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Landships! Tactical Weapons Innovations 1914-1918 thumbnail

Landships! Tactical Weapons Innovations 1914-1918

Landships! Tactical Weapons Innovations 1914-1918 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.11 Game Scale
  • 2.0 Game Components
    • 2.1 The Maps
    • 2.2 Units Treated as Soft Targets
      • 2.21 Foot Troops (FTs)
      • 2.22 Crews
      • 2.23 Individuals
      • 2.24 Cavalry Troops (CTs)
    • 2.3 Weapon Units
    • 2.4 Vehicles
      • 2.41 Vehicle Types
      • 2.42 Vehicle Weapons and Range
      • 2.43 Vehicle Mobility
      • 2.44 Vehicle Size
      • 2.45 Vehicle-Specific Indicators
      • 2.46 Vehicle Crews
    • 2.5 Air Units
      • 2.51 Aircraft Types
      • 2.52 Ground Attack Value
      • 2.53 Bombing Factor
      • 2.54 Air Combat Bonus
      • 2.55 Immunity to Ground Fire
      • 2.56 Aircraft Movement Allowance
  • 3.0 Important Concepts Before You Begin
    • 3.1 Stacking
      • 3.11 General Rule
      • 3.12 Stacking Limits
      • 3.13 Stacking During Close Combat
      • 3.14 Stacking and Retreat
    • 3.2 Zones of Control
    • 3.3 Supply Rules
  • 4.0 The Game Sequence
    • 4.1 First Player's Barrage Phase
    • 4.2 First Player's Cavalry and Vehicle Movement Phase (only)
    • 4.3 Second Player's Defensive Anti-Tank Fire Phase (against vehicles only)
    • 4.4 First Player's First Foot Troop Movement Phase
    • 4.5 Second Player's Defensive Small Arms Fire Phase
    • 4.6 Second Player's Pin Removal Phase
    • 4.7 Air Combat Phase
    • 4.8 Close Combat Phase
    • 4.9 First Player's Offensive Fire Phase
    • 4.10 First Player's Second Foot Troop Movement Phase
    • 4.11 First Player's Pin Removal Phase
    • 4.12 Second Player's Turn
  • 5.0 The Barrage Phase
    • 5.1 The Role of Forward Observers
      • 5.11 Procedure for Using Forward Observers
      • 5.12 Aircraft as Forward Observers
      • 5.13 Automatic Observation
      • 5.14 First-Turn Barrage Attacks
    • 5.2 Types of Artillery Barrage
      • 5.21 "Drumfire" Barrage
      • 5.22 "Hurricane" Barrage
    • 5.3 Selecting Ammunition
      • 5.31 High-Explosive Shells
      • 5.32 Shrapnel
      • 5.33 Smoke
      • 5.34 Toxic Gas Shells
    • 5.4 Resolving Indirect Barrage Attacks
      • 5.41 Scatter Check
      • 5.42 Fire Strength of a Barrage Attack
      • 5.43 Determining the Result of a Barrage Attack
    • 5.5 Various Consequences of Indirect Barrage Attacks
      • 5.51 "Hits" Against Foot Troops
      • 5.52 "Hits" Against Cavalry
      • 5.53 "Hits" Against Weapon Units
      • 5.54 "Hits" Against Vehicles
      • 5.55 "Hits" Against Barbed Wire
      • 5.56 Consequences of Toxic Gas Attacks
    • 5.6 Restrictions on Indirect Fire
    • 5.7 Direct Attacks
  • 6.0 The Vehicle and Cavalry Movement Phase
    • 6.1 Vehicle Movement
      • 6.11 Movement Procedure
      • 6.12 Road Movement
      • 6.13 Changing a Vehicle's Facing
      • 6.14 Vehicles That Are Hard to Steer
      • 6.15 Vehicle Movement Restrictions
      • 6.16 Tank Mechanical Breakdowns
    • 6.2 Special Cases Encountered During Vehicle Movement
      • 6.21 Barbed Wire Hexagons
      • 6.22 Trench Hexagons
    • 6.23 Rough Terrain Hexagons
    • 6.24 Minefields
    • 6.3 Cavalry Movement
      • 6.31 Cavalry Modes of Operation
      • 6.32 Cavalry Movement Speeds
      • 6.33 Charge Attacks
      • 6.34 Terror Caused by a Cavalry Charge
      • 6.35 Cavalry Movement Restrictions
  • 7.0 The Foot Troop Movement Phases
    • 7.1 General Rule
      • 7.11 Movement Costs by Terrain
    • 7.12 Enemy-Occupied Hexagons
    • 7.13 Barbed Wire Hexagons
    • 7.14 Minefields
    • 7.15 Moving Weapon Units
  • 8.0 Fire Attacks
    • 8.1 Facing and Firing Arcs
      • 8.11 Definitions
      • 8.12 The Firing Arc
    • 8.2 Spotting and Lines of Sight (LOS)
      • 8.21 Spotting Distance
      • 8.22 Automatic Spotting
      • 8.23 Lines of Sight (LOS)
      • 8.24 Losing Spotted Status
    • 8.3 Defensive Fire Phases
      • 8.31 Rates of Fire
      • 8.32 Changing Facing
    • 8.4 The Offensive Fire Phase
      • 8.41 Rates of Fire
      • 8.42 Change of Facing
      • 8.43 Sequencing Vehicle Fire
    • 8.5 Anti-Tank Attacks
      • 8.51 Designating a Target
      • 8.52 Combined Fire
      • 8.53 Anti-Tank Fire Procedure
      • 8.54 Multi-Shot Anti-Tank Weapons
      • 8.55 Restrictions on Anti-Tank Attacks
      • 8.56 Target Acquisition
      • 8.57 Modifiers Based on Vehicle Size and Terrain
      • 8.58 AT Gun Close-Range Bonus
      • 8.59 Artillery Guns (ART) Used Against Armored Cars and Trucks
    • 8.6 Small Arms Fire Attacks
      • 8.61 Designating Targets
      • 8.62 Combined Fire
      • 8.63 Small Arms Attack Procedure
      • 8.64 Terrain Effects
      • 8.65 Machine Gun Fire Bonuses
      • 8.66 Small Arms Fire Attacks and Cavalry
  • 9.0 Applying Results from the Small Arms Combat Resolution Table
    • 9.1 The Morale Check
      • 9.11 Check Procedure
      • 9.12 Morale Modifiers
    • 9.2 Pin Results
    • 9.3 Retreat Movement
    • 9.4 Post-Combat Advance
  • 10.0 The Pin Removal Phase
  • 11.0 The Air Combat Phase
    • 11.1 Mission Procedure
      • 11.11 Bringing Aircraft into Play
      • 11.12 Air Combat
    • 11.2 Anti-Aircraft Fire
      • 11.21 Anti-Aircraft Gun Fire Procedure
      • 11.22 Ground Fire Procedure
    • 11.3 Close Support Missions
      • 11.31 Artillery Observation Missions
      • 11.32 Bombing Missions
      • 11.33 Ground Attack Missions
  • 12.0 The Close Combat Phase
    • 12.1 General Rule
      • 12.11 Bonus Movement
      • 12.12 Who Is Affected?
    • 12.2 Close Combat Procedures
      • 12.21 No Vehicles Present
      • 12.22 Vehicles Present
      • 12.23 Vehicles Alone
      • 12.24 Restrictions
    • 12.3 Close Combat Modifiers
      • 12.31 Column Shifts
      • 12.32 Die Roll Modifiers
      • 12.33 Pinned Units in Close Combat
  • 13.0 Weapon Units in Combat
    • 13.1 Individual Armaments
      • 13.11 General Rule
      • 13.12 Anti-Tank Rifle Rules
      • 13.13 Flamethrower Rules
      • 13.14 Machine Guns and Lightly Armored Tanks
    • 13.2 Weapon Units Requiring Crews
      • 13.21 Anti-Tank Guns [AT]
      • 13.22 Artillery Guns [ART]
    • 13.23 Anti-Aircraft Guns [AA]
      • 13.24 Fire from Unmanned/Unsupported Units
  • 14.0 Tank Leaders, Forward Observers, and Crews
    • 14.1 General Rule
      • 14.11 Tank Leaders [TLs]
      • 14.12 Forward Observers [FOs]
      • 14.13 Crews
      • 14.14 "Overrun"
  • 15.0 Rules Specific to German Tanks
    • 15.11 German Tank Crew Morale
    • 15.12 Subsequent Penalties
  • 16.0 Optional Rules
    • 16.1 Optional Rules Concerning Foot Troops
      • 16.11 Troop Preparation
    • 16.12 Morale
    • 16.13 Rifle Grenades
    • 16.14 Machine Gun Options
    • 16.15 Stormtroopers [Stosstruppen]
    • 16.2 Optional Rules Concerning Vehicles and Terrain
      • 16.21 Changing Weapon Unit Facing
      • 16.22 Artillery Restrictions
      • 16.23 Direct-Fire Range
      • 16.24 Improved Defenses
    • 16.3 Optional Rules Concerning Vehicles
      • 16.31 Poorly Designed Tanks
      • 16.32 Tank Employment Doctrine
    • 16.4 Optional Rules Concerning Aircraft
      • 16.41 Fighter Strafing Attacks
      • 16.42 Restrictions on CS-Type Aircraft
      • 16.43 Defensive Bomber Fire
      • 16.44 German Weapon Superiority
    • 16.5 Additional Units
  • Reference Tables
    • Terrain Effects Chart
    • Spotting Chart
    • Tank Breakdown Table
    • Breakdown Type Table
    • Tank Repair Table
    • MG, Anti-Tank Rifle, and Flamethrower Attacks Against Tanks
    • Anti-Tank Combat Resolution Table [ATCRT]
    • Fire Order Table
    • Scatter Table
    • Barrage Attack Resolution Table
    • Small Arms Combat Resolution Table [SACRT]
    • Close Assault Combat Resolution Table [CACRT]
    • Air Bombing Table
    • Anti-Aircraft Attacks

1.0 Introduction

1.11 Game Scale

Vehicle, aircraft, Weapon Unit, Forward Observer, and Tank Leader counters represent individual-sized units. Cavalry, foot troop, and machine gun (MG) counters represent units at the scale of a combat group, or platoon. Crew counters represent the three to five men needed to operate a Weapon Unit. Finally, each hexagon on the maps represents a distance of about one hundred meters. A game turn corresponds, roughly, to about five minutes.

2.0 Game Components

Your copy of Landships! should contain the following components:

  • 4 double-sided map sections numbered one through eight.
  • 420 die-cut counters.
  • 1 Rulebook, including:
    • historical commentary,
    • a booklet consisting of a Fast Start Rulebook and a dedicated scenario,
    • 1 scenario booklet.
  • 1 cardstock sheet with the diagrams and tables needed to play.
  • 1 ten-sided die and 1 six-sided die.

2.1 The Maps

The set of maps included in the game depicts the various types of terrain commonly encountered during the Great War. Each scenario includes a diagram showing how the various required maps should be assembled. The hex grid overprinted on the maps regulates the position of units on the map. It is also used to represent and resolve movement and combat.

NOTE: In all cases, half-hexagons formed by the grid at the edges of the map are entirely playable and are considered full hexagons. In addition, clear terrain hexagons include those containing any number of isolated shell holes, trees, or buildings. In short, all hexagons are considered clear terrain unless otherwise noted. City hexagons are only those hexagons next to which a proper name is printed — see, for example, "Martel" on map 3.

Each map has a number to facilitate scenario set-up, as well as a barrage scatter diagram. This diagram is used to determine where poorly-aimed artillery fire lands. It also serves as a turn track during play. Place the "Game Turn" marker on the diagram and advance it at the start of each new turn.

2.2 Units Treated as Soft Targets

All the units described in this section of the rules are composed mainly of men and/or horses and are, as a result, considered Soft Targets. Various numbers and drawings are printed on the counters representing each unit. In general, a unit's characteristics do not change during the game, though in certain cases they may be temporarily modified.

Every unit listed here can be affected by Small Arms Fire Attacks (SAFAs) directed against it, without exception. All units listed here can always fire in any direction (360° firing arc). Facing rules therefore do not apply to them. The background of counters representing Allied units is blue. Central Powers units have a blue-grey background.

2.21 Foot Troops (FTs)

The Foot Troops category covers infantry and machine gun units at the combat-group scale. The artwork printed on the counter has no effect on play. All Foot Troop units have four characteristics printed on their counter, with the following meanings:

a. The number printed in the upper left corner is the Fire Strength (FS) of a Foot Troop unit — in other words, its basic attack value.

b. The number printed in the upper right corner is the maximum Weapon Range (WR), in hexagons, of a Foot Troop unit. The distance used to determine whether an enemy is in range is measured from the hexagon occupied by the firing unit (excluded from the count) to the hexagon occupied by the target (included in the count). All infantry groups have a maximum range of six hexagons. All machine gun groups have a maximum range of nine hexagons.

c. The number printed inside a black circle in the lower left corner represents the Morale Rating (MR) of a Foot Troop unit. It can be thought of as its basic defense value.

d. The number printed in the lower right corner corresponds to a unit's Movement Allowance (MA). This is always equal to 1. Note that Foot Troops may move twice per turn using this allowance, once per Foot Troop Movement Phase.

2.22 Crews

All Crew units supplied with the game are treated in exactly the same way as the Foot Troop units described above. However, they have neither Fire Strength nor a Range value — only a universal Morale value of 4. Crews move like any other Foot Troop unit and have a Movement Allowance of 1. Crews are Soft Targets and are therefore affected by Small Arms Fire Attacks directed against them. Their main function is to operate Weapon Units, although they may sometimes be required to represent the crew of certain vehicles.

2.23 Individuals

Tank Leaders (TLs) and Forward Observers (FOs) are Individuals. They are treated exactly like Foot Troops but have neither Fire Strength nor Range. Forward Observers, and Tank Leaders (when outside their tank!), move like any other Foot Troop unit with a Movement Allowance of 1 (shown on their counter, in the lower right corner). Like Crews and Foot Troops, Individuals are considered Soft Targets and are therefore affected by Small Arms Fire Attacks directed against them.

a. Tank Leaders do not have a Morale value because they are immune to morale checks. Instead, they have a bonus modifier of –1 printed in the lower left corner of their counter, applicable when they direct an Anti-Tank Fire Attack (ATFA), prevent a Breakdown from occurring, or repair an existing Breakdown.

b. Forward Observers use the highest Morale value of the Foot Troop group with which they are stacked. When one is alone in a hexagon, use the value of 5 printed on its counter.

2.24 Cavalry Troops (CTs)

During a scenario, a player may have combat groups made up of cavalry and/or machine-gun-armed cavalry.

A cavalry group's counter represents it while mounted, i.e., in the saddle (regardless of what the artwork depicts). When a cavalry unit is no longer mounted, it is represented on the map by the equivalent infantry or machine gun Foot Troop counter. While mounted, a cavalry group has neither Fire Strength nor Range — only a Morale value and a double Movement Allowance printed on its counter. These characteristics mean the following:

a. The circled number printed in the lower left corner is the cavalry group's Morale. This characteristic can be thought of as the unit's basic defense value.

b. The two numbers separated by a slash, printed in the lower right corner, represent the Movement Allowances for trotting or galloping. Each turn, a cavalry group may choose either of these movement modes, but it may only move during the Cavalry and Vehicle Movement Phase, not during the Foot Troop Movement Phase (unless it is not mounted).

c. All cavalry groups are considered Soft Targets and are all affected by Small Arms Fire Attacks directed against them.

2.3 Weapon Units

The term Weapon Units (WUs) refers to a range of weaponry from powerful artillery pieces to individual anti-tank weapons carried by Foot Troops. Guns generally require a Crew group to operate. Foot Troop groups may be equipped with individual Weapon Units, such as flamethrowers or anti-tank rifles.

a. The type of Weapon Unit is indicated at the bottom of each counter. Anti-aircraft guns (AA), anti-tank guns (AT), and artillery guns (ART) all require Crews. Weapon Units such as flamethrowers or anti-tank rifles may be part of a Foot Troop group's equipment.

b. Flamethrowers have a Fire Strength characteristic printed in the upper left corner of their counter. This means they can conduct Small Arms Fire Attacks as well as Anti-Tank Fire Attacks. Anti-tank rifles and guns have no Fire Strength characteristic and are therefore limited to Anti-Tank Fire Attacks. Artillery guns (ART) may conduct barrage attacks, Anti-Tank Fire Attacks, or Small Arms Fire Attacks. Anti-aircraft guns may fire against aircraft and conduct Anti-Tank Fire Attacks, but not barrage fire or Small Arms Fire Attacks.

c. All Weapon Units have one or two Range values, printed in the upper right corner of their counter. Range is expressed in hexagons. It is measured by counting the number of hexagons between the hexagon the shot originates from (excluded) and the target hexagon (included). If a Weapon Unit has only a single Range value, this is the maximum range of its attacks against any other type of unit. When a Weapon Unit counter shows two values, the figure to the left of the slash is the maximum range for a direct shot against another ground unit. The second figure represents the maximum range, in hexagons, at which a Weapon Unit can hope to reach a ground target with an indirect barrage attack (or, in the case of an anti-aircraft gun, a direct shot against an aircraft).

NOTE: For simulation purposes, a unit's range characteristic reflects, in some cases, more of an effective range at which a weapon can hope to hit a target than the weapon's true maximum capability. For example, the true range of a German flamethrower was about 35m; that of a German anti-tank rifle about 65m. For simplicity, their in-game range is limited to adjacent hexagons.

d. Weapon Units themselves have no Morale value. The Morale of the Crew assigned to them determines whether a Weapon Unit is operational or not.

e. Weapon Units have no Movement Allowance. Unless mounted on a vehicle, or capable of being carried by Foot Troops, they cannot move once set up. However, they always have the ability to change facing within the hexagon they occupy.

f. Weapon Units subject to facing rules have a small triangle printed in the upper left corner of their counter. This triangle represents their facing. Those that are not subject to facing rules (i.e., those that can fire in any direction) have a black circle printed in the upper left corner of their counter, representing their 360° firing capability.

NOTE: Weapon Units mounted on a vehicle may have both a triangle (representing the vehicle's facing) and a circle (representing the Weapon Unit's 360° firing capability) printed in the upper left corner of their counter.

2.4 Vehicles

Many types of vehicles are included with the game. Each counter represents a tank, an armored car, or a truck of the indicated type. Allied vehicles have a tan background. Central Powers units are printed on a green background.

2.41 Vehicle Types

There are three categories of vehicle: tanks, armored cars, and trucks.

a. Tanks are considered Hard Targets and are not, in general, affected by Small Arms Fire directed against them. To attempt to put them out of action, an Anti-Tank Attack is required. Tanks are subject to facing rules, and a small triangle is printed in the upper left corner of their counter indicating their "front." Tanks block any line of sight passing through the hexagons they occupy.

b. Armored cars are also considered Hard Targets, but they have a small chance of being affected by Small Arms Fire directed against them. An Anti-Tank shot is usually more effective. Armored cars are subject to facing rules and a small triangle is printed in the upper left corner of their counter indicating their "front." Unlike tanks, armored cars do not block line of sight through a hexagon.

c. Trucks are considered Soft Targets and are therefore affected by Small Arms Fire. Likewise, they are vulnerable to Anti-Tank fire directed against them. Trucks are also subject to facing rules and a small triangle is printed in the upper left corner of their counter indicating their "front." Like armored cars, trucks do not block line of sight through a hexagon.

2.42 Vehicle Weapons and Range

Each vehicle's armament, as well as the field of fire of its various weapons, is printed in the middle of the scenario booklet (see the fire diagrams). It is important to keep in mind that a vehicle may be facing in one direction while being able to open fire in other directions, due to the arrangement of each vehicle's armament. Refer to the vehicle fire diagrams printed in the scenario booklet.

a. When conducting a Small Arms Fire Attack against a soft target, a vehicle's main gun(s), regardless of type, have a Fire Strength of 10 if their caliber is 75mm or greater, or 8 if their caliber is less than 75mm. Likewise, main guns are equally effective in an anti-tank role when used against other vehicles (for simplicity, no account is taken of the weak armor of early tanks). Each machine gun mounted on a vehicle has a universal Fire Strength of 2 for conducting Small Arms Fire Attacks.

b. Each vehicle (if armed) has a Range of 9 hexagons, as shown in the upper right corner of the counter. This applies to both the main gun(s) and the machine guns.

