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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Direct Support Batteries #1

Direct support batteries are allocated to planned missions, initial bombardments, and on-call fire missions. They require Staff Orders to call and use Fire Templates.

 

 

 

 

Fire Templates

Fire Templates are used to represent a direct support battery’s beaten zone. When a battery is given a fire order, or its planned fire mission is activated, place its Fire Template on the table with its sides parallel to the table edges.

Fire Template Sheaves

Some fire missions allow the player to choose whether the battery fires a regular or converged sheaf.

  • Regular Fire Sheaf: Fires with a 6” x 6” template
  • Converged Fire Sheaf: Fires with a 3” x 3” template. The battery’s Fire Dice is increased by +1D making it more effective against enemy armour and defences.

Fire Dice

  • Direct support batteries use Fire Dice instead of Anti-Tank and Firepower Dice.
  • Fire Dice have a 4+ TN against Firepower targets and a 5+ TN against Anti-Tank targets.
  • TN is not adjusted by range – off-table artillery always fires at effective range.
  • When firing for effect, roll to hit each unit individually and apply the results.
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Using Comms Checks

Comms Checks are listed here. These are described fully later.

 

 

 

 

Start a Pre-Registered Barrage

  • Success: Fires for effect immediately.
  • Failure: Fire for effect delayed until next turn.

Request On-Call Direct Support Artillery

  • Success: Fires for effect immediately.
  • Failure: Fire for effect delayed until next turn.

Adjust a Fire Mission

  • Success: Fire template may be adjusted up to 6”.
  • Failure: Fire template cannot be adjusted this turn.

Cancel a Continuous Fire Mission

  • Success: Battery stops firing and may be allocated a new fire missions next turn.
  • Failure: Battery continues to fire.

Boosting a Comms Check

Any time you make a Comms Check it can be boosted with a Staff Order or Wild Dice.

Max orders a Continuous On-Call Fire Mission for 2 Staff Orders. He uses a Wild Dice to increase his Comms Dice from 4D to 5D. He rolls three successes against Tom’s two – his battery fires with immediate effect.

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Communications

During World War Two the availability and effective use of radios varied dramatically. In the early war Germany made great use of radios, but other nations soon began to catch up.

 

 

 

 

 

Comms Dice

Battle groups are rated by how effective their radio communications are. Comms dice represents radio distribution and use.

  • Commonwealth: 5D
  • Germany: 4D
  • Soviet Union: 3D
  • USA: 4D

Comms Check

Radio technology was relatively new, and its effective usage was often compromised by weather, battery life and user error. A Comms Check is required to call and adjust artillery.

To make a Comms Check roll the Comms Dice (4+ TN) against 3D (4+ TN).

With one or more unopposed successes, the Comms Check is successful.

If the check is failed, the order either fails to get through or is delayed.

Comms Dice: Determined by battle group (4+ TN)

Opponent Dice: 3D (4+ TN)

Comms Check Modifiers

Air Recon: +1D (see the Airpower Document for more information).

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Artillery Mission Types

The following fire missions are available.

Direct Support Batteries

Planned Missions

  • Pre-Registered Barrage
  • Designated Targets
  • Rolling Barrage
  • Initial Barrage

On-Call Fire Missions

  • Single Fire or Smoke Mission
  • Continuous Fire or Smoke Mission

General Support Batteries

  • Preparatory Bombardment
  • Counter-Battery Fire
  • Interdiction Fire

Close Support Units

  • Direct Fire
  • Indirect Fire
  • Smoke
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