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A las Barricadas! (1st Edition)

A las Barricadas! (1st Edition) Rulebook

Table of Contents

Table of Contents

  • 1. Introduction
  • 2. Game Components
    • 2.1 The Game Board
    • 2.2 Counters
      • 2.2.1 Combat units
      • 2.2.1.1 Land combat units
      • 2.2.1.2. Air units
      • 2.2.2 Markers
    • 2.3 Scenarios
    • 2.4 Fractional Numbers
    • 2.5 Computing distances.
  • 3. Sequence of play
    • 3.1 Command Phase
    • 3.2 Initiative Phase
    • 3.3 Activation Phase
    • 3.4 Implementing Activations
    • 3.5 Marker Removal Phase
  • 4. Stacking
  • 5. Movement
    • 5.1 Movement Points
    • 5.2 Movement types
    • 5.3 Double Time
    • 5.4 Movement via Paved Road or Trail
    • 5.5 Transported and Towed Units
    • 5.6 Movement at Night or in Fog
    • 5.7 Cavalry Charges
    • 5.8 Routing and retreats after losing a close-assault
      • 5.8.3 Surrender
      • 5.8.4 Leaving the map
  • 6. Sighting
    • 6.1 Line of Sight (LOS)
      • 6.1.1 Line of Sight along slopes.
      • Blocking hexes
  • 7. Officers
    • 7.1 Hits on Leaders
    • 7.2 Replacement of Leaders
    • 7.3 Coordination of leaders
    • 7.4 Commissars and Chaplains
  • 8. Attack
    • 8.1 Artillery
      • 8.1.3. There are two forms of artillery attack, namely:
    • 8.2 Attack Resolution
    • 8.3 Allocation of hits and step loss resolution
    • 8.4 Effect of step losses on fire factors.
  • 9. Close Assault
    • 9.1 Pre-assault morale check
    • 9.2 Defensive fire
    • 9.3 Assault Resolution
    • 9.4 Armored assault
      • Assault resolution
    • 9.5 Anti-armor assault
  • 10. Morale of units and commands
    • 10.1 Command morale checks
    • 10.2 Unit morale checks
    • 10.3 Rout
      • 10.3.2. Fire against routing units
      • 10.3.3. Assault against routed units
    • 10.4 Rallying routed units.
  • 11. Aviation
    • 11.1 Air missions
    • 11.2 Anti-aircraft points
  • 12. Improved positions, barbed wire and roadblocks.
    • 12.1 Improved positions
    • 12.2 Barbed wire
    • 12.3 Roadblocks
  • 13. Terrain
    • 13.1 Open terrain
    • 13.2 Roads and trails
    • 13.3 Broken terrain
    • 13.4 Built-up area
    • 13.5 Light woods
    • 13.6 Woods
    • 13.7 Hills
    • 13.8 Dispersed buildings
    • 13.9 Marsh
    • 13.10 Major river
    • 13.11 Minor river
    • 13.12 Orchards/Fields

1. Introduction

On 18 July 1936, various generals in the Spanish army rose up against the government of the Second Republic. The failure of the coup as it had been originally planned gave way to a civil conflict between the defenders of the democratic government and the backers of the military coup. Machado’s two Spains fought each other for nearly three years in a battle which reflected the political and social tensions affecting the world at that time.

The opposing armies were very different: on one hand, the Republican army possessed a limited number of professional soldiers and many popular militias belonging to political parties and labor unions. To this were added the International Brigades, formed from foreign volunteers of diverse origin; a fighting force which was highly motivated, but poorly coordinated and typically poorly organized. On the other hand, the Franco´s army had most of the professional military, along with Carlist and fascist militias, many native Moroccan troops, and the volunteers of the Condor Legion and the Corpo Trupe Voluntarie, sent by Hitler and Mussolini, respectively.

From a military point of view, the Spanish Civil War presaged the global conflict which would soon erupt. In the mid-1930s, military high commands from all over the globe theorized on the possibilities of motorized armies and “lightning war”. Both Nazis and Soviets rehearsed armored tactics in Spain, and tested various types of weapons. In addition, the importance that air superiority would have on all later conflicts was made clear. All of these elements make the Spanish Civil War a fascinating conflict from an historical point of view and with regard to military strategy.

To the Barricades!, the first title in the War Storm series, is a game which attempts to simulate, at platoon and company level, the battles which took place on the different fronts of the war. The rules are oriented towards the tactical simulation of combat involving armored vehicles, infantry, artillery, and aircraft, and as such they are especially suited to represent almost any 20th century armed conflict as it actually happened.

2. Game Components

2.1 The Game Board

The game is played on a board formed by one or more maps that abstractly represent the locations in which the various battles took place. A hexagonal grid has been superimposed on the terrain to facilitate movement and combat.

Each hexagon (hereafter hex) represents an area approximately 150 to 200 meters across. The terrain types represented on the board and how they affect movement and combat are explained elsewhere.

Each map has a letter which identifies it and which is used to number its hexes. E.g., hex A413 is on map A.

Each of the maps has an arrow indicating north, which is only used to resolved the effects of Off-Board Artillery (8.1.4). Each individual scenario lists the maps used therein and their relative orientation

2.2 Counters

There are two types of counters: combat units and markers.

2.2.1 Combat units

Combat units are playing pieces that represent officers, troops, weapons, etc. In the upper left corner and, in some cases, in the lower left corner can be seen a flag which serves to identify the side and faction to which the unit belongs.

On the Republican side, the factions include:

  • The Republican Peoples Army; this includes the Eusko Gudarostea/Basque Home Guard (flag with a white cross and green ‘X’ on a red field) and the Exèrcit de Catalunya/Army of Catalonia (flag with four red stripes on a yellow field).

  • The International Brigades

  • Pioneers

  • Carabineros

  • Guardia Civil/Civil Guard

  • Militia, which can be Communist (flag with hammer and sickle on a red field) or Anarchist (red and black flag)

On the Nationalist side (flag with two red stripes and a coat of arms), the factions include:

  • National Regulars, or National Army: this includes the Legion, regulars, the Ifni Rifles and other African troops.

  • CTV or Italians

  • Pioneers

  • Carabineros

  • Guardia Civil/Civil Guard

  • Militia, which can be Requetés (Carlists) or Phalangists Combat units, except officers, have two sides: one full-strength and one reduced (marked by a red stripe). All land combat units, apart from officers, have three steps if they have suffered no damage and are on their full-strength side.

Casualties suffered in combat are represented by the loss of steps. The first step lost is indicated by placing a hit counter on the unit. When a unit loses its second step, remove the marker and flip the unit to its reduced side. When a unit loses its third step the unit is completely eliminated and removed from the board.

There are two kinds of hit markers: Those on which a number with the image of R. Capa’s “The Death of a Militiaman” is depicted and those divided diagonally into red and black halves, the latter of which are used for combat units which have two attack types.

Combat units have one or two boxed numbers which display their fire factors (FF), with their range in superscript, and are color coded by attack type (see section 8. Attack)

2.2.1.1 Land combat units

These include:

  • Officer, Commissar and Chaplain units

  • Troop units: These represent groups of between 30 and 40 soldiers, that is, approximately one platoon. Troop units may be of two types:

  • Infantry

  • Cavalry

  • Weapons units: These represent groups of 3-4 weapons or vehicles with their accompanying crews (20-25 soldiers). Weapons units may be of the following types:

  • Unarmored

  • Machineguns

  • Mortars

  • Artillery

  • Anti-tank guns

  • Infantry guns

  • Anti-aircraft guns

  • AFVs (Armored Fighting Vehicles):

  • Tracked:

  • Tanks

  • Self-propelled guns

  • Wheeled

  • Armored cars

Land combat units are grouped into commands: one command is a collection of land combat units which are under the command of the same officer.

2.2.1.2. Air units

  • Air units represent half a squadron of aircraft and are can be either Bombers or Close Support.

2.2.2 Markers

Markers are used in the game to provide information to the players regarding the status of combat units, the number of hits they have suffered and other significant data. The rules indicate when one should mark combat units or hexes and with which kind of marker.

2.3 Scenarios

These provide all the information needed to simulate a brief combat or skirmish that occurred during the Spanish Civil War. Each scenario card includes the following:

  • The historical introduction. This provides the name of the battle and information about it, with the dates and participating units.

  • Order of battle. This indicates, separately for each side, which specific combat formations are represented in the scenario. For example: “Elements of the 11th Mixed Brigade, 35th Division.”

