Chain of Command Rules Errata and FAQ
Chain of Command Rules Errata and FAQ
Chain of Command Rules Errata and FAQ
to this, the much anticipated Errata and FAQ for Chain of Command. Firstly, we are glad to
say that the Errata section is quite short, so the vast majority of this document is simply answering
questions that have come up on the various forums and discussion groups. However, there were some
issues which were a toss-up between Errata and FAQ and to keep things as tight as possible we have
put them in the Errata so there can be no doubt that these are rule additions or changes as opposed
to simple matters of preference.
What we have attempted to do is to reproduce here pretty much every question that has thus far
been asked, although many of these have been duplicated or overlapped, so in those cases we have
done some rewording to get maximum information crammed in without it becoming boring. In other
cases we have added a text box to show that this is the game designer giving an insight into why he
made that rule as he did.
Some questions we have not replicated as they are not so much about rule clarification as points of
historical debate. Examples here would be “Why does the German LMG have more crew than the
Soviet one?” It’s a pertinent question, (the answer is that the German LMG was historically organised
like that, the reason being that it needs more men to keep it supplied with ammunition) but it is not
really about the actual rules.
We hope this document proves useful and that it helps you enjoy Chain of Command all the more. My
thanks must go to the many people who assisted in collating the questions for me to process. First
among equals here is John “Truscott Trotter” Mumford whose efforts were above and beyond the call
of duty.
Richard Clarke
Lard Island
November 2017
ERRATA
The following areas require some change to be made to the rules in order to reflect changes made
since the rules were first published. In some cases these are errors in the text of the first edition
which can now be ignored by owners of subsequent print runs, others need changes to be made in
all print runs to date.
Section Four: Command & Control
4.3.1 Deploying to Jump-Off Points
In the first edition copies of the rules the following line is missing from Page 16:
“Troops deploying onto the table may not move in the current Phase but may fire at full effect”.
A sticker with this printed on was inserted in the vast majority of the books, just below the text box
on the right hand side of the page. In subsequent print runs this error was corrected and now forms
the second paragraph in this section of the rules.
4.5.4 Unit Actions Defined
Under the section on Covering Fire add the following:
Units which are Pinned cannot put down Covering Fire.
Section Seven: Movement
7.4.1 Manhandling Weapons
Here support weapons such as wheeled anti-tank guns are described as being light, medium, heavy
and static. Light guns should be small, such as the French 25mm, numerous 37m and 45mm guns
and small infantry guns such as the le.IG.18. Weapons such as the 6 pounder, 57mm or Pak 40 should
be Medium whilst larger weapons such as the Pak 43 and 17 pounder are Heavy guns. Those guns
without wheels or simply too large to be manhandled are unlikely to feature in many games of Chain
of Command but if they do, such as objectives of an attack, they are considered static. These will be
specifically covered in a number of theatre specific handbooks.
Section Nine: Infantry Fire
The Master Arsenal Table: Rifle Grenades
The notes currently read:
“Roll for hits as though target in the open”
Change this to
“Reduce all cover by one level”
9.1 Infantry Fire Against Elite Troops
Section 9.1 and Table Five in particular shows that it is harder to hit Elite troops when fired upon. In
some situations, especially when the firer is himself under covering fire, this makes hitting Elite
troops impossible. At the time of writing the rules, this was my intent, but, on reflection, I feel that
Elite troops are overly powerful.
As a solution, count a 6 as a hit but then roll again for each hit needing 4, 5 or 6 for it to actually be a
hit. On a second roll of 1 to 3 you ignore the hit.
9.1.5 Rifle Grenades
Add to this section:
No Team or Squad may fire more rifle grenades in a Phase than the number of men equipped to fire
them.
The total number of rifle grenades a Leader may order used in a game is equal to his Command
Initiative level. So, a Junior Leader may have just two grenades, a senior Leader three.
9.2 Hand Grenades
Add the following text to this section:
The total number of grenades a Leader may order used in a game is equal to his Command Initiative
level. So, a Junior Leader may have just two grenades, a senior Leader three. The Germans using
the Handgranaten rule ignore this in that situation.
9.2.2 Smoke Grenades
Smoke grenades are covered in Section 9.2.2 of the rules. However, add the following to that
section.
The total number of smoke grenades a Leader may order used in a game is equal to his Command
Initiative level. So, a Junior Leader may have just two smoke grenades, a senior Leader three.
Smoke grenades do not completely block line of sight, but any Team which has men firing through
smoke will apply a -1 to any roll to hit their target for the whole Team.
Troops may not fire covering fire through smoke. However, they may fire covering fire and then
deploy smoke in the same Phase, with the covering fire being effective for the next Phase. The
effect of covering fire and smoke in that situation is cumulative, with a -2 being applied to any to hit
roll for any unit affected by both.
9.5 Snipers
The fourth paragraph in this section says:
“If a kill is achieved then any Leader with the target Unit rolls to see if he has been hit with a -1 on
the dice, thereby increasing his chances of being hit.”
Change that to:
“If a kill is achieved and the Unit has any Leaders or Forward Observers with it, roll to see if one of
them had been hit with a -1 on the dice, thereby increasing the chance of one of them being hit. If
one is hit and more than one Leader or Observer is present, roll a D6 to see which one has been hit
with equal chances.
Also add the following paragraph to this section.
“A sniper facing another sniper may place himself on Overwatch when he activates. He remains on
Overwatch until he fires or until the Turn ends but man only use his Overwatch against the enemy
sniper when he fires. He will add +1 to the roll to identify the enemy sniper.”
Also add the following paragraph
“Snipers firing against Units being carried in an AFV inflict any resulting Shock on the Unit not on the
AFV”.
Section Ten: Support Weapon Fire
10.3.1 Calling for the Barrage
In the first edition copies of the rules, the last word on page 46 (in the shaded text box) should be
“of” rather than “if”. The sentence should read:
“Any troops in woodland or orchards will be treated as a Close Range target due to the increased
effect of shrapnel in woods”.
This error was rectified in all subsequent print runs.
10.3.1 Calling for the Barrage
In Step 2, where the effect of the barrage is noted, there is the following sentence:
“Any troops in the barrage area are Pinned until the barrage ends”.
Change this to the following: add the following text:
Any troops in the barrage area are Pinned until the barrage ends unless on a lower storey of a solid
structure built of brick, stone or concrete. Troops within such structures are still able to move but
cannot fire through the barrage and may not leave the structure to move into or through the
barrage.
Section Fourteen: Shock
14.8 Shock on Armoured Vehicles
In the first edition copies of the rules, the sentence “Leaderless vehicles always have a Morale level
of 1.” was omitted. It is present in all subsequent print runs.
Appendix B,
Germany
Due to some tweaks to the point systems based on player feedback, the core armies in the rules
book should now be rated as below.
Infantry Platoon, Regular: 0 (no change)
Infantry Platoon, Green: -5 (no change)
Panzer Grenadier Platoon, Regular: +3
Panzer Grenadier Platoon, Elite: +9
Fallschirmjager Platoon, Elite: +14
Fallschirmjager Platoon, Regular: +5
Great Britain
In the first edition of the rules, the Churchill AVRE is incorrectly listed as 'Small' on the British Arsenal
Table. This was corrected in all subsequent print runs.
Due to some tweaks to the point systems based on player feedback, the core armies in the rules
book should now be rated as below.
Infantry Platoon, -1 (with SMG for officer 0)
Motor Platoon, -1
Airborne Platoon +9
United States
Due to some tweaks to the point systems based on player feedback, the core armies in the rules
book should now be rated as below.
Infantry Platoon, 0
Armored Rifle Platoon, +2
Parachute Infantry Platoon, 2 squads, +4
Parachute Infantry Platoon, 3 squads, +10
In the first edition of the rules, the Chaffee was misspelt as Chafee and the M3 halftrack was listed
twice. This was corrected in all subsequent print runs.
Soviet Union
Due to some tweaks to the point systems based on player feedback, the core armies in the rules
book should now be rated as below.
