Artillery Fire Against Blinds

Artillery may be used to suppress a Blind. A Blind may be suppressed multiple times by artillery fire.

The artillery specifically targets the Blind. Place the Fire Template on the Blind and roll the Deviation Dice when it fires for effect. On a “Hit” the Impact Marker is on target, otherwise move it 1D+3” in the direction of the deviation arrow as normal.

If the centre of the fire template remains on the Blind, the Blind is hit by the battery’s Fire Dice (5+ TN). The Blind has 4D Reaction (5+ TN) regardless of the units it contains.

If the centre of the Fire Template isn’t on the Blind, but some of the Blind is covered by the Template, the Blind’s Reaction Dice is increased by +1D (5D).

Fire Dice: As per battery (5+ TN)

Blind Reaction: 4D (5+)

Cover Dice

Blinds benefit from cover the same as other units.

Effects of Fire

The Blind must roll more successes than the firing battery or take a suppression for each enemy success. Place the Suppression Markers on the Blind. Blinds are not Forced Back.

A Blind may have a maximum of four suppressions – any excess suppressions are converted into Disruption Points. Place the Disruption Points onto the Blind.

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Direct Support Batteries #5

Artillery Supply

A direct support battery may run of out ammunition at the end of the turn. A battery that runs out of ammunition has its Fire Mission canceled. It may be given a new fire mission next turn.

 

Artillery Supply Check

The artillery supply for each direct support battery with a continuous mission or smoke mission is checked at the end of the turn. Make the checks after Fire Markers have been removed.

The firing battery rolls the battle group’s Artillery Supply Dice (4+ TN) versus 3D (4+ TN). If it rolls more successes than the 3D roll, it continues to fire next turn. If it fails to roll more successes, it stops firing and its Fire Template or Smoke Screen is removed.

Battle Group Artillery Supply Dice (4+ TN)
Commonwealth Average 4D
Germany Poor 3D
Soviet Union Good 5D
USA Good 5D

Using a Staff Order to Boost the Check

One Staff Order may be used to increase the Artillery Supply Check by +1D.

The Germans have Poor Artillery Supply (3D). At the end of the turn Max needs to make an Artillery Supply Check. As the Germans have only 3D for Artillery Supply, his chances of rolling more successes than his opponent is low. He uses a Staff Order to increase his dice to 4D. He rolls two successes. Tom rolls one success. Max’s battery continues to fire next turn.

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Direct Support Batteries #4

Command Failures and Fire Missions

A Command Failure cancels all friendly Direct Support Battery fire. However, a fire mission may be kept active with a Staff Order.

 

 

 

 

Canceling a Fire Mission

At the end of the turn a Comms Check may be made to cancel a Fire Mission.

  • Planned Fire Missions
  • Designated Targets
  • Rolling Barrages
  • On-Call Fire Missions
  • On-Call Smoke Missions

Cost: Free

Successful Check: The battery stops firing; remove its Fire Template. You can issue a new fire mission next turn.

Failed Check: The battery continues to fire next turn.

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Direct Support Batteries #3

Adjusting a Fire Mission

At the start of a Friendly Logistics Phase, a Comms Check may be made to move a Fire Template up to 6”. A unit acting as Forward Observer must be able to see the new location.

 

  • Cost: Free
  • Successful Check: Move the Fire Template up to 6” in any direction.
  • Failed Check: The Fire Template cannot be adjusted this turn.

The Fire Template is moved before the battery fires. If the battery hasn’t previously fired for effect this mission, you’ll need to roll for deviation after adjusting it.

The following missions can be adjusted:

  • Pre-Registered Barrage
  • On-Call Fire Missions

The following missions cannot be adjusted:

  • Designated Targets
  • Rolling Barrage
  • Time-On-Target
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Direct Support Batteries #2

Artillery Deviation

Direct Fire Batteries may deviate when initially firing for effect. To see if a battery deviates roll a Deviation Dice. Deviation Dice: A special six-sided dice marked with “Hit” and directional arrows is used to check the accuracy of direct support batteries.

If you get a “Hit” result, it lands where you placed the Fire Template.

If an arrow is rolled the fire deviates. Roll 1D6+3” in the direction of the arrow. Roll 1D and add three to the result. Then move the Fire Template the indicated distance and direction.

Fire For Effect

After adjusting for any deviation, any unit under the Fire Template (either fully or partially) is hit when the battery fires for effect. Roll the battery’s Fire Dice against each target unit. Any unit with less than 50% of its base covered by the Fire Template gains +1D bonus to its Reaction Dice.

Full Artillery Target: Target unit rolls its Reaction Dice

Partial Artillery Target: Target unit adds +1D to its Reaction Dice

Cover Dice

Units under fire from Direct Support Batteries benefit from Cover Dice the same as for direct fire.

  • Light Cover: 1D
  • Medium Cover: 2D
  • Heavy Cover: 3D

High Suppression Weapons

Direct support batteries are high suppression weapons that cause suppressions unless the opponent rolls more 6s than the firing battery.

Forced Back by Artillery

Units are Forced Back from artillery fire as normal if they take one or more Disruptions from the attack. If no Disruption is taken, they are suppressed but not Forced Back.

A unit Forced Back by artillery fire moves towards its Friendly Table Edge.

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