The scenario card indicates the place of entry or deployment of the combat units for each side. For example: “Deploy in or adjacent to hexes D1314 and 1211.” The card also indicates which side of the map belongs to each player.

There follows an enumeration of the units that each side uses in the scenario.

Example 1: 1 x Officer; 3 x Republican infantry; 1 x UNL-35 (x2). This indicates that one should take from the counter mix one Republican infantry officer, three infantry units, and one vehicle of type UNL-35. The (x2) in parentheses indicates that the OOB consists of two identical commands with the same composition. Regarding the selection of participating units, one should collect all the Republican infantry officers (in this case, six with the IDs G-H-I-J-K-L) and place them in an opaque container. Draw one blindly and then take the three infantry units with the same ID and one vehicle of type UNL-35, which does not have an ID since it does not normally belong to a specific command but is added to this command for this scenario. Then repeat this process again as the scenario indicates that two identical commands are used in this scenario.

1 x Officer; 2 x Republican MMG. Take the two Republican MMG officers (IDs Q-R), place them in an opaque container, draw one and then take the two MMGs with the same ID as the officer.

1 x Officer; 3 x Republican Infantry (x3). Repeat the same process used for the other Republican infantry units: place the three remaining Republican infantry officers in the container, draw one leader and take the three infantry units with the same ID. Repeat this two more times. At the end of the process there will remain one officer in the container.

1 x Commissar. Place the three political commissars in the container and draw one of them.

Finally, each side may have additional markers. For example, 3 x Improved Position. These improved positions are active from the beginning of the scenario, protecting three combat units selected by the player.

  • Map orientation: This illustrates the correct layout of the maps that form the game board used in the scenario. The letters on each map are used to ensure the correct orientation of each. The arrow to one side indicates which side of the game board is north, which is used in case of retreats after losing close assaults.

  • Victory conditions: These indicate what each player must do to win the scenario.

  • Duration of the scenario: The game ends after the indicated number of turns have been completed, although in some cases a player may win by achieving his victory conditions on any turn before the scenario ends.

  • Special rules: Rules that apply only in the scenario in which they appear.

  • Anti-aircraft points and air units, if any.

  • Historical results: A brief description of what happened during the actual battle.

2.4 Fractional Numbers

During the game it is sometimes necessary to divide two numbers, which may result in fractions. In such cases, reduce to whole numbers and discard any remainder. For example, a result of 1.5 hits is converted to 1 hit, while 0.8 hits has no effect. Exception: If one is increasing the movement in a cavalry charge or calculating fire factors (see 5.7 “Cavalry charges” and 8.2c “Attack – long range fire”), always round up. For example, if a unit has a halved fire factor of 2.5, this becomes a 3.

2.5 Computing distances.

All distances in ALB are measured in the same manner: Do not include the hex from which the distance is counted, but do count the hex to which you are counting. In this way, two adjacent hexes are one hex distant from each other.

3. Sequence of play

Each scenario is divided into turns. Each turn represents the passage of about 12-15 minutes, during which both players may take various actions. Each turn is divided into the following phases:

  • Command phase

  • Initiative phase

  • Activation phase

  • Marker Removal phase

3.1 Command Phase

In actual combat, officers order the troops that are under their command to perform actions at any given moment, for which purpose they employ various means such as acoustic signals (e.g. whistles), optical signals, verbal instructions, written orders, etc. Logically, the troops have to be within a certain distance from their commanding officer to receive his orders. This distance is determined by the “command range” of the officer (the number in the upper right hand corner of the officer’s counter). At the beginning of each turn, both players must determine which of their land combat units are “in command” and which are “out of command.”

Those units that are within the command range of their officer are in command. They are out of command, and marked as such, if they are out of command range.

Command range is measured as indicated in section 2.5, so that, for example, an officer with a command range of 0 may only place in command units that are stacked with him, and an officer with a command range of 1 may only command units which are stacked with him or are in adjacent hexes.

3.2 Initiative Phase

Initiative represents the speed with which a side is capable of carrying out its desired actions.

At the beginning of each turn, the players must determine which side has the initiative, that is to say, which side will get the first activation this turn. To do this, each player rolls a six-sided due (hereafter 1d6) and modifies the result as follows:

+1 if the scenario indicates the player is the attacker +1 if the player had the initiative during the preceding turn +/-n as the scenario indicates.

If the result is a tie, both players roll again with the same modifiers until one side or the other has a higher modified roll and wins the initiative.

3.3 Activation Phase

The activation sequence represents the transmission of orders to a unit in order to execute a specific action. Such orders can be transmitted by an officer, or can be adopted by an isolated unit (out of command) as a result of the local situation, such as terrain, the objectives they have been given, morale, armament, etc.

The player with initiative can activate an officer or out of command unit of his choice as long as they are not marked as “finished.” All units in command range of their officer activate automatically and can perform an action.

Out of command units must be activated independently, costing one activation for each. To activate such a unit, it must pass a morale check following the procedure in 10.2. If it fails, it is marked as finished, it loses its activation, and the opportunity to activate passes to the opposing player. If it passes the check, it can perform any permitted action the owner desires. Once an activation has been performed or attempted by one player and the corresponding action has been completed, the opposing player then does the same. In this way, the players alternate activations until both either cannot or choose not to activate units and pass consecutively.

When both players pass consecutively, they remove markers according to the procedure described below and the turn ends, or, if it is the last turn, the game ends.

3.4 Implementing Activations

After each activation, the unit or units selected perform the action that their officer has ordered or, if out of command, that which seems most opportune. Each unit may only be activated once per turn and perform one action. Stacked units can perform different actions, although they can also perform actions conjointly, such as firing or moving.

The actions of the units of a single activated command are resolved in any desired order by the player who has activated the command, but one must always complete one action before performing another.

Once an action has been resolved, place a “finished” marker on the unit that has performed it.

An enumeration of the possible actions that a unit may perform follows, although certain actions may only be performed by specific types of units.

a) Open fire, that is, attack enemy units b) Move (described in 5. “Movement”). If you pretend moving to an enemy-occupied hex you are conducting close assault. When a cavalry unit attempts close assault this is called a “charge.”

c) Mount/dismount: an infantry or cavalry unit may mount or dismount from its transport d) Load/unload: an artillery unit may be loaded onto (limber) or unloaded from(unlimber) a transport unit e) Construct an improved position (see 12.1)

f) Direct two artillery missions or direct one artillery mission and also activate all the units under the activated officer’s command. It is irrelevant whether the artillery missions are on-board or off-board. One artillery mission consists of firing one or several units stacked in a single hex.

g) Direct one or more air missions in the same manner as artillery. An officer may not direct both an artillery and an air mission in the same activation.

h) Rally routed units. A routed unit is one that is in retreat due to having failed a moral check (see 10.4 “Rallying routed units”).

i) Prepare for reaction: that is, place a reaction marker on a unit, which allows it to be activated as described later.

Reaction counters:

At any moment during a player’s activation, including immediately after declaring the unit(s) that are active, his opponent may activate one of his units in “reaction” and fire upon the activated enemy units. However, units that will perform no action other than firing, rallying, or directing artillery may not be fired upon in reaction. Any unit or units marked for reaction that are able to fire may do so. Units that are stacked and belong to the same command may combine their fire even if they are not adjacent to their officer. Units may not combine fire with adjacent reacting units, unless they belong to the same command. The scenario may indicate that certain defending units are marked with reaction counters at the start of play. Once a unit marked with a reaction counter is activated for reaction, it is marked as finished.

Exception: Reaction without marker: Units in command and not finished may react as above, even if they are not marked for reaction, but their fire factor (FF) is halved.

3.5 Marker Removal Phase

To conclude the turn both players remove:

  • All “out of command” markers from units that have moved into command range of their officer.

  • All “finished” markers.

  • If desired, “reaction” markers.

Units which possess reaction markers gained in preceding turns, in addition to reacting in the manner described previously, may be activated normally, that is by commands (if in command) or individually (if not), to perform any actions normally possible (and not just for fire).

In addition, if one player only has units marked for reaction, regardless of the turn in which they were marked, and the other player passes, the turn ends.

It is recommended that in order to distinguish units that have been marked for reaction in the current turn from those marked in previous turns that the players rotate all reaction markers that remain in play during this phase.

“Hidden” markers Hidden markers are placed on all units which cannot be seen by enemy units for the purpose of firing and are removed when the units are within visual range or when they fire.

