifle, and two soldiers carrying the legrw 36 mortar and ammunition and armed with P38 pistols. This unit is normally dropped off and set up prior to combat near the platoon headquarters troop and used as on-board artillery directed by the platoon leader. The platoon headquarters troop consists of the platoon Leader (usually a Sergeant) and two Messengers, all armed with Kar 98k rifles and hand grenades, a sniper with a Kar 98k with telescopic sight, and a Medic who carries a P 38 pistol and an aid bag. In addition, the platoon may be supplied with an Opel 6700 truck for each squad and a Kfz 1. These vehicles and their crews are normally left in the company or battalion staging area. A Zündapp KS 750 motorcycle and crew may be attached to the platoon for reconnaissance or as a messenger. German Panzer Grenadier Platoon This platoon is outfitted similarly to the rifle platoon, except that it is provided with one SdKfz 251/1 halftrack for each of the three rifle squads and an SdKfz 251/1 halftrack for the platoon headquarters and light mortar troops. Two riflemen from each squad become vehicle Crew (one driving and one manning the MG 34 machinegun), as do the platoon Sniper and one Messenger (who lose their specialist skills and become Crew as well) from the platoon headquarters troop. The platoon ordinarily fights dismounted, with the

61 61 halftracks providing supporting fire from the MG 34 against enemy positions, and providing a place for nearby troops who are Routed to hide and rally. An SdKfz 222 may be attached to the platoon to provide reconnaissance or as an artillery observation vehicle. German Machinegun Platoon This platoon is made up of two squads and a platoon headquarters troop, mostly of TGIII. Each squad consists of a Leader (usually a TGIV Sergeant) with a Kar 98k rifle, two machinegunners with MG 34 machineguns and P 38 pistols, two assistant gunners who carry the tripod and an extra barrel for the machineguns as well as P 38 pistols or Kar 98k rifles, and six soldiers with Kar 98k rifles and hand grenades. The platoon headquarters troop consists of a Leader (usually a TGV Lieutenant) with a Kar 98k rifle, two machinegunners with MG 34 machineguns and P38 pistols, two assistant gunners who carry the tripod and an extra barrel for the machineguns as well as P 38 pistols or Kar 98k rifles, three Messengers, all armed with Kar 98k rifles and hand grenades, and a Medic who carries a P 38 pistol and an aid bag. An antitank troop, consisting of a Leader (usually a TGIV Sergeant) with a Kar 98k rifle, three soldiers with PzB 39 antitank rifles and P 38 pistols, and three soldiers with Kar 98k rifles and hand grenades, may be attached to this platoon. German Tank Platoon German Terms Abteilung - Battalion Artillerie - Artillery Ausführung - Model Ersatz - Replacement Fahrzeug - Vehicle FlaK - Antiaircraft Funk - Radio Geschütz - Gun Gewehr - Rifle Granate - Shell, grenade Heer - Army Infanterie - Infantry Kanone - Cannon Ketten - Tracks Nebel - Smoke Panzer - Armor Spreng - Explosive Stab - Headquarters Sturm - Assault Turm - Turret Zug - Platoon This platoon ordinarily consists of four or five tanks, one of which belongs to the platoon commander. Each tank is usually commanded by a TGIV Leader (a Sergeant) and has a TGIII crew. The platoon commander s vehicle usually has a TGIV crew as he is ordinarily a TGV Leader (a Lieutenant). All vehicles in the platoon are usually of the same type. They may be PzKpfw IIF, PzKpfw IIIJ, PzKpfw IVF, PzKpfw IVG or PzKpfw VIE tanks, or Marder II or StuG IIIC/D self-propelled guns. The platoon may be provided with an SdKfz 222 to provide reconnaissance or as an artillery observer. All crewmembers carry the P 38 pistol. Crew leaders also have an MP 40 submachinegun. Soviet Rifle Company Headquarters This independent unit may have three platoons subordinate to it (usually three rifle platoons, however, one of the platoons may be replaced by tanks). It consists of the company commander (a TGIII or TGIV Officer, usually a Captain) with a TT-33 pistol, an NCO (A TGIII NCO, usually a Sergeant) with a PPSh- 41 submachinegun, two Medics with TT-33 pistols and aid bags, and six Messengers with Mosin-Nagant rifles. A radioman with a field radio and a Mosin- Nagant rifle may be attached to provide artillery and air support. Soviet Rifle Platoon This platoon is made up of three rifle squads and a platoon headquarters section. Soldiers are TGII, with Leaders of TGIII. A veteran platoon may include soldiers of TGIII and Leaders of TGIV. Each squad consists of one Leader (a

62 62 Noncommissioned Officer, usually a Sergeant) with a PPSh-41 submachinegun, a machinegunner with a DP light machinegun, an assistant gunner who carries extra ammunition for the DP and a Mosin-Nagant rifle, and six soldiers with Mosin-Nagant rifles and hand grenades. The platoon headquarters section consists of the platoon Leader (usually a TGIII Lieutenant) armed with a TT-33 pistol and hand grenades, and two Messengers with Mosin-Nagant rifles and hand grenades. Soviet Assault Platoon This platoon is made up of three assault squads and a platoon headquarters section. Soldiers are TGII, with Leaders of TGIII. A veteran platoon may include soldiers of TGIII and Leaders of TGIV. Each squad consists of one Leader (a Noncommissioned Officer, usually a Sergeant) with a PPSh-41, a machinegunner with a DP light machinegun, an assistant gunner who carries extra ammunition for the DP and a PPSh-41 submachinegun, and six soldiers with SVT-40 rifles or PPSh-41 submachineguns and hand grenades. The platoon headquarters section consists of the platoon Leader (usually a Lieutenant) armed with a TT-33 pistol, PPSh-41 submachinegun, and hand grenades, and two Messengers with PPSh-41 submachineguns and hand grenades. Rarely, the platoon may be issued three GAZ- AA trucks (one per squad) and a GAZ-67B car (for the lieutenant or as a recon vehicle). Soviet Weapons Platoon This platoon is made up of three machinegun sections, each of which consists of two machinegunners with the PM1910 medium machinegun, two ammunition bearers with Mosin-Nagant rifles, four soldiers with Mosin-Nagant rifles and hand grenades, and a Sergeant with a Mosin-Nagant rifle. Soldiers are TGII with Leaders of TGIII. The platoon headquarters section consists of the platoon Leader (usually a Lieutenant) armed with a TT-33 pistol and hand grenades and two Messengers with PPSh-41 submachineguns and hand grenades. An antitank section, consisting of a Leader (usually a TGIII Sergeant) with a Mosin-Nagant rifle, three soldiers with PTRD antitank rifles, and three soldiers with Mosin-Nagant rifles and hand grenades, may be attached to this platoon (or to the assault or rifle platoons). The PM1910 medium machinegun may be replaced by the DP light machinegun in assault companies.

63 63 Soviet Scout Platoon Scout platoons were made up of experienced troops and issued special weapons and uniforms (camouflage coveralls), organized at regiment or division level, then tasked out to smaller units for special jobs. This platoon is made up of three rifle squads and a platoon headquarters section. Soldiers are TGIII, with Leaders of TGIV. A veteran platoon may include soldiers of TGIV and Leaders of TGV. Each squad consists of one Leader (a Noncommissioned Officer, usually a Sergeant) with a PPSh-41, a machinegunner with a DP light machinegun, an assistant gunner who carries extra ammunition for the DP and a PPSh-41 submachinegun, a Sniper armed with a Mosin-Nagant or SVT-40 rifle with a telescopic sight, and five soldiers with PPSh-41 submachineguns and hand grenades. The platoon headquarters section consists of the platoon Leader (usually a Lieutenant) armed with a TT-33 pistol, PPSh-41 submachinegun, and hand grenades and two Messengers with PPSh-41 submachineguns and hand grenades. Soviet Tank Platoon This platoon ordinarily consists of three or four tanks, one of which belongs to the platoon commander. Each tank is usually commanded by a TGIII Leader (a Sergeant) and has a TGII crew. The platoon commander s vehicle usually has a TGIII Lieutenant. All vehicles in the platoon are usually of the same type. They may be BT-7M, KV-1/1940, KV-2, T-26, T-34/1941, T-40 or T- 70 tanks, or SU-122 self-propelled guns. The platoon may be provided with a BA-64 to provide reconnaissance or as an artillery observer. All crewmembers carry the TT-33 pistol. Russian Terms Artilleriya - Artillery Bashnya - Turret Boy, Bitva - Battle Bronya - Armor Desant - Assault Dym - Smoke Ehkipazh - Crew Maschina - Vehicle Mina - Shell, mine Oborona - Defense Otryad - Squad Pekhota - Infantry Pulemyot - Machinegun Pushka - Cannon Rota - Company Shtab - Headquarters Vintovka - Rifle Voina - War Vzvod - Platoon Troop Grade Other things being relatively equal, the quality and type of troops available to the commander is the most important factor in determining the outcome of an engagement. The skill, morale, and experience of troops is defined in game terms by their Troop Grade. There are six grades of troops, assigned Roman numerals from one (I) to six (VI), with one being the poorest quality troops and six being the best possible troops. You will generally find that large bodies of poorer troops can win a victory over smaller bodies of elite troops if they are engaged in a set-piece battle, but small, elite units can wreak havoc in unconventional and surprise attacks, particularly if heavily armed. The basic Unit Point cost for an individual soldier is equal to his Troop Grade times ten. Therefore a TG I soldier costs 10 points, a TG II soldier costs 20 points, and so on. The Moderator should keep these troop costs in mind whenever designing a scenario. Generally, 50% of the Unit Points spent on a unit are for the soldiers, with the other half being spent on vehicles, weapons, artillery and air support, and equipment.

64 64 If in training soldiers commands are habitually enforced, the army will be well-disciplined; if not, its discipline will be bad. Sun Tzu, Art of War Training There are four basic levels of training which a soldier can have. These are Untrained, Militia, Regular, and Elite. Untrained troops may be pressed into service by press gangs or may be civilians defending their homes. Militia includes civilians with some military training, such as a reservist. Regular troops are those who receive regular training and are full-time soldiers. Elite forces are those who train constantly and require rigorous testing before acceptance. Experience Soldiers may have one of three levels of experience. These are Green, Veteran, and Seasoned. Green troops have never seen any type of combat up close. Troops achieve a Veteran status after they have participated in at least one battle in which they have been shot at or shot at an enemy. A soldier can become seasoned after completing a campaign (a campaign in the middle ages generally lasted one season, hence the term) in which he participated in combat more than once. Troop Grade Green Veteran Seasoned Untrained TGI/Cost 10 TGII/Cost 20 TGIII/Cost 30 Militia TGII/Cost 20 TGIII/Cost 30 TGIV/Cost 40 Regular TGIII/Cost 30 TGIV/Cost 40 TGV/Cost 50 Elite TGIV/Cost 40 TGV/Cost 50 TGVI/Cost 60 Troop Grade I This soldier is the poorest quality. He may be a civilian, an untrained clerk, or member of an underground group. He will run at every opportunity, is unskilled in the use of weapons, and may not have any idea why he is fighting. Impressed Eastern Europeans fighting for Germany would generally be of this caliber, although volunteers were of much higher quality. Soviet penal battalions may be of this caliber as well. Troop Grade II This soldier is of poor quality. He may be a civilian living in a war zone or an unblooded member of a militia or reservist unit. He is easily shaken and lacks extensive skills. Partially trained replacements and partisans will usually be in this class, as will most Russian infantry and late-war German Volksgrenadier. It is not until nearly the end of the war that the Soviet Union begins to adequately train and arm its combat troops.

65 65 Troop Grade III This soldier is of average quality. He may be a regular soldier who has yet to see any actual combat or a reservist who has been blooded. Civilians and impressed troops who have fought for a full campaign are also of this grade. This soldier has adequate morale and some combat skills. Most Wehrmacht soldiers will be included here, as well as veteran Soviet troops and Guards units. Troop Grade IV This soldier is of above average quality. He may be seasoned militia, a veteran regular, or a highly trained, but green, troop. He has good morale, is motivated, and possesses good combat skills. Regular leaders and commando troops will be of this class. Most elite troops (airborne/fallschirmjager, Panzergrenadier, Waffen SS, scouts, snipers, etc.) will fall into this category; or better, later in the war. Troop Grade V This soldier is of excellent quality. He may be a seasoned regular or a veteran special operations soldier. His morale is excellent, he is highly motivated, and he possesses outstanding skills. Leaders of elite troops and senior leaders of regular troops will be of this class. Late-war Panzergrenadier and Waffen SS will usually be of this caliber. Troop Grade VI This soldier is of the highest quality. He is a seasoned soldier who is highly trained in all types of combat skills and is self-motivating. Senior leaders of elite troops will be of this class. Specialist Abilities Many soldiers are trained to be specialists of one sort or another. Soldiers may be given Specialty abilities as needed, however, while a platoon of Engineers would be a reasonable combat unit, a platoon of Officers or NCOs (or Medics, Messengers, or Snipers) would not. The cost of Specialties is listed below, along with Unit and Side abilities. Each soldier may have one Specialist ability (in addition to any number of Squad and Side abilities) if he is TGI to TGIII or up to two Specialist abilities if he is TGIV to TGVI. The uses of the Specialist abilities are described in Other Actions. All soldiers are considered to be trained in infantry tactics, movement techniques, and all of the small arms and heavy weapons produced by their nation. Vehicle and gun crews are automatically assumed to be proficient with driving, loading, and firing skills for their side s vehicles and artillery.

66 66 Abilities Ability Type Modifiers Cost Accurate Artillery Side Barrage scatters on a 1 on a D10 10% Air Superiority Side Airstrikes always come on request 10% Antiaircraft Support Side Airstrikes may be shot down 10% Battle-Hardened Squad +1 to FoF rolls 10 per Close Assault Squad +2 in hand-to-hand combat 10 per Crew Squad Specialized squad with separate tasks10 per Drunken Stupor Squad +2 to FoF rolls, -1 to hit rolls 5 per Engineer Specialist May use engineer equipment 15 Expert Driver Specialist +2 to Mobility rolls 15 Expert Gunner Specialist +1 to hit rolls 15 Expert Loader Specialist May load and do another task 15 Famous Commander Side +1 to FoF and Rally rolls 10% Fast Movers Squad May move twice instead of firing 10 per Forward Observer Specialist May call in and target fire missions 15 High Morale Side +1 to all FoF and Rally rolls 10% Inspired Leader Specialist +1 to all FoF and Rally rolls 15 Intelligence Side Enemy may not hide troops 10% Medic Specialist +1 FoF and may help wounded 15 Messenger Specialist 2x move and no cohesion required 10 NCO Specialist Use TG for FoF, may Rally troops 15 Officer Specialist +1 Rally and FoF rolls in area 25 Radio Operator Specialist May use a radio 10 Rapid Fire Squad May fire twice instead of moving 10 per Reconnaissance Squad May infiltrate the battlefield 5 per Sniper Specialist May pick targets and use scope 15 Trained Marksmen Squad +1 to hit rolls if not moving or FA 10 per Cost: Side abilities cost 10% of the total army cost Squad abilities cost then indicated amount per soldier in the squad Specialist abilities cost the indicated amount for a single soldier Squad Abilities As soldiers become more experienced, they naturally become better at their jobs and occasionally gain a reputation for a specific skill or ability possessed by the unit as a whole, either as a reflection of its experiences, its commander, or its training. To represent these abilities in game terms, each squad, or vehicle/weapon crew, may have one special ability if they are all TGI to TGIII, and up to two Squad abilities if they are all TGIV to TGVI. Crew is the only exception; it does not count toward this limit. These abilities are always active. Every soldier in a squad or crew must have the same Squad abilities.

67 67 Battle-Hardened Members of this unit receive a +1 to all FoF rolls. This ability may be applied to a squad or a vehicle crew. Close Assault Members of this unit receive a +2 to all hand to hand combat hit rolls. This ability may only be applied to a squad. Crew "The most important qualification of a soldier is fortitude under fatigue and privation. Courage is only second; hardship, poverty and want are the best school for a soldier." Napoleon Bonaparte Crewmen are specially trained to work together for a specific task. All vehicles and artillery pieces must have crews. Crews form a unit (like a squad or

68 68 element), but rather than performing the same action, each crewmember performs the action he has been trained to do. A vehicle crew will always have a driver (if he is the only crewmember, then he is an independent unit), and possibly a gunner, loader, radio operator, and commander. If other specialist abilities are required for crew positions (radio operator and commander, for instance), then these abilities must be purchased separately. The Crew ability does not count toward the normal TG limit for the number of Unit abilities a squad can have. Gun crews normally have at least a gunner and a loader, but may have additional crew used to spot enemy troops, gauge distances, unpack and handle ammunition, give fire commands, provide security, and so on. Drunken Stupor Members of this unit enter combat in a vodka-induced fury. All FoF rolls are made at +2 to the TG of the leader (or lowest TG soldier if there is no leader), however all members of the squad suffer a 1 penalty to hit. This ability may only be applied to Soviet squads. Fast Movers This unit move at double the normal running rate. No firing or specialist actions may be used during this fast movement, as usual. This unit cannot move at this rate for their next turn (they must slow to a normal run or lower). This ability may be applied to a squad or crew, but not to a vehicle. Rapid Fire This unit may forgo any movement and instead fire twice. No specialist actions may be used during this firing. This ability may be applied to a squad or vehicle, or an antitank gun or mortar crew. Mounted machineguns (medium and heavy machineguns in general) already fire twice so receive no advantage from this ability. Vehicles, antitank guns, and mortars using this ability must fire at the same target with both attacks and cannot pivot or turn a turret before or after firing; they cannot move in any way during this action. Vehicles in which the gunner is also the loader cannot use this ability. Reconnaissance This unit may infiltrate the battlefield. Instead of being set up in the first 25% of the battlefield, it may start the game anywhere out to the halfway point between the two sides. It may also start Hidden, but not in a fortified position or entrenchment (although it may start in cover such as ruins or woods). Trained Marksmen This unit may elect to fire only one shot per soldier (automatic weapons cannot be fired, unless they are selective-fire weapons set to semiautomatic) and receive a +2 to the hit rolls for all attacks. The squad may not move before or after firing when using this action. This ability cannot be combined with rapid fire or drunken stupor.

