Term
Artillery/Cannons
- Direct Fire Range Bands: 4 each (H/VH: 6 each)
- M/UL/F or F/L/Move: <Heavy only
- Rout from combat: <Heavy only
- Melee: Surrender
- HE: Light: 2 TE in hex
- Med: 1 Red in hex
- Hvy: 1 Red +1 TE to one item around hex
- VH: 2 Red +1 TE to two items around hex
|
|
Definition
|
|
Term
Building Damage: Direct Fire HE and Fires
- If shot wt < blg wt: roll red cause 1 hit to bldg
- If shot same wt: 1 hit
- shot 1 higher: 2 hits
- shot 2 higher: 3 hits etc.
Burning Fires:
- Roll red (on any hit to a burnable building):
- Set timer: (each level +1 turn):
- 3 turns wood
- 5 turns mixed
- Flamethrowers automatically start a burn.
|
|
Definition
|
|
Term
Building Damage: Bombs
Wood or Mixed Construction only. Check for fire.
- if 2 stories or less:
- shot penetrates to ground floor
- 2nd floor unusable
- check for fire at ground floor.
- if 3 stories or more:
- Med: top floor unusable
- Heavy: 2 top floors unusable
- VH or greater: 3 top floors unusable
|
|
Definition
|
|
Term
Building Damage: Small Arms
For Wood and/or Mixed Structures up to 2 levels: Structures are automatically hit at all ranges for the weapon.
- Check for Structure damage: Firer wt class:
- 1 wt class lower (minimum): Roll red = 1 structure hit/CnC for 1 interior hit.
- wt class equal: Roll blue = 1 structure hit/Red for 1 interior hit.
- Wt class 1 greater: 1 structure hit/Blue=1 interior hit.
- Wt class 2 or more greater: 2 structure hits/Auto 1 interior hit
|
|
Definition
|
|
Term
Terrain Effects
- Leaving Road at full speed: check for bog
- Each level of obscurity: -1 CP
|
|
Definition
|
|
Term
Small Arms Ranges and Notes
- 3 hex per band (Auto, Color, Code, CnC)
- MGs: +1 CB, +1 hit, +1 range band. Spray up to 2 hex with TE hits instead.
- HMG: same but hit two adjacent hexes with one hit each, or 2 hits in one hex (choice). Spray up to 3 hex with TE hits instead.
- Fire at Flank/Rear: +1 CB
- Not moving: +1 CB
- ATR and US .50 cal: damage as VLAT
|
|
Definition
|
|
Term
Partisans
- Guidance and Reveal abilities: 6 hex sphere around each stand: Roll Blue for any Hidden items to be found.
- On second hit are removed from play
- Cause only TE hits
- Auto-reposition instead of overwatch fire (choice).
|
|
Definition
|
|
Term
Movement
- Fire after moving: -1 CP (or foot fire while moving)
- Road: +1/2 round up
- Limber/Unlimber: +1 TE
- Foot: 3 hex per move
- Run: +1 hex (roll blue= +1 fatigued)
- Mounted: +2 hex
- Tracked:
- Wheeled
- 4 3 2 1 - (half-tracked same as tracked)
|
|
Definition
|
|