BATTLEGROUP 2009 for The War In Angola · battlegroup 2009+wia.doc 16/10/2012 02:09:00 1...

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BATTLEGROUP 2009+WIA.doc 16/10/2012 02:09:00 1 B B A A T T T T L L E E G G R R O O U U P P 2 2 0 0 0 0 9 9 f f o o r r T T h h e e W W a a r r I I n n A A n n g g o o l l a a MODERN WARGAMING RULES 1946-2009 FOR BATTALION LEVEL MINIATURE BASED GAMES BY IAN S CLARKE ADAPTED FOR THE WAR IN ANGOLA BY JOHAN SCHOEMAN Version 16/10/2012 01:56:00

Transcript of BATTLEGROUP 2009 for The War In Angola · battlegroup 2009+wia.doc 16/10/2012 02:09:00 1...

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BBAATTTTLLEEGGRROOUUPP 22000099 ffoorr

TThhee WWaarr IInn AAnnggoollaa

MODERN WARGAMING RULES 1946-2009

FOR BATTALION LEVEL MINIATURE BASED GAMES

BY IAN S CLARKE ADAPTED FOR THE WAR IN ANGOLA

BY JOHAN SCHOEMAN Version 16/10/2012 01:56:00

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BBAATTTTLLEEGGRROOUUPP

INTRODUCTION

Battlegroup has been written because of modern wargamers, dissatisfaction with the commercial rules available. Battlegroup has been play-tested over the last few years and were used successfully between 1997 and 2008 in the Ultramodern World Wargaming Championships, the 1997 Royal Air Force Wargames Association Championships and the modern competition at Roll Call 2001-2007. The feedback from all those experienced players helped the rules evolve into this edition. Although these rules offer nothing revolutionary in the field of wargames rules you will find Battlegroup faster and easier to follow than previous modern rules, rules that due to the complexities of modern warfare ended up either too complicated or far too simplistic. Battlegroup is designed to give the feel of modern combat, taking into account all the latest technologies being fielded, yet still remain an enjoyable game. These rules are ideal for quick battles, competitions, and campaign games or even for new players to learn about modern warfare. At first glance the rules may appear as complex as its predecessors; however, you will find there are some key differences:

• The DATASHEETs are dedicated to a particular nation and date period and most of the complex statistics have been applied already, cutting down on the player’s workload.

• The arithmetic has been reduced to the bare minimum so after a few games the players will be able to roll a die and tell instantly if the result is successful, fails or needs checking in the rulebook.

• Morale is tested at Company level to try and bring a result within the normal playing time of a game. • The rolling of dice for spotting targets has largely been removed. Spotting targets is done on a distance table and this speeds

the game up immeasurably. • The effects of suppression are so severe that it also encompasses neutralisation. • There are comprehensive examples throughout the rules; these are in italics for easy reference. • If there is a chance of success then the top score will always succeed and the lowest score will always fail. The top score

will usually kill the target too. • There is the possibility of friendly fire. • Armour and penetration values have been generalised so that certain types of AFVs, ATGMs, gun penetration values, etc.

can be grouped together. The secrecy that surrounds modern equipment makes it impossible to give accurate number values for their performance.

The aim of these rules is to put some fun back into modern wargaming and players should try and keep the game relatively light hearted. Some players may not find these rules comprehensive enough, feel free to amend them as you see fit but remember you can only use the original version for competitions. The first and most important rule is this: enjoy the game but in the event of a disagreement that cannot be resolved amicably try and get a third party to make a judgement, if this is not possible both players should roll a die and the winner gets their way. Finally, I must thank the following people; Bruce Rea-Taylor and Bob Connor who gave us the excellent Challenger series, Ian Shaw and his Leopard rules, Jim Dickinson, Ray Lowe, Tony Booth, “Paddy” McKee, Tristan Trench, Bob Medcraft, Matt Biggs, Mike Watkins, Richard Bush and Theunis Vorster for their invaluable help and all the competition players who play tested these rules.

I’d also like to thank Mike Jones who originally wrote these rules for all the hard work he put in over the years. This 2009 edition

owns everything to his 1st edition.

Ian Clarke

Worlds Championship Umpire 1996-2007

[email protected]

PS.: All modifications and adaptations for the War In Angola are indicated in Green Text…. Rules that are NOT APPLICABLE or completely OPTIONAL are indicated in Orange Text.

Johan Schoeman

[email protected]

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CONTENTS A: SCALE AND GAME REQUIREMENTS......................... 7

A.1 - GROUND AND TIME SCALE..................................... 7 A.2 - FIGURE SCALE AND BASE SIZE.............................. 7 A.3 - OFF TABLE UNITS...................................................... 7 A.4 - DICE REQUIRED ......................................................... 7 A.5 - MARKERS .................................................................... 7 A.6 - PLAYING AREA .......................................................... 7 A.7 - TERRAIN ...................................................................... 8 A.8 - MINIATURES............................................................... 8

B: PLAYING THE GAME ...................................................... 9 B.1 – BEFORE A GAME BEGINS ........................................ 9

B.1.1 - Force .................................................................................. 9 B.1.2 – Weather.............................................................................. 9 B.1.3 – Time ................................................................................... 9 B.1.4 - Support ............................................................................... 9 B.1.5 – Reconnaissance ................................................................. 9 B.1.6 - Draw Map .......................................................................... 9 B.1.7 – Wind Direction .................................................................. 9 B.1.8 – Wind Speed ........................................................................ 9 B.1.9 – Write Orders .................................................................... 10 B.1.10 – Initiative......................................................................... 10 B.1.11 – Riverbanks ..................................................................... 10

B.2 - GAME TYPES ............................................................. 10 B.2.1 - Hasty Attack/Defence ....................................................... 10 B.2.2 - Prepared Defence/Deliberate Attack............................... 10 B.2.3 - Concentrated Defence/Breakthrough Attack................... 10 B.2.4 - Encounter off the Line of March...................................... 10 B.2.5 - Other Battles .................................................................... 10

B.3 - PLAYERS BOUND SEQUENCE............................... 10 B.4 - INITIATIVE DIE ......................................................... 11

C: ORDERS ............................................................................. 12 C.1 - INTRODUCTION........................................................ 12 C.2 - UNITS .......................................................................... 12

C.2.1 – DHQs............................................................................... 12 C.2.2 - BdHQs.............................................................................. 12 C.2.3 - RHQs................................................................................ 12 C.2.4 - BGHQs ............................................................................. 12 C.2.5 - BHQs................................................................................ 13 C.2.6 - Higher HQs...................................................................... 13 C.2.7 - CHQs................................................................................ 13 C.2.8 - SHQs ................................................................................ 13 C.2.9 - PHQs................................................................................ 13 C.2.10 – THQs ............................................................................. 13 C.2.11 – Sections.......................................................................... 13 C.2.12 – Elements ........................................................................ 13

C.3 - ORDERS ...................................................................... 14 C.3.1 - Route of March ................................................................ 14 C.3.2 – Objectives ........................................................................ 14 C.3.3 – Speed ............................................................................... 14 C.3.4 - Changing Speeds.............................................................. 15 C.3.5 – Action............................................................................... 16 C.3.6 - Example of Orders ........................................................... 16

C.4 - FLANK MARCHS....................................................... 17 C.4.1 – Flank March Difficulty Table ......................................... 17 Concentrated Defence.................................................................. 17 C.4.2 – Flanking Turn Arrival Table........................................... 17 C.4.3 – Flanking Success Table................................................... 17 C.4.4 – Failed Flank March Result Table ................................... 18 C.4.5 – Morale effects of failing to Arrive................................... 18

C.5 – OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS .................................................... 18

D: COMMAND, CONTROL AND COMMUNICATION. 19 D.1 - COMMAND ................................................................ 19 D.2 – COMMAND STRUCTURE ....................................... 19

D.2.1 - Command Elements ......................................................... 19 D.2.2 – Unit Commanders ........................................................... 19 D.2.3 – Cross Attaching Units ..................................................... 19 D.2.4 – Attaching Units ............................................................... 19 D.2.5 – Minimum Unit Size.......................................................... 19 D.2.6 – Attaching Units to Higher Level HQs............................. 20 D.2.7 – Which Sub Units Can Be Cross Attached or Attached ... 20

D.2.8 – Transport Vehicles .......................................................... 20 D.3 - LOSS OF COMMAND AND CONTROL .................. 20

D.3.1 – Loss of Commander......................................................... 20 D.3.2 – Regaining Command and Control .................................. 20

D.4 - INTEGRITY ................................................................ 21 D.4.1 – Element Integrity ............................................................. 21 D.4.2 – Unit Integrity ................................................................... 21 D.4.3 – Integrity Distances .......................................................... 21 D.4.4 – Measuring Integrity......................................................... 21 D.4.5 – Higher Level HQ Integrity .............................................. 21 D.4.6 – Integrity of Units Starting on Table ................................ 21 D.4.7 – Integrity of Units Entering the Table at the Start of the Game............................................................................................. 21 D.4.8 – Integrity of off Table Units.............................................. 22 D.4.9 – Detaching Units............................................................... 22 D.4.10 – Integrity and Morale ..................................................... 22

D.5 - COMMUNICATION .................................................. 22 D.5.1 - Hand/Flag Signals ........................................................... 22 D.5.2 – Noise Signals ................................................................... 22 D.5.3 - Hard Wired Telephone Link ............................................ 22 D.5.4 – Couriers........................................................................... 23 D.5.5 – Radio/BMS/ABMS ........................................................... 24 D.5.6 – Transmission Security ..................................................... 25

D.6 - CHANGING ORDERS ............................................... 26 D.7 – REACTING TO THE ENEMY................................... 26

D.7.1 - When Can and Must a Unit React to the Enemy ............. 26 D.7.2 – Control Test..................................................................... 26 D.7.3 – Failure to Control a Unit ................................................ 27 D.7.4 – Ending Reaction .............................................................. 27 D.7.5 – Changing a Reacting Units Orders................................. 27

E: MOVEMENT ..................................................................... 28 E.1 - INTRODUCTION........................................................ 28 E.2 - MOVEMENT DEFINITIONS..................................... 28

E.2.1 – Movement Definitions Table............................................ 28 E.2.2 – Terrain Definitions Table ................................................ 29 E.2.2 – Pushing a Destroyed Vehicle out of the Way table ......... 29 E.2.3 – Types of Building ............................................................. 29 E.2.4 – Crushing Soft Vehicles..................................................... 29 E.2.5 –Road Degradation ............................................................ 29 E.2.6 – Floors in Buildings .......................................................... 31 E.2.7 – Stuck Elements ................................................................. 31 E.2.8 – Amphibious Movement Rules .......................................... 31

E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE................................................................................. 32

E.3.1 - Movement Distances in Poor Conditions Table .............. 32 E.3.2 – Own Smoke Discharges ................................................... 32 E.3.3 – Multiple Conditions Apply............................................... 32 E.3.4 – Example moving in poor Visibility Conditions ............... 32 E.3.5 – Infantry in Poor Conditions............................................. 32 E.3.6 – Aerial Elements at Night.................................................. 32

E.4 - ENTERING OR EXITING VEHICLES...................... 33 E.4.1 – Exiting a Vehicle.............................................................. 33 E.4.2 – Entering a Vehicle ........................................................... 33 E.4.3 – Effect of Infantry Entering/Exiting a Vehicle on that Vehicles Firing ............................................................................. 33

E.5 - HULL DOWN AND TURRET DOWN....................... 33 E.5.1 – Turret Down..................................................................... 34 E.5.2 – Hull Down on Hills.......................................................... 34 E.5.3 – Height of Turret and Hull down vehicles on Hills .......... 34 E.5.4 – Hull Down using Walls and Hedges................................ 34 E.5.5 – Moving out of Hull Down to fire ..................................... 34

E.6 - PREPARING WEAPONS AND EQUIPMENT.......... 35 E.6.1 – Preparing Weapons and Equipment Table ..................... 35 E.6.2 – Example of Setting ........................................................... 35 E.6.3 – Dismounting Equipment .................................................. 35

E.7 - TANK RIDING ............................................................ 35 E.8 – MOVEMENT IN RESTRICTIVE TERRAIN ............ 35

F: DETECTION ...................................................................... 36 F.1 - INTRODUCTION........................................................ 36

F.1.1 - Line Of Sight (LOS).......................................................... 36 F.2 – VISUAL SPOTTING................................................... 38

F.2.1 – Visual Spotting Procedure............................................... 38 F.2.1 – Number of Visual Spotting Attempts Allowed ................. 38 F.2.2 – Visibility Arcs................................................................... 39

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F.2.3 – Visual Spotting Details .................................................... 40 F.2.4 - Maximum Observation..................................................... 42 F.2.5 – Types of Thermal Imager (TI) ......................................... 42 F.2.6 – Commanders Independent Sight (CIS)............................ 42 F.2.7 - Loss of Visual Spot ........................................................... 43 F.2.8 - Target Size........................................................................ 43

F.3 – ELECTRONIC SPOTTING ........................................ 44 F.3.1 – AA Radar (AAR) Spot ...................................................... 44 F.3.2 – Millimetric Radar Spotting (MMR)................................. 44 F.3.3 – Anti Radar Spotting ......................................................... 45

F.4 – LOCATION ................................................................. 46 F.4.1 – Ground Surveillance Radar (Shown As GSR on DATASHEETS) ............................................................................ 46 F.4.2 – BMS.................................................................................. 46 F.4.3 – Radio................................................................................ 46 F.4.4 – Moving Target inside Cover............................................ 46 F.4.5 – Moving Target along Road in Woods/BUA .................... 46 F.4.6 – Target Spotted Using Visually Guided Missile Spotting 46 F.4.7 – Radio Interception Location............................................ 46 F.4.8 – Radar Interception Location ........................................... 47

F.5 – NOISE DETETION ..................................................... 47 F.5.1 – Noise Detection Procedure ............................................. 47 F.5.2 – Noise Levels..................................................................... 47 F.5.3 – Noise Category Table ...................................................... 47 F.5.4 – Noise Sources .................................................................. 47 F.5.5 – Complete Drowning Out ................................................. 48 F.5.6 – Drowning Out .................................................................. 48 F.5.7 – Noise without Drowning out ........................................... 48 F.5.8 – Effect of Hearing a Noise Source.................................... 48

F.6 – DIRECTION DETECTION......................................... 48 F.6.1 – Fire at Night .................................................................... 48 F.6.2 – Lights at Night ................................................................. 48 F.6.3 – Missile Spotted................................................................. 48

F.7 –LEVELS OF DETECTION EFFECTS ........................ 48 F.7.1 – Spotted ............................................................................. 48 F.7.2 – Located ............................................................................ 49 F.7.2 – Direction Detected........................................................... 49

F.8 - ILLUMINATION FLARES......................................... 49 F.8.1 – Illumination zones sizes and duration............................. 49 F.8.2 – Illumination of Located or Spotted Targets .................... 49 F.8.3 – Illumination of Direction Detected Targets .................... 50 F.8.4 – Air Support and Illumination flares ................................ 52 F.8.5 – Infrared Illumination flares............................................. 52

F.9 – USING SMOKE........................................................... 52 F.9.1 – Blocking LOS of Located or Spotted Targets with DF or Indirect Smoke.............................................................................. 52 F.9.2 – Blocking LOS of Direction Detected Targets with DF or Indirect Smoke.............................................................................. 52

F.10 - SMOKE ...................................................................... 53 F.10.1 – General Smoke Effects................................................... 53 F.10.1 – Partial Smoke ................................................................ 53 F.10.2 – Full Smoke ..................................................................... 53 F.10.3 – IR Blocking Smoke......................................................... 53 F.10.4 – Artillery fired Smoke ..................................................... 53 F.10.5 – Element laid Smoke ....................................................... 56 F.10.5.4 – Smoke Grenades ......................................................... 58 F.10.6 – Device laid Smoke ......................................................... 59

F.11 – KNOWN ENEMIES .................................................. 59 G: DIRECT FIRE ................................................................... 60

G.1 - INTRODUCTION ....................................................... 60 G.1.1 – Dead Ground................................................................... 60 G.1.1 – Depression Dead Ground ............................................... 60 G.1.2 – Elevation Dead Ground .................................................. 60 G.1.3 – Weapon Dead Ground Table .......................................... 60

G.2 - DIRECT FIRE PROCEDURE..................................... 60 G.2.1 – Allocating Fire ................................................................ 61

G.3 - TARGETING MODIFIERS ........................................ 62 G.4 - WEAPON SYSTEMS.................................................. 62

G.4.1 – Weapon Systems Table.................................................... 62 G.5 - ARCS OF FIRE AND VEHICLE ASPECTS.............. 62 G.6 - MOVEMENT............................................................... 63 G.7 - FIRING EXAMPLE .................................................... 63 G.8 - FUEL AIR EXPLOSIVE ON ATGWS AND LAWS...... 63 G.9 – LARGE AHEAD ROUNDS ....................................... 63 G.10 – ELEMENTS FIRING FROM WITHIN BUILDINGS AND BUNKERS .................................................................. 63

G.10.1 – Back Blast Danger Table .............................................. 63 G.11 – ATTACKING FROM ABOVE ................................ 63 G.12 – DIRECT FIRE AT AERIAL ELEMENTS ............... 63 G.13 – ACTIVE PROTECTION SYSTEM (APS)............... 63

G.13.1 – Turning on APS ............................................................. 64 G.13.2 – APS Danger Area.......................................................... 64 G.13.3 – APS Effects .................................................................... 64

G.14 – DIRECT FIRE AT BUILDING OPENINGS............ 64 H: ANTI-TANK GUIDED MISSILES (ATGMS)............... 65

H.1 - INTRODUCTION ....................................................... 65 H.2 - ATGM PROCEDURE ................................................. 65 H.3 - ATGM CONTROL AND GUIDANCE ...................... 65

H.3.1 – ATGW Control Methods Table ....................................... 65 H.3.2 – ATGW Guidance Methods Table .................................... 66

H.4 - SPECIAL WARHEADS.............................................. 66 H.5 - RELOADING MISSILES ........................................... 66 H.6 - MISSILE RATE OF FIRE (ROF)................................ 66 H.7 – REMOTE LASER WEAPON GUIDANCE............... 67

H.7.1 – Who Can Guide Laser Weapons ..................................... 67 H.7.2 – Restrictions on Guiding Weapons................................... 67 H.7.3 – Guiding off table weapons .............................................. 67

H.8 - THREAT DETECTION .............................................. 67 H.8.1 - Visual Spotting Of Threat ................................................ 67 H.8.2 - Electronic Spotting Of Threat.......................................... 68

H.9 - RESPONSE TO MISSILE THREAT .......................... 68 H.9.1 - Counter Measures............................................................ 68

H.10 - TOP ATTACK MISSILES ........................................ 69 H.10.1 – Top Attack Table ........................................................... 69

H.11 - ATGM RESOLUTION.............................................. 69 H.12 – VISUALLY GUIDED MISSILES............................ 69

H.12.1 – Fibre Optic Missiles ...................................................... 69 H.12.2 – TV Guided missiles........................................................ 69 H.12.3 – Visually Guided Missiles and Disappearing Targets ... 69 H.12.4 – Visually Guided Missile Spotting.................................. 70 H.12.5 – Using Visually Guided Missile Spotting in Orders....... 70

H.13 – REMAINING OFF TABLE...................................... 71 H.14 – ATGW FIRE AGAINST AERIAL ELEMENTS ..... 71 H.15 – ATGW SUPPRESSIVE FIRE .................................. 71

I: PENETRATION AND EFFECTS..................................... 72 I.1 - INTRODUCTION......................................................... 72 I.2 - PENETRATION PROCEDURE................................... 72 I.3 - ARMOUR CLASS AND PENETRATION.................. 72 I.4 – SPECIAL ARMOURS ................................................. 72

I.4.1 - Explosive Reactive Armour (ERA) .................................... 72 I.4.2 - Electric Armour ................................................................. 73 I.4.3 - Slat Armour........................................................................ 73

I.5 - DAMAGE...................................................................... 73 I.7.1 – Damage Table................................................................... 73

I.6 - ESCAPING A DESTROYED VEHICLE..................... 73 I.6.1 – Vehicle Escape Table........................................................ 73 I.6.2 – Escaping From Aerial Transport ..................................... 73 I.6.3 – Wheeled Vehicles .............................................................. 74 I.6.4 – Elements That Entered or Left a Vehicle.......................... 74

I.7 - PENETRATION EXAMPLE........................................ 74 J: AREA FIRE......................................................................... 75

J.1 - INTRODUCTION......................................................... 75 J.2 - AREA FIRE PROCEDURE.......................................... 75

J.2.1 – Elements with Heavy Weapons ........................................ 75 J.3 - TARGETING MODIFIERS ......................................... 75

J.3.1 – Bow Machineguns ............................................................ 76 J.4 - INFANTRY................................................................... 76 J.5 - SUPPRESSIVE FIRE ................................................... 76

J.5.1 – Suppressive Fire against Known Targets ........................ 76 J.5.2 – Suppressive Fire against a Terrain Feature.................... 76 J.5.3 – Suppressive Fire Effect Table .......................................... 76 J.5.4 – Suppressive Fire with Smoke ........................................... 76

J.6 - COVER DEFINITIONS ............................................... 77 J.7 - BODY ARMOUR AND ARMOUR PIERCING SMALL ARM ROUNDS.................................................................... 77 J.8 - SNIPERS....................................................................... 77

J.8.1 – Snipers Detection ............................................................. 77 J.8.2 – Snipers and Body Armour ................................................ 77

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J.8.3 – Snipers and Cover ............................................................ 77 J.8.4 – Snipers Firing Alone ........................................................ 77

J.9 - EXAMPLE OF AREA FIRE......................................... 78 J.10 – AHEAD AND FAPDS VS BUILDING ..................... 78

K: CLOSE COMBAT & CLOSE ASSAULT...................... 79 K.1 - INTRODUCTION ....................................................... 79 K.2 - MELEE COMBAT PROCEDURE ............................. 79

K.2.1 – Close Combat Results ..................................................... 79 K.3 - CLOSE ASSAULT PROCEDURE ............................. 80

K.3.1 – Close Assault Table......................................................... 80 K.3.2 – Driving away from close assault..................................... 80

L: DAMAGE............................................................................ 81 L.1 - INTRODUCTION........................................................ 81 L.2 - SUPPRESSION............................................................ 81

L.2.1 - Suppression Effects........................................................... 81 L.2.2 - Suppression Markers........................................................ 81 L.2.3 - Suppression Removal ....................................................... 81 L.2.4 – Voluntary Suppression..................................................... 81

L.4 – PERMANENT SUPPRESSION.................................. 81 L.5 - DESTROYED .............................................................. 81 L.6 - CAMPAIGN GAMES.................................................. 82

L.6.1 – Vehicle Damage in Campaign Games Table .................. 82 M: MORALE........................................................................... 83

M.1 - INTRODUCTION....................................................... 83 M.2 - UNIT MORALE.......................................................... 83

M.2.1 – Unit Morale Procedure .................................................. 83 M.2.2 – Example of unit Morale .................................................. 83 M.2.3 – Dismounts and Morale ................................................... 83

M.3 - GROUP MORALE...................................................... 83 M.3.1 – Group Morale Procedure ............................................... 83 M.3.2 – Group Morale Example 1............................................... 84 M.3.3 – Group Morale Example 2............................................... 84

M.4 - MORALE LEVELS .................................................... 84 M.4.1 – Morale Level Table......................................................... 84

M.5 - MORALE RATINGS.................................................. 84 M.5.1 – Morale Ratings Table ..................................................... 84

M.6 - RECOVERING MORALE ......................................... 84 M.7 - REPLACING COMMAND ELEMENTS .................. 84

N: ARTILLERY SUPPORT .................................................. 85 N.1 - INTRODUCTION ....................................................... 85

N.1.1 – AOO Placement............................................................... 85 N.2 - INDIRECT FIRE PROCEDURES .............................. 85

N.2.1 – Normal Fire..................................................................... 85 N.2.2 – Normal Fire against Registered Fire Point or Known Fire Point ............................................................................................. 85 N.2.3 – Registered Fire Point or Known Fire Point against Moving Target.............................................................................. 85 N.2.4 – Registered Fire Point or Known Fire Point against Firing Target ........................................................................................... 85

N.3 – OBSERVING FOR ARTILERY................................. 86 N.3.1 – AOO observing................................................................ 86 N.3.2 – Command elements observing ........................................ 86 N.3.3 – Non Command elements observing................................. 86 N.3.4 – When Does Fire Stop ...................................................... 86

N.4 - REQUESTING A FIRE MISSION.............................. 86 N.4.1 – Artillery Fire Mission Request Table.............................. 86

N.5 - LEVEL OF SUPPORT................................................. 87 N.6 - FIRE MISSIONS ......................................................... 87

N.6.1 – Opportunity Fire ............................................................. 87 N.6.2 – Registered Fire................................................................ 87 N.6.3 – Planned Fire.................................................................... 88 N.6.4 – Counter Battery Fire ....................................................... 88

N.7 - DEVIATION................................................................ 89 N.7.1 – On Target Fire ................................................................ 89 N.7.2 – Off Target Fire ................................................................ 90

N.8 - FIRE ZONE.................................................................. 90 N.8.1 – Sheaf Sizes and Types...................................................... 90 N.8.2 – Sheaf Rotation ................................................................. 91 N.8.3 – Placing the Fire Zone...................................................... 91 N.8.4 – Determine Fire Effect...................................................... 91 N.8.5 – Continuing Fire ............................................................... 91

N.8.6 – Spotting Fire Zones ......................................................... 92 N.8.7 – Building Damage............................................................. 92

N.9 - AMMUNITION TYPES.............................................. 92 N.9.1 - MLRS RELOAD TIMES. .................................................. 92

N.10 – SPLITTING BATTERIES........................................ 94 N.11 - EXAMPLE OF ARTILLERY FIRE.......................... 94

O: AERIAL ELEMENTS ...................................................... 95 O.1 - INTRODUCTION ....................................................... 95

O.1.1 – Under Command and Requested Aerial Elements.......... 95 O.1.2 – Levels of Air Commitment............................................... 95

O.2 - ALTITUDE.................................................................. 95 O.2.1 – Changing Altitude ........................................................... 96 O.2.2 – Height Risk ...................................................................... 96

O.3 - AIRCRAFT TYPES..................................................... 97 O.3.1 – Normally Under Command............................................. 97 O.3.2 – Normally Requested ........................................................ 97 O.3.3 – Others That Could Be Used In a Game .......................... 97

O.4 - AIR TO GROUND ATTACK ..................................... 98 O.4.1 - Aim Point.......................................................................... 98 O.4.2 – Bombs .............................................................................. 98 O.4.3 – Rockets and Rocket Pods ................................................ 98 O.4.4 – Strafing ............................................................................ 99 O.4.5 – Guided Munitions............................................................ 99 O.4.6 – Direct Fire....................................................................... 99 O.4.7 – Area Fire ....................................................................... 100 O.4.8 – Anti RADAR Missiles .................................................... 100 O.4.9 – Testing Aerial Fire Zone Accuracy............................... 101 O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones .......................................................................................... 101 O.4.11 – Fire Zone Placement ................................................... 102

O.5 – UNDER COMMAND AERIAL ELEMENTS ......... 102 O.5.1 - ORDERS......................................................................... 102 O.5.2 – Para Drops .................................................................... 104 O.5.3 – Flying at Night without Pilot Night Vision ................... 106

O.6 - HELICOPTERS......................................................... 106 O.6.1 - Introduction.................................................................... 106 O.6.2 - POP-UP ......................................................................... 106 O.6.3 - Hovering......................................................................... 107 O.6.4 - Landed............................................................................ 107 O.6.5 – Under Slung Loads........................................................ 107

O.7 – REQUESTED AERIAL ELEMENTS...................... 107 O.7.1 – Air Liaison Officers (ALOs).......................................... 107 O.7.2 – Requesting Aircraft ....................................................... 107

O.8 – PRE PLANNED STRIKES....................................... 108 P: ANTI-AIRCRAFT FIRE................................................. 109

P.1 - INTRODUCTION...................................................... 109 P.2 - ANTI-AIRCRAFT PROCEDURE............................. 109 P.3 – AA OVERWATCH ................................................... 109

P.3.1 – Non Specialist elements and AA Overwatch ................. 109 P.3.2 – Specialist elements and AA Overwatch ......................... 109

P.4 - AIR DEFENCE .......................................................... 109 P.5 - ANTI-AIRCRAFT EFFECTS.................................... 110 P.6 - TARGET EVASION.................................................. 110 P.7 - ATGMS IN AA MODE.............................................. 110 P.8 – AHEAD AND FAE HITS ON AIRCRAFT .............. 110

Q: ELECTRONIC WARFARE........................................... 111 Q.1 - INTRODUCTION ..................................................... 111 Q.2 - SENSING EQUIPMENT .......................................... 111

Q.2.1 – Sensor Controllers......................................................... 111 Q.2.2 - Tripwire Sensors ............................................................ 111

Q.3 – RADIO AND RADAR JAMMING............................ 111 Q.3.1 – Example of Radar Jamming.......................................... 111

Q.4 - PRECISION JAMMERS........................................... 112 R: ENGINEERING............................................................... 113

R.1 - INTRODUCTION ..................................................... 113 R.2 – ELEMENT ENGINEERING CAPABILITIES ........ 113

R.2.1 – Non Engineer Elements ................................................. 113 R.2.2 – Engineer Infantry Elements ........................................... 114 R.2.3 – Engineer Vehicles .......................................................... 116 R.2.4 – Extra Engineering Points .............................................. 117

R.3 - ENTRENCHMENTS................................................. 117

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R.3.1 – Infantry Entrenchments Table....................................... 117 R.3.2 – Vehicle Entrenchments Table........................................ 118

R.4 – BARRICADES AND ENTANGLEMENTS ............ 118 R.4.1 – Barbed Wire................................................................... 118 R.4.2 – Barricade ....................................................................... 118 R.4.3 – Anti-Tank Ditch ............................................................. 118

R.5 - POSITION DESTRUCTION..................................... 119 R.5.1 – Infantry Dug In Positions .............................................. 119 R.5.2 – AT Ditches ..................................................................... 119 R.5.3 – Rubble Barricades ......................................................... 119 R.5.4 – Log Barricades .............................................................. 119 R.5.5 - Buildings......................................................................... 119 R.5.6 – Pill Boxes....................................................................... 120

R.6 - MINES........................................................................ 120 R.6.1 – Types of Mine Laying .................................................... 120 R.6.2 – Pre Game Mine Laying ................................................. 120 R.6.3 – In Game Mine Laying.................................................... 120 R.6.4 – Moving into a Minefield ................................................ 121 R.6.5 – Spotting Mines (Optional) ............................................. 121 R.6.6 – Test for Hitting a Mine .................................................. 121 R.6.7 – Effect of Mines ............................................................... 121 R.6.8 – Elements on a Road ....................................................... 121 R.6.9 – Reversing out of a Minefield ......................................... 122 R.6.10 – Landing Aerial Elements in a Minefield ..................... 122

R.7 - BOOBY-TRAPS........................................................ 122 R.7.1 – Tripwire/Sensor Mine.................................................... 122 R.7.2 – Remote Controlled Mine ............................................... 122 R.7.3 – Off Route AT Mine......................................................... 122 R.7.4 – Remote LAW .................................................................. 122 R.7.5 - Claymores....................................................................... 122

R.8 - MINE CLEARING..................................................... 123 U. COMBAT DATASHEETS.............................................. 124

U.1 - INTRODUCTION ..................................................... 124 U.2 - ORBAT (ORDER OF BATTLE)............................... 124 U.3 - THE DATASHEET ................................................... 124 U.4 - EXAMPLE DATASHEET ........................................ 125

V. ABBREVIATIONS .......................................................... 128

W. COUNTERS & ZONES.................................................. 129

Z – DESIGNERS NOTES .................................................... 133

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A: SCALE AND GAME REQUIREMENTS A.1 - GROUND AND TIME SCALE

All distances are given in centimetres for 1:300 /1:285 scale miniatures and 1 cm equals 20 metres (50 cm to 1 km). Double all distances if using 1:200 scale (100cm to 1km). When playing a larger scale battle where the ground scale of 1 cm equals 50 or 60 metres, the figure scale is halfed and all distances doubled. This is to allow for the larger battlefields of the War In Angola Scenarios where relatively small forces occupied large pieces of terrain and still be able to effectively maneouvre forces. During a TURN each player takes 1 BOUND. During their bound a Player moves and fights their forces. Players bounds are broken down into phases, when all the phases are completed the players bound ends. Each turn (the time taken to for both players to complete their bounds) represents one minute in a one off game or five minutes for campaign games.

A.2 - FIGURE SCALE AND BASE SIZE Vehicles are represented on a 1 for 1 basis by single miniatures. In the larger War In Angola Scenarios, terrain is often represnted wherein 1 cm equals 50 or 60 metres. In this case, the figure scale is reduced to 1 model representing two actual vehicles. Infantry elements are represented by a number of figures on a base, full rifle sections should be twice the size of half or observation sections. In the normal scale of the War In Angola battles, the number of figures on a base represents either a full section (in this case 3-5 figures) or a half section or a team (with 1 to 2 figures). The actual base sizes for the War In Angola are all the same, except for the number of figures. (Reasoning: fewer men are simply spread out more in the same area represented). For the larger scale War In Angola battles, the standard base will represent two sections, or at least one section and the platoon command team. In this case a standard platoon of three sections of ten men and its command team of four or five men is represented by two bases with 3-5 figures each, one of which is marked as the command base. (Use Call Signs to mark bases by sticking a small sticker with its call sign on the bottom of the stand, with it facing the opposite direction of the direction of the stand so that a call sign can be read by the owning player by simply tipping the base forward, and therefore not revealing the call sign to his opponent).

Full infantry sections base size should between 2cm by 1cm and 3cm by 2cm. The normal War In Angola battles use a standard infantry base size of 2cm x 2cm for either a full infantry section or a team. The larger War In Angola battles will use the same figure and base sizes, except that it represents two sections or two teams, or a section AND a team, one of which is the command team. NO DEPLOYMENT OF FORCES SMALLER THAN A DOUBLE TEAM WILL BE ALLOWED IN THE LARGER WAR IN ANGOLA BATTLES.

Half sections and observers should between 1cm by 1 cm and 2 by 2cm. Runners, Bike and Motorbike courier should be placed singly on 1cm by 1cm bases. Half sections, teams and observers used in the normal War In Angola battles are represented by one to two figures on a 2cm x 2cm base. In the larger War In Angola battles, this same base represents a single full section, or two teams, or an observer team with his immediate protection team.

A.3 - OFF TABLE UNITS Artillery batteries, Area Anti-aircraft units and other off table units don’t need deploying on table and thus you don’t need figures for them. See C.5 – OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS for rules on location of off table elements.

A.4 - DICE REQUIRED You will require several 20 sided, 10 sided and 6 sided dice as well as at least one 12 sided, 8 sided and a 4 sided die.

A.5 - MARKERS There is a page of counters and markers at the rear of these rules and you have permission to photocopy them for your own use. Destroyed vehicles should have cotton wool (preferably black) placed on top.

A.6 - PLAYING AREA The table should be at least 6` x 4`. Games should be played across the table for encounter games and down the length for attack/defence games. The War In Angola Scenarios are almost always designed to be played on a table of 9’ x 6‘(2700mm x 1800mm). (Reasoning: battles in the bush were often undertaken by relatively small forces spread over large areas and concentrations of troops were avoided at all cost.) As a compromise the same terrain can further be scaled down to a table of 8’ x 5’ (2400mm x 1500mm). In this case, the terrain map should be CROPPED by 6 inches (150mm) on each and every side of the map in order to keep the playing distances constant. Terrain placement on the eactual table could be panned left, right, up or down to ensure key featured are still represented on the table. If all else fails, scale the terrain down accordingly but play using the default distances in order to avoid complex distance calculations. Try to keep an area between 3” and 6” of clear space on the player’s table edge. This area is used to keep rules, dice, pens, off table units, etc. Try to organise the table as illustrated below:

PLAYING AREA (1’ BY 1’ SQUARES)

CLE

AR

SPA

CE

(6”

BY

4’)

CLEA

R SPA

CE (6” B

Y 4’)

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A.7 - TERRAIN For an effective game try and make the terrain detailed, interesting and well finished and unless there is plenty of cover, units are easily spotted and hit. Built up areas should show each building or group of buildings. Hills should be contoured and be a variety of shapes and sizes and their crests should be mark on them. If large ridges are used in the game the point at which you can see down the ridge should also be marked with a crest line. Woods should be level so as to move figures across them with ease. Try to get a neutral person to arrange the battlefield (especially for competition games).War in Angola games are NOT ideally suited for competition use as one side is seemingly always stronger or in a much more favourable position than the other, as THAT is usually the reason the contact takes place in the first place. There were no EQUALISERS in the War In Angola and commanders were often tested to overcome odds not in their favour. HEREIN LAYS THE CHALLENGE OF ANY WAR IN ANGOLA GAME – to overcome the odds stacked against you or maximise the effect of a contact and minimise the cost.

A.8 - MINIATURES There are several companies producing lead or pewter modern miniatures and at the time of writing prices range from 28p to £1.39 per figure, dependant on quality. Figures and infantry stands should have their parent unit details written underneath (e.g. a platoon of four elements will have three with “1 PLATOON” written on them and one with “1 PHQ”). Figures and infantry stands used in the War In Angola battles should have their call signs written unerneath (e.g. a platoon of four South African elements will typically have “12A”, “12B”,”12C” written on them and one with “12”, indicating the platoon headquarters, in this case the second platoon of the first company). In this way there can be no doubt which element carries what weapons according to the units TO&Es. ANTISA (Anti South-African) forces are typically marked using numericals in place of the alpha characters, i.e. a FAPLA platoon of three elements are all marked “231”, indicating all three the elements are from the first platoon of the third company of the second battalion and identical to each other. ANTISA forces have their command elements only at company or detachment level, hence the lack of platoon leaders. (Reasoning: the Command and Control abilities if the ANTISA forces are pe WARSAW PACT policies and junior leaders are not encoureged to “show initiative” but to rather “follow orders”.)

Manufactures GHQ Models - Maker of some very nice 1/300 1/285 tanks etc, but not cheap! The best Israeli Centurion tanks than can be used for SADF Olifant tanks, with the Modified Centurion and the Ben Gurion. They also started a range of superb Ratels, the first one out is the Ratel 20 (with SPARE WHEEL!). And a good range of modern Soviet equipment. The Sviet infantry make excellent helmetted Cubans and Angolans. Only very slightly larger than the other 1/300 models http://www.ghqmodels.com/M/catalog/modern Irregular Miniatures - Maker of 1/300 tanks etc http://www.irregularminiatures.co.uk/6mmRanges/6mmModerns.htm Navwar/Heriocs & Ros - Full catalogue and new releases of their ranges. Heroics and Ros is now a separate company from Navwar, with a nice range of Soviet equipment, but no SADF, except for the imported equipment like Mirages, Pumas, Buccaneers, Alouettes, Super Frelons, Landrovers, Bedfords… http://www.navwar.freeserve.co.uk http://www.heroicsandros.co.uk Scotia Miniatures - Make loads of 1/300 scale vehicles - the biggest range of SADF 1/300 miniatures available! http://www.scotiagrendel.com/scotia/scotiamicromodern.html Skytrex - Make loads of 1/300 scale vehicles and Aircraft http://www.skytrex.com/

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B: PLAYING THE GAME B.1 – BEFORE A GAME BEGINS

Details for the ensuing battle should be agreed before hand. Use the following step-by-step guide to sort out the relevant details. This is determined by each given War In Angola Scenario, but can also be custom-designed by the players.

B.1.1 - Force Choose the nationality, size of the forces and type of battle to be fought (see B.2 - Game Types below). The War In Angola currently only caters for the following forces: SADF, UNITA, MPLA (FAPLA), SWAPO (PLAN), and Cuban. It will be possible to later add Portuguese forces and earlier guerilla forces such as the FNLA, UPA, etc. dating from the revolution of 1961. Many lists are available on the BGMR Yahoo Group (http://uk.groups.yahoo.com/group/BGMR/). Each one includes Datasheets for various armies, the army lists themselves and a pointer for working out your army list for each army in the lists. These can be used to give a balanced, realistic force for the nation and period of your choice. Modified Datasheets are being compiled for SADF forces dating from 1975 through 1989. The Scenario determines WHICH of these Datasheets are to be used. The SADF has changed significantly in that period and the SADF of 1987/88 is VASTLY different from the early SADF forces involved in Angola in 1975. The army lists and piointers are not used as the Order of Battle for each War In Angola battle differs greatly between scenarios. Point sizes are really irrelevant and the victory conditions for each War In Angola is separately given. The following table gives a rough idea of reasonable sizes for encounter games depending on the year the game is set in. These sizes should give a reasonable game.

Start End Points Start End Points 1950 1952 250 1989 1990 600 1953 1968 350 1991 1996 800 1969 1978 400 1997 1999 800 1979 1980 400 2000 2001 850 1981 1983 450 2002 2003 950 1984 1985 500 2004+ 1000 1986 1988 600

B.1.2 – Weather Weather can have a detrimental effect on a battle so it is suggested that bad weather is kept for campaign games. If you are desperate to include weather in your games see the optional Rules. In War In Angola refights, the weather in being for that day will be given in th Scenario wherever possible.

B.1.3 – Time Choose a time of day, remember, some nations have a severe handicap fighting at night. The War In Angola Scenariso will determine the time of day the game starts.

B.1.4 - Support Agree on the level of electronic warfare to be used and the amount of artillery or air support available to both players though the lists give reasonable levels of support. The War In Angola Scenarios will set the levels of electronic warfare allowed to all sides involved.

B.1.5 – Reconnaissance Decide if any pre-game reconnaissance is to be allowed. Optional rules how to carry out pre-game reconnaissance will be included in a future update. However if you wish to carry out pre-game recce have a look at some of the competition detail documents which include a number of options on how to do this, they should be treated as work in progress. Each War In Angola Scenario includes an Intelligence Briefing to all sides involved. Special- and Reconnaisance Forces may also be used during the game to obtain additional intelligence on the enemy, but only within the rule parameters of the game whein all movement, visibility, observation, communication, command and control rules are observed.

B.1.6 - Draw Map Players need to make a detailed map of the battlefield to draw on their forces route of march, objectives, registered fire points (RFPs), artillery impact points etc. The map and orders MUST be made available to your opponent after the game to make sure you adhered to them. The War In Angola Scenarios will generally provide relevant marked maps to each side, indicating the level and all intelligence on enemy forces available at the start of the game. Objectives are usually given in the scenarios as that would be used to detemine the victory conditions and the winner of a game. Unless ORDERED by the given scenario, players still need to decide and mark their force’s route of march, objectives, registered fire points, artillery impact points.etc.

B.1.7 – Wind Direction Before orders are written agree which table edge is north and roll a d8 on the following table. North and the wind direction are specified by the War In Angola Scenario and its maps. The northern table edge should be marked and all participants informed.

Roll Direction Roll Direction 1 From N 5 From S 2 From NE 6 From SW 3 From E 7 From W 4 From SE 8 From NW

B.1.8 – Wind Speed Roll d20 determine wind speed, UNLESS given by the War In Angola Scenario.

Roll Effect 1-2 No Wind 3-5 Light Wind

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6-17 Normal Wind 18-19 Strong Wind

20 Very Strong Wind This will effect how well smoke screens form, see F.10 – SMOKE.

B.1.9 – Write Orders Write your orders (see C: Orders below).

B.1.10 – Initiative In an attack/defence battle the attacker has the first bound of the first turn. In encounter battles both players roll a die (see B.4 - Initiative Die for the die used) and the winner decides to have the first bound of the first turn or choose which side of the table to deploy. The looser gets the other option. In War In Angola Scenarios, the opening (first) player is given in the scenario as well as allowed deployments to the individual sides. The scenario may detarmine which forces HAVE to be deployed visible, hidden, or not at all for the first round.

B.1.11 – Riverbanks Designate riverbanks suitable for crossing before the game begins. War in Angola Scenarios will clearly indicate on the accompanying map whether riverbanks are suitable for crossing or not, and whether rivers and strems are fordable and where.

B.2 - GAME TYPES The type of battle should be agreed before the game starts. The following are some suggestions:

B.2.1 - Hasty Attack/Defence The defender deploys their force up to two thirds on table from their baseline and the attacker is making an attack off the line of march and arrives from turn 1 on their baseline. The point ratio should be 2:1 in favour of the attacker.

B.2.2 - Prepared Defence/Deliberate Attack The defender has had several hours to prepare, can deploy their force up to two thirds on table from their baseline and can call on Brigade and Divisional level assets. The attacker has had time to mass their forces, arrives from turn 1 on their baseline and the point ratio should be between 2:1 and 3:1 in their favour.

B.2.3 - Concentrated Defence/Breakthrough Attack The defender has been in position for a considerable time and all available resources have been utilised. They can deploy their force up to two thirds on table from their baseline. The attacker is attempting a full frontal attack with virtually unlimited support, arrives on their baseline from turn 1 and the point ratio should be at least 3:1 in the attackers favour.

B.2.4 - Encounter off the Line of March This is the classic encounter battle and both forces should be of equal points. Forces arrive in the following strengths: TURN 1 All Recce elements. TURN 2 1 Company + 1 support Platoon. TURN 3 2 Companies + BGHQ + up to 2 support Platoons. TURN 4 Remaining units. If the force is a Recce Battalion then only ONE Company arrives turns 1 and 2 and the remaining units on turn 3. There will be no pre-game engineering or registered fire points but flank marches are allowed.

B.2.5 - Other Battles The variety of different battles that can be played is only limited by the player’s imagination. There can be fighting withdrawals, last stands, obscure objectives, ambushes, escorts etc. Many War In Angola battles will fall in this category and is set by the given scenario.

B.3 - PLAYERS BOUND SEQUENCE Once you have all the details sorted and are ready to start, the player who is going first should use the following bound sequence to play the game. When a player has finished their opponent uses the same sequence and so on until the game finishes (you should endeavour to play an equal amount of bounds). Each pair of bounds (one for each side) is called a turn.

1. PRE-COMBAT PHASE 1. COMMUNICATIONS. Player writes orders, which units will be on overwatch and write any communications between

Communication Nets (See D.5 - COMMUNICATION) and make any rolls for regaining command and control (see D.3.2 – Regaining Command and Control).

2. UNIT REACTIONS. Units react to the enemy. (See D.7 – REACTING TO THE ENEMY) 3. AERIAL ELEMENT ARRIVAL. Player spots with ALOs, then requests and rolls for arrival of requested Aerial

Elements and places any Aerial elements arriving at their entry point. 4. ENEMY ARTILLERY. Opponent’s AOO’s detects targets and plot barrage for any they are able and wish it. (The roll to

see if you get the barrage should be made in phase 2.8). 5. AERIAL ELEMENT RISK ROLLS. Opponent makes the risk rolls for returning requested aerial elements and under

command aerial element. (See O.2.2 – Height Risk)

2. COMBAT PHASE 1. MOVE ALL UNITS. Player moves all units including Aerial Elements to their attack points. 2. SUPPRESSION REMOVAL. Player rolls a d6 for element with a face up Suppression Marker. Player flips face down

suppression markers. 3. ENEMY REACT FIRE. Opponent detects targets, (enemy helicopters pop-up) and engages targets that have been spotted

with direct fire, area fire, ATGMs or AA fire. (See F: DETECTION) 4. PLAYER FIRES ALL UNITS. Player detects targets and engages targets that have been spotted with direct fire, area fire

or AA fire (including react fire at ATGM launchers and AA fire at popped-up helicopters). (See F: DETECTION)

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5. CLOSE COMBAT. All touching infantry elements resolve hand-to-hand fighting and close assault on vehicles. 6. MISSILE RESOLUTION. All targets of incoming missiles test to spot the missiles and react to the threat (if possible).

Resolve all missile fire simultaneously (enemy helicopters that popped-up return to cover). 7. AIRSTRIKES. Surviving aircraft release ordnance, test accuracy and damage. 8. ENEMY ARTILLERY FIRE. Any previous barrages cease then opponent make artillery request rolls and then tests for

accuracy and damage of artillery fire that they successfully get. 9. REQUESTED AERIAL ELEMENT EXIT. Player moves requested Aerial Elements to their exit points and any enemy

elements still able to may use AA fire. Surviving requested Aerial Elements leave the table. 10. COUNTER BATTERY FIRE. Player tests to acquire enemy artillery batteries, accuracy and damage of the counter

battery fire.

3. POST COMBAT PHASE 1. MORALE. Both Players tests the morale of any Company or independent platoon that has lost an element this bound or

wants to try and improve current morale level. If the test fails keep rolling until the morale level stabilises or the unit retreats.

B.4 - INITIATIVE DIE The die used for initiative depends on the morale level of the Battlegroup. These are used at the start of a game to determine side of table and who goes first. The dice used are:

• MILITIA d10-2 • CONSCRIPT d10-1 • REGULAR d10 • VETERAN d10+1 • ELITE d10+2

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C: ORDERS C.1 - INTRODUCTION

Orders are an extremely important way of keeping the game fair and they should be kept simple. Without orders a unit will hold and defend its current position, or until driven out. To change orders during the battle see D: Command, Control And Communication.

C.2 - UNITS A unit is the smallest group of elements that can be given orders within the player’s army. The War In Angola Scenarios will give the Orders of Battle for all sides applicable to a particluar battle. Any subordinate unit can be ordered by any upper headquarters or command element directly in its own chain of command. These are marked on the each army list with a star (*) after the commanding elements points cost. While these can be given orders they must normally remain within a certain distance of at least one other element in their own unit and their unit must remain within a certain distance of their parent unit (see D.4 - INTEGRITY)

Normally a unit will be part of a command structure. The following are some general rules about units.

C.2.1 – DHQs, SECTOR HQs, CPs and FCPs Are Division HQs and will sometimes be the most senior HQ on the table. SADF Headquarters at this level were usually located at a secure military base (like Rundu, or Sector 10, etc) and unless actually IN the War In Angola Scenario, not catered for on table. ALL SADF UNITS on the table are, however, subject to the orders given by this HIGHEST ACTING HQ. No subordinate unit may deliberately disobey directives or orders laid down at this level, and will be subject to immediate removal from the game if found to be the case. (Reasoning: VERY STRICT RESTRICTIONS AND GUIDELINES were set by the SADF higher command and politicians prior to any operation, sometimes very unreasonable, like “Lose no men or equipment. Achieve all of your objectives…” These were very limiting factors that often tied the hands of field commanders to exploit situations and make maximum use of opportunities.) This level of ANTISA force headquarters were normally called a COMMAND POST (CP), or a subordinate FORWARD COMMAND POST (FCP) and controlled all the ANTISA brigades in that military area or immediate vicinity of the FCP. If there are more than one brigade on the table, there should usually also be a FCP present. This is determined by the War In Angola Scenarios. While not so severly restrictive in its constraints as was the SADF upper HQs, these CPs were very much in command and Brigade commanders were forced to obey direct orders issued by these HQs, even to the detrement of their units! SWAPO CP’s were used to directly control the PLAN detachments (similar to companies) in a partical area or “FRONT”, for example SWAPO’s North-Eatern Front Command Post controlled all the PLAN detachments in that area.

C.2.2 – BdHQs or TASK FORCE HQs Are Brigade HQs and will sometimes be the most senior HQ on the table. In the case of the SADF, a formalised Brigade HQ or temporary Task Force HQ was placed in command of a number of Battle Groups and subordinate units and were deployed quite forward and close to the Battle Groups or units under its command. Command and Control was usually centered in a secured temporary area, called the BRIGADE ADMINISTRATION AREA (BAA), from where the BdHQ could control its forces and coordinate actions and administer the logistical effort. It also served as the main supply point to the Battle Groups’ echelons. In most War In Angola scenarios, this HQ will also not be deployed on the table as it was NOT in the immediate vicinity of the mobile forces under its command. Despite this centralised Command and Control, SADF Battle Groups were still able to operate independently and exercise control over its own echelon and resupply. The ANTISA BdHQ is a completely different matter though, as it was the direct means of a CP or FCP to exercise command over the conventional forces in that Brigade, usually comprising of at least three infantry battalions and supporting elements. The BdHQ was the single binding force that held together the battalions under its command and coordinated their actions. Without effective control from the BdHQ, the subordinate units would quickly dissolve into separate units not capabale of unified or coordinated action. Between 6 and 15 Soviet advisors were usually allocated to this HQ, advising on all aspects of local warfare and use of equipment. VERY RARELY did the advisors detach downward to advise individual battalions unless on a specific mission to do so. Protection of these advisors was a key element of the BdHQ and advisors were often extracted by helicopters as a matter of urgency as soon as the BdHQ itself was threatened. This was due to some advisors being killed during Operation Protea in August 1981. BdHQs were not used by guerrilla forces as the detachments, as in the case of PLAN, usually fell directly under the command of the CP of that area, or Front.

C.2.3 - RHQs Are Regimental HQs and will often be the most senior HQ on the table. Sometimes they will be subordinate to a BdHQ if there is one required by the army list. In the SADF, Regimental HQ’s were usually administrative in nature and not represented on the table itself as a unit. Its subunits were usually attached in direct support to and under direct command of the Battle Group HQs. Battalion sized units were often called Regiments as a naming convention and RARELY comprised of a traditional HQ with two or more battalions of the same name under its command, as in the case of British Regiments. Separate artillery batteries from different regiments weer often grouped together as a temporary regiment in direct support of a Brigade in order to coordinate the total artiilery effort, as in the case of 20 Artillery Regiment supporting 20 SA Brigade in Angola in 1987, both formations being ad-hoc and temporary of nature. While the Soviet doctrine specifies regiments as the building blocks of a Soviet land division, in the case of ANTISA forces it was more the case of the battalion being the building block of the brigade. In a similar way that three infantry regiments and a tank battalion would comprise the main element of a Soviet infantry division, everything was scaled down a level in the case of ANTISA forces in that three infantry battalions and a tank company would make up the main elements of an ANTISA Brigade, with its supporting elements scaled down a level as well. For this reason there are NO ANTISA RHQs in a War In Angola scenario.

C.2.4 – BGHQs and Tactical Group HQs Are Battle Group HQs, they are sometimes the most senior HQ on the table. Sometimes they will be subordinate to a BdHQ if there is one required by the army list. Occasionally they are subordinate to a RHQ this will be shown on the army list if they are.