4. Stacking

A maximum of 9 steps of combat units and an unlimited number of leaders may occupy the same hex. A single hex may only contain combat units of one side, except during close assault, in which case the limit is 9 steps for each side (18 total) and an unlimited number of leaders (for more details, see 9. “Assault”).

Truck units don’t count for stacking, only troop o cannon transported or towed units by them do it. Exception: During retreats after failed assaults or rout (see 5.8) stacking limits do not apply. Stacking rules are only enforced at the end of each unit’s movement, retreat or rout. If a unit or units are forced to retreat or rout into a hex whose stacking limit would be exceeded, their retreat or rout is extended until they reach a hex that is not overstacked. Example: A command of 3 militia units without any hits (9 steps) begins a rout after morale failure from hex A310 towards the north. From there they rout to A410, where there are two infantry units without any hits (6 steps) and finish their rout in A408. However, there is a reduced infantry unit in A408 (1 step), which would cause the hex to be overstacked, so the units continue routing to A507, where there are no other units.

5. Movement

5.1 Movement Points

The number of movement points available to each unit is displayed in the lower left corner of the counter, although the number of hexes they can travel is influenced by diverse factors, such as the type of movement or the terrain over which they move (see movement table).

To move from one hex to another costs a unit movement points. If a unit does not have sufficient movement points remaining to enter a particular hex, it may not do so. Movement points may not be accumulated from one turn to the next nor may they be transferred between units. A unit is not required to expend all of its movement points.

The cost of linear obstacles (walls, hedges, each hill contour when traveling uphill) is indicated in the table with a “+” symbol; this number is added to the cost of entering the hex which it is desired to enter. For example, to pass on foot from A1307 to A1308 costs 3 movement points (2 for light forest + 1 for moving one level uphill).

No unit may enter a hex occupied by enemy units, except via close assault.

5.2 Movement types

Each type of combat unit possesses its own specific movement type, indicated by the color of the movement points displayed on the counter.

  • Foot (white). This group also includes units which utilize animal transport (cavalry units)

  • Wheeled (yellow). Note that non-motorized units (such as AT guns) move at the foot rate along trails and in dispersed buildings.

  • Tracked (black)

Movement Table (Terrain Cost)

Terrain TypeFootWheeledTracked
Open122
Broken243
Built-up Area0,50,50,5
Woods264
Light Woods243
Paved Road1+1 hex.0,50,5
Trail1

5.3 Double Time

Units whose movement type is “foot” may move via Double Time and thereby gain three extra movement points. However, such movement may not begin, end, or pass through hexes adjacent to enemy units. In addition, a unit may not employ Double Time on consecutive turns; once a unit has finished using Double Time, mark it with the corresponding marker as a reminder.

5.4 Movement via Paved Road or Trail

Units that move via paved road or trail ignore all terrain costs except the additional cost for moving uphill.

If a unit has spent its entire movement capacity moving along paved roads, it may obtain a bonus of one hex additional movement along the same road.

To enter a hex with a paved road or trail from a hexagon other than one entered by the road or trail has a cost equal to the underlying terrain. For example, from C704 to C705 costs 1.5 movement points, since to reach the road one has to pass through the field.

5.5 Transported and Towed Units

Each truck unit can transport one unit that moves by foot (except cavalry) or may tow one unit marked with a “T” on its right-hand side. In both cases, it may transport in addition an unlimited number of leaders. A truck may not transport and tow at the same time. A truck does not lose its towing capacity even if it is transporting leaders.

A towed or transported unit moves by means of the transporting unit and somoves together with it, and it is the transporting unit that spends movement points. Once the unit dismounts or unlimbers from its transport it recovers its own characteristics including, depending on its type, the ability (or not) of moving under its own power.

A unit may not perform any other action while being transported or towed.

To mount or dismount from a truck costs 1 movement point from the infantry unit and 3 movement points from the transport; in addition, both units must occupy the same hex.

To limber or unlimber towed guns requires a complete activation in which neither the artillery nor the transport can have moved nor may they move subsequently, and must also occupy the same hex.

After unlimbering any transported units, trucks are removed immediately from the game board and may not be used again during the scenario. On the other hand, trucks used for towing artillery remain in play after unlimbering the unit which they are towing.

Units that are being transported or towed may not be attacked independently from the unit that is transporting them. All hits which their transports suffer also apply to the towed or transported units.

For example, in a hex there are 2 Republican infantry units and a truck towing a 105 mm gun, all without any steps lost. The enemy fires and achieves three hits: 2 will be applied to the infantry and the third to the truck. Since the truck has received a hit, the 105mm gun also suffers one, since it is being towed by it.

Truck units do not count towards stacking, only the units being transported or towed by them do.

5.6 Movement at Night or in Fog

No unit may move during a night turn or in fog unless they are adjacent to an officer or stacked with him.

5.7 Cavalry Charges

Cavalry, when it charges, may increase its movement points by 50% but may not also benefit from the road bonus nor use Double Time.

To charge, the cavalry unit may not cross any type of prohibited terrain and does not require a pre-assault morale check to engage in hand-to-hand combat against the enemy.

Cavalry may not charge against enemy units that are in a built-up area, forest or marsh.

After a unit charges, the following turn it may not charge again and may only use half of its normal movement points (ignoring fractions).

While it is mounted, cavalry reduces its firepower by 50%.

A cavalry unit, while dismounted, is treated as a normal infantry unit.

5.8 Routing and retreats after losing a close-assault

A unit or command, after losing a close-assault or if marked as ‘routed,’ must move a variable number of hexes, disregarding terrain type, except prohibited terrain, which it may not cross. Prohibited terrain types are those noted as such in the movement chart as well as barbed wire (tanks excepted) and roadblocks (foot units excepted).

5.8.1 Rout movement. A unit or command, immediately after being marked as ‘routed,’ must move away from the hex which triggered the obligatory movement, that is, the assaulted hex or the hex from which the fire that caused the loss which led to the failed morale check.

The routed unit or command must move towards its lines (that is, toward its side of the map) 3 hexes (5 hexes for AFVs or transport units). The scenario will designate in each case which board edge is friendly.

A movement is considered to be towards a board edge if the unit moves to one of the two or three hexes (depending on the hex grain) that is nearer to the edge.

Alternative route: If a routed unit or command is cut off by prohibited terrain or the presence of enemy units that could provoke its surrender, it may alter the direction of its retreat, albeit with two conditions:

  1. It may not move closer to the hex that triggered its retreat.

  2. It must move toward the friendly board edge when possible.

If it is still not possible to trace an alternative route, the unit or command surrenders.

5.8.2 Retreat after losing a close assault. The loser of an assault must retreat 1 or 2 hexes, depending on the result obtained on the hand-to-hand combat table.

An attacker who has lost an assault must exit the hex through the hexside from which it assaulted or either of those adjacent to it.

A defender who has lost an assault must exit the hex through the hexside opposite that from which the attacker assaulted or either of those adjacent to it.

If the loser of the assault (either attacker or defender) must retreat two hexes, the second hex is restricted in a similar way; i.e., the retreat must be through one of the corresponding three hexsides of the second hex.

If a unit that has lost an assault is required to move through prohibited terrain, it is eliminated.

5.8.2.1 Movement after losing an armored assault. The defender loses an armored assault if its units receive any hits; the attacker loses the armored assault if the assaulted units do not suffer any hits.

A defender who loses an armored assault retreats only one hex if it is in a built-up hex, if not, it must retreat to the nearest hex in the direction of its lines that gives it cover (i.e. which is not open ground), up to a maximum of two additional hexes (three total). It may trace an alternate route as per 5.8.1 if required.

If the defender has not received any hits, the assaulting AFVs must retreat one hex in any desired direction if they have sufficient MPs and the hex to which they retreat is not occupied by the enemy. AFVs conducting an armored assault never surrender.

5.8.2.2 Anti-armor assault. Assaulting units retreat to the hex from which they assaulted unless there are no enemy units in the assaulted hex. In that case, if they desire they may remain there. An AFV that loses the assault may retreat one hex, if desired. AFVs attacked by an anti-armor assault never surrender.

5.8.3 Surrender

Surrender results in the elimination of the unit or command that surrenders, which also entails a morale check for its parent command. A unit or command surrenders:

  • When after retreating after losing an assault it passes through or ends its retreat in a hex adjacent to enemy units which were not involved in the assault. A unit is considered to have been involved in the assault if it made a pre-assault morale check, even if it did not pass the check.

  • When its rout movement passes through or ends in a hex adjacent to enemy units. Exceptions: In neither case does the unit surrender if the hex in question contains friendly units.

