F.10.6 – Device laid Smoke
F.10.6.1 - Smoke Pots
Each pot produces BES smoke screen using the 3cm smoke tile and burns for 15 turns and is usually used in defence.
In all other ways it acts as per F.10.4.5 – Wind Extension and Removal of Smoke and F.10.4.6 – Smoke Density.
F.10.6.2 - Smoke Canisters
These are smaller than pots and are usually mounted on vehicles (e.g. 1991 Gulf war Challengers). They produce a
FULL smoke screen as per a smoke generator (see F.10.5.2 – Smoke Generators (SG and SGV)) and burn for 10
turns. Once started they cannot be turned off, they must burn out
F.11 – KNOWN ENEMIES
An enemy element is known about by a unit if it meets one of the following criteria.
1. It has been spotted or located by any element within the unit.
2. The unit has been told about the enemy by another unit.
An enemy element is known to an element if it meets one of the following criteria.
1. The unit the element is part of knows about the enemy element.
G: DIRECT FIRE
G.1 - INTRODUCTIONDirect fire is gun, autocannon, Light Anti-tank Weapon (LAW) or Anti-tank guided missile (ATGM) fire at an ARMOURED TARGET by any weapon of at least 12.7mm in calibre, which uses either kinetic or chemical penetration to destroy it.
Fire at infantry, soft vehicles and buildings is covered in AREA FIRE (see J: Area Fire) except when using Fuel Air Explosive
from an ATGW or LAW (see G.8 - FUEL AIR EXPLOSIVE on ATGWs and LAWs).
Under command Aerial Elements at NOTE and Contour can either be fired at with Direct fire, Area fire or AA fire. The player may choose which to use as some will be better than others in different situations. Requested Aerial Elements are deemed to be moving too fast to be targeted by Direct or Area fire.
Vehicles may fire at 1 target. Each extra turret (see F.2.1.2 – Extra Turrets) and Remote Controlled Turret (see F.2.1.3 – Remote Controlled Turrets) on a vehicle may fire at 1 target (which doesn’t have to be the same target as the vehicles main Weapons).
Each vehicle, extra turret and Remote Controlled Turrets can once as either area fire or direct fire in each fire phase. Infantry may area fire at one target and direct fire up to two different LAWs at one other target in each fire phase.
Elements may only fire at targets they have spotted (see F.7.1 – Spotted) and which aren’t in the dead ground of the firing element (see below).
G.1.1 – Dead Ground
In some situations elements will find it impossible to depress or elevate their weapons to bring them to bear on a target they wish to fire at.
To determine if an element is affected by dead ground you will first have to determine if the element is firing down, up or on the flat.
Elements firing down will be firing towards a target that is on a higher contour than them. Elements firing up will be firing towards a target that is on a higher contour than them. Elements firing on the flat will be firing towards a target that is on the same contour as them.
G.1.1 – Depression Dead Ground
Element will be affected by Depression Dead Ground if they are firing down in the following situations.
1. They are Hull Down
2. They are in a building firing at someone outside the building.
3. They are an Aerial Element flying and LOW or above.
G.1.2 – Elevation Dead Ground
Element will be affected by Elevation Dead Ground if they are firing up in the following situations.
1. They are firing at Infantry and are not moving uphill towards them.
2. They are firing a ground Vehicle and are not moving uphill towards them.
3. They are firing at an aerial target. G.1.3 – Weapon Dead Ground Table
Depression Class of Gun Marked on DATASHEET Depression Dead Ground Elevation Dead Ground
Limited Depression (Ld) 20 cm per Contour 5 cm per Contour
Normal None 10 cm per Contour 5 cm per Contour
High Angle* (HA) 2 cm per Contour None
*Infantry elements, ATGW and SAM always count as High angle. Dead ground is measured from the element.
G.2 - DIRECT FIRE PROCEDURE
Use the following step-by-step procedure to hit armoured targets:
1. Test to see how many elements spot the targets you wish to fire at.
2. Allocate Firers to targets (see G.2.1 – Allocating Fire).
3. For each shot, find the firer on the DATASHEET and cross-reference the weapon (and ammunition type) against the
range in the DIRECT FIRE TARGETING section to give the basic number required to hit; if your element is moving using COMBAT SPEED use the number in brackets.
b) Fire in the players turn (phase 2.4) is at targets in LOS.
c) Enemy react fire (phase 2.3) is at targets in LOS or moved out of sight THIS TURN (firing at any point in its movement and if destroyed it is brought back to that point).
d) A hit target is always suppressed.
e) A natural roll of 1 always misses.
f) If the final to hit number is 30 or more the target cannot be hit.
g) If the final to hit number is between 21 and 29 and a natural 20 is rolled on the d20 roll a d10 and add it to the 20 already rolled and subtract 1 to determine if the target is hit.
h) A natural roll of 20 which hits (see note f) adds 1 to the penetration of the hit.
