CHAIN OF COMMAND - REGLAS DE NACIÓN
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CHAIN OF COMMAND - REGLAS DE NACIÓN
BÉLGICA
BELGIAN NATIONAL CHARACTERISTICS
DE SPRONG OR PRESSION TOUJOURS
The Belgian Army of the 1930s placed much emphasis on “incessant pressure” or a continuous advance in the face of the enemy, stopping to engage their foe with firepower only when the advance could not be facilitated by further advances against weak points in the line. Infantry were trained to advance by rushes, with individual teams advancing whilst covered by their comrades, the whole force leapfrogging forward in a ceaseless advance.
To reflect this emphasis, a Belgian team may move with 2D6 and then assume a Tactical stance when activated by a Leader using two Command Initiatives.
D.B.T. LANCE GRENADES
The D.B.T. launcher has a minimum range of 24” and no maximum range. It may target any unit which can be seen by friendly troops but it counts any target which it can see as being in close range, and it cannot see as being at effective range. In the first round of fire at a target (even one it has fired at previously) it will roll half of the normal firepower dice. The D.B.T. is predominantly armed with H.E. shells, but does have some smoke rounds. Any D.B.Tlauncher rolling a 1 or 2 when firing smoke will run out of smoke rounds.
ÉCLAIREURS MOTOCYCLISTES
This unit is made up of six riflemen and a Sergeant Junior Leader. They are equipped with one motorcycle each. Motorcycles operate as wheeled vehicles but re‐roll any 1’s rolled. If two of these support options are selected a Sergeant‐Chef Senior Leader and a VB grenadier may be added on a further two motorcycles.
7.6CM MORTARS WITH FOO
With four mortars present in the battery, a Belgian mortar bombardment covers a square area 14” by 14” with the aiming point at the centre.
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Re: CHAIN OF COMMAND - REGLAS DE NACIÓN
BRITÁNICOS
BRITISH NATIONAL CHARACTERISTICS
FIVE ROUNDS RAPID!
The British soldier is taught to love his rifle and the mantra that delivery of fast, accurate fire is the key to success. When a Leader is attached to a rifle Team and uses two or more Command Initiatives to activate that Team, he may add that many D6 to the Team’s firing dice to reflect his controlling their rapid fire.
CONCENTRATED FIRE
The Bren gun was a reliable and popular weapon, but in truth it was too accurate to be an ideal light support weapon. As a result the British used its accuracy to good effect by concentrating their fire on a specific target and, effectively, sniping with the light machine gun. When a Leader is attached to a Bren Team and uses two Command Initiatives, the Team may focus their fire against one enemy Team, even when other Teams are present within 4” of the target.
STICKY BOMB
Details of the Sticky Bomb, along with several other British hand‐held weapons which may be used instead if preferred, are shown on Table Seven, Hand‐Held Anti‐Tank Weapons,. It may be used once by any Section on the table when commanded by the Senior Leader commanding the platoon who is, we assume, carrying it with him up to that point. How the charge works is detailed in Section 9.3.4, Tank Hunters. A maximum of two compound charges may be selected by a British force.
2” MORTAR TEAM
The 2” mortar has only three rounds of High Explosive ammunition, the rest being all smoke rounds. It has no theoretical minimum range, but at under 12” the crew would normally use their rifles for reasons of their own safety. However, if using a 2” mortar to fire on a target under 12” roll a D6 for each hit achieved. On a roll of 3 to 6, the shrapnel from the round has hit the target Unit, the enemy will dice for the Hit Effect as normal. On a roll of 1 or 2, the shrapnel from the round has hit the mortar Team, they must roll for the Hit Effect on Table 6.
3” MORTARS WITH FOO
With just two mortars present in the battalion, a British mortar bombardment covers a square area 10” by 10” with the aiming point at the centre.
TWIN MACHINE GUNS
The twin machine guns on the Mark VI A and B and the Guy Armoured Car fire with a firepower factor of 8 to represent their enhanced firepower. The Mark VIC armed with the more powerful BESA alongside the Vickers has the same firepower but reduces the target’s cover by one level.
SINGLE BREN CARRIER
This has a crew of two men armed with a Bren gun OR Boys anti‐tank rifle and a Junior Leader.
BREN CARRIER RECONNAISSANCE SECTION
Two Bren carriers commanded by a single Junior Leader. These have a two man crew in each
armed with a Bren, a Boys Anti‐Tank rifle or a 2” mortar.
This may seem fanciful as a support option, but those reading first‐hand accounts of the exploits of the volunteer forces cannot by be impressed by the lifting effect of the odd snifter during the fighting. A Senior Leader rallying men may use the drinks cabinet option to remove one additional point of Shock over and above the number of Initiatives he has used. Roll a D6 each time he elects to do this. On a roll of 1 or 2 he may not use this option again. This support option is only available for Volunteer forces.
SINGLE UNIVERSAL OR INDIA PATTERN CARRIER
This has a crew of three men armed with a Bren gun OR Boys anti‐tank rifle and a Junior Leader.
UNIVERSAL CARRIER RECONNAISSANCE SECTION
Two Universal carriers commanded by a single Junior Leader. These have a three man crew in each armed with a Bren, a Boys Anti‐Tank rifle or a 2” mortar.