NOTE: No vehicle has a range greater than 9 hexagons (few battles in history took place at a greater distance).

c. Armored cars are equipped only with machine guns. Each machine gun mounted on an armored car has a generic Fire Strength of 2 and a Range of 9 hexagons.

d. Most trucks have no armament. Those equipped with a main gun or machine guns have a Fire Strength of 10 or 8 for a gun, or 2 for any machine gun. Range is always 9 hexagons.

2.43 Vehicle Mobility

Vehicles only move during their own side's Vehicle Movement Phase. Each vehicle has two values representing its Movement Allowance, shown in the lower right corner of the counter. The figure to the left of the slash is the movement allowance across any type of terrain; the figure to the right is the movement allowance on roads (only). A vehicle's movement allowance for the turn therefore depends on the surface over which it is moving: road or any other type of terrain.

2.44 Vehicle Size

Some vehicles were particularly large, while others were much smaller (the average dimensions of a tank being around 3.5m to 4.5m wide by about 7m to 9m long). To reflect these differences in size, some vehicles have a size modifier printed at the center-left of their counter. This modifier applies to any die roll made to resolve an Anti-Tank Attack directed against them. Vehicles bearing no such modifier are assumed to have a value of "0."

2.45 Vehicle-Specific Indicators

If a vehicle has a special capability (or flaw), one or more symbols are printed in the lower left corner to indicate this. The meaning of these symbols is explained in the appropriate rules sections.

EXAMPLE: Tanks whose counters show a square printed in the lower left corner are considered "Hard to Steer" and suffer additional penalties when turning.

NOTE: Some units are supplied with the game without appearing in the included scenarios. These are identified by a small star in the lower left corner. Rules and scenarios for these units will appear in future issues of the Clash of Arms newsletter.

2.46 Vehicle Crews

Most Allied tanks function in the game without needing to worry about particular effects on their own crews. Nevertheless, Crew or Servant units assigned to operate German tanks, armored cars, and trucks may be affected by certain game effects. In any case, crews are not stacked with their vehicle unless the rules state otherwise.

2.5 Air Units

Each air unit represents a single aircraft. Each scenario indicates the various types of aircraft available. Some aircraft can only perform one type of mission.

2.51 Aircraft Types

In the upper left corner of an aircraft counter is an abbreviation defining the various missions that aircraft can perform. Thus, aircraft primarily acting as fighters or interceptors are marked "F."

a. Aircraft marked "CS" are primarily aircraft that can provide Close Support to ground troops. These air units can conduct bombing missions, artillery observation, and ground attack (strafing) missions against an opponent.

b. Aircraft marked "B" are, for the most part, bombers. Although they are limited to bombing missions, these are highly effective.

2.52 Ground Attack Value

An aircraft's ground attack value is printed in the lower left corner of its counter. This characteristic is used to determine the potential effects of a ground attack conducted by that aircraft.

2.53 Bombing Factor

An aircraft's bombing factor is found in the lower right corner of its counter. This characteristic is used to determine the potential effects of a bombing run made by that aircraft.

2.54 Air Combat Bonus

Some fighters (type F) have a bonus when engaged in aerial combat. This bonus, printed in the lower right corner of a fighter counter, acts as a die roll modifier during an air-to-air engagement.

2.55 Immunity to Ground Fire

If an aircraft is immune to the effects of Small Arms Fire Attacks from ground units, a black square is printed in the lower left corner of its counter (around the ground attack value, if it has one).

2.56 Aircraft Movement Allowance

Each turn, aircraft have unlimited movement allowance and may therefore be positioned anywhere on the map.

3.0 Important Concepts Before You Begin

Before venturing further into the main body of rules, certain fundamental game mechanisms and concepts must be explained first. Review them now to familiarize yourself with them.

3.1 Stacking

Stacking regulates the total number of units that may occupy a hexagon after movement. While units are moving, they are not subject to stacking limits.

3.11 General Rule

When counting the units in a hexagon to check stacking limits, every Foot Troop or Cavalry group and every vehicle is counted. Pinned Foot Troop and Cavalry groups are also counted. However, vehicles that have broken down are excluded from the total. Likewise, Crews, Individuals, Weapon Units, and aircraft never count toward a hexagon's stacking limits.

3.12 Stacking Limits

Units may move separately or in stacks. Up to eight units belonging to the same side, whether Foot Troop or Cavalry groups, may end their Movement Phase stacked in the same hexagon.

NOTE: Large stacks of units make excellent targets and are terribly vulnerable to enemy fire.

a. A maximum of four vehicles may end their Movement Phase stacked in the same hexagon (in addition to the eight Foot Troop/Cavalry groups permitted). A hexagon can therefore never contain five or more vehicles, regardless of which side controls it.

NOTE: During this period, tank group tactics called for spacing between tanks of 200 to 300 meters.

3.13 Stacking During Close Combat

During the Close Combat Phase, an exception to the stacking rules applies when an enemy enters a hexagon. From that point, stacking limits for each side are ignored — the stacking limit becomes unlimited. As a result, each player may throw as many Foot Troop or Cavalry groups as they possess into the melee, whether the hexagon is under friendly or enemy influence. Since vehicles are excluded from the Close Combat Phase, the rule restricting stacking to a maximum of four vehicles per hexagon remains in effect.

3.14 Stacking and Retreat

If, by chance, a hexagon's stacking limit is exceeded as a result of a retreat movement, move the retreating units as many additional hexagons as necessary to restore a situation that respects the stacking limit rules.

3.2 Zones of Control

Unlike many wargames, in Landships! there are no rules concerning Zones of Control.

3.3 Supply Rules

Similarly, unlike many wargames, there are no supply rules in Landships! Given the short span of time covered by each scenario, units are always considered to be supplied. Nevertheless, special scenario rules may occasionally impose limitations on ammunition use.

4.0 The Game Sequence

Landships! is a two-player simulation in which each player alternately moves and fires. A game is divided into game turns. Likewise, each game turn contains various phases, occurring one after another in a strict order, forming the Sequence of Play. Each scenario determines a first and second player. The first player remains the first player throughout the game. That player follows the sequence of play first and is called the "Phasing player." Certain phases of the game turn are reserved for the second player (called the "Non-phasing player"). After the first player has completed the successive steps of the sequence of play, the second player becomes the Phasing player and repeats the sequence, at which point the first player becomes the Non-phasing player. After that, a new turn takes place.

Players may skip certain phases if they are not applicable to the game situation. In all other cases, the sequence of play must not vary.

4.1 First Player's Barrage Phase

a. Designate the target hexagon and announce the type of barrage and ammunition used.

b. Verify that the observer's status is indeed "in communication" with the artillery battery, then roll on the Fire Order Table (FOT) to determine whether the request is granted.

c. Make a check to determine whether the barrage scatters.

d. Roll on the Barrage Attack Resolution Table to determine whether a "Hit" is scored.

e. Resolve the various effects produced by a "Hit" against any unit in the affected hexagon.

4.2 First Player's Cavalry and Vehicle Movement Phase (only)

a. Move all vehicles within their movement allowance (don't forget to check whether tanks may break down at the end of their movement). Vehicles intending to engage in Close Combat must enter the hexagon occupied by the enemy during this phase.

b. The second player makes a morale check for each of their units subject to tank terror (only in certain scenarios).

c. Choose the movement mode for each cavalry unit (trot or charge), then move them within their movement allowance. For any cavalry unit, you must determine whether it is mounted or not, at the beginning or the end of this step (your choice).

d. The second player makes a morale check for any unit subject to terror resulting from a cavalry charge against it.

4.3 Second Player's Defensive Anti-Tank Fire Phase (against vehicles only)

a. Only vehicles belonging to the first player may be targeted by available anti-tank weapons. Any type of enemy vehicle may be targeted. Artillery guns (ART) and anti-tank guns (AT) may change facing so as to include enemy vehicles within their firing arc.

NOTE: Anti-tank weapons include: Allied tanks equipped with a main gun, artillery guns (ART) using direct fire and present on the map, anti-tank and anti-aircraft guns, as well as anti-tank rifles and flamethrowers.

4.4 First Player's First Foot Troop Movement Phase

a. All Foot Troop units that are not Pinned (infantry and machine gun groups, Crews, and Individuals) belonging to the first player may move.

4.5 Second Player's Defensive Small Arms Fire Phase

a. Units belonging to the second player may fire on any enemy soft target using (only) their small arms.

b. During this phase, units belonging to the second player may choose to open fire on any vehicle vulnerable to Small Arms Fire Attacks. Thus, trucks and armored cars may be attacked by any unit possessing a Fire Strength. Certain early tank models may also be attacked using machine gun groups or vehicle-mounted machine guns (mainly in scenarios set before April 1917; after that date, machine guns are nearly ineffective against this kind of target).

4.6 Second Player's Pin Removal Phase

a. All Pinned units belonging to the second player return to normal status.

4.7 Air Combat Phase

a. The first player (who must have decided, before the phase begins, which missions their aircraft will fly) deploys all their aircraft, regardless of type, onto the game board, followed by the second player who deploys their fighters (only) for interception purposes.

b. Resolve air combat between fighters first. After that, surviving fighters belonging to the second player may attack bombers and/or Close Support (type CS) aircraft belonging to the first player.

c. The second player (only) conducts any anti-aircraft attacks they wish to make.

d. First-player CS-type aircraft performing an artillery observation mission may then observe their targeted hexagons. You may position Barrage Impact markers.

e. The first player conducts any bombing mission (type CS and B) or ground attack mission (type CS only) available to them.

4.8 Close Combat Phase

a. This phase only takes effect when opposing units find themselves together in the same hexagon, or when units belonging to the attacking player — excluding vehicles — located in a hexagon adjacent to enemy units are committed to Close Combat during this phase (a free assault move against the enemy hexagon).

b. Resolve all engagements resulting from a Close Combat situation.

4.9 First Player's Offensive Fire Phase

a. All units belonging to the first player — except those engaged in Close Combat — may conduct Anti-Tank and Small Arms Fire Attacks. No change of facing is permitted during this phase.

4.10 First Player's Second Foot Troop Movement Phase

a. All Foot Troop units belonging to the first player that are not Pinned — except those engaged in Close Combat — may move a second time.

4.11 First Player's Pin Removal Phase

a. All Pinned units belonging to the first player return to normal status. Vehicles that suffered a temporary breakdown and did not fire during this turn may be repaired.

b. Remove any Gas or Smoke marker belonging to the second player.

4.12 Second Player's Turn

The second player becomes the Phasing player and repeats steps 4.1 through 4.11, with the roles of first and second player reversed. Once this has been done, one game turn is complete. The procedure then resumes identically with the original first player.

5.0 The Barrage Phase

In Landships!, artillery is simulated in two ways: abstractly, through off-board elements, and, more rarely, through counters present on the map representing artillery guns (ART). Depending on the scenario, however, each side may possess both off-board elements and artillery guns (ART). Generally, during this phase, artillery guns (ART) only conduct indirect barrage attacks against hexagons they could not normally see. To do so, they rely on information relayed by a Forward Observer. All indirect barrage attacks must take place during this phase. However, if an enemy unit is within range of an artillery gun (ART) and that gun has a clear line of sight to engage its target, it may make a direct Anti-Tank Attack, if the target is a vehicle, or a Small Arms Fire Attack, in the case of a soft target. It then acts during one of the direct fire phases (see step 5.7).

Errata 5.0 (clarification): There is no practical difference in the game between off-board artillery elements and artillery guns present on the board. Both types of pieces have a Fire Strength of 10, both can use Forward Observers to acquire a target, etc. This is a simplification, and players are entirely free to develop more elaborate artillery rules.

5.1 The Role of Forward Observers

Forward Observers represent individuals equipped with a telephone, unreeling cable as they advance. An observer's sole purpose is precisely to observe targets that the artillery guns cannot see themselves, so that the guns can conduct indirect barrage fire against those targets. Skip this step when an artillery gun (ART) fires against an enemy unit within direct-fire range and to which it has a clear line of sight. Units doing so are considered to be conducting direct barrage fire (see step 5.7).

5.11 Procedure for Using Forward Observers

To conduct an indirect barrage attack, a Forward Observer that is not Pinned must be able to both observe the hexagon chosen as the target and name which gun will fire and with what type of ammunition, then establish communication with the artillery gun (ART) or off-board element conducting the indirect barrage attack. Once these conditions are verified, the Forward Observer must roll on the Fire Order Table to find out whether the artillery fire request is granted.

a. A Forward Observer that is not Pinned may observe any hexagon within a radius of 10 hexagons (the hexagon it occupies is excluded from the count). To do so, it must also have a clear line of sight (see section 8.23 for line-of-sight rules) between itself and the targeted hexagon. Forward Observers cannot observe through a hexagon affected by smoke (the contents of that hexagon are likewise impossible to observe). Forward Observers do not use the range values shown on the Spotting Chart. To mark a hexagon chosen as a target when it is observed by a Forward Observer, simply place the "Barrage Impact" marker on the hexagon concerned.

NOTE: Observation, for indirect barrage attacks, and "spotting," used for direct attacks, are two entirely different concepts. They are therefore not interchangeable.

b. After observing the hexagon chosen for the barrage attack, the player must state aloud the number of artillery guns (ART) / off-board elements used, the type of barrage requested, and finally the type of ammunition used. Once done, the choice cannot change for the rest of the turn. There are two types of barrage fire: "drumfire" and "hurricane" (see section 5.2). Only one type of barrage may be chosen for a given hexagon. There are four types of ammunition: high explosive, shrapnel, smoke, and gas (see section 5.3). Only one type of ammunition may be used when attacking a given hexagon.

c. Next, the Forward Observer must verify that they have successfully established communication with the artillery unit. Once the target hexagon has been chosen and successfully observed and the type of attack determined, roll a die for each targeted hexagon. On a result of 1 to 3, the Forward Observer failed to establish communication with the units assigned to the barrage against that hexagon. The indirect barrage attack planned against that hexagon therefore does not take place this turn. The entire potential of the artillery guns (ART)/off-board elements allocated to attacking this hexagon is wasted. These pieces do not become unusable for that, however — they may fire in a later turn. For each hexagon it targets, a Forward Observer that is not Pinned may attempt to establish communication once per turn, in hopes of having at least one of its fire requests satisfied.

d. Finally, before resolving the barrage attack, determine for how many turns the targeted hexagon has been subjected to Small Arms Fire Attacks (excluding those conducted by artillery units) without producing an elimination or retreat result (regardless of how many "Pinned" results were obtained). Resistance-turn-count counters are provided to help players keep track of how many turns have elapsed. Count the number of turns, not the number of times per turn, during which a hexagon has been attacked. Then roll on the Fire Order Table, under the column corresponding to the number of turns the hexagon has been resisting, and apply any applicable modifier shown below the table. If the result is an "F," rear command agrees on the need for artillery fire and the barrage takes place. Naturally, only hexagons that have previously been targeted by an aircraft or a Forward Observer may be attacked. If an "F" result is not obtained, the player must follow the same procedure for any other planned barrage attacks.

EXAMPLE: We are in turn 1 of a scenario. A hexagon containing enemy units is observed by a Forward Observer and comes under fire from an artillery gun (ART) or an off-board artillery element. Suppose no effect results from this attack. During the rest of turn 1, the enemy units in the hexagon are attacked again by the opposing player, this time using small arms, again without result. Place a "resisted 1 turn" counter on the hexagon. In turn 2, the same hexagon is observed once more (by an aircraft). No communication check is necessary. Since the hexagon was subjected to small arms fire that caused neither retreat nor elimination during turn 1, this counts as one turn of resistance toward the total of ineffective attacks made against it. Thus, to carry out a barrage attack, the player must roll on the Fire Order Table using column "1" (with a –1 modifier to the roll for using an aircraft). Suppose a lucky "F" occurs and the artillery pieces are granted permission to fire. After checking for scatter, suppose the shot hits its target but has no effect. (Had an "F" not been obtained, the potential of the artillery pieces assigned to the barrage would have been wasted.) The player does not conduct small arms attacks against this hexagon for the rest of turn 2 (busy elsewhere). The counter is therefore not replaced with "resisted 2 turns." Thus, in turn 3, during the Barrage Phase, if the hexagon were observed again by a Forward Observer and targeted again, with a fire order requested, column "1" would still be used to resolve the attack (since the hexagon was only subjected to small arms fire in turn 1, not turn 2). Had the player also conducted a small arms attack in turn 2, but without result, the counter would have been flipped to its "2" side, and in turn 3 column "2" would have been used, and so on. Had a small arms attack in turn 2 caused an elimination or a retreat, that would have counted as a success — the resistance marker would have been removed and any small arms attack made that turn or previous turns would have been dropped from the count. In that case, a fire request in turn 3 would have used column "0." Had a "Pinned" result occurred during any of these phases, the attack (and the turn) would still have counted toward the total number of turns the hexagon has been attacked without result, since the enemy is still in the hexagon and still in a state of resistance.

5.12 Aircraft as Forward Observers

During the Air Combat Phase, "CS"-type aircraft belonging to the attacking player that are performing artillery observation missions may also act as Forward Observers to conduct indirect barrage attacks. They do not count toward spotting on behalf of ground troops making Anti-Tank or Small Arms Fire Attacks (see section 8.2). They may automatically observe any hexagon within a radius of two hexagons from the hexagon they occupy (ignore the range limitations shown on the Spotting Chart). Simply place a barrage target counter on the hexagon. Unless the aircraft is forced to abort its mission, the attack is resolved the following turn, during the Barrage Phase of the player who owns the aircraft. Aircraft acting as Forward Observers are always considered to be in communication with any artillery gun or off-board element — no check is necessary. However, the Fire Order Table is still used, but with a favorable roll modifier, as indicated below the table. Don't forget to check for barrage scatter.

NOTE: Because aircraft do not need to check whether they are in communication, and because they have significantly better odds of having their request granted, they represent a tactical advantage, multiplying the effectiveness of each side's artillery.

Errata 5.12 (change): During the Air Combat Phase, place the aircraft directly on the hexagon to be targeted by the barrage attack. During the Barrage Phase proper, since an aircraft can observe any hexagon within a radius of 2 hexagons of its own, place the impact counter on any hexagon within a radius of 2 hexagons of the aircraft. The barrage then takes effect on that hexagon (it remains subject to scatter).

NOTE: This change prevents units in the targeted hexagon from attempting to avoid the incoming barrage simply by moving.

5.13 Automatic Observation

In all scenarios, certain types of terrain are always automatically considered "observed" when subjected to an indirect barrage attack. This includes hexagons containing the enemy's first (or only) trench line — the one closest to your side of the map — those containing your own trench lines, the first row of hexagons in front of your trench line — i.e., the one closest to the enemy! — city hexagons, and any road-junction hexagon. A Forward Observer or aircraft does not need to observe these particular types of hexagons for the player to conduct an indirect barrage against them. No communication check is required. However, the player must still use the Fire Order Table to determine whether rear command grants the request for artillery support. Also apply the scatter rules (see rule 5.41).

Errata 5.13 (addition): Add bridge hexagons to the types of terrain automatically observed.

5.14 First-Turn Barrage Attacks

In any scenario, during the first turn, any observed hexagon may be attacked by an off-board element/artillery gun without checking whether the Forward Observer is in communication, and without rolling on the Fire Order Table. Scatter may still occur, however. When this rule is combined with rule 5.13 above, this means that an indirect barrage requested during the first turn against an enemy-occupied city hexagon automatically takes place, without needing observation by a Forward Observer or aircraft, without checking communication status, and without using the Fire Order Table (this simulates pre-planned fire targets). In subsequent turns, use the normal procedure (observe the hexagon, check communication status, use the Fire Order Table, and resolve any barrage scatter).

5.2 Types of Artillery Barrage

There are two distinct types of indirect barrage attack. Each turn, only one type of barrage may be conducted against a given hexagon. The types of barrage attack are detailed below.

5.21 "Drumfire" Barrage

A "drumfire" barrage combines the entire Fire Strength of the artillery guns (ART) and/or off-board elements attacking a hexagon. Any type of ammunition may be used. Drumfire barrages have a lower chance of scattering. Roll a six-sided die in the appropriate column of the Barrage Combat Resolution Table (BCRT).

