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SOLO INFANTRY SQUAD COMBAT

By Mike Haran
Copyright 2006

Introduction
This is a solo game depicting modern warfare. The player pits his ten-man squad and its support AFV against a similarly
equipped opponent using a solo system. The enemy appear at random positions upon the table, moving and performing actions
as the game proceeds. In order to perform any of the actions the player and the opponent must expend impulses. The player
decides which men and /or vehicles he will move and/ or combat .He then totals up how many impulses he will expended and if
they are within the limit he proceeds. When the virtual players turn occurs the solo sequence is followed, the player performing
all of his actions for him using the virtual player rules.
Five impulses are awarded to each sides infantry and five to players vehicles. No impulses are required to place the virtual
players vehicles and infantry although he pays the standard amount to perform other actions.
Preparation

1. Using colored poster board cut out hills and ditches, walls ,bush and trees.
2. Place and the affix the markers denoting all of the letters of the alphabet along the top of the table. Place the numeral

markers 1-26 along the left side of the table. Place at least one bush, tree, ditch or hill within five inches of one of these
reference points. B4,J11,F13,R16,E17,I17,J19,W22,E21,E23.

3. Assign weapons noted on the weapons chart to each squad. Assign vehicle one vehicle to a squad using the vehicles
chart.

4. Roll one dice for each soldier in order to establish firing ability, movement and strength using the rolled die number
minus three. Below average ability=zero. Average ability= one .Above average ability=two .Superior ability=three.

5. Each piece used in the game is assigned a number. Mark i/d for the individual soldier on the bottom of the base or use a
system where standing soldier is number one, crouch number two ,prone number three, standing wearing a green helmet
number four etc. Note soldiers characteristics rolled for on the above by placing a number alongside the word
firing ,movement and strength .Below average ability place a -1. Average ability place a 0.Above average ability place
a +1 Superior ability place a +2.

6. Line opponent troops up off the table. Place one opponent vehicle on south edge of table ready for use 0-6 inches.
7. Place your troops any where on the start line within six inches of the northern edge of the table. Place one of your
vehicles anywhere six inches from any table edge .

8. Assign five impulses to each squad and five to each squads vehicle. As a sequence is played tick off the used impulses
Sequence
.A sequence is ended when all of a squads impulses points are expended. This includes those assigned to the vehicle, or if the
vehicle is being played ,those assigned to the infantry. Roll 1d6 for the ten man infantry squad and 1d6 for the squads vehicle in
order to define the phasing player.
I. Roll dice for infantry. High dice is phasing player.
II.
Roll dice for vehicle. High dice is phasing player. If infantry is rolled successfully but the player loses the
vehicle die roll no vehicle is played on this sequence. This includes the non phasing infantry player.
III.
When all impulses are expended the phasing player is diced for again as above.
Add one to the die number for the player who failed the previous die rolls adding one for each previous failed attempt up to last
successful die roll turn for the failing player. Phasing player may now conduct actions for any infantry or vehicle, expending the
below costs as he does so. Players may not elect to miss the turn retaining the sequence so long as he has unexpended impulses
for either his soldiers or his vehicle.

PAGE 9

In order to move or perform actions the squad expends impulses. Infantry impulses apply to the entire squad, not to each
individual soldier. Vehicle impulses are separate from those of the soldiers and apply to the squads vehicle only. When a new
impulse sequence begins the impulses available to all units of both sides are five for the infantry and five for the vehicle.

Soldier impulses expenditure

I. Move standing soldier one inch =expend one impulse.


II.
Move crouching soldier one inch = expend two impulses.
III.
Move prone soldier one inch = expend three impulses.
IV.
Move soldier from prone to crouch, crouch to stand or stand to crouch = expend one impulse.
V.
Soldier climbs one height or enters ditch in prone position= expend three impulses.
VI.
Soldier climbs one height or enters ditch in crouch position = expend two impulses.
VII. Soldier climbs one height or enters ditch in stand position= expend one impulse.
VIII. Soldier fires rifle= expend one impulse.
IX.
Soldier fires LMG= expend two impulses.
X.
Soldier fires MPL, GLR, MSL= expend three impulses.
A soldiers individual characteristics will allow the squad extra impulses only when the particular soldier takes an action for
which he is credited extra impulses. A moving soldier gains an extra impulse if he so chooses only when moving .A firing soldier
subtracts one from the rolled firing die number. A soldier assigned to a crewed weapon having a negative connotation having a
strength impulse may overcome that penalty when moving with the weapon. This advantage is one , two or minus one depending
upon that marked at the game start. Average soldiers have no modification to their impulses expenditure.
The squads vehicle expends impulses as in the below starting with the five assigned. Each vehicle has a certain maximum
movement distance allowance .Weapons must have weapon operators ,equipment must have equipment operators in order to be
played as actions are undertaken only if the operator is available .See weapon position and crew position at end of text.