Infantry Platoon, Green -7
Infantry Platoon, Regular, -3
Tank Rider Platoon, Regular -2
Tank Rider Platoon, Elite +2
In the first edition of the rules, the composition of the Soviet Tank Killer Teams was omitted. Soviet
Tank Killer Teams should be made up of three men; two armed with SMGs, one armed with a
Molotov Cocktail or satchel charge. This was corrected in all subsequent print runs
The Soviet 50mm mortar team is shown on the Support List tables as having two crew. The number
of crew was not repeated in the description below which would, apparently, have been helpful.
Commissars. The role of the Commissar changed throughout the war and as such the role is not
defined in the main rules. However, various interpretations of the Commissars role have been
outlined on a number of Army lists and Pint Sized Campaigns. Full and complete details will be
covered in the handbooks which will cover the entire war.
On the Soviet Arsenal Table, the following corrections should be applied.
SU-76 is “low profile”
KV-85, IS-2 and Valentine II should be listed as “No Hull MG”
The KV1S should be “Average” speed.
The ISU-122 should be rated thus:
Vehicle Armour A.P. H.E. Speed Notes
ISU-122 8 11 11 Average Heavy Gun, Heavy Armour, No Hull MG. Top
mounted MG
The Lend-Lease M3A1 Light Tank should be added, thus:
Vehicle Armour A.P. H.E. Speed Notes
M3A1 3 5 3 Fast AAMG
General Notes on AFV classifications
The following notes should be used when consulting the AFV tables
Ronsons: A Ronson is a designation which indicates that an AFV is more likely to catch fire or
explode. When an AFV designated as a Ronson is destroyed with three net hits on Tables 12, 13 or
14 it will explode on a roll of 4 to 6 as opposed to the normal 5 or 6 shown on those tables.
Heavy Armour: Heavy armour indicates that an AFV has good all-round protection. When rolling to
penetrate its armour in Step Three of section 12.1, its opponent will treat its side armour as frontal
armour, needing 5 or 6 to penetrate. Against its rear armour they will require 4 to 6 to penetrate as
opposed to the normal 3 to 6 for rear armour. In simple terms, side armour is treated as frontal
armour; rear armour is treated as side armour.
General Clarifications
Sections & Squads without Sub-Teams
Whilst the norm for unit organisation in the Second World War was to break sections and squads
down into smaller Teams to facilitate fire and movement, some nations simply did not have such
sophisticated tactical doctrines. Good examples here are the Poles and the Soviets, both of whom
considered the squad to be the smallest tactical unit.
Where these sections or squads are fielded the following rules should apply:
They suffer only one Shock when moving 'at the double'
They require only one Team entrenchment for the entire Squad or Section
They roll twice for hits from barrages
They activate only on a Command Dice roll of 2. Any sub-Teams, such as Scouts, which are
split
off from the Squad will activate on a Command Dice roll of 1.
The whole squad may be placed on Overwatch by their Leaders using one Command
Initiative
Page 42. Section 9.3.2. It should be made clear here that infantry anti-tank weapons being
used against infantry do NOT roll to hit as they would against a vehicle, but rather they
simply roll to hit on Table 5 as any other infantry weapon does.
Page 46. Section 10.1 Infantry Guns and 10.2 Anti-tank guns
There appears to be some uncertainty as to whether these should take into account the quality of
the target when firing H.E. against infantry. THEY DO NOT. The rules are correct as shown, with each
Firepower D6 rolled hitting on a 4, 5 or 6. The rationale for this is that whilst my elite troops can take
better cover against a rifle bullet, heavier calibre weapons are less forgiving.
P.69, Section 16.2. Remote Control Tanks.
Remote control tanks were primarily engineering weapons designed to clear obstacles. However,
they were sometimes used against infantry. It was the intention that these weapons have no blast
radius as such, but should make contact with their target before being detonated. If players prefer to
add some kind of blast radius we would suggest a 2” radius for the Goliath and a 4” radius for the
Borgward BIV. Any troops within that distance from the exploding charge will test for casualties as
indicated in the rules.
Rifle Grenades as a Support Option
Units with rifle grenades are normally limited in the number available by the Status of the Leaders
commanding them. Where rifle grenades are used an unlimited supply for the game may be
purchased for one point for each rifle grenadier present in the force as a whole or for each grenadier
in a Team or Squad which takes this bonus.
For example, a French platoon with three VB launchers may purchase unlimited grenades for three
points. A German platoon commander may elect to upgrade just one man in one of his squads for
one point, or upgrade all three squads for three points.
Elite Troops and the Sixth Command Dice
This remains a contentious issue and needs to be addressed. It was always my intention that very
few, very elite units would get this benefit as it is a very powerful addition, not particularly due to an
extra activation but the fact that it increases the chances of multiple phases significantly.
If using a unit with six command dice (and not all elite troops should automatically get this benefit,
as we will show in forthcoming handbooks) one of the command dice should be a distinct and
different colour to the others rolled. So, for example, you might roll five white dice and one red one.
If the differently coloured dice, red in our example, rolls 1, 2, 3, 4 or 5 it is treated as normal. If the
red dice rolls 6 then this is converted to a 5 immediately and does not count towards multiple
phases.
This does not affect any of the points values for forces.
Frequently Asked Questions
The following questions do not fit in the errata, but cover the areas where we have been asked
questions. For the sake of clarity, we are including pretty much all of the questions we can find that
we have ever been asked over the past four years. What we have also done is to try to give some
insight into the designer’s intentions and thoughts when we have felt that this may be useful.
Section 2: The Ground Rules
Unit Integrity
Q: If the two Teams in a squad are 6” apart but a Junior Leader in in between them, do they operate
as a squad or as two Teams?
A: A junior Leader is, of course, part of the squad and section. However, he isn't actually part of either
team. The Teams need to be within 4" of each other. The Junior Leader cannot act as a "bridge" to
extend that to 8" by standing exactly half way between them.
Section 3 : The Patrol Phase
3.2 Placing the Jump-Off Points
Q: Can you deploy more than one Jump off point from one patrol point?
A: No. Definitely not. If a Jump-Off Point presents you with two or more choices of where to place a
Jump-Off Point you may only select one of those.
Q: If a Jump-Off Point must be placed at the table edge, is this just the player's friendly or starting
edge, or is it any point where a Patrol Marker's zone touches an edge, so possibly a side edge?
A: Anywhere the Patrol Marker’s zone touches an edge and, yes, that does include a side edge. Often
being limited to a Jump-Off Point on an edge can be a bad thing, but a side edge will often present
opportunities to flank an enemy and sacrificing the benefit of cover for a daring flank move can
sometimes pay dividends.
Q: Can a Jump-Off Point be placed in an elevated position such as on the first floor of a building?
A: Yes, certainly.
Section 4: Command & Control
4.2 Using the Command Dice
Q: Once I have rolled my Command Dice, must I allocate these to various units, declaring what I wish
to do with those units, before I then use them?
A: There is no requirement to place the dice or state what you are going to do. You can allocate the
Command Dice one at a time and determine the effect of each one before you move on to allocating
the next. OR you may elect to play some or all of your dice simultaneously. Whatever suits the
situation best.
For example, you may allocate on dice to a machine gun team and they see how effective its fire is
before deciding whether to activate two sections to charge into close combat simultaneously. In that
situation the two sections moving into close combat will both fight together, not one fight and then
the other in a separate Close Combat.
4.3 Deploying Onto the Table
Q: Can a unit deploying to table enter into close combat?
A: Certainly. Remember that if enemy troops come within 4” of the Jump-Off Point it cannot be used,
but if an enemy were 10” or less from a Jump-off Point, you could deploy Regular troops to that using
the 6” deployment distance and be within 4” of the enemy. In that case you would immediately be in
Close Combat .
Importantly, in that situation your opponent would not add any dice for the number of dice your
troops moved as, effectively you have surprised him. It is worth reiterating here that prior to the
game beginning, your opponent’s patrols told him where he had encountered your forces and those
locations are marked by the Jump-Off Points. There should be no surprise when you do appear in
that location!
Q: Can a unit deploying to table use AT mines using the tank hunter team rules if deploying next to
tank?
A: Yes, in the same way that any unit can engage the enemy when they deploy. However, remember
they can’ t move when they deploy and if the AFV is within 4” of the Jump-Off Point then troops
cannot deploy from that point. Otherwise that is a perfectly legitimate (and wise) tactic.
Q: What restrictions, if any, are there or how troops can deploy from a Jump-Off Point in the
immediate vicinity of enemy troops? Can troops deploy behind an enemy advancing towards a jump-
off point?