5.22 "Hurricane" Barrage

The "hurricane" barrage simulates very intense, sustained fire. Only high-explosive shells and shrapnel may be used in a "hurricane" barrage. Hurricane barrages have a higher chance of scattering. The player decides how many artillery guns (ART) and/or off-board elements will attack the targeted hexagon. If the attack is granted, each of these artillery guns (ART) and/or off-board elements attacks the chosen hexagon individually, each resolving its attack on the "10" column of the Barrage Attack Resolution Table. The result obtained is applied before resolving the next element's attack, and so on.

EXAMPLE: The British player has four off-board elements available for their attacks. They choose a "hurricane" barrage using high-explosive shells. All four elements must attack the same, previously selected hexagon, but each attack is resolved individually on the "10" column of the Barrage Attack Resolution Table. A total of four separate attacks against this hexagon are therefore counted. Any modifier applies separately to each resolution.

a. During a "hurricane" barrage, if an attack destroys or forces all units present to retreat out of the hexagon, all subsequent attacks against that hexagon are ignored. During this barrage, the remaining artillery guns (ART) and/or off-board elements may not target new hexagons with their fire.

EXAMPLE: A hexagon containing a unit is subjected to a "hurricane" barrage. The first of three attacks results in the unit being Pinned, after it fails a morale check. The second attack also results in the unit being Pinned, and as a result, it is forced to retreat two hexagons. The third attack, against the now-empty hexagon, is therefore wasted.

5.3 Selecting Ammunition

To carry out barrage attacks against a hexagon, each player may choose between four types of ammunition. During the Barrage Phase, only one type of ammunition may be used to attack a given hexagon.

5.31 High-Explosive Shells

This is the basic type of ammunition. High-explosive ammunition may be used indiscriminately in "drumfire" or "hurricane" barrages. This type of shell was more effective than shrapnel, since it worked against any type of terrain. High-explosive shells may therefore be used against any type of hexagon containing any combination of units. Roll on the Barrage Attack Resolution Table with no ammunition-related modifier.

a. High-explosive ammunition affects tanks, armored cars, and trucks.

5.32 Shrapnel

The second type of ammunition is shrapnel (a process fairly similar to that of rifle cartridges producing fragments before impact). Shrapnel may be used in either "hurricane" or "drumfire" barrages. However, it may only be used if the targeted hexagon is clear terrain, woods, marsh, or clear terrain containing a river (but not a clear-terrain hexagon with a trench or fortified network), and if that hexagon contains a minimum of three units the size of a Foot Troop or Cavalry group. If a "Hit" is obtained, add +1 to the "H" result shown (regardless of the result on the Barrage Attack Resolution Table). A missed shot, however, remains a missed shot.

EXAMPLE: A hexagon comes under shrapnel fire and the result on the Barrage Attack Resolution Table is "H+1." It is adjusted to "H+2." Units checking morale will have their roll modified by +2, not the +1 originally indicated. An "H" result would have been adjusted to "H+1," and so on.

a. Shrapnel has no effect on tanks or armored cars, but it does affect trucks.

5.33 Smoke

Smoke may only be used when the scenario allows it. If available, each artillery gun (ART)/off-board element may conduct a "drumfire" barrage (and only that type) in order to fire smoke rather than conventional shells intended to damage enemy units. The player must declare this before firing. If smoke is selected, the player must still be able to observe the targeted hexagon and check communication status (unless the hexagon is automatically observed). However, they ignore the rules concerning the Fire Order Table. Check individually, for each artillery element or gun, whether scatter occurs, but do not roll on the Barrage Attack Resolution Table. Place a smoke marker in the hexagon for each artillery gun/off-board element that fired. Each hexagon adjacent to the target hexagon is considered to be enveloped in smoke. Units caught in smoke cannot be spotted or observed and therefore cannot be targeted by an indirect barrage, small arms fire, or an anti-tank shot. Units caught in smoke cannot observe or spot targets outside the hexagon, and so cannot conduct ranged attacks. Smoke has no effect on Close Combat. Multiple smoke markers in the same hexagon have no additional effect. Smoke is removed during phase 4.11, during the opposing player's turn.

5.34 Toxic Gas Shells

An attack using toxic gas shells may only be conducted if the scenario allows it and, in all cases, never before 1915. If the use of toxic gas is allowed, a "drumfire" barrage (and only that type) may be used to fire shells containing toxic gas. The player must declare this before firing. To succeed, a gas attack follows the same procedure as an indirect barrage attack (observe the hexagon, check communication status, roll on the Fire Order Table, and check for scatter). Place a "gas!" marker in the final hexagon. Every hexagon within a radius of 3 hexagons from the hexagon containing the marker is considered to be under the effect of toxic gas (see rule 5.54). Tanks and armored cars are immune to gas (for simplicity). Gas effects last two turns. Remove the marker at the end of the last phase of the opposing player's turn.

5.4 Resolving Indirect Barrage Attacks

After observing the hexagons to be attacked and determining the type of barrage used, players resolve the attack using the rules below.

5.41 Scatter Check

All barrage attacks, whether "hurricane" or "drumfire," are subject to scattering even before determining whether a "Hit" is obtained. Ignore this rule for a direct barrage shot. Before rolling on the Barrage Attack Resolution Table, roll a die to establish whether the barrage scattered into an adjacent hexagon.

a. Since a "drumfire" barrage is better planned, roll the die only once for all units participating in the barrage (not once per element targeting the hexagon). The entire barrage will only scatter on a roll of 5-6.

EXCEPTION: Roll individually for each artillery gun (ART)/off-board element when smoke is being fired.

b. A "hurricane" barrage is a series of rapid artillery salvoes that can scatter more easily. Roll a die only once for all weapons participating in the "hurricane" barrage (not once per artillery gun/off-board element targeting the hexagon). On a result of 4-6, the shot scatters.

c. If a barrage attack scatters, one of the six adjacent hexagons becomes the new hexagon in which the attack takes effect — this applies regardless of the presence of units belonging to the player conducting the barrage. If it scatters, roll a second die and cross-reference its result on the scatter diagram printed on each map to determine which neighboring hexagon is hit. All enemy (or friendly) units in that hexagon are subject to the results of this deviated barrage.

EXCEPTION: If a toxic gas attack scatters onto friendly units, no effect occurs (they are assumed to be equipped to deal with this eventuality).

5.42 Fire Strength of a Barrage Attack

Count the number of artillery guns (ART)/off-board elements attacking the hexagon. When high-explosive or shrapnel ammunition is used, each artillery gun/off-board element attacks with a Fire Strength of 10.

EXAMPLE: A single artillery gun fires with a Fire Strength of 10. Two off-board artillery elements will each have a Fire Strength of 10, for a total of 20.

5.43 Determining the Result of a Barrage Attack

For a "drumfire" barrage, add up the Fire Strengths reaching the targeted hexagon, then refer to the column corresponding to that number on the Barrage Attack Resolution Table. Roll a die, adjust the result with any terrain modifier, and check whether a "Hit" was obtained.

EXAMPLE: The British player chooses to conduct a "drumfire" barrage attack against a clear-terrain hexagon using three off-board elements, with a total Fire Strength of 30 (3x10=30). They find the +30 column on the Barrage Attack Resolution Table and roll the die once, with no other modifier.

a. During a "hurricane" barrage against a hexagon, each artillery gun/off-board element resolves its attack separately, using the "10" column of the Barrage Attack Resolution Table.

b. In the case described above, the terrain modifiers listed below the Barrage Attack Resolution Table apply to the roll result.

5.5 Various Consequences of Indirect Barrage Attacks

All results obtained on the Barrage Attack Resolution Table are expressed as "Hits."

5.51 "Hits" Against Foot Troops

Generally, when one or more Foot Troop groups are in a hexagon hit by a barrage attack, all must make a morale check. The morale check is made whenever a "Hit" is obtained. Any modifier applies to the morale check. When an indirect barrage shot hits its target, only one morale check is made for the entire hexagon (not separate rolls for each unit in the hexagon). The result applies to all Foot Troop groups in the hexagon (including Crews and Individuals, except Tank Leaders). Units rolling a result equal to or less than their Morale value are automatically Pinned (see section 9.2). Units rolling a result greater than their Morale value fail and are eliminated. If a unit that was already Pinned suffers another Pin result, it is then forced to retreat two hexagons while remaining Pinned.

EXAMPLE: A hexagon is targeted by indirect barrage fire and a "Hit +1" result is obtained. It contains two platoon-sized Foot Troop units. One unit has a Morale of 4, the other a Morale of 5. Suppose the result rolled for the morale check, counted for each unit, is a 4, modified to 5. The unit with a Morale of 4 is eliminated; the other is Pinned.

5.52 "Hits" Against Cavalry

When conducting an indirect barrage attack against mounted cavalry units, subtract 1 from the roll on the Barrage Attack Resolution Table. No other modifier applies. Cavalry never receives a terrain modifier during a barrage attack, unless it is in a woods or city hexagon.

a. If a "Hit" occurs, all cavalry units must undergo the standard morale check procedure. If they are not eliminated, roll a die a second time for each cavalry unit in the hexagon. On a result of "1," it is assumed that enough horses have died that the unit no longer has the ability to remain "mounted." Replace the cavalry unit with the equivalent infantry or machine gun Foot Troop group (its status remaining, of course, Pinned).

5.53 "Hits" Against Weapon Units

Only in the case of attacks using high-explosive ammunition, after resolving the barrage's effects on soft targets, roll a die for each Weapon Unit in the affected hexagon. A result of 1 or 2 means the Weapon Unit is destroyed. Any other result produces no effect.

5.54 "Hits" Against Vehicles

For attacks using high-explosive ammunition only, when a tank or armored car suffers a "Hit," roll a die for each vehicle. A result of "1" means it is destroyed. Otherwise, no effect occurs. Shrapnel and toxic gas have no effect on tanks and armored cars.

a. Trucks, unlike tanks and armored cars, are very vulnerable to indirect barrage attacks. If a "Hit" is obtained on the Barrage Attack Resolution Table, during an attack using high-explosive or shrapnel ammunition, the crew must make a morale check. If the crew fails, the truck is considered destroyed. If the crew succeeds, the truck and its crew are considered immobilized. Place a Pinned Crew counter next to the truck to indicate this. No movement is permitted until the crew recovers, after which the counter is removed and the truck may move normally again.

5.55 "Hits" Against Barbed Wire

If the total strength of a barrage attack is 30 or greater and the targeted hexagon contains a barbed wire counter, then on a natural roll of "1," the barbed wire counter is removed.

OPTIONAL RULE: Historically, a side could conduct barrage fire for over a week without destroying barbed wire networks. If they wish, players may require a second confirmation roll. On a result of 1-3, the barbed wire counter is indeed removed as a result of the barrage attack.

5.56 Consequences of Toxic Gas Attacks

The first "Hit" caused by a toxic gas attack automatically Pins/immobilizes all soft targets and trucks within the 3-hexagon radius of the toxic gas. Gas has no effect on armored cars and tanks. Terrain and a unit's morale have no bearing on resolving a toxic gas attack. Thus, gassed units cannot fire or move until the gas counter is removed. Cavalry units are immediately "dismounted" for the rest of the game. If another hit, of any kind, strikes a gassed unit, the defender's morale is reduced by 1 when making the morale check resulting from that attack. Gassed units forced to retreat are eliminated. The effect of toxic gas lasts only as long as a gas marker is present in the hexagon.

a. Friendly units entering an area under the influence of toxic gas suffer no penalty (they are assumed to have been informed and equipped accordingly).

Errata 5.56 (clarification): This rule also applies to an enemy unit moving into the gas effect area and becoming Pinned there.

5.6 Restrictions on Indirect Fire

A hexagon that is observed by a Forward Observer or an aircraft may only be attacked, using an indirect barrage attack, during the current phase. A Pinned Forward Observer cannot observe any hexagon. A Forward Observer alone in a hexagon is eliminated if an enemy Foot Troop unit, Cavalry unit, or vehicle enters the hexagon. If all of a side's Forward Observers are lost in combat and no aircraft is able to observe (rule 5.12), that side's indirect barrage attacks may only be directed against the types of hexagon listed in rule 5.13 (automatic observation). Artillery guns (ART) conducting indirect fire must also have the targeted hexagon within their firing arc (see section 8.12).

a. Artillery guns (ART) conducting indirect barrage attacks during the Barrage Phase may still conduct Anti-Tank or Small Arms Fire Attacks against enemy units or vehicles during defensive fire phases occurring during the opposing player's turn. During the same turn, if artillery guns fire during the Barrage Phase, they will not, in exchange, be able to fire during the Offensive Fire Phase. If a player fires their artillery guns during a defensive fire phase, those guns may still conduct barrage attacks during that player's following turn.

5.7 Direct Attacks

If an artillery gun (ART) has a non-Pinned Crew counter, an enemy unit is within firing range (see 8.2), it has a clear line of sight to that target, and finally it is facing the correct direction, it may conduct a direct attack — Anti-Tank or Small Arms — during the appropriate fire phase (but not during the Barrage Phase).

No Forward Observer is required, no communication check is made, no particular type of ammunition or barrage needs to be designated, the Fire Order Table is not used, and no scatter can occur. The player simply follows the procedure for Anti-Tank and Small Arms Fire Attacks. All artillery guns (ART) conduct direct Anti-Tank attacks against each vehicle independently, but combine their Fire Strength when firing against soft targets and use the Small Arms Combat Resolution procedure and table. All artillery guns (ART) conducting direct fire in a Small Arms Fire Attack have a Fire Strength of 10.

NOTE: Pre-war strategists extolled the virtues of rapid-fire artillery guns as the decisive weapon of the coming conflict. Players will run into formidable resistance trying to storm a battery of 4 to 6 pieces with infantry alone.

6.0 The Vehicle and Cavalry Movement Phase

Vehicles and cavalry groups move during the attacking player's Vehicle and Cavalry Movement Phase. No movement of allied or enemy Foot Troops may take place. Keep in mind that once this phase is over, the defending player conducts their Defensive Anti-Tank Fire Phase.

6.1 Vehicle Movement

During the attacking player's turn, they may move their motorized units during the Vehicle Movement Phase. The general term "movement" refers to the action by which players physically move their units, hexagon by hexagon, across the map's surface.

6.11 Movement Procedure

Each turn, a vehicle's total available movement allowance is expressed in Movement Points (MPs). Vehicles have both a specific movement allowance for cross-country mode and another for when they move on roads.

The distance that can be covered therefore depends both on the vehicle's movement allowance and the terrain over which it is advancing: road or rough terrain. A player must announce the movement mode the vehicle is adopting (which movement allowance it will use) at the start of its movement. Vehicles may spend any number of movement points to move, as long as that number remains less than or equal to their total movement allowance. As the vehicle moves, the player must consult the Terrain Effects Chart (TEC) to determine the vehicle's movement limits. In general, all types of terrain cost 1 movement point to cross. Even crossing a trench or climbing a hill does not increase the cost. Some vehicles, however, are unable to enter certain types of terrain.

EXAMPLE: A tank with a cross-country movement allowance of 4 MPs moves across the map through clear terrain. Since the tank spends 1 MP per clear-terrain hexagon, the cost to enter the hexagon (1 MP) is subtracted from the tank's movement allowance. When its movement allowance is exhausted for the turn, after 4 hexagons, the tank must stop.

a. Vehicles face the direction of the arrow printed in the upper left corner of their counter. In general, they must move into the hexagon directly ahead of them or turn in place (lateral movement is not possible).

b. Vehicles intending to engage in Close Combat this turn must end their movement in the hexagon occupied by the enemy. Vehicles do not benefit from the free one-hexagon movement bonus enjoyed by Foot Troop or Cavalry units during the Close Combat Phase.

6.12 Road Movement

To use their road movement allowance, vehicles must begin their movement in a road hexagon. In addition, a vehicle may only use its full road movement allowance if it plans to continue moving along one or more roads. Road movement allowance is therefore only valid if the vehicle travels along a continuous path of road hexagons. A vehicle using road movement must stop immediately if it leaves the road.

a. If a vehicle begins its Movement Phase on a hexagon that is not a road, it must use its cross-country movement allowance. A vehicle in this situation may only use its cross-country mode, even if it later moves onto a road (for simplicity).

b. Regarding movement, regardless of how roads are drawn on the map, friendly roads cancel the effect of friendly trenches, but enemy trenches cancel the benefit of enemy roads.

6.13 Changing a Vehicle's Facing

Vehicles may change their facing, and therefore their firing arcs, by spending one additional movement point before or while moving. A vehicle may change facing and continue moving. A vehicle may change facing multiple times during its move as long as it has movement points available to spend. Moving along a road may require the vehicle to change facing (at a cost of 1 MP) in order to follow its bends while using its road movement allowance. A change of facing may only occur during the Movement Phase of the player controlling the vehicles (not during the Offensive Fire Phase). Vehicles may change facing despite the presence of other units in the same hexagon.

6.14 Vehicles That Are Hard to Steer

"Hard to Steer" vehicles (mainly tanks) are marked with a square printed in the lower left corner of their counter. A Hard to Steer vehicle must spend 1 additional MP whenever it wants to change facing. For example, the British Mk. I and Mk. IV tanks, the French Schneider, and the German Vollmer tank must spend an additional MP to turn and/or change facing (for a total cost of +2 MPs: +1 MP to change facing, +1 additional MP due to the vehicle's handling difficulty).

EXCEPTION: When a Hard to Steer vehicle is moving on a road, it does not need to spend the extra +1 MP to change facing (again, for simplicity); however, it still costs +1 MP to initiate the maneuver.

a. The Whippet tank was known for being fast (13 km/h) but extremely difficult to steer. To reproduce this difficulty, a scatter symbol is printed in the lower right corner of this tank's counter. If a Whippet tank moves at least half of its movement allowance (in any movement mode) during the Vehicle Movement Phase, roll a die. On a result of 1-2, the driver has lost control of the machine in the last hexagon entered. Roll another die and consult the map's scatter diagram. The result gives the tank's new facing. Reorient it (at no cost). Naturally, restoring the tank's original facing costs 1 MP the following turn.

Errata 6.14(a) (addition): For a more significant penalty, add +2 to any Small Arms Fire Attack made from a Whippet that has become uncontrollable.

6.15 Vehicle Movement Restrictions

Movement points not spent by a vehicle cannot be carried over from one turn to the next, nor can they be lent between units. Vehicles cannot move backward while moving, but must change their facing within the hexagon in order to turn around.

EXCEPTION: The British Mk. V and Mk. VIII tanks and the German A7V may move backward one hexagon per turn.

a. Tanks may never enter a woods, marsh, or river hexagon. They may move through all other types of terrain. Tanks may freely enter hexagons occupied by enemy or friendly units.

EXCEPTION: Renault FT-17 tanks (and its variants) may enter woods hexagons but must add +1 to the mechanical breakdown check made during that turn.

b. Armored cars can never enter trench hexagons, or those containing barbed wire, woods, marsh, or a river. They may move through all other types of terrain. They may only climb hills via a road; otherwise they cannot do so at all. Armored cars may freely enter hexagons occupied by enemy or friendly units.

c. Trucks can never enter trench, barbed wire, woods, marsh, or river hexagons. They may move through all other types of terrain. They may only climb hills via a road; otherwise they cannot do so at all. Unlike armored cars and tanks, trucks cannot, on their own initiative, freely enter hexagons occupied by enemy units. However, they may freely exit such hexagons during the Vehicle Movement Phase.

d. Vehicles may not leave the map unless the scenario allows it.

EXCEPTION: See module 15.0 on German tank crew morale.

6.16 Tank Mechanical Breakdowns

After each move, a tank may break down. The odds of a breakdown vary according to the number of hexagons traveled and the type of tank itself. As the tank moves, keep track of the number of hexagons it entered (not the number of movement points spent). After moving, find the corresponding column on the Tank Breakdown Table, check any modifiers due to tank type, and roll a ten-sided die. If the result of the roll is equal to or greater than the number shown on the table, the tank breaks down and can no longer change facing or move until it is repaired. However, it can still fire.

EXCEPTION: No breakdown check occurs for tanks that only change facing within the same hexagon, since such tanks do not leave the hexagon they occupy during the Vehicle Movement Phase. Note that, technically, having not moved, they have no chance of breaking down.

