Soviet Close Support – SU-122

su-122-3The SU–122 (Samokhodnaya Ustanovka 122 mm) was built on the T–34 chassis and equipped with a M–30S howitzer. Developed to provide close support to the Soviet infantry the SU–122 saw extensive service until replaced in 1944 by the more powerful SU–152 and ISU–152 vehicles.

Available: December 1942

Type: Medium AFV (Close Support)

Move: Fast

Reliability: Average

Reaction: 6D/5D

Weapon: 122L23 howitzer

  • Direct Fire
    • Range: 10/20/40
    • FP: 8D AT: 4D
  • Indirect Fire
    • Range: 10-80
    • FP: 4D AT: 2D

Notes: Close support. 180-degree fire arc. Sloped armour.

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Multi-Player Rules #3

zhukovTwo more options when playing with multiple battle groups are included in this post.

 

 

 

Nominated Commanding Officer

In this variant, one player is nominated the CO who controls his own battle group as well as having access to all Wild Dice on his side. Off-table artillery may be pooled or kept in support of its own battle group.

Shared Commanding Officer

In this variant, players pool their Wild Dice and Staff Orders and decide as a team how to use them.

This option is not recommended for players who can’t agree on how to use their dice as it can lead to a very long game…

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Multi-Player Rules #2

Multiple Battle Groups Per Side

eike-and-monty

These rules are based on the Multiple Battle Group rules. Options are given for using them with a Dedicated Commanding Officer (who doesn’t control a battle group), a Nominated Commanding Officer (controls one of the Battle Groups), or players can share the Commanding Officer role amongst themselves.

Dedicated Commanding Officer (CO)

In this version, one player is nominated as the overall commanding officer. He controls the Staff Orders for all players on his side, but doesn’t control a battle group.

Before the game starts the CO is given each player’s Initial Staff Orders. So if there are two battle group commanders playing and each one has four initial Staff Orders, the CO is given eight Staff Orders (2×4).

  • Command Rolls are made by each player normally.
  • Any Wild Dice are given to the CO.
  • Players must also inform the CO of any multiple Dice Chains that may be used to store Staff Orders for next turn. It is up to the CO whether he use these Dice Chains to store Staff Orders.
  • The CO can store as many Staff Orders as the total number of Command Dice on his side.
  • Each player uses his own Command Dice: they are never pooled.

For example, three players are controlling the Germans. Two players are controlling battle groups while the third acts as the CO. On the German Command Pulse, both battle group commanders roll their Command Dice. Any Wild Dice are given to the CO. When using Dice Chains to store Staff Orders, the CO can allocate dice from both battle group commanders, but cannot combine dice from different battle groups to create a Dice Chain.

  • The CO can at any time give a battle group commander any number of Wild Dice or Staff Orders.
  • He can do so one at a time or in a group: it doesn’t matter.
  • The Wild Dice or Staff Orders must be used immediately and cannot be stored by the battle group commander.
  • The CO can also directly activate any unit subject to the normal rules for using Wild Dice and Staff Orders.
  • The CO can choose to take control of the activated unit himself or allow the owning player to control it.

For example, the German players have rolled their Command Dice. One has rolled doubles, the other hasn’t. The CO takes the doubles and increases his Staff Orders by one. He then uses a Staff Order to call an artillery mission onto a British tank platoon. Later, the CO uses a Staff Order to activate a Command Group of three anti-tank guns and a Panzer III. Normally, the owning player would control the activated Command Group, but the CO decides that he wants to roll the dice himself.

While the other players can always request Staff Orders from the CO, it is up to the CO whether he grants it or not. It’s best not to get caught up in long discussions about how Staff Orders are used. Players should always respect the CO’s decisions.

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Multi-Player Rules #1

usa-generalsCombat HQ easily accommodates multiple players per side allowing you to share command of an army. The next few posts provide guidelines on setting up and playing multi-player games ranging from a single battle group to two or more battle groups per side.

 

Single Battle Group per Side

The simplest way to play a multi-player game is with a single battle group per side.

Shared Battle Group

In a shared battle group game, the players divide command of the battle group’s units between them. Shared Battle Group Command works particularly well when three people want to play as everyone can be engaged in the game. It’s also a great way for veteran players to teach new players the rules.

For example, Max and Odo are sharing a late war German Infantry Battle Group. Max takes control of two Rifle Companies. Odo has control of one Rifle Company and the Weapons Company. They decide to share the Off-Table Artillery.

Each turn the Command Dice are rolled as normal. Players can either take it in turns to roll all the Command dice for their side, or allow one player to roll each turn until he rolls a Command Failure. Following a Command Failure, the other player rolls each turn until he rolls a Command Failure, at which point it’s the other player’s turn again.

Players decide how dice are allocated and how Staff Orders are used and restocked.

On the first command Pulse, one player nominates and uses a Dice Chain. It is then the opposing side’s Command Pulse.

On the second Command Pulse, another Dice Chain is selected and used. Any Command Group can be selected – players do not have to alternate between Command Groups they control.

Shared Battle Group with an Army Commander

One player is nominated as the Army Commander. He decides how the Command Dice are allocated and has control of the off-table artillery. The other player may discuss how Command Dice and Staff Orders are used, but the Army Commander has ultimate say over their use.

Shared Unit Control: The Army Commander controls some of the Battle Groups units, as well as allocating Command Dice.

Army Commander Only Issues Orders: The Army Commander doesn’t have any direct control of units. Instead, he issues orders to the other player who has responsibility for all movement, combat and spotting. The Army Commander is responsible for artillery missions.

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Optional Vehicle Reliability (Weather and Environment Effects)

jadgpanzer-stuck-in-mudThe vehicle reliability rules are based on normal, dry conditions in Europe or the Russian steppes. To simulate the harsher environment of the desert, heavy rain, thick mud, deep snow, or gasoline shortages (such as poorly supplied late war German units), use the following rules:

 

  • Poor Units break down on any roll of 1 regardless of the number of 6s rolled. (1-in–6 chance)
  • Average Units breakdown on one roll of 1 in excess of 6s
  • Good units breakdown on two rolls of 1s in excess of 6s

Increased Number of Break-downs

You can also increase the number of break-downs in particularly adverse conditions (blizzards, torrential rain and mud, gasoline shortages, etc.)

  • Roll a D3 to determine how many units break-down.
  • Add 1 to the roll for each 1 rolled above the number required for a break-down.

EG a Command Group containing Poor units makes a double move and rolls two 1s.

  • Roll D3 and add +1. 2–4 units become broken down.

A Command Group containing Average units makes a double move and rolls three 1s in excess of 6s.

  • Roll D3 and add +2. 3–5 units become broken down.

Remember you can always reduce the chances of break-downs occurring by using Command Dice or Staff Orders.

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