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Battle Group HQs are the most important of all the HQs in the SADF forces in War In Angola, as all command and control over its subunits are centered at this level. For this reason the Battle Group HQ moves WITH its combat forces and are literally right behind the fighting and is highly mobile, based in a command vehicle or vehicles. It is therefore almost always also deployed on the table in a War In Angola Scenario, if a Battle Group level game is played. A Battle Group HQ is different from a Battalion HQ in that the forces under its command are subunits from different units and across a wide range of combat services, typically one or two infantry companies, possibly even from different infantry battalions, an armoured car squadron from an armoured regiment, an artillery battery from an artillery regiment, and attached AT, AA, Engineer, and other support elements as required. It is very much an ad-hoc HQ that only exists for the duration of a specific operation or part of operation. ANTISA forces do not use Battle Groups, but elements from different brigades are often grouped together on an ad-hoc basis in a Tactical Group comprising of any combination of units and sub-units. It is typically smaller than a brigade, but could comprise of multiple battalions and tank companies, but without all the support elements a brigade would have. It is purely a tactical grouping of forces available to the CP or FCP to reinforce existing brigades under pressure or perform ad hoc combat-related tasks.

C.2.5 - BHQs Are Battalion HQs, they are sometimes the most senior HQ on the table. If a BdHQ, RHQ or BGHQ are present BHQs will normally be subordinate to one of them. The army list you are using will indicate which if any they are subordinate to. It was rarely the case that an entire SADF battalion would be used independently in an operation other than in localised area operations. Battalions were often broken up by attaching its subunits to different battle groups. The Battalion HQ was the adminsitartive headquarters of the unit and usually localised in a base, which fell under the direct command of a Sector HQ. Independednt battalions, such as 32 Battalion (the “Buffalo” Bn) sometimes operated separately and independently, but that was the sheer nature of an unconventional battalion of this type. ANTISA Battalion HQ’s fell directly under their respective Brigade or Tactical Group HQs, and while sometimes used to assist and reinforce other brigades, they remained under the command of their allocated and original Brigade HQs. Unless they are specifically detached and attached to another Brigade HQ, they will only respond to orders from their own HQ.

C.2.6 - Higher HQs DHQs, SECTOR HQs, CPs, FCPs, BdHQs, Task Force HQs, RHQs, BGHQs, Tactical Group HQs and BHQs are all Higher level HQs and count as platoons when they enter the table in a game with limited numbers of units entering each turn.

C.2.7 – CHQs and Combat Team HQs Are Company HQs and company level HQs and will almost never be the most senior HQ on the table. They are almost always subordinate to a BdHQ, Task Force HQ, RHQ, BGHQ, Tactical Group HQ or BHQ. Usually a Battle Group is made up of two or more Combat Teams. The army list will show who they are subordinate to. Sometimes they are bought on their own and have platoons and sections attached to them from a list shown on the army list. Sometimes they are bought as part of a fixed organisation company. Combat Teams are usually a mixture of infantry platoons and armoured troops with a few supporting elements, capable of acting independently. The SADF made use of multiple Combat Teams within a Battle Group, with one Combat Team acting as a mobile reserve for the Battle Group.

C.2.8 – SqnHQs and BtyHQs Are Squadron HQs or Battery HQs, this is normally just a different name for the equivalent of a company HQ. Often they will have troops instead of platoons. Very occasionally they will be senior HQs which will be shown on the army lists where this rare usage takes place.

C.2.9 - PHQs Are Platoon HQs and will be subordinate to a CHQ or higher level HQ. Normally they are bought as part of a company. Occasionally they are bought separately and can have sections bought under them as per your army list. If they have a command star and are bought separately they can operate as independent units or be added to a senior HQ otherwise they are added to the senior HQ and become part of that senior HQ.

C.2.10 – THQs Are Troop HQs, this is normally just a different name for a platoon HQ. Very occasionally they will be company HQs which will be shown on the army lists where this rare usage takes place.

C.2.11 – Sections and Teams Are the smallest units and are always subordinate to a higher level HQ. Normally they are bought as part of a platoon and often aren’t shown as separate from the rest of the platoon. Occasionally they are bought separately and are attached to a senior HQ. If they have a command star and are bought separately they can operate as independent units or be added to a senior HQ otherwise they are added to the senior HQ and become part of that senior HQ.

C.2.12 – Elements Each Vehicle and each infantry stand is an element. Elements are the basic building blocks of units. Within these rules you will see elements used a lot, it is important that you understand the definition given at the start of this paragraph when reading the rules. Remember that in larger War In Angola games, an element will represent twice the usual number of actuals.

Where a unit is bought within the army list will have an effect on how far it can stray from its parent HQ and still remain in command control (See D.4 - INTEGRITY). You should make sure you understand where the unit fit’s so you don’t accidentally end up out of command control.

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C.3 - ORDERS Using a map both players should write their orders for each senior HQ, company and independent platoon/section/team.

Movement should be listed from objective to objective and NOT timed (e.g. “Use TRANSIT SPEED for 2 turns then use COMBAT SPEED to CLEAR objective ZULU” is not allowed).

Each unit as defined in C.2 - UNITS must be given orders.

For units starting on table and defending in an attack/defence game (see B.2 - GAME TYPES) only the objective they are starting at and the action they are doing there needs be written, unless the player wishes to move them in which case a full set of orders must be given. See O.5.1 - ORDERS for under command Aerial Element orders.

For all other units a Route of March; Objective, Speed and Action must be written.

The featureless and flat terrain of South-East Angola sometimes made the nomination of specific objectives on the ground impossible. In this case non-specific objective descriptions such as:”until contact is made with enemy”, or “until fired upon” may be used. Maps used in Angola were inaccurate at the best of times and physical features may NOT correspond with its position indicated on the map. Things like roadx, unless tarred, and tracks, rivers, streams, shonas (open patches in the bush) had a way of changing its course, shape and position over the years, making accurate plotting of features on a map highly questionable and inaccurate. For this reason it is HIGHLY likely that a unit may stray of its planned course and end up kilometres from its intended destination! This is especially more likely at night! Orders that include compass directions from a known point or points may therefore also be given.

All units starting off table must be given orders to enter the table unless their army list says they are off table, allowed to stay off table or they meet the requirements listed in H.13 – REMAINING OFF TABLE.

See below for details of these and other options.

C.3.1 - Route of March The path each unit will take must be accurately drawn on a map and MUST be adhered to. The route can only be changed by a higher command element (see D: Command, Control And Communication) or bad morale result (see M.5.1 – Morale Ratings Table). See C.4 - FLANK MARCH if the unit is attempting to sweep round the enemy’s flank in an encounter battle.

C.3.2 – Objectives A unit can have up to 3 objectives; these should be realistic, observable places such as a hill, road junction, town etc. if at all possible.Each objective must be clear of any enemy elements before a unit can proceed to its next objective.

C.3.3 – Speed The rate at which the unit travels between each objective should be written down, if not it is taken as the speed of the SLOWEST element in the Company. Units must move as far as possible. There are three movement rates,

C.3.3.1 – Transit Speed This is flat out movement between objectives. You cannot fire while moving at transit though you can still spot.

C.3.3.2 - Combat Speed This is slower, more cautious movement and allows elements to fire on the move.

C.3.3.3 - Engine Off This only applies to vehicles. It’s normally only useful to defenders at the start of a battle to allow noise detection (see F.5 – NOISE DETECTION).

The vehicle cannot move from its current position. At the start of any movement phase the unit may start its engines and change to COMBAT speed.

It takes half a ground vehicles movement and all of an air vehicles movement to start its engine.

A unit may only stop its engines if ordered to do so and will be unable to move once the order arrives, until such time it is ordered to start engines again.

C.3.3.4 – Assault Speed Assault speed is used by a unit to move up to an attack a location.

It can only be given to a unit equipped with LFC+, LR or SAT POS, or SAT NAV in the case of the SADF.

The unit moves at TRANSIT SPEED until 20cm from the objective then slows to COMBAT SPEED before moving on to the objective.

A unit using LFC+ or LR must be able to see its objective before it can slow from TRANSIT SPEED to COMBAT SPEED. So for example if the objective is on the other side of a wood (or bush) you will only be able to slow to COMBAT SPEED once to get close to the edge of the wood (or bush) and can see the objective.

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C.3.3.5 - Move and Fire Move and fire is used by units so they can move forwards with a degree of support. (Remark: “VUUR EN BEWEGING”, as known in the SADF)

The unit is split into two with each part having about half of the elements. If the unit has 2 commanders then one must join each half of the unit. Each half of the unit must follow the normal INTEGRITY rules (see D.4 - INTEGRITY). One half of the unit counts as the parent unit and the other as a subordinate unit. If there is only 1 commander the parent unit is the one with the commander. If the unit has paid for sub unit commanders (see C.2 - UNITS) these are ignored until the unit reaches its final objective except if the unit commander is destroyed when test to take over as normal (see D.3.1 – Loss of Commander)

The player must mark waypoints at terrain along the unit’s route of advance. Waypoints must follow the same rules as objectives (see C.3.2 – Objectives above) and must be no more than 50cm apart. However you will need to ensure the 2 halves keep integrity thus the waypoints may need to be closer.

There are 2 versions of the Move and Fire speed. FAST First part of the unit moves at TRANSIT SPEED until it reaches the next waypoint along the

unit’s route of march while the second remains STATIONARY. Once the first part arrives it remains STATIONARY and the second moves at TRANSIT SPEED past the first part and on to the next waypoint beyond the one the first part has stopped at. Then the first part moves again as above and so on with the two halves alternating moving and being stationary.

SLOW First part of the unit moves at COMBAT SPEED until it reaches the next waypoint along the unit’s route of march while the second remains STATIONARY. Once the first part arrives it remains STATIONARY and the second moves at COMBAT SPEED past the first part and on to the next waypoint beyond the one the first part has stopped at. Then the first part moves again as above and so on with the two halves alternating moving and being stationary.

The objective for the order counts as a final waypoint so half of the unit will move up to it and once it arrives the other half will move up to it.

The 2 halves of the unit CANNOT both move during the same bound. You must wait until the half that’s moving arrives and then move the other half in your next bound.

NOTE: - This unit can be used to move onto the table, BUT only half of the unit will enter as the other half must remain stationary off table!

C.3.3.6 – Actual Speed to Move The orders should give the actual speed the unit will move each turn (example: - 20cm). If no such speed is given the unit must move at the full speed for the type of speed chosen (i.e. full combat or transit speeds).

Note that elements moving at transit speed must move faster than their combat speed.

As part of a reaction (see D.7 – REACTING TO THE ENEMY) the unit may change its actual speed.

C.3.4 - Changing Speeds Sometimes a unit reaches an objective without encountering enemy forces and has orders to continue on beyond the objective to another objective.

If the units orders change from TRANSIT SPEED to COMBAT SPEED the unit will count as using COMBAT SPEED if it hasn’t moved more than it’s COMBAT SPEED otherwise it must stop on the objective counting as moving at TRANSIT SPEED and then must move on next turn at COMBAT SPEED.

The same applies when using the ASSAULT command.

C.3.4.1 - Example of Changing Speeds An AL-Khalid can at TRANSIT SPEED 35cm and move at COMBAT SPEED 25cm on a road.

A company of them is ordered to move to a road junction using TRANSIT SPEED and then continue at COMBAT SPEED.

The company arrives at the road junction having moved 20cm, as this is less than its COMBAT SPEED of 25cm it can move on another 5cm and only count as moving at COMBAT SPEED for this turn.

If on the other hand it had moved 26cm when it reached the junction it would have to stop at the junction counting as moving at TRANSIT SPEED and then move on at COMBAT SPEED next turn.

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C.3.5 – Action Upon reaching an objective an action order must be given. Those available are:

C.3.5.1 - Clear The unit must attack and clear the objective of all enemy and then push on to the next objective.

C.3.5.2 - Hold Once the objective is cleared the unit must stay within 10cm of the location and defend it or support another unit by observing for, giving direct fire or indirect fire support.

C.3.5.3 - Withdraw A unit may, for whatever reason, be ordered to withdraw to a previous objective or nearby cover by a higher command element.

C.3.5.4 - Overwatch A unit may be ordered to be on either ATGM or AA overwatch.

A unit on ATGM overwatch must be stationary and MUST attempt to spot any missiles fired at them, their unit, their superior unit or a specific unit they are ordered to watch out for. If the threat is spotted it can warn the threatened elements and, if possible, engage the launchers.

AA overwatch is the same but the elements are looking for enemy Aerial Elements. See F.2.3.1 – Visual Spotting Table for effect of overwatch on spotting.

C.3.5.5 - Rearguard If the senior unit has failed a morale test and is retreating any units subordinate to it with GOOD morale may be ordered as a rearguard.

The unit can either make fighting withdrawal at COMBAT SPEED or alternate between a turn of moving using TRANSIT SPEED away followed by a turn stationary and so on.

C.3.6 - Example of Orders 1st Company will move at TRANSIT speed to top of Hill 125 and clear it. Once the hill is clear it will move on to the Town at COMBAT speed and clear and hold the town.

2nd Company will ASSAULT the town, so it will move at TRANSIT speed until its 20cm from the TOWN. At 20cm it will drop to COMBAT speed and attempt to Clear and then hold the town.

3rd Company will do a FAST MOVE and FIRE to the town Via WP1 (The left hand Wood) and WP2 (The field). Assuming the company has a 10 Vehicles; the player would split the company into the two 5 vehicle halves.

The first half moves at TRANSIT to WP1 on the other side of the wood while the second part remains stationary to give support if needed.

Once the First half arrives at WP1 the second part then moves at TRANSIT through the wood to WP1 and then on to WP2 on the other side of the field. (If WP2 was not clearly identifiable on the map, the orders could read: Once the First half arrives at WP1 the second part then moves at TRANSIT through the wood to WP1 and then on to WP2 in a northern direction (or 0 degrees compass reading) on the other side of the field until the town is spotted directly to the north-west.)

When the second part arrives at the field the first part then moves through the field at TRANSIT and on to the town.

Finally when the first part arrives at the town the second part moves on at TRANSIT to the town too.

WOOD

HILL 125

TOWNWOOD

1st 2nd

TRANSIT & CLEARASSAULT TO TOWN CLEAR & HOLD

COMBAT TO TOWN WHEN HILL IS

CLEAR

3rd

WP1

FIELD

WP2

Objective

FAST MOVE and FIRE TO TOWN

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C.4 - FLANK MARCHS Units may attempt to outmanoeuvre the enemy and arrive on their flank. This manoeuvre is risky as the flanking unit may be become lost or delayed or even ambushed by other enemy units. The use of Flank Marches are determined by the War In Angola Scenario for the specific battle. If allowed, the scaenario will give the OOB of the forces involved in such a flanking march.

Write your orders for the flanking unit from its intended entry point.

The options are up to and including half way on either flank, over half way or on the enemy baseline. In War In Angola battles, the enemy may not even HAVE a baseline, in which case own forces could arrive from ANY direction. This is detemined by the arrival zones set in the specific scenario.

The further you order them to move the more risk you take. You must also choose how fast your units will move, this is either, Fast, Normal or Cautious. The faster you try to move them the more risk you take.

Units may move together if the player wishes in which case a single roll for the group of units is made on each of the following tables. Thus either the whole group will arrive or none of it. Likewise the effect on any group of units which have failed to arrive is rolled for once and affects all the units in the group. The player may move some units in groups and other separately.

C.4.1 – Flank March Difficulty Table Roll on the following Table to determine how hard any flank marches will be. Roll (d10) Effect on Flanking Success Table 2 or less No Flank Marches allowed 3-5 Flank marches to own half of table allowed 6-8 Flank marches allowed except to enemies table edge. 9 or more All Flank marches allowed, but their arrival points must be announced at the start of turn 3. Modifier Effect Hasty Defence -2 Prepared Defence -5 Concentrated Defence -8

Use the C.4.2 – Flanking Turn Arrival Table to give the turn the unit arrives. On the turn the unit is due to arrive place a marker on their entry point. Then roll on the C.4.3 – Flanking Success Table to see if the unit arrives. If the flanking unit arrives they should be place on the table and moved up to half a move from their entry point.

If they fail to arrive, the person being flanked can react to the flanking move provided they can spot the entry point marker as if it were a large target using the visual spotting rules. The person being flanked should also roll a d10 and on a 6+ the flanker must reveal exactly what is due to arrive at that entry point.

If they fail to arrive they MUST test again the next turn and if they fail to arrive they test again of the following turn.

Effectively they have 3 tries to get onto the table. If they fail all 3 tries the unit will never arrive.

At the end of the game roll on the C.4.4 – Failed Flank March Result Table to see what happened to the units which failed to arrive.

C.4.2 – Flanking Turn Arrival Table TURN ARRIVAL

Up To Half Way Over Half Way Enemy Baseline Flanking Unit Fast Normal Cautious Fast Normal Cautious Fast Normal CautiousAerial Elements 1 2 3 2 3 4 3 4 5 Vehicles 2 3 5 3 5 7 5 7 10 Infantry On Foot 4 6 9 6 9 12 9 12 15 The turn of arrival is from the turn the unit is available. Actual arrival should be rolled for using the table below.\

C.4.3 – Flanking Success Table Roll a d12

Target Speed Up to Half Way Over Half Way Enemy Baseline Fast 8 9 10 Normal 7 8 9 Cautious 6 7 8

If the roll is equal to higher than the number given the Flank march succeeds. Modifiers (Modify the above numbers as follows)

Enemy EW Level Modifier Own EW Level Modifier 0 or 1 -1 0 or 1 +1 2 or 3 0 2 or 3 0

4 +1 4 -1 5 +2 5 -2 6 +3 6 -3

Plus Enemy Air Support Level

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Minus Own Air Support Level -1 if Enemy has bought any UAVs

C.4.4 – Failed Flank March Result Table Roll a d20 at the end of the game for each unit that failed to arrive.

Cautious Normal Fast Effect 1 1-2 1-3 Unit Destroyed, opponent gets Full points as kills.

2-3 3-4 4-6 Unit Badly Damaged, opponent gets Half points as kills. 4-5 5-6 7-8 Unit Damaged, opponent gets Quarter points as kills. 6-20 7-20 9-20 Unit Lost, opponent gets no points as kills.

C.4.5 – Morale effects of failing to Arrive Any unit which fails to arrive 3 times counts as destroyed for morale purposes. This may cause a group morale test.

If the unit that failed to arrive is a Higher HQ (see C.2.6 - Higher HQs) the group test will be “without Original CO”.

C.5 – OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS Various things can be included in a unit's orders at the start of a game. These include the following

1. Firing to destroy buildings (see R.5 - POSITION DESTRUCTION). 2. Firing Illumination rounds (see F.8 - ILLUMINATION FLARES). 3. Firing Smoke (see F.10 – SMOKE). 4. Suppressive fire (see J.5 - SUPPRESSIVE FIRE). 5. Engineering actions such as mine clearing, mine laying, bridge laying etc. (See E.6.1 – Preparing Weapons and

Equipment Table and R: ENGINEERING). 6. Artillery position behind the player’s base line for off table artillery. If this isn’t written in the players orders they are either

a. 3km from the table, if maximum range is 5km or more b. Maximum range minus 2km from the table, if maximum range is 2.1-4.99km c. 100m off the table, if maximum range is less than 2.1km.

7. Any Pre-planned fire allowed (see N.6 - FIRE MISSIONS). 8. What you are jamming with any jamming you have (see Q.3 – RADIO and RADAR JAMMING). 9. Any cross attachments (see D.2.3 – Cross Attaching Units) 10. Any attachments (See D.2.4 – Attaching Units) 11. Turning off IR (see F.2.3.1 – Visual Spotting Table). 12. Swapping IRB in SDV for WPS (see F.10.5.1 – Smoke Dischargers (SD and SDV)). 13. APS systems settings (see G.13.1 – Turning on APS). 14. Auto Response system settings (see H.9.1.1 – Automatic Counter Measures) 15. Fibre optic spotting (see H.12.5 – Using Visually Guided Missile Spotting in Orders) 16. Units staying off table (see H.13 – REMAINING OFF TABLE).

The types of fire mentioned above can only be issued at the start of the game or as reaction by a BHQ or higher to information passed to it.

The fire should only take place once the unit arrives at its final destination.

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D: COMMAND, CONTROL AND COMMUNICATION D.1 - COMMAND

All units have a chain of command and a communications network. These are shown in the army lists, any changes, i.e. cross attachments, must be clearly specified within your orders. For details of the chain of command you should read and understand C.2 - UNITS and your chosen army list.

D.2 – COMMAND STRUCTURE

D.2.1 - Command Elements Elements that include command figures are noted on the army lists by a * after the entry indicating that command points have been paid for this element

D.2.2 – Unit Commanders All units have a specific command figure and sometimes a second in command (2IC). If there are two commanders (usually western forces) then one is the overall commander and the other is the second in command (2IC). Both count as commanders for the unit. In game terms they are both the same and you never need to know which is which. This applies to the SADF, but not to ANTISA forces, which will ONLY have a single commender for a unit or subunit.

D.2.3 – Cross Attaching Units Cross attaching is when one unit gives another unit one of its sub units and the other unit gives the first unit one of its sub units. Normally this is when an infantry company gives a tank company and infantry platoon in exchange for a tank platoon.

Cross attachments they are allowed unless an army list prohibits.

Cross attaching can take place at any level provided that both sub units being cross attached are of the same type. Thus sections can be cross attached between platoons and platoons between companies, but a section from a platoon can’t be cross attached for a platoon from a company.

D.2.3.1 –Example of Cross Attaching Units An army has an infantry company with 4 infantry platoons and a tank company with 3 tank platoons. The infantry company gives the tank company 1 infantry platoon and receives a tank platoon in exchange.

So the Army ends up with an infantry company with 3 infantry platoons and a tank platoon, plus a tank company with 2 tank platoons and an infantry platoon.

Before

HQ

HQ

After

HQ HQ

D.2.4 – Attaching Units Sub units can be detached from their parent HQ and attached to another HQ. The HQ they are attached to must be of a higher level than the sub unite being attached. Thus a platoon could be attached to a company from a BHQ, but a platoon couldn’t be attached to a PHQ.

Unless an army list prohibits attachments they are allowed.

D.2.5 – Minimum Unit Size Following Cross attaching and attaching units no unit can be left with less than half of its original number of sub units. SADF units may be attached and cross-attached until only the unit HQ remains, as this was the nature of bush warfare and allowed for the creation of Battle Groups and Combat Teams. Due to the levels of attrition experienced, ANTISA units may be attached to other higher HQs, but as soon as no units remain under the unit’s HQ, the unit HQ is disbanded and removed from the game. It is deemed dispersed for all practical purposes and disappears from that force’s order of battle.

D.2.5.1 – Example of Minimum Unit Size An infantry company of 3 platoons could attach 1 platoon to another company and cross attach another as this would leave it with 2 platoons. It couldn’t attach a 2nd platoon away as this would give it less than half its original number of sub units.

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D.2.6 – Attaching Units to Higher Level HQs If a sub unit is cross attached to a higher level HQ how it operates depends on if it has paid command points or not (see D.2.1 - Command Elements).

If the sub unit has paid command points it can operate as a higher level attached sub unit (see D.4.2 – Unit Integrity).

If it hasn’t paid command points it operates as part of the higher level HQ.

D.2.6.1 – Example of Attaching Units to Higher Level HQs A player detaches a tank platoon and a mortar platoon from one of his companies.

The Mortar platoon has paid command points and thus can operate at a range of 150cm if it can see the BHQ or 75cm if it can’t.

The Tank Platoon hasn’t paid command points and thus becomes part of the BHQ and its elements can only operate at the element to element integrity ranges (either 2 or 4cm depending on if they can see the other elements in the BHQ).

D.2.7 – Which Sub Units Can Be Cross Attached or Attached Only sub units listed on the army lists can be cross attached or attached. Thus for example you can cross attach something called a “Troop”, “Platoon or “Section”, but can’t cross attach a single element from within a platoon.

D.2.8 – Transport Vehicles Some units have vehicles included within them as transports for the unit’s infantry. Once these transports have dropped off their infantry the controlling player has 3 options.

1. They remain with the infantry and stay as part of the same unit.

2. If they are armed they may form into a unit which is subordinate to their parent unit and will then operate as a section with their parent unit counting as a PHQ.

3. They may form a separate unit which must then leave the table via the fastest route. They may avoid areas where enemy are known to be within 25cm of. SeeF.11 – KNOWN ENEMIES.

When defending the defender can choose to leave the transport off the table from the start of the game or use either of the other two options. Transport vehicles in War in Angola battles should be deployed on the table as it becomes significant artillery and air strike targets that may influence a game’s outcome through its Victory Points (VP) values

D.3 - LOSS OF COMMAND AND CONTROL Command and control is lost when a commander is disabled. An element or unit out of command and control cannot receive new orders.

D.3.1 – Loss of Commander If all current commanding HQ elements are disabled then the unit will be unable to change its orders except in reaction to a situation (see D.7 – REACTING TO THE ENEMY). In most cases this means when the single CO is destroyed, but when the unit has a 2IC it means the CO and the 2IC.

D.3.2 – Regaining Command and Control For each unit currently out of command and control because of loss of its commander roll the army’s initiative dice in phase 1.1 to see if anyone has taken command of the unit.

D.3.2.1 – Units With Paid For Sub Unit Commanders If the unit has elements within it that have paid command points one of them will take command on a roll of 3+. The element of the highest level will take command. If there are more elements of the same level then the one closest to the player’s baseline who has paid command points will take over command.

D.3.2.2 – Units Without Paid For Sub Unit Commanders If the unit has NO elements that have paid command points one of the elements in the unit will take command on a 4+. The element closest to the player’s baseline will take over command.

On the turn following an element has taking command of the unit that unit will be able to receive new orders for a higher level command.

The new commander will need to be marked in some way, I suggest keeping a supply of small stickers and marking under the element it show that its taken command. In a War In Angola battle each command stand is marked with its corresponding call sign, which clearly identifies it as such. In the case of a new commander, it assumes the call sign of the HQ it has taken over.

This procedure is carried out for higher level HQs too. Thus if the BHQ command element is destroyed you should test each turn to see when one of the company/Platoon/Section commanders takes control.

D.3.2.3 – Example Regaining Command and Control A Trained company with Commander and 2iC has 3 platoons and an attached section all of which have a command element that’s paid command points.

The company command platoon is destroyed (both Company Commander and 2IC lost).

In phase 1.1 of the players next bound the player checks to see if one of the subordinate commanders takes over. He rolls a 2 and no one takes over this turn. The company must continue with its orders.

The following turn he rolls a 6 and one of the subordinate commanders takes over. The player looks through his platoon commanders and determines that platoon 2s commander is closest to the player’s baseline. Note he ignores the section commander as platoons are a higher level that sections.

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That same turn the company is hit by artillery fire and all 3 platoon commanders are destroyed. The player will now have to roll to see when the section commander takes command (as there are no platoon commanders left to take command).

D.4 - INTEGRITY The integrity of an element is a measure of how secure and safe they feel. Companies and platoons operate within certain restraints so that the various elements can give mutual (fire) support to each other. This depends more on terrain and where a unit is fighting than on communications.

D.4.1 – Element Integrity To maintain integrity each element within a unit (see C.2 - UNITS) must remain within the distance given below of at least 1 other element within the same unit. Destroyed elements of the unit can be used to form this chain, however once a dead element is left behind by the unit it can no longer be used to help form the chain. It’s worth noting that using dead elements is only useful when the unit is stationary as when it is moving it will leave it’s dead behind. The SADF will, wherever possible, never leave its dead behind.

Element Integrity in the War in Angola is very much affected by the thickness of the bush in places as well visibility between elements. For this reason both the terrain and visibility between elements has the following impact on the Integrity Distances given in D.4.3 – Integrity Distances POOR TERRAIN: The Integrity Distance is halved HEAVY TERRAIN: The Integrity Distance is divided by three BAD TERRAIN: The Integrity Distance is divided by four See the E.2.2 – Terrain Definitions Table for a definition of what terrain makes up the above. Couriers aren’t subject to the integrity rules and can operate anywhere on the table within their own rules (See D.5.4 – Couriers)

D.4.2 – Unit Integrity Likewise unit HQs must remain within a certain distance of their parent HQ. In this case however the distance is measured from any element on the subordinate HQ to any element of the parent HQ.

D.4.3 – Integrity Distances Element to Element within a unit Normal SR/Airmobile/Aerial LR/Para/Special Forces

Normally 2cm 3cm 4cm Defending 3cm 5cm 6cm Section HQ To Platoon HQ Normal SR/Airmobile/Aerial LR/Para/Special Forces

Normally 8cm 10cm 12cm Defending 12cm 15cm 18cm Section/Platoon HQ To Company HQ Normal SR/Airmobile/Aerial LR/Para/Special Forces

Normally 20cm 25cm 30cm Defending 30cm 40cm 50cm Section/Platoon/Company HQ To Higher HQ Normal SR/Airmobile/Aerial LR/Para/Special Forces

Normally 75cm 100cm 125cm Defending 100cm 150cm 175cm

Elements can only use the Defending distances if they are still in their start up positions. Once they move they use the “Normally” Row. This bonus represents the elements knowing where their friends are at the start of a battle and having set up local communications. EXCEPTION: South African Special Forces elements on recoinnaissance missions need not be within ANY limiting distance of its higher HQ as that was the special nature of these highly specialised troops to operate completely independently and undetected behind enemy lines, communicating only by radio. However, Special Forces elements with attack or assault orders must adhere to the Integrity Rules set for Special Forces in the table above.

D.4.4 – Measuring Integrity The player measures from the edge of 1 element to the edge of the next element.

D.4.5 – Higher Level HQ Integrity For game purposes Higher Level HQs can be any distance from their parent Higher Level HQ.

D.4.6 – Integrity of Units Starting on Table On initial deployment ALL elements within units which are starting on the table MUST have integrity within the unit they are part of or attached to.

D.4.7 – Integrity of Units Entering the Table at the Start of the Game If the type of game means the units superior command element hasn’t arrived on table yet and that superior isn’t doing a flank march, the unit will count as having INTEGRITY until the units superior command element arrives, provided they follow their initial orders.

All flank marching units have integrity until they enter the table. This is to avoid giving away that there are flankers if a group test needs to be made.

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D.4.8 – Integrity of off Table Units Units listed as off table in the army list, allowed to stay off table by the army list note or stay off table because they meet the requirements listed in H.13 – REMAINING OFF TABLE always count as having integrity. This reflects the extra safety they feel because they are behind the lines.

D.4.9 – Detaching Units Units, but not elements may be ordered out of INTEGRITY to either move to a better position to give fire support or deny an objective to the enemy.

Any objectives captured by detached units which don’t have INTEGRITY DO NOT COUNT towards your objective points but may deny them to the enemy.

Detached Units without INTEGITY will count as “Without Original COs” if they have to make a morale test (see M: MORALE) even if they have a command element that has paid command points to reflect the unit being nervous about not having support from it’s parent unit available.

D.4.10 – Integrity and Morale When testing the morale of a unit or group, any none detached elements that don’t have integrity will reduce the unit’s or group’s morale (See M: MORALE).

D.5 - COMMUNICATION Communications can be made between units in a number of ways

D.5.1 - Hand/Flag Signals This involves a commander waving his arms or flags around to transmit information from his HQ element to another unit or element. Any army may use this form of communications.

To be able to transmit information via hand or flag signalling the receiving element must have clear LOS to the sending element and be within auto spotting distance (See F.2.3.1 – Visual Spotting Table), however as sending units commander is waving his hands around to attract attention, when spotting the element drop two rows on the observation table. It’s worth mentioning that this is a double edged sword as the enemy will be better able to spot the element and any enemy sniper will know exactly who the commander is (See J.8 - SNIPERS).

Also if the sending element is caught in an artillery barrage then any suppression result will indicate that the sending commander is dead. If the element commander is killed in this way the element will count as suppressed for the rest of the game.

Any communication sent via this method cannot be intercepted.

D.5.2 – Noise Signals The use of bugles and whistles is very uncommon today, but it has been used within the period the rules cover.

Only elements in armies with an EW Level of 0 or lower may use this form of communications.

This form of signals can be used to alter a unit's orders to one of the following. 1. Move at Transit. 2. Move at Combat. 3. Stop. 4. Withdraw to nearest cover back along route of march.

How far the order can be heard will depend on battlefield conditions and each element will need to be checked to see if it can hear the order (see F.5 – NOISE DETECTION).

Any communication sent via this method cannot be intercepted (in effect you could figure out what the noises mean, but you’d probably not have time to do so within the few minutes that a Battlegroup battle lasts for)..

This is a limited but secure way of sending signals however it can give away the position of the sender and is of little use on a noisy battlefield.

D.5.3 - Hard Wired Telephone Link This is also a silent and secure way to send signals but is only available to armies doing a Prepared or Concentrated Defence. Both the SADF and the ANTISA forces have been known to use telephones in permanent or temprorary prepared defensive positions. EXCEPTION: It was standard drill in the SA Artillery to lay telephone cables between the troop command posts (TCP) and the battery command post (BCP) whenever deployed for a fire mission and the command posts were not separated by more than three hundred metres (15cm). This enabled immediate communications between the posts and allowed coordinated fire of all the guns (normally 8) of a battery. Laying of cables are assumed to be simultaneous to the guns and command posts being deployed and readied for fire. There are therefore no time penalties and the cables are presumed to be ready for use by the time the guns are ready to fire. ANTISA artillery made full use of cable telecommunications between batteries and the Brigade HQ, despite the distances between batteries and the BdHQ. For this reason ANTISA forces may only use telehone links during Prepared or Concentrated defence.

Each HQ that has paid command points may be given a line to its parent HQ.

The route of all telephone lines must be marked on a players map and should take a reasonable direct route from subordinate HQ to Parent HQ.

If a line is hit by artillery it will be cut on 7+ on a D10.

If Tracked vehicles of 20t or heavier cross the line the will be cut on 9+ on a d10.

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D.5.4 – Couriers

D.5.4.1 - Motorbike Availability All Higher level HQs which have vehicles will have a few motorbikes available to act at couriers for orders.

Any lower level HQs which has these available will be shown on in the army lists.

Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise.

These move at 80cm on a road and 40cm off road. They count as size S.

D.5.4.2 - Bike Availability It is very uncommon to find these available. If they are available they will be shown in the army list.

Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise.

These move at 20cm on a road and 10cm off road. They count as size V.

D.5.4.3 – Horse Mounted Availability It is very uncommon to find these available. If they are available they will be shown in the army list.

Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise.

These move at 25cm on or off road. They count as size V.

D.5.4.4 - Runners All HQs with at least infantry element have these available.

One Runner is available for each infantry element in the HQ.

Generally this means Section, Platoon and Company HQs will only have 1 runner available as the HQ itself is normally a single element, however where the HQ has 2 command elements that are both infantry it will have 2 runners available.

Higher level HQs count all infantry elements within the company Unit and so will often have several available.

Orders or information sent this way takes time; the path taken by the carrier must be marked on a players map.

These move at 8cm on or off road. They count as size T.

D.5.4.5 - Messages Couriers can be used to change the orders of the receiving unit however the receiving unit’s position and route of march must be known to the sending HQ when the message is sent.

Couriers move to the unit via the route that will get them to the unit fastest, however they may avoid areas if an enemy is known to be in or within 25cm of that area. See F.11 – KNOWN ENEMIES.

Once the courier arrives their message will go into effect at the start of the players next phase 1.1.

D.5.4.6 – Courier Details Couriers are treated as unarmed, have special rules when shot at by snipers (see J.8 - SNIPERS) and ignore the integrity rules (see D.4 - INTEGRITY)

Any courier attacked in close combat will loose automatically and their message will be captured.

If the courier is destroyed outside of close combat and element that gets to the position where the courier was killed and knew about the courier can search the area for a message. Roll a d10 check the table below.

Courier type Roll required to find message Motorbike 8+ Bike 9+ Horse 8+ Runner 10

If a message is found it’s captured.

See D.5.4.5 - Messages about for details of how it would know about the courier.

D.5.4.7 - Captured Messages If a message is captured a player may roll a d100 in each of their phase 1.1s that the capturing unit is still alive and remains stationary. On a roll of 100 the message has been interpreted. Its details can now be passed on up the chain of command via whatever communications the owning player chooses.

Alternatively if the unit has a courier of its own available the captured message could be sent to the units parent HQ for analysis, in this case roll the d100 each Phase 1.1 once the captured message arrives.

Once interpreted the player finds out what unit the message was for, that unit’s location and what the unit was ordered to do.

D.5.4.8 – After the Message is Delivered Once a courier has delivered their message they must return to their parent unit via the fastest possible route. However they may avoid areas if an enemy is known to be in or within 25cm of that area. See F.11 – KNOWN ENEMIES.

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Once they return to their parent HQ they may be used to send another message.

On their return trip they are again subject to possible enemy action.

D.5.5 – Radio/BMS/ABMS Almost all modern elements carry radios. For vehicles this is included in the vehicle stats on the Datasheets. For infantry a note will be included in the army list which shows which type of communications the infantry in that army has. Very occasionally the DATASHEET will show a type of communications for an infantry section; this supersedes the general communications level mentioned in the army notes. The SADF only used radios, and practically every section or vehicle had its own radio, tuned into its higher HQ’s frequency for immediate and effective communications. This was sometimes skimped on with echelon vehicles in which case only selected trucks in a convoy would actually carry manpacks. ANTISA forces had radios down to platoon level only, but the lack of effective platoon level initiative and leadership made it subject to the company commander’s command and control. Special patrols and reconnaissance teams would carry radios at team level in order to communicate with their higher HQ; usually the Battalion HQ.

If an element has BMS it will be shown on the elements entry in the DATASHEET. Any element which isn’t shown as having BMS doesn’t have it.

If an element has ABMS it will be shown on the elements entry in the DATASHEET. Any element which isn’t shown as having ABMS doesn’t have it. The SA Artillery had a Basic Digital Artillery Battlefield Management System which was used with the G-5s and G-6 guns, but was subject to the availablility of batteries and spares, sometimes not easily obtainable in the bush.

All radio fitted units in a command are attached to a communications “net”.

D.5.5.1 - Standard NET configurations Platoon NET – all members of the platoon plus any attached squads. Each platoon has their own NET. ONLY applicable to SADF units.

Company NET – all platoon HQ elements plus any attached squads. Each company has their own NET. Applicable to all SADF and ANTISA forces

Battalion NET – all company HQ elements plus HQ elements of any attached platoons or squads. Each battalion has their own NET. Applicable to all SADF and ANTISA forces

Artillery NET – all battalion artillery elements and AOOs are on the battalion artillery NET. All direct and general support artillery elements are on the Brigade Artillery NET. There is no delay involved in using the Brigade Artillery NET; instead batteries on it are harder to call on the artillery request table (See N.4.1 – Artillery Fire Mission Request Table). ANTISA forces’ artillery were centrally controlled by their Brigade HQs, so they willl always be harder to call as there was no battalion artillery net. Only a battalion’s own 82mm mortars are deemed to be on the battalion NET and can thus be called through this method. 60mm mortars are deemed to be infantry support weapons integral to some of the elements.

Air Liaison NET – all ALOs and air defence units are on the Air Liaison NET.

Artillery and Air Liaison Nets count as battalion level nets when determining communications time, EXCEPT in the case of ANTISA forces in which case the artillery is centrally controlled by the HIGHER HQ.

Bear in mind some platoons are called troops, some companies are called Squadrons and some Battalions are called Regiments (see C.2 - UNITS)

D.5.5.2 – Radio Transmission Radio transmission times between elements on the same NET are instantaneous. Thus what a PHQ knows in phase 2.1 the CHQ will also know as they are on the same NET.

Communications between nets takes 1 turn per level.

Communication between elements takes place during the turn but applies in 1.1 of the player’s next pre-combat phase.

Air Liaison Officers request for air support applies in phase 1.3 and AOOs requests for fire support in phase 1.4 of the opponents next pre-combat phase.

D.5.5.3 – BMS Transmission BMS radio transmission times between elements instantaneous and independent of NET level. However both elements MUST have BMS for them to use BMS Transmission.

Communication between elements takes place during the turn but applies in 1.1 of the player’s next pre-combat phase.

ALO requests for air support in phase 1.3 and AOO’s request fire support in phase 1.4 of the opponents turn.

D.5.5.4 – ABMS Transmission ABMS is only available to AOOs and Artillery batteries. If both the AOO requesting fire and the battery being requested have ABMS the AOO has a better chance of getting fire support (See N.4.1 – Artillery Fire Mission Request Table). A basic form of ABMS was used by SA Artillery observers in 1987/88 to communicate directly with their batteries. The Data Entry Terminal (DET) enabled the observer to type in coordinates and orders and securely and instantaneously transmit it directly to the battery’s Fire Control Post through a Early Digital Radio using frequency hopping and secure data encoding techniques. ANTISA forces did not make use of ABMS, with the exception of the Cuban 50th Division deployed to Angola in late 1987 and 1988, which may have had access to some of the latest Soviet technology as well as the expertise to use it.

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D.5.6 – Transmission Security To determine if a transmission is successful a security check must be made. If the security check fails then the transmission does not succeed.

The check is made by rolling 1D10; the number or higher being required for a secure link.

Modify the number given below by subtracting the sending armies EW Level and adding any Jamming Levels.

Note: - a modified roll of 1 is NOT automatically a failure.

D.5.6.1 – Transmission Type Table Radio Type Name Radio Type on DATASHEET Base Number Analogue Radio AR 4 Early Digital Radio EDR 2 Modern Digital Radio MDR 0 Battlefield Management System BMS and ABMS -1

For all BMS and ABMS tests add 4 to the roll if within 20cm of an artillery fire zone OR 6 if within an artillery fire zone.

BMS and ABMS transmissions cannot be intercepted.

SADF Forces used both AR and EDR, although EDR was mostly used for more specialized communications such as used in the artillery and air force and command vehicles. The footslogging infantrymen and earlier armoured cars only used AR, even right up to the late 1980s. ANTISA forces are limited to AR only as it was reliant on the mostly redundant and surplus equipment of the Soviet Army that found its way to countries like Angola.

D.5.6.2 – Comms between Different Types of Radio For simplicities sake within the rules it is assumed that newer radios have backup channels allowing them to link to older one. In game terms this means comms between elements uses the rules for the oldest type of radio. Type Effect AR If an element has AR then comms to and from that element use the AR numbers above. EDR If an element has EDR and is talking to an element with EDR, MDR or BMS then comms to and from that

element use the EDR numbers above. MDR If an element has MDR and is talking to an element with MDR or BMS then comms to and from that element

use the MDR numbers above. BMS If both elements have BMS or ABMS they use the BMS numbers above.

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D.6 - CHANGING ORDERS A unit's orders may only be changed by a higher command element if it has integrity and the higher level commander is aware of the circumstances that require the order change. EXCEPTION: SA Special Forces on reconnaissance missions behind enemy lines do not need to test for integrity.

See D.5 - COMMUNICATION for details on how communication takes place from subordinate unit to parent unit and how orders can be sent form the parent unit to the subordinate unit. Only a single security roll is required for all elements within a unit to get the change of orders (this is a deliberate simplification to stop buckets of dice being needed to change orders and the complexity of some of a unit being on the old orders and some on the new ones), though orders to a detached unit would need 2 rolls (one from higher to parent and 1 from parent to detached.

Please see D.7 – REACTING TO THE ENEMY for how and when a unit can react to enemy presence.

D.7 – REACTING TO THE ENEMY The following rules represent the company commander reacting to the enemy. Note that because BMS and ABMS allow instant order changing units equipped with BMS and ABMS repectively will only use this system if BMS or ABMS hacking has been successful (See Q.3 – RADIO and RADAR JAMMING) or if a secure link can’t be established, see D.5.6 – Transmission Security.

D.7.1 - When Can and Must a Unit React to the Enemy

D.7.1.1 – Unit Can React. There will be times during a game when a player wishes a unit to react to something that the unit has become aware of. Examples of such situations include but are not limited to.

1. The unit Spots enemy elements (see F: DETECTION) 2. The unit comes under direct fire (see G: DIRECT FIRE) 3. The unit comes under area fire (see J: AREA FIRE) 4. The unit comes under indirect area (see N: ARTILLERY SUPPORT) 5. The unit drives into or detect a minefield (see R.6 - MINES and R.7 - BOOBY-TRAPS) 6. The Unit is about to drive into a continuing artillery fire zone

There will be other situations where reacting is appropriate in this case the player should decide if reacting is reasonable, this will require some common sense. If they cannot decide a 3rd party (the umpire in a competition) should be talked to about it. If the players and 3rd party cannot agree roll a dice to determine if the attempt to react is reasonable.

D.7.1.2 – Unit MUST React.

If a unit is moving at transit and takes casualties from direct fire, Area fire, Minefields or booby traps the unit MUST test to see if it reacts.

D.7.2 – Control Test Roll a d12 on the control below to see if the unit’s commander has control of their unit.

Training Name with CO* No CO Untrained 5 8 Poorly Trained 4 7 Trained 3 5 Well Trained 2 4 Highly Trained 1 3 * With CO means the unit has a CO this doesn’t need to be the original CO.

If the roll is greater or equal to the number given the player may leave the units orders as they are OR may issue them a new temporary order. This temporary order only lasts until the situation the unit reacted to no longer exist then the original one takes over. The temporary order represents the unit commander using his own initiative.

The temporary order can take the unit up to 25cm from its current position or it can take the unit any distance towards the position of the enemy unit that the unit reacted to. The temporary order cannot take the unit past the enemy it’s reacting to's position. The temporary order must take the unit to the target position via the shortest route. The temporary order must be written down and contain the normal items a unit order requires (see C.3 - ORDERS) however the objective of the temporary order can be where the unit causing the reaction is rather than a specific location.

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D.7.3 – Failure to Control a Unit If the roll is under the number the control test has failed and the unit will react as follows. Check the roll against the table below to see what the unit does.

Roll Situation Effect Odd Always Unit carries on with orders

Minefield test Move to edge of minefield and remain still and request change of orders. At least 1 element in the unit can penetrate what’s firing at them at this range.

Each vehicle may move up to 5cm and each infantry element up to 2 cm, the unit then stops and returns fire. Infantry may deploy. The move is only allowed the turn the reaction is made following this the unit remains still.

Even Otherwise Move to nearest cover at full combat speed and stop there to await new orders.

Infantry will dismount once in cover.

If there is no cover move back down your route of march at full combat speed until out of sight of the enemy firing at you or out of the artillery fire zone and await new orders.

If it’s not possible to move backwards out of sight or out of the fire zone stop and await new orders.

D.7.3.1 – Example of Failure to Control a Unit A trained tank platoon is fired at be an enemy tank platoon. Because the unit is under fire the player must make a control test under situation 2 (see above). The player rolls a d12 and gets s 3. Checking the control table we can see a 5+ was needed so the control test failed. As the roll was an odd number looking at the Situation 2and 3 failure table above the player can see that the unit will continue with its orders.

D.7.4 – Ending Reaction Once the reason for the reaction ends the unit returns to its previous orders. It must return to its route of march via the shortest route. It moves at the speed given in its original orders.

Note: A unit must attempt all possible methods to detect the enemy it is reacting to.

The minefield reaction ends when the unit is no longer in the minefield.

D.7.5 – Changing a Reacting Units Orders During the time the unit is engaging the enemy their orders can be changed, but will only take effect if the unit passes a control test as shown above. However once the reaction ends the unit will use the new orders instead of the original ones, even if they did NOT pass the control test.

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E: MOVEMENT E.1 - INTRODUCTION

All ground elements have been given speed rates for moving on a road or travelling cross-country. Movement rates can be found on each army’s DATASHEET. The total distance an element can travel in a turn depends on the terrain they are moving over and the modifiers.

E.2 - MOVEMENT DEFINITIONS

E.2.1 – Movement Definitions Table MOVEMENT TYPE

cm of movement needed to move 1cm on Table

DEFINITION

TRANSIT SPEED - The element must move faster than its combat speed and may move at up to its full TRANSIT SPEED and cannot fire.

COMBAT SPEED - This is the maximum speed that an element may move at and still be able to fire (Stabilisation has been accounted for). Elements may move at up to its full COMBAT SPEED.

ROAD - Roads include lanes and tracks and to use road speed the element MUST spend the whole turn on the road. Roads are two lanes wide (unless multi-lane) and tracks one. If a road is completely blocked the column can either leave the road, joining once past, or take a turn to push the obstacle out of the way (see E.2.2 – Pushing a Destroyed Vehicle out of the Way table below).

CROSS COUNTRY

- This is the standard cross-country speed.

NORMAL TERRAIN

1cm This is the basic terrain. If terrain isn’t classed as Poor, Heavy, Bad or Good Terrain and isn’t IMPASSIBLE it will be NORMAL TERRAIN.

POOR TERRAIN 2cm Poor terrain is terrain which slows elements a little. HEAVY TERRAIN

4cm Heavy Terrain is denser that Poor Terrain and slows elements to a greater extent.

BAD TERRAIN 10cm Bad terrain is denser still than Heavy Terrain and slows elements even further GOOD TERRAIN 1.1cm BUT using

road speed Good terrain includes hard sand, steppes etc.

BUILT UP AREA (BUA)

See Below Vehicles may travel through the open spaces in built up areas but cannot enter small buildings. Vehicles can enter large buildings (e.g. hangars, barns etc) and AFV’s can enter a medium building but on a roll of 1 or 2 on a d10 the building collapses destroying the AFV. Infantry can move through buildings and open areas.

REVERSE 2cm A vehicle must remain stationary for at least half a turn before it can reverse (so it could move forward for a quarter of turn and then remain still for half a move and finally reverse for a quarter of a move). Vehicles with front and rear driving positions (e.g. Luchs) move at normal speed forwards and back.

IMPASSABLE Not Possible Vehicles cannot move in forests, cliffs (touching contours), Anti-tank ditches, etc. Bogs and swamps are impassable unless the vehicle is amphibious. Cliffs are impassable to most infantry. Fast flowing rivers are impassible to vehicles and infantry and should be bridged.

LIGHT OBSTACLES

Shown on DATASHEET as

L value

Light obstacles include hedges, fences, light barbed wire etc. Take the relevant movement off the speed rate of the terrain.

MEDIUM OBSTACLES

Shown on DATASHEET as

M value

Medium obstacles include walls, streams, ditches, etc. Take the relevant movement off the speed rate of the terrain.

HARD OBSTACLES

Shown on DATASHEET as

H value

Hard obstacles include bocage, dense barbed wire etc. Take the relevant movement off the speed rate of the terrain.

STREAMS Shown on DATASHEET as

M value

Roll a d10 for each vehicle crossing to test if it got stuck. Tracked vehicles get stuck on a roll of 1-2 and wheeled on a 1-3. If stuck test again next turn and if the roll fails again the vehicle is stuck permanently.

DITCHES Shown on DATASHEET as

M value

Roll a d10 for each vehicle crossing to test if it got stuck. Tracked vehicles get stuck on a roll of 1 and wheeled on a 1-2. If stuck test again next turn and if the roll fails again the vehicle is stuck permanently.

AMPHIBIOUS Elements water speed

Vehicles capable of swimming or snorkelling have their details given in the DATASHEETS. See E.2.8 – Amphibious Movement Rules for further rules on Amphibious movement.

TOWING

On road 1.1cm Off Road 2cm

Any vehicle can tow a trailer

AVLB - Armoured Vehicle Launched Bridges (AVLBs) cross rivers, trenches, Anti-Tank Ditches etc up to 2cm in width. It takes a full turn next to the obstacle to lay or lift the bridge.

FERRIES AND PONTOONS

- Amphibious bridges, ferries and pontoons have their details given in the ARMY LISTS.

*Designers note: - I’ve only ever seen players slow down if they know there’s a minefield ahead. Their troops of course don’t know about the minefield so shouldn’t slow down.

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E.2.2 – Terrain Definitions Table Terrain type Effect of Vehicles Effect on Infantry Open Ground outside built up areas* Normal Terrain Normal Terrain Light woods / bush Poor Terrain Normal Terrain Dense woods / bush Heavy Terrain Normal Terrain Very dense woods / bush Bad Terrain Poor Terrain Forest/Jungle Impassable Poor Terrain Soft ground* (typically in and around bases and small settlements in SE Angola)

Poor Terrain Normal Terrain

Soft sand (and in open shonas in SE Angola, becomes MARSH when it rains)

Bad Terrain Poor Terrain

Marsh* (as in anharras near rivers in SE Angola, becomes SWAMP when it rains)

Bad Terrain Poor Terrain

Swamp* (and the muddy sections in the anharras right next to rivers in SE Angola, becomes part of the RIVER when it rains)

Impassable Bad Terrain

Steep slopes (contours between 1-2cm apart) Poor Terrain Poor Terrain Very steep slopes (contours up to 1cm apart) Heavy Terrain Bad Terrain Cliff (contours less than 0.2 cm apart) Impassable Impassable1 Sandy tracks (becomes Marsh when it rains) Poor Terrain Poor Terrain Dirt roads and scraped cut lines Normal Terrain Normal Terrain Roads in built up areas (including tarred) Roads Roads Open spaces in built up areas Heavy Terrain Normal Terrain Within buildings Bad Terrain Poor Terrain Stream bed Poor Terrain Poor Terrain Light Snow on terrain marked * above Poor Terrain Poor Tarrain2 Snow on Terrain Marked * above Heavy Terrain Heavy Tarrain2 Heavy Snow on Terrain Marked * above Bad Terrain Poor Tarrain2 1Mountain trained troops may climb cliffs at a rate of 1 contour per turn. 2Ski Trained troops can move at double normal terrain cross country speeds. Listed from the least effect to the worst, Terrain Types are: ROADS < NORMAL TERRAIN < POOR TERRAIN < HEAVY TERRAIN < BAD TERRAIN. < IMPASSABLE Where two or more of the above terrain type are applicable at the same time, the WORST effect is used, ie. Dense bush in Soft Sand while it rains will be deemed BAD TERRAIN to vehicles (Soft Sand becoming Marsh when it rains), and POOR TERRAIN to infantry (for the same reason).

E.2.2 – Pushing a Destroyed Vehicle out of the Way table Weight of pusher compared to Weight to be pushed Time taken Twice or more as Heavy ½ a turn Heavier but less than twice as heavy 1 Turn Half as Heavy up to weight of target 2 Turns Less than half as heavy Not Possible

If an engineer vehicle is doing the pushing double its weight.

The time given above is to push the target vehicle ½ cm which should clear it out of the way and clear a road or bridge.

E.2.3 – Types of Building In reality there is a vast variety of buildings, some flimsy, some strong, some empty like hangers and some full of equipment like factories. To keep things simple within the rules they are simply classified as small, medium or large.

Huts and dwellings made of wood and/or mud are NOT deemed building for the purposes of these rules and have no restriction on vehicle movement. Any vehicle can simply drive over or through it.

Small buildings are up to 1.5cm by 1.5cm or 3 square cm for none square ones.

Medium buildings are up to 3cm by 3cm or 9 square cm for none square ones.

