253Player aids
Artillery
1. Select the Aiming Point
2. Roll to Range In on the Target
3. Position the Template
4. Roll to Hit
5. Roll Saves
6. Pin Down Hit Platoons
Select the Aiming Point
Aiming Point must be an enemy
team.
Roll to Range In on the Target
Spotting team must have Line of
Sight to the Aiming Point.
Three attempts to range in.
Mortars re-roll first failed
attempt.
Target Score Needed
Conscript 2+
Trained 3+
Veteran 4+
Add +1 to the score needed if:
Concealed
Gone to Ground
Company Command spotting
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Roll to Hit
Roll to hit all teams under or
partly under the template.
Artillery Score Needed
Conscript 5+
Trained 4+
Veteran 3+
Add +1 to the score needed if:
ranged on the second
attempt.
Add +2 to the score needed if:
ranged on the third attempt.
Add +1 to the score needed if:
only one weapon firing.
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Roll Saves
Roll saves as for shooting, but use
Top armour rating for vehicles.
Pinned Down
One artillery hit = Pinned Down.
Air Support
Starting Step
1. Roll for Air Support
2. Select the Aiming Point
Shooting Step
1. Conduct Anti-aircraft Fire
2. Roll to Range In on the Target
3. Roll to Hit Teams
4. Roll Saves
5. Pin Down all Hit Platoons
6. Aircraft Return to Base
How Many Aircraft
Score Number of Aircraft
1 or 2 1
3 to 5 2
6 3
Roll to Hit
Use aircraft weapon’s To Hit rating.
Add +1 to the score needed if:
ranged on the second
attempt.
Add +2 to the score needed if:
ranged on the third attempt.
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Roll Saves
Roll saves as for shooting, but
use Top armour against bombs &
rockets, Side armour against guns.
Conduct Anti-aircraft Fire
Roll one Skill Test to hit per ROF.
Roll Firepower to Destroy per hit.
Roll for Air Support
Level Air Support Pool
Priority 7 dice
Limited 5 dice
Sporadic 3 dice
Ground Attack arrives on 5+.
Fighter Interception arrives on 6.
Reduce Air Support Pool by
1 after each attempt to call
support.
Select the Aiming Point
Aiming Point must be an enemy
team. Place lead aircraft
6”/15cm back, rest 6”/15cm
diagonally back.
Roll to Range In on the Target
Must abort if friendly team
within 16”/40cm.
Three attempts to range in.
Target Score Needed
Conscript 2+
Trained 3+
Veteran 4+
Add +1 to the score needed if:
Concealed by woods
Gone to Ground
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United StateS
Automatic Ries: No +1 to hit for moving or Pinned Down. Re-roll
misses in Defensive Fire unless Pinned Down.
Dismounting MG’s: Dismount as M2 .50 cal MG or LMG team.
Excellent Communications: Platoon commanders may spot for artillery.
Hit ’em With Everything: Observer can range in other batteries while
calling All Guns Repeat!
Mounting HMG’s and LMG’s: Fire from side of half-track as MG.
Stabilisers: Shoot at full ROF when moving with a +1 penalty to hit.
Tank Destroyers: Use Cautious Movement, Disengage, and Break Off
rules, and may be held off table.
Time On Target: Re-roll saves if artillery range in on first attempt.
Truscott Trot: Infantry moves 16”/40cm At the Double.
Under Command: Commanders have no +1 to range in if spotting.
Germany
Armoured Rocket Launcher: Can Stormtrooper after firing.
Mission Tactics: Destroy another team within Command Distance
instead of Platoon Command team.
Mounted Assault: Transports may Charge into Contact and fight as
Tank team in first round. Passengers dismount to Counterattack.
Kampfgruppe: Create new platoon.
Recoilless Guns: Not Concealed if shooting. Cannot fire in buildings.
Schürzen: Extra 4+ save against side hits from Firepower 5+ or 6.