Vehicles impulses expenditure


I. Move vehicle 0-25% of movement allowance = expend one impulse.
II.
Move vehicle 26-50% of movement allowance = expend two impulses.
III.
Move vehicle 51-100% of movement allowance= expend three impulses.
IV.
Turn vehicle= expend one impulse.
V.
Fire vehicle weapons.
V..a
1x7.62 machine gun= expend one impulse.
V..b
1x12.70 machine gun or AA gun= expend two impulses.
V..c
1x Main gun, MRT, MSL= expend three impulses.

Infantry notes
Impulses and posture

PAGE 9

A die is rolled before each movement or other action in order to ascertain soldiers posture. Use the below
chart.

To move an infantry piece decide its destination this turn sequence and if enough impulses available
perform the desired actions.

If the piece changes its posture so as to move faster or to arrive at new position in the stand crouch or
prone position take into account the additional movement costs when moving the piece.

Units may use their weapons during movement if sufficient movement factors are available after
expending impulses in order to fire the weapon.

DIE:
WALL
BUSH
DITCH
SMOKE
CLEAR
TREE
HEIGHT

The live players soldiers moved off the table are considered lost and do not come back into play. The
virtual player soldiers are put aside and may come back into play .Place at the extreme right of line.

1
CROUCH
CROUCH
STAND
PRONE
PRONE
STAND
STAND

2
CROUCH
CROUCH
STAND
PRONE
PRONE
STAND
STAND

Posture of soldier
3
4
CROUCH
CROUCH
CROUCH
CROUCH
STAND
STAND
PRONE
PRONE
PRONE
PRONE
STAND
STAND
STAND
STAND

5
CROUCH
PRONE
STAND
CROUCH
CROUCH
STAND
CROUCH

6
PRONE
PRONE
STAND
CROUCH
CROUCH
CROUCH
CROUCH

7
PRONE
STAND
PRONE
STAND
STAND
PRONE
PRONE

8
PRONE
STAND
PRONE
STAND
STAND
PRONE
PRONE

Soldier is within one inch of cover of cover or concealment noted in the left column cross referenced with 1d6 gives posture. Add
two if soldier suppressed. Add one if soldier stunned.

Soldier characteristics
Soldiers are assigned additional impulses prior to game start. Add or subtract these as he completes actions. Soldiers may not
impart their impulses unless part of a crewed weapon team and only those relating to firing or carrying the weapon. Weapons
are listed on the weapons chart as -1/-2 in the movement column. This indicates that the weapon deducts this number of impulses
from the total assigned to a soldiers movement impulses. Soldiers marked +1may cancel out weak soldiers -1 when moving a
crewed weapon. On the other hand two strong soldiers will be allowed to move up to their full movement in the case of -2 as they
both contribute two movement impulses above those normally allowed.
Placing opponent
As this is a solitaire game it is necessary to place the opponent when he wins sequence die roll. Line up the available out of play
enemy soldiers. Roll 1d6 in order to determine how many opponent soldiers or vehicles are to be placed. For each opponent
soldier removed from play move one column right when ascertaining his number to be placed. Die equals number counting from
the left. When all opponent soldiers are placed roll 1d6 on the solo placement chart.

Die number
Soldiers
Vehicles

1-2
3
2

Number of miniatures to be placed


3
4
5
2
1
0
1
1
1

6
0
0

.
Die
1

PAGE 9

Reference
b4

Solo placement chart.


Direction
Direction
North
1 inch

Posture
Prone

2
j11
East
3
f13
South
4
r16
West
5
e17
South
6
l17
East
7
j19
North
8
w22
West
9
e21
North
10
e23
South
A 1d6 is rolled in order to place the vehicle or man on the table.

