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WW2 Table Top

Game is made to be used with 54mm or 1/32 size painted WW2 miniatures. It is made to
represent squad based combat.

Point Caps, Squad Caps, and Unit Selection


At beginning of game all players set out the unit cap and or point caps for a game. Each
unit has a point value and point caps are placed either on a squad or a faction level.
Squad caps are caps placed on how many men are in a squad. You may also play with an
army cap, however normally you only need squad caps. Games can have equal caps for
both sides or can be decided based on the player’s personal preferences. However
unequal caps can result in one-sided games. After point caps and unit caps are chosen,
then units for each side must be chosen. You can mix allied and axis vehicles but not
infantry. And Russian infantry cannot be used in conjunction with allied infantry since
they never fought together. Same goes with Japanese and German. However British and
American, and German and Italian men may be used together. A normal small game
usually has small squad caps, however can have multiple squads for one faction. Left
over points can be used for special abilities on certain weapons, purchase of equipable
weapons (weapons that do not come with crew, i.e. HMGs, Grenades, mortars, anti-tank
guns, and artillery), or for the promoting of officers. All of this must be done before
deploying troops and weapons.
Unarmed infantry cost 2 points

Deployment
After choosing your units, players decide on the terrain that will be played on (this can be
done beforehand) and then choose deployment zone on the terrain. After deployment
zone are chosen, all units chosen by the players are placed respectively into their
deployment zones.

Order of Play
Order of play is determined by coin toss or by agreed upon terms by the players. If there
are more than two players (odd amounts of player are not recommended, however one
player can control two squads as long as a player of the opposite faction has a turn
between both of his) then you must rotate from Axis to Allied or vice-versa.

Turns and Actions


Turns represent about 3 second’s real time. Each faction can only move one squad per
turn. Each squad is only allowed as many actions as it has men, so for instance you have
5 men a squad (standard) then you have five actions. Each unit only gets one action.
There are several action types.
Move – Move the unit based on its full movement stats.
Attack – Attack an enemy unit using its full combat stats.
Move and Attack – May move the unit and then attack while applying combat penalties
based on the distance moved. If a unit more than half its movement, it may not also
attack, if it moves half its movement, it gets -3 from its accuracy roll. If it moves a ¼ its
movement it gets -1 from its accuracy roll. Always round up, for instance if it is more
than ¼ it is considered half.
Attack and Move – May attack with full combat stats but only move a maximum of 3in.
Special Action – This will be explained in later in the rules

Movement
A unit moves differently based on if it is an infantry unit, a vehicle unit, or a weapons
team unit. If an Infantry unit, it takes the base infantry movement and then adds the
weapon it carries special movement modifier to find out its movement. Vehicles and
Weapons teams have their own personal movements. Movement is based off of a 12in.
ruler, but it is better to use a 60in. flexible tape measure. You place the ruler/tape
measure over the head of the infantry unit or middle of the vehicle/weapons team, and
then move the unit the appropriate distance, ending with the head of the infantry, or the
middle of the vehicle/weapons team. Crossing over terrain works based on how high the
terrain is. If the terrain is 2in. or less it costs three movement inches. If it is between 2in.
and 5in. it takes a full movement of a unit. Any higher than that and a unit cannot cross
or climb it.
Base Infantry Movement - 12

Attack
Unit must have line of sight on a target to declare an attack action. When an attack is
issued, the attacker measures the distance from his unit to the target unit. Then he rolls
an 8d. Based on the distance and the weapon used it is determined whether it is a hit. If
a hit occurs, you roll a 6d to determine the where the injury took place. Damage is
determined by specs on the gun and where the hit is (specs. are below). If a unit is hit
twice, the unit is considered dead. When firing at multiple units, you must declare which
units you are firing on first, and you may fire upon the same unit twice.

