12
25 DTW or

ASL Scenarios

  • Upload
    wolfhag

  • View
    521

  • Download
    14

Embed Size (px)

DESCRIPTION

Scenarios to set up for various battles

Citation preview

Page 1: ASL Scenarios

25

DTW

or

Page 2: ASL Scenarios

26

Adjust CP Costfor units setupon map by 'sec-tors in' fromFME as per20.8.3

Page 3: ASL Scenarios

27

during the FMPh they become Disrupted. Their exit of the half-trackuses a fleeing impulse normally and cost the half-track 1/2 MP.

11.4.8.3 Combined Fire: Infantry riding in a half-track may com-bine their fire with the inherent machine-gun of the half-track.

12.1 TRANSPORTS AND MOVEMENT12.1.1 There are two ways for units to ‘mount’ a transport. The unitmay move into the transport’s hex and spend 2 MP to mount it. Thisaction also uses 1/2 (fractions rounded up) of the transport’s MP. Atransport may also enter a hex containing infantry. The infantry thenspends 2 MP to mount, while the transport also expends 1/2 its MP.12.1.2 A transport mounting infantry may still use any remainingMovement Points to continue moving. Place mounting infantry on topof the vehicle counter and mark both as moved normally. An AFV maynot pick up riders using Assault Movement.12.1.3 A transport and infantry unit may only rendezvous at a par-ticular hex for the purposes of mounting if the transport ‘comes’ to theinfantry’s hex. The infantry must mount from its current hex, not moveto a new hex then mount.12.1.4 Costs for dismounting are the same as mounting. Riders maynot dismount in the same FMPh they mount a transport. New unitsmay mount a transport in the same Fire and Movement Phase that Rid-ers dismount, if sufficient Movement Points remain.Example: A T-34 begins the Fire and Movement Phase in a hex with a squad mounted, andan MG SW Team (flipped to its move side) and NCO in the same hex on the ground. Thesquad may dismount, costing the tank 1/2 its Movement Points, the MG team and NCOmay then mount the tank, using the tank’s remaining Movement Points, i.e., the tank canmove no further this Fire and Movement Phase. Note that in the example, the squad thatdismounted would have had to continue moving after it expended its 2 Movement Points todismount if the owning player wished to move it further during this Fire and MovementPhase. A dismounting infantry unit may not continue its move if the tank moves on andvice-versa.

12.1.6 No transport may enter a building, (a factory may be enteredin an entrance hex), or cross any hexside with hexside terrain (unlessusing a Gate) while it has Riders on board. It may if it is on a BypassRoad. Riders may mount a transport already stopped in a Road Build-ing hex.

13. SMOKE

13.1 INFANTRY SMOKE GRENADES

We allow the German soldier to utilize smoke grenades based on admittedly limited ac-counts of their use and the sheer quantity and type of smoke grenades produced by Ger-many during World War II. No such evidence exists pointing to Russian use. The cost forusing a smoke grenade has been increased; a unit is now marked as Moved once it placesone and may move no further.

13.1.1 During the Fire and Movement Phase German squads andHS (only) may make one attempt to place one smoke grenade markerin their own or an adjacent hex. A unit may only make one such at-tempt per turn. A German squad/HS must roll 2 or less on d10 to placea smoke marker. Engineers receive a -2 DRM. Smoke placement at-tempts are attempted by a unit using all its movement as CautiousMovement and a unit is marked as Moved whether the unit success-fully places smoke or not.13.1.2 Smoke grenades remain in effect for the remainder of theFMPh during which they are placed. They are inherent SW.

13.1.3 Any fire traced into or through smoke hexes receives a +10Smoke DRM and all negative DRM for movement (e.g., Running) arenegated by smoke in all forms (i.e., smoke grenades, artillery smoke).The +10 is not cumulative with the -10 for Moving/ -20 for Running/-

10 for Open Ground, i.e., smoke negates the movement DRM.

13.1.4 Smoke grenades exist up to +3 levels above the base level ofthe hex placed in.

13.2 GUN SMOKE SHELLS

Certain guns may fire smoke during the FMPh. These include most Infantry Guns andmany Tank guns. Eligible weapons are noted on the Gunfire Table in the ‘S’ column. Wemake the assumption that AFV and guns that had smoke ammunition kept some on hand touse when needed. No effort is made to represent such ammunition ‘running out’ during thefew firing opportunities available during the typical CGS scenario.

13.2.1 Any gun that is eligible to fire smoke may place a smokecounter in a hex in the same manner as achieving an HE Hit, i.e., usingthe HE To Hit Table.

13.2.2 Smoke placed by firing a gun is treated in the same manner asnoted for infantry smoke and is treated as normal fire for the purposesof ROF, Fire 1/2 markers, etc.

COMBAT SECTION

14. MORALE

14.1 TROOP QUALITYOwners of Combat! Normandy will note another big change here in the form of TQ chang-ing to reflect one ten sided DR, not two ten-siders. We also reduced the number of DRMapplied to a Morale Check. These changes were made simply to reduce the number ofmathematical calculations needed during play. Adding the TQ rating to the counters is alsoaimed at speeding play up.

