Battlegroup QRS 1
Battlegroup QRS 1
Battlegroup QRS 1
Read
before printing.
Version date/time: 19/03/24 23:16 Approved as a fan
play aid by Warwick Kinrade posted in the
Battlegroup Facebook group’s file section
Make suggestions for another chart to include on the
half sheet to WmOwen (AT) aol.com. Newer version
of this document might also be found at:
https://wargamecampaign.wordpress.com/category/
battlegroup/
4 4 4 returns to (but
base.not Remove the aircraft unit’s battle rating is a gauge of the
E CALL OF DUTY ORDERS, OFFICERS the crew abandon it. It counts as enemy vehicle
painting miniatures anis aircraft). Rolloffrom
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ATTACK AIR ATTACK AIR ATTACK AIR ATTACK
the aircraft is not destroyed. battlegroup, and willtanks, toimportant
be very command
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dcounter
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battlegroup contains any vehicles with unitsignal
may immediately attempt a ‘Beyond thethe
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HE CALL up this collection can become something units,
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efore moving
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43 for full value
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this counter on one of them instead; battle rating .
wargamers (author included here) .
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19/03/24 23:16 different ‘types’ of army, the principal brave
Sometimes,
Points individuals
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in how heat
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pick a force . which
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free Order,can won’t
5 5 5
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combatants of war at that time, and each units
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TABLETOP WARGAMES
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e order before
AIR ATTACKground mounted
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weapons.
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unit or BREAKDOWN TABLE have an impact on the game, as long as resolve thatbases
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D has its own advantages, disadvantages and
units
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WARWICK Ifbonus
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KINRADE are
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general sizes. it
and
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heroic deeds
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models
them
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resolve
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unit
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and ‘style’ of player . You’ll learn the tank with a big gun is worth more probably the best compromise .
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AMMO
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vehiclelarge
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promotions
heroic
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than
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an
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the
Individual
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gain them
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mere rifle.
roll obviously
means a
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and
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ONFUSION At
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allows
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a Battle
rear armour value. by
rollthe
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explosion! end
has of the game.
a penetration promotions and prestigious medals. then instantly remove the
e order
units dobefore
dice below
act as theirvalues
not Autocannons
and
–ofthey
also
adding
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have
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YOUR
battlegroups
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num-
BATTLE GROUP
involved .
shots around
per with
up
no and HE rating just
value
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The likeARMY
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LISTS, fight very
POINTS
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the special
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R ATTACK
hes, confusion ber
AIR of
ATTACK
can reign
game. live
AIRofficers.
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ammo left to carry.
In order to play, you are going to
pg .15
This counter cannot
shell.
battles
fight
BATTLE
toand
on
2-5 Immobilised
mobile RATING
armoured
continues as units with
normal – good to movement
be a maximum
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has
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need a battlegroup . Collecting and lots of tanks .
lads!
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iendly have been and Squad
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painting miniatures is a large part of the The vehicle splutters to a stop. It is
contain a lot of different units, from do is also have a fewUnless
markers orunit’s
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haveexperience
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compare
number it
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the
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fired on by Platoon 2D6
Ammo table. wargaming hobby, Bombsand are dropped
as such immobile
using
building the forsquads
Indirect
infantry the restandof tanks,
the game,
to command dice to show casualties sustained by
The heart of your hobby is your you stated
aexperience
D6
willand in the
get armyUnless
level.
compare
an even lists, all
it to (well,
game the units
otherwise
unit’s
that is –miniatures
now! theyou’ll
inspired men need,
to do as something
well as a
his unpredictability
hine The Russian is IL-2Company 3D6
Sturmovik, British Artillery Fire something unless
rules. Instead ofitany
can be repaired. the base.
up this collection can become units, signal teams, artillery, medics, etc .
collection of miniatures, but this should
have
stated
theexperience
the
theory) . inSo,
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morale base level
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now! larger tabletop . Below is
he ConfusionTyphoon
aircraft Battalion
counter.and American P-47 were armed4D6
of life’s work for dedicated (obsessive) Each
Artillery Spotter placing the target is listed with a points value and a remain
Regular.
have the on the table
default until
moraleallall five men
level of Order
If the unitthis has
turn, nota Beyond
already the hadCall
an
not be confused with your battlegroup . force,statedyour inluck
the army
on thelists,
day, andunits lots of a guideline for the minimum, maximum
rkers a from
on any
ave enemy
with unit. It attack rockets. All wargamers
ground rockets (author included
marker, here) . 6Air
a Forward Severe battle
Observer rating .
