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INTRODUCTION

Battlegroup has been written because of modern wargamers, dissatisfaction with the commercial rules available. Battlegroup has been play-tested over the last few years and were used successfully between 1997 and 2008 in the Ultramodern World Wargaming Championships, the 1997 Royal Air Force Wargames Association Championships and the modern competition at Roll Call 2001-2007. The feedback from all those experienced players helped the rules evolve into this edition.

Although these rules offer nothing revolutionary in the field of wargames rules you will find Battlegroup faster and easier to follow than previous modern rules, rules that due to the complexities of modern warfare ended up either too complicated or far too simplistic. Battlegroup is designed to give the feel of modern combat, taking into account all the latest technologies being fielded, yet still remain an enjoyable game. These rules are ideal for quick battles, competitions, and campaign games or even for new players to learn about modern warfare.

At first glance the rules may appear as complex as its predecessors; however, you will find there are some key differences:

• The DATASHEETs are dedicated to a particular nation and date period and most of the complex statistics have been applied

already, cutting down on the player’s workload.

• The arithmetic has been reduced to the bare minimum so after a few games the players will be able to roll a die and tell instantly if the result is successful, fails or needs checking in the rulebook.

• Morale is tested at Company level to try and bring a result within the normal playing time of a game.

• The rolling of dice for spotting targets has largely been removed. Spotting targets is done on a distance table and this speeds

the game up immeasurably.

• The effects of suppression are so severe that it also encompasses neutralisation.

• There are comprehensive examples throughout the rules; these are in italics for easy reference.

• If there is a chance of success then the top score will always succeed and the lowest score will always fail. The top score

will usually kill the target too.

• There is the possibility of friendly fire.

• Armour and penetration values have been generalised so that certain types of AFVs, ATGMs, gun penetration values, etc.

can be grouped together. The secrecy that surrounds modern equipment makes it impossible to give accurate number values for their performance.

The aim of these rules is to put some fun back into modern wargaming and players should try and keep the game relatively light hearted. Some players may not find these rules comprehensive enough, feel free to amend them as you see fit but remember you can only use the original version for competitions. The first and most important rule is this: enjoy the game but in the event of a disagreement that cannot be resolved amicably try and get a third party to make a judgement, if this is not possible both players should roll a die and the winner gets their way.

Finally, I must thank the following people; Bruce Rea-Taylor and Bob Connor who gave us the excellent Challenger series, Ian Shaw and his Leopard rules, Jim Dickinson, Ray Lowe, Tony Booth, “Paddy” McKee, Tristan Trench, Bob Medcraft, Matt Biggs, Mike Watkins, Richard Bush and Theunis Vorster for their invaluable help and all the competition players who play tested these rules.

I’d also like to thank Mike Jones who originally wrote these rules for all the hard work he put in over the years. This 2009 edition owns everything to his 1st edition.

Ian Clarke

Worlds Championship Umpire 1996-2007 [email protected]

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CONTENTS

A: SCALE AND GAME REQUIREMENTS ... 7

A.1-GROUNDANDTIMESCALE ... 7

A.2-FIGURESCALEANDBASESIZE ... 7

A.3-OFFTABLEUNITS ... 7

A.4-DICEREQUIRED ... 7

A.5-MARKERS ... 7

A.6-PLAYINGAREA ... 7

A.7-TERRAIN ... 7

A.8-MINIATURES ... 7

B: PLAYING THE GAME ... 8

B.1–BEFOREAGAMEBEGINS ... 8

B.1.1 - Force ... 8 B.1.2 – Weather ... 8 B.1.3 – Time ... 8 B.1.4 - Support ... 8 B.1.5 – Reconnaissance ... 8 B.1.6 - Draw Map ... 8 B.1.7 – Wind Direction ... 8 B.1.8 – Wind Speed ... 8 B.1.9 – Write Orders ... 8 B.1.10 – Initiative... 8 B.1.11 – Riverbanks ... 8 B.2-GAMETYPES ... 9 B.2.1 - Hasty Attack/Defence ... 9

B.2.2 - Prepared Defence/Deliberate Attack ... 9

B.2.3 - Concentrated Defence/Breakthrough Attack ... 9

B.2.4 - Encounter off the Line of March ... 9

B.2.5 - Other Battles ... 9

B.3-PLAYERSBOUNDSEQUENCE ... 9

B.4-INITIATIVEDIE ... 10 C: ORDERS ... 11 C.1-INTRODUCTION ... 11 C.2-UNITS ... 11 C.2.1 – DHQs ... 11 C.2.2 - BdHQs... 11 C.2.3 - RHQs ... 11 C.2.4 - BGHQs ... 11 C.2.5 - BHQs ... 11 C.2.6 - Higher HQs ... 11 C.2.7 - CHQs ... 11 C.2.8 - SHQs ... 11 C.2.9 - PHQs ... 11 C.2.10 – THQs ... 11 C.2.11 – Sections ... 11 C.2.12 – Elements ... 11 C.3-ORDERS ... 12 C.3.1 - Route of March ... 12 C.3.2 – Objectives ... 12 C.3.3 – Speed ... 12 C.3.4 - Changing Speeds ... 13 C.3.5 – Action ... 14 C.3.6 - Example of Orders ... 14 C.4-FLANKMARCHS ... 15

C.4.1 – Flank March Difficulty Table ... 15

Concentrated Defence ... 15

C.4.2 – Flanking Turn Arrival Table ... 15

C.4.3 – Flanking Success Table ... 15

C.4.4 – Failed Flank March Result Table ... 16

C.4.5 – Morale effects of failing to Arrive... 16

C.5–OTHERPOSSIBLETHINGSTHATCOULDBE D.2.8 – Transport Vehicles ... 18

D.3-LOSSOFCOMMANDANDCONTROL ... 18

D.3.1 – Loss of Commander ... 18

D.3.2 – Regaining Command and Control ... 18

D.4-INTEGRITY ... 19

D.4.1 – Element Integrity ... 19

D.4.2 – Unit Integrity ... 19

D.4.3 – Integrity Distances ... 19

D.4.4 – Measuring Integrity ... 19

D.4.5 – Higher Level HQ Integrity ... 19

D.4.6 – Integrity of Units Starting on Table ... 19

D.4.7 – Integrity of Units Entering the Table at the Start of the Game ... 19

D.4.8 – Integrity of off Table Units ... 19

D.4.9 – Detaching Units ... 19

D.4.10 – Integrity and Morale ... 20

D.5-COMMUNICATION ... 20

D.5.1 - Hand/Flag Signals ... 20

D.5.2 – Noise Signals ... 20

D.5.3 - Hard Wired Telephone Link ... 20

D.5.4 – Couriers ... 20

D.5.5 – Radio/BMS/ABMS ... 21

D.5.6 – Transmission Security ... 22

D.6-CHANGINGORDERS... 23

D.7–REACTINGTOTHEENEMY ... 23

D.7.1 - When Can and Must a Unit React to the Enemy ... 23

D.7.2 – Control Test ... 23

D.7.3 – Failure to Control a Unit... 24

D.7.4 – Ending Reaction ... 24

D.7.5 – Changing a Reacting Units Orders... 24

E: MOVEMENT ... 25

E.1-INTRODUCTION... 25

E.2-MOVEMENTDEFINITIONS ... 25

E.2.1 – Movement Definitions Table ... 25

E.2.2 – Terrain Definitions Table... 26

E.2.2 – Pushing a Destroyed Vehicle out of the Way table ... 26

E.2.3 – Types of Building ... 26

E.2.4 – Crushing Soft Vehicles ... 26

E.2.5 –Road Degradation... 26

E.2.6 – Floors in Buildings ... 27

E.2.7 – Stuck Elements ... 27

E.2.8 – Amphibious Movement Rules ... 27

E.3-MOVEMENTATNIGHT,INBADWEATHEROR SMOKE ... 28

E.3.1 - Movement Distances in Poor Conditions Table ... 28

E.3.2 – Own Smoke Discharges ... 28

E.3.3 – Multiple Conditions Apply ... 28

E.3.4 – Example moving in poor Visibility Conditions ... 28

E.3.5 – Infantry in Poor Conditions ... 28

E.3.6 – Aerial Elements at Night ... 28

E.4-ENTERINGOREXITINGVEHICLES ... 29

E.4.1 – Exiting a Vehicle ... 29

E.4.2 – Entering a Vehicle ... 29

E.4.3 – Effect of Infantry Entering/Exiting a Vehicle on that Vehicles Firing ... 29