14.1.1 Combat! rates soldiers with a ‘Troop Quality’ rating, whichrepresents their morale. Troop Quality comes into play whenever unitstake a Morale Check, or Action Check. All units in Combat! have aTroop Quality rating listed on that side’s counter. Morale in Combat!is a function of troop quality, effects of combat, proximity to friendlyand enemy troops, and cover state.

14.1.2 Combat! units support one another through proximity—unitmorale improves when friendly forces are nearby. Conversely, beingclose to the enemy is detrimental to unit morale. The Morale SupportRange is defined as within one hex, i.e., adjacent (or up/down for unitson Upper Level markers). Morale Support Range does not trace di-rectly ‘up’ or ‘down’ unless the other location in a hex is directly ac-cessible to enter.Example: A squad on an upper level marker in DTW H21 is not in Morale Support Rangeof an NCO in the ground level of H21. If both units were in G22, the squad would be in

Morale Support Range.

14.2 MORALE (MC) AND ACTION CHECKS (AC)A Morale Check (MC) differs from an Action Check (AC) in its ramifications and usage.An MC is typically brought about by fire on a unit and failure of an MC results in damage(Pinned Down, Disrupted or WIA markers) through the placement of yellow markers orcasualties (C or E result) if certain yellow markers are already placed on a unit (e.g., WIA).An Action Check is taken to see if a unit may undertake a certain action. Failure simplymeans the unit may not perform the desired action (e.g., place an infantry smoke grenade).

14.2.1 Whenever units are required to take a Morale or Action Check,they must roll less than or equal to their troop quality rating on a d10roll. Such a roll represents ‘passing’ a Morale or Action Check.

14.2.2 The unit’s status and other factors modify its MC. Add up allof the relevant modifiers from the MST and apply them to the d10.There are usually no modifiers for an Action Check.

14.2.3 An Action Check differs from a Morale Check in that anAction Check is called for to allow a unit to perform a certain action.Failing an Action Check means the unit cannot perform the action thatrequired the Action Check. If there is a penalty for failing a particular

Page 4: ASL Scenarios

28

Action Check it is specified in the relevant rules section.

14.2.4 A leader may provide Morale Support to any number of unitsduring a Fire and Movement Phase. A unit may not ignore a Disruptedleader for morale support purposes, unless there is a non-Disruptedleader within Morale Support Range.

14.2.5 Leaders always take Morale and Action Checks first in anyhex. Friendly or enemy units do not affect d10 rolls for leaders on theMorale Support Table. Only Wounded, Pinned Down or Disruptedstatus affects an leader (Exception: Commissars affect NCOs and Of-ficers).

14.3 MORALE SUPPORT TABLEThe MST is at the heart of the CGS morale system. The table delineates the effects ofnearby enemy and friendly units on the morale of a friendly unit.

14.3.1 The modifiers on the Morale Table are in groups labeled A-G. Only one A modifier, one B modifier, etc. may be in effect for aunit. Usually only one or two are applicable, and all are applied to thed10. Units that fail a MC are marked with the appropriate marker (PinnedDown, Disrupted, WIA) or are effected by permanent results ‘C’ or‘E’.14.3.2 MST Modifiers By Category:A - A unit’s morale may only be modified by one leader, with the

‘best’ same-hex leader taking precedence, always beginning witha Commissar, and noting that a Disrupted leader does not affecta unit in the same hex with a non-Disrupted leader. In all othercases it is the owning player’s choice, but a Disrupted leadermay not be ignored unless another, non-Disrupted leader is withinMorale Support Range—one or two hexes (for NCO or Officer/Commissar).

B - If both non-Disrupted and Disrupted (i.e., ‘Good Order’) friendlysquads, HS, SW Teams, Gun crews or AFVs are within MSR,only the Good Order units’ -1 modifier is counted.

C, D, E - Units currently under an Enfilade counter or in Open Groundterrain (without any form of + DRM [e.g., Dug-In or Trench]) orif they are marked Disrupted/WIA.

F - Units within one hex of an enemy AFV add +1.

G - Infantry units not stacked with a friendly leader must take anAction Check before they may enter an enemy-occupied hex.They add +1 to this check if there is an enemy AFV in the hex;+0 otherwise.

14.4 COURAGE AND PANIC14.4.1 Place a Courage marker in the form of an ‘Iron Cross’ (Ger-man), or ‘Red Star’ (Russian) marker on any unit rolling an original“0” , followed by a subsequent Courage d10 of ‘0’ for any M/M+ re-sult. These units are immune to any further Morale Checks for theremainder of the firefight.14.4.2 A leader (Exception: Commissar) placed under a Couragemarker ‘takes’ any squads or half-squads in his hex location with him,i.e., these units are under the effects of Courage for the remainder ofthe firefight. Mark them separately if they leave the NCO/Officer hex.14.4.3 Panic: Any infantry unit in a hex when a leader (Exception:Commissar) is Eliminated or Disrupted (not WIA) must immediatelytake a Morale Check with all results applied normally.

14.4.3.1 Any infantry unit that enters a hex with a Disrupted unit (in-cluding an NCO) must immediately take a Morale Check, unless thereis a non-Disrupted leader in the hex.