G.2.1 – Allocating Fire
How fire is allocated against a unit depends on if the firers have BMS or not. However to use BMS there must be a secure
communications link, see D.5.6 – Transmission Security. Make one test for the unit before allocating fire using the worst
situation for the unit and if the transmission isn’t secure treat the unit as not having BMS.
Note: - All fire of all types (Direct, Area and AA) are allocated AT THE SAME TIME, thus BMS allows you to fire once at each target, not once per type.
G.2.1.1 – Allocating Fire without BMS
Elements without BMS must allocate all shots against a given unit before any fire takes place.
This may mean you waste shots as you’ve allocate two against one target and the first one kills it, but reflect the confusion that can occur on a battlefield.
G.2.1.2 – Allocating fire with BMS
BMS allows units to be more flexible in allocating fire. Each target in a unit can be fired at once.
Then all other BMS equipped elements are allocated to surviving targets in the unit. G.2.1.3 – Allocating fire with a mix of elements with and without BMS All the Non BMS equipped elements are allocated before any fire occurs.
Then the BMS equipped elements fire once per target (which could kill the non BMS equipped elements targets. Then all other BMS equipped elements are allocated to surviving targets in the unit.
G.2.1.4 – Examples of allocating fire
In Phase2.3 a Soviet company of 10 T-55s is visually spotted by an M1 company with 17 tanks and a M901 platoon of 4 Missile vehicles.
Without BMS
The player allocates 2 M1s each to seven of the enemy T-55s, 1 tank to the eighth T-55 and 2 M901s to each of the last 2 T-55s.
The player then rolls for each of the M1 and waits until Phase 2.6 to fire his M901s. All with BMS
One M1 fires at each of the T-55 and of the 10 shots 5 kill; leaving 5 T-55s alive.
There are 7 M1s and 4 M901s that haven’t fired yet so the player allocates Two M1s to the first T-55, Two M1s and an M901 to the second T-55 and an M1 to and an M901 to each of the other 3 T-55s.
The player then rolls for each of the M1 and waits until Phase 2.6 to fire his M901s. M1s with BMS and M901s without BMS (i.e. a Mix)
The player first allocates the M901s as they don’t have BMS. One M901 is allocated to each of 4 T-55s.
Then the player fires 10 of the M1s at the T-55s (One M1 per T-55) and gets 5 kills again. Alas this includes 3 on the M901 vehicles targets.
G.3 - TARGETING MODIFIERS
The following points apply to the targeting modifiers on the DATASHEET:
• Second shot modifier counts for the second and all subsequent shots.
• The movement modifier is for each 10cm and part of 10cm moved. Though fire can take place at any point in a targets
move include the whole moving modifier (this represents the speed of the target).
• Came into and went out of sight modifier is for targets that appeared/disappeared to both players this turn.
• TI refers to the gun sight or missile controller/designator. If the target deploys SDV count “SMOKE EVADE (NO
TI)” even if TI equipped.
• If a target deploys smoke in its movement phase only observers that had ALREADY SEEN IT or can see through the
smoke may engage it, counting the relevant modifier.
• If the target has a Laser Jammer (LJ) this is used to confuse the firing element laser making it harder for the firer to hit
the target. If the weapon the firer is using is listed as (LFC+) then it has a laser as part of its fire control and will be affected by a Laser Jammer on the target.
• Active Defence System (APS) comes in a number of forms. See G.13 – ACTIVE PROTECTION SYSTEM (APS) for full details.
G.4 - WEAPON SYSTEMS
The following weapon systems can be used in direct fire mode: G.4.1 – Weapon Systems Table
WEAPON SYSTEM
DETAILS
Machineguns Machineguns cannot penetrate armour but are used in area fire. See J: Area Fire.
Heavy machineguns (HMG) 12.7mm and 14.5mm HMGs can penetrate thin armour.
Autocannons Autocannons are fast firing guns (20mm+).
Guns Guns are slower firing, can have a HE effect.
Light AT weapons (LAW) All infantry anti-tank weapons have been grouped under LAWs. A section can carry up to 2
and they mostly use CE to kill. They can be used in area fire (some having special rounds) but are relatively close range weapons.