69 69 Side Abilities Some abilities apply to the side as a whole, that is, the entire platoon, company, etc. benefits from this ability throughout the course of the battle. Typical side abilities for the Germans include Air Superiority and High Morale. Typical side abilities for the Soviets include Famous Commander and Intelligence. The following abilities may be purchased for the entire army, regardless of the TG of the soldiers involved. Each costs 10% of the total points spent on the army (all personnel and equipment, including vehicles). For example, a Side ability for a 1,000 point unit would cost 100 points, while for a 500 point unit it would only cost 50 points. Accurate Artillery The artillery support used by this side, whether preplanned or on call, is very accurate and will only scatter on a roll of 1 on a D10. The individual rounds, however, will scatter. Note that this does not include rocket artillery or airstrikes, which will scatter as usual. Air Superiority All airstrikes called for or preplanned by this side will take effect on the turn they are requested; no roll is made for availability. If both sides select this side ability, then roll for airstrike availability as usual. Antiaircraft support Whenever the enemy uses an airstrike, roll 1D10 before the airstrike begins. On a 1-2, the airstrike is shot down before it arrives, and is lost for the rest of the battle. On a 3-5, the airstrike veers off and must be recalled as a new fire mission. On a 6-10, the airstrike takes place as usual. Famous Commander The unit is under the command of a famous officer, such as Rommel, Zhukov, Guderian, or Timoshenko. Every soldier in the unit has a +1 to any FoF and Rally rolls (in addition to any modifiers for leader and unit abilities). The leader need not be present on the battlefield. If he is on the battlefield, he must be represented by a TGVI officer with the Inspired Leader specialist ability in a headquarters section. In this case, every soldier receives a +2 to FoF and Rally rolls (+1 for Inspired Leader and +1 for Famous Commander), however, this advantage is lost if the officer is killed or knocked unconscious. It is not lost if the officer is only wounded or stunned. High Morale Erwin Rommel This famous Field Marshall was known for leading from the front, where he could often be found calling for artillery or air support from his armored car or staff car.

70 70 This unit is considered elite (for example, German Waffen SS or Soviet Guards units) and receives the best weapons, equipment, and other supplies. Its morale is generally higher than normal units, and this is reflected by a +1 to all FoF and Rally rolls made by any of the squads in the unit. Intelligence None of the enemy forces may start the game Hidden, however, those which can infiltrate the battlefield may still be placed in front of the deployment area. Equipment Soldiers need weapons and other accoutrements of war. Generally, soldiers are assumed to have an appropriate uniform, helmet, ammunition as needed, a knife or bayonet, food, a water bottle or canteen, mess kit, blanket or sleeping mat, entrenching tool, greatcoat or Zeltbahn, etc. as needed. Only special equipment which directly affects the combat capability of the troops needs to be accounted for and paid for with unit points. Such equipment includes basic missile weapons (rifles, pistols, and machineguns; the primary arms of modern troops), heavy missile weapons (support weapons and artillery which are used to pave the way for the troops), and equipment (which includes telescopic sights, radios, etc.). Any weapons or special equipment that a soldier is carrying must be paid for in unit points and recorded with the information for that soldier. Soldiers in a unit should be equipped similarly; squads tend to have the same weapons, possibly supported by one or two heavy weapons, perhaps with leaders being armed slightly differently (normally with a pistol or submachinegun). Each squad in a platoon is generally set up the same way. A soldier may carry one or two small arms. Hand and rifle grenades do not count -- a soldier may carry hand and/or rifle grenades in addition to his weapon(s). Soldiers carrying man-portable heavy weapons (such as a light machinegun or antitank rifle) may carry one pistol as an additional weapon, but no grenades, rifles, or submachineguns. Members of weapon crews may carry regular small arms in addition to crewing their weapon, but may not have any heavy weapons. Tank crews are usually armed with pistols, with the leader possibly armed with a submachinegun, but nothing heavier. The crewmen of lighter vehicles may be armed with regular small arms, but again no heavy weapons (aside from those mounted on the vehicle). For each ENC 1 weapon in a unit, there must be one soldier without a heavy weapon to act as assistant gunner or ammo bearer. For each ENC 2 weapon, there must be two such soldiers, etc. This is to keep players from making squads of just machinegunners; ammunition and cost requirements kept this from being a reality in any army.

71 71 Vehicles and Crews Vehicles and on-board artillery pieces such as antitank guns and mortars require crews. Special-purpose troops and heavy weapons teams (such as sniper teams, antitank rifle teams, and heavy machinegun teams) need not be a crewman to be members of those units. A crew is purchased with and for a specific gun or vehicle. Regular soldiers cannot fire antitank weapons or mortars or drive vehicles of any kind. Crews whose vehicle breaks down or antitank gun is destroyed cannot move to another vehicle or weapon and use it, even if it is in good condition. Only the original Crew of a weapon or vehicle may operate it. Because the crews consist of soldiers trained in a specific task, such as loading, firing, driving, and so on, each is able to perform his task while the other members of the crew go about performing their own tasks. In addition, crewmembers are cross-trained to perform each others tasks, although generally not as efficiently. When a vehicle crewmember is killed, one of the other crewmen must take his place (usually the radioman or commander if the driver, gunner or loader is killed). Wounded crewmembers may continue in their normal roles, however, they suffer a -2 penalty to any firing or driving rolls. Gun crews may take each others positions in the same way. Vehicles and antitank weapons are normally organized into platoons or batteries, although at this scale individual vehicles and weapons may be purchased. A player s forces may be made up entirely of infantry, entirely of vehicles and gun crews, or a mixture in any proportions desired. While vehicle and gun crews may be part of the same platoon or battery, they must be activated to move and fire independently as if they were a squad. Vehicles and antitank gun crews are generally considered to come with a short-range tactical radio. Although this radio is suitable for communication with other crews on the battlefield, it is not suitable for calling for off-board fire support and airstrikes. Vehicle and gun crews are usually too busy moving and shooting to be calling for fire missions anyway! Vehicles that do not normally mount a radio (such as most Soviet tanks and all motorcycles, combat cars, and trucks) can signal each other using flags, hand signals, or lights. Vehicles, antitank guns, and mortars may start the game hidden and infiltrated, if they have the appropriate cover and ability. Once they move or fire, vehicles and guns lose their hidden status just like any other unit. Hidden vehicles must use four HIDDEN counters, one counter to represent each corner of the vehicle, so that the vehicle can be spotted in a realistic manner and placed correctly when needed. To make it less obvious that it is a vehicle, any of the extra counters deployed with hidden troops may be placed nearby to make it look like a squad or team is hidden there. Hidden vehicles and weapons, like hidden squads and teams, can still become the targets of an airstrike.

72 72 The following squads, vehicles, teams, guns, and crews are given as examples of typical unit organizations within the German and Soviet armies between late 1942 and early Some of these sample units are used in the engagements provided in the Scenarios section. All costs include soldiers, weapons, basic equipment, and any squad abilities shown. Although the structure of these units is historically true to the official organization of these units, troops in the field tended to go into combat shorthanded and with whatever extra weaponry and equipment they could obtain. Ad hoc units were often formed from reserve formations and replacement pools when enemy forces threatened supply lines or rear areas. Often, veterans were transferred from one branch to another (for example, from engineers to infantry) and retained their previous skills. Occasionally units were given quick classes on new equipment and sent to try it out in the field. All of these possibilities combined with the chaotic nature of the battlefield led to some very unusual unit organization in practice. German Forces German Infantry Squad Squad: Battle-Hardened 100 8x Soldier TGIII, Kar 98k 320 1x Soldier TGIII, MG 34, P x Soldier TGIV, MP 40, NCO 85 Total 590 Examples German Assault Squad Squad: Close Assault 100 5x Soldier TGIII, G x Soldier TGIII, MP x Soldier TGIII, MG 34, P x Soldier TGIV, MP 40, NCO 85 Total 700 Structure Field units may vary widely from these standards. Entire units may be armed with submachineguns or foreign weapons, for example. Many German units, in particular, included an extra NCO to increase unit flexibility. German Machinegun Section Squad: Rapid Fire 70 4x Soldier TGIII, Kar 98k 160 2x Soldier TGIII, MG 34, P x Soldier TGIV, MP 40, NCO 85 Total 485

73 73 German Sniper Team Squad: Trained Marksmen 30 2x Soldier TGIV, G 41 with scope, Sniper 80 1x Soldier TGIV, Kar 98k with scope, Sniper, NCO 85 Total 275 German Platoon Command Section Squad: Battle-Hardened 50 2x Soldier TGIII, Kar 98k, Messenger 100 1x Soldier TGIV, P 38, Aid bag, Medic 65 1x Soldier TGIII, Kar 98k, Radio, Radio operator 75 1x Soldier TGIV, MP 40, Officer 95 Total 385 German Light Tank Squad: Crew 20 Vehicle: PzKpfw IIF 450 1x Soldier TGIII, P 38, Expert Driver 50 1x Soldier TGIV, P 38, Radio operator, NCO 70 Total 590 German Medium Tank Squad: Crew 50 Squad: Battle-Hardened 50 Vehicle: PzKpfw IVF 800 1x Soldier TGIII, P 38, Expert Driver 50 1x Soldier TGIII, P 38, Expert Gunner 50 1x Soldier TGIII, P x Soldier TGIII, P 38, Radio operator 45 1x Soldier TGIV, MP 40, NCO 85 Total 1165 German Heavy Tank Squad: Crew 50 Squad: Battle-Hardened 50 Vehicle: PzKpfw VIE x Soldier TGIV, P 38, Expert Driver 60 1x Soldier TGIV, P 38, Expert Gunner 60 1x Soldier TGIV, P 38, Expert Loader 60 1x Soldier TGIV, P 38, Radio operator 55 1x Soldier TGV, MP 40, Officer 105 Total 1740

74 74 German Antitank Gun Squad: Crew 40 Weapon: 5cm PaK 38 L/ x Soldier TGIII, Kar 98k 40 1x Soldier TGIII, Kar 98k, Expert Gunner 55 1x Soldier TGIII, Kar 98k, Expert Loader 55 1x Soldier TGIV, MP 40, NCO 85 Total 425 Soviet Forces Soviet Infantry Squad 9x Soldier TGII, Mosin-Nagant 270 1x Soldier TGII, DP 70 1x Soldier TGIII, PPSh-41, NCO 75 Total 415 Soviet Assault Squad Squad: Close Assault 120 5x Soldier TGII, SVT x Soldier TGII, PPSh x Soldier TGII, DP 140 1x Soldier TGIII, PPSh-41, NCO 75 Total 735 Soviet Machinegun Section Communism Works? There were times when weapons and ammunition were so scarce that the Soviet army would issue rifles only to everyother man, with instructions to the rest to take weapons from the dead (which couldn t have been very encouraging to those with rifles!). Squad: Rapid Fire 90 6x Soldier TGII, Mosin-Nagant 180 2x Soldier TGII, DP 140 1x Soldier TGIII, PPSh-41, NCO 75 Total 485 Soviet Sniper Team Squad: Trained Marksmen 30 1x Soldier TGIII, SVT-40 with scope, Sniper 70 1x Soldier TGIII, Mosin-Nagant with scope, Sniper 60 1x Soldier TGIV, PPSh-41, NCO 85 Total 245

75 75 Soviet Platoon Command Section Squad: Battle-Hardened 40 2x Soldier TGII, PPSh-41, Messenger 120 1x Soldier TGII, TT-33, Aid bag, Medic 45 1x Soldier TGIII, TT-33, Officer 60 Total 265 Soviet Light Tank Squad: Crew 20 Vehicle: T x Soldier TGII, TT x Soldier TGIII, TT-33, NCO 50 Total 495 Soviet Medium Tank Squad: Crew 50 Squad: Battle-Hardened 50 Vehicle: T x Soldier TGII, TT x Soldier TGIII, TT-33, NCO 50 Total 1200 Soviet Heavy Tank Squad: Crew 60 Squad: Battle-Hardened 60 Vehicle: KV-1S x Soldier TGIII, TT-33, Expert Driver 50 1x Soldier TGIII, TT-33, Expert Gunner 50 2x Soldier TGIII, TT x Soldier TGIII, TT-33, Radio operator 45 1x Soldier TGIV, TT-33, Officer 70 Total 1535 Soviet Antitank Gun Squad: Crew 40 Weapon: 45mm M1937/ x Soldier TGII, Mosin-Nagant 90 1x Soldier TGIII, PPSh-41, NCO 75 Total 330

76 76 Victory Conditions "A man's greatest moment in life is when his enemy lays vanquished, his village aflame, his herds driven before you and his weeping wives and daughters are clasped to your breast." Genghis Kahn Ordinary battles have Victory Conditions associated with them that will determine when one side or the other has won. Scenario guidelines may set different conditions for victory, however, these conditions are equitable for meeting engagements as well as tournament play. In addition, it is often possible to use this method of determining victory in conjunction with specific scenario rules to determine the degree of victory or loss. A player wins when his opponent meets one of these conditions: More than half of his squads and crews are routed, surrendered, or dead. More than half of all of the soldiers he started the battle with are dead, wounded, routed, or surrendered. He has no Officers or NCOs left on the battlefield. He surrenders in the face of insurmountable odds. To determine the victory level of the battle for tournaments or campaign play, use this method, based on the proportion of casualties to each side: Total Value of Battle = Total Unit point value of enemy forces in the battle divided by 100 (round off). Casualty Ratio = Number of soldiers remaining alive, unwounded, and not surrendered or routed on the enemy side divided by the original number of soldiers in his force. Total Victory Points = Casualty Ratio x Total Value of Battle. Victory Level = Subtract the enemy s Total Victory Points from your own Total Victory Points. If the result is or less you have suffered a crushing defeat, -7.6 to -15 is a major loss, -2.6 to -7.5 is a loss, 2.5 to -2.5 is a draw, 2.6 to 7.5 is a minor victory, 7.6 to 15 is a major victory, and 15.1 or higher is a brilliant victory. For example, each player has 3,000 points to spend on a battle. The German player spends 2,990 and the Soviet player spends 2,810. The German player starts with 22 soldiers (two squads and a light tank) while the Soviet player starts with 40 soldiers (three squads and an antitank gun). At the end of the battle, the German player is victorious; he has routed two of the four Soviet squads and killed and wounded several additional soldiers, however, one of his squads is routed and one of the tank crew is dead. The breakdown of the battle for victory point purposes is very close, as shown below: German Soviet Total Value of Battle 28 (2810/100) 30 (2990/100) Casualty Ratio.625 (25/40).5 (11/22) Total Victory Points 17.5 (.625x28) 15 (.5x30) Victory Level Draw ( =2.5) Draw ( =-2.5)

77 77 Weapons are the implements of war, the tools of the soldier s trade, and very often the means by which he meets his end. Weapons may be small enough to fit in one hand or large enough so that they must be towed by or mounted in heavy vehicles. They may fire bullets, explosive shells, armor piercing shot, or rockets. Even the lowly entrenching tool and bayonet, more commonly used as camp tools, can become dangerous weapons at close quarters. In addition, a number of devices are available that make life safer for friendly troops, or more dangerous for the enemy, depending on how you look at it. Small Arms Small arms are those weapons which increase the range of the soldier's attack and are light in weight. Such weapons may include pistols, submachineguns, and bolt-action and semiautomatic rifles. In World War II, rifles and submachineguns were the workhorses of the battlefield. Some of the more common weapons have been listed here, allowing the players to extrapolate the statistics of unusual weapons as needed. Small arms are described by the following statistics: JAM (Jam), PEN (Penetration), DAM (Damage), ENC (Encumbrance), RNG (Range in meters), Type, ROF (Rate of fire), Date, and Cost. The Jam chance of the weapon is used to determine whether the weapon breaks down in action. Penetration gives the comparative capability of a weapon to penetrate cover. This number is added to the result of a die roll, the target's armor thickness being subtracted from the total to determine if the shot penetrates. PEN of 9 or less is halved against vehicle armor. The Damage of a weapon is the amount that is added to the roll of a D10 to determine whether the target is wounded or damaged by the hit. The Encumbrance of each weapon is also given (zero for small arms). The Range of the weapon is given in meters. A weapon may be fired at a targets within this range with a +1 bonus to the chance to hit, -1 to that bonus per multiple of the base range (that is, 0 at double normal range, -1 at triple normal range, -2 at quadruple range, etc.). Type tells what type of weapon it is; SLP (selfloading pistol), SMG (submachinegun), BAR (bolt-action rifle) or SLR (selfloading rifle). Rate of fire may be SA (Semiautomatic), FA (Fully

78 78 automatic), RF (Rapid fire), SF (Selective fire) or SS (Single-Shot). The automatic rate of fire (FA or RF) for selective fire weapons is given following a slash. The Date given is the first year in which the weapon becomes available. The Cost shown is the Unit Point cost for acquiring one such weapon for a soldier. Small Arms Weapon JAM PEN DAM ENC RNG Type ROF Date Cost Mauser Kar 98k BAR BA Mosin-Nagant 91/ BAR BA MP SMG FA PPSh SMG SF/RF Tokarev SVT SLR SA Tokarev TT SLP SA Walther G SLR SA Walther P SLP SA Foreign Weapons Soldiers will pick up and use anything they find on the battlefield that they think they can use. This applies not only to heavy weapons abandoned by dead and wounded friendly troops (if within Cohesion and in the same squad), but also to foreign weapons and equipment. Although enemy weapons may not be picked up on the battlefield during play, they can be purchased on an individual basis by soldiers of TGIV or higher. Enemy weapons are purchased at the normal cost in Unit points, but with the following disadvantage: when a natural 1 is rolled on the D10 for the Hit roll, the weapon is out of ammunition and cannot be fired or unjammed. It can only be abandoned. Only small arms of the enemy may be obtained in this fashion. Enemy heavy weapons, mortars, antitank guns, fire missions, airstrikes, and other equipment cannot be bought. Enemy vehicles may be purchased by crews with a leader of TGIV or higher, however, the same disadvantage of limited ammunition applies to all of the weapons on the vehicle (a natural roll of 1 on the Hit roll disables the weapon permanently). No special ammunition may be purchased for these vehicles. Pistols The revolver was introduced late in the nineteenth century as one of the first repeating firearms. It was gradually phased out of use by most armies as the selfloading pistol replaced it. The selfloading pistol was first popularized by John Browning's designs at the beginning of the twentieth century. Initial problems with reliability led to disfavor, although in general selfloading pistols (or "automatics" as they are often incorrectly called) have proven to be at least as reliable as revolvers.