EXAMPLE: A French Schneider (famous for its frequent breakdowns) moves three hexagons. Finding the corresponding column, an adjusted roll of "10" means a breakdown. The roll result is an 8, but there is a +2 modifier for Schneider tanks, as shown below the table, so the result becomes a "10." Its dismal reputation catches up with this tank, as it breaks down.

a. If a tank breaks down, roll a six-sided die and consult the Breakdown Type Table to determine the severity of the mechanical failure. On an initial result of 3-6, the problem is serious — the tank has suffered a permanent breakdown. Do not remove it from the map. A permanently broken-down tank cannot move or change facing for the rest of the scenario, but it can still make attacks and block line of sight through its hexagon. Place a breakdown marker (on its "PERM" side) on the tank. On a result of 1-2, the problem is considered temporary. Place a breakdown marker (on its "TEMP" side) on the tank. That tank cannot move or change facing until repaired. It can, however, still make attacks. If the tank does not participate in the Offensive Fire Phase, during the Pin Removal Phase, the player may make a six-sided die roll. A result of 1-2 indicates the problem is resolved and the tank can move again. Remove the breakdown marker.

b. A tank carrying a Tank Leader may use their –1 bonus modifier, both on the initial breakdown roll (d10), on the roll determining the type of breakdown (d6), and on the repair roll (d6).

c. Armored cars and trucks never break down while moving.

OPTIONAL RULE: The player making the breakdown roll may keep the nature of the failure (permanent or temporary) secret from their opponent. They may make a fake repair roll for tanks suffering a permanent breakdown. This adds to the suspense.

Errata 6.16 (addition): Increase the German A7V's breakdown modifier to +0 in any scenario taking place in September 1918 or later. This reflects technical changes made toward greater reliability.

6.2 Special Cases Encountered During Vehicle Movement

Certain types of terrain require special rules when vehicles encounter them.

6.21 Barbed Wire Hexagons

When tanks enter a hexagon containing barbed wire, simply remove the barbed wire counter. Barbed wire networks have no effect on tanks. Only tanks are capable of destroying barbed wire by driving over it, thereby giving Foot Troop or Cavalry groups the opportunity to pour through the gap.

a. Armored cars and trucks may never enter a hexagon containing barbed wire.

6.22 Trench Hexagons

In general, tanks can freely cross trench hexagons. However, some tanks have only a limited crossing capability. These have an "=" printed in the lower left corner of their counter. These tanks must undergo a special breakdown check (see rule 6.16) instead of the normal check, whenever they enter or move through any enemy trench hexagon (this does not apply to friendly trenches). Roll a die in the "Poor Trench Crosser" column of the Tank Breakdown Table. Use no modifiers except for the bonus a Tank Leader aboard may provide, or the penalty inherent to difficult terrain. If the tank breaks down, a second roll for the type of breakdown is required (see 6.16a). Thus, a tank may either cross the trench hexagon without incident, or become stuck there, broken down temporarily or permanently, depending on the die result. Temporary breakdowns are resolved normally. Other tanks may freely attempt to cross the same trench hexagon, even if other tanks have already attempted it and broken down there.

NOTE: In this context, a poor trench crosser is a tank unable to cross a trench 1.8m deep. Later in the war, trenches were often up to 3.6m deep. However, to counter this, tanks would carry "fascines" (portable bridges). Tanks do not make a breakdown check when crossing friendly trenches, since footbridges are assumed to have been specially built for them.

a. Armored cars and trucks may never enter a trench hexagon.

6.23 Rough Terrain Hexagons

If a scenario designates all or part of the clear terrain as "Rough" terrain (representing ground churned up by heavy shell-cratering, waterlogged, or hilly, and more generally any type of terrain unfavorable to tank movement), add an additional +1 to any mechanical breakdown check made by tanks moving into such a hexagon.

6.24 Minefields

Map 8 includes hexagons representing mined terrain. In scenarios where the minefield is "active," enemy vehicles entering a mined hexagon must immediately undergo an attack caused by the detonation of the explosive devices. Each scenario specifies the range and effects of minefield attacks on vehicles. If a vehicle breaks down, make another roll to determine its severity. If the result has no effect, the vehicle may continue moving.

a. Minefields always remain active, even if a vehicle has already been destroyed entering them. Once a vehicle has left the perimeter of the mined hexagons, it no longer needs to make the check (the minefield is only one hexagon wide).

b. Friendly vehicles may move through mined hexagons without penalty (they are assumed to know where the mines are).

6.3 Cavalry Movement

Mounted cavalry units move only once per turn, during the attacking player's Cavalry and Vehicle Movement Phase, and only after that side's vehicles have moved. Dismounted cavalry units, on the other hand, move during the Foot Troop Movement Phases.

6.31 Cavalry Modes of Operation

Cavalry units may operate mounted (men in the saddle) or "dismounted" (the riders have dismounted). Changing status — mounting up or dismounting — may be done during this phase and costs only 1 movement point. Mounting or dismounting cannot be done voluntarily when the cavalry unit is within range of a Small Arms Fire Attack or a direct barrage. To represent a cavalry unit's mounted status, simply use the cavalry group counter as supplied in the box. To represent the fact that a combat group is no longer mounted, place a Foot Troop or machine gun counter with identical characteristics on the cavalry counter. The unit is then treated, in all respects, exactly like a Foot Troop or machine gun group.

6.32 Cavalry Movement Speeds

Cavalry units, regardless of the terrain they are moving through, have two movement speeds: trot and charge. Trotting cavalry have a movement allowance of 10; charging units have a movement allowance of 20. Only one movement mode may be chosen in a given turn. Units moving at a trot have no facing restrictions and may move freely in any direction. Cavalry charging are subject to more restrictions (see rule 6.33 below).

a. Mounted cavalry units, regardless of their movement speed, may enter (or jump over) or move along a trench hexagon by spending 3 MPs per trench hexagon entered. They may also enter hexagons containing barbed wire by spending 5 MPs per such hexagon. Likewise, they may cross river hexagons (but not move along the riverbed) for 3 MPs per river hexagon entered; they must then use the trot speed for that Movement Phase.

6.33 Charge Attacks

Cavalry units may hope to engage enemy units in Close Combat by charging them during the Cavalry Movement Phase. A player cannot charge enemy units that are not "spotted." This is the only way mounted cavalry units can attack enemy units. Cavalry units wishing to move at charge speed must be within a distance of less than 20 MPs of an enemy unit assumed to be the target of the charge. A charge represents a wild, violent cavalry rush, and therefore can only be conducted in a single direction, in a straight line, along a row of hexagons.

EXCEPTION: A charging unit intending to engage in Close Combat may make a final advance into one of the three hexagons in front of it using the one-hexagon bonus movement allowed during the Close Combat Phase.

6.34 Terror Caused by a Cavalry Charge

A charging cavalry unit is a significantly unnerving event for whoever is its target. To simulate this, all enemy units representing soft targets, including Crews and Forward Observers (but not Tank Leaders), located in clear terrain (or in a trench or fortified network in clear terrain) and targeted by a charge must make an individual morale check when the enemy cavalry unit is two hexagons away. As soon as the cavalry unit is in the hexagon adjacent to theirs, the unit concerned must make a second morale check, adding +1 to the result.

EXCEPTION: If the charged enemy unit is in a fortified network or a trench in clear terrain, subtract 1 from the die roll. If the units are in any terrain other than clear terrain, they are not subject to terror caused by cavalry charges.

a. Units defending against a cavalry charge only make morale checks once per phase, regardless of how many cavalry units are charging. Roll a die for each unit subject to the checks. If the result is less than or equal to its morale, the unit succeeds in containing the fear caused by the charge. Units that fail either of their morale checks are immediately considered Pinned. Those that succeed may conduct Small Arms Fire Attacks during the Defensive Fire Phase.

b. The cavalry unit does not enter the defender's hexagon during this phase but must do so during the Close Combat Phase.

NOTE: To summarize, the charging cavalry unit simply stops when it is two hexagons away, at which point the enemy units make a first morale check; then the cavalry unit moves into the adjacent hexagon and a second morale check is made.

Errata 6.34 (clarification): There is no minimum distance for a cavalry unit to be able to charge. A charge may begin from a hexagon adjacent to the targeted enemy's.

6.35 Cavalry Movement Restrictions

A movement speed must be chosen for each group of three cavalry units the player possesses, before proceeding to move any units (declare the movement speed for the first group of three units, then for the next three, and so on). These groups of three units must strive to remain in adjacent hexagons, or stacked together, and maneuver as one.

a. No charge may be conducted against a hill. Charging cavalry units cannot turn or change facing during that turn. Cavalry units moving at a trot may change facing, turn, or climb a hill.

b. Cavalry units cannot dismount while moving at charge speed, but may do so after moving at a trot.

c. Cavalry units cannot enter a hexagon occupied by enemy units, except during the free movement of the Close Combat Phase.

Errata 6.35 (addition): This rule applies whenever there are at least two cavalry units forming a group.

7.0 The Foot Troop Movement Phases

All Foot Troop units (which includes dismounted cavalry units) move during the attacking player's two Foot Troop Movement Phases. No movement of vehicles or cavalry units may occur during these phases. Enemy units are likewise unable to move during them.

7.1 General Rule

Movement is a generic term used to describe the movement of units by players, hexagon by hexagon, across the map's surface. During their turn, the attacking player may move their Foot Troop units during the two appropriate phases. Foot Troop movement is handled the same way as for vehicles, except that Foot Troops have no restrictions concerning facing or changes of direction. Foot Troops, like vehicles, have a movement allowance expressed in movement points (MP), but it is only 1 MP. The distance that can be covered depends on the unit's movement factors, depending on whether it is moving along a road or within a narrow trench. Otherwise, terrain has no effect on the movement of Foot Troop groups.

NOTE: Remember that Foot Troop units may move twice per turn, but only have 1 MP per Movement Phase.

7.11 Movement Costs by Terrain

Foot Troop groups move using their single MP per Movement Phase. As a result, any hexagon that is not a road or a trench costs 1 MP to enter, which means that in the vast majority of cases, Foot Troop units will only be able to move one hexagon per phase. However, if the unit is moving along a continuous path formed by a road or a trench, it does so at a speed of 1/2 MP per hexagon and can therefore move two hexagons per phase. Thus, to be able to cross two hexagons, a Foot Troop unit must begin and end its movement in a road or trench hexagon. Foot Troop groups may carry individual Weapon Units or support weapons (anti-tank rifle, flamethrower, etc.) without any effect on their movement allowance.

a. A river may be designated as fordable or unfordable for Foot Troops in a scenario's rules. Fordable rivers may be crossed by entering them during one phase and exiting them during the next. Unfordable rivers can only be crossed using a bridge.

7.12 Enemy-Occupied Hexagons

Friendly Foot Troop units cannot enter enemy-occupied hexagons, except during the Close Combat Phase. Once friendly and enemy units begin a turn occupying the same hexagon, they are considered "locked in melee." This means that neither player's units may leave the hexagon, for as long as not all enemy units have been eliminated. However, additional friendly units may still enter the hexagon (but are then locked in the melee as well). Foot Troop groups locked in place must resolve combat during the Close Combat Phase until one of the two sides has been eliminated.

NOTE: This rule also applies to cavalry units, but not to vehicles, which always remain free to leave an enemy-occupied hexagon.

7.13 Barbed Wire Hexagons

Foot Troop groups that enter a hexagon containing barbed wire suffer a reduction of half their Fire Strength (always rounded down) and their morale is immediately reduced to a value of 3. Cavalry units caught in barbed wire suffer the same penalties. Once the unit has left the barbed wire hexagon, it regains its full Fire Strength and morale.

NOTE: Only tanks can remove barbed wire markers by moving into or through them, thereby creating a passage for the Foot Troops or cavalry accompanying them (see rule 6.21).

7.14 Minefields

Map 8 includes hexagons representing mined terrain. In scenarios where the minefield is "active," enemy Foot Troops (or cavalry units) entering a mined hexagon must immediately undergo an attack caused by the detonation of the explosive devices. Each scenario specifies the range and effects of minefield attacks on soft targets. If no effect occurs, the units may then continue moving, as long as they have movement points (MP) remaining.

a. Minefields remain active, even if Foot Troops have already been destroyed entering them. Once the perimeter of the mined hexagons has been crossed, units no longer need to make the check (the minefield is only one hexagon wide).

b. Friendly Foot Troop groups may move through mined hexagons without penalty (they are assumed to know where the mines are!).

7.15 Moving Weapon Units

Players may not move AT, AA, or ART guns out of a hexagon once they have been deployed. Nor can they change the facing of these Weapon Units during the Movement Phase of the player who owns them. Their facing may only be changed during their owner's Defensive Fire Phase.

a. Regarding individual Weapon Units, any number of anti-tank rifles and up to three flamethrowers may be carried by a Foot Troop or machine gun group, without any movement penalty. Individuals can never carry Weapon Units of any kind.

Errata 7.15 (clarification): Players may deploy barbed wire on their own trench hexagons. In this case, the penalties caused by barbed wire are cumulative with the benefits granted by the trench.

NOTE: Players may wish to adopt this tactic in order to prevent the enemy from fully benefiting from the capture of a friendly trench. Barbed wire is considered to be present on both sides of the trench line, hence the penalty (those caught in it feel trapped!).

8.0 Fire Attacks

Combat is the term used when each side conducts attacks against enemy units that can be seen and are within firing range. Attacks may be either Anti-Tank Fire Attacks (ATFAs) directed against a vehicle (regardless of the source of the attack), or Small Arms Fire Attacks (SAFAs) directed against soft targets such as Foot Troop groups (again, regardless of the source). To make either of these attacks, a unit must first verify that it is correctly facing the target. It must then be able to spot the targeted hexagon, after which it will be determined whether a line of sight exists between it and the target, and finally it will be verified that the targeted hexagon is indeed within the range of its weapons.

8.1 Facing and Firing Arcs

Artillery and anti-tank guns, as well as most gun-armed vehicles, are subject to facing rules. Other unit types (such as anti-aircraft guns) have a 360° firing capability and are not subject to facing rules.

8.11 Definitions

The front of a vehicle is represented by a small triangle on the counter. The front of an artillery gun (ART) or anti-tank gun (AT) is represented both by a triangle and by the direction the gun's muzzle is pointing. The front of a counter defines a unit's facing and, by extension, its firing arc.

8.12 The Firing Arc

For artillery guns (ART) and anti-tank guns (AT), the firing arc is simply a set of hexagons in front of the unit, forming a "V," a kind of cone shape. For vehicles, the main gun(s) and each machine gun have their own firing arc, as defined by the firing arc diagrams printed in the middle of the scenario booklet. Enemy units within the firing arc and within range may be attacked. Units within range but outside the firing arc cannot be attacked until they enter it. A facing unit faces one of the six sides of the hexagon it occupies, and the firing arc necessarily begins from that side of the hexagon. As a result, the firing arcs of a vehicle or Weapon Unit may overlap.

8.2 Spotting and Lines of Sight (LOS)

The distance at which a unit can spot a target, as well as the existence of a line of sight between them, determines whether that target can actually be attacked.

8.21 Spotting Distance

To carry out an attack, the firing unit must not only be correctly facing the target, but must also be able to see it (see the Spotting Chart). This "spotting" range is counted from the hexagon occupied by the attacker (excluded) to the targeted hexagon (included in the count).

Errata 8.21 (clarification): Spotting distance represents the distance at which a unit can see another unit occupying a particular type of terrain, not the distance at which a unit can make out a particular type of terrain. If you are targeting a unit in a woods or hill hexagon, use the "hill spotting limitations."

8.22 Automatic Spotting

An enemy unit opening fire during the Defensive Fire Phase is automatically spotted by friendly units within a 10-hexagon radius of it, even if it would normally be outside spotting range. This applies in all cases, unless there is no line of sight. A unit spotted in this way may come under fire from the attacking player's units during their Offensive Fire Phase, unless the line of sight to that unit is blocked or it is outside the range of the attacker's weapons. Likewise, if a friendly unit fires during the Offensive Fire Phase, it is automatically spotted by all enemy units within a 10-hexagon radius during the opposing player's turn, even if it would normally be out of range, unless there is no line of sight.

Errata 8.22 (game aid): To help remember which units have fired defensively or offensively, turn their counters 90° when they do so.

8.23 Lines of Sight (LOS)

LOS is defined as a line between the hexagon occupied by the firing unit and the targeted hexagon. The line is drawn virtually, treating the centers of the two hexagons as its endpoints. The LOS is blocked if the line so drawn passes through a hexagon containing any of the following:

  1. One or more friendly Foot Troop or Cavalry groups that are not Pinned (the LOS is not blocked if it passes through Pinned friendly units or enemy Foot Troop or Cavalry units); or

  2. One or more tanks. Armored cars, trucks, and Weapon Units do not block LOS; or

  3. Smoke. Units can never have a line of sight into, out of, or through a hexagon affected by smoke; or

  4. City, hill, woods, or fortified network hexagons. LOS is blocked only if this type of terrain lies between the attacker and the defender — do not take into account the terrain the target itself occupies. Note that barbed wire does not block line of sight; and

  5. For terrain located on a hill, if the target is on higher ground than the attacker, or vice versa, LOS is not blocked unless a city, hill, woods, or fortified network hexagon lies on the path and is adjacent to the target, thereby blocking the LOS.

EXAMPLE: If the target is on higher ground than the attacker and the LOS passes through a woods hexagon at the same elevation as the target and adjacent to it, the line of sight is blocked. The same would be true if the situation were reversed, i.e., if the target were on lower ground and the firing unit on higher ground.

a. If the LOS is blocked by friendly units or by terrain, fire cannot be opened on the target.

Errata 8.23 (clarification): If the firing unit or the targeted unit itself occupies the terrain that would otherwise block the LOS, the LOS is not blocked (provided, of course, there is no other blocking terrain between them). The LOS may be drawn along a line that runs along the edge of a single "blocking" terrain hexagon, but not along or between two or more adjacent "blocking" terrain hexagons.

Case 1 (clarification): Restrictions on drawing an LOS through friendly units apply even when they occupy a trench hexagon located in front of the units opening fire.

NOTE: This restriction is included in the game to encourage flanking tactics. Imagine a line of four enemy units along a row of hexagons — if they were allowed to fire just as effectively to their sides as to their front, no flank attack could ever succeed. Players wishing to simulate British indirect machine gun fire tactics may allow British machine gun sections (and only them) to fire through friendly units, though the machine gun bonus (-1) on the Small Arms Combat Resolution Table is then lost. The morale penalty for units caught under machine gun fire still applies, however.

Case 6 (addition): Players cannot draw an LOS through a hexagon (and thus cannot fire through it) that is undergoing an indirect barrage attack during the turn.

NOTE: This addition should allow players with substantial artillery to recreate the famous "creeping barrage" ["Barrage Box"] artillery tactic, screening their units from enemy observation as they advance across No Man's Land.

8.24 Losing Spotted Status

A unit remains spotted until it eliminates all enemy units that spotted it, or until it moves to a new position from which it will be out of spotting range, or from which it can no longer be seen via LOS.

8.3 Defensive Fire Phases

It is important to note that there are two distinct Defensive Fire Phases during the defending player's turn. The first is a Defensive Anti-Tank Fire Phase, the second a Defensive Small Arms Fire Phase. During these defensive fire phases, the defending player's units may conduct the appropriate types of attacks against targeted units belonging to the attacking player. However, units may only fire during one or the other of the two phases.

8.31 Rates of Fire

During the Defensive Anti-Tank Fire Phase, units may only conduct Anti-Tank Attacks against enemy vehicles (if they have that capability). If they do have such a capability, then during the Defensive Anti-Tank Fire Phase, each anti-tank rifle or artillery, anti-tank, or anti-aircraft gun may fire up to three times each (this reflects the rate of fire these weapons were capable of). Flamethrowers may only fire once per phase.

NOTE: Groups equipped with individual Weapon Units may conduct Anti-Tank Attacks during this phase, then fire again during the Defensive Small Arms Fire Phase, making a normal Small Arms Fire Attack against an enemy soft target (such as a Foot Troop group, for example).

EXAMPLE: The British player has a tank adjacent to a hexagon occupied by a German machine gun group, additionally equipped with two anti-tank rifles. During the Defensive Anti-Tank Fire Phase, the German player may fire with these anti-tank rifles up to six times (three shots each). Now suppose that during the British player's first Foot Troop Movement Phase, an infantry section moves within range of the machine gun section and is spotted. During the Defensive Small Arms Fire Phase, the German machine gun group may conduct a Small Arms Fire Attack against the enemy Foot Troop group using its Fire Strength value (the anti-tank rifles are then unusable). During the British player's Offensive Fire Phase, the tank and the infantry section will be able to return fire.

a. During the Defensive Small Arms Fire Phase, artillery guns (ART) present on the map may fire only once. (AT and AA guns do not have the capability to attack soft targets.)