Breakdown
must have
Regular.become casualties, but after four of
OrderDuty order
this turn, does not count
a Beyond the as
Call
A battlegroup is small combined-arms other have the default
factors will morale level
ultimately decide ofwho Ifand
the unit
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recommended had an
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the dice The
butroll, thetheatre
playersupplements
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Inexperiencedwould only have a Rate
unit: 4+of Fire its Order,
of Duty and
order it may
does notstill receive
count
ly
ith take
lots a Unitcan
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only be multiple do it, using RequestThe vehicleFire
Artillery breaks down badly, Regular. Order this turn, a Beyond the as
Call
different ‘types’ of army, the principal force created
Points for a specific
values are how game.
you Your
pick a force . gets
of the
1 . victory .
This additional bookkeeping won’t required
another for
order the different
(therefore sized
gaining games, as
ad
muchbeen hit by
pairs adds
fire.can be to in
fired this score
the samehisattack.
battlegroup’s order and then, insteadperhaps catching
of Fire for Effect,fire as well, and Regular
Inexperienced unit: unit: 3+
4+ its Duty
of Order,orderand doesit maynot stillcount as two
receive
combatants of war at that time, and each collection will be far
In simplistic larger,
terms, the and
higherinclude
the points affect game play
Veteran
Regular unit:
unit: at all . A combination 2+
3+ well as this
Orders
another aorder
recommended
turn – what
(therefore table size .two
heroes!).
gaining
fire its Rockets are highly inaccurate, and the crew
giving the aircraft the Manoeuvre and abandon it. It counts as Inexperienced unit: 4+ its Order, and it may still receive
me, after always hit on a 6, regardless of range
has its own advantages, disadvantages
Fire order.
value, theunits .
many different
destroyed.
‘better’
Youthewon’t
pg.45
unit . Ause
powerful of Elite
multiple
Veteran
Regular
bases
unit:unit:
unit:
and single figures 2+
3+
is Orders
anotherthis order turn – what heroes!).
(therefore gaining pgtwo.42
and ‘style’ of player . You’ll learn the them all tank withgame,
every a big gun
but isoccasionally
worth more probably
45 unit:
Elite the best compromise . 2+
d they and modifiers. A rocket has an armour Veteran unit: 2+ Orders this turn – what heroes!).
ins and outs as you go, but suffice to than an infantryman with a mere rifle.
you will be able to get them all out Elite unit: 2+
penetration value as for guns, and If the
say, infantry-based 42target
forces, point
often is not within
backed Heavytheartillery
line is worth more than light GameSIZE
GAME Size Minimum Maximum ‘Standard’ 20mm 15mm
and have a really big battle . As most Points
always attacks a vehicle’s rear (actually of sight of a Forward
up by artillery, will fight very different Air Observer, or
artillery . When picking a force, it will be This game is designed to be playedPoints
at Points table size table size
wargamers find, their collection is rarely
AIRCRAFT BOMBS
one is not present, then the to
aircraft crew points value, set by the
.49-51 100 small squad
350 250 6' x 4' 4' x 4'
battles to mobile armoured units with a maximum four different sizes, from
Squad
pg
complete, there is always something
lots of tanks . players before the game . If both sides vs squad actions up to larger battalion
Bomb HE Size Penetration HEhave Platoon 351 750 500 6' x 6' 6' x 4'
ctly like
to add orRating
new models
an equal to include .
number If, then
of points, actions . The larger the game, the more
Small Medium
The heart of your hobby9is your by some 7/3+
yougood
will fortune, angame
get an even army(well,
is that is Company
miniatures 751as well as a 1250
you’ll need, 1000 6' x 8' 6' x 6'
ons.
Medium Heavy
collection of miniatures,12
but this should 9/2+
completed,
the then invariably
theory) . theyyou
Of course, how startuse
onthe correspondingly
Battalion larger
1251tabletop . Below
2000+is 1500 6' x 10' 6' x 8'
ircraft
Large Heavy 15 battlegroup .
not be confused with your 11/2+
anotherforce,
one .