15. FIRE COMBAT

15.1 GENERAL FIRE PRINCIPLESInfantry fire represents the weapons typically carried by a squad, including rifles, sub-machine-guns, and grenades, both hand-thrown and launched by rifle. The 1 FirepowerFactor point blank (same hex or adjacent) bonus represents the additional firepower pro-vided by grenades, useful only at that range. We represent the inherent light machine-gun(LMG) found in each German squad with the use of a special Fire1/Fire 2 marker, with the4-8 (4 FF and a range of 8) on the counter. The use of this special marker for Germansquads aids game play in a number of ways. The inherent LMG stays with its Germansquad but only needs be depicted when it fires; no need to provide dozens of extra LMGSW Teams, plus special rules tying them to their squads. We also allow a half-squad (HS)to use the inherent LMG at no penalty based on the assumption that the squad leader isgoing to get someone on the gun if casualties are taken; it is going to be kept in action evenif a rifle or two has to be set aside. Fire combat takes two forms in the CGS: FirepowerFactors applied directly against units using the Firepower Factors Table (e.g., a squad ormachine-gun SW Team firing at an enemy unit) or a gun or tank gun firing using the HE ToHit Table to secure a hit before applying their HE FP Equivalent to enemy units using theFFT.

15.1.1 Use the Firepower Factors Table to resolve fire against squads,half-squads, Support Weapon teams, and gun crews; and artillery/mor-tar/HE fire against AFVs and transport. To use the table, cross-refer-ence the amount of firepower with a d100 roll, applying any cumula-tive DRM listed below the table. A range of zero is treated as a range of1 hex. Guns use non-HE fire against AFV using their Direct Fire Ef-fects Table (DFET)..

15.1.1.1 Any units with their Firepower Factors listed on the its counteruse the Firepower Factors Table directly (e.g., A German 6-6 squadapplies 6 FF against enemy targets by using the Firepower FactorsTable, applying any DRM). Any unit that has its HE equivalent printedon the counter (e.g., a German Pz IIIH has a FP Equivalent of ‘50’ onthe counter) must use the HE To Hit Table to achieve a hit beforeapplying the FF equivalent to that unit’s gun size using the FirepowerFactors Table.

15.1.2 Range Effects on FF: While the Gunfire Tables are simpleenough to use to identify the amount of Firepower Factors a given unitfires at a given range, a formula is present that can be memorized foruse during play.

15.1.3 Squads: Squads receive a +1 FF bonus for same hex andadjacent fire and fire their listed (on the counter) Firepower Factors outto the listed (on the counter) range (no unit fires past twice its range.For each hex beyond their normal range a squad’s FF declines by 1 FF.This formula also applies to HS and SW Teams/Gun crews on theirmove (1-2) side.

15.1.4 AFV and SW Machine-Guns: AFV machine-guns receivea +1 FF bonus for same hex and adjacent fire. Their normal range is sixhexes. For every two hexes beyond their normal range their MG FFdrop by 1 FF. This system is also used for SW MG, using their listedrange.15.1.5 Searching Fire and Swinging Traverse: MG using Search-ing Fire is 1/3 of the FF at all ranges, fractions rounded up (FRU).Swinging Traverse provides a +3 FF bonus to the FF already calcu-lated for same and adjacent hex fire for that machine-gun (i.e., the +1FF bonus +3 for a total of +4 to the normal-range FF for the weapon).

15.1.6 Fire affects all units currently in the location of a hex thatwas fired at, whether moving or non-moving. Apply any DRM to eachunit based on the unit’s status.Example: A Russian squad is in DTW J4 when another moves in using Cautious Move-ment from J5, drawing fire. The non-moving unit receives a +5 DRM to the fire; the mov-ing unit a -5 DRM due to the cumulative -10 for moving and +5 for Debris.

15.1.7 Defensive Fire: Any unit that is capable of firing can useDefensive Fire at any enemy unit when that enemy unit uses any formof movement or fires, provided the friendly (firing) unit has a LOS tothe target’s hex. Defensive fire does not represent using an impulse,and a player may use Defensive Fire at an enemy unit, and then use his

Page 5: ASL Scenarios

29

next impulse normally. Note that units Defensive Firing against anenemy unit that fires resolve their fire after the enemy unit’s fire isresolved. Units using Defensive Fire are marked as Fired normally.

15.1.7.1 Any unit that is capable of firing may use Defensive Fireagainst any unit using Assault Movement before the assault-movingunit can declare its Assault Fire. Once the defender states that he isdone with Defensive Fire against a particular unit after it makes a MPexpenditure using Assault Movement, the assault-moving unit may fire.15.1.8 Desperation Fire: Any squad or HS, even if marked as Firedor Moved, including Pinned Down, Disrupted, or WIA units, may at-tempt to perform Desperation Fire against any moving (i.e., not al-ready marked as moved) adjacent/same hex enemy unit. A separateMorale Check is made using the ‘ones’ from the same d100 roll asused on the Firepower Factors Table to resolve the fire. For example, ifthe roll was ‘67’, the Desperation Fire Morale Check result used wouldbe ‘7’. There is a +1 DRM to a Morale Check for Desperation Fire.Handle the results of this Morale Check normally, i.e., Pinned Down,Disrupted, etc., applying the results normally. A squad may make anynumber of Desperation Fire attacks against other moving units, evenin the same hex. Only 1/2 (fractions rounded down) of the unit’s Fire-power Factors (i.e., no inherent SW) may be used for Desperation Fire,so Desperation Fire conducted by Pinned Down/Disrupted/WIA ishalved and then halved again.

