1916
LAND WAR IN THE AGE OF MACHINES: 1914-1918



 
1 Introduction   [2 Movement]   3 Firing   4 Morale   5 Assault   6 Artillery

Command · Infantry/Cavalry Movement · Vehicle Movement · Transport · Field Works
 

« 2.1 Command Control
Each turn that a unit wishes to move, it must first pass a command test using one six-sided die (1D6). Only if it passes the test may the unit move. If it fails the roll, it must remain stationary at its current position. To test a unit, roll the die and modify the result using the command chart modifiers (see definitions below) located in the combat chart's Command box. Cross index the unit's training value with the appropriate Maneuver or Assault columns on the chart. The modified die roll value must be equivalent to or greater than the value shown. The Maneuver column is used if the unit attempts to move or change its disposition in any way, including standing from prone. Going prone requires no die roll. The Assault column is used for any unit which attempts to assault move or move into assault contact with an enemy unit. Units may use their extra assault movement even if they will not contact an enemy unit. They must however, still use the Assault side of the command chart. Players must declare whether a unit will attempt to maneuver or assault before making the command test die roll.

Contacting the enemy - Units which attempt to assault enemy troops must move all of their component bases forward in an attempt to establish base to base contact with enemy bases. Units may maintain their initial base interval while advancing to contact, or they may compress/expand their frontage as terrain allows. Assaulting units are never obliged to "pack" their formation into a close order unit in the process of moving to contact, although failure to do so may sometimes result in assault contact with more than one enemy unit. See the Situations page for examples of infantry assaults.

    Command Chart Modifiers
  • Over the Top: Subtract one point from the command die roll if the unit is within small arms range of enemy troops and attempting to move into the open by exiting hard cover or emerging from prone.
  • Each Command (HQ) Hit: Subtract one point from the command die roll for each damage point presently on that unit's regimental command base.
  • Each Consecutive Assault Move: Subtract one point from the command die roll for each consecutive assault move or assault move attempt which that unit has previously conducted. Note that units do not need to contact an enemy in order to conduct an assault move.
  • Pinned or Withdrawn: Subtract two points from the command die roll if the unit withdrew during the previous turn and/or is currently pinned down.
  • Tank within 200 yds: Subtract two points from the command die roll if the unit is within 200 yds of an enemy tank which is not immobilized or destroyed. Note that the Combat Chart will indicate the 200 yard range in the game-board distance for the corresponding scale.
  • Demoralized: Subtract four points from the command die roll if the unit is in a demoralized state.

« 2.2 Infantry and Cavalry Movement
Infantry and cavalry movement allowances are indicated on the Movement portion of the combat chart, and are subject to the modifiers shown. Each allowance indicates the total distance which each unit may move during the course of one turn. Infantry and cavalry bases may move forward, sideways or backwards as part of their normal movement rate. They may not move sideways or backwards into assault contact with enemy bases (e.g. - units may only initiate assault contact using the front edges of their component bases). Definitions of the infantry movement categories are as follows:

Prone - Troops are laying down and using local terrain to create extra cover. A unit may go prone or stand once during each of its own movement phases. A unit may not stand from prone, move and then go prone again. Prone units may assault move (and move into assault contact) while remaining prone. Prone engineers may clear minefields while remaining prone, but no prone units may dig field entrenchments (foxholes, hasty dig-in, etc.) while prone.
Manhandling - Any towed equipment (cannons, trench mortars, etc.) being moved without the aid of motorized transport.
Walking - Normal movement rate for infantry. Troops are considered to be moving upright, at a brisk pace.
Rushing - Troops are considered to be alternating between prone, and bursts of running, usually in a "leapfrog" pattern with some troops supply covering fire. Units may not use rushing movement to establish assault contact with an enemy unit.
Heavy Weapon - Maximum movement rate for heavy weapon bases such as machine guns and light mortars.
Cyclist - Rate of movement for bicycle mounted troops. Note that cyclists are considered wheeled troops, and so their cross country performance is poor compared to their road performance, which is the mode for which they were designed.

Wagon/Limber - Even though they are horse powered, wagons and limbers count as wheeled transport, and are subject to wheeled transportation movement modifiers. Like cyclists, their best mode of travel is by road.

