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  • Able Archer You will assume command of NATO or WARPAC ground forces. You will lead tanks,infantry but even artillery or airforces. You will be fighting in conflict

    that was greatest fear of every politican and commander durning Cold war. Can you defeat Soviets before they could reach the Rhine? Or will you

    lead final push towards the Paris as Soviet commander?

    Able Archer unlike m f

    infantry represents team and so on.

    In smaller games you will lead companies, while in larger games you can command battalions or even regiment worth of troops.

    ,Czechoslovak,

    Polish,British,Dutch,West or East German battlegroups. You can play Able Archer storyline or even try something different like Fortress America

    (Soviet Invasion of USA).

    What i need to play?

    These rules and and armylist

    Markers (damage indicators,dug in markers etc.)

    Couple of D6,D8 and D10

    Ruler in inches

    TTD statcards for units you will be using

    Miniature figures representing your troops.

    Miniatures

    Able Archer has been written for use with 6mm (1:285/1:300) miniatures, while smaller or larger scale can be used the rules works

    best with 6mm miniatures.

    Basing

    Vehicle miniatures need not be mounted on

    may vary slightly from these measurements, and anything close to the above

    will suffice.

    to mark the vehicles and teams as being part of a specific

    platoon or squad for quick identification during game-play. Color-coding, numbering, or lettering the bases are the most common

    methods of indicating unit identification. The actual method is up to the individual owning the miniatures, but it should be consistent

    As there are currently no official miniatures to depict the forces presented in this rulebook, players should feel free

    to use miniatures from any manufacturer to represent their troops on the tabletop.

  • Game Scale

    Each model on the table represents a single vehicle or gun, and each base of infantry represents a team of 3 to 5 men. Each terrain

    elevation level represents an altitude of about 10 meters, and

    represents 3 to 5 minutes of real time.

    Terminology AA: Anti-Aircraft Anti-aircraft vehicle AFV: Armoured Fighting Vehicle: any vehicle having any type of Armor rating on its Data Card is considered to be Armored. Armor

    provides varying levels of protection against attacks made by weapons AP: Anti-Personel Anti infantry weapons AT: Anti-tank Anti tank weapons ATGM/AAGM: Antitank guided missle/ Antiair guided missle Attribute (A tribut): modify specific weapons or the performance characteristics of different troop types. Battalion (Prapor): Military formation, consisting of 2 to 4 companies. It represents force for typical game of Able Archer Company (Rota): a company is defined as two to four platoons, or units, of vehicles or Personnel. Element: A single base of infantry, an individual vehicle, gun, aircraft, etc., is sometimes referred to as an element.

    a term for all types of infantry. Signature-SIG:

    Signature:

    The higher the Signature number, the smaller the

    (smallest) to Signature 3 (largest). 6 represents jeeps and similiar vehicles while 3 is reserved for Main Battle Tanks Soft: Vehicles without any Armor ratings, and all types of field guns, are considered Soft vehicles/targets.

    A squad is a unit composed of two to four identical infantry (Personnel) bases, or teams. : The basic unit of maneuver in Able Archer is the platoon. Platoons consist of two to four similar vehicles,

    or two to four Personnel squads.

    A team is a single infantry/Personnel base. Unit (Jednotka): A term that is sometimes used instead of platoon or squad.

    TTD Statcards Players will need at least one Data Card for each type of vehicle or squad

    in your force. One card per platoon for infantry and vehicles with single-

    use systems is necessary for game play.

    On card you will find in upper left name of unit (in this case M1 Abrams)

    on right you will find cost of element.In next line you will find three

    statistics MV which is mobility and speed. Sig Signature which indicie

    size of vehicle and last is Def-Defense this statistic is used in infantry or

    close combat. Next there are weapons. First is name of the weapon the in

    briket is type of damage dice, firearc and type of weapon. Next are ranges

    In armour section there are armour values for vehicles Front/side/rear.

    Infantry and soft units dont have armour so they will have type of unit in

    this column.

    Systems section contains various systems that vehicle is equipped.

    In notes section you will find various single use items like smoke

    launchers. Please take note that cards are made for platoon not for

    elements so you can see 8 markers for smoke but since Abrams platoon

    have 4 tanks every tank have 2 charges availible.

  • The Game Turn

    Able Archer is played in a series of identical game turns that follow a specific sequence of events.

    Game Turn Phases

    The Initiative Phase

    1. Any necessary Persistent Effects die rolls are resolved and results applied. Players may execute these activities in any order desired. 2. Each player rolls 2d6. The player with the higher total is the Initiative Player for the turn.

    3. Each player can rolls for reinforcements.

    The Activation Phase

    Players alternate moving and firing platoons in the order determined by the Initiative Player. The Initiative player may choose to activate the first

    platoon or have his opponent activate the first platoon. If the Initiative Player allows his opponent the first activation, he may specify the exact enemy unit that must be activated first.

    their activations for the turn and the opposing player has multiple platoons that have not, the player with the unactivated platoons may complete their activations, one at a time,

    proceed to the End Phase. Note that there are no

    special Air or Artillery phases; these unit types act during their own, normal activation.

    The Morale Phase

    Companies which have crossed a Morale threshold test morale and apply the results. The Initiative player performs all Company Morale tests and related functions first.

    The End Phase If this was the last turn of a set-turn scenario, or if an immediate scenario victory condition was met by one player, determine the winner of the game.

    If the game does not end, continue to the next game turn.

    Activation Options

    ediately prior to its execution.

    Move and Fire

    ents may move up to their movement allowance and may fire at an enemy unit at any point during its movement. A platoon using

    Move and Fire orders is never compelled to do either.

    Double Time

    The elements of the unit may move up to one-and-a-half times their printed

    movement, but may not fire. A unit that declares Double Time must move all

  • elements at least a number of inches equal to its movement allowance. No unit

    may Double Time two turns in a row.

    Intesive fire All vehicles of the platoon may fire at the enemy with a modifier of -1 to the To

    Hit number and may not move.

    Overwatch

    The platoon moves up to half of its movement and declares that it will fire

    Platoons on Overwatch may fire at any moving element during an enemy pla-

    during the same enemy activation. Such fire may be announced any time

    up to (and includ-where both the active unit and a platoon on Overwatch declare fire at the same time, fire is considered to be simultaneous. Apply any combat results

    after the conclusion of all fire attacksby both platoons.

    A moving unit may trigger Overwatch fire from more than one platoon. All at-tacks from firing platoons must be declared against specific targets

    prior to the execution of the first attack, and all attack results take effect at the concl

    activation. Should activations by all enemy units be completed while a friendly unit is still marked as being on Overwatch, the friendly unit may not execute an

    attack this turn and its activation is immediately ended.

    Command and Control range varies depending on

    the overall training and coordination of the army as a

    Line of sight has no bearing on C2 range. Elements of the same platoon only need be within the specified distance to be in C2 range.

    C2 Ratings

    A platoon in a force with a Superior C2 rating must keep each element

    same platoon to retain unit coherency.

    atoon C2

    Quality checks (see 13.0: Crew Quality and Morale).

    The Leadership range for a Command or Leader element is equal to double the platoon C2 range in each respective C2 rating category.