15.1.9 Gun Desperation Fire: Any Gun Crew/AFV gun that needsto obtain a Screened Shot die roll exceeding “10” may still secure a hit(i.e., enable it to make a roll on the DFET for its target) if it rolls anoriginal “0”. The crew of a gun using desperation fire must make a MCin the normal manner. A Gun Crew/AFV gun using Desperation Fire issubject to elimination (SW) or F-KILL (AFV) results. If the Gun Crew(SW) fails its Morale Check, it is eliminated (results of its fire are ap-plied); if an AFV gun firing Desperation Fire results in the vehiclefailing its Morale Check, that gun is flipped to its 1-2 HS side perma-nently (make a side note).

15.1.9.1 Limits: Note a gun may not make “any number” of despera-tion fire attacks, but is limited to making a number equal to its ROF.The process of acquiring targets has been simplified since Combat! Normandy. Now, place-ment of an Acquisition marker signifies the unit placing it may use Trigger Pull 2 columnson the DFET and HE To Hit Tables. Acquisition markers are provided in many colors andtwo sizes. Use them as you see fit, e.g., ‘all T34’s use small purple Acquisition markers’ asa memory aid.

15.1.10 Acquired Target: Any firing unit that uses the DFET or HETo Hit Table to fire at a target may place an Acquisition marker on itstarget after making such a shot, regardless of whether the target is af-fected by the DFET fire or a hit is achieved on the HE To Hit Table.Any fire by the unit that placed the Acquisition marker on that targetmay use ‘Trigger Pull 2’ DFET and/or HE To Hit Table percentages.

15.1.10.1 A Suppressed vehicle may not use Trigger Pull 2 data. Itmay place an Acquisition marker normally (i.e., which can be usedwhen and if the AFV is no longer Suppressed). Once a unit fires at anew hex, remove the acquired marker and place it in the new targethex. Do not remove the Acquisition markers unless the unit opts to fireat another hex or is Disrupted, Eliminated, or Suppressed (i.e., an Ac-quisition marker may be left in a hex even if the original target exits oris eliminated, for use against new targets which enter the hex).

15.1.11 ROF: A multiple rate of fire weapon may place an Acquisi-tion marker after its first shot. This will affect its second shot (if fired atthe same hex) in the same Fire and Movement Phase and thereafter.

15.1.12 Guns as Targets: Guns (SW) are always targeted as infan-try (i.e., using the FFT). Any Critical Hit by HE automatically elimi-nates a Gun Crew.

15.2 DEFILADE AND ENFILADE FIREDefilade means to arrange a weapon to protect it from frontal or enfilading fire. Enfiladingfire is ‘from the side.’ There are no opportunities for defilade fire on the DTW/GE maps.

15.2.1 Defilade Fire: A machine-gun may use the principles ofmortar Observation Posts to represent protected, defilade fire positions.Only an adjacent non-building/non-Woods hex at a higher level thanthe machine-gun may serve as the Observation Post hex. Furthermore,the machine-gun may not set up in a building hex. Otherwise, a ma-chine-gun using defilade fire uses the Observation Post rules listedunder Mortar Fire.

15.2.2 A machine-gun using Defilade fire may only use Fixed Fireand receives only 1/2 of the Firepower Factors for that unit for this fire,rounded down. If a machine-gun uses Defilade fire in any Fire andMovement Phase, it may not use Swinging Traverse fire or Despera-tion Fire.Example: A German MG 34 fires in Defilade Fire. It may fire 4 Firepower Factors at 6

hexes.

15.2.3 Enfilade Fire: Units may apply Enfilade Fire by placing en-emy units in a ‘crossfire’. They must fire during two consecutive friendlyimpulses at the same target, with the LOS for the second shot crossinga hexside separated by 2 or 3 hexsides from that of the first shot. Enfi-lade fire against a unit causes a +1 DRM to Morale or Action Checksmade by that unit.Example: A Russian squad in DTW V12 fires at a German squad in W13. During his nextimpulse, the Russian player fires at the same German squad from Y14. The German squadis marked with an “Enfilade” marker. The squad suffers a +1 DRM to its Morale or ActionChecks until the Enfilade marker is removed.

15.2.4 Removal: To remove an Enfilade marker, a unit must exitthe hex or make an attack in Close Combat. Units marked with a Cour-age marker automatically remove existing Enfilade markers and other-wise ignore Enfilade. Place any new friendly units that enter a hex withan Enfilade marker already in place, under the marker. They suffer theEnfilade effects normally.

15.3 INFANTRY FIRE15.3.1 Squads and HS apply firepower to targets up to the limit oftheir range as listed on the Gunfire Table for each unit. Note the for-mula listed in the section on Fire Combat or consult the Gunfire Tablefor exact FF at a particular range. Squads/HS equipped with an inher-ent Machine Gun, BAR, Rifle Grenade, Panzerfaust, etc. also may usethese weapons, subject to certain restrictions during a Fire and Move-ment Phase. In Combat! Stalingrad each German squad has an inher-ent Light Machine Gun and smoke grenades as their inherent weapons.

15.3.2 A squad/HS may use no greater than two available weaponsduring a Fire and Movement Phase (e.g., a German squad may use itsinherent LMG and printed firepower factors; Russian squads only usetheir printed FF). Weapons may combine their fire during one impulse.This only uses one impulse, regardless of how many weapons fire.Example: A 6-6 German squad may fire its inherent LMG [4 FF] plus its own firepower [6]

to use 10 FF in one impulse. This is considered using two ‘weapons’.

