Rate of Fire Book

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RATE of FIRE

WWII Skirmish Rules

Introduction 1 Call Fire 24


Chapter 1 – Figures & Terrain 2 Fire for Effect 25
Chapter 2 – Formations 3 Continuing & Adjusting Fire 27
Orders of Battle 3 Collateral Damage 27
Leaders 4 Concentrated & Dispersed Fire 27
Leadership Bonus & Re-rolls 4 Chapter 9 – Close Assault 28
Organisation 4 Close Assault Movement 28
Chapter 3 – Turn Order 5 Melee 29
Spotting 5 Winning & Losing 29
Rally 5 Chapter 10 – Morale 30
Initiative 5 When to take Morale tests 30
Movement 5 How to take Morale tests 30
Stationary Fire 6 Effects of Morale tests 31
Moving Fire 6 Rally tests 31
Morale 6 Leadership Bonus & Re-rolls 33
Melee 7 Chapter 11 – Deployment,
End Turn Phase 7 Concealment & Spotting 34
Chapter 4 – Element Orders 8 Deployment 34
Issuing Orders 8 Concealment 35
Order Markers 8 Spotting 35
Chapter 5 – Movement 9 Ambush 36
Movement Orders 9 Chapter 12 – Force Morale 37
Suppressed Movement 10 How to calculate 37
Moving Targets and Cover 11 Effects 37
Unit Cohesion 11 Force Break Point tests 38
Chapter 6 – Firing 12 Re-calculating Force Morale 38
Fire Orders 12 Chapter 13 – Special Weapons 39
Line of Sight 12 Flamethrowers 39
Weapon Stats 13 Infantry AT weapons 39
Firing Procedure 13 Smoke 40
Hitting the Target 14 Snipers 40
Fire Groups and Target Modifiers 15 Satchel charges 40
Opportunity Fire 16 Mortars 41
Killing and Incapacitating 16 Semi-Automatic Rifles 41
Removing Casualties 17 Chapter 14 – Obstacles & Emplacements 42
Leader Casualties 17 Chapter 15 – Weather & Night 43
Moving Targets 18 Chapter 16 – Objectives & Victory 44
Chapter 7 – Support Weapons 20 Chapter 17 – Points System 47
Moving 20 Appendices
Firing 21 Appendix 1 – Scenarios 49
Lack of Crew 21 Appendix 2 – Extended Example 52
Chapter 8 – HE Fire 22 Appendix 3 – Fast Play Sheet 58
Direct HE Fire 22 Appendix 4 – Weapon Charts 60
Indirect HE Fire 23 Appendix 5 – Counters & Templates 61
Introduction
Rate of Fire can best be described as ‘platoon level WWII skirmish rules’. One figure represents one man
and after a couple of games a player should easily be able to command 30-40 figures on the tabletop and
complete a game within a few hours. Modifiers and special rules have been kept to a minimum and the
emphasis of the game is on the turn order, troop quality, morale and leadership.

This set of rules only represents infantry actions and the areas associated with that sort of combat like
artillery fire, mortars and so on. There are no anti-tank or vehicle rules included except where infantry AT
weapons can be used against personnel. You can download all of the relevant counters and templates as
well as fast play and reference sheets at the Crusader Publishing web site.

Troops will have various training levels from Green to Regular to Veteran and also variable morale, these
affect what an element is able to achieve when it is activated. You’ll find that well trained and well led
troops with good morale are more than a match for poorly commanded new recruits and the rules were
specifically designed with this in mind.

Leaders have the ability to use their Leadership Bonus to allow subordinate units to increase their chance
of passing morale and rally tests. This will allow your inspirational commanders to encourage and motivate
troops, again giving a well led force a distinct advantage over one that is poorly commanded.

As well as all of the basic rules that you would expect in any skirmish game there are advanced rules that
cover smoke, night, weather, engineering, mines, artillery, forward observers, spotting, snipers, hidden
deployment and much more.

Rate of Fire includes a points system for those games when players simply want to be able to turn up with
their troops and fight an opponent with a fairly even match up. You may also play specific scenarios that
are based on historical actions, though these are unlikely to be balanced games and some of the scenarios
can be ‘no win’ situations!

Hopefully you will find that if you use historical tactics, smoke, suppression, covering fire and have some
sort of plan you will not do too badly – charge headlong against the enemy hoping for the best and you will
die horribly! Either way I hope that you have fun.

Mark Sims

Stone
October 2009

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1 - Figures & Terrain

Figures even a slight rise or dip can obscure views. For


this reason I would suggest that you make sure your
The game is designed for 20-28mm figures but so gaming tables are not too bare and that you use
long as you can readily see what a figure is armed common sense when determining if a figure can be
with you can use any scale you are comfortable seen and fired upon.
with.
The figures and scenery are never going to perfectly
Basing can either be individual figures or stands; represent what can or cannot be seen and there
I tend to base my heavy weapons on 2 figure are also going to be occasions where your figures
bases but everything else singly. 2-3 simply will not fit ‘nicely’ into the scenery you use.
riflemen can be based up together Again I can only suggest that you use common
and they look very nice but it’s sense and make a habit of informing your opponent
a bit awkward lining them up where figures are ‘supposed’ to be if it is not readily
along hedges for example. obvious.
The pictures and examples in
this book use 28mm figures as If a figures hand or foot can be seen between
that is what I happen to own 2 buildings 30 inches away then is it really a
but so long as you and your valid target? It shouldn’t be forgotten that the troops
opponent can tell what a would be making the best use of concealment and
figure represents then cover and that a turn is simply a ‘snapshot’ of time.
pretty much anything Your figures are always going to be in the same
goes. running or firing pose but the rules are based on
the fact that the actual troops make the best use
of cover and concealment at all time. At the risk of
Terrain & sounding repetitive players must use their common
Scenery sense if there is some dispute as to whether a figure
is a valid target or not.
Players will need to define
what scenery is supposed
to represent on the tabletop
– whether hedges and walls
are low or high, if they will
block line of sight or just
be a hindrance, the relative
heights of buildings and hills
and so on.

These things are pretty


standard in a wargame but
you should bear in mind that
the figures on the tabletop
are most likely going to be
able to see and trace a Line
of Sight to far more stuff than
their real life counterparts
would have done. Whereas
the gaming table is flat most
landscape is undulating and

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2 - Formations

Orders of Battle
Example 2a - British Infantry
At the start of any game you’ll need to organise the Platoon
forces that are going to take part. If you are playing
a specific scenario then the work may already have 1 HQ Section with –
been done for you – if not you’ll need to list the troops 1 Lieutenant with pistol (Leader)
that are involved, any assets or re-enforcements 1 Sergeant with SMG (Leader)
that they may have available and determine which 2 Riflemen with Rifles
figures are under command of which leaders.
2 Rifle Squads each with
Infantry figures will make up the bulk of squads, 1 Rifle section –
teams and sections, they may be armed with a 1 NCO with SMG
variety of weapons from rifles, SMG’s to bazookas 6 Riflemen with Rifles
or mortars. Some elements will be armed with crew 1 Bren section –
served support weapons – Heavy machine guns 1 Gunner with Bren & Pistol
for example- these are denoted by the element 2 Assistants with Rifles
having SW (#) for Support Weapon or HSW (#)
for Heavy Support Weapon next to it. With both Add 1 Rifle Squad –
types of support weapons the number next to it is As above
the minimum crew needed to move and fire the
weapon at full effect – any less than that and its Add 1 2” mortar team with (HSW 2)
effectiveness starts to decline. Full details can be 1 Gunner with 2” mortar and Rifle
found in chapter 7. 2 Assistants with Rifles

In addition to these there are also Leader figures Add 1 PIAT team (SW 2)
who may use their Leadership Bonus to influence 1 Gunner with PIAT and pistol
subordinate elements, these represent the officers 2 Assistants with Rifles
and NCO’s in charge of various formations. In the
OB leaders will be indicated by having the word Add 1 Vickers HMG (HSW 3)
‘Leader’ or ‘L’ after their description. On the tabletop 1 Gunner with Vickers HMG and Pistol
it is useful to make sure that you can readily see 2 Assistants with Rifles
which figures are Leaders so that you can easily 1 NCO with SMG
determine whether subordinates can use their
Leadership Bonus. Notes:
Sergeant in the HQ element may be attached
A Leader is attached to a section, team or squad to any element at set up and does not need to
permanently just like other troops and is part of that be deployed with the HQ section.
formation but he may use his Leadership Bonus You may replace the PIAT with a Boys Anti-
(LB) on any subordinate elements that are within Tank Rifle but may not mix PIAT teams and
his command radius of 4” – he does not have to be Boys ATR teams in the same formation.
attached to them to do so.

The OB will tell players how their sections, teams the rest of this battle. This simply means that you
and squads may be organised and there will may not transfer troops between elements once the
generally be some flexibility with the platoon game has started.
structure. The actual organisation is determined at
the start of the game before deployment and when For the sake of clarity the word ‘element’ is used to
an organisational set up is decided it is fixed for describe a group of figures that act together and are

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activated at the same time. This element may be a Immediately upon failing a morale or rally test a
section, squad, team or individual figure depending player may elect to re-roll that test. To do this there
on how the formation is organised and the losses it must be a leader within command radius that added
has sustained. his bonus to the original test and also has re-rolls
available. A failed test may only be re-rolled once.
Leaders Re-rolls are dealt with in more detail in the morale
chapter.
Some figures will have abilities that they may use
to assist troops under their command, these figures
are called Leaders and each formation will generally
have at least one Leader – even if he has no extra
ability he is still a Leader– just not a particularly
inspiring one.

You will notice that the Lieutenant and Sergeant in


the above sample order of battle are Leaders – this
means they are in command of the platoon and
all the elements within it are subordinate to them.
They may both use their Leadership Bonus (LB) on
any element within the platoon.

Some Leaders will have the ability to be attached


to different elements at the set up phase. In the
example above the Sergeant may be attached to
Organisation
any other element in the platoon rather than keeping
You will notice in the sample OB given earlier that
him with the HQ section. This allows you to make
there are various ways that your forces can be
sure you have your Leaders where you are going to
organised. The OB gives you a guide – this is
need them most – well, at least in theory.
used to make up your own balanced force within
historical parameters. It would be impossible to
Determining Leadership make lists for every single variant and set up so to
Bonus some extent you will have to use your own common
sense, knowledge and a little research!
Leaders may use their LB to influence their
subordinate elements. A bad Leader may have no Each organisation will have a list of squads, teams
LB with his starting statistics, other Leaders can or sections that must be taken and then a number of
have up to a maximum of -2 LB. As the Leadership additional elements that may be added to the higher
bonus modifies the target number of a morale test a organisation. In the sample British OB you would
negative is good! These bonuses are determined by have a HQ element and 2 infantry squads, each of
choosing the bonus and paying the corresponding which would have a rifle and a Bren section giving
points cost given in chapter 17. you 5 elements in all. In addition you could add one
of each of the other sections listed, from another 10
The Leadership Bonus represents the variable man rifle squad to a three man 2” mortar team.
quality of Leaders within units – a formation with
good Leaders will have a distinct advantage over The OB lists the higher organisation such as a
one that has poor Leadership. The bonus itself platoon, then the teams and squads and then
does not simply represent the rank of the leader but sections within those squads. An ‘element’ in game
his ability to command and inspire troops. terms can be a squad, section, team or individual
figure depending on that formations’ set up.

Leader Re-Rolls In the notes section you’ll find any other details or
special rules that apply to the troops listed. These
Some leaders will allow players to re-roll a failed may be details on how the elements may be formed,
morale or rally test, these re-rolls are only available special rules that apply to this formation or some
a limited amount of times per game. A leader may of the troops in it or simply historical notes that will
have up to 2 re-rolls as part of his starting statistics. allow you to use the troops to their best advantage.

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3 - Turn Order
Games of RoF are divided into a number of turns, Rally Phase
the actual amount being determined by the scenario
guidelines or until certain victory conditions are met. Elements that are in either suppressed or broken
morale will get a chance to rally. Suppressed
Table 3.1 shows the different phases of each turn, elements that fail to rally will remain in their current
which sides are active and gives a brief outline of state of morale. Broken elements that fail to rally
the actions that are carried out in that phase. Unless will be forced to carry out compulsory movement.
special scenario rules state otherwise a game will
last from the Spotting Phase of the first turn until the
End Turn Phase of the final turn. Roll for Initiative
Unless the scenario states otherwise both sides
Spotting Phase will roll initiative on a D6 with no modifiers. The
winning side may choose to move first or second
If there are any troops deployed using the hidden this turn. The winner of the initiative roll will also get
placement rules then it is during the spotting phase to determine the order in which melees are carried
that these may be seen and revealed. Both sides out.
will spot in this phase – it does not matter in which
order this is carried out.
First side movement
One player will nominate a hidden counter that is phase
within LOS of one of his unbroken figures and roll
on the spotting table to see if the enemy is revealed. The first side may activate any of their elements to
This continues until both sides have rolled to spot move – this may be to move cautiously, move & fire
each enemy counter that is within LOS. or move at the double. One element will activate
and then carry out its entire movement before that
player activates another element.

3.1 Turn Order


Spotting Phase
Roll to spot hidden elements within LOS.
(Both Sides - simultaneous)
Rally Phase Both players roll to rally suppressed or broken elements.
(Both Sides - simultaneous) Compulsory movement for unrallied broken troops.
Roll for initiative Highest roll chooses to move first or second.
First Side Movement Second side places Opportunity Fire markers
Second Side Movement First side places Opportunity Fire markers
Stationary Fire Phase Fire with elements that have not moved including all Indirect and
(Both Sides - simultaneous) Opportunity Fire.
Moving Fire Phase Fire with elements that have carried out a Move & Fire or Cautious
(Both Sides - simultaneous) Advance order.
Morale Phase
Check morale to suppress, break or disperse elements.
(Both Sides - simultaneous)
Melee Phase Close Assault enemy within 4”. Initiative winner decides the order
(Both Sides) that melee is carried out.
End Turn Phase Check for Victory, roll for game end, remove order markers,
(Both Sides - simultaneous) smoke, Force Morale, objective status.

5
When an element has been ordered to move it elements have ‘Fired’ markers placed with them to
has a ‘Move & Fire’ (M), Cautious Advance (C) or show both sides which troops have acted.
‘At the Double’ (A) marker placed with it so that all
players know that element has been used and what Stationary fire is simultaneous so casualties are not
order it is acting under. This is important as some actually removed until all stationary fire is complete.
elements may not fire or will fire at different times Figures killed during the stationary fire phase are
depending on the order that they were given. considered ‘killed’ at the end of the phase and so
may not be used to fire in the upcoming moving fire
While the first player is moving his elements the phase.
second player may place opportunity fire markers
at locations where he would be able to fire upon Stationary fire is more effective against enemy
moving troops. elements which have just moved using a Move
& Fire order, At the Double order or compulsory
Once the first side has activated all of the elements movement. Elements using stationary fire get the
that he wants to move the phase ends and continues ‘moving target’ modifier to their hit chance when
on to the second sides movement phase. firing at targets that have moved in the open this
turn.

second side movement Only elements that are stationary may fire at
phase targets that they have marked with Opportunity Fire
counters.
The second side will now carry out his movement
phase following exactly the same process as the Once the stationary firing phase is completed by
first player. Once this is done the movement phase both sides play moves on to the moving fire phase.
is over.

Moving
Fire Phase
An element that has
carried out a Move &
Fire order may now fire
with any figures it has
remaining that have
a valid target. Both
sides fire their moving
troops at the same
time and casualties
caused in this phase
are only removed after
all moving fire has been
carried out.

Morale
Phase
Any element that has
taken casualties will need to take a morale test
Stationary Fire Phase during this phase. Good order elements that fail
will become suppressed, suppressed elements that
Both sides will now be able to fire with any element fail will become broken, broken elements that fail a
that has not moved, has a valid target and is in good morale test will be dispersed and are immediately
or suppressed morale status. As they fire these removed from the table as casualties.