Large buildings are any building larger than a medium one.

See above fore restrictions on vehicles entering buildings.

E.2.4 – Crushing Soft Vehicles Vehicles can drive over and crush stationary soft vehicles if the crushing vehicle is tracked, larger than the vehicle to be crushed and weights at least twice as much as the vehicle to be crushed. Crushed vehicle are destroyed.

E.2.5 –Road Degradation Roads and (sandy) tracks hit by ground burst HE artillery or bombs can become clogged with rubble or cratered to a degree that they are no longer useful as roads or tracks.

Such roads count as normal going, and sandy tracks become poor terrain Because of this an element using such a section of road cannot use road speed even if the rest of the move is on unaffected roads.

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Terrain type Degraded By Roads in BUAs 120mm or larger rounds artillery

OR Bombs of 125kg or larger.

Roads in Dense Woods. Very Dense woods, Forests or Jungles

140mm or larger rounds artillery OR Bombs of 250kg or larger.

All other Terrain 155mm or larger rounds artillery OR Bombs of 250kg or larger.

Note that in campaign games or long games you may wish to allow smaller calibre artillery to do damage eventually, but for normal play where the battle is only a few minutes long these smaller calibre weapons are ignored.

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E.2.6 – Floors in Buildings Buildings generally come in 2 flavours, Type Roof Access Floors in building Flat roofed Yes 1 per contour Pointed Roofs No 1 less than the number of contours the building is high (e.g. 3 contour building has 2 floors)

Normally Infantry can climb and clear 1 floor in a move, but can descend 4 floors in a turn. However infantry in a defending army are assumed to have cleared all buildings within their deployment zone and can climb 1 floor per quarter move provided enemy have not been spotted or come within auto spot distance within 5cm on the building at any point during the game.

Multiple infantry can occupy the same building and will only fight each other if they attempt to enter a floor already occupied by the enemy.

If the roof can be accessed the infantry can move onto the roof and this takes an additional turn.

E.2.7 – Stuck Elements Elements which become permanently stuck must test morale (see M: MORALE) on their own each turn they don’t have INTERGRITY (see D.4 - INTEGRITY). If their morale falls to Withdraw the crew abandon the vehicle and it counts as destroyed. The Crew are not placed on the table, they just disappear.

Units with stuck elements must continue with their orders. Any stuck vehicles count as ok until destroyed or abandoned.

If the command element of a unit becomes stuck the unit may move on without them. They will count as with original CO unless the CO is destroyed or abandoned.

E.2.7.1 – Example of Stuck CO A SR Recce platoon of 4 Chilean Sherman Mk.60s crosses a stream. The commander becomes permanently stuck and the other 3 tanks move on. Once they get beyond INTEGRITY distance (see D.4 - INTEGRITY) of their CO the CO will have to check each turn to see if the crew give up and leave the vehicle. After a couple of turns the crew’s morale falls to WITHDRAW and they abandon the Sherman. Up to this point the rest of the platoon didn’t need to make a morale check, but with the “loss” of the CO they will need to make a morale check with 25% losses and no original CO

An Engineer vehicle with a winch can free a stuck vehicle taking 2 turns to do so. The stuck vehicle doesn’t need to test morale while it is being freed. The engineer vehicle must move to within 1cm of the vehicle to be freed. Once it’s within 1cm the following turn it can begin freeing the stuck vehicle. Once the stuck vehicle is freed its morale changes to the same as the rest of its unit.

E.2.8 – Amphibious Movement Rules

E.2.8.1 – Preparing for Amphibious Movement Vehicle screens or snorkels take 4 turns to erect and take 2 turns stationary to prepare for combat after crossing a river. Designate riverbanks suitable for crossing before the game begins. Most rivers in SE Angola remained impassable even to amphibious vehicles due to the thick mud at the edges of such rivers or streams. While in theory, amphibious vehicles could swim across rivers, it was impossible to reach the floating depth and vehicles got stuck in a band of mud as much as 300m thick edging all water bodies in SE Angola. This only became worse during the rainy season. For this reason all amphibious vehicles are deemed to be unable to easily cross rivers and streams, except across bridges and crossings made possible by bridging equipment. It is interesting to note that the SADF had manufactured none of their vehicles as amphibious, and it could only be for this reason. In effect, the terrain neutralised the amphibous advantages that the Soviet armoured vehicles were thought to have had over the SADF’s vehicles…

Vehicles with an amphibious movement factor (amp on datasheet) require no preparation time to swim.

E.2.8.2 – Limits of Amphibious Movement Screens and snorkels can only be used to cross rivers. Vehicles with an amphibious movement factor can cross any body of water.

E.2.8.3 – Getting stuck when using Amphibious Movement Elements entering or exiting a body of water have a chance of getting stuck as they enter or leave. This is amplified in the terrain of SE Angola and amplified multiple times again during the rainy season.

Roll a d10 for each vehicle entering or leaving to test if it got stuck. Tracked vehicles get stuck on a roll of 1 and wheeled on a 1-2. If the vehicle stuck test again next turn and if the roll is failed again the vehicle is stuck permanently. In War In Angola games set in SE Angola, tracked vehicles will get stuck on a roll of 1-5, and wheeled vehicles on a roll of 1-8. In the rainy season or when it rains, these factors are doubled which means ALL vehicles WILL get stuck!

E.2.8.4 – Firing while using Amphibious Movement Vehicle screens or snorkels cannot fire while crossing or until they have been prepared for combat. Vehicles with an amphibious movement on the datasheet may fire if they moved at up to half their amphibious speed. Stuck vehicles may fire as if stationary but only in subsequent turns AFTER it got stuck.

They always count as firing on the move even if stationary, while swimming.

Firing ports and hatches cannot be used while the vehicle is swimming.

ATGWs cannot be fired be fired from swimming vehicles, but can be fired from stuck vehicles.

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AAGWs can only be fired from stabilised specialist vehicles, but NOT from stuck vehicles as the platforms cannot be stablised

E.2.8.5 – Spotting and Firing at vehicles using Amphibious Movement If you wish to engage a vehicle after it’s entered the water the following special rules apply. If the vehicle is destroyed it sinks and any occupants are automatically destroyed with no chance of escape.

E.2.8.5.1 – Vehicles with Screens Vehicles with screens are spotted as their normal size and fired at as their hull down size. They count as armour 0 (i.e. soft) targets and are fired at using area fire.

E.2.8.5.2 – Vehicles with Snorkels Vehicles with snorkels are spotted and fired at as size T targets. They count as armour 0 (i.e. soft) targets and are fired at using area fire.

E.2.8.5.3 – Vehicles with an Amphibious Movement factor Vehicles with an amphibious movement factor and busy swimming or which are stuck are spotted and fired at using their hull down size. They count their normal armour factor for working how to fire and the effects of a hit. Once out of the water or unstuck, they are back to their normal size for spotting and firing purposes.

E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE The following table lists the maximum an element may move in adverse visual conditions. When only a part of an elements movement is in such conditions (e.g. moving though smoke), calculate out the portion of the move spent in those conditions and reduce the elements movement by that portion.

Vehicles moving using TID must follow the normal TI rules (see F.2.5 – Types of Thermal Imager (TI)).

E.3.1 - Movement Distances in Poor Conditions Table Max safe move Conditions Night driving equipment

Road XC Night None 10 5 Night Any, In Illumination Zone or White Light 30 15 Light Rain or Light Snow N/A 40 20 Mist or Rain or Snow N/A 20 10 Heavy Rain or Heavy Snow N/A 10 5 Fog or Sandstorm N/A 1 1 Partial Smoke TI1D 40 20 Partial Smoke TI2+D 160 80 Partial Smoke No TID 20 10 Full Smoke TI1D 20 10 Full Smoke TI2D 80 40 Full Smoke TI3+D 160 80 Full Smoke No TID 10 5 IRB Smoke N/A 10 5 * WL is White Light TI2+D = TI2D, TI3D or TI4D TI3+D = TI3D or TI4D

E.3.2 – Own Smoke Discharges Passing though your own smoke discharger screen doesn’t slow movement at all.

E.3.3 – Multiple Conditions Apply If moving in more than 1 condition use the worst distance and halve it.

E.3.3.1 – Example of multiple Conditions Moving on a road at night with TID in rain, maximum movement is 30cm at night and 20cm in rain, the worst is 20cm, which is halved to 10cm maximum movement.

E.3.4 – Example moving in poor Visibility Conditions A Jeep moves down a road and passes though a 10cm wide partial smoke screen. The jeeps normal move is 50cm.

After 10cm it enters the smoke and moves the 10cm though it. 10cm is half of the maximum 20cm the element could move though partial smoke, thus it takes the jeep half a move to pass through the screen.

Half of the 50cm it started with is 25cm, however it moved 10cm it before entering the smoke so in total it has moved 35cm leaving the jeep with 15cm of road movement left.

E.3.5 – Infantry in Poor Conditions Halve all the above for infantry. If the maximum distance is more than the elements movement the element is limited to its normal movement.

E.3.6 – Aerial Elements at Night Aerial elements use the road speed above in all conditions when flying at NOTE and double the road distances when flying at contour. When flying higher than contour there is no restriction. However see O.5.3 – Flying at Night without Pilot Night Vision and O.7.2.3 – Requesting Aircraft at Night.

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E.4 - ENTERING OR EXITING VEHICLES Infantry can only enter or exit a vehicle that is stationary or using COMBAT SPEED.

E.4.1 – Exiting a Vehicle It costs the vehicle half of its move to have all the infantry its carrying exit.

The vehicle may move up to half its maximum move.

Infantry exiting a vehicle will be able to move after exiting. However they will only move a fraction of their move equal to the fraction of a move the vehicle has left.

When there are multiple infantry elements in a vehicle place them as per the following diagram.

E.4.1.1 – Placing Multiple Infantry Element from a Vehicle

SADF Ratel Infantry Fighting Vehicles have to HALT before allowing the infantry to exit. It can only resume its movement once all the infantry have exited. This is because of its side doors. Infantry element are positioned on either side of the vehicle in alternate numbers, ie. element 1 to its left and element 2 to its right. In most cases, the single infantry section carried by a single Ratel will be represnted by a single element placed next to the Ratel, on the side furthers away from the closest threatening enemy elements. This wil also be the case with an infantry section dismounting from a Buffel APC. Infantry exiting from a Casspir does so from the rear and can be treated as per rule E.4.1.1

E.4.1.2 – Example of Exiting a Vehicle A M2A2 Bradley can move 20cm at Combat Speed cross country.

The Infantry element it’s carrying can move 3cm at Combat Speed cross country.

If the Bradley moves 8cm then drops off the infantry element it will have 2cm left it can move as it costs it half a move to drop off the infantry.

As the Bradley has moved 8/20th (8cm movement) and it costs the infantry half a move to exit the infantry will have used 18/20ths of their move leaving the 0.3cm they can still move.

If the Bradley had dropped them off at the start of its move they could have move 1.5cm.

E.4.2 – Entering a Vehicle It costs each infantry element half of its move to enter vehicle.

When entering the vehicle the infantry element must have enough movement to reach the rear or sides, as applicable, of the vehicle.

A vehicle may move before the infantry enter it, but if it does so it will reduce the infantries move by the fraction of its move it uses.

A vehicle may move after infantry have entered. However the vehicle will only move a fraction of its move equal to the fraction of a move the infantry has left.

E.4.2.1 – Example Entering a Vehicle A M2A2 Bradley can move 20cm at Combat Speed cross country.

An Infantry element can move 3cm at Combat Speed cross country.

If the Bradley moves 1cm then stops to pick up the infantry.

The Bradley has moved 1/20th its maximum move and thus the infantry will have 19/20ths left, however as they plan to enter the vehicle which will cost them half their movement the have in fact got 9/20ths left.

They move 0.9cm = 6/20ths of their maximum leaving 3/20ths of a move left.

This means the Bradley can move 3cm move after picking them up.

E.4.3 – Effect of Infantry Entering/Exiting a Vehicle on that Vehicles Firing If the vehicle remains stationary while infantry elements enter or exit it, it will count as stationary if it fires, as in the case of a Ratel IFV.

If the vehicle moved using combat speed it will count as moving.

E.5 - HULL DOWN AND TURRET DOWN Hull down and Turret down are positions that vehicles take up to see over a terrain feature but reveal as little of themselves as possible.

Hull down is only effective when the observer or firer is beyond the obscuring terrain, if an enemy can see round from the side of the terrain then being hull down has no effect on that enemy.

1st 2nd

3rd

4th

6th

5th

7th

8th

9th

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E.5.1 – Turret Down Turret Down is when a vehicle moves up to a crest line to where only the turret top is showing to enemy observers. This allows the vehicles commander to spot with little chance of being seen.

Once turret down the vehicle is placed 1cm back from the edge of a crest line

It takes a quarter of a vehicles movement to go turret down.

The commander can see over the hill and can fire ONE roof mounted weapon (prefixed p, t or cu) of the players choice. Turret down size and roof mount weapon area fire numbers are shown on the DATASHEET.

The Commander can be fired at using area fire (see J: AREA FIRE). If there is in a cupola (cu) or turret (t) on roof of the vehicle the commander counts as in cover otherwise the commander counts as in the open. If the commander is killed the vehicle counts as permanently suppressed. If the commander is from a HQ vehicle the unit the vehicle is from will have just lost its commander if there is no 2nd HQ element (see D.3.1 – Loss of Commander).

If the vehicle is caught in an artillery zone the commander can both duck down inside the vehicle and loose any spots they have or they can stay out of the vehicle and keep their spots. If they drop down into the vehicle test the vehicle as normal. If the commander stays out of the vehicle test him as infantry in the open and test the vehicle as open topped. If the commander is killed the vehicle becomes permanently suppressed. If the vehicle is killed so is the commander.

Any RCT (See F.2.1.3 – Remote Controlled Turrets) can also fire while the vehicle is turret down.

Elements which are turret down can be spotted with GSR on the turn they go turret down but are spotted as Infantry.

E.5.2 – Hull Down on Hills Hull down on hills is where an AFV moves up to crest line so as to only show its turret to enemy observers and can fire all turret and roof mounted weapons.

Once a vehicle is Hull down vehicles it must be placed touching a crest line.

There are THREE methods of moving into a Hull Down position:

E.5.2.1 – Fast Drive onto the feature and reverse into the hull down position (just move the figure up to the crest line as part of its normal move).

This costs the same as crossing a light obstacle (see E.2.1 – Movement Definitions Table).

This method is fast but shows the whole vehicle.

Thus when being observed by enemy on the other side of the hill it counts its full size moving in the open.

If the enemy fires the vehicle receives the benefit of the hull down size modifier.

E.5.2.2 - Cautious Carefully move into the hull down position.

This method takes half of a vehicles movement to complete but only shows the hull down size to enemy observers and counts as moving in open.

E.5.2.3 - Extra Cautious Creep from turret down to hull down. This may only be done if an element starts the turn turret down.

This only requires 1cm of movement shows the hull down size counting as moving in cover and allows the vehicle to detect and fire as if stationary.

If the commander spotted a target whilst turret down they can hand the target off to the gunner (See F.2.6.4 – Handing off Targets)

E.5.3 – Height of Turret and Hull down vehicles on Hills Hull and turret down vehicles count as being at on the contour the crest line is on.

E.5.4 – Hull Down using Walls and Hedges Hull down on walls and hedges is where an AFV moves up behind a wall or hedge line so as to only show its turret to enemy observers and can fire all turret and roof mounted weapons.

Once a vehicle is Hull down vehicles it must be placed touching a crest line.

It takes 1cm of movement to move up into a hull down position behind a wall or hedge.

E.5.4.1 – Effect of Hull Down behind a Wall The vehicle is spotted and fired at as hull down.

E.5.4.1 – Effect of Hull Down behind a Hedge The vehicle is spotted as hull down, but fired at as its normal size.

E.5.5 – Moving out of Hull Down to fire Sometimes a Hull Down elements will find enemy has moved into depression dead ground where it can see them but cannot fire at them (See G.1.1 – Depression Dead Ground). In this case the element can creep up the hill so that it is on the crest into a position to fire. The element no longer counts as hull down but will not count as moving.

This move can be made during the react fire Phase (Phase 2.3) or the Normal fire phase (Phase 2.4).

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E.6 - PREPARING WEAPONS AND EQUIPMENT Elements moving at TRANSIT SPEED can only begin setting up weapons once the stop moving.

Elements moving using COMBAT SPEED can begin setup as part of their movement. Any weapon will be ready to fire provided there as at least half a move left.

E.6.1 – Preparing Weapons and Equipment Table TIME WEAPON TIME WEAPON

1/2 TURN Man portable AAGWs 1 TURN AVLBs to lay bridge 1/2 TURN All SP Mortars 1 TURN Towed field guns to fire direct 1/2 TURN Towed Mortars up to 81mm 1 TURN SP guns to fire indirect 1/2 TURN AAA guns and Radars 2 TURNS Towed field guns to fire indirect 1/2 TURN SFMG, HMGs or AGLs 3 TURNS SP salvo rockets to fire indirect 1/2 TURN Ground mounted GSRs 4 TURNS Towed salvo rockets to fire indirect 1 TURN Towed Mortars 82mm+ 10 TURNS Heavy rockets 1 TURN AT Guns/RCL Rifles

Note: the time taken to pack up is half that of the above except AVLBs which takes 2 turns.

Man portable ATGMs setup times vary depending on how heavy they are and are shown on the DATASHEET.

E.6.2 – Example of Setting An infantry element is moving at Combat speed and carrying ITOW which takes a move to set up. The can move at 3cm.

The owning player moves them 1.5cm and then begins to setup the ITOW. As 1.5cm is half a move the ITOW will be setup and ready to fire in the players next bound.

If the player had moved them 2cm they wouldn’t have been ready to fire until the players bound after next.

E.6.3 – Dismounting Equipment The army lists sometime list vehicles that can dismount parts of their equipment, such as ATGW launchers.

It takes the setup time listed above to dismount each piece of equipment. If the item is not listed above (such as MGs) it takes a quarter of a turn per item.

For example to dismount 2 MGs takes a quarter of a turn x2 = half a turn.

This time represents the vehicles crew or an infantry element using tools to remove the equipment from the vehicle.

See M.2.3 – Dismounts and Morale for morale effects of a dismounted element.

Dismount elements which are still mounted are killed if their vehicle is killed.

Before a dismount element dismounts all a vehicles weapons can fire, but the dismount element cannot.

Once a dismount element dismounts it is assumed only the driver is left on board and the vehicle cannot fire until the dismounted element remounts.

E.7 - TANK RIDING Some lists allow troops to tank ride. Only units specified can tank ride. They suffer from the following disadvantages. 1. If hit by Arty they count as being Infantry in the open

2. If the vehicle they are riding on is hit by direct fire, but not destroyed roll a d10, on 1-5 they must test to escape and take any damage from the escape table, but stay mounted. On a 6-10 they are unharmed.

3. If the vehicle is destroyed they must test to escape. In both 2 and 3 treat them as if hit by HEAT.

Troops cannot tank ride vehicles equipped with electric armour unless the player writes in their orders that those vehicles have turned off their electric armour. If the Armour is turned off the vehicle gains no benefit from it.

UNITA troops rode on supporting SADF tanks (as well as the few enemy tanks that had been captured) during attacks and dismounted as soon as the enemy were spotted. SADF troops rode on armoured vehicles during normal movement towards objectives, but NEVER during attacks. EXCEPTION: 32 Battalion troops often rods on top of the vehicles while advancing during an attack, but dismounted as soon as the enemy were spotted. It is possible to surprise SADF troops tiding on armoured vehicles in an ambush.

E.8 – MOVEMENT IN RESTRICTIVE TERRAIN Vehicles moving in terrain they count as restrictive (see F.2.2.2 – Restrictive Terrain Table) can make a single 22½ degree turn at the start of movement.

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F: DETECTION F.1 - INTRODUCTION

Elements can be detected in a number of ways which are split into three levels of accuracy. If an element is moving at COMBAT speed or is stationary and fails all its spots or cannot spot it may use 1 method of location or detection to try to find the enemy.

Spotting – Highest level of accuracy (See F.2 – VISUAL SPOTTING and F.3 – ELECTRONIC SPOTTING). Location – Medium level of accuracy (See F.4 – LOCATION) Direction Detection – Lowest level of accuracy (See F.5 – NOISE DETECTION and F.6 – DIRECTION

DETECTION) In addition to this section there are a few electronic sensors listed in Q.2 - SENSING EQUIPMENT which detect in unique ways.

F.1.1 - Line Of Sight (LOS)

F.1.1.1 – LOS to Ground Targets To spot, locate or detect the direction to a target there must be a line of sight. However no line of sight is required for BMS location or to detect the noise made by a target.

Because the miniatures used are bigger than the scale used a straight line must be traced between the centre of the observer’s miniature and the centre of the target miniature to count as in LOS.

If an object (that cannot be seen through) is in the way then there is no LOS.

Normally elements do not block line of sight however they will in the following situations. 1. The target element and the blocking element are in a column on a road and within 2cm of each other. 2. The player states that one element is hiding behind another at the end of moving the hiding element. In this

case the element must be placed touching the blocking element

However in both cases the blocking element must be the same size or larger than the element being blocked. The LOS is only blocked if the line passes through the blocking element.

F.1.1.2 – Examples of Line of sight

Tank A

Tank B

Tank C

Tank A has a LOS to Tank B

Tank A has no LOS to Tank C because of the wood.

Tank A may have LOS to tank D depending on how far D is inside the wood and what night vision equipment A has.

Tank A has no LOS to Tank F because Tank E and F are in a column on a road and thus E is As LOS to F.

Tank B on the otherhand can see Tank F as Tank E isn’t in the way

Tank D

Tank E

Tank F

Tank G Road

At the end of moving Tank Gs the owning player says G is hiding behind B. This means Tank A has no LOS to it, BUT Tank F does have one as its line of sight doesn’t pass though Tank B.

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F.1.1.3 - Contours and Height Hills are made up of contours that are about 4m high.

Contours between elements block LOS unless at least one of them is hull down or turret down (see E.5 - Hull Down And Turret Down).

An elements height is the same as the contour level it is on unless it is hull down or turret down to an enemy observer, in which case it counts as the contour above.

The following are heights of normal terrain: Terrain Type Normal Height BUILDINGS (INCLUDING GRASS HUTS AND OTHER STRUCTURES MADE OF WOOD AND/OR MUD)

1 contour per floor of the building plus 1 contour for any roof.

As a rule of thumb buildings in Villages and towns should be 3 contours high if they have pointed roofs and 2 contours high if they have flat roofs.

Cities vary a lot but again as a rule of thumb assume they are 5 contours high and flat roofed.

Obviously building built up area can vary massively, varying from low flat roofed 1 floor high buildings to skyscrapers and factories.

LIGHT WOODS/BUSH 3 contours high. DENSE WOODS/BUSH 4 contours. V.DENSE WOODS/BUSH 5 contours. SMOKE SCREENS 3 contours high. VILLAGES, TOWNS & CITIES

Open areas count as 3 contours high (this assumes gardens with trees etc). Buildings within them can be taller but if not marked count as 3 contours high.

F.1.1.4 - Visible Dead Ground If a higher observer (A) is trying to look over an intervening feature (B) then there will be an area that is out of view behind that feature. If the feature is the same height as the observer then nothing can be seen beyond. Measure the distance from the observer to the furthest edge of the intervening feature and multiply the measurement by the following calculation:

HEIGHT OF INTERVENING FEATURE (B) OBSERVERS HEIGHT (A) minus HEIGHT OF INTERVENING FEATURE (B)

E.g. an observer at contour level 3 is looking over a 1 contour high hill and the distance from the observer to the furthest edge of the intervening hill is 30cm.

Therefore 1 (B) divided by 2 (A minus B or 3 minus 1) = 0.5 = 30cm divided by 0.5 = 15cm.

The dead ground beyond the furthest edge of the 1 contour hill is 15cm (the observer cannot see into this area at all).

F.1.1.5 – LOS to Aerial Targets LOS to Aerial Targets at Contour or NOTE is worked out in the same way ground targets (see F.1.1.1 – LOS to Ground Targets)

To Check LOS for Spotting Aerial Targets use the following Table Aerial Target Height Spotter in Woods or BUA Spotter outside Woods or BUA Low 20cm without TI and 50cm with. Anywhere on table Medium 50cm without TI and 125cm with. Anywhere on table High 125cm without TI and Anywhere on table with. Anywhere on table

F.1.1.6 – LOS from Aerial Targets LOS from Aerial Targets at Contour or NOTE is worked out in the same way ground targets (see F.1.1.1 – LOS to Ground Targets)

To Check LOS for Ground Targets from Aerial Targets use the following Table Aerial Spotter Height Target in Woods or BUA Target outside Woods or BUA Low 20cm without TI and 50cm with. Anywhere on table Medium 50cm without TI and 125cm with. Anywhere on table High 125cm without TI and Anywhere on table with. Anywhere on table

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F.2 – VISUAL SPOTTING Visual Spotting is using visual means to determine the exact position of a target to such a degree that the target can be fired at directly. See F.7.1 – Spotted to see what a visual spot allows you to do.

Note that H.12.4 – Visually Guided Missile Spotting uses the Visual spotting procedure.

F.2.1 – Visual Spotting Procedure Use the following step-by-step procedure to spot a target:

1. Check to see how many spotting attempts the spotter is allowed (see F.2.1 – Number of Visual Spotting Attempts Allowed)

2. Nominate the spotter and its target. 3. Ensure there is a Line of Sight to the target (see F.1.1 - Line Of Sight (LOS)) 4. Determine if the Target is in Arc (see F.2.2 – Visibility Arcs). 5. Check F.2.3 – Visual Spotting Details to see if spotting is possible and if it is automatic or requires a die roll. 6. Check the F.2.4.1 – Maximum Observation Table to ensure time of day or weather doesn’t preclude spotting 7. If the target is within possible spotting distance (See F.2.3.1 – Visual Spotting Table) roll a die to determine if the

target is spotted.

When making visual spots all other targets within 5 cm of the selected target are also spotted if they are within automatic spotting distance (see F.2.3.1 – Visual Spotting Table).

F.2.1 – Number of Visual Spotting Attempts Allowed 1. Infantry elements may make up to two visual spotting attempts. 2. A vehicle with a Commanders Independent Sight (CIS) may make up to two visual spotting attempts one with the

gunner and the second with the CIS. 3. Extra Turrets and Remote Control Turrets on a vehicle may make up to one visual spotting attempt each. 4. All other elements may make up to one visual spotting attempt.

Note that H.8.1 - Visual Spotting Of Threat is a visual spot and thus uses up one of an element's visual spotting attempts. The player will have to decide if they wish to use spots for spotting the missile or spotting something else.

F.2.1.1 – AOOs and ALOs Where an infantry element has an AOO or ALO as part of it the player will need to decide when they will make their spotting attempts. Their choice will determine if they can call artillery (Phase 1.4) or aircraft (Phase 1.3). Be aware that they can fire on a target in a phase they didn’t spot them in if they are able to fire in that phase.

They may also wish to withhold their spot until Phase 2.1 in case the enemy moves close to a registered fire point (see N.2 - INDIRECT FIRE PROCEDURES).

F.2.1.2 – Extra Turrets Some vehicles carry extra turrets though these are rare in modern combat.

They are shown on the DATASHEET under the aspect sizes for the vehicle just after the label “ExT”.

Each extra turret can make 1 spot, but only not if a vehicle is Turret Down.

Sometimes there will be notes about the vehicle which limit their use and which aspects they can fire into.

Note: Extra Turrets are different to tMG and tHMG. tMG and tHMG DON’T get extra spots.

F.2.1.3 – Remote Controlled Turrets These are becoming more and more common on vehicles today.

They allow the crew to fire without exposing themselves to enemy return fire and are normally place on the highest point of a vehicle.

They are shown on the DATASHEET under the aspect sizes for the vehicle just after the label “RCT”.

Each remote control turret can make 1 spot, even if a vehicle is Turret Down.

Sometimes there will be notes about the vehicle which limit their use and which aspects they can fire into.

Note: Extra Turrets and Remote turrets use the same part of the DATASHEET with a different prefix.

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F.2.2 – Visibility Arcs For visual spotting which way an element is facing is important. Targets are either in arc, or out of arc. See next diagram for details of arcs.

For vehicles without turrets the arc is based on where the front of the vehicle is.

For vehicles with turret the arc is based on the front of the vehicle if it isn’t firing and hasn’t spotted or located a target. If it is firing of has spotted or located a target it’s assumed the turret is pointing in that direction and the arc is based on this direction

If a target is out of arc it will be harder to spot for visual spotting.

F.2.2.1 – Turreted Vehicles in Restrictive Terrain

Turreted Vehicles with heavy weapons travelling through close/restrictive terrain will find it almost impossible to turn their turrets without hitting them on some obstruction or other. This was one of the main advantages the SADF’s Ratel 90 had over the ANTISA T-54/55 tanks in close terrain. They were able to move, stop and fire with very little restriction imposed by the close terrain while the T tanks found it impossible to turn their turrets.

To reflect this, the player must decide as the vehicle enters close/restrictive terrain if the turret will be pointing forwards or backwards and it must stay facing that way until it exits close terrain.

The gunner in such a vehicle can only spot in the direction the turret is pointing in and can only see a target that is between the miniatures edges, see “Down the edge” above.

There is no out of arc in this situation as the gunner can’t look anywhere but the direction the turret is facing.

When on the edge of restrictive terrain use the normal visibility arc but the vehicle cannot spot targets outside this arc at all.

When travelling through restrictive terrain on a road you will count as in restrictive terrain if your column is as wide as the road in terms of number of vehicles. Thus on a 2 vehicle wide road you will count as in restrictive terrain if you are in a 2 vehicle wide column, but not if you are in a 1 vehicle wide column.

F.2.2.2 – Restrictive Terrain Table What counts as Restrictive terrain depends on the type of Terrain and the calibre of the weapon. Larger calibre weapons are longer and thus affected by more terrain.

Terrain Calibre which counts terrain as Restrictive Light woods/bush 50mm or Larger Dense woods/bush and BUA 30mm or Larger Very dense woods/bush 12.7mm or Larger (if sticking over more than

500mm over hull of vehicle)

45° each side if Ground vehicle or Aerial Vehicle at NOTE or Contour.

90° each side if infantry or Aerial Vehicle at LOW, MEDIUM or HIGH.

“Down the Edge” Turreted vehicle with a heavy weapon in Restrictive Terrain.

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F.2.3 – Visual Spotting Details Find the size of the target element on the table and then add up all the modifiers that apply and move up or down this number of rows. If you reach the maximum or minimum row stop as spotting can’t get any harder or easier. This will give you 2 numbers which are explained after the table.

F.2.3.1 – Visual Spotting Table Target Size Spotting Range Maximum -/250

250/200 225/150

X 150/100 120/80

L 90/60 75/50

M 60/40 45/30

S 30/20 25/15

V 15/10 10/8

T 10/5 5/2 2/1

Minimum 1/-

Modifiers Modifier Effect Spotter Suppressed Down 1 Spotter Using Combat Speed Down 1 Spotter Using Transit Speed Down 2 Spotting into/through Partial Smoke without TI2+ Down 1 Target Out of Arc Down 1 Target In Cover Down 1 Target in Heavy Cover Down 2 Target Basic Camouflaged Down 1 Target Full Camouflaged Down 2 Spotting Target in Cover with TI2+ Up 1 Spotting Target in Heavy Cover with TI2+ Up 1 Spotting Target in Non Thermal Camouflage with TI2+ Up 1 Target Located by Spotter Up 1 Target Direction Detected and in spotters front arc Up 1 Target Moving Up 1 Target moving in loose ground/sand (DUST) Up 2 X Target moving in loose ground/sand (DUST) Up 3 Target obscured by dust of a leading vehicle Down 1 Target obscured by dust of artillery/aerial strike Down 2 Target Fired Small Arms or Weapon Without BB Up 1 Target Fired Heavier Weapon or Weapon with BB Up 2 Targets Commander is using hand signals or Flags for communications

Up 2

First Fibre Optic Spot for this missile Down 1 Fibre Optic Spot at 25cm Down 1 Fibre Optic Spot at 10cm Down 2 Fibre Optic Spot less than 10cm Down 3 Illumination Zones count as daylight with the following modifiers (use the best number of zones below) Target Stationary in Illumination Zone Down 1 In Single Illumination Zone Down 3 In 2 Illumination Zones lit from directions 90 degrees+ apart

Down 2

In 3 or more Illumination Zones lit from directions 90 degrees+ apart

Down 1

Use the best of the below Target Using IR and firer has TI (of any type) or IR Up 2 Target Fired at Night Outside Illumination Zone Up 3 Target used Searchlight at Night Outside Ill Zone Up 3 Target used White light at Night Outside Ill Zone Up 1

The following points apply: 1. The First Number is known as the possible spotting distance.

If the target is within the distance in cm you can try to spot by rolling a d10 Normally a roll of 6+ mean you spot, however if you have Observation Grenades or Bombs you spot of a 5+.

2. The second number is the distance to automatically spot at and is known at the auto spotting distance.

• Small Arms counts as weapons with a calibre of less than 12.7mm.

• TI2+ means TI2, TI3 or TI4 (see F.2.5 – Types of Thermal Imager (TI))

• Target will only be using IR at night and the owner has the option of ordering it to not use its night fighting and driving equipment if they wish.

Elements on ATGM overwatch count all targets at out of arc except those firing missiles, which they shift 1 row down on the observation table.

Elements on AA overwatch count all targets below low level as out of arc.

Setting up equipment doesn't count as moving for spotting however some elements are larger while setting up, as you can spot at any point in their move you can spot them at their largest size.

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Some elements are shown on the sheets as “Always TI camouflaged”. This means the element is always camouflaged when looked at with TI. If looked at with any other visual equipment they don’t count as being camouflaged, unless they are camouflaged normally too.

Note: - A target being spotted in cover with TI2+ will count as “Target in Cover” and “Spotting Target in Cover with TI2+” which will cancel each other out. Likewise modifiers for Heavy Cover and Non Thermal Camouflage will be partial offset by TI2+.

LOTS of DUST is generated by vehicles moving in loose ground or sand during dry seasons (escpecialy in SE Angola), making it incredibly easy to spot any such vehicle. Extra Large (X) vehicles kick up even more dust which can be seen by the naked eye for many kilometres. However, the dust generated by leading vehicles often obscure the vehicles behind it and as such make those vehicles more difficult to spot amd specifically identify. Dust bellows out from behind a vehicle and spreads with the wind direction, until it dissipates with virtually no effect. Dust are treated as if smoke, using 1cm x.1cm tiles

If the vehicle is moving, 1cm dust tiles are placed along the route it took this turn. If the vehicle is of size X, 2cm x 2cm tiles are used One tile is placed for each full 1cm (or 2cm in trhe case of X) moved by the vehicle up to a maximum of 3 tiles. These are placed starting at the back of the vehicle.

The dust behind the vehicle forms a partial dust (smoke) screen. It counts as effective for every turn while the vehicle is moving and acts as per F.10.4.5 – Wind Extension and Removal of Smoke and F.10.4.6 – Smoke Density in all other ways.

Elements following an element churning up dust will be moving through partial dust (smoke) and so will be affected by E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE.

F.2.3.2 – Surprise Spotting Occasionally an element will be taken by surprise by the arrival of an enemy element to the units flank or rear.

If all the following are true the spotting element must make a surprise spotting attempt rather than a normal one. • If a target element wasn’t in line of sight of the spotting element during the last fire phase it could have been

fired at. • The target element is now in line of sight of the spotting element • The target element can be fired at in the phase by the spotting element • The target element is not the spotting elements front arc (see F.2.2 – Visibility Arcs)

Provided the element is within possible spotting distance the spotting element may attempt to spot it. To do this roll a d10 and the target element is spotted on a roll of 6+.

Note that in this case spotting grenades or bombs have no effect.

Not also that the auto spotting distance is not used, you ALWAYS roll.

F.2.3.3 – Range to and from Aerial Vehicles Aerial Vehicles at Low or above are far enough off the ground to increase the range the element spots at and is spotted at. Check the following table to see the effect of the various height bands.

Height Effect LOW Add 5cm to the spotting and Shooting distance. MEDIUM Add 50cm to the spotting and Shooting distance. HIGH Add 150cm to the spotting and Shooting distance.

F.2.3.4 – Example 1 of Visual Spotting A spotter moving at COMBAT SPEED is trying to spot an X class target moving.

Looking at the Modifiers table we can see that Moving at COMBAT SPEED will give a shift of down 1 row and the target moving will give a shift of up 1 row. Thus the shifts will cancel out and stay on the X row. Giving us 150/100, meaning the target will automatically be spotted at up to 100cm and could be spotted at up to 150cm on a 6+.

F.2.3.5 – Example 2 of Visual Spotting A spotter is STATIONARY and has its engine turned off. They are is trying to spot an M class target moving and firing its 20mm autocannon that has just appeared on the edge of a wood. The spotter used Noise detection to detect the targets direction last turn.

Looking at the Modifiers table we can see that the following modifiers apply

Target in Cover = Down 1 Row Target Direction Detected by Spotter = Up 1 row Target Moving = Up 1 Row Target Fired Heavier Weapon = Up 2 rows

Over all this gives up 4 rows and down 1 = up 3 rows. Going up 3 rows from the M row puts up between the L and X rows. Giving us 120/80, meaning the target will automatically be spotted at up to 80cm and could be spotted at up to 120cm on a 6+.

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F.2.4 - Maximum Observation The following table gives the maximum distances that an element can either see into (or be within the edge of to see out) depending on conditions, vision equipment and terrain. The distances for looking at or out of the edge of a terrain feature are as per the visibility conditions.

F.2.4.1 – Maximum Observation Table VISUAL EQUIPMENT VISIBILITY CONDITION

None WL SL IR II LLTV TI1 TI2 TI3 TI4 Clear Daylight 250 NE NE NE NE NE 200 200 200 200 Moonlit Night 5 10 50 50 100 150 200 200 200 200 Moonless Night 1 10 50 50 50 50 200 200 200 200 Dawn/Dusk/Overcast 12.5 - 25 25 50 50 200 200 200 200 Looking Into/Through Partial Smoke / Dust 50 5 50 50 25 50 50 200 200 200 Base Ejected Smoke -/1 -/1 -/1 -/1 -/1 -/1 25 100 200 200 White Phosphorous Smoke -/1 -/1 -/1 -/1 -/1 -/1 25 100 200 200 IR Blocking Smoke -/1 -/1 -/1 -/1 -/1 -/1 -/1 -/1 -/1 -/1 Fire Zone* 50 10 50 50 50 50 -/1 -/1 50 100 Looking Into/Out of Cover 1** 1** 1** 1** 1** 1** 2** 2** 2** 2** Along Road In Woods/BUA 10 10 10 10 10 10 12 12 12 12 Weather Conditions Light Rain Or Light Snow 100 10 20 -/1 -/1 50 25 25 25 25 Mist Or Rain Or Snow 50 8 10 -/1 -/1 -/1 -/1 -/1 -/1 -/1 Heavy Rain Or Heavy Snow 25 5 5 -/1 -/1 -/1 -/1 -/1 -/1 -/1 Fog Or Sandstorm 2 3 3 -/1 -/1 -/1 -/1 -/1 -/1 -/1 Note: COVER = Woods/Bush, BUA, etc.

BUA = Built Up Area. -/1cm = Not Possible unless the enemy is within 1cm when they can be spotted on a d10 roll of 6+) NE = No Effect. WL = White lights. (Maximum range 125cm125cm125cm125cm) SL = Searchlight. (Maximum range 250cm) IR = Infra-red night fighting equipment. II = Image Intensifying equipment. LLTV = Low Light Television. TI# = Thermal Imager. (See F.2.5 – Types of Thermal Imager (TI)) * The area that has explosions in it at the time an observation is attempted (Ground Burst HE, HE Bombs,

HE Rocket pods, APS fire zones and suppressive fire zones). ** Elements can see 2cm looking Into/Out of cover if the target of the spot fired a weapon of 12.7mm calibre

or larger OR fired a weapon with back blast.

An element looking out of cover within the distance given above can see outside the cover up to the normal maximum for that type of equipment. Or to put it another way if you are within 1cm of the edge of a wood and have II on a clear moonlit night you’ll be able to see 99cm outside the wood for a total of 100cm (maximum II can see on a moonlit night).

F.2.5 – Types of Thermal Imager (TI) Though thermal imagers are primarily a night-time aid they can be used in the day to aid observation. TI can only be used if the element using it was either stationary or moving USING COMBAT SPEED and the target was within visibility arc.

There are 4 types of TI covered in the rules. TI1 – Very early TI. Sees well at night, but struggles with cover, smoke and fire zones. TI2 – Early TI. Sees well at night and into smoke. Improves sight in cover, but still struggles with fire zones. TI3 – Improved TI. See well in most conditions but still has some problems with fire zones. TI4 – Modern TI. Sees well is most conditions and the best at seeing though artillery zones.

The type of TI the element has (if any) is listed on the DATASHEET.

F.2.6 – Commanders Independent Sight (CIS) A full commander's independent sight allows the commander to spot a target, track it, calculate a fire solution, lay the gun on the target and fire it. Effectively this allows the commander to become a second gunner. There have been systems which do some or all of these fitted to tanks through the period covered.

To take into account these almost CIS systems the rules cover them by having several types as follows.

F.2.6.1 – No CIS The vehicle has no CIS. The commander can only spot when the vehicle is turret down (see E.5.1 – Turret Down).

This is shown on the DATASHEET by the CIS box having a – in it.

F.2.6.2 – Basic CIS A Basic CIS allows the commander to spot at any time from under armour. However the commander cannot do the full solution, lay the gun etc and so must direct the gunner onto the target.

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The vehicle has 2 spots each turn the first for the gunner and the second for the commander. Always check for the gunner first and then the commander. The commanders and gunner can try to spot different targets.

This is shown on the DATASHEET by the CIS box having a type of night fighting in it prefixed with a b.

F.2.6.3 – Full CIS A Full CIS allows the commander act as a gunner allowing either him or the gunner to spot a target and fire at it.

The vehicle has 2 spots each turn the first for the gunner and the second for the commander. Always check for the gunner first and then the commander. The commanders and gunner can try to spot different targets.

This is shown on the DATASHEET by the CIS box having a type of night fighting in it prefixed with an f.

F.2.6.4 – Handing off Targets When the commander of a vehicle with no CIS or basic CIS spots a target he can hand it off to the gunner in the next fire phase the gunner can fire in. The gunner must have a LOS to the target. The Target counts as located by the gunner. See F.2.3.1 – Visual Spotting Table for the effects of the target being located.

In some cases the commander may be able to spot what the gunner cannot see (i.e. the commander has TI and the Gunner only II) in this case the commander can’t hand off the shot, but could still use the spot to request artillery or aircraft support.

F.2.7 - Loss of Visual Spot Once a target has been spotted visually that spot is only lost if one of the following situations occur

• The target went out of sight in your opponents LAST bound. • The observer went out of sight during your current bound. • The observer attempts to spot another target (and is NOT infantry or has a CIS). • The observer reacts to missile fire. • The observer is destroyed. • The observer leaves a vehicle.

F.2.8 - Target Size All elements have been given a letter to show their size.

Vehicles have 4 sizes for front or rear, side, hull down and Turret Down.

Helicopters and VTOL Aircraft have 3 sizes for front or rear, side and pop up.

Some infantry (mainly missile equipped) have 2 sizes for before set up (N) and ready to fire (RD).

Other aircraft have 2 sizes, Front/Rear and Side.

All other elements have only 1 size aspect.

There are six sizes as follows: EXTRA LARGE (X) E.g. Western MBTs LARGE (L) E.g. Russian MBTs MEDIUM (M) E.g. Recce vehicles SMALL (S) E.g. Infantry with heavy weapons VERY SMALL (V) E.g. Infantry TINY (T) E.g. One or two man teams

F.2.8.1 - Hull Down Hull down is where an AFV exposes as little as possible and still be able to fire (see E.5 - Hull Down And Turret Down for how to go hull down). If an AFV is dug-in or touching a contour it counts its hull down aspect to any enemy observers beyond.

F.2.8.2 – Ready Missiles Once ATGMs and shoulder launched AAGWs are set up they will often be easier to spot than when they were being carried and the crew must stand or sit and are thus a larger target In any turn an infantry element has set up ATGMs or shoulder launched AAGWs they count as their ready to fire size.

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F.3 – ELECTRONIC SPOTTING Electronic Spotting is using Electronic means to determine the exact position of a target to such a degree that the target can be fired at directly. However it is harder to be sure the target is friendly and thus friendly fire is more likely (see F.7.1 – Spotted to see what an electronic spot allows you to do.

F.3.1 – AA Radar (AAR) Spot AA radar is the general term for FCR and Spotting Radar. It can spot Aerial Targets.

F.3.1.1 – AAR Spotting Procedure Use the following step-by-step procedure to Spot a target:

1. Nominate the Spotter and its target. 2. Ensure there is a Line of Sight to the target (see F.1.1 - Line Of Sight (LOS)). 3. Check the distance to the target to ensure the AAR is in range (see F.3.1.2 – Maximum AAR Range). 4. See F.3.1.3 – AAR Spotting Roll to determine if the target is located.

F.3.1.2 – Maximum AAR Range AAR can spot Vehicles at up to 250cm.

F.3.1.3 – AAR Spotting Roll AAR can be used spot Aerial targets electronically by rolling a d10 on the following table.

Target Height Roll Required NOTE 8+ Contour 4+ LOW or Higher* 1+ * If there are no modifiers to the roll the spot is automatic and no roll is required.

Modifier to Required roll number Effect Per Level of FCR -1 Per level of AA RADAR Jamming +1

F.3.2 – Millimetric Radar Spotting (MMR) MMR can spot stationary or moving Vehicles.

F.3.2.1 – MMR Spotting Procedure Use the following step-by-step procedure to Spot a target:

1. Nominate the Spotter and its target. 2. Ensure there is a Line of Sight to the target (see F.1.1 - Line Of Sight (LOS)) 3. Check the distance to the target to ensure the MMR is in range and not too high (see F.3.2.2 – Maximum

MMR Range and Height). 4. See F.3.2.3 – MMR Spotting Roll to determine if the target is located.

F.3.2.2 – Maximum MMR Range and Height MMR can spot Vehicles at up to 250cm provided the spotter and target are on the ground, at NOTE or CONTOUR height.

F.3.2.3 – MMR Spotting Roll MMR can be used spot vehicles electronically by rolling a d10 on the following table.

Target Roll Required Moving Vehicle 1+* Stationary Vehicle 3+ * If there are no modifiers to the roll the spot is automatic and no roll is required.

Modifier Effect Per cm into woods +1* Per cm into BUA +2* Per level of MMR RADAR Jamming +1 *Round up, thus if an element is in a wood there will always be a +1 modifier and if the target is in a BUA there will always be a +2 modifier. Likewise if an element is 1.5cm into a BUA round up to 2cm and add +4 to the required roll.

F.3.2.4 – MMR Missiles Each Missile may attempt to spot 1 target.

If the missile spots the target using MMR the firer doesn’t need to visually spot the target to be able to fire.

The MMR missiles can only be fired if a MMR spot is made either by the missile or by an Aerial Element using an MMR to spot.

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F.3.2.5 – MMR mounted on Aerial Elements The Aerial Element may make up to 16 MMR spots.

The Aerial Element may remain behind cover only showing its popup size and still spot using MMR.

Each successful spot can be used to fire 1 or more MMR missiles at the target. The Missiles can be fired by any BMS equipped vehicle which has MMR missile. The fired missiles don’t need a line of sight to the target at the time they are launched. However there must be a secure communications link, see D.5.6 – Transmission Security.

F.3.3 – Anti Radar Spotting Anti Radar missiles can spot enemy Radars from a long way off the table meaning the carrying aircraft doesn’t need to enter the table.

The missile can make try to spot up to 5 active radars needing to roll a 6+ on a d10 to spot.

The spotting player should state which radar he is spotting roll and then roll to see if the spot is successful. Once a successful spot is achieved the player stops spotting and is ready to fire (see O.4.8 – Anti RADAR Missiles)

Anti Radar Spots can only be used for firing Anti Radar Missile.

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F.4 – LOCATION Location is when you have enough info to know the position of an element, but not to the degree needed to fire directly at it. See F.7.2 – Located to see what a location allows you to do.

The following equipment can be used to locate an enemy element on the table. On and off table artillery elements can be located by other means see (N.6.4.4 – CB Location).

F.4.1 – Ground Surveillance Radar (Shown As GSR on DATASHEETS) Vehicle mounted GSR can be used if the vehicle is moving using COMBAT SPEED or is stationary provided the GSR is not mounted on a mast. If mounted on a mast the vehicle must be stationary.

Infantry GSR must have set up to be used (see E.5.5 – Moving out of Hull Down to fire).

Each GSR equipped element may make 1 GSR location attempt per turn.

Bad weather conditions, time of day and smoke have no effect on a GSRs ability to detect.

F.4.1.1 – GSR Location Procedure Use the following step-by-step procedure to locate a target:

1. Nominate the locator and its target. 2. Ensure there is a Line of Sight to the target (see F.1.1 - Line Of Sight (LOS)) 3. Check the distance to the target to ensure the GSR is in range and not too high (see F.4.1.2 – Maximum

GSR Range and Height). 4. See F.4.1.3 – GSR Location Roll to determine if the target is located.

F.4.1.2 – Maximum GSR Range and Height GSR can spot Moving targets provided the spotter and target are on the ground, at NOTE or CONTOUR height.

A GSR can sense moving infantry up to 100cm away and anything bigger up to 250cm.

F.4.1.3 – GSR Location Roll

Target is located on a d10 roll of 6+. It can locate targets on the edge of cover and heavy cover but cannot locate them if within the cover. GSR cannot see through Cover or heavy Cover.

GSR cannot see into or through Fire Zones (Ground Burst HE, HE Bombs, HE Rocket pods, APS fire zones and suppressive fire zones).

Add one to the number required for each point of Radar jamming that effects GSR.

Note: - When used to correct for Artillery fire the GSR tracks the shell before it enters the top of the fire zone and thus GSR can still be used for artillery correction.

F.4.2 – BMS If the locator has BMS it can locate any enemy element already located or spotted by any other friendly BMS equipped. However there must be a secure communications link, see D.5.6 – Transmission Security.

F.4.3 – Radio If the locator has a Radio it can locate any enemy element already located or spotted by any other friendly Radio or BMS equipped. However there must be a secure communications link, see D.5.6 – Transmission Security. Because of the possible confusion caused by converting a radio map position to a real map position increase the base number by 2.

F.4.4 – Moving Target inside Cover A moving element which up to 3cm into cover can be located if it is within Auto Spotting range provided night and weather conditions (see F.2.4.1 – Maximum Observation Table) would permit a spot of the target.

F.4.5 – Moving Target along Road in Woods/BUA A moving element which up to 13cm along a road in Woods/BUA can be located if it is within Auto Spotting range provided night and weather conditions (see F.2.4.1 – Maximum Observation Table) would permit a spot of the target.

F.4.6 – Target Spotted Using Visually Guided Missile Spotting Elements spotted using visually guided missile spotting (see H.12.4 – Visually Guided Missile Spotting) count as located by the element that fired the visually guided missile missile.

F.4.7 – Radio Interception Location If an element has Radio Interception equipment and provided the type of radio in use allows interception (see D.5.6 – Transmission Security) an attempt can be made to intercept radio transmissions.

One location attempt can be made per message sent.

Roll a d10 to intercept radio messages. Type Roll On table communications 10 Between off table and on table 9

Modifiers Minus your EW level -1 if sender using AR Communications Plus Enemy EW level +1 if sender using MDR Communications

If the intercept is successful the sender is located by the intercepting element.

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Example Your EW level 4, enemy EW level 3 and the sender is using AR radio. If you tried to intercept an on table communication you’d need to roll 10 – 4 (Your EW level) +3 (Enemy EW level) -1 (Sender using AR communications) = 8 or more to locate the sender.

F.4.7.1 – Reading the Radio Interception Message

If the intercept is successful it may be possible to determine the contents of the message but this is difficult.

Roll a d100, on a roll of 100 the exact details of the message sent to the unit must be given to the intercepting player. Modify the required roll by subtracting your EW level.

Example Assuming you make the intercept roll above your roll for working out what the message says is 100 – 4 (Your EW level) = 96 on a d100

F.4.8 – Radar Interception Location Either an aircraft or a vehicle can carry radar intercept equipment.

One location attempt can be made per turn.

It will detect any transmitting radars, identifying the type of transmitter and its location on a roll of 10 on a d10. Modify the required roll by subtracting your EW level and adding the enemies EW level.

F.5 – NOISE DETECTION Noise detection is a form of Direction detection which can also be used for communications. See F.7.2 – Direction Detect to see what a direction detection allows you to do.

To be able to detect noise a unit must be one of the following. 1. Infantry not firing. 2. Vehicle with engine turned off and not firing. (See C.3.3.3 - Engine Off)

F.5.1 – Noise Detection Procedure Use the following step-by-step procedure to see if an element can hear noises.

1. Check F.5.3 – Noise Category Table to and determine how many elements are within Drown Out range. 2. Check F.5.5 – Complete Drowning Out to see if there is so much noise it completely drowns out any useful hearing. 3. If noise isn’t completely drowned out check F.5.6 – Drowning Out and F.5.7 – Noise without Drowning out to see

what the element can hear.

F.5.2 – Noise Levels Within the rules there are 2 levels of noise.

1. Noise that drowns all other noise out. 2. Noise that can be heard and the direction its coming from determined.

F.5.3 – Noise Category Table Category Type of Noise Drowns Out Heard At

1 Small Arms* Fire OR Stationary Vehicle with engine running 3cm 15cm

2

ATGW Fire OR Noise Signals** OR Vehicle that's just started its engine OR Weapons fire <=40mm Calibre

6cm 30cm

3

Fire Zone OR*** Vehicle destroyed in this bound or last Helicopters or Propeller driven aircraft at Low OR Moving Vehicles OR Weapons fire >40mm Calibre

9cm 45cm

4 Helicopters or Propeller driven aircraft at Contour OR Jet Aircraft at Low

12cm 60cm

5 Helicopters or Propeller driven aircraft at NOE OR Jet Aircraft at Contour

15cm 75cm

* Small Arms are weapons with a calibre of less than 12.7mm, except snipers firing at 15cm or less (where a silencer will be in use). ** See D.5.2 – Noise Signals. *** Area fire target, Suppressing fire zone, Artillery fire, Bombing Zone or Rocket pod Zone.

NOTE: It’s not possible to hear infantry or Vehicles with their engine turned off unless they fire or use noise signals.