8.32 Changing Facing

During one (and only one) of the two defensive fire phases, stationary ART, AT, and AA guns (only) belonging to the defending player may change facing (rotate in place) before firing. These units cannot change facing during their own Movement Phase or Offensive Fire Phase. To change facing, the Crew operating the Weapon Unit must not be Pinned and must be stacked with the Weapon Unit in question. Weapon Units may change facing despite the presence of other units in the hexagon. If they change facing, the to-hit roll for the Anti-Tank Attack is modified by adding +2 (cumulative with any other applicable modifier, such as initial target acquisition, see rule 8.56). If the first target is eliminated, the Weapon Unit may change facing again immediately before firing again. The second to-hit roll against another target will still be modified by +2 for the previous rotation (and another +2 for acquiring a new target).

EXAMPLE: Two British tanks end their Movement Phase. A German AT gun that must change facing to open fire on them makes the necessary rotation. The first shot is modified by +4 (+2 for the change of facing and +2 for acquiring a new target). If it misses, the second shot will be modified by +3 (+2 for facing and +1 for a second shot against the same target), and if that also misses, the third shot is considered to have acquired the target, so it is modified only by +2, corresponding to the Weapon Unit's change of facing.

NOTE: Vehicles that end their movement in a hexagon occupied by units with anti-tank weapons can be attacked point-blank by those units during the Defensive Anti-Tank Fire Phase. Note that a support unit will still need to change facing if it wishes to open fire on a vehicle that does not enter the hexagon through the area covered by its firing arc.

a. There is a +1 penalty when rolling on the Small Arms Combat Resolution Table if an on-map artillery gun (ART) changes facing before opening fire during the Defensive Small Arms Fire Phase. No Anti-Tank Attack can have been made earlier, during the previous phase, and none can occur during this phase.

8.4 The Offensive Fire Phase

Unlike the defensive fire phases, there is only one Offensive Fire Phase per turn. It is during this phase that all of the attacking player's Anti-Tank and Small Arms Fire Attacks take place. In general, the attacking player may conduct their attacks in any sequence (order), as long as each of their units or weapons only fires once against enemy units during the Offensive Fire Phase.

NOTE: Keep in mind that artillery guns (ART) on the map, or off-board artillery elements, that conducted indirect barrage attacks during the Barrage Phase cannot fire during the Offensive Fire Phase of the player who controls them.

8.41 Rates of Fire

During the Offensive Fire Phase, units may only conduct Anti-Tank Attacks against enemy vehicles (if, of course, they have that capability). If they do have such a capability, then during the Offensive Fire Phase, each anti-tank rifle, AT gun, AA, or ART gun may fire up to three times (this corresponds to the rate of fire they could achieve). Flamethrowers may only fire once.

a. Each Foot Troop unit with a Fire Strength (FS) value may then conduct one — and only one — Small Arms Fire Attack.

NOTE: Groups equipped with individual Weapon Units may conduct Anti-Tank Attacks during this phase and fire again by making a Small Arms Fire Attack against a soft target (an enemy Foot Troop group, for example).

8.42 Change of Facing

Vehicles cannot change facing during the Offensive Fire Phase, nor can any of the guns or machine guns they carry individually fire at more than one hexagon per phase (though each gun or machine gun may still target a different hexagon). AT, AA, and ART guns likewise cannot change facing during this phase and may only fire at a single hexagon during the Offensive Fire Phase.

NOTE: Remember that no vehicle, or AA, AT, or ART gun, may change facing during the Offensive Fire Phase, even to bring enemy targets within range of its weapons.

8.43 Sequencing Vehicle Fire

During the attacking player's Offensive Fire Phase, a vehicle may fire some of its weapons against soft targets and others against hard targets (enemy vehicles). However, in a given turn, a vehicle's main gun cannot open fire against two types of target at once. Vehicles conducting Anti-Tank Attacks against enemy vehicles after moving may also fire on other enemy units, as long as they use their other main guns or machine guns to do so.

8.5 Anti-Tank Attacks

Anti-Tank Attacks are conducted against enemy vehicles. Allied vehicles as well as other types of units may make this kind of attack, but only if equipped with a main gun or anti-tank weapons of any kind.

NOTE: The ten-sided die supplied with the game is only used to resolve Anti-Tank Attacks (for example, when a tank fires its main gun against another armored vehicle) and for the initial roll to determine whether a tank suffers a mechanical breakdown. When rolling the ten-sided die, "0" counts as 10.

8.51 Designating a Target

Before conducting Anti-Tank Attacks, the player whose turn it is to fire must designate which of their units are firing at which enemy vehicles in a target hexagon. Any number of friendly units within range may fire at the same enemy vehicle. If the targeted unit is within the firing arc of several units, all units capable of firing against that hexagon may actually do so.

8.52 Combined Fire

When units conduct Anti-Tank Attacks, they fire individually. Their Fire Strengths cannot be combined into a total Fire Strength. A vehicle may therefore be targeted by multiple attacks, but each is resolved individually.

8.53 Anti-Tank Fire Procedure

When resolving an Anti-Tank Attack directed against a vehicle, count the number of hexagons between the one occupied by the firing unit (excluded) and the one containing the target (included). To fire, roll the ten-sided die. If the roll result (modified to account for any special conditions listed below the table) is equal to or less than the "To-Hit" number shown on the Anti-Tank Combat Resolution Table, the vehicle is hit, considered destroyed, and removed from the map.

EXCEPTION: Flamethrowers, anti-tank rifles, and machine guns follow a different "to-hit" procedure. They may instead cause mechanical breakdowns (see section 13.1).

a. It is possible for an attack against a vehicle to be made point-blank. This is the case when the targeted vehicle is in the same hexagon as the units firing at it.

b. A result of "1" on the Anti-Tank Combat Resolution Table is always a success (a "Hit"), regardless of the calculated "to-hit" score, provided that the target is spotted, within weapon range, and that an LOS and firing arc exist to it (anyone can get lucky!).

NOTE: While a quick "bang, you're dead" approach to anti-tank fire may seem overly simplistic, keep in mind that most vehicles of the period, even tanks, had only limited armor and notably lacked backup mechanical systems. Simulating partial damage would therefore not be any more realistic. What's more, once hit, most crews evacuated their vehicle, even if it remained operational.

8.54 Multi-Shot Anti-Tank Weapons

The following anti-tank weapons all have a rate of fire of three shots when conducting Anti-Tank Attacks: AA, AT, and ART guns, and vehicles armed with a main gun.

8.55 Restrictions on Anti-Tank Attacks

During an Anti-Tank Attack, all shots must be directed against the same vehicle until one of them hits, or until all shots are exhausted. Players cannot switch targets in the middle of the firing procedure without first having destroyed the originally designated target. Each weapon participating in the Anti-Tank Attack fires individually. Only once a shot hits its target may a new target be chosen (in a new hexagon, if the firing takes place during the Defensive Fire Phase). During the Offensive Fire Phase, the 3-shot rate of fire only applies if fire is directed against a vehicle within the same hexagon. If the originally targeted vehicle is destroyed before all anti-tank shots have been used, the remaining shots are then considered lost, unless another vehicle is present within the hexagon.

EXCEPTION: After hitting their first target, units armed with anti-tank rifles may freely select any vehicle within range as their new target, during any fire phase.

a. Trucks armed with an AA, AT, or ART gun cannot both move and conduct Anti-Tank Attacks in the same game turn. They may only do one or the other.

8.56 Target Acquisition

When firing at a newly designated target in a hexagon (or a new target within the same hexagon), the to-hit roll is modified by adding +2 per roll. This modifier only applies the first time a new target is acquired. If the shot misses, the second shot against that same target is modified only by +1 (the crew has acquired the target and makes the necessary adjustments). The third shot and any subsequent shots against the same target in the same hexagon receive no modifier.

EXAMPLE: During the British player's Offensive Fire Phase, they spot three German A7V tanks located in the same hexagon. Fortunately for the British player, they have an ART gun already facing the direction of the hexagon they want to target (otherwise they could not have fired, since changes of facing can only occur during the Defensive Fire Phase). They choose to conduct an Anti-Tank Attack against the topmost A7V (using a +2 modifier on their die roll, since this is the first shot directed against a new target). The first shot hits its target and destroys the vehicle, leaving two A7Vs. The British player still has two shots left and can use them against the two remaining A7Vs since they are in the same hexagon (they could not have fired if they had been in a different hexagon). They target the second A7V and fire. The to-hit roll is again modified by +2 for acquiring a new target. Suppose the shot misses its target (perhaps hitting a nearby house and startling a cow). The ART gun opens fire a third time (a second shot against the same target), but only with a +1 modifier, the target now being partially acquired. Had there been one more consecutive shot against this same target, it would have received no modifier at all.

Errata 8.56 (clarification): When firing at a vehicle and missing, no target acquisition modifier applies if firing again at the same target. The modifier only applies when firing at a new target.

8.57 Modifiers Based on Vehicle Size and Terrain

For vehicles, the only type of terrain that has an impact is city hexagons. When an attack is made against a vehicle located in a city, add +1 to the roll result.

a. Likewise, during Anti-Tank Attacks directed against enemy vehicles, add or subtract the size modifier shown on the vehicle to the final to-hit roll. Vehicles with no modifier shown have a value of "0."

EXAMPLE: When firing against a Whippet tank located in a city hexagon, at a distance of three hexagons, increase the final to-hit roll result by two: +1 because it is in a city, and +1 for this tank's small size. Thus, a normal to-hit result of 7 or less at a range of 3 hexagons requires a roll of 5 or less in this case.

8.58 AT Gun Close-Range Bonus

When AT guns (but not AT rifles, or AA or ART guns) conduct an Anti-Tank Attack and the distance is 5 hexagons or less, the roll is modified by –1 per shot fired.

NOTE: Historically, AT guns were highly effective at ranges beyond 450 meters.

8.59 Artillery Guns (ART) Used Against Armored Cars and Trucks

Not very agile, ART guns simply were not designed to engage small, fast-moving targets. When an Anti-Tank Attack is conducted using an ART gun against an armored car or truck, add +2 to each roll, in addition to any other applicable modifier: terrain, size, etc. As with other vehicle types, when an Anti-Tank Attack hits a truck or an armored car, it is destroyed.

8.6 Small Arms Fire Attacks

Small Arms Fire Attacks are generally conducted against enemy soft targets. Combat groups and vehicles may conduct this type of attack.

8.61 Designating Targets

Before conducting Small Arms Fire Attacks, the active player must designate the hexagons and enemy targets their units are firing at. Any number of friendly units within range may fire at the same hexagon.

8.62 Combined Fire

The various Fire Strengths directed against a soft target in a hexagon must always be combined into a single total Fire Strength, including any direct shot made by an on-map artillery gun (ART) (as a result, a soft target can only be attacked once). Any number of units may fire against a hexagon; simply add up all the Fire Strength values to get a single total.

EXCEPTION: Flamethrowers always attack separately (see section 13.2).

a. If the targeted unit is within the firing arc of more than one vehicle, all other vehicles capable of firing against that hexagon may do so.

8.63 Small Arms Attack Procedure

After adding up all Fire Strength values directed against a hexagon into a total, find the corresponding column on the Small Arms Combat Resolution Table and roll a six-sided die, taking into account any terrain and/or weapon modifiers. If a "Hit" is obtained, every soft target in the hexagon is considered hit. Make a morale check for each soft-target unit in the hexagon. As a result of this "Hit," soft targets will either be Pinned or eliminated (see module 9).

a. When vehicles fire on soft targets, the same procedure applies. Each of a vehicle's main guns, of 75mm caliber or greater, has a Fire Strength of 10. Guns of less than 75mm caliber have a universal Fire Strength of 8.

EXAMPLE: A British Mk.IV male tank and a 4-6-5 Foot Troop group conduct a Small Arms Fire Attack against a hexagon containing a German Foot Troop group. One of the Mk.IV's 47mm guns and one of its machine guns can open fire. The tank's total Fire Strength is therefore 10 (8+2). The infantry section's total Fire Strength is 4. As with all units conducting a Small Arms Fire Attack, they must combine their Fire Strength values. This results in a total Fire Strength of 14 (10+4). The die is then rolled and the result compared against the column corresponding to 14 on the Small Arms Combat Resolution Table. Suppose a "Hit" is obtained. Each defending combat group must make a morale check.

8.64 Terrain Effects

The terrain occupied by defending units modifies the Small Arms Fire Attack roll as follows:

  • For a unit in a city or fortified point hexagon: +2
  • For a unit in a trench or woods hexagon: +1
  • For a unit in a river hexagon: -1
  • For a unit in any other type of terrain: no effect.

EXCEPTION: Mounted cavalry units and vehicles cannot benefit from the cover advantages offered by a trench or fortified network when they are in such a hexagon. They must use the hexagon's other terrain type as a modifier (if there is one).

a. Units firing from a hexagon containing barbed wire have their Fire Strength halved (rounded down).

b. Units in a river hexagon cannot conduct Small Arms Fire Attacks at all.

Errata 8.64 (clarification): Terrain effects are cumulative (so a fortified point in a trench results in a +3 Small Arms modifier).

8.65 Machine Gun Fire Bonuses

Machine guns are horrific killing machines. To reflect this, for each machine gun group, or for each pair of vehicle-mounted machine guns (rounded down), conducting a Small Arms Fire Attack against a hexagon, subtract –1 from the Small Arms combat result for each machine gun group and each pair of vehicle machine guns firing. Likewise, units subject to a morale check caused by this machine gun fire must modify their roll by adding +1. This morale-check penalty is only applied once (it is not cumulative), regardless of how many machine guns participated in the fire that caused the morale check.

8.66 Small Arms Fire Attacks and Cavalry

Unlike in Hollywood movies, mounted cavalry groups can never conduct Small Arms Fire Attacks during the Offensive Fire Phase. They can only do so after dismounting.

a. When conducting defensive small arms fire against one or more mounted cavalry units, subtract –1 from the roll on the Small Arms Combat Resolution Table (thus, if a machine gun section conducts defensive small arms fire against one or more mounted cavalry units, subtract –2). Otherwise, no other modifier applies. Cavalry never receives a modifier during a Small Arms Fire Attack, unless it is in a city, woods, or river.

b. If a "Hit" occurs, the cavalry unit undergoes the normal morale check procedure resulting from that "Hit." If it is not eliminated, roll the die a second time for each cavalry group in the hexagon. On a result of "1," a significant number of horses were killed in the attack. The group is now considered to be "on foot." Replace the cavalry group with the equivalent infantry or machine gun section (on its "Pinned" side, of course).

SIDEBAR (page R-10):

FULL COMBAT EXAMPLE: The diagram shows how a British assault against Germans might unfold. Not all decisions are necessarily shown. The two British tanks are Mk.IV (males).

During the Vehicle Movement Phase, the two British tanks move to the positions shown. During the Defensive Anti-Tank Fire Phase, if German unit A is equipped with an anti-tank rifle, it may open fire up to three times against tank #1. If not, there is not much the German player can do. During the British player's first Foot Troop Movement Phase, they move their machine gun groups one hexagon, as shown.

During the Defensive Small Arms Fire Phase, German infantry sections A and B conduct a Small Arms Fire Attack against British machine gun group #3, using their combined Fire Strength for a value of 9 (4+5). Tank #2 blocks Foot Troop group C's line of sight to machine gun section #3. The German player finds the column corresponding to this Fire Strength on the Small Arms Combat Resolution Table and resolves the attack. Suppose it misses.

During the Offensive Fire Phase, the British player has several options. Tank #1 fires on German unit A. It has a Fire Strength of 8 using the 57mm main gun on its left flank. Machine gun group #3 also fires on unit A with a Fire Strength of 2. Tank #2 also fires with its left 57mm gun on unit A with a Fire Strength of 8. This Small Arms Fire Attack is resolved on column 18 (8+2+8) of the Small Arms Combat Resolution Table, with –1 to the die roll due to the single machine gun group firing. The British player resolves this Small Arms Fire Attack. If German unit A is hit, it must add +1 to the die roll result on the morale check, since machine gun fire is part of the attack. If German unit A had been a tank, British tank #1 would have had up to three Anti-Tank Attacks, at a range of 1 hexagon, to hit it, as would British tank #2, but at a range of 4 hexagons. In that case, Anti-Tank Attacks hit or miss, and the to-hit value can be modified by the number of shots reaching their target.

Tank #1 can also fire with the machine gun on its left flank (Fire Strength of 2) at German unit B, and can be supported by British machine guns #4 and #5, each using their Fire Strength of 2. Tank #2 also fires on B, using its front machine gun for an additional Fire Strength of 2. The total Fire Strength is 8 (2+2+2+2), with a –3 die roll modifier corresponding to 2 machine gun groups and two vehicle machine guns firing. Combat is then resolved using the appropriate column of the Small Arms Combat Resolution Table. If German unit B is hit, it must add +1 (only once) to the die roll result on the morale check, since machine gun fire is part of the attack.

Tank #2 also attacks German unit C with its 57mm gun and its right-flank machine gun. The total Fire Strength is 10 (8+2), with no modifier to the die roll, since only one vehicle machine gun is firing. Combat is then resolved using the correct column of the Small Arms Combat Resolution Table. If unit C is hit, it does not add +1 to the die roll result on the morale check, since only one vehicle machine gun shot is part of the attack (two are required). Note that British machine gun group #5 could have fired on C instead of B, as could machine gun section #3. However, machine gun group #4 could not have fired on C, since group #5 was in machine gun group #4's line of sight, blocking it. If #5 had been Pinned, #4 could then have fired on C.

8.67 Small Arms Fire Attacks Against Vehicles

In general, tanks are immune to Small Arms Fire Attacks conducted by other units. Some early tank models, however, are vulnerable to Small Arms Fire Attacks conducted by machine guns, and only by those. These tanks have a "!" shown in the lower left corner of their counter (see section 13.14 for more details).

a. All armored cars are considered Hard Targets and are generally immune to Small Arms Fire Attacks. However, armored cars may suffer wheel damage caused by rifle and machine gun fire. To simulate this, all armored cars may have their wheels damaged, regardless of the type of unit conducting a Small Arms Fire Attack against them. If a "Hit" is obtained, a second die roll is required. Roll a six-sided die; if the result is a 1, the armored car has been hit in a wheel in some way. The armored car must stop where it is. Place a breakdown marker (its temporary side) on it. For any other result, the Small Arms Fire Attack has no effect. Damaged wheels can be repaired by the armored car's crew. To do so, on the player's following turn, place a Crew counter on the armored car during the first Foot Troop Movement Phase to indicate that the wheel is (fortunately) being repaired. This crew unit, in order to repair the wheel, must not conduct Small Arms Fire Attacks, nor may it be Pinned by enemy fire. It can, of course, be fired upon. After waiting one turn, the wheel is considered automatically repaired. The crew unit is removed from play during the player's next first Foot Troop Movement Phase, at which point it is considered to be back inside the armored car as normal. The armored car will be able to move again during the following turn's Vehicle Movement Phase. If the armored car should suffer another wheel hit, it is then considered permanently immobilized by a breakdown, in the last hexagon it entered.

b. All trucks, unlike armored cars, are vulnerable to all types of Small Arms Fire Attacks (whether from vehicles or combat groups). If a "Hit" is obtained on the Small Arms Combat Resolution Table, place a Crew counter on the truck. The crew must make a morale check. If the crew passes the check and is immobilized, the truck must remain in the last hexagon it entered. The crew and the truck are considered Pinned/immobilized and treated as such until the crew recovers its wits, after which the Crew counter is removed and the truck can move normally. If the crew fails the check and is eliminated, then the truck is eliminated too.

8.68 Small Arms Fire Attacks and Trucks

Trucks equipped with Weapon Units or machine guns cannot both move and conduct Small Arms Fire Attacks during the same turn. They may choose to do one or the other. Movement has no effect on other vehicle types conducting Small Arms Fire Attacks.