Damage Based on Gun Types:


D6 Num 1 2 3 4 5 6
Head Neck Torso Groin Arm Leg
Pistol IK 2T AC-1 MV-1 AC-1 MV-1
SMG IK 2T IC NO MV AC-1 MV-3
Rifles IK 2T IC IC AC-2 MV-6
Assault IK 2T IC IC AC-2 MV-6
LMG IK 2T IC IC AC-2 MV-6
HMG IK IK IC IC IC IC
50 Cal. IK IK IK IK IC IC
Grenade IK 2T IC NO MV AC-3 MV-5
Mortar IK 2T IC NO MV AC-3 MV-5
Anti-
tank IK 2T IC NO MV AC-3 MV-5
20mm+ IK IK IK IK IK IK
Key:
IK= Unit is immediately killed and removed from play
2T= Unit is incapacitated and will die in 2 turns
IC= Unit is incapacitated meaning that the unit will die in five turns if not helped by a
medic, and it cannot move or fire
NO MV= Unit can no longer move, however can still fire with a -1 from his accuracy roll
AC= Accuracy roll minus whatever number behind it
MV= Movement gets this number subtracted from his normal movement

Special Movements and Attacks and other Actions


Prone and Other Positions
You may order your units to go prone. When prone you lay your unit down where it was
standing. A unit may have only moved half its movement, however, the unit’s accuracy
roll is increased by 1, making it more accurate. A unit may move and then after moving
may be put in prone, but it may not come out of prone and move. However a unit may
come out of prone and fire, but may not go back into prone. Also may not be put in prone
after firing. If you have extra pieces you may replace units with the exact same weapons
with other units in a different pose to make use of certain cover better.

Blind Fire
A unit may blind fire around cover without exposing himself to enemy fire; however his
accuracy is terribly reduced. May only blind fire at enemy units that have been seen by
the unit. Enemy unit must be within 20in. May only blind fire at one unit. Only Pistols,
SMG, Semi-Auto Rifles, and Assault Rifles may Blind Fire. Suppression is not
penalized. Must roll a 0 on a 10d to hit.

Covering fire
Two or more men in a squad can be given the order to give suppression fire to a select
area. This order will be like Overwatch and continue until: something blocks the
suppression, or 3 turns passes. First a target area is chosen, the area consists of anything
within 8in. circumference. All men giving the suppressing fire must be in range of the
target. Then the Attacker rolls the same number of d10s as there are men giving
suppression fire. Then he divides the number in half and then adds the suppression
number’s for his units to his roll. The Defender rolls one d10 plus adds five to his
number. If the Attacker’s number is higher then the Defender’s units are suppressed. If
the Defender’s number is higher, then his units are not suppressed. This qualifies as an
action for each of the Attackers men involved. A suppressed unit is not allowed to return
fire and is only able to move half its normal movement on the next turn. Covering fire
can be used on an opponents Overwatch units, and the Overwatch cannot fire unless the
covering fire fails.

Pinning
If two or more men are hit and/or killed within 3in. of a friendly unit on the same turn,
that unit is now considered pinned. If pinned a unit cannot move or fire on its next turn
and is immediately put in prone.
Terror
Certain weapons like mortars, artillery, and flamethrowers have terror attributes. These
attributes are located next to the weapon type as (t1) or (t4). Terror causes men to run
away from battle. A unit that has been successfully terrified retreats for three straight
turns its full movement in the exact opposite direction of the attack. If a .unit is within
8in. of an artillery strike or flamethrower attack, or 6in. of a mortar strike then a roll for
terror may be declared. Then both Attacker and Defender roll a 10d. The Attacker then
adds the terror number for his unit’s weapon to his roll. If the Attacker’s number is
higher then the Defender’s, the unit is terrified. If the Defender’s number is higher, then
his unit is not terrified. However terror can also be caused by friendly fire, but only if it’s
friendly artillery or mortar strike, or a flamethrower on his own team explodes. Terror
from machine guns is almost the same. However it only effects units that were missed by
the gunfire, and the units within 3in. of someone who has been hit.

Overwatch
A unit that has not moved the turn before can be placed on Overwatch as an action. Any
unit that comes into a unit’s range while on Overwatch will automatically be fired upon
by the Overwatch unit at the owner’s discretion. However, a unit on Overwatch may
only fire on one unit a turn, unless it is a LMG or HMG which can fire on the amount
equal of its target maximum. These may also fire on the same unit multiple times until it
reaches its target maximum. An Overwatch unit may only fire on units in the 90 degree
angle. If a unit starts out in an unit’s Overwatch, that unit may fire first at the Overwatch
unit, however the unit on Overwatch still may respond completely. If this unit is not
moved or fired, the Overwatch unit may still fire on it at the end of the opponent’s turn.