F.5.4 – Noise Sources Each element (friendly and enemy) making one of the above types of noise is as a Noise Source.

If an element is making more than one type of noise from the table its noise category is the higher numbered one otherwise it’s the one it doing.

F.5.4.1 – Example of Element making multiple Noises A Vehicle has just started its engine and is firing a 90mm gun.

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Starting an engine is a Category 2 noise.

Firing a 90mm gun is a Category 3 noise.

Thus the vehicle counts as making a category 3 noise as that is the highest category.

F.5.5 – Complete Drowning Out If there is more than one Noise Source within drowning out range of the listener they can hear lots of noise but can’t determine which direction any of it is coming from.

If friendly Noise Signals are within Drowning Out range they will still be heard and understood. If they are outside Drowning Out range Noise signals cannot be heard and won’t be acted on.

F.5.6 – Drowning Out If there is only one Noise Source within Drowning out range the listener can hear that one noise and determine the direction the noise is coming from.

If friendly Noise Signals are within Drowning Out range they will are heard and understood. If they are outside Drowning Out range but within Heard At range they may be heard. Roll a d10 and on a 6+ the Noise signals can be heard and acted upon. On a lower roll Noise signals cannot be heard and won’t be acted on.

F.5.7 – Noise without Drowning out

F.5.7.1 – Too Many Noises If any of the following are true there are too many noises to make out which direction most of them are coming from.

Within Number of Noise Sources with in Heard At Range 5cm 5 Source or more 10cm 10 sources or more 20cm 20 sources or more

In this situation the listener can hear the nearest noise and determine the direction that noise is coming from.

If friendly Noise Signals are the closest noise they will be heard. If not the closest noise but still within Heard At range they may be heard. Roll a d10 and on a 6+ the Noise signals can be heard and acted upon. On a lower roll Noise signals cannot be heard and won’t be acted on.

F.5.7.2 - Otherwise The listener can hear and determine the direction of the nearest Noise source in each of the Noise Categories.

If friendly Noise Signals are within Heard At range they will are heard and understood.

F.5.8 – Effect of Hearing a Noise Source The listener knows which type of noise it can hear.

F.5.8.1 – Hearing an Aerial Vehicle The element can go onto AA overwatch and stop if the player wants it too without having to change its orders.

F.5.8.2 – Hearing a Missile Fired The element can go onto ATGM overwatch and stop if the player wants it too without having to change its orders.

F.6 – DIRECTION DETECTION There are a number of things a target element can do which will give away the direction to from a tracking element but not its exact position. This is known as Direction Detection within the rules. See F.7.2 – Direction Detect to see what a “direction detection” allows you to do.

F.6.1 – Fire at Night Small arms (weapons with a calibre of less than 12.7mm) fire can be seen at up to 100cm, except snipers firing (who will be using a flash suppressor) which can only be seen at up to 15cm. Other weapons fire can be seen at 250cm. If an element fires at night but can’t be spotted a direction detector can detect the direction of the firer by the gun flash provided smoke and weather conditions (see F.2.4.1 – Maximum Observation Table) would permit a spot of the target.

F.6.2 – Lights at Night White Light (WL) can be seen at up to 125cm. Searchlights (SL) can be seen at up to 250cm. If an element uses lights at night but can’t be spotted a direction detector can detect the direction of the lights provided smoke and weather conditions (see F.2.4.1 – Maximum Observation Table) would permit a spot of the target.

F.6.3 – Missile Spotted If a missile is visually or electronically spotted in flight by the target (see H.8 - THREAT DETECTION) the direction to the launcher is also detected by the missiles spotter.

F.7 –LEVELS OF DETECTION EFFECTS Each level of detection allows different things to be done. An element can do up to 3 of these provided its main gun is only used once either for firing at the enemy, firing smoke rounds or firing illumination rounds in each fire phase.

F.7.1 – Spotted A target spotted using MMR spotting (see F.3.2 – Millimetric Radar Spotting (MMR)) can be fired at with MMR missiles.

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Targets spotted in other ways can be fire at using Direct (see G: DIRECT FIRE) or Area Fire (see J: AREA FIRE) or the spotter can carry out any of the actions listed under Located or Direction Detected below.

F.7.2 – Located The locator can do any of the following.

1. Can call indirect fire on the target if allowed. (See N.4 - REQUESTING A FIRE MISSION). 2. Can call an air strike on the target if allowed. (See O.7 – REQUESTED AERIAL ELEMENTS). 3. Can use suppressive fire against the target. (See J.5 - SUPPRESSIVE FIRE) 4. Can carry out any of the actions listed under Direction Detected below.

Additionally this will give a bonus to spot the target visually.

F.7.2 – Direction Detected The direction detector can do any of the following.

1. Can use suppressive fire against whole of the frontage of the first piece of terrain in sight in the direction the target is detected in. (See J.5 - SUPPRESSIVE FIRE)

2. Attempt to use Illumination flare to get a better detection on the target. (See F.8 - ILLUMINATION FLARES). 3. Use smoke to block the line of sight of the target. (See F.9 – USING SMOKE). 4. Use a Fibre Optic Missile to attempt to spot the enemy (See H.12.4 – Visually Guided Missile Spotting). 5. Turn on white light or search lights (if available). 6. If the target detected is in the direction detectors front arc there is a bonus to spotting.

If the direction has been detected using noise detection the listener will also get a bonus to spot any other enemy element making the same category or higher of noise within 5cm.

Additionally this allows the element to bring the detected element into its front arc at the end of the current phase as follows.

F.7.2.1 – Infantry Turning The element it can be turned to so the detected element is just within its front visibility arc.

The infantry counts as stationary.

F.7.2.2 – Non Turreted Vehicle Turning The whole vehicle can be turned so the detected element is just within its turrets front visibility arc.

The vehicle counts as stationary if the turn is 45 degrees or less otherwise it counts as stationary for being spotted and moving for its own spotting and firing.

F.7.2.3 – Turreted Vehicle Turning Outside Restricted Terrain The turret can be turned to bring so the detected element is just within its turrets front visibility arc.

This can either be done by turning the models turret or using one of the arrow counters at the end of the rules.

The visibility arcs for the vehicle are now worked out for direction the turret is facing not the direction the vehicle is facing.

The vehicle counts as stationary.

F.7.2.4 – Turreted Vehicle Turning Inside Restricted Terrain Neither the vehicle nor the turret can be turned as the terrain stops this.

See F.2.2 – Visibility Arcs for details on restricted terrain.

F.8 - ILLUMINATION FLARES Illumination Flares give daylight conditions to anything inside or outside looking into the illumination zone. However as the light is not perfect they suffer the modifiers shown in F.2.3.1 – Visual Spotting Table. IINF and LLTV systems looking into or through an illuminated zone do not work. The zone sizes and durations can be seen in the following table:

F.8.1 – Illumination zones sizes and duration Type Size Duration Infantry Illumination Grenades* 2cmx2cm 1 Turn

Direct Fire Illumination Flares (Tank guns, LAWs etc)

Less than 80mm = 10cm x 10cm 80-119mm = 15cm x 15cm 120mm and over = 20cm x 20cm

1 Turns

Indirect Illumination Flares Less than 80mm = 15cm x 15cm 80-119mm = 25cm x 25cm 120mm and over = 40cm x 40cm

1 Turns

Aircraft parachute flares and MRLS 50cm x 50cm 2 Turns * Maximum range for Infantry Illumination Grenades is 3cm.

F.8.2 – Illumination of Located or Spotted Targets As the exact position of the target is known the firer can fire Direct Flares at the targets position or call for Mortar, Artillery or aircraft flares on the targets position.

F.8.2.1 – None Artillery Illumination Direct fire, Infantry Grenades and Aircraft dropped flares are always fired singly.

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F.8.2.2– Artillery Illumination Fire Types To keep things relatively simple and only 4 types of fire can be used. These have been taken from the US army Artillery Manual. Type Layout 1 Round

2 Rounds Range Spread

2 Rounds Lateral Spread

4 Round Spread

F.8.2.3 – Other Guns in the Same Battery It takes 1 gun to fire each round (they need to keep up a constant stream of rounds to keep the zone lit. The turn after the Illumination rounds are on target other guns in the same battery can be used by the same AOO to fire missions at targets within the illumination zone provided the target is no more than 20cm from the target point of the illumination zone.

The fire zone will need to be reduced in size for fewer guns firing (see DATASHEET).

The other guns in the battery can ONLY be used by the same AOO.

F.8.3 – Illumination of Direction Detected Targets Because the detector only knows the direction to the target in order to illuminate the target they will have to fire Direct Fire flares or request Arty/Mortar/Aircraft flares in a pattern.

F.8.3.1 – Number of rounds fired Direct fire, Infantry Grenades and Aircraft dropped flares are always fired singly.

Artillery fire uses the types listed above, but the player doesn’t pick the type of fire to use.

The AOO will determine how many round s will be fired based on the situation. Because they’re unsure of exactly what they are facing roll on the following table. See above for definitions. Roll Number of rounds 1-3 1 4 2 Range Spread 5 2 Lateral Spread 4 4 rounds

F.8.3.2 – Illumination Pattern Procedure Use the following step-by-step procedure to fire or request flares in a pattern.

1. Determine where the firer will start their pattern and which direction the pattern will take (see below). 2. Fire or request a flare at the range from the firer/requestor along the direction the target was detected along

this turn. 3. Fire or request a flare at the next range from the firer/requestor along the direction the target was detected

each turn until one of the conditions list below occurs. 4. If a target hasn’t been spotted while firing the pattern the player may start a new pattern starting the new

pattern as shown below and continuing in the opposite direction to the original pattern 5. Repeat 2 & 3 6. If a target still hasn’t been spotted no more illumination rounds can be fired or requested. It’s assumed that

the target has moved on and any further flares would be wasted.

Notes The Red Cross marks the target point.

Lateral spread is parallel to the player’s baseline

Range Spread is away from the player’s baseline

In the 2 round spread types the squares are overlapped so that each covers ½ of the other.

In the 4 round spread the squares are overlapped so that each one covers ¼ of the opposite square and ½ the other 2 squares.

Yellow areas are where 2 rounds overlap.

Orange is where 4 rounds overlap.

See visual spotting (F.2.3.1 – Visual Spotting Table) for the importance of the overlaps.

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F.8.3.3 – Determine Start and Direction of Illumination Pattern Roll a d20 and consult the following table to determine start point and direction.

Roll Start Point Direction Start Point Next Pattern 1-2 Minimum Range Away from Firer/Requestor Not Possible* 3-4 40cm** Towards Firer/Requestor 25 +FPM 5-6 40cm** Away Firer/Requestor 25 -FPM 7-9 60cm Towards Firer/Requestor 50 +FPM

10-12 60cm Away Firer/Requestor 50 -FPM 13-14 80cm Towards Firer/Requestor 75 +FPM 15-16 80cm Away Firer/Requestor 75 -FPM 17-18 100cm Towards Firer/Requestor 100 +FPM

19 100cm Away Firer/Requestor 100 –FPM 20 150cm Towards Firer/Requestor 150 +FPM

* Next pattern is not possible go to step 6 in the sequence. ** Or minimum if that’s larger.

Distances are from Firer/Requestor.

If the Detection was done using Noise Detection (see F.5 – NOISE DETECTION) the player may add or subtract up to 3 to the roll, however not below 1 or above 20. This represents the element having a better idea of the general range of the noise due to how load it is.

If using Infantry Illumination Grenades they will only be thrown on a roll of 1 or 2, but remember the modifier for noise detection above.

Illumination Zone Minimum Range 1 round or 2 round lateral Spread

Minimum Range 2 round Range Spread or 4 rounds

Fire Point Movement (FPM)

10cm x 10cm 12cm 22cm 20cm 15cm x 15cm 17cm 32cm 30cm 20cm x 20cm 22cm 42cm 40cm 25cm x 25cm 27cm 52cm 50cm 40cm x 40cm 42cm 82cm 80cm 50cm x 50cm 52cm 102cm 100cm

F.8.3.4 –Illumination Pattern end Conditions 1. The firer spots a target. 2. The firer cannot see any part of the last illumination zone they fired/requested. 3. The next round will be fired or requested beyond 250cm. 4. The next round will illuminate the firer/requestor 5. The last round was fired or requested at the table edge.

F.8.3.5 –Table Edge If the next round would be fired off the table it should be fired at the table edge instead.

F.8.3.6 –Number of flares Available Each vehicle and battery in reality only carries a few flares, in game terms tracking this is difficult thus for game purposes treat all elements as having unlimited rounds if they are equipped with them on the DATASHEET.

F.8.3.7 –Example 1 of Firing Flares in a Pattern A tank fires its 120mm gun on a moonless night.

There is an AOO 87cm Away who is equipped with II and has an LOS. Checking F.2.4.1 – Maximum Observation Table we can see that the AOOs II cannot see beyond 50cm. Thus while the firing flash can be seen (see F.6.1 – Fire at Night) the target cannot be seen, thus the AOO has a Direction Detection but no spot.

The player who owns the AOO decides to call in Illumination Flares from a battery of 152mm Guns he has available.

The player checks and finds the OP feels a single round is probably enough.

The player checks to see where his first Illumination flare will be requested to land. He rolls a 6 on a d20 and checks on F.8.3.3 – Determine Start and Direction of Illumination Pattern and discovers the AOO thinks the flash was at about 60cm from them or maybe a bit further out.

The AOO calls and gets the artillery battery and requests 1 flare 60cm from them along the direction the enemy was detected along. As the zone for a 152mm illumination round is 15cm radius they will be able to see anything between 45 and 75cm from the AOO. Alas this means the flare doesn’t illuminate the enemy tank.

The next turn he calls in the next round 60cm+the FPM from himself. FPM for a 15cm Radius round is 30cm so he calls it at 90cm, which being almost above the tank will illuminate it.

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F.8.3.8 –Example 2 of Firing Flares in a Pattern (Using Noise Detection) On a moonlit night an enemy helicopter moves to within 67cm at NOTE of a friendly engine off tank which is equipped with illumination rounds but with no night fighting equipment.

Checking the visual spotting rules its impossible for the tank to spot the helicopter however looking at the noise detection rules F.5 – NOISE DETECTION) it’s determined that the Tank can hear the helicopter.

The player decides to try to illuminate the helicopter with illumination rounds.

The player checks and finds the OP feels a single round is probably enough.

The player them rolls a 19 on F.8.3.3 – Determine Start and Direction of Illumination Pattern to see where the first illumination round should be fired.

Normally this would mean the first round would be fired at 100cm and subsequent ones would be fired moving away from the tank. Clearly this isn’t a good idea as the helicopter is at 67cm!

However because this direction detection is via noise the player can add or subtract up to 3 to the roll. So he could make the roll anything from16 to 20. Looking at the options 20 and 16 both move subsequent flares away from the firer, which will be no good so the player chooses to go for an 18. This means the first shot will be at 100cm and subsequent will be towards the firer.

When the first round is fired at 100cm and the area from 90 to 110cm from the tank will be illuminated.

The second round will be fired at 100-FPM = 80cm and the area from 70 to 90cm from the tank will be illuminated.

The third round will be fired at 80-FPM = 60cm and the area from 50 to 70cm from the tank will be illuminated and if the helicopter hasn’t moved will illuminate it.

F.8.4 – Air Support and Illumination flares At night any aircraft entering the table carrying bombs must be tested to see if it is carrying Parachute flares.

Roll a d10 and check on the following table Roll Number of bombs replaced by flares 1-5 None 6-9 1 10 2

F.8.5 – Infrared Illumination flares These act like normal Illumination flares with the following exceptions.

1. II and LLTV are not blinded by them 2. Only elements with IR, II, LLTV or TI (of any type) can see the light they give off and thus only they can benefit from

the daylight conditions but looking into them they still suffer the modifiers shown in F.2.3.1 – Visual Spotting Table.

F.9 – USING SMOKE Smoke can be used to block the LOS from a detected (spotted, located or direction detected) target. This can done in a number of ways. See F.10 – SMOKE for details on smoke.

1. Smoke Discharges and Smoke Grenades - These can be fired in the direction of the detected target. 2. Smoke Generators, Smoke Canisters and Smoke Pots- These can turned on provided the current wind will blow the

smoke in the direction of the detected target. 3. Direct Fire Smoke rounds from main guns, smoke mortars or UAMs. See below for details on using these. 4. Indirect Artillery Smoke and be requested. See below for details on using these.

F.9.1 – Blocking LOS of Located or Spotted Targets with DF or Indirect Smoke As the exact position of the target is known the detector can fire direct smoke rounds or call for indirect smoke anywhere between the detector and the target provided it will block that LOS.

F.9.2 – Blocking LOS of Direction Detected Targets with DF or Indirect Smoke As the exact position of the target is not known the detector can fire Direct smoke rounds at 10cm from their own position along the line of the detection, call for indirect smoke 20cm from their own position along the line of the detection or roll a d20 on the following table to see where the crew thinks it would be a good range to fire or request smoke at. Roll Direct Fire* Indirect fire 1-4 10cm 20cm 5-8 20cm 30cm 9-12 30cm 40cm 13-16 40cm 50cm 17-18 50cm 60cm 19-20 60cm 70cm * includes smoke mortars and UAMs

If the range rolled is out of LOS the fire will be at the last point with LOS along the direction the detection has been made along. Generally this will either be the first piece of terrain encountered or the table edge.

If the Detection was done using Noise Detection (see F.5 – NOISE DETECTION) the player may add or subtract up to 3 to the roll, however not below 1 or above 20. This represents the element having a better idea of the general range of the noise due to how load it is.

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F.10 – SMOKE/DUST Smoke is used to conceal movement on the battlefield, or for target marking. Dust is caused by vehicle movement and artillery or air strikes on dry ground and loose sand when it is not raining. Dust also conceals targets and movement on the battlefield in a similar way as smoke does.

There are several types of smoke/dust 1. Partial Smoke/Dust 2. Full Smoke 3. IR Blocking Smoke

There have been attempts to create Radar blocking smoke however as none seem to have entered service these aren’t included here.

There are several means of delivery as follows. 1. Artillery fired smoke 2. Element laid smoke 3. Device laid Smoke 4. Smoke From Burning Vehicles 5. Dust generated by moving vehicles 6. Dust generated by artillery or air strikes on a target

Details of each of these and when they can be used are listed in detail below. Note that not much dust is caused by smoke rounds and the effect of dust during smoke missions may be ignored.

F.10.1 – General Smoke/Dust Effects Smoke and dust has 2 effects.

1. It makes in hard to see targets, see F.2.3.1 – Visual Spotting Table and F.2.4.1 – Maximum Observation Table for details.

2. It makes it harder to move, see E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE.

Elements observe ring using TI normally will be less effected that those without depending on the type of TI in use.

F.10.1 – Partial Smoke/Dust This is a thin area of smoke which obscures the target.

F.10.2 – Full Smoke This is a think blanket of smoke that blocks sight completely unless observer is using TI.

Observers that already had the target in sight may fire in the next fire phase adding the SMOKE EVADE modifier.

F.10.3 – IR Blocking Smoke When this smoke screen which includes particles which block TI visual spotting.

It may be full or partial depending on wind condition.

When it is a full smoke screen it acts like a normal full smoke screen except it also affects elements spotting with TI.

When it is a partial screen it acts in all ways as a partial screen.

As with Full Smoke observers that already had the target in sight may fire in the next fire phase adding the SMOKE EVADE modifier.

F.10.4 – Artillery fired Smoke This can either be preplanned or be requested in the situations covered in F.7 –LEVELS OF DETECTION EFFECTS above. To request smoke fire the player should following the sequence detailed in N: ARTILLERY SUPPORT for opportunity fire.

Any guns in a battery not being used to fire smoke may be called on the same target by the same AOO.

The other guns in the battery can ONLY be used by the same AOO.

The fire zone will need to be reduced in size for fewer guns firing (see DATASHEET).

F.10.4.1 – Smoke Tiles Three sizes of smoke tiles are used. These are used to create larger smoke screens. The sizes are as follows.

Sizes 1cm x 1cm Dust generated by normal vehicles 2cm x 2 cm Dust generated by Extra Large vehicles (X) 2cm x 1cm Smoke Dischargers 2cm x 2cm Used for batteries with calibres up to 99mm and Smoke Grenades 2.5cm x 2.5cm Used for batteries with calibres between 100mm and 154mm 3cm x 3cm Used for batteries of 155mm and over, for MRLS launchers and Smoke Generators.

See W. COUNTERS & ZONES for printing smoke zones (and dust zones) which can be used for marking smoke screens. These can be enhanced by adding cotton wool to them which helps make the table look better. You may wish to cut out standard lengths to fit you battery size.

F.10.4.2 – Smoke Zones All batteries which can fire smoke will have a fire zone size listed on their entry in the DATASHEET.

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F.11.4.2.1 – Non MRLS Artillery Smoke and Dust Zones A tile size is listed and is the size for a single smoke round. Each weapon in the battery may fire 2 rounds in a turn. Both rounds must form part of the same smoke screen. Dust caused by HE explosions during a Non MRLS artillery bombardment use the same size dust tile as smoke rounds.

F.11.4.2.2 – MRLS Artillery Smoke and Dust Zones A tile size (3cm) and a number of tiles wide and deep are listed. This is the size for a single launcher. Each launcher in the battery may fire once. Because each launcher fires many rounds at a time the zones are bigger than for a single none MLRS weapon firing. Dust caused by HE explosions during an MRLS artillery bombardment must use the same size dust tile and number of dust tiles as listed.

F.10.4.3 – Smoke Screens When more than more than one smoke round or launcher is fired at a location the smoke zones are combined side by side so as to form a larger zone.

As with all artillery fire the screen can be rotated to any angle however if the smoke is not parallel or in line with the wind this does complicate things.

When combining the smoke zones they must either form a straight line.

If a battery shoots and scoots (see N.6.4.5 – Shoot and Scoot) each gun in the battery may only fire 1 smoke tile otherwise they each may fire up to 2.

F.10.4.4 – CEP and Smoke Zones A single CEP roll is made to determine the centre of the start of the smoke zone and the smoke tiles laid out around and away this point.

F.10.4.5 – Wind Extension and Removal of Smoke or Dust Smoke and dust will tend to extend in the wind direction. As it does additional smoke tiles, the same size as the original tile or tiles are used. Each new tile is placed 1,2, 2.5 or 3cm downwind from the last smoke tile or tiles placed.

Both Non MLRS and MRLS created screens only extend by TILES.

While smoke lasts a number of turns it is not all removed at once. Once the burn time completes smoke should continue to extend but additionally the number of smoke zones show under Remove in the following table should be removed each turn until there are none left. Add the drift before the removing any zones. The smoke area is when there are no zones left after removal (see example below).

Not that the 1st turn of burn is the turn the smoke lands or when the dust is generated.

When extending or removing from a screen placed directly in line with the wind only extend the tile farthest from the wind and remove the tiles closest to the wind

See the table below for how different types of smoke/dust extend and are removed in different wind speeds (see B.1.8 – Wind Speed). Wind Speed Smoke Type Burn Time Extend Remove No Wind BES 4 turns None Roll d10 each turn on 6+ remove 1* WPS or IRB 3 Turns None Roll d10 each turn on 6+ remove 1* DUST 1 Turn None Remove after 1 turn Light Wind BES 4 turns 1 Per Turn 3 Per Turn WPS or IRB 3 Turns None 2 Per Turn DUST 1 Turn 1 Per Turn 1 Per turn Normal Wind BES 4 turns 2 Per Turn 6 Per Turn WPS or IRB 3 Turns 1 Per Turn 3 Per Turn DUST 1 Turn 2 Per Turn 2 Per Turn Strong Wind BES 4 turns 3 Per Turn 12 Per Turn WPS or IRB 3 Turns 1 Per Turn 6 Per Turn DUST 1 Turns 3 Per Turn 3 Per Turn *Roll once for all friendly smoke screens BES = Base Eject Smoke WPS = White Phosphorus Smoke IRB = IR Blocking Smoke In Very Strong Wind Smoke and Dust cannot form.

F.10.4.6 – Smoke Density Wind Strength also effects how well smoke screen form. Dust is just considered partial throughout.

To determine how dense each part of the smoke is it is split into 2 parts in the following table. 1. Smoke added this turn – This is the smoke added by drifting (see above) this turn. 2. Existing smoke – smoke that existed before this turn.

Wind Speed Smoke Type Added this turn Existing Smoke No Wind BES Full Full WPS or IRB Full Full Light Wind BES Partial Full WPS or IRB Full Full Normal Wind BES Partial Full WPS or IRB Full Full

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Strong Wind BES Partial Partial WPS or IRB Partial Partial In Very Strong Wind Smoke cannot form

F.10.4.7 – Examples of Smoke Zones

Four rounds of smoke from non MRLS battery. Extension is show as it would occur in a normal wind with Bes Smoke.

Arrow shows the CEP point and the wind direction in each example.

Four rounds of smoke from non MRLS battery. Extension is show as it would occur in a light wind with Bes Smoke.

Smoke Zone for an MRLS with DATASHEET details of W2xD2. Drift is show as it would occur in a normal wind with Bes Smoke.

2 launcher Smoke Zones combined for an MRLS with DATASHEET details of W2xD2. One zone is grey the other Brown to show how they combine

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F.10.4.8 – Examples of Smoke Drift and Removal

F.10.5 – Element laid Smoke

Elements may only lay smoke when travelling at combat speed.

F.10.5.1 – Smoke Dischargers (SD and SDV) Smoke Discharges are banks of smoke launchers which fire a small WPS smoke screen which are used to block enemy lines of sight to the firing vehicle.

SDV are Smoke dischargers equipped with Vehicle Infra-Red Self Screening (VIRSS). This is IR blocking smoke; see F.10.3 – IR Blocking Smoke. The player can order all elements to load their SDV with WPS rounds at the start of the game instead of their normal IRB smoke rounds. If this order is given then all reloads will also have to be WPS. While not quite realistic this rule makes it easier to track who has which smoke rounds loaded with IRB and who has WPS as its all or nothing.

A vehicle can use its SD/SDV in phase 2.3, 2.4 or 2.6 if Situation Where you can fire It comes under fire SD/SDV is fired forwards if this is the only reason to fire them An alarm goes off SD/SDV is fired forwards if this is the only reason to fire them If ordered to do so at the start of the game any direction as detailed in the orders If F.7 –LEVELS OF DETECTION EFFECTS allow it to

See F.9 – USING SMOKE

The screen uses the special 2cm x 1cm smoke tile placed touching the front of the firing vehicle.

It burns for 1 turn and acts as per F.10.4.5 – Wind Extension and Removal of Smoke and F.10.4.6 – Smoke Density in all other ways.

Once fired SD and SDV require reloading before they can be used again. It takes a turn stationary and not firing to reload.

Turn 1 4 Partial

Turn 2 4 Full 4 Partial

Turn 3 8 Full 4 Partial

Turn 4 12 Full 4 Partial

Turn 5 12 Removed 4 Full 4 Partial

Turn 6 12 Removed 4 Partial were added then removed

Turn 1, 4 Partial

Turn 2, 4 Full, 2 Partial

Turn 3, 6 Full, 2 Partial

Turn 4, 8 Full, 2 Partial

Four rounds of smoke from non MRLS with a light Wind

Turn 5, 6 Removed, 4 Full, 2 Partial

Turn 6, 6 Removed, 2 Partial

Turn 7, 4 Removed 2 Partial were added then removed

4 rounds of smoke from non MRLS with a Normal Wind

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F.10.5.2 – Smoke Generators (SG and SGV) Smoke generators are basically injected fuel into the exhaust; this creates a Bes smoke Screen.

The vehicle turns on the generator in the movement phase and provided it hasn’t moved more than 20cm it gives a SGV are Smoke generator which have been modified to create a Vehicle Infra-Red Self Screen (VIRSS). This is IR blocking smoke; see F.10.3 – IR Blocking Smoke. SGV cannot be swapped for SG as the modification is permanent.

SG and SGV can be turned on for up to 5 turns and there must be a gap of at least 5 turns before they are turned on again after they’ve been turned off (to stop engine flooding).

A vehicle can use its SG/SGV in phase 2.3, 2.4 or 2.6 if 1. It comes under fire 2. An alarm goes off 3. If ordered to do so at the start of the game

It can also use it if the smoke will block the LOS and F.7 –LEVELS OF DETECTION EFFECTS allow it to.

F.10.5.2.1 – Using SG/SGV While Moving

If the vehicle is moving 3cm smoke tiles are placed along the route it took this turn.

With both types the smoke forms a partial smoke screen. It counts as burning for the turn it’s laid and acts as per F.10.4.5 – Wind Extension and Removal of Smoke and F.10.4.6 – Smoke Density in all other ways

Elements follow an element will be moving through partial smoke and so will be affected by E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE.

One tile is placed for each full 3cm moved by the vehicle up to a maximum of 6 tiles. These are placed starting at the back of the vehicle depending on the speed of the vehicle. The first tile is placed so the centre of the edge touching the vehicle touches the centre of the vehicle (see examples below).

If only 1 tile is place and there is no wind then the tile counts as a full screen. In Very Strong Wind Smoke cannot form

Example of placement of SG/SGV screen along a tanks route with the tank moving >=18cm and <30cm.

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F.10.5.2.2 – Using SG/SGV While Stationary If the vehicle is stationary 3cm smoke tiles are placed to form a smoke screen extending down wind from the rear of the vehicle. This starts as several tiles long and extends and is removed as shown in the following table. It counts as burning until it’s turned off and acts as per F.10.4.6 – Smoke Density in all other ways. Wind Speed Starts As Extend Remove No Wind 1 Tile None Roll d10 each turn on 6+ remove 1 Light Wind 1 Tiles 1 Per Turn 3 Per Turn Normal Wind 2 Tiles 2 Per Turn 6 Per Turn Strong Wind 3 Tiles 3 Per Turn 12 Per Turn In Very Strong Wind Smoke cannot form

F.10.5.3 – Aerial Element Smoke Generators These work exactly like the smoke generators listed in F.10.5.2 – Smoke Generators (SG and SGV) above with the following exceptions.

1. Up to 20 smoke tiles are placed behind the Aerial Element. 2. The smoke zone create is a full screen.

Smoke can only be laid by Aerial Elements as NOTE.

F.10.5.4 – Smoke Grenades Infantry may use smoke grenades. An infantry element can use smoke grenades in phase 2.3, 2.4 or 2.6 if Situation Where you can fire It comes under fire A Grenade is fired forwards if this is the only reason to fire them If ordered to do so at the start of the game any direction as detailed in the orders If F.7 –LEVELS OF DETECTION EFFECTS allow it to

See F.9 – USING SMOKE

The screen uses the 2cm smoke tile placed up to 2 cm from the infantry element.

It counts as Bes smoke, burns for 2 turns and acts as per F.10.4.5 – Wind Extension and Removal of Smoke and F.10.4.6 – Smoke Density in all other ways.

Example of SG left on for 2 turns with normal wind blowing in the direction of the arrow.

Turn 1, 2 partial tiles placed. Turn 2, 2 more partial tiles are placed and the 2 from last turn become full Turn 3, 2 more partial tiles are placed then 6 tiles are remove as the SD has been turned off.

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F.10.5.5 – Direct Fire Smoke Any weapon with smoke rounds may fire them direct.

A vehicle can use direct fire smoke in phase 2.3, 2.4 or 2.6 if Situation Where you can fire It comes under fire Smoke is fired forwards if this is the only reason to fire them An alarm goes off Smoke is fired forwards if this is the only reason to fire them If ordered to do so at the start of the game any direction as detailed in the orders If F.7 –LEVELS OF DETECTION EFFECTS allow it to

See F.9 – USING SMOKE

The screen uses the smoke tile applicable to the weapons calibre (see F.10.4.1 – Smoke Tiles). They have a maximum range of 100cm.

It counts as Bes smoke, burns for 2 turns and acts as per F.10.4.5 – Wind Extension and Removal of Smoke and F.10.4.6 – Smoke Density in all other ways.

F.10.5.6 – Direct Fire Smoke Rockets There are rocket pods fitted to Aerial Elements which fire WPS rockets.

They are fired as direct fire smoke above except that the smoke is WPS not Bes.

F.10.6 – Device laid Smoke

F.10.6.1 - Smoke Pots Each pot produces BES smoke screen using the 3cm smoke tile and burns for 15 turns and is usually used in defence. In all other ways it acts as per F.10.4.5 – Wind Extension and Removal of Smoke and F.10.4.6 – Smoke Density.

F.10.6.2 - Smoke Canisters These are smaller than pots and are usually mounted on vehicles (e.g. 1991 Gulf war Challengers). They produce a FULL smoke screen as per a smoke generator (see F.10.5.2 – Smoke Generators (SG and SGV)) and burn for 10 turns. Once started they cannot be turned off, they must burn out

F.11 – KNOWN ENEMIES An enemy element is known about by a unit if it meets one of the following criteria.

1. It has been spotted or located by any element within the unit. 2. The unit has been told about the enemy by another unit.

An enemy element is known to an element if it meets one of the following criteria. 1. The unit the element is part of knows about the enemy element. 2. The element has spotted or located the enemy.

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G: DIRECT FIRE G.1 - INTRODUCTION

Direct fire is gun, autocannon, Light Anti-tank Weapon (LAW) or Anti-tank guided missile (ATGM) fire at an ARMOURED TARGET by any weapon of at least 12.7mm in calibre, which uses either kinetic or chemical penetration to destroy it.

Fire at infantry, soft vehicles and buildings is covered in AREA FIRE (see J: Area Fire) except when using Fuel Air Explosive from an ATGW or LAW (see G.8 - FUEL AIR EXPLOSIVE on ATGWs and LAWs).

Under command Aerial Elements at NOTE and Contour can either be fired at with Direct fire, Area fire or AA fire. The player may choose which to use as some will be better than others in different situations. Requested Aerial Elements are deemed to be moving too fast to be targeted by Direct or Area fire.

Vehicles may fire at 1 target. Each extra turret (see F.2.1.2 – Extra Turrets) and Remote Controlled Turret (see F.2.1.3 – Remote Controlled Turrets) on a vehicle may fire at 1 target (which doesn’t have to be the same target as the vehicles main Weapons).

Each vehicle, extra turret and Remote Controlled Turrets can fire once as either area fire or direct fire in each fire phase.

Infantry may area fire at one target and direct fire up to two different LAWs at one other target in each fire phase.

Elements may only fire at targets they have spotted (see F.7.1 – Spotted) and which aren’t in the dead ground of the firing element (see below).

G.1.1 – Dead Ground In some situations elements will find it impossible to depress or elevate their weapons to bring them to bear on a target they wish to fire at.

To determine if an element is affected by dead ground you will first have to determine if the element is firing down, up or on the flat.

Elements firing down will be firing towards a target that is on a higher contour than them.

Elements firing up will be firing towards a target that is on a higher contour than them.

Elements firing on the flat will be firing towards a target that is on the same contour as them.

G.1.1 – Depression Dead Ground Element will be affected by Depression Dead Ground if they are firing down in the following situations.

1. They are Hull Down 2. They are in a building firing at someone outside the building. 3. They are an Aerial Element flying and LOW or above.

G.1.2 – Elevation Dead Ground Element will be affected by Elevation Dead Ground if they are firing up in the following situations.

1. They are firing at Infantry and are not moving uphill towards them. 2. They are firing a ground Vehicle and are not moving uphill towards them. 3. They are firing at an aerial target.

G.1.3 – Weapon Dead Ground Table Depression Class of Gun Marked on DATASHEET Depression Dead Ground Elevation Dead Ground Limited Depression (Ld) 20 cm per Contour 5 cm per Contour Normal None 10 cm per Contour 5 cm per Contour High Angle* (HA) 2 cm per Contour None

*Infantry elements, ATGW and SAM always count as High angle.

Dead ground is measured from the element.

G.2 - DIRECT FIRE PROCEDURE Use the following step-by-step procedure to hit armoured targets:

1. Test to see how many elements spot the targets you wish to fire at.

2. Allocate Firers to targets (see G.2.1 – Allocating Fire).

3. For each shot, find the firer on the DATASHEET and cross-reference the weapon (and ammunition type) against the range in the DIRECT FIRE TARGETING section to give the basic number required to hit; if your element is moving using COMBAT SPEED use the number in brackets.

4. Modify the basic chance by the “DIRECT FIRE TARGETING MODIFIERS” in the middle left of the DATASHEET of the DATASHEET.

5. Roll a d20. If the modified number or greater is rolled then the target has been hit (But see notes d-f below).

6. If the target has been hit check to see if it was penetrated and any damage (see note g below and I: Penetration And Effects).

The following points apply: a) You should make all spots for a target unit for all units firing at that target for all types of fire before moving on to

work out if friendly fire occurs.

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b) Fire in the players turn (phase 2.4) is at targets in LOS.

c) Enemy react fire (phase 2.3) is at targets in LOS or moved out of sight THIS TURN (firing at any point in its movement and if destroyed it is brought back to that point).

d) A hit target is always suppressed.

e) A natural roll of 1 always misses.

f) If the final to hit number is 30 or more the target cannot be hit.

g) If the final to hit number is between 21 and 29 and a natural 20 is rolled on the d20 roll a d10 and add it to the 20 already rolled and subtract 1 to determine if the target is hit.

h) A natural roll of 20 which hits (see note f) adds 1 to the penetration of the hit.

G.2.1 – Allocating Fire How fire is allocated against a unit depends on if the firers have BMS or not. However to use BMS there must be a secure communications link, see D.5.6 – Transmission Security. Make one test for the unit before allocating fire using the worst situation for the unit and if the transmission isn’t secure treat the unit as not having BMS.

Note: - All fire of all types (Direct, Area and AA) are allocated AT THE SAME TIME, thus BMS allows you to fire once at each target, not once per type.

G.2.1.1 – Allocating Fire without BMS Elements without BMS must allocate all shots against a given unit before any fire takes place.

This may mean you waste shots as you’ve allocate two against one target and the first one kills it, but reflect the confusion that can occur on a battlefield.

G.2.1.2 – Allocating fire with BMS BMS allows units to be more flexible in allocating fire.

Each target in a unit can be fired at once.

Then all other BMS equipped elements are allocated to surviving targets in the unit.

G.2.1.3 – Allocating fire with a mix of elements with and without BMS All the Non BMS equipped elements are allocated before any fire occurs.

Then the BMS equipped elements fire once per target (which could kill the non BMS equipped elements targets.

Then all other BMS equipped elements are allocated to surviving targets in the unit.

G.2.1.4 – Examples of allocating fire In Phase2.3 a Soviet company of 10 T-55s is visually spotted by an M1 company with 17 tanks and a M901 platoon of 4 Missile vehicles.

Without BMS The player allocates 2 M1s each to seven of the enemy T-55s, 1 tank to the eighth T-55 and 2 M901s to each of the last 2 T-55s.

The player then rolls for each of the M1 and waits until Phase 2.6 to fire his M901s.

All with BMS One M1 fires at each of the T-55 and of the 10 shots 5 kill; leaving 5 T-55s alive.

There are 7 M1s and 4 M901s that haven’t fired yet so the player allocates Two M1s to the first T-55, Two M1s and an M901 to the second T-55 and an M1 to and an M901 to each of the other 3 T-55s.

The player then rolls for each of the M1 and waits until Phase 2.6 to fire his M901s.

M1s with BMS and M901s without BMS (i.e. a Mix) The player first allocates the M901s as they don’t have BMS. One M901 is allocated to each of 4 T-55s.

Then the player fires 10 of the M1s at the T-55s (One M1 per T-55) and gets 5 kills again. Alas this includes 3 on the M901 vehicles targets.

This leaves 5 T-55 one of which has a missile aimed at it and 7 M1s to allocate.

The player Allocates 2 M1s each to 3 of the T-55s and 1 M1 to the four T-55, leaving the M901 as the only firer against the last T-55.

The player then rolls for each of the M1 and waits until Phase 2.6 to fire his single M901.

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G.3 - TARGETING MODIFIERS The following points apply to the targeting modifiers on the DATASHEET:

• Second shot modifier counts for the second and all subsequent shots.

• The movement modifier is for each 10cm and part of 10cm moved. Though fire can take place at any point in a targets move include the whole moving modifier (this represents the speed of the target).

• Came into and went out of sight modifier is for targets that appeared/disappeared to both players this turn.

• TI refers to the gun sight or missile controller/designator. If the target deploys SDV count “SMOKE EVADE (NO TI)” even if TI equipped.

• If a target deploys smoke in its movement phase only observers that had ALREADY SEEN IT or can see through the smoke may engage it, counting the relevant modifier.

• If the target has a Laser Jammer (LJ) this is used to confuse the firing element laser making it harder for the firer to hit the target. If the weapon the firer is using is listed as (LFC+) then it has a laser as part of its fire control and will be affected by a Laser Jammer on the target.

• Active Defence System (APS) comes in a number of forms. See G.13 – ACTIVE PROTECTION SYSTEM (APS) for full details.

G.4 - WEAPON SYSTEMS The following weapon systems can be used in direct fire mode:

G.4.1 – Weapon Systems Table WEAPON SYSTEM

DETAILS

Machineguns Machineguns cannot penetrate armour but are used in area fire. See J: Area Fire. Heavy machineguns (HMG) 12.7mm and 14.5mm HMGs can penetrate thin armour. Autocannons Autocannons are fast firing guns (20mm+). Guns Guns are slower firing, can have a HE effect. Light AT weapons (LAW) All infantry anti-tank weapons have been grouped under LAWs. A section can carry up to 2

and they mostly use CE to kill. They can be used in area fire (some having special rounds) but are relatively close range weapons.

Recoilless rifles (RCL) RCLs include low-pressure guns and are short-range weapons firing CE rounds. Anti-tank guided missiles See H: ANTI-TANK GUIDED MISSILES (ATGMs). Others There are several non-dedicated weapons that can be used in direct fire (e.g. AGLs, Gun-

Mortars, grenades etc).

G.5 - ARCS OF FIRE AND VEHICLE ASPECTS The following illustration gives the size aspects of a vehicle for observation and armour levels:

There is an imaginary cross, centred on the vehicle that gives 4 arcs and an observer will be in one of these arcs.

A target can only be engaged if it is the front arc and the main weapon of the vehicle is fixed (prefixed with f on Datasheets). If a target is out of firing arc the vehicle must turn to face it in its next movement phase.

SIDE

SIDE

45°

45°

FRONT

45°

45°

REAR

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G.6 - MOVEMENT Elements which are stationary or moving using COMBAT SPEED may spot and engage a target(s). Elements moving using TRANSIT SPEED may spot a target(s) BUT cannot fire.

Moving targets engaged in the react fire phase 2.6 may be hit at any point in their move by guns, autocannons or Light Anti-tank Weapons (LAWs). Moving targets engaged by ATGMs can be hit either at the end of their move or at the point where they went out of sight.

Fire in any other phase is at the targets current position.

A target destroyed by guns, autocannons or LAWs is returned to the point where it was engaged (so in effect the firer can choose where the target dies) and if destroyed by ATGMs in its current position or where it went out of sight.

Any personnel that dismounted in the move or managed to escape are placed at the rear of the vehicle where it died (see E.4.1 – Exiting a Vehicle).

G.7 - FIRING EXAMPLE A U.S. M1A2 “Abrams” moving using COMBAT SPEED is firing an APFSDSDU round at a moving Russian T-80U at a range of 75cm (1500m). Looking at the DATASHEET the base chance to hit at 75cm, whilst using COMBAT SPEED, is 10 (75cm falls in the “ up to 100cm” column in the targeting section and the using COMBAT SPEED number is given in brackets).

The modifiers to hit are: Target’s size is L. No Modifier “Per 10cm target moved” (the T-80U moved 5cm). +2

The final roll required to hit is 12 or higher on a d20.

If the basic number was 20 then the final number would be 22.

This would require a natural roll of 20 followed by a roll of 3 or more on a d10.

G.8 - FUEL AIR EXPLOSIVE on ATGWs and LAWs Fuel Air Explosive (FAE) is an exception to the normal rules. All fire using FAE is direct fire. All direct fire rules G.2 through G.7 for none ATGWs and H.2 through H.9 for ATGWs are followed however any hit is an automatic kill.

Because FAE is considered a chemical weapon permission must be given at the highest level before its use is authorised. To reflect the political effects of using FAE the firer gets no points for kills achieved using FAE.

G.9 – LARGE AHEAD ROUNDS 120mm or larger AHEAD rounds can be programmed to fire the AHEAD darts in a specific direction. Such round can be fired above the target and then use the AHEAD darts to attack the target from above. When this option is used roll on H.10.1 – Top Attack Table to determine which part of the target is hit.

G.10 – ELEMENTS FIRING FROM WITHIN BUILDINGS AND BUNKERS Infantry and soft vehicles which fire Infantry AT Weapons or ATGW from within building or bunker risk harming themselves from the flames which come out of even those weapons listed as without back blast unless the building has been prepared for defence (see R.3.1 – Infantry Entrenchments Table). Roll a d20 against the following table each time such an element fires.

G.10.1 – Back Blast Danger Table Weapon Type Firer Suppressed on Firer Destroyed on Soft launch 20 - Without BB 15-18 19-20 With BB 11-16 17-20

G.11 – ATTACKING FROM ABOVE Shots fired down from a high angle may hit the top of the target rather than the aspect fired at. Such shots will be resolved by rolling on the H.10.1 – Top Attack Table.

To qualify as a high angle shot the target must be closer than half the number of contours up that the firer is and the fire must be with a direct fire weapon.

Example: - An infantry section is 4 contours up in a building and a tank is in the street below 1.5cm away. Half 4 contours is 2. As the tank is within 2cm a LAW fired by the infantry will attack from above and a roll a made on the top attack table.

Additionally so direct fire weapons (mainly infantry AT ones) attack from above, these are shown on the Datasheet and again use the top attack table mentioned above.

G.12 – DIRECT FIRE AT AERIAL ELEMENTS Aerial Elements can be engaged with any type of direct fire, however as they are more elusive targets than normal ground targets; So if the Aerial Element isn’t hovering or landed the Aerial Elements evade modifier is added to the “to hit” roll.

If the Aerial Element is armoured then the weapons penetration must beat the Aerial Elements armour. See I: Penetration And Effects. If the Aerial Element isn’t armoured any hit destroys it.

G.13 – ACTIVE PROTECTION SYSTEM (APS) These started off as system to stop missiles hitting a vehicle but have improved to the point where some are capable of tumbling APDSFS rounds and even artillery rounds (or so the makers claim).

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They do however have a down side; they can be lethal to other nearby elements which are normally friendly. For example in the recent war in Lebanon an Israeli M113 was shredded by the APS killing the crew and the infantry mounted within. It appears that the combination of APS fire and missile shrapnel can cause casualties over a wide area.

G.13.1 – Turning on APS At the start of a game the player must choose if all APSs will be turned on or left off. If nothing has been written in the orders the APS systems will be on.

Once the choice is made it cannot be changed.

G.13.2 – APS Danger Area When APS fires it creates a 5cm long x 2cm wide fire zone extending away from the firing vehicle along the line the fire is coming from. The zone should be places so that it touches the firing vehicle but doesn’t cover any part of the firing vehicle.

Any element caught within this zone may be destroyed.

Roll a d20 for each element under the zone and check the following table to see the effect. INFANTRY VEHICLE (Top Armour)

OPEN COVER OHC 0 1 2 3 4+ S K S K S K S K S K S K S K S K 11 16 14 19 16 21 9 14 14 18 16 19 18 20 20 21

G.13.2.1 – Example of APS Danger Zone

G.13.3 – APS Effects If turned on these react automatically to any incoming threat they are capable of engaging.

If the APS is effective against the fired weapon add on the “to hit” modifier shown on the DATASHEET for the type of APS in use.

G.13.3.1 – APS 1 These are effective against ATGW and LAW unless the weapon is

1. VA(D) & VD(D) 2. Fired from above (see G.11 – ATTACKING FROM ABOVE)

G.13.3.2 – APS 2 These are effective against all ATGW, LAW, Artillery rounds, Bombs and Rocket Pods.

G.13.3.3 – APS 3 These are effective against ATGW and LAW unless the weapon is

1. VA(D) & VD(D) 2. Fired from above (see G.11 – ATTACKING FROM ABOVE)

They are also effective against APFSDS and APFSDSDU rounds.

G.13.3.4 – APS 4 These are effective against all ATGW, LAW, Artillery rounds, Bombs and Rocket Pods.

They are also effective against APFSDS and APFSDSDU rounds.

G.14 – DIRECT FIRE AT BUILDING OPENINGS If an infantry element is spotted within a building the spotter may attempt to fire a direct shot through one of the doors or windows of the building.

This can be done with any direct fire weapon including ATGWs that isn’t Top Attack (see H.10 - TOP ATTACK MISSILES).

The firer attempts to hit the opening as a stationary tiny target with an additional +3 to hit and using all other direct fire modifiers that apply.

If the shot hits all infantry in the building must make an escape test as if they were in a vehicle that was destroyed (see I.6 - ESCAPING A DESTROYED VEHICLE). If they survive the test they remain in the building. The roll is made on the applicable row for the type of ammunition used by the firer. Against FAE test as if the building was a vehicle without NBC.

If it misses the infantry and the building are unaffected.

An interesting note is the time the Israeli army attempted to show off this tactic to journalists they managed to fire the ATGW used (TOW) straight through the door... of the house 3 doors up the street.

Missile flight Direction

APS Fire Zone

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H: ANTI-TANK GUIDED MISSILES (ATGMs) H.1 - INTRODUCTION

This section covers all ATGMs and includes laser designated artillery rounds and air launched missiles.

To fire an ATGM the launcher must be either 1. A stationary ground element 2. An under command Aerial Element that moved using COMBAT SPEED up to 25cm. 3. A requested Aerial Element However, if the missile is designated by another source, is self homing or an requested aircraft launched missile then the launcher may move up to full COMBAT SPEED.

ATGWs cannot be fired within woods, but can be fired from the edge of woods.

Most ATGMs use CE to penetrate armour.

The DATASHEET gives an ATGMs minimum and maximum range, base chance of hitting a target, the rate of fire (ROF), guidance and command system, warhead type, armour penetration value, area fire value and any other details.

H.2 - ATGM PROCEDURE ATGMs may only be fired in the react fire phase of the opponent’s turn. Use the following step-by-step procedure to hit a target with an ATGM:

1. Nominate the firer and its target, measure the distance and check to see if it has been spotted (see F: Detection). 2. Check the ROF rating for number of missiles fired and number of targets. 3. Mark the firer and Target to show who is firing at whom. 4. The target has a chance to spot the threat and react to the missile in phase 2.6. 5. If the missile is still inbound on the target find the ATGM on the DATASHEET and cross-refer the missile against the

range in the DIRECT FIRE TARGETING section to give the basic number required to hit. 6. Modify the basic chance by the “DIRECT FIRE TARGETING MODIFIERS” in the middle left of the DATASHEET

of the DATASHEET. 7. Roll a d20 per target. If the modified number or greater is rolled then the target has been hit (but see notes b-d below). 8. If the target has been hit check to see if it was penetrated and any damage (see I: Penetration And Effects).

The following points apply: a) A hit target is always suppressed. b) A natural roll of 1 always misses. c) If the final to hit number is 30 or more the target cannot be hit. d) If the final to hit number is between 21 and 29 and a natural 20 is rolled on the d20 roll a d10 and add it to the 20

already rolled and subtract 1 to determine if the target is hit. e) A natural roll of 20 which hits (see note d) adds 1 to the penetration of the hit. f) The missiles minimum range is always taken from the launcher. g) If the target has moved in to the missiles minimum range or out of its maximum range treat it as having made a cover

evade. h) If the missiles controller is destroyed the missile is lost unless the missile is self-homing; which carry on as normal.

H.3 - ATGM CONTROL AND GUIDANCE There are currently four methods of missile control and several methods of guiding the missile. The following tables give these methods.

H.3.1 – ATGW Control Methods Table

CODE CONTROL METHOD CONTROL DETAILS EXAMPLE

M Manual Command to Line Of Sight

(MCLOS)

First Generation ATGMs are wire guided by a controller (up to 100m away from the launcher) who tracks both missile and target and directs the missiles’ flight by a control lever.

AT-3 “SAGGER”

S Semi-Automatic Command to Line Of

Sight (SACLOS)

Improved first and second Generation ATGMs have the operator with the launcher (or can be controlled by a TV link) and the tracking and flight corrections are automatic.

MILAN

A Automatic Command to line Of Sight (ACLOS)

Improved second and third generation ATGMs usually have some sort of designation. The controller just keeps the sight on the target and the missile homes in automatically.

HELLFIRE

F Fire and Forget

The latest ATGMs are locked on to a target and once fired are self-homing on to the target.

JAVELIN

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H.3.2 – ATGW Guidance Methods Table CODE GUIDANCE

METHOD GUIDANCE DETAILS EXAMPLE

W Wire guided

Controller commands missile through a wire. AT-3 “SAGGER”

WIR Infra-red wire guided Controller sends commands through a wire with the aid of an IR flare at the back of the missile.

AT-4 “SPIGOT”

LB Laser Beam riding Controller aims a laser at the target and the missile rides the beam to the target.

AT-11 “SNIPER”

LD Laser Designated Controller aims a laser at the target and the missile detects the reflected laser light that’s bouncing off the target.

AT-11 “SNIPER”

R Radio guided

Controller commands missile with radio signals. AT-6 “SPIRAL”

S Scanning Infra-red A Fire & Forget missile, using an IR seeker to home in on the target.

JAVELIN

M Millimetric Radar

Either a Fire & Forget missile, which uses a Radar seeker or an ACLOS missile controlled by the launchers radar in LOS.

HELLFIRE L

F Fibre-Optic Guided

Controller commands missile through a fibre-optic wire. FOG-M

H Hyper-Velocity Missile A Fire & Forget missile which is fired as a direct fire weapon in phase 2.3. The target has no chance of spotting or reacting to the threat.

LOSAT

H.4 - SPECIAL WARHEADS The following is a list of the special warheads that are available: • Precursor (P) An extension to the warhead to make ERA react prematurely. • Tandem (T) A small warhead in front of the main warhead to remove the ERA. • Vertical Attack (VA) Top attack missile that hits roof armour. • Vertical Dive (VD) Direct attack missiles or CLGP that arrive from a high angle. • Twin (TW) A top attack missile with two warheads (2 hits on target). • High Explosive* (HE) Proximity-fused with blast effect against soft targets or Aerial Elements. • Fuel Air Explosive FAE (or thermobaric). See G.8 - FUEL AIR EXPLOSIVE on ATGWs and LAWs. • Jam resistant (JR) Halve any jamming, chaff or flare modifiers (round down). • Multi-Purpose* (MP) This warhead has limited penetration but with increased HE effect. • Precision Jammer (PJ) See Q.3 – RADIO And RADAR JAMMING. • Anti-Aircraft (AA) The missile has a better chance of hitting Aerial Elements.