E.5-HULLDOWNANDTURRETDOWN ... 29

E.5.1 – Turret Down ... 29

E.5.2 – Hull Down on Hills ... 30

E.5.3 – Height of Turret and Hull down vehicles on Hills ... 30

E.5.4 – Hull Down using Walls and Hedges... 30

E.5.5 – Moving out of Hull Down to fire ... 30

E.6-PREPARINGWEAPONSANDEQUIPMENT ... 31

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F.2.3 – Visual Spotting Details ... 36

F.2.4 - Maximum Observation ... 38

F.2.5 – Types of Thermal Imager (TI) ... 38

F.2.6 – Commanders Independent Sight (CIS) ... 38

F.2.7 - Loss of Visual Spot ... 39

F.2.8 - Target Size... 39

F.3–ELECTRONICSPOTTING ... 40

F.3.1 – AA Radar (AAR) Spot ... 40

F.3.2 – Millimetric Radar Spotting (MMR) ... 40

F.3.3 – Anti Radar Spotting ... 41

F.4–LOCATION ... 42

F.4.1 – Ground Surveillance Radar (Shown As GSR on DATASHEETS) ... 42

F.4.2 – BMS ... 42

F.4.3 – Radio ... 42

F.4.4 – Moving Target inside Cover ... 42

F.4.5 – Moving Target along Road in Woods/BUA ... 42

F.4.6 – Target Spotted Using Visually Guided Missile Spotting 42 F.4.7 – Radio Interception Location ... 42

F.4.8 – Radar Interception Location ... 43

F.5–NOISEDETETION ... 44

F.5.1 – Noise Detection Procedure ... 44

F.5.2 – Noise Levels ... 44

F.5.3 – Noise Category Table ... 44

F.5.4 – Noise Sources ... 44

F.5.5 – Complete Drowning Out ... 44

F.5.6 – Drowning Out ... 44

F.5.7 – Noise without Drowning out ... 45

F.5.8 – Effect of Hearing a Noise Source ... 45

F.6–DIRECTIONDETECTION ... 45

F.6.1 – Fire at Night ... 45

F.6.2 – Lights at Night ... 45

F.6.3 – Missile Spotted... 45

F.7–LEVELSOFDETECTIONEFFECTS ... 45

F.7.1 – Spotted ... 45

F.7.2 – Located ... 45

F.7.2 – Direction Detected ... 46

F.8-ILLUMINATIONFLARES ... 46

F.8.1 – Illumination zones sizes and duration ... 46

F.8.2 – Illumination of Located or Spotted Targets ... 46

F.8.3 – Illumination of Direction Detected Targets ... 47

F.8.4 – Air Support and Illumination flares ... 49

F.8.5 – Infrared Illumination flares ... 49

F.9–USINGSMOKE ... 49

F.9.1 – Blocking LOS of Located or Spotted Targets with DF or Indirect Smoke ... 49

F.9.2 – Blocking LOS of Direction Detected Targets with DF or Indirect Smoke ... 49

F.10-SMOKE ... 50

F.10.1 – General Smoke Effects ... 50

F.10.1 – Partial Smoke ... 50

F.10.2 – Full Smoke ... 50

F.10.3 – IR Blocking Smoke ... 50

F.10.4 – Artillery fired Smoke ... 50

F.10.5 – Element laid Smoke... 53

F.10.5.4 – Smoke Grenades ... 55

F.10.6 – Device laid Smoke ... 56

F.11–KNOWNENEMIES ... 56

G: DIRECT FIRE ... 57

G.1-INTRODUCTION ... 57

G.1.1 – Dead Ground... 57

G.1.1 – Depression Dead Ground ... 57

G.10.1 – Back Blast Danger Table ... 60

G.11–ATTACKINGFROMABOVE ... 60

G.12–DIRECTFIREATAERIALELEMENTS ... 60

G.13–ACTIVEPROTECTIONSYSTEM(APS)... 61

G.13.1 – Turning on APS ... 61

G.13.2 – APS Danger Area ... 61

G.13.3 – APS Effects ... 61

G.14–DIRECTFIREATBUILDINGOPENINGS... 62

H: ANTI-TANK GUIDED MISSILES (ATGMS) ... 63

H.1-INTRODUCTION ... 63

H.2-ATGMPROCEDURE ... 63

H.3-ATGMCONTROLANDGUIDANCE ... 63

H.3.1 – ATGW Control Methods Table ... 63

H.3.2 – ATGW Guidance Methods Table ... 64

H.4-SPECIALWARHEADS ... 64

H.5-RELOADINGMISSILES ... 64

H.6-MISSILERATEOFFIRE(ROF) ... 64

H.7–REMOTELASERWEAPONGUIDANCE ... 65

H.7.1 – Who Can Guide Laser Weapons ... 65

H.7.2 – Restrictions on Guiding Weapons ... 65

H.7.3 – Guiding off table weapons ... 65

H.8-THREATDETECTION ... 65

H.8.1 - Visual Spotting Of Threat ... 65

H.8.2 - Electronic Spotting Of Threat ... 66

H.9-RESPONSETOMISSILETHREAT ... 66

H.9.1 - Counter Measures ... 66

H.10-TOPATTACKMISSILES ... 67

H.10.1 – Top Attack Table ... 67

H.11-ATGMRESOLUTION ... 67

H.12–VISUALLYGUIDEDMISSILES ... 67

H.12.1 – Fibre Optic Missiles ... 67

H.12.2 – TV Guided missiles ... 67

H.12.3 – Visually Guided Missiles and Disappearing Targets ... 67

H.12.4 – Visually Guided Missile Spotting ... 68

H.12.5 – Using Visually Guided Missile Spotting in Orders ... 68

H.13–REMAININGOFFTABLE ... 69

H.14–ATGWFIREAGAINSTAERIALELEMENTS ... 69

H.15–ATGWSUPPRESSIVEFIRE ... 69

I: PENETRATION AND EFFECTS ... 70

I.1-INTRODUCTION ... 70

I.2-PENETRATIONPROCEDURE ... 70

I.3-ARMOURCLASSANDPENETRATION ... 70

I.4–SPECIALARMOURS ... 70

I.4.1 - Explosive Reactive Armour (ERA) ... 70

I.4.2 - Electric Armour ... 71

I.4.3 - Slat Armour ... 71

I.5-DAMAGE ... 71

I.7.1 – Damage Table ... 71

I.6-ESCAPINGADESTROYEDVEHICLE ... 71

I.6.1 – Vehicle Escape Table ... 71

I.6.2 – Escaping From Aerial Transport ... 71

I.6.3 – Wheeled Vehicles ... 72

I.6.4 – Elements That Entered or Left a Vehicle ... 72

I.7-PENETRATIONEXAMPLE ... 72

J: AREA FIRE ... 73

J.1-INTRODUCTION ... 73

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J.8.3 – Snipers and Cover ... 75

J.8.4 – Snipers Firing Alone ... 75

J.9-EXAMPLEOFAREAFIRE ... 76

J.10–AHEADANDFAPDSVSBUILDING ... 76

K: CLOSE COMBAT & CLOSE ASSAULT ... 77

K.1-INTRODUCTION ... 77

K.2-MELEECOMBATPROCEDURE ... 77

K.2.1 – Close Combat Results ... 77

K.3-CLOSEASSAULTPROCEDURE... 78

K.3.1 – Close Assault Table ... 78

K.3.2 – Driving away from close assault ... 78

L: DAMAGE ... 79 L.1-INTRODUCTION ... 79 L.2-SUPPRESSION ... 79 L.2.1 - Suppression Effects ... 79 L.2.2 - Suppression Markers ... 79 L.2.3 - Suppression Removal ... 79 L.2.4 – Voluntary Suppression ... 79 L.4–PERMANENTSUPPRESSION ... 79 L.5-DESTROYED ... 79 L.6-CAMPAIGNGAMES ... 80