15.3.3 Any inherent Machine Gun’s (or other inherent weapon’s)Firepower Factors are separate and in addition to the Infantry unit’sFirepower Factors. There is no requirement that all of a unit’s fire mustbe at the same target or that all fire at one target must be taken as one‘shot’ on the FFT. In Combat! Stalingrad a new 4-8 MG 34 Fire 1/Fire 2 marker is provided to denote when German squads have firedtheir inherent light machine-gun.

15.3.4 A squad may use any available combination of its FirepowerFactors and inherent support weapons (Panzerfaust, Machine Gun,BAR, LMG, Rifle Grenades, etc.) in one Fire and Movement Phase,marking the unit accordingly with the appropriate Fire 1 and Fire 2markers as it fires each.

Page 6: ASL Scenarios

30

Example: A German 6-6 squad in DTW K8 may fire at a Russian squad in J6 by combiningits FF and inherent LMG for one shot at a range of two hexes. A total shot of 10 FF can beused on the FFT and an MG FP marker left in J6 (the LMG can only use Fixed Fire). Markthe German with a Fire 2 4-8 MG 34 marker to signify it has fired all available weapons forthat FMPh, including its inherent LMG. Now let’s say there is also a Russian squad in L5.The German squad may fire only its inherent LMG at L5, for a total of 4 FF. Mark theGermans with a Fire 1 4-8 MG 34 marker. If the squad then fired at J6 during a laterimpulse, this marker would simply be flipped to its Fire 2 side. If instead the squad chose tofire at L5 using its normal FF, it would be marked with a normal Fire 1 marker (ignore anylittle gray ‘MG’ as that is used as a reminder for AFVs firing their MG).

15.3.5 Leader Direction: Leaders that apply their NCO DRM to aparticular fire or use their FF are marked with a Fire 2 marker. Aleader may either fire its own 1 firepower or direct fire (to obtain the -5 DRM).

15.3.6 Gunner’s Rule: For friendly units marked as Moved/As-sault Moved that are ≥ 7 hexes from a friendly firing unit, any samelevel fire whose LOS passes through their hex causes a Morale Checkin each friendly hex it passes through. Fire directly along a hexspine isnot ‘through’ a friendly hex unless there are friendly units in both hexesthat share the hexspine. In this case, the units in each hex must take thespecified Morale Check.

15.4 PLATOON FIRESending large volleys at the enemy requires massing and coordinating armed men. Weleave it to you to determine the best position to mass them in for such fire. It is easy topicture a company line of men firing at each other from behind walls adjacent to a roadduring the American Civil War. Our Stalingrad combatants will likely be lying in piles ofrubble or hunkering in buildings. In any case, units in one hex may always combine theirfirepower for one attack on the FFT. Larger firing lines involve the use of leaders. A checkof stacking limits will point out that three German squads in three hexes, each firing theirinherent LMGs, are capable of firing 120 FF ([6 + 4 x 3] x 3). The leader allowing PlatoonFire will also provide a -5 DRM. On the 120 FF column of the FFT, even against a target ina stone building (+25 terrain DRM) this fire will result in an E result on a DR of 20 or less;a C/M+3 result on a DR of 21-30; and a variety of M results on any DR less than or equalto 79! It is even more devastating in terrain of lesser protection. The rules for moving orfiring as a platoon are meant to point player’s attention to the fact that effective play in theCGS entails moving and firing squads, individual AFV and teams, but thinking in terms ofplatoons (or even companies). This is how effective force can be applied on the CGS battle-field. While many opportunities for ineffective fire will exist for the player thinking squad-by-squad, burning off an impulse for every such shot, the successful CGS player will moveand fire more effectively by carefully analyzing the potential of these simple rules.

15.4.1 Squads, half-squads and MG team units may combine theirfire as Platoon Fire to fire at one target hex. Units in the same hex mayalways combine their fire if otherwise capable. Units in three or feweradjacent hexes may use Platoon Fire if at least one of these hexes con-tains a non-Disrupted leader. All Platoon Firing units must have a LOSto the target hex (or hexes if using machine-gun Searching Fire).

15.4.2 To perform Platoon Fire, add the Firepower Factors of allthe firing units and apply it to one target hex (unless using SearchingFire), and mark all of the units as fired normally.

15.4.3 Each unit in the Platoon Fire group may use any combina-tion of weapons normally, but must fire at one hex (except when usingSearching Fire).

15.4.4 Units using Desperation Fire may not use Platoon Fire.

15.4.5 Unless different levels in hex are accessible for movementunits in them they may not join the same Platoon Fire.

15.4.6 Leader Direction: Platoon Fire receives the NCO DRM of–5 for a leader present among the firing units, unless the player choosesto use the leader’s FF. If the leader is Pinned Down, Platoon Fire islimited to two or fewer hexes, instead of three.