*Firing MP or HE missiles at soft targets treat as Area Fire (see J: Area Fire). If the result is no effect then the missile is deemed to have landed harmlessly nearby.

H.5 - RELOADING MISSILES Missile loads are given on a DATASHEET as ready missiles and in brackets as reloads.

Infantry half sections can carry 3 reloads.

Reloading takes place in the player’s bound, ready to be fired in the opponent’s bound.

Suppressed elements cannot reload unless under armour (i.e. M901).

Launchers with multiple missile mounted (i.e. Striker) take 2 turns to reload.

Gun Launched missiles can be fired instead of the guns normal Ammo. They cannot use normal ammo in the same fire phase that they fire missiles.

H.6 - MISSILE RATE OF FIRE (ROF) Most launchers fire one missile at one target. Some of the latest generation ATGMs can ripple fire at one or more targets.

Laser Designated (Guidance LD see above) missiles can be ripple fired one per designator.

Missiles have a rate of fire as follows: • 1 One missile at one target. • 2 Two missiles at one target. • M Multiple targets can be engaged depending on the number that precedes the M (e.g. AH-64D with Longbow

has a ROF of 16M and can engage sixteen targets simultaneously).

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H.7 – REMOTE LASER WEAPON GUIDANCE If remote guidance is used the firer may be behind cover unless they are guiding a missile themselves.

H.7.1 – Who Can Guide Laser Weapons This depends on the type of weapon being designated.

H.7.1.1 – LB Guidance Weapons Any element which carries LB Guided missiles or a Laser Designator (LD) can guide LB guided weapons.

H.7.1.2 – LD Guidance Weapons Any element which carries Laser Designator (LD) can guide LD guided weapons.

H.7.2 – Restrictions on Guiding Weapons The designator must be in communication with the firer (see D.5 - COMMUNICATION) via Hard Wired Telephone Link, radio, ABMS or BMS in PHASE 2.2 of you opponent bound or be the firer of the missile.

The target must be in the front arc of the firer.

H.7.2.1 – Restrictions on Guiding LB Weapons The guider must be within 45° of the line between target and firer.

H.7.3 – Guiding off table weapons Rounds such as Cannon Launched Guided Projectiles (CLGPs), Laser guided bombs (LGBs) or Laser guided missiles that are targeted by an on table designator as resolved as ATGMs.

The target cannot have moved more than 30cm and only targets that have had a laser sensor set off an alarm may react.

H.7.3.1 – Artillery Fired Guiding Weapons Artillery launched rounds are deemed to have been fired in COMBAT PHASE 2.3 of your opponents bound and arrive in PHASE 2.6.

Each guider can guide 1 CLGP and each barrel in the firing battery can fire 1 CLGP.

H.7.3.2 – Aircraft Fired/Launched Guiding Weapons Aircraft launched bombs/missiles were launched in of your opponents PHASE 2.3 from a stand-off distance and the weapon arrives in PHASE 2.6.

H.8 - THREAT DETECTION The target of an incoming missile can test to spot either the launcher/guider using the normal observation method or the missile in phase 2.6. The target may only respond if it spots the threat, an alarm goes off or it is warned by another element in their Company that has seen the missile or launcher.

H.8.1 - Visual Spotting Of Threat For elements attempting visual spotting of an inbound missile use the following table.

Elements on ATGM OVERWATCH have a better chance of spotting but MUST respond to a missile fired at them or an element of their company by react firing at the launcher and/or warning the target of the threat.

Roll a d10 and score the required number or more to spot the missile.

A successful spot of the missile will give direction detection on the firer if the target is spotting the missile (see F.6.3 – Missile Spotted).

H.8.1.1 – ATGW Visual Spotting Table RANGE (in cm up to and including) OBSERVER

STATUS 10cm 25cm 50cm 100cm 250cm Moving using TRANSIT SPEED - 10 9 6 4 Moving using COMBAT SPEED - 9 8 5 3 STATIONARY - 7 6 3 2 ON ATGM OVERWATCH - 5 4 2 2 Modifiers -2 to die roll if out of arc -2 to die roll if observer suppressed

H.8.1.2 – ATGW Flight Height The height a missile flies at is important for spotting the missile and Fibre optic spotting (see H.12 – VISUALLY GUIDED MISSILES).

VD(D) and VD(OF) missiles fly at 5 contours above the ground or 1 contour above any terrain they must cross to get to the target which ever is higher.

All other types of missile fly at 2 contours above the ground or 1 contour above any terrain they must cross to get to the target which ever is higher.

H.8.1.3 – Examples of ATGW Flight Height

A helicopter pops up from behind a 13 contour block of flats and fires a VD(D) missile. As the missile is passing over a 13 contour high building it is deemed (for simplicity) to fly all the way to the target at 14 contours.

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H.8.2 - Electronic Spotting Of Threat Vehicles with electronic sensors may make a visual spot as well as using the sensor.

Sensors are on continuously; roll a d10 and if an alarm goes off it warns of the incoming threat.

A successful spot of the missile will give direction detection on the firer if the target is spotting the missile (see F.6.3 – Missile Spotted).

The following table gives the sensor types:

H.8.2.1 – ATGW Electronic Spotting Table COD

E SENSOR DIE ROLL

MISSILE TYPE SPOTTED NOTES

IRS INFRA-RED 4+ ALL The target and any sensors within 10cm of the target MUST test.

LS LASER 4+ LB and LD Only the target can test. Laser sensors will detect ALL lasers pointed at them including gun LRF’s.

AR ACTIVE RADAR

3+ ALL Only the target can test. Add any Radar Jamming to the required roll (EG 2 levels of jamming makes the roll 5+

H.9 - RESPONSE TO MISSILE THREAT If a target is aware it is under missile attack it may make ONE of the following responses (if it uses cover evade or manoeuvre evade it may not fire that turn):

H.9.1 - Counter Measures Most AFVs have a missile countermeasure these are listed below with the details on how to use them.

If an AFV is aware of the threat it may use its countermeasures to “put the missile off”.

If it has more than one countermeasure, the player may choose which one is used.

Flare Launcher (FL) and Aerosol Chaff (CH) require reloading before they can be used again. It takes a turn stationary and not firing to reload.

H.9.1.1 – Automatic Counter Measures If a vehicles countermeasures are prefixed with an “A” then it will fire off one automatically if an alarm goes off unless their orders say not to.

If there is more than one automatic counter measure on a vehicle the player must write in the unit’s orders which will be used. If nothing is written then the first loaded one listed on the DATASHEET will fire.

H.9.1.2 – ATGW Counter Measures Table CODE TYPE DETAILS

- Smoke Smoke may be used to try to put off the firer.

If the firer has been spotted see F.7.1 – Spotted.

If the missile is spotted the firer will be direction detected so see F.7.2 – Direction Detected.

FL Flare Launcher These dazzle the controller of an IR guided missile and decoy SIR missiles.

See “Flares###/Decoys/IR Jammer” row on the DATASHEET for details of the effect of flares

CH Aerosol Chaff These deploy aerosol chaff and effect MM, SAR or SIR missiles.

See “Aerosol Chaff###” row on the DATASHEET for details of the effect of flares IRJ Infra-Red Jammer These are better at dazzling IR missiles than the flare launcher.

See “Flares###/Decoys/IR Jammer” row on the DATASHEET for details of the effect of flares

FL and CH only last for a small part of the turn (just long enough to put off the missile).

Likewise IRJ is turned on only to put off the missile and is the turned off again.

Thus each only affects the one spotted missile.

H.9.1.3 - Cover Evade If a vehicle is stationary or moving using COMBAT SPEED and spots an incoming missile it may change its move to find cover within 10cm of its current position.

If the vehicle went out of sight of the missile controller this move it automatically counts the cover evade modifier.

H.9.1.4 - Manoeuvre Evade If a vehicle moving using TRANSIT SPEED (or using COMBAT SPEED/stationary vehicle that is not within 10cm of cover) spots an incoming missile it may attempt to dodge the missile at the last moment.

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H.9.1.5 - Reactive Fire If the launcher or designator has been spotted the vehicle may engage it in COMBAT PHASE 2.4.

H.9.1.6 - Ignore the Threat The target may be too busy to react to the threat and simply ignore it (unless it is on ATGM overwatch in which case it MUST react).

H.10 - TOP ATTACK MISSILES There are 4 types of Top attack missile. Type Name Details VA(OF) Vertical Attack

Over fly These are missiles which fly close to the ground and at the last minute climb just above the target and fire their warheads down into the target.

VA(D) Vertical Attack Dive

These are missiles which fly close to the ground and at the last minute climb higher and dive onto the target.

VD(OF) Vertical Dive Over fly

These missiles fly higher and fire their warhead into the target from above.

VD(D) Vertical Dive Dive

These missiles fly high and dive into their target attacking it from above.

Vertical attack missiles warheads can hit any part of the top of the target, where as vertical dive missiles tend to hit the aspect facing the launcher

Cannon Launched Guided Projectiles (CLGP) are fired and act like VD(D)

Some missiles have normal and top attack modes of attack. If you wish to use the top attack mode you MUST state you are doing so before firing otherwise it will be a normal direct attack.

If the target has overhead cover then there is a modifier to hit.

If the missile hits roll a d10 and consult the following table

H.10.1 – Top Attack Table DIE ROLL ASPECT

HIT 1-5 6-8 9-10 FRONT FRONT ROOF REAR DECK

SIDE SIDE ROOF REAR DECK REAR REAR REAR DECK ROOF

Notes: Use this table for other weapons firing from above See G.11 – ATTACKING FROM ABOVE. Rear deck is the engine area and has an armour value of 1.

Modify the die roll by –2 if VD or CLGP or AHEAD.

A Roof or Rear Deck hit against a helicopter automatically kills it.

For vehicles with no Rear Deck treat rear deck hits as Roof hits, such vehicles will be marked on the Datasheets.

(OF) and (D) affect how well AMD works against the missile see G.13.3 – APS Effects.

H.11 - ATGM RESOLUTION Once the target has attempted to spot the threat and has reacted roll to hit it, adding any modifiers.

If the missile controller has been destroyed or if using a CLGP/LGB and the target moves over 30cm the missile fails to hit (unless it is a self-homing missile in which case it continues).

If the missile misses it is deemed to have landed harmlessly nearby (including FAE/Thermobaric warheads).

H.12 – VISUALLY GUIDED MISSILES Fibre Optic and TV Guided missiles have a TV camera in the nose with any night fighting equipment the missile has in it. The image from this camera is transmitted to the missiles operator via the fibre optic or radio link. This allows the operator to see what the missile see allowing some very unusual things to be done with the missile.

Within the rules these are known as visually guided missiles.

H.12.1 – Fibre Optic Missiles Fibre optic missiles are fired with a trailing fibre optic cable. This cable carried the control information from the operator to the missile and information including a TV image to the operator.

H.12.2 – TV Guided missiles TV guided missiles use a radio link back to the operator. This includes the same info as the fibre optic cable mentioned above. Because of the use of a radio link the missile suffers from jamming, this is included on the datasheet.

H.12.3 – Visually Guided Missiles and Disappearing Targets If a visually guided missile is fired at a target that moves out of sight of the launcher and the distance moved out of sight is less than 5cm the missile doesn’t count the “went out of sight/cover evade” modifier (see DATASHEET).

This is because the controller can see via the link though a camera on the missile and can thus track the target better as the missile flies even if the missile moves out of sight.

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H.12.4 – Visually Guided Missile Spotting Because visually guided missile carry a TV which allows the operator to see what the missile sees they can be used to spot targets that would otherwise be impossible to spot. This procedure is only used when the firer cannot spot or has failed to spot the target.

The missile is fired in the direction an enemy has been detected in.

The missile can make up to 2 Visual spotting attempts on the detected enemy (See F.2 – VISUAL SPOTTING) depending on when it has a LOS on the target. The spots can only be made where the target is at the end of its movement and if fire is possible it can only be done at the same point.

H.12.4.1 – LOS at 25cm or Missiles Minimum Range if that’s more than 25cm If the missile would have a LOS at 25cm (or missiles minimum Range if that’s more than 25cm) it makes its first visual spot at that range counting into sight. If it fails to spot it may make a second visual spotting attempt at 10cm, but doesn’t count into sight.

H.12.4.2 – LOS at 10cm If the missile doesn’t have a LOS at 25cm (or missiles minimum Range if that’s more than 25cm) but does have one at 10cm it can make 1 visual spotting attempt at 10cm counting into sight.

H.12.4.3 – LOS at Under 10cm If the missile doesn’t have a LOS at 10cm it can make 1 visual spotting attempt at the point where the missile gets an LOS, counting into sight.

H.12.4.4 – Visually Guided Missile Spot Effects If the missile spots at 25cm (or missiles minimum Range if that’s more than 25cm) the missile can attack the spotted target counting as into sight. The range will be 25cm (or missiles minimum Range if that’s more than 25cm) and the “to hit” number for this range is rolled.

If the missile spots at less than 25cm the missile can’t attack the target as it has too little time to be directed onto the target.

If either spot is made the firer counts the target as located (see F.4 – LOCATION), additionally the firer can visually giuded missiles in subsequent turns at the same target until the target moves 5cm or more in a turn. Once the target moves more than 10cm in a turn the firer will need to detect the target again.

H.12.4.5 – Spotting Visually Guided Missiles When spotting the missile visually (see H.8.1 - Visual Spotting Of Threat) the missile is spotted at the range it comes into LOS of the target.

H.12.4.6 – Example of Visually Guided Missile Spotting A Recce platoon visually spots an enemy tank company which has just moved into hull down in the opponents bound and the PHQ passes the spot onto the Recce CHQ. They are both on the company NET so this communication takes place immediately. This gives the CHQ a direction detection on the enemy company.

The CHQ is out of sight of the tank company so the player decides to fire its two NT-S SPIKEs using Visual guidance over the intervening wood.

As SPIKE is VD(D) it climbs to 5 contours and flies towards the tanks. Because it is at 5 contours it comes into sight of the tanks at 75cm. In PHASE 2.6 the tanks can try to spot the inbound missiles needing a 3 or more to spot them. The enemy player rolls and gets a 1 and a 2 and neither target tank spots the missiles.

Both missiles continue on and at 25cm the firing player checks to see if the missiles can spot the tanks.

The Tanks are Small targets Hull Down.

They are in the open (No shifts). They are moving (up 1). This is the first FO spot with this missile (Down 1 and this is an FO spot at 25cm (Down 1).

Overall this gives a shift of Down 1 so the tanks can be seen on 25/15 thus it’s just possible to spot them.

The firing player rolls a d10 for each missile needing a 6+ to spot and rolls a 2 and a 7. Thus 1 missile spots and the other doesn’t.

The player checks again for the second missile at 10cm, while this isn’t the first spot for the FO missile this time it is at 10cm so the shifts are the same and the missile spots automatically (as 10cm is less than 15).

As one missile spotted at 25cm the player can attack with that missile.

H.12.5 – Using Visually Guided Missile Spotting in Orders A unit can be ordered at the start of the game to fire visually guided missile s over a piece of terrain. Only 1 such order can be given per unit. An exact point where the missile will cross the terrain piece must be given in the orders and marked on the map (5cm from north edge of the wood along west edge of the wood for example). The time when the missile will be fired must be given in a similar manner to how time is given in orders, so “on the turn they arrive at hill Z” would be okay, but “on turn 5” wouldn’t.

The missile firer tries to spot the closest enemy target to the point where the missile crosses the terrain piece.

The procedure used is the same as above.

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Because requested aircraft are not available at the start of the game they cannot be given this order.

H.13 – REMAINING OFF TABLE Units with elements which are equipped with ATGWs that can be fired off table when targeted by on table elements (Laser guided missiles and MMR missiles can remain off table. They cannot spot for tables themselves and any firing they do must be done as per H.7.3 – Guiding off table weapons and F.3.2.5 – MMR mounted on Aerial Elements.

The unit must be ordered to stay off table and can only enter the table at a later time via the player’s baseline and only after a higher level HQ changes their orders. Their orders must give a range off table that the unit is located at and if the unit is ordered onto the table it delay it’s entry until it has moved that distance at cross country speed. If the unit has a setup time for the missiles it is using then the pack up time must be added to this delay.

Mortars cannot use this rule and must enter the table.

Note that the whole unit must remain off table.

Aerial Elements which remain off table must still test on O.2.2 – Height Risk on the first turn as if they entered the table.

Such a unit cannot be attached to a Higher HQ (See C.2.6 - Higher HQs).

H.14 – ATGW FIRE AGAINST AERIAL ELEMENTS As with other direct fire ATGWs can be fired at any under command Aerial Element, however some ATGWs have improved abilities against such targets. Normal missiles must add the helicopters evade factor to the missile “to hit” number, but if a missile is listed as Anti Aircraft (AA) on the DATASHEET halve the evade factor and round down.

If an aerial Target climbs from contour to low it can still be fired at with an ATGW but because the firer is rushed to hit the target before it gets too high, the firer counts the “Went out of sight/Cover evade” modifier for the shot.

H.15 – ATGW SUPPRESSIVE FIRE Even ATGWs without a HE warhead can be fired at infantry and soft targets. These normally have little affect other that to force the enemy to keep their heads down. However occasionally the operator can get a lucky hit and cause enough damage to put the target out of action.

Thus any ATGW can be used for suppressive fire (see J.5 - SUPPRESSIVE FIRE), with each missile fired causing 1 suppressive fire zone.

For the restrictions on using suppressive fire during the game see F.7 –LEVELS OF DETECTION EFFECTS.

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I: PENETRATION AND EFFECTS I.1 - INTRODUCTION

When an armour-piercing round has hit an armoured target you must use the following procedure to find out if the armour was penetrated and the after effects.

When an armour-piercing round has hit an unarmoured Aerial Element the Aerial Element will have been penetrated so just go on to see what effect the hit had.

I.2 - PENETRATION PROCEDURE Use the following step-by-step procedure to find the effects of a hit:

1. Use the DATASHEET to find the weapons penetration value for the range (this is in the column titled “P” on the DIRECT FIRE TARGETING area).

2. Find the targets armour class, for the aspect hit, on your opponents DATASHEET. 3. If the target was hit with a CE warhead use the armour value in brackets to give the final penetration value.

a) If the Aspect hit has ERA see I.4.1.1 – ERA and Heavy ERA effects. b) If the Aspect hit has Slat armour see I.4.3 - Slat Armour.

4. Compare the penetration value against the targets armour class. • If the penetration value is LESS than the armour value then the round has failed to penetrate and the target is

SUPPRESSED. • If the penetration value is MORE than the armour value then the round has penetrated and the target is

DESTROYED. • If the values are the same roll a d10 and check the round type on the DAMAGE TABLE. If the die roll is equal or

above the number given the round has penetrated and destroyed the target, if it is below then the round has failed to penetrate and the target is suppressed.

I.3 - ARMOUR CLASS AND PENETRATION All vehicles have been given a numbered armour class for their front, sides, rear and top aspects. The known or estimated armour (including grazing angles) for each aspect of an AFV are averaged and given an armour class. Some vehicles have special armour to defeat chemical energy attacks; this is the second number in brackets. Armour penetration is achieved by either kinetic energy (KE) or chemical energy (CE).

• KE rounds include solid shot such as AP, APHE, APDS, HVAP, APFSDS etc, and explosive formed penetrators (EFP) that use velocity to punch a hole in the armour and kill the vehicle and its occupants. The level of penetration depends on the range.

• CE rounds include HEAT, HESH and HEP rounds from main guns as well as warheads on ATGMs, Recoilless rifles and infantry AT weapons. HEAT rounds use an explosion to send a molten jet burning through the armour and HESH (or HEP) make the inner wall of the armour come off and bounce around inside the vehicle. Range does not affect the penetration value of CE penetrators.

I.4 – SPECIAL ARMOURS

I.4.1 - Explosive Reactive Armour (ERA) ERA and Heavy ERA are a special type of armour that was developed to counter ATGWs and other CE rounds. They consist of blocks of explosive attached to the outside of the armour which cause a CE warhead to be disrupted. Modern warheads include devices to fool the ERA and thus render it useless.

If a vehicle is equipped with ERA or Heavy ERA its CE armour will be suffixed with an E for ERA or an H for Heavy ERA.

I.4.1.1 – ERA and Heavy ERA effects Both ERA and Heavy ERA have the same effect on CE rounds. Heavy ERA additionally has an effect of KE rounds. This KE effect has been built into the DATASHEET so you don’t need to worry about it.

Check the following table to see what effect the ERA has on the fired CE warhead. CE WARHEAD

TYPE PENETRATION VALUE

MODIFIER SINGLE -2 to penetration value

PERCURSOR TIP (P) -1 to penetration value TANDEM (T) No effect

I.4.2.1 – AHEAD vs. ERA When AHEAD hits normal ERA, the AHEAD darts can fool large areas of ERA plates to fire to protect the vehicle.

Because Heavy ERA is set to fire in a different way AHEAD doesn’t affect it.

Each time normal ERA is hit by AHEAD and the target isn’t destroyed roll a d10 and on an 8+ the ERA has been stripped off that aspect of the target vehicle.

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I.4.2 - Electric Armour Electric Armour consists of charged panels on the vehicle.

When one of these is hit by a CE round the charge of the panel causes the plasma jet a CE round uses to penetrate to fail to form.

This has the effect of improving the CE armour of the aspect covered by the electric armour.

This has been taken into account in the CE armour shown on the DATASHEET and is in effect a +3 increase.

Electric Armour is shown on the DATASHEET by suffixing the CE armour with a Z. This is included for when the vehicle is attacked using close assault (see K.3.1 – Close Assault Table) as attacking electric armour is very dangerous.

I.4.3 - Slat Armour Slat Armour consists of a cage around the vehicles armour which attempts to trap and deflect a round before it hits the vehicle with the effect of causing the jet to form away from the armour or in the wrong direction to affect the armour.

Slat Armour is shown on the DATASHEET by suffixing the CE armour with a X.

This is more effective against lighter weapons than against heavier ones. The following table shows the effect depending on the penetration of the attacking weapon. PENETRATION REDUCTION

1-4 -2 5-6 -1 7+ No Effect

I.5 - DAMAGE I.7.1 – Damage Table

TYPE OF ROUND PENETRATION DIFFERENCE Other HEAT/HESH, FAPDS DU APSE, AHEAD, SE

2 OR MORE UNDER S S S S 1 UNDER* S S S S EQUAL* 7+ 5+ 4+ 3+

OVER K K K K Notes: * A roll to hit of 20 will increase the penetration of the hit by 1 if the shot hits. S = Suppressed. K= Destroyed.

Secondary Effect (SE) rounds include Multi-Purpose, Triple HEAT and follow-through rounds.

Depleted uranium (DU) has roughly the same penetration performance as tungsten but is several times more likely to burn.

I.6 - ESCAPING A DESTROYED VEHICLE If a vehicle is destroyed while stationary or moving 20cm or less any passengers (including tank riders) have a chance of escaping. This procedure is also used for infantry escaping from destroyed buildings, trenches and pillboxes (see R.5 - POSITION DESTRUCTION).

Test for each escaping element separately after your opponent has finished all their firing.

If a 1 is rolled and testing to escape a vehicle, the vehicle explodes killing the testing element and any still on board.

Any survivors are placed at the rear of the vehicle (see E.4.1.1 – Placing Multiple Infantry Element from a Vehicle)

I.6.1 – Vehicle Escape Table RESULT WEAPON THAT DESTROYED

VEHICLE SUPPRESSED DESTROYED FAE (DESTROYED Vehicle had no NBC), FLAME 10 1-9 HE, MP, SE, APS Fire Zone 7-10 1-6 HEAT, HESH, APDU, AHEAD,FAPDS 5-10 1-4 AP, FAE (DESTROYED Vehicle had NBC) 4-10 1-3

ICM, ATM, SMART rounds and CLGP count as HEAT on the above table. Test for each occupant one at a time for when testing for escaping from a vehicle on a Roll of 1 = Explosion, Anyone still aboard automatically destroyed

I.6.2 – Escaping From Aerial Transport If testing to escape from an Aerial Element the Altitude is important as follows. Altitude Effect Landed Test as Normal NOTE Test with -2 to roll Contour or Higher All passengers are killed

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I.6.3 – Wheeled Vehicles Wheeled vehicle are often able to limp a little distance after they’ve taken a hit that will know them out of a battle. This allows any troops in them to dismount at a safer place or allows them to clear a road allowing other traffic to pass.

Wheeled vehicles are shown in vehicle notes on the DATASHEET as Wheeled followed by a number. Roll a d10 when any wheeled vehicle is destroyed; if the number or higher is rolled the vehicle can move up to 2cm from the point where it was destroyed into the arc it was facing when destroyed. Infantry escape at the point where this move ends. This extra move follows all the normal rules for movement thus it may not be possible for the vehicle to leave a road which has hedges, walls etc along it because 2cm is not enough to cross them and will be slowed by moving into poor or bad terrain, see E: MOVEMENT for full restrictions. However, even if the vehicle used road speed it will be able to leave the road.

Example: - A BTR-60PB is destroyed while moving forwards carrying an infantry element. Looking at the note section for the BTR-60PB it turns out to be Wheeled 5. The owning player rolls a d10 and gets a 7. As this is over 5 the BTR-60PB can move up to an extra 2cm into its forwards arc. Once the extra more is done the infantry may dismount.

I.6.4 – Elements That Entered or Left a Vehicle Because of the way the rules allow elements to be destroyed at different points to where they are at the end of movement it can because confusing as to who needs to test to escape test.

If an element was on board a vehicle at the point in the move it was destroyed then that element must test to escape.

I.7 - PENETRATION EXAMPLE Continuing from example G.7 the American M1A2 “Abrams” fired and a roll of 15 was scored.

The shot hit the Russian T-80U, the 120mm APFSDSDU penetrates armour level 5 at 100cm and the T-80U`s armour is 5.

The penetration difference is equal and looking at the DAMAGE TABLE (I.5) a roll of 4+ is required to kill the T-80U.

A roll of 3 is scored meaning that the T-80U is suppressed.

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J: AREA FIRE J.1 - INTRODUCTION

Area fire is all fire at soft targets (i.e. infantry, soft vehicles and buildings), but can also be used against under command Aerial Elements operating at NOTE or Contour as they tend to have softer sections which are susceptible to area fire. Requested Aerial Elements are deemed to be moving too fast to be targeted by Direct or Area fire.

The firer uses all their weapons to give a greater volume of fire in the general direction of the target. Area fire takes place in the combat phase 2.3 and 2.4 of a turn.

See R: Engineering for details on destroying buildings.

J.2 - AREA FIRE PROCEDURE Use the following step-by-step procedure to hit unarmoured targets and low level Aerial Elements:

1. Test to see how many elements spot the targets you wish to fire at.

2. Allocate Firers to targets (see G.2.1 – Allocating Fire).

3. For each shot, find the firer on the DATASHEET and cross-reference against the range and cover status of the target in the AREA FIRE section of the DATASHEET. This gives the basic number required to either suppress (S row) or kill (K row) the target.

4. Modify the basic suppress and Kill rolls by the “DIRECT FIRE TARGETING MODIFIERS/AREA FIRE MODIFIERS” which are shown in brackets beside the direct fire modifiers on the middle left of the DATASHEET.

5. Modify this with the Additional Area Fire modifiers which can be found on under the “DIRECT FIRE TARGETING MODIFIERS/AREA FIRE MODIFIERS” table on the DATASHEET to give the final suppress and kill rolls.

6. Roll a d20.

7. The final die score will give a result of Ok, Suppressed or destroyed.

The following points apply: a) Area fire in the players turn (phase 2.4) is at targets in LOS. b) Enemy react area fire (phase 2.3) is at targets in LOS or moved out of sight THIS TURN (firing at any point in its

movement and if destroyed it is brought back to that point). c) Only elements which are stationary or moving using COMBAT SPEED may fire (as per G.6 - MOVEMENT). d) A natural roll of 1 always misses. e) A natural roll of 20 always suppresses the target provided there isn’t a dash in the S row. f) If the final Kill roll is 30 or more the target cannot be destroyed. g) If the final Kill roll is between 21 and 29 and a natural 20 is rolled on the d20 roll a d10 and add it to the 20 already

rolled and subtract 1 to determine if the target is hit. h) Fire is allocated as it is for direct fire (see G.2.1 – Allocating Fire).

J.2.1 – Elements with Heavy Weapons Some elements carry heavy weapons with limit ranges. In the case of mortars these will have a minimum and maximum range and in the case of other heavy weapons there will just be a maximum range.

Sometimes these range limits mean that an element will have more area firepower in part of a range bracket than in the rest of that range bracket. For example if a mortar had a minimum range of 5cm any element equipped with it would have different to Kill and to Suppress numbers on the 0-5cm part of the up to 10cm range than in the 5-10 cm part.

Where this odd situation occurs 2 numbers will be shown in the area fire part of the DATASHEET for the element. The first is shown without brackets and shows the full firepower including the heavy weapon. The second shows the limited firepower the element has without the heavy weapon.

If 2 numbers are shown for S and K with the second in brackets you must check to see what the minimum and maximum ranges of the mortar carried by the element are.

If the target is within the range limits of the mortar use the number without brackets

If the target is outside the range limits use the bracketed number.

J.3 - TARGETING MODIFIERS The following points apply to the targeting modifiers on the DATASHEET:

• “Fired LAW” modifier is included if a LAW is added to the area fire at a soft target. • Include the “firing from firing ports/Hatches” modifier if an infantry section is inside an AFV that has firing ports or is

firing through hatches. • If an infantry section fires area fire at one target and a LAW at a second target include the “Fired at second target”

modifier (infantry can use direct fire to engage one target with up to two LAWs). • Aerial Elements can be engaged with area fire, however as they are more elusive targets than normal ground targets;

So if the Aerial Element isn’t hovering or landed the Aerial Elements evade modifier is added to the “to hit” roll. • If the target is an armoured Aerial Element add the modifier for Aerial Element armour for each point of armour that

Aerial Element has.

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J.3.1 – Bow Machineguns Because of the limited arc available to bow machine guns their firepower hasn’t been included on the Datasheets.

They are shown in the notes section for the vehicle as either bMG for standard bow machineguns or fbMG for fixed bow machine guns. The only difference between them is the arc available that they may be fired into. If the target of the AREA FIRE is within the arc given the modifier for bow machineguns can be used (see DATASHEET). If the target is out of arc the bow machinegun cannon be used.

J.3.1.1 – bMG Arc This is the same as the normal front visual arc of the vehicle (see F.2.2 – Visibility Arcs).

J.3.1.2 – fbMG Arc This is the same as the “Down the Edge” front visual arc of the vehicle (see F.2.2 – Visibility Arcs).

J.4 - INFANTRY Infantry are organised in sections (or squads) of about 6-10 personnel and half sections (or heavy weapon crew sections) of about 1-5 personnel.

The full section can have up to four support weapons (e.g. squad assault weapons, light machineguns, light anti-tank weapons etc) and half sections up to two.

The DATASHEET gives the infantry type, any additional support weapons carried, the direct fire targeting details of any LAWs carried and the area fire numbers.

J.5 - SUPPRESSIVE FIRE Any element can be ordered to use area fire at a terrain feature either in initial orders or if it is known the enemy is there. In the SADF this was know as a “Fire Belt Action”, when all weapons of a unit that can bear were used to fire at a terrain feature or enemy positions in order to neautralise or suppress enemy fire coming from that direction.

Elements can also use suppressive fire to against spotted or located enemies.

Maximum range for suppressive fire is the same as the maximum range an element can fire AREA fire out to.

Each element has a suppressive fire zone of 2cm wide by 5cm deep along the terrain feature however it will not pass through buildings. Thus if you are firing in a built up area you will hit the first line of buildings and down any road or gap between buildings.

Suppressive zones can be joined together (e.g. 10 elements would have a suppressive zone of 20cm wide by 5cm deep).

Roll a d20 and check below for the results.

J.5.1 – Suppressive Fire against Known Targets When a unit uses suppressive fire against known targets the player must choose to either

1. Place their fire zones so as to cover some of the known targets 2. Place their fire zones so as to cover all of the known targets and the area between the known targets 3. Place their fire zones so as to cover all of the known targets and the area between the known targets and up to 3 zones

each side wider than the outer most known targets.

The unit must have enough fire zones to cover the whole area being hit and the fire zone can only be 1 zone deep.

If the player chooses to widen the zone both sides must be widened by the same amount.

If the unit uses option 3 and covers the whole area and still has fire zones left the player may choose a new option for the remaining zones. It’s possible in this way for the whole are to be hit with multiple suppressive fire zones if the unit has enough to keep covering the option 3 zone.

J.5.2 – Suppressive Fire against a Terrain Feature When a unit uses suppressive fire against a terrain feature the fire zones must be placed so as to cover as much of the edge of the terrain feature facing the unit as possible. The combined fire zone is placed starting at the centre of the area to be covered with 2cm of depth outside the terrain feature and 3cm inside it.

If the whole of the facing edge of the terrain is covered by zones the player may double up with zones starting again at the centre of the area.

J.5.3 – Suppressive Fire Effect Table Vehicle Type Suppressed Destroyed SOFT 14+ 19+ INFANTRY 16+ 20 AFV 18+ Not Possible

J.5.4 – Suppressive Fire with Smoke If half the elements fire smoke rounds into the suppressive zone then any element in the zone counts the +8 “SMOKE EVADE (NO TI OR VIRRS)” targeting modifier, even if equipped with a thermal imager. This is due to the mixed effects of the smoke and the explosions (see F.10.5.5 – Direct Fire Smoke for details of direct fire smoke rounds).

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J.6 - COVER DEFINITIONS There are three levels of cover as follows: OPEN (O) There is very little or no cover for the element to hide behind. COVER (C) The element is in woods/dense bush, a built up area, an open-topped AFV or behind fences, walls,

hedges, ditches etc. HEAVY COVER (H) The element is in a building or in an enclosed AFV and using fire ports.

For elements in engineered positions see R.3 - ENTRENCHMENTS.

J.7 - BODY ARMOUR AND ARMOUR PIERCING SMALL ARM ROUNDS Personal body armour has made a huge difference to survivability of modern troops as it offers protection from most small calibre rounds. As a consequence of its introduction though some nations are now equipping their troops with armour piercing small arm rounds.

Infantry sections equipped with body armour will be marked on the Datasheets with “B.Arm” and those with armour piecing rounds with “AP.A”. The Datasheets show the modifiers against targets with Body Armour when not using AP rounds. Note - that HMGs and larger always count as having AP rounds.

When firing at element with B.Arm the fire will be at -4 unless the firer has AP.A when the body armour will have no effect.

If the firer has a sniper and the firer is stationary (see J.8 - SNIPERS) and the target has effective body armour the sniper will reduce the effect by +1 giving an overall adjustment of -3 (-4+1). Note that if the firer has AP.A the body armour is not effective and the sniper will give no benefit.

J.8 - SNIPERS Many modern armies are beginning to field snipers in large numbers. Some states are fielding them at rates as high as 1 per section. These are listed with the section’s data as “Sniper” for normal snipers and “H. Sniper” for snipers with heavy calibre weapons (normally 12.7mm). The following rules represent the effects these can have on the game.

To gain the benefits listed the sniper must be stationary and not suppressed.

The element with the sniper or heavy sniper will need to have visually spotted the target for the sniper to be able to fire at them. (See F.2 – VISUAL SPOTTING)

J.8.1 – Snipers Detection If a Sniper or Heavy Sniper is the only part of an element firing and the element is in cover the element doesn’t count as firing for visual spotting (See F.2.3.1 – Visual Spotting Table).

If a Sniper or Heavy Sniper is the only part of an element firing they will be harder to detect by noise (see F.5.3 – Noise Category Table) and by gun flash (see F.6.1 – Fire at Night) in some circumstances.

J.8.2 – Snipers and Body Armour Against infantry equipped with Body Armour they partially reduce the effectiveness of the armour (see DATASHEET).

J.8.3 – Snipers and Cover Against targets in cover and heavy cover they reduce the effect of that cover (see DATASHEET).

J.8.4 – Snipers Firing Alone An element with a sniper can choose to fire just the sniper as follows

J.8.4.1 – Sniper vs. Infantry element A Sniper or Heavy Sniper may fire at an infantry element. Roll a d20 and consult the J.8.4.4 – Sniper to Hit Table below.

Elements mounted on Motorbikes, Dirt Bikes, Bicycles and Horses are fired at as infantry elements but are easier targets.

A result of CK means any commander in the section is killed and the unit the infantry element is part of will be out of command control unless it has a 2IC to take over.

A result of K means the sniper has done so much damage to the infantry element that it is out of action for the rest of the battle and counts as destroyed.

J.8.4.2 – Sniper vs. Soft Vehicle A Sniper or Heavy Sniper may fire at a Soft Vehicle. Roll a d20 and consult the J.8.4.4 – Sniper to Hit Table below.

A result of SK means the vehicle is destroyed.

A result of Ex means the petrol tank is hit and the vehicle explodes killing all occupants.

J.8.4.3 – Sniper vs. Armoured Vehicle Commanders A Sniper or Heavy Sniper may fire at the commander of an unsuppressed armoured vehicle which doesn’t have CIS (see F.2.6 – Commanders Independent Sight (CIS)).

A result of CK means any commander in the section is killed and the unit the vehicle is part of will be out of command control unless it has a 2IC to take over. Additionally the vehicle becomes permanently suppressed.

A vehicle without a commander cannot go turret down (see E.5 - HULL DOWN AND TURRET DOWN)

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J.8.4.4 – Sniper to Hit Table Range

10cm 25cm 50cm 100cm 250cm Target CK/SK K/Ex CK/SK K/Ex CK/SK K/Ex CK/SK K/Ex CK/SK K/Ex

Infantry Element 14 18 16 19 18 20 19 21 20 22 Soft Vehicle 12 18 15 19 17 20 18 21 19 22 None CIS A. Vehicle 17 - 19 - 20 - 20 - 21 - Notes CK = Commander Killed K = Infantry Target Destroyed SK = Soft Vehicle Destroyed Ex = Soft Vehicle Petrol Tank explodes Modifiers -1 Heavy Sniper -1 Target is Half Section -2 Element commander using hand signals -1 Infantry Element mounted on Motorbikes, Dirt Bikes, Bicycles and Horses +1 if target in cover +2 if target in heavy cover +1 per 10cm of movement of the target +3 Target is a helicopter

J.9 - EXAMPLE OF AREA FIRE A Russian infantry squad is firing everything at a British infantry squad in a wood, 25cm away. The basic number for a target in cover is 15 to suppress and 20 to kill. The RPG-26 has a HE warhead so there is a -4 targeting modifier to the "to hit" roll, so we need 11 to suppress and 16 to kill. The Russian player rolls 14 which suppresses the British troops

J.10 – AHEAD AND FAPDS VS BUILDING Hits from AHEAD and FAPDS can leave a building a shattered wreck. Each time an element is suppressed or destroyed in hard cover with these there is a chance that the building will be damaged (See R.5.5 - Buildings for details). When using suppressive fire the rate of fire is too low to cause this effect.

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K: CLOSE COMBAT & CLOSE ASSAULT K.1 - INTRODUCTION

Close combat and close assault represents the very close fighting that occurs in building, close terrain, dug in positions and desperate attempt to stop AFVs with grenades or charges.

Infantry elements in base-to-base contact with other infantry elements outside building are automatically in close combat. Infantry attempting to enter a building with enemy infantry on the ground floor are also in close combat. Infantry attempting to enter an occupied floor in a building are also in close combat.

If an infantry element is touching an enemy vehicle it is automatically in close assault.

Close combat and close assault only stop when one side is destroyed, surrenders or moves away. See M.5 - Morale Ratings for the results of morale failure.

Unusually for combat the infantry can have made a full transit move and still fight close combat.

K.2 - MELEE COMBAT PROCEDURE Use the following step-by-step procedure to resolve melee combat:

1. The player whose turn it is moves the infantry element into contact with an enemy element in phase 2.1. If the element is mounted on horses, in moving at transit, the whole move is across open ground and the enemy element is in the open the infantry can move an extra 10cm.

2. The opponent MAY fire at attacking infantry in phase 2.3. 3. If the players’ infantry section advanced and is still alive it MAY fire in phase 2.4. 4. If both (or more) sections are still alive then they go into melee combat in phase 2.5. Roll the appropriate die infantry

element as follows. Morale Half Section Full Section MILITIA d10-2 2d10-4 CONSCRIPT d10-1 2d10-2 REGULAR d10 2d10 VETERAN d10+1 2d10+2 ELITE d10+2 2d10+4

5. Some elements carry specialist melee equipment over and above the norm (such as pump action shotguns). The effect of these will be shown on the DATASHEET and will be either a bonus to melee (+1, +2 etc) or * showing that they win draws.

6. Modify the result by the following: • -2 FIRED THIS TURN • -2 IF SUPPRESSED • +1 Mounted on Horses and used Transit Speed into combat against target in the open • +1 Mounted on Horses and in combat against target in the open • +1 First Round Defending In Cover* • +2 First Round Defending In Heavy Cover* * The defender is the stationary element.

K.2.1 – Close Combat Results

K.2.1.1 – Clear Winner The player with the highest score chooses to either kill an enemy element or move away.

If a victorious section moves away the looser is suppressed and cannot chase in their next bound.

When moving out of melee the victor moves at COMBAT SPEED. This move can be carried out even if it isn’t the winners turn and they can move again in their next bound.

K.2.1.2 – No Clear Winner If both rolls are equal; check to see if either element has a * next to their Close Combat roll. If one side has a * next to its close combat roll it wins the combat (see above).

If both sides have a * or neither side has a * there is a draw. The two elements will continue their close combat next turn.

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K.3 - CLOSE ASSAULT PROCEDURE Infantry which remained stationary in their own bound may move 1cm to close assault a vehicle in phase 2.3 of their opponents bound but cannot fire in any other way if they do so.

Close assault takes place in phase 2.5 when an infantry element is touching an enemy vehicle.

It is assumed the infantry climbs on the vehicle and using grenades, LAWs and any other means tries to destroy the vehicle.

To close assault a vehicle the infantry MUST NOT be in contact with an enemy infantry section.

Vehicles can try using area fire in either phase 2.3 or 2.4 and can drive away from the threat in their next movement phase.

Roll a d20 and consult the following table to find the results of a close assault:

K.3.1 – Close Assault Table RESULT (d20) VEHICLE Attacker Destroyed SUPPRESSED DESTROYED

SOFT VEHICLE - 2-10 11-20 AFV - 10-15 16-20 AFV with Electric Armour Natural 1-10 11-15 16-20

Subtract the Vehicle CE Top armour from the die roll.

Example: - a Top Armour 3 tank is assaulted by infantry. The d20 is 17, minus 3 (top armour) = 14 which is a suppression.

Note attacking a vehicle with Electric armour is very dangerous!

If the attack was against an AFV and the AFV has a rear deck and the AFV was suppressed roll a d20, on a roll of 20 the AFV is instead destroyed by a lucky hit on the rear decking.

K.3.2 – Driving away from close assault If the vehicle drives away the infantry can either jump off or try to hang on.

If the infantry jump off the vehicle can move as normal.

If the infantry try to hang on the vehicle can move a maximum of half COMBAT SPEED because the crew are trying to shake loose the infantry.

If fired at it counts as doing manoeuvre evade.

A d10 is rolled and consult the following table Roll Effect 1-2 The infantry are destroyed as they fall under the vehicle 3-6 The infantry are shaken loose.

Place them at the mid point of the vehicles movement.

They are suppressed. 7-10 The Infantry cling on to the vehicle and can attack it again in the next 2.4.

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L: DAMAGE L.1 - INTRODUCTION

There are three forms of damage in the game, temporarily suppressed, Permanent Suppression and permanently destroyed.

L.2 - SUPPRESSION An element that is suppressed has been hit and slightly damaged.

Suppression causes vehicles to close down and infantry keep their heads down.

L.2.1 - Suppression Effects All movement is halved, aiming becomes more difficult and the element is just not happy.

Elements may still give and receive orders.

Passengers in a suppressed vehicle are suppressed too and remain suppressed if the exit the vehicle.

L.2.2 - Suppression Markers The moment an element is suppressed an “S” marker is placed to the rear of the miniature with the S towards the table (i.e. face down). If an element already has a face up “S” marker flip it over so it is face down.

There is a page of markers at the back of this rulebook and you have permission to photocopy it for your own use.

An element is only ever given 1 suppression marker.

L.2.3 - Suppression Removal

L.2.3.1 – Limits on Suppression Removal Only face up Suppression Markers can be removed

L.2.3.2 – Suppression Removal Rolls To remove a suppression marker roll a d6 in phase 2.2 and consult the following table which gives the score required to remove the marker, dependant on the morale grade of the element:

MORALE GRADE SCORE REQUIRED MILITIA 6

CONSCRIPT 5-6 REGULAR 4-6 VETERAN 3-6

ELITE 2-6

L.2.3.3 – Flip Markers After all FACE UP suppression markers have been tested for removal all FACE DOWN suppression markers are turned FACE UP (So the S marker is showing).

L.2.4 – Voluntary Suppression Unsuppressed infantry can become voluntarily suppressed at the start of PHASE 2.1 in order to gain benefits against area and indirect fire.

The “S” marker is place face down and the infantry will be subject to all the normal disadvantages and benefits of suppression.

As with any other type of suppression the infantry will have to roll to remove their suppression as once troops get their heads down and safe it can be hard to get them up again.

L.4 – PERMANENT SUPPRESSION This is a situation where an element has been damaged enough so that it will remain suppressed for the rest of the battle.

This occurs when a vehicle’s commander is killed. (See E.5.1 – Turret Down and J.8.4.3 – Sniper vs. Armoured Vehicle Commanders)

L.5 - DESTROYED Any element that is destroyed is dead for the rest of the game. In larger War In Angola battles where each element represents two actuals, the element will need to be destroyed TWICE before being classed as dead. Use a hit market to indicate that it has already been killed once. In order to not complicate the rules any further, this is the ONLY allowance made for larger War In Angola games. NO OTHER MODIFIERS will be applicable except during MORALE TESTS for the unit or group that the elemnt is part of.

Vehicles have taken severe damage and infantry have suffered crippling losses.

Leave vehicles on the table but add cotton wool to show that they are burning fiercely and remove infantry elements.

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L.6 - CAMPAIGN GAMES The force that holds the battlefield at the end of any fighting can recover destroyed vehicles in a campaign game. Infantry lost in battle cannot be recovered. Roll a d10 for each vehicle and consult the following table:

L.6.1 – Vehicle Damage in Campaign Games Table DAMAGE WITH RECOVERY

TEAM WITHOUT RECOVERY TEAM

SLIGHT (10%) 1-4 1-3 MINOR (25%) 5-6 4-5 MAJOR (50%) 7-8 6-7 CHF (100%) 9-10 8-10

Notes: • Recovery team must be 1 engineer section and ARV per 3 wrecked vehicles. • CHF is catastrophic hull failure (totally wrecked). • The damage given is the % of the cost of the vehicle needed to fix the vehicle ready for combat (e.g. a vehicle costing 20

points took minor damage and will cost 5 points to fix).

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M: MORALE M.1 - INTRODUCTION

Morale is an extremely complex subject and yet is the most important aspect of combat. Morale checks are done at company level (or platoon level if independent platoon or section) and above. There are two types of morale check, Unit Morale and Group Morale.

M.2 - UNIT MORALE A unit is either a Company, a detached platoon/section, an Independent Platoon/Section or the BGHQ/BHQ unit. A Unit Morale check must be made each time an element has been destroyed or the unit had a poor result in their last test and the player wants to try and improve it this turn.

M.2.1 – Unit Morale Procedure Use the following step-by-step procedure to test a unit’s morale:

1. Determine which part of the unit has the most elements within integrity distance of each other. 2. Count ALL the elements (each infantry section/half section and each vehicle counts as 1 element) of a unit which have

been destroyed. In larger War In Angola games, every element with a HIT MARKER indicating that it had already been killed once before, count as a destroyed element.

3. Count elements which are part of the unit but don’t have integrity and add half this number to the count in step 2. In larger War In Angola games, add the full number of elements not having integrity, not just half.

4. Count how many element the unit started the game with and deduct and elements that have been detached. In larger War In Angola games, multiply this nett number of elements by two.

5. Divide the total from 3 above by the number in 4 above to give the percentage losses of the unit (round up) 6. Find the morale check box on the DATASHEET and cross-reference the command Status against the percentage lost to

give the score required to pass. Note that even if the commander doesn’t have integrity with the base body the unit will still check as with original CO if he is alive unless the unit is detached (see D.4.9 – Detaching Units).

7. Roll a 2d6. 8. If the required score is rolled or higher the unit stays on its present morale rating or if testing to recover morale, the

level is improved by one level. If the roll fails the unit drops a rating and MUST test again. Keep testing the morale until either it stabilises (place a morale marker behind the unit) or drops to a retreat result.

Note that the result affects all elements of the unit even those without integrity.

M.2.2 – Example of unit Morale A company of 10 BMP-1s and 10 Infantry Sections + 1 Half Section has 21 elements.

The unit is mostly together with 4 BMPs and 7 Sections forming the largest group with integrity.

It has lost 2 Sections and 5 BMPs (none of which are the CHQ) = 7 Elements.

One BMP, One infantry section and the half section don’t have integrity with the main group = 3 elements thus 1.5 is added to the total from above = 8.5

This gives 8.5 out of 21 = 40.4% so a Unit Morale Check would be made on the 26-50% column on the with original CO row.

M.2.3 – Dismounts and Morale Some vehicles can have weapons dismounted from them to form separate elements. This is most often ATGWs, but can be other weapons. When counting the number of elements for morale purposes do not count any dismounts. However if a dismount is killed the unit will still need to make a morale check.

M.3 - GROUP MORALE A group is all the units under a BGHQ, BHQ, RHQ or higher-level command unit and the command group itself. CHQs with independent platoons within their structure are also subject to group morale tests. A Group Morale check must be made each time a subordinate unit gets to a Withdraw or Retreat morale result on a Unit Morale check or is destroyed (Including the command Unit itself). The test can also be made to try to improve the morale of a group that had a poor result in their last test.

M.3.1 – Group Morale Procedure Use the following step-by-step procedure to test a unit’s morale:

1. Army lists include how many morale points each unit is worth. Add up the number of morale points which make up the Group

2. Add up how many morale points the withdrawing, retreating or destroyed units are worth. 3. Work out which units don’t have integrity and add half their morale points to the total from 2 above. In larger War In

Angola games, do not half the morale points, use the full number. 4. Work out the percentage losses of the unit (round up). If the command unit for the group is retreating or destroyed the

Group counts as “without original CO”. 5. Find the morale check box on the DATASHEET and cross-reference the command Status against the percentage lost

to give the score required to pass. For BGHQ, BHQ, RHQ or higher-level command unit use the Group morale lines. For CHQ group tests use the unit lines.

6. Roll a 2d6. 7. If the required score is rolled or higher the unit stays on its present morale rating or if testing to recover morale, the

level is improved by one level. If the roll fails the unit drops a rating and MUST test again. Keep testing the morale until either it stabilises (place a morale marker behind the unit) or drops to a retreat result.

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M.3.2 – Group Morale Example 1 A Laotian T-34/85 Battalion consists of The BHQ (1 morale point), 3 T-34/85 Companies (2 morale points each) and a SR Recce Platoon (1 morale point) giving it a total of 8 morale points.

It has lost one tank company and the SR Recce Platoon = 3 Morale points.

One of the Tank companies has drifted out of integrity range = 2 Morale points/2 = 1 Morale point

3 + 1 Morale points = 4 morale points

This gives us 4 out of 8 = 50% so a Group Morale Check would be made on the 26-50% column on the with CO row.

M.3.3 – Group Morale Example 2 A Laotian Regiment consists of the RHQ (1 morale point), 2 battalions like the one above (8 morale points each) and a Regiment SR Recce Platoon (1 morale point) = 18 morale points for the Regiment.

The RHQ has been destroyed by enemy helicopters, but the rest of the Regiment is okay.

This gives us 1 out of 18 = 5.55% so a Group Morale Check would be made on the up to 25% column on the without original CO row as the RHQ is dead.

M.4 - MORALE LEVELS All forces have been given a base morale level. The morale level depends on experience and confidence. A good example would be the post-Vietnam U.S. Army of the 70’s would have had a “CONSCRIPT” level but the re-equipped, re-trained US army of the 90’s had regained confidence in itself and thus be would be “REGULAR” instead. The base morale levels are as follows:

M.4.1 – Morale Level Table MORALE LEVEL TYPE EXAMPLE

MILITIA Irregular troops, “police” units or armed civilians. Armed mob CONSCRIPT Territorials, inexperienced conscripted troops or experienced

militia. Russian troops

REGULAR Full time troops, well motivated Territorials or conscripts with combat experience

U.S. troops

VETERAN Regulars well Motivated or with combat experience. U.S. Marines ELITE Large Special Force units. U.S. Rangers

M.5 - MORALE RATINGS If a test fails the following morale ratings apply:

M.5.1 – Morale Ratings Table FAIL RATING DETAILS 1st HESITATE Maximum half COMBAT SPEED towards enemy. 2nd HALT Stop in current position or withdraw away from observed enemy to nearest safe

cover. 3rd WITHDRAW Unit MUST pull back from enemy to nearest safe cover moving at least half

COMBAT SPEED and halt there. 4th RETREAT Unit moves at full TRANSIT SPEED off player’s baseline (counting as half points

lost) or if within 10cm of enemy will surrender (counting as full points lost). There can be no recovery within a normal game.

M.6 - RECOVERING MORALE Morale rating can be recovered during a battle in the following 2 situations

1. When a unit or group is out of sight of and more than 25cm from all known enemies (see F.11 – KNOWN ENEMIES).

2. In cover and not under fire.

Test as normal but if the result is a failure ignore it, the unit will stay at its current morale rating.

For campaign purposes the unit will return to its normal morale level after a short respite (the umpire may decide to reduce the morale level e.g. a veteran Battalion has just been soundly beaten and its remnants are reduced to a regular morale level for the next encounter).

M.7 - REPLACING COMMAND ELEMENTS If all a unit commanders are destroyed then test as “Battalion/Company/Platoon WITHOUT ORIGINAL CO”.

Even if a lower commander has taken over (see D.3.2 – Regaining Command and Control) the unit still counts as “WITHOUT ORIGINAL CO” for the duration of the game.

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N: ARTILLERY SUPPORT N.1 - INTRODUCTION

Indirect fire is when batteries of guns, rockets or mortars shoot at a target using a high trajectory.

