Motorized Infantry

Motorized infantry are equipped with transports such as trucks, jeeps, or kangaroo armoured carriers. As with armoured infantry, there is no need to track their mounted or dismounted status. Assume that they dismount to fight and mount to move.

 

Motorized Infantry Statistics

Motorized infantry are distinguished from normal infantry by being transported in vehicles. More manoeuvrable than normal infantry, motorized infantry can respond rapidly to enemy movement.

Movement: Motorized infantry move at Slow Speed. They move at Average Speed when using Rapid Deployment.

Reliability: As they are transported in vehicles, motorized infantry are subject to vehicle break-downs. A unit’s reliability is determined by its transport vehicle.

Reaction Dice: No change unless transported in armoured carriers (see Armoured Carriers).

Rapid Deployment: Motorized infantry can use Rapid Deployment.

Motorized Panzergrenadiers (Panzerfaust)
Type: Motorized Infantry with Trucks
Move: Slow (Average)
   Reliability: Average
Reaction: 3D
Weapon: Rifles and machine guns
   Range: 4/8/16
   FP: 6D AT: -
Weapon: Panzerfaust
   Range: 1/2/3
   FP: - AT: 5D
Notes: Rapid deployment. Deployed anti-tank teams. Going to Ground.

Targeting Motorized Infantry

Motorized infantry are targeted with FP and cannot be targeted with AT fire even when transported in armoured vehicles. Their transports are part of the infantry unit and cannot be targeted separately. If the infantry are Dispersed, their transports are also Dispersed.

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Mechanized Infantry

Mechanized infantry are equipped and trained to fight with armoured vehicles.

Mechanized infantry include German gepanzert panzergrenadiers, US armoured infantry and Commonwealth infantry equipped with universal carriers or half-tracks.

There is no need to track a mechanized infantry’s mounted status. As combat commander your job is to order the armoured infantry into combat. The mechanized infantry’s commander then deploys his troops as he sees fit.

Mechanized Infantry Statistics

Mechanized infantry are listed as a platoon, plus their armoured carrier. E. G. Gepanzerte Panzergrenadier Platoon with 251/1 SPW.

Movement: Mechanized Infantry move at Average Speed. They move at Fast Speed when using Rapid Deployment.

Reliability: Mechanized infantry are subject to vehicle break-downs. A unit’s reliability is determined by its transport vehicle.

Reaction Dice: Mechanized infantry gain a Reaction Dice bonus from their armoured carrier.

Rapid Deployment: Mechanized infantry can use Rapid Deployment.

Targeting Mechanized Infantry

Mechanized infantry are targeted with FP and cannot be targeted with AT fire even though transported in armoured vehicles. Their transports are part of the infantry unit and cannot be targeted separately. If the infantry are Dispersed, the transports are also Dispersed.

 

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Rapid Deployment

Rapid deployment enables mechanized and motorized infantry to move rapidly across the battlefield.

Rapid Deployment increases a unit’s movement speed, but reduces its combat ability.

Movement Rate

Rapid Deployment increases the unit’s movement rate to the next higher rate: from Slow to Average; Average to Fast. This is shown in brackets after the unit’s normal speed.

Move: Slow (Average)

Combat Penalties

A unit is subject to a -1D penalty to its FP, AT and Close Assault dice when it uses Rapid Deployment.

A unit can use Rapid Deployment any time it moves; just state that the unit is using Rapid Deployment and apply the movement bonus and the combat penalties (when applicable).

Rapid Deployment does not affect a unit’s combat abilities if the unit uses opportunity fire later in the turn, or if close assaulted by an enemy unit.

Example

Motorized panzergrenadiers with Opel Blitz trucks have a normal movement rate of Slow (3+D”).

They use Rapid Deployment to increase their movement rate to Average (6+1D”) and make a double move of 12+2D”.

At the end of their move the panzergrenadiers fire at a Soviet rifle platoon.

The panzergrenadiers fire with a -2D penalty: -1D from their Rapid Deployment and -1D from their double move.

 

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251 Series of Half-tracks

The 251 series of half-tracks were used in a variety of roles.

Gepanzerte Panzergrenadier Platoon with 251/1 SPW

The 251/1 SPW (mittlere Schützenpanzerwagen) or rifleman’s medium armoured vehicle was designed to transport gepanzerte (armoured) panzergrenadiers into battle.

The 251/1 increases the panzergrenadier’s movement speed and improves Reaction Dice from 3D to 4D. These improvements are included in the unit statistics.

Gepanzerte Panzergrenadier Platoon with 251/1 SPW
Type: Mechanized Infantry *
Move: Average (Fast) *
Reliability: Average
Reaction: 4D
Weapon: Rifles and machine guns
   Range: 4/8/16
   FP: 6D AT: -
Weapon: Panzerfaust
   Range: 1/2/3
   FP: - AT: 5D
Notes: Rapid deployment. High firepower. Deployed anti-tank teams.
  • High Firepower: The 251/1 MG negates the -1D penalty for FP when using Rapid Deployment.
  • Panzergrenadiers are classed as mechanized infantry and use the Rapid Deployment special rule. A future post will provide more information on using mechanized infantry in Combat HQ.
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Wild Dice and Staff Orders

Questions

We played a larger game on Monday night. 8 command dice on each side. US troops versus Germans. Four of us played which included 3 new to the game. It was a terrific game. they all commented about how well it played.

 

 

Question 1

I was a bit unsure as to how we could use Wild Dice.

A. Create a larger dice chain but can we add two or more Wild dice to do this?

B. Can we create a dice chain of wild dice only to any number?

C. When adding to a combat, Reaction or Rally again only a single Wild dice or multiple?

Question 2

When reserves arrive having moved three moves can they fire? Same for units rallied in same turn?

Question 3

There is no benefit in mortars on table using direct fire. Correct? They can still opportunity fire without direct by using a spotter? I thought they might have needed direct LOS to opportunity fire.

Question 4

Can a staff order be used to disengage a unit during opponent’s Opportunity fire?

Answer 1

Wild Dice are restricted to one usage per action. With three Wild Dice you could use one to add to a Dice Chain, use another to add to the Unit’s reaction Dice, and the third to add to its shooting dice. You can, however, double up Wild Dice with Staff Orders and therefore play 2 Dice per action.

A. Only one dice can be added to increase the size of a Dice Chain.

B. You’re free to use as many Wild Dice to create a Wild Dice only Dice Chaint.

C. Only one Wild Dice can be added (but you can use a Staff Order as well).

Answer 2

Reserves may fire at the end of their move. They are subject to the -1D penalty for a double move and the -2D penalty for a triple move. Units under Blinds cannot fire after moving, even if they are spotted. They may use Opportunity Fire later in the turn by deploying out of the Blind.

Units which rally cannot fire as part of the rally activation, but they may use Opportunity Fire later in the turn.

Answer 3

Any army that is equipped with radios may Opportunity Fire with mortars without LOS of the target providing the mortars have an unsuppressed spotter.

For simplicity, I assume that all late war armies are equipped with adequate radios. Early war armies are not so equipped and I’d also say that late war Soviets, apart from Guard units, are probably lacking radios. You could also make it a problem for the Germans as their supplies start to dry up.

So no radios equals no Op Fire without direct LOS by the mortar team.

Answer 4

No. A disengage order can only be issued during a player’s Command Pulse. By not allowing Disengage during as an Opportunity action, it gives a nice advantage to Shoot and Scoot units and Break-Off units. I did play around with more interactivity during an Opponent’s Command Pulse but decided that alternate Command Pulses handled it fairly well.

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