A: Yes, as long as a Jump-off Point has not been shut down, troops can deploy from it. However,
Section 7.6 Over-running Jump-Off Points makes it very clear that troops who move onto an enemy
Jump-Off Point are considered to have captured that position, stopping it being used for the
remainder of the current Turn. If the original owner of the Jump-off Point is unable to recapture it by
moving troops onto it before the Turn ends, then it will be removed from play.
Clearly, the thing to take from this is that if you by-pass an enemy Jump-Off point, you really MUST
neutralise it by moving one or more figures across it. If that is done then the enemy cannot deploy
behind you. Again, your patrols told you where the enemy were. If you take that ground you should
take a moment to police the battlefield and deny that opportunity to the enemy.
Q: If I have a Team or Squad with a vehicle selected as a Support Option, can I deploy the Team onto
the table as infantry without their vehicle?
A: Yes, certainly, if you prefer to do so that is fine. You can subsequently bring on the AFV, as long as
you left a driver with it. If you didn’t leave a driver, you simply elected to attack on foot and left your
AFV behind.
Q: I want to deploy my Senior Leader onto the table, but a barrage stops me doing so (I roll badly
and fail to enter the table). However, I have rolled two 4’s on my Command Dice. Can I use the next
4 to try again?
A: No. Your first 4 was his activation even though he did nothing.
4.5.1 Command Initiative
Q: Is it really allowed for a leader to command troops in more than one building, just so long as they
are both within his command range? Would it take more than one activation to give the orders?
A: This is really an issue of how complicated do you want to make the games. There are always
compromises involved in creating rules. In reality I am inclined to agree that verbal communication
with two groups of men in two buildings would be more problematic than if they were all in the same
place. However, all commands are not verbal. Hand signals, whistles etc., could be used. To keep the
game as simple as possible I am comfortable with one Squad or Section spread over two buildings to
be activated as normal without any recourse to special rules. However, remember that if the
buildings are more than 4” apart then the Squad has split into two Teams and they must be activated
separately.
Q: When I place my Junior Leader with his squad, is he attached to both teams or just one of them?
A: If both Teams are within 4” of each other and he is with either one team, then he counts as being
attached to the whole squad which allows him to influence both Teams by rallying, controlling fire
with National Characteristics and so on. However, when you place him on the table remember that
he is better off being with one Team or the other so that when they take casualties he only rolls when
that Team lose men dead. This doesn’t mean he’s not attached to the whole squad, he is because the
two Teams are operating as a single Unit, it just keeps him safer if you put some thought into where
he is actually standing.
Q: Can a junior leader command teams on different floors?
A: Again, the key here is distance. If they are within his command range, then yes. If the Teams are
within 4” of each other than he can activate them as a squad. If they are further apart, it will have to
be as individual Teams.
Q: Can the Junior leader be "attached" to teams within 4 inches, but on different floors of a building
or on the other side of obstacles?
A: No. He can command both Teams but to be attached and do things like rally Shock, he must be
with them and in a building that means on the same floor. As for obstacles, well an obstacle large
enough to break a section or squad into two Teams would have to be 4” or more wide.
Q: I have a team at back of a building, with the unit leader and the other unit team inside. However,
the door is in the front, and greater than 4" of movement from the nearest figure inside the building
to the team. But through the walls is less than 4". Is this team in command range of the rest of the
squad?
A: Yes. The range is not affected by terrain.
Q: What do you do with a junior leader whose unit has been wiped out?
A: Whatever you like. He cannot command anyone; he cannot influence anyone. However, he can
move to join up with any of the remaining units where he counts as one man with whatever weapon
he is armed with. If he’s got an SMG he can add a decent bit of firepower both in and out of Close
Combat.
Q: Can more than one leader remove shock from a team in the same phase?
A: Absolutely, yes. As long as he has the right rank. A Junior Leader can only rally men from his own
section, whereas Senior Leaders can rally anyone.
Q: Does the Senior Leader in the force always use the ranking leader stats or is this only if you are
playing a game where a company commander or similar is also present?
A: A Ranking Leader is a specific type of Leader, not simply the most senior Leader present. A Ranking
Leader is only used when a Company Commander, or similar is present.
Q: Can a Junior or Senior Leader influence any infantry support options selected, such as an MMG or
Engineer Team.
A: A Senior Leader can influence any infantry support on the table. Activating it, rallying Shock from
it by using his Command Initiatives. A Junior Leader can only influence his own Team or Squad,. So
cannot influence support units.
Q: A Senior Leader from an infantry Platoon cannot influence a tank which has been sent to support
his force. If he gets a jeep as a Support Option does that have a radio which allows him to then
activate the tank?
A: No.
Design insight: Stopping a Leader from an infantry platoon activating or rallying a tank crew is not
about whether the Leader can talk to the crew or not, it is to reflect the fact that troops from different
units always had some issues when fighting with men from different units. This small restriction reflects
that and makes infantry and armour co-operation as challenging as it was historically.
4.5.2 Unit Activations
Q: If you activate a squad with a Command Dice roll of 2 and give a move or shoot order, must all the
squad move in the same direction, and must they shoot at the same target?
A: They must do the same thing. So if they move, both Teams will go in the same direction towards
the same objective. If they fire, they must both fire at the same target. However, if a section or
squad were placed so that only some men could fire at a target, the other men within the section
could move with 1D6 so as to reposition and then fire at half effect. That would still count as all of
the section doing the same thing as the men are only moving in order to be able to bring their
weapons to bear.
Q: Where a Soviet squad is occupying two buildings which are 4" or less apart, with the Leader able
to command all the squad from one of the buildings, how do you place the Overwatch markers when
their Leader puts them on Overwatch? Does one place one Overwatch marker on each window? Or
only one Overwatch in one direction?
A: Place one Overwatch marker on the table. Any troops in the squad who can fire into that area
may subsequently do so.
In the example given, it seems likely that the number of men who can fire will be limited to windows
and doorways, but the arc of fire they have been ordered to cover is determined by that one marker.
Any troops who can fire into the area to the front of the marker (not just the ones behind the marker)
may fire.
4.5.4 Unit Actions Defined
Q: Can a unit be in tactical stance and overwatch at the same time?
A: No; it's one or the other. Tactical is a cautious stance designed to protect, Overwatch is an
aggressive stance designed to threaten. The two are mutually incompatible.
Q: If a unit moving tactically gets ambushed or hit by overwatch fire, does it get the benefit of being
in tactical stance?
A: Yes. The men moving are not moving normally and then assuming a tactical stance, they are
moving carefully forward so benefit from the Tactical stance at all times.
Q: If a Team is reduced to one man, can he still lay down covering fire at full effect?
A: Yes he can. It is, I admit, a little generous, but adding very specific rules for just how many men
can do different tasks makes a game very top heavy. Suffice to say, if one man is putting covering
fire down on your position, it won’t take much to get rid of him.
Q: Does covering fire stack? For example, if two separate sections put covering fire on a team
behind a wall is it now -2?
A; No. If you had two sections firing, you’d be advised to fire covering fire with just one section and
fire for effect with the other.
Q: Can you declare a unit to be tactical on deployment if it doesn't fire when deployed?
A: Yes. Tactical is a stance adopted by a unit so it doesn’t need a Leader to tell the men to do it.
Q: Can you go tactical in hard cover, and if so, what effect does it have?
A: You can, but it won’t usually do you any good. Hard cover is as good as it normally gets. However,
if a unit is in cover and being fired on by a weapon which reduces cover, such as HE, then being
tactical will improve the cover.
For example, a Team in hard cover go Tactical. They are fired on by a 75mm infantry gun which
would normally reduce cover to Light Cover. However, by being Tactical this is returned to Hard
Cover.
4.5.6 Transferring Troops
Q: When a Leader transfers men between teams, does the transferred man physically move on this
Command Initiative, and is there a limit to how far the figure can move?
A: You can only transfer men between two Teams within the same Section or Squad. To do so, the
Teams must be together as a Section, so within 4” of each other. Any movement from one Team to
the other is automatic. Just move the figure from one Team to the other. This does not count as
moving for the purposes of firing or for triggering enemy Overwatch fire.