    When to Check C2 Ranges

    C2 ranges must be verified at the beginning of

    Certain other game functions, as well as some weapons and systems used by vehicles, require checking C2 ranges at various times during the Activation and/or Morale Phases of the turn.

    Out of C2

    Elements found to be outside C2 range at the beginning of their activation must move so as to be within C2 range of another element of the same

    lement cannot move within its C2 range of another element in its unit, it must move its full available movement allowance towards another element of the same unit, ending its movement as close as possible to this element.

    Elements outside of C2 range add one to the To Hit number when making attacks using the To Hit process, and use the next lower die type for their another team in the

    same squad may not make any ranged AP or support weapon attacks.

    If an element is the sole surviving element of the platoon, the movement restriction is waived, but all other penalties for being Out of C2 apply unless

    the element is within C2 range of a Command vehicle or Leader Team (see 13.2: Command and Leadership ).

    Independence

    Some units such as FSOs operate individually; such units are considered to be single-vehicle/squad platoons. Single-vehicle platoons are always

    considered to be in C2 range.

    Mobility and Terrain Each element has a Movement Allowance that indicates how far the element may move in an activation and a Mobility type that tells how the element is designed to move around the battlefield. Some game effects, such as vehicle dama

    Fractional inches are always rounded down to the nearest whole inch for all instances of movement allowance modification.

    Elements may use all, some, or none of their movement within the restrictions of their orders during their activation. No element may save movement

    for use in a later turn.

    another friendly

    element. Elements may not move through or over enemy elements during their move (but may make Overrun attacks using Firefight rules).

  • Mobility

    W-Whelled

    This vehicles using wheels,tires and similiar as thier locomotion. Most softskin but even APCs or Tanks use this mobility. Wheeled vehicles are

    mostly faster in crosscountry and roads but it isnt rule.

    T-Tracked

    Most of armoured vehicles in second half of 20th century used tracks. Tracked vehicles have the advantage of being able to go places that some

    wheeled vehicles cannot.

    Infantry

    The infantry moves 6 inches in open but as other units they are slowed down by difficult terrain. In difficult terrain infantry units moves 4 inches and in very difficult they are moving only 3 inches.

    Infantry can go everywhere except deep water.

    Helicopters and Aircrafts

    Air units are not affected by terrain, because they are moving above the ground. Only exception are helicopters wishing to land. More in chapter Air

    units

    Apart from mobility every unit also have speed.

    Slow this vehicles are mostly old, dont have powerfull engine or are very heavy. Slow vehicles moves 6/4/3. That means the slow vehicles moves

    e British Main Battle Tank Cheftian.

    Normal Typical speed for most armoured vehicles they move at speed 9/6/4.

    Fast vehicles are mostly APCs and light tanks but some heavier tanks like T80 are also fast. Fast vehicles move at speed 12/8/6

    Very Fast units can travel very fast on battlefield. Mostly light softskins like UAZ or equivalent but some WARPAC apcs are also capable moving at

    these speed. Very Fast vehicles moves at speed 15/10/7.

    Terrain and Movement

    Terrain affects speed of vehicles, while vehicles can move on roads or in fields without problem, it is very difficult to move at high speed in ruined streets or woods. To simulate this effect in game we created for 4 categories for terrain.

    Normal (Open terrain,fields,roads, etc) vehicles can move through this terrain at full speed, they can also use double move in this terrain

    Difficult (foliage, hills) this terrian slow vehicles down, they must use second column in their speed attribute and cannot perform double move action

    in or through this terrain.

    Very Difficult (Urban terrain, Shallow water) vehicles in this terrain move very slowly, they must use last column of their speed. They cannot

    perform double move action in or through this terrain.

    Dangerous (Swamp,marsh) vehicles in dangerous terrain moves like in very difficult terrain but they are risking bogging down (more in bogging

    down). Vehicles cannot perform double move action in or through this terrain.

    Mobility table

    Terrain Whelled Tracked Infantry Cover

    Scrub,bush Difficult Normal Difficult Light

    Light foliage,alleys etc. Dangerous Difficult Difficult Light

    Heavy foliage Immpassable Immpassable Difficult Hard

    Shallow water Very difficult Very difficult Difficult None

    Deep water Immpassable *1 Immpassable *1 Immpassable None

    Urban Terrain Difficult Very difficult Difficult Hard

    Problematic Dangerous Dangerous Difficult None-Hard *2

    Hills Difficult Difficult Normal None

    Cliffs Immpassable Immpassable Immpassable /

    Difficult 3*

    None

    1* Vehicles which have amphibious atribute treat deep water as very difficult terrain

    2* here players must use common sense, this category is used for every terrain not included on this table so effects may vary.

    3* most infantry units arent equipped to handle cliffs but if they have mountanian troop atribute they can pass this terrain as it was very difficult terrain

  • Bogging down

    If vehicle enters dangerous terrain, it must pass bogging test on D10

    with target number 3. If the target number is less or equal as 3 the vehicle is bogged down and cannot move. They can try the test at

    start of next activition but if 1 is rolled the vehicle is immobilised.

    Terrain and Cover

    be inside the outline of the terrain feature on the tabletop. In mobility table you can find which type of terrain use which kind of cover but

    this is not hard written rule, you can modify this to suit your terrain.

    Light Cover

    Firing at elements in Light Cover adds one to the To Hit number.

    Hard Cover

    Firing at elements In Hard Cover adds two to the To Hit number.

    Line of Sight

    To determine if a LOS exists between two elements, place a tape measure, ruler, piece edge over the center points of both elements. If the edge crosses any amount of res then no LOS exists between the two units and no direct fire combat can take place.

    Restricted Terrain

    No element may fire or be targeted through Foliage, Urban, Stands may be targeted if they occupy Foliage or Urban terrai line of fire does not cross

    Units

    Elements, friendly or enemy, never block LOS, nor do they count as any type of

    cover for determining combat modifiers.

    Vehicle systems and weapons

    Advanced Armour: if the vehicles equipped with advanced armour got hit by ATGM, the owner of vehicle rolls 2D6 if he roll 7 or more the missle

    has been neutralized by reactive armour.

    Advanced Fire control: Allows (up to) all non-Damaged vehicles of a platoon to fire at the same enemy element using a single To Hit roll. Subtract one from the To Hit number for each vehicle firing after the first. Each weapon firing rolls Damage individually.

    Amphibious: this vehicles can move through deep water as if it was very difficult terrain

    Chaff pod: Firing at elements equipped with Chaff pod adds D3 to the To Hit number.

    Command vehicle: Command vehicles can call artillery fire and offer a Morale bonus to the company or battalion(if they are Battalion command

    vehicles) to which they are assigned

    FSO (Fire Support Officer)- artillery forward observers can call down artillery strikes. They also have equippment to lead artillery strike with more

    precision. When FSO calling down artillery fire he can reduce scatter to half and increase Avoidance test target number by 1.

    MCS (Mine Clearing System): MCS use their Damage die to attack a MF. The element must be in base-to-base contact with the MF to be cleared to attempt clearance, and attacks the MF on the IFC. Suppression or Suppression +1 results have no effect on either the vehicle or the MF, but a Morale or better result eliminates the MF. Only one clearance attempt may be made

    allowance. If the attack result is lower than the Defense rating of the MF, the clearing element is immediately attacked by the MF.