79 79 Tokarev TT-33 Country: Soviet Union Type: Selfloading Pistol Date: 1933 Caliber: 7.62x25mm Weight:.8 kg System of Operation: Recoil, Semiautomatic Cyclic Rate: - Muzzle Velocity: 418 m/s Feed Device: 8-round single-column detachable box magazine Cost: 5 This pistol entered service with the Soviet military in 1933, replacing the Nagant Model 1895 revolver and the earlier TT-30. It was designed by Fedor Tokarev (with an action copied from Browning and Colt) and produced at the Tula arsenal, hence the TT designation. Although the production of these pistols was not of very good quality, they were serviceable. The M x25mm round was copied from the 7.63mm Mauser round used in the C1896 Mauser Broomhandle pistols, which some of the TT-33 pistols can also chamber due to their poor tolerances. Recoil from this pistol is severe and it is generally inaccurate. Walther P 38

80 80 Country: Germany Type: Selfloading Pistol Date: 1940 Caliber: 9x19mm Weight: 1.0 kg System of Operation: Recoil, Semiautomatic Cyclic Rate: - Muzzle Velocity: 350 m/s Feed Device: 8-round single-column detachable box magazine Cost: 5 This pistol replaced the Luger Pistole 08 in German service in 1940 after two years of development and trials. It fires the 9x19mm parabellum round from an eight-round single-column box magazine and was the first double-action pistol to be adopted by any army. The action of this pistol was based on the previous Walther PP and PPK pistols, (albeit with a different spring mechanism), which were used by high-ranking officers and undercover agents. It was one of the most advanced pistol designs of the Second World War and is still in production. Submachineguns The submachinegun was first invented with the intention of giving every soldier the power of the machinegun which proved so lethal in World War I. The first submachineguns were produced in Europe at the end of that war where they were sometimes called machine-pistols or machine-carbines. Of limited use at longer ranges due to their use of pistol ammunition, their capability for fully automatic fire allowed them to dominate close-range combat. Germany entered the war with the first general-issue mass-produced folding-stock submachinegun, and the Soviet Union developed their nearly indestructible and very simple submachinegun based on lessons learned in the Winter War. MP 40

81 81 Country: Germany Type: Submachinegun Date: 1940 Caliber: 9x19mm Weight: 4.0 kg System of Operation: Recoil, Automatic Cyclic Rate: 500 RPM Muzzle Velocity: 381 m/s Feed Device: 32-round single-column detachable box magazine Cost: 30 The MP 40 (Maschinenpistole 40) is one of the most legendary weapons of all time. Its predecessor, the MP 38, was first issued to the German Reichswehr in 1938 and was the first submachinegun to be issued in widespread numbers. It fires the 9x19mm parabellum round from a 32-round single-column box magazine at a rate of about 500 rounds per minute and has a folding steel stock. The remainder of the weapon is manufactured from plastic, steel, and aluminum. Over one million MP 40 submachineguns were produced during the course of the war. PPSh-41 Country: Soviet Union Type: Submachinegun Date: 1941 Caliber: 7.62x25mm Weight: 3.6 kg System of Operation: Recoil, Selective Fire (Rapid Fire) Cyclic Rate: 900 RPM Muzzle Velocity: 488 m/s Feed Device: 35-round staggered-column detachable box magazine or 71- round drum Cost: 30 The Pistolet Pulemyot Shpagina 41 was issued to the Soviet army as a response to the use of the Suomi submachinegun by the Finns during the Winter War of and replaced the PPD-40 submachinegun in service at that

82 82 time. It fires the same 7.62x25mm pistol round as the TT-33 from a 35-round staggered-column box or 71-round drum magazine at a rate of about 900 rounds per minute. It was standard issue to the Soviet army noncommissioned officers, scouts, and assault troops during World War II. About five million of these weapons were produced during the war, and in many units the PPSh-41 outnumbered the traditional Mosin-Nagant rifle. Rifles The bolt-action rifle was first developed late in the nineteenth century and quickly adopted by most major armies due to its excellent accuracy and improved rate of fire. It was the primary arm of the infantryman in World War I, and saw active service again in World War II. The semiautomatic rifle was first developed shortly after World War I, and first issued to troops at the beginning of the Second World War. Mauser Kar 98k Country: Germany Type: Bolt-Action Rifle Date: 1935 Caliber: 7.92x57mm Weight: 3.9 kg System of Operation: Manual, Bolt-Action Cyclic Rate: - Muzzle Velocity: 745 m/s Feed Device: 5-round staggered-column internal magazine Cost: 10 This bolt-action rifle replaced the longer Gewehr 98 in German service and was simply a short version of that rifle. The Gewehr 98 served Germany throughout the First World War as the Karabiner 98k served her throughout the Second. The Kar 98k fires the 7.92x57mm Mauser cartridge from a fiveround clip-fed internal magazine. Millions of Kar 98k rifles were manufactured during the course of World War II, although many of the late-war models showed a loss of quality due to lower production standards and a decrease in the availability of raw materials.

83 83 Mosin-Nagant 91/30 Country: Soviet Union Type: Bolt-Action Rifle Date: 1930 Caliber: 7.62x54mm Weight: 4.0 kg System of Operation: Manual, Bolt-Action Cyclic Rate: - Muzzle Velocity: 865 m/s Feed Device: 5-round staggered-column internal magazine Cost: 10 This rifle was an updated version of the Model 1891 Mosin-Nagant boltaction Dragoon rifle which served both the Russian Empire and the Soviet Union well. The 1891/30 model was modified for ease of production and the length reduced to bring it up to more modern standards. The Mosin-Nagant fires the 7.62x54mm Russian rimmed cartridge from a five-round clip-fed internal magazine. Although it was used to arm the majority of Soviet infantrymen, the SVT-40 or PPSh-41 were preferred where they could be obtained. Tokarev SVT-40 Country: Soviet Union Type: Selfloading Rifle Date: 1940 Caliber: 7.62x54mm Weight: 3.9 kg System of Operation: Gas, Semiautomatic Cyclic Rate: - Muzzle Velocity: 840 m/s Feed Device: 10-round single-column detachable box magazine Cost: 20 This semiautomatic rifle was adopted by the Soviet Union in 1940 to replace its aging bolt-action Mosin-Nagant rifles and the frail Snayperskaya Vintovka

84 84 Tokareva 38 selfloading rifle. It fires the 7.62x54mm Russian rimmed cartridge from a ten-round detachable box magazine. The SVT-40 was primarily issued to noncommissioned officers and snipers, but could be found also in the hands of assault troops and engineers. While issued in great numbers and popular with the troops, production never equalled demand and they remained proportionately rare on the battlefield. Walther G 41 Country: Germany Type: Selfloading Rifle Date: 1941 Caliber: 7.92x57mm Weight: 5.0 kg System of Operation: Gas, Semiautomatic Cyclic Rate: - Muzzle Velocity: 776 m/s Feed Device: 10-round staggered-column internal magazine Cost: 20 The Gewehr 41 is a semiautomatic rifle that fires the Mauser 7.92x57mm cartridge from a ten-round clip-fed internal magazine. It was the first German semiautomatic rifle of the Second World War (several experimental models having been issued in small quantities during the First World War) and was considered cumbersome and complicated but of high quality. Its development was inspired by the issue of the SVT-40 to the Soviet army and the M1 Garand to American forces. Only 8,000 of these rifles were produced, with nearly all being issued on the Eastern Front. Heavy Weapons Heavy weapons are those weapons which increase the range and strength of the soldier s attack and are generally employed by only one or two soldiers in a unit. Heavy weapons can include light, medium, and heavy machineguns, rocket launchers, grenades, antitank rifles, and flamethrowers. Some of the more popular weapons used on the Eastern Front in World War II have been listed here, allowing the Moderator to extrapolate the statistics of other similar weapons as needed. Specific weapons may be restricted to certain types of soldiers (engineers for example) due to their rarity or the extra training required to use them effectively.

85 85 Heavy weapons are described by the following statistics: JAM (Jam), PEN (Penetration), DAM (Damage), ENC (Encumbrance), RNG (Range), Type, ROF (Rate of fire), Date, and Cost. The Jam chance of the weapon is used to determine whether the weapon breaks down in action. Penetration gives the comparative capability of a weapon to penetrate armor (PEN 1 = 1mm armor penetration). This number is added to the result of a D10 roll, the target's armor thickness being subtracted from the total to determine if the shot penetrates. The Damage of a weapon is the amount that is added to the roll of a D10 to determine whether the target is wounded or damaged by the hit. For explosives, this number is given as a #X, indicating both the DAM and the blast radius of the attack. The Encumbrance of each weapon is also given, and indicates the number of men in the squad who must be carrying only small arms in order to allow them to carry extra ammunition and equipment for the heavy weapon, as well as carrying and movement restrictions (see the section on Encumbrance for more information). It is important to remember that soldiers with heavy weapons do not have to be crew (although menbers of a crew may inlcude heavy weapons troops). The Range of the weapon is given in meters. A weapon may be fired at a targets within this range with a +1 bonus to the chance to hit, -1 to that bonus per multiple of the base range (that is, 0 at double normal range, -1 at triple normal range, -2 at quadruple range, etc.). Type tells what type of weapon it is; LMG (light machinegun), MMG (medium machinegun), HMG (heavy machinegun), HG (hand grenade), RG (rifle grenade), and ATR (antitank rifle). Rate of fire may be SS (Single-Shot), FA (Fully automatic), RF (Rapid fire), or SF (Selective Fire). For selective fire weapons, the automatic rate (FA or SF) is given following a slash. The Date given is the first year in which the weapon becomes available. The Cost shown is the Unit point cost for acquiring one single weapon for a soldier. Ordinary high explosive hand and rifle grenades include an unlimited number of grenades for the cost shown. All firearms include sufficient ammunition for the duration of the battle. Antitank hand and rifle grenades and satchel charges include one device which is used up when an attack is made with it. Heavy Weapons Weapon JAM PEN DAM ENC RNG Type ROF Date Cost DP (DT) machinegun LMG FA DShK-38 machinegun HMG FA Hand grenade 1-5X 0 5 HG SS Hand grenade, AT X 0 - HG SS MG 34 machinegun (LMG) LMG SF/RF MG 34 machinegun (MMG) MMG SF/RF PM1910 machinegun MMG FA PTRD antitank rifle ATR SS PzB 39 antitank rifle ATR SS Rifle grenade, HE 1-5X 0 20 RG SS Rifle grenade, AT X 0 20 RG SS Satchel Charge X 0 - HG SS

86 86 Antitank Rifles The antitank rifle is a heavy rifle designed to fire a light cannon round or heavy rifle or machinegun round. It may be bolt-action or semiautomatic and although used extensively at the beginning of the Second World War, it was soon outclassed by vehicle armor. It was often retained in service in specialized units for use against armored cars and light tanks, where it could be of some value, as well as long-range sniping against motorcycles, combat cars, and trucks, where its low penetration value would not be a factor. PTRD Country: Soviet Union Type: Antitank Rifle Date: 1941 Caliber: 14.5x114mm Weight: 17.3 kg System of Operation: Manual, Bolt-Action Cyclic Rate: - Muzzle Velocity: 1012 m/s Feed Device: Single-shot Cost: 50 This giant bolt-action rifle fires an enormous 14.5x114mm round which is capable of penetrating light armor at long ranges, but is best employed against heavier armor up close, where the velocity of the round is still high. Although not the best antitank weapon available, it was highly effective against trucks and lightly armored vehicles. Like the German PzB 39 from which the inspiration for this weapon came, the PTRD uses a tungsten-cored bullet to improve penetration. Many thousands of these rifles were produced, and eventually entire companies were issued these weapons and used to hunt light tanks in built-up areas. PzB 39

87 87 Country: Germany Type: Antitank Rifle Date: 1939 Caliber: 7.92x95mm Weight: 12.4 kg System of Operation: Manual, Bolt-Action Cyclic Rate: - Muzzle Velocity: 1265 m/s Feed Device: Single-shot Cost: 50 The Panzerbüchse 39 was designed as a light armor-piercing rifle based on the successes of the bolt-action 13mm Mauser antiarmor rifle of the First World War. This weapon fired a version of that cartridge necked-down to 7.92mm, and originally used a bullet which contained an ineffective dose of lachrymatory (tear) gas, intended to overcome the tank crew with its fumes. It turned out to be ineffective against all but the lightest armor and was replaced by a tungsten-cored bullet in imitation of captured Polish designs. It was phased out of service as tanks rapidly grew more difficult to penetrate and remaining stocks were converted to grenade launchers during Hand Grenades There are two types of hand grenade available to soldiers: offensive and antitank. Offensive grenades have mostly blast effects with some fragmentation. The infamous German potato masher (Stielhandgrenate 24) hand grenade was of this type as was the Soviet F1 pineapple-type hand grenade. The base cost in Unit Points assumes that the soldier is carrying enough hand grenades for the entire battle. Antitank grenades use a shaped charge designed to pene-

88 88 trate the thin armor on top of a tank. Antitank grenades are too heavy to throw very far and must land upright to be of any use, so they are normally placed on top of stopped vehicles. Only Engineers may be issued AT hand grenades. The satchel charge is also issued only to Engineers and is used primarily to destroy bunkers and emplacements, although it can also be used effectively against vehicles. Generally, it consists of a specially made rucksack carrying a large block (about 3 kg) of TNT and a time fuse. By arming the fuse and placing it against the side of a pillbox or on the deck of a vehicle, then running for cover, the satchel charge can be used to blast through cover and armor that would ordinarily require a direct hit from an aircraft bomb or artillery shell to penetrate. AT hand grenades and satchel charges must be purchased and accounted for individually. Machineguns The machinegun is a powerful and efficient weapon with long range, good penetration, and decent accuracy. Unfortunately, it is very heavy and usually requires a tripod or pintle mount for most efficient operation and an assistant to the gunner to carry and load ammunition. It is nonetheless a very popular and deadly military weapon and used effectively during the trench warfare of World War I as well as the maneuver warfare of the Second World War. World War II saw the replacement of the water-cooled medium machinegun on a heavy mount by the general purpose machinegun, an air-cooled weapon with a high rate of fire capable of being used in a light or medium role. The light machinegun may be carried and fired by one person, but should be crewed by two when mounted on a tripod (making it a medium machinegun). Popular especially among assault troops, this weapon includes a bipod. The medium machinegun is a tripod-mounted, belt-fed machinegun, generally water-cooled, and capable of pouring out a constant stream of bullets. It is normally operated by two men. The heavy machinegun fires a heavy cartridge from a belt and cannot be dismounted for use as a light machinegun. Its cartridge may be capable of penetrating lightly armored vehicles such as halftracks and scout cars. It requires a robust firing platform such as a vehicle mount, pintle, or heavy tripod to be of any use at all. DP

89 89 Country: Soviet Union Type: Light Machinegun Date: 1928 Caliber: 7.62x54mm Weight: 9.1 kg System of Operation: Gas, Automatic Cyclic Rate: 600 RPM Muzzle Velocity: 840 m/s Feed Device: 47-round pan (60-round pan for DT) Cost: 50 The Degtyarev Pulemyot was an extremely robust light machinegun which fired the Soviet 7.62x54mm rimmed round from a 47-round pan mounted above the receiver. It was designed in the late 1920s and served throughout the Second World War and long after in frontline service. The DT was nearly identical to the DP, holding more ammunition (60 rounds as opposed to the usual 47) in its pan, and weighing slightly less. It was mounted in armored vehicles and often dismounted for use as a DP. This version had a heavier barrel and a telescoping stock for dismounted use. The operating system on which the DP was based was actually patented in 1872 and could have conceivably been put into service before World War I! Late-war models included a pistol grip and rear-mounted buffer assembly and return spring. DShK-38 Country: Soviet Union Type: Heavy Machinegun Date: 1938 Caliber: 12.7x107mm Weight: 35.5 kg System of Operation: Gas, Automatic Cyclic Rate: 550 RPM Muzzle Velocity: 860 m/s Feed Device: 50-round belt Cost: 100

90 90 The Degtyarev-Shpagin Krupnokaliberniy 38 heavy machinegun fired the Soviet 12.7x107mm heavy machinegun cartridge from a 50-round belt. One of the most interesting features of this weapon is its carriage, which has both wheels for moving and a folding seat for the gunner, and which can easily be converted into an antiaircraft mount. The DShK-38 was the heaviest machinegun issued to the regular ground forces of any army in the Second World War, and was easily recognized audibly by its very loud report and visibly by the split-trail carriage and finned barrel (for cooling). It has continued in service to the present day in many countries in a modernized version. MG 34 Country: Germany Type: Light/Medium Machinegun Date: 1934 Caliber: 7.92x57mm Weight: 12.1 kg (without tripod) System of Operation: Recoil, Selective fire (Rapid Fire) Cyclic Rate: 900 RPM Muzzle Velocity: 755 m/s Feed Device: 50-round belt or 75-round saddle drum Cost: 50 (75 with tripod) The Maschinengewehr 34 was the world s first general-purpose machinegun and was derived from the earlier MG 15, which was itself patterned on the Solothurn MG 30 aircraft machinegun. It fired the standard German 7.92x57mm Mauser cartridge from a non-disintegrating belt at a very high rate of fire. Among the features which made it one of the most influential weapons of the Second World War are its ability to be readily converted from a bipod-mounted light machinegun to a tripod-mounted medium machinegun, quick-change air-cooled barrels, the use of belted or drum ammunition, the capability for firing from the hip during an assault, and a high degree of accuracy which was sufficient to allow the use of semiautomatic fire against individual targets. It was produced right up until the end of the war for vehicular use, even after having been officially superseded in the infantry role by the MG 42. A shorter version, simplified for faster production, was designed in 1941, but few were manufactured due to the advent of the MG 42. Both of these machineguns used the excellent Lafette tripod when deployed in the medium role.

