Armour Battles – Spotting Blinds

A Blind is an unknown force that has the potential to be very dangerous if not spotted before being engaged. When activated a Command Group or a Blind can attempt to spot one enemy Blind in LOS.

Spotting attempts are made using four dice in an opposed roll against three dice rolled by your opponent. Your opponent has a 4+ TN. Your TN is determined by how far the Blind is from the spotting unit.

Distance to Unit

  • 0–6” Automatic
  • 6–12” 3+ TN
  • 12–24” 4+ TN
  • 24–36” 5+ TN
  • 36+” 6+ TN
  • Cover Dice +1/+2/+3
  • Moving Blind–1TN
  • Suppressed Unit +1 TN
  • Recon Unit – 1TN

Moving Blind: A unit benefits from a –1TN when attempting to spot a moving Blind.

Cover Dice: Units in cover are harder to spot. The cover dice are added to the opposed roll. Light Cover +1D Medium Cover +2D Heavy Cover +3D

The player who owns the Blind adds the Cover Dice when his opponent attempts to spot a Blind in cover. For example, a Blind rolls 3D when in the open, but rolls 5D if in or behind medium cover.

Suppressed: Suppressed units make all spotting attempts at +1 TN.

Recon: A recon unit makes all spotting attempts with a –1 TN.

Spotting Success

All units in a Blind are deployed immediately when spotted. All units are deployed and complete their movement unless Forced Back by enemy fire.

Automatic Spotting

A Blind is spotted automatically when it is 6” or less from an enemy unit or Blind.

Opportunity Spotting

One attempt can be made to spot a moving enemy Blind. After your opponent has moved his Blind, a spotting attempt can be made during any part of its movement. If this attempt fails, no further spotting attempts can be made against the Blind this Command Pulse. Units that are spotted are deployed and may be fired at with opportunity fire.

Spotting a Blind During Your Command Pulse

There is no cost to attempt to spot a Blind during your Command Pulse, but you must activate the Command Group. A Dice Chain can be used to increase the chance of a Command Group spotting a Blind. Dice Chains are allocated to the Command Group before it makes any spotting attempts. Spotting attempts can be made before or after moving. Only one attempt is allowed per Command Group.

For example, Tom is attempting to spot an Italian Blind. He is using a Command Group containing three British Cruiser Squadrons. Tom uses a Double Dice Chain to increase his chances. Normally he would roll 4D, but using the Double Dice Chain, he adds +2D for a total of 6D. He rolls his dice and scores two successes – three L33 tankettes are deployed.

Returning Units to Blinds

An activated Command Group may return its units back to a Blind if they are out of LOS and more than 36” from the nearest enemy. The units are removed from the table and replaced by a Blind. Place the centre of the Blind over the nominated Command Unit. The Blind may now move normally.

Suppressed units cannot be added to Blinds: the suppression must first be removed.

About Jim Bambra

Jim has designed and developed a wide variety of games such as Warhammer Fantasy Battles, Warhammer 40,000, Star Wars Miniatures, Warhammer Fantasy Roleplay, Dungeons and Dragons, Star Frontiers, GURPS, Star Wars, and TORG. In addition to tabletop games, Jim has also developed games for PCs and consoles: Special Forces, Warzone 2100, Conflict: Desert Storm I & II, the Great Escape, Conflict: Vietnam, and Conflict: Global Storm, amongst others.

Combat HQ is his latest set of rules. It grew out of Jim’s desire to play a fast moving World War Two miniatures game that not only required him to make decisions as an army commander, but also contained sufficient detail to capture the intricacies and complexities of World War Two combat in an entertaining manner.

Jim lives in Fuerteventura where he plays a wide range of games from miniature wargames to video games. In his spare time he likes to read, teach Aikido and go walking with his dogs.

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