The target is usually out of sight of the battery so an observer controls the fire. This observer is normally an Artillery Observation Officer (AOO), but could be a command element or any ABMS/BMS equipped element.

The accuracy of the indirect fire depends on the equipment being used.

Artillery batteries are bought as part of the battlegroup in the initial set up and are online to the battlegroup throughout the battle.

All indirect fire takes place in your opponent’s turn except Counter Battery fire.

N.1.1 – AOO Placement All AOOs MUST be attached to a unit or higher level commander. Once on table they operate like any other unit that has paid command points (see D: COMMAND, CONTROL AND COMMUNICATION). SADF AAO’s were often also sent out with SA Special Forces teams and inserted behind enemy lines. In this case, the AOO need not be attached to a unit or higher level commander, but must remain in close contact with the Special Forces team. SADF AOO’s were also often attached to allied units, like UNITA, in which case the AOO counts as being attached to that unit or its immediate commander.

N.2 - INDIRECT FIRE PROCEDURES Requesting Artillery can occur in 1 of 4 ways, each is listed below along with what to do to call fire in that case.

N.2.1 – Normal Fire In phase 1.4

1. The observer spots or locates its target 2. It then requests Opportunity Fire; see N.6.1 – Opportunity Fire below.

In phase 2.8 3. Test to see if the fire request gets the batteries requested. 4. If the fire arrives test to where the fire arrives and place the fire zone. 5. Roll a d20 for each element in the fire zone to test any damage.

N.2.2 – Normal Fire against Registered Fire Point or Known Fire Point In phase 1.4

1. The observer spots or locates its target within 10cm of a RFP/KFP 2. The player may choose to delay fire until Phase 2.8 as per N.2.1 – Normal Fire above but with no deviation OR

fire immediately by following the rest of this procedure. 3. Test to see if the fire request gets the batteries requested. 4. If the fire arrives test to where the fire arrives and place the fire zone. 5. Roll a d20 for each element in the fire zone to test any damage.

N.2.3 – Registered Fire Point or Known Fire Point against Moving Target In phase 2.1

1. If the target moves within 10cm of a RFP/KFP an observer may attempt to spot or locate them. 2. The player may choose to delay fire until Phase 2.8 as per N.2.1 – Normal Fire above but with no deviation OR

fire immediately by following the rest of this procedure. 3. Test to see if the fire request gets the batteries requested. 4. If the fire arrives the unit is moved back to the nearest point it came to the RFP/KFP. 5. If the fire arrives test to where the fire arrives and place the fire zone. 6. Roll a d20 to resolve any damage and the unit may then complete the move (counting any movement modifiers

such as suppressed).

N.2.4 – Registered Fire Point or Known Fire Point against Firing Target In phase 2.3 or 2.4

1. If fire is received from within 10cm of the RFP/KFP an observer may attempt to spot or locate the firer 2. The player may choose to delay fire until Phase 2.8 as per N.2.1 – Normal Fire above but with no deviation OR

fire immediately by following the rest of this procedure. 3. Test to see if the fire request gets the batteries requested. 4. If the fire arrives test to where the fire arrives and place the fire zone. 5. Roll a d20 for each element in the fire zone to test any damage.

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N.3 – OBSERVING FOR ARTILERY An observer can request and correct fire on a single target at a time unless also calling in on target illumination rounds (see F.8.2.3 – Other Guns in the Same Battery).

No element may request artillery or correct fire whilst using TRANSIT SPEED.

No single battery can be requested more than once in a turn.

N.3.1 – AOO observing Observers may request up to three batteries at the same time.

The First battery is requested at its normal level of support.

The Second battery requested is requested as if one level higher than it was bought at. Thus a dedicated extra battery would be called for on the direct battery column.

The Third battery requested is requested as if two levels higher than it was bought at. Thus a dedicated extra battery would be called for on the General battery column.

If this increase in level would take a battery beyond General; support roll for it on the General support column.

This increase in support level is even done when using ABMS as it partly simulates the artillery prioritising targets across the whole front.

All SADF AOO’s underwent special air observation training and were able to effectively control artillery fire from a light spotter plane or helicopter above the target area. The Aircraft types fir this purpose are Observation Aircraft (OB) and Observation Helicopters (OH). See O.3 - AIRCRAFT TYPES for more information.

N.3.2 – Command elements observing Any command element may request and observe for 1 battery but they are classed as untrained.

They spot as per an AOO and cannot fire in the rest of the turn.

Russian/Soviet doctrine makes the command element make a request via a COP (Command Observation Post) taking a turn of communication.

N.3.3 – Non Command elements observing Any ABMS or BMS equipped element can request and observe for 1 battery but they are classed as untrained.

They spot as per an AOO and cannot fire in the rest of the turn.

N.3.4 – When Does Fire Stop Indirect fire will continue until,

1. The observer cancels the fire mission. 2. The number of turns of fire requested has been carried out. 3. The observer cannot spot or locate the target anymore and a number of turns of fire were not requested. 4. The observer is suppressed or destroyed and a number of turns of fire were not requested.

If a number of turns of fire were requested the fire will continue for that number of turns even if the observer cannot spot or locate the target or is suppressed or destroyed.

N.4 - REQUESTING A FIRE MISSION Once a target has been spotted or located a battery (or batteries) may be requested to provide fire support providing the requester is in communication with the battery via Hard Wired Telephone Link (see D.5.3 - Hard Wired Telephone Link), radio (see D.5.6 – Transmission Security) or because they are with the battery.

If the observer is with the battery the request will be granted automatically. To be with the battery the AOO must be part of or attached to the battery, be in integrity and be in LOS of at least 1 element of the battery.

If the observer is using a radio link they will need to ensure the link is secure (see D.5.6 – Transmission Security).

If the observer is requesting fire via radio use the following procedure. 1. Cross reference the type of equipment in use with the level of support to get the base number required 2. Modify the required number with the modifiers below the table. 3. If the number required is 1 no roll is required, the request will be granted automatically. 4. Roll a d10, if the roll equals or exceeds the number the battery is available, if not, the battery was not available. Each

battery requested should be rolled for separately.

N.4.1 – Artillery Fire Mission Request Table LEVEL OF SUPPORT COMMUNICATION

EQUIPMENT DEDICATED DIRECT GENERAL STANDARD 2 5 8 ABMS 1 3 6 Note: ABMS is Artillery Battlefield Management System Modifiers +1 Observer is untrained. +1 Company, Platoon or Section level HQ requesting fire without BMS -1 Per subsequent request from same observer. -3 Request for fire on RFP

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N.5 - LEVEL OF SUPPORT The level of support depends at what level the battery is commanded at. The available batteries and AOOs are given in the ARMY LISTS. There are three levels of support as follows:

• DEDICATED. The battery is either on table or allocated to a specific Company or Battalion. • DIRECT. A Brigade or Regimental asset allocated to a Company or Battalion. • GENERAL. A Divisional or higher asset allocated to the highest on table commander or used for counter battery.

N.6 - FIRE MISSIONS Batteries may use the following type of mission.

Note the Aim point for the fire in all artillery fire missions is the CENTRE of the fire zone.

N.6.1 – Opportunity Fire The battery is on call for fire at an opportunity target.

A target must be spotted or located

The player must decide if he will fire for effect or fire ranging rounds to get the battery on target.

Which ever they choose they must marked down ACCURATELY on the map the aim point for the fire.

If the target is moving then the player must guess where the target will be at the end of its move. This guess cannot put the aim point farther from the target than the target could move at combat speed.

Ammunition type and sheaf type and rotation (see N.8 - FIRE ZONE) must be listed as part of the request.

When Phase 2.8 arrives the player will need to roll to see if they get the batteries requested. A deviation roll must be made for each requested battery.

N.6.1.1 – Ranging Rounds If the player chooses to use ranging rounds rather than firing for effect the battery will fire a single round each turn until the fire is on target.

Once the single rounds are on target the battery may fire for full effect (including burst bonus) at the next opportunity.

N.6.2 – Registered Fire A registered Fire Point (RFP) is a previously recorded position. Because it is a known point fire against anything near of it will be more accurate than normal.

The RFP must be ACCURATELY marked on the map.

See N.2 - INDIRECT FIRE PROCEDURES for when you can fire using an RPF.

Any fire against a target with 10cm of RFP has no deviation and the observer doesn’t need to be able to see the RFP. The centre of the fire zone can be placed on any target spotted or located within 10cm of the RFP, when firing against a moving target this can be any moving element that has been moved back to it’s closest point to the RFP.

Ammunition type and sheaf type and rotation (see N.8 - FIRE ZONE) must be listed as part of the request.

RFPs are normally only used in attack defence games. A defender can have up to 4 RFPs and an attacker 3. However the organiser or the game or the players can decide to allow it in different types of game and could vary the number as they see fit.

N.6.2.1 – Known Fire Point (KFP) Once fire has been brought down on a point and an “on target” deviation result has been achieved, this point will be considered “Known Fire Point” for the remainder of the game for the firing battery only. This includes all types of fire including ranging rounds.

If the firing battery has ABMS then all other batteries in the army with ABMS will also count the point as a KFP.

KFPs are treated as RFPs and can be used in the same way except that they requester doesn’t get the -3 for requesting fire on the target point.

Thus for example if an enemy moves or fires within 10cm of a KFP fire can be called immediately just as it can for an RFP.

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N.6.3 – Planned Fire Planned fire doesn’t have to be requested and there is no deviation.

The fire mission must be written in orders and include the following. 1. Turn fire starts. 2. Number of turns of fire. 3. The Aim point 4. The number of batteries 5. The ammunition type to be used 6. The sheaf type and rotation (see N.8 - FIRE ZONE)

This can normally only be used by an attacker. Each Battery the attacker has can plan a number of turns of fire before the game begins as part of their orders. Batteries using planned fire may shift their fire each turn to give a rolling barrage. The table below gives recommended pre planned fire numbers depending on the type of attack being played. Type of Attack Dedicated Battery Direct Battery General Battery Hasty Attack 1 None None Deliberate Attack 2 1 1 Breakthrough Attack 2 2 3

However the organiser or the game or the players can decide to allow it in different types of game and could vary the number as they see fit.

N.6.4 – Counter Battery Fire These batteries have locating equipment and have been given CB orders before the game started. The location equipment is carried by a location team which operates away from the battery.

The batteries may not engage in any other fire mission.

N.6.4.1 – CB Location Teams CB location teams are assumed to be 5km back from the player’s baseline.

When measuring from CB location the distance is taken from the Location Team not the CB battery.

CB location teams with Radar are assumed to carry Sound and Flash as well. This allows them to still be some use in high jamming situations.

A CB Location team can only request fire from their own CB Battery.

Each CB location team may make one location attempt against batteries that fired during this bound or in phase 2.10 of the last bound.

CB location teams have the same type of radio as other infantry but will also have ABMS if their CB battery has it. See your army list for details.

N.6.4.2 – CB Procedure Use the following procedure to carry out CB fire.

1. CB location teams determine the basic number required to locate a target (see DATASHEET for table). 2. The basic number is modified using the modifiers listed below the table. 3. Roll a d10 and if the number or greater is rolled the target battery has been located. 4. If the target has been located roll to see if the CB location team can contact the CB battery (see D.5.6 –

Transmission Security). 5. If the CB team can contact the battery the player checks their DATASHEET to find the delay using the

equipment used for the spot and the type of communications. This is known as the plotting delay. 6. If the delay is zero the fire arrives now otherwise it will arrive in the delay number of turn’s time(e.g. Turn 5

delay 3, fire arrives in theopposing players bound on turn 8) 7. Start turn of fire and type of ammunition need to be written on the players order sheet. 8. The fire continues until the enemy battery stops firing. However they will always fire at least once just in

case the enemy battery is playing possum.

While the CB battery is firing the CB location team can attempt to locate the batteries next target. If they locate another target they can request the CB battery to fire on that target next. The plotting delay is applied to the new request and may mean the CB battery can move onto the new target as soon as the old target stops firing or may mean there is another shorter delay.

N.6.4.3 – Minimum range of CB Location If a battery fires at a target less that 2km (100cm) away from it CB Radar cannot pick it up.

N.6.4.4 – CB Location Table As the ability of CB radar to track rounds changes over time this has been included on the DATASHEET and takes into account an armies general electric equipment level and its training.

CB Radar Notes • Non Guns = MRLS, Mortars and Howitzers • Guns = Guns • NP = Not Possible, The radar simply can’t track these rounds. • A roll of over 10 isn’t possible however if the target battery fires enough rounds you may get the roll down

to less than 10.

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N.6.4.5 – Shoot and Scoot To overcome CB fire a battery may be ordered (written CLEARLY in orders) to move as soon as the first volley is fired.

Batteries that are shooting and scooting cannot use burst rate.

As the fire only takes place for part of the turn it will not catch elements moving into of through it (see N.8 - FIRE ZONE).

The battery fires for part of the turn and then packs up and moves to a new fire location.

The following table shows how long a battery takes to move to a new location and how long it is subject to CB fire for if it Shoots and Scoots. Battery Type CB effects for Time before it can fire again Mortars up to 81mm 1 Turn at reduced effect 5 turns Mortars over 81mm 1 Turn 6 turns SP Mortars 1 Turn at reduced effect 5 turns SP Guns 1 Turn 6 turns Towed Guns 1 Turn +1 Turn Reduced effect 7 turns SP Salvo Rockets 2 Turns 9 turns Towed salvo Rockets 2 Turns +1 Turn Reduced effect 11 turns

Reduced effect is normal fire with a +3 Modifier.

Salvo Rockets CANNOT reload during this time, they are busy packing up, moving and setting up again.

If the plotting delay for the CB fire means the fire arrives after the battery has left the battery will avoid the CB fire altogether.

N.6.4.6 – Repositioning Batteries The player may choose fire a normal barrage and then move a battery. In this case the battery is in place for longer and will be subject to CB fire for longer.

The following table shows how long a battery takes to move to a new location and how long it is subject to CB fire for if it Shoots and Scoots. Battery Type CB effects for Time before it can fire again Mortars up to 81mm 1 Turn 6 turns Mortars over 81mm 1 Turn +1 Turn Reduced effect 7 turns SP Mortars 1 Turn 6 turns SP Guns 1 Turn +1 Turn Reduced effect 7 turns Towed Guns 2 Turns 8 turns SP Salvo Rockets 2 Turns +1 Turn Reduced effect 10 turns Towed salvo Rockets 3 Turns 12 turns

Reduced effect is normal fire with a +3 Modifier.

Salvo Rockets CANNOT reload during this time, they are busy packing up, moving and setting up again.

If the plotting delay for the CB fire means the fire arrives after the battery has left the battery will avoid the CB fire altogether.

N.6.4.7 – Failing Morale Caused by CB If a battery is hit by CB fire and fails its morale check, it must move location before it can fire again or regain morale.

N.7 - DEVIATION The actual deviation depends on the training of the AOO, the CEP (Circular Error Probable: the accuracy of a round) and the positioning equipment used.

The DATASHEET gives the CEP die to roll. Roll the die and modify it, the deviation modifiers are on the DATASHEET.

If the target went out of sight or the observer has become suppressed or destroyed then just roll the deviation die without any modifiers.

Deviation is tested each turn until the battery arrives at the original aim point or stops firing.

N.7.1 – On Target Fire If the final score is 0 (or less) the battery is on target. However a natural roll of 1 always hits provided the observer has LRF, GSR or Sat Pos OR the target is within LOS of the firing battery.

N.7.1.2 – On Table Hits If the fire is at an on table target follow the details given in N.8 - FIRE ZONE below.

N.7.1.2 – Off Table Hits All elements in the target unit are treated as under the fire zone.

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N.7.2 – Off Target Fire

If the final score is 0 (or less) the battery is on target but if it is 1 (or more) multiply the result by the amount given in the table below to give the distance the barrage has missed.

N.7.2.1 – CEP Multiplier Table Range CEP Multiplier 0-5km 5cm 6-10km 6cm

11-20km 7cm 21-30km 8cm 31-40km 9cm 41+km 10cm

N.7.2.2 – On Table Misses If it missed roll a d10 to check in which direction the barrage lands (the direction table is on the DATASHEET). The player should measure the distance the shot is off target by in that direction and mark the impact point for that fire.

Follow the details given in N.8 - FIRE ZONE below

If the Impact Point is off the table check to see if part of the fire zone is on table. If it is mark up that part of the fire zone that is off table.

N.7.2.3 – Off Table Misses If the Fire misses and the final miss distance is less than the width of the fire zone roll a d10 on the following table. Roll Effect 1-3 All the elements of the target unit are within the fire zone. 4-5 Half of each type of element (rounded up) of the target unit is within the fire zone. 6-7 Half of each type of element (rounded down) of the target unit is within the fire zone.

8-10 The unit is missed.

N.7.2.4 – Example of Off Table Misses A target battery consists of 4 122mm Guns, 4 Trucks, a Jeep and a commanding infantry element.

The firing battery has a fire zone width of 20cm.

The deviation roll means the battery misses by 15cm which being less than the width of the batteries fire zone means the player should roll on the above table.

On a 1-3 all the elements will be within the fire zone

On 4-5 half (rounded up) of each type of element (The guns, the trucks, the jeeps and the infantry) will be within the fire zone. This means 2 Guns, 2 Trucks (4/2), the jeep (1/2) and the commanding infantry (1/2) will all be in the zone. The jeep and the commanding infantry will be in the zone as 1/2 rounded up is 1.

On 6-7 half (rounded down) of each type of element (The guns, the trucks, the jeeps and the infantry) will be within the fire zone. This means 2 Guns and 2 Trucks will all be in the zone. The jeep and the commanding infantry will not be in the zone as 1/2 rounded down is 0.

On 8-10 none of the elements will be within the fire zone.

Note how the difference in rounding up or down makes a difference in what is hit.

N.8 - FIRE ZONE

N.8.1 – Sheaf Sizes and Types Each battery has a sheaf size given on the DATASHEET.

This is the OPEN sheaf for the ammunition being used.

Non MRLS batteries can use the LINEAR sheaf instead. This is half the depth and twice the width.

However smoke and illumination zones are different to this. See F.10.4 – Artillery fired Smoke and F.8.1 – Illumination zones sizes and duration.

It is worth making up barrage templates for each battery (draw them on paper and photocopy them on to acetate).

In War In Angola battles, the SADF are allowed to use single troops of guns and even a single gun in a fire mission. It is a recorded fact that on numerous occasions, SA Artillery Observation Officers were able to do “long range sniping” with a single G-5 155mm gun, taking out individual vehicles even while those vehicles were crossing a bridge, at ranges that exceeded its 30km maximum range (even using BB rounds), vouching for the incredible accuracy of that particular gun. In this case the Sheaf Size of the battery is either halved (in one dimension only - width) for a troop, or divided by the number of guns in the battery (again, only on one dimension – the width) in the case of a single gun. A single gun fire mission can be treated as ranging rounds except that they DO have an effect on whatever it hits, even if it is not the target! See N.8.4.2 – Ranging Round Effect

ANTISA artillery is also allowed to use at least a troop (half the guns in the battery) in the case of guns, and individual MRLs to engage a target. Where individual guns were deployed (only specified by the War In Angola scenario), treat them as if firing ranging rounds except that they DO have an effect on whatever it hits, even if it is not the intended target.

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N.8.2 – Sheaf Rotation The Sheaf may be rotated to any angle and this must be clearly drawn on the player’s map.

N.8.3 – Placing the Fire Zone When the impact point has been worked out place the template, centred on the impact point and rotated to match the selected rotation on the table to mark for fire zone.

N.8.4 – Determine Fire Effect Once the template has been laid any elements in the fire zone (only count the centre of the element) are tested for possible damage using the following procedure.

1. Cross reference the battery and type of ammunition being used with the type of target being hit on the DATASHEET. 2. Modify the basic suppress and Kill rolls by the “FIRE NUMBER MODIFIERS” which are shown below the artillery

data on the DATASHEET to give the final suppress and kill rolls.. 3. Roll a d20 for each element. 4. The final die score will give a result of Ok, Suppressed or destroyed.

The following points apply: a) A natural roll of 1 always misses. b) A natural roll of 20 always suppresses the target provided there isn’t a dash in the S row. c) If the final Kill roll is 30 or more the target cannot be destroyed. d) If the final Kill roll is between 21 and 29 and a natural 20 is rolled on the d20 roll a d10 and add it to the 20 already

rolled and subtract 1 to determine if the target is hit.

There are two columns for each target type, the number required to suppress it and the number for destroying it.

If a vehicle is either soft or an open topped AFV use the “0” column otherwise use the CE armour class, all Aerial Elements are treated as soft skinned if the fire is airburst HE or armoured using half their armour value rounded up verses any other type of fire.

Test each element in the fire zone once.

N.8.4.1 – Multiple zone effects If an element is within multiple fire zones test it once using the battery most likely to do damages numbers and modified with the effect shown on the DATASHEET for each extra battery.

N.8.4.2 – Ranging Round Effect These single rounds have no affect if off target.

If they are on target they will affect any target at the aim point.

N.8.4.3 – Burst Rate Guns and mortars have a burst rate modifier for the first turn of fire.

This represents the gunners loading a little faster for the first few rounds. After this they slow down to a sustained rate of fire.

Guns and mortars can use burst rate if they haven’t fired or moved for 2 turns. They cannot use burst rate if they are using shoot and scoot (see N.6.4.5 – Shoot and Scoot).

If guns switch targets without stopping fire for a turn they get half their burst rate (rounded down) against the new target provided the new target wasn’t under arty fire last turn.

N.8.4.4 – Surprise Infantry which haven’t spotted any enemy and haven’t come under fire will be surprised on the first bound they come under indirect fire. Because they are surprised they are more likely to be standing and thus a better target for the artillery. After this first turn the infantry will be taking cover.

Two factors are listed at the end of the DATASHEET. Either or both of these may apply in the bound the infantry are surprised. Add all that apply.

N.8.4.5 – Aerial Elements Only under command Aerial elements are affected by artillery.

Aerial elements are only affected if at NOE or Contour.

N.8.4.6 – Dust caused by HE rounds Explosions by multiple HE rounds fired by artillery generate a lot of dust which can obscure targets and block LOS. For this purpose, any artillery bombardment comprising of more than one gun, IF the ground is dry and it is not raining, will cause a dust screen in a similar way as a smoke screen, except that its considered to all be partial. It will expand and spread like smoke and disperse like smoke, depending on the wind direction. See F.10 – SMOKE/DUST

N.8.5 – Continuing Fire

N.8.5.1 – Shoot and Scoot and Continuing Fire For batteries performing Shoot and Scoot fire stops at the end of PHASE 2.8 and thus elements can move safely into the fire zone.

The firing player must announce that the fire has stopped if the fire zone is ground burst HE.

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This type of fire doesn’t affect observation (see F.2.4 - Maximum Observation) as the fire ends before spotting can take place.

N.8.5.2 – Other Continuing Fire Fire continues to fall until the phase it’s fired in (see N.2 - INDIRECT FIRE PROCEDURES), in the firing players next bound.

If the fire is ground burst HE it can effect observation (see F.2.4 - Maximum Observation).

Any Element moving into a fire zone must check for damage as if it were in the fire zone when the fire started (see above).

Infantry moving through a fire zone outside of buildings or leaving a vehicle or building within the fire zone must test again for damage. Other elements can move through fire zones with no further effect.

N.8.6 – Spotting Fire Zones The explosions from continuing fire can be seen at some distance and thus a unit will know if it is about to enter a fire zone before it enters. In most situations this spot is automatic and may allow an element to slow down, see E.2.1 – Movement Definitions Table for situations when it allows an element to slow down.

The fire zone cannot be seen if the start of it is covered in smoke that none of the elements in the unit can see through or if it is foggy or if there is a sandstorm going on.

N.8.7 – Building Damage Any occupied buildings caught in a ground burst HE fire zone may collapse see R.5.5 - Buildings.

N.9 - AMMUNITION TYPES The types of ammunition that are available to a battery are given in the DATASHEET. The types and capabilities available are as follows: • HE ROUNDS (HE). HE is the most common ammunition used. • AIR BURST HE (AB). These are HE rounds that are proximity fused or radar fused to explode in the air above the

target. • FAE WARHEADS (FAE). Fuel-Air Explosive (including Russian Thermobaric) rounds are usually large calibre

rockets and are extremely effective against most targets.

Because FAE is considered a chemical weapon permission must be given at the highest level before its use is authorised. To reflect the political effects of using FAE the firer gets no points for kills achieved using FAE.

• SMOKE ROUNDS (BES, WPS or IRB).

See F.10 – SMOKE. White Phosphorous (WPS) has a reduced HE affect.

• ILLUMINATION (ILL). See F.8 - ILLUMINATION FLARES. • LONG-RANGE ROUNDS. These include HE-Rocket Assisted (HERA), Rocket Assisted Projectile (RAP), Extended

Range Full Bore (ERFB) and Base Bleed (BB).

These rounds tend not to be as accurate or powerful due to their requirement for long range. • CANNON LAUNCHED

GUIDED PROJECTILES (CLGP).

See H.7 – REMOTE LASER WEAPON GUIDANCE.

• MINELET (ATM, APM or MIXM).

These are sub-munitions cargo rounds with AT, AP or MIXED mines (e.g. FASCAM).

The strength is 2 per turn of fire from a battery or per 250kg bomb (5 if salvo rocket), See R.6.3 – In Game Mine Laying. Some minelets are sensor fused to attack a vehicle’s roof before landing and becoming mines.

• BOMBLET (ICM). These are sub-munitions cargo rounds with anti-material grenades that have an effect on infantry and vehicles (e.g. DPICM).

• SMART ROUNDS. Sensor fused munitions can be either sub-munitions (e.g. SADARM) or full rounds (e.g. BONUS) and they scan the ground below for vehicular targets and home in on them.

• STOT Same Time On Target is a capability of modern weapons where several rounds are fired at different trajectories all arriving on target at the same time. Weapons that can do this have a greater burst rate.

• PRECISION JAMMING ROUNDS (PJC or PJR).

These are rounds (e.g. JABBERWOCKY) that land and jam communications or radars. See Q.3 – RADIO And RADAR JAMMING.

N.9.1 - MLRS RELOAD TIMES. MRLS don’t fire in the same way as other artillery. Often they fire all their rockets in one go and sometimes only fire them one rocket at a time. Details of how they fire are given on the DATASHEET along with the time in turns it takes to reload ALL the rockets. These details will be one of the following. • Reload X - It takes X turns to reload once the Salvo Rockets have been fired. • Reload X+Y – It takes X turns to reload the first reload and Y turns to reload each subsequent one. • Reload X (Y rockets, fires 1 per Turn) - It takes X turns to reload once all the Salvo Rockets have been fired, however the

rockets are fired 1 per turn and there are Y rockets available before a reload will be required. • Reload X (Y rockets, fires >Z per Turn) - It takes X turns to reload once all the Salvo Rockets have been fired, however up

to Z rockets can be fired at the same target per turn and there are Y rockets available before a reload will be required.

The MRLS can fire in the turn AFTER their reloading finishes.

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Example: - A BM-24 with a reload time of 3 turns first on turn 1, it will be reloading on turns 2,3 and 4 and can fire again on turn 5. Assuming it fires on turn 5 it will be able to fire again on turn 9.

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N.10 – SPLITTING BATTERIES Any battery of 6 or more guns/launchers may be split.

Half the guns are place in each sub battery. EXCEPTION: SADF using individual guns for “long range sniping” or ANTISA forces using individual MRLs. See N.8 - FIRE ZONE

The player must write that he is splitting a given battery in his orders and which sub battery (or separately deployed gun) has the command element attached. This is only applicable if the single gun is NOT deployed with the rest of the battery. A single gun of the battery could also be used in a fire mission on its own, without actually being detatched from the rest of the battery, similar to a single gun firing ranging rounds, except that it is treated as if firing ranging rounds except that they DO have an effect on whatever it hits, even if it is not the intended target.

Each half battery (or separately deployed gun) is requested separately and counts as a battery for the three battery limit mentioned in N.3.1 – AOO observing Each sub battery’s fire zone is half the width, but the full depth of the full battery. So if the full 8 gun battery firing ICM has a fire zone of 35x25cm, each 4 gun sub battery will have a fire zone of 17.5x25cm. Individual guns divide the width by the number of guns in the battery.

If a sub battery uses some of its guns to fire Illumination or smoke rounds the fire zone of the rest of the guns is reduced in width by the proportion of the battery firing Illumination or smoke rounds rounding to the nearest half cm. Thus in the above example if 1 gun was firing illumination rounds the fire zone would be reduced to 17.5*3/4 = 13cm as 3/4 of the guns are available to fire the ICM

CB treats each sub battery (or separately deployed gun) as a separate target.

CB batteries can be split.

Morale is rolled for each sub battery (or separately deployed gun) separately and the one without the command element will count as “Without Original CO”.

Both sub batteries (but NOT separately deployed guns) will have all the equipment that the battery has (CB radar, ABMS etc).

N.11 - EXAMPLE OF ARTILLERY FIRE A Russian AOO spots a moving British CHALLENGER 2 squadron in phase 1.4 and requests battery of six 152mm 2S19’s.

The AOO has EDR and no ABMS.

He checks for transmission security (see D.5.6 – Transmission Security) and finds he has no problem getting through.

The player plots the battery’s aim point on a map and decides to fire for effect using ICM (rather than use a ranging round first).

In phase 2.8 the player checks to see if the battery is available. Checking the DATASHEET getting the battery requires a score of 2 or more to receive fire support. A 9 is rolled, -1 due to radio jamming gives a result of 8 and the battery comes on line and the fire arrives

The battery uses a d4 for its CEP die (because it has satellite positioning and advanced fire control) and a 3 is rolled.

This is modified by -2 for the AOO having a LRF. As the battery is 7knm from the target there is no modifier for that and there don’t appear to be any other modifiers.

This gives a result of 1 which means the fire is off target.

As the target is on table the player rolls a d10 for the direction, scoring a 6 (Short).

The battery arrives 5cm short and captures half the British tanks in its fire zone. The ammunition used was ICM, the CHALLENGER 2’s count as “4+ top armour” (its CE armour class is well over 4) meaning the Russian player must score 11 or higher to suppress and a 19 to kill each tank.

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O: AERIAL ELEMENTS O.1 - INTRODUCTION

Aerial elements include Helicopters, Fixed Wing aircraft and UAVs.

They can make a huge impact on the battlefield.

They share a number of rules and also have rules specific to them selves.

For game purposes VTOL aircraft count as Helicopters and any reference helicopters also applies to them. Thus for example they can be fired at using direct fire.

O.1.1 – Under Command and Requested Aerial Elements Aerial elements fall into 2 broad categories within the rules. Under Command These are bought as part of the player army and normally only include helicopters, UAVs and

transport aircraft. Requested These are requested using an ALO.

O.1.2 – Levels of Air Commitment The level of air support allocated to a battlegroup commander would be decided at an operational, rather than tactical level. Thus the player would have little input into what he gets. For example he could opt to only take fighters and not bother with ground attack aircraft as the choice is way out of his hands. Levels of air commitment are as follows.

Support Level

Level of Commitme

nt

Definition Example

0 None No effort to gain or maintain control of the air. Available to any army, i.e. no air force involvement

1 Favourable Air

Situation

An air situation in which the extent of air effort applied by the enemy air forces is insufficient to prejudice the success of friendly land, sea or air operations.

Available to any country with at least a Squadron of combat ac, this was the accepted level of air commitment for both sides in the Falklands conflict. (most developing nations)

2 Air Superiority

That degree of dominance in the air battle of one force over another which permits the conduct of operations by the former and its related land, sea and air forces at a given time and place without prohibitive interference by the opposing force.

Available to air forces with limited combat support ac (ISTAR/AWACS etc) and who are able to put together composite air operations (COMAOs), i.e. Most European nations, and the better Middle East and Far East nations.

3 Air Supremacy

That degree of air superiority wherein the opposing air force is incapable of effective interference.

Air forces with effective combat support ac and who OPERATE/train in complex threat environments or who have overwhelming numbers of combat ac, i.e. RAF, NATO led European ops (but probably not individual member states) Russia, Israel, China, France.

4 Air Dominance

A US definition where the opposing air and air defence forces are incapable of any interference.

Stealth is the prime requisite, so really only the Americans or American lead coalitions.

In reality a commander at the player’s level would have almost no input, but as this is a game and thus the player is allowed to pick the general level of air support available to them.

The level of air commitment is bought by the player as a general level of air support. The army list details what levels of air support are available to a given army.

Requested aircraft are available depending on the level of Support bought by the player.

See O.7 – REQUESTED AERIAL ELEMENTS for further details.

O.2 - ALTITUDE For game purposes aerial elements will be flying at one of the following height bands. HEIGHT BAND EXPANATION NAP OF THE EARTH (NOTE)

Available only to helicopters and VTOL aircraft.

The helicopter is flying extremely low, 1 contour above ground level, using the terrain as cover. They can land or pop-up.

The helicopter cannot fly in woods, built up areas (BUA) or through obstacles if 1 or more contour high. Instead they must fly round them.

CONTOUR The aerial element is flying at tree top level, between 2-5 contours above ground level.

Any aerial element can fly at contour height or above.

Helicopters aircraft can fly over woods, BUAs or obstacles. They can land or pop-up. Contour is the maximum height for abseiling troops.

LOW The aerial element is flying between 6 contours and 2000 feet (152 Contours) above ground level (minimum height for dropping paratroops).

MEDIUM The aerial element is flying at up to 20,000 feet. (1524 Contours) HIGH The aerial element is flying at 20,000 feet or higher.

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O.2.1 – Changing Altitude An aerial element can move up or down 1 height band at the end of a turn. This movement can be from NAP OF THE EARTH to CONTOUR, from CONTOUR to NAP OF THE EARTH, from CONTOUR to LOW or from LOW to CONTOUR.

An aerial element can move up or down 1 height band above LOW every 5 turns.

O.2.2 – Height Risk If a side doesn’t have control of the skies any aircraft used over the battlefield are at risk of being shot down on the way to the battle or during the battle by enemy fighters and area AA.

The risk of being shot down for requested aircraft making their first pass is already worked into their chance of being requested.

Under command and returning requested (see O.7.2.2 – Returning Aircraft) aerial elements must test on the following table when they first enter the table and each turn they are flying at LOW or above over the table.

There is no risk and no roll is required if your opponent bought ZERO levels of air support.

The table assumes that when entering the aerial element has had to pass through enemy area AA zones and areas where enemy fighters might have attacked it. For on table tests it assumes the risk is mainly from area AA, but could also include long range AAM fire from fighters.

Your opponent must roll a d20 against the following table for each of you applicable Aerial Elements. The number before the slash is the risk when entering the table for the first time and the number after the slash is the risk each turn.

Difference in Air Support Levels (Your Level – Their level) Entry Altitude -3 -2 -1 0 1 2 3 CONTOUR 17/NP 18/NP 19/NP 20/NP NP/NP NP/NP NP/NP LOW 9/13/16 13/16/18 16/18/19 18/19/20 19/20/NP 20/NP/NP NP/NP/NP MEDIUM 10/14 14/17 17/19 19/20 20/NP NP/NP NP/NP HIGH 11/15 15/18 18/20 20/NP NP/NP NP/NP NP/NP NP – Interception never happens, aircraft will always arrive.

1st Number is when entering the table 2nd Number is each turn 3rd Number is when popping up, it is only included for LOW level as this is the only band it applies to.

If the number or over is rolled the aircraft doesn’t arrive at the table this turn.

Roll a d10 and add the difference in air support levels to see what happened to the aircraft and consult the following table Roll Effect What the Aircraft must do next turn 4 or less Shot Down Nothing 5-6 Aborted Return to base 7 Damaged Return to base 8 Damaged Can attempt to enter next turn at the same height at the same place with the same orders OR

Can return to base 9 OK Can attempt to enter next turn at the same height at the same place with the same orders OR

Can return to base 10 or more OK Can attempt to enter next turn at a different at the same place with the same orders OR

Can return to base

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O.3 - AIRCRAFT TYPES The following type of aircraft can appear in the game.

O.3.1 – Normally Under Command AH Attack Helicopter Such as AH-1, AH-64, Hind. They are armed helicopters which sometime carry

infantry. MUAV Mini Unmanned Air Vehicle These are very small UAVs which act in most ways like UAVs. They can only be

fired at using AA fire except that AAGWs and ATGWs cannot be used (they are too small to be locked onto). Radar cannot spot them either.

OB Observation Aircraft Such as O-2E etc. These aircraft are slow enough to remain over the table looking for targets for either strike aircraft or artillery. They will be shown carrying either an AOO or ALO on the DATASHEET.

OH Observation Helicopter Such as Alouette III, BO-105M and OH-58 Kiowa. They are helicopters used for transporting ALOs and AOOs and for general reconnaissance. Occasionally they will be armed.

TH Transport Helicopter Such as Mi-8 Hip, UH-1B Iroquois (Huey) and Puma. They are helicopters used primarily used for transporting troops around a battlefield but occasionally armed.

TH(H) Heavy Transport Helicopter These are heavy lift helicopters such as CH-47 Chinook and Mi-6 Hook. They are used for the same rolls are transport helicopters but are bigger!

TR Transport Aircraft Such as C130 Hercules and IL-76 they are normally within the game used to drop paratroopers.

TR(V) Transport Aircraft VTOL Only the MV-22 Osprey appears to exist at the moment. They are transport aircraft used in a similar way to transport aircraft. Because of their ability to land vertically and hover they are treated as helicopters within the rules.

UAV Unmanned Air Vehicle Such as Predator, Phoenix, etc. UAVs travel at a rate of shown on the DATASHEET. They fly as per helicopters and are on table for the number of turns shown on the DATASHEET.

O.3.2 – Normally Requested F/A Fighter/Attack Aircraft Such as the F/A 18. When requested they act as Ground Attack aircraft (see

below). They can also act as fighters in one off games. GA Ground Attack Aircraft Such as A4 “Skyhawk”, Mig-27, etc. LA Light Attack Aircraft Trainers or Counter Insurgency Aircraft such as BAe Hawk, OV10 “Bronco”, etc. SGA Specialist Ground Attack

Aircraft Such as SU-25 “Frogfoot”, A10 “Warthog”, etc.

O.3.3 – Others That Could Be Used In a Game EH Electronic Warfare

Helicopter Such as EH-1H Iroquois and Mi-8 Hip-J. These carry jammers and if available will be under command.

EW Electronic Warfare Aircraft Such as EF-11A, YAK-28E, etc. EW aircraft can either loiter behind friendly lines to jam enemy communications or fly over or near the battlefield using Anti-radiation missiles to suppress enemy air defences.

F Fighter Aircraft Such as F-15, Mig-29, etc. All fighter aircraft may use a CAP mission only and loiter until their mission is completed. They will rarely be seen in the game as air commitment level includes the effects of them away from the battlefield

RE Reconnaissance Such as “Tornado” GR-1A, RF-4D “Phantom”, etc. They can be used to spot targets before a game and can make one pass of the battlefield. They may be allowed in attack defence games.

SB Strategic Bomber Such as B-52, TU-22, etc. Strategic bombers may make one pass of the battlefield and have a pre-planned mission only. They are rarely seen anywhere near a battlefield where friendly troop could be hit.

TB Tactical Bomber Such as F111 “Aardvark”, SU-24 “Fencer” etc. Tactical bombers may make up to 2 passes of the battlefield and normally have a pre-planned mission only. Occasionally they will be available as requested aircraft

The aircraft availably tables are built using the number of aircraft available to a nation to determine which aircraft are available. This is weighted so that SGA will appear more often than pure numbers suggest and LA, TB and SB less often.

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O.4 - AIR TO GROUND ATTACK

O.4.1 - Aim Point If the Aerial element is using rockets, rocket pods, dropping bombs (including toss bombing) or making a strafing attack the player must mark an aim point for the attack.

These types of attacks cannot be carried out at NOTE.

This AIM POINT can but up to 2cm short of the target and must be along the flight line of the aerial element for forward firing weapons.

O.4.1.1 – Forward Firing Aim Point for Under Command Aerial Elements The aim must be a minimum distance from the firing aerial element. The following table lists the minimum distance for the different high bands. Requested aircraft are always placed at the minimum distance when they attack if this puts them off the table they should be placed at the edge of the table but are treated as being off table at the minimum distance for AA fire. Under command aircraft must be at least the distance givem away to attack and cannot attack a target if this puts them off table (unless using toss bombing). Planes using toss bombing will be most likely be off table anyway. Weapon CONTOUR LOW MEDIUM HIGH TOSS

BOMBING Rockets and Rocket Pods 20cm 40cm 60cm 80cm N/A Bombs and Strafing 10cm 20cm 30cm 40cm 400cm

Clarification: - Direct and Area fire can be carried out from any height.

O.4.1.1 – Sideways Firing Aim Point for Under Command Aerial Elements If the weapon is turret mounted or a door weapon the aim point can be up to 25cm away from the firing element to the left or right.

O.4.1.3 – Forward Firing Aim Point for Requested Elements The aircraft model is placed so that its nose is touching the aim point.

O.4.1.4 – Sideways Firing Aim Point for Requested Elements If weapons are only firing to one side of the aircraft mark the aim point and then place the aircraft model up to 25cm from the aim point on the appropriate side of the aim point.

If weapons are firing from both sides of the aircraft mark both aim points and then place the aircraft between the 2 aim points but not more than 25cm from either.

O.4.1.5 –Aim Points and Poor Visibility Once the aim point is determined and the aircraft placed, check F.2.4 - Maximum Observation to see if the aircraft can see the aim point. If it cannot then it cannot fire at that aim point.

Requested aircraft will loose their attack and leave the table at normal in Phase 2.9.

Under Command aircraft cannot fire at anything else.

O.4.2 – Bombs Bombs are dropped individually and extra bombs either added to the depth of the fire zone or used to increase the effectiveness (see O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones).

The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see O.4.11 – Fire Zone Placement).

Test to see if the bombs are on target and if not move the fire zone (see O.4.9 – Testing Aerial Fire Zone Accuracy).

Test every element in the fire zone for damage using the area fire number for the bombs. See the DATASHEET for details of fire zone size and effectiveness.

O.4.2.1 – Toss Bombing (“VERGOOI”) Initially developed by the RAF and further developed by the SAAF, this technique was often used to avoid ground strike aircraft from entering an enemy’s Air Defence umbrella by simply lobbing the bombs from under the plane by pulling straight up 45 degrees at about 4.5 nautical miles (8 km) from the target area before releasimg the bombs, then banking sharply away 120 degrees and return to safety at LOW. This was developed into a computerised system that would release the bombs of a plane within split seconds of each other to create a longer and deeper fire zone which could quite accurately be directed at large enemy concentrations or an enemy spread over a large area. A flight of four such planes flying parallel and tossing their bombs simultaneously could cover quite a large area with high explosives. While not as accurate as the more direct methods of delivery, the nature of the target and terrain in SE Angola made this a very effective method of delivery at relatively low rsik, something the SAAF embraced as it was near impossible to replace damaged or lost aircraft due to sanctions enforced on South Africa during the 1980s. During Toss Bombing, each extra bomb is used to add to the depth of the fire zone (and NOT to increase the effectiveness) (see O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones). The start of the fire zone is placed at the AIM POINT as per normal procedure (see above) and heads away from the aircraft

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O.4.3 – Rockets and Rocket Pods Large rockets and whole rocket pods are fired one at a time. Each extra large rocket or pod is either added to the depth of the fire zone or increases the effectiveness (see O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones). The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see O.4.11 – Fire Zone Placement).

Test to see if the rockets are on target and if not move the fire zone (see O.4.9 – Testing Aerial Fire Zone Accuracy).

Test every element in the fire zone for damage using the area fire number for the rockets. See the DATASHEET for details of fire zone size and effectiveness.

O.4.4 – Strafing Under command aerial elements that moved straight using COMBAT SPEED 10cm or more may make a strafing run. Any requested aerial element can make a strafing run.

O.4.4.1 – Strafing Forwards The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see O.4.11 – Fire Zone Placement).

O.4.4.2 – Strafing Sideways The start of the fire zone is placed at the AIM POINT (see above) and heads back down the aircrafts fight line away from the aircraft (see O.4.11 – Fire Zone Placement).

O.4.4.3 – Under Command Element Fire Zone Size This is always 5cm wide, but its length depends on how fast the aerial element is flying at.

If it is flying at 20cm or faster the zone is 20cm long.

If it is flying at between 10cm and 20cm the zone is the length of its move.

O.4.4.4 – Requested Element Fire Zone Size This is always 20cm long and 5cm wide

Test to see if the strafing is on target and if not move the fire zone (see O.4.9 – Testing Aerial Fire Zone Accuracy).

Test every element in the fire zone for damage using the firing aircrafts area fire numbers. See the DATASHEET for details of effectiveness.

Note that as strafing uses area fire numbers it can only be used against unarmoured targets and helicopters. For firing against armoured targets the element will have to use O.4.6 – Direct Fire.

O.4.5 – Guided Munitions

O.4.5.1 – Guided Bombs These are standard 250-1000Kg bombs fitted with TV or laser guidance. They can be released at 5km from LOW level and 10km at higher levels. Their range allows them to be fired without the aircraft entering the table.

For TV Guided – Treat these as detailed in H.12 – VISUALLY GUIDED MISSILES with the aircraft counting as the operator. They have a basic to hit of 5 and count all the modifiers for TV guidance.

For Laser Guided see H.7 – REMOTE LASER WEAPON GUIDANCE. Roll to hit as normal as if they are an ATGW.

If the bomb hits the target it will be destroy.

O.4.5.2 – Guided Missiles These are treated as ATGWs but some have enough range to be fired from off table.

For TV Guided – Treat these as detailed in H.12 – VISUALLY GUIDED MISSILES with the aircraft counting as the operator. Roll to hit as normal for an ATGW.

For Laser Guided see H.7 – REMOTE LASER WEAPON GUIDANCE. Roll to hit as normal for an ATGW.

The aircraft must be at LOW level or higher to fire these.

O.4.6 – Direct Fire Bear in mind to carry out direct fire the aircraft will have to spot for most weapons as normal. The exceptions are TV and laser guided weapons.

When firing ATGWs remember the restrictions on movement for firing them. See H: ANTI-TANK GUIDED MISSILES (ATGMs).

O.4.6.1 – Under Command Direct Fire These carry out direct fire including ATGWs just like ground based firers. See G: DIRECT FIRE.

O.4.6.2 – Requested Direct Fire

O.4.6.2.1 – Laser and TV guided Long Range ATGWs The aerial element can either remain off the table and fire as O.4.5.2 – Guided Missiles above or can enter the table and fire the missile as a normal ATGW.

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If the player chooses to enter the table the aircraft model is place on the table at the point the player wishes to fire from.

O.4.6.2.2 – Other Direct Fire The aircraft model is placed on the table at the point the player wishes to fire at.

These carry out direct fire including ATGWs just like ground based firers. See G: DIRECT FIRE

O.4.7 – Area Fire This is carried out just like area fire from ground based firers. See J: AREA FIRE.

For requested Aerial Elements the aircraft model is placed on the table at the point the player wishes to fire at.

O.4.8 – Anti RADAR Missiles These come in two types, 1st and 2nd Generation.

The aircraft must be at LOW level or higher to fire these.

O.4.8.1 – Anti Radar Missile Types First generation missiles have only a radar seeker meaning if the radar is switched off the missile will automatically miss.

Second Generation missiles have a radar seeker and an inertial guidance system meaning that even if the radar is switched off the missile has a chance of hitting.

O.4.8.2 – Anti Radar Missile on EW aircraft When these are carried by specialist EW aircraft both types can be spot any active enemy radar.

They can fire up to 4 missiles in a turn.

O.4.8.3 – Anti Radar Missile on Non EW aircraft When carried by non specialist aircraft they must be pre-programmed for specific radars.

a) First Generation Missiles can be pre-programmed for 1 type of radar. b) Second Generation ones can be programmed for 3 types of radar and the radar must be in priority sequence.

When spotting for radars they will look for the first type first and only try to spot the second type if the first wasn’t spotted.

As these are intended for self defence type of radar must be a specific AA vehicle equipped with radar.

They can fire 1 missile in a turn.

O.4.8.4 – Anti Radar Missile firing Procedure Use the following procedure when firing an Anti Radar missile

1. Spot enemy radars using F.3.3 – Anti Radar Spotting. 2. Fire the missile. 3. Test to see if the target spots the missile. 4. Test to see if the missile hits. 5. Determine the effect of the hit.

O.4.8.5 – Spotting an Anti Radar Missile The target of the Anti Radar missile can attempt to spot the in bound missile. Roll a d10 and consult the following table. Radar Type Roll to spot Missile Spotting Radar 8 FCR 1 7 FCR 2 6 FCR3 5 FCR 4 4 FCR 5 3 Other 9 If the number shown or better is rolled the missile is spotted and the radar is turned off.

O.4.8.6 – Testing to see if the Anti Radar missile Hits Roll a d10 and consult the following table. Radar Situation 1st Generation 2nd Generation Off Missies 5 On 3 3 If the number shown or better is rolled the missile hits.

O.4.8.7 – Effect of Anti Radar missile Hit The radar is destroyed and cannot be used for the rest of the game.

Additionally the element carrying the radar is suppressed and may be destroyed.

Roll a d20 and compare with the following table. If the roll or higher is achieved the element is destroyed. Target Element Roll To Kill Infantry in Open 14 Infantry in Cover 16

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Infantry in Heavy Cover 17 Soft Vehicle OR Unarmoured Aerial Element 12

Top Armour 1 Ground Vehicle OR Aerial Element with Armour 1 or 2 16

Top Armour 2 Ground Vehicle OR Aerial Element with Armour 3+ 17

Top Armour 3+ Ground Vehicle 18

O.4.9 – Testing Aerial Fire Zone Accuracy All aerial elements have been rated as to how accurate they are at bombing at contour height. This is called the Air to Ground CEP and is shown on the DATASHEET in the AGM column.

Roll a d10 and subtract the aerial element’s AGM. Amend the roll as follows.

General Type of Modifier Modifier Name Modifier at LOW level +1 at MEDIUM level +3 at HIGH level +6 Aircraft Attacking

with TOSS BOMBING +4 Range up to 25cm -1 Under Command Aerial Element Range 100cm and Over +1 Not Under Fire -1 Is Suppressed +1 Aerial Element Is Damaged +2

Target can no longer be seen Obscured by smoke etc +1 <= 5cm 0 >5cm and <= 15cm +1 > 15cm and <= 30cm +2 >30cm and <= 45cm +3

Target Movement

>45cm +4

• If the total is Zero or less the fire zone is on target • If the total is one or more the fire zone has missed.

O.4.9.1 – Missed Aerial Fire Zone Roll a d10 on the Artillery CEP Table (See DATASHEET).

If the roll is long or short (1-3, 5-8 & 10), multiply the total off target by 2cm and move the fire zone that far long (1-3 & 10) or short (5-8).

If the roll is left or right (3-5 & 8-10), multiply the total off target by 1cm and move the fire zone left (8-10) or right (3-5) that distance.

O.4.9.2 – Example of missing An A-10 is making a bombing run at LOW level.

Checking the DATASHEET the player finds the A-10 has an AGM of -5.

The player rolls a d10 and gets a 9. 9-5 = 4 so the A-10 has missed.

He then rolls to see where the bombs land on the CEP table and rolls an 8.

This means the bombs land short and off to the left.

Calculating the player find they land short by 4x2cm = 8cm and left by 4x1cm = 4cm. Not really a problem as the fire zone is big enough to catch the targets he was aiming at.

O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones Rocket, Rocket Pod and Bomb fire zone sizes can be increased in size or effectiveness however all zones must be increase to the same effectiveness.

The following table shows the possible combinations with different numbers of rockets, rocket pods and bombs. Increase Depth Increase

Effectiveness x1 x2 x3 x4 x5 x6 x7 x8 x9 x10 x11 x12 0 1 2 3 4 5 6 7 8 9 10 11 12 -1 2 4 6 8 10 12 14 16 18 20 22 24 -2 3 6 9 12 15 18 21 24 27 30 33 36 -3 4 8 12 16 20 24 28 32 36 40 44 48 -4 5 10 15 20 25 30 35 40 45 50 55 60 -5 6 12 18 24 30 36 42 48 54 60 66 72 -6 7 14 21 28 35 42 49 56 63 70 77 84 -7 8 16 24 32 40 48 56 64 72 80 88 96

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Increase Depth Increase Effectiveness x1 x2 x3 x4 x5 x6 x7 x8 x9 x10 x11 x12

-8 9 18 27 36 45 54 63 72 81 90 99 108 -9 10 20 30 40 50 60 70 80 90 100 110 120

-10 11 22 33 44 55 66 77 88 99 110 121 132 -11 12 24 36 48 60 72 84 96 108 120 132 144

Example an aircraft is carrying 8 bombs it can either, 1. Drop them one after the other, giving a zone 8 times the depth of normal. 2. Drop 2 at a time; giving a zone 4 times the depth of normal and -1 to “to kill and suppress numbers”. 3. Drop 4 at a time, giving a zone double the normal depth and -3 to “to kill and suppress numbers”. 4. Drop them all on 1 zone, giving -7 to the “to kill and suppress numbers”.

O.4.11 – Fire Zone Placement

O.4.12 – Dust caused by HE rounds Explosions by multiple HE bombs and rockets during an air strike generate a lot of dust which can obscure targets and block LOS. For this purpose, any air strike comprising of more than one gun, IF the ground is dry and it is not raining, will cause a dust screen in a similar way as a smoke screen, except that its considered to all be partial. It will expand and spread like smoke and disperse like smoke, depending on the wind direction. Fire zones of the different weapons in the DATASHEETS will determine how many dust tiles to use, as it is assumed the entire fire zone will be covered in dust. See F.10 – SMOKE/DUST

O.5 – UNDER COMMAND AERIAL ELEMENTS Under command aerial elements must follow all the normal rules in D: COMMAND, CONTROL AND COMMUNICATION.

O.5.1 - ORDERS Under command Aerial Elements must be given commands just like ground elements. The orders given depend on the type of element in use as follows. These orders can be changed just like ground unit orders (see C.3 - ORDERS) and the aerial elements can react to the enemy just like ground units (see D.7 – REACTING TO THE ENEMY).

O.5.1.1 – Para Dropping Transport aircraft Orders must include

1. A straight flight path across the table starting from the player’s baseline or either neutral edge: 2. Flight Height. 3. A drop point where the paras will be dropped.

O.5.1.2 – Observation Aircraft, UAVs and MUAVs Orders must include

1. A flight path around the table starting from the player’s baseline. This flight path must be a loop around the table that the aircraft will follow once it gets on the loop allowing it to circle the table during the battle. It must be drawn accurately on the map.