Recoilless rifles (RCL) RCLs include low-pressure guns and are short-range weapons firing CE rounds.
Anti-tank guided missiles See H: ANTI-TANK GUIDED MISSILES (ATGMs).
Others There are several non-dedicated weapons that can be used in direct fire (e.g. AGLs, Gun-
Mortars, grenades etc).
G.5 - ARCS OF FIRE AND VEHICLE ASPECTS
The following illustration gives the size aspects of a vehicle for observation and armour levels:
There is an imaginary cross, centred on the vehicle that gives 4 arcs and an observer will be in one of these arcs.
A target can only be engaged if it is the front arc and the main weapon of the vehicle is fixed (prefixed with f on Datasheets). If a target is out of firing arc the vehicle must turn to face it in its next movement phase.
SIDE SIDE 45° 45° FRONT 45° 45° REAR
G.6 - MOVEMENT
Elements which are stationary or moving using COMBAT SPEED may spot and engage a target(s). Elements moving using TRANSIT SPEED may spot a target(s) BUT cannot fire.
Moving targets engaged in the react fire phase 2.6 may be hit at any point in their move by guns, autocannons or Light Anti-tank Weapons (LAWs). Moving targets engaged by ATGMs can be hit either at the end of their move or at the point where they went out of sight.
Fire in any other phase is at the targets current position.
A target destroyed by guns, autocannons or LAWs is returned to the point where it was engaged (so in effect the firer can choose where the target dies) and if destroyed by ATGMs in its current position or where it went out of sight.
Any personnel that dismounted in the move or managed to escape are placed at the rear of the vehicle where it died (see E.4.1 –
Exiting a Vehicle).
G.7 - FIRING EXAMPLE
A U.S. M1A2 “Abrams” moving using COMBAT SPEED is firing an APFSDSDU round at a moving Russian T-80U at a range of 75cm (1500m). Looking at the DATASHEET the base chance to hit at 75cm, whilst using COMBAT SPEED, is 10 (75cm falls in the “ up to 100cm” column in the targeting section and the using COMBAT SPEED number is given in brackets).
The modifiers to hit are: Target’s size is L. No Modifier “Per 10cm target moved” (the T-80U moved 5cm). +2 The final roll required to hit is 12 or higher on a d20.
If the basic number was 20 then the final number would be 22.
This would require a natural roll of 20 followed by a roll of 3 or more on a d10. G.8 - FUEL AIR EXPLOSIVE on ATGWs and LAWs
Fuel Air Explosive (FAE) is an exception to the normal rules. All fire using FAE is direct fire. All direct fire rules G.2 through G.7 for none ATGWs and H.2 through H.9 for ATGWs are followed however any hit is an automatic kill.
Because FAE is considered a chemical weapon permission must be given at the highest level before its use is authorised. To reflect the political effects of using FAE the firer gets no points for kills achieved using FAE.
G.9 – LARGE AHEAD ROUNDS
120mm or larger AHEAD rounds can be programmed to fire the AHEAD darts in a specific direction. Such round can be fired
above the target and then use the AHEAD darts to attack the target from above. When this option is used roll on H.10.1 – Top
Attack Table to determine which part of the target is hit.
G.10 – ELEMENTS FIRING FROM WITHIN BUILDINGS AND BUNKERS
Infantry and soft vehicles which fire Infantry AT Weapons or ATGW from within building or bunker risk harming themselves from the flames which come out of even those weapons listed as without back blast unless the building has been prepared for
defence (see R.3.1 – Infantry Entrenchments Table). Roll a d20 against the following table each time such an element fires.
G.10.1 – Back Blast Danger Table
Weapon Type Firer Suppressed on Firer Destroyed on
Soft launch 20 -
Without BB 15-18 19-20
With BB 11-16 17-20
G.11 – ATTACKING FROM ABOVE
Shots fired down from a high angle may hit the top of the target rather than the aspect fired at. Such shots will be resolved by
rolling on the H.10.1 – Top Attack Table.
To qualify as a high angle shot the target must be closer than half the number of contours up that the firer is and the fire must be with a direct fire weapon.
Example: - An infantry section is 4 contours up in a building and a tank is in the street below 1.5cm away. Half 4 contours is 2. As the tank is within 2cm a LAW fired by the infantry will attack from above and a roll a made on the top attack table.
G.13 – ACTIVE PROTECTION SYSTEM (APS)
These started off as system to stop missiles hitting a vehicle but have improved to the point where some are capable of tumbling APDSFS rounds and even artillery rounds (or so the makers claim).