15.4.7 If the units in the Platoon have different hindrance DRM totheir fire, the platoon uses the highest DRM.Example: Three Russian squads are in hexes DTW Q14, Q15 and P15, with a RussianNCO in P15. All these Russian units are eligible to use Platoon Fire against a Germansquad in O14, and the NCO can add either his firepower or his -5 DRM to the shot. The shotwill receive the hindrance from the debris in P14, but if the German unit were in O15, thehindrance would still apply, because some of the units would still be firing through the P14debris. If the Q14 squad were on the Rooftop in its hex, it would not be able to join thePlatoon Fire (not adjacent).

15.5 INHERENT SUPPORT WEAPONS

15.5.1 Certain weapons carried by a squad/HS are ‘inherent’. Eachside’s PAC shows which weapons are inherent for its squads. (ForCombat! Stalingrad, the German squad has the MG 34 inherent LMGand smoke. Other modules provide them the Panzerfaust. By defini-tion, an inherent weapon is available to a squad/HS for use in everyFMPh, i.e., not available by DR only (e.g., DC when specified as avail-able for a unit).

15.5.2 Fire Application: Units may choose to apply their full fire-power to one hex (or target AFV, for Rifle Grenade or Panzerfaust,available in other modules) or to more than one hex if they split offtheir inherent machine-gun, Panzerfaust or rifle-grenade weaponry.

15.5.3 LMG: Treat all inherent LMG fire from a squad/HS as FixedFire (see the Machine Gun rules below), i.e., a MG FP counter in onlyone hex.Note: The LMG inherent in each German squad/HS (not SW Teams or Gun crews) istreated as a machine-gun for all purposes. It is provided as a Fire marker for convenience inuse. The following machine-gun rules apply normally. The LMG may only use Fixed Fire,placing an MG FP marker in one hex (the target hex).

15.5.4 Panzerfaust: Each German squad (or its surviving HS inthe case of a ‘C’ result applied against the unit) may use one inherentPanzerfaust per firefight. Make a side-note of units that have expendedtheir Panzerfaust capabilities.

15.5.4.1 Units may only fire Panzerfausts against vehicles, using thePanzerfaust DFET. A unit may not Desperation Fire a Panzerfaust.

Note: Panzerfausts are not available to German squads in Combat! Stalingrad.

15.6 MACHINE GUNS

Combat! introduces a well-known military model for depicting machine-gun fire, used herefor the first time in a commercial simulation game. In military parlance, machine-gun fire isbroken down into four different categories. For the purposes of our game, traversing fireand searching fire are used in the same manner and called Searching Fire. These two typesare similar, the difference being the distribution of fire in width (traversing) or depth (search-ing). Our game model takes the differences in the firing modes into account, and alsoaccounts for the effects of gravity. There is no way to distribute fire from the firing hex toa fixed point hundreds of yards away with fire effecting every hex along the way. Thesimple fact is the barrel of the gun will necessarily be elevated to reach out to the a longerrange, allowing troops closer to the gun to be under its cone of fire. Moving the gun barrelup and down and/or right to left will provide a beaten zone at the range chosen for theapplication of machine-gun fire. The use of MG FP markers simulate the beaten zone andthe ability of the machine-gun, a high rate of fire weapon, to place fire over a period whichexceeds the firing of one or two rounds from an ordnance weapon.

Each class of machine-gun fire is further described below, including common usage foreach:

Fixed Fire—the gunner aims at the target and fires a series of bursts without changing thelaying of the gun except to correct aim. The purpose is to establish a single beaten zone atone definite place. Fixed Fire is employed against targets such as a definitely located hos-tile machine-gun, a small group of troops, a Bridge approach, or a crossroads.

Searching Fire—Fire distributed in width or depth by successive changes in elevation and/or direction of the gun. Note: we are using searching and traversing fire (same militaryterm) in one game mechanic known as “searching fire” in Combat!

Swinging Traverse—This type of fire is used at close range against targets with a consider-able frontage moving rapidly toward the gun, such as infantry in dense formations (platoonmovement in game terms). This method is an emergency method and is wasteful of ammu-

nition.

15.6.1 In military parlance, the area of impact of machine-gun fireis known as ‘the beaten zone.’ In game terms, the beaten zone of ma-chine-gun fire may be one hex (Fixed Fire) or up to three hexes (Search-

Page 7: ASL Scenarios

31

ing Fire or Swinging Traverse).

15.6.2 There are many machine-gun Support Weapon teams pro-vided in the game, such as the MG 34 SW Team for the Germans.15.6.3 Combat! classifies machine-gun fire according to the ma-chine-gun itself, the ground, and the targets. Gamers will use theirmachine-guns in one of three modes in Combat!

15.6.4 Fixed Fire: Fixed Fire may be placed in one hex. Consultthe Gun Fire table for the machine-gun, cross-referencing the row forthe machine-gun with the appropriate range, which is considered itFixed Fire (MG that do not list Searching or Swinging Traverse maynot use these types of MG Fire). Place a “MG FP” marker in the targethex.

15.6.5 Searching Fire: Using Searching Fire, the player must des-ignate one hex within the machine-gun’s range, applying fire in thathex and up to two adjacent hexes (all in his LOS but not all need beadjacent to the target hex), for a total of up to three hexes. Place a ‘MGFP’ marker in each hex and immediately attack all units currently ineach of those hexes (in all locations).