2 inches
2 inches
3 inches
3 inches
4 inches
5 inches
5 inches
6 inches
6 inches

Prone
Prone
Prone
Prone
Crouch
Crouch
Crouch
Stand
Stand

A further die is rolled in order to ascertain the direction in which he will be placed in relation to the placement square, and then
another in order to arrive at the distance from the reference point.
When all of this is complete, place the man or vehicle in the best cover position as explained below.
As the game progress the men or the vehicle will be instructed on what actions to take and how on the virtual player infantry and
virtual player vehicle paragraphs below
Roll a 1d10. Place one opponent soldier in the position rolled .Roll a further dice for each column to the right in order to place the
soldier or vehicle north , south, east or west of the reference position just rolled. Roll another to determine the distance from the
reference point. Die number is the number of inches the soldier is moved. Now place the soldier in the best cover if enough
movement impules are available. If not enough available place him in the best cover choose next best within allowed impulses.
Choose one of the below actions taking in to account impulses left after moving to cover going for best choice available. On
future turns the procedure for each placed soldier is followed taking into account the impulses available for the squad. If a choice
of soldiers presents itself choose the soldier that has the greatest hit probability if a firing choice is specified. If a movement
choice is specified choose the soldier most likely to hit a target on the next turn or on a following turn.

Choice one
Move soldier into a position adjacent one of your soldiers where he has a 50/50 chance of winning a melee turn. Place
soldier in stand position.
Choice two.
Soldier will take any shot giving a possibility of hitting one of your vehicles with an AP or HE round. Place soldier in
prone position if this allows him a clear line of sight to the target. If no clear line of sight place soldier in the crouch, or
if this still prohibits firing, place soldier standing.
Choice three.
Take all possible shots at nearest enemy soldiers using as many soldiers as posible .Take best first, worst last. Use GP,
AP or HE. If there, is a danger of injuring or of killing the virtual players soldier this player uses only GP weapons. If
there is a choice use the weapon having the highest blast number not able to injure or kill one of the virtual players
soldiers.
Choice four
If there is no chance of scoring a hit the soldier takes the best possible automatic weapons suppressive fire i.e. the fire
that will, according to the above rules, cause the defender soldier to be classified as suppressed.
Choice five
If no shots are possible for the virtual player due to any of he above move the soldier in the nearest and best cover
facing the greatest number of your troops if impulses available. Place soldier in prone position if this allows a clear line
of sight to the target. If no clear line of sight place soldier in the crouch, or if this still prohibits firing place soldier
standing.
To move vehicles follow the above substituting a position offering the best cover for prone, a position offering the best
shot at your vehicle or one of your men for crouch, and a position offering the best shot at the greatest number of your
men for stand regardless of cover.

PAGE 9

Infantry Weapons
Abbreviations
RFL=rifle, LMG=Light machine gun,GLR=Grenade launcher rifle, MPL=Medium portable launcher,MSL-Missile,MRT=Mortar
using GP=General purpose ammunition. HE=High explosives .AP=Armor piercing.

