Topics

07.05.11 - New Sequence of Play


Initial Phase
  • Weather change
Roll dice to check whether the weather changes: precipitation, wind speed and direction, visibility might be affected.
  • Smoke and Fire evolution
Evaluate the influence of weather on smoke and fire.  Determine fire progression and smoke evolution: does fire spread? does smoke dissolve or spread?
  • Reinforcements are prepared
Attacking player prepares his reinforcements and announces where they will enter, in order to warn defender of entry.  That way defender can keep some firepower behind for the new troops.  Otherwise defender could use up all his defensive fire before reinforcements enter the map.
  • Air Strike resolution
Check whether an air strike occurs, as per scenario rules, and if so resolve.
  • Off Board Artillery (normally in the beginning of the scenario)
If available, check for radio contact, if contact ask for spotting round, if spotting round fired correct and ask for FFE 1, 2, 3 and 4.

Rally Phase
  • Repair broken down equipment
Equipment which broke down due to a original DR of 12 can be repaired by a successful Q roll by the unit carrying it.
  • Replenish ammo at HQ
Units that are low on ammo or out of ammo can attempt to replenish ammo by moving towards the HQ and performing a replenishment roll (scenario dependant).
  • Self Rally broken units
Units that are broken but not yet routed may attempt a self rally.  An original DR of 2 triggers a leader creation.
  • Rally broken and routed units with a leader
Broken and routed units that are in the command range of a leader may attempt to Rally.  A leader can Rally up to two bases per Rally phase.  This number is increased with the negative of the leader rating: a Q4+1 can only Rally one base, a Q6-1 can Rally three bases.

Combat Phase
  • Execute attacker prepared fire until all ROF are expired
Units that perform prepared fire dedicate all their resource on firing.  Units that have a ROF may fire repeatedly in this phase.  Units that fire during the prepared fire phase may not move during the same turn.  Units need to be marked after performing prepared fire.  It is the task of the defending player to place markers for prepared fire and ROF.  If he forgets the attacker can fire again.
  • Attacker moves routed units - defender may perform opportunity fire
Routed units must (1)move away from the enemy (2)move into cover (3)move at normal speed.  They can be fired upon by the defender.  If routed units suffer a number of suppression equal to or above their Q, they are eliminated.  If routed units cannot move away from the enemy, they surrender.  The defender can use his ROF, and a marker must be placed once he has expended his ROF.  It is the attacking players task to place markers for prepared fire and ROF.  If he omits to do so, the defending player may keep firing.
  • Attacker moves broken units - defender may perform opportunity fire
Broken units must move into cover, in a movement away from all enemies.  They may stop their movement once they are in cover for every unit in their LOS.  If they cannot move to cover in one turn, they continue moving to cover the next turn.  If they can reach cover using fast movement, they may do so.  The defender can use his ROF, and a marker must be placed once he has expended his ROF.  It is the attacking players task to place markers for prepared fire and ROF.  If he omits to do so, the defending player may keep firing.
  • Attacker may move and may subsequently fire with any eligible unit - defender may perform opportunity fire
Movement and firing are linked.  A unit must first move and then fire, suffering the advanced fire penalty.  A unit can choose to remain in motion while firing.  Vehicles with the ability to fire may elect to move, fire and continue moving.  The defender may halt the movement at any time.  The attacker may not move any more once the defender announces defensive fire.  This includes changing heading.  The defender can use his ROF, and a marker must be placed once he has expended his ROF.  It is the attacking players task to place markers for prepared fire and ROF.  If he omits to do so, the defending player may keep firing.
  • Any defender units still eligible to fire may do so until all ROF are expired
If after all movement there are still units that have not fired defensively, they may do so, expending all ROF.  A marker must be placed once he has expended his ROF.  It is the attacking players task to place markers for prepared fire and ROF.  If he omits to do so, the defending player may keep firing.

Admin Phase
  • Remove prepared fire and ROF markers
Bookkeeping segment where all markers indicating who performed prepared fire and who used up ROF are removed.
  • Update the turn track
Position the turn marker, check victory conditions.
15.11.10 - A first attempt at a rules index, incomplete but will serve as a starting point


  1. Gameplay
    1. Game concepts overview
      1. Game scale
      2. Unit size
      3. Firegroups
      4. Attacking and defending
      5. Morale and suppression
    2. Sequence of play
      1. Rallying Suppressed units
      2. Off board artillery
      3. Attacker fire phase
      4. Attacker movement and defensive opportunity fire
      5. Defender reactive movement and defender fire phase
      6. Attacker fire and advance, set up overwatch
      7. Close Combat
  2. Terrain
    1. Terrain scale
    2. Terrain types
      1. Clear
      2. Cover
      3. Roads
      4. Rough
      5. Rivers
      6. Walls
      7. Hedges
      8. Buildings
      9. Bocage
      10. Fortifications
      11. Minefields
    3. Fire
    4. Visibility and line of sight
    5. Effect on movement
    6. Effect on combat
  3. Infantry
    1. Unit characteristics
      1. Weapon type
      2. Firepower
      3. Fire Range, close range and long range
      4. Quality and initiative
      5. Command points, activating units
        1. Actions
        2. Command blunder
        3. Communication
        4. HQ
        5. Commanding officer
      6. Firepower, HE Fire Effect Table
    2. Infantry support
      1. Machine guns
      2. Anti Tank guns
      3. Mortars
      4. Infantry guns
      5. Infantry Anti Tank weapons
    3. Engineer units
      1. Flamethrower
      2. Obstacles
      3. River crossing
      4. Demolition
    4. Leaders and Heroes
      1. Leadership modifier
  4. Vehicles
    1. Unit characteristics
      1. Vehicle types
      2. Speed
      3. Reliability
      4. Rate of fire
      5. Gun Caliber
      6. Machineguns
      7. Turret Type
      8. Armor Factor
  5. Movement
    1. Infantry
    2. Vehicles
    3. Passengers
    4. Tank riders
    5. Towed guns
  6. Combat
    1. Infantry combat
      1. HE Fire Effect Table
    2. Close Combat
    3. Vehicle combat
      1. Hitting a target
      2. Damaging a target
    4. Morale
      1. Suppression
        1. Pinned
        2. Retreat
        3. Rout
        4. Surrender
      2. Rallying
        1. Leadership
        2. Self rallying
        3. Heroes
  7. Artillery support
    1. Units
    2. Types of support
    3. Requesting artillery support
    4. Artillery blunder
    5. Resolving artillery
    6. Concentration
  8. Air support

26.10.10 - This is a non-exhaustive brainstorm list of the topics so far.

Unit description - basing, characteristics, leader, squad, fireteam, crew, losses, wounds
Terrain description - 'effective' terrain vs esthetic terrain
Turn sequence - initiative, quality - arty, rally, move, overwatch fire, d. advance, defend, attack, defend, a. advance
Movement - infantry, advance, dash, charge, leaders, vehicles, other
Base contact - base of fire
Line of sight
Fire attack resolution - leaders, elite, cover, darkness, smoke, attack, defense, overwatch, sniper
Machine Guns, Mortars, Flamethrowers, Demo charges, other anti-personnel support
Quality - Morale checks, breaking, suppression, rally, hero, unit battlefield de- & promotion, integrity
Close Combat - leaders, berserk
Smoke, White Phosporous, Hindrance, Drift
Victory Conditions