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Melee Phase 3.2 Turn End
Elements that are not broken or suppressed and Check for automatic victory according to scenario
within 4” of an enemy figure may move into contact guidelines.
with the enemy. This 4” movement is not affected Roll for game end if the allotted number of turns
by the usual terrain penalties except that it may not have passed.
be carried out through or over impassable terrain. Remove all order markers for both sides.
All Close Assault movement is carried out by both
Remove Smoke +2 counters, flip Smoke +4
sides before any melee is resolved. The player who
counters to their Smoke +2 side.
won the initiative roll decides the order that melee is
carried out in the rare instances when the order may Check Force Morale and if at Force Break Point
make a difference. roll appropriate morale tests.
Change status of objective markers.
The actual order that the element followed in the
turn makes no difference to whether they can close
Force morale levels are determined by the amount
assault or not, it is simply the proximity to the enemy.
of troops on the table and sometimes their morale
level and scenario guidelines. Re-enforcements
turn end Phase may alter the force morale break point, if this is the
case you should alter the Break Point as soon as
There are various actions that should be carried the re-enforcements arrive on table.
out in the End Turn Phase. The should be done in
order according to table 3.2 as some of the victory All force morale tests are taken during this phase -
conditions may rely on control of various objectives these are taken in the same manner as other morale
before the game ends. tests but represent the collapse of the formation
morale rather than that of individual elements.
Automatic Victory conditions will be given in the
scenario guidelines, these may have restrictions as Finally the status of objective markers is changed.
well as a simple objective. For example, gaining As broken elements may not contest the control
control of a location but at the same time not losing of objectives it is important to do the Turn End
more than half of your force. sequence in the order given.

A game may have a random number of turns. If this


is the case then roll on table 16.1 to see if the game
does end, it will do so automatically eventually. In
the meantime players will not be able to use ‘end
game’ tactics to grab locations as the game may not
end exactly when you’d like it to!

All order markers are removed ready for the next


turn. Depleted smoke markers (those on their +2
side) are removed at this stage and full smoke
markers (those on their +4 side) are now flipped to
depleted.

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4 - Element Orders

Issuing Orders Fire


When an element is activated it will be given a The element does nothing except fire at enemy
specific order and this will determine the actions targets. Elements that have not moved fire in the
that it may carry out during the turn. Only one order stationary fire phase and this fire will take effect
is given to an element each player’s turn. You may before the moving fire phase.
not issue an ‘At the Double’ order and then later on
in the same turn issue a ‘Fire’ order to the same This order also allows elements to use or call for
element. indirect fire. The element may carry out indirect fire
by placing a Call Fire marker or continue to fire at a
All figures in the element must follow the same order target it has already acquired. A call fire order may
though they do not necessarily have to act upon that involve more than one element, this is generally
order. For example you could issue a fire order to the case where one element is acting as a forward
an element but not all of the figures would have to observer for another and they must both be acting
actually fire. However, for activation purposes the under a ‘fire’ order.
whole element would count as having been issued
a ‘fire’ order so you could not move with the non
firing figures this turn. 4.1 Element Orders
At the Double (A) 12” Movement allowance
If even a single figure moves under an order then
but may not fire.
the whole element has counted as having moved
for firing and targeting purposes. Move & Fire (M) 8” Movement allowance
and may fire.
These orders are explained in more detail in the Cautious Advance (C) 4” Movement allowance
relevant chapters. and may fire.
Fire (F) Opportunity, Stationary,
At the Double Indirect HE fire.

The element has a movement allowance of 12”


and may not fire when carrying out At the Double
movement. If fired upon while moving at the double
Order Markers
an element will be easier to hit.
When an element has been activated you should
place an order marker next to it to show that you
Move & Fire have done something with that element and also
to remind both players what order that element
The element has an 8” movement allowance and it is acting under. This is particularly important for
may also fire with a +1 modifier during the moving movement orders as there are modifiers to firing
fire phase after it has moved. If fired upon during with elements that have moved and troops moving
the stationary fire phase an element moving in the in the open will be easier to hit during the stationary
open will be easier to hit. fire phase.

Cautious Advance If players are only controlling a small number of


elements you may not need the order markers but
The element has a 4” movement allowance, it may for large games they are recommended.
fire after movement with a +1 penalty. It takes no
modifiers if fired upon, even if moving in the open. During each End Turn phase all order markers for
both sides are removed from the table.

8
5 - Movement
There are various types of movement and phases to move about quickly but they may not fire, Move &
when it can be carried out – the same goes for firing Fire allows troops to move and then fire at reduced
and close assault. For the sake of simplicity these effect, Cautious Advance allows troops to move in
three things are broken down into separate chapters the open without suffering the moving in the open
on movement, firing and close assault. target penalty.

Those troops that have heavy weapons may be


Movement Orders prohibited from using At the Double (A) or Move &
Fire (M) orders depending on the number of figures
There are 6 types of movement that can be carried
left in the element and the type of weapon they
out by an element.
are carrying. See the full support weapon rules in
chapter 7 for details.
• Moving under an At the Double (A) order.
• Moving under a Move & Fire (M) order.
An element that is moving in the open and not
• Moving under a Cautious Advance (C) order.
hindered by weapons, obstacles or bad going may
• Compulsory movement after failing a rally test
move up to its full movement distance according to
when broken.
the order that it has been given. If the element has
• Close Assault movement when within 4” of the
to cross rough ground, go through woods, stream
enemy during the melee phase.
and so on then its movement is halved through
• Fall back after losing a melee.
these. It costs an element 4” of its movement

distance to cross an obstacle, so for a squad on a
Move & Fire distance is 8”, for At the Double it is
M&F order to cross a hedge would cost them 4” of
12”, for Cautious Advance it is 4”. AtD allows troops

Example 5a - Crossing Obstacles


The figures in the field belong to one element (A), the figures outside the field belong to another (B). If
B had a Cautious Advance they would all be able to move up to 4” but as none of them are actually at
the hedge in front of them they would now be able to cross, there is no partial’ crossing of obstacles,
if you do not have the movement allowance you do not cross.

With a Move and Fire order element A could move up to the hedge to its front and all of the figures
would be able to cross to the other side. You measure to the obstacle and are then be able to cross
using 4” of your movement allowance, the width of the hedge is unimportant.

4”
2” 3”

3.5”
1”

9
their 8” movement, the same squad on an AtD order Suppressed Movement
would use 4” of their 12” movement allowance, a
squad on a Cautious advance order would just be Suppressed troops may not move closer to visible
able to cross the obstacle so long as it was already enemy troops unless using a Cautious Advance
touching it. order. This means that they may move towards
hidden placement markers and enemy that they
Closing with the enemy as part of a Close Assault have no LOS to. A suppressed figure may never
is considered as movement but is handled slightly move to within 4” of any enemy & may not Close
differently to normal, full details are given in the Assault.
Close Assault section of the rules in chapter 9.

You may never move closer than 1” to any unbroken Compulsory Moves
enemy figure unless it is to close with them during
the melee phase. If broken troops come closer than This is carried out when a broken unit has failed to
1” to any unbroken enemy then they are immediately rally. The distance moved is 12” and the element
dispersed and removed from the table. must try to exit the table by the shortest route
towards its own side of the table. An element must
Elements that are moving may be subject to enemy carry outs its full movement if possible and all terrain
fire and it is the movement order which determines modifiers and movement rules apply as usual..
the modifiers they will be subject to. This means
that if an element is ordered to move and fire but
only some of the figures actually move they will all Fall Back After Melee
still suffer the appropriate modifiers.
The side that loses a melee is forced to fall back
away from its opponents. The figures within the
element fall back 1D6+6” ignoring any terrain
penalties except for impassable terrain.

Example 5b - Moving While Suppressed


In the example below the British Paratrooper section is suppressed. This means that it may not
initiate a close assault, even though it is within 4” of the enemy. It also means that none of the figures
within the element may move to within 4” of the enemy and finally that any movement towards the
enemy must be conducted using a Cautious Advance order.

The British in the example have


a few options, they may all move
away from the Germans by using
a Move and Fire or At the Double
order. If this was the case then
all troops must move farther away
from all visible enemy figures, in
this case it would mean that the
3.5” two figures at the back would not
be able to move up to the hedge.

If the British choose to use a


3.5” Cautious Advance the two in the
field would not be able to move
any closer (though they could
back away). The two figures at
the back could move up to the
hedge line because even though
it is closer to visible enemy it is not
within 4” of them.

10
Moving Targets and normal but all fire from this element will suffer a +1
penalty to the target number.
Cover
Certain weapons may not be used to fire with Move
In the RoF rules troops are always assumed to & Fire or Cautious Advance orders and details of
be trying to use available cover and concealment. these are given in the support weapons rules in
Rather than having separate rules for kneeling, chapter 7 or the special weapons rules in chapter
lying down, running, prone or hunkered down the 13.
cover benefit is simply given to any troops that are
within or behind cover when they are fired upon. Firing after movement is dealt with more fully in the
firing section of the rules.
Units moving in or behind cover will get the
appropriate cover modifiers as well as any hindrance
modifiers in just the same way as they would if they Unit cohesion
were stationary.
An element will have a number of figures in it – this
However, while troops are carrying out movement may be as few as one to as many as a dozen or
in the open they are easier to hit if shot at. This more. These figures must try to remain within 2” of
means that if a target in the open is fired upon in the another figure in their element. This means that the
stationary fire phase while under an AtD, M&F order squad can be strung out along a road or hedge so
or carrying out Compulsory Movement an additional long as each figure is within 2” of another figure –
-1 modifier is applied to the target number. even if the figures at either end are 12” away from
each other that is OK.
Troops that are moving At the Double are not trying
to make use of the available cover and if fired upon Casualties may well cause the figures within the
during the stationary or moving fire phases the element to become more than 2” away from another
firer will gain an additional -1 modifier to the target figure in the same element – if this is the case then
number. the next time that the element is moved it must try
to regain unit cohesion.

If a player cannot regain unit cohesion in a single


move for any reason they must still try to get as
close to each other as possible by the end of that
movement order – other than this the unit may still
act as normal, it may fire, spot and so on.

Note that the rules say ‘next time that the element
is moved’ so unless it moves the element does not
have to try to regain cohesion.

Figures must retain their cohesion if possible – a unit


may not voluntarily split. So long as the 2” range
is adhered to the figures do not need to remain
within LOS of other troops within their element. An
element may not be deployed on table already split
unless this is specifically called for in the scenario.
Moving and Firing
When an element moves and fires it does not matter
Example 5c - Unit Cohesion
how few figures move or how small a distance – all
of the figures within the element will fire at reduced If a squad of 6 men is strung out behind a hedge
effect because of the order. and the two guys in the middle are removed as
casualties the squad is not forced to move as
When an element moves and fires it will fire at its next order. However, when it does move
reduced effect – calculate all of the troops that can next it must attempt to regain unit cohesion.
fire and the appropriate number of attack dice as

11
6 - Firing

Fire Orders Line of Sight


As has already been mentioned in the movement An element can be a single figure, a section of
rules an element may either fire while stationary or 2 figures with a PIAT or a 10 man rifle squad – a
move and then fire. Both types of fire are worked single fire order gives each figure in the element the
out in the same way with the exception that moving chance to fire.
fire will suffer a die roll modifier and stationary fire is
modified against targets moving in the open. Individual figures must have a line of sight to a target
and have that target within their normal or long range
Suppressed elements will fire at reduced effect with band for them to fire. If they do not have LOS to the
a +1 modifier on the to hit table – other than this all target or it is out of range then they may not fire at it.
of the normal firing restrictions and rules apply to LOS may be traced through figures within the same
them. element but not through other friendly figures. This
means the exact positioning of a Bren gunner and
Stationary fire is carried out simultaneously by both loader within a Bren section is not hugely important
players but the results of this fire are applied before as the loader will not block LOS for the gunner but
moving fire is carried out. This means that troops a line of riflemen in front of it from another element
killed in the stationary fire phase will not get to fire will block its LOS.
in the moving fire phase.
LOS is calculated from the individual firing figures
An element does not have to fire at the closest, within an element to any figure within the target
largest or most threatening enemy but it may not element. There may be cases where some figure
split its fire between more than 2 enemy elements. have a valid LOS but others do not, if this is the
case those figures must either choose another
target element or not fire at all.

Photograph courtesy of Wargames Illustrated

12
The terrain table at the end of this chapter will let and heavy support weapons by HSW (#) where # is
you know the effects of that terrain with regard to the number of crew required to fire and move that
whether it blocks LOS, is a hindrance or how far you weapon at full effect.
can see into a particular terrain feature.
Support weapons and special weapons rules can
A hindrance modifier is applied to any shooting be found in chapters 7 and 13.
that goes over or through terrain that causes a
hindrance. This may be a wall, hedge, tree line or
something like scrub or wheat fields. In the case
Splitting Fire
of linear obstacles each will add a +1 hindrance
An element may split its fire against two target
modifier to the fire attack, in the case of areas of
elements so long as figures have LOS and range
terrain the hindrance depends on how much of the
however, no single weapon may split its Attack Dice.
terrain is between the firer and the target. 15” of
Some weapons within an element may not be able
scrub will hinder shooting a lot more than 5” of scrub
to fire because they are out of range or the figures
for example.
do not have LOS to one of the target elements.
Hindrances only apply to obstacles between the
firer and the target, not to cover that either may be
using – a rifle squad deployed behind a wall would Example 6a - Splitting Fire
get the wall cover benefit, the wall would not also
count as a hindrance to incoming fire. A MG42 HMG would have to use all of its 5
attack dice against one target – it could not
Small Arms split 3 dice against one element and 2 against
another.
Weapons have different statistics depending on
their type.

Range – Close and long ranges in inches. Long Hitting the Target
range fire suffers a +1 modifier to the target number
required to hit and this range is the maximum The first important thing that should be pointed out
distance that weapon may fire. with firing is that there is a difference between the
chance to ‘hit’ the target and the chance to ‘kill’ it. A
Attack dice – the number of D6 you roll when firing concealed target will be harder to see and hit and
with this weapon. this modifies the ‘to hit’ number required whereas
Notes and Points –The points cost of a weapon, if the cover that the figure occupies will affect the ‘to
it has an asterisk there are special rules that may kill’ number that is needed.
apply. Support weapons are denoted by SW (#)

6.1 Small Arms Table


Weapon Close Range Long Range Attack Dice Notes* & Points
Pistol 6” NA 1 0
Submachine Gun 6” 12” 2 4
Carbine 12” 24” 1 4
Rifle 12” 30” 1 4
Semi Auto Rifle 12” 30” 1.5 6*
Assault Rifle 12” 24” 2 9
LMG 24” 48” 3 SW (2) 25
HMG 24” 60” 5 HSW (3) 49
Flamethrower 6” NA 5 16*
Sniper Rifle 30” NA 1 9*
Anti-Tank Rifle 24” 48” 1 9
Shotgun 6” NA 2 1

13
6.2 Hit & Kill Table
In the Open Light Cover Heavy Cover Reinforced Cover
To Hit 4+ 5+ 5+ 6+
To Kill 4+ 4+ 5+ 5+

Table 6.2 shows the to hit target number along the The to hit number may be modified by things such
top and the kill target number along the bottom as hindrances, troop quality or movement. The ‘kill’
depending on the level of cover that the target is number is only modified in rare cases by specific
occupying. weapon rules and by HE fire. For details of these
special weapon cases see the advanced rules in
This is the base hit and kill table that is used for chapter 13 or the HE rules in chapter 8.
all small arms and also for HE fire - as such it is
probably the most important table in the RoF rules. The number needed to hit the enemy on a D6 is
The terrain and cover table at the end of this chapter referred to as the ‘target number’ and this is modified
will allow you to determine the level of cover that the by table 6.3 ‘To Hit Modifiers’. A roll of 1 on a D6 will
target occupies. Simply cross reference the terrain always miss.
with table 6.2 and this will tell you the target number
that you need to roll greater than or equal to on 1D6
to hit and then to kill.

6.3 To Hit Modifiers. Small Arms and Direct HE fire


Hindrance +1 For each instance
Stationary Fire Vs movement in open -1 Does not apply to Direct HE Fire
Target is using At the Double movement -1 Does not apply to Direct HE Fire
Long range Fire +1
SW lack of crew +1 For each crewman less than full.
Moving and firing +1
Suppressed troops firing +1
Target is Uphill from firer +1
Green Firing +1
Veteran Firing -1

There will be cases where the target number


required to hit goes above 6, you resolve this in the
following manner.