The rules for surrender do not apply to AFVs who lose an armored assault nor to either side in an anti-armor assault.

5.8.4 Leaving the map

If a unit or command is required to leave the game map as a result of its rout or retreat after losing an assault, it is eliminated unless the scenario indicates otherwise. The elimination of a unit for leaving the map does not result in a morale check for its command, but the steps the unit originally had count as losses when calculating the morale of the command.

6. Sighting

In order to be able to fire on a hex, the attacker must be able to see at least one of the units in the hex. Nevertheless, fire affects all the units in the hex, even if they are not visible to the firer.

However, in AT attacks the attacking unit must be able to see the armored unit that is the object of the attack.

The possibility of sighting a unit depends on its size and the type of terrain in which it is encountered. The size of a unit is determined by the color of the small circle on its right-hand side: green (small), yellow (medium) or red (large).

In the sighting table is given the distance in hexes that the enemy can see a given unit. The first number in each column corresponds to a stationary target and the second to a moving target. A target is considered stationary if it has not moved during the current turn and a moving target is a unit that has moved this turn or is currently moving.

Observation Table

Terrain TypeSmall (Green) – Inf./ATMedium (Yellow) – Art./CavLarge (Red) – Mot./Mech.
Open/Road/Trail7-108-1212-18
Broken/Marsh5-87-99-14
Woods/Dispersed Buildings3-54-64-8
Light Woods/Orchard/Fields4-66-86-10
Built-up Area2-43-53-6
Crest Line+1-+2+2-+4+2-+4

These distances may be modified by various factors, such as weather. The scenario rules will describe any possible modifications.

When two units are at different elevations, sighting becomes easier. If the difference in altitude between the units attempting to sight is one level, the “crest line” modifiers are applied. Add one to the listed modifier for each additional level of difference. For example: A infantry unit in open terrain which is stationary will be visible up to seven hexes away, ten hexes if it moves. An enemy unit that is one level above or below the unit will be able to see it up to 8 hexes away, 11 if it moves. A unit two levels above or below will see it 9 or 12 hexes away, and so on.

The unit in B cannot see the unit in C because the woods blocks the line of sight, while the unit in A can see the unit in C because the LOS is unblocked along the hexside.

The unit in A cannot see the unit in B because the woods (height +1) create a blocking hex (as well as built-up hexes, light woods, and dispersed buildings which are also of height 1 except when otherwise specified) but it can see the unit in C, while the unit in D cannot see the unit in E because there is a hill hex between them.

The unit in A cannot fire on the unit in B because there are three broken/orchard/ field hexes between then and therefore it cannot see it.

LOS along slopes. A can’t see B because the crestline adyacent to B is a blocking hex.

6.1 Line of Sight (LOS)

In order for a unit to see an enemy, in addition to being within the distance given by the Sighting Table, it must be able to trace an unobstructed straight line from the center of its hex to the center of the target hex. This line is called a “line of sight” (LOS). Exception: On-board artillery units may fire at a target that is not in their LOS if there is an adjacent officer who has an LOS to the target.

To facilitate tracing an LOS the use of a string is recommended. In addition, all hexes have a central hex dot.

Combat units never block LOS.

Woods, Light Woods, Dispersed Buildings, Built-up Areas, and Hill hexes encountered along the trace block LOS. Any scenario in which new terrain appears will indicate if it blocks LOS or not.

LOS is also blocked if it passes along a hexside separating two hexes containing blocking terrain. If only one of the hexes has blocking terrain, LOS is not blocked. Finally, LOS is also blocked if it crosses 3 or more hexes of broken/orchard/fields terrain.

6.1.1 Line of Sight along slopes.

Line of Sight along slopes applies when the two hexes are at different heights. It is determined by the following special rules:

  • If the highest unit is on a crest line, its sighting is only limited by blocking hexes. For example: between A607 and A808 there is an LOS, because A607 is on a crest line and there are no blocking hexes until A808.

  • If the highest unit is not on a crest line, there is not LOS. Example: between A607 and A614 there is not LOS.

Blocking hexes

Blocking hexes are hexes that block slope LOS in adjacent hexes (in both directions). Blocking hexes are hexes with woods, light woods, dispersed buildings, built-up area or crest lines.

Exception: Hexes with crest lines are not blocking hexes in two cases:

a) If the height diference between the units is 1. Example: between A805 (crest line) and A1005, there is LOS because the difference in height is 1.

b) If the distance between the units is equal to the difference in their heights. Example: between A705 and A1004 there is an LOS, because A705 is a crest line, 3 hexes distant from 1004 and the difference in height is also 3.

If in a blocking crest hex there is also blocking terrain, there is no LOS into the two adjacent hexes (in both directions). Example: Between A1212 and 1208 there is no LOS , because 1210 is a crest blocking hex in which there is woods.

7. Officers

Land combat units are grouped into commands: A command is a combination of land combat units that are under the command of the same officer. In the scenarios it is indicated, in addition, if there are officers of higher rank. There are two kinds of officers: Rifle officers and weapons officers. AFV oficers are distinguished by a blue rectangle on the right side of the counter.

The officer gives orders to his units and his morale is the base for the morale of the command and each of its component units. If the command fails a morale check and must rout or retreat, the leader must also rout or retreat. He is also marked as routed when he is stacked with a unit of his command fails a morale check after losing an assault. If the leader is stacked with multiple units and some are routed and others are not, he is not routed. In this fashion, the leader himself may become routed, in which case he cannot rally routed units. Furthermore, when he attempts to rally himself, his morale is that indicated on his counter but without modifications for leadership. Commissars and chaplains follow similar rules, but as they do not control a specific command, rout if the unit with which he is stacked is routed.

7.1 Hits on Leaders

If a leader is present in a hex that receives hits from enemy fire, the player to whom the leader belongs must see if he becomes a casualty or not. For this, roll 2d6 subtracting 1 for each hit which the units in the hex received in the attack. With a modified result of 1 or less, the leader is hit and removed from the game board (considered to be wounded or killed). If a leader alone in a hex receives a hit, he is eliminated immediately and his command must make a morale check afterwards.

AFV leaders are assigned to a specific AFV counter. If the vehicle is eliminated and the leader survives, place him in the nearest friendly AFV of his unit. If there are no remaining AFVs, he is removed from play.

7.2 Replacement of Leaders

If a leader is eliminated during a turn, at the beginning of the following turn he is substituted by a replacement leader (leader units marked with a red vertical stripe on the front and that represent subordinate officers). The replacement leader is placed with a unit under his command (the player controlling the faction decides which). 7.2.1 Commands that have lost their leader. From the instant in which a leader has fallen until he is replaced the following rules apply:

  • The units of the leader’s command remain “out of command,” and may only be activated under the rules for such units.

  • The base morale of the command is that of the fallen leader, without adding his leadership value. This is calculated according to the general rules contained in 10. “Morale of units and commands.”

  • If the leader dies after having given orders, these are followed even if he has fallen before the action(s) have been completed. Common examples are: The death of a leader in defensive fire prior to an assault, which does not prevent the assault, or the death of a leader by reaction fire when he moves, which does not prevent the moving unit from finishing its movement.

7.3 Coordination of leaders

Two leaders of the same faction may attempt to coordinate in order to activate together. To do this, the active player selects a leader (which in case of failure to coordinate will be the one activated), then selects another leader which is no further away than double the first leader’s command range (and whom, if coordination fails, is marked as finished). He rolls a d6 and successfully coordinates if the result is less than or equal to the sum of the coordination values of the two leaders, modified as follows:

Type or UnitDie roll modifiers
Requetes/Phalangists/CTV+1
National Army/CTV+1
Militia/Other Republican troops+1
Communist/Anarchist militia+2
  • If the two leaders belong to the same faction, the die roll is not modified (example: two Carlist leaders)

  • For any other combination of factions which do not appear in this table the die roll is not modified (for example, one Assault Guards leader and one Republican Army leader)

7.4 Commissars and Chaplains

Units similar to officers, but distinct in function, are commissars (Com) and chaplains (Pater). On October 16, 1936 political commissars (Comisarios de Guerra) were created to exercise political-social control over soldiers, militia, and other armed forces in the service of the Republic. They were expected to establish a “spiritual” connection between commanders and their troops, so that the combatants would have absolute confidence in the leaders that commanded them. Only the player on the Republican side can have commissars.

Chaplains can be found both on the Republican side in formations of the Eusko Gudarostea and on the Nationalist side.

