Armour Battles – Minor Obstacles

croppedHedges are minor obstacles. Crossing a hedge costs a vehicle its Fixed Move – so a vehicle only moves the distance rolled on its Variable Dice. When moving to cross an obstacle, if a Command Group doesn’t roll enough to reach the obstacle it may use its Fixed Move to move up to, but not over the obstacle.

For example, a Panzer IV platoon is 5” away from a hedge and has been ordered to cross it. It moves at its Variable Move only (1D6”). It rolls a 6, allowing it to move 5” up to the hedge. As it as only used 5 of its 6 inches, it is placed on the other side of the hedge. If it had rolled a 5, it would only have moved up to the hedge and could cross its on its next order. Similarly, if it had rolled a 4 or less, it wouldn’t have reached the hedge. In this case, it could have used its Fixed Move of 6” to move up to the hedge, ready to cross it on its next activation.

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Using a Dice Chain

Using a multiple Dice Chain makes it easier to cross obstacles. For Minor Obstacles, the Fixed Move is deducted only from the first movement; the second Fixed Move is unaffected. The easiest way to calculate this is to deduct the Fixed Move before moving.

For example, our Panzer IV platoon is 5” from the hedge and has been ordered to cross it. This time it’s using a Double Dice Chain which normally allows it to move 12”+2D”. It deducts one of its Fixed Moves to cross the hedge, leaving it with a move of 6”+2D”. It rolls an 8 for a total move of 14”. It moves up to the hedge (5”), crosses it and then moves 9” beyond it.

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Hidden units.

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Combat HQ – Artillery

1Armour Battles uses simple rules for artillery. Combat HQ presents more options including:

  • Converged Artillery
  • Dispersed Artillery
  • Continuous Artillery
  • Rolling Barrages
  • Pre-Plotted Barrages
  • Time On Target
  • Stonks
  • Artillery Ammunition Supply
  • Rocket Launchers

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Minor obstacles.

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Armour Battles – Smoke Missions

P1000168Smoke Missions are similar to artillery missions.

A Staff Order is used to request a smoke mission and smoke is fired the same way as an artillery fire mission. Place a Smoke Marker and roll to see if the smoke arrives this Command Pulse. If it doesn’t, it arrives in your next Logistics Phase.

Smoke missions don’t deviate and always land on the Smoke Marker.

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Off-table artillery creates a 1” wide by 12” long smoke screen centred on the Impact Marker. The smoke screen can be orientated in any direction.

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A smoke mission lasts until your next Logistics Phase.

Smoke blocks line of sight.

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Artillery in Combat HQ.

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Armour Battles – Indirect Fire

9005157_f520Indirect fire ignores intervening terrain and troops. Indirect fire artillery batteries are situated off the table behind the Friendly Table Edge.

Forward Observers

Armour Battles doesn’t require figures for Forward Observers. It’s assumed that Forward Observers are operating alongside the army’s platoons. As long as one of your platoons has a LOS to an enemy unit, it can act as a Forward Observer and be used to target indirect fire.

Note: A suppressed unit cannot function as a Forward Observer.

Logistics Phase

The indirect fire rules adds a new phase to a turn. The Logistics Phase occurs as the first action of a player’s first Command Pulse. This is before any orders are issued. You can’t call an artillery or smoke missions until after the Logistics Phase.

During the Logistics Phase any batteries with an Impact Marker on the table fire for effect.

The Enemy Logistic Phase occurs at the start of his first Command Pulse.

The Logistic Phase occurs for each player on their first Command Pulse only. Make sure you don’t apply it every Command Pulse.

Off-Table Fire Missions

Fire missions are called with Staff Orders – Command Orders cannot be used. A fire mission is a single round of artillery fire. The battery fires for effect once and then stops. its Impact Marker is removed as soon as it fires. A fire mission costs one Staff Order.

Calling Off-Table Fire Missions

To call a fire mission, you use a Staff Order and indicate which unit is acting as the battery’s Forward Observer. Place an Impact Marker on the table. To determine if the artillery starts firing with immediate effect, make an Artillery Response Check. Roll the Artillery Response Dice with a 4+ TN. Your opponent rolls 3D, also with a 4+ TN. If you roll more successes than him, your battery fires for effect immediately.