The number of attack dice that a weapon has listed


on its stat line gives the number of D6’s rolled. Any
shots that hit the target will get a chance to kill,
those that miss have no further effect.

6.4 Greater than 6 to Hit


7 to hit Initial roll of 6 followed by a second
roll of 4,5 or 6
8 to hit Initial roll of 6 followed by a second
roll of 5 or 6
9 to hit Initial roll of 6 followed by a second
roll of 6
10+ to hit Not possible, no roll may be made.

14
Example 6b - Rolling to Hit
German LMG team ‘1’ has three
1
targets that it may fire at. British
element ‘1’ is simply in light cover
behind a hedge and so will be hit
2 on a 5+ and killed on a 4+. Target
number ‘2’ is in the open but
there is a hindrance in between
the firer and the target. The to hit
1 and kill numbers start at 4+ to hit
and 4+ to kill for a target in the
open, however the to hit number
is modified by +1 because of the
hindrance resulting in a 5+ to hit,
3 the kill number remains that same
at 4+. Finally target ‘3’ is in light
cover and also has a hindrance modifier for the hedge in between the firer and the target.
Element ‘3’ is in light cover so starts at 5+ to hit and 4+ to kill, the hindrance will change this
to 6+ to hit and 4+ to kill. A hindrance applies if it is between the firer and the target but not
if the target is directly behind it and counting it as cover.

Fire Groups & Target target number. If he chooses the lower (easier)
target number then only those figures which are
Modifiers easier to hit may be killed. If he chooses the higher
(harder) target number then any figures within that
To speed up play it is preferable to fire with as many element may be removed as casualties.
figures and attack dice as possible from the same
element at the same time. If all of the to hit modifiers
are the same then this can be done quite simply – it Example 6c - Cover Modifiers
generally does not matter which actual weapon is
doing the firing except in rare instances where the For example an element has 4 figures
kill number is modified. behind a hedge and 1 in the open, they are
fired at by a German LMG.
There will be cases where the to hit modifiers are
different – this may be because the element is
If the German player chooses to use the 4+
firing different weapons at different range bands
or because there are modifiers that affect some to hit modifiers then he may only roll to hit
figures rather than others – hindrances for example. and kill the figure in the open, if he chooses
In these cases it will be necessary to roll the attack 5+ to hit then those behind the hedge are
dice separately to see how many hits are achieved also valid targets.
but all of the attack dice from the element should be
rolled before any of the kill dice. Choosing the easier hit number he rolls
3 dice and gets 4,4,6 for 3 hits which are
As well as different modifiers because of the then rolled for kills resulting in 3,5,5 which
firers situation there will also be cases where the means 2 of the hits kill. As the German
targets will not all have the same chance to be hit -
player used the easier to hit modifier he can
because some are in cover and others in the open
actually only kill the single figure that is in
for example.
the open - the owning player must remove
In these cases the firing player must choose to either that figure.
fire using the higher target number or the lower

15
Opportunity Fire
Example 6d - Valid Targets
There will be times when a target passes within LOS
of your troops but starts and ends its movement A six man squad has 5 of its men behind a
outside LOS or weapon range. The element that building and also a point man who is the only
is moving is a valid target while it is within LOS and one in LOS of an enemy HMG. The HMG fires
may be fired at with opportunity fire. at the squad but no matter how many hits or
kills it gets it can only kill the lead man as it has
When an enemy element starts and ends its no LOS to any of the others.
movement out of LOS of another element that could
shoot at it at some point during its movement then
the firing player uses an Opportunity Fire marker
and places this at the point where the fire could
have been carried out. The moving player continues
Killing &
to move his figures and they will be placed at their Incapacitating
final destination. During the stationary fire phase
the firing element may now shoot at the target at Once you have determined which shots have hit
the point where it was within LOS using all of the you need to see if those shots kill. This is done by
appropriate cover and movement modifiers. rolling for all hits and trying to score greater than or
equal to the target number according to the terrain
It is important to point out that opportunity fire is that the enemy is occupying.
only carried out using direct stationary fire - there
is no chance to carry out opportunity fire if the firing Shots that fail to ‘kill’ have no further effect on the
element is moving and firing, nor if it is firing indirect target. Shots that do ‘kill’ will now remove figures –
HE. it is important to point out that these shots will not
always have killed – just that they have rendered
An opportunity fire marker is placed for each the target combat ineffective in one way or another
element that wishes to fire at the moving target. All – cowering, wounded, concussed, panicked or
opportunity fire should be carried out before any dead. Its easier to use ‘killed’ in these rules but if
other stationary fire is worked out. you are running a campaign then these losses are
not necessarily dead.

Example 6e - Opportunity Fire


In the example the British element
1 ‘1’ started its movement behind the
building on the left out of sight of both
German elements. It used an At the
Double order to run across the road and
ends its movement at the point shown
- it is within LOS of German ‘1’ but the
building on the right blocks LOS for
German ‘2’.

The German player is allowed to place


an OP Fire counter from element ‘2’ at
1 2 any point along the route of the British
movement that he could see because
the moving troops start and end their move out of LOS. German element ‘1’ cannot place an OP fire
marker because the British end their move within range and LOS.

During the stationary fire phase the German player must fire with ‘2’ before he fires with ‘1’. Any
modifiers to the fire are taken as though the figures were actually at the point where the OP Fire
marker is placed.

16
Removing Casualties player will get to roll to see if there is a leader
casualty. If there is then the owning player must
The owner of the target decides which figures within remove one leader as part of the losses that element
that element are removed as casualties though has just suffered.
there are some exceptions to this rule. Only those
figures that are in range and line of sight of any of The firing player will roll one D6 and has a target
the firing figures can be removed as casualties. number of ‘6’ to cause a leader casualty. This target
number is modified by -1 for each kill after the first
To have the possibility of becoming a casualty from that has just been caused on the target element.
direct small arms fire a figure in the target element must
be in range and line of sight of at least one firing figure. If there is a leader with an element that has just
suffered losses but the leader figure is not actually
If a leader or other important figure is within the target a valid target (by being out of LOS of any firers for
element there is a chance that they may become a example) then no leader casualty roll is required.
casualty, if they are then they must be removed as Likewise there is no leader casualty roll for indirect
one of the casualties taken – see leader casualty HE fire when the leader is outside the area of effect.
rules below.

Leader Casualties Example 6f - Leader


When a specific figure is important to an element – Casualties
such as a leader – there is a chance that figure will
have to be removed as a casualty when the element If an element with a leader had just suffered 3
he is with takes losses. kills the firing player would roll 1D6 and requires
a 4+ to force the opposing player to remove a
Whenever a targeted element with one or more leader as one of these 3 casualties.
leaders loses one or more figures killed the firing

17
Fire Against a Moving Buildings
Target
Built up areas and buildings have their own unique
When an element is moving and is shot at in the difficulties in a skirmish game and depend a great
stationary fire phase it will gain the benefit of any deal on what players have available. There are a
cover that it is in or behind as well as the usual large number and type of building models to choose
hindrance modifiers. from - whether solid or hollow, with separate floors,
properly scaled, removable roof or not and so on.
However, troops that are moving in the open or You may have to tailor these rules slightly to fit in
those that are moving At the Double are easier to with your own terrain and scenery.
hit that those that are stationary. In this case the
firers gain an additional -1 modifier to their target
number if the targeted element is acting under an Each building is broken down into a number of areas
AtD order. In addition any element that is fired upon - this may be as few as a single area for a small one
in the stationary fire phase while moving in the open story building to half a dozen for a large multi story
will be easier to hit and the firers gain an additional building. As a guideline a building area should be
-1 modifier. roughly 3-4” square.

Moving At the Double in the open is not to be Movement through buildings is carried out at half
recommended while in line of sight of the enemy! speed as through any other bad going. Levels
are assumed to be 2” apart so would take 4” of
movement to go up or down.

18
6.5 Terrain Table Hindrance # /LOS Cover
Wooden Fence +1 Hindrance Light
Hedge +1 Hindrance Light
Stone Wall +1 Hindrance Heavy
Bocage Blocks LOS unless directly behind Heavy
Scrub/Brush/Cornfield +1 Hindrance per full 3” Open
Rocky Outcrops +1 Hindrance per full 3” Light
Wooden Building Blocks LOS Light
Stone Building Blocks LOS Heavy
Rubble +1 Hindrance per full 3” Heavy
Woods/Orchard 2” visibility into, 4” visibility inside Light
Tree Line +1 Hindrance Light
Foxhole No effect Light
Entrenchment +1 Hindrance Heavy
Bunker Blocks LOS Heavy
Pillbox Blocks LOS Reinforced
Dense Smoke +4 Hindrance N/A
Dispersed Smoke +2 Hindrance N/A
Mist/Fog/Night +1 Hindrance per full ‘x’ inches N/A
Figures may only fire through appropriate doors or will need to be ordered to move. There are arc of
windows unless there has been time to prepare the fire markers provided with the counters in appendix
building, it is ruined, easily loopholed and so on. 3.

The number of figures that can fire from any one Troops on different building levels can be marked
facing of a building area will obviously depend on using the level counters supplied at the back of
the building model itself but as a guide no more than these rules. Alternatively they can be placed inside
one figure for each 1” of frontage should be allowed the building if this is an option or you may find it
to fire in any one direction. easier to use a template at the side of the table and
place the figures on this to show their position within
Heavy Support Weapons (HSW) may occupy a the building. Again, all of these will depend on the
building area but they must be set up with a specific building models that you actually use.
facing - if they want to change that facing then they

Photograph courtesy of Wargames Illustrated

19
7 - Support Weapons
On the weapons chart a number of weapons are Any element that has a HSW may not be issued
marked with a SW (#) or HSW (#). This denotes an AtD order or Cautious Advance order, it may be
that the weapon is subject to these support weapon ordered to M&F but it will not be able to fire after
rules, the number in brackets is the number of crew movement unless it is manhandled. To manhandle
needed to fire and move that weapon at full effect. a HSW the weapon must have its full crew and
If it has less than this number it may still be able to will gain a movement allowance of 2” modified by
fire or move but with reduced capabilities. terrain as usual. It may fire after being manhandled
but it will count as having moved and suffers the
appropriate to hit modifiers and will fire in the moving
Movement fire phase. A HSW crew may not carry out a Close
Assault unless they abandon their HSW.
Support Weapons (SW) are subject to all of the
usual movement rules, they do not move more
If a HSW has less than its full crew then it suffers
slowly than other elements and they can fire after
the following movement penalties.
movement when following M&F orders.
One less crew than its full compliment means that
It does not matter how many crew a support weapon
an element with a HSW has its movement allowance
has – they will always be able to move as usual and
reduced by 4” if it is acting under a Cautious Advance
can be issued Move & Fire and At the Double orders
or a Move & Fire order.
as well as conduct close assault.
Two less crew than its full compliment means that
Heavy Support Weapons (HSW) have more
an element with a HSW may not move at all.
restrictions on movement and detrimental effects of
having too few crew.

Photograph courtesy of Wargames Illustrated

20
Firing Support Weapons Abandoning Support
Weapons
A support weapon crew may fire either its support
weapon or the integral weapons that the crew Troops may abandon support weapons but if they
have with them. It may only take one man to pull do so the weapon may not be re-crewed and will be
the trigger on a HMG but the rest of the team are lost. The figures are then restricted to using their
assumed to be feeding ammo, spotting targets and personal weapons but may move, fire and close
so on. The number of figures needed to crew a assault in the same manner as other troops without
support weapon is listed in the weapon stats as any support weapon restrictions.
SW(#) or HSW (#) where ‘#’ is the number of crew
needed. Any figures within an element that are not
needed to crew a weapon may fire their integral Example 7a - Support
weapons at the same time as the support weapon
is being fired.
Weapon Crew
A German HMG element has 4 figures in it but
When a SW or HSW has less than its full compliment
only 3 crew are required to actually fire the HMG
of crew then its fire effectiveness will be reduced. For
at full effect. The ‘spare’ figure may fire his
small arms and direct HE fire this means that there
integral weapon at the same time as the HMG
is a cumulative +1 to the target number required for
fires or alternatively the entire 4 man squad
each crewman less than its full compliment.
may fire their integral weapons. You may not
have 1 or 2 men fire the HMG at reduced effect
For support weapons that fire direct or indirect HE
and the others fire their rifles.
then the chance to be on target is modified by +1
for each crewman less than its full compliment. In
addition the element will suffer the +1 to hit/+1 to kill
modifier on the indirect HE Situation table 8.3

21
8 - HE Fire

Types of HE fire The HE weapons table below shows both the direct
and indirect statistics for weapons by their calibre.
There are 2 types of HE fire – direct and indirect. For indirect fire you should ignore the direct ranges
Indirect is where the firer aims at a target he may and Attack Dice, likewise when using direct fire
be able to see himself or is directed onto the target ignore the target area and mortar restrictions.
by someone else. This applies to mortars and off
table artillery. Even though some weapons such as Direct HE Fire
howitzers use indirect fire if they are represented on
table they may only use direct fire because of the To be able to use direct HE fire the person doing
ground scale used in Rate of Fire. the firing has to have a line of sight to the target
element and it must be within range of the weapon
Direct HE fire is reserved for infantry weapons that they are using. Direct HE attacks follow the same
fire some sort of explosive charge. Hollow charge basic rules as for small arms fire with a number of
weapons such as the PIAT or Bazooka are dealt attack dice being rolled to hit and then to kill. The
with here. Other weapons such as Infantry guns, exception being that the kill rolls are likely to be
recoilless rifles, Anti- Tank guns and so on are modified according to the ‘weight’ of the HE fire.
beyond the scope of this set of infantry skirmish
rules. As such the rules given here refer specifically To carry out a direct HE attack the firer needs to pick
to Hollow Charge (HC) weapons when used against an enemy element as a target, they will then roll a
infantry targets. number of attack dice to see if they hit, the rolls that
do hit are then rolled again to see if they can be
Smoke is dealt with more fully in chapter 13 but converted into kills. The base target numbers for
other than having different target numbers all of the these rolls are taken from table 6.2 according to the
same firing rules apply for laying smoke as they do type of cover that the target occupies.
when firing HE.

8.1 HE Weapons Table


Weapon Close Long Attack HE Kill Target Mortar Points
Range Range Dice Modifier Area Min/Max Dir/Indir
Panzerfaust 30K 6” NA 2 0 N/A N/A 1
Panzerfaust 30 6” NA 3 0 N/A N/A 4
Panzerfaust 60 6” 9” 3 0 N/A N/A 9
Panzerfaust 100 6” 12” 3 0 N/A N/A 9
Panzerfaust 150 6” 15” 3 0 N/A N/A 9
Bazooka 6” 18” 3 0 N/A N/A 9
Panzerschrek 6” 18” 3 0 N/A N/A 9
PIAT 6” 15” 3 0 N/A N/A 9
0-40mm 24” N/A 2 0 2” 6”/60” 16/16
41-60mm 24” N/A 3 0 2” 6”/60” 25/25
61-80mm 24” N/A 3 -1 3” 12”/120” 36/49
81-100mm 24” N/A 4 -1 3” 12”/120” 49/64
101-120mm 24” N/A 4 -2 4” 18”/180” 64/100
121mm+ 24” N/A 5 -2 4” 18”/180” 81/121

22
Example 8a - Direct HE Fire to Hit & Kill
In the example to the left a German 75mm gun is firing
Direct HE against the advancing Russians. There are
2 Russian elements here - a rifle section on the left and
a 2 man LMG section behind the hedge on the right
- the German player must declare which he is firing
against as he will not be able to affect both - no matter
how close they may be. In this case he chooses the
rifle section.

The 75mm will roll 3 attack dice and the to hit and kill
numbers are exactly the same as for small arms fire
according to the cover that the target is in, this means
that the starting target number to hit is 4+. There are no
modifiers and the rolls are 3,4,6 for 2 hits. Now these
are rolled to convert to kills, with 75mm HE the ‘To Kill’
target number is modified by -1 meaning the German
player needs to roll 3+ to kill. The actual rolls are 4,6 so
2 figures must be removed from the rifle section.