Commissars and chaplains only enter into play as the scenario directs and they are bound by the same rules as officers with respect to stacking, routing, and becoming casualties (i.e. they may not activate units or direct artillery or air missions). They are activated independently and their only function is to rally units that have routed due to morale failure, including officers. The means by which commissars and chaplains rally units are described in rules section 10.4, “Rallying routed troops.”

8. Attack

There are three kinds of attack, depending on the target type and the type of munitions employed. Not every kind of attack affects the same target types, as shown in the following table:

Type of MunitionTarget Type: Infantry/Weapons unit or Transport unitTarget Type: AFV
Anti-tank (AT)No effectAT attack
Anti-personnel (AP)AP attackNo effect
Antillery (ART)ART attackART attack

The combat ability of units is reflected in a number or numbers that appear on the counter in a colored square or squares. The color of each square indicates the kind of munitions used by the unit:

  • Yellow: Anti-personnel (AP). Exception: MMGs may use their AP factor to attack AFVs with an armor level of 0, but in all respects (targets affected, modifiers, divisors) this is considered an AT attack.

  • White: Anti-tank (AT)

  • Orange: Artillery (ART). Note that the orange combat factors of AFVs and anti-tank guns (like the 37 mm AT) are not considered as ART factors, but AP, and attack in all respects as if they were AP.

Fire groups. It is possible to combine units into groups for an attack of the same type by adding their fire factors. Only units that belong to a single command, are in command and adjacent to their officer or stacked with him can form a fire group.

Fire range. Any combat unit can use their entire fire factor against an enemy unit within their range. If the target is farther than their normal range but less then twice the range, they may attack at half-strength. Example: A unit of Republican infantry (FF 5, Range 2) can attack with 5 factors up to two hexes away, and may attack with 3 factors at a range of 3 or 4 hexes.

8.1 Artillery

8.1.1. Activation. The activated officer may choose to direct 1 artillery mission (on or off-board) and later activate the units of his command, or direct 2 artillery missions, losing the ability to activate his units that turn. He may not direct both artillery and aerial missions in the same turn.

The enemy may not reaction fire against an officer directing artillery.

Off-board artillery can attack targets wich are in the LOS of the activating officer. When on-board artillery is directed, it can attack targets wich are not in its LOS if the artillery unit is adyacent to his officer an he has the target on his LOS. However, it isn’t allowed if artillery unit is on a wood or ligt wood hex and the fire must cross another wood or light wood adyacent hex.

Exception: there is no need to direct artillery missions when on-board artillery units open direct fire against a target on its LOS. On this attack mode, you can activate as artillery units as you wish and these units can form a fire group, as indicated in ‘8.Attack’.

8.1.2. Affect of an ART attack. Artillery units use a kind of munitions that affect all kinds of combat units, although not every attack translates into damage. An artillery attack always affects infantry, transport, and unarmored weapons units and if they receive artillery hits, they are damaged. Hits on AFVs only have effect if the caliber requirements in 8.3.2 are met.

8.1.3. There are two forms of artillery attack, namely:

  • Concentrated, which attacks the target hex alone with the entire FF of the firing unit.

  • Dispersed, which attack the target hex and all adjacent hexes with half the FF of the firing unit.

If various batteries attack the same hex or hexes simultaneously, the FF used on the combat table is the sum of all attacking factors, modified by the type of artillery and form of attack.

8.1.4 Offboard Artillery. In addition to “close support” pieces (so-called because they are found near infantry units in order to support them against MG positions or fortifications), officers can call in support from artillery batteries assigned to the battalion or regiment. These batteries are normally located in the rear, far from the front, although they have sufficient range to bombard enemy positions. This type of artillery may be provided by scenario rule only and is represented in the game by “off-board artillery” (designated by an observation point and a caliber).

8.1.4.1. Off-board artillery batteries can be full-strength or depleted, depending in whether or not they have maximum effectiveness (that is, number of guns and crew). The fire factors of batteries differ depending on whether they are ful-strength or depleted, as shown on the artillery table. The scenario will tell each player how many batteries he possesses, their caliber, and if they are full-strength or depleted. Example: According to the artillery table, a depleted battery of 105mm caliber fires on the 6 FF column of the combat table (whereas if it were full-strength it would fire at strength 10). These fire factors apply if the attack is concentrated, affecting only the target hex (for example, A413). If the attack were dispersed it would affect the target hex (A413) and the six adjacent (A412, 512, 513, 414, 313 and 212) but at half-strength, that is to say on the 3 column (depleted) or 5 (full-strength) of the combat table.

8.1.4.2. Off-board artillery attack procedure. Place the artillery target marker in the target hex (or markers, if you wish to attack the same hex with two missions). Roll 1d6 for each mission. If the target hex has no enemy units or they are under a “hidden” marker add 1 to the die.

  • If the result is from 1-3, the attack occurs in the selected location.

  • If the results is 4 or 5, the target marker drifts 1 hex; roll another d6 to determine in which direction (where 1 is the hex north of the objective, as the map arrow indicates, and so on clockwise).

  • If the result is a 6, the target marker drifts 2 hexes, roll another d6 to determine in which direction as above.

If at the end of the process the artillery target marker is in the LOS of the officer who is directing the mission, he may resolve the mission or, if he prefers, remove the marker and use it in a subsequent turn. If the marker is out of LOS, the attack is resolved. The method of attack resolution is described in 8.2.

8.2 Attack Resolution

Regardless of the type of attack, the basic procedure to resolve it is as follows: a) Declare the type of attack, AP, AT or ART.

b) Count the distance in hexes to the target and check that there’s LOS. A unit may not fire against another one in the same height if the fire line there are freindly units, unless it is an ART attack directed by an officer..

c) Add the fire factors of the firing units (if the range is farther than their normal range, divide by two).

d) Look for the FF on the combat results table.

If the exact factor does not exist, use the next lowest column. Example: a stacked command, combining its FF, has a total FF of 7 and opens fire against an enemy unit within normal range. On the combat results table there is no column for a FF of 7, so the ‘6’ column will be used to resolve the attack.

e) Roll 2d6 and apply any relevant modifiers (listed below)

f) Cross-reference the roll with the FF column to determine the effect of the attack.

g) Divide the result by the defense value of the target hex. The result is the number of hits the hex suffers and which are allocated to the units in the hex that are affected by the type of attack used.

h) Allocation of hits and resolution of step losses i) If a unit is eliminated, perform a morale check.

8.3 Allocation of hits and step loss resolution

8.3.1 Allocation of hits. The hits received by a hex must be allocated among all of the units in the hex that can be affected by the type of attack used. Example: If a hex containing 1 AFV and 2 infantry units (all without any step losses) suffers 3 hits, one hit must be allocated to each unit.

Hits on a hex containing only one affected unit are all suffered by that unit.

If in a hex there is more than one affected unit, the hits must be allocated to them in the following manner:

  • One must allocate at least one hit to each affected unit before allocating a second to any unit. Example: a hex containing 1 AFV and 2 infantry units receives 3 AP hits; two hits must be allocated to one infantry unit and one to the other, since an AP attack does not affect AFVs. If there were a third infantry unit instead of the AFV, each infantry unit would suffer one hit.

  • When the number of hits is less than the number of affected units, the units that receive the hits must be determined randomly using a d6.

8.3.2 Determination of step losses. Not all hits produce step losses. For infantry, transport, and unarmored weapons units, each hit is equivalent to one step lost, but hits on AFVs only produce step losses if they comply with the requirements of caliber (ART attack) or penetration (AT attack).

Caliber requirements: The hits produced by an ART attack cause steps losses to the armored target(s) depending on the thickness of their armor (light, medium, or heavy) and the caliber of the munition employed. In ALB all AFVs have light armor.

  • If the caliber is less than 100 mm (or is an aerial attack with a FF of less than 8) step losses will only be suffered if the AFV has light armor. Roll 1d6 for each hit and if a 6 is rolled the hit causes a step loss.

  • If the caliber is 100mm or more (or is an aerial attack with a FF between 9 and 16), step losses will only be suffered if the AFV has light or medium armor. Roll 1d6 for each hit and if a 6 is rolled against medium armor or a 5 or 6 is rolled against light armor, the hit causes a step loss.

  • If the caliber is 120 mm or more (or is an aerial attack with a FF greater than 16), all AFVs are subject to step losses. Roll 1d6 for each hit and if a 6 is rolled against heavy armor or a 5 or 6 is rolled against medium armor, or if a 4, 5 or 6 is rolled against light armor, the hit causes a step loss.