    Radar: Platoon equipped by vehicle with Radar attribute can reroll one failed to hit roll againts Air units.

    Recon vehicle: recon units can call down artillery fire, also recon elements can spot for friendly units, durning activation when unit use move and fire

    or intensive fire one element of recon unit can spot, if he does so and pass CQ test (without any modifers) every friendly unit within C2 can target

    pinpointed enemy platoon with -1 to hit modiferer. Enemy platoon can be pinpointed only once

    Smoke Launcher: Smoke increases the To Hit number or Defense rating of any targeted element by one for each Smoke marker that is in the line of sight between the firer and the target. Smoke produced from any source other than a Brewed Up vehicle is subject to removal during the Persistent

    Effects segment of the Initiative Phase. Roll a d6 for each Smoke marker on the table; on a roll of 3+, it is removed. Smoke Mortars allow a -use system.

    Transport: Vehicle can transport infantry the number next to the transport is how many teams can vehicle carry

  • Weapons

    Anti -Personnel (AP) AP weapons affect Soft and Personnel targets, and

    have no effect against armored targets. They are a specific category of

    weapons that may be mounted on or with any unit type. See 11.2: Infantry Anti-Personnel Fire Combat for how to conduct an AP attack.

    Anti -tank (AT)

    to determine penetrating damage.

    Missiles (ATM or AAM)

    Missiles have a 3600 field of fire, even if not mounted on a turret or a turreted vehicle. Anti-Tank Missile (ATM) and Anti-Aircraft Missile

    (AAM) attacks may be made against targets that are not in LOS of the

    attacks against targets out of LOS add two to their To Hit number.

    Each Missile makes its own To Hit roll and resolves damage as a Gauss weapon. ATM may not be fired at Air or STOVL elements unless they have Landed. AAM may only be fired at Air or STOVL elements while they are using Air movement.

    Each time that vehicle fire missle roll D6 if the roll is 4 or more, then vehicle has ran out of missles and cannot fire again from this weapon system.

    Minefields

    -to-base contact to create a larger mined area. MF attack all

    elements using the FF table, treating all vehicles as Soft targets. MF attack elements at ground level (that move into, out of, or through them during an

    activation. The type and strength of the attack is given with the MF info for a specific scenario or faction. There is no Avoidance test for moving through a MF; all MF automatically attack any and all elements moving through (or near) them. MF always resolve attacks using a d6 Training die.

    MF may only attack during an enemy activation.

    Gas

    All GAS have an AoE and a Persistent value. All GAS attack markers in play roll for removal during the Persistent Effects segment of the Initiative

    Phase, and are removed on a d6 roll of 5+.

    GAS have a normal attack profile, similar to that of an ART strike. All GAS affect ground level and Attack flight level elements. Gases are weapons that the unit. The effects

    expires due to a Persistent roll. A

    Suppressed vehicle element operates as if it were damaged for the duration of its Suppression status.

    Weapon Characteristics

    Dual-Mount Weapons

    Weapons noted as being Dual- rom their To Hit number and add one to their AFV Damage, individual

    Vehicle Damage, and Infantry Fire Combat table die rolls.

    Quad-Mount Weapons

    Weapons noted as being Quad- to their AFV Damage, individual

    Vehicle Damage, and FF table die rolls

    Rapid Fire

    Rapid Fire weapons may re-roll their Damage die. If re-rolled, the second result stands.

    Firing and Target Arcs

    All direct fire weapons have a firing arc noted with the

    within its firing arc.

    Fixed Forward (FF) or Fixed Rear (FR): may fire at a target that is within a 90 arc

    centered on the front/rear of the firing element.

    Side Left/Right Side target aspect.

    Turreted (T): Turreted weapons have a 360 firing arc.

  • Left Side (LS) or Right Side (RS): the entire 180 of the left/right side of the element,

    based on the center of the element.

    Front (F) or Rear (R): the front and rear arcs encompass the entire front or rear 180,

    based on the center of the firing element.

    Target Arcs

    Armored elements have different Target arcs; they are used to determine the Armor value to use when resolving a Kinetic

    from the center of the unit to its respective facing. All fire traced through this arc uses the associated Armor value when resolving Kinetic weapon attacks.

    Weapons classification

    Weapons are divided into four classifications: Anti-Tank (AT), Anti-Air (AA), Anti -Personnel (AP) and Artillery (ART)

    AT weapons may not attack non-Landed STOVL (exception: Automated Turret Control) or Air elements.

    Personnel Targets are infantry elements and will have Foot Mobility types, as well as a Defense Rating, noted on their TTD Card. Personnel targets

    have neither a Signature nor armor values.

    AP weapons affect personnel targets normally. AA weapons firing at personnel targets, regardless of the actual result on the FF table, may never score a result greater than K1. AT weapons have their damage die reduced one type when firing at personnel targets and may never score greater than a K1

    result on the FF table.

    Soft Targets are unarmored vehicles and guns, and may be of any Mobility type except Foot or Assist. Soft targets have a Signature and a Defense Rating noted on their TTD Card.

    Attacks against Soft targets by AT weapons use the To Hit process, but do not use the AFV Damage table. Instead, total their Damage and Training

    combat procedure as described under Infantry Combat.

    AP and AT weapons firing at Soft targets reduce their Firepower die by one type. AA weapons are unaffected when targeting Soft targets.

    Armored Targets are vehicles of any Mobility type and will always have a Signature, a Defense Rating, and Armor values on their TTD Card.

    AP weapons have no effect on Armored targets (exception: Close Assault attacks; see 11.5: Close Combat). AA weapons reduce their Damage die by

    one type when firing at Armored targets.

  • AFV Combat Firing at an enemy vehicle is a two-step process. First, determine if a shot hits

    the target. If it does hit, then determine what damage the target suffers.

    Targeting

    When a platoon announces that it will fire, each element attacks individually and may target a different element of the enemy platoon, may fire at the

    same element of the target platoon, or may attack enemy elements in different target platoons. In each case, all targets must be announced prior to making the first attack die roll.

    Vehicles with more than one weapon may fire all of their weapons without penalty. Weapons mounted on a single element may fire at the same or

    different target units during a single activation.

    A weapon must have its target within its firing arc in order to execute an attack.

    Finding the To Hit Number

    the firing weapon (Short, Medium, Long, or Extreme). If the range is Medium, add one to the total, if at Long range add two, and if at Extreme range add four.

    Add one to the total if the target is In Light Cover. add two if it is In Hard Cover. Add three to the total if the firing unit is Damaged.

    The attacker needs to roll this number or higher on 2d6 for the attack to hit the target.

    Example: M1 Abrams tank want to target Czechoslovak T72 hidden in foliage, the distance is Medium. Abrams must roll 2D6 againts target number

    5 (Signature 3 + 1 for light cover and +1 for medium distance)

    Multiple weapons firing

    All weapons from a single element that fire at the same enemy target will use the same To Hit die roll to determine hits, even if the To Hit number is

    different for each weapon.