L.6.1 – Vehicle Damage in Campaign Games Table ... 80

M: MORALE ... 81

M.1-INTRODUCTION ... 81

M.2-UNITMORALE ... 81

M.2.1 – Unit Morale Procedure ... 81

M.2.2 – Example of unit Morale ... 81

M.2.3 – Dismounts and Morale ... 81

M.3-GROUPMORALE ... 81

M.3.1 – Group Morale Procedure ... 81

M.3.2 – Group Morale Example 1 ... 82

M.3.3 – Group Morale Example 2 ... 82

M.4-MORALELEVELS ... 82

M.4.1 – Morale Level Table ... 82

M.5-MORALERATINGS ... 82

M.5.1 – Morale Ratings Table ... 82

M.6-RECOVERINGMORALE ... 82

M.7-REPLACINGCOMMANDELEMENTS ... 82

N: ARTILLERY SUPPORT ... 83

N.1-INTRODUCTION ... 83

N.1.1 – AOO Placement ... 83

N.2-INDIRECTFIREPROCEDURES ... 83

N.2.1 – Normal Fire ... 83

N.2.2 – Normal Fire against Registered Fire Point or Known Fire Point ... 83

N.2.3 – Registered Fire Point or Known Fire Point against Moving Target ... 83

N.2.4 – Registered Fire Point or Known Fire Point against Firing Target ... 83

N.3–OBSERVINGFORARTILERY ... 84

N.3.1 – AOO observing ... 84

N.3.2 – Command elements observing ... 84

N.3.3 – Non Command elements observing ... 84

N.3.4 – When Does Fire Stop ... 84

N.4-REQUESTINGAFIREMISSION ... 84

N.4.1 – Artillery Fire Mission Request Table ... 84

N.5-LEVELOFSUPPORT ... 85

N.6-FIREMISSIONS ... 85

N.6.1 – Opportunity Fire ... 85

N.8.6 – Spotting Fire Zones ... 90

N.8.7 – Building Damage ... 90

N.9-AMMUNITIONTYPES ... 90

N.9.1 - MLRS RELOAD TIMES. ... 90

N.10–SPLITTINGBATTERIES ... 91

N.11-EXAMPLEOFARTILLERYFIRE ... 91

O: AERIAL ELEMENTS ... 92

O.1-INTRODUCTION ... 92

O.1.1 – Under Command and Requested Aerial Elements ... 92

O.1.2 – Levels of Air Commitment ... 92

O.2-ALTITUDE ... 92

O.2.1 – Changing Altitude... 93

O.2.2 – Height Risk ... 93

O.3-AIRCRAFTTYPES ... 94

O.3.1 – Normally Under Command ... 94

O.3.2 – Normally Requested... 94

O.3.3 – Others That Could Be Used In a Game ... 94

O.4-AIRTOGROUNDATTACK ... 95

O.4.1 - Aim Point ... 95

O.4.2 – Bombs ... 95

O.4.3 – Rockets and Rocket Pods ... 95

O.4.4 – Strafing ... 95

O.4.5 – Guided Munitions ... 96

O.4.6 – Direct Fire ... 96

O.4.7 – Area Fire ... 96

O.4.8 – Anti RADAR Missiles ... 96

O.4.9 – Testing Aerial Fire Zone Accuracy ... 98

O.4.10 – Extending and Increasing Effectiveness of Aerial Fire Zones ... 98

O.4.11 – Fire Zone Placement ... 99

O.5–UNDERCOMMANDAERIALELEMENTS ... 99

O.5.1 - ORDERS ... 99

O.5.2 – Para Drops ... 100

O.5.3 – Flying at Night without Pilot Night Vision ... 102

O.6-HELICOPTERS ... 102

O.6.1 - Introduction ... 102

O.6.2 - POP-UP ... 102

O.6.3 - Hovering ... 103

O.6.4 - Landed ... 103

O.6.5 – Under Slung Loads ... 103

O.7–REQUESTEDAERIALELEMENTS ... 104

O.7.1 – Air Liaison Officers (ALOs)... 104

O.7.2 – Requesting Aircraft ... 104

O.8–PREPLANNEDSTRIKES ... 105

P: ANTI-AIRCRAFT FIRE ... 106

P.1-INTRODUCTION ... 106

P.2-ANTI-AIRCRAFTPROCEDURE ... 106

P.3–AAOVERWATCH ... 106

P.3.1 – Non Specialist elements and AA Overwatch ... 106

P.3.2 – Specialist elements and AA Overwatch ... 106

P.4-AIRDEFENCE ... 106

P.5-ANTI-AIRCRAFTEFFECTS ... 107

P.6-TARGETEVASION ... 107

P.7-ATGMSINAAMODE ... 107

P.8–AHEADANDFAEHITSONAIRCRAFT ... 107

Q: ELECTRONIC WARFARE ... 108

Q.1-INTRODUCTION ... 108

Q.2-SENSINGEQUIPMENT ... 108

Q.2.1 – Sensor Controllers ... 108

Q.2.2 - Tripwire Sensors ... 108

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R.3.1 – Infantry Entrenchments Table ... 114

R.3.2 – Vehicle Entrenchments Table ... 115

R.4–BARRICADESANDENTANGLEMENTS ... 115

R.4.1 – Barbed Wire ... 115

R.4.2 – Barricade ... 115

R.4.3 – Anti-Tank Ditch ... 115

R.5-POSITIONDESTRUCTION ... 116

R.5.1 – Infantry Dug In Positions ... 116

R.5.2 – AT Ditches ... 116 R.5.3 – Rubble Barricades ... 116 R.5.4 – Log Barricades ... 116 R.5.5 - Buildings ... 116 R.5.6 – Pill Boxes ... 117 R.6-MINES ... 117

R.6.1 – Types of Mine Laying... 117

R.6.2 – Pre Game Mine Laying ... 117

R.6.3 – In Game Mine Laying ... 117

R.6.4 – Moving into a Minefield ... 118

R.6.5 – Spotting Mines (Optional) ... 118

R.6.6 – Test for Hitting a Mine ... 118

R.6.7 – Effect of Mines ... 118

R.6.8 – Elements on a Road ... 118

R.6.9 – Reversing out of a Minefield ... 119

R.6.10 – Landing Aerial Elements in a Minefield ... 119

R.7-BOOBY-TRAPS ... 119

R.7.1 – Tripwire/Sensor Mine ... 119

R.7.2 – Remote Controlled Mine ... 119

R.7.3 – Off Route AT Mine ... 119

R.7.4 – Remote LAW ... 119

R.7.5 - Claymores ... 119

R.8-MINECLEARING ... 120

U. COMBAT DATASHEETS ... 121

U.1-INTRODUCTION ... 121

U.2-ORBAT(ORDEROFBATTLE) ... 121

U.3-THEDATASHEET ... 121

U.4-EXAMPLEDATASHEET ... 122

V. ABBREVIATIONS ... 125

W. COUNTERS & ZONES ... 126

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A: SCALE AND GAME REQUIREMENTS

A.1 - GROUND AND TIME SCALE

All distances are given in centimetres for 1:300 /1:285 scale miniatures and 1 cm equals 20 metres (50 cm to 1 km). Double all distances if using 1:200 scale (100cm to 1km). During a TURN each player takes 1 BOUND. During their bound a Player moves and fights their forces. Players bounds are broken down into phases, when all the phases are completed the players bound ends. Each turn (the time taken to for both players to complete their bounds) represents one minute in a one off game or five minutes for campaign games.