2. Speed of flight, minimum OB=60cm & MUAV/UAV=25cm, maximum as shown on the datasheet. 3. They can make up to Three 45 degree turns each time they move, each of which must be at 20cm from the

last turn. 4. The altitude the unit is travelling at (see O.2 - ALTITUDE).

The direction of flight is shown by black arrow.

The aim point is shown by the Red Cross and as this is a requested aircraft is at the nose of the F-15.

The first fire Zone is shown in grey and first extension shown with a dotted line around it.

Forwards Firing

Sideways Firing

The direction of flight is shown by black arrow.

The aim point is shown by the Red Cross and as this is a requested aircraft is at the nose of the Ka-32.

The first fire Zone is shown in grey, Note how is goes back along the line of flight.

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O.5.1.3 – Attack and Observation Helicopters Orders must include

1. A flight path which should be drawn accurately on the map in straight lines between objective points. 2. The altitude the unit is travelling at (see O.2 - ALTITUDE). 3. As with ground elements, these elements have two speed rates, COMBAT SPEED and TRANSIT SPEED

and these are given on the DATASHEET. Their movement speed depends on their altitude and speed rate. Firing and unloading is limited in the same way as ground elements (see E: MOVEMENT).

4. The aerial element can be given up to FOUR objectives points which must follow the limits given in C.3.2 – Objectives except that the objective is a specific point near such an objective. The aerial element must stay within 10cm of this point.

5. The number of turns the aerial element will loiter at each objective must be listed and must be a minimum of 1 turn. The aerial element can remain at the point for longer if it has spotted targets the player wishes it to engage. Once the time is up the aerial element must move on to the next point if it hasn’t spotted any targets the player wishes it to engage.

Alternatively they may be given orders to escort transports (see below). In this case they follow the transports orders until the troops are on the ground. Once the troops are on the ground they may be given a single objective point within 30cm of the troops they are supporting where they loiter for the rest of the game or until their orders are changed.

O.5.1.4 – Transport Helicopters and Transport Aircraft VTOL Orders must include

1. A flight path, altitude and speed must be specified as above. 2. The aerial element can be given up to FOUR objectives points which must follow the limits given in C.3.2 –

Objectives except that the objective is a specific point near such an objective. The aerial element must stay within 10cm of this point.

3. A single objective is specified where the transported troops are to be dropped. 4. They may stop for 1 turn short of the objective if it is LOS to suppress the landing zone. 5. Once they have dropped off their troops they may carry out any of the options listed in D.2.8 – Transport

Vehicles.

O.5.2 – Para Drops Some armies include paratroopers which can arrive on table via a Para drop.

The paras are dropped in PHASE 2.1 after all other elements have moved.

O.5.2.1 – Drop Points As part of the paras’ orders a number of drop points must be assigned in the players orders along with the turn the paras will drop. All aircraft dropping Para’s must fly parallel to each other.

The maximum number of drop points is Up to 1 Drop point per Company + 1 per BHQ OR 1 per Aircraft which ever is lower. Example: - BHQ and 3 Companies drop from 1 aircraft place 1 drop point, if they dropped from 10 aircraft place up to 4 drop points.

The player doesn’t need to use the maximum drop points available.

Each parachuting unit must be allocated to a drop point in orders, cross attaching will need to be used to drop away from normal command element.

Drop points must be in open ground outside built up areas or if the ground has snow on it in Soft Areas, Marsh or swamp. They can also be on lakes or rivers if they are frozen. These areas are classed are safe parachute terrain all other terrain is dangerous parachute terrain.

Drop points must be at least 10cm from any dangerous parachute terrain. Note that Soft areas, March, Swamp, lakes and rivers will count as dangerous parachute terrain if they aren’t covered in snow or frozen.

O.5.2.2 – The Drop Roll a d20 for each drop point to determine if the paratroops assigned to that drop point land as planned or miss the drop point. Subtract the armies paradrop accuracy modifier from the dice, this can be found in the notes section of the army list. Compare the modified d20 roll with the number in the following table to determine if the drop is on target.

Day Drop Night Drop Low Medium High Low Medium High No Wind 2 3 4 4 5 6 Light Wind 3 4 6 5 6 8 Normal Wind 4 6 9 6 8 11 Strong Wind 6 9 13 8 11 15 Very Strong Wind 9 13 19 11 15 21

If the number shown or higher is rolled the paratroops will land on target. In the case of the 21 a 20 must be rolled first followed by a 2+ on a d10 just like shooting.

If the number rolled is less than the drop number the drop is off target.

If a modified roll of 1 or lower is rolled a major error has occurred during the drop and the dropping player should roll on the Major error table below.

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If any other off target roll is made, roll for CEP direction and move the drop point by 5cm for each point the roll was missed by. The CEP is taken as it relates to the dropping aircraft direction of flight. . Example: - Paras drop from Medium, with a light wind during the day and thus need a 4+ to be on target. Alas a 2 is rolled. The player rolls for CEP and rolls a 1, so the drop point is moved 10cm along the aircrafts direction of flight.

O.5.2.3 – Major Error Table Roll (d20) Effect

1-4 Dropped off table 5-6 Opponent picks new drop point anywhere on the table. This is where you should start placing elements. 7-10 Opponent picks new drop point within 100cm of the original drop point. This is where you should start

placing elements. 11-15 Roll for CEP direction. The CEP distance is d6x10cm + 40cm (i.e. 50-100cm) 16-20 Roll for CEP direction. The CEP distance is d6x5cm + 20cm (i.e. 25-50cm)

O.5.2.4 – Drop Point is off Table If the drop point ends up off table roll on the following table to determine what happens to the troops dropped at that drop point. Roll (d6) Effect

1 Never seen during battle. At the end of the battle roll on Cautious Column of C.4.4 – Failed Flank March Result Table to see what happened

2 Never seen during battle, but known to be safe. They don't take part in the battle but don't count as lost either

3-5 Roll CEP direction and mark the point at which the edge of the table intercepts the CEP direction. Unit may enter within 10cm of this point in 6 turns time.

6 Roll CEP direction and mark the point at which the edge of the table intercepts the CEP direction. Unit may enter within 10cm of this point in 3 turns time.

O.5.2.5 – Drop Point is on Table Once the drop point is known the players take turns in placing the elements dropping in that zone.

The owning player places 1 element and then their opponent places 1.

Next the owning player places 2 and opponent places 1.

Continue with owner placing 2 and opponent placing 1 until they've all been placed.

The parachuting player may place any number of elements in dangerous parachute terrain. Normally the non parachuting player may place 1 element if the wind is Normal, 2 if the wind is Strong or 4 if the wind is very strong in dangerous parachute terrain. However if there is no way the non parachuting player can place a unit without breaking this limit they may place elements over this limit. This might occur if the drop point is off target and ends up in the middle of a large piece of dangerous parachute terrain.

Each player can pick any element in being dropped at the drop point to be placed next.

The first element must be placed on the drop point. Each subsequent element placed must be within 2 cm of at least one element already placed for this drop point.

Once all elements have been placed for this drop point the opponent then marks half of the landed elements (rounded up) as not available on the landing turn.

The owning player then removes half of these markers (rounded down) from the vehicles and half the markers (rounded down) for the infantry elements to show they are available after all but marks them as suppressed. Thus about 3/4 should be available on the turn they land. Those that are available cannot fire on the bound they land, but may fire in their opponents bound. Those that aren’t available on the turn they land can’t fire in their bound, or their opponents bound.

On the turn they land all infantry count as large targets for spotting and their normal size for shooting. Vehicles count as extra large for spotting and their normal size for shooting. Parachutes after all are VERY visible.

Suppressed elements cannot start testing for suppression recovery until they are active, but they can flip the suppression marker over if they would normally be allowed to (see L.2 - SUPPRESSION).

Any element that landed in dangerous parachute terrain must have a d10 rolled for it. The roll must be checked against the following table. Terrain Roll Effect

2 or less Element destroyed Built up area or River 3-5 Element Supressed 1 or less Element Destroyed Other Terrain 2-3 Element Supressed

Modifiers to die roll No Wind +1 Strong Wind -1 Very Strong wind -3

O.5.2.6 – Dropping Aircraft Once the aircraft have dropped the paras they will leave the table in PHASE 2.9 and cannot return.

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O.5.3 – Flying at Night without Pilot Night Vision Under Command Aerial Elements without pilot night vision are assumed to take off from prepared areas (airfields etc) and thus can still take part in the game with the following restrictions.

They MUST fly at LOW level or higher.

They cannot drop bombs.

They can only land in areas illuminated with illumination rounds.

O.6 - HELICOPTERS

O.6.1 - Introduction Helicopters have had an incredible impact on modern warfare, giving tactical, operational and even strategic options to a commander.

Helicopters are fast, manoeuvrable but fragile machines and can be used for a variety of roles such as observation, transport, attack, escort or specialist (i.e. ECM).

Helicopters are organised in the same manner as ground units but often use different names.

FLIGHTS are equivalent to Platoons and SQUADRONS equivalent to Companies.

They are either attached to the highest on table commander or are bought as the transport for a specific unit.

In many ways helicopters are treated as ground elements.

Helicopters move in phase 2.1 and fire in phase 2.4. They can also engage targets in LOS in phase 2.3.

As noted above VTOL aircraft count as helicopters.

O.6.2 - POP-UP If a helicopter is at an objective point or is aware of an enemy (see F.11 – KNOWN ENEMIES) may climb above cover or move around the side of cover in order to spot a target and fire at it. This is known as popping up.

In the opponents turn the helicopter must be at contour (if at NOTE it rises to contour), may not have moved more than half COMBAT SPEED in its turn, must be behind a terrain feature and it can pop-up (or up to 5cm to the side) to spot for targets as follows.

While popping up the helicopter counts in the open for spotting.

Note that the helicopter doesn’t count as hovering while popping up and will always count at least 10cm of movement for firing and spotting.

O.6.2.1 – Enemy Bound Once the opponent has moved all units the helicopter rises to look for a target (showing its pop-up size aspect) in PHASE 2.3.

O.6.2.1.1 – ATGWs and AAGWs To fire an ATGM or AAGM it remains showing its pop-up size and fires the missile unless it fired a self-homing missile when it returns behind cover.

When firing at a helicopter that fired a self homing missile count “into sight” and “out of sight”. If firing at a target using another type of missile count only “into sight”.

AAGWs are resolved straight away, but ATGWs must wait until PHASE 2.6.

O.6.2.1.2 – Other fire If it spotted a target and wants to fire guns or rockets it must raise completely above the cover, showing its front size aspect, fires and then returns behind cover.

For firing count “into sight” and “out of sight” as the firing has limited time to engage the target.

In PHASE 2.4 the enemy fires at the helicopter counting any modifiers mentioned above. This includes Direct fire, Area fire and AA fire at the helicopter.

In PHASE 2.6 ATGWs are resolved, following this any helicopters that popped up return behind cover. The helicopter may end its pop up by moving up to 10cm from where it started.

Helicopters end any pop up at contour.

O.6.2.2 – Own Phase 2.4 The helicopter may pop up to fire guns, rockets and AAGWs as above.

O.6.2.3 – Maximum Pop up Height If the helicopter is popping up to spot a know enemy it can pop up to LOW altitude if needed to get an LOS on the target. Any pop up to LOW altitude will require a roll on O.2.2 – Height Risk as area defence AA may get a lock on the helicopter.

If the pop up is not to try to pick up a known enemy the helicopter cannot rise above contour level, see O.2 - ALTITUDE for the limit in contours. This may means the helicopter cannot get an LOS on a target.

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O.6.3 - Hovering Hovering helicopters are much easier targets for ground fire.

In order to hover the helicopter remains stationary in phase 2.1 of the players turn.

Hovering is normally only used for abseiling troops to the ground and a hovering at NOTE can unload 1 section or 2 half sections of infantry via abseiling in half a turn.

A helicopter must hover for half a turn to drop off an under slung load.

O.6.4 - Landed Helicopters at NOTE or contour may land in their movement phase. It takes half a move to land.

It takes a turn to load or unload all infantry and two turns for vehicles.

O.6.5 – Under Slung Loads A helicopter must hover for half a turn to drop off an under slung load.

To Pick up an under slung load the helicopter must either hover at NOTE or be landed for a full turn.

O.7 – REQUESTED AERIAL ELEMENTS These are aerial elements requested by an observer (normally an ALO) and allocated in a way totally out of the player’s control.

O.7.1 – Air Liaison Officers (ALOs) ALOs are troops specially trained to spot for and call in aircraft.

Within the rules they are normally the only people who can call in air support. However if you bought ALOs and all of them have been dead for THREE of your Phase 1.1s you can nominate ONE AOO to act as an untrained emergency ALO.

When buying ALOs their cost is in 2 parts. 1. The cost of the ALO and their equipment. 2. The cost of the air support they can call. This is dependent on the level of air support you have bought.

The army pointers will work this out for you so it’s not as complex as it looks!

To call in an air strike the ALO will need to ensure they have a secure transmission (see D.5.6 – Transmission Security).

Any reference to ALO in the rules also refers to an AOO acting as an emergency ALO.

O.7.2 – Requesting Aircraft Use the following procedure for requesting aircraft.

1. In Phase 1.3 the ALO tried to spot or locate enemy targets. 2. If they spot of locate a target they roll on the table below to see if they get any air support or if they already have air

support available they can be called in. 3. If they get air support they will have to roll on the army’s Aircraft Support List (see ARMY LIST) to see what aircraft

they’ve been allocated. 4. If the aerial element has off table weapons (Anti Radar missile, TV and laser guided weapons) and the player wishes to

use them. a) The aircraft remains off table. b) If they are a returning aircraft test in Phase 1.5 to see if they are attacked (see O.2.2 – Height Risk). c) In Phase 2.3 the player declares which weapon the aircraft will be using and the target. d) In Phase 2.6 the player follows O.4.5 – Guided Munitions or O.4.8 – Anti RADAR Missiles to determine if the

weapon hits. 5. If the aerial element has only on table weapons or the player wishes to use on table weapons

a) Roll on the Artillery CEP Table (See DATASHEET) to determine which side of the table the aircraft arrive from. If a diagonal is rolled the player can choose which of the two table edges the aircraft arrived through. The aircraft may enter ANYWHERE along that table edge and fly across at any angle.

b) Place the arriving aircraft anywhere along that table edge lined up on the aim point. c) If they are a returning aircraft test in Phase 1.5 to see if they are attacked (see O.2.2 – Height Risk). d) Declare which one of the aerial elements weapons it will use in this pass. e) If using rockets or bombs the number to be dropped and how they will extend or increase the effectiveness must

also be stated. (See O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones). f) In Phase 2.1 move the aircraft in a straight line to the aim point as per O.4.1 - Aim Point depending on the

weapon chosen. g) In Phase 2.7 carry out the attack as detailed in O.4 - AIR TO GROUND ATTACK. h) In Phase 2.9 move the aircraft in a straight line to the table edge and at the end of that phase removes them from

the table.

O.7.2.1 – Aircraft Request Table Roll a d10 against the following table and if the number listed or better is rolled you get some air support.

Enemy Air Support Level Your Air Support Level 0 1 2 3 4

0 NP NP NP NP NP 1 7 8 9 10 NP 2 6 7 8 9 10 3 5 6 7 8 9 4 4 5 6 7 8

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NP – Not Possible Modifiers Emergency ALO +2 Each Friendly requested aircraft shot down or aborted +1 Each Friendly requested aircraft damaged +½ Each successful air support request during the game by this ALO +½ Each successful air support request during the game by another ALOs +¼ Round down the final number.

Example Your Air Support level is 3 and theirs is 2

This ALO has had 3 successful air support requests, there are no other ALOs and had 1 requested aircraft shot down.

You’re basic number is 7 + 1 for TWO successful requests by this ALO and +1 for a requested aircraft being shot down = 9½ rounded down to 9 or better to get more aircraft.

O.7.2.2 – Returning Aircraft Once an aircraft has been allocated to an ALO there is a chance the ALO will retain that aircraft for several turns.

At the start of Phase 1.3 test for each aircraft currently supporting a friendly ALO.

Roll a d10. On a 6+ the aircraft is willing to return. • Add 1 to the number required for each friendly requested aircraft shot down or aborted. • Add 1 to the number required if the enemy has a higher level of air support than you.

If the aircraft is willing to return the ALO can call it in again for another attack without having to request air support again.

Returning aircraft are at risk of being attacked by enemy air defences (see O.2.2 – Height Risk) even if they remain off table firing using guided weapons.

An aircraft can make a maximum of 5 returns before it must leave.

O.7.2.3 – Requesting Aircraft at Night At Night after rolling to see which type of aircraft you’ve been allocated check the datasheet to see if that aircraft has pilot night vision. If it doesn’t then your roll is wasted and you don’t get support. This gives the feel that there are less aircraft available at night than during the day.

O.8 – PRE PLANNED STRIKES This is used by an attacker in attack/defence games and doesn’t require an ALO.

A number of air support rolls can be made before the game depending on the type of attack being played. Type of Attack Pre Planned Rolls Hasty Attack None Deliberate Attack 1 Breakthrough Attack 3

However the organiser or the game or the players can decide to allow it in different types of game and could vary the number as they see fit.

The player then rolls this number of times on the army’s Aircraft Support List (see ARMY LIST) to see what aircraft they’ve been allocated. Each roll can be rerolled once, but the second roll MUST be taken.

Orders must then be written for each aircraft detailing 1. Entry Turn 2. Entry point 3. Aim point 4. Weapon use.

The actual attack is carried out as detailed in O.7.2 – Requesting Aircraft but without some of the rolls (as the type of aircraft and entry point are already known).

These pre planned aircraft can only make one pass and don’t count towards the player’s number of successful requests.

As they arrive you must test on the O.2.2 – Height Risk to see if something happened to them on the way to the table, however treat you air support level as TWO higher than you’ve bought as this mission has been planned and given proper fighter and EW support.

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P: ANTI-AIRCRAFT FIRE P.1 - INTRODUCTION

Anti-Aircraft (AA) fire is any fire at aerial elements using AA missile and barrage fire. It is quite difficult to shoot down a fast moving aerial element it is more likely that it will suffer damage and be put off its aim or abort the mission. Fast moving aircraft make ground elements nervous and they tend to fire at anything flying past.

Barrage fire is filling the air with as much lead as possible in the hope of fitting the aerial element as it passes. Specialist AA elements armed with autocannons also use this procedure but in this case they are actually aiming at the enemy aircraft rather than hoping to hit it.

P.2 - ANTI-AIRCRAFT PROCEDURE Use the following procedure to engage aerial targets:

1. Test to see how many elements spot the targets you wish to fire at.

1. Allocate Firers to targets (see G.2.1 – Allocating Fire).

2. For each shot, find the firing weapon on the ANTI-AIRCRAFT FIRE table on the DATASHEET.

3. Modify the basic chance by the “ANTI-AIRCRAFT DIE ROLL MODIFIERS” on the DATASHEET.

4. Roll a d20. If the modified number or greater is rolled then the target has been hit, check the AA FIRE table on the DATASHEET for the result. Bear in mind that there are 3 possible results depending on the rolls you make.

5. If a hit is achieved the target has a last chance to evade the threat (see P.6 - TARGET EVASION), roll the evasion value of the aircraft or under to reduce the effect of the AA fire.

The following points apply: a) A natural roll of 1 always misses.

b) If the final to hit number is 30 or more the target cannot be hit.

c) If the final to hit number is between 21 and 29 and a natural 20 is rolled on the d20 roll a d10 and add it to the 20 already rolled and subtract 1 to determine if the target is hit.

d) Elements using FCR will only be affected by the targets radar modifier if they could only spot the target using AA Radar spotting (F.3.1 – AA Radar (AAR) Spot).

P.3 – AA OVERWATCH

P.3.1 – Non Specialist elements and AA Overwatch Any element can be given AA OVERWATCH orders, providing it carries weapons capable of firing in AA mode.

P.3.2 – Specialist elements and AA Overwatch Specialist AA elements will automatically be on AA OVERWATCH as soon as they stop (unless ordered otherwise) and if moving using COMBAT SPEED with stabilisation.

P.4 - AIR DEFENCE Any on table elements may engage aerial targets using AA fire providing it meets the following criteria

a) They are on AA Overwatch b) They must have weapons that can fire in AA mode (i.e. are shown on the AA section of the datasheet).

AA fire against under command aerial elements takes place in phase 2.4 for the player and phase 2.3 for their opponent.

AA fire against requested aerial elements takes place in phases 2.3 and 2.9 for their opponent.

AA fire in Phase 2.3 is at any point along the aerial elements flight path this turn up to where it is now.

AA fire in Phase 2.4 is at the aerial element where it is now.

AA fire in Phase 2.9 is at any point along the aerial elements flight path from its aim point to where it exits the table.

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P.5 - ANTI-AIRCRAFT EFFECTS On the AA fire section of the DATASHEET you will find details of the weapon systems guidance, minimum & maximum range (both measured horizontally) and the numbers needed to damage (D), abort (A) and shoot down (K) an aircraft.

It is taken for granted that the target will use all its counter measures. Aircraft may use evasion (see P.6 - TARGET EVASION) to reduce the effect of the damage one level. Roll the dice, apply the modifiers and check the following for the results.

Damage level Effect Reduced to SUPPRESSED An aircraft that has a DAMAGED result but manages to evade is suppressed.

It cannot fire or drop ordnance this turn but can return later

Not Possible

DAMAGED A result of damaged means the aircraft has taken light damage but can carry on.

All movement is halved for the rest of the game.

Halve a damaged aircraft’s evade stat.

It cannot unload elements, fire or drop ordnance this turn but can return later.

A second Damaged result will count as an ABORT (see below).

Suppressed

ABORT A result of abort means the aircraft is seriously damaged and MUST return to base (counting as half points destroyed in competition games).

The aircraft must leave the table. 1. If requested they will leave the table in Phase 2.9. 2. If under command and at NOTE they will climb to contour and leave the table via the

shortest route to the player’s baseline at maximum speed in the next few Phase 2.1s. 3. If already at Contour or higher they will leave the table via the shortest route to the

player’s baseline at maximum speed in the next few Phase 2.1s

An aborted aircraft cannot evade.

If an aircraft is already aborting and receives a Damaged or Aborted result it is destroyed.

If an aircraft is already Damaged and receives an Aborted result it is destroyed.

Damaged

KILL A kill result means the aircraft has been shot down Abort

P.6 - TARGET EVASION If AA fire has zeroed in on an aircraft (the opponent rolls a damage, abort or kill result) there is a chance that the aircraft can dodge the barrage or evade the missile at the last minute.

Aircraft have an evasion value (EV); this is its manoeuvrability and armour combined.

Roll the aircraft’s evasion value score or lower on a d10 to reduce the effects by ONE level (i.e. “shot down” becomes “aborted”, “abort” becomes “damaged” and “damaged” becomes “suppressed”).

Note: - Evasion can only be used against AA fire.

P.7 - ATGMS IN AA MODE Some ATGMs have an anti-Aircraft capability; the DATASHEET will have its AA effectiveness value. Any aircraft moving at 25cm or under and at NOTE or CONTOUR altitude may be engaged by the ATGM. Use the normal AA procedure, including the targets chance of evading to resolve the AA fire.

Note that this means the Aircraft model must be more than 25cm from where it started the move; you cannot just say oh it’s moved 25cm it MUST be more than 25cm from where it started.

Note also that to fire in AA mode the ATGW element must be on AA overwatch (see P.3.1 – Non Specialist elements and AA Overwatch).

P.8 – AHEAD AND FAE HITS ON AIRCRAFT Aircraft which are hit by AHEAD or FAE count any damage as one level higher than the final result.

KILL stays a KILL but the target cannot use evasion. Note that in the larger War In Angola battles an element needs to be KILLED twice, the first time being marked with a hit marker which is ony considered during MORALE testing.

ABORT becomes KILL

DAMAGED becomes ABORTED

SUPRESSED becomes DAMAGED

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Q: ELECTRONIC WARFARE Q.1 - INTRODUCTION

Most electronic warfare aids have been covered in the rules already, the remaining aids are mainly for jamming. The electronic warfare aids are bought as part of the force from the army lists.

It’s worth noting that all armies are rated as to how good their general level of electronic equipment is. This EW level affects how well it will resist such things as jamming and its use is included in the other sections of the rules where it is applicable.

Q.2 - SENSING EQUIPMENT There are a variety of electronic detecting devices. They should be restricted to use by a defender in an attack/defence game.

Q.2.1 – Sensor Controllers Some sensors require a controller for them to work.

The controller can either be within 25cm using a hard wired line, or within 100cm using radio communications. If using radio communications the sensor must get a secure link in Phase 2.1 to pass on any detection to the controller

Q.2.2 - Tripwire Sensors These are setup by defending troops and work by having the enemy cross the wire which sets them off.

Before the game begins they must be accurately draw on the players map. Each wire can be up to 5cm long and each must sate what will happen if the wire is crossed.

Each wired can cause one of the following to occur when the wire is crossed. 1. Flares are fired the FIRST time the wire is crossed. This gives a 10cm by 10cm illumination zone in the middle of the

wire. See F.8 - ILLUMINATION FLARES for illumination details. 2. A silent alarm is triggered. In this case a controller is required (see above). The controller and all elements in their unit

will have a direction detection on any element that crosses the wire. 3. A booby trap can be set off. This will be located at the middle of the wire, see R.7 - BOOBY-TRAPS for options.

Q.3 – RADIO and RADAR JAMMING Jamming is the attempt to block enemy communications or use of radar by various electronic means.

Jamming is bought as part of your army list selection. As technology improves jamming becomes harder to do.

Most radio communication can be jammed (See D.5.6 – Transmission Security).

Each point bought can be used in one of five ways as listed in the table below. However you cannot put more jamming points into any one of the five than your army’s EW level. Example: - if you have 4 jamming points but your EW level is 3 you cannot put more than 3 points into communications jamming. Type Details AA Radar All FCR radars and spotting radar CB Radar All CB radars GSR All Ground surveillance radars MMR All Millimetric Radars Communications All Radio communications

All enemy radars and radios of the selected type will be affected by the point of jamming.

If 4 or more points are allocated by one player to one Type of jamming the strength of the jamming signal affects any of their own units in that category by one level. If the opponent is also jamming the same type the self inflicted 1 point of jamming is added to any the opponent is using.

Jamming levels are normally fixed during the game and cannot be altered; jamming is normally an army or army group level asset.

The exception is where a jammer is on table what these are jamming can be changed during your communications phase, but only in response to what your troops have observed.

Q.3.1 – Example of Radar Jamming Bob has bought radar 6 levels of Jamming and is using an army with EW rating of 4.

Trevor has bought 3 levels of jamming and is using an army with EW rating 2.

Worrying about Counter battery fire attacking his expensive artillery and his anti tank helicopters Bob allocates 3 points CB Jamming and 3 points to AA Jamming

Trevor on the other hand is worried about Bob's rather good artillery and decides to go for 2 points of Communications jamming to try to stop the requests getting through.

As neither player has placed 4 or more points of jamming onto any one type then their jamming does not affect their own forces

If Bob had decided to place 4 points in AA jamming and two in CB jamming his own AA radars would have suffered 1 point of jamming as the strength of his jamming would have interfered with his own systems.

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Q.4 - PRECISION JAMMERS Some ATGMs (KORNET-E) and artillery rounds (JABBERWOCKY) most have a communication-jamming warhead. A few have a radar jamming warhead. If the datasheet doesn’t list the Jammer as Radar it is Communications.

Their jamming level depends on the range to the jammer as follows. Range Jam Level <=15cm 3 >15 and <= 25 2 >15 and <= 35 1

The will automatically hit the aim point if fired from an ATGW, but must test for CEP if artillery fired.

If it was fired from an ATGM which is destroyed is destroyed.

If the warhead is a radar jammer it will be set to jam all radars.

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R: ENGINEERING R.1 - INTRODUCTION

Most engineering will take place in campaign games but where an attack/defence game is being played the defender usually has had time to construct some positions.

In a campaign the type of game will depend on how much time the defender has to prepare. 1 Hour allows a hasty Defence, 1 Day a prepared defence and 1 week a Concentrated Defence.

Normally all defensive engineering can only be done in the defenders deployment zone, though a scenario may allow placement in a different way.

R.2 – ELEMENT ENGINEERING CAPABILITIES Engineer elements are those infantry elements starting CEg or Eg or vehicles listed on the datasheet as specialist engineering Vehicles. All other elements are non engineering elements.

R.2.1 – Non Engineer Elements Non Engineer elements have very limited engineering capabilities as follows. See R.3 - ENTRENCHMENTS for effects.

R.2.1.1 – Heavy Infantry Weapons Elements Heavy infantry weapons are as follows Towed Mortars, AAA guns, AT Guns, RCLs 90mm and over, LPGs and Towed field guns. Defence Type Entrenchment Level Camouflage Hasty Defence None Basic Prepared Defence Foxhole Basic Concentrated Defence Trench Full

R.2.1.2 – Infantry Elements Infantry will entrench themselves in a camouflage themselves to the best of their ability given the time available. Defence Type Entrenchment Level Camouflage Hasty Defence Shell Scrape None Prepared Defence Trench None Concentrated Defence Trench Full

R.2.1.3 – Vehicles The crews of vehicles and any troops they carry will entrench and camouflage the vehicle in they have time. Defence Type Vehicle Doesn’t carry Infantry Elements Vehicle carries Infantry Elements Hasty Defence Basic Camouflage Basic Camouflage Prepared Defence Full Camouflage Basic Dug In and Full Camouflage Concentrated Defence Basic Dug In and Full Camouflage* Full Dug In and Full Camouflage* *May choose Thermal Camouflage after instead of Full Camo 1990.

R.2.1.4 – Vehicles with Dozer Blades Vehicles with Dozers can entrench themselves and other Vehicles in the same company far faster than those without. Vehicles get the same Camouflage as listed in R.2.1.3 – Vehicles above. Defence Type Number of Vechiles in company affected. Hasty Defence 1 Vehicle Basic Dug In Prepared Defence 3 Vehicles Basic Dug in OR 1 Vehicle Full Dug In Concentrated Defence 6 Vehicles Basic Dug in OR 2 Vehicle Full Dug In Engineer Vehicles can use their dozer to entrench any vehicle not just the ones in their company.

R.2.1.5 – Aerial Elements Aerial Elements give no engineering points and cannot be dug in or camouflaged.

R.2.1.6 – Off Table elements Off table elements gain entrenchment in exactly the same way as on table ones.

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R.2.2 – Engineer Infantry Elements Their Capabilities are far greater than non engineering infantry elements and what they can do is far more flexible. Each engineer infantry element has a number of engineering points available that it can use as follows which depend on the level of defence taking place. These can be used within the limit stated further down. Additionally they get the same basic dug in option as non engineering infantry for themselves, see R.2.1.2 – Infantry Elements above.

Element Hasty Defence

Prepared Defence

Concentrated Defence

Engineer Element 4 EP 12 EP 24 EP

These engineering points can be used as follows.

R.2.2.1 – Add Overhead Cover Overhead cover can be added to any infantry element without an AA or indirect fire weapon that is in a trench as follows. Other than the limit on engineering points you can add OHC to as many elements as you wish. See R.3 - ENTRENCHMENTS for effects Camouflaged Basic OHC Medium OHC Heavy OHC

None 4 EPs 8EPs 12EPs Full 4 EPs 12EPs 24EPs

R.2.2.2 – Place Barb Wire Limits and costs are as follows. See R.4.1 – Barbed Wire for effects. Wire Type Cost Limited to Thin 1EP per 10cm Any Defence Thick 2EPs per 10cm Prepared and Concentrated Defence Dense 3EPs per 10cm Concentrated Defence

R.2.2.3 – Build Barricades Each costs 12EPs. Limits are as follows. See R.4.2 – Barricade for effects. Game Type Maximum that can be built Maximum distance from material source Hasty Defence 2 5cm Prepared Defence 3 10cm Concentrated Defence 4 20cm

The source for material is woods for log barricades and built up areas for rubble barricades.

R.2.2.4 – Anti Tank Ditches Each costs 30EPs. The ditch is 10cm long and 1cm wide. Limits are as follows. See Note: - You cannot use road movement to cross a barricade. R.4.3 – Anti-Tank Ditch for effects. Game Type Maximum that can be built Hasty Defence 1 Prepared Defence 3 Concentrated Defence 5

R.2.2.5 – Mine Fields Each minefield is 10cm by 10cm. The cost depends on the type of field bought and if they are to be laid next to one another or not. As all minefields are marked it takes the engineers some time to mark up each side of a minefield. If they place two or more minefields together they have less edge to mark. For example the edge of a 10x10 minefield is 40cm long. Two such minefields have an edge of 80cm in total. However a 20x10 minefield only has an edge length of 60cm, i.e. 25% less. However to keep things simple you either buy stand alone or continuous minefields.

Continuous minefield must be placed next to at least 1 other minefield this can be stand alone or continuous. Stand alone ones can be placed together but don’t have to be placed together. When placing the minefields together they must be placed so that a full 10cm side is next to at least 1 other minefields full 10cm side. Minefield type Stand alone Continuous Dummy 10 9 Scatter 20 18 Buried 40 36

The cost is for a level 1 minefield and they can be placed in the same place to increase the field’s density up to the following limits.

Limits are as follows. Game Type Dummy Scatter Buried Hasty Defence No Limit 3 NA Prepared Defence No Limit 5 NA Concentrated Defence No Limit 7 5 NA = Not allowed in this type of game See R.6 - MINES for effects.

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R.2.2.6 – Set Booby Traps Each booby trap costs 1 EP except Claymores which cost ½EP each (i.e. 2 for 1EP. Limits are as follows. See R.7 - BOOBY-TRAPS for effects.

In a Hasty Game up to 4 EPs can be spent on R.7.1 – Tripwire/Sensor Mine, R.7.4 – Remote LAW or R.7.5 - Claymores.

In a Prepared Defence up to 8 EPs can be spent on any type of booby trap.

In a Concentrated Defence up to 16 EPs can be spent on any type of booby trap.

R.2.2.7 – Changing the Battlefield In Prepared and Concentrated Defences the defender can choose to allocate some EPs before the battle to allocate to changing the battlefield. Below is listed hoe the battlefield can be changed and the cost in EPs. This can be a risk in a Prepared Defence as there may be no bridges on the battlefield for the player to change.

R.2.2.7.1 – Remove Buildings In a Concentrated Defence the defender may choose to remove buildings. Whole building must be removed.

It costs 10EPs per square cm of the building to remove that building. The ground the building occupied and any built up area along side it counts as poor going for all elements but completely clear.

Note that this assumes the standard building, shanty towns would cost less EPs to clear and factories would cost more to clear.

R.2.2.7.2 – Clear Woods In a Concentrated Defence the defender may choose to clear wooded areas. Whole wooded area must be removed.

It costs 5EPs per square cm of the wooded area to remove that wooded area. The ground the wooded area occupied poor going for all elements but completely clear.

R.2.2.7.3 – Flood Areas In a Concentrated Defence the defender may choose block streams or rivers to impede the attacker’s movement.

When blocking a stream/river you will need to determine which direction is up stream and which is down. This may be obvious from the maps being played on, if not randomly determine the direction of flow.

It costs 50EPs to block a stream or river plus 5EPs per cm back from the blockage that is affected by the blockage. A minimum of 5cm of effect must be bought (thus a minimum of 75cm must be spent.

Down stream of the blockage a river counts as a stream for crossing and a stream counts as a ditch for the rest of the length of the stream/river.

Up Steam of the blockage for the distance bought 2cm each side of the river/stream count as marsh.

R.2.2.7.4 – Demolish Bridges Small bridges are 1 vehicle wide and 2cm or less long. Medium bridges are 1 or 2 vehicle wide and 3cm or less long. Large Bridges are anything larger than medium.

In a Prepared Defence up to 1 small bridge can be demolished leaving a poor going ford for 50 EPs.

In a Concentrated Defence up to 3 small bridges can be demolished. If they are demolished leaving a poor going ford the demolition costs 50 EPs. If they are demolished leaving clear river it costs 100 EPs.

In a Concentrated Defence up to 1 medium bridge can be demolished leaving a poor going ford for 100 EPs.

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R.2.2.7.5 – Prepare to Demolish Bridges In a Concentrated Defence bridge of any size can be prepared for demolition. This costs 10 EPs per cm long (round number of cm up) per vehicle wide the bridge is.

Example: - A small bridge is 1.5cm long and 1 vehicle wide. To prepare it for demolition costs 2 (length in cm rounded up) x 1 (number of vehicles wide) x 10 = 20 EPs.

Example: - A bridge is 3.8cm long and 3 vehicles wide. To prepare it for demolition costs 4 (length in cm rounded up) x 3 (number of vehicles wide) x 10 = 120 EPs.

The defender has one chance to blow the bridge; he may roll a d20 at any one time during the attackers movement phase and check on the following table. Roll Effect 1 The engineer in charge informs you that there wasn’t enough time to plant the explosives.

The bridge can never be blown. 2-9 No explosion occurs.

You may send your engineers onto the bridge to look for why it failed to go off. For each engineer element on the bridge at the end of the defenders turn roll a d10 on a 10 they think they’ve fixed the problem and you can roll a d20 on this table during an attackers movement phase (reroll 1).

10 Nothing happens, after frantic checking the problem is fixed near the plunger. The defender can roll a d20 on this table during an attackers movement phase (Reroll 1).

11-15 An explosion occurs, but when the smoke clears the bridge is still standing. Roll a d10 at the end of each attackers movement phase excluding this one. On a roll of 10 the bridge collapses and any elements on the bridge and their occupants are destroyed. The site of the bridge now counts as a poor going ford.

16-20 The bridge is blow and from now on counts as a bad going ford. Any elements on the bridge and their occupants are destroyed.

If any of the attackers infantry are on the bridge at the end of the attackers turn roll a d10 for each section. For each 6+ subtract 1 from any roll made by the attacker to blow the bridge as the attackers infantry rip out wiring in the hope of stopping the explosion.

Note: - The attacker doesn’t have to be crossing the bridge when the attempt is made.

Note: - Because the test is carried out at any point during the attackers movement phase you will need to work out who was on the bridge when it was blown.

R.2.2.7.6 – Build Bridges In a Concentrated Defence one small bridge of up to 20 tonne limit can be built. This costs 4 engineering points per tonne of capacity.

R.2.3 – Engineer Vehicles Engineering vehicle act as force multipliers for the engineering infantry elements they support. Additionally they the same digging in and camouflage as non engineer vehicles (see R.2.1.3 – Vehicles and R.2.1.4 – Vehicles with Dozer Blades). Engineering Vehicles are marked on the datasheet with EngV in there notes.

Each engineer vehicle carries different pieces of equipment. We are only concerned here with those pieces of equipment that are used for creating defences. They will often be carrying more than one piece of engineering kit and thus each one adds to there effect as the more they carry the more flexible they are.

A few elements carry equipment such as scatter mine dispensers which can be used during a battle, but normally engineering should only take place before the battle.

Engineering Vehicle increase the number of EPs available as follows Equipment Increase in EPs

Auger +1% Crane +3% Ditcher +2% Dozer +1% Excavator +2% Pit Digger +2% Winch +3% Engineer Vehicle +1%

This extra % increases the total EPs available to the army by that much. When calculating the available bonus EPs always round up.

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Example: - The defender has bought an engineer platoon consisting of a half section PHQ in an engineering vehicle with a dozer plus 3 engineering sections in engineering vehicles with winches and dozers.

The game is a prepared defence, so each engineer infantry section supplies 12 EP giving him a total of 48 EPs.

The PHQ vehicle gives a bonus of 2% (1% for engineering vehicle and 1% for the Dozer).

The Other 3 vehicles each give bonuses of 5% (1% for engineering Vehicle, 3% for winch and 1% for dozer).

Total vehicle bonus is 17%. 17% of 48 = 8.16 which rounds up to 9 bonus EPs.

So the defender will have 48 + 9 = 57EPs for the battle.

R.2.3.1 – Engineering Vehicles with Mine laying Equipment

When a vehicle has mine laying equipment is treated differently. It may lay one full load of mines in a Hasty Defence, 3 in a Prepared Defence and 6 in a Concentrated Defence. These need to be laid as far as possible in a 10cm by 10cm pattern, but this may not be possible with the number of mines available.

Vehicles with scatter mine dispensers can elect to not lay one of the loads of mines the have available from the total above (i.e. lay none in a Hasty Defence, 2 in a Prepared Defence and 5 in a Concentrated Defence) and instead use that load during the game.

R.2.4 – Extra Engineering Points In a Concentrated Defence up to 100 extra EPs can be bought. Extra Points come from Army or Corps assets, local levees or local equipment (such as drafted civil engineers, civilian digging equipment etc) and cost 1 point per extra engineer point bought. Extra EPs bought are not increased by the bonus from engineering vehicles.

R.3 - ENTRENCHMENTS There are several types of fighting positions. When they can be used and their effectiveness is listed below.

R.3.1 – Infantry Entrenchments Table Position Spotting Effect Area Fire Effect Indirect Effect

Shell Scrape Open if Firing

Otherwise Cover

Open if Firing

Otherwise Cover Open

Foxhole Cover Open if Firing

Otherwise Cover

Open if surprised (see N.8.4.4 – Surprise)

Otherwise cover Trench Cover Cover Cover

Trench Basic OHC* Heavy Cover

Heavy Cover

Unless fire include 105mm+ then only Cover

Heavy Cover

Unless fire include Ground Burst 105mm+ or 100kg+ then only Cover

Trench Medium OHC* Heavy Cover

Heavy Cover

Unless fire includes 155mm+ then only Cover

Heavy Cover

Unless fire includes Ground Burst 155mm+ or 500kg+ then only Cover

Trench Heavy OHC* Heavy Cover Heavy Cover Heavy Cover

Camouflage Camouflage N/A N/A Thermal

Camouflage** Thermal

Camouflage and Camouflage

N/A N/A

*OHC stands for Over Head Cover; this is generally done by adding logs of concrete to the top of existing trenches.

** Can only be used after 1990.

Shell Scrapes are very shallow entrenchments which allow a solder to fight from a prone position.

Foxholes are deeper and allow the soldier to fight from a Kneeling position.

Trenches are deeper still allowing a soldier to sight from a standing position.

The three levels of overhead cover are trenches with progressively more and more logs and soil added to improve the protection.

Pill boxes have been left out as they are very rarely used these days. If you wish to include them treat them as Dug in Heavy OHC.

Because of the thickness of overhead cover required to give effective protection vehicles cannot pass over dug in positions with OHC, but can pass over ones without at normal speed for the terrain. Note that infantry positions are only large enough to contain the element occupying them.

R.3.1.1 – Preparing Buildings You can’t normally dig in within a building; however you can prepare buildings for defence. Preparing a Building allow the element to fire any weapons without risk from it’s back blast thus no roll is required on G.10.1 – Back Blast Danger Table.

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If an element has been bought with Trench Basic, medium or heavy OHC the player can INSTEAD place it in a building and have the building prepared for defence. This choice is made at the start of the battle when the defender is writing their orders.

R.3.2 – Vehicle Entrenchments Table As with infantry vehicles can be Dug In, however there are only 2 levels of digging in with for a vehicle. Once dug in they will count as hull down (see E.5 - HULL DOWN AND TURRET DOWN) and in cover for spotting unless they can see around the entrenchment (see below).

Vehicle entrenchments come in two types basic dug in and full dug in. Only Basic dug in positions can be placed on a road.

R.3.2.1 – Basic Dug In Basic dug in involves building a barricade to the vehicles front. If the spotter is in the side or rear arcs of the dug in vehicle they will be spot the dug in vehicle as full size. The vehicle will count as in cover for spotting if the spot is in the vehicles side arc but in the open if the spot is in the rear arc.

R.3.2.2 – Full Dug In This is a much more substantial dug in position and covers the vehicle from the sides and to a limited extent the rear as well. If the spotter is in the rear arc of the dug in vehicle and within 10cm it will spot the target vehicle as full size, but still in cover.

R.4 – BARRICADES AND ENTANGLEMENTS Engineering points can be used to buy various means of slowing an enemy’s advance.

Unmarked minefields are deliberately not covered as almost all minefields will be marked. In a campaign game feel free to add them if you wish.

R.4.1 – Barbed Wire Barbed wire comes in 3 densities, Thin, Thick and Dense. Each thickness has different effects depending on the type of element attempting to cross it. Element Type Thin Barb Wire Thick Barb Wire Dense Barb Wire Infantry Light Obstacle Medium Obstacle Hard Obstacle Wheeled Vehicle <= 5t Light Obstacle Medium Obstacle Hard Obstacle Wheeled Vehicle > 5t Costs 1cm to cross Light Obstacle Medium Obstacle Tracked Vehicle <= 5t Light Obstacle Medium Obstacle Hard Obstacle Tracked Vehicle > 5t and <=25t Costs 1cm to cross Light Obstacle Medium Obstacle Tracked Vehicle > 25t Cannot use road movement to cross Costs 1cm to cross Light Obstacle Note: - You cannot use road movement to cross any type of barb wire.

R.4.2 – Barricade These come in 2 forms, Log and rubble.

Log barricades can only be built in or near woods.

Rubble barricades can only be built in or near built up areas.

Both types of barricade are 2cm long, 2 vehicles wide and count as hard obstacles, but any vehicle crossing over them shows its belly armour as it does so.

Belly Armour is 0 for soft skinned and 1 for armoured vehicles.

Note: - You cannot use road movement to cross a barricade.

R.4.3 – Anti-Tank Ditch Vehicles without the aid of bridging or fascines cannot cross the ditch.

Infantry take 2 turns to climb in and then out the other side (total of 4 turns).

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R.5 - POSITION DESTRUCTION Engineering constructions and buildings can be destroyed during the game. The following rules cover this.

R.5.1 – Infantry Dug In Positions Infantry dug in positions without OHC can be destroyed by vehicles passing over them.

Shell Scrapes and Foxholes are destroyed by any vehicle of 5t or more passing through them.

Trenches are destroyed by and vehicle of 20t or more passing over them. Lighter vehicles have a chance of destroying them; roll a d20 and on a roll of 11+ the position is destroyed.

If the position is destroyed any occupying infantry will have to escape as if escaping from a destroyed vehicle hit by AP (See I.6 - ESCAPING A DESTROYED VEHICLE).

R.5.2 – AT Ditches Engineering Vehicles with Fascines can fill 1cm width of AT ditch 1 vehicle wide in ½ turn. If the AT ditch is wider than 1cm additional fascines can be added to fill the ditch. So for example if the ditch was 4cm wide FOUR fascines would be needed to fill the ditch and allow vehicles to cross.

If you wish to bridge the gap with an AVLB see E.6.1 – Preparing Weapons and Equipment Table.

R.5.3 – Rubble Barricades It takes an engineering vehicle (or AFV with dozer) 5 turns to clear.

An Engineer Section can clear it in 15 turns and normal infantry 30 turns.

Guns with HE or HEAT can be fired at the barricade to try to clear it. The gun must be of 100mm or more and require 19+ (demolition guns 14+) on a d20 to clear it.

R.5.4 – Log Barricades It takes an engineering vehicle (or AFV with dozer) 3 turns to clear.

An Engineer Section can clear it in 9 turns and normal infantry 15 turns.

Guns with HE or HEAT can be fired at the barricade to try to clear it. The gun must be of 100mm or more and require 17+ (demolition guns 12+) on a d20 to clear it.

R.5.5 - Buildings Buildings are never really destroyed they are just reduce to rubble. Over the years it’s been apparent that rubble gives infantry operating in it most of the benefits of being within buildings. Thus within the rules and for simplicities sake buildings which have been damaged are treated the same as any other building. That said being inside a building when part of it collapses is dangerous to the occupant. The following rules cover when buildings become damaged, how they become damaged and what effect this has on any occupant.

R.5.5.1 – When Buildings Can Become damaged Buildings caught in a fire zone and occupied by elements will need to be tested to see if they are damaged (see N.8.7 – Building Damage).

Buildings fired on using direct fire will also need to be tested to see if they become damaged.

An element in the building is hit by AHEAD or FAPDS, see J.10 – AHEAD AND FAPDS VS BUILDING.

R.5.5.2 – When Direct Fire Be Used Against a Building

R.5.5.2.1 – Ordered Firing At the start of the game a unit can be ordered to fire at a building or several buildings.

The orders must include where to fire at the buildings from and the target buildings.

The unit must continue firing at the building until it is damaged or the unit is ordered to cease fire. Once the building is damaged the unit MUST cease fire.

R.5.5.2.2 – Target Detected in a Building If a target is located or spotted within a building the building can be fired at.

R.5.5.3 – Hitting the Building

R.5.5.3.1 – Direct fire at a Building Buildings are fired at as if they were a Size X vehicle with an extra to hit modifiers as follows for direct fire. Size Modifier Small -2 Medium -4 Large -6

R.5.5.3.2 – Area fire at a Building For both direct and indirect area fire treat the building as an infantry section with over head cover (i.e. the H column on the datasheets).

R.5.5.3.3 – AHEAD or FAPDS Hits an Element in a Building The building is hit on an 11+ on a d20.

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R.5.5.4 – How a Building is Damaged If the building is hit it has been damaged and there is a chance that any occupants will be damaged by falling or by the building falling on them.

Test each element within the target building by rolling on the I.6.1 – Vehicle Escape Table as if they were escaping from a destroyed vehicle. You should roll on the row appropriate for the type of fire being used against the building. Apply the following modifiers to the roll, but note that a natural roll of 1 is always a kill result.

R.5.5.4.1 – Direct Fire modifiers Modifier Effect Element being tested is not spotted or located +3 Element being tested is located but not spotted +1 Element is spotted and HEAT round used -½ per point of penetration (rounded up)

R.5.5.4.2 – Direct Area Fire modifiers Modifier Effect Element being tested is not spotted or located +3 Element being tested is located but not spotted +1 Element spotted and main weapon > 20mm and <= 50mm -1 Element spotted and main weapon > 50mm and <= 100mm -2 Element spotted and main weapon > 100mm -3 Main weapon has no HEAT or HE ammo available +1

R.5.5.4.3 – Indirect Area Fire modifiers Modifier Effect Element spotted and main weapon > 50mm and <= 100mm -1 Element spotted and main weapon > 100mm -2

R.5.5.4.4 – AHEAD or FAPDS modifiers There are no modifiers, roll as normal on the escape table.

R.5.6 – Pill Boxes These are almost never used today. If you have one in a scenario treat it as an Extra Large size tank with all round armour of 6.

R.6 - MINES There are two types of mine, anti-personnel (AP) and anti-tank (AT) and they can be buried, surface laid or scattered. From the late nineties most western nations stopped using AP mines, the exception being the United States. Mines only affect Ground Vehicles, landed Aerial Elements and infantry elements.

These are normally only used by the defender in attack defence games.

R.6.1 – Types of Mine Laying Mines are laid in one of two ways, either they are scattered on the surface or they are buried.

Surface mines are more quickly laid but are easier to spot.

Surface mines can be laid anywhere except areas of soft ground (i.e. Swamp, March etc).

Buried mines can only be laid in open areas off roads.

R.6.2 – Pre Game Mine Laying Minefields are bought using EPs; see R.2.2.5 – Mine Fields above.

Though some engineering vehicles have their own special quantities of mines they can lay. These will be shown in the army list.

R.6.3 – In Game Mine Laying A Minefield’s strength is given as a point value between 1 and 10 for each 10cm by 10cm box.

It takes an engineer section 10 turns to lay each strength point by hand. For vehicles it will be details in the army list, except vehicle with scatter mine dispenses which will lay their field in 1 turn. For buried mines double the time required to lay them.

Mine laying-ploughs and bar-mine laying vehicles can only bury mines and scatter-mine laying vehicles can only lay surface mines.

Artillery gives an area the size of HE fire and each 250kg bomb the size of a HE munition. The strength laid is per battery/per turn of fire or per bomb (see N.9 - Ammunition Types). Bomb and Artillery laid mines cannot be laid to greater than level 6, any extra mines fired/dropped into the zone are wasted.

For simplicities sake it’s assumed that all these mine types can be seen either because they are on the surface or because or the disturbed ground where the mine has been placed.

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R.6.4 – Moving into a Minefield It may be that a unit’s orders will take it through a minefield. If the minefield wasn’t known about when the player’s orders were written the player can react to the minefield if the unit is moving at COMBAT speed (see D.7 – REACTING TO THE ENEMY). If the unit is moving at TRANSIT speed it will continue into the minefield its full move and can then react to the minefield (they are travelling too fast to easily stop).

If the unit continues into the minefield test each element once for each 10cm of movement to see if they hit a mine and the effect of that hit.

R.6.5 – Spotting Mines (Optional) This is only used if you choose to have unmarked minefields in your game. Each element entering the minefield can test for each 10cm the move through the mine field and can stop and the unit react if they spot a mine.

Roll a d10 and a roll equal to or higher than the number indicates you spot the mines. Mine Type Spotter

Buried Surface Specialist Troops or Mine detecting Vehicle 4+ 2+ Infantry 7+ 5+ Vehicle 8+ 6+ Modify the required number as follows and if it goes above 10 the mines cannot be spotted

MOVEMENT USING TRANSIT SPEED +2 VEHICLE MOVING OVER 15cm +2 VEHICLE MOVING OVER 30cm +4 VEHICLE MOVING OVER 45cm +6 INFATRY MOVING OVER 4cm +2

VISIBILITY CONDITION MOONLIT NIGHT +2 MOONLESS NIGHT +4 DAWN/DUSK/OVERCAST +1 WEATHER CONDITIONS LIGHT RAIN OR LIGHT SNOW +1 MIST OR RAIN OR SNOW +2 HEAVY RAIN OR HEAVY SNOW +4 FOG OR SANDSTORM +5 If the spot is successful mark the element with a “MS” counter.

R.6.6 – Test for Hitting a Mine If an elements movement takes it into minefield test for each 10cm (or part of) that it moves in the minefield to see if it hits a mine.

Roll a d10 and if the testing element rolls the strength or under it sets off a mine and is suppressed. However AFVs will not be suppressed by AP mines and infantry will not set off AT mines.

If an element is suppressed by a mine it will only have half its available movement for that turn thus move it back to the half way point of its move. If the element hit the mine past the halfway point move it back to the point it hit the mine.

R.6.7 – Effect of Mines Roll a d10 on the following table to determine the effect of hitting a mine.

Destroyed on Soft Vehicle AFV

Type of Mine Infantry

Normal With MR With HMR Normal With MR With HMR AP 4+ 4+ 7+ 9+ NE NE NE AT NE 2+ 5+ 8+ 5+ 8+ 9+ NE = No effect MR= Mine Resistance HMR = Heavy Mine Resistance

When an element destroyed by a mine move it back to where it hit the mine.