    If each weapon fires at a separate target, a different To Hit number is determined for each target. There is no penalty for a single element that executes attacks against more than one target in the same activation, although each weapon may make only one To Hit attempt per activation.

  • Example: Soviet T80 wishes to engage M939 truck passing through near bush. While his main cannon have target in short range the machingun have

    target in long range. If he would shot only with main cannon the target number will be 5 (Signature 4 + 1 for light cover) but if he want to use both

    weapons the target number will be same for both weapons since machinegun is firing at long range the target number will be 7 (Signature 4 +1 for light cover + 2 for long distance)

    Damaging the Target

    Once a hit is secured, find the damage sustained by the target. find the armor value that corresponds to where the line of fire crossed the target (front,

    the armor value for the facing that was hit, a penetration has occurred

    Example:The Abrams -72. The T-72 have front armour 5 and Abrams cannon have damage value D10. He must

    score more than five to do penetrating hit. He roll 9 and target has suffered penetrating hit.

    If the attack caused a penetration, roll a d10 and consult the AFV Damage Table entry corresponding to the number rolled and apply the result.

    Damage to enemy targets is considered to take effect after all vehicles of a firing platoon have resolved their attacks.

    Damage Results

    Immobilized: The vehicle may not move for the remainder of the game. Applies only to shots that struck the hull of the target, as indicated by odd To

    Hit die roll results. Otherwise, read this result as No Damage.

    Damaged: Mark the vehicle with a Damaged chit. Its movement is halved and it adds three to all To Hit number calculations for the remainder of the game. A Damaged vehicle that receives a second Damaged result is Destroyed.

    Destroyed: Remove the vehicle from the table. It has ceased to be an effective combat element.

    Brewed Up: The vehicle is Destroyed, but do not remove it from the table. Instead, mark the element with a Brew Up (BU) marker. Any line of fire that passes directly through the area covered by the BU marker receives a Smoke modifier of +1 to the To Hit roll for that attack. The vehicle is left on

    the table in the same state for the remainder of the game.

  • Infantry

    This section details how attacks are made by and against Personnel units, including ranged fire combat, close quarters assaults against enemy infantry

    and vehicles, and vehicle overrun attacks against Personnel units.

    If infantry is located in any kind of cover then any Firing at unit adds one to the To Hit number.

    Infantry can also make makeshift cover by digging in. If units wishes to dig in it cannon do any other action durning activition. Unit roll d6 and on 4+

    they dug in. Dig in unit have benefit of having cover one level better than current. no cover becomes light cover and light cover becomes hard cover.

    Hard cover cannot be improved.

    Training

    Each unit is assigned one of four Training levels for the duration of a game, with each Training level representing varying levels of competency in their battlefield abilities. The Training levels, and their attendant characteristics, are

    as follows:

    Veteran units use a d10 Training die for all Infantry Combat die rolls and receive a -1 to all To Hit numbers.

    Trained units use a d8 Training die for all Infantry Combat die rolls.

    Green units use a d6 Training die for all Infantry Combat die rolls and add one to all To Hit numbers.

    Civilian units use a d5 Training die for all Infantry Combat die rolls, and add two to all To Hit numbers.

    ned Training level.

    11.2 Infantry Anti -Personnel Fire Combat

    Infantry squads make their own, individual ranged AP attacks, and may not combine their attacks with those of other squads in the same platoon. Each

    ranged AP attack targets a specific enemy squad or a single Soft vehicle. A squad may make only one AP weapon attack per activation (exception: Power Armor; see 11.4: Infantry Attributes).

    nge or engaging a different target with

    The range of an AP attack is measured from the squad element that is furthest from the closest element of theintended target squad, or from the team

    that is closest to its specific Soft vehicle target.

  • Procedure

    When making a ranged AP attack (after checking the LOS and range to the target), roll one Damage die for each team in the squad that is participating

    in the attack and one Training die that corresponds to th

    ntensive Fire orders for use in

    this activation.

    Data Card), and add the Range modifier and any cover modifiers to this number.

    table (FF) to determine the result of the attack.

    FF Combat Results

    Suppression Test:

    Morale Test: the squad must take a Crew Quality test. If the sq

    K#: remove a number of teams equal to the number after the K. The squad must also take a Morale Test, using the number of teams killed as a

    positive modifier to the target number.

    Defense Modifiers

    Range: if the firing unit is at Medium range, add one; if at Long range, add two; if at Extreme range, add four.

    Cover: If the target is In Cover, add one; if In Hard Cover, add two. If the target is a Personnel squad that has teams in different types of cover, use

    the Cover state that provides the lowest defense modifier for the target.

    Firer Damaged: efense; if a Large vehicle has suffered a Weapons hit, subtract the

    Combat Results vs. Soft Targets

    When firing at a Soft target, AP weapons determine their total attack number as they would in AP combat, and an effective result is achieved by equaling or exceeding the Defense rating of the target. There is an additional set of entries on the FF for vehicle target results.

    For target vehicles , the FF results are:

    Suppression: Immobilized.

    Suppression +1: Damaged.

    Morale Test/Morale Test +1: Destroyed.

    K#: Brewed Up.

    Vehicle-Mounted AP Weapons Fire

    AP weapons mounted on vehicles resolve their attacks in the same fashion as infantry squads. Each vehicle in a platoon firing its AP weapons may attack a different target unit, but must combine their attacks when firing at the same target. If firing at the same target, all firing elements must be

    within C2 range, and the range is measured from the vehicle furthest to the target squad.

    Infantry Support Weapons

    Each squad may possess one or more support weapons, each of which may be used by an individual team in place of making a ranged AP attack.

    Regardless of the number of support weapons assigned to a squad, a team may only use one type of weapon per activation, and only one team of the squad may use a particular type of Support Weapon in each activation.

    Infantry Support Weapon Types

    Anti -Personnel/Tank (APT)

    APT are weapons that affect Personnel, Soft, Armored, and landed Air/STOVL armored vehicles. AP attacks are resolved normally against Personnel

    and Soft targets. Attacks against Armored targets make a To Hit roll and re-duce their Damage die by one die type when determining penetrating hits.

    Squad Automatic Weapon (SAW)

    A SAW is an AP weapon with its own range and Damage die. It may fire an independent AP attack at a separate target OR it may replace one of the

  • Light Anti -Tank Weapons (LATW)

    An Anti-Tank Rifle (ATR) is a LATW with its own Damage die and range characteristics. An Anti-Tank Missile (ATM) is an AT weapon that operates

    as a vehicle-mounted ATGM. Anti-Aircraft Missiles (AAM) are AA weapons

    and operate as vehicle-mounted AAGM.

    Missiles and ATR are have not limited ammo rule and may be used by a team as often as the opportunity

    arises (but may only be used once per activation per eligible team).

    LATW attacks against vehicles are conducted using the To Hit process under the same restrictions

    Infantry Attributes

    Each of the following attributes grants equipped Personnel units special abilities and rules exemptions or refinements. None, some, or all may be

    present and available to a particular squad.