A.2 - FIGURE SCALE AND BASE SIZE

Vehicles are represented on a 1 for 1 basis by single miniatures. Infantry elements are represented by a number of figures on a base, full rifle sections should be twice the size of half or observation sections.

Full infantry sections base size should between 2cm by 1cm and 3cm by 2cm.

Half sections and observers should between 1cm by 1 cm and 2 by 2cm. Runners, Bike and Motorbike courier should be placed singly on 1cm by 1cm bases.

A.3 - OFF TABLE UNITS

Artillery batteries, Area Anti-aircraft units and other off table units don’t need deploying on table and thus you don’t need figures

for them. See C.5 – OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS for rules on location of off

table elements.

A.4 - DICE REQUIRED

You will require several 20 sided, 10 sided and 6 sided dice as well as at least one 12 sided, 8 sided and a 4 sided die.

A.5 - MARKERS

There is a page of counters and markers at the rear of these rules and you have permission to photocopy them for your own use. Destroyed vehicles should have cotton wool (preferably black) placed on top.

A.6 - PLAYING AREA

The table should be at least 6` x 4`. Games should be played across the table for encounter games and down the length for attack/defence games. Try to keep an area between 3” and 6” of clear space on the player’s table edge. This area is used to keep rules, dice, pens, off table units, etc. Try to organise the table as illustrated below:

PLAYING AREA (1’ BY 1’ SQUARES)

CL E A R S P A CE ( 6 ” BY 4 ’) CL E A R S P A CE (6 ” BY 4 ’) A.7 - TERRAIN

For an effective game try and make the terrain detailed, interesting and well finished and unless there is plenty of cover, units are easily spotted and hit. Built up areas should show each building or group of buildings. Hills should be contoured and be a variety of shapes and sizes and their crests should be mark on them. If large ridges are used in the game the point at which you can see down the ridge should also be marked with a crest line. Woods should be level so as to move figures across them with ease. Try to get a neutral person to arrange the battlefield (especially for competition games).

A.8 - MINIATURES

There are several companies producing lead or pewter modern miniatures and at the time of writing prices range from 28p to £1.39 per figure, dependant on quality. Figures and infantry stands should have their parent unit details written underneath (e.g. a platoon of four elements will have three with “1 PLATOON” written on them and one with “1 PHQ”).

Manufactures

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B: PLAYING THE GAME

B.1 – BEFORE A GAME BEGINS

Details for the ensuing battle should be agreed before hand. Use the following step-by-step guide to sort out the relevant details. B.1.1 - Force

Choose the nationality, size of the forces and type of battle to be fought (see B.2 - Game Types below). Many lists are available

on the BGMR Yahoo Group (http://uk.groups.yahoo.com/group/BGMR/). Each one includes Datasheets for various armies, the

army lists themselves and a pointer for working out your army list for each army in the lists. These can be used to give a balanced, realistic force for the nation and period of your choice. The following table gives a rough idea of reasonable sizes for encounter games depending on the year the game is set in. These sizes should give a reasonable game.

Start End Points Start End Points

1950 1952 250 1989 1990 600 1953 1968 350 1991 1996 800 1969 1978 400 1997 1999 800 1979 1980 400 2000 2001 850 1981 1983 450 2002 2003 950 1984 1985 500 2004+ 1000 1986 1988 600 B.1.2 – Weather

Weather can have a detrimental effect on a battle so it is suggested that bad weather is kept for campaign games. If you are desperate to include weather in your games see the optional Rules.

B.1.3 – Time

Choose a time of day, remember, some nations have a severe handicap fighting at night. B.1.4 - Support

Agree on the level of electronic warfare to be used and the amount of artillery or air support available to both players though the lists give reasonable levels of support.

B.1.5 – Reconnaissance

Decide if any pre-game reconnaissance is to be allowed. Optional rules how to carry out pre-game reconnaissance will be includd in a future update. However if you wish to carry out pre-game recce have a look at some of the competition detail documents which include a number of options on how to do this, they should be treated as work in progress.

B.1.6 - Draw Map

Players need to make a detailed map of the battlefield to draw on their forces route of march, objectives, registered fire points (RFPs), artillery impact points etc. The map and orders MUST be made available to your opponent after the game to make sure you adhered to them.

B.1.7 – Wind Direction

Before orders are written agree which table edge is north and roll a d8 on the following table.

Roll Direction Roll Direction

1 From N 5 From S

2 From NE 6 From SW

3 From E 7 From W

4 From SE 8 From NW

B.1.8 – Wind Speed

Roll d20 determine wind speed.

Roll Effect

1-2 No Wind

3-5 Light Wind

6-17 Normal Wind

18-19 Strong Wind

20 Very Strong Wind

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B.2 - GAME TYPES

The type of battle should be agreed before the game starts. The following are some suggestions: B.2.1 - Hasty Attack/Defence

The defender deploys their force up to two thirds on table from their baseline and the attacker is making an attack off the line of march and arrives from turn 1 on their baseline. The point ratio should be 2:1 in favour of the attacker.

B.2.2 - Prepared Defence/Deliberate Attack

The defender has had several hours to prepare, can deploy their force up to two thirds on table from their baseline and can call on Brigade and Divisional level assets. The attacker has had time to mass their forces, arrives from turn 1 on their baseline and the point ratio should be between 2:1 and 3:1 in their favour.

B.2.3 - Concentrated Defence/Breakthrough Attack

The defender has been in position for a considerable time and all available resources have been utilised. They can deploy their force up to two thirds on table from their baseline. The attacker is attempting a full frontal attack with virtually unlimited support, arrives on their baseline from turn 1 and the point ratio should be at least 3:1 in the attackers favour.

B.2.4 - Encounter off the Line of March

This is the classic encounter battle and both forces should be of equal points. Forces arrive in the following strengths:

TURN 1 All Recce elements.

TURN 2 1 Company + 1 support Platoon.

TURN 3 2 Companies + BGHQ + up to 2 support Platoons.

TURN 4 Remaining units.

If the force is a Recce Battalion then only ONE Company arrives turns 1 and 2 and the remaining units on turn 3. There will be no pre-game engineering or registered fire points but flank marches are allowed.

B.2.5 - Other Battles

The variety of different battles that can be played is only limited by the player’s imagination. There can be fighting withdrawals, last stands, obscure objectives, ambushes, escorts etc.

B.3 - PLAYERS BOUND SEQUENCE

Once you have all the details sorted and are ready to start, the player who is going first should use the following bound sequence to play the game. When a player has finished their opponent uses the same sequence and so on until the game finishes (you should endeavour to play an equal amount of bounds). Each pair of bounds (one for each side) is called a turn.

1. PRE-COMBAT PHASE

1. COMMUNICATIONS. Player writes orders, which units will be on overwatch and write any communications between

Communication Nets (See D.5 - COMMUNICATION) and make any rolls for regaining command and control (see D.3.2

– Regaining Command and Control).

2. UNIT REACTIONS. Units react to the enemy. (See D.7 – REACTING TO THE ENEMY)

3. AERIAL ELEMENT ARRIVAL. Player spots with ALOs, then requests and rolls for arrival of requested Aerial

Elements and places any Aerial elements arriving at their entry point.

4. ENEMY ARTILLERY. Opponent’s AOO’s detects targets and plot barrage for any they are able and wish it. (The roll to

see if you get the barrage should be made in phase 2.8).

5. AERIAL ELEMENT RISK ROLLS. Opponent makes the risk rolls for returning requested aerial elements and under

command aerial element. (See O.2.2 – Height Risk)

2. COMBAT PHASE

1. MOVE ALL UNITS. Player moves all units including Aerial Elements to their attack points.

2. SUPPRESSION REMOVAL. Player rolls a d6 for element with a face up Suppression Marker. Player flips face down

suppression markers.