As there is a leader within that section the German player also rolls one further D6 to see if there is a
leader casualty. Two ‘kills’ means that a roll of 5-6 (basic target number of 6 -1 for each kill after the
first)will force the Russian player to remove a leader as one of the losses from that element. The roll
is a 5 and the Russian player removes the Leader and another rifleman from that element.

With direct HE fire the ‘kill’ dice only affect the Indirect HE Fire
element that was fired at no matter what others are
in close proximity, there is no area of effect. Should There are 2 ways that indirect fire may be carried
the attack ‘miss’ then there is no further effect, direct out. The first is where the firer can see the target
HE fire that misses will not deviate. and where the shells are landing – this is most likely
the case with mortars that are actually deployed on
the tabletop.
The second case is where the person making the
attack cannot see the target but is in direct contact
with someone that can – that someone (a forward
observer or spotter) then directs the fire onto its
target.

In either case there must be a target for the attack


to be called in upon, preliminary bombardment,
creeping barrages or speculative bombardment fire
are outside the scope of these rules and are only
called for in specific scenarios.

A call fire marker may be placed within LOS of the


person doing the spotting but it may only be placed
If an attack dice hits then the ‘to kill’ chance is so that it touches an enemy figure, a building area
determined by the cover that the target occupies or fortification that contains enemy troops, this
but this target number may be modified. The becomes the centre point for the area of effect. If
HE fire table will give the HE kill modifier for that there are no enemy within LOS then the Call Fire
particular weapon. Any roll greater than or equal to marker may not be placed.
the modified target number will cause a kill on the
target element.

23
8.2 Indirect HE Fire Targeting Table
Attached HE 3+ Smoke 1+
Direct HE 4+ Smoke 2+
General HE 5+ Smoke 3+

Hindrance between spotter & target +1 each


Veteran firer or spotter -1
Green firer or spotter +1
Suppressed firer or spotter +1
Subsequent attempts at same point -1 (Not cumulative)
SW lack of crew +1 For each crewman less
Indirect fire may be continued from one turn to the Other figures within the firing element may use their
next if there is still at least one valid target within inherent small arms weapons capability as normal
the area of effect and within LOS of the spotter – at the same time as the spotter is calling in fire.
even if the original target of the HE fire has been
killed. More details can be found in the continuing The element which is spotting for the fire may also
fire section later in this chapter. be the firing element, it may be that the firer and
spotter are from separate elements or even that one
There are a number of ways that indirect fire can be of them is on table and the other is off table. In any
called in depending on who is doing the spotting, of these situations both the element that is spotting
where they are in the chain of command and how and the element that is firing need to have been
well they can communicate. For example a mortar issued a fire order for the turn, whether the fire is on
crew that have a direct LOS to an enemy element target or not.
will have an easier time getting shots on target
than a platoon commander who is trying to direct a
battery of off table divisional artillery. Call Fire
Attached – The spotter and firer are from the same When using indirect fire you need to call in the
formation, element or are the same figure. For artillery, this is the process of contacting the firer,
example a 60mm mortar being part of the platoon letting them know that there is a target, where it is
on table, a forward observer as part of an off table and what you’d like them to do about it.
battery. The base target number for Attached Fire
is 3+ for HE, 1+ for smoke. The firing player will target an enemy figure or
building with spotted enemy troops inside, place a
Direct – The firer is attached to that formation but ‘Call Fire’ marker touching it and then roll 1D6 to see
not actually part of it or it is not on table – such as if its on target. If it is then he will roll the appropriate
regimental infantry guns firing in support of a platoon to hit dice and then to kill dice to see what effect it
on table. The base target number for Direct Fire is has on troops within its beaten zone.
4+ for HE, 2+ for smoke.
The ‘on target’ number represents the chance that
General – Spotter and firer are from different a particular person has of getting in contact with the
formations. For example a company commander firing troops, the chances that they are available,
calling in divisional or corps artillery that is not that the spotter can get the rounds on target or
specifically allocated as support to his formation. adjust before the Indirect HE fire actually ‘Fires for
The base target number for General Fire is 5+ for Effect’. All of these variables are condensed into a
HE, 3+ for smoke. single Indirect HE fire on target table which is then
modified by things such as troop quality and status.
The person spotting for the indirect fire will need to
be part of an element which is issued a Fire order. Table 8.2 has various levels of contact as mentioned
This order allows the spotter to request artillery above and they directly affect the difficulty of calling
support by placing a Call Fire (CF) marker against in indirect fire.
any enemy figure on the table that he has LOS to
and is within range of the gun doing the firing.

24
8.3 Indirect HE Situation Modifiers
Target is in woods Due to tree bursts the starting hit and kill target numbers
are 4+/4+.
Target is in multi level building +1 to the to hit and to kill target numbers for each floor or
roof level above the figure.
Behind linear Obstacle Cover counts if the centre of the blast area is on the
opposite side of the obstacle.
Suppressed or lack of crew firing +1 to hit / +1 to kill

Fire For Effect


If the fire is on target then the call Fire (CF) counter
is flipped to a Fire For Effect (FFE) counter. This
means that figures within the blast area can be
attacked with HE attack from the firing element.

If the fire is not on target then no to hit or to kill rolls


may be carried out. The fire will not deviate and has
no further effect, the element will not fire for effect
until it is on target. The spotter may choose to leave
the Call Fire marker where it is as they will gain a
bonus on subsequent attempts if they call fire on
the same spot and do nothing else in the meantime.

The blast area determines which figures will be


attacked with indirect fire, these may be both
friendly or enemy. Any figure within the blast area
has a chance to become a casualty though they
may have different hit and kill numbers according to
their situation.

Example 8b - Placing Area of Effect Template


Once the fire is deemed to be on target then the
play will be able to place the HE fire template to
see who is within the beaten zone and so how
many figure are going to be attacked.

The centre of the area of effect must be placed


directly over a figure that is being touched by the
Fire for Effect marker.

In this example the artillery fire is coming in from off


table so the HE template is placed perpendicular


to the owning players’ table edge.

Should the firing unit be on table then determine


the direction that the fire comes in from and place
the template accordingly. Players do not have the
option to place the template whichever way they
choose so as to attack the most troops.

25
The blast area will be a square, the dimensions of Continuing Fire
which are determined by the calibre of the weapon
that is firing. The centre point of this square is
Once a Call Fire marker has been placed it may
placed over the FFE counter with the sides parallel
remain on the table if the fire is not on target. This
to the direction that the artillery fire is coming from.
allows the spotter to try again at the same target
point next turn with a better chance of being on
Once you have determined the figures that are
targets you roll to hit and then to kill. The chance to target. However, there must be a valid enemy target
hit and kill is determined by the cover that the target within LOS and the HE area of effect – if there is not
is occupying using the same starting numbers as the Call Fire marker is removed.
you would for small arms fire from the base hit and
kill table 6.2 Once indirect fire is on target the firing and spotting
elements do not need to keep on rolling to get on
The hit modifiers for small arms and direct HE fire target if the fire is directed at the same point in
are not used – instead players should refer to the subsequent turns.
Indirect HE fire situation modifiers listed in table 8.3
After the effects of the indirect fire have been
The figures beneath the template are rolled for as calculated the FFE counter may remain on table
hits and kills by element – this means that you do allowing the spotter and firer to continue to fire at
not need to roll separately for each figure if the that area next turn. Should they do anything else
modifiers are the same, simply determine how many in the meantime or choose not to fire again in the
targets there are from a particular element and roll very next turn then the marker is removed and any
that number of dice to hit and then to kill. subsequent fire will need a new targeting roll as
usual.

The firer and spotter


Example 8c - Hitting and Killing are only allowed to
Carrying on from the continue fire with the
1 previous example there same number of guns
are 4 figures within the and concentration
1
area of effect. Those though the continuing
numbered ‘1’ can all fire location may be
be rolled for at the adjusted as detailed
same time. Being in below. If there are no
1 the open they will have enemy targets within the
starting hit and kill HE area of effect then
2 target numbers of 4+ you may not continue
and 4+ respectively. firing at that spot and
Any casualties caused the FFE counter must
by these particular rolls be removed or adjusted
must be taken from so that it is placed
these 3 figures. touching a valid target.

Figure 2 is behind a If either the spotter or


hedge and in light cover firer is broken in the
with regard to the centre point of the HE fire area of effect. This means meantime then the FFE
that his to hit and kill target numbers will start at 5+ and 4+ respectively, if marker is immediately
this figure were ‘killed’ by the artillery fire then he would have to be the one removed from the table.
removed, the player could not choose to remove a different figure. The only limit to the
number of times that
you may continue to fire
Leader casualties only apply if a leader was within at the same spot is whether you still have a valid
the target area as casualties may only be removed target within LOS of the spotter and the HE area of
from figures that were actually within the area of effect.
effect.

26
Adjusting Fire Each object will have a number of Damage Points
(DP), the higher this number the harder it will be
So long as there is a target that is within range of the to destroy. Players should keep track of the DP
firing piece and LOS of the spotter the FFE counter of objects that have been damaged but only if it is
may be moved by up to 4” before the effects of the important to the scenario being played or will have
some effect on the game.
fire are calculated.
Each time a structure is hit by direct or indirect HE fire
This is done simply by moving the counter and
there is a chance that it will be damaged, if enough
placing it touching any valid enemy target. As
damage is caused the object will be destroyed. The
already mentioned the weapons, concentration,
chance to cause damage is based directly on the
spotter and firing element may not be altered.
HE kill modifier of the weapon firing.

Collateral Damage Roll 1 D6 for each time a structure is fired at, the
target number to cause a point of damage to that
All types of HE fire have the ability to damage or structure is a ‘6’. This target number is modified by
destroy buildings, entrenchments, bunkers, bridges the HE kill modifier.
and so on – as a general rule the heavier the
shells the more chance they will have of destroying Wooden outhouse 1DP
something. Wooden building 2DP
Brick building 3DP
Stone building, Stone bridge 4DP
Concrete bunker, Metal bridge 5DP

Concentrated &
Dispersed Fire
There may be cases where the artillery fire comes
from more than one weapon at the time – this is
generally the case when a forward observer is
calling in fire from multiple tubes of artillery from the
same battery rather than just one piece. There are 2
options available to the player, the guns may either
concentrate their fire onto the same spot or they
may disperse and attack a larger area of effect. In
the first case there will be multiple attacks against
any elements within the blast area, in the second
case there will most likely be more troops within the
blast area.

Multiple attacks against the same area are carried


out simultaneously, this means that you will simply
roll a multiple of the number of targets that are within
the blast area depending on how many pieces are
firing the concentrated barrage. You will also make
multiple collateral damage rolls to see if objects are
destroyed.

Photograph courtesy of Wargames Illustrated

27
9 - Close Assault
Close Assault allows the figures within an element Close Assault Movement
to charge towards the enemy and attempt to get
into melee with them. The element may only Close After all firing and morale tests both players move
Assault if it is in good morale and it has at least onto the Melee Phase. All elements that want to
one enemy figure within 4” and LOS that can be move into close assault carry out their movement
contacted by at least one of its own figures. before any of the melees are resolved. Elements
that are the target of a CA and are in good morale
The order that was carried out in the previous may ‘react’ by moving into contact with an opponent
phases does not make any difference to a Close who has just charged them – this would only be
Assault in this phase – the element can have fired, necessary if some of the elements figures were not
moved and fired or even moved at the double. in range to take part in the melee.
All players will declare which close assaults they Each figure in the charging element may move
are going to carry out before any figures are up to 4” into contact with the enemy ignoring any
moved. Once these are declared they may not be terrain modifiers. The player must move as many
cancelled but it its perfectly OK to wait and see what figures into contact with as many enemy figures
an opponent is doing before declaring your own as possible. Both sides will fight with all figures in
actions. contact and also those within 2” of any figure that is
in base to base contact with an enemy.
Charging headlong against the enemy is generally
not recommended but it has its place and can be This means that you may have to engage more than
a very useful tactic for clearing out a suppressed one element in close assault if they are in close
or broken enemy. Any broken figure that comes proximity to each other. It does not matter which
within 1” of an enemy is immediately dispersed and element a defending figure belongs to – it is the
removed from the table. proximity of figures that determines who fights in a
melee.

Photograph courtesy of Wargames Illustrated

28
You may not close with the enemy into or through owning player but they must be one of the figures
impassable terrain, there must be some way into the that was involved in the melee. Leader casualty
terrain for you to melee in it – if you cannot then you rolls apply as normal but again only if the leader
may not come within 1” of the enemy and so may was one of the figures involved in the melee.
not CA. This could apply with bunkers for example
– to be able to CA troops in a bunker you need to be
able to get a figure within 1” of the entrance, some
Winning & Losing
common sense is going to be required in situations
A melee is simply won by the side that causes the
like this.
most casualties. The loser is forced back 1D6+6”
ignoring terrain penalties and their morale statues
9.1 Close Combat Table will become one worse, from good to suppressed or
Green +1 from suppressed to broken.
Veteran -1
If any figure within an element cannot fall back
Suppressed +1 without coming within 1” of an unbroken enemy
figure then it is immediately removed as a casualty.
Melee
If the melee is drawn then it carries on with all
Each figure involved in the melee will roll one D6 in remaining figures attacking each other until there
CA – it will be modified by the training level of the is an obvious winner. This is done immediately by
troops involved and whether they are suppressed fighting more rounds of melee straight away rather
or not. No matter what other modifiers apply a 1 will than carrying on from turn to turn. By the end of the
always miss and a 6 will always kill. melee either the attacker or defender will have been
wiped out or be forced away.
To kill you have a target number of 4 or more on
D6. There are no extra ‘to hit’ rolls – each hit will kill If the attacker wins they may occupy any terrain
or incapacitate an enemy figure. As with firing the feature that the defenders were occupying so long
choice of which figures to lose is entirely up to the as this does not bring them within 1” of new enemy
figures.

Example 9a - Close Assault & Melee


This example explains the close assault procedure and continues on from the extended example on
page 56 where a German rifle section is trying to close with a French LMG team.

When it comes to the close assault phase of the turn the Germans have managed to pass any
morale tests that they would be required to take as a result of casualties inflicted, this means they
are in good morale. Were they to become suppressed or broken they would not be allowed to
initiate or react to a close assault. The German element has at least one figure within 4” of a French
figure so elect to CA.

The German figures in the element are moved up to 4” towards the French, as many of the French
figures as possible must be contacted, at least one of them must be otherwise they would not be
within 4”, the others should be contacted if possible. Whether or not they can move into contact with
a French figure the Germans are moved so that they will engage as many of the figures within the
target element as possible - there should be no ‘ganging up’ on just one or two figures.

Any figure that is now in contact with the enemy or within 2” of any figure who is in contact with the
enemy will fight in this CA. In this example 7 of the 8 German infantry figures are able to fight so will
roll 7D6, the French player will roll 2D6. Both sides need to get 4+ on their D6 to ‘kill’. Surprisingly
the French score no kills while the Germans only 1. The Germans win the CA and the French will
have to fall back 1D6+6” and becomes suppressed. The German element may now occupy the
defences.

29
10 - Morale

When to take morale To pass a morale test you need to get equal to or
greater than the modified target number on a roll
tests of 1D6. If you manage then you pass the test and
there are no bad results, if you fail then the element
An element must take a morale test during any turn morale will deteriorate by one level. If it gets too
that it loses a figure killed by any manner other than bad then the unit will disperse and be removed from
melee. If you fire at a target but do not hit or kill the table.
then that target does not need to take a morale test.
Morale during a close assault is factored into the Each kill on the element during this test will raise the
results of the melee. target number by +1. You do not need to keep track
of the starting number of figures within an element –
Morale tests may also be taken as part of the Force it is simply the number of kills that occurred to cause
Morale rules – these are taken as severe morale this test.
tests as described later.
Leadership bonus – so long as the leader is on
table, unbroken and within 4” command radius of
The easiest way to mark elements that need to take
any figure within the testing element then they will
morale tests is to knock over the ‘killed’ figures and
get his leadership bonus applied to their morale
then when it comes to the morale phase you can
test. This does not apply to severe morale tests.
simply take the tests and remove the figures at the
same time.
Example 10a - Normal Morale
Taking morale tests Test
There are 3 levels of morale, Good, Suppressed and A morale 4 rifle squad currently in good morale
Broken. There are 2 types of morale test - normal is in a wooden building and within 4” of a -1
and severe, they both use the same basic rules but leader. It is shot at by a LMG and takes 2 hits
a severe test will not be able to benefit from leader of which 1 kills. The target number required is
bonuses or re-rolls. calculated as

An elements basic morale number is from 2 to 6, 4 (starting morale of the target element)
the lower the better as this is the target number they +1 (the hit that killed a figure)
need to roll greater than or equal to in order to pass -1 the Leadership morale bonus
their morale test. Morale is different from the troop
quality– you may well have veteran troops that have Giving you a total of 4. It needs to roll 4 or
poor morale or green troops that have very good more on 1D6 to pass its test. If it fails it will
morale. become suppressed.