15.6.6 Swinging Traverse: Swinging Traverse fire may only beused against adjacent enemy targets, at least one of which must bemoving (or marked with a Moved marker) in any connected group ofthree adjacent (not same hex) hexes. Apply the fire by cross-referenc-ing the row for Swinging Traverse for each hex where the SwingingTraverse target hex. Roll for each hex individually once the firing playeridentifies the three hex ‘string’ (using the placement of MG FP mark-ers). However, if the ‘ones’ roll of the Swinging Traverse d100 is 1-3,remove the machine-gun counter by flipping it to its crew side. Re-move any MG FP markers left by its fire. Make a side note that thisunit may never deploy a machine-gun for the rest of the game; treat itas a 1-2 HS of that nationality instead (i.e., use the back of the SWTeam; may not flip).

15.6.7 MG FP Markers: MG FP markers are placed in the hexfired at when using Fixed Fire (Exception: Vehicle MG do not placeMG FP markers), or in up to three hexes of the three hex combinationchosen by the firing unit when using Searching Fire or SwingingTraverse. The machine-gun that placed the MG FP markers makes itsfirst attack when the MG FP is placed, then may make an unlimitednumber of fire attacks into the marked hexes, as long as each target is amoving enemy unit that entered the marked hexes unless the firingmachine-gun is subsequently Pinned Down, Disrupted, Eliminated orSuppressed, in which case any MG FP markers from that MG are re-moved immediately. Apply any terrain-based DRM normally betweenfiring machine-gun and these new targets and any NCO DRM that wasapplied to the first shot also applied as long as that leader is not subse-quently Pinned Down, Disrupted or Eliminated (WIA is OK for aleader).

Example: In the example above, the German MG 34 13 on Upper Level +1 announces theuse of Searching Fire when the Russian 6-5 squad 10 enters H6 using Cautious Movement.

This represents a good time to use Searching Fire: the German MG will benefit from Plung-ing Fire (-5), the target is moving (-10) and in Moving in Open Ground (-10). The shot willbe 3 FF (uses the 2 column on the FFT), with a -25 DRM. This shot has a 50% chance ofcausing a MC on the target and a 27% change to cause Casualties. No matter the outcome,the German places three MG FP markers in any combination of three adjacent hexes. Anyunits that enter these hexes that moves in after the MG FP are placed will be attacked by 3FF; they will receive the DRM for the Wall (+10), as well as Plunging Fire and any otherDRM for moving, as applicable (e.g., Running).

15.6.8 Plunging Fire: Any machine-gun fire at a target at a lowerlevel than the firer may apply a -5 Plunging Fire DRM to its FirepowerFactors Table rolls, unless the target is a non-moving target in a build-ing.

15.7 SPECIAL SUPPORT WEAPONS TEAMS

15.7.1 Demolition Charges and Molotov Cocktails: DemolitionCharges (DC) and a Molotov Cocktails (MOL) are SW Teams thatalways remains in Move mode (their 1-2 side) until ready to ‘throw’their weapon into an enemy hex. A DC may also be used to create aMousehole.

15.7.2 Placement: A DC/MOL SW Team must pass an ActionCheck to use their weapon. Failure marks the unit with a Moved marker.A DC/MOL may be used by any DC/MOL SW Team from the follow-ing locations:

1) Same hex as an enemy unit, including one level higher or lower;

2) Adjacent hex on the same level;

3) Adjacent hex from a higher level.

15.7.3 Obtaining a MOL/DC: MOL are provided for in the samemanner as any other SW Team (i.e., in the OB or by RG purchase).Some Combat! Stalingrad firefights and the campaign will specify unitsthat are allowed to make a d10 DR to obtain a DC SW Team. On aFirefight Card, use the number next to the DC icon, rolling less than orequal to this number will place a DC SW Team counter in the hex ofthe squad (not HS) announced as making the attempt. This attempt isconsidered use of an impulse. Place a Fire 1 marker on the squad creat-ing the DC SW Team even if it fails the roll and does not create one.The DC SW Team is placed in the same hex, but is not marked with theFire 1 marker, i.e., it is free to move in that FMPh (it must wait until thenext available friendly impulse).

15.7.4 DC Resolution: A DC explodes on the FFT with 30 FF (notthe 120 column, i.e., the “DC” notation should be in the ‘100’ on theFFT). Only terrain DRM affect a DC attack. Once the DC SW Teamhas attacked with its weapon, the counter is removed from play.

15.7.5 Rubble/Fire: A resolution DR of 00 when using a DC createsrubble in the entire hex attacked if it is a building. A ‘1’ on the tens ofany resolution DR for a MOL creates Fire in any building or rubblehex.

15.7.6 Vs. AFV/Vehicle: A DC attacks a vehicle on the FFT normally.MOL may only attack vehicles, with the following change: all C and Eresults K-KILL AFV and UA vehicles. All M results are ignored byvehicles but are taken by any riders. Otherwise, riders share the fate oftheir vehicle (i.e., eliminated on a K-KILL).

15.7.7 Anti-Tank Rifles: Anti-Tank Rifles or ATRs may fire atenemy vehicles using a DFET and Screened Shot rules or may use anHE FP Equivalent of ‘1’ or ‘1’ FF directly on the FFT like a SW Team.They are normal SW Teams and are treated as the equivalent of a MGSW Team, not a Gun. The Russians get ATRs in Combat! Stalingrad.