3. ENEMY REACT FIRE. Opponent detects targets, (enemy helicopters pop-up) and engages targets that have been spotted

with direct fire, area fire, ATGMs or AA fire. (See F: DETECTION)

4. PLAYER FIRES ALL UNITS. Player detects targets and engages targets that have been spotted with direct fire, area fire

or AA fire (including react fire at ATGM launchers and AA fire at popped-up helicopters). (See F: DETECTION)

5. CLOSE COMBAT. All touching infantry elements resolve hand-to-hand fighting and close assault on vehicles.

6. MISSILE RESOLUTION. All targets of incoming missiles test to spot the missiles and react to the threat (if possible).

Resolve all missile fire simultaneously (enemy helicopters that popped-up return to cover).

7. AIRSTRIKES. Surviving aircraft release ordnance, test accuracy and damage.

8. ENEMY ARTILLERY FIRE. Any previous barrages cease then opponent make artillery request rolls and then tests for

accuracy and damage of artillery fire that they successfully get.

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B.4 - INITIATIVE DIE

The die used for initiative depends on the morale level of the Battlegroup. These are used at the start of a game to determine side of table and who goes first. The dice used are:

• MILITIA d10-2

• CONSCRIPT d10-1

• REGULAR d10

• VETERAN d10+1

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C: ORDERS

C.1 - INTRODUCTION

Orders are an extremely important way of keeping the game fair and they should be kept simple. Without orders a unit will hold

and defend its current position. To change orders during the battle see D: Command, Control And Communication.

C.2 - UNITS

A unit is the smallest group of elements that can be given orders within the player’s army. These are marked on the each army list with a star (*) after the commanding elements points cost. While these can be given orders they must normally remain within a certain distance of at least one other element in their own unit and their unit must remain within a certain distance of their

parent unit (see D.4 - INTEGRITY)

Normally a unit will be part of a command structure. The following are some general rules about units. C.2.1 – DHQs

Are Division HQs and will sometimes be the most senior HQ on the table. C.2.2 - BdHQs

Are Brigade HQs and will sometimes be the most senior HQ on the table. C.2.3 - RHQs

Are Regimental HQs and will often be the most senior HQ on the table. Sometimes the will be subordinate to a BdHQ if there is one required by the army list.

C.2.4 - BGHQs

Are Battle Group HQs, they are sometimes the most senior HQ on the table. Sometimes they will be subordinate to a BdHQ if there is one required by the army list. Occasionally they are subordinate to a RHQ this will be shown on the army list if they are. C.2.5 - BHQs

Are Battalion HQs, they are sometimes the most senior HQ on the table. If a BdHQ, RHQ or BGHQ are present BHQs will normally be subordinate to one of them. The army list you are using will indicate which if any they are subordinate to.

C.2.6 - Higher HQs

DHQs, BdHQs, RHQs, BGHQs and BHQs are all Higher level HQs and count as platoons when they enter the table in a game with limited numbers of units entering each turn.

C.2.7 - CHQs

Are Company HQs and will almost never be the most senior HQ on the table. They are almost always subordinate to a BdHQ, RHQ, BGHQ or BHQ. The army list will show who they are subordinate to. Sometimes they are bought on their own and have platoons and sections attached to them from a list shown on the army list. Sometimes they are bought as part of a fixed organisation company.

C.2.8 - SHQs

Are Squadron HQs, this is normally just a different name for a company HQ. Often they will have troops instead of platoons. Very occasionally they will be senior HQs which will be shown on the army lists where this rare usage takes place.

C.2.9 - PHQs

Are Platoon HQs and will be subordinate to a CHQ or higher level HQ. Normally they are bought as part of a company. Occasionally they are bought separately and can have sections bought under them as per your army list. If they have a command star and are bought separately they can operate as independent units or be added to a senior HQ otherwise they are added to the senior HQ and become part of that senior HQ.

C.2.10 – THQs

Are Troop HQs, this is normally just a different name for a platoon HQ. Very occasionally they will be company HQs which will be shown on the army lists where this rare usage takes place.

C.2.11 – Sections

Are the smallest units and are always subordinate to a higher level HQ. Normally they are bought as part of a platoon and often aren’t shown as separate from the rest of the platoon. Occasionally they are bought separately and are attached to a senior HQ. If they have a command star and are bought separately they can operate as independent units or be added to a senior HQ otherwise they are added to the senior HQ and become part of that senior HQ.

C.2.12 – Elements

Each Vehicle and each infantry stand is an element. Elements are the basic building blocks of units. Within these rules you will see elements used a lot, it is important that you understand the definition given at the start of this paragraph when reading the rules.

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C.3 - ORDERS

Using a map both players should write their orders for each senior HQ, company and independent platoon/section.

Movement should be listed from objective to objective and NOT timed (e.g. “Use TRANSIT SPEED for 2 turns then use COMBAT SPEED to CLEAR objective ZULU” is not allowed).

Each unit as defined in C.2 - UNITS must be given orders.

For units starting on table and defending in an attack/defence game (see B.2 - GAME TYPES) only the objective they are starting at and the action they are doing there needs be written, unless the player wishes to move them in which case a full set of

orders must be given. See O.5.1 - ORDERS for under command Aerial Element orders.

For all other units a Route of March; Objective, Speed and Action must be written.

All units starting off table must be given orders to enter the table unless their army list says they are off table, allowed to stay off

table or they meet the requirements listed in H.13 – REMAINING OFF TABLE.

See below for details of these and other options. C.3.1 - Route of March

The path each unit will take must be accurately drawn on a map and MUST be adhered to. The route can only be changed by a

higher command element (see D: Command, Control And Communication) or bad morale result (see M.5.1 – Morale

Ratings Table). See C.4 - FLANK MARCH if the unit is attempting to sweep round the enemy’s flank in an encounter battle. C.3.2 – Objectives

A unit can have up to 3 objectives; these should be realistic, observable places such as a hill, road junction, town etc. Each objective must be clear of any enemy elements before a unit can proceed to its next objective.

C.3.3 – Speed

The rate at which the unit travels between each objective should be written down, if not it is taken as the speed of the SLOWEST element in the Company. Units must move as far as possible. There are three movement rates,

C.3.3.1 – Transit Speed

This is flat out movement between objectives. You cannot fire while moving at transit though you can still spot. C.3.3.2 - Combat Speed

This is slower, more cautious movement and allows elements to fire on the move. C.3.3.3 - Engine Off

This only applies to vehicles. It’s normally only useful to defenders at the start of a battle to allow noise detection (see

F.5 – NOISE DETETION).

The vehicle cannot move from its current position. At the start of any movement phase the unit may start its engines and change to COMBAT speed.

It takes half a ground vehicles movement and all of an air vehicles movement to start its engine. A unit may only stop its engines if ordered to do so and will be unable to move once the order arrives. C.3.3.4 – Assault Speed

Assault speed is used by a unit to move up to an attack a location. It can only be given to a unit equipped with LFC+, LR or SAT POS.

The unit moves at TRANSIT SPEED until 20cm from the objective then slows to COMBAT SPEED before moving on to the objective.

A unit using LFC+ or LR must be able to see its objective before it can slow from TRANSIT SPEED to COMBAT SPEED. So for example if the objective is on the other side of a wood you will only be able to slow to COMBAT SPEED once to get close to the edge of the wood and can see the objective.

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C.3.3.5 - Move and Fire

Move and fire is used by units so they can move forwards with a degree of support.

The unit is split into two with each part having about half of the elements. If the unit has 2 commanders then one must

join each half of the unit. Each half of the unit must follow the normal INTEGRITY rules (see D.4 - INTEGRITY).

One half of the unit counts as the parent unit and the other as a subordinate unit. If there is only 1 commander the

parent unit is the one with the commander. If the unit has paid for sub unit commanders (see C.2 - UNITS) these are

ignored until the unit reaches its final objective except if the unit commander is destroyed when test to take over as

normal (see D.3.1 – Loss of Commander)

The player must mark waypoints at terrain along the unit’s route of advance. Waypoints must follow the same rules as

objectives (see C.3.2 – Objectives above) and must be no more than 50cm apart. However you will need to ensure the

2 halves keep integrity thus the waypoints may need to be closer. There are 2 versions of the Move and Fire speed.