Stormtroopers: Pass a Skill Test to move 4”/10cm instead of assaulting.
Stuka zu Fuss: Start with 6 weapons. Lose 1 per failed range-in attempt.
Tiger Ace: Extra skills for Tigers.
BritiSh
British Bulldog: Re-roll failed Motivation Tests to Counterattack.
Carry On, Sergeant: A leaderless platoon may still Counterattack.
Eight-gun Batteries: Each troop is a separate platoon both can use
Staff team if within Command Distance.
Night Attacks: Infantry Company may attack at night.
Mike Target: Target re-rolls saves from All Guns Repeat!
Rounds on the Ground: If firing both Gun Troops, may re-roll misses or
use a double-width template.
Semi-indirect Fire: Re-roll misses over 16”/40cm when stationary.
Tally Ho!: No penalty for moving under 16”/40cm. Only turret facing
matters for front or side shots.
Tip and Run: Skill Test to retire 4”/10cm if shot at instead of assault.
Tow Hooks: Can tow 6 & 17 pdr guns.
Vehicle machine-GUnS
Vehicle MG: Range: 16”/40cm, ROF 3, Anti-tank 2, Firepower 6.
.50 cal Vehicle MG: Range: 16”/40cm, ROF 3, Anti-tank 4, Firepower 5+.
SoViet
Big Battalions: Bombardments with 9+ guns use double-wide template.
Centralised Control: Companies are platoons, battalions are
companies.
Hen and Chicks: If any tank moves more than 6”/15cm none can shoot.
Inltration: Scouts may Infiltrate up to 16”/40cm when attacking
Komissar: May Destroy a friendly team to re-roll Motivation Tests to
Rally, Counterattack, or Platoon Morale Check.
Limited Vision: Add +1 to hit when shooting to side or rear.
Cupola: No penalty for Limited Vision.
Inltration: Maximum ROF of 1.
Mixed Battalions: Bombardment with 3 or more 122 mm howitzers is
Anti-tank 4 and Firepower 4+.
Quality of Quantity: Company with 15 Infantry or Gun teams requires 10
hits to Pin Down.
Roll Up the Guns: Medium and Heavy Gun teams move as Light.
Tankodesantniki: SMG tank riders can fight from the tank’s deck.
Unarmed: May not shoot. Re-roll hits in assaults.
moVement
Amphibious: Water is Difficult Going.
Fast Tank: Moves 32”/80cm At the Double.
Horse Artillery: Fire at full ROF after unlimbering
Light Tank: Moves 16”/40cm on Roads or when going Cross Country.
Mountaineers: Can double across steep hills. Mountains are Difficult
Going. Cliffs are Skill test to cross.
Overloaded: Bog Down on 1 or 2.
Portee: Vehicle’s gun may dismount.
Slow Tank: Only moves 8”/20cm.
Unreliable: Breaks down on 1 if moving At the Double, or when Freeing
from Bogged Down.
Very Slow Tank: Moves 6”/15cm.
Wide Tracks: Roll 4+ to immediately free from Bogging Down.
ShootinG
Awkward Layout: No move and fire.
HMG Carrier: Fire as MG when moving or HMG if stationary.
Improvised Armour: Extra 5+ save against Firepower 5+ or 6 weapons.
No HE: Can only hit vehicles.
Passenger-red Weapons: Must have passengers mounted to fire.
Protected Ammo: Crew may re-roll to remount Bailed Out vehicles.
Recoilless Guns: Not Concealed if fired.
aSSaUltS
Tank Assault: Gives Anti-tank rating in assaults.
Improvised Tank Assault: Teams are Destroyed if they roll a 1 to hit.
Number of Weapons
1 or 2 Re-roll hits
3 to 5 Normal
6 or more Re-roll misses
Rocket Launchers
No to hit penalty for ranging in.
Number of Aircraft
1 Re-roll hits
2 Normal
3 Re-roll misses