4.5.8 Attaching Leaders
Q: If a Junior Leader is being used to trigger a National Characteristic special rule such as
'Maschinengewehr' or 'Concentrated Fire', does that mean he is no longer attached to his section's
Rifle team?
A: No. He is directing fire, not manning the weapon himself. He could be attached to the rifle Team
whilst controlling the fire of the MG42 Team anywhere within his 6” command radius.
Section 5: Chain of Command Points
5.1.1 Using a Chain of Command Point: Ambush
Q: Can I ambush in my Phase, my opponent’s Phase or either?
A: Either. There are no restrictions on when you can ambush.
Q: If a Panzerschreck Team ambushes an enemy Tank, do they count as moving when calculating
what they need to roll to hit the target?
A: No. Ambushing is not moving. They may have moved they may already have been there. The key
thing about the ambush is that the rule is an abstraction which allows us to replicate historical
situations where troops seems to fleetingly appear, fire and then disappear.
Q: Can a man-portable flamethrower team ambush and then leave the table at the end of the
phase?
A: Yes, it’s a good tactic. We are always looking out for weapons as powerful as flamethrowers, so
with their limited number of ‘shots’ using them as an ambush weapon is a great idea.
Q: If my opponent ambushes me with a PIAT, can I interrupt before he fires and ambush the PIAT
team?
A: No, the PIAT Team will always fire first. However, you can then ambush it and fire on it before it
leaves the table at the end of the Phase. Or, if you have troops on Overwatch covering the place it
fired from, they can fire before the Phase ends.
5.1.1 Using a Chain of Command Point: Interrupt
Q: My opponent moves up a flamethrower team in order to attack me. He is just about to roll, his
dice for the attack, but I interrupt with a Chain of Command dice and move out of range. Does he
still make the attack and waste one of his shots?
A: No. He sees you move and can simply not fire.
Section 7: Infantry Movement
7.1 Basic Movement
Q: How is movement measured? By the figure, or by unit centre? The text never states which.
A: By the figure. This is a skirmish game and issues such as line of sight are important, so how you
position your men will determine who can and cannot fire.
Q: When you roll for movement, is the number of inches rolled the maximum that may be moved, or
is it the distance which MUST be moved?
A: It is normally the distance which you must move. However, there is an important exception to that
where you may specify that the unit is moving up to a specific recognisable point, such as a hedge or
the crest of the hill. In those situations, you can stop at that point. But if you are moving across open
ground then that is how far you must go.
Design insight: From a game design point of view, we tend to have far more control on our troops than
we would in reality. You as a wargamer may know precisely where you want your men to move to for
optimum effect, they do not have the same ‘helicopter vision’ appreciation of the battlefield and are,
consequently, less precise in their actions. Equally, when we tell our men to move, we cannot be sure
how quickly they will react and, just as importantly, how quickly the enemy will react. By using dice-
based movement we introduce this uncertainty. But remember, with more than one dice rolled this is
not random, you can estimate how likely you are to move and then hope your men live up to your
expectations.
7.2 Terrain and Movement
Q. Must all troops in a team be touching a bocage hedge at the start of movement to cross it, or just
some of the team?
A: A figure must take the whole Phase to cross a particularly dense bocage type hedge. So yes, if a
figures wishes to cross a bocage hedge, he must start the Phase in contact with it and end the Phase
in contact with it immediately on the other side. Any other troops wishing to cross but not in contact
with the hedge must move up to it in this Phase and end their move there.
Q: Is it possible to move and fire whilst crossing an obstacle?
A: No. Absolutely not. The rules are quite clear that obstacles are crossed at normal speed and that
does not allow firing.
7.4.1 Manhandling Weapons
Q: What are the gun weights referred to?
A: We will be covering specific gun weights for manhandling in future handbooks. As a guide, small
weapons such as the French 25mm, numerous 37mm and 45mm guns on wheels and small infantry
guns such as the le.IG18 should be considered Light. Weapons such as the 6 pounder, 57mm, Pak 40
o smaller guns without wheels, such as the 2 pounder are Medium, while larger guns such as the Pak
43, US 76mm and British 17 pounders are Heavy.
7.6 Over-Running Jump-Off Points
Q: Can tanks shut down or capture jump off points? The rules say "troops" but don't define what
troops mean?
A: Yes, they certainly can. The men in the tanks are just as much ‘troops’ as anyone else.
Q: Do troops need to have line of sight to a Jump-Off Point in order to shut it down? For example, if
they are 4” away but the other side of a high wall.
A: No. You could argue that this might be pertinent, but creating tiny rules for very specific
situations would really slow the game down. As a result we keep it simple with a blanket diktat.
Section 8: Target Acquisition
Q: Where I have troops in the open and we want to fire at an enemy squad in the middle of the next
field, does the intervening minor hedge mean that the target is in light cover?
A: Yes, it does. If the hedge were larger it would block line of sight, but intervening minor obstacles
do provide light cover.
Q: I have a squad lining a hedge which wants to fire at a British section behind another hedge across
the next field. In the middle of the field is a minor hedge which breaks line of sight to a minimal
degree. The rules state that if there are three intervening lines of light cover that counts as heavy
cover, would that be the case here?
A: Actually, because your troops are lining their hedge they are looking over it and not through it. So
in this case there are two intervening screens of light cover so that remains light cover.
Being sensible and talking ‘real world’ here, hedges are not all the same size or shape, so at some
point the players need to agree what is or is not heavy or light cover. It is impossible to create rules
based on how many leaves a hedge has per square foot to give a precise formula here.
Q: Is target acquisition relevant when throwing grenades? In other words, is Line of Sight needed to
be able to target the enemy for the purposes of throwing a grenade?
A: The key thing to remember is that if troops are on the table their location is known to everyone.
So, you may have a situation where you have an enemy unit which is not in line of sight and cannot
be engaged with rifle fire, but where you could engage it with grenades, such as around a traverse in
an entrenchment or over a high wall. Just remember to take into account that it is a harder target
because of the lack of line of sight and the throw will be considered as though over a high obstacle,
making it harder to hit the target.
Q: If you fire at a squad with two teams in the same cover and visible to the firer, but one team is
within 18'' of the firer and the other team is over 18'', how do you resolve that fire?
A: This is exactly the same as with troops in different cover types. The firer may choose to focus his
fire on the closer target, or may elect to split his fire, in which case he rolls two lots of dice, splitting
his firing dice as he wishes.
So, for example if a squad firing had ten D6 or firepower, it may choose to put 7D6 on one target and
3D6 on the other. It then rolls these separately because of the different range bands.
Q: If my target was two squads, one Elite and one Regular, could I focus all of my fire on the Regular
unit as it is easier to hit?
A: You can focus fire if you chose to do so, or you could split the fire between the two squads which
would need you to roll the dice separately.
8.3 Target Defined
Q: If a squad is deployed on different levels of a building, are the troops on each level considered to
be separate for firing purposes so that a firer can focus his fire on one target rather than divide the
hits between different Teams?
A: Which floor they are on doesn’t matter. If they are within 4” of another unit, be that up down,
left, right or diagonally, they are considered to be adjacent for targeting purposes and hits are split
between them
As a rule of thumb I have suggested as a rule of thumb that this is only the case if they are on
adjacent floors. As, frankly, if they are two floors apart then they will almost certainly be 4” apart
and it saves measuring fractions of an inch to check precisely.
8.3.1 Targets in Differing Cover
Q: If you are shooting at a team or section partly in one cover type and partly in a lesser one, can you
concentrate your fire on the latter or do you have to split it? If you concentrate it on the latter and
get more kills than are in that group, do the other kills carry over to the remainder?
A: Yes, you can concentrate your fire on the target in the open, as stated in section 8.3.1. If you then
kill all of the men in the open any excess hits will be carried over onto the target in cover. However,
that target will have to roll for the effect of the surplus hits, taking into account their better cover.
Q: The 2" rule for firing past other troops - how strictly should it be applied? Does it only affect
troops wholly behind others? What about arrowhead formations?
A: Arrowhead formations are not affected in any way. On reflection that rule over-complicates
things. What it is really trying to say is that men cannot fire through other men. So if you have a
squad of eight men clumped together, not all of them will be able to fire, just the ones with a clear
line of sight to the target.
However, if you have another Team trying to fire past the first squad, then you should allow a 2” gap
as they are avoiding friendly fire.