As a guide good morale is 3, average 4 and poor


5. Exceptionally good or bad morale troops may be
represented by morale values of 2 or 6 respectively. Rallying while suppressed or broken means that
the element will be harder to rally and represents
the difficulty in getting troops going again once they
10.1 Morale Modifiers have hit the dirt. Suppressed and broken modifiers
are not cumulative with each other.
Each ‘kill’ on the unit during this test +1
Leadership Bonus (Not severe tests) -? On any morale or rally test a roll of 1 will always fail
Rally while suppressed or broken +1 and a roll of 6 will always pass no matter what the
actual modifiers.

30
Severe morale tests A broken element that fails a rally test will be forced
to retreat 1D6+6” away from the enemy. If any
These are taken as a result of heavy losses to an figures within the element are forced to come within
element in one turn or as part of the Force Morale 1” of any unbroken enemy figures then they are
Rules (Chapter 12). immediately dispersed and removed from the table
as casualties.
If an element loses half or more of its remaining
figures in one turn then it will have to pass a severe
morale test instead of just a normal morale test.

When an element has to roll a force morale test


during the turn end phase it counts as a severe
morale test rather than a normal morale test.

Severe tests are taken in just the same way as normal


tests, you calculate the target number needed and
must get that number or greater to pass, a 1 always
failing and a 6 always passing. The difference is
that a leader may not influence this test in any way,
either with their leadership bonus or with a re-roll.

The effects of morale


tests Dispersed
There are three levels of morale that all elements
A broken element that fails a morale test will become
can be in – good, suppressed or broken. Unless
dispersed and is immediately removed from the
stated otherwise at the start of a scenario all troops
table. There is no further chance to rally the unit,
are in ‘good’ morale.
it is assumed that the troops are too demoralised
to be effective again in the time that the scenario
The first failure will mean that the unit becomes
covers. If you are playing a scenario or campaign
suppressed, a suppressed unit that fails a test will
you may want to determine if the broken unit would
become broken and a broken unit that fails a morale
be able to escape or would surrender.
test will be dispersed and removed from the table.

Suppressed Rally Phase


In this phase any element that is not reduced to
Suppressed troops suffer penalties to their firing
a single figure will have a chance to rally so long
and melee as well as being restricted with their
as the force has not reached its Force Break Point
movement towards the enemy. Suppressed troops
(Chapter 12).
may be issued orders in the same way that good
order troops are. See the movement section for
further details on suppressed movement restrictions. The base target number for rallying is the starting
Suppressed troops may not attempt to close assault morale value of the element. You need to roll 1D6
the enemy. and get equal to or greater than the starting morale
of the element. Leadership Bonus will affect the
Suppressed elements may attempt to rally in the target number required, casualties taken so far will
rally phase, if they do so they immediately recover not modify the rally chance of the element but there
to good morale status. is an additional +1 modifier for rallying.

Should an element recover from being suppressed


Broken they will immediately regain good morale status. A
broken element that passes a rally test will become
A broken element may not be issued any orders. suppressed, will be able to act just like any other
Broken units may attempt to rally in the Rally phase, suppressed troops and must follow all the rules and
if they do so they recover to suppressed morale. restrictions that apply to them.

31
Photograph courtesy of Wargames Illustrated

A single figure may never attempt to rally. This Note that while this command distance is measured
means that while in good morale it will be able to act to any figure in the receiving element it can only
as normal but should it suffer a morale failure it will be measured from the actual command figure –
not be able to recover and will remain suppressed not from any other figure that happens to be in that
until broken and remain broken until dispersed or commanders’ element.
flees off the table.
As already mentioned Leadership Bonus may be
It is important to note that even though a broken used on all elements that are subordinate to that
single figure would never be able to rally it is still commander – he may not use his LB on other
not counted towards Force Break Point until it has elements that are not part of his command.
actually been removed from the table.
Only one leader may apply his LB to an element
no matter how many leaders are actually within
Leadership Bonus command range. If there are multiple leaders within
range the owning player must make it clear which is
Leadership bonuses (LB) are used to represent the
applying his bonus as only this Leader is allowed to
influence and control that commanders exert over
use a re-roll on that test.
their troops during battles. You will be able to use
the LB to affect the morale of troops under your
command during the morale or rally phase so long
as it is not a severe morale test.

To be able to use its LB on an element for any


reason that commander must be the elements’
superior officer, must be on the table and in good or
suppressed morale. He must also be within his 4”
command radius of at least one figure in the element
that is gaining the benefit of his bonus. Line of sight
has no effect on this command radius, so long as
the commander is within 4” of a single figure in the
target element you may use his LB to influence
them for a normal morale test or a rally test.

32
Leaders that are with elements that are concealed
Example 10b - Leadership (Chapter 11) may not use their leadership bonus
until their element is placed on the table, even if it
Bonus & Re-Roll is not within LOS of any enemy figures. You may
place hidden troops on table at any point within a
A 5 man rifle section has an attached NCO with turn.
a LB of -1 and 1 re-roll, there is also a Captain
within 4” who has a -2 bonus but no re-rolls
remaining. Re-Rolls
The rifle section needs to take a morale test Some leaders will allow players to re-roll a failed
after losing a figure, the player nominates one morale or rally test – these re-rolls are only available
of the two leaders to aid in that test before any a limited amount of times per game and a leader will
dice are rolled. Even though the NCO is with only have one or two at most. Once used a re-roll is
the element it does not have to be his modifier not available again for the rest of the game.
which is applied. The player chooses to use
the -2 bonus from the Captain but the test is Immediately upon failing a morale or rally test
still failed. a player may elect to re-roll that test if there is a
leader within command radius and that leader
The player could not now try to use a re-roll as has just added his bonus to the original test. This
only the leader that modified the test can be means that a leader must follow all of the usual
used to make a re-roll. rules for applying his bonus to the element for him
to also allow a re-roll. You may not use a re-roll
from a different leader to the one that applied his
leadership bonus to the original roll, nor may you
Losing Leadership use a re-roll on a severe morale test.
Bonus
A failed test may only be re-rolled once. The
To be able to use its LB a commander must be on leader will count as having used one of their re-rolls
the table and in good or suppressed morale. If a whether the new test is passed or failed, players will
commander is broken he will not be able to use his need to keep track of the available re-rolls.
bonus at this time and if the commander is killed or
flees the table then they will obviously not be able to
use their LB at all.

33
11 -Deployment,
Concealment & Spotting
There are various methods of setting up your Determining whether the figures can be seen will
troops depending on the scenario being played. be decided by the scenario that is being played.
Sometimes one side will have to set up all of its Sometimes one or both sides may be set up with
forces first, other times players may alternate hidden deployment (see below) and if this is the
placing elements on table until everyone has been case the counters that are set up in the appropriate
deployed. Unless stated otherwise in the scenario terrain or those that are out of LOS do not have to
the deployment for each game will use the following have their figures set up on table at this time. Even
simultaneous deployment rules. if hidden at deployment the numbered counter will
remain in place and may be spotted using the usual
Each side will already have written an order of battle – rules when the game begins.
this should give details of the troops, which elements
they are in, the quality, morale and weapons that When a counter is replaced by the figures it
they have available. Each one element must be represents they should be placed so that the
allocated a separate number – starting with 1 and deployment counter is as near to the centre of the
going as high as is needed. For each numbered element as possible – either with the figures in an
element the player will take a corresponding area around the counter or lined up as evenly as
numbered counter (appendix 5 or available to possible either side.
download from www.crusaderpublishing.com)
When a counter is replaced by figures there is
Both sides will place counters face down at the going to be some flexibility with the location of
location where that element is located at the start those figures but players will have to use their own
of the game. Once both players have placed all of judgement as to what is reasonable deployment or
their elements both sides will reveal the counters not. An element must be set up so that all figures
that can be seen and place the corresponding in it are within the usual 2” cohesion distance and if
figures on the table. they are using hidden deployment the figures must
actually be able to fit into the concealing terrain!

Photograph courtesy of Wargames Illustrated

34
Hidden Deployment Spotting
Not every figure is going to start the game on the The spotting phase of the turn allows you to try to
tabletop – there are cases where an ambush may spot every hidden enemy unit within range and line
be part of a scenario, troops may be hidden in of sight of any of your troops.
woods, buildings, other cover or simply out of LOS
of any enemy figures. The opposing player will When a player announces a spotting check they
have a chance to spot these figures each turn but it try to spot any enemy counters within LOS of any
is not automatic. of their own unbroken troops who are currently on
table. A D6 is rolled against each counter with the
Depending on the scenario being played one or appropriate modifiers and a target number of 5 or
both sides may be able to start with some or all of greater. If the counter is spotted then place the
their elements in hidden deployment. Details will be corresponding element on table or remove it if it is
given in the individual scenario instructions. a dummy (see later). Until it is revealed a counter
does not count as a known enemy for morale or
To count as hidden at deployment the element must movement purposes.
be in some sort of terrain that would give them a
cover modifier of light or more or be completely Once something is spotted it is placed on the table
out of LOS of any enemy figures after both sides and remains there for the rest of the game. If a
deployment is complete. hidden unit fires or moves it is immediately placed
on table and the counter removed, even if there is
A concealed element will be represented on table no LOS to any enemy figures, the exception to this
by its corresponding numbered counter until the is Sniper fire – full details are given in Chapter 13.
troops are spotted by the enemy.

Example 11a - Hidden Deployment


All of the counters in this example
are placed at the start of the
game during the German players’
deployment.
Those that are in buildings, rough
ground or woods will definitely
remain hidden from the enemy.
The counters that are behind
hedges and hills will only remain
hidden so long as the enemy does
not have an unobstructed line of
sight to them.
In this example the allied player
is entering from the bottom of the
photo.

Dummy counters may benefit from hidden If a counter is initially placed in the open but out of
deployment and are only revealed as dummies line of sight of all enemy troops (behind a hill for
when they are spotted using the same rules as for example) then it is revealed immediately an enemy
‘real’ counters. figure comes into LOS of that counter – you do not
need to wait until the spotting phase.

The same rule applies to the auto spot range of 4”,


as soon as a figure is moved to within 4” and LOS

35
of an enemy hidden placement counter the hidden Dummy Counters
element is revealed and must be placed on table
immediately.
When placing counters in any scenario the players
The owner of hidden units may choose to place them may be allocated a number of dummy counters.
on the table at any point within a turn. This may These are placed in the same way as ‘real’ counters
be so that they can use commanders’ leadership, but are used to mislead the enemy as to the exact
be able to spot or so that they can influence the whereabouts of your troops.
movement of enemy elements (to stop suppressed
troops moving closer for example). Each scenario will give you a number of dummy
counters - usually as a ratio so that you would
It is very important to re-iterate that spotting is only have one dummy for every 2 or 3 real counters for
required when there is a counter representing a example.
hidden unit and the hidden deployment rules are in
force. All figures that are physically on the table Dummy counters are placed, spotted and removed
count as spotted and are valid targets so long as in exactly the same way a real counter would be
they are within LOS. You do not need to ‘spot’ a and all of the usual rules apply. When a dummy
figure that is physically on the table before you can is revealed as such it is simply removed from the
fire at it or react to it. table.

11.1 Spotting Table (5+) Ambush


Counter is 4” or less Automatically spotted If an element is placed on table from hidden
away immediately. deployment so that it can fire then that element may
Hindrances +1 each not itself be targeted in the same fire phase. It may
Counter is over 16” +1 be fired upon in any subsequent phase as usual.
away

Example 11b - Spotting


Carrying on from example 11a the British
1 player has just moved rifle section ‘2’ up
the road. As soon as any figure within that
section has line of sight to the German
element ‘1’ the counter is revealed as
3 real or a dummy and replaced with the
2 corresponding figures. This is because it
is deployed in the open, the only reason
it was placed as a hidden unit counter is
that it was initially blocked from view by
the hill.
British element number 2 is moved into
1
the position that it is currently shown in
2
the photograph. As soon as any figure
within that element does not have its LOS
obstructed by the hedge the German element number 2 will be revealed. It is only while behind the
hedge that it remains hidden, as soon as someone can see along the back of the hedge the counter
is revealed. A degree of common sense may sometimes be required by players to decide whether a
counter should or should not be revealed. No matter the case a counter that is automatically spotted
is revealed immediately, even part way through movement.
German element number 3 remains hidden at this point as the British player would need to have
moved any of his figures from element 1 to within 4” of the counter to reveal it.

36
12 - Force Morale
At the start of a battle each side will have a ‘Force way for the rest of the battle or until it is broken.
Morale’ level. This will determine the casualties Likewise a broken element will not be able to rally so
they will suffer before they start to break or call off will continue to flee off the table using compulsory
an attack. Casualties among elements will badly movement each rally phase or, if it fails another
affect your morale so at the end of a turn whenever morale test, will be dispersed.
a figure has been removed from the table as a
casualty or as a result of bad morale you will need to The second result of reaching force break point is
check to see if your Force Morale (FM) is affected. that each element within that force will have to take
a severe morale test during the end turn phase of
Figures do not count towards force morale loss until each turn. This test is in addition to any that it may
they are physically removed from the table. This have been taken during the morale phase. This
means that at the end of a turn there may be broken force morale test has no modifiers - the number of
elements on table but they will not count as lost for figures lost has no effect on the roll - it is simply
purposes of the Force Morale Break point even if based on the units’ starting morale value.
there is no chance to rally them.
While the effects of reaching your force break point
are harsh they do not stop you from winning a battle,
How to Calculate defending or capturing objectives. It is simply that
your formation will be very brittle and is on the
The starting point for all formations is the number
verge of collapse but so long as it is used within
of figures they have actually on table – the break
the limitations of the normal rules there is nothing to
point is determined by halving this number and
stop a ‘broken’ force winning at the end of the game.
rounding up – this gives you the amount of figures
that a formation must lose before it starts to suffer
Specific scenario rules may affect the Force Morale
the effects of Force Morale.
and Break Points of formations, generally being a
change in the % of troops that must be lost before
The OB for your formation should give you the
the Force Morale rules apply. If there is nothing
number of figures you would have to lose from
mentioned in the scenario details then the basic
those available before you suffer the effects of force
rules apply.
morale loss.

Example 12a - Calculating


Force Morale
For example a formation that has 37 men in it
will suffer when it has lost 18 figures and this
would be shown as 18/37

Effects
There are two effects once a force has reached its
break point. Firstly none of the elements within that
formation will be able to rally. This means that an
element that becomes suppressed will remain that

37
As this is classed as a ‘severe’ morale test leadership
bonuses and re-rolls may not be used. However as
this is a force morale test there is no modification
for the number of figures that the element has lost
this turn.

Once a force has reached its break points its


elements will start to break even when not in
combat. Good morale troops will be able to hang
on for a while but those with poor morale will soon
break and disperse. Combined with the inability to
rally after reaching break point you will find that your
force will be unlikely to hang around to fight and die
to the last man.
Force Morale Break
Recalculating Force
Tests
Morale
At the end of each turn in which the force has
reached its break point there will be a chance that Force morale may change during the course of a
the elements within that force will suffer morale scenario if re-enforcements arrive on table, simply
failure. re-calculate the force morale based on the new
total formation strength. It is possible for these re-
enforcements to allow a formation to recover from
Example 12b - Force Morale being at their break point – until it reaches its new
force break point again obviously.
Break Tests
The force in example 12a ends turn 5 with 20 Example 12c - Force Morale
figures lost out of 37. This means that it has
reached its force break point and each element
Re-enforcements
within that force must take a severe morale test
Carrying on from 12b the force has lost 23
during the end turn phase.
figures so far out of 37 (20 from casualties and
another 3 dispersed after its force morale test).
There are currently 4 elements remaining in
this force, two of which are in good morale, one
In a new turn it gains another 18 troops as re-
is suppressed and the last is broken.
enforcements. This immediately makes its
force break point 28/55 meaning it must lose
One of the two good order elements fails and
28 figures out of 55 before it has reached its
becomes suppressed, the suppressed element
break point.
passes and remains that way while the broken
element fails and is immediately removed.
As it has only lost 23 so far the force is now no
longer at its break point and it will not need to
take any force morale test at the end of the turn
- unless its losses reach 28 figures or more.