    Recon: works similiary as recon vehicles.also Recon units adds its printed r

    Extreme ranged AP fire. Recon Units may not be directly targeted by ART weapons

    Flamethrowers (FT) A FT allows the squad to replace the Damage dice of one of its teams with a d12 when rolling its Close Combat or Close

    Hit and Run Units with Hit and Run may withdraw after any round of CC, regardless of who won or lost the CC. The withdrawing unit must move

    away from the unit that it was fighting, and may move up to half of its normal movement.

    Rapid Fire The unit may re-roll one ranged fire AP weapon Damage die per turn.

    Smoke Grenades Squads equipped with Smoke Grenades use them as vehicles would use Smoke Mortars and are a single-use item. Smoke from

    turn.

    Combat Engineers Combat Engineers may attempt Mine Clearance as if they were equipped with MCS

    Mortars A squad Mortar acts as a man-portable ART weapon with a fixed AoE. All Mortars have a minimum range that is equal to double their AoE,

    are capable of firing standard ART, Smoke, and GAS, and may be fired at targets to which they have no line of sight, provided that at least one team of the same squad has a line of sight to the target point.

    Tank Hunter

    Allows a Team to re- -roll is allowed. Also adds

    Close Combat (CC)

    CC occurs when at least one friendly team of a squad comes in base-to-base contact with at least one team of an enemy squad. All teams of a squad

    that are within normal C2 range will participate in CC, regardless of whether or not all friendly squad teams are in base-to-base contact with all

    enemy squad teams.

    To resolve CC, each side rolls and totals their single highest AP Damage die (roll one die per team in the squad, just like a ranged AP attack) plus their

    Training die. The winner of a round of CC is determined by comparing the totals of each side. Multiple rounds of CC are conducted during the same

    activation until only one side or no one remains.

    To determine the winner of a CC, compare the dice totals of both squads. If the difference between the totals is zero or one, both sides lose one team.

    If the difference is greater, the losing side removes one team for each complete increment of 2 points between the totals (e.g., removing an additional

    team when difference is more than 2, 2 teams when it is more than four 4, etc.).

    If the squad being attacked is In Cover or In Hard Cover, it adds the terrain modifier for its cover type only during the first round of die rolls.

    A squad in CC may add one to its CC dice total for each Leader Team that is within C2 leadership range of the friendly unit in CC; if a player opts to

    do so, Leader Teams may become casualties in CC (see Leader Teams).

    Multiple Squads in Close Combat

    If a single friendly squad is engaged in CC by multiple enemy squads during the same activation, it makes a single dice roll for each CC round, comparing it to the totals of each enemy squad individually, with casualties determined normally for all squads involved in the CC.

    Close Assault Attacks (CA)

    A CA occurs when a friendly squad moves into base-to-base contact with an enemy vehicle. Teams of the attacking squad need not all be in base-to-base contact with the target, but all teams must be within squad C2 range to participate in an attack.

    To resolve a CA, the attacking squad rolls and adds its AP Damage die (roll one die per team in the squad, just like a ranged AP attack) to their

    and Armored vehicles. Both CCW and FT may be used in a CA.

    The target of a CA includes In Cover or In Hard Cover modifiers in its Defense total if in appropriate cover. Only one round of combat occurs during a CA, and the target vehicle may not attack the squad that is Close Assaulting the vehicle (exceptions: Close Defense Systems and Overwatch fire

    conducted prior to the CA).

  • Overrun Attacks (OVR)

    Vehicle elements may conduct OVR attacks against enemy squads or Soft vehicles that are in Open/Clear terrain (only) during their movement by

    moving into base-to- vement

    allowance. Each vehicle of a platoon may make one OVR during its move and may OVR the same or a different enemy squad/vehicle; each OVR

    ovement available, they may

    continue their movement after the OVR is completed. OVR may not be executed if the platoon is using Double Time orders.

    OVR are AP attacks against the target squad/vehicle. Vehicles conducting OVR may use any weapons that have not yet made an attack during the

    Training die roll for all

    attacking weapons.

    AP weapons used in OVR increase their Damage die by one type; AT weapons do not reduce their Damage die by one type during an OVR (see 12.2:

    Target Classifications). CDS may not be used during an OVR.

    OVR combat results from the FF are applied immediately. Should a squad that was the target of an OVR receive no result from the FF, it may immediately make a CA against the vehicle that just overran the squad.

    Crew Quality and Morale CQ refers to the combined training and morale level of a unit. Units at different command levels (element, platoon, and company) will be required to take CQ tests depending on the specific game situation.

    CQ ratings are assigned to units at the company level, and all subordinate units of the same company (platoons and squads) share the same CQ rating.

    There are four different CQ ratings, each with a target number that is used in all CQ tests.

    Veteran troops represent guards-class formations, hardened veterans of many battles and campaigns, and

    units with highly specialized training. The target number for a unit with a Superior CQ rating is 6.

    Trained troops have been through rigorous military and technical training, and have been involved in one or more campaigns or large battles. An

    Green CQ troops are fresh out of basic training, with little or no combat experience. Their CQ target number is 8.

    -organized militias, armed gangs, or revolting peasants. Poor CQ units have a target number of 9.

    Target Numbers

    A target number is the number needed on 2d6 to pass a CQ test, with a result equal to or exceeding the

    modified target number indicating the unit has passed the test. Target numbers are modified by conditions

    specific to each type of test. Regardless of modifiers, boxcars always pass a CQ test, and snake eyes always fail.

    Avoidance Test

    Avoidance tests are taken by individual elements in the area of effect of an artillery or orbital artillery (ortillery) strike. Failure means the element has been hit by an incoming round; the artillery strike resolves an attack

    against the element.

    Target number modifiers for a CQ Avoidance test are target-based unless noted otherwise.

    Crash Test

    Crash tests are taken by individual Air elements that receive an Immobilized or Damaged result on the AFV

    Combat table while at Attack or Cruise flight levels. Helicopters elements must also test as dictated by the Terrain Effects Chart. If the air/helicopter unit is moving at attack level add 1 to target number

    Failure of a CQ crash test for an Air or Helicopter Mobility element of any size at Cruise flight level

    eliminates the element. Elements at Attack level are like-wise eliminated.

    Helicopters flying at Attack level roll a d10 on the AFV Damage table, subtracting three from the die roll

    (treat a modified die roll of one or less as no damage).

    Helicopters that survive a Crash test are considered to have Landed.

    Morale Tests

    Morale tests are taken at the company level during the Morale Phase of the turn by companies that have lost

    half or more of the elements with which they started the game, as well as at the end of any turn where the

    unit began with less than half of its original elements and received one or more additional casualties. Failure of the test results in all platoons of a company operating as Broken until it is either rallied or Destroyed.

    Avoidance Test Modifiers +2: Used Intensive Fire in its activation. +1: Infantry +1: Each Team over 1 in AoE. +1: Currently under Overwatch orders. - 1: Firer at Long range. - 1: Used Double Time in its activation. - 1: In Cover. - 2: In Hard Cover.

    Mor ale test modificators +2: for every destroyed platoon +1: Each squad having lost at least half of its elements OR all remaining vehicles are Damaged. +1: for every element outside C2 range +1: for every suppressed squad - 1: Per Command vehicle or Leader Team in C2 range of any platoon in acompany.