Cavalry Functions - Cavalry units may not use assault movement if they will enter woods, water obstacles, or buildings during the turn. They may mount/dismount their horses at a cost of 1/4 of their move on any turn in which they have not conducted assault movement. Dismounted status is indicated by adding separate dismounted troop bases to the game board adjacent to the horse bases. One base should be withdrawn to function as "horse holder." The original cavalry bases are then employed as markers to show the location of the horse herd while the cavalry troopers are dismounted. While herded together, dismounted cavalry's horse bases count as packed targets. Dismounted cavalry trooper bases operate in all respects as infantry.

If horse herd bases are lost while their cavalry unit is dismounted, the dismounted bases may continue to operate on foot, but may not remount unless a corresponding number of dismounted bases are lost. (I.E. - Remounting bases must match the number of horse herd bases). Cavalry units may not abandon dismounted bases which do not have remounts available, although such immobilized units may be reassigned to local formations in order to allow a higher cavalry formation to maintain its mobility.

« 2.3 Vehicle Movement
Vehicles must always face in their direction of movement (e.g. - they may not move sideways) and must move a minimum of 100 yards in order to be considered to have moved. Vehicles which move less than 100 yards are considered to be tactically stationary, and may be fired upon as if they were stationary. Any vehicle base which moves backwards more than 100 yards must turn around and face its direction of movement. Only British Mark tanks and German A7Vs may move in reverse (move backwards while facing the enemy), and then they many only move 20 yards per turn.

Dangerous Terrain - The Tracked column in the movement section of the combat chart indicates dangerous terrain types which may cause immobilization. This is indicated by an "I" and a die roll range shown on the line for the corresponding terrain type. A vehicle must roll two six-sided dice (2D6) for each turn that it moves within one or more of the listed dangerous terrain types. A result within the range shown causes immediate immobilization. Vehicles passing through more than one dangerous terrain type must roll for each one as it is encountered.

Tank breakdowns - At the end of each movement phase that a tank base moves, it must roll on two six sided dice (2D6) for immobilization due to breakdown. If not travelling within dangerous terrain, the tank will use the breakdown rating shown for road movement.

Vehicle Crew Reaction - Whenever damage, immobilization or breakdown occurs, the crew of a vehicle base will behave normally if their morale remains intact. In case of damage or immobilization, a vehicle crew with sound morale has available one of the following options during the movement phase:

    Crew Options for "I" Immobilized Vehicle
  1. Stand: Remain in their "bus" (a common slang for tank or car) and continue using their weapons, if any.
  2. Dismount: Exit the vehicle by placing a figure representing the crew behind or alongside the tank model. A dismounted crew with sound morale will not leave the vicinity of their vehicle until at least one of the three remaining options has been achieved. Dismounted crews may not operate weapons still on board the vehicle.
  3. Repair: Attempt to re-mobilize the vehicle by rolling a six-sided die (1D6) on the Vehicle Crew Reaction chart. Each line of the Repair column corresponds to the cause of immobilization, and the modified repair roll must be equal to or higher than the value shown. Each crew may attempt to repair one tank, once per turn. Note that this means one vehicle base is able to dismount and help another vehicle crew by doubling the number of dice which can be rolled for repair (dismounting crew must be from the same vehicle type as the vehicle to be repaired). Dismounted crews may not assume prone attitudes while repairing their vehicle, but they do gain benefit of the cover offered by the chassis if the vehicle is a tank. There is no limit to the number of times a crew may attempt to re-mobilize a vehicle.
  4. Abandon: Strip the vehicle of its light machine guns (if any) and form the crew into light machine gun teams, which will then attach themselves to the nearest friendly infantry regiment. Roll once for each two light machine guns which were originally on the vehicle. Each time the modified die roll is equal to or higher than the corresponding line on the Get LMG column of the Vehicle Crew Reaction chart, one light machine gun team is considered to have successfully formed. The resulting LMG teams may still carry out dismounted functions (destroy, repair, etc) as long as they remain alongside their vehicle. They may also re-enter the vehicle and resume their original function as crewmen, but they may not then re-form themselves into LMG teams again. The abandon function may only be attempted once per vehicle.
  5. Destroy: Attempt to "Fire the bus" (E.G. - destroy the vehicle) by rolling a six-sided die (1D6) on the Vehicle Crew Reaction chart. Each line of the Fire Bus column corresponds to the cause of immobilization. The modified destruct die-roll must be equal to or higher than the value shown on the corresponding column. There is no limit to the number of times a crew may attempt to destroy a vehicle.
    Crew Options for "D" Damaged Vehicle
  1. Continue: Remain in their "bus" and continue moving and using their weapons.
  2. Dismount: Stop the vehicle and dismount its crew by placing a figure representing them alongside the vehicle model. Dismounted crews may not operate weapons which are still on board the vehicle.
  3. Repair: Attempt to repair the vehicle by rolling a six-sided die (1D6) on the Vehicle Crew Reaction chart. Each line of the Repair column corresponds to the cause of damage, and the modified repair roll must be equal to or higher than the value shown. Each crew may attempt to repair one vehicle, once per turn. Note that this means one vehicle base is able to dismount and help another vehicle crew by doubling the number of dice which can be rolled for repair (dismounting crew must be from the same vehicle type as the vehicle to be repaired). Dismounted crews may not assume prone attitudes while repairing their vehicles, but they do gain benefit of the cover offered by the chassis if the vehicle is a tank. There is no limit to the number of times a crew may attempt to repair a damaged vehicle.