FAST First part of the unit moves at TRANSIT SPEED until it reaches the next waypoint along the

unit’s route of march while the second remains STATIONARY.

Once the first part arrives it remains STATIONARY and the second moves at TRANSIT SPEED past the first part and on to the next waypoint beyond the one the first part has stopped at. Then the first part moves again as above and so on with the two halves alternating moving and being stationary.

SLOW First part of the unit moves at COMBAT SPEED until it reaches the next waypoint along the

unit’s route of march while the second remains STATIONARY.

Once the first part arrives it remains STATIONARY and the second moves at COMBAT SPEED past the first part and on to the next waypoint beyond the one the first part has stopped at. Then the first part moves again as above and so on with the two halves alternating moving and being stationary.

The objective for the order counts as a final waypoint so half of the unit will move up to it and once it arrives the other half will move up to it.

The 2 halves of the unit CANNOT both move during the same bound. You must wait until the half that’s moving arrives and then move the other half in your next bound.

NOTE: - This unit can be used to move onto the table, BUT only half of the unit will enter as the other half must remain stationary off table!

C.3.3.6 – Actual Speed to Move

The orders should give the actual speed the unit will move each turn (example: - 20cm). If no such speed is given the unit must move at the full speed for the type of speed chosen (i.e. full combat or transit speeds).

Note that elements moving at transit speed must move faster than their combat speed.

As part of a reaction (see D.7 – REACTING TO THE ENEMY) the unit may change its actual speed.

C.3.4 - Changing Speeds

Sometimes a unit reaches an objective without encountering enemy forces and has orders to continue on beyond the objective to another objective.

If the units orders change from TRANSIT SPEED to COMBAT SPEED the unit will count as using COMBAT SPEED if it hasn’t moved more than it’s COMBAT SPEED otherwise it must stop on the objective counting as moving at TRANSIT SPEED and then must move on next turn at COMBAT SPEED.

The same applies when using the ASSAULT command. C.3.4.1 - Example of Changing Speeds

An AL-Khalid can at TRANSIT SPEED 35cm and move at COMBAT SPEED 25cm on a road.

A company of them is ordered to move to a road junction using TRANSIT SPEED and then continue at COMBAT SPEED.

The company arrives at the road junction having moved 20cm, as this is less than its COMBAT SPEED of 25cm it can move on another 5cm and only count as moving at COMBAT SPEED for this turn.

If on the other hand it had moved 26cm when it reached the junction it would have to stop at the junction counting as moving at TRANSIT SPEED and then move on at COMBAT SPEED next turn.

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C.3.5 – Action

Upon reaching an objective an action order must be given. Those available are: C.3.5.1 - Clear

The unit must attack and clear the objective of all enemy and then push on to the next objective. C.3.5.2 - Hold

Once the objective is cleared the unit must stay within 10cm of the location and defend it or support another unit by observing for, giving direct fire or indirect fire support.

C.3.5.3 - Withdraw

A unit may, for whatever reason, be ordered to withdraw to a previous objective or nearby cover by a higher command element.

C.3.5.4 - Overwatch

A unit may be ordered to be on either ATGM or AA overwatch.

A unit on ATGM overwatch must be stationary and MUST attempt to spot any missiles fired at them, their unit, their superior unit or a specific unit they are ordered to watch out for. If the threat is spotted it can warn the threatened elements and, if possible, engage the launchers.

AA overwatch is the same but the elements are looking for enemy Aerial Elements. See F.2.3.1 – Visual Spotting Table for effect of overwatch on spotting.

C.3.5.5 - Rearguard

If the senior unit has failed a morale test and is retreating any units subordinate to it with GOOD morale may be ordered as a rearguard.

The unit can either make fighting withdrawal at COMBAT SPEED or alternate between a turn of moving using TRANSIT SPEED away followed by a turn stationary and so on.

C.3.6 - Example of Orders

1st Company will move at TRANSIT speed to top of Hill 125 and clear it. Once the hill is clear it will move on to the Town at COMBAT speed and clear and hold the town.

2nd Company will ASSAULT the town, so it will move at TRANSIT speed until its 20cm from the TOWN. At 20cm it will drop to COMBAT speed and attempt to Clear and then hold the town.

3rd Company will do a FAST MOVE and FIRE to the town Via WP1 (The left hand Wood) and WP2 (The field). Assuming the company has a 10 Vehicles; the player would split the company into the two 5 vehicle halves.

The first half moves at TRANSIT to WP1 on the other side of the wood while the second part remains stationary to give support if needed.

Once the First half arrives at WP1 the second part then moves at TRANSIT through the wood to WP1 and then on to WP2 on the other side of the field.

When the second part arrives at the field the first part then moves through the field at TRANSIT and on to the town. Finally when the first part arrives at the town the second part moves on at TRANSIT to the town too.

TOWN WOOD

COMBAT TO TOWN

WHEN HILL IS CLEAR

WP1

FIELD

WP2

Objective

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C.4 - FLANK MARCHS

Units may attempt to outmanoeuvre the enemy and arrive on their flank. This manoeuvre is risky as the flanking unit may be become lost or delayed or even ambushed by other enemy units.

Write your orders for the flanking unit from its intended entry point.

The options are up to and including half way on either flank, over half way or on the enemy baseline.

The further you order them to move the more risk you take. You must also choose how fast your units will move, this is either, Fast, Normal or Cautious. The faster you try to move them the more risk you take.

Units may move together if the player wishes in which case a single roll for the group of units is made on each of the following tables. Thus either the whole group will arrive or none of it. Likewise the effect on any group of units which have failed to arrive is rolled for once and affects all the units in the group. The player may move some units in groups and other separately.

C.4.1 – Flank March Difficulty Table

Roll on the following Table to determine how hard any flank marches will be.

Roll (d10) Effect on Flanking Success Table

2 or less No Flank Marches allowed

3-5 Flank marches to own half of table allowed

6-8 Flank marches allowed except to enemies table edge.

9 or more All Flank marches allowed, but their arrival points must be announced at the start of turn 3.

Modifier Effect

Hasty Defence -2

Prepared Defence -5

Concentrated Defence -8

Use the C.4.2 – Flanking Turn Arrival Table to give the turn the unit arrives.

On the turn the unit is due to arrive place a marker on their entry point. Then roll on the Error! Reference source not found. to see if the unit arrives. If the flanking unit arrives they should be place on the table and moved up to half a move from their entry point.

If they fail to arrive, the person being flanked can react to the flanking move provided they can spot the entry point marker as if If they fail to arrive, the person being flanked can react to the flanking move provided they can spot the entry point marker as if it were a large target using the visual spotting rules. The person being flanked should also roll a d10 and on a 6+ the flanker must reveal exactly what is due to arrive at that entry point.

If they fail to arrive they MUST test again the next turn and if they fail to arrive they test again of the following turn. Effectively they have 3 tries to get onto the table. If they fail all 3 tries the unit will never arrive.

At the end of the game roll on the C.4.4 – Failed Flank March Result Table to see what happened to the units which failed to

arrive.

C.4.2 – Flanking Turn Arrival Table

Flanking Unit

TURN ARRIVAL

Up To Half Way Over Half Way Enemy Baseline

Fast Normal Cautious Fast Normal Cautious Fast Normal Cautious

Aerial Elements 1 2 3 2 3 4 3 4 5

Vehicles 2 3 5 3 5 7 5 7 10

Infantry On Foot 4 6 9 6 9 12 9 12 15

The turn of arrival is from the turn the unit is available. Actual arrival should be rolled for using the table below.\ C.4.3 – Flanking Success Table

Roll a d12 Speed

Target

Up to Half Way Over Half Way Enemy Baseline

Fast 8 9 10

Normal 7 8 9

Cautious 6 7 8

If the roll is equal to higher than the number given the Flank march succeeds. Modifiers (Modify the above numbers as follows)

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C.4.4 – Failed Flank March Result Table

Roll a d20 at the end of the game for each unit that failed to arrive.