8.3.2 Targeting and Buildings
Q: Troops firing from a building may do so with one support weapon or two infantry men from each
window or door. Can a Bren gunner AND a riflemen fire from a window as the Number Two on the
Bren is positioned to one side
A:No. The LMG Team takes up all of the space at the window. The rules clearly state that it is either
a weapons Team (which is what the Bren is) or two riflemen. To suggest that the loader is standing
off to the side to allow a rifleman to join in is a classic bit of wargamer logic which flies in the face of
what would happen in reality.
Q: If I lean out of a window to shoot, how long am I out for?
A: You are leaning out until you do something different, or the Turn ends. So, if you lean out of a
window to fire but are not then activated for a number of Phases, you are still leaning out.
Section 9: Infantry Fire
The Master Arsenal Table
Q: Should the FG42 be treated as an Automatic Rifle or an Assault Rifle?
A: An Assault Rifle.
9.1 How To Fire: How to Work out Cover
Q: What is the best way to work out cover when the target is influenced by several factors such as
cover, Tactical, gun shield etc.
A: The answer here, after some reflection, is to add up all of the plus factors in the favour of the
target and then subtract the negative factors in favour of the firer. So, a target in light cover, with a
gun shield and which is Tactical gets three ‘shifts’ in its favour, whereas a gun firing HE gets one
‘shift’ down, reducing cover by one level. As a result, the target counts as being in hard cover.
9.1.1 Hits on Leaders and Forward Observers
Q: A Senior Leader attaches himself to a Team or Squad, which subsequently suffers kills. With both
a Junior and a Senior Leader available, how do you determine if a leader is hit?
A: You roll 1D6 to see if a Leader has been hit (not once per Leader). If a Leader has been hit, roll a
second D6 to see which Leader had been hit; so if two Leaders are present it will be Leader A on a roll
of 1,2 or 3 and Leader B on 4 to 6.
9.1.3 Firing on Overwatch
Q: Can a unit on Overwatch shoot at an enemy who start their move already in the Overwatch area
as the rules state that you can fire on a unit that ‘moves into’ the overwatch zone?
A: Yes. You can fire on a unit that moves within or into the area covered by Overwatch. If an enemy
unit begins its turn in that area, or deploys into it, you cannot fire unless that enemy unit fires first
but you may then respond.
So, if an enemy unit is in the Overwatch area but doesn’t fire, or an enemy unit deploys but doesn’t
fire, you may not trigger Overwatch. If either of those enemy units fire, you may respond with fire
from the overwatch unit AFTER the enemy has fired.
9.2 Hand Grenades
Q: Is it acceptable for a unit on tactical or overwatch to be given two command initiatives of
"grenade" and "activation" in a single phase, to lob in a grenade and run in, or must you burn an
initiative to take them off of tactical or overwatch first? I understand I couldn't just give a "grenade"
to such a unit in a phase, just does the order matter for non-activation commands?
A: You don't burn any initiative taking them off overwatch. By doing anything else they automatically
drop that stance. So, yes, absolutely. Chuck a grenade and then run in.
Q: What damage do Cluster grenades and Demo charges inflict on infantry targets? I'm assuming
they are fired using a "Grenade" command.
A: Yes, you would need a Grenade command from a Senior Leader as you are using an anti-tank
weapon against an infantry target. The level of damage will depend on the weapon as shown on
Table Seven on page 42. Simply use the AP Strike as the number of ‘firing’ dice.
9.3.1. Anti-Tank Weapon Resupply
Q: If my anti-tank Team runs out of ammunition, can I try to resupply just once from a friendly
Jump-Off Point, or can I try multiple times from one point, or can I try once at multiple Jump-Off
points?
A: You may try once at each Jump-Off Points for that type of weapon. Never more than once at any
point, even if you have more than one of those weapons Teams in your force.
9.3.2 Section Anti-Tank Weapons
Q: Page 42 of the rule book states that:"Other than when used against vehicles, Section anti-tank
weapons may only be used when an individual man is commanded by a Leader using a Command
Initiative (see Section 4.5.3, Commands Which are Not Activations). For a non-vehicle target this
must be a Senior Leader."
Does this mean that my bazooka can only engage a German infantry target when ordered to do so
by a Senior Leader using a Command Initiative?
A: Yes, exactly. When infantry AT weapons, such as a bazooka, PIAT, Panzerfaust etc., are used
against tanks this is doing what they are designed to do, so the Team can activate on a 1. If you
want them to take on infantry targets, they will only do so when activated by a Senior Leader using a
Command Initiative
The reason behind this is that in wargames players very often go around blasting anything with their
AT weapons, treating them as some kind of hand-held artillery. In reality this was their only
protection against tanks, so using it for other purposes is something they could do, but by limiting it
to a senior Leader’s orders we think that keeps it limited to sensible use.
So, it your Panzerfuast Team pops up to ambush a tank, it can do so without a Leader being present.
If you want it to ambush an advancing infantry squad, you could not do so unless a Senior Leader
was available to use a Command Initiative. An unlikely event.
In some situations, such as using bazookas to attack bunkers, you may decide to ignore this ruling as
that was standard drill when encountering fortifications.
9.3.4 Tank Hunters
Q: How exactly does a tank hunter team work?
A: Like any other men. They have no particular “Special” skills. All that is different is what they are
armed with. Table seven covers their weaponry where it differs from ordinary small arms. For most
of them the poor chap with the explosive charge has to walk up and place the charge on the AFV. His
Team members may well have their own roles, such as making smoke or firing a weapon to drive off
any accompanying infantry.
Q: When a leader is hit and the wound roll is 2 or 3, does this also reduce his initiative points by 1?
A: No. It does count as a wound for Force Morale purposes, but the effect is to remove them from
the game for the rest of this turn.
9.4 Light Mortars
Q: When Light mortars roll two 1’s when firing, are they out of all ammunition or just the type they
were firing at that moment, smoke or HE for example.
A: They are out of all ammunition
Q: Can you re-supply a mortar from a JOP similar to an AT weapon?
A: No. However, there is no reason why you cannot add that to a scenario if you wish.
9.5 Snipers
Q: Can a unit on overwatch respond if another unit is shot at by a sniper?
A: Yes, certainly, but only If they are on overwatch covering the area from which the sniper fired. You
can, in theory, place all of your force on overwatch looking for the sniper. When he fires they will all
fire back if they are pointing in the right direction.
Q: What happens if I have a Team on overwatch looking for a sniper and they roll the first time he
fires but fail to see him. They then decide to engage another target before returning to Overwatch.
When the sniper fires, do they now need a 5 or 6, or do they start again.
A: They begin again if they undertake any other actions in the interim.
Q: Once a sniper has been identified by a Team, can all friendly units now fire on the sniper.
A: No. Each Team needs to identify the sniper individually.
Q: Can sniper shot the men in a halftrack?
A: Not normally. They can always pick off the man manning the LMG if he is exposed (i.e. if he can
fire then he can be fired at) and in a very rare situation a sniper may be in an upstairs window
looking down into the halftrack, but normally he will only be able to hit prominent crew members
manning weapons.
Q: If a sniper shoots against men in a halftrack, does any resulting Shock count against the AFV?
A: No, it counts against the unit inside.
9.7 Fire Against Crewed Weapons
Q: When a crewed weapon is fired at, does it matter which crew member is removed as dead?
When a tank is hit this seems to be important, but not for weapons such as the AT gun if, for
example, the gunner is killed.
A: Crewed weapons, such as AT guns and on-table infantry guns automatically crew their weapon to
best effect. If a crew member is killed we do not track which one, but reduce the crew. When all of
the crew are killed, the weapon is considered out of action.
Section 10: Support Weapon Fire
Support Weapon Teams
Q: When a weapon crew is wiped out, can the weapon be salvaged and re-crewed?
A: No. To keep it sensible we say that when a weapon team is killed the weapon is lost for good.
Q: Does indirect fire reduce cover by one level if the troops have overhead protection?
A: That depends on the weapon firing. Normally yes, although some light weapons such as the 2”
mortar do not. Where this is the case it is noted.
10.3 Off Table Mortars
Q: Does a mortar barrage fire each turn if it is not activated?