Example: In a hex there is a UNL-35 unit and 2 infantry units, each with no step losses. An ART attack from an 81mm mortar is resolved and 3 hits are produced. Since an ART attack affects both AFVs and infantry, 1 hit is assigned to each unit. The infantry units suffer 1 step loss each, but the hit on the UNL-35 requires a die roll. Since it has light armor a roll of 6 will cause a step loss.

Penetration requirements. Hits produced by an AT attack will cause step losses to AFVs if they comply with penetration requirements. After a hit is produced against an AFV, check the penetration table and cross the type of AT gun with the distance to the target. If the number obtained is greater than or equal to the armor value of the target, the hit results in a step loss. Since a hex may contain vehicles of differing armor value, it is possible that some hits will result in step losses and others will not.

Example: In a hex there is a Tiznao (armor value 0), a Pz I (armor value 1), and a BT5 (armor value 2), all on their reduced sides. They are attacked by a 105mm AT gun at a range of 6 hexes and suffer 3 hits. One hit is allocated to each AFV. On the table of penetration 105mm is crossed with the distance (6) and the result is 1, which causes a step loss on the Tiznao and Pz I, resulting in their destruction, while the BT5 suffers no step loss.

Special case: When a MMG fires against AFVs with an armor value of 0, for each hit received roll 1d6. For each 6 rolled, the AFV suffers a step loss.

8.4 Effect of step losses on fire factors.

A full-strength unit, with three steps, has the FF given in the square or squares on its full-strength side. The first step loss suffered by the unit reduces its FF as follows:

  • By 1, if its FF is between 1 and 6.

  • By 2, if its FF is between 7 and 11.

  • By 3, if its FF is between 12 and 15.

  • By 4, if its FF is 16 or more.

Step loss markers have different numbers to indicate the requisite number of FF lost. The second step loss that a unit receives flips it to its reduced side, on which appears a new (and lower) fire factor.

9. Close Assault

Close assault may be attempted by infantry, engineer or cavalry units against enemy units that are not AFVs or transports.

  • An assault happens WITHIN the defender’s hex, respecting the stacking rules for close assault.

  • To execute a close assault, the assaulting units must be adjacent to a hex occupied by enemy units and declare an assault.

  • To assault the enemy, the units must have sufficient MP to enter the target hex and survive the pre-assault morale check.

  • If the target hex contains both AFVs and infantry or unarmored weapons units, the assault must be resolved against the latter and afterwards, if they are victorious, against the AFVs according to the rules laid out in 9.5 “Anti-armor assault.”

Close assault sequence:

  • Attacker movement (command check)

  • Declaration of assault (attacking units, hex or hexes from which the assault will be launched, the direction of the assault, and the target hex)

Defensive fire against the hex or hexes from which the assault will be launched. If the assault is launched from more than one hex, the defender may select which hex or hexes he will target and with which units.

  • Pre-assault morale check by assaulting units

  • Defensive fire against units that have passed their pre-assault morale check (this fire may not be attempted if there has been fire against the hex from which the assault was launched)

  • Assault resolution

  • Morale check by defeated units

  • Assaulting units are marked as finished (even if they failed their pre-assault morale check) as are the assaulted units.

9.1 Pre-assault morale check

Each attacking unit that is going to participate in the assault must first pass the corresponding pre-assault morale check as described in 10.2.

If a unit fails the check, its activation finishes in the hex from which it launched the assault and is marked as “finished.” If it passes the check, it enters hand-to-hand combat, alone or in conjunction with other units of its command that pass the pre-assault check. A leader located in the hex from which the assault is launched may choose to remain there or join the assault (without a morale check), as long as at least one of his units passed their pre-assault morale check.

If more than three units are attempting to assault, once three of them have passed their pre-assault morale check, the rest are marked as “finished.”

9.2 Defensive fire

Any command or unit marked with a “reaction” marker may engage in defensive fire with its full FF before being assaulted, and is then marked as finished.

Any command which has not been activated or is marked as finished may engage in defensive fire at half its FF. Routed units may not engage in defensive fire. Out of command units may.

Defensive fire may be used at ONE of the following moments:

  • Once the assault has been announced, but before the pre-assault morale check, in which case the defensive fire affects all the units in the hex from which the assault will be launched (and which is adjacent to the target hex).

  • After the pre-assault morale check, in which case it only affects the units which pass the pre-assault morale check. In this case the defense value of the assaulted hex is applied.

9.3 Assault Resolution

  1. Determine, using the corresponding table, the combat strength of each unit participating in the assault. The combat strength of a unit is given by its type and the number of step losses it has suffered. Each side adds together the combat strengths of their participating units.

  2. Consult the odds table and cross the combat strength of the attacker with that of the defender. The result is a combat odds ratio. Example: The attacking units have a combined strength of 11 and the defender has a strength of 4. The table indicates ‘2.5:1’ which is the column of the Hand-to-Hand Combat Table used to resolve the assault.

  3. Roll 1d6 and modify the roll according to the conditions listed at the bottom of the table. Cross the number obtained with the appropriate odds column to obtain the result of the hand-to-hand combat.

  4. Apply the result

The loser of the assault must first mark the step losses that his units have suffered and then retreat his units away from the assaulted hex a distance that depends on the combat result:

AR/DR: 1 hex (no step losses)

A1/D1: 1 hex (1 step loss)

A2/D2: 2 hexes (2 step losses)

Retreats after losing an assault must conform to rule 5.8.

  1. Morale check by the defeated side

Special situations:

  • A unit or command of artillery, anti-tank or mortars that lose an assault are immediately eliminated.

  • If a demoralized command or units are assaulted, they surrender immediately and are removed from the board, including any leader accompanying them, even if he is not routed. To achieve the surrender only one enemy unit has to pass the pre-assault morale check.

  • If a leader alone in a hex is assaulted, he is immediately eliminated. To achieve this only one enemy unit has to pass the pre-assault morale check.

9.4 Armored assault

Armored assault is conducted by AFVs against any enemy combat unit or command other than AFVs or transport units. No pre-assault morale check is required, and it is resolved in the following manner:

Assault sequence:

  • Movement of attacker (command check)

  • Declaration of assault (attacking unit(s), hex attacked, hex from which the assault will be launched)

  • Anti-armor assault and/or defensive fire

  • Assault resolution

  • Morale check by defender if he has received hits

  • All assaulting and assaulted units are marked as finished The assaulting AFV must have sufficient MPs remaining to both enter the target hex and leave it. The attacking AFV does not need to pass a pre-assault morale check. As a response to an AFV entering their hex, each infantry unit marked with a “reaction” marker may attempt an anti-armor assault, which is resolved against the hex in which the vehicles reside.

If all the infantry units in an assaulted hex are marked as “finished” or have not yet been activated, one – and only one – of them may attempt an anti-armor assault, after which it is marked as finished.

Each AT/ART unit may engage in defensive fire. However, if all the AT/ART units in the target hex have not been activated or are marked as “finished,” regardless of how many there are, one –and only one – may engage in defensive fire at half strength.

Assault resolution

First of all, the attacker must determine the FF of the armored assault, which depends on the class of AFV and the number of step losses it has suffered.

  • T-26, BT-5, CA-1: Column 8-6-4
  • BA-6, Chevrolet 37: Column 6-5-3
  • Panzer 1, CV 3/35, Trubia 36, Tiznao, and Generic AFV: Column 5-4-3
  • UNL-35, FA-1, Bilbao 32, FT-17 MG: Column 4-3-2
  • FT-17 with cannon: Column 3-2-2

The first number indicates the assault fire factor if the AFV has not suffered any step losses, the second if it has one step loss and the third if it has two.

The assaulting player rolls 2d6 and applies the following modifiers (only):

  • -1 if the target is AT-guns or artillery
  • +1 if the target is infantry in dispersed buildings or built-up area

The modified result is crossed with the relevant column (as given above) on the combat table to obtain the result of the assault. To this result the terrain divisor is applied to obtain the number of step losses.

After the assault, the participating units must retreat as described in 5.8.2.1 Finally, if the assaulted units have received any step losses they must make a morale check.

9.5 Anti-armor assault

Whenever an infantry unit is adjacent to an enemy AFV or transport, it may attempt an anti-armor assault. It may also attempt an anti-armor assault in response to an armored assault as described above. Units may not combine together in an anti-armor assault, but must each resolve their attacks individually.