Cautious Normal Fast Effect

1 1-2 1-3 Unit Destroyed, opponent gets Full points as kills.

2-3 3-4 4-6 Unit Badly Damaged, opponent gets Half points as kills.

4-5 5-6 7-8 Unit Damaged, opponent gets Quarter points as kills.

6-20 7-20 9-20 Unit Lost, opponent gets no points as kills.

C.4.5 – Morale effects of failing to Arrive

Any unit which fails to arrive 3 times counts as destroyed for morale purposes. This may cause a group morale test.

If the unit that failed to arrive is a Higher HQ (see C.2.6 - Higher HQs) the group test will be “without Original CO”.

C.5 – OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS

Various things can be included in a unit's orders at the start of a game. These include the following

1. Firing to destroy buildings (see R.5 - POSITION DESTRUCTION).

2. Firing Illumination rounds (see F.8 - ILLUMINATION FLARES).

3. Firing Smoke (see F.10 - SMOKE).

4. Suppressive fire (see J.5 - SUPPRESSIVE FIRE).

5. Engineering actions such as mine clearing, mine laying, bridge laying etc. (See E.6.1 – Preparing Weapons and

Equipment Table and R: ENGINEERING).

6. Artillery position behind the player’s base line for off table artillery. If this isn’t written in the players orders they are either

a. 3km from the table, if maximum range is 5km or more

b. Maximum range minus 2km from the table, if maximum range is 2.1-4.99km

c. 100m off the table, if maximum range is less than 2.1km.

7. Any Pre-planned fire allowed (see N.6 - FIRE MISSIONS).

8. What you are jamming with any jamming you have (see Q.3 – RADIO and RADAR JAMMING).

9. Any cross attachments (see D.2.3 – Cross Attaching Units)

10. Any attachments (See D.2.4 – Attaching Units)

11. Turning off IR (see F.2.3.1 – Visual Spotting Table).

12. Swapping IRB in SDV for WPS (see F.10.5.1 – Smoke Dischargers (SD and SDV)).

13. APS systems settings (see G.13.1 – Turning on APS).

14. Auto Response system settings (see H.9.1.1 – Automatic Counter Measures)

15. Fibre optic spotting (see H.12.5 – Using Visually Guided Missile Spotting in Orders)

16. Units staying off table (see H.13 – REMAINING OFF TABLE).

The types of fire mentioned above can only be issued at the start of the game or as reaction by a BHQ or higher to information passed to it.

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D: COMMAND, CONTROL AND COMMUNICATION

D.1 - COMMAND

All units have a chain of command and a communications network. These are shown in the army lists, any changes, i.e. cross attachments, must be clearly specified within your orders.

For details of the chain of command you should read and understand C.2 - UNITS and your chosen army list.

D.2 – COMMAND STRUCTURE

D.2.1 - Command Elements

Elements that include command figures are noted on the army lists by a * after the entry indicating that command points have been paid for this element

D.2.2 – Unit Commanders

All units have a specific command figure and sometimes a second in command (2IC). If there are two commanders (usually western forces) then one is the overall commander and the other is the second in command (2IC). Both count as commanders for the unit. In game terms they are both the same and you never need to know which is which.

D.2.3 – Cross Attaching Units

Cross attaching is when one unit gives another unit one of its sub units and the other unit gives the first unit one of its sub units. Normally this is when an infantry company gives a tank company and infantry platoon in exchange for a tank platoon.

Cross attachments they are allowed unless an army list prohibits.

Cross attaching can take place at any level provided that both sub units being cross attached are of the same type. Thus sections can be cross attached between platoons and platoons between companies, but a section from a platoon can’t be cross attached for a platoon from a company.

D.2.3.1 –Example of Cross Attaching Units

An army has an infantry company with 4 infantry platoons and a tank company with 3 tank platoons. The infantry company gives the tank company 1 infantry platoon and receives a tank platoon in exchange.

So the Army ends up with an infantry company with 3 infantry platoons and a tank platoon, plus a tank company with 2 tank platoons and an infantry platoon.

Before

HQ

HQ

After

HQ

HQ

D.2.4 – Attaching Units

Sub units can be detached from their parent HQ and attached to another HQ. The HQ they are attached to must be of a higher level than the sub unite being attached. Thus a platoon could be attached to a company from a BHQ, but a platoon couldn’t be attached to a PHQ.

Unless an army list prohibits attachments they are allowed. D.2.5 – Minimum Unit Size

Following Cross attaching and attaching units no unit can be left with less than half of its original number of sub units. D.2.5.1 – Example of Minimum Unit Size

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D.2.6 – Attaching Units to Higher Level HQs

If a sub unit is cross attached to a higher level HQ how it operates depends on if it has paid command points or not (see D.2.1 -

Command Elements).

If the sub unit has paid command points it can operate as a higher level attached sub unit (see D.4.2 – Unit Integrity).

If it hasn’t paid command points it operates as part of the higher level HQ. D.2.6.1 – Example of Attaching Units to Higher Level HQs

A player detaches a tank platoon and a mortar platoon from one of his companies.

The Mortar platoon has paid command points and thus can operate at a range of 150cm if it can see the BHQ or 75cm if it can’t.

The Tank Platoon hasn’t paid command points and thus becomes part of the BHQ and its elements can only operate at the element to element integrity ranges (either 2 or 4cm depending on if they can see the other elements in the BHQ).

D.2.7 – Which Sub Units Can Be Cross Attached or Attached

Only sub units listed on the army lists can be cross attached or attached. Thus for example you can cross attach something called a “Troop”, “Platoon or “Section”, but can’t cross attach a single element from within a platoon.

D.2.8 – Transport Vehicles

Some units have vehicles included within them as transports for the unit’s infantry. Once these transports have dropped off their infantry the controlling player has 3 options.

1. They remain with the infantry and stay as part of the same unit.

2. If they are armed they may form into a unit which is subordinate to their parent unit and will then operate as a section

with their parent unit counting as a PHQ.

3. They may form a separate unit which must then leave the table via the fastest route. They may avoid areas where

enemy are known to be within 25cm of. SeeF.11 – KNOWN ENEMIES.

When defending the defender can choose to leave the transport off the table from the start of the game or use either of the other two options.

D.3 - LOSS OF COMMAND AND CONTROL

Command and control is lost when a commander is disabled. An element or unit out of command and control cannot receive new orders.

D.3.1 – Loss of Commander

If all current commanding HQ elements are disabled then the unit will be unable to change its orders except in reaction to a

situation (see D.7 – REACTING TO THE ENEMY). In most cases this means when the single CO is destroyed, but when the unit

has a 2IC it means the CO and the 2IC. D.3.2 – Regaining Command and Control

For each unit currently out of command and control because of loss of its commander roll the army’s initiative dice in phase 1.1 to see if anyone has taken command of the unit.

D.3.2.1 – Units With Paid For Sub Unit Commanders

If the unit has elements within it that have paid command points one of them will take command on a roll of 3+. The element of the highest level will take command. If there are more elements of the same level then the one closest to the player’s baseline who has paid command points will take over command.

D.3.2.2 – Units Without Paid For Sub Unit Commanders

If the unit has NO elements that have paid command points one of the elements in the unit will take command on a 4+. The element closest to the player’s baseline will take over command.

On the turn following an element has taking command of the unit that unit will be able to receive new orders for a higher level command.

The new commander will need to be marked in some way, I suggest keeping I supply of small stickers and marking under the element it show that its taken command.

This procedure is carried out for higher level HQs too. Thus if the BHQ command element is destroyed you should test each turn to see when one of the company/Platoon/Section commanders takes control.

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That same turn the company is hit by artillery fire and all 3 platoon commanders are destroyed. The player will now have to roll to see when the section commander takes command (as there are no platoon commanders left to take command).