91 91 PM1910 Machinegun Country: Soviet Union Type: Medium Machinegun Date: 1910 Caliber: 7.62x54mm Weight: 73.9 kg System of Operation: Recoil, Fully automatic Cyclic Rate: 550 RPM Muzzle Velocity: 840 m/s Feed Device: 250-round belt Cost: 75 The Pulemyot Maksima Model 1910 was derived from the Russian Maxim water-cooled machinegun Model 1905, and was in continuous production from that time until the end of the Second World War. Although extremely heavy, it was fitted with a special carriage called a Sokolov mount with wheels that could be removed and replaced with runners during the winter. The PM1910, like the Maxim series in general, was extremely reliable. Uncounted thousands of these weapons were manufactured before and during World War II. Although outdated in front line service in 1943 by the introduction of the Goryunov SG-43, it was never entirely replaced until the war ended. Rifle Grenades

92 92 There are two types of rifle grenades, both rarely issued: antitank and high explosive. The antitank rifle grenade has a shaped charge in the warhead sufficient to penetrate light tank armor, sometimes possible when the grenade lands on top of a tank or strikes the thin rear armor. The rifle grenade is used to attack troops in much the same way as a hand grenade, albeit with much longer range. Firing rifle grenades requires a special adapter to the rifle and special blank cartridges to fire them, which is included in the cost of the grenades. When a soldier is carrying high explosive rifle grenades, it is assumed that he carries enough of that type for the duration of the battle. Antitank rifle grenades, like AT hand grenades, are purchased and accounted for individually due to their rarity. Only the Kar 98k rifle may be fitted with a rifle grenade launcher. No other rifle may be used to fire rifle grenades. Artillery Artillery is described by the following statistics: Shell type (Shell), Damage (DAM), Penetration (PEN), Range (RNG), Rate of Fire (ROF), and Cost. Shell types include Armor Piercing (AP), High Explosive (HE), High Explosive Antitank (HEAT), and Armor Piercing Composite Rigid (APCR). If the DAM of the shell has an X after it, it is explosive and follows all of the normal rules for explosive rounds. DAM applies only to personnel; PEN is used to calculate damage to vehicles and equipment. Note that since combat is occurring at relatively close ranges (for vehicles and antitank guns), even some of the tougher tanks are vulnerable to some of the weaker guns. The range of each weapon is given, with weapons suffering normal range penalties for firing beyond this range. Mortars cannot fire within their RNG with any acuracy. Targets within this range can be fired at with an automatic miss (roll scatter immediately). Blind luck may still cause some damage (or, just as likely, friendly casualties). Targets at longer ranges suffer the usual penalties. The rate of fire for artillery weapons may be SS (Single Shot), SA (Semiautomatic), AB (Automatic Burst), FA (Fully Automatic), or B# (Battery fire, a barrage, firing the # of shots per barrage, for off-board artillery batteries only). The rate of fire for on-board mortars is SS (single shot). The cost for each piece of equipment (on board) or battery (off board) is given in Unit Points. Mortars cost are listed for off-board (battery fire) and for on-board (in which case they must have a crew and operate by the normal on-board rules for indirect fire weapons). A tank or antitank gun s L/# indicates the length of the barrel in number of multiples of the bore diameter (caliber). Gun Shields Some artillery weapons (most commonly antitank guns) are provided with a gun shield. A small gun shield will give hard cover benefits to two crewmembers, a medium gunshield will give protection to three crewmembers, and a large gun shield will allow hard cover for four crewmembers. Gun shields are considered to be 8 points of vehicular armor for penetration purposes. Because it is considered vehicular armor, any weapon with a PEN of 9 or less

93 93 will have its PEN halved for armor penetration purposes. A machinegun may have a one-man gun shield, which will provide hard cover to the firer only. If a machinegun includes a one-man gun shield, that will be noted in its description in the Heavy Weapons section or on its listing with a vehicle (if the shielded mount is particular to a certain vehicle). The gunner/firer of the weapon is always considered to be immediately behind the shield. The gun shield, like any other form of cover, provides no protection if the attack is coming from behind the soldier who is using it Antitank Guns Every advance in offensive military technology spawns a race to develop an equivalent defense. The advent of the tank in the First World War brought about the development of primitive antitank rifles, which grew between the wars into small, high-velocity cannon. These small guns grew along with the tanks to become extremely long-ranged and powerful weapons. Each requires a crew to aim, load, and fire the weapon and turn it towards the target. The crew may be provided with a gun shield to act as cover against small arms. Before the Second World War, it was widely believed that antitank rifles and light antitank guns of 37mm to 45mm caliber would be sufficient against tanks. Right from the outset of World War Two, however, it became obvious that these small-caliber guns were ineffective and were quickly replaced with larger 50mm to 75mm antitank guns and even larger field and antiaircraft guns pressed into service or converted for use against tanks. Antitank Guns Antitank Gun Shell JAM DAM PEN RNG ROF Type Date Cost 3.7cm PaK 35/36 L/45 AP SS ATG APCR SS HE 1 4X SS HEAT 2 8X SS 45mm M1937 L/45 AP SS ATG APCR SS HE 1 5X SS 5cm PaK 38 L/60 AP SS ATG APCR SS HE 1 5X SS HEAT 2 8X SS 7.5cm PaK 40 L/46 AP SS ATG APCR SS HE 1 8X SS 76.2mm M1936 L/42.5 AP SS ATG APCR SS HE 1 8X SS

94 94 3.7cm PaK 35/36 L/45 Country: Germany Date: 1936 Crew: 2 Gun Shield: Small Gun Length: 1.66m Elevation: -5 to +25 degrees Weight: 432kg Shell Types: AP, HE, APCR, HEAT Muzzle Velocity (AP): 762 m/s AP Shot Weight:.68kg The Panzerabwehrkanone 35/36 was the standard antitank gun for German forces at the beginning of the Second World War. By the time of the invasion of the Soviet Union, over 20,000 had been manufactured. While serviceable in the Spanish Civil War and against the Poles and French, the tiny 37mm gun, although highly mobile, was easily outclassed by the armor of Soviet medium tanks. It became known in a derogatory fashion as Hitler s Doorknocker by the crews. In late 1941 a special HEAT round (Stielgranate 41) was issued which fitted over the barrel with a special sleeve and had a finned warhead, similar to a rocket. While its range was short, its penetration was excellent, lending it the ability to knock out even the heaviest enemy tank at close range. This special round was rarely issued, and could not be reloaded quickly. When used, the gun may only be fired once during that action. These rounds must be purchased as Special Ammunition (see Equipment) and each must be paid for individually due to the rarity and cost of the Stielgranate 41 round.

95 95 45mm M1937 L/45 Country: Soviet Union Date: 1937 Crew: 3 Gun Shield: Small Gun Length: 2.97m Elevation: -8 to +25 degrees Weight: 570kg Shell Types: AP, HE, APCR AP Muzzle Velocity: 825 m/s AP Shot Weight: 1.43kg The Model 1937 antitank gun was based on the license-produced PaK 35/36 antitank gun, which was felt by many to be underpowered. This was remedied by simply modifying the barrel and breech to accomodate a larger 45mm round. Unusual for any artillery piece, the carriage used spoked motorcycle wheels instead of normal car or truck tires. The 45mm gun proved to be adequate against the light armored vehicles used by the Finns in the Winter War and was kept on until it proved to be nearly useless against German medium tanks. It was replaced in service by the 57mm ZIS-2 (M1943) antitank gun as soon as production allowed. The Model 38 tank gun was derived directly from the M1937 antitank gun and had identical ballistic characteristics. 5cm PaK 38 L/60

96 96 Country: Germany Date: 1940 Crew: 4 Gun Shield: Medium Gun Length: 3.19m Elevation: -8 to +27 degrees Weight: 986kg Shell Types: AP, HE, APCR, HEAT AP Muzzle Velocity: 823 m/s AP Shot Weight: 2.25kg The Panzerabwehrkanone 38 was developed in 1938 to replace the 3.7cm PaK 35/36 in service, but was not actually issued until Although soon supplemented by the PaK 40 and heavier antitank guns, it was never entirely replaced in service and was produced through the end of the Second World War due to its mobility and effectiveness against most Allied medium tanks. Like the PaK 35/36, a short-range HEAT round (Stielgranate 42) was developed for this gun. This became available in 1942 and used the same warhead as the equivalent round for the PaK 35/36. This special round was rarely issued, and could not be reloaded quickly. When used, the gun may only be fired once during that action. These rounds must be purchased as Special Ammunition (see Equipment) and each must be paid for individually due to the rarity and cost of the Stielgranate 42 round. 7.5cm PaK 40 L/46 Country: Germany Date: 1941 Crew: 5 Gun Shield: Medium Gun Length: 3.70 m Elevation: -5 to +22 degrees Weight: 1425 kg Shell Types: AP, HE, APCR AP Muzzle Velocity: 792 m/s AP Shot Weight: 6.80 kg

97 97 Development of the Panzerabwehrkanone 40 began in 1939 by Rheinmetall- Borsig in anticipation of improvements in tank armor, although the first guns were not issued until late Upon introduction, it became the standard antitank gun for German ground forces and remained so until the end of the war, supplementing the 5cm PaK 38. This powerful gun could also be found in self-propelled mounts such as the Marder II, which negated its single drawback of excessive weight. A HEAT round was developed for this weapon but was never issued in any quantity due to problems with inaccuracy. Ambush by this gun was greatly feared by tankers in the Allied armies. Often, the fear of a hit by this gun or anything heavier was enough to get crews to bail out of their tanks on the first ricochet or even a near miss! 76.2mm M1936 L/42.5 Country: Soviet Union Date: 1941 Crew: 6 Gun Shield: Medium Gun Length: 3.89 m Elevation: -5 to +75 degrees Weight: 1730 kg Shell Types: AP, HE, APCR, Smoke AP Muzzle Velocity: 706 m/s AP Shot Weight: 6.40 kg The antitank version of the Model 1936 field gun was developed in 1941 to complement the supply of weaker 37mm and 45mm antitank guns. The simple modification involved shortening the barrel of the field gun and adding a muzzle brake to reduce recoil, as well as supplying proper armor piercing ammunition. Oddly enough, this innovation was pioneered by the Germans, who converted many of these well-respected weapons, captured during their initial advances into the Soviet Union, into antitank guns and used them against their original owners. The Soviet Model 1939 field gun incorporated these improvements from the start and was ballistically similar to the latemodel M1936.

98 98 Tank Guns During the First World War, tank guns were normal field guns used for attacking enemy infantry positions and trenches with high explosive rounds. Once it was foreseen that tank-vs.-tank fighting was inevitable, many nations began to arm their tanks with guns that had a higher velocity and better armor penetration. At first, light cannon intended for antiaircraft guns and early antitank guns were mounted. Later, as tank armor became heavier, tank guns were improved to match or derived from more efficient antitank weapons. Some tanks traded their turrets for heavier guns and became tank hunters. Tank Guns Tank Gun Shell JAM DAM PEN RNG ROF Type 2cm KwK 30 L/55 AP AB ATC APCR AB HE 2 2X AB 45mm M1938 L/46 AP SS TKG APCR SS HE 1 5X SS 5cm KwK 39 L/60 AP SS TKG APCR SS HE 1 5X SS 7.5cm KwK 37 L/24 AP SS TKG (7.5cm StuK 37 L/24) HE 1 8X SS HEAT 1 5X SS 7.5cm KwK 40 L/43 AP SS TKG APCR SS HE 1 8X SS 76.2mm L-11/F-32 L/30.5 AP SS TKG HE 1 8X SS 76.2mm F-34/ZIS-5 L/42.5AP SS TKG APCR SS HE 1 8X SS 8.8cm KwK 36 L/56 AP SS TKG APCR SS HE 1 9X SS 122mm M1938 L/22.7 AP SS TKG HE 1 13X SS HEAT 1 7X SS 152.4mm M-10 L/24.5 AP SS TKG HE 1 16X SS

99 99 2cm KwK 30 L/55 Country: Germany Date: 1930 Shell Types: AP, HE, APCR AP Muzzle Velocity: 780 m/s AP Shot Weight:.15 kg The 2cm Kampfwagen Kanone 30 L/55 was originally developed as an antiaircraft gun, but was adopted for use in light tanks and armored cars when Germany began to rearm in the 1930s. Although outclassed against Russian tanks right from the beginning, it could be used as an antiaircraft weapon in some mounts (such as the SdKfz 222) and was effective against light vehicles. One of its best features was its ability to fire in automatic bursts, almost ensuring a hit against a target vehicle or a casualty among dismounted troops. 45mm M1938 L/46 Country: Soviet Union Date: 1938 Shell Types: AP, HE, APCR AP Muzzle Velocity: 760 m/s AP Shot Weight: 1.43 kg The 45mm M1938 L/46 tank gun was derived from the earlier 45mm M1937 antitank gun. Except for slight modifications, this weapon is identical to that earlier gun. Although underpowered for its day, it could still deal effectively with armored cars and light tanks. 5cm KwK 39 L/60 Country: Germany Date: 1941 Shell Types: AP, HE, APCR AP Muzzle Velocity: 835 m/s AP Shot Weight: 2.06 kg The 5cm Kampfwagen Kanone 39 L/60 was developed at Hitler s insistence to replace the 37mm guns arming the early models of the PzKpfw III tank. After an interim L/42 model was tried and found wanting, the L/60 version was included on the late model PzKpfw IIIJ. 7.5cm KwK 37 L/24 Country: Germany Date: 1938 Shell Types: AP, HE, HEAT, Smoke, Cannister AP Muzzle Velocity: 385 m/s AP Shot Weight: 6.80 kg

100 100 The 7.5cm Kampfwagen Kanone L/24 was designed as a short-barreled infantry support weapon. Mounted on early models of the PzKpfw IV tank and StuG III assault gun (where it was known as the StuK 37 L/24) this weapon was actually quite formidable in the early part of the war, particularly due to its capability to fire an effective HEAT round. Later it was replaced in the antitank role by longer-barreled 7.5cm high-velocity guns on medium tanks and self-propelled guns, although kept in small numbers for use in its original infantry support role. 7.5cm KwK 40 L/43 Country: Germany Date: 1941 Shell Types: AP, HE, APCR, Smoke AP Muzzle Velocity: 740 m/s AP Shot Weight: 6.80 kg The 7.5cm Kampfwagen Kanone 40 L/43 was designed to replace the shorter KwK 37 L/24 in the PzKpfw IV series tanks (and later in the StuG assault gun and other vehicles). It was based on the highly successful PaK 40 L/46 antitank gun with the barrel shortened slightly for better balance. Later in the war it was decided that the additional velocity provided by a longer barrel was a necessity and the barrel was increased to 48 calibers in length. 76.2mm L-11/F-32 L/30.5 Country: Soviet Union Date: 1939 Shell Types: AP, HE AP Muzzle Velocity: 612 m/s AP Shot Weight: 6.30 kg The L-11 and F-32 L/30.5 were two of the earliest in the widely-used series of Soviet 76.2mm tank guns. Mounted in the first KV-1 and T-34 tanks, they were soon replaced by the longer F-34 and ZIS-5 guns. The L-11 was derived from the standard Soviet 76.2mm field guns of the 1930s. 76.2mm F-34/ZIS-5 L/42.5 Country: Soviet Union Date: 1940 Shell Types: AP, HE, APCR AP Muzzle Velocity: 662 m/s AP Shot Weight: 6.30 kg The F-34 and ZIS-5 L/42.5 were the last and most effective of the Soviet 76.2mm tank guns, replacing the earlier L-11 and F-32 guns. Their powerful armor piercing shot was easily capable of defeating the common German PzKpfw III and PzKpfw IV medium tanks. They were eventually replaced by an 85mm gun firing a heavier round at a higher velocity.

101 cm KwK 36 L/56 Country: Germany Date: 1942 Shell Types: AP, HE, APCR AP Muzzle Velocity: 773 m/s AP Shot Weight: kg The infamous 8.8cm Kampfwagen Kanone 36 L/56 was derived from the well-known FlaK 36 antiaircraft gun. It was so powerful that it served quite effectively throughout the Second World War, penetrating the armor of even the heavier Allied tanks at the end of the war. 122mm M1938 L/22.7 Country: Soviet Union Date: 1938 Shell Types: AP, HE, HEAT, Smoke AP Muzzle Velocity: 781 m/s AP Shot Weight: kg The 122mm M1938 L/22.7 tank gun was developed from the standard Soviet 122mm M1938 field howitzer which served so well throughout (and long after) the Second World War. It was shortened slightly for better balance in a vehicular mount and provided with armor piercing shot and a HEAT shell mm M-10 L/24.5 Country: Soviet Union Date: 1940 Shell Types: AP, HE, Smoke AP Muzzle Velocity: 508 m/s AP Shot Weight: 40.0 kg The 152.4mm M-10 L/24.5 gun was based on the 152mm M1937/40 howitzer. This gun was shortened for use in a vehicle mounting and provided with a slow, but very heavy, armor piercing shot round. Although slow into action, it was highly effective against anything from troops to heavy tanks. Field Artillery German field artillery in the early part of the Second World War consisted primarily of modernized designs from the First World War with very few recent designs (although this would be changed by the end of the war). The German light infantry gun, the 7.5cm leichtes Infanterie Geschütz 18, was issued at the lowest level, generally as regimental artillery, and normally organized into batteries of four guns. The heavy infantry gun, the 15cm schweres Infanterie Geschütz 33, was issued to the divisional artillery regiment and generally

102 102 organized into sections of two batteries of two guns each. The light field howitzer, the 10.5cm leichte Feldhaubitze 18, was also found as a divisional artillery asset and organized into batteries of four guns each in the artillery regiment. Finally, the heavy cannon, the 17cm Kanone 18, was a large and very modern weapon organized into batteries of two guns each and usually assigned as corps level artillery. Soviet artillery designs were steadily improved during the 1930s, leading to fairly modern and well-established batteries by the outset of the Second World War. The 76.2mm M1936 field gun was the standard regimental and divisional light field gun throughout the war and could normally be found organized into batteries of four guns each. The 122mm M1938 field gun was produced in great quantities and issued in six batteries of six guns each to the rifle divisions. The M1937 gun-howitzer was designed to fill multiple roles and was issued at both division and corps level in batteries of three guns each. The heaviest Soviet gun, the M1931 howitzer, was not issued until 1934 and was grouped at corps level into batteries of two guns each. This gun was unusual for such a heavy piece in having a motorized, tracked carriage for short-range movements. Field Artillery Artillery Shell DAM PEN ROF Type Date Cost 7.5cm leig 18 HE 8X 25 B4 ART mm M1936 HE 8X 25 B4 ART cm lefh 18 HE 11X 35 B4 ART mm M1938 HE 13X 40 B6 ART cm sig 33 HE 15X 50 B4 ART mm M1937 HE 16X 50 B3 ART cm K 18 HE 17X 55 B2 ART mm M1931 HE 21X 67 B2 ART Mortars Mortars have been around as long as gunpowder, although the early mortars lobbed stone or metal shot instead of high explosives and were far less maneuverable. Due to their low cost and light weight, mortars were very popular in every army in the Second World War. Their simple mechanism included a smoothbore firing tube and a fixed firing pin in the breech mounted on an adjustable bipod. Mortars served as battalion level artillery in medium calibers (80mm to 120mm) and even as company artillery assets in smaller calibers. Lower-echelon commanders who found that they were not important enough to warrant regular artillery support could often find solace in their company or battalion mortar section. Because they were so close to the front, mortar crews were often required to defend their tubes with their small arms.