Each element in a ‘broken’ force must roll a severe In addition the suppressed and broken elements
morale test based on it starting morale. The may now attempt to rally during that phase as
effects of this test are the same as for those that this restriction is only in place while the force is
are taken during the morale phase. A good order at its break point.
element will become suppressed, a suppressed
element will become broken and a broken element Scenario guidelines may state that each force
will be dispersed and is removed from the table is a separate entity and will not effect the break
immediately. point of other friendly troops on the table.

38
13 - Special Weapons
Some weapons require special rules, either because Work out the chance to hit and any casualties in the
of their effects or the method in which they are same way that you would for any other direct HE
employed. The following rules outline the changes fire, the usual modifiers apply.
that are required for these special weapons. If a
special rule is not mentioned here for a particular One use infantry AT weapons are allocated to
weapon type then the standard rules apply. elements rather than individual figures, this means
that you will not need to keep track of exactly which
figure has an AT grenade or Panzerfaust. It is
Flamethrower enough to know that someone in the element will
have one and it will find its way to the right place to
Flamethrowers only have a close range, there is no
be used.
long range band for them but they are very effective
at eliminating targets that are in cover.

The flamethrower does not use the basic hit and


kill table, instead it will always hit and has a to
kill number of 4+ no matter what cover the target
occupies. This makes them particularly effective
against bunkers and fortifications where the target
is usually very hard to hit and kill.

A flamethrower will have limited uses and the amount


of ‘ammunition’ it has must be recorded. Each time
the flamethrower is fired mark off one ‘shot’ on the
order of battle. A flamethrower will be allowed to fire
twice before its ammunition is used up and then the
soldier with the flamethrower will revert to using his
secondary weapon.

Be prepared for your opponent to throw everything


he has got at the flamethrower element as soon as
he sees it coming!

Infantry Anti-Tank
Weapons Snipers
Many infantry anti tank weapons fire a hollow These will be single figure elements and follow all
charge round (HC) which was also effective against of the rules for single figures if their morale starts
personnel. As RoF are a set of infantry skirmish to fail. They will fire and act the same as any other
rules they do not contain rules for use of these element with two exceptions – they may remain
weapons against vehicles but they may still be used hidden even after firing and they may choose the
against infantry targets. exact figure that they are shooting at, if they hit and
kill then that particular figure is removed.
Infantry AT weapons are direct fire HE weapons, they
must be able to trace a LOS to the target element To count as hidden the sniper must be set up in
and it must also be within range. Full details of the cover like an element that is placed hidden at the
direct HE fire procedure are given in chapter 8. start of a scenario. They have a hidden element

39
counter and these are spotted in exactly the same On the tabletop smoke is represented by placing
way as any other counters. Should they move they a smoke counter - anything that passes within the
will lose their hidden status immediately, just like effective area of that counter will count as going
any other element. through smoke and will get the +4 or +2 hindrance
modifier. The effective area is the same as the
A sniper will be able to remain hidden even after it HE blast area from that particular size of shell. For
has fired. The opposing player will obviously now example a smoke counter from a 75mm gun would
know which hidden placement counter represents have a 3” square area of effect whereas one from a
the sniper but still may not target that counter until 50mm mortar would only be 2”.
it is revealed. This represents the enemy figuring
that a sniper is ‘in those woods’ for example but On the first turn that smoke is placed it will count as
not actually being able to see exactly where. Once dense and be +4 hindrance to people firing through
a sniper is revealed it will remain on table for the it, on its second turn it will be dispersed +2 hindrance
remainder of the game – just like any other hidden to people firing through it. At the end of each turn
placement element. smoke counters are flipped or removed, this is done
by first removing all Smoke +2 counters and then
Because snipers may choose the figure they are flipping all Smoke +4 counters to their Smoke +2
going to shoot at it allows them to pick off leaders side.
even if they are attached to an element. When a
sniper fires they must choose a specific figure that As well as smoke rounds there are various ways
is in range and line of sight – it does not matter if that smoke can be generated such as from burning
this is a special figure or not, even if just a regular fields, buildings or vehicles. Anything that is burning
rifleman the sniper must still choose a target. As in this way should have a Smoke +4 counter placed
such there is no further leader casualty roll required on it with a 3” area of effect. So long as the object
for this element – the figure picked as the target is keeps burning this counter will remain in place.
the only one that can be killed.
Smoke ammunition may be limited or not available
at all - either restricted by nationality, date or
Smoke weapon type. Unless stated otherwise any indirect
HE weapon will be limited to 2 rounds of Smoke,
Smoke is a hindrance to firing – as such it will take
these should be marked off as they are used.
away from the chance of a firing unit hitting its target
but obviously has no effect on the lethality of the
Smoke is fired during the stationary fire phase just
shot if it does hit. Smoke does not in itself entirely
after opportunity fire but before any other fire is
block line of sight, it simply hinders fire through it,
carried out.
though those hindrances may stack up so that it
makes it impossible to actually hit the target. The
effects of smoke are cumulative so if you have fire Satchel Charge
that is passing through two +2 smoke screens it will
count as a +4 hindrance modifier. A satchel charge may only be used as part of a
Close Assault when it is attacking elements in
buildings, bunkers, entrenchments and so on.
Normally elements get to roll to kill simultaneously
in CA. The satchel charge interrupts the melee
order and allows the attacker to ‘throw’ the charge
before melee occurs – this may completely destroy
the target element.

The assaulting element is moved as usual when


it is carrying out a CA but the usual melee order
is changed. When it comes time to resolve this
particular melee the attacker may ‘throw’ the satchel
charge at the enemy element and resolve its effects
before either sides melee rolls. No matter what the
result there will be no extra morale tests, this satchel
charge use simply counts as part of the melee itself.

40
A satchel charge has the same effectiveness as a Very large mortars may count as artillery pieces and
120mm HE attack, this means 4 attack dice and as such they fall outside the scope of these rules
a HE Kill modifier of -2. Satchel charges do not with regard to their presence on the tabletop. For
need to roll ‘to hit’ they are automatically on target example a 120mm mortar does not really count as
so proceed directly to the to kill rolls when they are a support weapon that you can carry about on the
used. battlefield. All mortars are always classed as Heavy
Support Weapons and as such may never move
The HE Kill # will also determine the chance the and fire.
terrain will be damaged or destroyed – use the
same rules as you would for HE fire against terrain There are various ways that mortar fire may be
features. called in depending on who is spotting, where in
the chain of command they are and how the two
It may be possible for the attacker to completely are communicating. Unless scenario or element
destroy the target element with a SC, if this is specific rules state otherwise all of the normal
the case they will count as having won the melee indirect HE fire rules apply to mortars whether they
and may occupy the terrain feature as they would are on or off table.
normally after a successful CA.
A mortar may not be fired from inside a building or
It is possible for a SC to be used against an empty any other structure unless it has no roof, it may not
terrain feature in an effort to destroy it, carry out the be fired from heavy woods unless in a clearing but
HE attack roll as usual and simply calculate damage it may be fired from inside light woods or orchard.
against the object.

Each satchel charge may only be used once but an Semi Automatic Rifles
element may have more than one of them. Mark off
the charges on the OB as they are used. Rifles that automatically eject the spent cartridge
case and insert a new round resulting in a greater
Mortars rate of fire than the equivalent bolt action rifle.

Mortars are indirect HE fire weapons, they may Semi automatic rifles have one and a half attack
either be represented on table or off. The smaller dice each at both close and long range. When firing
mortars such as the British 2” and German 5cm are an element with these weapons the player should
usually placed on table, those like the 120mm or work out the total number of dice being rolled due to
4.2” mortars are use more as artillery support and semi auto weapons fire and then round down.
are generally represented in that way in RoF.
If the fire is split or there are separate groups with
Mortars have a minimum as well as a maximum different modifiers then calculate the attack dice
range in inches. They may be either heavy support separately but always round down in favour of the
weapons or artillery depending on their size and opposing player.
how speedily they may be set up and used. The
usual rules apply to these weapons with regard to
movement penalties, firing modifiers and crew.

41
14 - Obstacles
& Emplacements

Entrenchments, When placed minefields should be in 3” by 3”


sections and a scenario will tell you how many
Bunkers & Foxholes minefield sections may be placed. For each ‘real’
minefield the owning player will also be able to
The is a limit to the number of figures that can deploy a ‘dummy’ minefield, these simply need to
occupy entrenchments or fortifications. At its most be marked as ‘D’ on the back.
basic you should see how many can be fitted in but
as a rule of thumb one figure per 1” of frontage is Any figure that enters or passes through a minefield
appropriate. will be attacked once for each real minefield section
each time they move through it. All movement by
Things like bunkers and emplacements may only be that element must be carried out before any attacks
entered and exited from specific points – if there are are made.
no doorways in a certain facing of the structure then
you may not enter from that direction – this includes Minefield attacks are 5+ to kill, there are no modifiers
Close Assault. The firing arcs of troops inside and there is no to hit roll required.
fortifications may also be restricted – these things
are down to the individual models that are used and
players must simply use their common sense here.
It is a good idea to make sure all players know any Barbed Wire
restrictions before the game begins.
When a figure gets to barbed wire it must stop
movement immediately, it does not matter how
Minefields much of its movement allowance it had remaining.
Next time the element is ordered to move it may
Minefields will be set up on the table rather than cross the wire – place the figures on the other side
being secret. If players want to add the complexity of the wire. It takes the elements entire movement
of secret deployment for minefields then they may distance to cross the wire and it may not fire while
do so but will need either a very accurate map, an doing so.
umpire or two very trusting players.

Photograph courtesy of Wargames Illustrated

42
15 - Weather & Night

Bad Weather As with bad weather how dark it is will affect the
visibility and so the hindrance for firing at any target
The main effect of bad weather is that its hard to see that is not illuminated.
your enemy – maximum visibility will be reduced
and firing will be more tricky – as will spotting. Star shells – rather than smoke ammo if it is a night
The easiest way to deal with this is simply add a time scenario then the basic two smoke rounds
hindrance modifier for each ‘x’ inches distance to count as star shell instead. A star shell or blaze will
the target. So for example in light fog you would illuminate an area 6” around itself. Place a star shell
have a +1 modifier to the target number for each full counter on the table as you would smoke counters.
10” away that the enemy is. At the end of a turn all +2 star shell counters are
removed and then all +4 counters are flipped to
their +2 side.

You may only fire at an element you can see or an


element that has moved to within 8” of you even if
you cannot see it. If moving and firing you may fire
at any element that has just fired in the stationary
fire phase, even if you could not see it at the start of
your movement.

Visibility is restricted to a certain distance depending


on how dark the night is, clouds, moon etc. Unless
you know what these conditions are simply roll
2D6+2 and double the result – this is the maximum
distance in inches that you can see no matter what
the hindrance modifiers may be.

Movement Modifiers
Some weather conditions may make movement
more difficult. In heavy mud or deep snow troops
may be restricted to half speed or an inability to move
using At the Double speed. These restrictions are
generally given in the scenario guidelines but you
should bear in mind that slowing troop movement will
Night slow the game down. If there are victory objectives
then make sure troops can actually reach it within
The main problem with night is that you have the time limit of the game!
trouble seeing what you are shooting at, where you
are going and who is friendly and who isn’t. The
rules covering night time fighting could double the
size of this book if they were done extensively so for
the sake of space the following apply. Players that
want to add more detailed rules are encouraged to
use an umpire for night fighting - its their job is to
introduce the necessary confusion!

43
16 - Objectives & Victory
Battles are won and lost by capturing important Placing Objectives
objectives as well as by destroying the enemy.
Victory is determined by calculating the side that A scenario will tell you how many objectives there
has achieved most of their goals. are on a battlefield, where they may be placed and
who will place them. Regardless of the position or
In Rate of Fire this is represented by objectives amount of objectives there are some basic rules
– these are important locations throughout the that must be followed during placement unless a
battlefield that both sides will want to control to scenario states otherwise.
give them victory. Specific scenarios may alter the
way that these objectives affect the outcome of the • Once placed an objective may not be moved.
battle but unless stated otherwise in the scenario • Neither side may change the value that they
guidelines objectives are handled in the following have assigned to that objective.
way. • An objective will either be controlled by one side
or the other or it will be contested.
• Objectives are always placed openly on table
and both players know the location.

Objective Value
Depending on the scenario both sides may now
secretly decide how important each objective is to
the overall plan. While a hill or a village may be
important strategically it may not have the same
priority for both sides. Some scenarios will have
fixed points values for all or some of the objectives.

Once all objectives are placed both sides may


allocate a number of points to each objective on the
table if this is not already decided by the scenario
guidelines. The opposing player should not know
what value you have assigned to an objective and
you will not know how they have divided their points.
These objective values are not revealed until the
end of the battle. Each objective on the table will
have a value assigned to it by both sides – you do
not just assign points to objectives you happen to
have placed yourself.

Controlling an
Objective
Objectives may either be controlled by one side or
the other or contested. Initially control is determined
by the scenario guidelines, throughout the battle
control of objectives may change.
Photograph courtesy of Wargames Illustrated

44
To control an objective you must have at least one Should the points have been allocated by the
unbroken figure within 4” of the objective marker scenario guidelines then both players will obviously
at the end of a turn while your enemy must have already know the values of each objective marker
no unbroken figures within 4” of the marker. Once on the board.
you have control of an objective it will remain yours
until the enemy capture it – this means that you do
not need to keep any troops near the objective to
Victory by any Means
stop it reverting to contested statues. However,
There may be cases where one player simply has
an undefended objective is easily captured by the
no troops remaining on table at the end of a specific
enemy.
turn. If this is the case, there are no re-enforcements
If both players have unbroken troops within 4” of coming on and so long as the opposing player
an objective marker then it becomes contested. has at least one unbroken figure remaining it will
Neither player will have control of the objective and automatically gain control of all the objectives on
if the game ends with a contested objective neither the table.
player gains any points for it.
Specific scenarios may have victory conditions as
When the game ends both sides determine which well as or instead of objectives. Completion of these
objectives they control and calculate the value of conditions may either finish the game immediately,
these. This is done by revealing to the opponent add extra points, give an automatic victory to one
the value that you assigned to a particular objective side or the other and so on. Full details will be given
while they do the same – each objective is worth on an individual basis in the scenario guidelines.
the total of the points that both sides assigned to it.
Simply calculate the amount of objective points both
sides have accumulated to determine the winner.

Photograph courtesy of Wargames Illustrated

45
Game Length Consult the following table and roll a D6, if the
number is equal to or less than that specified on
The scenario guidelines will tell you how many table 16.1 then the game will end immediately. If not
turns a particular game will last, some will end then the game will continue for another turn and will
immediately that the last turn is played, others may be rolled for again at the end of each turn, no matter
have a random turn end so that neither player can the die rolls it will eventually end automatically.
be absolutely sure when a battle will be over. Some
scenarios may end upon completion of a specific
victory condition before the allotted time is up. 16.1 Game End Table
Variable End Turn # 1
Where the game has a variable turn ending it will Variable End Turn # +1 1-3
generally be given as a number of definite turns and
Variable End Turn # +2 1-5
then at each turn end there will be a die roll to see if
that was in fact the last turn. Variable End Turn # +3 Auto

Example 16a - Objective Control

The example above shows the positions of various German and British elements at the end of the
End Turn phase. British Element number 1 has no figures within 4” of the objective marker and
may not influence its control, element 2 is within 4” but was broken during the morale phase and so
may not contest Objective A. German element number 1 is within 4” of Objective A and is unbroken
(suppressed has no effect) and so at the end of the turn Objective A is controlled by the German
player.