HKVDC FORD ARMOURED CAR
The Hong Kong Volunteer Defence Corps armoured cars had been introduced to the Corps as early as 1933 and were to provide the only armoured support larger than carriers. These come with crew but with no commander and activate on a roll of 1 as an uncommanded vehicle unless the British allocate one of their infantry Leaders to take command of the vehicle. They are only available in Hong Kong.
STUBBORN TROOPS
This is a new rating in Chain of Command. Stubborn troops in Close Combat ignore any Shock inflicted during combat, i.e. they do not ignore Shock inflicted prior to combat.
LRDG TRUCK
The classic Chevy CWP 30cwt Truck modified for LRDG use. This can also be represented by a Willy's Jeep. All LRDG trucks are treated as Fast, Wheeled, Soft Skinned and Raiders. Commanded by a Junior Leader. Includes a forward firing Internal Vehicle MMG and a 360 degree firing Top Mounted HMG.
LRDG AUTO CANNON TRUCK
Commanded by a Senior Leader. Fast, Wheeled, Soft Skinned and Raiders. Includes a forward firing Internal Vehicle MMG and a 360 degree firing 20mm Breda Auto Cannon. This is treated as a turret mounted weapon. The auto cannon uses the “Mitragliera Oerlikon da 20mm” entry from the Italian 1940-42 Arsenal Table with an APof 4 and an HE of 6.
LRDG PORTEE TRUCK
Commanded by a Senior Leader. Fast, Wheeled, Soft Skinned and Raiders. Includes a forward firing Internal Vehicle MMG and a rear firing 37mm Bofors AT Gun. This gun uses the “37mm Anti-Tank Gun” entry from the British North Africa 1940-42 Arsenal Table with an AP of 5 and an HE of 3.
LRDG TRUCK SECTION
A section of three LRDG Trucks with one Senior Leader and a Junior Leader in each truck.
VICKERS K LMG
Treated as a Belt Fed Bipod LMG to reflect it's increased RoF.
Última edición por disco el Dom Ago 30, 2015 7:57 am, editado 1 vez
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Re: CHAIN OF COMMAND - REGLAS DE NACIÓN
FINLANDESES
PATROL PHASE SPECIAL RULE
During the Patrol Phase the Finns may move their Patrol Markers freely. They are not obliged to keep within 12”, or any other distance, of other friendly Patrol Markers.
FINNISH NATIONAL CHARACTERISTICS
SYÖKSYEN ETEENPÄIN!
Finnish infantry was trained to close with the enemy when under fire with series of unsynchronized surges. As the section gave supporting fire the individual soldiers would surge forward zig‐zagging from cover to cover one or two at a time making it harder for the enemy to pick off targets. In a land covered with forest this was an effective tactic. When a Leader is attached to Finnish Section or Team and uses two Command Initiatives he may order his men to surge forward. The Section or Team will fire with half the dice, move 1D6 inches and assume a Tactical stance, in that order.
RYNNÄKKÖÖN!
The Finnish Army adopted the attack orientated doctrine very early (much influenced by the pre‐war German tactics) and the infantry attack was to close within assault range of the enemy and then, by using suppressive fire and grenades, sections would charge in to enemy positions where SMG’ s, grenades and brute force would win the day. To reflect this, when a Leader attached to a Team or Squad uses two Command Initiatives, he may lead a charge against any enemy within 12” preceded by a hail of grenades. Roll 1D6, subtracting 1 if the enemy is in light cover, 2 if in hard cover. On a roll of 1 or 2, one hand grenade has hit the target unit; on 3 or 4, two grenades hit; on 5 or 6, three grenades hit the target. Roll for the effect of these and the Team or Squad may then move with up to 3D6 to try to initiate Close Combat.
Most of the support options on the list will be self‐explanatory and their qualities covered by the National Arsenal Table.
THE LAHTI‐SALORANTA LMG
This box fed LMG has a twenty‐round bottom fed magazine has a firepower rating of 4.
SATCHEL CHARGE & MOLOTOV COCKTAILS
The satchel charge is shown on Table Seven, Hand‐Held Anti‐Tank Weapons as are Moltov cocktails which are listed there as Petrol Bombs. Unless issued to a specific Anti‐Tank Team or Section, the satchel charge may be used once by any Section on the table when commanded by the Senior Leader commanding the platoon who is, we assume, carrying it with him up to that point. How the charge works is detailed in Section 9.3.4, Tank Hunters.
CAPTURED WEAPONS
A number of captured Soviet weapons are listed. Whilst the 45mm anti‐tank gun comes with a crew, the small arms must all be issued to specific Teams which must find the manpower to crew them.
RUNNER
Runners operate like an Adjutant, they are not represented on the table, but are used to call men forward to deploy onto the table. However, every time a runner is used to deploy troops roll a d6: a result of 1 or 2 means that the runner has successfully deployed the unit onto the table but has then either been diverted or killed and cannot be used again. There is no limit on the number of runners a Platoon can have.
