Armour Battles – Direct Fire

640px-American_tank_firingIn this post I discuss direct fire.

Direct fire is ranged fire with Anti-Tank weapons. The firing unit rolls its AT Dice, the opponent then rolls his Reaction Dice, and the results are compared.

Firing

When activated a unit may fire without moving, or it can move and fire, or fire and move. It may not fire while moving. A unit may also use opportunity fire during an enemy Command Pulse whenever an enemy unit moves or fires within its LOS. I’ll be posting the Opportunity Fire rules in a few days.

All firing is done on a unit by unit basis. Resolve the shooting of one unit before going on to resolve the shooting of another.

Fire Markers

Units that have fired are marked with a Fire Marker. A unit cannot fire again until next turn. Fire Markers are removed at the end of the turn.

Arc of Fire

A unit’s arc of fire determines in which directions it can fire. Most units in Armour Battles have turrets and can fire in any direction with a 360° arc of fire. The Stug III doesn’t have at turret and is restricted to a 180° arc of fire. It can fire to its front only.

When activated a unit may pivot on its centre to face any direction. This, however, counts as moving for the purpose of triggering opportunity fire.

How to Fire

To fire a unit needs LOS to its target. The range to the target is then measured. If this is out of the weapon’s range, the unit fires, but misses.

Target Priority

A target is declared before the dice are rolled. Nominate which one of your units is firing at which enemy unit. Your unit must fire at the closest enemy unit.

m4vPzIVAfter firing one unit, nominate another unit and carry out its attacks. You are not required to make multiple attacks against the same target, but you can do so if you want to. Once a unit has been fired at you can then fire at the next closest unit, and so on.

As the Combat HQ, you order your units to engage the enemy and assume that they will perform to the best of their abilities. This means that your units target enemies immediately to their front and don’t take the time to decide whether a more distant target is a greater threat. A Command Group can be ordered to concentrate on one target or to spread its fire, but it cannot be ordered to ignore the closest units in favour of ones further away.

Armour Battles doesn’t require you to deploy your units into formal formations, however, the target allocation rules make it advantageous to do so.

2up1down v2For Example, Tom’s 75mm M4s are set up in a two up, one down formation. He has two 75mm M4s in the front and a 76mm M4 in the rear. Max fires at Tom’s M4s with three Panzer IVs. Max wants to target the 76mm M4 as this is the biggest threat, but he has to target the two M4s at the front of the formation first with two of his Panzer IVs. He can then target the 76mm M4 with his third tank. If Max had four tanks, he could have targeted the 76mm M4 twice.

 

Fire Modifiers

The Target Number required to hit a target at effective range is 4+.

A unit’s Anti-Tank Dice and TN are modified according to the situation.

Suppression: A suppressed unit cannot fire.

Target Number Modifiers

The following modify the unit’s TN.

Range: A unit’s ability to hit decreases at long range and improves at short range. The TN is reduced by –1 at short range and increased by +1 at long range.

Short Range –1 TN

Effective Range +0 TN

Long Range +1 TN

Flank and Rear Attacks: Units are more vulnerable to fire against their flanks and rear. When firing at the flank or rear of a unit the firing unit’s TN is reduced by -1.

To qualify for a flank/rear attack, a unit must be entirely behind the target’s front base edge. Otherwise, it counts as a normal attack.

Movement and Flank/Rear Attacks: A flank/rear attack can be made when a firing unit begins its activation completely behind the front base edge of the target unit.

A unit that makes a single move from the front to the flank/rear of its target must still fire against the front of the unit. However, a unit making a double or triple move may move behind the front facing of the enemy unit and fire into the flank/rear.

Dice Number Modifiers

The following situation reduces the number of dice rolled.

Multiple Move: A unit making multiple moves has its number of AT dice reduced: -1D for a double move and -2D for a triple move.

Double Move -1D

Triple Move -2D

Target Uphill: –1D when firing at an uphill target.

Next Post

Reaction Checks explained.

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Armour Battles – Orders Table

Command & Staff Orders

  • Move and Fire
  • Commit Reserves
  • Disengage Group
  • Remove Unit Suppression
  • Rally Group

Staff Orders Only

  • Call Artillery Mission
  • Call Smoke Mission
  • Maintain Artillery
  • Maintain Smoke
  • Wild Dice

6s = Wild Dice

  • Create/Add to Dice Chain
  • Instant Staff Order
  • Bonus Dice – Combat, Reaction or Rally
  • Replace Variable Move Dice

Next Post

In the next post I cover direct fire.

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Armour Battles – Staff Orders

Romel and Staff

This post explains how to use Staff Orders.

Each Command HQ is supported by a team of Staff Officers dedicated to the running of the army. As the Command HQ you’re concerned with ordering and motivating your troops while your Staff Officers coordinate the support needed to win. Staff Officer abilities are tracked using Staff Orders and can be used to call artillery missions (available in Battles 2 & 3), as well moving and rallying units.

Initial Staff Orders

The initial number of Staff Orders are listed in the Mission Briefings for each battle group.