46
17 - Points System
The points system in Rate of Fire is designed so • Close range of 6” but no long range -1
that players can have a fairly balanced game if • Close range of 6” or less + 0
they choose by using similar points. There is no • Close range of 12” add +1
guarantee that a historical scenario will be fair, even • Close range greater than 12” + 2
or balanced!
When you have calculated the basic cost square
this number and you will have the points cost of that
Troop quality weapon. Some special weapons may have a points
modifier, details of this will be given in the weapon
Each element will have a troop quality and morale
notes or description.
level - this may be the same for the whole formation
or there may be elements made up of different
quality and morale. Each figure will cost a basic Example 17a. Small arms
number of points depending on its quality and also
its morale level. weapon cost
• Green costs 6 points A HMG has 5 attack dice and a close range
• Regular costs 9 points of 24” giving a base cost of 7 points (5+2). 7
• Veteran costs 12 points squared is 49 – a HMG will cost 49 points.

• Morale 2 costs 10 points A bolt action rifle has 1 attack dice (1 point) and
• Morale 3 costs 8 points a close range of 12” (+1 point) giving a base
• Morale 4 costs 6 points cost of 2 points which is then squared. This
• Morale 5 costs 4 points makes the cost of a bolt action rifle 4 points.
• Morale 6 costs 2 points
A pistol has 1 attack dice but a close range of
6” and no long range giving a –1 modifier and
Leadership so a final cost of 0 points.
As well as the basic costs given above a leader will All of these points costs are in addition to any
cost more points depending on their ability. Each cost for the figures.
leader must have a Leadership bonus (even if it is
0) and the may have Re-Rolls.

• Leadership bonus of 0 costs 5 points


• Leadership bonus of -1 costs 15 points
• Leadership bonus of -2 costs 40 points

• 1 Re-roll per game costs 10 points
• 2 Re-rolls per game costs 30 points

Small arms weapons


To calculate the points value of any small arms
weapon start with the number of attack dice. The
range of the weapon will further modify the points
cost.

47
Direct HE weapons
Example 17c. Indirect HE
Direct fire HE weapons use some of the same weapon cost
calculations as for small arms. You should start
with the number of attack dice that are rolled for that A German 5cm mortar points cost would be
weapon. Then modify that by the close range of calculated as follows. 2 Attack dice plus 2” area
that weapon using the same numbers as you would gives 4, which is then squared to come up with
for small arms above. 16 points.

Though larger direct fire HE weapons are effectively An 80mm mortar has 3 attack dice plus 3” area
outside the scope of these rules for the sake of and -1 kill modifier for a total of 7. 7 squared
completeness they have been included on the HE is 49 and this is the points cost for that mortar.
weapons charts. In addition to the costs calculated
above for larger weapons you would add the HE A 122mm howitzer has 5 attack dice, 4” area
kill number to the number of Attack Dice and range and -2 HE kill modifier for a total of 11. 11
mods before squaring the result. squared = 121 points in total.

Example 17b. Direct HE


weapon cost Special weapons
A Panzerfaust 100 has a 6” close range, 12” Some weapons have modifiers or abilities which
long range and 3 attack dice. It starts at a cost mean that the normal points cost cannot be
of 3 points for the attack dice, adding nothing calculated using any of the above methods. In the
because of the range and so you square 3 to Rate of Fire rules at the moment that simply consists
get a result of 9 points cost. of a Satchel charge which has a cost of 12 points.

A 105mm howitzer on table used in the direct


fire role would start at a cost of 4 points for its
attack dice, adding +2 to this because it has a
close range of greater than 12” and also adding
+2 because of its HE kill modifier giving a total
of 8 points. Square the result to 64 and that
gives the points cost.

Indirect HE weapons
To calculate the points value of an indirect HE fire
weapon add the HE attack dice to the target area
number, add the kill modifier and then square the
result.

Even though the attack dice are not actually used


in this way with indirect fire they are still the basis
upon which the points cost is calculated.

With indirect HE weapons you will only need to pay


the points cost for the crew or forward observers if
they will actually be present on table.

48
Scenario 1
Front Line
Both sides start deployed on the table within range wins, more points than opponent is a minor victory,
of each others' front lines. The aim is to capture double or more points than the opponent is a major
or contest the enemy objectives while protecting victory.
your own. The players may have different priorities
for the battle and attacking or defending will come Setting up. 6 foot by 4 foot table. Set up the scenery
down to the scenery, objective placement and the in any suitable manner, one player will be attacker
assets that you have available. the other defender. Both players then roll a D6 with
the highest choosing which side of


1. Front Line the table they would like.
8"
The player that rolled highest will
now place objective marker 'A' in


A OBJECTIVE MARKER D
his own placement area. Once


8" PLACEMENT AREA 8"
this is done the other player will
12" Side A Deployment
over 12" in from centre ↕ 8"
place marker 'B' into his own
placement area. Then the first


player will place counter 'C' into

12"
Side B Deployment
over 12" in from centre ↕ 8"
his opponents placement area and
finally the second player will place
counter 'D' into his opponents
B OBJECTIVE MARKER C counter area. No two counters


8" PLACEMENT AREA 8" may be placed closer than 16" to

↕ 8"
each other. It is at this point that
both players secretly allocate a
points value to each counter on
the table.

Points value. Both sides start the battle with the Both players will now simultaneously deploy their
same amount of points. troops anywhere on their side of the table so long
as it is more than 12" away from the centre of the
Game length. Variable game end from turn 7 using table. Numbered counters are used to represent
table 16.1 the elements and each side is allowed one dummy
counter for every two real counters that they have.
Victory conditions. By Objective points value.
There are no set points values for the objectives Both sides benefit from hidden deployment so any
in this scenario, instead both players will allocate element that is deployed in light cover or more does
points to objectives once they have all been placed. not need to be placed on table at the start of the
game. Likewise any element deployed in the open
Both sides must secretly allocate the four numbers but outside of LOS of any enemy figure does not
1, 2, 2, 3 to the four objectives A-D. This can simply have to be placed on table until it comes into LOS.
be done by writing the objective letter next to the
chosen points value on a piece of paper and leaving Special scenario rules. All of the figures on both
face down on the side of the table. At the end of the sides will be able to set up in foxholes. Any element
game the actual points are revealed and both sides or figure that is deployed in no other cover will be
will be able to calculate the amount of points that allowed to count as being in foxholes while they
they control and those that are contested. remain in that position.

There should be 16 objective points in total. The


side with the most Objective points at game end

49
Scenario 2
Advance to Contact
Both sides are advancing in equal strength towards enter from. They will then place an objective marker
a common objective. This scenario involves head in their half of the table (B or C depending on which
on contact between both sides and gives a short, side they chose).
brutal game. There is not much time to deploy
and barely enough space for a flanking move. The Objective markers B&C must be placed 12" away
central objective is worth twice as many points as from the central marker directly towards their
either of the others and the side that holds this at respective sides deployment area. Then the player
the end of the game will almost certainly achieve may position that marker up to 12" towards either
victory. side of the table as in the deployment diagram.
They do not have to move the
marker the full 12".
2. Advance to Contact
Once this is done the opposing

↕ ↕
player will then place the last
remaining objective marker which


8" 8"
will be the one closest to their
DEPLOYMENT

Up to 12" Up to 12" DEPLOYMENT deployment zone. This marker


PLAYER A

PLAYER B is positioned following the same

↕ ↕
B 12" 12" C
rules as for the first player.
↕ ↕

A
Up to 12" Up to 12" Both players now simultaneously
deploy their elements within 8" of
their edge of the board. Players


8" 8"
will use numbered counters
representing their elements with
one extra dummy counter for every
three real elements on their side.

Points value. Both sides start with the same This scenario does not use hidden deployment
amount of points. and once all counters are placed the dummies are
removed and the real counters replaced by the
Game length. Variable game end from turn 6 using figures from the corresponding numbered element.
table 16.1

Victory conditions. By Objective points value.


Objective A is worth 4 points, B&C are worth 2
points each. The side with the most Objective points
at game end wins, more points than opponent is
a minor victory, double or more points than the
opponent is a major victory.

Setting up. 6 foot by 4 foot table. Players set up


the scenery in any suitable manner but there should
not be any impassable linear obstacles that would
hinder movement towards the centre of the board.

Once the table is set up place objective marker A in


the very centre of the table. Both sides now roll 1D6
with the highest choosing which side they wish to

50
Scenario 3
Assault
A planned assault against well defended positions. The defender then places objective marker A
The attacker will have superiority in numbers but anywhere within the placement area. The attacker
the defender will have the advantage of hidden then places marker B anywhere in the placement
deployment, prepared defences, cover and area so long as it is not within 12" of marker A. Finally
obstacles. With the defence holding all of the the defender places marker C in the placement area
objectives at the start of the game the attacker will so long as it is not within 12" of either A or B.
need to be aggressive. Suppressing fire and smoke
will allow the attacker to get onto the position so that The defender will deploy first using counters with
they can bring their superior numbers to bear in close one dummy counter available for each real counter
up fighting. The defender needs to concentrate on that they have. Hidden deployment rules are in force
suppressing the assaulting elements so that the so the defender will not have to reveal elements that
attack will stall. are in light cover or better. The defender may place
his forces anywhere in his half of the table.


The defender is allowed to have 1"
3. Assault
8" of entrenchment for each figure in
its force. In addition it has 1 bunker
OBJECTIVE MARKER AREA or pillbox for each Light or Heavy
A B C machine gun. These fortifications

8"
↕ 8"
are placed on table even if they
DEFENDER DEPLOYS IN
THIS HALF OF THE TABLE ↕ 8" DEFENDER DEPLOYS IN
THIS HALF OF THE TABLE
are out of the attackers LOS. Of
course the troops within them

↕ ↕
are still concealed by the hidden
8" MINE & WIRE MAY BE SET UP UP TO 8" INTO 8" deployment rules.
THE ATTACKERS HALF OF THE TABLE
In addition to all of the above the
defender will be allowed 2D6+6" of
barbed wire and 1D3+3 minefields

↕ ↕
with the corresponding number of
8" ATTACKER DEPLOYMENT AREA 8" dummy minefields as well.

Once the defender has deployed


their counters the attacker will
Points value. The attacker will have twice as many simply deploy his figures on table. The attacker
points as the defender. does not benefit from hidden deployment.

Game length. Variable game end from turn 8 using Special scenario rules. The defender will have
table 16.1 zeroed in their artillery on likely avenues of attack.
To represent this the defender gains a -1 modifier
Victory conditions. By objective points value. for any indirect HE on target rolls on table 8.2.
Each objective is worth 1 point and the side with
the most Objective points at game end wins. More The attacker will have 3 smoke rounds per indirect
points than the opponent is a minor victory, double HE fire weapon rather than the usual 2.
or more points than the opponent is a major victory.

Setting up. 6 foot by 4 foot table. Set up the scenery


in any suitable manner, one player will be attacker,
the other defender. Both players then roll a D6 with
the highest choosing which side of the table they
would like.

51
Extended Example
This extended example shows the basic rule
mechanics and how they all work together. The French Forces
game has been kept to a very simple attack against Regular Morale 4 BP 6/11
a defended objective.
1 Private with Hotchkiss HMG, Pistol
French Forces Private with Rifle
Corporal with Carbine
The French troops are all regular with morale 4. Sergeant with Carbine (+1/1RR Leader)
There are 11 figures in the force all together and
their break point is 6. This means that when they 2 Private with LMG, Pistol
have lost 6 figures the force will count as broken. Private with Rifle

There are 3 elements to the defending force. A 3 5 Privates with Rifles


Hotchkiss HMG with 3 crew and the Sergeant (a
leader figure) has attached himself to this element, 18 Dummy
judging that it is going to be the most important 19 Dummy
part of the defence. Note that even though he is
attached to the HMG element he can still use his 20 Dummy
leadership ability on other elements within range.
German Forces
The second element is a FM 24/29 LMG section
with 2 figures while the third is a rifle section with 5 The German attackers have 5 elements at their
figures. disposal. For the sake of simplicity they are also all
regular morale 4 and both leaders are +1/1 Re-roll
As the French are defending they also have 3 each. There are 23 figures in the German force and
dummy counters that they may place within their so their break point is 12 figures lost.
deployment area. These are spotted in exactly
the same way as ‘real’ elements but mean that the The second element is worth mentioning as these 2
attacker will not know the exact placement of the figures are forward observers for 3 pieces of 75mm
defenders. artillery acting is support of the attack.

52
however there is a hindrance (the hedge) between
the spotter and the Dummy counters in the centre
German Forces so they will only be spotted on a 6. Taking each
counter in turn the German player rolls a D6, with
Regular Morale 4 BP 12/23 fairly average rolls he manages to spot the counter
behind the hedge, the French player immediately
1 Captain with Pistol (+1/1RR Leader)
reveals this as a dummy and it is removed.
2 Privates with SMG
There is nothing to rally in this turn so both players
2 Spotter with Pistol (3*75mm)
roll for initiative. The French player gets highest
NCO with SMG so may choose to move first or second - not
surprisingly he makes the German player move
3 Private with MG34 LMG
first. Both German rifle sections and the LMG
2 privates with Rifles team move up through the woods to within 1” of the
edge - this allows them to see and fire out but also
4 NCO with SMG makes them valid targets. Elements 1 and 2 remain
6 Privates with Rifles where they are for the moment. The French player
declines to move any troops and play moves on to
5 Sergeant with SMG (+1/1RR Leader) the stationary fire phase.
NCO with SMG
There are only 2 German elements that could fire in
6 Privates with Rifles
this phase - 1 and 2 and as neither has any targets
they do nothing yet. The French player can see
targets with both of his MG sections and as his plan
Turn 1 is to suppress the main German elements and keep
them at a distance this is as good a time as any to
The turn starts with a spotting phase, the french player open fire.
can already see all of the German forces on table so
has no spotting. The German player can trace a The HMG has a LOS to both 3 and 4 and chooses
LOS from element 2 to all of the French counters the rifle section as its target. The HMG will roll 5
except for number 3 in the building. Because of attack dice, the enemy is in light cover and so the
the small size of the example table all counters are to hit target number is 5 or more on a D6. Rolling
within 24” and will usually be spotted on a roll of 5-6, 1,3,4,5,5 the French score 2 hits. Those 2 are

53
The objective marker can
be seen at the corner of the
1 3 building area.

D
2
D

3
D
4
1

2
Initial set up. All of the French
forces are placed with hidden
deployment. 5

then rolled again needing a score of 4 or greater to to the cover that the target occupies - in this case it
kill, the actual rolls are 3,6 so one of the Germans is heavy cover which requires a 5 to hit and 5 to kill.
becomes a casualty. The hit number is modified by the following factors -
the target is uphill +1, the firing element has moved
The Sergeant with the HMG team may also fire - he +1, for a total target number of 7. Obviously its
is not needed to actually fire the gun. Armed with impossible to roll 7 on a D6 so it actually requires
a carbine he will be firing at long range so has the a 6 followed by a 4 to be rolled for a hit. The LMG
same chance to hit as the HMG but with a further team rolls 3 dice getting 2,5,6. The 6 is re-rolled but
+1 to the target number for the range. With only only comes up with a 2 so there are no hits. It only
1 attack dice needing a 6 to hit he does no more takes 2 to fire the LMG at full effect as it is a Support
damage to the enemy. On the far side of the table Weapon (2) so the third man in that element fires
the LMG team fire but have no luck. his rifle. He will have exactly the same chance to
hit but only rolls 1D6 which misses,
Moving directly on to the moving fire phase the
German player may target the two MG teams
that have just opened up on them. Note that if
the French player had waited until the moving fire
phase to shoot the ‘Ambush’ rule would have meant
he was not a valid target until the next firing phase.
For purposes of this example its easier to show how
moving fire works now.

German elements 3 and 4 will fire at the heavy


machine gun team ion the hill. The player can carry
this out in any order he likes and does not have to
declare the target for each element before rolling.
In this case there is nothing else to fire at though!

The LMG team are calculated first, the basic to hit


and kill numbers are taken from table 6.2 according

54
increases their target number by 1 point - they need
to roll 5 or greater on a D6 to pass. They actually
4
get a 2 and immediately become suppressed.