Quick Firing and Reflex Shots


A unit that is completely behind cover may Quick Fire at a target if there is a gap in the
cover within 1in. Only units armed with Pistols, SMG, Rifles, Assault Rifles, may quick
fire. This is not considered a Move and Fire because the unit will move, fire at the target,
then move back to its original spot. This unit may only fire one shot no matter how much
its target value is. However, when firing it gets -2 from its accuracy roll. A unit that is on
Overwatch within range of a Quick Firing unit may roll to make a Reflex Shot before the
unit gets to fire. The Overwatch unit first rolls a 6d, on an even number it may fire one
shot at the enemy unit, on an odd number it may not fire. If a Reflex Shot hits the Quick
Firing unit, then the unit does not get to fire, and does not get to move back to its original
position.

Hero
If a grenade falls within 1in. in front of a unit, it can, at the discretion of the owner, roll
for a Hero action. This would either allow the unit to throw back the grenade or to fall on
it to save his squadmates. First you will declare the Hero action, then you roll a 6d tofind
out if the unit notices the grenade. On a 5 or 6 you may then roll another 6d to find out if
he is going to throw it back, or fall on it. Odd number means he falls on it. Even number
means he throws it back. If he succeeds in a dive, then he is instantly killed, but there are
no other casualties. If he succeeds in a throw back, you then choose where and throw it
back using the Indirect Fire Method and automatically an 8d no matter what the range.
The range may not exceed 20in.

Officer
Cost: 4 points
An Officer can be any unit in a squad. You may only have one Officer in a squad at one
time. You may choose at the beginning of the game which units you purchased with the
determined start points. Any unit in the same squad as an Officer cannot be pinned or
affected by a terror roll, however suppression still effects all units in the same squad as an
Officer. Also their accuracy roll is +1.

Merging Squads
If two squads have taken casualties (either incapacitated or killed) and a unit in one is
within 10in. from a unit in another, they may be declared at the beginning of your turn
one squad. The new squad may not go over the squad limit.

Smoke Grenades and Mortars


Smoke grenades can be equipped or fired from a mortar. It is calculated using the
indirect fire method depending on if it is grenade or mortar. When it lands, a smoke
screen can be placed on the area with the middle of the smoke screen on the spot hit. A
smoke screen can be no more than 8in. long and 5in. wide. Smoke cannot be fired
through or at. If a unit is in smoke, it may not fire. Smoke lasts for 3 turns and is
removed at the beginning of the users 4th turn.

Medics
Cost: 4 points
An Officer can be any unit in a squad armed with a Pistol, SMG, Rifle, Semi-Auto Rifle,
or Assault Rifle. You may only have one Medic in a squad at one time. You may choose
at the beginning of the game which units you purchased with the determined start points.
A medic may heal units after they have been hit. It takes one turn without any movement
to heal a unit. Any unit with an accuracy or movement injury can be healed back to full
ability. Any unit that is incapacitated may be healed to -2 accuracy and -3 movement.
Neck wounds take two turns as the first turn heals to incapacitation and the 2nd turn heals
to -2 accuracy and – 3 movement. The maximum times a unit can be hit after being
healed by a medic is 3.

Direct Fire, Indirect Fire, and Equipable Weapon information.


The Indirect Fire Method (IFM)
The Indirect Fire Method is how indirect weapons are fired in the game. To throw a
grenade or fire a mortar or artillery piece, you will use the Indirect Fire Method. First,
determine the range of the target, or target area. Then you lay down the tape measure
horizontal to the grenade thrower/mortar man/artillery men with the middle number on
the dice as the number on the exact spot. Then you roll the dice and the number that
comes up is where you put the middle number on the tape measure when you set it down
vertically. Then you roll again, and whatever number it lands on its where the
grenade/mortar/shell lands and explodes. For instance if we were to throw a grenade
within 10in. you will lay your tape measure down horizontally to your thrower with the
spot between the number 2 and 3 on the spot where you want the grenade to land. Then
you will roll your dice and lets say get a 3. Then where your three is on your tape
measure is where you will lay down your tape measure between 2 and 3 when you put
down your tape measure. Then you roll again and say you get a 1. Where your 1 is on
your tape measure is now where the grenade lands. A grenade automatically kills any
unit within 1in. of it and you roll for injuries any unit that is within 3in. of its landing
point. A mortar automatically kills any unit within 2in. and you roll for injuries any unit
within 4in. of it. An artillery shell kills any unit within 3in. of it and roll for injuries any
unit within 6in.