If you fail to fire with immediate effect, the battery fires for effect during your next Logistics Phase providing you don’t roll a Command Failure next turn.

Deviating Fire Missions

When your battery fires for effect, it may deviate from its Impact Marker. Roll a Deviation Dice. If you get a “Hit” result, it lands where you placed the Impact Marker.

P1000161Stugs hit by artilery

A hit is rolled on the deviation dice – the targetted Stug III is hit along with the two other Stugs.

In an arrow is rolled the fire deviates 1D6” in the direction of the arrow. Roll 1D6 and move the Impact Marker the distance rolled.

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An arrow is rolled – the Impact Marker is moved 5″ in the direction of the arrow. Only one Stug III now lies within the 4″ blast radius.

Firing for Effect

Batteries have a burst radius of 4”. Measure 4” from the centre of the Impact Marker to the closest point on any nearby units. This is similar to measuring ranges in direct fire, except that the fire originates from the centre of the Impact Marker.

Off-table artillery has a 4+ TN when firing for effect. This 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. Any unit Forced Back by the artillery fire moves towards its Friendly Table Edge.

Adjusting a Fire Mission

At the start of your Logistics Phase, you can use a Staff Order to move the Impact Marker of a battery 4” in any direction – a unit acting as Forward Observer must be able to see the new impact location.

You move the Impact Marker before the battery fires. After moving it you still need to roll for deviation.

Light Cover and Artillery

Units under fire from off-table artillery do not gain Reaction Dice for light cover.

Suppression From Artillery

When unit is hit by artillery fire and 6s are rolled by your opponent, you must roll more 6s or become suppressed. Units are Forced Back from artillery fire as normal if they take any Disruption from the attack. If no Disruption is taken, they are suppressed where they are.

Command Failure and Fire Missions

A Command Failure cancels all artillery and smoke missions. Missions may be kept active with Staff Orders.

Pivot and Scatter Dice

If you don’t have a Deviation Dice, you can use two dice of different colours. Nominate one dice as the Hit Dice and the other as the Scatter Dice. Roll both dice. If the Hit Dice rolls a 5 or a 6, the fire mission hits without deviating.

two dice hit

The black dice is the Hit Dice. A 5 is rolled – a hit!

On a roll of 1–4 the fire mission deviates the distance rolled in inches on the Scatter Dice. Check the angle of the Scatter Dice relative to the Hit Dice and move the Impact Marker towards, onto, or past the Scatter Dice depending on its location and the amount rolled.

two dice miss

A 3 is rolled on the Hit Dice – the fire deviates 4″ in the direction of the Scatter Dice.

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Smoke missions.

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Playing with 6mm or 10mm Models

6mm Models

You have two options when playing with 6mm figures: individual models or multiple models.

Individual Models

You can use them as individual models and substitute centimetres for inches.

Single 5

A single model moving at average speed would move 6cm +1D6 cm.

A M4 75mm would have a range of 7/14/28 cm.

Multiple Models

You can mount 2–4 models on a base and play in inches as normal. This has the advantage of looking more like a real platoon.

Panthers TD

A base of multiple models would move 6”+1D6”.

When using multiple models, all measurements should be taken from the edge of the base, not from the models themselves.

10mm Models

10mm sits happily between 6mm and 15mm and the larger scales. For a more visually true scale you can play in inches, or you can convert all distances into centimetres – useful if you have a small table.

Playing in Centimetres

If you want to use centimetres instead of inches when playing with 15mm or larger models, it’s relatively easy to do so. The most accurate way of converting is to multiply all distances by 2.5, but this can be a pain when you’re in the middle of a game. It’s easier to multiply all distances by x2 – units move slightly less than they would when you measure in inches, but it doesn’t make a lot of difference as all units move at the same relative speed.

For example, a unit is forced back 6”+1D6”. A x2 multiplier converts this to 12cm +2–12cm. Ranges are easy to convert – just double them. A M4 75mm has a range of 7/14/28  in inches; this is doubled  to 14/28/56 when using cm.

Alternatively you can multiply by x3 if you’d like a bit more movement in your game and have a larger table.

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Indirect Fire is explained.

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