The French player now takes his test for the HMG
element - again they are morale 4 with 1 loss
meaning that they would need a 5 or greater to
pass. However, the element has the Leader with
3
it and he grants them a -1 modifier to their target
number taking it back down to a 4. The actual roll
is a 3 so the HMG element would be suppressed
- the french player decides that he needs to pass
this test and declares that he is using the leaders re-
roll. A leader will have a limited number of re-rolls
available each game - in this example just the one
1 - this re-roll can be failed morale or rally tests. The
French player re-rolls the morale tests and this time
passes with a 4.

As there are no enemy troops within 4” of each


other there is no close combat phase and the Turn
The fire modifiers are kept the same but the amount end phase simply consists of removing any order
of attack dice are varied for particular types of markers from all elements on both sides.
weapons. This allows players to simply work out
the chance to hit for one type of weapon and after
that its a simple matter of seeing if the other types Turn 2
are in the same range or not for a +/- to the chance.
Space is not going to permit a full run through turn
The other element (4) had 5 figures in LOS of the 2 so briefly the spotting phase reveals a second
HMG, one of which is armed with an SMG, the dummy marker but not the final one or the element
others with rifles. One of the figures became a in the building.
casualty in the stationary fire phase and so will not
be able to fire in the moving fire phase. This leaves
3 riflemen at close range needing the same 7 to hit
as the LMG team and one chap armed with a SMG
who will need 8 to hit as he is at long range. The
actual rolls result in a single hit on the HMG team
which is then converted into a kill.

Because there is a leader in the element that has


just taken losses the German player gets to roll to
see if that figure must be removed as a casualty. It
isn’t so the French player removed one of the HMG
crew - though he has the choice of which figures
become casualties so could have taken the leader
instead if he wished.

After the firing is complete the turn moves on to the


morale phase, this is where any element that has
taken losses must check morale. In our example
both German element 4 and French element 1 lost
a figure each so must test.

Taking the Germans first - their starting morale value


is a 4 and that is the target number they need to
pass the test. They have lost one figure and so that

55
The Rally phase only applies to the single German Sergeant as one of the 2 casualties because he is
element that is suppressed. The chance to rally is in line of sight of the LMG and is a valid target. If
simply the starting morale of the element modified he had been out of range or LOS then there would
by +1 for currently being in bad morale less any have been no need for a leader casualty test.
leader modifiers. In this case there are no leader Unfortunate for the German player as he was sure
modifiers so the German player needs to roll 5 or 6 to need the Leaders bonus and re-roll to pass the
to recover from suppressed back to good morale. forthcoming morale test...
He fails, element 4 remains suppressed and the
German player makes a mental note to move the The remaining German troops will not be able to fire
leader closer so that he can help in the next rally in the Moving Fire Phase because they moved At
attempt. the Double so we swiftly come to the morale phase.
The starting chance to pass the test if 4+ which
For the sake of this example the only movement is the base German morale, that target number is
carried out by either side was for the German increased by +1 for each loss the unit takes this turn
player to rush forward on the right. He uses an At so they will need a 6 to pass. If the Leader had still
the Double order to get within a few inches of the been alive it would have been 5+ with a re-roll. The
French LMG team as shown in the image below. actual roll is a 4 and squad 5 becomes suppressed
in front of the LMG
team in a pretty crappy
position indeed.
2
5 During the close combat
phase any troops that
are within 4” of the
enemy have the option
to try to close with them.
They may only do this if
they are in good morale
so the suppressed
German troops will not
get a chance to do so. If
the French commander
were crazy enough he
could charge out of his
sandbag bunker and
attack the German rifle
Moving onto the Stationary Fire Phase the French squad - he chooses not to. The Close Assault
LMG team will obviously want to fire. It does so with system is quite brutal and allows troops that are
3 dice for its LMG, the normal chance to hit is 4+ near to each other to attack with close range fire,
as the target is in the open. This target number is grenades, bayonets and pretty much anything else
modified by -1 because the target is moving in the that comes to hand. Figures that make contact with
open and fired upon using stationary fire and by a the enemy as well as those in close proximity get to
further -1 as the target is fired upon while using an fight, there is no ganging up on one or two figures
At the Double order resulting in a hit number of 2+. and by the end of a CA only one side will be left
The French player rolls 3 dice and scores 3 hits, two in possession of the ground - the other flees or is
of those are then converted into kills on 4+ so the killed/captured.
German player needs to remove 2 of his figures as
casualties. Hopefully the run through of a few actions has
shown how the rules work and the order in which
One of the troops attached to element 5 is a leader actions are carried out. The best thing to do is to
so there is one more stage to this firing - the French put a few figures on the table and play through a
player will get to roll to see if the leader is one of couple of simple turns and then re-read the rules.
the figures that must be removed. Normally this is
simply a roll of 6 on a D6 but because there were
2 casualties that is modified to 5-6. The roll comes
up a 5 and the German player must remove the

56
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57
3.1 Turn Order
Spotting Phase
Roll to spot hidden elements within LOS.
(Both Sides - simultaneous)
Rally Phase Both players roll to rally suppressed or broken elements.
(Both Sides - simultaneous) Compulsory movement for unrallied broken troops.
Roll for initiative Highest roll chooses to move first or second.
First Side Movement Second side places Opportunity Fire markers
Second Side Movement First side places Opportunity Fire markers
Stationary Fire Phase Fire with elements that have not moved including all Indirect and
(Both Sides - simultaneous) Opportunity Fire.
Moving Fire Phase Fire with elements that have carried out a Move & Fire or Cautious
(Both Sides - simultaneous) Advance order.
Morale Phase
Check morale to suppress, break or disperse elements.
(Both Sides - simultaneous)
Melee Phase Close Assault enemy within 4”. Initiative winner decides the order
(Both Sides) that melee is carried out.
End Turn Phase Check for Victory, roll for game end, remove order markers,
(Both Sides - simultaneous) smoke, Force Morale, objective status.

4.1 Element Orders


At the Double (A) 12” Movement allowance
but may not fire.
Move & Fire (M) 8” Movement allowance
and may fire.
Cautious Advance (C) 4” Movement allowance
Only one order per element per turn. Broken troops
and may fire.
may not be issued any orders. All figures within the
Fire (F) Opportunity, Stationary, element are assumed to be acting under that order
Indirect HE fire. - even if they do not carry out the action.

6.2 Hit & Kill Table


In the Open Light Cover Heavy Cover Reinforced Cover
To Hit 4+ 5+ 5+ 6+
To Kill 4+ 4+ 5+ 5+
Determine the target number by the cover that the target occupies, to hit roll is modified by table 6.3, to kill
roll is only modified by special weapons or HE.

6.3 To Hit Modifiers. Small Arms and Direct HE fire


Hindrance +1 For each instance
Stationary Fire Vs movement in open -1 Does not apply to Direct HE Fire
Target is using At the Double movement -1 Does not apply to Direct HE Fire
Long range Fire +1
SW lack of crew +1 For each crewman less than full.
Moving and firing +1
Suppressed troops firing +1
Target is Uphill from firer +1
Green Firing +1
Veteran Firing -1

58
8.2 Indirect HE Fire Targeting Table
Attached HE 3+ Smoke 1+
Direct HE 4+ Smoke 2+
General HE 5+ Smoke 3+

Hindrance between spotter & target +1 each


Veteran firer or spotter -1
Green firer or spotter +1
Suppressed firer or spotter +1
Subsequent attempts at same point -1 (Not cumulative)
SW lack of crew +1 For each crewman less

Place Call Fire marker at target location. Roll to see if the fire is on target - if it is then turn marker over to
Fire for Effect and carry out attacks. Use table 6.2 for the basic hit chance according to the cover that the
target occupies, modify the hit and kill target numbers by table 8.3 and the HE weight.
May continue fire at the same spot as previously if there are still targets in the area of effect, no roll required.
May adjust fire by up to 4” if firer can see the new location and it is touching enemy figure.

8.3 Indirect HE Situation Modifiers


Target is in woods Due to tree bursts the starting hit and kill target numbers
are 4+/4+.
Target is in multi level building +1 to the to hit and to kill target number for each floor or
roof level above the figure.
Behind linear Obstacle Cover counts if the centre of the blast area is on the
opposite side of the obstacle.
Suppressed or lack of crew firing +1 to hit/+1 to kill

9.1 Close Combat Table (4+) 3.2 Turn End


Green +1 Check for automatic victory according to scenario
Veteran -1 guidelines.
Suppressed +1 Roll for game end if the allotted number of turns
have passed.
An unsuppressed element may initiate CA if within
4” of the enemy. Declare all CA before moving any Remove all order markers for both sides.
troops - the target may react by up to 4” as if CA. Remove Smoke +2 counters, flip Smoke +4
counters to their Smoke +2 side.
10.1 Morale Modifiers Check Force Morale and if at Force Break Point
roll appropriate morale tests.
Each ‘kill’ on the unit during this test +1
Change status of objective markers.
Leadership Bonus (Not severe tests) -?
Rally while suppressed or broken +1
11.1 Spotting Table (5+)
Morale levels :
Good - Suppressed - Broken - Dispersed Counter is 4” or less Automatically spotted
away immediately.
Hindrances +1 each
16.1 Game End Table
Counter is over 16” +1
Variable End Turn # 1 away
Variable End Turn # +1 1-3
Variable End Turn # +2 1-5 Elements may be placed in hidden deployment in
the open only if they are outside LOS of all enemy.
Variable End Turn # +3 Auto Revealed immediately upon coming into LOS.

59
6.1 Small Arms Table
Weapon Close Range Long Range Attack Dice Notes* & Points
Pistol 6” NA 1 0
Sub machine Gun 6” 12” 2 4
Carbine 12” 24” 1 4
Rifle 12” 30” 1 4
Semi Auto Rifle 12” 30” 1.5 6*
Assault Rifle 12” 24” 2 9
LMG 24” 48” 3 SW (2) 25
HMG 24” 60” 5 HSW (3) 49
Flamethrower 6” NA 5 16*
Sniper Rifle 30” NA 1 9*
Anti-Tank Rifle 24” 48” 1 9
Shotgun 6” NA 2 1

8.1 HE Weapons Table


Weapon Close Long Attack HE Kill Target Mortar Points
Range Range Dice Modifier Area Min/Max Dir/Indir
Panzerfaust 30K 6” NA 2 0 N/A N/A 1
Panzerfaust 30 6” NA 3 0 N/A N/A 4
Panzerfaust 60 6” 9” 3 0 N/A N/A 9
Panzerfaust 100 6” 12” 3 0 N/A N/A 9
Panzerfaust 150 6” 15” 3 0 N/A N/A 9
Bazooka 6” 18” 3 0 N/A N/A 9
Panzerschrek 6” 18” 3 0 N/A N/A 9
PIAT 6” 15” 3 0 N/A N/A 9
0-40mm 24” N/A 2 0 2” 6”/60” 16/16
41-60mm 24” N/A 3 0 2” 6”/60” 25/25
61-80mm 24” N/A 3 -1 3” 12”/120” 36/49
81-100mm 24” N/A 4 -1 3” 12”/120” 49/64
101-120mm 24” N/A 4 -2 4” 18”/180” 64/100
121mm+ 24” N/A 5 -2 4” 18”/180” 81/121

Semi Auto Rifles. Each has 1.5 attack dice, calculate all of the weapons firing and add the total AD before
rounding down to the next lowest number. For example if 3 troops are armed with Semi Auto rifles they
would have 4.5 attack dice, rounded down to 4.

Flamethrowers. Flamethrower attacks will always hit with all 5 attack dice, there is no need to roll to
hit. The to kill target number for flamethrower attacks is 4+, there are no modifiers to this kill roll. A
flamethrower only has enough ‘ammunition’ for 2 shots - after this it may no longer be used and the figure
carrying it uses his secondary armament.

Sniper Rifle. Snipers may choose the exact figure that they are going to shoot at, the shot will always
count as though it is close range no matter what the actual distance. If a sniper is firing from a hidden
placement counter then he does not have to be revealed after he has fired though he may be spotted as
normal in the spotting phase. Snipers may target leader figures.

60
1 2 3 4 5 6 7 8 9 10 11
12 13 14 15 16 D D D D D D
D D D D D D D D D D
1 2 3 4 5 6 7 8 9 10 11
12 13 14 15 16 D D D D D D
D D D D D D D D D D
M M M M M M M M M M M
M M M M M M M M M M M
M M M M M M M M M M M
C C C C C C C C C C C
C C C C C C C C C C C
CF CF CF CF CF CF CF CF CF CF CF
11 10 9 8 7 6 5 4 3 2 1
LVL LVL LVL LVL LVL LVL LVL LVL LVL LVL LVL
1 1 1 1 1 1 1 1 1 1 1

B B B B B B B B B B B
B B B B B B B B B B B
B B B B B B B B B B B
Rate of Fire counter sheet 1 - Front
Permission granted to copy for personal use only.
61
? ? ? ? ? ? ? ? ? ? ?
? ? ? ? ? ? ? ? ? ? ?
? ? ? ? ? ? ? ? ? ? ?
? ? ? ? ? ? ? ? ? ? ?
? ? ? ? ? ? ? ? ? ? ?
? ? ? ? ? ? ? ? ? ? ?
F F F F F F F F F F F
F F F F F F F F F F F
F F F F F F F F F F F
A A A A A A A A A A A
A A A A A A A A A A A
FFE FFE FFE FFE FFE FFE FFE FFE FFE FFE FFE
1 2 3 4 5 6 7 8 9 10 11
LVL LVL LVL LVL LVL LVL LVL LVL LVL LVL LVL
2 2 2 2 2 2 2 2 2 2 2

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
Rate of Fire counter sheet 1 - Back
Permission granted to copy for personal use only.
62
+
+

OP OP OP OP OP OP OP
1 2 3 4 5 6 7
OP OP OP OP OP OP OP
8 9 10 11 12 13 14

1 +4 +4 +4
SMOKE SMOKE SMOKE
2 2” 2” 2”
HSW FIRE
ARC 3 +4 +4 +4
SMOKE SMOKE SMOKE
HSW FIRE
ARC 4 3” 3” 3”
HSW FIRE
ARC 5 +4 +4 +4
SMOKE SMOKE SMOKE
HSW FIRE
ARC 6 4” 4” 4”
Rate of Fire counter sheet 2 - Front
Permission granted to copy for personal use only.
63
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Crusader USA for customers in the US and Canada, Crusader UK for everywhere
in the world outside of the US.

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OP OP OP OP OP OP OP
7 6 5 4 3 2 1
OP OP OP OP OP OP OP
14 13 12 11 10 9 8
+2 +2 +2
SMOKE SMOKE SMOKE
2” 2” 2”
+2 +2 +2 HSW FIRE
ARC
SMOKE SMOKE SMOKE
HSW FIRE
3” 3” 3” ARC

+2 +2 +2 HSW FIRE
ARC
SMOKE SMOKE SMOKE
HSW FIRE
4” 4” 4” ARC
Rate of Fire counter sheet 2 - Back

64 Permission granted to copy for personal use only.


Inside back Cover - full page advert from
Offensive Miniatures
Rate of Fire are a set of WWII
skirmish rules suitable for
miniatures from 15mm through
to 40mm. Each player can quite
easily control 30-40 figures and
complete a game within a few
hours. The game mechanics
have been designed to be fast
and simple but with the emphasis
on troop quality, command and
morale. Suppression, force
morale, opportunity fire and
staggered fire phases mean that
you will need to use historical
tactics to achieve your goal -
charge headlong against the
enemy hoping for the best and
you are in serious trouble!
The rules deal primarily with infantry actions, as well as everything you would
expect from an infantry skirmish game there are rules for smoke, artillery, direct
and indirect HE fire, leader abilities and re-rolls, mines, obstacles, specialised
weapons and more.
Rate of Fire suitable for setting up historical scenarios or as a points based
game where both sides bring along a balanced force and fight it out for victory
objectives. The rule book includes 3 introductory scenarios and a comprehensive
points system so that you can calculate the value of any force without having to
rely on ‘official’ supplements.
All of the charts, tables and counters are provided in the rule book and are also
available to download from the Crusader Publishing web site. The rules cater
for head to head games as well as large multi player affairs so no matter what
period or theatre of WWII you are interested in Rate of Fire has it covered.

www.crusaderpublishing.com

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