8.7 Mixed Target Types

In a stack combining vehicles and soft targets, Anti-Tank Attacks have no effect on soft-target units. Unless stated in the scenario, Small Arms Fire Attacks against tanks have no effect, and only affect soft-target units, trucks, and potentially armored cars.

EXAMPLE 1: During the Offensive Fire Phase, two Mk.IV (male) tanks and a 4-9-5 machine gun group engage a hexagon containing two German Foot Troop groups and an A7V tank. One of the Mk.IVs conducts three Anti-Tank Attacks against the A7V, all missing. All other units conduct a Small Arms Fire Attack against the Foot Troop groups. The Mk.IV's second 57mm gun and a machine gun can fire, so the tank's total Fire Strength is 10 (8+2). The machine gun group's total Fire Strength is 4. Both are added together for a total of 14, with a –1 to the die roll for the firing machine gun group. Suppose a "Hit" is obtained. Both German Foot Troop groups must individually make a morale check with a +1 modifier to the roll corresponding to the machine gun fire. Suppose both Foot Troop groups are Pinned. The A7V is not hit.

EXAMPLE 2: During the Vehicle Movement Phase, the British player moves two Mk.IVs into a hexagon containing two allied infantry sections. During the Defensive Anti-Tank Fire Phase, a German AT gun perched on a hilltop opens fire. One of the tanks is "knocked out" and removed from play. The Foot Troop groups are unaffected by Anti-Tank Attacks. During their first Movement Phase, the British player moves a machine gun group into the hexagon (which already contains two Foot Troop groups and a tank). Suppose the German player has five 3-9-4 machine gun groups within range of the British stack. During the Defensive Small Arms Fire Phase, these conduct a Small Arms Fire Attack with a combined Fire Strength of 15 and a –5 modifier to the die roll (-1 for each firing machine gun group), and riddle the hexagon, causing a "Hit" (it was hard to miss). The three British Foot Troop groups must, separately, make a morale check with a +1 modifier to the roll (only) due to the presence of machine gun fire. Suppose one Foot Troop group is eliminated, the other is Pinned, as is the machine gun group. The remaining Mk.IV is unharmed too, hearing only the stinging ricochet of bullets off its hull.

9.0 Applying Results from the Small Arms Combat Resolution Table

On the Anti-Tank Combat Resolution Table, results take the form of either misses (no effect) or "Hits" meaning the vehicle is destroyed (it is then removed from play). The Small Arms Combat Resolution Table produces "Hit" results against enemy units. However, when hit, enemy units must make a morale check, with various possible consequences, detailed below.

9.1 The Morale Check

Units required to make a morale check, after being hit by a Small Arms Fire Attack, may be Pinned, forced to retreat, or eliminated.

NOTE: Always use a six-sided die to resolve a morale check.

9.11 Check Procedure

To make a morale check, roll a six-sided die for each unit concerned. The following results apply:

  1. If the die result is equal to or less than the Morale value shown on the counter, the unit is Pinned. Flip the unit's counter. If a unit is already Pinned and suffers a second Pin result, it must then retreat a distance of two hexagons and remain Pinned. Keep the unit's counter flipped.

  2. If the die result is greater than the unit's Morale value, it is eliminated (whether already Pinned or not) and removed from play.

9.12 Morale Modifiers

In general, nothing will change the Morale value shown on a unit's counter. Two exceptions exist, however: toxic gas attacks and hexagons containing barbed wire. Soft targets that end their movement in a hexagon containing barbed wire have their Morale value reduced to 3 until they leave the hexagon. Units caught within the 3-hexagon radius of a toxic gas barrage have their Morale value reduced by –1 if they are hit and forced to undergo another morale check (see rule 5.56).

9.2 Pin Results

A unit's counter is flipped as a result of a Pin result. A Pinned unit cannot move (unless already Pinned, in which case it is forced to retreat) nor conduct Small Arms Fire Attacks. Pinned units may suffer further Pin results with no consequence beyond having to retreat (see rule 9.11 above). A unit remains Pinned until its owner's Pin Removal Phase, at which point it automatically becomes fully operational again.

9.3 Retreat Movement

When a unit must retreat, whether a distance of two hexagons or more, it must always do so in the general direction of its own defensive positions, i.e., always toward the "rear." A retreat movement cannot be made by advancing forward, except as a last resort. If a unit finds itself surrounded by enemy units, cavalry or Foot Troop groups, it is eliminated for lack of any way to retreat. If the unit is surrounded but one of the hexagons contains only vehicles, Crews or crews and their Weapon Units, or Forward Observers or Tank Leaders, it retreats through that hexagon with no further penalty (it may even end its movement in such a hexagon).

Errata 9.2 and 9.3 (clarification): If a unit suffers a second Pin result and cannot retreat (for whatever reason), it is eliminated. Units may retreat through a minefield but must roll a die to see if they are hit (ouch!). Units may retreat off the map but may not return (however, they do not count as having been eliminated).

9.4 Post-Combat Advance

Unlike many other games, in Landships! there is no advance movement by friendly units into hexagons vacated by the enemy.

10.0 The Pin Removal Phase

To indicate that a unit is leaving Pinned status, flip the counter to its operational side during the appropriate Pin Removal Phase in the sequence of play. Pinned status is removed automatically during the Pin Removal Phase. Neither terrain, nor a unit's position, nor the presence of an enemy unit can prevent a unit from returning to normal status. Only the presence of a toxic gas marker will force a unit to remain immobilized.

Errata 10.0 (correction): Units do not automatically leave Pinned status if they are within the 3-hexagon radius of a gas counter.

11.0 The Air Combat Phase

During the Air Combat Phase, both players have the opportunity to use their aircraft to influence events taking place on the ground.

11.1 Mission Procedure

Before the game begins, each player must decide what type of air mission their CS and B aircraft will fly, and assign a corresponding mission marker to each counter representing those aircraft (place them underneath). The various mission types are limited by the quantity of markers supplied with the game. F types can only engage in combat with other aircraft and therefore do not require air mission markers. CS types may conduct artillery observation, bombing, or ground attack missions. B types may only conduct bombing missions. In all cases, an air unit may only be used three times during a scenario and may not change its mission once selected. For aircraft on an artillery observation mission, the three uses are defined as three successful barrage attacks — request named, approved by staff, and reaching the targeted hexagon (but if they scatter... too bad!).

11.11 Bringing Aircraft into Play

During a scenario's Air Combat Phase, the attacking player begins by placing any one of their available aircraft on any hexagon on the map (aircraft can fly over the entire map area — simply place them on the desired hexagon). Once placed, they can no longer move. The defending player may then place their F-type aircraft (and only those) in order to intercept the attacking player's aircraft. In an air battle, B- and CS-type aircraft can only defend themselves — they cannot be used for interception purposes. If enemy and friendly aircraft find themselves together in the same hexagon, an air battle may ensue, and this before the attacking player can proceed further with any of the air missions they had planned.

NOTE: F types may move during every Air Combat Phase. B and CS types move only during their owner's Air Combat Phase.

11.12 Air Combat

In any hexagon containing at least two aircraft belonging to opposing sides, if at least one is an F type, the players must conduct a round of air combat; otherwise, no combat occurs. To do so, both players fire at each other. F-type aircraft use column 5-8 of the Small Arms Combat Resolution Table. B- and CS-types use column 2-4. Each player rolls one die per friendly aircraft. If a "Hit" is obtained, an enemy aircraft is shot down. Only after both players have rolled their dice may the aircraft lost in combat be removed.

a. During air combat, the die roll on the Small Arms Combat Resolution Table is modified if at least one of the F-type aircraft present has an air combat bonus (the Fokker D7, the Spad 13, the SE5a). When at least one of these aircraft is involved in air combat, it receives a –1 bonus on its Small Arms Combat Resolution Table roll.

b. If all of the defending player's F types destroy all of the attacking player's F types, they may then continue to conduct an air attack against any enemy CS- or B-type aircraft remaining in the hexagon. If no losses are recorded, these surviving B and CS types continue the phase, seeking to fulfill their respective mission objectives. If the B or CS types are destroyed, they cannot do so. If the F-type interceptors are destroyed, the attacking player's remaining friendly aircraft can, of course, complete their air mission objectives. Missions may be accomplished even if friendly aircraft fail to shoot down enemy interceptors, as long as a B or CS type survives.

11.2 Anti-Aircraft Fire

The defending player (only) may attempt anti-aircraft fire against aircraft belonging to the attacking player. Aircraft conducting artillery observation or bombing missions cannot be subject to Small Arms Fire Attacks from enemy ground units. They can only be hit by anti-aircraft guns. Aircraft conducting ground attack missions are subject to Small Arms Fire Attacks from ground units, as well as attacks from an AA gun.

11.21 Anti-Aircraft Gun Fire Procedure

AA guns are all Weapon Units that require a crew. They all have a maximum range shown to the right of the slash when firing against an aircraft. Anti-aircraft fire is conducted by the defending player (only) once all air combat has been resolved, but before any other type of mission is carried out. Each AA gun may fire against an aircraft during this phase (even if it has already fired earlier in the turn). When firing on an aircraft, roll the die three times for each AA gun. A result of "1" is a "Hit." A Hit results in adding +1 to the roll result of the hit aircraft when it conducts a bombing or ground attack mission, or in preventing the aircraft from carrying out observation. Two "Hits" force the aircraft to immediately abandon its mission; remove it from play (however, it is not considered shot down). Three "Hits" obtained means the aircraft is immediately destroyed.

a. "Hits" are not carried over from one turn to the next. An aircraft hit during one turn is not considered damaged during the following turn.

11.22 Ground Fire Procedure

All enemy ground Foot Troop units (thus excluding vehicles) within range of an aircraft conducting a ground attack may first make a free Small Arms Fire Attack against that aircraft, as if attacking a ground unit. Add +2 to the roll to reflect the aircraft's high speed, and ignore all machine gun fire bonuses. If the aircraft is hit, the mission is aborted; remove the aircraft from play (however, it is not considered shot down).

11.3 Close Support Missions

Artillery observation, bombing, and ground attack missions are all considered Close Support missions. Details of these missions are presented here.

11.31 Artillery Observation Missions

After surviving any air duels and AA gun anti-aircraft fire, CS-type aircraft may conduct observation missions on behalf of the artillery, thereby acting as Forward Observers (see rule 5.12). These aircraft are able to "observe" any one hexagon within a radius of two hexagons from the one they occupy. Place a barrage marker on the hexagon. The observing aircraft remains in the chosen hexagon during play, until its own side's next Barrage Phase. The hexagon thus observed may be the target of an indirect barrage shot by any artillery gun (ART) or off-board element. Aircraft are automatically "in communication" with the artillery battery (do not make a check), but still use the Fire Order Table and the scatter rules.

11.32 Bombing Missions

B- and CS-type aircraft may conduct bombing missions against ground units. Place the aircraft in the hexagon chosen as the target. After surviving any air duels and AA gun anti-aircraft fire, the aircraft may attack ground units. Aircraft attack in combination, so the die is only rolled once on the Air Bombing Table per target in the hexagon. Add up the various bombing factors of the aircraft involved. To resolve the attack, find the column corresponding to this total bombing factor on the Air Bombing Table, then roll a die for each target in the hexagon and apply the result obtained to it.

  1. A "P" result against a soft target or a truck will Pin the unit; other "Hits" are treated as having "no effect." "P" results have no effect on tanks or armored cars.

  2. If the hexagon contains a Weapon Unit and a "P" result is obtained, roll the die a second time for each Weapon Unit present. A result of 1 or 2 on this second roll destroys the weapon; otherwise, it is considered to have no effect. If a Crew unit is present, it is not affected by the result of the second die roll (however, it is indeed Pinned by the "P" result obtained on the first roll, since it is considered a soft target).

  3. An "E" result eliminates the target, regardless of its type, including vehicles and Weapon Units.

EXAMPLE: The attacking player places two B-type aircraft (each with a bombing factor of 6) to conduct a bombing mission against a clear-terrain hexagon containing an enemy Foot Troop group and a tank. The defending player attempts an interception by placing an F-type aircraft in the hexagon. An air duel begins, and the attacking player rolls the die twice and misses both times. The attacking player rolls the die once (and only once) for their F-type aircraft and hits. The attacking player loses one of their B types. The attacking player may then conduct the bombing mission against the hexagon, but with a bombing factor of 6. Against the Foot Troop group, they roll a "5" and thus fail to hit it. Against the tank, they roll a "1," which corresponds to a "P" result, but since tanks cannot be Pinned, the attack has no further consequence. If only they had had a heavy bomber with a bombing factor of 12! Then this lucky roll would have meant the tank's destruction.

a. The modifiers listed below the Air Bombing Table apply to attacks against soft-target units and Weapon Units, but not against vehicles.

11.33 Ground Attack Missions

In any scenario taking place during 1917 or later, CS-type aircraft may conduct ground attack missions. Place the aircraft in the targeted hexagon. If the aircraft is not hit by anti-aircraft gun fire or by Small Arms Fire Attacks from ground troops, it proceeds to strafe the target hexagon. A ground attack is resolved in exactly the same way as an attack made by a ground unit against the hexagon. Add up all the ground attack values of the various aircraft present in the hexagon. Find the column containing this total on the Small Arms Combat Resolution Table and roll a die. Although these aircraft fire using machine guns during strafing attacks, they cannot benefit from the machine gun fire bonus. Likewise, their targets do not suffer the usual morale-check penalty affecting units hit by machine gun fire. If a "Hit" is obtained, use the standard morale check procedure to determine the consequences.

NOTE: Aircraft move too fast to concentrate their fire and thus hope to gain the bonuses inherent to machine gun use.

12.0 The Close Combat Phase

During this phase, Foot Troop and cavalry groups belonging to the attacking player have the opportunity to advance one hexagon in order to enter a hexagon occupied by enemy units and thereby engage in Close Combat. Enemy units already present in the hexagon must engage in combat. Close assault is the most dangerous type of attack in the game. It acts like a vortex swallowing up units from both players.

12.1 General Rule

Friendly units that are in, or move into, hexagons held by the enemy during the Close Combat Phase are locked in melee until the units of one side or the other have been completely wiped out or forced to flee. During this same phase, in subsequent turns, units that enter the hexagon can no longer leave it. Stacking limits in the hexagon are no longer taken into account. Likewise, all other standard phases of the sequence of play are ignored by units involved in Close Combat, until one side or the other is eliminated. However, vehicles always retain the ability to leave a hexagon after a round of Close Combat. Only Foot Troop and cavalry units are locked in melee. Units engaged in Close Combat use the Close Assault Combat Resolution Table (CACRT). Remember that combat is mandatory.

Errata 12.1 (clarification): Players may not intentionally target hexagons locked in Close Combat, whether with barrage or Small Arms Fire Attacks. Note, however, that an indirect barrage shot may scatter onto such a hexagon. Vehicles alone in a hexagon containing enemy units — Foot Troops, cavalry, or other vehicles — may make Small Arms or Anti-Tank Attacks (point-blank) against them instead of engaging in the Close Combat procedure.

12.11 Bonus Movement

At the start of the Close Combat Phase, after surviving any defensive Small Arms Fire, any Foot Troop or cavalry group adjacent to an enemy-occupied hexagon has the opportunity to enter that hexagon. This is a free movement that units not wishing to engage in Close Combat do not benefit from. Tanks and armored cars (but not trucks) may have already moved into the enemy-occupied hexagon during the Vehicle Movement Phase. In all cases, however, resolving the engagement only happens during the Close Combat Phase.

12.12 Who Is Affected?

Only Foot Troop and cavalry units are affected by Close Combat. Foot Troops and cavalry can never initiate Close Combat against a tank or an armored car (for simplicity's sake), whereas tanks have the ability to engage Foot Troops or cavalry in Close Combat, whether or not they are accompanied by friendly Foot Troop or cavalry units (a different procedure is used, however). Foot Troops and cavalry may engage trucks in Close Combat. Tanks and armored cars cannot initiate Close Combat against other enemy vehicles, so vehicles from both sides may coexist "peacefully" in the same hexagon.

12.2 Close Combat Procedures

The exact procedure used to resolve Close Combat varies depending on the presence (or absence) of vehicles on both sides. Use the rules below:

Errata 12.2 (change): Units with a Morale of 5 now have the ability to engage tanks in Close Combat, but only in city hexagons.

12.21 No Vehicles Present

If no vehicles are present, each of the two players counts the total number of combat groups of their side present in the hexagon. The defender's total is then subtracted from the attacker's total. If the defender has a greater number of units than the attacker, the difference works to their advantage, so they make the roll on the Close Assault Combat Resolution Table. Note that unit Fire Strength has absolutely no bearing on the course or outcome of Close Combat — only numbers matter. Find the column corresponding to the difference calculated above on the Close Assault Combat Resolution Table, then roll the die. If applicable, apply any modifier or column shift listed below the table. The result establishes the unit losses for each side (if any). Tank Leaders, Forward Observers, and Crews cannot be used to satisfy losses in Close Combat.

a. If the hexagon contains no friendly Foot Troop or cavalry units, and only one or more FOs, TLs, or Crews are present, then all of them are eliminated. Likewise, if one or more Weapon Units remain in the hexagon after all Foot Troop or cavalry units have been eliminated, they are lost as well.

b. If a side's losses exceed the total number of remaining units, the excess is ignored. If, after combat, the hexagon still contains opposing units, they remain locked in the hexagon until the next Close Combat Phase (which will occur during the opposing player's following turn).

12.22 Vehicles Present

When Foot Troop or cavalry groups engage a hexagon in Close Combat in combination with friendly tanks or armored cars, use the procedure described above to calculate the difference, except that each tank and armored car counts as one combat group. If applicable, apply any modifier or column shift listed below the table. However, when it comes to applying losses, these are never taken from the tanks present. Armored cars, meanwhile, are always the last units of a side to be lost in Close Combat. Vehicles always retain the ability to leave a hexagon in which Close Combat is raging. Only Foot Troops and cavalry are locked in melee.

EXAMPLE: The German player engages in Close Combat against a hexagon containing a machine gun group and a British tank, using four Foot Troop groups. Except for calculating the difference in forces present, the tank is ignored. The difference is +2 (four minus two). However, the presence of a defending tank shifts the column used one step to the left (see rule 12.31, below). The column of the Close Assault Combat Resolution Table ultimately used is therefore the "+1" column. The German rolls the die and gets a "3," turned into a "4" because of the presence of the British machine gun (see 12.32); both players therefore each lose one unit. The British player must remove the machine gun group, while the German player loses one of their Foot Troop groups. Only the British tank and three German Foot Troop groups remain in the hexagon. No further engagement can occur until the next Close Combat Phase.

12.23 Vehicles Alone

When friendly tanks or armored cars enter a hexagon containing only enemy Foot Troop or cavalry groups (no friendly Foot Troops or cavalry present), make a morale check during the Close Combat Phase for each enemy unit present. If the result is equal to or less than the unit's Morale value, it is immediately Pinned in the hexagon. If the result exceeds the unit's Morale value, it fails and must then retreat two hexagons and remain Pinned in its new location.

EXAMPLE: During the Vehicle Movement Phase, a British tank enters a hexagon held by the enemy. The hexagon contains a German Foot Troop group. There is no Close Combat.

During the Close Combat Phase, simply check the Foot Troops' morale to see if they flee. Note, however, that if a British Foot Troop unit had also accompanied the tank into the hexagon, no morale check would have occurred. Instead, Close Combat would have taken place.

12.24 Restrictions

Trucks, Crews, TLs, and FOs cannot be used to satisfy losses suffered during Close Combat. By their nature, they contribute nothing to the fighting and are eliminated if they find themselves alone in a hexagon with enemy units.

12.3 Close Combat Modifiers

Both opponents may make use of a number of Close Combat modifiers when resolving attacks of this type. These modifiers are listed below.

12.31 Column Shifts

In any Close Combat, where applicable, use the following column shifts:

  1. If the Close Combat takes place in a city, shift the column used one step to the left. If the column originally used was "0," this can result in the defender becoming the attacker.

  2. If there is at least one tank (this rule does not apply to an armored car) present in the hexagon accompanied by friendly combat groups, shift the final column used one step to the right (if the tank is on the attacking side), or to the left (if the tank is on the defending side).

12.32 Die Roll Modifiers

In any Close Combat, where applicable, use the following die roll modifiers:

  1. For each machine gun group, attacking or defending, present in the hexagon, modify the die result by –1 or +1 as appropriate (however, mounted cavalry machine gun groups are not counted toward this bonus).