ANTI‐TANK DEFENCE TEAM
These small ad‐hoc ”bomber” units were used all over the front and the number of men and weaponry varied but the idea was the same. An AT‐defence Team of three men is armed with one SMG, two rifles and a blinding device which is counted as a smoke grenade. They also have one Satchel Charges and two Molotov Cocktails.
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Re: CHAIN OF COMMAND - REGLAS DE NACIÓN
FRANCIA
FRENCH NATIONAL CHARACTERISTICS
TROMBLON VB
The French had planned to replace their ageing rifle grenade launchers with the new 50mm M37 light mortars; however, the German invasion of May 1940 happened before this process had occurred, and the trusty weapon of the Great War remained in service. Each section had one VB launcher, but in practice these were combined together with the single launcher in the Platoon headquarters and commanded by a Corporal specifically allocated to that role.
To reflect this arrangement the French player may combine all four VB launchers together as a single Team under the command of a Junior Leader. When thus organised all four weapons may fire when the Team is activated on a Command Dice roll of 1, or when activated by the Junior Leader using one Command Initiative.
LA BATAILLE CONDUITE
Like many armies the French in 1940 had trained to fight according to the lessons of the last war. The Bataille Conduit, literally “battle by guidance” but more normally referred to as “Methodical Battle” by Anglophones, was a reflection of Marshall Foch’s belief in an orderly and structured approach to warfare. In practical terms this led to a doctrine which placed an emphasis on following an established plan rather than one which encouraged leadership and initiative among junior officers and NCOs. To reflect this doctrinal embracement of the importance of central command, the French Platoon Sergeant is rated as a Junior Leader, although he is able to influence any troops within the Platoon.
Most of the support options on the list will be self‐explanatory and their qualities covered by the National Arsenal Table.
BOUTEILLES INCENDIARIES
As a nation which is historically produced large numbers of empty bottles, it is unsurprising that the French troops used “Molotov Cocktails” in extreme situations. A maximum of two such impromptu weapons may be used in any one game. These should be allocated to specific sections before the game begins. How the charge works is detailed in Section 9.3.4, Tank Hunters.
VB LAUNCHERS
The VB Launcher has a minimum range of 18” and a maximum range of 60”. It may target any unit which can be seen by friendly troops but it counts any target which it can see as being in close range, and it cannot see as being at effective range. In the first round of fire at a target (even one it has fired at previously) it will roll half of the normal firepower dice.
LORRAINE 38L WITH TRAILER
These were designed to transport a maximum number of ten men, four in the vehicle itself and six in the trailer. They are unarmed, but an LMG may be mounted on the open compartment to the rear of the vehicle.
ESCOUADE DE ÉCLAIREURS MOTOCYCLISTES
The Regimental scout troop was made up of three men crewing a Chatellerault M24/29 LMG and a Corporal Junior Leader. They are equipped with four motorcycles. Motorcycles operate as wheeled vehicles but re‐roll any 1’s rolled. If two of these support options are selected a Sergeant‐Chef Senior Leader and a VB grenadier may be added on a further two motorcycles.
81MM MORTARS WITH FOO
With just two mortars present in the battalion, a French mortar bombardment covers a square area 10” by 10” with the aiming point at the centre.
60MM MORTAR TEAM
The 60mm Brandt mortar has both smoke and H.E. rounds. It has a minimum range of 24” and no maximum range limit. At shorter ranges the crew can use their rifles.
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ALEMANIA
GERMAN NATIONAL CHARACTERISTICS
MASCHINENGEWEHR
The Germans placed much emphasis on the Squad machine gun as the weapon of firepower, with the squad leader instructed that in any fight his place was with the LMG directing its fire.
When a Leader is attached to a machine gun team and uses two or more Command Initiatives to direct their fire, he may add that many D6 to the Team’s Firepower dice.
HANDGRANATEN!
The German soldier is intensely aware of the stormtrooper tactics of his father’s war. The signal to attack with a volley of grenades and then get stuck in with the rifle butt, entrenching tool or bayonet was the cry “Handgranaten!“ from the squad leader. To reflect this, when a Leader attached to a Team or Squad uses two Command Initiatives, he may lead a charge against any enemy within 12” preceded by a hail of grenades. Roll 1D6, subtracting 1 if the enemy is in light cover, 2 if in hard cover. On a roll of 1 or 2, one hand grenade has hit the target unit; on 3 or 4, two grenades hit; on 5 or 6, three grenades hit the target. Roll for the effect of these and the Team or Squad may then move with up to 3D6 to try to initiate Close Combat. Most of the support options on the list will be self‐explanatory and their qualities covered by the National Arsenal Table. All tanks and armoured cars come with a Junior Leader. Transport only vehicles, such as the car are simply vehicles which come with no crew. Remember, you will need to allocate men to drive these.
SATCHEL CHARGE
The satchel charge is shown on Table Seven, Hand‐Held Anti‐Tank Weapons. The charge may be used once by any Section on the table when commanded by the Senior Leader commanding the platoon who is, we assume, carrying it with him up to that point. How the charge works is detailed in Section 9.3.4, Tank Hunters. A maximum of two satchel charges may be selected by a German force.