103 103 Mortars Mortar Shell JAM DAM PEN RNG ROF Type Date Cost 5cm legrw 36 HE 2 5X B6/SS MTR /50 8cm sgrw 34 HE 2 8X B3/SS MTR /80 82mm M-41 HE 2 9X B3/SS MTR /90 120mm M-38 HE 2 12X B4/SS MTR /120 5cm legrw 36 Country: Germany Date: 1936 Crew: 2 Weight: 14.0 kg Maximum Range: 520m Shell Types: HE HE Shell Weight:.90 kg The leichte Granatwerfer 36 was an unusual and overly complicated weapon with a fixed baseplate and monopod, and originally supplied with a fixed telescopic sight. Although accurate, it was heavy for its caliber, had limited range, and fired a small shell. It went out of production in 1941 and was gradually phased out of front line service by the latter part of the war in favor of rifle grenades for shorter ranges and heavier mortars for longer ranges (including a shortened version of the sgrw 34 known as the Stummel). The legrw 36 included a carrying handle for the gunner and a briefcase for the assistant gunner which held ten rounds of 5cm ammunition in neat rows for easy loading.

104 104 8cm sgrw 34 Country: Germany Date: 1934 Crew: 3 Weight: 56.7 kg Maximum Range: 2,400m Shell Types: HE, Smoke HE Shell Weight: 3.5 kg The schwere Granatwerfer 34 was an enhanced development of the popular French Brandt mortar (which provided the basis for the medium mortars of a number of countries, including the Soviet Union, the United States and Italy). It was very accurate and had a high rate of fire for a medium mortar, although this was more than likely attributable to the crews rather than the weapon itself. A special shell was developed for this mortar (and later copied by the British) that was designed to bounce on impact and detonate in the air, thereby spreading its shell fragments out over a wider area and having a greater effect on troops hiding behind cover or in entrenchments. Unfortunately, the smaller explosive component of this shell and its unreliability in soft ground led to its abandonment. This highly feared and well respected weapon served as the mainstay of the German infantry battalion support company s integral artillery throughout the Second World War. It was organized into three tube batteries for direct support of the infantry companies, with two batteries assigned to each infantry battalion s heavy weapon company.

105 105 82mm M-41 Country: Soviet Union Date: 1941 Crew: 3 Weight: 45.0 kg Maximum Range: 3,100m Shell Types: HE, Smoke HE Shell Weight: 3.4 kg The M-41 mortar was a simplified version of the earlier M-36 (a direct copy of the famous Brandt mortar on which the German sgrw 34 was also based). This model was easier to produce and also lighter than the original. The bipod was shortened and designed so that wheels could be attached for towing by hand or by light vehicles. The wheels were removed when the gun was set up for action. Finally, recoil springs were added to dampen the effect of recoil on the sighting mechanism. The M-41 was organized into batteries of three or six tubes each, with up to twelve mortars issued to each infantry battalion. This made it very easy for Soviet company and platoon commanders to call for fire support from these weapons. It was replaced by a simpler version with permanently mounted wheels in Thousands of these highly effective weapons were manufactured during the course of the Second World War and it was produced for many years after the war ended.

106 mm M-38 Country: Soviet Union Date: 1938 Crew: 4 Weight: kg Maximum Range: 6,000m Shell Types: HE, Smoke HE Shell Weight: 16.0 kg The M-38 was issued as both a battalion and regimental support weapon. The design, which was copied by the Germans during the middle of the Second World War, was used with little modification until long after the war ended. This weapon s simple construction, high rate of fire, excellent accuracy, and powerful shell made a particularly effective combination. It was provided with a wheeled travelling carriage for towing behind light trucks and had provisions for attaching an ammunition trailer directly to it. The low cost and long range of the M-38 made it an easy choice for mass production and thousands were built during World War II. Multiple rocket launchers The Multiple Rocket Launcher (MRL) consists of a large number of rocket tubes or rails set on a frame which is towed or mounted on a vehicle. Each tube can fire one rocket, then must be reloaded. The tubes can be usually fired independently or "ripple-fired" for an effect similar to fully-automatic fire. While the rockets are not very accurate, the quantity usually suffices to cover discrepancies. Multiple rocket launchers are only available as off-board artillery fire missions.

107 107 Multiple Rocket Launchers MRL Shell DAM PEN ROF Type Date Cost 82mm BM-8 HE 9X 27 B36 MRL mm BM-13 HE 14X 44 B16 MRL cm Panzerwerfer 42 HE 15X 50 B10 MRL cm Wurfrahmen 40 HE 28X 93 B6 MRL mm BM-8 Country: Soviet Union Date: 1938 Maximum Range: 5,900m Shell Types: HE HE Shell Weight: 8 kg The BM-8 was the first in a series of rocket launchers known by the affectionate name of Katyusha or Little Kate. The BM-8 was a rail-fired rocket launcher capable of ripple-firing its fin-stabilized rockets. Although the 36- rail mounting on the ZIS-6 truck was by far the most common variant, it could also be found later in the war mounted on the American Lend-Lease Studebaker as well as surplus T-60 light tank chassis. The BM-8 served throughought the Second World War in large numbers. 132mm BM-13 Country: Soviet Union Date: 1941 Maximum Range: 8,500m Shell Types: HE HE Shell Weight: 42.5 kg The BM-13 was even more widely produced than the BM-8 and fired a heavier rocket with a larger payload to greater range. Like its predecessor, the BM-13 fired fin-stabilized rockets from rails in rippled salvos. It was also mounted on the ZIS-6 truck, although with only 16 rails due to the increased size of the rockets. Later models were mounted on American Lend-Lease Fords, Chevrolets, and Studebakers as well as STZ-5 artillery tractors. Specialized ammunition was later developed for this weapon, which was manufactured throughout World War Two and long after. 15cm Panzerwerfer 42 Country: Germany Date: 1941 Maximum Range: 7,055m Shell Types: HE, Smoke HE Shell Weight: 35.9 kg

108 108 The Panzerwerfer 42 was a development of the earlier Nebelwerfer 41 rocket launcher using ten 15cm tubes mounted on a Maultier halftrack for mobility and defense. The earlier launcher used a six-tube mount on a surplus PaK 35/ 36 gun carriage. These spin-stabilized rockets had greater accuracy than similar Soviet fin-stabilized weapons, but a reduced range. 28cm Wurfrahmen 40 Country: Germany Date: 1940 Maximum Range: 2,138m Shell Types: HE HE Shell Weight: 82.2 kg The heavier 28cm rocket launcher actually preceded the lighter 15cm version into service with the Wehrmacht. Although spin-stabilized, these rockets were very inaccurate, in part resulting from being fired directly from their wooden or steel-tubing shipping and storage crates. These crates were hung three on each side of a SdKfz 251 halftrack for transport and firing. Later in the war, captured halftracks and light armored vehicles of all types were used to mount these rockets. Aircraft Armament The various weapons covered by this heading include machineguns, automatic cannon, and bombs. Since there is no range for the attack of an airstrike, all are assumed to take place within 2x RNG, that is, with no modifiers. All aircraft attacks are direct fire attacks, although bombs and cannon fire will scatter if they miss. All aircraft armaments costs are included in the cost of the airstrike. Aircraft Armament Aircraft Armament Nationality Shell DAM PEN ROF Type 7.92mm MG17 German FA MMG 7.62mm ShKas MG Soviet FA MMG 2cm MG151 German HE 2X 6 AB ATC 2cm MGFF German HE 2X 6 AB ATC 20mm ShVAK Soviet HE 2X 6 AB ATC 23mm VYa 23 Soviet HE 3X 7 AB ATC 3.7 cm BK 37 German HE 4X 12 AB ATC 100 kg bomb Any HE 15X 100 B# Bomb 250 kg bomb Any HE 36X 250 B# Bomb 500 kg bomb Any HE 72X 500 B# Bomb

109 109 Vehicles Vehicles brought to the Second World War the ability to make breakthroughs and move troops quickly to, around, and past the front lines. This enabled the birth of Blitzkrieg, or lightning warfare, which brought about the massive scale of maneuver for which World War II is known. The combination of rapid and accurate artillery fire, close infantry support by aircraft, and these rapidly-moving and heavily-armored ground vehicles changed the face of warfare in the twentieth century. Assigning the right vehicle for the task is often difficult. Specific vehicle roles may include infantry transport, short-range artillery support, reconnaissance, tank hunting, breakthrough or artillery observation and liason. With a wide range of unarmored, lightly armored, and heavily armed and armored vehicles with either wheels or tracks (or both) to choose from, it is often tempting to get the heaviest vehicle you can afford. A balance of infantry and light and heavy vehicles is often most effective. When in doubt, several lighter tanks or armored cars provide more flexibility and resiliency than does one very heavy tank. Unarmored vehicles, though vulnerable to light weapons, can be useful for quick scouting missions and carrying small teams of machinegunners, snipers, or antitank riflemen to crucial terrain. Vehicles are described by the following statistics: Armor (hull, superstructure, and turret, front, sides, and rear), Date, SPD (Speed), MOB (Mobility) WGT (Weight), Size, Type, Armament, and Cost. Armor indicates the thickness of armor on the front, sides, and on the rear of the vehicle hull and superstructure (allowing for angle and hardness, with the actual thickness in millimeters and the game value in parenthesis), and the turret front and sides/rear (turret armor is often much thicker than hull armor). Date indicates the first year in which the vehicle was available. Speed indicates the vehicle s speed in meters at Slow, Cruising, Fast and Very Fast speeds. Weight is the weight of the vehicle, combat loaded, in tons. Size indicates the relative bulk of the vehicle (larger vehicles are easier to hit) and may be very small (-2), small (-1), medium, large (+1), or extra large (+2), with modifiers to be hit as shown. Type may be LT (light tank), MT (medium tank), HT (heavy tank), SP (self-propelled gun), CC (combat car), AC (armored car), MC (motorcycle), TK (truck), or 2T (halftrack). Armament includes both hull and turret mounted weapons, secondary weapons, and coaxial weapons (see the vehicle descriptions for details of weapon placement). Antiaircraft (AA) weapons can also be used against ground targets unless otherwise specified but require a crewmember to be exposed in order to fire them. Cost gives the value of the vehicle in Unit points, including all weapons and a full load of regular AP and HE ammunition, as well as smoke ammunition for those weapons capable of firing it. Other types of ammunition (including HEAT and HVAP) must be purchased separately.

110 110 Vehicles Vehicle Armor (Front/Sides/Rear/Top) Date Speed MOB Size Type Armament Cost Hull Superstructure Turret Mantlet BA 64 12/8/14/4 13/10/10/7 10/8/5/ /40/60/80 1 SM AC DT 300 BT-7M 20/10/17/7 18/10/10/7 12/12/11/ /31/46/62 2 SM LT 45mm M-1934/38, DTx2 500 GAZ-67 None /45/67/90 0 VS CC None 100 GAZ-AA None /35/52/70 0 SM TK None 150 Kfz 1 None /40/60/80 0 VS CC None 100 KS 750 None /47/71/95 0 VS MC MG KV-1/ /42/60/21 75/42/60/28 75/64/64/ /17/26/35 3 XL HT 76.2mm L-11/F-32, DTx KV-2 54/52/70/21 75/52/72/28 52/52/52/ /13/19/26 2 XL HT 152.4mm M-10, DTx Marder II 29/10/12/3 24/8/0/ /20/30/40 2 SM SP 7.5cm PaK Opel 6700 None /40/60/80 0 MD TK None 150 PzKpfw IIF 29/10/12/3 24/10/12/10 30/14/14/ /20/30/40 2 SM LT 2cm KwK 30, MG PzKpfw IIIJ 45/21/40/11 39/21/43/12 25/28/25/ /20/30/40 3 MD MT 5cm KwK 39, MG 34x2 750 PzKpfw IVF 41/21/16/7 40/21/16/8 40/29/26/ /21/31/42 3 MD MT 7.5cm KwK 37, MG 34x2 800 PzKpfw IVG 41/21/16/7 40/21/16/8 40/29/24/ /20/30/40 3 MD MT 7.5cm KwK 40, MG 34x2 900 PzKpfw VIE 94/42/62/17 80/56/62/17 78/56/56/ /19/28/38 4 LG HT 8.8cm KwK 36, MG 34x SdKfz 222 8/8/5/0 9/8/8/3 8/8/8/ /42/63/85 1 SM AC 2cm KwK 30, MG SPW 251/1 13/8/8/4 10/8/9/ /26/39/53 2 MD 2T MG 34x2 250 StuG IIIC/D 45/21/30/11 40/39/30/ /20/30/40 3 SM SP 7.5cm StuK SU /31/52/14 90/40/53/ /27/41/55 4 MD SP 122mm M T26 12/10/12/7 1314/10/7 15/13/13/ /15/22/30 3 SM LT 45mm M-1938, DTx3 500 T-34/ /31/52/14 58/44/50/14 52/52/52/ /27/41/55 4 MD MT 76.2mm F-34, DTx2 950 T-40 9/19/12/4 7/9/9/4 9/9/9/ /22/33/45 3 SM LT DShK-38, DT 400 T-70 35/11/18/7 45/11/18/7 35/33/35/ /22/33/45 3 SM LT 45mm M-1938, DT 600 Ural None /45/67/90 0 VS MC None 75 Armored cars Armored cars were both developed sooner, cheaper and faster to produce, and generally more numerous than tanks. Their light weight, high speed, small size, and low cost made them excellent reconnaissance and liaison vehicles. Although they could not survive for long against tanks or self-propelled guns, their armor was sufficient to repel small arms fire and their weaponry allowed them to combat light units effectively. Their limitations included a poor offroad performance and vulnerability of the wheels to small arms fire. Armored cars may be used for route or area reconnaissance, artillery coordination and observation, or infantry support. They are best kept on roads or on flat dry ground where their speed can partly make up for their lack of armor and their tires will not get stuck in mud or damaged by rocks or holes.

111 111 BA-64 Country: Soviet Union Type: Armored Car Date: 1942 Crew: 2 Armament: 7.62mm DT (also AA without crew exposure) Secondary: None Height: 1.87m Length: 3.67m Width: 1.52m Size: Small Weight: 2.4 tons Mobility: 1 Speed: 80 km/h (20/40/60/80) Turret Speed: Fast Options: Bulletproof tires Armor: Hull Front: 12mm@Round (12) Hull Sides: 12mm@0 (8) Hull Rear: 11mm@58 (14) Hull Top: 6mm@0 (4) Superstructure Front: 15mm@18 (13) Superstructure Sides: 15mm@0 (10) Superstructure Rear: 12mm@10 (10) Superstructure Top: 10mm@0 (7) Turret Front: 12mm@12 (10) Turret Sides: 10mm@12 (8) Turret Rear: 6mm@15 (5) Turret Top: None Mantlet: None Cost: 300

112 112 The BA-64 was produced at the GAZ plant and based on the chassis of that factory s GAZ-67 combat car (early models were built on the GAZ-64 chassis, giving the BA-64 its number) but with the engine of the GAZ-AA truck. Development began in 1941 and the initial body design was derived from the German SdKfz 222 as well as previous experimental Soviet armored car hulls. The first vehicles rolled off the assembly line in late 1941 and were tested and approved in early 1942, with serial production beginning almost immediately due to the desperate need for armored vehicles at the front. The lack of a roof on the turret allowed the vehicle s sole weapon, the DT machinegun, to perform equally in the ground attack and air defense roles. This weapon was not mounted to the turret as with most turreted vehicles, but on a pintle bolted to the vehicle floor. The design proved to be capable of high speeds and had excellent cross-country performance compared to the previous (and very primitive) Soviet armored car designs. It was produced throughout the war and turned out to be the main Soviet reconnaissance vehicle as the light tank concept was soon dropped entirely. The BA-64 could be fitted with steel-lined bulletproof tires, which reduced the speed of the vehicle by half, but prevented the tires from becoming punctured (hits on the wheels by armor piercing shot have no effect, although they can still be destroyed by hits from high explosive rounds). A total of 3,903 BA-64 were manufactured before the vehicle was replaced in service by the BA-64B in September, Late-model BA-64 armored cars were nearly identical to the early model BA-64B except for the chassis, which was wider in the BA-64B and based on the GAZ-67B chassis. SdKfz 222

113 113 Country: Germany Type: Armored Car Date: 1936 Crew: 2 Armament: 20mm KwK 30 L/55 Secondary: 7.92mm MG 34 coaxial (also AA without crew exposure) Height: 2.00m Length: 4.80m Width: 1.95m Size: Small Weight: 4.8 tons Mobility: 1 Speed: 85 km/h (21/42/63/85) Turret Speed: Fast Options: Field Radio Armor: Hull Front: 8mm@36 (8) +22mm@36 (23) Hull Sides: 8mm@35 (8) Hull Rear: 5mm@31 (5) Hull Top: 5mm@0 (3) Superstructure Front: 8mm@37 (9) +22mm@37 (23) Superstructure Sides: 8mm@35 (8) Superstructure Rear: 8mm@31 (8) Superstructure Top: 5mm@0 (3) Turret Front: 8mm@35 (8) Turret Sides: 8mm@35 (8) Turret Rear: 8mm@35 (8) Turret Top: None Mantlet: 8mm@35 (8) Cost: 350 The Sonderkraftfahrzeug 222 was based on the earlier SdKfz 221 armored reconnaissance vehicle, but with many improvements, including the replacement of the single machinegun with an autoloading 2cm cannon based on an excellent antiaircraft gun. Because the main gun is loaded by means of a tenround box magazine, the commander need not pause to reload. This allows the SdKfz 222 to maintain a high rate of fire even though it only has a crew of two men. It mounts a short-range radio set and was therefore used more locally than vehicles with long-range radios. It could also be fitted with artillery radios for use as an artillery forward observation vehicle, although this modification comes at the cost of the 2cm gun, which is replaced by the radio. Although lightly armored, the SdKfz 222 had good cross-country mobility and a high top speed on roads. Its 2 cm main gun could be elevated through the open top to serve as an antiaircraft gun (as could the coaxial machinegun). It was the most popular of the four-wheel type of armored car produced for the German military. A total of 989 of these vehicles were produced before production ceased in mid 1943 in favor of the heavier six- and eight-wheeled armored cars. Late models of the SdKfz 222 (produced after May 1942) included the heavier armor plate on the front as a matter of course.