The Direct Fire Method (DFM)


The Direct Fire Method is how direct fire weapons are used in the game. To fire an anti-
tank weapon you will use the Direct Fire Method. First determine the range of the target,
or target area. Then Lay your tape measure down horizontal to your anti-tank weapon
with the middle number on the dice used at the range on the spot you are targeting. Then
you roll the dice and the number that comes up is where it lands. If you were targeting
the ground then that is where the shell actually lands and does damage. However if you
were targeting a raised object, such as a tank or building or terrain piece and it misses,
then the shell continues until it hits another object, such as an infantry, vehicle, or other
terrain piece, or the maximum range of the gun.

Anti-tank Weapons
Anti-tank weapons are equipable weapons that are used like less mobile and less
protected tanks. They fire using the DFM and have a necessary crew. More descriptions
on these weapons are listed under the Faction’s weapon list.

Grenades
Cost: 2 points
Any unit that has a grenade painted on his unit automatically has a grenade. Grenades
however are an equipable item that is purchased with points during your army build up.
Only men armed with Pistols, SMG, Rifle, Semi-Auto Rifles, or Assault Rifles may be
equipped with grenades. A unit can hold a maximum of 3 grenades. Grenades are
considered an indirect weapon and may be lobbed over the top of cover and other things.
They will also use the Indirect Fire Method. However you must be half the distance from
an object as it is high to lob it over, for instance you must be 3in. away to lob it over a
6in. wall. However you may not lob over an object more than 10in. high. However you
also subtract how high it goes over something from how far it goes. So if you lob
something 10in. up but you are only 5in. away from it, it won’t go 15in. farther, but only
5in. Grenades also bounce backwards, so if it hits where a wall would have blocked it,
then it goes backwards from the wall the same amount it was going to go forwards.

Range:
Minimum: 1in. - 10in. 4d
Medium: 11in. – 15in. 6d
Maximum: 16in. - 20in. 8d

ER: 1in. kill 4in. injure

Destroying Tanks with Grenades


You can also destroy tanks with grenades if your infantry are lucky enough. An Infantry
unit that is armed with a grenade can charge a tank and use movement to get on top of the
tank. If the unit is near a hatch that is open, the unit may drop a grenade into the hole as
long as he is armed with a grenade. If the hatch is closed he may fire at the hinge in an
effort to blow it open. You must roll a 7-8 on an 8d to accomplish this. Then when the
hatch is open you may drop a grenade on the unit’s next turn. If a grenade successfully
goes off in a tank, the tank’s crew is eliminated and the tank is derelict.

Mortars
Mortars are indirect equipable weapons that require two operators to fire. Only units
armed with Pistols , SMG, Rifle, Semi-Auto Rifles, or Assault Rifles may fire a mortar.
Mortars are fired much like a grenade is thrown, using the Indirect Fire Method.
However these are highly lobbed and can go over any terrain. Mortars also do not
bounce like grenades. A mortar is only allowed to be fired 2 times consecutively before it
has to wait one turn to cool off. Cannot fire while indoors or underneath terrain, i.e.
trees. Mortars can also use smoke shells. It takes one turn to switch ammo types and can
be switched while cooling off. The ammo is shown either by having a red ammo
indicator for HE or a yellow for smoke. Mortars can only fire in a direction where enemy
units have been seen before, unless it is a smoke mortar which can be fired on any
position.