50MM MORTAR TEAM
The 50mm mortar has only H.E. rounds; no smoke being provided. It has a minimum range of 12”, but closer than that the crew may use their rifles. Troops moving with this weapon may not move “at the double” due to its weight.
TWIN MACHINE GUNS
The twin machine guns on the Panzer I fire with a firepower factor of 8 to represent the enhanced firepower.
BREAKDOWN PRONE
The heavy 15cm gun mounted on the Panzer I chassis resulted in an effective assault gun, but at the cost of overloading the chassis to a degree where breakdowns were commonplace. To reflect this, the Bison sIG auf Panzer I Auf B will breakdown if double 1 is rolled when moving normally or when any double is rolled when diving flat out.
AUFKLARUNGS SQUAD (1942- AFRICA)
Three motorcycles with side‐cars transport the reconnaissance squad. It has one LMG with two crew on one machine and three riflemen on the other two. When dismounted this operates with one Junior Leader, a two‐man LMG Team and a five‐man Rifle Team. Motorcycles move as wheeled vehicles but add an additional D6 of movement when moving flat out.
SS SUPPORT
SS formations in Poland may not select tanks as part of their support. They may select armoured cars and other support as normal.
Most of the support options on the list will be self‐explanatory and their qualities covered by the National Arsenal Table. All tanks, selfpropelled guns and assault guns come with a Junior Leader. Vehicle mounted reconnaissance units come with a small infantry Team and a Junior Leader. Transport only vehicles, such as the SdKfz 251 and the Kubelwagen are simply vehicles which come with no crew. Remember, you will need to allocate men to drive these and to crew any weapons you festoon them with. Where Infantry Teams or Squads are available they will always come with a Junior Leader. Note that no Elite Squads are available. Even if your basic force is Elite these are men attached to your force from another Platoon and they are not used to operating with your force, so are treated as Regular. Infantry Teams rarely come with a Leader, whereas heavier support weapons do. You will see it listed where they are present. The following support options need some notes.
SENIOR LEADER
The Senior Leader option may only be selected when your basic force has only one Senior Leader listed. Only one of these may ever be selected.
COMPOUND CHARGE
The compound charge is shown on Table Seven, Hand‐Held Anti‐Tank Weapons, along with several other German hand‐held weapons which may be used instead if preferred. The charge may be used once by any Squad on the table when commanded by the Senior Leader commanding the platoon who is, we assume, carrying it with him up to that point. How the charge works is detailed in Section 9.3.4, Tank Hunters. A maximum of two compound charges may be selected by a German force.
5CM MORTAR TEAM
The 5cm mortar has no smoke ammunition, only firing H.E. rounds. It has a minimum range of 12”, but closer than that the crew may use their rifles.
PANZERKNACKER TEAM
These are covered in full in Section 9.3.4. This Team is made up of four men equipped with three charges, three smoke grenades and one LMG with two crew. The idea was that the LMG cleared any enemy from the tank deck, the smoke grenade blinded the tank and the charge could then be attached. Good luck!
SDKFZ 250 WITH RECONNAISSANCE TEAM
The Germans took an aggressive approach to reconnaissance. This four man Team has a Junior Leader and is equipped with one MG42 with a crew of two and two riflemen who carry ammunition when dismounted.
PIONEER SUPPORT TEAMS (1942 – 1945)
For a pioneers force we add some additional variations to these teams. When selecting a specific team, the following organisation applies for that team:
Wire Cutting Team:
Two men with rifles, cutters and bangalores.
Mine Clearing Team:
One SMG, two rifles and specialist equipment.
Flamethrower team:
One flamethrower man and two riflemen.
Demolition Teams
These can vary as follows:
Bunker Assault/Demolitions Team:
Three men with rifles, two pole charges or other demolition charges.
Goliath Team:
One SMG, two rifles and one goliath. Demolitions/Assault Teams may also act as Panzerknacker Teams, attacking any type of target on the orders of their Junior Leader.
AUFKLARUNGS SQUAD (1942 – URSS)
Four motorcycles with side‐cars transport the reconnaissance squad of the Panzer Reconnaissance unit. It has two LMGs with two crew each and one rifleman, along with a five man rifle Team. It is led by a Junior Leader with an SMG. Motorcycles move as wheeled vehicles but add an additional D6 of movement when moving flat out.
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HOLANDA
Most of the support options on the list will be self‐explanatory and their qualities covered by the National Arsenal Table.
LICHTE MITRAILLEUR M.20
The Dutch Army Lewis gun was equipped with a 97 round drum magazine which performed flawlessly on fixed positions. However, it was notorious for jamming if moved. To reflect this, if the Lewis gun is fired in the same phase in which it is moved or the following phase, it will jam if more 1’s than 6’s are rolled. A jammed Lewis gun is out of action for the remainder of the Turn.
MORTIEREN VAN ACHT
With two mortars present in the section, a Dutch mortar bombardment covers a square area 10” by 10” with the aiming point at the centre.
M36 EN M38 PANTSERWAGEN
These Landsverk armoured vehicles had drivers facing front and rear, allowing them to drive in either direction without restriction. Unfortunately their off‐road capability was notoriously bad. As a result the soft ground rules in section 11.6.1 should always be used if these vehicles move off road.