  2. For each flamethrower present in the hexagon, modify the die roll by –2 if attacking or +2 if defending.

NOTE: Using a flamethrower in Close Combat does not consume a shot.

12.33 Pinned Units in Close Combat

Pinned units are not counted toward the total forces present in the hexagon, but may nevertheless be used to satisfy losses suffered during the engagement. Pinned units cannot benefit from a flamethrower or machine gun bonus, even if normally equipped with one, since they are unable to use such weapons in their situation. In addition, if a unit is Pinned in a hexagon where Close Combat is taking place, the attacking player may subtract –1 from the die result for each Pinned enemy unit. A hexagon containing both a Pinned unit and a combat-capable unit has the –1 modifier applied to the die roll. If both units had been Pinned, it would have been –2.

EXAMPLE: A British Foot Troop group enters a hexagon containing a Pinned German machine gun section. During the Close Combat Phase, the British player uses column "+1" to resolve combat and may subtract one from the die roll result. The German player does not benefit from their machine gun bonus. Had that unit not been Pinned, column "0" would have been used with a die roll modifier of +1 (MG defending).

NOTE: All listed column shifts and die roll modifiers are cumulative. These modifiers apply to both sides during the Close Combat Phase.

13.0 Weapon Units in Combat

The Weapon Units present in the game represent the most effective means of countering attacks by armored vehicles of all kinds. The term Weapon Units refers both to individual armaments used by Foot Troops, and to heavy weapons requiring specialized crews to operate.

13.1 Individual Armaments

Anti-tank rifles and flamethrowers may equip Foot Troop units (but not Crews, Individuals, or cavalry).

13.11 General Rule

Anti-tank rifles and flamethrowers may only equip and be used by German infantry and machine gun groups. German cavalry and Crew units cannot use these two types of Weapon Units, nor can Individuals. A single section may be equipped with any number of anti-tank rifles and may have up to three flamethrowers. Likewise, each turn, during the appropriate fire phases, a unit has the ability to fire with all the Weapon Units at its disposal, in addition to its usual small arms Fire Strength.

EXAMPLE: A German Foot Troop group has 3 anti-tank rifles and one flamethrower. During the Offensive Fire Phase, this combat group may conduct a Small Arms Fire Attack using its normal Fire Strength, fire up to three times per AT rifle against enemy vehicles (a total of nine shots), and use the flamethrower — all against different targets.

a. A Pinned combat group retains its anti-tank rifle and/or flamethrower equipment. If a unit carrying this type of weapon is ever eliminated, the counter representing the Weapon Unit remains in the hexagon. Only German combat groups entering the hexagon can recover and use them. If an Entente unit enters a hexagon containing abandoned flamethrowers or anti-tank rifles, these Weapon Units are eliminated.

13.12 Anti-Tank Rifle Rules

During the Defensive Anti-Tank Fire Phase or the Offensive Fire Phase, anti-tank rifles may fire up to three times against enemy vehicles. These rifles have a maximum range of one hexagon, so they must be in the same hexagon as, or a hexagon adjacent to, the target they are engaging. A combat group equipped with several anti-tank rifles may concentrate all its available shots against a single vehicle. Unlike other Weapon Units, anti-tank rifles are not subject to "To-Hit" modifiers. Instead, when firing an anti-tank rifle, a result of 1-2 on a six-sided die indicates a "Hit" is obtained. If a "Hit" is obtained, another result of 1-2 on a second roll (of a d6) means the vehicle suffers a breakdown. Any other roll result means no effect occurs. Roll on the Breakdown Type Table to determine the severity of the breakdown. Anti-tank rifles may only switch targets once a "Hit" has been obtained, even if it has no further consequence. Anti-tank rifles have no effect on soft targets.

13.13 Flamethrower Rules

Flamethrowers may conduct either Anti-Tank Attacks or Small Arms Fire Attacks. As with anti-tank rifles, a flamethrower's maximum range is one hexagon, so it must be in the same hexagon as, or a hexagon adjacent to, the target it wishes to reach. A unit equipped with a flamethrower may attack a hexagon twice during a Small Arms Fire Phase: once using the flamethrower (an operation requiring two to three men) and once with its normal Fire Strength in a standard Small Arms Fire Attack. However, a flamethrower cannot fire twice during an Anti-Tank or Small Arms Fire Phase, nor can it be combined with other units (or flamethrowers) to resolve an attack. A flamethrower can only be used, in total, twice in a game. To reflect this limit, flip the flamethrower counter after its first use. After a second use, remove the counter.

a. When a flamethrower is used to conduct a Small Arms Fire Attack, the attacker automatically uses the "30+" column of the Small Arms Combat Resolution Table. If a "Hit" is obtained, the morale check of the unit affected by this shot is adjusted by +1.

EXAMPLE: A German Foot Troop group is equipped with two flamethrowers. During the Offensive Fire Phase, using the first flamethrower against an adjacent unit in a fortified network Pins that unit. A second attack using the other flamethrower misses. Immediately afterward, the same Foot Troop group and a machine gun combine their normal Fire Strengths for a Small Arms Fire Attack, still against the same enemy unit. Particularly lucky, they obtain a "Hit" which forces the enemy to retreat (a second Pin result = retreat).

b. When flamethrowers are used to conduct Anti-Tank Attacks against vehicles, only one use per fire phase and per flamethrower is allowed. A result of 1-3 on a six-sided die means a "Hit" is obtained and the vehicle is eliminated. In this specific case, no other modifiers apply.

13.14 Machine Guns and Lightly Armored Tanks

Due to their weak armor, some early tank models in the game are vulnerable to Small Arms Fire Attacks made by machine gun groups. This weakness is indicated on the counters of the affected tanks by a "!" in the lower left corner. Vehicle machine guns and machine gun groups may fire on this type of tank. Each such machine gun group (and each pair of vehicle machine guns) may hope to obtain a "Hit" on a result of 1-4 on a six-sided die. No other modifier applies. If a "Hit" is obtained, roll the six-sided die again. On a result of 1, the tank breaks down. Roll on the Breakdown Type Table to determine the severity of the breakdown.

NOTE: A "!" is shown on truck counters as a reminder that they are vulnerable not only to Small Arms Fire Attacks from MGs, but to all Small Arms Fire Attacks, whether from MGs, Foot Troop groups, or vehicle machine guns.

13.2 Weapon Units Requiring Crews

All AT, AA, and ART guns must have a Crew counter stacked with them in order to fire. The crew's role is to operate the gun to which they are attached. Thus, Pinned Crew groups are unable to perform their function.

13.21 Anti-Tank Guns [AT]

During the Defensive Anti-Tank Fire Phase or the Offensive Fire Phase, each AT gun with a Crew may fire up to three times against vehicles within a maximum distance of 10 hexagons. When an AT gun conducts an Anti-Tank Attack against a target at a distance of 5 hexagons or less, the die roll result is modified by –1. AT guns can never conduct barrage or Small Arms Fire Attacks.

NOTE: Historically, AT guns were highly effective beyond 450 meters.

13.22 Artillery Guns [ART]

When firing with an on-map ART gun against a vehicle, the procedure is exactly the same as when using an AT gun. Each artillery gun with a Crew may fire up to three times against enemy vehicles. In the case of an Anti-Tank Attack conducted by an artillery gun against a truck or armored car, add +2 to each roll, in addition to any size modifier or other modifiers that may apply to the resolution. Artillery guns may conduct direct or indirect barrage attacks (see module 5.0). An artillery gun belonging to the attacking player may make an indirect barrage attack during the Barrage Phase, then a Small Arms Fire Attack during the Defensive Fire Phase (only) taking place during the opposing player's turn. If it does not fire during the Barrage Phase, it can then be used during the player's Offensive Fire Phase.

13.23 Anti-Aircraft Guns [AA]

Anti-aircraft guns have the distinctive feature of not being subject to facing rules. For any task other than anti-aircraft fire, they are treated as anti-tank guns. Thus, they have a 360° anti-aircraft capability and the ability to open fire on vehicles in any direction. During the Defensive Anti-Tank Fire Phase or the Offensive Fire Phase, each AA gun with a Crew may therefore fire up to three times against vehicles within a maximum distance of 10 hexagons. They may equally conduct anti-aircraft fire against aircraft during the Air Phase. The AA gun's 360° firing capability spares it the +2 penalty applied for changes of facing during the Defensive Fire Phase (but it remains subject to the target acquisition penalty). Anti-aircraft guns cannot conduct barrage or Small Arms Fire Attacks of any kind.

NOTE: During this period, most anti-aircraft guns were simply field artillery pieces mounted on special platforms to allow a wide firing angle against enemy aircraft. Because of this modification, the guns were no longer suited for barrage fire. Purists may wish to grant anti-tank capability only to the towed German 88mm gun. In that case, other anti-aircraft guns can then only engage aircraft.

13.24 Fire from Unmanned/Unsupported Units

Artillery, anti-aircraft, and anti-tank guns found alone in a hexagon, with no friendly Foot Troop or cavalry group, may be eliminated simply by an enemy Foot Troop or cavalry group moving into the hexagon. If all enemy units are forced to leave the hexagon, the guns can also be captured and used by the opposing player to conduct Anti-Tank Attacks (and only those). If this situation occurs, add +2 to the to-hit roll, in addition to any other applicable modifier (this reflects the lack of training in operating this weapon). Likewise, this rule will most likely come into play if a friendly combat group tries to operate a Weapon Unit in place of the crew (whether the crew is absent, Pinned, or retreating). Only crews are therefore considered specially trained in the operation of Weapon Units. Any other type of unit firing a Weapon Unit will have the +2 to-hit modifier applied. This modifier is added to any others that may apply for a change of facing or target. It is only once an operational Crew group resumes control of the Weapon Unit that the modifier no longer applies.

14.0 Tank Leaders, Forward Observers, and Crews

Each side may have a certain number of these soft targets performing particular or specialized functions in the game. The rules governing their use are described here.

14.1 General Rule

All units presented in this section are soft targets and are therefore vulnerable to Small Arms and barrage attacks (except for Tank Leaders).

14.11 Tank Leaders [TLs]

The Tank Leaders present in the game are men historically noted for their skill in commanding a tank (and only for that). If the tank in which a Tank Leader is initially riding breaks down and the Tank Leader is transferred to another tank, only that new tank benefits from the advantages granted by a Tank Leader. Tank Leaders have two effects on the game:

  1. When a tank's main guns are used and it is commanded by a Tank Leader, the to-hit roll on the Anti-Tank Combat Resolution Table is modified by –1 (as shown on the Tank Leader's counter).

  2. The Tank Leader can grant their tank the –1 modifier shown on their counter for any breakdown check, whether the initial check, the die roll determining the severity of a breakdown, or a repair check. Thus, a tank carrying a Tank Leader is less likely to break down. If an incident does occur, it is also more likely to be a temporary breakdown, and above all, whatever the breakdown, it will be repaired more quickly.

a. If the tank carrying a Tank Leader is destroyed, so is the Tank Leader. Outside their tank, Tank Leaders behave as normal soft targets and move like any other Foot Troop unit. They have neither Range nor Fire Strength and are not subject to morale checks. They are immune to "Hits" obtained on the Small Arms and barrage combat resolution tables. In addition, Tank Leaders have no bearing on the outcome of any Close Combat they might find themselves caught up in. Nevertheless, if one or more Tank Leaders find themselves alone in a hexagon with enemy Foot Troops, they are removed from play. Tank Leaders cannot be used to satisfy Close Combat losses.

14.12 Forward Observers [FOs]

Forward Observers behave the same way as any soft target and move just like Foot Troops. They have no Fire Strength or Range value. If alone in a hexagon, use their Morale value of 5. When a Forward Observer is stacked with other friendly units, it uses the highest Morale value among them.

a. Like other soft targets, Forward Observers are affected by Small Arms and barrage attacks and must make a morale check if hit by them. They have no bearing on Close Combat, but are nonetheless eliminated if they find themselves alone with enemy Foot Troops in the same hexagon. A Forward Observer likewise cannot be used to satisfy Close Combat losses.

14.13 Crews

In the game, a Crew's sole role is to operate Weapon Units as well as certain types of vehicles. They have no Fire Strength or Range value, but all have a Morale value of 4. Crews move the same way as Foot Troops. Once positioned at the controls of a Weapon Unit, they cannot move it to a new hexagon, unless it is mounted on a vehicle. During the Defensive Anti-Tank Fire Phase, Crews may nevertheless change a Weapon Unit's facing within the same hexagon.

a. Like other soft targets, Crews are affected by Small Arms and barrage attacks and must make a morale check if hit by them. They have no bearing on Close Combat, but are nonetheless eliminated if they find themselves alone with enemy Foot Troops in the same hexagon. Crews likewise cannot be used to satisfy Close Combat losses.

b. Crews gain no defensive advantage in combat from sheltering behind their Weapon Unit.

14.14 "Overrun"

Tank Leaders, Forward Observers, and Crews are removed from play as soon as they find themselves isolated in a hexagon entered or occupied by enemy Foot Troop groups or vehicles. They therefore only remain on the map if the hexagon contains friendly Foot Troops or cavalry.

15.0 Rules Specific to German Tanks

Unlike in the Second World War, the Germans of the Great War proved to be particularly mediocre in the use of tanks in combat. In battles involving tanks, German crews often proved a bit too sensitive to the first enemy bullet impacts on their machine's hull.

15.11 German Tank Crew Morale

Although most tanks do not have Crew counters associated with them, in a scenario involving German tanks, each one must have a Crew counter representing its crew, stacked beneath its counter. Because of the great sensitivity of German crews, any machine gun fire (of any kind) striking the tank is liable to trigger panic aboard it (tanks are normally immune to machine gun fire). For each "Hit" obtained by a machine gun (or pair of vehicle machine guns), make a morale check for the crew (don't forget the possible application of rule 13.14). If the result is equal to or less than the crew's Morale (MR of 4), no effect occurs. The tank can continue firing normally, using all its weapons. If the crew's Morale value is exceeded by the check result, the tank is immediately turned to face the side of the map through which it entered the battlefield (this facing change is free and must be made immediately). A second die roll must then be made (see rule 15.12 below).

15.12 Subsequent Penalties

When a crew fails its morale check, roll the die again and apply the results as follows:

  1. If the second result is 1-3, the crew has abandoned the vehicle. Place a "Bail Out" marker on the tank, then place the Crew unit in one of the hexagons adjacent to the tank. The crew must move toward the nearest cover (any terrain offering a positive modifier against Small Arms or barrage attacks meets this definition). Once under cover, the crew may attempt to recover their wits during the Pin Removal Phase on a result of 1-2. Note, however, that the crew is not considered Pinned as a result of failing the morale check. However, other attacks may in the meantime have succeeded in Pinning them. If the crew manages to regain their composure, they can move again and even hope to re-board the tank in subsequent turns. If the tank is reoccupied by its crew, and no enemy unit is present in the hexagon itself or within a radius of two hexagons, then the engines can be restarted (otherwise, the crew waits). From then on, the tank must take the shortest path to leave the map, via the friendly edge through which it entered (it flees, so to speak). The tank can no longer make any attacks.

  2. If the result obtained is 4 or 5, the crew has flattened themselves against the floor of the tank. In this situation, the tank cannot move for an entire turn. It can still fire with all its weapons, but if the main guns are used, a +2 penalty applies to the to-hit roll, in addition to any other applicable modifier. This +2 penalty to main gun fire persists even in subsequent turns after the crew's failed morale check. The penalty never applies to the tank's machine guns.

  3. On a result of 6, no further effect occurs and the tank may freely continue its mission (obviously, it must have first resumed a correct heading!).

EXAMPLE: During the Vehicle Movement Phase, a German A7V noisily rumbles down a road. During the Defensive Small Arms Fire Phase, the British player, who has a machine gun group, fires on the tank (needing a result of 1-4 to hit). Suppose a "Hit" is obtained. The tank's crew must make a morale check. We suppose it exceeds their Morale value of 4. The tank is therefore immediately turned to face its original map edge. A second result of 2 indicates that the crew abandons the tank and is placed in a hexagon adjacent to it. During the German player's first Movement Phase, the crew will head for the nearest cover.

a. If the tank has already suffered a breakdown, it does not reorient itself, but the second roll (penalties resulting from a failed morale check) is modified by –1.

NOTE: Remember that MG fire never forces Allied tanks to make a morale check, except in the case of lightly armored tanks or as specified by special scenario rules.

16.0 Optional Rules

As their name suggests, these rules are entirely optional. Both players must agree before the start of the game on whether to use them. Some of these additional rules highlight certain specific facts of the conflict, while others more particularly reflect changes that occurred over the course of the war.

16.1 Optional Rules Concerning Foot Troops

The various standards defining infantry varied greatly between the different belligerents. These rules attempt to reflect these differences.

16.11 Troop Preparation

At the start of the Great War, the Foot Troop groups present reflect the extreme variety of doctrines and methods governing their training. To model this, modify the weapon range of Foot Troop combat groups (and only those) according to their nationality. Use the following table for this purpose:

NationalityWeapon Range
British, ANZAC, Canadian6
All others4
French3

Double a unit's Fire Strength when its target is one hexagon away, and halve it (rounded down) when the distance separating it from its target is greater than half the maximum range shown above.

EXAMPLE: A British Foot Troop group with a basic Fire Strength of 5 (printed on its counter) will have a Fire Strength of 10 if its target is at a distance of one hexagon, of 5 if the target is at a distance of 2 or 3 hexagons, and finally of 2 if the target is between 4 and 6 hexagons away.

EXCEPTION: Machine gun groups keep their range of 9 and double their Fire Strength at a distance of one hexagon. Their Fire Strength remains the same at any other distance. Cavalry groups still cannot fire while mounted.

a. Infantry skill declined greatly as the war raged on. By 1916, most professional and highly trained men had been wiped out. To represent this, reduce the range of any Foot Troop group by one for each year after 1915 (-1 if the scenario takes place in 1916, -2 in 1917, etc.). However, no unit's range may drop below 2. Machine gun groups are not affected by this rule.

b. In 1914, the British Expeditionary Force was virtually one of the best-prepared armies history has ever known. Players who wish to may simulate this by treating any British Foot Troop group, regardless of the values originally shown on its counter, as a 5-6-5 group in any scenario set in 1914.

16.12 Morale

By 1918, most combatants were concerned only with their own survival, and many felt profound frustration at the continuation of the war. To simulate this, in any scenario set in 1918, no unit may have a Morale value greater than 4, regardless of the initial value shown on its counter. This limitation does not apply to units specifically identified as American, German Stormtroopers [Stosstruppen], or Canadian and ANZAC.

16.13 Rifle Grenades

This rule really comes into its own when combined with rule 16.11, above. In a scenario set in 1917 or later, for every three Foot Troop groups under their control (excluding Crews and machine gun groups), the player may designate one of these units as being equipped with rifle grenades. As part of a Small Arms Fire Attack, these units may use their rifle grenades against an adjacent hexagon, regardless of terrain type. Units so designated conduct their Small Arms Fire Attacks normally, but the result obtained on the Small Arms Combat Resolution Table is modified by –1 per unit equipped with rifle grenades participating in the attack. The modifiers from this rule are fully cumulative with other existing modifiers. When conducting Small Arms Fire Attacks against targets more than one hexagon away, a unit equipped with rifle grenades uses the Fire Strength and Range originally shown on its counter. When resolving the attack, a natural "1" result (i.e., unmodified) means the unit has exhausted its supply of grenades. From then on, it uses only its normal Fire Strength.

16.14 Machine Gun Options

Some may feel that the morale modifier for machine guns during a Small Arms Fire Attack is too destructive. It does, however, represent the ability of machine guns to Pin or kill the vast majority of targets they engage. If players feel that the morale penalty caused by a machine gun is excessive, they may decide to ignore it.

a. From a realistic point of view, at the scale the game simulates, the fire of a machine gun group is capable of affecting several hexagons at once. To represent this, a machine gun group (but not vehicle-mounted machine guns) is permitted to use its Fire Strength against two adjacent hexagons in an attack. If a machine gun group fires against two adjacent hexagons, resolve the attacks separately on the Small Arms Combat Resolution Table. The –1 to-hit bonus normally enjoyed by a machine gun is not applied when it fires on two hexagons. However, the morale-check penalty inflicted by machine gun fire still applies.