RFL/LMG
Player states his firing soldier and then decides whether to use automatic fire or single shots. Go to the range column, this lists
single shots and automatic fire hit numbers ,the latter is the lower number. Target must be within 30 arc of the firing soldiers
facing. If more than one eligible target roll an additional dice, if using automatic fire, for each . If the number or under is rolled
the target is eliminated. For a miss using automatic fire the target soldier is suppressed if the die roll was off by up to or less than
+2/-2.Target soldier does not take any action on the next turn. Mark as suppressed.
GLR,MRT,MPL,MSL
Grenade launcher rifles and medium portable launchers are fired at any angle within 60 of the firing soldiers facing. Mortars
and Missiles are fired at any angle and their targets do not have cover die roll modifiers if they are six inches or more from the
cover. One impulse is expended for single shots and one for automatic fire increasing with each extra die roll taken at additional
targets,
When firing AP/HE rounds the firing player before rolling the firing dice must first state the intended impact point. If there is a
miss ,i.e. the required die is not rolled on the individual weapons chart, the impact point must be ascertained . Roll one dice. One
equals north, two south , three east, four west, five north east, and six, north west. Roll a further dice in order to ascertain the
distance from the aimed impact point ,the point stated by the firing player as being the impact position. The rolled die number
equals the number of inches away from the intended impact point the round lands. In the case of the virtual player the desired
impact point will be the target determined in the solo action rules. Place a three-inch disc in order to ascertain if a soldier or a
vehicle is within the blast area placing the centre of the circle over the actual impact point as opposed to the intended impact
point.
Note the blast number for the weapon used. Roll 1d6 for each man or vehicle within the blast area. Any man within the blast
area may be suppressed, stunned, wounded or killed according to how the blast die roll went. Roll the listed blast die number or
under and the man is killed. Roll one over the required blast die number and the man is wounded, roll two over and the man is
stunned, roll three or more over the required hit number, but not over five, the man is in is suppressed. If over five the required
die number is rolled there is no affect. If using automatic fire repeat the procedure for eligible targets .GLR MPL,MSL,MRT
expend two impulses per firing .
Effects of infantry fire
A wounded man may not be used on the next turn unless a six is rolled. A stunned man may, not be used on the next turns unless
a 5-6 is rolled. A suppressed man does not perform actions on the next turn but may on those following if no further suppression
is in effect, the man neither wounded nor killed. Make a note on the infantry roster by placing a counter in the correct column. If
a vehicle is in the blast area ascertain which part of the circle it touches and then note the armor basis number and the blast
number. If the latter is the same or greater than the former the vehicle is eliminated from play. For non penetrating rounds see
below.
Firing procedure for the virtual player
In the case of the virtual player use the weapon and round matched with the type, HE or AP, having the highest hit probability on
the firing chart. Use automatic fire in preference to single shots if there is a greater chance of a hit. If there is no chance of a hit
with either single shots or automatic weapons fire use automatic fire most likely to cause the target to become suppressed.
Vehicle weapons
Firing procedure
Decide on firing vehicle its target and then go to vehicle weapons chart. Measure the range between firing unit and the target .
Roll one dice on range column. Roll number or under for a hit . If a hit note penetration number of the fired round and the target
armor basis (or the cover armor basis). Use the below hit armor chart in order to determine which part of the vehicle has been
hit. If the penetration or blast number of the round fired is equal or greater that of the armor basis the round has penetrated.

PAGE 9

Penetrated vehicles are eliminated from play .If there is no penetration go to the below non penetrating round chart and decide
whether any other equipment had been hit.
Vehicle hits
When firing any of the vehicles weapons a hit will result in the round striking a certain portion of the target. A vehicle within a
30 arc of the target vehicles front forward facing section fires a frontal shot. One that is broadside to a target fires a lateral shot
while one that is within a 30 arc of the target vehicles rear rearward facing section fires a rear shot. Mortar,missile and HOT are
self explanatory. Roll one dice and cross reference the correct column in order to ascertain where the target is hit. Go to vehicle
chart in order to ascertain the armor basis of the hit portion.
A hit on a vehicles tracks cause a reduction in its movement. A fully tracked vehicle loses the ability to move after the first hit, a
wheeled vehicle moves at only 50% of its total allowance after its first hit and 25% after its second. The third hit always stops its
movement. A multi wheeled vehicle moves at 75% allowance after its first hit, 50% after its second ,25% after its third and ceases
movement after any additional hits .Hits on the rear or rear sides of a vehicle which penetrate cause engine fires which may bring
the vehicle to a full stop.Roll 1d6.1-2=engine fire .Do not move this vehicle on next turn unless a six is rolled. For hits on armor
not penetrating note auxiliary weapon position and if same roll an additional dice.1-4 weapon hit, do not use.5-6 gunner hit
remove him from play. For other hits go to non penetrating rounds chart for non penetrating hits.

Die
1
2
3
4
5
6

Frontal shot
Front side
Top
Front
Track
Miss
Turret

Lateral shot
Miss
Rear side
Turret
Miss
Front side
Track

Hit Armor Basis


Rear shot
MRT round
Rear
Top
Top
Turret
Rear side
Track
Rear
Top
Track
Miss
Miss
Facing end

MSL round
Turret
Top
Top
Facing side
Miss
Track

HOT
Top
Turret
Facing side
Miss
Facing end
Track

Vehicle crew characteristics


Superior drivers(+1) impart an extra movement advantage of one impulse to their vehicle above the squads allowance. Superior
gunners (+1) have one subtracted from their firing die roll. Superior commanders (+1) impart an advantage to their entire crew
causing the die roll for their actions to be minus one for all weapons and plus one impulse for the vehicles movement. Aces
(+2)impart -2 on the firing chart only.
Smoke projectors.
These are fired on the players turn expending a single impulse for each projectile fired. Firing angle is 30 either side of the
weapons forward line of sight for hull mounted weapons and all round for turret mounted weapons. Smoke projectors are turret
mounted if the vehicle has a main gun and hull mounted if without a main gun. Any amount may be fired on a single turn up to
the amount listed. Mark of the rounds as they are expended. Smoke projectors have a range of ten inches. State the aimed at
impact zone.1-5 equals a hit. Add one to the die per impulse expend for the firing vehicle on this turn. If a hit place a marker on
the table for smoke at this position. If a miss calculate the actual impact point by using the below rolling a separate 1d6 in each
column.