GEWEER T.P. SOLOTHURN
Very few of these were actually issued and most of the ammunition was in Germany due to a “customs delay”. As such, only one of these may be selected in any game.
6‐VELD INFANTRY GUN
This 1894 vintage slow‐firing gun had no recoil mechanism and needed relaying after each shot. To reflect this, this weapon may not be fired in the consecutive Dutch phases. However, relaying occurs automatically, the gun crew do not need to be activated to do this.
KAZEMATTEN
Before the war, several lines of entrenchments and bunkers were built to face a potential German invasion. Around 1500 kazematten, bunkers, were built in total, with the two main types being as follows. Only one bunker in total may be selected in any game. The G‐kazemat has a fixed cast steel turret embedded in a concrete base and with a limited firing angle. We represent this with a 45% fixed arc of fire. The very small firing port means that these are invulnerable to all fire except H.E. fire, even then any kill results are treated as Shock. The S‐kazemat is a concrete bunker with three firing ports allowing a 180 degree arc of fire. This is treated as a standard bunker in the rules but has a maximum capacity of three men.
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ITALIANOS
Superior Junior Leaders may use a Command Dice roll of 3 or 4 to activate, once activated they have two Command Initiatives. Most of the support options on the list will be self‐explanatory and their qualities covered by the National Arsenal Table. All tanks and armoured cars come with a Junior Leader. Transport only vehicles, such as the car are simply vehicles which come with no crew. Remember, you will need to allocate men to drive these.
ITALIAN NATIONAL CHARACTERISTICS
SAVOIA!
The battle cry of the House of Savoy was the signal to hurl grenades and assault the enemy.
To reflect this, when a Senior Leader attached to a Team or Squad uses two Command Initiatives, he may lead a charge against any enemy within 12” preceded by a hail of grenades. Roll 1D6, subtracting 1 if the enemy is in light cover, 2 if in hard cover. On a roll of 1 or 2, one hand grenade has hit the target unit; on 3 or 4, two grenades hit; on 5 or 6, three grenades hit the target. Roll for the effect of these and the Team or Squad may then move with up to 3D6 to try to initiative Close Combat.
GRUPPO MITRAGLIATORI
It was Italian tactical doctrine that the Commandante di Squadra, the Squad Sergente, regulate the control of the machine gun group, in particular looking to provide fire support for his own manoeuvre element under the Caporale and the other squad. To reflect this doctrine the Sergente can add one firepower dice to each of his MG teams when both are activated by him to fire using both of his Command Initiatives. To do this both MG Teams must be within his command radius, but do not need to be deployed together as an intact squad.
SCOUT SQUAD
An Italian Scout squad is made up of one Junior Leader and twelve riflemen. A scout squad may move with 2D6 and then assume a Tactical stance when activated by a Leader using two Command Initiatives.
FLAMETHROWERS
The M35 and M40 infantry flamethrower teams are two men strong. The Italian flamethrower has a maximum range of 6”. Italian flamethrower tanks have a maximum range of 12”.
BRIXIA M35 45MM MORTAR
The Italian 45mm mortar is very accurate and as such adds +1 when firing at any target in line of sight. However, the mortar rounds have poor fragmentation and as a result do not reduce cover by one level. The Italian 45mm mortar has H.E. and smoke rounds available. However, only three smoke rounds may be fired by each mortar in any game.
TWIN MACHINE GUNS
The twin machine guns on Italian AFVs fire with a firepower factor of 8 to represent the enhanced firepower.
ITALIAN HAND GRENADES
Italian hand grenades depended on and impact the force of impact‐based detonation system which proved unreliable in action. To reflect this they roll with a ‐1 to hit their target.
AFV RADIOS
The Italians did not provide all of their AFVs with radio sets. As a result it is assumed that only a platoon commander’s AFV would have a radio, and that for communicating with his company commander and not with other AFVs on the table. As a result, Italian AFVs may not use radio communications at this stage in the war.
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JAPÓN
JAPANESE NATIONAL CHARACTERISTICS
JUNGLE FIGHTERS
In the first year of war against the Allied forces the Japanese developed a reputation for being audacious jungle fighters, able to move rapidly and silently through difficult terrain and surprise their opponent with an attack from close quarters. To reflect this in the period 1941 and 1942 the Japanese Patrol Markers use 14” as both their move distance and the distance from a friendly Patrol Marker within which they must remain. Other than this additional 2” they operate as normal Patrol Markers. When deploying from a Jump‐Off Point, regular Japanese troops must deploy within 9” of that point and elite troops within 12”.
FIXED BAYONETS
The Japanese soldier was drilled in bayonet fighting more than any other nation, it being seen as the deciding weapon in combat. Japanese tactics were to pin a target with part of their force while other units moved to their flanks to deliver an unstoppable charge. To reflect this training the Japanese in 1941 and 1942 are always considered Aggressive troops in Close Combat.