D.4 - INTEGRITY

The integrity of an element is a measure of how secure and safe they feel. Companies and platoons operate within certain restraints so that the various elements can give mutual (fire) support to each other. This depends more on terrain and where a unit is fighting than on communications.

D.4.1 – Element Integrity

To maintain integrity each element within a unit (see C.2 - UNITS) must remain within the distance given below of at least 1

other element within the same unit. Destroyed elements of the unit can be used to form this chain, however once a dead element is left behind by the unit it can no longer be used to help form the chain. It’s worth noting that using dead elements is only useful when the unit is stationary as when it is moving it will leave it’s dead behind.

Couriers aren’t subject to the integrity rules and can operate anywhere on the table within their own rules (See D.5.4 – Couriers)

D.4.2 – Unit Integrity

Likewise unit HQs must remain within a certain distance of their parent HQ. In this case however the distance is measured from any element on the subordinate HQ to any element of the parent HQ.

D.4.3 – Integrity Distances Element to Element

within a unit Normal SR/Airmobile/Aerial LR/Para/Special Forces

Normally 2cm 3cm 4cm

Defending 3cm 5cm 6cm

Section HQ

To Platoon HQ Normal SR/Airmobile/Aerial LR/Para/Special Forces

Normally 8cm 10cm 12cm

Defending 12cm 15cm 18cm

Section/Platoon HQ

To Company HQ Normal SR/Airmobile/Aerial LR/Para/Special Forces

Normally 20cm 25cm 30cm

Defending 30cm 40cm 50cm

Section/Platoon/Company

HQ To Higher HQ Normal SR/Airmobile/Aerial LR/Para/Special Forces

Normally 75cm 100cm 125cm

Defending 100cm 150cm 175cm

Elements can only use the Defending distances if they are still in their start up positions. Once they move they use the “Normally” Row. This bonus represents the elements knowing where their friends are at the start of a battle and having set up local communications.

D.4.4 – Measuring Integrity

The player measures from the edge of 1 element to the edge of the next element. D.4.5 – Higher Level HQ Integrity

For game purposes Higher Level HQs can be any distance from their parent Higher Level HQ. D.4.6 – Integrity of Units Starting on Table

On initial deployment ALL elements within units which are starting on the table MUST have integrity within the unit they are part of or attached to.

D.4.7 – Integrity of Units Entering the Table at the Start of the Game

If the type of game means the units superior command element hasn’t arrived on table yet and that superior isn’t doing a flank march, the unit will count as having INTEGRITY until the units superior command element arrives, provided they follow their initial orders.

All flank marching units have integrity until they enter the table. This is to avoid giving away that there are flankers if a group test needs to be made.

D.4.8 – Integrity of off Table Units

Units listed as off table in the army list, allowed to stay off table by the army list note or stay off table because they meet the

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D.4.10 – Integrity and Morale

When testing the morale of a unit or group, any none detached elements that don’t have integrity will reduce the unit’s or

group’s morale (See M: MORALE).

D.5 - COMMUNICATION

Communications can be made between units in a number of ways

D.5.1 - Hand/Flag Signals

This involves a commander waving his arms or flags around to transmit information from his HQ element to another unit or element. Any army may use this form of communications.

To be able to transmit information via hand or flag signalling the receiving element must have clear LOS to the sending element

and be within auto spotting distance (See F.2.3.1 – Visual Spotting Table), however as sending units commander is waving his

hands around to attract attention, when spotting the element drop two rows on the observation table. It’s worth mentioning that this is a double edged sword as the enemy will be better able to spot the element and any enemy sniper will know exactly who

the commander is (See J.8 - SNIPERS).

Also if the sending element is caught in an artillery barrage then any suppression result will indicate that the sending commander is dead. If the element commander is killed in this way the element will count as suppressed for the rest of the game.

Any communication sent via this method cannot be intercepted.

D.5.2 – Noise Signals

The use of bugles and whistles is very uncommon today, but it has been used within the period the rules cover. Only elements in armies with an EW Level of 0 or lower may use this form of communications.

This form of signals can be used to alter a unit's orders to one of the following.

1. Move at Transit.

2. Move at Combat.

3. Stop.

4. Withdraw to nearest cover back along route of march.

How far the order can be heard will depend on battlefield conditions and each element will need to be checked to see if it can

hear the order (see F.5 – NOISE DETETION).

Any communication sent via this method cannot be intercepted (in effect you could figure out what the noises mean, but you’d probably not have time to do so within the few minutes that a Battlegroup battle lasts for)..

This is a limited but secure way of sending signals however it can give away the position of the sender and is of little use on a noisy battlefield.

D.5.3 - Hard Wired Telephone Link

This is also a silent and secure way to send signals but is available to armies doing a Prepared or Concentrated Defence. Each HQ that has paid command points may be given a line to its parent HQ.

The route of all telephone lines must be marked on a players map and should take a reasonable direct route from subordinate HQ to Parent HQ.

If a line is hit by artillery it will be cut on 7+ on a D10.

If Tracked vehicles of 20t or heavier cross the line the will be cut on 9+ on a d10.

D.5.4 – Couriers

D.5.4.1 - Motorbike Availability

All Higher level HQs which have vehicles will have a few motorbikes available to act at couriers for orders. Any lower level HQs which has these available will be shown on in the army lists.

Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise. These move at 80cm on a road and 40cm off road. They count as size S.

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D.5.4.4 - Runners

All HQs with at least infantry element have these available. One Runner is available for each infantry element in the HQ.

Generally this means Section, Platoon and Company HQs will only have 1 runner available as the HQ itself is normally a single element, however where the HQ has 2 command elements that are both infantry it will have 2 runners available.

Higher level HQs count all infantry elements within the company Unit and so will often have several available. Orders or information sent this way takes time; the path taken by the carrier must be marked on a players map. These move at 8cm on or off road. They count as size T.

D.5.4.5 - Messages

Couriers can be used to change the orders of the receiving unit however the receiving unit’s position and route of march must be known to the sending HQ when the message is sent.

Couriers move to the unit via the route that will get them to the unit fastest, however they may avoid areas if an enemy

is known to be in or within 25cm of that area. See F.11 – KNOWN ENEMIES.

Once the courier arrives their message will go into effect at the start of the players next phase 1.1. D.5.4.6 – Courier Details

Couriers are treated as unarmed, have special rules when shot at by snipers (see J.8 - SNIPERS) and ignore the

integrity rules (see D.4 - INTEGRITY)

Any courier attacked in close combat will loose automatically and their message will be captured.

If the courier is destroyed outside of close combat and element that gets to the position where the courier was killed and knew about the courier can search the area for a message. Roll a d10 check the table below.

Courier type Roll required to find message

Motorbike 8+

Bike 9+

Horse 8+

Runner 10

If a message is found it’s captured.

See D.5.4.5 - Messages about for details of how it would know about the courier. D.5.4.7 - Captured Messages

If a message is captured a player may roll a d100 in each of their phase 1.1s that the capturing unit is still alive and remains stationary. On a roll of 100 the message has been interpreted. Its details can now be passed on up the chain of command via whatever communications the owning player chooses.

Alternatively if the unit has a courier of its own available the captured message could be sent to the units parent HQ for analysis, in this case roll the d100 each Phase 1.1 once the captured message arrives.

Once interpreted the player finds out what unit the message was for, that unit’s location and what the unit was ordered to do.

D.5.4.8 – After the Message is Delivered

Once a courier has delivered their message they must return to their parent unit via the fastest possible route. However

they may avoid areas if an enemy is known to be in or within 25cm of that area. See F.11 – KNOWN ENEMIES.

Once they return to their parent HQ they may be used to send another message. On their return trip they are again subject to possible enemy action.

D.5.5 – Radio/BMS/ABMS

Almost all modern elements carry radios. For vehicles this is included in the vehicle stats on the Datasheets. For infantry a note will be included in the army list which shows which type of communications the infantry in that army has. Very occasionally the DATASHEET will show a type of communications for an infantry section; this supersedes the general communications level mentioned in the army notes.

References

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