16.15 Stormtroopers [Stosstruppen]

Germany's solution for breaking the deadlock created by the impenetrable trench network was the development of tactics based on the use of Stosstruppen. This revolutionary approach to using infantry in combat was based in particular on heavy concentration of fire, speed of movement, and the resulting element of surprise, but also on harassment and multiple flanking maneuvers. Contrary to popular belief, very few units were trained as stormtroopers — often just one battalion per division (other NCOs received a pamphlet summarizing the theory behind these techniques). Players wishing to experience combat with stormtroopers may use the following rules:

a. Improved Fire Strength: Stormtrooper units represent a synthesis of Foot Troop and machine gun groups, previously clearly separate. As a result, only infantry groups may represent stormtroopers, not MG groups. In any scenario, to simulate the large number of automatic weapons possessed by a stormtrooper unit, increase the Fire Strength originally shown on the counter, for any infantry group representing stormtroopers, by +1. Likewise, just like machine gun groups, each stormtrooper group benefits from the –1 to-hit bonus on the Small Arms Combat Resolution Table, and its targets are subject to the +1 penalty on their morale check. In Close Combat, stormtrooper groups are treated as MGs. Where rule 16.11 is used, stormtrooper groups retain the range value of 6 shown on their counters, reflecting the numerous light machine guns with which they were equipped.

b. Defensive Bonus: To reflect the abandonment of linear tactics in favor of small, autonomous, mobile combat groups, any stormtrooper unit receives a defensive bonus in clear terrain of +1 against Small Arms or barrage attacks directed at it. This modifier is added to any other applicable modifier. This additional defensive bonus is not granted when the unit is in any other type of terrain; the usual modifiers apply instead.

c. Infantry Gun Support: To have direct fire support, stormtrooper units were equipped with infantry guns. These are treated as on-map artillery guns, except that they can only engage their target (of any type) using direct barrage attacks (maximum range of 10 hexagons). Forward Observers and aircraft cannot be used to observe for them. Unlike normal artillery guns, infantry guns stacked with a Crew unit have a movement allowance of 1 and can be moved by their crew during the second Movement Phase.

16.2 Optional Rules Concerning Vehicles and Terrain

The rules in this section modify some of the game's basic mechanisms.

16.21 Changing Weapon Unit Facing

The restriction requiring Weapon Units to change facing only during the Defensive Fire Phase seeks to reflect the many additional tasks crews must perform to adjust the aim of an artillery piece. If players wish, they may grant Weapon Units the ability to change facing even during the first Movement Phase.

16.22 Artillery Restrictions

Historically, before the start of a battle, each belligerent drew up very rigid plans concerning the use of their artillery. The flexibility of portable radios and other electronic fire-control systems was simply unimaginable at the time. So, to simulate this, before a scenario begins, each side must define in advance the barrage attacks it intends to make. Players must therefore specify beforehand, on a sheet of paper, the characteristics of these attacks — that is, the turns during which they occur, the targeted hexagons, the quantity of artillery elements participating, and the type of barrage and ammunition chosen. To avoid scatter, one or more Forward Observers (or aircraft) must be able to observe the hexagons on which a barrage has been planned, at the turn it occurs. The observers must also be "in communication" with the battery. If not, resolve scatter. Under an artillery plan, the Fire Order Table is not used. Throughout a game (see rule 5.14), hexagons considered automatically observed (see 5.13) require neither Forward Observers in communication nor aircraft to be targeted by a barrage attack. Still check whether the shot scatters, however. Schematically, these hexagons represent targets whose position is known from staff maps.

16.23 Direct-Fire Range

The various line-of-sight and direct-fire range values shown on artillery or anti-aircraft gun counters represent the reasonable distance at which these weapons can hit a target in moderately hilly terrain. When a scenario takes place on particularly flat terrain, double the range of units in a clear-terrain hexagon (only), and double the direct-fire range value of artillery and anti-aircraft guns, up to a maximum of 20 hexagons. Firing units are always considered automatically spotted, regardless of the type of terrain they are in, provided an LOS exists. In addition, the distance at which they are automatically spotted is doubled, to 20 hexagons (instead of 10). The observation capability of Forward Observers is likewise doubled (to 20 hexagons). Anti-tank guns keep their maximum range of 10 hexagons.

a. Similarly, to simulate the advantage conferred by elevated positions in the game, increase the maximum direct-fire range, observation capability, and spotting capability by 10 hexagons per additional elevation level, and vice versa.

EXAMPLE: A Forward Observer on a hill two elevation levels high can observe any hexagon to which it has an LOS within a radius of 30 hexagons. A crew and artillery gun located on a hill two elevation levels high can conduct a direct barrage attack, on clear terrain, against enemy Foot Troop units up to 29 hexagons away (provided, however, it has sufficient indirect-fire range).

16.24 Improved Defenses

Entrenchment and fortification techniques evolved considerably during the war. As a result, in any scenario starting in 1916 or later, increase the modifiers inherent to trench and fortified network hexagons against Small Arms or barrage attacks by +1. Thus, in a scenario set in 1917, a trench hexagon modifies the result obtained on the Small Arms Combat Resolution Table by +2. A fortified network would add +3.

NOTE: The importance of flamethrowers and other powerful Weapon Units becomes fully apparent when this rule is applied. Give it a try!

16.3 Optional Rules Concerning Vehicles

The optional vehicle rules add an additional nuance of realism in exchange for a slight increase in complexity.

16.31 Poorly Designed Tanks

Obviously, the range shown on a vehicle's counter does not represent a maximum distance beyond which its armament could not hope to hit a target. It is instead a range limit defining optimal use of that armament. Nevertheless, poor internal design, crew stations placed too far apart, inadequate observation slits, or the absence or poor quality of suspension systems considerably limited the range one could expect from a vehicle's weapons. To simulate this, reduce tank ranges as follows:

TypeRange
British "Mk." series tanks I–VIII7/4
French Schneider2/4
French St-Chamond6/4
German A7V8/5

The figure to the left of the slash represents the maximum range of the vehicle's main gun(s), if equipped. The one to the right corresponds to the maximum range of the vehicle's machine guns, if equipped. Tanks and armored cars not listed here all have a maximum range of 7 hexagons for their main guns and 5 hexagons for their MGs.

a. A Tank Leader aboard increases the range of all weapons by 1.

16.32 Tank Employment Doctrine

During this period, the doctrine governing the use of tanks on the battlefield called for each one to end its movement within a radius of at most three hexagons of another friendly tank (unless it had suffered a breakdown).

NOTE: Tanks usually operated on a mutual-support paradigm with the other armored vehicles in their combat group.

16.4 Optional Rules Concerning Aircraft

These rules aim to highlight the vast range of characteristics and roles assigned to aviation.

16.41 Fighter Strafing Attacks

Although most aviators were reluctant to conduct ground attacks, they were often required to do so in emergencies. To simulate this, allow F-type aircraft to conduct ground attacks in any scenario. Each such aircraft is then considered to have a ground attack value of 2.

16.42 Restrictions on CS-Type Aircraft

The Sopwith Salamander and the DH5 were single-seaters. So, for realism, do not allow them to conduct observation missions during the game. Unlike other CS-type aircraft, they may abort their mission and intercept enemy aircraft (they are then treated as F types). The Bristol Fighter (CS type) may also decide at any time to act as an F type.

16.43 Defensive Bomber Fire

Many bombers were heavily armed. To simulate this, allow each B-type aircraft to fire against each F-type aircraft attacking it (a B type may therefore fire against every fighter in its hexagon, but only once against each one). To do this, use column 2-4 of the Small Arms Combat Resolution Table.

16.44 German Weapon Superiority

Overall, throughout the war, German aircraft benefited from better armament than their opponents. Thus, in any scenario taking place before July 1917, Allied F-type aircraft use column 2-4 of the Small Arms Combat Resolution Table. German aircraft continue to use column 5-8. Starting in July 1917, all F-type aircraft use column 5-8.

16.5 Additional Units

Units bearing a "*" on their counter are not used in the scenarios supplied with the game. Rules and scenarios including these particular units were distributed in the Clash of Arms newsletter.

Reference Tables

The following charts are transcribed from the cardstock reference sheet supplied with the game.

Terrain Effects Chart

Movement cost by terrain, for each unit type. MP = Movement Point. OT = use the hexagon's other terrain type to determine movement cost. PRO = terrain prohibited to this unit type. NA = not applicable.

TerrainTLs/FOs/FTsCTsTanksACs/TrucksShips
Roads & Bridges1/2 MP1 MP1 MP (a)1 MP (a)PRO
Trenches1/2 MP3 MPs1 MPPROPRO
Clear terrain1 MP1 MP1 MP1 MPPRO
Rough terrain (b)1 MP1 MP1 MP2 MPsPRO
City1 MP1 MP1 MP1 MPPRO
Craters/depressions1 MP1 MP (c)1 MP1 MP (d)PRO
Hills1 MP1 MP (c)1 MP1 MP (d)PRO
Woods1 MP1 MPPROPROPRO
River1 MP3 MPs (h)PROPRO1 MP
Marsh1 MP1 MPPROPROPRO
Fortified networksOTOTOTOTPRO
Barbed wireOT (e)5 MPs (e)OTPROPRO
Minefields (f)1 MP1 MP1 MP1 MPPRO
Change of facingNANA+1 MP (i)+1 MP+1 MP

Notes: (a) Use road movement allowance. (b) Some scenarios designate all or part of the terrain as rough terrain; tanks moving through this terrain add +1 to a breakdown check. (c) Cannot use charge movement allowance when climbing a hill or a crater. (d) Can only do so while following a road. (e) Fire Strength halved and movement allowance reduced to "3." (f) Make an elimination check every time a unit enters a hexagon of this type. (g) The FT-17 and its variants may enter woods for a cost of 1 MP. (h) Must use trot speed to cross a river. (i) Hard to Steer tanks add 2 MP when changing facing, except on a road.

TLs: Tank Leaders. FOs: Forward Observers. FTs: Foot Troops. CTs: Cavalry Troops. ACs: Armored Cars.

NOTE: Half-hexagons at the edges of the map are entirely playable and are considered full hexagons. In addition, clear terrain hexagons include those with shell holes, isolated trees, or an isolated building. In short, all hexagons not specifically labeled as another terrain type. City hexagons only include those with a proper name nearby — see "Martel" on map 3.

Spotting Chart

Maximum distance (in hexagons) at which a target must be located to be spotted by a unit. However, when a unit makes an attack, it is automatically spotted by any unit within a maximum distance of 10 hexagons that has an LOS to the hexagon the attacking unit occupies. OT = use the hexagon's other terrain type.

Terrain the unit occupiesFTs/AA,AT,ART gunsCTsTanksOther vehiclesShips
Clear or rough89109NA
Marsh or woods34NA (a)NANA
City1221NA
Trench or fortified network2OTOTOTNA
Hill or crater2343NA
River45NANANA
Road, barbed wire, or minefieldOTOTOTOTNA

(a) An FT-17 or its variants entering woods is spotted at a distance of 5 hexagons.

Tank Breakdown Table

Roll a ten-sided die after a tank moves and adjust the result with applicable breakdown modifiers. If the adjusted result is equal to or greater than the number shown below, the tank breaks down.

Hexagons movedBreaks down on #
1-310
4-79-10
8+8-10
Poor trench crosser7-10

Tank-specific modifiers: +2 Schneider, Vickers Lt. Tank. +1 British Mk.I, Carro Armato, St-Chamond, Char 2C, A7V, LK II. +0 Mk. IV, V, and VIII, and all other tanks. –1 Whippet, Renault FT-17 and variants.

Generic modifiers: –1 Tank Leader aboard. +1 Tank moving through rough terrain. +1 FT-17 and variants moving through woods.

NOTE: Whenever a tank with poor trench-crossing capability enters an enemy trench hexagon, it makes its breakdown check in the special "poor trench crosser" column, regardless of how many hexagons it has moved. It only uses the modifiers for a Tank Leader or difficult terrain (tank-type-specific modifiers do not apply).

Breakdown Type Table

Roll immediately after a breakdown result to determine its severity. Modifier: –1 if a Tank Leader is aboard.

Roll resultBreakdown type
1, 2Temporary
3, 4, 5, 6Permanent

Temporary breakdowns can be repaired — see the Tank Repair Table.

Tank Repair Table

Roll during each Pin Removal Phase. Repaired tanks may resume movement the following turn. Modifier: –1 if a Tank Leader is aboard.

Roll resultBreakdown status
1, 2Repaired
3, 4, 5, 6Still present

MG, Anti-Tank Rifle, and Flamethrower Attacks Against Tanks

Usable only against tanks with weak armor (marked with a "!"). MG fire requires at least one machine gun group or two vehicle machine guns.

WeaponRange to targetTo-hit result (d6)Shots per phase
AT rifles0-11-23
Flamethrower0-11-31
MG fire *0-91-41

If the result is greater than the needed to-hit result, the shot misses and nothing happens. If the result is equal to or less than it, the target suffers a breakdown on a second result of 1 for an MG, or 1-2 for an AT rifle. Roll to determine breakdown severity. A hit from a flamethrower immediately destroys the vehicle.

Anti-Tank Combat Resolution Table [ATCRT]

Range to targetTo-hit result needed
0-19 or less
28
37
46
55
64
73
82
9-101

Modifiers: +2 on the first shot against a new target. +1 on the second shot against that same "new" target. +0 from the third shot against a target onward. +2 if an artillery or anti-tank gun had to pivot during the Defensive Fire Phase to fire at a target outside its firing arc. +2 if it is not a Crew unit operating an AA, AT, or ART gun. +2 if a German tank fires after its crew has failed a morale check. +2 if an artillery gun (only) fires on a truck or armored car. +1 if the target is in a city hexagon. –1 if a Tank Leader is present in the firing tank. –1 if an AT gun (only) fires at a distance of 5 hexagons or less. +/–N according to the size modifier shown on a tank's counter.

If the result exceeds the needed to-hit result, the target is not hit — nothing happens. If the result is equal to or less than it, the target is destroyed.

NOTE: A natural result of 1 is always a "Hit" as long as the target is within the weapon's range.

Fire Order Table

Communication check: Roll a die for each targeted hexagon. On a result of 1-3, the Forward Observer has established communication with the artillery battery to the rear. Proceed to the Fire Order Table below. Aircraft are always considered to be in communication with the rear.

Roll result0 turns1 turn2 turns3 turns4+ turns
1FFFFF
2-FFFF
3--FFF
4---FF
5----F
6-----

(Columns indicate the number of turns a hexagon has been attacked without success.)

Modifiers (use all that apply): –1 if an aircraft made the fire order request during 1915-16. –2 if an aircraft made the fire order request during 1917 or later. –1 if a French ground unit made the fire order request in a scenario set in 1914 or 1915. –1 if a German ground unit made the fire order request in a scenario set in 1918 or 1919. +1 if a Russian ground unit made the fire order request in any scenario.

Results: "-" the barrage request is ignored, nothing happens. "F" the battery commander grants the fire request — off-board artillery elements and on-map artillery may barrage the targeted hexagons.

Scatter Table

NOTE: Always check for scatter before determining barrage effects.

Roll resultDrumfire, Gas, and Smoke BarrageHurricane Barrage
1, 2, 3On targetOn target
4On targetScatters
5, 6ScattersScatters

Barrage Attack Resolution Table

Roll resultFS 10FS 20FS 30FS 40+
1-2H+1H+2H+2*H+2*
3H+1H+1H+2H+2
4HH+1H+2H+2
5-HH+1H+2
6--HH+2
7----

Modifiers: +1 if the unit is in a woods or trench hexagon. +2 if the unit is in a fortified network or city hexagon. –1 if a cavalry unit is in the targeted hexagon. –1 if the unit is in a river.

NOTE: Cavalry units only benefit from the cover offered by woods, river, and city hexagons. Vehicles only benefit from the city bonus.

Results: "-" miss, no effect. "*" on a result of 1, barbed wire counters are removed from play. "H": "Hit." All soft targets (including trucks and Crews) are hit and must make a morale check. Apply a +1 or +2 modifier to this check if an H+1 or H+2 result was obtained. Apply results as follows:

  1. Soft targets that pass their morale check are Pinned. Those that fail are eliminated. Cavalry are considered dismounted if a second result of 1 is obtained on a second roll (special).

  2. Weapon Units in a hexagon hit by a barrage do not make a morale check (only Crews do) but are destroyed on a 1-2 on a second roll (special).

  3. Tanks and armored cars in a hexagon hit by a barrage do not make a morale check. They are destroyed on a result of 1 on a second roll (special).

NOTE: Increase any "H" result obtained by +1 if shrapnel is used. A miss remains a miss, however.

Small Arms Combat Resolution Table [SACRT]

Roll resultFS 2-4FS 5-8FS 9-15FS 16-22FS 23-29FS 30+
1 or less*HHHHHH
2HHHHHH
3-HHHHH
4--HHHH
5---HHH
6----HH
7-----H
8+------

*When firing on cavalry, a second result of 1 means the horses are killed — deploy the equivalent MG or Foot Troop counter instead. Armored cars have their wheels damaged on a second result of 1.

Modifiers: –1 for each MG group or pair of vehicle machine guns firing. –1 if the attack is directed against a mounted cavalry group. –1 if the target is in a river hexagon. +1 if the attacking vehicle moved during the Vehicle Movement Phase. +1 if the target is in a marsh, woods, or trench hexagon. +2 if the target is in a fortified network or city hexagon. +2 when firing on an aircraft.

NOTE: Cavalry units only benefit from the cover offered by woods, river, and city hexagons. Vehicles only benefit from the city bonus.

H: Hit. Units in the hexagon are hit. Each must make a morale check. Those that pass are Pinned. Those already Pinned retreat 2 hexagons. Units that fail are eliminated (whether previously Pinned or not). Add +1 to the morale check result if MGs are part of the attack (but not once per MG). Aircraft are shot down on a Hit.

Close Assault Combat Resolution Table [CACRT]

N/N = defender losses / attacker losses, with N equal to the number of combat groups removed. DE = all defending combat groups are eliminated.

Roll resultDiff 0Diff +1Diff +2Diff +3Diff 4+
0 or less2/-3/-3/-DE/-DE/-
11/-2/-3/-3/-DE/-
21/-2/-2/-2/-3/-
3-/11/-1/-2/-2/-
4-/11/11/11/22/-
5-/21/22/22/12/-
6-/2-/12/32/22/1
7+-/3-/21/22/22/1

Column shift: Shift one column to the left if the Close Combat takes place in a city. Shift one column to the left if an enemy tank is in the hexagon. Shift one column to the right if a friendly tank is in the hexagon.

Modifiers: –1 for each Pinned enemy defending combat group in the hexagon. –1/+1 for each friendly/enemy MG group present in the hexagon. –2/+2 for each friendly/enemy flamethrower group present in the hexagon (does not consume a shot).

NOTE: Pinned units do not count toward calculating the difference in forces present, but may be used to satisfy losses. Each tank and armored car counts as one unit for the side that owns it.

Air Bombing Table

Roll once for each unit present in the hexagon.

Roll resultBombing factor 4-5Bombing factor 6-10Bombing factor 11+
1PPE
2-PP
3--P
4---

Modifiers: Soft targets and Weapon Units (only) use the terrain modifiers listed below, according to the terrain they occupy. –1 if the unit is in a city hexagon. +1 if the unit is in a trench, marsh, or woods hexagon. +2 if the unit is in a fortified network hexagon.

P: Soft targets and trucks are Pinned/immobilized. Weapon Units are destroyed on a second result of 1-2. E: The unit (of any type) is eliminated.

NOTE: Cavalry can only benefit from the bonuses granted by trench or fortified network hexagons. Vehicles can only benefit from the city modifier.

Anti-Aircraft Attacks

(Applies only to anti-aircraft guns.) Roll the die up to three times per phase against an aircraft within range. A 1 counts as a "Hit."

1 Hit obtained: the aircraft cannot observe during this turn; +1 to any bombing or ground attack mission during the turn.

2 Hits obtained: all the aircraft's missions are aborted. Remove it from the map. Does not count toward victory conditions.

3 Hits obtained: aircraft shot down. Counts toward victory conditions.

  • 8.67 Small Arms Fire Attacks Against Vehicles
  • 8.68 Small Arms Fire Attacks and Trucks
  • 8.7 Mixed Target Types