GRENADE DISCHARGER SQUAD
The Type 89 Grenade Discharger is treated like a rifle grenade on the Master Arsenal Table, but has a minimum range of 12” and no maximum range. They may target any unit which can be seen by friendly troops but it counts any target which it can see as being in close range, and it cannot see as being at effective range. If an enemy is within 12” the crew may use their rifles to engage the enemy. The Type 89 is predominantly armed with H.E. shells, but does have a small number of smoke rounds. To reflect this each weapon is allowed one round of smoke. If more smoke rounds are wanted then the team may resupply with individual rounds from a friendly Jump‐Off point as normal.
JAPANESE LMG
The Japanese light machine guns all suffered issues with jamming and as such they fire with 5D6. They are, however, equipped with a sling and bayonet for use in the assault and are consequently treated as an SMG in close combat.
JAPANESE SUPPORT OPTIONS
Most of the support options on the list will be self‐explanatory and their qualities covered by the National Arsenal Table. All tanks and armoured cars come with a Junior Leader. Transport only vehicles, such as the car are simply vehicles which come with no crew. Remember, you will need to allocate men to drive these.
SATCHEL CHARGE & TANK KILLER TEAMS
The satchel charge is shown on Table Seven, Hand‐Held Anti‐Tank Weapons as are the Moltov cocktails used by Tank Killer teams in this period, which are listed there as Petrol Bombs. Unless issued to a specific Anti‐Tank Team or Section, the satchel charge may be used once by any Section on the table when commanded by the Senior Leader commanding the platoon who is, we assume, carrying it with him up to that point. How the charge works is detailed in Section 9.3.4, Tank Hunters.
RUSE
The Japanese were no respecters of the European view that wars should be fought according to certain legal rules and principles. Consequently they were happy to use any number of tricks, ruses and general deceptions to gain an advantage over their opponent. As the war progressed their foes grew wise to these, but to reflect their ability to wrong‐foot their enemies in the early stages of the war the option of a Ruse will allow the Japanese player to either deploy one unit an additional 6” further from a Jump‐Off point than would normally be the case (15” for regular troops, 18” for elite troops) OR to move a jump‐off point up to 18” in any direction, so long as it is further than 12” from any enemy troops or Jump‐Off Point.
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POLONIA
POLISH NATIONAL CHARACTERISTICS
GRANATNIK –OGNIA!
The Polish troops were trained to use their light mortar carefully, conserving ammunition until the critical moment of the fight. When a Senior Leader is attached to a light mortar Team and uses two or more Command Initiatives to direct their fire, they may add +1 to their roll to hit the target.
Once during a game a light mortar commanded by a Senior Leader who uses two or more Command Initiatives to direct their fire may add that many D6 to their firepower dice to represent rapid fire in that Phase.
TANK DEFENCE!
The Polish soldier is trained not to be intimidated by tanks, but is trained to fight them off by firing at the command cupola and viewing slits. This hail of lead will not damage the enemy AFV, but may worry the crew.
To reflect this, when a Leader attached to a Section uses two Command Initiatives, he may focus their fire on any enemy AFV within 18”. Roll as if an LMG team firing in Section 3.3, MGs Against Armoured Vehicles.
Most of the support options on the list will be self‐explanatory and their qualities covered by the National Arsenal Table. All tanks and armoured cars come with a Junior Leader. Transport only vehicles, such as the car are simply vehicles which come with no crew.
Remember, you will need to allocate men to drive these.
SATCHEL CHARGE
The satchel charge is shown on Table Seven, Hand‐Held Anti‐Tank Weapons. The charge may be used once by any Section on the table when commanded by the Senior Leader commanding the platoon who is, we assume, carrying it with him up to that point.
How the charge works is detailed in Section 9.3.4, Tank Hunters. A maximum of two satchel charges may be selected by a Polish force.
46MM MORTAR TEAM
The 46mm wz.36 mortar has both smoke and H.E. rounds. It has a minimum range of 24”, but closer than that the crew may use their rifles.
THE WZ.29 URSUS ARMOURED CAR
The Ursus benefits from heavier armour when compared with the more modern armoured cars, but unfortunately it lacks four wheel drive, and consequently struggles in off‐road conditions. To reflect this the Ursus treats all broken ground as soft ground, checking for bogging down each time it moves.
75MM WZ.97/17
This is the French 1897 model 75mm Soixante‐Quinze Field Gun. Unusually in Chain of Command a weapon of this type may be deployed on the table and used as an antitank gun. It may not fire High Explosive rounds at any infantry or other type of target on the table.
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RUMANIA
ROMANIAN NATIONAL CHARACTERISTICS
BASARABIA E ROMÂNIA!
The Romanians viewed the restoration of the province of Basarabia, taken from them by the Soviet Union in 1940, as a Holy Crusade and the conquest of the territory of Transnistria, including the port of Odessa, as the creating of a România Mare: a Greater Romania. During fighting in these regions the Romanians will add +2 to their Force Morale roll. When outside these areas they were less enthusiastic and will apply a ‐2 to the roll.
LEAD BY EXAMPLE
With a predominantly peasant soldiery and a small middle class from which to draw their junior officers, the Romanians were hide‐bound by their lack of leadership and initiative within their corps of NCOs. To a degree this was a product of a long term military relationship with France where the system was dominated by an over‐reliance on the junior officers making tactical decisions. To reflect this doctrinal embracement of the importance of central command, the Romanian Sergent Major is rated as a Junior Leader, although he is able to influence any troops within the Platoon.