The assaulting unit must make a pre-assault morale check with a -1 modifier to its morale if the assault is vs. AFVs (not transports).

If it passes the check, it executes the assault (once per assaulting unit). Roll 2d6 and cross-reference the result on the combat table.

  • Use column 6 against AFVs

  • Use column 10 against trucks Always use the listed columns, even if the assaulting unit has step losses.

Always use ‘2’ as the defender’s divisor when calculating the effects of the attack. The assaulting units retreat to the hex from which the assault began unless no enemy units remain in the target hex. In that case, they may remain in the target hex if they desire. If the assaulted vehicle suffers any step losses it must make a morale check.

10. Morale of units and commands

The morale of units and commands represents the mental stamina and cohesion of the soldiers that comprise it. A unit with superior experience, training, supplies, and equipment will always have a greater morale, which gives them a greater chance of standing firm in combat after suffering step losses, losing an assault, or encountering any other reverse.

As has been noted, a command is a collection of land units who are under the command of the same officer.

The morale of a command is equivalent to the morale of its officer added to his leadership value. However, the morale of a unit is reduced by one for each step loss suffered by the unit greater than the number of units that comprise it (not counting the officer). Example: a command consists of four units and one officer. During combat it loses one entire unit and the other three suffer three step losses (combined). The total is 6 steps lost (3 for the eliminated unit and 3 more from the remaining units). The command’s morale is thus reduced by 2 (6 minus 4). The morale of a unit is equal to the morale of its command. However, the leadership value of the commanding officer is added only if the unit is within his command range. Moreover, the morale of a unit is reduced by one for each step loss it has suffered).

10.1 Command morale checks

Commands must check morale under the circumstances herein described, assuming that all of the units that comprise them at a given moment are either affected by the event that caused the morale check or have LOS to the hex that triggered the check. If all the units of a command do not fulfill this requirement, only the units that comply are required to check morale as described in 10.2.

A command must check morale whenever:

  1. One of its component units is eliminated

  2. When more than one of its component units loses a hand-to-hand combat as either the attacker or defender

  3. When its leader is wounded or killed

  4. After an armored assault, if more than one assaulted unit suffers a step loss. Procedure for checking morale for commands: Roll 2d6. If the result obtained is less than or equal to the morale of the command, it passes the morale check and, despite the reverse suffered, it maintains its strength and continues to fight.

If the result is greater than the command’s morale, the effects depend on the difference between the roll and the morale of the command:

a) If the roll is greater than the morale by 1-4, the command is routed, a marker is placed on the affected units, and they must rout as described in 10.3 b) If the result is greater than the morale by 5, the command disintegrates and is immediately eliminated from the game.

c) If the unit is already routed (that is, marked as such), when it makes a morale check, a result that is 3 or more greater than the morale causes disintegration.

10.2 Unit morale checks

Units must check morale whenever:

  1. They attempt a close assault (pre-assault morale check)

  2. They seek to activate when out of command

  3. A single unit loses a hand-to-hand combat as either the attacker or defender

  4. After an armored assault, if only one unit suffers a step loss

  5. After an anti-armor assault, if the vehicle suffers a step loss

  6. A unit’s command is required to check morale, but the unit is not in the hex that triggered the check nor does it have LOS to the hex. Only the units that comply with this restriction need to check morale separately.

  7. Before crossing barbed wire, as described in 12.2 Procedure for checking morale for units:

  • If a pre-assault morale check or out of command check is required, roll 2d6.

Special rule: When trying to activate an out-of-command unit, its morale is reduced by 1.

In an anti-armor assault the assaulting unit’s morale is reduced by 1 if it is attacking an AFV (not a transport).

If the result is less than or equal to the unit’s morale, it may assault or activate, respectively.

However, if the result is greater than the unit’s morale, it may not assault or activate and is marked as finished.

  • If the morale check is triggered because the unit lost an assault (hand-to-hand, armored, or anti-armor), roll 2d6 If the result is less than or equal to the morale of the unit, it has met the challenge and there is no other effect.

However, if the result is greater than the unit’s morale, the consequences depend on the difference between the roll and the moral of the unit:

a) If the result is greater by 1-4, the unit is routed and marked as such, and it must rout as described in 10.3. Exception: An artillery, anti-tank or mortar unit that fails such a morale check is immediately eliminated.

b) If the result is greater by 5 or more, it disintegrates and is immediately eliminated from the game.

c) If the unit is already routed (i.e., marked as such), when it makes the check, a roll that is 3 or more greater than its morale causes disintegration.

10.3 Rout

10.3.1 A command or unit, immediately after being marked as ‘routed,’ must retreat towards its lines (that is to say, toward its side of the board), 3 hexes (5 for vehicles). The movement must conform to the restrictions given in 5.8.

One the unit or command has finished routing, it remains immobile and unable to activate until it rallies. It may not conduct defensive fire if assaulted.

10.3.2. Fire against routing units

If units marked as ‘routed’ are fired upon, they must rout again towards friendly lines, but in this case they use their full regular MP and pay movement costs corresponding to the terrain they pass through.

To trigger this effect one need only achieve any effect on the combat table, even if the terrain divisor prevents any step losses from being inflicted.

10.3.3. Assault against routed units

Routed units that are assaulted surrender immediately, including their officer if he is stacked with them, even if he is not himself routed.

To trigger this effect it is sufficient that one enemy unit pass its pre-assault morale check.

10.4 Rallying routed units.

10.4.1 The units of a routed command may return to action if they rally.

Officers may attempt to rally themselves and the units of their command, although they may not attempt the latter if they themselves are demoralized (that is to say, marked as ‘routed.’)

Commissars may attempt to rally Republican units (only), except anarchists and other commissars.

Chaplains, depending on the side to which they belong, may attempt to rally officers and unit of any command of the Eusko Gudarostea or the Nationalist side, except Moorish troops.

10.4.2 Procedure. To rally, the officer, chaplain or commissar must be activated. In their activation, they can attempt to rally units in their own or adjacent hexes, as long as the requirements of 10.4.1 are complied with.

Roll 2d6 for each unit you are attempting to rally. If the result is less than or equal to the morale of the unit, it rallies. The morale of the unit is calculated according to the procedure described above, but note that if the leader trying to rally the unit is not its commanding officer, the morale of the unit may be affected.

The rallied unit removes any “routed” marker and may be rallied (if it is not finished) in the same turn in which it is rallied, but not in the same activation in which it is rallied (at least one enemy activation must be played).

If the 2d6 roll is more than the morale of the unit, place a ‘finished’ marker on it. Exception: if a Commisar fails the rally attemp, place a ‘Discipline failure’ (Fallo de disciplina) marker on it and consider it to be finished. Each time a Commisar fails the rally of a unit marked as ‘Discipline failure’, it will lose 1 step. Once rallied, remove ‘Discipline failure marker’.

Example: One routed unit with one step loss tries to be rallied by its officer, who is not routed, who has a morale of 7 and a leadership value of 1. The command to which the unit belongs originally had four units, but one of these has been eliminated and the other three have 3 step losses between them. The total step losses the command has suffered is therefore 6. The morale of the command is reduced by 2 (6 steps lost – 4 original units = 2), so the morale is 7 (morale of commanding officer) +1 (leadership) -2 (step losses suffered) = 6.

Therefore the rallying unit has a base morale of 6, but since it has one step loss, this is reduced by 1, i.e. it has a morale of 5. 2d6 are rolled and if a 5 or less is achieved, the unit rallies.

If instead of being rallied by its commanding officer, Father Onzain (9 morale and +2 leadership) made the attempt, the situation would be distinct, even if the other conditions remain the same. The morale of the unit would be 9 (morale of the Father, in place of the commanding officer) +2 (leadership) -2 (for steps lost) = 9.

Therefore the rallying unit would have a base morale of 9, but with one step loss this would be reduced by 1, i.e. it would have a morale of 8. 2d6 are rolled and if a 8 or less is achieved, the unit rallies.

11. Aviation

Each scenario will indicate the number and type of aerial missions available, if any, as well as the anti-air points possessed by each side.

11.1 Air missions

Air missions may be either close support or bombardment.

The player randomly selects an air unit of the type corresponding to each mission. The activated officer may choose to direct 1 air mission along with activating the units of his command, or may direct 2 air missions, losing the capability of activating the units of his command. He may not direct one artillery mission and one air mission. The enemy may not reaction fire against an officer activated to direct air missions.

The leader directing the mission must have an LOS to the target hex.