1 your luck on the day, and lots of .10
a guideline
pg for the minimum, maximum or larger or larger
A battlegroup is small combined-arms other factors will ultimately decide who and standard recommended points
force created for a specific game. Your gets the victory . required for the different sized games, as
collection will be far10larger, and include well as a recommended table size .
UNIT
manyMORALE TABLE
different units . You won’t use
D6 Roll Infantry them all every
Gun game, but Vehicle
occasionally Aircraft
1 Pinned/Rout-Surrender Abandoned
you will Abandoned
be able to get them all out 1 Return to Base
Game Size Minimum Maximum ‘Standard’ 20mm 15mm
and have
2 Pinned/Rout-Surrender a really big battle .
Abandoned As most
Pinned OK Points Points Points table size table size
3 Pinned2 wargamers find, their
Pinned 2 collection
OK is rarely OKSquad 100 350 250 6' x 4' 4' x 4'
complete, there is always something
4 OK OK OK OKPlatoon 351 750 500 6' x 6' 6' x 4'
to add or new models to include . If,
5 OK OK OK OKCompany 751 1250 1000 6' x 8' 6' x 6'
by some good fortune, an army is
6 OK3 completed,OK
3
OK start on
then invariably they
3
OK3
Battalion 1251 2000+ 1500 6' x 10' 6' x 8'
pg.18 another one . *minimum 1” or larger or larger
pg.43-44
7
3
3
3
3
4
3
5
4
6 orders
7
55. Rally
6
are
8 issued.
7
9
8
10 11 12 12 -
9 10 11 12 12 -
-Manhandled
-
Aircraft
-
-
-
RULES REFERENCE S
heavy gun
2. Issue First -
Order -
anywhere
Vehicle in the Open Firing. . . . . . . . . . . . . . . . . automatic 3. Issue " ATTACKs
Second Order
8 3 3 3 3 4 Remove
5 6 pinning
7 8markers 10 11 12TURN
9 from 12* Once- per-game cavalryANTI-TANK
may charge up to 12
gRENADE
Fire
Vehicle in the Open. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
9 3 3 3 3 3 pinned
4 5units.6 7 1.8 Roll9 Orders
10 11 Dice
12 12 -
1 Heavy Casualties MOVEMENT SUMM
Obscured Vehicle Firing. . . . . . . . . . . . . . . . . . . . . . . . . . 2+ Remove 1D3 infantrymen.
EESS
Deployed Gun in the Open . . . . . . . . . . . . . . . . . . . . . . . 2+
5 30" 2 men 5 3 4 5 6 7 8 9 10 11 12 12 - - - - HE - from heavy gun 1
Must 2+
30-40 " - 6+ 1-4 Short 6+ - 0-10 " - 4+ 4+
5+ Target Immobilised. 5+2+ take Morale 6 t
HEET
Obscured Gun Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
6 BATTLE 3 COUNTER TAKEN
HEET 6
8
Vehicle in the Open
30"
40" Firing.
2 men
Obscured Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+
7 40" 2 men• Unit
2 men
• Unit
. . . . .Any
. . . . . . Any
Destroyed
Destroyed
. . . . unit
unit is destroyed,
.isautomatic
destroyed,
BATTLE
40-50
or
7
50-70
or routs,
"3 COUNTER
routs,
or a
4 - 5
unit
was
12" - - 5+
11 "+12 12
was
a
- a 6+
BATTLEGROUP
-
-
- 1 Range
-
- 6+
- • RULES
5+
6+
6+
has no effect on6+ Area
6+
3+ Fire from High
4+
ANTI-TANK gRENADE ATTACK
8 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - -
3
l, etc) Vehicle in the Open. . . . . .gun/vehicle
30" . . . . . . . . . . . . gun/vehicle . . . . . . . . is is abandoned.
. . .abandoned.