Restocking Staff Orders

As the game progresses, you’ll run low of Staff Orders. The briefing you gave before the battle is represented by the initial Staff Orders, but as they call artillery, move reserves and help you issue orders, their knowledge of your requirements is reduced. Unless you take the time to update your staff officers on the current situation, they’ll become distanced from your needs.

A Double Dice Chain allows you to add one Staff Order. A Triple Dice Chain allows you to add two Staff Orders, a Quadruple Dice Chain allows you to add three Staff Orders, and so on.

You cannot use Staff Orders in the same turn that you stock them – it takes time for the orders to be assimilated (but see Instant Staff Orders).

Maximum Number of Staff Orders

You may have as many Staff Orders as you have Command Dice. If your number of Command Dice decreases the maximum number of Staff Orders you can store is also reduced. You keep any excess Staff Orders, but you can now only restock up to the reduced number of Command Dice.

Instant Staff Orders

Any Dice Chain consisting of 6s lets you issue instant Staff Orders. Instead of storing them for later, you can use the Staff Orders immediately.

Using Staff Orders

Staff Orders may be used in the Logistics Phase to adjust artillery missions, and at any point after the Logistics Phase for other orders.

Command Staff Orders

Command Staff Orders are identical to Command Orders. You can use Staff Orders instead of or in addition to Command Dice.

  • Move & Fire
  • Commit Reserves
  • Disengage Group
  • Rally Group
  • Remove Unit Suppression

Staff Orders Only

The following orders are only available as Staff Orders.

Create a Larger Dice Chain

Staff Orders may be used to create Double or Triple Dice Chains. You can combine them with Command Dice to create one or more chains, or you can use multiple Staff Orders. You must, however, create the Dice Chain before rolling to see how effective it is.

Wild Dice

A Staff Order is effectively a wild dice. It can add +1D to any Reaction Check, Direct Fire roll or Rally attempt. This bonus can be used at the same time as a Command wild dice, giving you a +2D bonus.

Off-Table Assets

The rules for artillery are presented later. The rules here describe how Staff Officers direct off-table assets. You don’t need these rules to play Battle 1.

Call Artillery Mission

This order calls an Artillery Mission for an artillery battery.

Call Smoke Mission

This order calls a Smoke Mission for an artillery battery.

Adjust Artillery

Using a Staff Order, a battery’s Impact Marker may be adjusted up to 4” in any direction providing a unit acting as the battery’s Forward Observer can see the new location. If the battery is already firing for effect, there is no need to check again for deviation. If it has not fired for effect yet, roll for deviation when it does.

Maintain Artillery & Smoke Missions

Artillery and smoke missions are cancelled when a Command Failure occurs, but may be maintained with a Staff Order. This is useful when your artillery has been called, but hasn’t fired for effect yet.

Cancel Fire Mission

A fire mission may be cancelled for free: it doesn’t need a Staff Order. A new fire mission may be plotted next turn.

Next Post

The next post lists all Command and Staff Orders for easy reference.

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Armour Battles – Wild Dice

P1000132In this post I describe Wild Dice.

A roll of 6 when rolling Command Dice represents a lucky break: an opportunity for the Combat HQ to influence the battle directly. A wild dice can be combined with other dice to create a larger Dice Chain, be added to any combat roll, used as a Variable Move dice, or used to improve a Rally Order attempt. Except when creating a Dice Chain, only one wild dice may be used per action, but you can, for example, activate a unit using a 6, and then add another 6 to its AT Dice.

A wild dice can also be used as a normal Command Dice; you don’t have to use it as a special dice.

Using a Wild Dice to Create a Larger Dice Chain

A 6 may be added to any other dice to make a Double, Triple or larger Dice Chain.

For example, you roll two 1s, one 4, one 5, and two 6s. The two 1s are discarded. The two 6s allow you to create a Dice Chain of two 6s (6,6). Or you can combine them with the 4 and the 5 to create two Dice Chains (4,6; 5,6). You can even combine the two 6s with the 4 or the 5 to create a Triple Dice Chain (6,6, +4 or 5).

Add a Wild Dice to a Combat Roll

A 6 may be used to add one dice to one unit’s AT dice.

Add a Wild Dice to a Reaction Roll

A 6 may be used to add one dice to one unit’s Reaction Dice.

Add a Wild Dice to a Rally Roll

A 6 may be used to add one dice when rallying a Command Group.

Replace a Variable Move Dice with a Wild Dice

You may use a wild dice to replace a Variable Move dice allowing a Command Group to move its maximum distance. Instead of your fast vehicle moving 6+1Dx2”, it would automatically move 18”. As with other actions, you may only do this once, so if a double or triple move is made, only one wild dice can be used.

Instant Staff Orders

Staff Orders are described in the next post. Usually when you add a Staff Order it’s not available until your next turn. If you use two or more 6s, you can issue a Staff Order that is instantly available. You get one instant Staff Order for a double 6; two instant Staff Orders for a triple 6, and so on. Think of instant Staff Orders as an urgent request for your staff to act immediately.

