Optional Rules
Units · Movement · Firing · Assaults
- « Units and
Formations
- 101 | Veteran Officers
- Almost every regiment had a few officers who were
particularly wily or experienced in the ways of warfare in their sector, and
who had lived long enough to apply them in action. These men could often save
the lives of their men, get them into position more quickly, and otherwise
"make things happen" in ways which less experienced leaders might have missed.
To roll for veteran officers, roll two dice (2D6) for each sub-unit
slated to be used for game play. Any result or twelve (12) on the die will give
that unit a veteran officer for the duration of the game. He cannot be killed,
because he is not alone. He is assumed to surround himself with other ingenious
troopers, thereby perpetuating the locally elite status of that unit. Once
acquired, the veteran officer may benefit his unit in many different ways, some
of which are expressed in other related optional rules. For further veteran
officer related rules, see rule number 202.
- « Movement
- 201 | Scouts
- Using this optional scouting rule, each infantry or
cavalry unit may send out scouts to search for and identify enemy units. Roll
for scout detection at the end of each movement phase.
The values shown
in the center of the chart indicate the number of enemy positions (infantry
units, heavy weapon bases, etc.) which can be identified by troops of that
training level at the range shown. Once the position to be identified is
declared, the scouting player rolls one die (1D6) and applies applicable
modifiers. If the adjusted value is equal to or higher than the Modified
Success roll value shown at right, the position in question has been discovered
and may be fired upon, even if it has not previously fired or moved. Any
natural die roll of one will result in one damage "hit" against the a base from
the scouting unit. Units which have been spotted may be marked as such
(Recommendation: Use a single-man enemy base immediately facing the front of
the spotted position). Bases in a spotted position remain spotted unless they
move out of the line of sight of both the parent unit and scout marker, or
unless the parent unit of the scout routs or is destroyed on the same turn as
the original spotting.
|
Range (in yards) |
|
Training Level |
120 |
240 |
360 |
480 |
540 |
Modified Success
Roll |
Outstanding |
4 |
3 |
2 |
1 |
- |
5 or greater |
Great |
3 |
2 |
1 |
- |
- |
6 or greater |
Average |
2 |
- |
- |
- |
- |
6 or greater |
Poor |
1 |
- |
- |
- |
- |
7 or greater |
Abysmal |
- |
- |
- |
- |
- |
7 or greater |
Die Roll Modifier: Air superiority =
+1 Any natural 1 causes one damage to a base belonging to the parent
unit.
Question: what about sighting units in two different range
brackets?
- 202 | Veteran Officers - Command Rolls
- Veteran officers are considered to have better control
over their men, and to have the ability to get them moving even under difficult
circumstances. Using the Command Rolls portion of the veteran officers optional
rules, each unit with a veteran officer gets an additional plus one (+1) on all
command die rolls for both standard maneuver and assault movement.
- « Firing
- 301 | Fire-Storms
- Any unit which has five or more "heavy fire" dice thrown
against it in any one fire phase is considered to have suffered a
fire-storm effect, which immediately pins down the unit. At least five
of all fire attack die rolls for the phase must have originated with at least
three of the four following weapon types: On-call or Direct-fire artillery;
Trench mortar; Detached heavy or medium machine gun; Flamethrower.
- 302 | 88 Optics
- The German 88-Flak gun had sophisticated optics designed
for use against aircraft. These optics also allowed effective long-range
performance against armored targets on the ground. Players wishing to include
this feature in game play may consider 88s to always be outstanding
units.
- « Assaults
- 501 | Lone Assaults
- The Second World War saw countless lone acts of bravery,
many of which achieved more than whole units. Suicidal acts by individuals were
often the reason for the breaking of tactical deadlocks. Indeed, accounts by
all nationalities abound with various heroic acts, from rear-guards being
assaulted by lone warriors to satchel-charge bearing marines who literally
walked through enemy positions, tossing explosives into pesky machine gun
nests. They often paid for this bravado with their life.
A lone assault
may be attempted once per turn, per battalion or regiment (depending on player
preference) against the troop types listed in the chart below. Players should
remember that the modifiers are skewed to provide fewer and fewer "heroes" each
time an attempt is made. Excessive requests for brave acts will meet with
increasing deafness from the less inspired survivors. Also, lone assaults are
only effective against somewhat isolated positions or weak units. Fully
supported enemy battalions with heavy weapons support will usually chew up lone
heroes as quickly as they show themselves!
|
Effect on Target |
Modified Die Roll
(1D6) |
Heavy Weapon
Base |
Full Infantry
Unit |
Weak Infantry
Unit |
Remnant Infantry
Unit |
1 |
None |
None |
None |
None |
2 |
None |
None |
None |
None |
3 |
None |
None |
None |
D |
4 |
None |
None |
None |
K |
5 |
None |
None |
D |
K D |
6 |
K |
None |
K |
K D C |
7 |
C |
None |
K C |
K C C |
8 |
C |
D |
K C C |
K C C C |
K = One base killed, D = One base damaged, C = One
base captured
Hero Die Roll Modifiers
- Great Brave Hero: +1 to die roll if hero is from a
unit with great training and/or brave morale or better.
- Active Hero: +2 to the die roll if a hero was
successfully requested by this battalion last turn.
- Poor Shaky Hero: -1 to the die roll if the hero is
from a unit with poor training and/or shaky morale or worse.
- Well Led Hero: +1 to die roll if hero is from a
unit commanded a veteran officer.
- Consecutive request: -1 for each previous hero
action requested by this battalion (including both successful and failed
requests).
- 120 to 180 yards to target: -1 to the die roll if
the distance from the hero's unit to the targeted base/unit is between 120 and
180 yards.
- 180 to 240 yards to target: -2 to the die roll if
the distance from the hero's unit to the targeted base/unit is between 180 and
240 yards. No heroic attempts are allowed on targets greater than 240 yards
distant.
- Target supported: -3 to die roll if the target
base/unit is supported by one or more friendly units.
- Target Pinned/Demoralized: +3 to die roll if the
target base/unit is supported by one or more friendly units.
|