    Squad Morale test modificators

    +1: for every destroyed team or team outside C2 range +1: Squad is suppressed - 1: all teams are in cover - 1: for every command team in C2 range

  • o squad morale tests.

    Air units and attached platoons of STOVL are exempt from taking casualty-based CQ Morale tests.

    Suppression Tests

    Suppression Tests are taken by Personnel squads only, and use thesquad-based Morale modifier numbers when taking a CQ Suppression Test.

    Command and Leadership

    Command Vehicles

    Vehicles with a Command Package are termed Command vehicles and offer a Morale bonus to the company to which they are assigned, so long as all

    platoons have at least one element within its C2 leadership

    range (double that of normal C2 range). They are vehicle elements in all other respects and may activate once dur-ing any turn as part of any subordinate platoon that is within C2 range. A Command vehicle may choose to share its activation with a different platoon each turn.

    Leader Teams

    sent a physical

    presence with a unit and are considered part of any friendly Personnel platoon with-in C2 range of the Leader Team. They may not be targeted

    directly for any type of attack by an enemy element but may be used as any other Team for determining platoon or company C2 ranges.

    Leader Teams within C2 leadership range may be removed as casualties in pla

    casualties to a squad or platoon for morale purposes.

    Leader Teams must be removed as casualties if any squad within C2 range is completely eliminated in CC. Leader Teams are removed if all squads of

    their platoon or company are eliminated.

    Suppression and Morale Results

    Suppressed

    Suppressed squads may move up to half of their normal movement allowance, and may choose only Move and Fire orders. They may not use Support

    Weapons, CCW, FT, or any other Attribute that gives them a beneficial modifier or re-roll for any type of combat. They may not initiate CA attacks,

    and their Training die is reduced by one type for all purposes.

    A squad that receives a Suppressed result while already Suppressed becomes Broken (exception: Autonomous units).

    Broken

    Broken units may only choose Double Time orders, and must move to increase the distance between themselves and the closest enemy unit without

    eature. Once within

    cover, the Broken unit ceases movement, even if it has moved less than its printed movement allowance. Broken units that are forced to move off the table are considered Destroyed for scenario victory conditions.

    Elements that do not end their movement within C2 range (squad or platoon, not both) are eliminated at the end of the current activation.

    Broken Personnel squads and Guns that are engaged in CC or OVR are automatically eliminated. Vehicles that are part of a Broken company may not make OVR or missile attacks, and may only make direct fire attacks against elements in their Front arc.

    A Broken company is treated as a single platoon for activation purposes. Any Broken unit that suffers another Broken result is Routed off the table and is removed from play.

    Rally

    A unit operating under Suppressed or Broken status must attempt to rally as the last action of its activation. To rally, a unit must pass a CQ Morale

    Test, with modifiers applied normally. Failure to rally imposes no additional penalties against a unit, but it will retain its current Suppressed or Broken

    status. A rallied unit or company may operate normally in all respects.

  • AIR UNITS Air Reserves

    Air Units Always start at reserves. If you want to call your air units on table, one of the command team must pass CQ test. If the test is unsuccesfull you can try call again next turn.

    The target number is 6. If the test is succesfull the air units will arrive next turn. If you roll

    double-six (box-cars) or double of target number, Your battalion has been given priority air support and units will arrive immediately, and is deployed at edge of table of your choosing.

    You can call air support only once per turn

    Aircrafts

    Air units have limited ammunition, mostly bombs or guided missles. Aircraft can leave gaming

    table by moving to the edge of table. If air units leave table it does not give VP to enemy it is

    not cosidered destroyed.

    Air units are moving above terrain, they are not affected by area terrain. They can freely move

    through enemy and friendly units but cannot end their movement in same place as other air unit

    or helicopter.

    Elements using Air movement are either moving at Attack Level or Cruise Level. In either case, an Air unit must always move at least half of its

    available movement allowance during each activation, and may never choose Intensive Fire or Overwatch orders.

    Air units flying at Attack Level are considered as moving right above the terrain for purposes of line of sight. Units in Cruise Level are flying relativly high and can target or be targeted very easily. When targeting an Air element at Cruise level, the range to the element for combat purposes is measured, then increased by one

    range band (Short becomes Medium, Medium becomes Long, Long is now Extreme, and Extreme is out of range) prior to calculating a To Hit or Defense number.

    Air elements move from Cruise Level to Attack Level (and vice-

    allowance.

    Air elements may only move forward in a straight line, but they may turn up to 90

    after moving

    element may make multiple turns during a singl activation so long as each turn is preceded by the minimum straight movement distance.

    ions.

    Helicopters

    Helicopters use similiar rules as Air units but there some slight differences.

    Air Reserves

    Unlike air units helicopters can begin their deployment on table if they do so they are deployed last and on any table-edge. If they not choose to deploy at start of the game they using rules for air reserves as Air units.

    Helicopter Movement

    Helicopters may use some, all, or none of their movement allowance each turn. They are not required to move any minimum distance during their activation, regardless of their Flight level.

    Turns

    Helicopters movement. The turn cost is doubled if the element is Damaged

    Landing

    Helicopters may move from Attack Level to ground without penalty, as if they were any other non-Air/ Helicopter element.

    Landed Helicopter elements must expend 2" of their movement in order to move to Attack Level prior to resuming movement.

    Combat

    Helicopter may use Intensive Fire or Overwatch orders during an activation, but they may not fire while landed.

    Calling Air Reserves modificat ors

    +1 to target number if calling unit is platoon leader +1 if player wants deploy unit on other table edge than his own. - 1 if the calling unit is battalion commander or higher or FSO

  • CQ Spotting Test

    -1 if requesting unit is battalion commander -1 if requesting unit is designated FSO

    +1 if requesting unit is platoon leader +1 if target point is located within area terrain

    Artillery ART weapons are either Mortars( mounted on Carriers

    or manned by infantry) and off-board artillery fired on long distances. No matter the method of deployment, all

    ART attacks are resolved in the same manner.

    ART weapons have an area of effect (AoE) listed with

    the weapon, and have only Short and Long ranges. The

    AoE number is the radius, measured from the target point, within which any element may be affected by the

    ART attack.

    When an ART element fires, place a target point marker

    on the table where the attack will be centered. The target

    point does not need to be placed directly on an enemy element, but at least one enemy element must be within

    Each ART platoon may place a single target point per activation, but only a single firing element is necessary

    to place the target point. For each additional firing ART

    weapon from the same platoon, the firing player may either add one to the CQ Avoidance target number for

    all elements in

    decision as to which options will be used must be made when the target point is placed. No AoE may be

    Any vehicle element or squad even partially inside the AoE must individually make a CQ Avoidance test. Elements or squads that fail the test are hit

    and may be damaged.

    the IFC, using the appropriate entry for the element being attacked. Add one to the IFC total for each firing element that was used to increase the target Avoidance number. Armored elements are treated as Soft targets for damage resolution, but increase their Defense by one if all armor values are

    4 or higher.