A: A barrage is considered to be continuous from the moment it starts to the moment it ends, and all
troops within the barrage area are pinned by it. However, you only roll for the effect of a barrage
when it is activated using a roll of 1 on the Command Dice.
For example in the current Phase, I do not roll a 1 and the force commander is not present to activate
the FOO, so I cannot activate the mortar battery and I do not roll for effect on any troops within the
barrage. However, they do still count as being under the barrage and may not move.
10.3.1 Calling for the Barrage
Q: Troops under a barrage roll once per Team to see what effect the mortar fire has. What about
Armies where their Squads are not broken down into Teams.
A: If a squad has six men or more, roll twice for the effect on the squad. Where the squad is reduced
to five men or less, roll once.
Q: The description of barrages states that it reduces cover by one level; however, the weapons table
does not state this, but does so for the other mortars. Does it reduce cover by one level?
A: Yes, it does indeed reduce cover by one level.
Q: If troops under a barrage reach the point where they have double shock, do they break
immediately or are they still pinned and remain where they are?
A: They break immediately.
Q: If a unit is in a barrage, can tanks move in to overrun it?
A: No. Nothing can move into or out of a barrage other than routing units.
Q: What effect does a mortar barrage have on barbed wire?
A: None at all. Only an Engineer/Pioneer wire clearing Team can clear wire. .
Q: Are all troops and vehicles under a barrage pinned, or is it just infantry?
A: All troops and all vehicles
Q: My section is under a barrage but my opponent’s FOO has not been activated for the past three
Phases. Are they still pinned? Has the barrage stopped?
A: The barrage is still firing, everyone under it is still pinned. You have just been lucky and suffered
no casualties in those Phases. A barrage ONLY ends on the end of a Turn or when the firer stops it
using his Forward Observer.
Q: If my opponent ends a barrage, are my troops immediately un-Pinned?
A: Yes, they are.
Q: If I know an enemy units are in a wood but I cannot see them, can my Forward Observer call in
my artillery onto a point which I can see and subsequently walk the fire onto the unseen unit? Or
possibly hope that the deviation will be lucky and land on that unit anyway.
A: Yes. There is something very a-historic about this which is created by the fact that we tend to
know more than men on the ground would actually know. However, we do allow this as it is likely to
be a slow process and one which could well see your mortar barrage wasted by a Turn End. ,
10.3.2 Ending the Barrage
Q: Why does the mortar barrage continue to fire in the Phase when you are telling it to stop firing.
lands?
A: In order to reflect the inherent inflexibility of fire from off-table. The shells arriving on that Phase
are already in the air.
Q: Can you not stop a barrage by simply not activating the FOO?
A: No. An inactive FOO is doing nothing, he is not cancelling a barrage. However, if you do not
activate the FOO, you will not roll for fire effect against any troops within the barrage.
Q: When talking about ending a barrage, the rules say to remove smoke and explosions at turn end.
What are ‘explosions”?
A: The barrage is represented by covering the area covered with smoke. This is what we mean by
“smoke and explosions” as the smoke represents both.
Section 11: Vehicles
11.6.1 Movement Restrictions
Q: If a vehicle becomes permanently bogged in, its crew abandon the vehicle. Is that a Bad Thing
which we test Force Morale for?
A: It certainly is. Loss of Support.
Q: The rules say that if a vehicle turns 90 degrees or more may move at Slow or Fast rate but not Flat
out. What happens if I move 4” turn 45 degrees, more another 4” and turn another 45 degrees then
compete my move with another 3”. Overall I have turned 90 degrees but I have not limited my
speed. Is that okay?
A: Yes it is. You are moving rapidly round a gradual curve. Where you must slow down is where you
turn at right angles pretty quickly, like turning a corner in a car. In that situation you do need to slow
down.
11.6.2 Disembarking from an Uncommanded Vehicle
Q: If my Panzerschreck Team decides to crew a Kubelwagen, is this an uncommanded vehicle
activating on a Command Dice roll of 1? If so, can both the vehicle and the Team move when they
disembark?
A: Yes, but it is actually the Panzerschreck Team who are activating on the roll of 1. While they are
in the vehicle they activate and use it. The vehicle can move with 1D6 (remember to double that
distance if on a road as the Kubelwagen is wheeled) and the Team can them get out and move with
1D6. Alternatively, they could get out and fire but would count as moving in this Phase.
11.8.1 Vehicle Fire Against Infantry
Q: Can HE be fired at point blank range from a tank or is there a minimum range?
A: No. Although if you want to be very realistic then you could apply a 4” or 6” range. However, be
prepared for gamers to rush all of their troops to within that distance of an enemy tank and claim
they cannot be engaged! Some abstractions are to save us from ourselves…
Section 12: Fire Against Vehicles
Snipers Against Vehicle Crew
Q: Why is targeting crew of armoured vehicles limited to just snipers?
A: In order to best reflect the problems infantry faced when they came up against an AFV I felt that a
degree of abstraction was needed. I don't want the player thinking "Oh well, I will just shoot the
bloke on the MG and all will be fine", I want him to think "Bloody Hell, I am in real trouble here" and
then look to find a solution.
Design insight: The best way to deal with enemy AFVs is to avoid them, kill all their supporting infantry
and oblige the AFV to withdraw (Force Morale failure). Don’t forget that LMG fire can be directed at
vehicles in the hope of driving them off. It is unlikely to do so, but it can tie down an AFV and keep its
commander busy rallying Shock. What is more, snipers to take out specific weapon crews and grenades
can be thrown into open topped AFVs. All of these are risky solutions, but at the ranges we are talking
about with Chain of Command AFVs should be as worried about infantry as infantry are about them.
Q: If a vehicle retires off the table due to being obliged to reverse off the table edge, is it removed
from the game completely.
A: Yes, it is. As with any unit leaving the table.
12.2 Fire Against Soft-Skins
Q: In Table Fourteen the results for "Zero Hits and Saves" and "One Net Hit" are the same. Is this
correct?
A: Yes. It was decided that consistency of presentation was preferable to having this table uniquely
saying “Zero or One net hit”.
Q: If passengers bail out of their transport, how far do they move?
A: They are simply placed immediately adjacent to the vehicle.
Q: If tank crews bail out of their AFVs, how far do they move?
A; They are simply removed from the game. They do not attempt to remount their AFV.
Q: Do Fighting vehicles which are abandoned as a result of their crew bailing out due to excess Shock
count as broken or wiped out for Force Morale purposes ?
A: Destroyed vehicles are considered a Support Unit Killed, where the crew abandon the vehicle it
counts as Support Unit Routs.
Section 13: Close Combat
Q: If I want to attack an enemy unit with two squads, do I first attack with one and then with the
other in two Close Combats, or can I attack with both together?
A: You most certainly can, and should attack with both together in almost every situation.
Q: If my squad is attacked by two US squads in close combat and they both move 2D6 inches to
contact me, how many dice do I add in combat for their movement. Two, or four?
A: Four. That’s how many dice were rolled by the enemy. This could be seen as unfair, but it does
actually represent a dense target as a large number of the enemy attack you.
Q: Close combat demands the attacker to have a clear path to the enemy in order to engage them.
Do windows or doors constitute a clear path?
A: Windows and closed doors constitute a clear path if the attacker wants them to do so. Open doors
always constitute a clear path.
So, if the attacker chooses to leap through windows in order to initiate close combat he may do so.
However, if he elects to move up and throw a grenade through the window then that does not
initiate close combat. If the same attacker advanced to the open door, then close combat is
automatically initiated when he comes within 4”. But don’t forget, grenades can be thrown at any
point in a Phase, even mid-movement, so if you have the grenades and the Command Initiative, you
can throw a grenade from 5”, the effect of which is worked out before the movement is completed
and close combat begins. Equally, if a door is present then we always assume that it is closed. Open
doors only exist where there is no door or it has been destroyed somehow.
Q: My infantry are on one side of a small lane behind a hedge. The enemy advances their infantry to
a hedgeline across the lane which is within 4” of me. Are we in Close Combat.
A: Only if the attacker wishes to declare that he is launching an attack through two hedges. This
again is all about having a clear path to the enemy, and this doesn’t sound like it will automatically
result in close combat. However, a unit activated in such a situation may declare that it is assaulting.