. 2+ 1s always miss, 6s alwaysSenior Senior
hit, Officer.
regardless
Officer.
of 6modifiers. 1 Heavy Casualties
T SUMMARY
UMMARY 5 TABLE TABLE 40"Firing. . . . . . . . . . . • 9 3 3 3 3 3 4 Armour
5 Piercing
7 8 shell 9 10 1
11 12 - 12 - 6+ 3+1D3 infantrymen. 6
Obscured Vehicle • Rally . . Rally
. . . . . . . . . . . . . 2+ • Out• OutScouted Scouted Remove
6 50 " 2 men also Light HE 10
Small 3Arms, 3each
MGs3 and 3 3 If enemy3 HE
4has from
AP 5moreShell6 D6 very light
7Modifiers
8 gun 1
9 10 11 12HE12 5+ 5+
Shell D62-4 Modifiers 2+ 5
mm) Off-Road
Obscured
Off-Road Vehicle
On-Road On-Road
. . . . . . . . . . . . . . . . . . .Remove
. . . . . . . . 1D6
. . . .
Remove 1D6 pinning markers for each pinning
3+ markers for If enemy hasHE more scout scout
units. units. Casualty
7-40mm) 8 5" 50 " 3 men also Light HE Autocannon D6 Modifier Firer from Moved light gun
(or
1
will move) 4+ Firer Moved4+ (or will move) 2+ 4
. . . . .counter taken. Remove 1 infantryman.
Aircraft
5" . . . . . . . . 5. ". . . 5. ". . . . . . . . . . counter . . . .taken.
. automatic 11 3 3 3 3 •3Enemy 3 3
Captures
HE
4 5 an6Objective 7 8 9 10 11 12 Bom
s 10 50" 2 men also 2 LightAir HE Attack Firer Moved (or will • move)
Enemy Captures thisfrom anmedium
turn . . . . . . . gun
Objective . . . . 1. . . . . . .3+ -1 this turn 3+. . .5. . . . . .Success
. . . . .2+ . . -1Armour 3
. .- .Side
see vehicle data • Under 12 3 3 3 3 3If enemy3 3claim 3 an4objective. 5 6 1 7 8 9 10 11 Smal
Bom
3 men• Under Air Attack this turn . . . . . . . . . . If . . enemy
. . . . . . -1 claim HE an
Targetfrom heavylast
objective.
Moved gunturn . . . . . .2+ -1 Target Moved 2+ turn .2+
last Penetration . . . 6. .attack
-1 against sid 2
Modifiers
see
10 vehicle data 30" First time a unit is attacked by an Med
Smal
Bom
wer 810" "
If the8observing
510" " 10"1 man First
unit has the Scout special
Open timerulea. unit
Cover
. . . . .is
save
+1attacked 13 by an3 3 3
•3 •3Tactical
Tactical 3 1 Co-Ordination
3 Target
Co-Ordination
Range
3 is3Obscured
has no
4
effect
5 . . 6. . . .7. . . 8-1 9Panzer
on Area Fire from High
10 Ace crew . .armour.
Explosive or
. . . . . . . . . . +1
Armour Piercing shells.
of 3aircraft.
Larg
Med
Smal
If the3target unit is an12 Infantry team aircraft. men or less . -1 3A senior Target
3officer is3a Deployed
3 attempts to4the
use 5the 6 7 8 9
10 " 10"" " - 3 3 3 3 A senior 3officer 6 Success - Rear Armour
Open Cover save 14 attempts to3 use
If3"the target unit 12
Larg
Med
has the Sniper Scout•special Under rule. . . . -1
Flamethrower Attack special gun . . . . . . . . . . . . . . . . . . . . . . . -1
order. Penetration 6 attack against rea
4 " "
4observing 6 " 6" the One•Man Under Flamethrower Attack 15 3 3 3 3 special
3 order.
3 3 3 3 3 3 4 5 6 7 8 armour. Larg
If the unit
5", but only when used with the Infantry First has Assault Turret
First
time
rule
time
order. .a. .
unit-1 is
a unit is attacked by a attacked by a Panzer Ace crew . . . . . . . . . . . . +1 pg .25
un 3" 3" 4" 4" flamethrower.
flamethrower.
