Battle For Mechili – Turn 1 – 1st Italian Command Pulse

The Italian light tanks advance.

The 7th Hussars HQ and A Squadron deploy from their Blind in the dunes to fire at the Italians.

The Italians fire back. Lots of machine gun fire, but no hits from either side.

End of Command Pulse.

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Battle for Mechili – Turn 1 – 1st Commonwealth Command Pulse

The Commonwealth activates a Blind and spots three Italian L3/35 light tanks.

The Commonwealth activates a second Blind but fails to spot any more Italian units

End of Command Pulse.

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Battle for Mechili – Turn One – Start of Turn

As the lead elements from both sides head toward each other. Command Dice are rolled with the Commonwealth (Blue Dice) getting the first Command Pulse.

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Battle for Mechili – Deployment

Blinds are deployed.

Italians ready for action!

7th Hussars in their forward positions.

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Combat HQ Rules Updates

The Battle for Mechili includes a few rules updates.

Anti-Armour Machine Guns

AT has been added to Heavy and Medium Machine Guns

Light Machine Gun (Vehicle) FP: 4D AT: –

Medium Machine Gun (Vehicle) FP: 5D AT: 2D

Heavy Machine Gun (Vehicle) FP: 6D AT: 3D

High suppression has been removed from vehicle machine guns.

Commonwealth Close Support Units (Smoke Rounds)

Early War Commonwealth Close Support units were used mainly to lay smoke screens and carried only a few HE rounds. Close support platoons can fire a 2” diameter smoke screen within its Line of Sight and up to its longest range. Spotting and firing through a smoke screen is made with an additional +2 TN modifier.

A smoke screen lasts until the start of the next Friendly Logistics Phase.

Restricted FP/AT Ammunition

The Close Support platoon’s primary purpose is to fire smoke rounds. It, therefore, carries limited amounts of ammunition which restricts it to firing its FP/AT once per game.

This is shown as FP: 7D (1);  AT: 3D (1)

Use a pencil or pen to strikethrough its FP and AT after it fires either one.

 

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