They do however have a down side; they can be lethal to other nearby elements which are normally friendly. For example in the recent war in Lebanon an Israeli M113 was shredded by the APS killing the crew and the infantry mounted within. It appears that the combination of APS fire and missile shrapnel can cause casualties over a wide area.
G.13.1 – Turning on APS
At the start of a game the player must choose if all APSs will be turned on or left off. If nothing has been written in the orders the APS systems will be on.
Once the choice is made it cannot be changed. G.13.2 – APS Danger Area
When APS fires it creates a 5cm long x 2cm wide fire zone extending away from the firing vehicle along the line the fire is coming from. The zone should be places so that it touches the firing vehicle but doesn’t cover any part of the firing vehicle. Any element caught within this zone may be destroyed.
Roll a d20 for each element under the zone and check the following table to see the effect.
INFANTRY VEHICLE (Top Armour)
OPEN COVER OHC 0 1 2 3 4+
S K S K S K S K S K S K S K S K
11 16 14 19 16 21 9 14 14 18 16 19 18 20 20 21
G.13.2.1 – Example of APS Danger Zone
G.13.3 – APS Effects
If turned on these react automatically to any incoming threat they are capable of engaging.
If the APS is effective against the fired weapon add on the “to hit” modifier shown on the DATASHEET for the type of APS in use.
G.13.3.1 – APS 1
These are effective against ATGW and LAW unless the weapon is
1. VA(D) & VD(D)
2. Fired from above (see G.11 – ATTACKING FROM ABOVE)
G.13.3.2 – APS 2
These are effective against all ATGW, LAW, Artillery rounds, Bombs and Rocket Pods. G.13.3.3 – APS 3
These are effective against ATGW and LAW unless the weapon is
1. VA(D) & VD(D)
2. Fired from above (see G.11 – ATTACKING FROM ABOVE)
They are also effective against APFSDS and APFSDSDU rounds. G.13.3.4 – APS 4
These are effective against all ATGW, LAW, Artillery rounds, Bombs and Rocket Pods. They are also effective against APFSDS and APFSDSDU rounds.
Missile flight Direction
G.14 – DIRECT FIRE AT BUILDING OPENINGS
If an infantry element is spotted within a building the spotter may attempt to fire a direct shot through one of the doors or windows of the building.
This can be done with any direct fire weapon including ATGWs that isn’t Top Attack (see H.10 - TOP ATTACK MISSILES).
The firer attempts to hit the opening as a stationary tiny target with an additional +3 to hit and using all other direct fire modifiers that apply.
If the shot hits all infantry in the building must make an escape test as if they were in a vehicle that was destroyed (see I.6 - ESCAPING A DESTROYED VEHICLE). If they survive the test they remain in the building. The roll is made on the applicable row for the type of ammunition used by the firer. Against FAE test as if the building was a vehicle without NBC. If it misses the infantry and the building are unaffected.
An interesting note is the time the Israeli army attempted to show off this tactic to journalists they managed to fire the ATGW used (TOW) straight through the door... of the house 3 doors up the street.
H: ANTI-TANK GUIDED MISSILES (ATGMs)
H.1 - INTRODUCTIONThis section covers all ATGMs and includes laser designated artillery rounds and air launched missiles. To fire an ATGM the launcher must be either
1. A stationary ground element
2. An under command Aerial Element that moved using COMBAT SPEED up to 25cm.
3. A requested Aerial Element
However, if the missile is designated by another source, is self homing or an requested aircraft launched missile then the launcher may move up to full COMBAT SPEED.
ATGWs cannot be fired within woods, but can be fired from the edge of woods. Most ATGMs use CE to penetrate armour.
The DATASHEET gives an ATGMs minimum and maximum range, base chance of hitting a target, the rate of fire (ROF),
guidance and command system, warhead type, armour penetration value, area fire value and any other details.
H.2 - ATGM PROCEDURE
ATGMs may only be fired in the react fire phase of the opponent’s turn. Use the following step-by-step procedure to hit a target with an ATGM:
1. Nominate the firer and its target, measure the distance and check to see if it has been spotted (see F: Detection).
2. Check the ROF rating for number of missiles fired and number of targets.
3. Mark the firer and Target to show who is firing at whom.
4. The target has a chance to spot the threat and react to the missile in phase 2.6.
5. If the missile is still inbound on the target find the ATGM on the DATASHEET and cross-refer the missile against the
range in the DIRECT FIRE TARGETING section to give the basic number required to hit.
6. Modify the basic chance by the “DIRECT FIRE TARGETING MODIFIERS” in the middle left of the DATASHEET
of the DATASHEET.