The player who activates the mission or missions assigns targets by placing one air unit in the enemy hex or hexes he wishes to attack. Two air missions may have the same target.

Once the missions have been assigned, the enemy may fire anti-air points in response, if he has any.

Once that is finished, if it was unsuccessful in aborting the mission, the player who directed the mission(s) rolls 2d6 for each to see if they have located the enemy, using the Air Location Table. The enemy is considered hidden if he has a ‘not located’ marker.

To locate the enemy it is necessary to obtain a result within the range indicated for each case, which depends on the terrain type in which the enemy is located and if it is hidden or not.

If the enemy is not located, the air mission is lost.

If the enemy is located, he is attacked in the following manner:

  • If the mission is Close Support, the attacker rolls 2d6. The effect of the air attack depends on the result:

  • 2-10: The attack is made against the target hex.

  • 11: The attack is made against an adjacent hex occupied by enemy troops. If there is no such hex, the attack is made against an adjacent hex occupied by friendly troops. If there is no such hex either, the air mission is lost.

  • 12: The air mission is lost.

  • If the mission is Bombardment, the attacker rolls 2d6. The effect of the air attack depends on the result:

  • 2-8: The attack is made against the target hex.

  • 9-10: The attack is made against an adjacent hex occupied by enemy troops.

If there is no such hex, the attack is made against an adjacent hex occupied by friendly troops. If there is no such hex either, the air mission is lost.

  • 11-12: The air mission is lost.

An air attack is resolved as an ART attack.

If there are both AFVs and infantry units in the attacked hex, the first step loss will be taken by the most vulnerable unit.

The air mission table indicates the column on which each air attack is resolved, which depends on the type of aircraft.

Whether or not the air mission is lost, it may not be attempted again during the game.

11.2 Anti-aircraft points

In each scenario – and for each side – the number of anti-aircraft points available for use against enemy Close Support and Bombardment missions is indicated.

The resolution of anti-aircraft fire takes place after the placement of air missions by your opponent. To resolve it, roll 2d6 for each enemy air mission:

  • If the result is greater then the number of anti-aircraft points you possess, the air mission is resolved without a problem.

  • If the result is equal to the number of anti-aircraft points, the enemy air mission is resolved, but with a +2 to the attack die roll.

  • If the result is less than the number of anti-aircraft points, the air mission is aborted and lost.

12. Improved positions, barbed wire and roadblocks.

Improved positions, barbed wire and roadblocks are similar in that they are markers which are located in given terrain. Barbed wire and roadblocks only occur if the scenario so specifies. Improved positions may be given by the scenario or constructed during the game by either player.

12.1 Improved positions

A unit may find itself at a given moment in the battle in terrain ill-suited for defense and, nevertheless, receive orders to occupy this particular piece of ground. Logically, it will try to protect itself to the greatest extent possible with material available nearby (tree trunks, snow, earthworks, etc.)

12.1.1 A unit in open terrain, woods, light woods, crest line, orchard, or fields (whether or not there is a road in the hex) may attempt to construct improved positions that will aid their defense against any AP or ART attack (however, the improved position will not improve their defense against assault).

If a player decides that one or more of his units will construct an improved position, place on top of them an “improved position under construction” marker. The following turn, flip it over and from that time it is in place, and a +1 modifier is applied to any die roll when the hex in which they are located is fired upon.

If after the marker is placed but before it is flipped, the unit attempting to construct an improved position is assaulted by the enemy, it loses the marker immediately. The position is considered assaulted as long as at least one enemy unit passes its pre-assault morale check.

The unit also loses the improved position marker (whether finished or not) if the unit constructing the position moves, routs or is eliminated.

12.1.2 If the improved position marker is given by the scenario, it is finished from the start of the game, protecting any unit the owner wishes from fire.

12.2 Barbed wire

Barbed wire impedes the normal movement of combat units: Only tracked vehicles and infantry may cross barbed wire.

However, each infantry unit crossing a barbed wire hex must begin its movement adjacent to it and pass a morale check. Roll 2d6 and if the result is equal or less than its morale, it passes and is placed on the other side of the barbed wire. If it fails, it remains in the hex in which it started. In both cases, after the morale check, the unit is marked as “finished.”

If a unit or command which is not a tracked vehicle is required to retreat into a hex with barbed wire after losing an assault, it surrenders.

Barbed wire may be destroyed in several ways:

  • If a tracked vehicle passes through the barbed wire hex

  • Through the action of engineers

  • By the action of off-board artillery. The artillery must make a concentrated attack against a hex with barbed wire and obtain an effect of 3 or more on the combat table.

12.3 Roadblocks

Roadblocks are located in a road hex to impede normal transit along the road. Only foot units (see 5.2) may cross a road block.

13. Terrain

13.1 Open terrain

Open terrain is any hex devoid of another terrain type that would affect fire or the LOS through the hex. The most frequent form is any hex uniformly covered by a greenish brown tint, as in D202.

13.2 Roads and trails

The presence of a road modifies movement in a hex as described in 5. “Movement.” These represent paved surfaces, as D706 or trails, as in C702.

13.3 Broken terrain

Broken terrain represents rough ground covered by stones, debris, or pits, as in C910. Fire rolls are modified by +1 if the fire crosses hexes of this terrain type at any level, regardless of the number, although LOS is blocked if it crosses 3 or more hexes of this type.

13.4 Built-up area

Each hex represents a group of buildings and streets and the usual features of a town or city, as A413.

13.5 Light woods

Light woods represents forested areas without any underbrush and in which the trees are not closely spaced, as in A1006.

13.6 Woods

Woods represents forested areas with underbrush and in which the trees are closely spaced, as in B403.

13.7 Hills

Hills are represented by one or more terrain elevations above ground level. Any terrain located on a hill is at the corresponding elevation. Example: A702 (elevation 0), A703 (elevation 1), A704 (elevation 2), A705 (elevation 3).

13.8 Dispersed buildings

Each dispersed building hex represents a small group of structures like a farmhouse with its gardens, corrals, and canals constructed of stone or wood which surround it, as in A408, B301, C902, or D1211.

13.9 Marsh

A marsh represents ponds of deep water and soft ground with vegetation. There are no such hexes in the first four maps of the War Storm series.

13.10 Major river

A major river is a body of water sufficiently large to impede the normal movement of men and vehicles, and may not be entered without special assistance like, for example, a bridge. This terrain type is prohibited to all types of units, and does not appear in the first 12 scenarios of ¡A Las Barricadas!

River hexes (major or minor) adopt the defense values and LOS effects of the terrain through which they pass.

13.11 Minor river

A minor river is a small and shallow body of water which impedes the normal movement of men and vehicles, but is fordable.

13.12 Orchards/Fields

These represent a wide variety of cultivated areas, some ploughed or lying fallow, others harvested and others still awaiting harvest. Any areas as D1310-C706-C705-B401-B502 is considered cultivated land. Fire rolls are modified by +1 if the fire crosses hexes of this terrain type at any level, regardless of the number, although LOS is blocked if it crosses 3 or more hexes of this type.

13.13 Trenches

A trench marker may only be placed on a hex before the scenario begins, and only if it so provides, in open ground, woods, light woods, crest or orchard hexes.

A trench marker can cover 6 steps of infantry, artillery (individually or in combination) and an unlimited number of officers.

In a trench hex there may be 9 steps located outside the trench in addition to the 6 steps in the trench.

Trench hexes are considered connected and cost 1 MP to move from one to the other if they are on the same level. To enter a trench costs 1 extra MP above the cost to enter its hex, so that if a unit has sufficient MP to enter the hex, but not the additional MP to enter the trench, it will not benefit from its protection.

13.14 Crest lines

The line which surrounds a hill at each of its elevation levels is considered a crest, as in A1314. In order for a unit to benefit from ‘crest’ status with regards to LOS, the LOS must cross the crest line in the hex in which the unit is located.

In order for a unit to apply its crest status to the benefit of its defense, the attack must be launched from a lower elevation and cross the crest line in the hex in which the unit is located.

The defense divisor of AFVs in a crest hex is that of the terrain type in the hex in which the crest is located.

  • 13.13 Trenches
  • 13.14 Crest lines
  • Transport units: These represent groups of 3 to 5 vehicles with their corresponding drivers.

  • 1
    1
    Hill (uphill only)+1+6+4
    Dispersed buildings211
    Marsh2ProhibitedProhibited
    Major RiverProhibitedProhibitedProhibited
    Minor River242
    Fields1,532