Armoured Carriers

 

Armoured carriers are a special class of vehicles that can be used to transport infantry and mortars, tow guns, and act as weapon mounts for infantry and anti-tank guns.

Targeting Armoured Carriers

  • Armoured carriers are weakly armoured and are treated as Soft Targets. Anti-Tank fire is considered to pass through the platoon causing minimal damage. HE and machine gun fire are much more effective.
  • Adding a gun or a mortar to an armoured carrier does not convert it into an AFV. It remains an armoured carrier.
  • Armoured troop carriers and gun tows are not targeted separately. The carrier is Dispersed at the same time as the infantry or gun.

Armoured Carriers as Troop Transports

  • An armoured carrier increases a carried unit’s Reaction Dice in a similar way to Light and Medium Cover. This increase is permanently factored into the unit statistics.

Armoured Gun Tows

  • Armoured transports add +1D to a gun’s Reaction Dice.
    • A Pak-40 towed by a SdKfz 251/1 has its Reaction Dice increased from 3D to 4D. When deployed the Pak-40 would have a 5D Reaction.

Armoured Gun Tows with Machine Guns

  • In addition to increasing a gun’s Reaction Dice, armoured carriers negate a gun’s +2 TN combat penalty when attacked in Close Assault.
    • A Pak-40 towed by an Opel Blitz truck is close assaulted by Soviet infantry. The Pak-40’s TN of 4+ is increased by +2 to a TN of 6+ making it highly likely that it will lose the close assault.
    • Later A Pak-40 towed by a SdKfz 251/1 is close assaulted by Soviet infantry. As the SdKfz 251/1 is armed with machine guns, the Pak-40’s TN remains at of 4+ giving it an improved chance of defeating the Soviet infantry.
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Command Dice Clarification

This is part of an irregular series on rules clarifications. If you have any questions on the rules, send me an email and I’ll get back to you.

ji*@************gn.com

 

Command Dice Question

Command Dice of 4, 4, 4, 3

Assuming I want to activate 3 different command groups using the 4’s for a single order in each Command Group, can I on my later Command Pulse with the 3 activate any unit that took part in the Command Pulse that used the 4’s? (for the example assume I’m ignoring suppressions).

In this example, let’s assume I only had enough units to make up 3 Command Groups and used the 4’s on all three. What would I use the Dice Chain of 3 for in that turn? Aside from potential suppression removal. I’m not saying it would be tactically the best option but if someone wanted to do it, what would I tell them about the single 3? Just discard it and do nothing for that Pulse?

Answers

Activations

Only once per turn. Once activated a unit cannot be activated again until next turn. A unit may use Op Fire and have a suppression removed as both of these are not counted as activations.

Dice Chain of 4, 4, 4, 3

Once activated the units cannot be activated again.

Activating the three Command Groups

Yes, that’s correct. A Command Dice that cannot be used has to be discarded on the player’s next Command Pulse.

That’s where Staff Orders become useful. Restocking one Staff Order would cost two of the 4’s, allowing all Command Dice to be used.

Alternatively, one Command Group could have been given a Double Move order with two of the 4’s. Then the 3 could be used next Command Pulse on the remaining Command Group (or before using the 4’s).

Often it’s about using your Command Dice in the most efficient way. And as you say, if one unit was suppressed, the 3 Command Dice could have been used to remove its suppression it.

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Commonwealth Infantry Battle Group

  • Core Unit Points: 1065
  • Units: 16
  • Command Dice: 6
  • Staff Orders: 4
  • Rally Dice: 4
  • Morale: 14
  • Artillery Response Dice: 5
  • Artillery Supply: Average
  • Initial Barrage Round Modifier: +1

Core Units

Infantry

  • 1x 3” Mortar Platoon
  • 3x Medium Machine Gun Platoons
  • 1x Recon Universal Carrier
  • 9x Rifle Platoons with PIAT

Off-Table Artillery

  • 3x 25-pounder Batteries

Support Unit Dividers

Use the following dividers when recalculating battle group statistics after adding support units.

Command Dice Divider: 3

Staff Order Divider: 4

Support Groups

One to three support groups can be added to the core group.

Infantry Support (144)

  • 3x Rifle Platoons with PIAT

Armour Support (372)

  • 3x Churchill Mk VII

Anti-Tank Gun Support (240)

  • 3x 6-pdr ATG & Universal Carriers
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Kampfgruppe Commander – US Points Costs

Listed here are the points costs for the US units in the Combat HQ Rulebook.

 

 

 

 

 

US Units

Rifle Platoon with Bazooka 49
MMG Platoon 66
81mm Mortar Platoon 58
57mm Anti-Tank Gun 80
M8 Armoured Car 92
M4 75mm 115
M4 76mm 129
M5 Light Tank 115
M10 Tank Destroyer (late production) 121
105mm Howitzer Battery 165
M7 Howitzer Motor Carriage 165
2 ½ ton Truck
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Kampfgruppe Commander – Soviet Points Costs

Listed here are the points costs for the Soviet units in the Combat HQ Rulebook.

 

Soviet Units

Rifle Platoon 49
Machine Gun Platoon 67
82mm Mortar Platoon 62
Anti-Tank Rifle Platoon 54
ZIS-2 Anti-Tank Gun 80
T-70 116
T34/43 124
T34/85 150
KV-85 139
SU-85 127
ZIS-3 76L39 Battery 110
GAZ Truck
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