114 114 Combat cars Ordinary automobiles rapidly deteriorate under combat conditions, necessitating the development of specialized cars for combat troops. These cars are not intended for off-road use under combat circumstances, nor are they designed to carry troops into combat. Their main use is to carry messengers, wounded soldiers, and officers around on the battlefield or to deliver a small quantity of supplies. They are rarely armed and never armored. GAZ-67 Country: Soviet Union Type: Combat Car Date: 1940 Crew: 1+3 Passenger Armament: None Secondary: None Height: 1.70m Length: 3.34m Width: 1.68m Size: Very Small Weight: 1.2 tons Mobility: 0 Speed: 90 km/h (22/45/67/90) Options: None Armor: None Cost: 100

115 115 The GAZ-67 combat car was developed by the Gorkiy Avtomobilniy Zavod based on its earlier GAZ-64 car, which provided the original chassis for the BA-64 armored car prototypes. The engine and transmission came from the robust GAZ-AA truck series and were modified for four-wheel drive. The body styling and construction was reminiscent of the American M38 jeep. Although the vehicle was designed for only one passenger to fit comfortably, (usually an officer or messenger), it was possible to seat two in the cramped rear cargo area. This vehicle was never armed and generally kept away from the front lines where it was too light to provide much real support. Thousands were produced before the vehicle was redesigned to become the GAZ-67B with a wider wheelbase, which served long after the end of the Second World War. Kfz 1 Country: Germany Type: Combat Car Date: 1940 Crew: 1+3 Passengers Armament: None Secondary: None Height: 1.35m Length: 3.73m Width: 1.60m Size: Very Small Weight: 1.1 tons Mobility: 0 Speed: 80 km/h (20/40/60/80) Options: 7.92mm MG 34 Armor: None Cost: 100

116 116 The Kraftfahrzeug 1 or Kübelwagen (bucket-car) was based on the Volkswagen Type 82 passenger car. Light, sturdy, and reliable, the vehicle was strong in cross-country performance. Its only technical weakness was its twowheel drive system. It had a folding canvas top and side windows, and seated four in relative comfort. An MG 34 machinegun could be mounted on a pintle in the center of the vehicle (also serves as an AA mount, +25 Unit points). Many special variants of the Kfz 1 were manufactured, including an amphibious model, a halftrack, a desert model, and a six-wheeled (four wheels on the rear axle) model. A total of about 55,000 Kfz 1 were manufactured during the Second World War. The design was so popular that it actually served as the basis for a commercial Volkswagen model after the war. Halftracks The halftrack is a hybrid of the tracked armored vehicle and the cargo truck in which the rear wheels have been replaced by a set of tracks. Although not as fast on roads or as cheap to manufacture as ordinary trucks, the halftrack is much more maneuverable off-road and is generally capable of pulling a larger load. Its light armor and defensive weaponry enable it to survive on the mechanized battlefield, delivering desperately needed troops and cargo to the front lines and ferrying wounded soldiers and damaged vehicles to the rear. The Wehrmacht was the first proponent of the halftrack concept and the first to bring troops directly into combat in their transport vehicles. This proved to be so effective a concept that Western armies immediately began developing their own halftrack models, thousands of which were shipped to the Soviet Union through the Lend-Lease program later in the war. Having been on the receiving end of the German Panzergrenadier, they were most thankful, although they never actually developed a halftrack of their own. SdKfz 251/1

117 117 Country: Germany Type: Halftrack Date: 1939 Crew: 2+10 Passengers Armament: 7.92mm MG 34 AA (front, with gun shield) Secondary: 7.92mm MG 34 AA (rear) Height: 1.75m Length: 5.80m Width: 2.10m Size: Medium Weight: 7.8 tons Mobility: 2 Speed: 53 km/h (13/26/39/53) Options: Field Radio Armor: Hull Front: 14.5mm@21 (13) Hull Sides: 8mm@35 (8) Hull Rear: 8mm@30 (8) Hull Top: 6mm@0 (4) Superstructure Front: 10mm@33 (10) Superstructure Sides: 8mm@35 (8) Superstructure Rear: 8mm@40 (9) Superstructure Top: None Mantlet: None Cost: 250 The Sonderkraftfahrzeug 251/1 was the most common of the SdKfz 251 variants and formed the basis for numerous other models including ambulance, fire support vehicle (+25 Unit points for a Field Radio), mortar, antitank, rocket, and flamethrower vehicles. It was the first vehicle designed to bring the infantry forward onto the battlefield in relative safety and support them in their advance. An entire squad could be contained in the vehicle and brought into combat as a unit. It proved to be more maneuverable and durable than ordinary trucks due to its small tracks and light armor, and was highly successful in its intended role. The first SdKfz 251 were built in 1939, and a total of 15,252 of all models were built during the Second World War, including the popular D model, which was designed to simplify production and was issued beginning in Motorcycles Military motorcycles are primarily intended to shuttle messengers back and forth between headquarters units, for light road patrols, and for urban reconnaissance. Although more stable and mobile than a civilian motorbike, the military cycle with sidecar is a poor performer off-road and incapable of carrying serious cargo or weaponry. Its popularity was due mainly to its high speed and maneuverability in the rear areas as a courier vehicle and for its ability to move ahead and seize undefended key terrain when necessary.

118 118 Zündapp KS 750 Country: Germany Type: Motorcycle Date: 1940 Crew: 2+1 Passenger Armament: 7.92mm MG 34 Secondary: None Size: Very Small Weight:.4 tons Mobility: 0 Speed: 95 km/h (23/47/71/95) Options: None Armor: None Cost: 100 The Zündapp KS 750 motorcycle sidecar combination was introduced in 1940 to supplement the existing fleet of BMW motorcycles in German service, which had been in production since the mid-1930s. The Zündapp was so popular that more of them were actually produced than of the equivalent BMW model (the R 75), with 18,600 of the KS 750 manufactured between 1940 and This combination included both a motor-driven sidecar wheel and a reverse gear. Its engine was a typical two-cylinder 750cc model. The standard model mounted an MG 34 machinegun on the sidecar, but this was often removed when the bike was used in rear areas. This vehicle was also used to tow light loads (up to 600 kg) such as small antitank guns and ammunition trailers. In addition to the driver and machinegunner, one more passenger could be carried on the rear of the motorcycle if there was no additional cargo.

119 119 Ural Country: Soviet Union Type: Motorcycle Date: 1937 Crew: 1+1 Armament: 7.62mm DT Secondary: None Size: Very Small Weight:.4 tons Mobility: 0 Speed: 95 km/h (23/47/71/95) Options: 7.62mm DT Armor: None Cost: 75 The Ural motorcycle was copied directly from German BMW machines bought by the Soviet Union in the late 1930s. Minor changes were made to simplify production (at some cost in reliability and handling), but the vehicle was adequate for its role as a scout and dispatch carrier. Like the German combination bike from which it was derived, it had both a driveshaft to the sidecar wheel and a reverse gear. This vehicle was not normally issued with a weapon, however, a DP machinegun could be mounted to the front of the sidecar for self-defense (+25 Unit points). When the machinegun is mounted, the passenger must become a crewmember and man the machinegun. There are no provisions for carrying any other passengers or cargo on this vehicle. Thousands of these combination motorcycles were manufactured during the Second World War and production continues, with only slight modifications to the basic components, to the present day.

120 120 Self-Propelled Guns The self-propelled gun is an inexpensive substitute for the tank. By trading in the turret-mounted cannon for a fixed gun, the self-propelled gun is not only cheaper and easier to produce than the tank, it also has a lower silhouette and generally thicker frontal armor. Its main drawback is the requirement to turn the entire vehicle to aim the main gun, which limits its responsiveness in meeting engagements. The self-propelled gun can be found with either lowvelocity guns for infantry support or high-velocity guns for antitank ambush. Initially, all self-propelled guns were designed for the infantry support role and consequently mounted shorter guns designed for firing high explosive ammunition. Later, as it was realized that most current tanks were incapable of mounting the most powerful antitank guns, an intermediate model of selfpropelled gun was designed that had very light armor and a very powerful gun. As the weaknesses of this design became more obvious, the final development of the self-propelled gun with a very heavy antitank gun and thick frontal armor, designed to ambush and destroy enemy medium and heavy tanks at long range, came into use. The Soviets in particular, having learned how a turretless mount would allow for a much heavier gun, became avid proponents of this concept, although they tended to prefer to mount heavy infantry guns rather than antitank guns. Although a sound and cost-effective design, the self-propelled gun was never as flexible or capable as a tank of similar weight. Few self-propelled gun designs mounting antitank guns lasted past the end of the Second World War, although the system has since become standard (with only light armor) for support artillery such as howitzers. Marder II

121 121 Country: Germany Type: Self-Propelled Gun Date: 1942 Crew: 3 Armament: 75mm PaK 40 L/46 Secondary: 7.92mm MG 34 AA Height: 2.20m Length: 6.36m Width: 2.28m Size: Small Weight: 10.8 tons Mobility: 2 Speed: 40 km/h (10/20/30/40) Options: None Armor: Hull Front: 35mm@13 (29) Hull Sides: 15mm@0 (10) Hull Rear: 15mm@7 (12) Hull Top: 5mm@0 (3) Superstructure Front: 30mm@10 (24) Superstructure Sides: 10mm@8 (8) Superstructure Rear: 10mm@0 (7) Superstructure Top: None Mantlet: 8mm@30 (8) Cost: 700 The Marder II was developed from the chassis of the PzKpfw II light tank (models A through E), modified by the removal of the turret and the addition of a lightly armored open-topped superstructure which housed the PaK cm antitank gun. Although only lightly armored, the power of its gun made it a formidable opponent, as it was capable of knocking out enemy medium tanks right up until the end of the war. Its small size, light weight, and agility also enabled it to perform hit and run attacks effectively, although its high superstructure was difficult to conceal. In the end, its light armor and open top restricted it to surprise attacks against lone targets and it was replaced by purpose-built tank destroyers. A total of 576 of these vehicles were manufactured between June 1942 and June more were converted from outdated PzKpfw II light tanks in 1943 and Production was halted to increase the speed of production of the Wespe 10.5 cm self-propelled howitzer, which was also mounted on the PzKpfw II chassis. Although there was no Marder I in the series, the Marder III was produced with captured 76.2mm Soviet antitank guns mounted on obsolete Czech PzKpfw 38(t) tank chassis at about the same time as the Marder II. Even though it was superseded by heavier tank hunters such as the Hetzer, StuG IIIF, and Panzer IV/70, the Marder II continued to serve on all fronts right up until the end of the war.

122 122 StuG IIIC/D Country: Germany Type: Self-Propelled Gun Date: 1940 Crew: 4 Armament: 75mm StuK 37L/24 Secondary: None Height: 1.98m Length: 5.40m Width: 2.93m Size: Small Weight: 20.2 tons Mobility: 3 Speed: 40 km/h (10/20/30/40) Options: None Armor: Hull Front: 50mm@21 (45) Hull Sides: 30mm@0 (21) Hull Rear: 30mm@30 (30) Hull Top: 16mm@0 (11) Superstructure Front: 50mm@10 (40) Superstructure Sides: 39mm@30 (39) Superstructure Rear: 30mm@30 (30) Superstructure Top: 11mm@0 (8) Mantlet: 50mm@15 (42) Cost: 700 The Sturmgeschütz IIIC/D was originally conceived as an artillery support vehicle for the infantry. The crewmen even came from the artillery branch rather than the armor branch of regular tank crews. In fact, the StuG series became so common that it would eventually account for more enemy tanks destroyed on all fronts than any other German armored fighting vehicle. In its initial offering, from Ausführung A through D, the vehicle was equipped with

123 123 the same 75mm L/24 gun as the early PzKpfw IV series tanks in a new semifixed mounting. Because of its expected role in direct support of infantry, the StuG IIIC/D was not provided with a machinegun or other means of self-defense against infantry assult, relying on the local infantry units for this support instead. It was not until after this model was replaced by more heavily armed versions that the machinegun problem was rectified, although crews could and often did make up for this by carrying submachineguns inside the vehicle. Because of the low velocity of the 7.5 cm StuK 37 L/24, a special high explosive antitank (HEAT) round was developed for this gun. This ammunition was first introduced in mid-1940 with a round capable of penetrating 40mm of armor at any range, but was superceded in 1942 by a more advanced type capable of penetrating up to 75mm of armor plate. This was more than adequate for dealing with most enemy medium tanks on the battlefield, including the ubiquitous T-34. Although HEAT rounds were also developed for other guns, they were most effective as a means of self-defense against tanks for low velocity guns such as the StuK 37. The StuG III uses the same chassis and suspension as the PzKpfw III series of tanks, with a distinctive low box-like armored superstructure replacing the turret. Versions A through D were used in the invasions of France, the Balkans, and the Soviet Union. A few could even be found in the North African theater fighting with the Afrika Korps. A total of 550 StuG III of versions A through D were produced between 1940 and Later models with superior armor and heavy antitank guns were manufactured right up until the end of the war. Flamethrower and assault howitzer versions were also built. SU-122

124 124 Country: Soviet Union Type: Self-Propelled Gun Date: 1942 Crew: 5 Armament: 122mm M1938 L/22.7 Secondary: None Height: 2.15m Length: 5.93m Width: 3.00m Size: Medium Weight: 30.9 tons Mobility: 4 Speed: 55 km/h (13/27/41/55) Options: None Armor: Hull Front: 45mm@55 (56) Hull Sides: 45mm@0 (31) Hull Rear: 45mm@45 (52) Hull Top: 20mm@0 (14) Superstructure Front: 45mm@50 (54) Superstructure Sides: 45mm@20 (40) Superstructure Rear: 45mm@48 (53) Superstructure Top: 20mm@0 (14) Mantlet: 40mm@Round (40) Cost: 1100 The Samokhodnaya Ustanovka 122 began as a development of the T-34 medium tank chassis into a self-propelled artillery piece. The concept was based on the successful German self-propelled guns such as the StuG III, the Soviets having learned firsthand how effective they were in combat. The turretless vehicle had a well-armored superstructure to support the 122mm M1938 howitzer and a low, box-like shape. The main gun was a modified M-30S field howitzer capable of firing all of the normal 122mm artillery shells. Although a much larger caliber than most tank guns of the time, its velocity was low and its armor penetration capability was correspondingly poor. Like the StuG, this infantry support weapon needed to be able to defend itself against enemy armor. Also like the StuG, this was handled by issuing a special high explosive antitank round. Due mainly to its large diameter, but also to advancements in shaped charge technology, this round was highly effective and could penetrate up to 200mm of armor plate. Consequently, the ordinary (although effective) armor piercing round was used as little as possible. Although few were issued in 1942, they continued in serial production until late 1944, when they were replaced by the ISU-122 based on the Josef Stalin series of heavy tanks. A total of 1,148 of these vehicles were manufactured during the course of the war, many serving right up until the end of the war in April, 1945.