    Restrictions

    ART weapons may not be used with Overwatch or Intensive Fire orders. Damaged ART vehicles/weapons may not

    Off -board Artillery

    Off-board Artillery(OBA) represents ground support fire from artillery batteries located behind lines and reach of the enemy they are actually located kilometers away from battlefield. OBA attacks are resolved in the same manner as ART, but there are no adjustments to the AoE or effectiveness of

    the attack. These are already factored into the statistics of ORT attacks. After placing the target point for an OBA attack, the target point is subject to

    an automatic Scatter roll .

    Scatter roll

    location is found, conduct CQ Avoidance tests and ORT attacks as per

    above.

    Type of OBA Strikes

    OBA strike can be used in two wals you can have arty support wainting on stand by and then call the support when you need it, we called this type of strike on-call or you could predict enemy movement and plane arty strikes before the game this is called Preplanned Strike

    On-call Strike

    To call OBA Strike you need a spotter in terms of Able Archer this means you need AFV or

    infantry unit with one of the following attributes: FSO,Recon Vehicle,Command Team/Vehicle. The element must be within 20 inches of intended target point and have LoS. The spotting for

    Artillery is counted as intensive fire, platoon cannot move. To call OBA strike spotting unit needs to pass CQ Test.if you failed your coordinates hasnt been recieved. However if natural 1

    is rolled your arty support has been called off , relocating due counterbattery fire,destroyed by

    enemy Air-strike. No matter how many strikes you buy for that type of battery you cannot use them to the end of the game.

    Preplanned Strikes

    OBA attacks can be preplanned to hit certain Area Terrain in certain turn. You will wrote the orders for strike and show them to the enemy in turn

    they are intended to strike. This attacks are planned and zeroed in so they will never scatter and doesnt requires spotter . however if you have FSO you can delay Preplanned strike by passing CQ test, if test is passed the Arty strike will land next turn, if fail strike will proceed this turn. Preplanned

    strike are resolved at begining of the turn.

    FSO Units

    FSO or Fire-support Officers are specially equipped to direct Artillery fire. If FSO is spotting for Artillery strike he adds +1 to CQ Avoidance test and halves scatter distance. However MLRS batteries strikes cannot reduce their scatter

  • Special Ammunition

    Artillery can use special ammunition , there are 3 types specialised ammunition: Smoke,FASCAM and Chemical weapons. To use this ammunition during OBA Strike you must buy specialised type of strike Smoke ammunition

    Smoke Munitions create a an area of Smoke on the table equal insize to the AoE of the strike. A line of sight traced through ART smoke adds one to

    the To Hit or Defense number of the target foreach inch (or fraction thereof) measured through Smoke. ART Smoke is rolled for in the Persistent Effects segment of the Initiative Phase and is removed on a d6 roll of 5+.

    Field Artillery Scatterable Mines (FASCAM)

    Static Minefields may be deployed via ART strikes. A FASCAM strike p

    by a single strike must deploy in base-to-base contact with another MF from the same strike.

    Chemical Weapons

    Gas Munitions may be deployed via ART strike. All ART-deployed Gas weapons have an AoE equal to that of a normal ART strike and affect both

    ground and Attack flight level elements.

    tomatically suppresses

    the unit. The effects last until the end of a turn in which the ele- r-

    sistent roll. A Suppressed vehicle element operates as if it were damaged for the duration of its Suppression status.

    Transport units Each element capable of transporting Infantry elements, regardless of Mobility class, uses the same procedures for transport.

    ms do not count but must be assigned to a transport element when their formation is being transported

    Loading and Unloading A transporting unit may only take on or drop off elements during its activation. Elements that will be

    loaded onto a transport must have Overwatch orders and may not have fired or activated in the current turn. Elements that unload from a transport consider their activation complete for the turn.

    To load elements, a transport must be in base-to-base contact with at least one element of a squad that will be transported. After loading, remove the elements from the table and place them on the Transport

    Record sheet in the box assigned to the specific transporting element. When unloading, all unloaded elements must be placed back on the table in base-to-base contact with

    both the transport element and each other element that unloaded at the same point during the trans

    movement. e i-

    on. A transport may load and unload transported elements in the same activation. Transported Elements

    While being transported, an element is an integral part of the element transporting it. It may not be targeted sepa-rately from, and shares the same

    activation with, the transport platoon. If the transporting unit is Damaged or Destroyed while carrying elements, check for the elimination of transpor-

    ted elements. Roll a d10 for each team trans-ported; if the number rolled is within the indicated range, the team is Destroyed. Teams that survive the destruction of their transport are placed onthe table in base-to-base contact with the destroyed vehicle prior toits removal from

    the tabletop.

    Passenger Casualties Transport Damaged: 1-3

    Transport Destroyed: 1-6 Transport Brewed Up: 1-10

  • Scenarios

    Name of Scenario: Pitched Battle

    This Scenario represents clash of two opposing battlegroups, each commander is seeking to destroy as many enemy units as possible.

    Type: Fair Fight

    Balance of Forces: equal

    Deployment: both sides deploys 8 inches from edge of table

    Objective: Destroy enemy forces

    Victory conditions: Each destroyed vehicle or squad counts as 2 victory points, damaged or immobilised vehicle count as 1 VP. Game lasts 8 turns

    Name of Scenario: Assault

    Attacker player forces begin offensive againts their enemy. In this scenario attacker is trying to capture of strategic objective whatever it is

    hill,crossroads,town or bridge.To this task attacker have numbers to backup his plan. But defender is well prepared and dug in, they will not give up

    without fight.

    Type: Attacker/Defender

    Balance of Forces: Attacker 200% Defender 100%

    Deployment: Defender deploys up to half of the table. Attacker deploys up to 8 inches from edge of table.

    Objective: Capture strategic objective

    Victory conditions: Game lasts 10 turns. Attacker must capture target objective. The objective count as captured if there is no defender units in

    objective terrain and attacker non-broken unit is located in target terrain

    Special rules: Prepeared positions Defender begins in prepeared positions. All defender units count as in hard cover until they moves.

    Name of Scenario: Counter-strike

    Defender captured in recently offensive an objective, now enemy is trying to recapture it, Defender had not have enough time to dig in.

    Type: Attacker/Defender

    Balance of Forces: Attacker 150% Defender 100%

    Deployment: Defender deploys up to half of the table. Attacker deploys up to 8 inches from edge of table.

    Objective: Capture strategic objective

    Victory conditions: Game lasts 10 turns. Attacker must capture target objective. The objective count as captured if there is no defender units in objective terrain and attacker non-broken unit is located in target terrain

    Name of Scenario: Recon in force

    Current situation is stalemate and both forces are trying to find weakness in enemy lines, you must break enemy lines at all costs

    Type: Fair Fight

    Balance of Forces: equal

    Deployment:

    Objective: Breakthrought enemy lines,prevent enemy from breaking your line and destroy as many as enemy forces possible

    Victory conditions: Game lasts 12 turns. Any unit which reach enemy table edge can leave battlefield but cannot return in this battle. Every unit

    which leaves battlefield this way count as 2 VP. Every damaged,imobillised or destroyed vehicle/squad count as 1 VP.

    Name of Scenario: Breakthrought

    Attacker is stagging all-out attack on enemy positions. As defender you must prevent any enemy units from reaching

    your rear.

