« 6.1 Type and
Availability Indirect artillery barrages are available in two types:
Pre-game and On-call. Pre-game barrages affect entire sub-units,
and occur only during the Set-up portion of the game. On-call barrages
are available during the game, and only affect units within a confined zone.
Both barrage types are randomly available to each side according to the results
of the barrage die rolls. See the Set up or
Advanced Set up pages for more about barrage
availability and application of pre-game barrages.
« 6.2 On-call
Barrages On-call barrages are indicated on the playing board using
markers to show the center point of the requested barrage. These markers are
placed during the on-call artillery phase and, once activated, remain in
position and able to inflict casualties through the same phase of the following
turn. An activation die roll using one six-sided die (1D6) must be conducted
for each on-call artillery barrage marker at the time of its placement. The
barrage is activated on a roll of 5 or 6 for the
first attempt. If the first attempt fails, the controlling player must leave
the deployed marker in place, and wait until the on-call phase of the following
turn. The player may then make a second activation attempt, with a roll result
of 4 through 6 activating the barrage. If this
fails, a third attempt on the following on-call phase with a die result of
3 through 6 will activate the barrage. Failure to
activate an on-call artillery marker on the third attempt will result in the
loss of that barrage and removal of its marker. Note that this commits a player
to the location of their barrage before knowing when it will arrive or even if
it will arrive. On-call barrage markers abstractly represent a targeted area
within which occasional ranging or spotting rounds are currently impacting. As
such, local enemy units are not able to deactivate or attack the markers
themselves.
An activated barrage affects all bases within 120 yards of
its center point, and during the controlling player's fire cycle, all bases
partly or wholly within the on-call barrage area must roll on the Area Weapons
chart for damage or loss. Bases which move into or while inside of an on-call
barrage zone must also roll immediately on the Area Weapons chart. Units which
roll for damage or loss during movement do not have to roll for that particular
barrage zone again (e.g. - a unit does not have to roll twice in the same area
just because it moved). Note that going prone does not count as a move.
« 6.3 Area Weapon
Modifiers The Area Weapons chart is used to resolve casualties for
barrages, airstrikes and other weapons whose effects tend to be disbursed over
a large area. All modifiers for the Area Weapons chart are cumulative.
Area Weapon Modifier
Descriptions:
- Target Prone - Target base is currently
prone.
- Target in Solid/Hard Cover - Target base is in
solid or hard cover. Bases within wooded areas do not benefit from this
modifier, even if the woods normally offer cover benefits against direct or
small arms fire.
- Personnel Target - Target base is a personnel
class target (e.g. - infantry, heavy weapon, truck, etc.)
- Pre-game Bombardment - Target base is being
attacked by a pre-game bombardment barrage.
- Gassing Average or Better - Target base is being
attacked by a barrage which includes gas, and unit training level of average,
great or outstanding.
- Gassing Poor or Worse - Target base is being
attacked by a barrage which includes gas, and unit training level of poor or
abysmal.
« 6.4 Special
Rules Visibility and Smoke Effects - Units inside of an
on-call barrage are partially obscured by dust and debris. As a result, these
areas count as solid cover against direct fire. Units firing from inside of an
on-call barrage also suffer the same modifier for having to fire through the
barrage effects.
A player may "use up" a barrage as a smoke screen. An
on-call smoke screen is the same size as a normal barrage of that type and will
last two turns. No direct fire may be conducted through a smoke screen, which
is assumed to be three levels high.
Terrain effects - Each pre-game barrage roll of a
natural 1 will destroy one each of the closest sections of
buildings and woods, if any, within 100 yards of the base being shelled. A 60
yard diameter cratered zone is created at the point that each terrain segment
is lost due to barrage fire.
Each pre-game barrage roll of a natural
6 will destroy one each of the closest segments of trenches and
wire entanglements, if any, within 100 yards of the targeted base. A 60 yard
diameter cratered zone is created at the point that each wire segment is lost
due to barrage fire.
Combat damaged terrain should be modified only
after all barrage die rolls are completed. The terrain modification should
occur in areas where a) combat bases were just lost due to barrage die rolls,
or b) where there are currently no combat bases present, or c) at last resort,
where combat bases are present. In the last case, the combat bases present may
immediately be moved up to 60 yards in the direction of the nearest cover.
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