125 125 Tanks The tank is widely recognized as the master of the World War Two battlefield due to the effectiveness of the Blitzkrieg, especially compared with the futile and slow-moving combat of World War One. It combines mobility in all kinds of adverse terrain with a main gun capable of destroying similarly equipped vehicles and armor designed to shrug off glancing blows and provide immunity to small arms attacks. Armored vehicle crews are generally considered to be more elite than ordinary infantrymen due to their extended training and the fighting power of their vehicles, although this was often not the case, particularly in the Soviet army. Tanks may be divided into three classes light, medium and heavy. Light tanks are normally used where greater mobility is required and the danger of tank vs. tank combat is low, such as for armored reconnaissance or infantry support. Medium tanks are the mainstay of the tank arms, with moderately powerful guns and effective armor. They are designed to compete against other medium tanks as well as lighter vehicles and self-propelled guns. Heavy tanks are a major factor in any battle in which they participate due to their potent guns and thick armor. Heavy tanks are generally slower than medium and light tanks, and this as well as the cost of their construction limits their numbers on the battlefield. The appearance of any type of tank on the battlefield is normally sufficient to send lightly armed infantry units scurrying for cover. BT-7M

126 126 Country: Soviet Union Type: Light Tank Date: 1937 Crew: 3 Armament: 45mm M1938 L/46 Secondary: 7.62mm DT coaxial, turret rear Height: 2.45m Length: 5.66m Width: 2.29m Size: Medium Weight: 14.7 tons Mobility: 2 Speed: 52 km/h (15/31/46/62) Turret Speed: Medium Options: May drive on wheels instead of tracks (21/43/64/86) Armor: Hull Front: 22mm@Round (22) Hull Sides: 13mm@0 (9) Hull Rear: 13mm@58 (17) Hull Top: 10mm@0 (7) Superstructure Front: 20mm@18 (18) Superstructure Sides: 13mm@0 (9) Superstructure Rear: 10mm@55 (12) Superstructure Top: 10mm@0 (7) Turret Front: 15mm@12 (12) Turret Sides: 15mm@12 (12) Turret Rear: 15mm@15 (13) Turret Top: 15mm@0 (10) Mantlet: 15mm@Round (15) Cost: 500 The Bistrokhodniy Tank 7M was developed from a series of light tanks based on the purchase by the Soviet army of two American Christie light tanks in These tanks were unusual in that they could be run either on their tracks or on their roadwheels for quicker movement along roads to the front. In 1935, the BT-7 replaced the BT-5 in service. This tank was upgraded to the BT-7M configuration in 1938 with improved optics and a new diesel engine. This vehicle may begin the game without any tracks, increasing its top speed by 24. In this case, it suffers all of the penalties associated with wheeled armored vehicles, and in addition has its Mobility reduced to 1. This vehicle was seldom driven without tracks, and then mainly on paved roads well to the rear of the front lines (of which there were few in the Soviet Union). The final version of the BT-7M (also called the BT-8) was produced from 1939 through 1941, when it was replaced by the T-34 series. Of the over 6,000 BT-series light tanks built before the Second World War, 706 were BT- 7M models, many of which were lost in the Winter War against Finland in the winter of

127 127 KV-1/1940 Country: Soviet Union Type: Heavy Tank Date: 1940 Crew: 5 Armament: 76.2mm L-11/F-32 L/30.5 Secondary: 7.62mm DT coaxial, hull, turret rear Height: 2.71m Length: 6.75m Width: 3.32m Size: Large Weight: 43.5 tons Mobility: 3 Speed: 35 km/h (8/17/26/35) Turret Speed: Slow Options: None Armor: Hull Front: 75mm@25 (71) +35mm@25 (33) Hull Sides: 75mm@0 (52) Hull Rear: 75mm@Round (75) Hull Top: 30mm@0 (21) Superstructure Front: 75mm@30 (75) +35mm@30 (35) Superstructure Sides: 75mm@0 (52) +35mm@0 (24) Superstructure Rear: 60mm@Round (60) Superstructure Top: 40mm@0 (28) Turret Front: 90mm@Round (90) +20mm@Round (20) Turret Sides: 75mm@15 (64) +35mm@15 (30) Turret Rear: 75mm@15 (64) +35mm@15 (30) Turret Top: 35mm@0 (24) Mantlet: 82mm@Round (82) Cost: 1150

128 128 The Klimenti Voroshilov 1 model of 1940 was designed for and tested in the Winter War of It competed against two other heavy tank design prototypes which were notable for their size, weight, and technical limitations, including, among other things, multiple gun turrets and large crews. The KV-1 was put into series production in The 76.2mm L-11 tank gun was identical to that designed for the early T-34 medium tanks. the F-32 was a slightly better gun, although not as good as the F-34. The armor was more than sufficient to repel German tank and antitank guns prevalent in It soon gained a reputation as the Russian Tiger, comparing it to the famous German PzKpfw VIE Tiger tank. While a servicable design, it was neither as well armed or as well armored as the Tiger. A total of 141 of the KV-1/1940 tanks were built in 1940, and 1,121 in 1941, many of which were upgunned with the ZIS mm gun, which was identical to the F-34, and additional armor plates, which decreased its speed dramatically (for an extra 100 Unit points, upgrade the gun to the 76.2mm ZIS-5, add armor as shown in the vehicle specifications above, reduce the Mobility to 2, and reduce the vehicle speed to 7/15/22/29 to represent the KV-1/1941 model). By this time, the series had been outclassed by the T-34, which had the same weaponry, adequate armor, and superior maneuverability. The final version, the KV-1S, was lighter and more agile than the KV-1/1941 or the even heavier KV-1/1942 model with cast turret, but was soon phased out of production in favor of the T-34 medium tank. The KV chassis formed the basis of numerous other vehicles, including the KV-2, a heavy flamethrower tank with 45mm gun, an 85mm gun armed model, a command vehicle, an assault gun (with 152mm howitzer), and experimental self-propelled gun with two 76.2mm cannon, and an experimental super-heavy tank. KV-2

129 129 Country: Soviet Union Type: Heavy Tank Date: 1940 Crew: 6 Armament: 152.4mm M-10 L/24.5 Secondary: 7.62mm DT coaxial, hull, turret rear (x2) Height: 3.25m Length: 6.67m Width: 3.35m Size: Very Large Weight: 52.0 tons Mobility: 2 Speed: 26 km/h (6/13/19/26) Turret Speed: Slow Options: None Armor: Hull Front: 75mm@30 (75) Hull Sides: 75mm@0 (52) Hull Rear: 70mm@Round (70) Hull Top: 30mm@0 (21) Superstructure Front: 75mm@30 (75) Superstructure Sides: 75mm@0 (52) Superstructure Rear: 60mm@50 (72) Superstructure Top: 40mm@0 (28) Turret Front: 75mm@0 (52) Turret Sides: 75mm@0 (52) Turret Rear: 75mm@0 (52) Turret Top: 40mm@0 (28) Mantlet: 110mm@Round (110) Cost: 1200 The Klimenti Voroshilov 2 (also called the KV-2A or KV with Large Turret) was a self-propelled artillery version of the KV-1 tank with an enormous boxlike turret and a modified 152.4mm M1940 howitzer for a main gun. This massive weapon weighed 1.6 tons by itself and fired a 51.1 kg high explosive shell. Although intended for use in the direct-fire artillery and infantry support role, it was issued with potent armor piercing ammunition weighing 40 kg as well as standard high explosive and smoke rounds. Due to the enormous recoil of the main gun and the difficulty of reloading, this vehicle can only fire when stationary (except for machineguns), and can never fire the main gun more than once when activated (even if the crew has the Rapid Fire ability). A total of 1,114 KV-2 heavy tanks were manufactured between 1940 and 1942, when production was halted in favor of more conventional artillery, lighter tanks, and self-propelled guns. No other heavy tank was fielded by the Soviet army until the introduction of the Josef Stalin series in The KV series was slow and awkward, but it turned out to be one of the most powerful tanks in the early part of the Second World War.

130 130 PzKpfw IIF Country: Germany Type: Light Tank Date: 1941 Crew: 3 Armament: 20mm KwK 30 L/55 Secondary: 7.92mm MG 34 coaxial Height: 2.15m Length: 4.81m Width: 2.28m Size: Small Weight: 9.5 tons Mobility: 2 Speed: 40 km/h (10/20/30/40) Turret Speed: Medium Options: None Armor: Hull Front: 35mm@13 (29) Hull Sides: 15mm@0 (10) Hull Rear: 15mm@7 (12) Hull Top: 5mm@0 (3) Superstructure Front: 30mm@10 (24) Superstructure Sides: 15mm@0 (10) Superstructure Rear: 15mm@9 (12) Superstructure Top: 15mm@0 (10) Turret Front: 30mm@Round (30) Turret Sides: 15mm@21 (14) Turret Rear: 15mm@21 (14) Turret Top: 10mm@0 (7) Mantlet: 30mm@Round (30) Cost: 450

131 131 The Panzerkampfwagen II was developed early in Germany s rearmament process in Progressive improvements were made to the vehicle, which mounted a modified 2cm FlaK 30 L/55 gun capable of automatic fire in short bursts. Although armor, reliability, and performance were steadily improved, the tank was simply too lightly armed and armored to fight effectively against Soviet tanks even as early as the invasion in It was used primarily in a reconnaissance role on the Eastern Front, and the PzKpfw IIF was well suited for this role. When pitted against equivalent Soviet armored cars and light tanks the PzKpfw IIF, although often outgunned, could hold its own. The German policy of putting fresh crews in the newest tanks rather than upgrading the tanks in the field had the unusual side effect of leaving the most experienced crews, in general, in the lightest and most obsolete tanks. The main gun had a high rate of fire, and although the armor piercing round was only useful against light vehicles, the high explosive round was quite effective against infantry, while the armor piercing composite rigid round gave some protection against enemy armor at close range. Because the main gun is loaded by means of a ten-round box magazine, the commander need not pause to reload. This allows the PzKpfw IIF to maintain a high rate of fire even though it only has a crew of two men. A total of 524 PzKpfw IIF were manufactured between March 1941 and December 1942, when the chassis production was relegated to support vehicles such as the Marder II and Wespe self-propelled guns. A new model of the PzKpfw II, the L series (Called the Luchs) was produced from 1943 to 1944 in limited numbers for armored reconnaissance. PzKpfw IIIJ

132 132 Country: Germany Type: Medium Tank Date: 1941 Crew: 5 Armament: 50mm KwK 39 L/60 Secondary: 7.92mm MG 34 coaxial, bow Height: 2.50m Length: 5.56m Width: 2.95m Size: Medium Weight: 21.5 tons Mobility: 3 Speed: 40 km/h (10/20/30/40) Turret Speed: Medium Options: None Armor: Hull Front: 50mm@21 (45) Hull Sides: 30mm@0 (21) Hull Rear: 50mm@10 (40) Hull Top: 16mm@0 (11) Superstructure Front: 50mm@9 (39) +20mm@15 (17) Superstructure Sides: 30mm@0 (21) Superstructure Rear: 50mm@15 (43) Superstructure Top: 17mm@0 (12) Turret Front: 30mm@15 (25) +20mm@15 (17) Turret Sides: 30mm@25 (28) Turret Rear: 30mm@12 (25) Turret Top: 10mm@0 (7) Mantlet: 50mm@Round (50) Cost: 750 The Panzerkampfwagen III series was first accepted in 1937 with version A and designated as a medium tank designed to fight enemy tanks. Although early models were too thinly armored and lightly armed to be successful in this role, the concept proved sound and improved models such as the late PzKpfw IIIJ were very successful. The improvement of the model had nearly reached its zenith with the J series, however, and the type was soon replaced by the later models of the PzKpfw IV and the newer Panther medium tanks. The PzKpfw III was also used as the basis for several command vehicles, armored recovery vehicles, artillery observation vehicles, and assault guns. Both early and late models of the PzKpfw IIIJ served in combat on the Eastern Front and in North Africa. 5,791 PzKpfw III of all types were built between 1937 and ,616 of the PzKpfw III production were the PzKpfw IIIJ type, with over one thousand having the 50mm L/60 KwK 39 according to the initial requirement and the earlier models mounting a lower-velocity 50mm L/42 KwK 38 in the interim. From the spring of 1942 the PzKpfw IIIJ was fitted with additional armor plates as shown in the vehicle specifications. These plates were spaced slightly away from the body, providing additional protection (+10) against HEAT rounds.

133 133 PzKpfw IVF Country: Germany Type: Medium Tank Date: 1941 Crew: 5 Armament: 75mm KwK 37 L/24 Secondary: 7.92mm MG 34 coaxial, bow Height: 2.68m Length: 5.92m Width: 2.88m Size: Medium Weight: 22.3 tons Mobility: 3 Speed: 42 km/h (10/21/31/42) Turret Speed: Fast Options: None Armor: Hull Front: 50mm@12 (41) Hull Sides: 30mm@0 (21) Hull Rear: 20mm@9 (16) Hull Top: 10mm@0 (7) Superstructure Front: 50mm@10 (40) Superstructure Sides: 30mm@0 (21) Superstructure Rear: 20mm@12 (16) Superstructure Top: 12mm@0 (8) Turret Front: 50mm@11 (40) Turret Sides: 30mm@26 (29) Turret Rear: 30mm@16 (26) Turret Top: 10mm@0 (7) Mantlet: 50mm@Round (50) Cost: 800

134 134 The Panzerkampfwagen IV was developed during the early stages of Germany s rearmament process, about the same time as the PzKpfw II and III. Originally it was intended as an infantry support tank, before actual combat experience proved the concept unsound and it was realized that tanks served best fighting enemy tanks. The armor on the earlier models was very light, its thickness actually doubling before the war began, and nearly doubling again with the introduction of the Ausführung F series. The short-barreled 7.5cm KwK 37 L/24 was sufficient for infantry support, but lacking in antitank capability. Because of the low velocity of the gun, a special high explosive antitank (HEAT) round was developed to supplement the poorly performing armor piercing shot. This ammunition was first introduced in mid-1940 with a round capable of penetrating 40mm of armor at any range, but was superceded in 1942 by a more advanced type capable of penetrating up to 75mm of armor plate. This was more than adequate for dealing with most enemy medium tanks on the battlefield, including the ubiquitous T- 34. Although HEAT rounds were also developed for other guns, they were most effective as a means of self-defense against tanks for low velocity guns such as the KwK 37. The PzKpfw IVF was the last model to be armed with this weapon. Even some of the later production F-series models were produced with the longer 7.5cm KwK 40. These models were known as the F2 series, with the result that the regular F series was redesignated the F1 series. A total of 462 PzKpfw IVF were produced between April 1941 and March 1942, complementing the 663 earlier Ausführung of the PzKpfw IV already produced. This vehicle was phased out in favor of the PzKpfw IVG and later vehicles, such as the PzKpfw V Panther, with more effective high-velocity guns. PzKpfw IVG

135 135 Country: Germany Type: Medium Tank Date: 1942 Crew: 5 Armament: 75mm KwK 40 L/43 Secondary: 7.92mm MG 34 coaxial, bow Height: 2.68m Length: 6.62m Width: 2.88m Size: Medium Weight: 23.5 tons Mobility: 3 Speed: 40 km/h (10/20/30/40) Turret Speed: Fast Options: None Armor: Hull Front: 50mm@12 (41) +30mm@12 (25) Hull Sides: 30mm@0 (21) Hull Rear: 20mm@9 (16) Hull Top: 10mm@0 (7) Superstructure Front: 50mm@10 (40) +30mm@10 (24) Superstructure Sides: 30mm@0 (21) Superstructure Rear: 20mm@12 (16) Superstructure Top: 12mm@0 (8) Turret Front: 50mm@11 (40) Turret Sides: 30mm@26 (29) Turret Rear: 30mm@10 (24) Turret Top: 10mm@0 (7) Mantlet: 50mm@Round (50) Cost: 900 The Panzerkampfwagen IVG was derived from the earlier PzKpfw IVF series of medium tanks. It was armed with the highly effective 7.5cm KwK 40 L/43 tank gun and had bolt-on armor added to the front of about half of the production models. Vehicles produced in mid-1943 were fitted with the slightly better KwK 40 L/48 (with similar ballistic characteristics to the PaK 40 L/48 antitank gun). When it was introduced, it was superior to the current model of the T-34 in both firepower and protection. A total of 1,687 PzKpfw IVG were manufactured, and 200 of the similarly armed and armored PzKpfw IVF2, between March 1942 and June Very late models of the PzKpfw IVG were nearly indistinguishable from the PzKpfw IVH, including the use of Schürzen armor plates to provide further protection to the tracks and turret. This vehicle could be found on the front lines right up until the end of the war in The late-model PzKpfw IVG is available for an additional 100 Unit points. It has a main gun equivalent to the PaK 40 L/48 antitank gun, additional armor on the hull and superstructure front as shown, and armored skirts which add +5 points to the turret, hull and superstructure sides and the turret rear.

136 136 PzKpfw VIE Tiger Country: Germany Type: Heavy Tank Date: 1942 Crew: 5 Armament: 88mm L/56 KwK 36 Secondary: 7.92mm MG 34 coaxial, bow Height: 2.93m Length: 8.45m Width: 3.70m Size: Large Weight: 57.0 tons Mobility: 4 Speed: 38 km/h (9/19/28/38) Turret Speed: Medium Options: None Armor: Hull Front: 100mm@24 (94) Hull Sides: 60mm@0 (42) Hull Rear: 80mm@8 (62) Hull Top: 25mm@0 (17) Superstructure Front: 100mm@10 (80) Superstructure Sides: 80mm@0 (56) Superstructure Rear: 80mm@8 (62) Superstructure Top: 25mm@0 (17) Turret Front: 100mm@8 (78) Turret Sides: 80mm@0 (56) Turret Rear: 80mm@0 (56) Turret Top: 25mm@0 (17) Mantlet: 110mm@0 (77) Cost: 1300

137 137 The Panzerkampfwagen VIE Tiger was probably the most famous tank of any nationality of the Second World War. It quickly won a reputation for invulnerability and power unmatched by any other tank (even those that came later in the war with better firepower and protection) throughout the war. Its 8.8cm KwK 36 L/56 gun was derived from the infamous 88 FlaK gun and could destroyed any Allied medium tank and most Allied heavy tanks at quite long range. It was reasonably maneuverable, with adequate speed and wide tracks, and it carried armor impenetrable to most Allied tank and antitank guns save at close range. While it was rarely seen on the front lines, the Tiger caused such fear that other German tanks were often mistaken for Tigers, especially on the attack. The PzKpfw VIE Tiger was the first German tank to receive a name in addition to its official nomenclature (although self-propelled artillery pieces such as the Marder and Wespe were named right from the beginning). This was eventually to become a habit, as it was followed by the Panther, Luchs, and Puma (armored car) and more self-propelled guns such as the Jagdpanther, Hetzer, Hummel, and Brummbar. A total of 1,354 PzKpfw VIE Tiger tanks were manufactured between July 1942 and August 1944 when the last Tiger rolled off of the assembly line. Production was halted in favor of the heavier PzKpfw VIB King Tiger (or Tiger II) and the later models of the PzKpfw V Panther medium tank. The PzKpfw VIE Tiger continued to serve until the end of the war, ending it as one of the most powerful tanks still on the battlefield. T-26S

138 138 Country: Soviet Union Type: Light Tank Date: 1939 Crew: 3 Armament: 45mm M1938 L/46 Secondary: 7.62mm DT coaxial, bow, AA Height: 2.41m Length: 4.62m Width: 2.44m Size: Small Weight: 10.3 tons Mobility: 3 Speed: 30 km/h (7/15/22/30) Turret Speed: Medium Options: None Armor: Hull Front: 15mm@10 (12) Hull Sides: 15mm@0 (10) Hull Rear: 15mm@9 (12) Hull Top: 10mm@0 (7) Superstructure Front: 15mm@18 (13) +30mm@18 (26) Superstructure Sides: 15mm@23 (14) +20mm@23 (18) Superstructure Rear: 15mm@0 (10) Superstructure Top: 10mm@0 (7) Turret Front: 15mm@Round (15) +20mm@Round (20) Turret Sides: 15mm@18 (13) +20mm@18 (17) Turret Rear: 15mm@18 (13) Turret Top: 10mm@0 (7) Mantlet: 15mm@Round (15) Cost: 500 The T-26 series of light tanks began with the importation of the British Vickers Type E six ton light tank in This vehicle was produced in several variations, modified, and ultimately improved into a reasonably good light tank. Although it had very thin armor and was heavily outclassed by 1941, it served well in the original infantry support role for which it was intended. The armor plate was riveted on earlier models, but welded on the T-26S and late model T-26B tanks. With additional armor, the tank s MOB is reduced to 2. Its armament was upgraded during the course of its development from a pair of machineguns to a 37mm, then finally to a 45mm, tank gun. The T-26 saw service in the Spanish Civil War, the Winter War against Finland, border clashes with the Japanese in Manchuria and Mongolia, and World War Two. Before the beginning of the Second World War, the T-26 was the most widely produced of all Soviet tank designs. Many variations were produced, including a flamethrower tank, a bridgelayer, a self-propelled gun, and command vehicles (easily identified on earlier models by the antenna which ran like handrails around the turret). Over 12,000 of these tanks were produced before their factories were overrun by the Wehrmacht in 1941, although most were lost by the end of that year, many still served for another year or two.