2" 2" 3" 3" D6 Ro
FALL BACK OPTION
UNIT MORALE RESULTS
un 1" 1 " 2" 2 "
SMALL ARMS RATE OF FIRE Pinned/Rout-Surrender D6 1Ro
If Weapon
Infantry in Open & receive 2+
RoF This Max Range
roll if any casualties from
Crew Special UNIT MORALE TABLE – D6 AIMED FIRE TO-HIT TABLE – D6 D6 21Ro
- - - Rules Reference
aimed fire, but not if fell back:
Sheet is for
UNIT use with
MORALE the Battlegroup
TABLE core
– D6 rules If an infantry unit is reduced to less than
casualties,
Rifle may fall-back instead1 30" - Range Small Arms MGs Autocannon50%Flamethrower of its starting strength AP or Shell
is already HE Shell 21
3
anywhere D6 Roll Infantry Gun Vehicle Aircraft Aircraft
with
SMG 1anywhere
casualty, into cover (or 1(2)* if D6
10 " Roll - Infantry Gun0-5" Vehicle
2+ 1 2+ 2+ Pinned, then 2+the unit has had2+ enough 2+ 234
none, a maximum of 10”) and is 1- Pinned/Rout-Surrender
30" 1 Pinned/Rout-Surrender RoF 2 at under 10" Abandoned Abandoned AbandonedAbandoned Return Return to Base
12"to 12" 3+ to Base 3+
Assault Rifle 2/1 1
eharge
up toup 2manPinned/Rout-Surrender 5-10"
Abandoned 3+
Pinned and seeks shelter 3+ or runs for the 2+ rear, 2+ 354
Bren, BAR,
pinned. Do not DP LMG
roll Cover Save nor Morale.2 30" 2 1Pinned/Rout-Surrender Abandoned Pinned OK OK
Pinned 10-20
Pinned " 4+ 4+ 4+ so remove it-from play. If there 3+ are no 3+ 5
4
6
OK OK OK OK
2 2
Maxim, Option .30
onlycal,
from MG-08
Aimed Fire MMG pg.235 30" 3 2 3men Vickers
Pinned 240" range
Pinned 2
friendly units within 10", but an enemy
.50 cal, DshK HMG 6 40" 4 3 4men OK 20-30 OK " 5+ OK 5+ OK 5+ - 4+ 4+ 56
OK OK OK OK infantry unit is within 10" then they will
EST MG34 –COVER bipod mount SAVE TABLE 5 30"
5 5
2 men
OK OK3 OK30-40 OK " OK - OK 6+OK OK 6+ - 5+ 5+ 6
MG42
COVER SAVE TABLE 30" surrender. The unit counts as destroyed.
TY’, fire– : bipod mount Infantry / 6
Vehicle 2 6men 3OK OK 3
OK 3
OK 3
aimed
Infantry / Vehicle 6 OK OK40-50"
3
OK - 3 -OK 3 6+ - 6+ 6+Notes
ON
each is a
MG34 if– tripod mount Gun 7
Deployed 40" Notes 2 men
casualty
not saved Deployed Gun
No morale Notes 50-70" - - - - unit is still at or6+above 6+ Only
Notes
1
LTS MG42 Open– tripod mount 6+ 8
nonecheck from 40 " 2 men If the infantry
Open 6+ none 30"
1
Only
1
Only abandoned
abandoned if theifvehicle
the vehicle
is is already
already pinned, pinned, immobilised,
immobilised, a a soft-skinned
soft-skinned vehicle,vehicle, 50% strength, and is not Pinned, then it
1vehicle
Only
Notes
4+ TankSoft MG (bow, co-axial, etc) 3 Area Fire.*
Soft 5+ 5+ 6+5 6+ " orvehicle
the vehicle has enemy infantry within
1s always miss, 6s always hit, regardless of modifiers.
10" no andfriendly
no friendly infantry within 10" (i.e. 1within
vehicle
Pintle-mount MG 4+ 40
or the has enemy infantry within 10 " and infantry within 10 " (i.e. counts as Pinned instead. Only
3+ Hard
Light
Hard
Autocannon 4+ (20mm) 4+6 4+ 50 " in close
2 men support).
also Otherwise
Light HE treat as Pinned.
Small No
Arms, test
MGs from and small arms/MG AP hits.
Shell D6 Modifiers HE Shell D6 Modifiers within
vehicle
2+ Reinforced Reinforced 3+ 3+ - in close support). Otherwise treat as Pinned. Veter
2
(37-40mm)- 8 Firer Moved (or will An Elitemove) unit may always re-roll
Firer Moveda Morale (or will move) within
Heavy Autocannon 50" 2 3 men also Light HE Autocannon D6 Modifier Return to Base -Aircraft
2+ Hardened Hardened2+ 2+ - - Veteran and Elite Infantry units treat thisMoved
Firer Pinned (orresult
will as
move)an result.