Wild Dice Table

  • Create A Larger Dice Chain
  • Add to Combat Roll
  • Add to Reaction Roll
  • Add to Rally Roll
  • Replace a Variable Move Dice
  • Double, triple or more 6s can be used to issue instant staff orders

Next Post

I explain Staff Orders in the next post.

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Armour Battles – Command Orders

P1000129This post covers Command Orders.

Command Orders are used to activate or rally units. Double or larger Dice Chains can be used to increase the number of Staff Orders or issue multiple move orders.

Activating a Command Group

Each Command Dice lets you activate one Command Group. Command Groups are based on historic company formations but are not restricted to them. Combat HQ uses a flexible command system that lets you decide which units follow your orders. You activate Command Groups one at a time, completing all actions with one Command Group before activating another. Once you activate another Command Group, you cannot go back to a previous one, so be sure you have performed all actions with a Command Group before activating another.

Creating a Command Group

Nominate any unit on the table as your leader. This unit can activate itself and up to three other units within 6” (measure from the centre of the unit to the closest point on the models you want to activate).

P1000128

Command Group Activated with a Single Dice Chain

P1000130

Command Group Activated with a Triple Dice Chain

Command Groups are flexible and can be changed each turn.

Activation Restrictions

No unit may be activated more than once per Command Pulse. Therefore, it’s not possible to include a unit in more than one Command Group as that would activate it twice.

A suppressed unit may not be included in a Command Group. It must be activated on its own or first have its suppression removed (this does not count as activation) and then be included in a Command Group.

Forming a Command Group

  • Choose one unit to be your Command Unit
  • Place Command Dice next to it
  • The Command Unit activates itself and up to three other units *
  • No unit can be activated more than once per Command Pulse

*Suppressed units may not be included in a Command Group

Command Orders Defined

A Command Group can be given a variety of orders.

Move and Fire

This order is the basic activation used to move and fire with units. Activated units may move and fire, or they fire and then move. They can also be activated to fire, but not move. They may make a normal move without a penalty to firing, but suffer penalties when making multiple moves.

Commit Reserves

This order commits a Command Group held in reserve to enter the table with a triple move. Units already on the table cannot be included in a reserve move.

Reserves are committed by nominating a reserve Command Group and placing the units on the Friendly Table Edge. The Command Group can now make a triple move for only one Command Dice. It is subject to opportunity fire as normal.

Disengage Group

Units may disengage directly backwards. They move their full distance back, not at half speed, and end their move facing the enemy. Disengaging units may halt on entering or moving behind cover. Otherwise, they move back as far as their total rolled move. Disengaging units pay any Fixed Move penalty for crossing obstacles and move at 1/2 speed in broken ground.

Disengaging units may not be fired upon with opportunity fire as they use smoke dispensers to conceal themselves. Disengaging units may make multiple moves with a Dice Chain, but must move directly backwards. They cannot manoeuvre when disengaging.

A disengaging unit cannot fire. Mark it with a Fire Marker.

Rally Group

A Rally Group order allows a Command Group to attempt to rally. Successful rally attempts remove Disruption Points from units (see Morale).

When rallying, form a Command Group as you would for movement. All units within 6” of the nominated leader, as well as the leader, are eligible to be rallied. Suppressed units cannot be rallied. The suppression has to be removed first with a Remove Unit Suppression order. A Command Group that receives a rally order cannot be activated this turn, but it may use opportunity fire.

How to Rally

Each unit in a Command Group is rallied individually. You can attempt to rally units in any order you want. Nominate a unit and roll your Rally Dice.

Your opponent rolls one dice for each Disruption Point your unit has. Your opponent has a 4+ TN. One Disruption Point is removed for each of your successes.

The TN when Rallying is determined by the distance of the unit from the closest enemy unit. Measure the range to the closest enemy unit and look up the Target Number on the Rally Table.

Rally Table

Distance from closest enemy unit

  • 0–6” 6+ TN
  • 6–12” 5+ TN
  • 12–24” 4+ TN
  • 24–36” 3+ TN
  • 36+” 2+ TN

Opposing Dice: Your opponent has a 4+ TN.

Unit is in or behind Light Cover: +1D

Unit has no LOS to any enemy unit: +1D

Distance: How far your unit is from the nearest enemy unit.

Rally TN: The TN required for a success.

Cover: Units who are in or behind cover are easier to rally and gain +1D Rally Dice.

No LOS to Enemy: If your unit cannot see the enemy, you gain an additional Rally Dice.

Remove Unit Suppression

This order may only be given to a single unit and removes a suppression marker from it. The unit may now be included in a Command Group.

For example, a US M4 platoon is suppressed. Tom uses a Command Dice to remove the suppression marker. He then uses another Command Dice to activate it along with two other units.

Removing Suppression After Activation: A unit that has been suppressed after it has been activated can have its suppression removed with a wild dice or Staff Order. It can then fire.

Command Table

  • More 1s than 6s = Command Failure
  • 1 = Discard
  • 2-5 = Issue Orders
  • 6 = Wild Dice
  • Double = Double Move Order or Staff Order x1
  • Triple = Triple Move Order or Staff Order x2
  • Quadruple = Staff Order x3

Next Post

In the next post I explain how Wild Dice are used.

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