Die
1
2
3
4
5
6

PAGE 9

Firing smoke projectors


Direction
North
South
East
West
North
South

Distance
2
3
4
3
4
2

Place the smoke marker in final arrived at position. Smoke will stream downwind for two of the placing player turns. It is
removed after the non-placing player takes his turn. Roll for the wind direction.
1
North

2
North East

3
East

4
South East

5
South

Add one to the rolled die on each subsequent turn .If six is rolled do not change wind direction. Vehicles and soldiers having
smoke between them and a firing unit gain two-height concealment advantage. Smoke projector operator required. If there is
provision for a substitute, smoke may be popped if this man is not used for his actual task
Firing procedure virtual player
Virtual player will pop smoke if two or more actual players pieces are within range on a die roll of 1-5. Add one to the die
number for each impulse spent by this vehicle on this turn. Round will at best land equal distance between the firing unit and the
average opponent position. 1-5 is the impact number, impulses expended adding one per impulse. For a miss roll dice on above.
Vehicles and soldiers having smoke between them and a firing unit gain two-height concealment advantage. Smoke projector
operator required. If there is provision for a substitute, smoke may be popped if this man is not used for his actual task
Smoke generator.
Smokescreens are produced by the vehicles driver. If he is absent or the engine is out no smoke may be generated. If there is
provision for a substitute driver smoke may be generated if this man is not used for any other task on this turn. Smoke will
stream from the rear of the vehicle down wind. In order to determine wind direction use the marker obtained in smoke projector
procedure. If no smoke had been popped use above procedure and apply to the generated smoke. Stream will be 18 inches
downwind. The smoke marker is removed after the third turn following the activation of smoke. Units having vehicle-generated
smoke between them and a firing unit gain a three-height concealment advantage (add three to the firing units die number).
Smoke generator virtual player
Virtual player will stream smoke if it will place a screen between his forces on a 1d6 roll of 1-5 .Add one to die for each impulse
expended by vehicle this turn.
Infra red
Vehicles listed on the vehicles chart as being equipped with infrared gain a firing advantage for all of their weapons. Subtract one
from the firing die number.
Laser sight
Laser sighs allow a vehicles main gun to have one deducted from its firing die roll number in addition to any other deductions
allowed.
Passive night sight
Vehicles firing at night add one to the firing rolled die number unless equipped with infra red.

PAGE 9

Nuclear, Biological, Chemical protection (NBC)


Vehicle equipped with NBC do not have to roll for crew sickness in scenarios featuring Nuclear, Biological, Chemical warfare.

NON PENETRATING ROUNDS


A none penetrating round hitting a turret may eliminate one or all of the following.
Die
1
2
3
4
Smoke projector
Yes
Yes
Yes
Yes
Infra red
Yes
Yes
Yes
Laser sight
Yes
Yes

5
Yes
Yes

Passive night
sight
Turret mounted
Auxiliary
weapon

Yes

6
Yes

Yes
Yes

A non penetrating round hitting the rear /rear side armor basis may eliminate one or all of the following
Die
1
2
3
4
5
6
Engine
Yes
Yes
Smoke
Yes
Yes
Yes
Yes
generator
Rear mounted
Yes
Yes
weapon
A non penetrating round hitting the front /front side armor basis may eliminate one or all of the following
Die
1
2
3
4
5
6
Passive night
Yes
Yes
sight
Infrared
Yes
Yes
Laser sight
Yes
Yes
Forward
Yes
Yes
mounted
weapon

Place off table vehicles


Of table vehicles assumed for game purposes to be over the table edge when within six to 0 inches of any edge.Use the extreme
right column of the firing chart in order to fire weapons.
Long range 4-6 inches

PAGE 9

Medium range 2-3- inches

Short range 0=2 inches.