OK result. this turn . . . . . . .
test if it wishes.
. . . . . . . . . . . -1 this turn . . . . . . . . . . . . .
2
. .Veter
....
Multiple Autocannons 10
2
50" Veteran 2 menand Elite Infantry
also 2 Light HE units treat this Pinned result as an OK The aircraft is driven off by fire and 3
As w
Multiple MG mount 10 30 " 3
As 3 men
well as passing the morale test, thethis
unit turnis . . . . . . . .to. .get
inspired . . . into
. . . . .the
-1 action.
Target TheMovedunit lastLast turn Man . . Standing:
. . . . -1 If an infantry
Target unit is last turn .2 .Veter
Moved ....
*For Area Fire only: if not saved is pinned (no 3
As well as passing the morale test, the unit is inspired to get into the action. Target The unit returns to base. Remove the aircraft from
reduced. . . .to. .a.single
. . -1man,Panzer
and is also pinned, .As
. .w
3
is Obscured Ace crew . . . . . . .unit m
..
CT TABLE
TABLE - D6 Man-pack
morale -
check)D6 Flamethrower
and rolling a 1 causes 1 10
casualty 5 " may 1 man
immediately Open Cover
attempt save
a ‘Beyond the Call of Duty’ test. then
play,remove
but dohim not from
take play, andcounter,
a battle the unit as
onVehicle
inf. or gun (only, not vehicle). may immediately attempt a ‘Beyond the Call of Duty’ test. Target ispga.41 Deployed 3
unit
As w m
Flamethrower 10pg.25 10" - Open Cover save counts as destroyed.
the aircraft is not destroyed. pg.41
d Open-topped
Open-topped Enclosed
Enclosed Aircraft
Aircraft gun . . . . . . . . . . . . . . . . . . . . . . . -1 unit m
* increases to 2 at under 5", but only when used with the Infantry Assault order. Panzer Ace crew . . . . . . . . . . . . +1
vehicle
vehicle vehicle
vehicle ARTILLERY FIRE SEQUENCE Abandoned
4+ 5+ - ARTILLERY FIRE SEQUENCE
4+ 5+ - Spotter Sequence The crew of the gun or vehicle make for
Spotter Sequence Fire Fire For Effect
5+ 5+ - - For Effect Someti
- - the rear as stragglers. The unit counts as
ULES REFERENCE SHEET
TURN
RULES REFERENCE SHEET BATTLEGROUP • RULES
• Unit Destroyed
Any unit is destroyed, or routs, or a
Extra counter if a destroyed unit w
gun/vehicle is abandoned.
Senior Officer.
• Un
An
• Senior Officer Destroyed
Orders
MOVEMENT SUMMARY TABLE • Rally • Out Scouted
Orders Dice
TURN gu
d 1D6+officers Unit Off-Road to On-Road unpinned units. Remove 1D6 pinning markers for eachSUMMARY
MOVEMENT If enemy
TABLEhas more scout units.
1. Roll • Ra
on 2D6+officers Infantry 5" Orders Dice5" counter taken. • Enemy Captures an Objective
19/03/24 23:16
Squad 1D6+officers Unit Off-Road On-Road Re
pany 3D6+officers Vehicle see vehicle data • Under Air Attack If enemy claim an objective.
lion
TABLETOP WARGAMES RULES FOR
4D6+officers
15mm & 20mm MINIATURES
Platoon 2D6+officersFirst time Infantry 5 " 5" cou
8" 10"3D6+officers a unit is attacked by an
pg.14 by WARWICK Cavalry*
KINRADE Company aircraft. Vehicle
• Tactical Co-Ordination • Un
see vehicle data
First Order• Manoeuvre & Fire:
A senior officer attempts to use th
matic
omatic
4+
. . . 3+
2
3
6
310 5 3 6 3 Long
5
7
6
8
7
9
7 3 8- 320-30
8
10
9
11 12 12
9 3 "+103 114 6+
10 11 RULESRRULES
411 4 3 5 3 6 3 7 3 8 3 9 3 103 114 125 126 - 7 - 8 - 9 -10 -11 -12
12
-
EFERENCE
12 SHEETSHEET
REFERENCE
-
125 126 - 76+ - 8 - 9 -10 -4+
- -
-
-
- 11
-
- 12
-
-
- 12
-
-
-
-
Equal to = Pinned
2-4
Equal
Target - Pinned. Casualty
to = Pinned
Remove
Must take
1
Target Pinned. Must take Morale
Double 1 Success
= Immobilised
- Morale test. -
• Unit Destroyed
infantryman.