Q: If I have a squad of infantry move into the rear of a building where my opponent has troops firing
out of the front face of the building, I presume that I count as attacking him in the rear for Close
Combat. Would that be different if he was upstairs on the first floor?
A.It would indeed be a rear attack if the enemy was on the ground floor. If, however you had to
climb the stairs to another floor to make the attack, then entering the building would not count as an
attack at all. In the next possible Phase you would have to move up the stairs to make the attack. If
the enemy was still firing out of the front face of the building it would count as a rear attack, but if he
had moved to anticipate your attack then it would not.
Q: If a building is a normal residential house, can I claim that I am taking cover among the furniture
and get defending light cover if the enemy attacks me from within the building?
A: Yes, you could do that. We must presume that houses are not empty shells and that finding some
cover is possible. In a large structure, such as a factory, that would depend on exactly what was
inside.
Q: Being hit in the rear is a big negative, but how do you define the rear?
A: Despite the fact that many wargamers will try to tell you that their unit is deployed for all-round
defence, they are not. All units are operating facing one primary direction and usually this is pretty
obvious. The majority of the men in a section will be facing in one direction and this represents the
Unit’s front. Draw an imaginary line across that. Any attack which begins from behind that line will
count as an attack in the rear. If this is not obvious then the direction faced by the section LMG
determines the front. If that is still not obvious then the unit is clearly deployed in such a confused
manner that an attack from ANY direction is considered to be in the rear.
13.1.2 Results of Close Combat
Q: If I attack an enemy and wipe him out but technically lose the combat as I suffer more dead, do I
still retire?
A: You do. In fact, what has happened is that you never got to the enemy’s position but were held
off. The fact that you killed them all leaves the position open if you can rally your men to continue
the advance.
Q: If I attack with two sections against one enemy section, any kills or Shock I inflict on his section
are obvious. How do I divide the kills and Shock on my two sections?
A: You can allocate your opponents dice any way you want. So, if he rolls 5,5,6 and 6, that will be
four dead and two Shock. But the 6’s are a dead and a Shock on the same unit. So you couldn’t put
four dead on one section and two Shock on the other. You could choose to divide them or put them
all on one section. It’s entirely up to you. It is worth saying that if one section is wiped out any Shock
on that section dies with it; it doesn’t transfer to the other section.
Q: If I lose a Close Combat and I am forced to withdraw, so results tell me to take additional Shock
Points. What happens if those additional points make the unit break?
A: You work this through in order. If you are obliged to withdraw you move that far back. Now add
any additional Shock. If that tips you over the double shock level, then you now break. Roll 2D6 and
add a further 6” and rout that far.
Q: If I have five men and a Junior Leader in Close Combat and the result is that six men are dead, do
I roll for the effect of a hit on the Junior Leader, or is he just automatically dead.
A: As the rules are written, you roll to see the effect. As there are six kills you don’t have a roll to see
if he is hit, you’d need 1 to 6 on a D6 so that is automatic. All you do is roll for the effect, so he could
be dead, wounded and knocked down or wounded and drops a Status Level. However, I must admit
that we do tend to say that if everyone is killed then he is included in that. You can choose which
option suits you.
13.2 Tank Over-Runs
Q: As per 13.2 a team that is contacted by a tank has to roll 1D6 against its Shock and if it's equal or
below then 1D6 men will be crushed by the tank. Isn't this too harsh? Is it affected by terrain?
A: I don’t think it is too harsh. Infantry need to be wary of tanks and vice versa. Terrain does not
normally affect this; we could certainly devise a table for crushing men in different ground conditions,
but I don’t think it would add greatly to the game and, to be honest, I have never seen anyone
crushed by a tank in a game.
13.2.1 Tanks Against Infantry
Q: Tanks can assault infantry with over-runs, but can infantry close assault tanks? Can they close
assault open topped AFVs (e.g. halftracks)?
A: No. They can never enter close combat with AFVs. They can attempt to throw grenades into an
open-topped AFV, but they are usually better avoiding them unless they have to.
Section 14: Shock
14.1 Application of Shock
Q: If I have a section in a firefight and one Team is wiped out whilst having two points of Shock., DO
those Shock transfer to the other Team in the squad, or do they disappear?
A: They disappear. The people who were shocked are now dead and we simply remove them.
Q: If a Team splits into two Teams, but it already has Shock on it, how do you allocate Shock on the
two new Teams?
A: However you want; in reality this is totally apparent in any game. If you have X amount of Shock
on the two Teams before it splits into two, you must still have X amount of Shock divided between
the two Teams after the split.
For example, if you have six men with four points of Shock, you can happily split them into two Teams
of three men, one keeping all four Shock, the other being Shock free. Of course, the one with four
Shock is now pinned (you have told the cowards to stay in their hole while the brave men go off to do
something else.
Now, that sounds like a very simple way to get rid of Shock, but frankly you risk seeing your Force
Morale collapse if you break into lots of small Teams which are then dealt with by the enemy and
many Force Morale Tests forced on you.
Q: Do all units unpin at the end of a Turn?
A: No. You must check the level of Shock they have at that point. If they have the same amount of
shock as number of men, or less shock than men, then they unpin. If you have more shock than men,
then they remain pinned for the next Turn as well unless they have double the amount of Shock as
men, in which case then they rout off the table immediately.
14.5 Pinned Units
Q: Can the Leader of a pinned unit order one of his men to throw a smoke grenade? It would be a
great way of reducing incoming fire whilst it reduced its number of shock points. Is this possible?
A: Yes. No restriction on pinned units doing that. It just means the leader can't rally with the one
command initiative he is using to make that happen.
Q: I sent a Scout Team out and they were hit with three points of Shock, pinning them. I moved the
rest of my squad up to within 4” of them, do we now share the Shock so they are unpinned?
A: You do share the shock, but they will remain Pinned until the end of the Turn, at which point their
status will be checked and, if all remains as it is, they will become unpinned.
14.6 Broken Units
Q: Routing units fall back 6" + 2d6. Is this movement affected by terrain?
A: No. They move directly away from the enemy and ignore all terrain.
Q: If a unit routs off the table edge, do they stop at the table edge until the end of the Turn, or just
leave the table immediately?
A: Leave the table immediately. If a Leader is with them, then he leaves the table with them and that
counts as a Leader breaking for Force Morale.
Q: When troops rout of the table at the end of a Turn, do you dice for their movement?
A: No, just take them off.
14.7 Rallying Shock
Q: Can more than one leader remove shock from a team in the same phase?
A: Absolutely, yes. As long as he has the right rank. A Junior Leader can only rally men from his own
section, whereas Senior Leaders can rally anyone.
Q: If a section's rifle and LMG teams are side-by-side and carrying a point of shock each, can the
Section Junior Leader remove the shock from both Teams using his two Command Initiatives when
they are in LOS of the enemy, or does he have to handle each team on a separate phase?
A: The issue about rallying and line of sight is about whether the Leader is attached to the unit or
simply within command range. If the Leader is attached to the unit, and it sounds like he is, then he
can remove Shock from both Teams in the same Phase. It is sufficient to be attached to the Section
as, in this case, both Teams are together and the Section is intact so he doesn’t need to be attached
to each Team. If the Teams were more than 4” apart, he could only be attached to one of them and
so would need to move to contact the other Team to really it.
14.8 Shock on Armoured Vehicles
Q: If an AFV crew abandon their vehicle due to Shock, do they ever come back? Is this a Bad Thing
Happen roll for Force Morale.
A: Crews who abandon AFVs are removed from the game. They cannot return to their vehicle and it
is a Bad Thing Happen roll, usually loss of a support.
Section 15: Force Morale
Q: When a leader is hit and the wound roll is 2 or 3, is a Force Morale roll made?
A: Yes. He has been wounded, so a roll is made.
Q: Is a roll made on the Force Morale table every time the same commander is wounded (or finally
killed)?
A: Yes, each time.
Q: When a unit is broken, do you roll when the unit routs off the board or at the moment it breaks?
When do you roll for an accompanying leader?
A: Again the words in the rules are chosen with care. You test for the unit IMMEDIATELY it breaks.
You only test for the Leader when he ROUTS, so that will only be if he leaves the table. This can occur
when the unit breaks if the 2D6 +6” sees the Leader and the unit leave the table due to their
proximity with the table edge, or at the end of the Turn when double Shock will see the unit plus any
accompanying Leader rout.