Cover
Units in cover add to the opponents firing die number.
Ditch =+ 1 to the opponent dice roll when he is firing at defender.
Wall= + 2 to the opponent dice roll when he is firing at defender.
Each inch of hill side measured from the contour line will be adding +1 to the firing units firing die number
when defender is on the reverse slope.
A soldiert in cover must be at crouch to fire from a ditch and at stand to fire over a wall. If het is under the
required firing stance add +1 to the firing units die number in addition to any other modifiers.
APCs or IFVs are two heights and gain cover from a wall or contour if they are two inches or more from
a counter line on the reverse slope to that of the firing unit.
MBTs are at three heights and so only gain cover from the contour lines when at three inches and on the
reverse slope.
Concealment
Concealment is any bush, smoke or canvas cover such as a soft skinned vehicle would have. No penetration is required so a
hit is guaranteed on a successful firing die roll.

Bush add one to firing units rolled die number

Smoke projectiles add two to firing units rolled die number

Smoke generator add three to firing units rolled die number

Mle
Soldiers one inch or less from opponent soldiers automatically mle on their sequence turn.
Defender in ditch
1-4=attacker victory

Defender behind wall


1=attacker victory

Defender in bush
1-2=attacker victory

Defender in clear
1-3=attacker victory

Add one to the phasing player (attacker) die roll if he is attacking uphill.
Subtract one from attackers die number for each additional friendly soldier within one inch of non phasing
defender soldier.
Add one to die for each soldier, friendly to the defender, within one inch of defender.
If successful mle the defender is removed from play.
If the attacker fails to roll the required die number, the defender wins and the attacker soldier is removed
from play.
Soldiers unaccounted for are left as they are and may continue if it is the players turn. If it is the turn of the
virtual player the soldier will move as instructed on solo rules.

Weapons position.
A
Forward turret located near the front or bow of the vehicle
B
Bow fixed forward located on the front bow of the vehicle hull
G,D,E
Forward in an open mount C or in a cupola or remote mount protected by a shield
F,G
Protected on the sides with a shield at the rear on the left F, or right G sides of the vehicle
HI
A turret top weapon mounted on a cupola H, or on a remote mount Ion top of the turret .On a large vehicle located on the rear if
the vehicle had a K turret and in the front if the vehicle had an A turret.

PAGE 9

J
Coaxial mounted besides the main gun and fired at the same targets. Can be fired by the main gunner only .Can be fired without
the main gun firing. In the same position as the main gun on large vehicles
K
Center /rear turret located near the centre or to the rear of the vehicles.
L,M
A rear weapon mounted in an open turret L or in a cupola or remote mount. Located near and facing
to the rear of the vehicle
N
Mortar mounted to fire through the vehicles open top hatch .In the rear of a large vehicle

Crew positions
Box one
Driver operates smoke generator, loads and fires any bow or fixed forward weapons. Needed for moving the vehicle
Box two
Same as the above but does not operate any weapons.
Box three
This crew-man either loads or fires any bow fixed forward gun or loads fires any rear-mounted gun
Box four
This is the commanders position .If there is a smoke projector this crewman fires it
Box five
This crew-man either loads or fires any left side mounted gun or is an extra crewman, usually the radio operator.
Box six
This crew-man either fires/loads any right side mounted weapons, loads any right side weapon, loads the mortar, or is the rear
driver if neither gun is present in the vehicle
Box seven
This crew-man either loads /fires any turret forward mounted weapon, or coaxial there is a smoke projector this man operates
them .He does not operate both within one turn.
Box eight
This crew-man is used to fire the main gun and also loads and fires the coaxial and turret top weapon or a smoke projector.
Box nine and ten
Same as on eight but does not operate AP or illumination rounds.
Box eleven
These are the loaders used with a gunner or guns needing crew and may operate other weapons
Box 12, 13, 14 Commanders position. Crew-man 14 is the alternate gunner for crewman 9 if he is unavailable, or he is a gunner
loader if crewman 7 is unavailable.
Vehicle layout boxes
Bow
left
centre
right

PAGE 9

10

11

12

13

14

Rear
Place a marker in the correct box.
INDIVIDUAL WEAPONS
Range units hit numbers
blast