Any unittest.
•
BATTLE COUNTERBATTLE
Unit
is destroyed, orAny
1
Destroyed
routs,
Wild TAKEN COUNTER TAK
Misses
unitorisadestroyed,
• Senior Officer Destroyed
bycounter
Extra
or routs, or a "if in
4D6 a• Senior
a destroyed
Extraun c
omatic
. . 2+ 4 4 5 6 7 8 9 10 11 12 12 - - - - - - 5 - Side Armour
gun/vehicle is abandoned. Senior Officer.
512 3 3 4 3 5 3 6 3 7 3 18 3 9 3 103 114 125 126 -TURN TURN 7 - 8 - 9MOVEMENT - 10 -11 SUMMARY Double 1 = Immobilised gun/vehicle israndom
abandoned. direction Senior
.. ..2+. 2+ Armour Piercing shell 1. Roll-Orders Dice 6+ 3+ 6+
Target
MOVEMENTImmobilised.
TABLEPenetration
SUMMARYMust6+ take
6 attack
•TABLE
RallyMorale
against test.-
side • Rally • Out Scouted • Out Sc
. . .. 2+
+1 5 33 from 4 35 5light36 6 37gun7 138 8Squad 39 5+910 3 1011 12Roll Orders
1. 12 Dice - Unit7- -2+ 8- - 9- -10 - Unit Off-RoadTarget Immobilised. Must take
On-Road Off-Road RemoveMorale test. markers
1D6 pinning for1D62-5
each MissIf enemy forhas more scoutIfunits.
613 3HE 3 3 4very 3 1D6+officers
1145+ 125 126 Infantry
-1D6+officers 5+ armour. 6+ counter On-Road 5+ Remove pinning markers each enem
.. ..3+
Squad
taken.
ss . -1 6 HE
14 33 from 33 light
34 5
gun
3 16
3 37
Platoon
38 4+ 39
Company 10
3
2D6+officers
11
34+ 12
Platoon
3D6+officers 4 12
5 6- 2+ 7-
2D6+officers
8- 9- Infantry
4+
6
5"
Success
5"
- 5
6+
Rear "
Armour 5 "
-
counter taken. Misses • Enemy by 2D6 "
Captures in a
an•Object
Enemy
. . . 3+ 7 3 3 3 4 5 6 7Battalion8 9 4D6+officers
10 Company11 12 12 Vehicle -
3D6+officers - - Vehicle see vehicle data • Under Air Attack If enemy claim an objective.
. . . -1 7 HE
Penetration 6see vehicle data
attackFirstagainst
time a unit
• Under Air Attack
rearis attacked
Firstby an a unit random direction If enem
33 from 33 3medium
33 3 34 4gun 35 5 36 6 37 3+7 38 8 39 910 33+ 1011 2+ 6- - 7- - 8- Cavalry* 3+ 5+ 10" -
Battalion 12 Cavalry*
3 114 1212
matic 1 4D6+officers 8" 10" time • Tactical
is attacked by anCo-Ordination
15 5 12 ANTI-TANK armour. gRENADE 8" ATTACKs • Tactic
. . . -1 8 3 3 Bicycle 3" 12"
aircraft.
aircraft. 6 Accurate A senior officer attempts
Atosenio
use
omatic
8 HE 3 from 3 heavy 3 gun4 6 2+ 7 2+ 2+ - Bicycle 1 2+ 4+
3" • Under 12" -
1 2. Issue First Order
. . 2+ 3 5 8 2.9Issue10 11 Horse
First Order 12 towed12 gun - ANTI-TANK gRENADE
4"gun Heavy6"Casualties
ATTACKs
Flamethrower AttackFlamethrowerspecial Attackorder.
9 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - Horse towed 4 " 6 "
• Under
Misses by 1D6 " in a special
.. ..2+. 2+ First time a unit is attacked by a