MOLOTOV COCKTAILS
In the absence of any proper anti‐tank weapons, the Romanians relied on providing their own impromptu weapons for this task. If selected from List One these should be allocated to specific sections before the game begins. If a Sapper Tank Defence Team is select from List Two this will be made up of three men, each with a single Molotov cocktail and will operate as a Tank Hunter Team.
How the weapon works is detailed in Section 9.3.4, Tank Hunters.
MOTORCYCLE RECONNAISSANCE TEAM
The Romanians lack of armoured cars meant they relied heavily on motorcycles for reconnaissance duties, encouraging men owning such vehicles to serve with them. The reconnaissance Team here is made up of three men crewing a single ZB M1937 LMG with a Caporal Junior Leader. They are equipped with three motorcycles. Motorcycles operate as wheeled vehicles but re‐roll any 1’s rolled.
CAPTAIN PRIEST
With the rank and file made up of largely simple peasant folk, the presence of a Priest at the front could have a significant effect on the force morale. A force selecting a Captain Priest as a support option will be blessed before going into action and will add +1 to its Force Morale roll.
60MM MORTAR TEAM
The 60mm Brandt mortar has both smoke and H.E. rounds. It has a minimum range of 24” and no maximum range limit. At shorter ranges the crew can use their rifles.
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URSS
SOVIET NATIONAL CHARACTERISTICS
WRATH OF THE GODS
The Soviet Army is unable to provide close artillery support for her forces during battle, but can prepare the way with a initial barrage of notable severity. The works as a normal pre‐game barrage, but the enemy Units attempting to deploy onto the table in the first Turn roll with a ‐1 on their dice.
UHRAAAAH!
As the Red Army infantry closed with the enemy supported by MMG’s and tanks the last push would be made with an overwhelming assault. At their leaders command, the soldiers would charge the enemy, their bayonets fixed and their battle‐cry rising over the battlefield. These wave attacks were effective when they caught the enemy by surprise or without proper support weapons but many times they made little or no gain for terrible cost in men. A Soviet Senior Leader may by using all his Command Initiatives order all the sections within his Command Distance that haven’t been activated yet in that Phase, to assault the enemy. Any troops so activated will move with 4D6 straight towards their chosen enemy, each squad dicing for its own movement. They halve their Shock for the Movement purposes (rounding up). Any Squad or Squads which gets within 4” from enemy initiates Close Combat.
RAZVEDCHIKI (1942 – 1945)
Soviet Scout Teams and Partisan Scout Teams drawn from the sections can move with 1D6 or 2D6 and assume a Tactical stance at the end of their movement.
PPD‐34/38 SMG
These weapons started to get distributed to troops from January 40’ onwards but even then there were very few of them, with less than 2000 being issued. Usually these weapons were given to elite units. A maximum of one man per squad may be issued with an SMG.
SVT‐38 SEMI‐AUTOMATIC RIFLES
Issued in relatively modest numbers, up to two men in each squad may be issued with these weapons. Men firing with these weapons dice as for normal bolt action rifles but re‐roll and 1’s rolled.
RM38 50MM MORTAR
The Soviet 50mm light mortar is only equipped with H.E. ammunition and cannot fire smoke.
COMMISSAR (1939-1940)
A Commissar may be activated on a Command Dice roll of 5. If the player activates the Commissar he does not increase his Chain of Command tally by one. When activated a Commissar moves as normal. If attached to a squad he may move with that squad without being activated himself. He counts as two men for morale purposes when considering Shock levels and one man in any Close Combat. A Commissar does not fire or crew weapons. When a Leader is hit, a Commissar may sacrifice themselves BEFORE any roll is made to see what the effect is.
TWO MAN TANKS
The T‐27 and T‐37 both has just a two man crew. Any hits on the gunner are on the Commander. Hits on any other crew are on the driver.
KHT TANKS
The Soviets identified their flame‐throwing tanks with the letters KhT for Khimicheskiy or Chemical Tanks. Being early designs the fuel propulsion system was rudimentary and not as efficient as later war weapons. To reflect this the KhT‐26 has a maximum range of 12” with its flamethrower, whilst the KhT‐130 has an 18” range. They roll 16 firepower dice as indicated in Table Four, the Master Arsenal table.
PPD‐40 SMG
These weapons started to get distributed to troops from January 40’ onwards but even then there were very few of them, with less than 2000 being issued. Usually these weapons were given to elite units. A maximum of one man per squad may be issued with an SMG.
SVT‐40 SEMI‐AUTOMATIC RIFLES
There is much debate about the prevalence of these semi‐automatic rifles in Soviet ranks. What is clear is that at the outbreak of Barbarossa the Red Army were partially through the process of re‐equipping with this weapon. The outbreak of war saw that process end and the older but better know Mosin Nagant M1889/30 used as the standard weapon for most of the war. To reflect the partial issue of the SVT‐40 up to two men in each squad may be issued with these weapons. Men firing with these weapons dice as for normal bolt action rifles but re‐roll any 1’s rolled.