Range:
Minimum: 10in. – 30in. 8d with Spotter: 6d
Maximum: 31in. – 60in. 12d with Spotter: 8d
Maximum AP = Light ER: 2in. kill 4in. injure
Movement: 4 (does not add to the weapons already equipped)

Tank and Vehicle Rules

Tank Movement
Tanks are considered one squad no matter what size the tank, or what size the squad cap.
A tank can move anything up to and including its maximum movement, but may not
change direction on the same turn. Alternatively the tank may change direction up to and
including its maximum degree, but may not move on the same turn. A tank can fire any
and all of its weapons on its turn unless the Info section says otherwise or the tank has
been damaged in some way that prevents it.

Tanks Fire
Tanks and other vehicles have armor, and weapons must be determined whether or not
they penetrate certain armors. There are 5 different armor classifications Ultra-light,
Light, Medium, Heavy, Ultra-heavy. First a tank must determine if it has hit another tank.
This is determined by using the Direct Fire method for tanks and anti-tank weapons.
Then you roll a 10d to determine if the hit was successful. A hit can only be successful if
the AP (armor penetration) of the weapon firing has the armor it is hitting within its
maximum AP. If the Armor is the maximum AP then the attacker must roll a 8-10 to
successfully hit. If the Armor is one lower than the maximum AP then the attacker must
roll a 6-10. If the Armor is two lower then the maximum AP then the attacker must roll a
4-10. If the maximum AP is lower than two, then the vehicle is automatically hit and
plays by the Underling Damage. This does not apply to tanks though, which still roll
based on the Tank Damage Chart.

Tank Damage
If the shot is successful, then the attacker then rolls an 8d and damage is assessed based
on the Tank Damage Chart. A tank that has not been damaged critically can only absorb
an amount of hits less than its Maximum Damage number. Once it reaches its maximum
damage number, the tank is considered derelict and the crew eliminated.

Underling Damage
Any unit (not a tank though) that is more than two armor levels lower than the gun it was
shot with now plays by this damage chart. The attacker rolls an 8d and then the effect of
the hit is then calculated. The vehicle is considered destroyed unless a 1 is rolled,
however certain units may survive depending on the roll.

Underling Damage Chart

D8
Num Effect Of Hit
1 Shell passes through the vehicle (vehicle may continue moving unhindered)
2 Vehicle is hit, 1 unit inside killed (chosen by defender)
3 Vehicle is hit, 2 units inside killed (chosen by defender)
4 Vehicle is hit, 3 units inside killed (chosen by defender)
5 Vehicle is hit, 4 units inside killed (chosen by attacker)
6 Vehicle is hit, 5 units inside killed (chosen by attacker)
7 Instantly destroyed, all units inside killed
8 Instantly destroyed, all units inside killed
Tank Damage Chart (does not apply to other vehicles)

D8 Num Front Back Side Top Turret


1 BO BO BO BO BO
2 BO DE BO BH BTH
3 BO DE DST DBG BTH
4 DBG DST DST DE BTH
5 KD DST DE KBG KT
6 KBG DSE KT KD KT
7 KBG DSE DT DSE DT
8 DA DA DA DA DT

Key:
BO = Bounces off (no effect)
DBG = Destroys Bront Machine Gun (if no front machine gun, then bounces off)
KD = Kills Driver (can still drive if there is a co-driver however cannot fire FMG on
same turn as moving)
KBG = Destroys Ball Gun, Kills Ball Gunner/Co-driver
DE = Damages Engine, moves tank at half speed / if hit here twice moves at ¼ speed
(hatches must be opened)
DSE = Destroys Engine, Tank no longer moves, all hatches must be opened
KT = Kills Turret Operator (Cannot Fire Main Gun on same turn it moves)
DST = Destroys Tracks (May only move on more full move forwards or backwards)
DT = Destroys Turret, and kills operator (Cannot fire Main Gun or coaxial machine gun)
BH = Blows open all hatches on top of tank (not turret)
BTH = Blows open turret hatch (if there is none then KT)
DA = Detonates Ammunition cache destroying Tank

*top and turret only apply to indirect fire weapons which still must roll 10d to determine
if hit was successful. Will also still have to apply shrapnel for units nearby or on top of
the Tank. If an indirect fire weapons shell goes into an open hatch of a tank, the tank is
instantly derelict and the crew is killed.

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