    Type: Attacker/Defender

    Balance of Forces: equal

    Deployment:

    Objective: Attacker must break throught enemy lines

    Victory conditions: Game lasts 12 turns. To win attacker must move at least one quarter of his forces to defender table edge until end of the game otherwise defender wins.

  • Battlegroup Creation

    Every commander needs a combat units, if he wants to be sucessfull on battlefield.

    This charter is dedicated to building battlegroup for Able Archer games. Process of creating forces is little different from what you are used to from different games. Basic building block of every battlegroup is elements they represents vehicles or squads. Elements are then grouped in to the platoons. Platoons are grouped to Companies and Companies to Battalions.

    Every Platoon have following statline in armylist:

    Structure: indicates type and number of units included in platoon Type of Platoon: type of platoon for example M1 Tank Platoon will be Armoured Cost: cost of unit in points Upgrades: cost and type of upgrades for unit

    Companies

    Platoons are grouped to Companies. Every company have 2 up to 4 platoons no more no less. Platoon must include same type of platoons (Mechani-sed,Armoured,Infantry or Aeromobile) only exception are mechanised and armoured units which can be combined together in one Company. The type of Companies:

    Armoured

    Mechanised

    Infantry

    Aeromobile

    Mechanised and Armoured

    Support Platoons

    Every Company can have one and only one support platoon. This platoon cannot use morale bonuses given by command units.

    Command Units

    Every Company have company commander who led them into the battle.Armoured,Aeromobile and mechanised units have command vehicles.If platoon contains 9 or less vehicles it can take one command vehicle from list. If it contains 10 or more vehicles it can have up to two command

    vehicles. Infantry Companies

    cannot have Command vehicles instead they have infantry command teams. Mechanised and Aeromobile

    Companies which includes infantry squads can also have infantry command teams instead of command vehicles if they wish so.

    Example: US player decides to build battlegroup inspired by Team Yankee book. First he bought 3 M1 Armoured Platoons and one mechanised

    platoon (M113). Because his Company have more than 10 vehicles (16 to be exact) he can buy up to two command units he choose two M1 Abrams tanks. Every company can also have one support platoon, he chooses M901 Anti-tank platoon. Battalion

    Companies are grouped into Battalion. Each Battalion have 2 up to four companies. Companies in battalion can be different type.

    Battalion Command

    For every Company in battalion, player can buy one command vehicle or fire support officer vehicle (FSO). Types of command and FSO vehicles you can find in armylists.

    Example: Soviet player are building battlegroup at battalion level. His Battalion have three companies. First two each consisting of

    three platoons of T-64B and command vehicle T-64BK. While third is made of mechanised infantry in BMP-2. For every company he

    can buy one support platoon. He chooses one Artillery battery, one Matyulka antitank platoon and one Aeroweapons platoon equip-

    ped with three Mi-24 Hind. He can also choose three battalion command vehicles he chooses two T-80K and one FSO in UAZ 469.

    Air Support

    Every Battlegroup can choose one type of Air cover from armylist. There are no prequesites for buying Air support but only one can be bought.

    Artillery support

    Battlegroup can also have Off-board artillery support every line in table represent one battery availible, the battery can fire once per turn (that counts

    both Preplanned and On-call strikes) points listed there are per strike, once thein gone you no longer have artillery support.

  • Transported Element Casualties

    (D10)

    Transport damaged: 1-3

    Transport destroyed: 1-6

    Transport brew up:automatic

    Infantry combat

    (Highest Firepower die + Training die)

    minus

    (Unit Defense + Range modifier +

    Cover Modifier)

    Firefight table

    Diff. Infantry Soft

    0 Suppression test Immobile

    1 Suppression test +1 Damaged

    2 Morale test Destroyed

    3 Morale test +1 Destroyed

    4 K1 Brew up

    5 K2 Brew up

    6 K3 Brew up

    7+ K4 Brew up

    Suppressed:

    Half movement, Move and Fire orders on

    No Support Weapons/CCW/FT

    -1 Damage die type

    Broken:

    Double Time Orders only. Must move away

    o cover

    AFV Damage (Roll D10)

    1- Immobilised 2-4 Damaged

    5-7 Destroyed

    8+ Brew up

    Training Die

    Veteran d10

    Trained d8

    Green d6

    Civilian d5

    CQ: Morale Test Modifiers:

    +2: Each platoon completely eliminated.

    +1: Each squad having lost at least half of its

    elements OR all remaining vehicles are damag

    +1: Each element of the company outside C2

    range.

    +1: If any squads are suppressed.

    -1: Per Command vehicle or Leader Team in

    C2 range of all platoons of a company.

    +1*: Each element of the squad outside of C2

    range or eliminated.

    +1*: Squad is Suppressed.

    -1*: all elements In Hard Cover.

    -1*: per Leader Team in C2 range.

    CQ: Avoidance Test Modifiers:

    +2: Used Intensive Fire in its activation.

    +1: Foot Mobility

    +1: Each team of squad over 1 in AoE. +1: Currently under Overwatch orders.

    -1: Firer at Long range

    -1: Used Double Time in its activation.

    -1: In Cover

    -2: In Hard Cover.

    CQ Spotting Test

    -1 if requesting unit is battalion commander

    -1 if requesting unit is designated FSO

    +1 if requesting unit is platoon leader

    +1 if target point is located within area terrain

    Hit Locations

    ODD: Hull hit;

    EVEN: Turret hit

    Crew Quality Test

    Roll higher on 2d6 to pass

    any CQ test

    an original

    CQ: Pass on:

    Veteran 6+

    Trained 7+

    Green 8+

    Civilian 9+

    Terrain Whelled Tracked Infantry Cover

    Scrub,bush Difficult Normal Difficult Light

    Light foliage,alleys etc. Dangerous Difficult Difficult Light

    Heavy foliage Immpassable Immpassable Difficult Hard

    Shallow water Very difficult Very difficult Difficult None

    Deep water Immpasable*1 Immpassable*1 Immpassable None

    Urban Difficult Very difficult Difficult Hard

    Problematic Dangerous Dangerous Difficult None-Hard *2

    Hill Difficult Difficult Normal None

    Cliffs Immpassable Immpassable Immpassable/

    Difficult 3*

    None

    C2 Ratting Coherence Command Distance

    Type of weapon Infantry Soft Armoured targets

    Anti-infantry (AP) OK -1 die type No effect

    Anti-tank (AT) -1 die type K1 max. -1 die type OK

    Anti-air (AA) K1 Max OK -1 die type

    Turn sequence

    Roll for persistent effects

    Iniative roll

    Unit activition

    Morale

    Companies with 50% or

    more casualties must take

    CQ morale test

    End of turn

    Check for victory conditions

    Vehicle To Hit range modifiers + terrain modifiers)

    two sixes always hit; two ones always

    miss.

    Range Modifiers: 0/+1/+2/+4

    Terrain Modifiers: Light Cover: +1,

    Hard Cover +2

    Hull Down: as Hard Cover, any hit = Turret

    hit

    Infantry Combat modificators

    To target number:

    Range: 0/+1/+2/+4 Light Cover: +1 Full Cover: +2 Attacker modifirers

    Target suppressed +1

    Unit damaged -3

    Artillery attack: +1 per increased Avoidance modifier