« 2.4 Transport and Towing
Transporting Infantry - Infantry stands may be carried inside vehicles so designated in the vehicle charts. Infantry bases pay half of their movement for the turn to mount/dismount a vehicle. The vehicle also pays half of its turn's movement for the unit to mount/dismount. Infantry stands share the fate of their transporting vehicle; if the vehicle is damaged/destroyed, all stands being carried by the vehicle are damaged/destroyed.

Example: A truck which can carry two infantry bases is damaged. Both infantry bases will also be damaged, resulting in one being lost as Killed upon dismounting.

Towing weapons - Weapon sections which require towing (see Formation and Equipment) need trucks, tractors or prime movers for their mobility. Those vehicles capable of towing weapons will have that fact noted in the transport vehicle lists along with the largest gun class which that vehicle is capable of moving.
The limbering and set up time for each gun class is shown below. Limbering and unlimbering costs the towing vehicle a certain portion of its movement. Once unlimbered, a transport vehicle may then depart (if under fire it will want to do so quickly) and leave the gunners to set up their pieces. Weapons may not fire on any turn in which they expend all of their time limbered or being set up. If half or three quarters of a turn is spent setting up, a weapon will suffer the Moved modifier. If less than a half turn is expending in unlimbering and setup, the weapon does not suffer the Moved fire modifier.


Weapon Size/Gun Class Limber - Unlimber Cost
(in turns of movement)
Set-up Time
(in turns of movement)
Small
1 through 4
¼ - none none
Medium
5 or 6
½ - ¼ ¾
Large
7 or larger
1 - ½ 1
For Example: A French 75mm field gun (gun class 5) is towed into position by a horse team, which moved half of its available movement before stopping to unlimber. It takes one-quarter of a turn to unlimber, so the French gun crew may begin setup, which takes three-quarters of a turn. They will spend the last quarter of this turn setting up, and since they will complete their set up in the middle of the following turn, they will be able to fire on that turn, but with the appropriate Moved modifier. If the horse team had remained stationary (i.e. - not moved at all), the French crew could have unlimbered and set up all in one turn, still preventing them from firing that turn, but allowing them to fire at full effect the following turn.

A towing vehicle may move at only three quarters of its original maximum movement rate and will have all terrain movement penalties doubled. No gun type may fire while limbered.


« 2.5 Field Works
Digging-in - Infantry units and heavy weapon bases which do not require towing may expend their movement allowance to prepare their own fieldworks (defenses). Units preparing defenses count as having moved and take six turns to complete a hasty dig-in or 20 turns to complete foxholes. Individual engineer bases may dig-in infantry, heavy weapons sections and towed heavy equipment within the same aforementioned time frame.

Minefields- Minefields use the same markers as artillery barrages, except they are red instead of black, and they remain in position throughout the game. For each base which passes through any portion of each minefield during its movement, roll for loss or damage on the same Area Weapons Chart as artillery barrages without applying die roll modifiers. Each minefield marker has an effective radius of 80 yards. Artillery barrages and passage of troops do not "thin out" minefields, an effect which is outside the scope of this game. Players wishing for such events should include them in the scenario design. First World War era minefields were primitive, and their detection and clearing was not a well organized occupation. As a result, there is no ability to clear a path through a minefield once it is in play.



 
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