R.6.8 – Elements on a Road When an element moved back because it is suppressed or destroyed and that element is on a road any elements directly behind it on the road will be moved back as well. To put it another way if a vehicle in front of you stops because of the minefield so will you! This may mean the elements behind it have fewer tests to make for mines so you should test from the front of a column backwards for hits and damage.

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R.6.9 – Reversing out of a Minefield If the element is infantry it tests again as but with the minefield as its strength minus 3 (i.e. strength 4 = 1). If this reduces the level below 1 no test is required (the troops retrace their steps).

If the element is a vehicle with a rear driving position it tests again as but with the minefield as its strength minus 2 (i.e. strength 4 = 2). If this reduces the level below 1 no test is required (the driver can see the route they took into the minefield and tries to follows the same route to get out).

If the element is a vehicle without a rear driving position it tests again as but with the minefield as its strength minus 1 (i.e. strength 4 = 3). If this reduces the level below 1 no test is required (The crew attempt to tell the driver who can’t see which way they came into the minefield).

R.6.10 – Landing Aerial Elements in a Minefield If an aerial element lands in a minefield test once to see if it sets off the mines subtracting 1 from the die roll as the down draft will help set the mines off.

Treat the aerial element as a soft vehicle with no mine resistance if it sets off the mine.

R.7 - BOOBY-TRAPS Booby-traps may be used in attack/defence games by the defender if agreed before the game or in competition notes. The position and facing direction should be accurately drawn on a map.

R.7.1 – Tripwire/Sensor Mine These come in two flavours, Anti Tank and Anti Personnel. They go off when the first enemy element passes within 1cm of them of the appropriate type (see mines above).

When they go off they attack the element that set them off as a mine of the same type (see R.6.7 – Effect of Mines.

Treat the element and any elements within 10cm as if they had entered a minefield (see R.6.4 – Moving into a Minefield).

R.7.2 – Remote Controlled Mine These come in two flavours, Anti Tank and Anti Personnel.

These must have an assigned controller who will choose when they are to be set off.

The controller can either be within 25cm using a hard wired line, or within 100cm using radio communications. If using radio communications the sensor must get a secure link in Phase 2.1 for the controller to set off the mine.

The controller can try to visually spot any target as it passes within 1cm the mines location of the mine in phase 2.3. If they make a spot they can set off the mine. This will then attack the target as a mine of the same type (see R.6.7 – Effect of Mines.

Treat the element and any elements within 10cm as if they had entered a minefield (see R.6.4 – Moving into a Minefield).

R.7.3 – Off Route AT Mine These are hidden long with a trip wire and fire a shaped charge into the side of a passing vehicle. They will attack the first vehicle to pass them within 1cm hitting them on a roll of 6 or more on a d20. They have a HEAT penetration of 3. If deployed in woods they can be setup in trees so as to fire at the vehicles roof armour. These are generally now obsolete having been replaced by Remote LAWs (see below).

R.7.4 – Remote LAW These are hidden long with a trip wire and fire a LAW into the side of a passing vehicle. They will attack the first vehicle to pass them within 1cm hitting them on a roll of 6 or more on a d20. The LAW used will be any one of those available on the army’s datasheet, though the player will no doubt pick the best one. If deployed in woods they can be setup in trees so as to fire at the vehicles roof armour.

R.7.5 - Claymores When these are laid the player need to mark on their map the direction the claymore will be facing and decide if they will be tripwire fired or command controlled.

The tripwire version will go off when the first infantry to a distance from 0 to 2.5cm from the claymore selected by the player.

If command controlled; the controller can either be within 25cm using a hard wired line, or within 100cm using radio communications. If using radio communications the sensor must get a secure link in Phase 2.1 for the controller to set off the Claymore. The controller can choose exactly when to set off the claymore and thus pick the best time to cause the most damage.

They hit all targets within a 45° arc and 2.5cm of the direction they face, roll a d20 and it suppresses infantry on a 2+ and kills on an 8+. They suppress soft vehicles on a 2+ and kill on a 10+. They suppress AFVs on a 12+ (they cannot kill an AFV).

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R.8 - MINE CLEARING Mine clearing is done in the movement phase (2.1) of a player’s turn.

The following table shows how much the level the minefield will be reduced to or by depending on its current strength and what is used to clear it.

Current Strength Uncertainty Roll* CLEARING METHOD 1-2 3+ Scatter Buried

DETAILS

Mine-rollers, plough or flail

Reduce to 0*

Reduce to 1

1 1 The cleared width is 1cm wide and the maximum move in a turn is 15cm.

Dozer blade Reduce to 0*

Reduce to 2

1-2 1 The cleared width is 1cm and max move is 10cm.

Explosive line charge

Reduce to 0*

Reduce to 0

1 1 These are rocket-launched tubes filled with HE and they clear a lane 10cm long by 3cm wide and it takes 1 turn to set up. (like the SADF’s Plofadder)

Artillery or mortars

Reduce to 0*

Reduce by 2 per turn

1-4 1-6 The cleared area is as per a HE fire zone.

Salvo rockets or bombs

Reduce to 0*

Reduce by 3 per turn

1-4 1-6 The cleared area is as per a HE fire zone.

Fuel Air Explosive

Reduce to 0*

Reduce to 0*

1 1 These are either short-range, ground-launched rockets or artillery that release a cloud of fuel, mixed with air and when ignited create a massive overpressure, which detonates mines.

The area affected is a 25cm radius. Engineers Reduce to

0* Reduce to

1 1 1 The cleared width is 1cm and max move is 1cm.

* Once a field is reduced to level ZERO when the first element passes though the field roll a d10. Check the uncertainty roll in the table and if the roll is in this range the minefield hasn’t been fully clear and is in fact still level 1. If the roll is outside the range the minefield is clear and it is now safe to cross. If the minefield is still level 1 more work will need to be done to completely clear it, once this work is done you will have to roll again for the first element to pass through it and roll again and so on.

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U. COMBAT DATASHEETS U.1 - INTRODUCTION

As far as possible everything you need to play the battlegroup has been included on the army specific DATASHEETs and the Common Datasheet.. The DATASHEET’s are an integral part of the rules and provides the players with the details to get on with playing the game.

U.2 - ORBAT (ORDER OF BATTLE)

There will be a huge number of orbats available once I get around to running them off. At the last count something in the order of 200 lists. The main coverage for these is the mid 80s but there are many lists from 1956 till 2010 available. You should look on the battlegroup yahoo group for these.

U.3 - THE DATASHEET Each DATASHEET has two or sometime more, A4 sides of information and is designed to be easily handled during the game (these can be photocopied for players own use). Players will need the DATASHEET of both their own forces and their opponents. The information given is as follows: 1st Sheet

• PLAYERS TURN SEQUENCE (B.3) – The sequence of play for each player includes the initiative die roll modifier and the

suppression removal roll. The opponent’s actions are given in Italics. • MORALE (Section M) – The morale table provides the morale level of the force, the required roll for morale tests and the results

if the roll failed. • CB Location (N.6.4) – Gives the informationa about this armies CB capabilities. • ANTI-AIRCRAFT FIRE (P) – This table provides the effectiveness of any AA system, the minimum and maximum ranges, the

system guidance, the “A” column gives the roll needed to ABORT and the “K” column the roll to shoot down. • ANTI-AIRCRAFT MODIFIERS (P) – These are the percentage modifiers to the AA roll depending on the target status and the

weapon system being used. • REQUESTING ARTILLERY SUPPORT (N.4) – To bring a battery on line use this table to request a fire mission. • CEP TABLE AND MODIFIERS (N.7) – To work out the deviation and direction of a barrage. • ARTILLERY TABLE AND MODIFIERS (Section N) – This table gives each battery’s details, CEP die, sheaf size depending

on the ammunition used and the Fire Number depending on the target. A soft target can either be in the open (O), in cover (C) or have overhead cover (OH) and vehicles use their CE armour value (the value given in brackets). The “S” column gives the roll required on a d20 to suppress a target and the “K” column to kill it. The Area Fire Number die roll modifiers are at the bottom of the sheet.

2nd Sheet (Often split over more than one page)

• VEHICLE STATISTICS – This table gives each vehicles details starting with the main armament and the ammunition available. The Direct Fire Targeting section give the base roll on a d20 to hit a target (the number in brackets is the roll to hit if the vehicle moved using COMBAT SPEED) depending on range and the “P” column gives the penetration of the round. The Area Fire section give the roll required on a d20 to suppress (the row starting with “S”) or destroy (the row starting with “K”) a soft target and the targets cover status, either in the open (O), cover (C) or in hard cover (H). The armour details are given as front (F), side (S), rear (R) and top (T) and any special armour levels are given underneath in brackets. The vehicle size aspects are given as front or rear (F), side (S) and hull-down (Hd). The vehicles speed is given as road or cross-country (XC) and either TRANSIT SPEED (the “T” row) or COMBAT SPEED (the “C” row) and any stabilisation has been taken into account. The CM column gives all the vehicles counter-measures and sensors. The night fighting (NF) column gives the gunners (G) and drivers (D) night vision system. The “Notes and other weapons” provide any other details not covered in the previous columns. Finally there is the vehicles point value (PTS).

• AIRCRAFT STATISTICS – Most of the aircraft’s details are the same as for vehicles with a few exceptions. The air-to-air rating (AAR) section gives the aircraft’s die to use if using either guns (the “G” column) or missiles (the “M” column). The Area Fire section is for any guns carried (see the “Artillery and rockets” table for the effects of rocket pods). The “STATS” section gives the armour level (A), the evasion value (E) and the IR and radar (R) signature/counter-measures modifiers (given as a % modifier). The helicopters size aspects are given as front or rear (F), side (S) and if a pop-up (PU) is being performed. The speeds are for Nap-Of-the-Earth (NOE), contour (CON) and low level (LOW) or higher.

• ATGM STATISTICS (H) – This table gives the ATGMs rate-of-fire (ROF), control (CON), guidance, base chance to hit including minimum and maximum ranges and penetration (PEN), the anti-helicopter effectiveness at NOTE and Contour, the warhead (WH) details and if there is back blast (BB) when fired. The Area Fire section gives the roll on a d20 to suppress a soft target (the roll to kill is in brackets) depending on whether it is in the open, cover or hard cover. Finally there are any other notes, details, nicknames (e.g. “Sagger”), etc.

• DIRECT FIRE TARGETING MODIFIERS/AREA FIRE MODIFIERS in Brackets – This table gives the targeting modifiers for all guns, LAWs, ATGMs, etc depending on target actions and the firer’s status.

• INFANTRY STATISTICS – This table provides the infantry elements point’s value, size, equipment and area fire details. The details of any LAWs carried are given on the bottom including type of penetration (e.g. CE), warhead type (e.g. single) and any other details. The “HIT” column gives the roll required on a d20 to hit a target (if the infantry moved using COMBAT SPEED use the number in brackets) and the P column gives the penetration.

• ADDITIONAL AREA FIRE MODIFIERS (J) – These are the Area Fire die roll modifiers. • INFANTRY HEAVY WEAPONS – Direct fire stats for heavy infantry weapons such as AT Guns • VEHICLE ROOF WEAPONS – Area fire stats for roof mounted weapons

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BATTLEGROUP 2009+WIA.doc 16/10/2012 02:09:00 125

U.4 - EXAMPLE DATASHEET The following three pages show an example DATASHEET for the Cuban Army for about 1986.

1. PRE-COMBAT PHASE1 COMMUNICATIONS - Write orders and comms between units including overwatch.2 UNIT REACTIONS - Units may react to enemy presence or to coming under direct/area fire D A K D A K D A K D A K D A K3 18 19 20 17 18 19 18 19 20 - - - - - -

15 17 18 14 16 18 16 17 19 - - - - - -4 ENEMY ARTILLERY - Opponent spots and plots artillery barrage. 16 17 19 15 17 19 17 18 19 - - - - - -5 AERIAL ELEMENT RISK ROLLS. Opponent makes the risk rolls for players aerial elements (O.2.2). 13 15 17 12 15 17 13 15 18 15 16 18 - - -

2. COMBAT PHASE 13 15 17 12 14 17 12 15 17 15 16 17 - - -1 MOVE ALL UNITS - Move all units including aircraft/helicopters to attack points. 14 16 18 13 16 18 14 16 19 16 17 19 - - -2 SUPPRESSION REMOVAL - Face Up - Roll d6 to remove suppression counter, Face Down - Flip 13 15 17 12 15 17 13 15 18 15 17 18 - - -3 ENEMY REACT FIRE - Opponent spots targets and engages, including ATGMs. 13 16 18 13 15 18 13 16 18 15 17 19 - - -4 FIRE ALL UNITS - Spot targets and engage, including react fire at ATGM launchers and AA fire. 12 15 18 11 14 17 11 15 18 13 16 18 - - -5 MELEE COMBAT - All touching infantry resolve melle combat. 14 16 18 13 15 18 12 15 18 14 16 18 - - -6 MISSILE RESOLUTION - Spot incoming missiles, react and resolve ATGM fire. 14 16 18 13 15 18 12 15 18 14 16 18 - - -7 AIRSTRIKES - Surviving aircraft release ordnance and resolve damage. 14 16 18 12 15 18 10 14 17 11 14 17 - - -8 ENEMY ARTILLERY FIRE - Opponent requests then tests for accuracy and damage from barrage.9 REQUESTED AERIAL ELEMENT EXIT. Move requ'st'd Aerial Elements to exit points and AA fire. TARGET ACTION OR10 COUNTER BATTER FIRE - Test to spot enemy artillery and engage with CB fire. FIRER STATUS

3. POST COMBAT PHASE (Supp Removal for Current player, Morale for Both) FIRER SUPPRESSED1 MORALE - Test morale of any unit that lost an element or to improve morale level. FIRED TO TARGETS FRONT

POP-UP WITH NOSE SIGHTPOP-UP WITH CABIN SIGHT

Upto 25 26-50 51-75 76+ POP-UP WITH ROOF SIGHTPOP-UP WITH MAST SIGHTHOVERED (moved upto 5cm)MOVED 51-100cm (inc Req Exiting)MOVED 101-200cmMOVED 201cm+ (inc Req Entering)PER POINT OF JAMMING

Aircraft1st FAILED ROLL HESITATE. Max half move towards enemy. Roll again.2nd FAILED ROLL HALT. Halt or withdraw to cover. Roll again.3rd FAILED ROLL WITHDRAW. Pull back to safe position. Roll again.4th FAILED ROLL RETREAT. Move at full speed to exit table.

-1 EACH EXTRA SHOT THE ENEMY BATTERY FIRES FROM THE SAME POSITION.-1 ENEMY BATTERY FIRING SALVO ROCKETS OR MORTARS (SOUND & FLASH ONLY).+1 PER POINT OF JAMMING (CB RADAR).+1 TARGET BATTERY IS 1 OR 2 GUNS FIRING SMOKE/ILLUMINATION/RANGING ROUNDS ONLY+1 IF MORE THAN 1 ENEMY BATTERY FIRED THIS TURN

+1STANDARD +1ABMS -1

See N.3 for multiple requests -3

-110 3 +1

-39 4 -3

-1-2

+1CORRECTION PER TURN

-3 STATIONARY TRAINED AOO OR AOO IN AOO VEHICLE -2 MOVING TRAINED AOO NOT IN AOO VEHICLE -1 UNTRAINED OBSERVER

SP

WIDTH DEPTH6xBM-21a Y 0Reload : 5 TurnsHE,Bes6xBM-24 Y 0Reload : 3 TurnsHE,Bes6xM-10 (USSR) - InfBurst: +1HE,ILL,Bes6xM-30 (USSR) - InfBurst: +1HE,ILL,Bes6xM-38/43 (USSR) - InfBurst: +1HE,Bes122mm RP x 5 NA NA

57mm RP x 16 NA NA57mm RP x 32 NA NA57mm RP x 6 NA NA80mm RP x 7 NA NA

250Kg Bomb NA NA

122mm MRLS

240mm MRLS

AERIAL ELEMENT ARRIVAL. Player spots with ALOs, requests and rolls for arrival of requested Aerial Elements and places any Aerial elements arriving this bound at their entry point.

11

12

12

% DESTROYED

Militia Unit without Original COs

Conscript Unit with Original COs

4+

5+

5

None

No ABMS

None

9

None

10

None

7

None

8

None

ABMS

CB LOCATION

10km 25km 50km5kmTARGET DISTANCE PLOTTING DELAY

Normal

CHQ, PHQ OR SHQ LEVEL WITHOUT BMSPer subsequent request from same observer

REQUEST FOR FIRE ON RFPCEP DIE ROLL MODIFIERS CEP MULTIPLIER

Smk 3cm W3xD7

Smk 3cm W4xD8

Smk 2.5cm

12cm

2 5 81 3 6

LEVEL OF SUPPORT

DED DIR GEN OBSERVER UNTRAINED

REQUESTING ARTILLERY SUPPORT (ROLL d10)

Conscript Group without Original COsRegular Group with Original COsRegular Group without Original COs 11

3 4 6

COMMS

400400

75112.5100200

3025

25

0000

0

5050

112.5112.5

00

HIGH

0

Max

30

NOE CON LOW MED

1816 9 17 1010 7 15 816 8 17 213 20

CBU 17cm 17cm 2 14 69 19 11 205 14 7 1810 18 12 1912cm 6 16NA HENA

d10

d12

Smk 2.5cm

Smk 2.5cm5cm

16cm

15cm15cm

7cm7cm

6cm32cm

15cm15cm

23cm23cm

8cm9cm

83-84

<= 20km<= 30km<= 40km

85-87

90-92

95-97

REQUEST MODIFIERS2x80mmRP(x7)(HEAT) & 4x250Kg Cluster Bombs

K KKK4+

S

Over 40km

calibre 3H.COVERINFANTRY

2OPEN COVERSHEAF SIZE VEHICLE CE TOP ARMOUR

DIE

FIRE NUMBER MODIFIERS

ARTILLERY, ROCKETS AND BOMBS (ROLL d20)

RANGERANGE 5KM OR LESS

10cm

<= 5km<= 10km

5cm6cm

Conscript Unit without Original COsRegular Unit with Original COsRegular Unit without Original COsConscript Group with Original COs

6+

5+

4+

21cm

20 7

612.4km4

18

+3+5

+3+5

-4

+2

-

Mig-23BN (Heat RP/CB Bomb)

+2

10

4 6 8 10

--

+2+1

10 125 7

89

4

6 8 11

6 9

7

Points

104 5

5 7 10

5 7Target is MUAV

-

86 OR 7

WeaponBATTERY

TARGET IN LOSCB FIRE (CBR or S&F only)IF USING GSR* OR SAT POS

T o p

5

CEP TABLE (d10)

60cm

PER 10KM RANGE OVER 10KM

MULT

7cm

CEP

1 OR 2

AMMO

LONG RANGE ROUND

RANGE

S

11

IF USING LRF* (GSR or LRF)

d12 20.4km

1666cm10.7km HE 3 101447

19 15119 17 12

USING WHITE PHOS SMOKE +4

2014

18 1210

+3

+6 +2

-1

TARGET HAS APS 2 OR 4

REDICED EFFECT CB FIRE+4

2 12AB 66cm

S

13 19 6 14 18 10

S

8

S

162 20

614

2 510

K

19

S

HE 7 18

K

-

AIRCRAFT LOADS AVAILABLE (d100)

NON SPECIALIST AA ON MOVEUNSTABLISED SPECIALIST AA ON MOVE

+5

+/- TARGETS IR VALUE IFIRH MISSILE (INC IR

COUNTER MEASURES)

+/- TARGETS RADAR VALUE IF RADAR

MISSILE (INC RADAR COUNTER MEASURES)

FORCED FIREUNTRAINED +1

POORLY TRAINED +2TRAINED +3

WELL TRAINED +4HIGHLY TRAINED +5

-

K

16

S

12

20AB 20cm 18 21HE 20cm 13

219

14 7 1616 14 719 5 20

192114 221 1712 2116

171720

19 11

8 1816 20

20

+5

19

K

19

S

12

10

12

9-12 L-39 Albatros (RP/Bomb)

-

220

9

+5 -

SA-7b

11

SA-13

AAA

AAA

Roll

+3

+5+1

0

AAA

--

ANTI-AIRCRAFT DIE ROLL MODIFIERS

AAA IRHGUIDANCE SYSTEM

13 195 14 8 16 15 20 2 201918 2060cm 17AB 201621cm

AAAAAAAAA

G HMGHMG

Tw 23mmA with FCR4 (Trained)Tw 30mmA

Tw 23mmA (Trained)

Tw 57mmA

Small arms, LMG

IRHIRH

AAAAAA

AAAIRH

Qu 23mmA with FCR2Tr 23mmA with FCR5 (Trained)

Cuban - MR Regiment ~ 1986 (Regular / Poorly Trained / EW level 2 / Initiative d10-1)

WEAPON Guide RANGE(in cm)

Min

PLAYERS BOUND SEQUENCETARGET HEIGHT BAND

8 10 11

MORALE CHECKSSupp

6

TYPE AND STATUS(ROLL 2D6) RemoveMilitia Unit with Original COs

SA-9b

d10 11.8km HE 20cm 8 17 12 19 14 15 9 19 11 20 13 20 14 20AB 20cm 6 15 9 17 16 21 3 13 17 21 18 21 19 21 20 21

d10 460-5,700m HE 20cm 8 17 12 19 20 14 209 19 11 20AB 20cm 6

1314 20 7 1515cm15cm 15 9 17 16 21 3 13 17 21 18 21 19 21 20 21

NA 25cm-125cm HE 5cm 6 15 10 17 12 18 5 13 7 17 9 18 11 18 12 18HEAT 5cm 105cm 19 15 20 16 20 3 12 5 14 6 15 7 16 8 17

NA 25cm-125cm HE 5cm 10 18 14 20 16 20 9 16 12 20 13 20 14 20 15 20NA 25cm-125cm HE 5cm 10 18 14 20 16 20 9 16 12 20 13 20 14 20 15 20NA 25cm-125cm HE 5cm 10 18 14 20 16 20 9 16 12 20 13 20 14 20 15 20

NA 25cm-125cm HE 5cm 8 16 12 18 14 18 7 14 10 18 11 18 12 18 13 1815 20 1716 20 3 12 85 14 6 15 7 1610 19

122mm H

57mm RP80mm RP

120mm M

122mm RP

57mm RP57mm RP

152mm H

HELICOPTER AT NOE (Not AB)

SURPRISE VS UNS INF IN OPEN

-

-1HELICOPTER AT CONTOUR (Not AB)

HEAT 5cm

BATTERIES BURST RATE

SURPRISE VS UNS MOVING INF +1

-1+4 FIRING RPS AND DAMAGED -1

PER EXTRA BATTERY/RP/250Kg OF BOMBS

2ND+ TURN OF MRLS AT SAME TARGET

+2

+1

FIRING RPS AND SUPPRESSED

TARGET IS SUPPRESSED INFVEH MOVING UNDER SMART ROUNDS

Sound and Flash

CB Radar (Target fired Non Guns/Guns)

CB LOCATION EQUIPMENT USED

Battery

BM-24

ANTI-AIRCRAFT FIRE (ROLL d%)

EXTRA ARTILLERY ZONES

1 = 11cm x 23cm

8

8

M-10 (USSR)M-30 (USSR)M-38/43 (USSR)

BM-21a 1 = 10cm x 21cm 2 = 20cm x 21cm 5 = 50cm x 21cm3 = 30cm x 21cm 4 = 40cm x 21cm

1-2 = 10cm x 10cm 3-4 = 20cm x 10cm 5-6 = 20cm x 15cm2 = 22cm x 23cm 4 = 44cm x 23cm 5 = 55cm x 23cm3 = 33cm x 23cm

1-2 = 10cm x 10cm 3-4 = 20cm x 10cm 5-6 = 20cm x 15cm1-2 = 10cm x 10cm 3-4 = 20cm x 10cm 5-6 = 20cm x 15cm

10

16

Load

5-8 L-39 Albatros (RP) 4x57mmRP(x16)1-4 L-39 Albatros (Bomb) 4x250Kg HE Bombs

92x57mmRP(x16) & 2x250Kg HE Bombs 8

13-19 Mig-15 Fagot (Bomb) 2x57mmRP(x6) & 2x250Kg HE Bombs 620-27 Mig-15 Fagot (RP) 2x57mmRP(x6) 5

28-33 Mig-17PF (Bomb) 2x250Kg HE Bombs 734-39 Mig-17PF (RP) 4x57mmRP(x6) 7

7

40-50 Mig-21PF (Bomb) 4x250Kg HE Bombs 8

Mig-21PF (RP) 4x57mmRP(x16)51-61

73-74 Mig-23BN (Bomb) 6x250Kg HE Bombs62-72 Mig-21PF (RP/Bomb) 2x57mmRP(x16) & 2x250Kg HE Bombs

75-77 Mig-23BN (CB Bomb) 6x250Kg Cluster Bombs 2078-79 Mig-23BN (CB Light Bomb) 4x250Kg Cluster Bombs 1680-82 Mig-23BN (Heat RP/Bomb) 2x80mmRP(x7)(HEAT) & 4x250Kg HE Bombs 10

Mig-23BN (Light Bomb) 4x250Kg HE Bombs 988-89 Mig-23BN (RP) 4x57mmRP(x16) 10

Mig-23BN (RP S-13) 4x122mmRP(x5)(HEAT) 1093-94 Mig-23BN (RP S-8) 4x80mmRP(x7)(HEAT) 11

Mig-23BN (RP/Bomb) 2x57mmRP(x16) & 4x250Kg HE Bombs 1098-100 Mig-23BN (RP/CB Bomb) 2x57mmRP(x16) & 4x250Kg Cluster Bombs 16

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BATTLEGROUP 2009+WIA.doc 16/10/2012 02:09:00 126

10cm 25cm 50cm 100cm 250cmP P P P P O C H O C H O C H O C H O C H F S R T F S Hd Td R X G D4 4 4 2 - S 5 8 10 6 9 11 7 10 12 10 13 15 14 17 19 3 2 1 1 L X S V T 30 20 IR IR AR - 36 10

(4) (4) (4) (4) - K 10 13 15 11 14 16 12 15 17 15 18 20 19 22 24 C 20 101 1 1 - -4 3 3 2 - S 5 8 10 6 9 11 7 10 12 10 13 15 14 17 19 3 2 1 1 L X S V T 30 20 IR IR AR - 36 10

(4) (4) (4) (4) - K 10 13 15 11 14 16 12 15 17 15 18 20 19 22 24 C 20 101 1 1 - -4 4 4 2 - S 5 8 10 6 9 11 7 10 12 10 13 15 14 17 19 3 2 2 2 L X S V T 20 10 - - AR - 46 8

K 10 13 15 11 14 16 12 15 17 15 18 20 19 22 24 C 10 51 1 1 - -4 3 3 - - S 11 14 16 11 14 16 11 14 16 12 15 17 14 17 19 3 1 1 1 M L S T T 35 20 - - AR - 32 7

(4) (4) (4) - - K 16 19 21 16 19 21 16 19 21 17 20 22 19 22 24 C 15 103 2 2 - - S 8 11 13 9 12 14 9 12 14 11 14 16 14 17 19 2 1 1 1 L X S T T 35 20 - - AR - 32 7

(4) (4) (4) - - K 13 16 18 14 17 19 14 17 19 16 19 21 19 22 24 C 15 102 2 2 1 - S 8 11 13 9 12 14 9 12 14 11 14 16 14 17 19 1 1 1 1 L X S T T 25 20 - - AR - 14 6

(3) (3) (3) - - K 13 16 18 14 17 19 14 17 19 16 19 21 19 22 24 C 15 101 1 1 - - S 9 12 14 10 13 15 11 14 16 13 16 18 - - - 1 1 1 1 M L S T T 60 20 IR IR AR - 7 6

K 14 17 19 15 18 20 16 19 21 18 21 23 - - - C 30 101 1 1 - - S 10 13 15 10 13 15 11 14 16 14 17 19 - - - 1 1 1 1 M M S V T 50 15 - - AR - 6 5

K 15 18 20 15 18 20 16 19 21 19 22 24 - - - C 25 10- - - - - S 13 16 18 13 16 18 13 16 18 - - - - - - 1 1 1 1 M M S V T 50 15 - - AR - 6 4- - - - - K 18 21 23 18 21 23 18 21 23 - - - - - - C 25 101 1 1 - - S 9 12 14 10 13 15 11 14 16 13 16 18 - - - 1 1 1 1 L L S T T 50 25 IR IR AR - 10 6

K 14 17 19 15 18 20 16 19 21 18 21 23 - - - C 25 101 1 1 - - S 10 13 15 10 13 15 11 14 16 14 17 19 - - - 1 1 1 1 L L S V T 45 15 - IR AR - 9 5

K 15 18 20 15 18 20 16 19 21 19 22 24 - - - C 25 51 1 1 - - S 10 13 15 10 13 15 11 14 16 14 17 19 - - - 1 1 1 0 L L S V T 45 15 - - AR - 9 4

K 15 18 20 15 18 20 16 19 21 19 22 24 - - - C 25 5- - - - - S 13 16 18 13 16 18 13 16 18 - - - - - - 1 1 1 0 L L S V T 50 25 - IR AR - 10 4- - - - - K 18 21 23 18 21 23 18 21 23 - - - - - - C 25 10- - - - - S 13 16 18 13 16 18 13 16 18 - - - - - - 1 1 1 1 M L S V T 50 25 IR IR AR - 10 4- - - - - K 18 21 23 18 21 23 18 21 23 - - - - - - C 25 10- - - - - S 13 16 18 13 16 18 13 16 18 - - - - - - 1 1 1 0 L L S V T 45 15 - - AR - 9 3- - - - - K 18 21 23 18 21 23 18 21 23 - - - - - - C 25 5- - - - - S - - - - - - - - - - - - - - - 1 1 1 1 L L S T T 45 15 - - AR - 9 3- - - - - K - - - - - - - - - - - - - - - C 25 5- - - - - S - - - - - - - - - - - - - - - 1 1 1 1 M M V T T 50 15 - - AR - 6 5- - - - - K - - - - - - - - - - - - - - - C 25 10- - - - - S - - - - - - - - - - - - - - - 1 1 1 1 M M V T T 50 15 - - AR - 6 5- - - - - K - - - - - - - - - - - - - - - C 25 101 1 1 1 - S 6 9 11 8 11 13 8 11 13 13 16 18 - - - 1 1 1 1 X X L T T 25 20 IR IR AR - 19 6

K 11 14 16 13 16 18 13 16 18 18 21 23 - - - C 20 102 2 2 1 - S 9 12 14 10 13 15 10 13 15 14 17 19 - - - 1 1 1 0 L X M T T 30 20 - IR AR - 28 6

K 14 17 19 15 18 20 15 18 20 19 22 24 - - - C 15 102 2 2 1 - S 9 12 14 10 13 15 10 13 15 14 17 19 - - - 1 1 1 0 L X M T T 35 10 - - AR - 10 5

K 14 17 19 15 18 20 15 18 20 19 22 24 - - - C 20 5- - - - - S - - - - - - - - - - - - - - - 1 1 1 1 L L M T T 60 20 - IR AR - 7 5- - - - - K - - - - - - - - - - - - - - - C 30 10- - - - - S - - - - - - - - - - - - - - - 1 1 1 1 L L M T T 35 25 - IR AR - 13 4- - - - - K - - - - - - - - - - - - - - - C 15 10- - - - - S 13 16 18 13 16 18 13 16 18 - - - - - - 3 2 1 1 X X X V T 30 25 IR IR AR - 40 5- - - - - K 18 21 23 18 21 23 18 21 23 - - - - - - C 15 10- - - - - S - - - - - - - - - - - - - - - 0 0 0 0 M M S T T 50 15 - - AR - 3 2- - - - - K - - - - - - - - - - - - - - - C 25 10- - - - - S - - - - - - - - - - - - - - - 0 0 0 0 M M S T T 50 15 - - AR - 2 2- - - - - K - - - - - - - - - - - - - - - C 25 10- - - - - S - - - - - - - - - - - - - - - 0 0 0 0 M M S T T 50 15 - - AR - 1 2- - - - - K - - - - - - - - - - - - - - - C 25 10- - - - - S - - - - - - - - - - - - - - - 0 0 0 0 M M S T T 50 15 - - AR - 2 2- - - - - K - - - - - - - - - - - - - - - C 25 10

10cm 25cm 50cm 100cmP P P P O C H O C H O C H O C H A E IR R F S PU G P1 1 1 - S 12 15 17 12 15 17 13 16 18 14 17 19 1 3 1 1 M L M T - II AR 31

K 17 20 22 17 20 22 18 21 23 19 22 24 C- - - - S - - - - - - - - - - - - 1 3 0 1 L L L T - - AR 14- - - - K - - - - - - - - - - - - C1 1 1 1 S 9 12 14 10 13 15 10 13 15 13 16 18 0 4 3 2 M L T - - AR ?

K 14 17 19 15 18 20 15 18 20 18 21 23 C1 1 1 1 S 9 12 14 10 13 15 10 13 15 13 16 18 0 4 3 1 L L T - - AR ?

K 14 17 19 15 18 20 15 18 20 18 21 23 C1 1 1 1 S 8 11 13 10 13 15 10 13 15 12 15 17 0 5 1 1 M L T - - AR ?

K 13 16 18 15 18 20 15 18 20 17 20 22 C1 1 1 1 S 9 12 14 10 13 15 10 13 15 13 16 18 0 4 1 2 M L T - - AR ?

K 14 17 19 15 18 20 15 18 20 18 21 23 C1 1 1 1 S 9 12 14 10 13 15 10 13 15 13 16 18 0 4 1 1 M L T - - AR ?

K 14 17 19 15 18 20 15 18 20 18 21 23 C

pHMG,cMG,NBC, SnSG

pHMG,cMG

pHMG,cMG,NBC, SnSG

COM

CIS

WGT

pMG,amp (10 cm),Wheeled 7

cMG

cMG,amp (10cm)

cMG,NBC, amp (10 cm),Wheeled 7

Cuban - MR Regiment ~ 1986 (Regular / Poorly Trained / EW level 2 / Initiative d10-1)

3(13)

--

HEAT/HESHAPHEHEAT/HESH

APHE

PTS

-

-

pMG,amp (10 cm),Wheeled 7

APAPHE

HEAT/HESH76mm,HEAPHE

pHMGSU-100

T-34/8585mm,HE

f100mm (Ld),HE

APHEHEAT/HESHAP

HEAT/HESHAP

100mm (Ld),HE

TYPENAME

APDSHIT

10cm

T-55A (APDS)

VEHICLE AREA FIRE (ROLL d20)AMMO DIRECT FIRE TARGETING (ROLL d20)

HIT50cm25cm

L3 M6 H9

L3 M6 H9

L3 M5 H8

L3 M5 H8

L3 M6 H9

L3 M6 H9

L3 M5 H8

L3 M5 H8

L2 M4 H6

L4 M8 H12

L3 M6 H9

L3 M6 H9

L3 M6 H9

L3 M6 H9

L3 M6 H9

L3 M6 H9

L4 M8 H12

L4 M8 H12

L3 M6 H9

L4 M8 H12

L3 M5 H8

L3 M5 H8

L3 M5 H8

L3 M5 H8

L3 M5 H8

L4 M8 H12

L2 M3 H5

L3 M6 H9

HIT-

-

HIT

--

-

-

-

-

-

-

--

-

-

-

7(17)

7(17)

14(-)

14(-)

7(17)

-

14(-)

-

BRDM-1 (HMG)

6(16)

--

t14.5mm HMGBRDM-2

PT-76

AP 2(12)3(13) 6(16)

7(17)

2(12)

7(17)2(12)

--

2(12)

2(12)

-

AP

---

AP

-

-

--

5(15)

- -

2(11)

-

-

12(15)

AMMO

HIT

DIRECT FIRE TARGETING (ROLL d20)

5(5)0

0

00

000

00-2

12(12) 23(23) 0

0

0

0

00 00

13(23)14(-)

4(14)4(14)

4(14) 6(16)4(14) 6(16)

6(16)13(23)

7(17)

14(-)

14(-)6(16)7(17)2(12)

7(17)

6(16)4(14)2(12)

5(12)5(12)

2(12)3(10)3(10)

12(19)

12(22)

-

12(19)

14(-)11(18)

14(-)

HIT5(12) 11(18)HIT HIT

--

3(10)3(10)

--20(-)

22(-)

20(-)

5(12)

VEHICLE STATISTICS NOTES ANDCM100cm

NFARMOUR250cm SPEEDSIZE OTHER WEAPONS

-

22(-)- -

---

22(-)

-

-

-

--

- -

-

--

--

--

---

--

-

-

-

4(4)-

2(2)

-

-- -

---

10(10)

- ---

--

-

---

--

-

HIT

-

-

-

11(21)

-

-

-

--

-

25

8040

SPEED

160

55 105 215160

CON

COM

NOTES AND

No Sight,[A/C type=AH],9M14-P (AT-3C)x2x2,4x57mmRP(x32),8 Trps

-

-

--

-

-

-

-

--

---

2M2 SHMELx3+4,amp (10 cm),Can`t Reload if Suppressed,Wheeled 7

[A/C type=GA],(Requested see List for points)

No Sight,[A/C type=TH],9M14-P (AT-3C)x2x3,28 Trps (3 Full+1 Half or 7 Half Sections)

pMG,Class 60 AVLB, Sn,Engineer Vehicle

SA-13x4+8,amp (7cm)

5(8)

PTS

22(22)

23(23) -212(12)

5(5)

4(4)

p12.7mm HMGBTR-152 (HMG)p12.7mm HMGBTR-60P

BTR-60PU

pHMGT-55A

JS-3122mm,HE

100mm (Ld),HEpHMG

t14.5mm HMG

p12.7mm HMGBRDM-1

BTR-60PB

BTR-152K

BTR-152

BRDM-1/AT-1

BTR-152U

AP

AP

AP

Mig-15 Fagot (Trained)Tw 23mmA

Mig-21PF (Trained)

Mig-23BN (Trained)

Mig-17PF (Trained)

Tw 23mmAL-39 Albatros (Trained)Tw 23mmA

Mi-25 HIND D

-G t12.7mm HMGMi-8 Hip-C (AT-3C)

2(3)AP

2(2)

2(2)

2(2)Tr 23mmA

Tw 23mmA

11(16)

AP

AP

-

23(23)

-

19(19)-

-

---

-

--

-

AIR TO GROUND CEP

-4

- --

-

12(12)

-

11(11)

-2

-

--

--

---

ZSU-23-4Qu 23mmA (HA),HE

--AP

2(11) 3(13)

BRDM-1/AT-3C

4(9)

APHE

-

Tw 30mmA (HA),HEM53/59

fps,8 Trps,Wheeled 7

2(4) s2,FCR2,NBC

Tw 57mmA (HA),HE8(18)ZSU-57-2

--

-

--

-

-

SA-9b Strella --

-- -

SA-13 Stella 10

MTU-20 AVLB

2.5t Truck

- -Gaz 66 Truck

---

- --

-

-

- --

GAZ-69

Lt Truck

22(-)

22(-)

17(-)

-

-

-- --

--

-14(-) -

12(22)13(23) -

22(-)

--14(-)

--

-SG

-

pMG,fps,12 Trps,Wheeled 7

pMG,fps,O.top,17 Trps,Wheeled 7

pMG,O.Top,NBC, fps, amp (10 cm),16 Trps,Wheeled 5

cMG,NBC, fps, amp (10cm),14 Trps,Wheeled 5

SA-9bx4+4,amp (7cm),NBC,Wheeled 7

o.top

pMG,NBC, fps, amp (10cm),16 Trps,Wheeled 5

9M14-P (AT-3C)x6+8,amp (10 cm),Can`t Reload if Suppressed,Wheeled 7

pMG,fps,O.top,17 Trps,Wheeled 7

-Wheeled 9

o.top,Wheeled 7

Wheeled 9

Jeep,Wheeled 9

Wheeled 9

AP

AP

0

0 [A/C type=GA],(Requested see List for points)

0

0

0

[A/C type=F],(Requested see List for points),FCR5

00

00

[A/C type=GA],(Requested see List for points),FCR4

55 1050

[A/C type=LA],(Requested see List for points),Also known as L-39 Albatros

0

0

0

0

32080

AIRCRAFT STATISTICSNFSTATS SIZE

AIRCRAFT

LOW+NOE

AREA FIRE (ROLL d20)25cm 50cm 100cm10cmNAME TYPE

-4

5(5)2(2)AP

-2

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BATTLEGROUP 2009+WIA.doc 16/10/2012 02:09:00 127

NF

D A K D A K- - - - - - -- - - - - - -

SPEED P-2 T-1 O C H O C H O C H O C H O C H S-4 S 9 12 14 10 13 15 10 13 15 12 15 17 14 17 19 T 3 45+2 K 14 17 19 15 18 20 15 18 20 17 20 22 19 22 24 C 2**+5 S 11 14 16 13 16 18 14 17 19 - - - - - - T 6 2+2 K 16 19 21 18 21 23 19 22 24 - - - - - - C 4+4 S 13 16 18 14 17 19 14 17 19 - - - - - - T 6 12

K 18 21 23 19 22 24 19 22 24 - - - - - - C 4+1 S 13 16 18 14 17 19 14 17 19 - - - - - - T 6 3-2 K 18 21 23 19 22 24 19 22 24 - - - - - - C 4-1 S 11 14 16 13 16 18 14 17 19 - - - - - - T 6 3+5 K 16 19 21 18 21 23 19 22 24 - - - - - - C 4+1 S 11 14 16 13 16 18 14 17 19 - - - - - - T 6 3

K 16 19 21 18 21 23 19 22 24 - - - - - - C 4S 11 14 16 13 16 18 14 17 19 - - - - - - T 6 2K 16 19 21 18 21 23 19 22 24 - - - - - - C 4S 11 14 16 13 16 18 14 17 19 - - - - - - T 6 2K 16 19 21 18 21 23 19 22 24 - - - - - - C 4S 9 12 14 11 14 16 12 15 17 - - - - - - T 6 2K 14 17 19 16 19 21 17 20 22 - - - - - - C 4S 10 13 15 12 15 17 12 15 17 13 16 18 - - - T 3 7K 15 18 20 17 20 22 17 20 22 18 21 23 - - - C 2**S 9 12 14 12 15 17 13 16 18 - - - - - - T 6 2K 14 17 19 17 20 22 18 21 23 - - - - - - C 4S 9 12 14 12 15 17 13 16 18 - - - - - - T 6 2K 14 17 19 17 20 22 18 21 23 - - - - - - C 4S 3 5 7 11 14 16 12 15 17 - - - - - - T 6 2K 7 10 12 16 19 21 17 20 22 - - - - - - C 4S 13 16 18 14 17 19 14 17 19 - - - - - - T 6 2K 18 21 23 19 22 24 19 22 24 - - - - - - C 4S 11 14 16 13 16 18 14 17 19 - - - - - - T 6 1K 16 19 21 18 21 23 19 22 24 - - - - - - C 4S 9 12 14 11 14 16 12 15 17 - - - - - - T 6 2K 14 17 19 16 19 21 17 20 22 - - - - - - C 4

P P P HIT P HIT P S 13 16 18 14 17 19 14 17 19 - - - - - - T 6 22 2 2 23 1 - K 18 21 23 19 22 24 19 22 24 - - - - - - C 4

3 2 2 22 2 -(4) (4) (4) - - -

P P P P(3) (3) - -(3) (3) - -

O C H O C H O C H O C H O C HS 12 15 17 12 15 17 13 16 18 14 17 19 - - -K 17 20 22 17 20 22 18 21 23 19 22 24 - - -S 13 16 18 13 16 18 13 16 18 - - - - - -K 18 21 23 18 21 23 18 21 23 - - - - - -

Always Round Down.*Number shown after the / is if Vertical mode used. ** If dazzlers and firer is using TI, otherwise no effect. # If target is not on the edge of the woods or built up area. ## Modifier is cumulative. ### Halve for missiles which are JR.

AT-3C, Remote 1cm

N Militia

I

S

P

J

Q

D

Half_AR+IR+GSR+OP

17(22)

B

-

E

I Conscript

N

O

J Conscript

M

K

(6)8 (116-150)

Full_AR+LMG+IR

Full_AR+LMG+RPG-7V

-

HIT-CE

25cmHIT

10(20)

Full_AR+LMG+F.Thrower

Full_AR+SAW+RPG-7V

14(19)

Full_AR+SAW+RPG-7V

Half_AR+57mm ATG (BFC:APHE)

INFANTRY ELEMENTS

Full_AR+RPG-7V

Half_AR+85mm ATG (BFC:APHE+HEAT/HESH)

CLOSE

19(24) AT-1 “Snapper”

AREA FIRE S(K)

17(22)

2d10-2

2d10

T

Full_AR

Half_AR+SA-7b

Full_AR+RPG-7+SA-7b

Half_AR+IR+ALO

Full_AR+RPG-7+SA-7b

Full_AR+IR

Full_AR+IR

**Only Personal weapons (AR, SMG etc), SAW and LMG may be used when using this form of transport. However elements may choose to dismount or leave behind the equipment that is affecting them. For obstacles L2 M3 H5

WHHIT

Half_AR+RPG-7V+IRT

75cm

T

S

S

V

2d10

1d10

1d10

2d10

WIRM WIR

GUIDECONANTI-TANK GUIDED MISSILES

(4)SHORT

10 (101-135)8 (26-100)MEDIUM LONG

- 14(19)

BB?WH

11 (18-25)7 (36-115)S

MISSILE

12M2 SHMEL9M14-P (AT-3C)

+8(+6)+8(+6)

9 (25-35)

+3(N/A)

TARGET SOFT VEHICLEADDITIONAL AREA FIRE MODIFIERS

AT-1, AT-3C

APS 1

GUN/LAW/ (Small Arms)

TARGET ACTION OR FIRER STATUS

+6(+4)FIRING FROM FIRING PORTS/HATCHESFIRER MOVED USING COMBAT SPEED

1d10

250cm100cm50cm C'BATSIZE

S

AREA FIRE (ROLL d20)INF TYPE 25cm

A

EQUIPMENT 10cm

WEAPONTYPE

AMMOTYPE

13 -3 6 12 -3 6HEAT/HESH

85mm ATG,HE

APHE57mm ATG,HE

APHE

Medium target (M)Small target (S)Very small (V) or Tiny (T) target

Firer is Damaged AircraftExtra large target (X)

+4 (-1)

-1 (-4)+4 (+4)

Firer suppressed +2 (+2)

Direct Fire against Building Opening

APS 2, 3 or 4

+3(N/A)+Evade$Helicopter Target (Not landed or Hovering)

+6(+4)

DIRECT FIRE TARGETING MODIFIERS/AREA FIRE MODIFIERS in Brackets

-

+Evade$

-Per point of jamming###+2(+1)Firing into smoke, Firer (LFC+)

1

ROF

HIT HIT3 6 12

pMG

INFANTRY HEAVY WEAPONS

Target dug-in with overhead cover## -

+2 (+1)Flares###/Decoys/IR Jammer +6** (+3)

RPG-7V

LAW (DIRECT FIRE)10cm

RPG-75(15)5(15)

+2 (+1)

- +2 (+1)-

+2 (+1)

+2 (+1)

Firing into woods or BUA#-

Aerosol Chaff###

-+1 (+½)

Smoke evade (no TI or VIRSS)

Second shot at same target

+8 (+6)

+2 (+1)+2 (+1)

-1 (-4)0 (-3)

+2 (-2)

+8 (+6)

+6 (0)

+4 (+2)

+4 (-1)

+5 (+3)

+2(+1)

+8 (+6)

Went out of sight/Cover evadeTarget made manoeuvre evade

-2 (-1)Per 10cm target moved (or part of), Not INF on foot

-+2 (+1)

Smoke evade (with TI)

+2 (-2)0 (-3)Large target (L)

+6 (0)

Came into sight

NOTESNOTEAA?O C

TARGETING (AND RANGE) ROLL d20 CONPENH

19(24)

+6 (+3)

+2 (+1)

V

TYPE 250cm

10cm

Laser Jammer, Firer (LFC+), <= 50cm +2 (+1) +2 (+1)

TARGET IS SUPPRESSED INF

100cm10(20)CE

NOTESHIT

- Max Range 25cm,BBMax Range 25cm,BB, Also HE, BES-

50cm

pHMG

WEAPON AREA FIRE (ROLL d20)VEHICLE ROOF WEAPONS

10cm 25cm 50cm

FIRED LAW (AT WARHEAD)FIRED LAW (HE WARHEAD)

FIRED LAW AT DIFFERENT TARGETTARGET HAS B.ARM,FIRER INF Without AP.A

Per point of helicopter armour

HMGs and bigger always count as having AP roundsFIRER HAS SNIPER/H.SNIPER VS B.ARM OR COVERAHEAD or FAPDS vs target in hard CoverPer bMG/fbMG if Target in Arc (J.3.1 – Bow MGs)

V

V

V

V

S

V

V

V

V

2d10-2

2d10

1d10

2d10

2d10-4

2d10

1d10

2d10

2d10

1d10

25cm 50cm 100cm 250cm

V-

AREA FIRE (ROLL d20)

HIT

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V. ABBREVIATIONS

(LFC+) Uses laser in fire comtrol AA Anti-aircraft ATT Automatic Target Tracker (currently fielded on Merkava III and Japanese Type 90) AAGM Anti-aircraft Guided Missile (or SAM) ABMS Artillery Battlefield Management System ACLOS Automatic Command to Line Of Sight AOO Artillery Observation Officer (or OP Observation Post) AHEAD Advanced Hit Efficiency And Destruction (KE) ammunition. In essence a round which can be programmed for fire

dozens of darts at a given distance from a target in the hope of finding a weak point or cause enough minor damage to make the target a mission kill. These are very effective against hard cover.

ALO Air Liaison Officer AMP Amphibious AP Armour Piercing (using KE penetration) AP.A Armour Piercing Ammo, Rifle ammo capable of going though Infantry Body Armour APDS Armour Piercing Discarding Sabot (KE) APFSDS Armour Piercing Fin Stabilised Discarding Sabot (KE) APFSDSDU Armour Piercing Fin Stabilised Discarding Sabot Depleted Uranium (KE) APHE Armour Piercing High Explosive (KE) AR Assault Rifle ATGM Anti-Tank Guided Missile BAR Bolt Action Rifle B.Arm Infantry Body Armour BE Base Ejection (smoke rounds) BGHQ Battlegroup Headquarters (Inc Battalion HQ) BMS Battle Management System (the digitisation of the battlefield) CE Chemical Energy CHQ Company Headquarters CIS Commanders Independent Sight CITV Commanders Independent Thermal Vision (as CIS but with TI sight) CG Chain Gun FAE Fuel Air Explosive FAPDS Frangible Armour Piercing Discarding Sabot (KE). These rounds shatter if they fail to penetrate their target which

can cause the target to be mission killed as it looses secondary equipment. These are very effective against hard cover.

HAR Heavy Assault Rifle, these tend to be assault rifles with a large ammo drum which in effect gives each squad member a SAW.

HE High Explosive (used for Area Fire) HEAT High Explosive Anti-Tank (using CE penetration) HESH High Explosive Squash Head (CE) HMG Heavy Machine Gun HMR Heavily Mine Resistant HVAP High Velocity Armour Piercing II Image Intensifier IR Infra-Red IRH Infra-Red self-Homing KE Kinetic Energy LAR Laser spot equipped or LFC equipped Assault Rifle LAW Light Anti-Tank Weapon LLTV Low Light Television LMG Light Machine Gun LPG Low Pressure Gun MCLOS Manual Command to Line Of Sight MR Mine Resistant PASG Pump action Shotgun, with being very short range these only give a bonus in close combat. NBC Nuclear, Biological and Chemical RCL Recoilless Rifle RHA Rolled Homogenous Armour SACLOS Semi-Automatic Command to Line Of Sight SAW Squad Automatic Weapon SFMG Sustained Fire Machine Gun SIR Scanning Infra-Red (or IIR Imaging Infra-Red) SP Self Propelled TI Thermal Imager UAV Unmanned Aerial vehicle 2IC Second in command

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W. COUNTERS & ZONES The following SUPPRESSED (S), SUPPRESSED PERMINENTLY(SP), ERA DETROYED ON FRONT(EF), ERA DETROYED ON SIDE(ES), ERA DETROYED ON REAR(ER), ERA DETROYED ON TOP(ET), DAMAGED(D), INITIAL POSITION (IP), CURRENT POSITION (CP),FIRER(F#) and TARGET(T#) MARKERS should be photocopied, cut out and mounted on cardboard.

S S S S S S S S S S S S S S S S S S S

S S S S S S S S S S S S S S S S S S S

S S S S S S S S S S S S S S S S S S S

S S S S S S S S S S S S S S S S S S S

SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP

EF EF EF EF EF EF EF EF EF EF EF ES ES ES ES ES ES ES ES

ER ER ER ER ER ER ET ET ET ET ET D D D D D D D D

F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 F13 F14 F15 F16 F17 F18 F19

T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 T12 T13 T14 T15 T16 T17 T18 T19

The following MORALE MARKERS should be photo-copied, cut out and mounted on cardboard.

HESITATE HESITATE HESITATE HESITATE HESITATE

HESITATE HESITATE HESITATE HESITATE HESITATE

HALT HALT HALT HALT HALT

HALT HALT HALT HALT HALT

WITHDRAW WITHDRAW WITHDRAW WITHDRAW WITHDRAW

WITHDRAW WITHDRAW WITHDRAW WITHDRAW WITHDRAW

RETREAT RETREAT RETREAT RETREAT RETREAT

RETREAT RETREAT RETREAT RETREAT RETREAT

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Smoke Tiles 3cm

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2.5cm

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2cm

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Z – Designers Notes The table C.4.1 – Flank March Difficulty Table in represents the tactical situation the players battlegroup finds it’s self in. A low roll means there are many friends nearby forming a strong continuous line. A high number represents the battlegroup being pretty much on its own. You might wish to have modifiers depending on the armies being used as nations with larger armies will tend to have more friends than those with smaller armies. Perhaps -2 for large armies like to US/Russia and -2 from small armies like Bahrain/Laos. You could also roll for each player rather than having 1 roll for both, though this may give one player an advantage over the other. These notes are in no particular sequence. Example of Back Blast the reason behind G.10.1 – Back Blast Danger Table

The M72 is an open-chambered weapon, so it has no recoil. The launcher's total back blast area extends 131 feet (40 m) to the rear. This back blast can damage equipment or seriously injure personnel who are too close to the rear of the launcher.

• Danger zone. All personnel, equipment, and flammable material must be clear of this area.

• Caution zone. The weapon's back blast may throw loose objects to the rear. Therefore, personnel must also stay clear of this area.

As you can see firing one of these in a confined space is a really bad idea.