139 139 T-34/1941 Country: Soviet Union Type: Medium Tank Date: 1941 Crew: 4 Armament: 76.2mm F-34 L/42.5 Secondary: 7.62mm DT coaxial, bow Height: 2.45m Length: 6.68m Width: 3.00m Size: Medium Weight: 28.0 tons Mobility: 4 Speed: 55 km/h (13/27/41/55) Turret Speed: Fast Options: None Armor: Hull Front: 45mm@60 (58) Hull Sides: 45mm@0 (32) Hull Rear: 45mm@45 (52) Hull Top: 20mm@0 (14) Superstructure Front: 45mm@60 (58) Superstructure Sides: 45mm@50 (54) Superstructure Rear: 45mm@48 (53) Superstructure Top: 20mm@0 (14) Turret Front: 52mm@Round (52) Turret Sides: 52mm@30 (52) Turret Rear: 52mm@30 (52) Turret Top: 20mm@0 (14) Mantlet: 40mm@Round (40) Cost: 950

140 140 The T-34 medium tank was the most advanced tank design in production at the outset of World War II, as well as one of the most important and influential tank designs of the entire war. Essentially a development of the BT series of light tanks, by means of the A-20 and T-32 test models with some features of the T-50 light tank, and modified to carry more weight and a heavier gun, the T-34/1941 sported a cast and rounded turret, Christie-type suspension, sloped hull armor, and a very powerful gun for its day. The first production vehicles mounted the 76.2mm L-11 and later models the 76.2mm F-34. Because of the low cost and ease of manufacture of the T-34 it quickly became the most common tank on the Soviet side of the battlefield. Its versatility and combination of good armor and an effective gun allowed it to dominate the battle when provided with good crews, able leadership, and radios. It came as a rude surprise to the German crews of relatively lightly armed and armored PzKpfw II, III, and IV tanks when they first encountered the T-34 in late The T-34 series was the most-produced Soviet tank of the Second World War. Production commenced in mid-1940 in secret at the Kharkov Locomotive Factory and the Stalin Tractor Factory. Over 35,000 of the T-34 with 76.2mm gun were manufactured before production was halted in favor of the T-34 with 85mm gun in Its important role in the ability of the Soviet Union to withstand and eventually turn the onslaught of German armor cannot be overstated. The design and application of the T-34 had immediate effects on German tank theory and influenced the design of Soviet tanks through the present day. The chassis also served as the basis for flamethrower, mine-laying, and command models and the SU-122 self-propelled gun. T-40

141 141 Country: Soviet Union Type: Light Tank Date: 1939 Crew: 2 Armament: 12.7mm DShK Secondary: 7.62mm DT coaxial Height: 1.59m Length: 4.11m Width: 2.33m Size: Small Weight: 5.5 tons Mobility: 3 Speed: 45 km/h (11/22/33/45) Turret Speed: Medium Options: Amphibious Armor: Hull Front: 9mm@30 (9) Hull Sides: 18mm@35 (19) Hull Rear: 15mm@9 (12) Hull Top: 6mm@0 (4) Superstructure Front: 9mm@10 (7) Superstructure Sides: 9mm@25 (9) Superstructure Rear: 9mm@35 (9) Superstructure Top: 6mm@0 (4) Turret Front: 10mm@25 (9) Turret Sides: 10mm@25 (9) Turret Rear: 10mm@25 (9) Turret Top: 5mm@0 (3) Mantlet: 15mm@Round (15) Cost: 400 The T-40 was designed from the beginning for reconnaissance and to support river-crossing and other operations for which an amphibious tank would prove valuable. Due to this design requirement, the T-40 was very lightly armed and armored. It had a four-blade propeller and rudders for swimming. Flotation chambers were included to maintain buoyancy. Although its armor was sufficient only against small arms and it had only machineguns for its own defense, it was useful as a scouting vehicle, particularly in wetlands. The T-40 suffers no movement penalty for crossing streams and ponds and may move across rivers and lakes (impossible for normal vehicles) at one-half normal speed. The weapons may be fired while crossing. If the T-40 has any additional armor mounted on it, it loses its amphibious capability completely. A total of 222 T-40 light tanks were manufactured between 1940 and The design was deemed unsuitable for tank warfare and it was replaced in service by better armed and more heavily armored vehicles (although none of these were amphibious to the extent of the T-40). Although produced only in small numbers compared to other Soviet tanks, this vehicle was highly influential on the development of Soviet light tank designs.

142 142 T-70 Country: Soviet Union Type: Light Tank Date: 1942 Crew: 2 Armament: 45mm M1938 L/46 Secondary: 7.62mm DT coaxial Height: 2.03m Length: 4.42m Width: 2.40m Size: Small Weight: 9.2 tons Mobility: 3 Speed: 45 km/h (11/22/33/45) Turret Speed: Medium Options: None Armor: Hull Front: 35mm@30 (35) Hull Sides: 16mm@0 (11) Hull Rear: 15mm@50 (18) Hull Top: 10mm@0 (7) Superstructure Front: 35mm@60 (45) Superstructure Sides: 16mm@0 (11) Superstructure Rear: 15mm@50 (18) Superstructure Top: 10mm@0 (7) Turret Front: 35mm@Round (35) Turret Sides: 35mm@25 (33) Turret Rear: 35mm@30 (35) Turret Top: 10mm@0 (7) Mantlet: 60mm@Round (60) Cost: 600

143 143 The T-70 light tank was derived from the T-60A, a somewhat improved but completely land-bound version of the T-40 amphibious tank. The T-70 followed this with the addition of a 45mm main gun and adequate armor for a light tank. Unfortunately, the vehicle commander still had to act as loader and gunner in addition to his regular duties, severely slowing target acquisition and engagement times. Due to this fact, the T-70 cannot fire twice in one activation (even if stopped and the crew has the Rapid Fire ability). A total of 8,226 T-70 series light tanks were produced between 1942 and 1943, when the type was dropped completely (except for a short run of just over 100 T-80 series light tanks), its role having been taken over by the more agile, better armored, and more heavily armed T-34 series. Trucks Military trucks are generally similar (if not identical) to their civilian counterparts. Designed solely to haul heavy cargo and troops far behind the dangerous front lines, they must stick to roads to travel effectively and are never armed and armored but must be escorted to prevent ambush or engagement. When halftracks or other armored vehicles are not available, trucks can often be found bringing food, fuel, or ammunition to the front lines even though the risk of combat is high. Thousands of trucks brought millions of tons of supplies to attacking and defending armies every day. Interdiction of these supply routes could easily prove lethal to extended units in the field. GAZ-AA

144 144 Country: Soviet Union Type: Truck Date: 1932 Crew: 1+6 Passengers Armament: None Secondary: None Height: 1.97m Length: 5.34m Width: 2.04m Size: Medium Weight: 1.8 tons + up to 1.5 tons of cargo Mobility: 0 Speed: 70 km/h (17/35/52/70) Options: None Armor: None Cost: 150 The GAZ-AA truck (often called the GAZ-MM in postwar literature) was developed at the Gorkiy Avtomobilniy Zavod factory just outside of Moscow and was the most prolific in a long series of medium truck designs based on the Ford-AA, built under license since 1929 and renamed GAZ in The most common model (with the GAZ-M1 diesel engine, introduced in 1938) formed the backbone of the Soviet supply system along with trucks from smaller factories and tens of thousands of Fords, Studebakers, and Dodges. More trucks were delivered to the Soviet Union by way of the Lend-Lease program than were produced in that country during the course of the war. Over one million of the GAZ-AA trucks were manufactured until production ceased after the end of World War II. GAZ truck chassis and the GAZ-M1 engine provided the basis for many Soviet fighting vehicles, including the BA-64 armored car and the GAZ-67 combat car. Opel 6700

145 145 Country: Germany Type: Truck Date: 1940 Crew: 1+12 Passengers Armament: None Secondary: None Height: 2.17m Length: 6.02m Width: 2.27m Size: Medium Weight: 2.1 tons + up to 3 tons of cargo Mobility: 0 Speed: 80 km/h (20/40/60/80) Options: None Armor: None Cost: 150 The Opel 6700 was more commonly known as the Blitz. It could carry up to three tons of cargo or a dozen troops in the rear compartment. It was not only a robust and reliable vehicle, it was also adaptable, and models were designed as ambulances, laundries, workshops, and command posts. Between the start of production in 1937 and the final run in 1944, when the Opel factories were bombed into rubble, over 70,000 Opel Blitz trucks were manufactured, including over 25,000 with four-wheel drive (the remainder having only twowheel drive). Equipment Equipment includes special items of importance on the battlefield that may be used to inflict casualties, obtain intelligence information, improve visibility, obscure movement, or deny an area to the enemy. Generally, such equipment is difficult to obtain and expensive even when it is available. Equipment is described by the following statistics: Cost and ENC (Encumbrance). Cost is the unit point cost of the item. Encumbrance represents the weight of the piece of equipment, and is similar to the encumbrance of weapons. An item with a "n/a" encumbrance has no encumbrance and does not count as a zero-encumbrance item (it is far too heavy to be carried by an individual). The descriptions that follows these statistics cover special features of the items. Aid Bag Cost: 5 ENC: 1. A Medic must have an Aid Bag in order to render assistance to other soldiers. A soldier who is not a Medic may not use an aid bag.

146 146 Field Radio Cost: 25 ENC: 1. Allows the radio operator to make contact with nearby (offboard) artillery and air support units in order to call in their fire missions. Also allows the passing of orders to radio-equipped armor, artillery, and infantry units in the area (generally via a higher echelon net relay). Fortifications Cost: 5 per soldier (foxholes) or 5 per meter length of two-meter-wide trench ENC: n/a. Fortifications count as hard cover and soldiers in them are given an extra bonus versus explosive attacks. Trenches may have barbed wire strung in front of them for additional protection. Improved Armor Cost: 10 per location (e.g., hull front, turret left side, etc.) ENC: n/a. Sandbags, spare track sections, cement blocks, wood or steel bars and beams, and other materials are often used to improve the armor protection of a vehicle. This provides an additional 10 points of armor on the covered locations. This option may only be selected once per location, for up to four locations per vehicle. Vehicles which show additional armor plate on certain locations may take that additional armor instead of improvised armor at the same cost (generally for better protection and without the four-location limit). Special Ammunition Cost: Less than 50mm = 10, 51mm - 75mm = 20, 76mm or more = 30 ENC: n/a. In order for a vehicle or antitank gun to use anything other than standard armor piercing or high explosive ammunition, this option must be purchased. This allows the use of special armor piercing ammunition, including APCR and HEAT rounds. For this cost, 5 rounds of either type (or a mixture) are purchased, unless otherwise noted in the description of the gun or vehicle. For more ammunition, this option must be purchased again. Keep track of this ammunition as once it is used up the vehicle/gun must use only standard armor piercing shot or high explosive ammunition. Telescopic Sight Cost: 5 ENC: 0. A telescopic sight allows a Sniper to use his specialist abilities to pick out targets and ignore normal target selection requirements. It may only be mounted on a bolt-action or semiautomatic rifle. In addition, a telescopic sight gives the sniper a +1 bonus to his hit roll.

147 147 B24=0A8>B The following scenarios are designed to highlight different aspects of the Sturmtruppen rules system. They can be played in any order, or changed by a Moderator as a foundation for other scenarios, to suit the available terrain or forces, or to accommodate a different playing schedule or add new features to the game. All of the scenarios are intended for two players and should take anywhere from two to six hours to play, depending on the scenario. They are presented in a rough order, from the simplest scenario to the most complex. Each scenario is outlined in an initial synopsis showing the time of year, general situation, main terrain features and weather conditions, missions of both sides, forces available to both sides, and any fire missions available. The detailed information for the scenarios provides the exact composition of the units involved as well as specific victory conditions. It is recommended that the terrain be set up by a neutral third party (such as a Moderator) or by an alternating terrain feature placement technique.

148 148 Meeting Engagement Date: Autumn, 1942 Situation: Patrols of opposing forces meet unexpectedly Terrain: Wooded valley, clear Mission: (Both) Eliminate the enemy patrol and return to report Forces: (German) One infantry squad (go first) (Soviet) One scout squad (place first) Support: No support is available for this mission This is a simple no-holds-barred fight to the death for both sides. The first player to force all opposing forces to flee the battlefield, surrender, or die wins. Neither squad may start the game hidden. The German infantry squad is as described under Creating Sturmtruppen. The Soviet infantry squad is as described under Creating Sturmtruppen. Sniper Hunt Date: Spring, 1943 Situation: A German sniper team is harassing a Soviet infantry unit Terrain: A small village in the woods, raining Mission: (German) Eliminate all Soviet leaders and radiomen (Soviet) Eliminate the sniper team Forces: (German) One sniper team (go first) (Soviet) One infantry squad, one platoon headquarters section (place first) Support: No support is available for this mission If the German snipers can eliminate the officer and NCO and at least one of them escapes alive to report, they are successful. If all of the Germans are killed or captured, then the Soviets are victorious. The German sniper team is as described under Creating Sturmtruppen. They may start the game infiltrated (up to halfway into the play area) and hidden. The Soviet infantry squad and platoon headquarters section are as described under Creating Sturmtruppen. They may not start the game hidden.

149 149 Attack and Defend Date: Autumn, 1942 Situation: The Germans are attacking a Soviet defensive position Terrain: Fortified hilltop, clear Mission: (German) Occupy the Soviet positions by force (Soviet) Repel the attacking German forces Forces: (German) Two infantry squads, one machinegun section, one platoon command section (place first) (Soviet) Two infantry squads, one platoon command section (go first) Support: (German) One 75mm barrage preplanned on Soviet position (Soviet) One 76.2mm barrage available on call If the German attackers can push all of the Soviet forces out of their positions (all Soviet squads destroyed, surrendered, or retreating) then they win. If the Soviets can prevent this from happening, then they succeed. Neither side may have any forces start the game hidden. The German infantry squads, machinegun section, and platoon command section are as described in the examples given under Creating Sturmtruppen. The Soviet infantry squads and platoon command section are as described in the examples given under Creating Sturmtruppen. Soviet squads may begin in trenches or foxholes. Clash of the Titans Date: Winter, Situation: Opposing armored forces meet in a contest of strength Terrain: Snow covered farm fields, cloudy Mission: (Both) Destroy the enemy armored unit and return Forces: (German) One heavy tank platoon (go first) (Soviet) Two medium tank platoons (place first) Support: (German) One Ju-87G on standby (Soviet) One La-5 on standby The side which has the last surviving undamaged (mobile, can fire main gun, not retreating) tank wins. Neither side has any forces that may start the game hidden.

150 150 The German tank platoon consists of four heavy tanks as described in the examples given under Creating Sturmtruppen. The Soviet tank platoons each consist of four medium tanks as described in the examples given under Creating Sturmtruppen. Breakout Date: Spring, 1943 Situation: German forces attempt to break out of a Soviet encirclement Terrain: A small village in the woods, clear Mission: (German) Move 50% of forces off of the enemy edge (Soviet) Prevent the German forces from succeeding Forces: (German) Three infantry squads in SdKfz 251 halftracks, one platoon command section in SdKfz 251 halftrack, one KS 750 motorcycle, one PzKpfw IIF light tank (place first, go first)) (Soviet) Three infantry squads, one platoon command section, two antitank rifle teams Support: (German) One Bf110C4/B on standby (Soviet) One 76.2mm barrage available on call The Germans win if they can bring 50% of their squads and vehicles across the enemy (far) edge of the playing area. The Soviets win if they can prevent the Germans from accomplishing their mission. The German infantry squads and platoon command section are as described under Creating Sturmtruppen, plus vehicles (which each include a single TGIII crewman as a driver). The PzKpfw IIF is also as described. The KS 750 includes a TGIII driver and a TGIII passenger to man the MG 34. Each vehicle crewman also has a P 38 pistol. No German forces may start the game hidden. The Soviet infantry squads and platoon command section are as described under Creating Sturmtruppen. The antitank rifle teams each consist of a TGII

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