M39 50MM MORTAR
The Soviet 50mm light mortar is only equipped with H.E. ammunition and cannot fire smoke.
INFERIOR SENIOR LEADER
An Inferior senior Leader activates on a Command dice roll of 4, but has only two Command Initiative to use. He may influence any unit in the Platoon.
COMMISSAR (1941-1942)
A Commissar may be activated on a Command Dice roll of 5. If the player activates the
Commissar he does not increase his Chain of Command tally by one.
When activated a Commissar moves as normal. If attached to a squad he may move with that squad without being activated himself. He counts as two men for morale purposes when considering Shock levels and one man in any Close Combat. A Commissar does not fire or crew weapons.
In the desperate struggle to save the great Communist Revolution it may sometimes be necessary to make unpleasant sacrifices in order to defeat fascism. A Commissar may remove 1D6 points of Shock from a single Squad or Team by making an example of a backsliding revisionist traitor who is encouraging the promulgation of anti‐revolutionary thoughts. To do this he will shoot dead one man in the squad. Roll a D6 to see how many points of shock are immediately removed from that squad. On a roll of 6 the man shot as an example will be the Squad Leader.
TWO MAN TANKS
The T‐27, T‐37, T‐38, T‐40 and Komsomolets all has just a two man crew. Any hits on the gunner are on the Commander. Hits on any other crew are on the driver.
KHT TANKS
The Soviets identified their flame‐throwing tanks with the letters KhT for Khimicheskiy or Chemical Tanks. Being early designs the fuel propulsion system was rudimentary and not as efficient as later war weapons. To reflect this the KhT‐26 has a maximum range of 12” with its flamethrower, whilst the KhT‐130 has an 18” range. They roll 16 firepower dice as indicated in Table Four, the Master Arsenal table.
THE T‐35
The T‐35 was a remarkable tank in that it had five turrets, one with a low velocity 76.2mm gun for dealing with infantry targets, two with 45mm guns for taking on armour, and a further two with machine guns for close defence. To represent the multiplicity of weapons, if the
T‐35 is activated on a roll of 3 for its Junior Leader it may also activate other weapons positions on a roll of 1 during that turn. If no 3 is rolled just one weapons position may activate on a roll of 1 in that turn.
CAVALRY
For each dismounted cavalry squad in your force you roll 1d6 before the Patrol Phase begins. On a score of 4 to 6 you gain one free Patrol Phase move with any of your markers. This is in addition to any scenario‐specific rules regards bonus patrol moves, however, a force may never have more than six free patrol phase moves. When deployed dismounted troops are placed on‐table without their horses. Mounted cavalry apply the following rules:
a) Cavalry may choose to deploy on‐table dismounted without their horses.
b) Mounting or dismounting requires one complete Normal Move action ‐ no shooting allowed.
c) Dismounting Squads must remove two figures as horse holders (n/a if deploying dismounted).
d) Cavalry move like infantry adding 2” per D6 used. They may not move tactically if mounted!
e) When fired at Mounted they count as Green (regardless of their actual quality).
f) Cavalry may not charge enemy if they would have to move over an Obstacle, Heavy terrain or enemy that is entrenched, in buildings or an AFV.
g) Cavalry are considered Aggressive. In combat, they roll 2D6 per man, 4D6 if they move 8” or more in a straight line over open ground. Fight combat as per 13.1.
h) If moving At The Double or after any Close Combat, each cavalry Team takes two Shock.
CLOSE COMBAT MODIFIERS
Troops defending against a cavalry attack halve their SMG, LMG and MMG modifiers. However, they also triple light or heavy cover modifiers. Determine Results as per 13.1.2.
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ESTADOS UNIDOS
US NATIONAL CHARACTERISTICS
MARCHING FIRE!
“Use marching fire. If no visual target, carry rifles at hip level and fire every step. Fire, fire, fire! Keep a heavy volume ahead of you and it will keep the Krauts down.” So said General Patton, when describing his thoughts on marching fire. With the M1 Garand semiautomatic rifle the United States infantryman has the advantage when firing and moving.
When a Leader is attached to a Team or Squad and uses two or more Command Initiatives to activate them, they may move with 1D6 and fire at full effect or move with 2D6 and fire with half the normal dice. Don’t forget, they also re‐roll any 1’s rolled.
SCOUT
With a history of using field‐craft to aid them, the US infantry Squad has two men in their Rifle Team ready to form a Scout Team when the need arises. These men are trained to make the best use of terrain in order to identify enemy force.
When a US Squad Leader sends out his two man Scout Team they may move with 1D6 or 2D6 and assume a Tactical stance at the end of their movement. If they are within line of sight of their Squad Leader he can activate them for one Command Initiative without being in command range.
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Special Rules
Night Fighting
The following Night Fighting rules are also used:
a. Visibility: Visibility is limited to 12". Burning objects increase this to a diameter of 18" centred on the burning object.
b. Illumination: No illumination is available in this scenario.
c. Deployment: Jump‐Off Points do not need to be in or behind cover – the night provides this. However, any Jump‐Off Point not in or behind cover becomes unusable if enemy forces are within 12".
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