Rolling Barrage

Available to: Attacker Only

A rolling barrage is a special form of barrage that moves its Fire Template by a set amount each Friendly Logistics Phase.

Before the game starts a player makes a note of when the rolling barrage is scheduled to start, it’s direction and the amount it moves each Friendly Logistics Phase. The Fire Template must move at least 4” per turn. Any unit or Blind under the Fire Template is hit.

 

Sheaf Type: Regular, Converged

Cost to Call

It costs two Staff Orders to order a Rolling Barrage to begin.

Arrival

A rolling barrage starts automatically on the turn it was scheduled for. If a Command Failure occurs, the barrage is delayed until next turn.

A rolling barrage automatically ends when it passes over a table edge.

No Deviation

A rolling barrage does not deviate when shifting to a new target.

No Fire Adjustment

A battery firing a rolling barrage cannot be adjusted.

Posted in Wargame Rules | Leave a comment

Designated Targets

Available to: Attacker and Defender

A battery may be allocated several target locations along with how long it will fire at each location. Once it has fired for the required number of turns, the battery shifts its fire to its next target.

 

 

 

 

The player makes a note at the start of the game of the following:

  • The turn the battery starts firing
  • The type of sheaves fired
  • The target locations
  • How many turns the battery will spend firing at each location

Tom, the Commonwealth player, decides to fire a regular sheaf at a farm house for two turns. He then shifts his target to a crossroads where he orders a regular sheaf for four turns.

Sheaf Type: Regular, Converged

Cost to Call

It costs two Staff Orders to order a battery with Designated Targets to start firing.

Arrival

Fire against a designated target starts automatically on the planned turn. If a Command Failure occurs on this turn, its fire is delayed until the following turn.

No Deviation

A battery with designated targets does not deviate when shifting to a new target.

No Fire Adjustment

A battery with designated targets cannot be adjusted.

Posted in Wargame Rules | Leave a comment

Pre-Registered Barrage

Available to: Attacker and Defender

Before the first turn of the game players may specify two locations as pre-registered targets for each of their direct support batteries. These can be marked on a sketch map or be a recognizable location on the table such as “the crossroads in the village on the left”, or “six inches in front of my central trench-line”.

 

 

 

Calling a Pre-Registered Barrage

A pre-registered barrage may be called during any friendly Command Pulse providing the battery is available to fire. A battery that has already fired this turn cannot be used.

Cost to Call

It costs two Staff Orders to call a pre-registered barrage. Place a Fire Template at the pre-registered target point. A Forward Observer is not required.

Sheaf Type: Regular, Converged

Arrival

To see when the battery responds, make a Comms Check with a +1D bonus.

Pre-Registered Barrage Response: +1D to Comms Dice

Max, the German player, requests a pre-registered barrage. The Germans have four Comms Dice, so he rolls a total of 5D when calling a pre-registered barrage.

Success: The battery fires with immediate effect.

Failure: The battery is delayed. It fires in the next Friendly Logistics Phase.

No Deviation

The battery does not deviate.

Fire Adjustment

A continuous, pre-registered barrage may be adjusted in subsequent Friendly Logistics Phases.

Posted in Wargame Rules | Leave a comment

Logistics Phases

In the Logistics Phases smoke screens are removed, delayed or continuing artillery may be cancelled or adjusted before firing for effect, and artillery supply is checked.

Both players have a Logistics Phase which occurs at the start of their first Command Pulse. A player’s Logistics Phase is referred to as the Friendly Logistics Phase. His opponent’s Logistics Phase is referred to as the Enemy Logistics Phase.

 

 

Each Friendly Logistics Phase follows this sequence:

  • Remove Smoke Screens
  • Attempt to Cancel a Fire Mission
  • Adjust Fire Mission
  • Fire for Effect
  • Check Artillery Supply

Remove Smoke Screens

All smoke screens fired in the previous turn by Direct Support or Close Support units are removed.

Attempt to Cancel a Fire Mission

A Comms Check can be made to cancel Fire Missions including missions delayed from the previous turn. If the roll succeeds the battery may be assigned a new fire mission this turn.

Adjust Fire Mission

Fire missions delayed from last turn may be adjusted along with ongoing Continuous Fire Missions.

Fire for Effect

Delayed fire missions and ongoing Continuous Fire Missions now fire for effect.

Single Fire Mission Templates are removed after the battery fires for effect.

Check Artillery Supply

Artillery Supply Checks are now made. A battery that fails the check has its Fire Template Removed.

Posted in Wargame Rules | Leave a comment

Planned Fire Missions

Planned fire missions are allocated before the first turn of the game, but after players have deployed their Blinds. Make a note of these fire missions and reveal them to the opposing player when the fire missions are called.

 

 

 

 

Staff Orders and Planned Fire Missions

It doesn’t cost any Staff Orders to allocate a planned mission. Staff Orders are only paid when a battery is ordered to fire.

Ammunition Supply

A battery with a Planned Fire mission checks its ammunition supply each turn at the end of the Friendly Logistics Phase. If it runs out of ammunition, it stops firing and its mission is cancelled. The battery may be given a new fire mission next turn.

Command Failures and Pre-Planned Missions

A planned fire mission cannot be called in the same turn as a friendly Command Failure.

A battery’s on-going mission will be canceled by a Command Failure unless Staff Orders are paid to continue it.

Available Planned Fire Missions

  • Pre-Registered Barrage
  • Designated Targets
  • Rolling Barrage
Posted in Wargame Rules | Leave a comment