Type

A
U
T
O

R
I
F
L
E

L
M
G

pen

move

crew

Off table
41-50
Assumed
SR

1- 36- 9-12 13-20 21-30 31-40 41-50


2
5
8
5/6 4/5 4/5 3/4 2/3
0/2
-/1
-/0
-

Normal

AKS74
*

5/6

4/5

4/5

3/4

3/4

1/2

0/2

-/0

Normal

MR

FAMAS
*

5/6

4/5

4/5

3/4

2/3

1/2

0/2

-/0

Normal

SR

AR 10
*

5/6

4/5

4/5

4/5

3/4

3/3

2/1

-/0

Normal

SR

BM59

Normal

MR

BAR
BREN
*
M65
*
PLAMYA
#

5/5
5/6

4/5
4/5

4/5
4/5

4/5
4/5

4/4
3/4

3/4
3/4

3/3
2/3

2/3
1/2

1-2
1

Normal
Normal

1
1

MR
MR

5/6

4/4

4/4

3/4

2/3

2/2

1/1

0/0

Normal

SR

5/6

4/5

4/5

3/5

2/4

1/2

-2

MR

BLOOPER
#
M203
#
MAN
PACK
MSL
MAMBA

5/6

4/5

4/5

3/5

2/4

1/2

4/3

1/5

Normal

LR

6/5

6/3

5/4

4/3

3/1

1/0

0/-

4/3

1/5

Normal

LR

10

10

10

-2

Prohibited

40

LR

6/5

1/3

-1

LR

AK 47
*

G
L
R

F
L
M
S
L
M
R
T

M1953

PAGE 9

M
P
L

L
C
W
H
GR

TYPE

MPL
CARL GUSTAVE
MELERA 105mm
SPG 9

SPG 82

M40

FUSED
GRENADE
2 MAN FLAME
THROWER

6/6

6/6

6/5

5/4

5/4

4/3

2/1

8/6

2/3

6/6
6/-

6/6
6/6

6/5
6/6

6/6
5/5

6/5
4/5

6/5
3/4

5/4
3/4

9/7
2/5

6/6

6/6

6/5

5/5

4/5

3/4

3/4

6/6

6/6

6/5

5/5

4/5

4/4

4/3

10

10

LR

2/39
2/25

Prohibited 2
Prohibited 3

LR
MR

8/6

2/19

Prohibited 4

MR

9/7

2/38

Prohibited 4

MR

Normal

10

-2

VEHICLE MOVEMENT AND ARMOR BASIS CHART


MOVEMENT
ARMOR BASIS
T MW W F FS RS R T B TR

M163
BTR 152

20

3
3

3
3

2
2

2
2

2
2

2
2

3
2

M113
M48
BMP

20
14
19

3
18
3

3
18
3

2
10
2

2
6
2

2
7
2

2
5
2

2
5
2

M2
MARDER

21
22

5
6

5
5

4
4

3
3

3
3

3
3

3
3

SCIMITAR
CHALLENGER
BR152(M)

24
15

3
43
3

3
43
3

2
20
2

2
13
2

2
10
2

2
6
2

1
5
2

BRDM

PAGE 9

22

22
24

-1

Prohibited

Type
.
M163(AAV)
BTR 152(APC)
M113(APC
M48(MBT)
BMP(IFV)
M2(IFV)
MARDER(IFV)
SCIMITAR(LTK)
CHALLENGER
(MBT)
BTR152(MCV)
BRDM(RECCE)

Vehicle chart
Crewman
Weapons position
Box
2,9,11,13
K
1OR 3
G
1 OR 3
26,1,3,1
2,7
2,7,14
2,7,3
2,9,11
2,9,11,14

C OR E
KJ
C/AJ
AJ
AJM
KJ
KJI

2,4,5,6,7
2,4,5,7

CN
AJ

Equipment

I
EIN
D(8)INPS
D(6)IN
D(6)INP
D(123ILNPS

Range

1-2

3-5

8-6

Vehicle weapons chart


9-12
13-20
21-30
31-40

120 mm
105 mm
25 mm
20 mm

7
6
4
4

7
6
4
3

7
6
3
3

6
5
3
3

6
5
2
2

5
4
2
1

4
4
1
0

12.70 mm
7.62 mm

4
5

3
4

3
3

2
2

2
1

2
-

1
-

PAGE 9

41+
3
3
0
-

H
E
10
9
4
-

A
P
8
7
2
1

HE A
P
3
40
2
38
1
3
-/0

PAGE 9

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