Q: If I have a team from the support list, do I roll for a team or support unit on the Force Morale
table if it breaks or is wiped out? What about a leader from the support list?
A: You roll for a support unit if the unit is from the support lists. You roll for Leaders as for any other
Leader.
Q: Have just played a game where German Marders were abandoned by their crews, as the morale
level was exceeded by the shock. Should these have caused a roll on the 'bad things happen' table,
and if so which line?
A: If the Marder was a support unit, then you’d roll for loss of a Support Unit.
Q: My tank bogs down when crossing a ditch. It fails to free itself, becomes permanently stuck and
the crew bail out. Is that a Force Morale roll?
A: Yes. You have lost a support option so roll as though they have broken.
Q: When a tank of AFV is knocked out or is abandoned, do I test for the leader being killed as well as
the loss of a support option?
A: This is very simple. If the AFV blows up when it is KO’d then you DO test for loss of a Leader as
well as loss of support. If the AFV is just abandoned or is KO’d but does not explode then the Leader
is assumed to have escaped.
Section 16: The Specialists
16.1 Engineering Works
Q: Engineer or Pioneer Teams are specialist troops who are deployed to do specific tasks. Whilst
undertaking those tasks the Team will function as normal until all the Team members have been
killed. There is no reduction in effectiveness for weakened Teams." Does Shock have no effect on
engineering efforts?
A: Pioneer Teams are like all other Teams, in that they are affected by Shock, they can be Pinned and
they can rout. What the rule is referring to is that a Pioneer Team of one man does not take three
times as long to undertake a task as a Team of three men. As long as any members of the Team
survive they can do their job. However, Pinned and broken Pioneer Teams cannot do their task.
Section 17: Advanced Rules
Q: If an FOO is on the first floor of a house to the rear of the building, do my troops spot him when
they get within 18” of the house even though they are facing the front of the house?
A: They can’t see him and on fire on him, but they do become aware that he is there.
Q: If my tanks are advancing towards a building which contains a Forward Observer, does the
mortar observer getting his mortars to fire count as him firing so that my tanks can then see him and
target him?
A.No, the firing is being done by mortars off-table, not by the observer.
Appendix A: Playing Chain of Command
Q: AFVs normally enter a table using the road as a Jump-Off Point; where do vehicles enter the table
in the absence of roads?
A: At any point on the friendly table edge which the player wishes. Remember, when a road is
present AFVs do not have to enter ON the road, but threat that as a Jump-Off point, so may deploy
either side of it as well as on it.
Q: Minefields - where can they be placed on the table?
A: Anywhere you like.
Q: I see that if I select an Engineer Section, I can choose precisely which two Teams I want after any
defences are placed on the table. Is that correct?
A: Yes. You place your defences after the support options have been selected. However, the
Engineers are multi-talented so you can trump that be having already decided to choose Engineers as
a support option but not decide what their precise role is until after the defences are deployed. That
allows you some flexibility if you make a significant commitment to taking Engineers by selecting the
full section.
Appendix B: The National Army Lists
Support Options
Q: When you pick a gun or similar from a support list it says 5 crew with a Junior leader. Is this five
men plus a leader, or five men, one of whom is the leader?
A: The Leader is ALWAYS additional, over and above the number of men listed.
Q: If I take a vehicle with no weapons, can I mount infantry weapons on it?
A: Yes. For example, if you select a Jeep and a 0.30 MMG team, you can crew the jeep with the Team
and mount the MMG on a pintle at no additional cost.
Q: If I take a vehicle with no crew, how do I give it a crew?
A: You take men from your platoon. The only vehicles with no crew are transport vehicles, all tanks
and similar have full crews.
Q: If you select entrenchments as a support option, do I need to place these on the table as soon as
the Patrol Phase ends, like minefields or wire?
A: You can if you wish. However, you may be better revealing them when your troops deploy. For
example, if you have selected two entrenchments as supports, sufficient for one whole section to
deploy into, you may declare that a section is dug in when it deploys onto the table. So you can
decide where the entrenchments are at the point when you deploy. However, remember that you
will be deploying off your Jump-Off Points, so that will restrict where those entrenchment can go. If
you want the entrenchments elsewhere you MUST place them immediately after the patrol Phase.
Q: If I deploy into entrenchments, can I subsequently move my troops out of them? Can they be
occupied by other troops or even the enemy?
A: Yes, once deployed on the table they are just treated as a piece of terrain. Anyone can enter or
leave them, even your opponent’s forces.
Q: Can I buy entrenchments and use them to fortify a house, making it a bunker?
A: Absolutely, but you’d need to balance how many men you can fit in there with how many
entrenchment points. So a small building that could take two teams still needs two entrenchments.
Q: If my opponent selects a barrage and I deploy all of my Senior Leaders onto the table, is the
effect cumulative when I want to deploy another unit onto the table? As in, do I roll for both the
bombardment and the lack of Senior Leader.
A: Yes, unless you have selected an Adjutant in which case you will still only roll for the
bombardment.
Q: If I select a Panzerknacker or Tank Hunter Team as a support, but my opponent has no AFVs, can I
treat them as an ordinary infantry Team and use their weapons against infantry?
A: Yes, you certainly can. The have the weapons listed, but they will not use their anti-tank weapons
against infantry unless ordered to do so by a Senior Leader. Be careful though, without a Leader of
their own they are likely to be a bit brittle.
Q: If I select a satchel charge, who can use that?
A: You can allocate it to any one of our Teams or Sections
Q: Tanks with one-man turrets - should there be limitations on what they can do?
A: Probably. But I considered that keeping it simple was preferable so at present there is no specific
rule for that. These will follow in specific handbooks or supplements.
Q: What effect does heavy gun have?
A: None whatsoever. It is a mistype.
Q: Flamethrower tanks and AFVs. How many rounds of fire do they get?
A: It is unlimited. Infantry man-portable flamethrowers have a very limited supply of fuel for their
weapons so we limited that, AFVs are not limited in a game which covers a relatively short period of
action.
German Supports
Q: The Germans can take a SdKfz 250 with a Reconnaissance Team as a support option. I assume the
half-track is unarmed, but that the team's MG42 can be mounted on it. Is this correct?
A: Yes. Absolutely correct.
Soviet Supports
Q: How big can a Scout Team from a Soviet squad be?
A: A Soviet Scout Team should be two men in size. They may deploy onto the table before their
parent Section does so as a separate Team.
Q: Do soviet tanks have radios?
A: This will be covered in more detail in the Army Lists. As a rule of thumb the answer is no. But that
is a generalisation.
Q: In order to benefit from the Soviet National Characteristic Wrath of the Gods, do I still need to
select the Pre-Game Bombardment option for 2 points on the support List?
A. You do. Wrath of the Gods is not a free bombardment each game, but an enhanced bombardment
when you do select that support option.
National Characteristics
Handgranaten
Q: What happens if when using Handgranaten all of the enemy are killed by the grenades. Are you
still obliged to move the infantry forward?
A: Yes, the throwing of the grenades is linked to the movement; you can’t do one without the other.
You should really say how many dice you are moving and then dice for that before you test to see the
effect of the grenades. If the enemy are all killed then there is no close combat unless moving onto or
past the enemy’s position brings you within 4” of more enemy when you do fight in close combat but
without any grenades being thrown as these were used on the original target.
Maschinengewehr
Q: Can a leader’s dice still be added to a machine gun team reduced to one member using the
German special rule?
A: Yes, they can. They would fire with the reduced number of dice due to the small crew, but they
would add the Leader’s two dice. Frankly, they would be better off having the Leader use his
Initiative to shift men from another Team to reinforce them, but if you prefer to add firing dice then
you can.
Concentrated Fire
Q: My Bren Team fire Concentrated Fire against a German squad, focussing their fire onto the MG34
team. The German squad Leader is with the Rifle Team which is within 4” of the LMG team. If I kill
anyone is the Leader at risk?
A: No, because you are shotting just at the LMG team. In the same way, all kills and Shocks are on
that Team and are not on the Rifle Team.
British Para Sniper
Q: The British Paras have a sniper embedded within one of their sections. Does he deploy with his
section or does he act entirely independently?
A: He is entirely independent and activates/deploys on a Command Dice roll of 1.