Page 8: ASL Scenarios

32

15.7.8 Flamethrowers: A Flamethrower (FT) is a SW Team thatmay flip to Fire mode without paying the usual 2 MP. Thus, it may fireeven if its Move side is facing up. They are not removed upon firingunless their fuel runs out. FT SW Teams always receive an extra -10DRM on the FFT. See 16.4 for Flamethrowing AFVs.

15.7.8.1 FT Attack: FT use 30 FF attacks which are not subject toterrain DRM. Only DRM for smoke or hindrances between the targetand firing hex apply.

15.7.8.2 Vs. AFV: A FT attacks a vehicle on the FFT in the FT column(35 FF) with the following exceptions:

1) All E and C results K-KILL an AFV and M+1 M-KILLs AFV;

2) All E, C and M+1 results K-KILL a UA vehicle and M results M-KILL a UA vehicle;3) All vehicle passenger share the fate of the vehicle, but take andM results that M-KILL the vehicle.

15.7.8.3 Running out of Fuel: Whenever a flamethrower rolls a ‘ones’die of 8, 9 or 0 on its attack dice roll, the FT SW Team is removed fromplay. In a campaign game each FT that runs out of fuel may be returnedto the OB during the next Reorganization Phase on a d10 DR 1-7.

15.7.8.4 Fire: Whenever a flamethrower rolls a ‘ones’ die of 1 placea Fire marker in the hex it attacked if it is building or rubble.

15.8 GUN FIRE

The Direct Fire Effects Table (DFET) concept is the brainchild of Hal Hock. As a formerDepartment of Defense ordnance and proving ground expert, Hal’s day job included brief-ing Defense Secretary Weinberger and President Reagan. Hal spent 30+ years pursuing thestudy of ordnance effects on WW II targets, taking the data from the US Department ofDefense report BRL 1192 to a new level in his own program, breaking each target AFVinto 50 discrete target components. Hal kindly provided his DFET analysis during the de-velopment of Combat! Normandy. At that time, each DFET consisted of one combinationof firer and target. As the system grew, we decided to take the approach to one table foreach ordnance type, with modifiers for different targets. However, unlike other tacticallevel games, these are not armor modifiers, despite the convenience of referring to them assuch. Since the DFET model takes into account everything from target armor thickness,size and profile, these modifiers do the same. Along these lines, Hal’s DFET analysis pointsout the importance of engaging a target and staying on that target until it is neutralized. Onewill find this theory most evident when comparing the relative chances of affecting a targetbetween the first shot, or Trigger Pull 1 in game parlance, and second and subsequent shots.One does not switch between targets with impunity in this system.

Example: Above is a sample DFET. Each column denotes range, with Trigger Pull 1 and 2found in the TP row. The d100 DR needed to achieve a K-KILL on front, side and reartarget facings (for both TP 1 and 2) are found in their own columns.

15.8.1 General: Each Gun in the game has its own fire table knownas a Direct Fire Effects Table (DFET) which is used when tanks/gunsattack AFVs. The High Explosive (HE) To Hit Table may be used forfire by guns against all target types: once a hit is obtained on the HE ToHit Table, the attack is resolved on the Firepower Factors Table (FFT).

15.8.2 HE To Hit: Guns may fire High Explosive (HE) at Infantry/Vehicle/Building targets. When firing using the HE To Hit Table, aresolution of the fire takes place on the FFT. Count the range in hexesto the target and cross-reference this range with the To Hit percentage

listed in the applicable target (Infantry, Vehicle or Building) column ofthe table. Make a d100 DR and apply any terrain and Hindrance DRMto the To Hit DR (Exception: No terrain DRM apply to Building tar-gets on the HE To Hit Table; Hindrances and smoke do) as well as anyDRM found inside the turret circle on the back of the counter (or +20for each VCA hexspine change—always used for non-turreted vehiclesand for all guns). A gun firing with an Acquired target marker alreadyplaced on its target may use the Trigger Pull 2 column. All others usethe Trigger Pull 1 column.Example: A German Pzkw IVF2 in DTW K34 (with the turret facing J33/K33) fires at aRussian squad in H32 for the first time. The range is three hexes and the German wishes tofire at the Infantry in the hex. The 80 needed to obtain a hit is modified by +10 for theDebris Hindrance in J33 and +25 for the building terrain DRM in H32. If the German rollsa 45 or less he obtains a hit. The shot is then resolved on the FFT in the 16 column with noterrain DRM. If the tank turned its turret one hexspine, an additional +5 DRM (for thecircled 5 turret on the back of the counter) would also apply.

15.8.3 Target Type: There are three target types on the HE To HitTable, each with its own to hit percentages. When firing HE at an in-fantry unit, use the row for Infantry. When firing HE at a vehicle, usethe Vehicle row. You may also choose to fire at a building, whether ithas units inside it or not.

15.8.3.1 Building Targets: When firing at a Building target type, youmust still specify the location in the building hex you are firing at andit must be in LOS. A building may be fired at based on its obstacleheight, i.e., even if no LOS exists to its ground level. No buildingterrain DRM is applied to the To Hit attempt. If a hit is obtained,instead of resolving an attack on the FFT without a terrain DRM, ap-ply the terrain DRM for the building location targeted, i.e., in LOS, forthe FFT attack.Example: In the above example, the German panzer in K34 decides to fire at the buildingthe Russian squad is in instead. It now needs a 90 at this range, and pays a +10 HindranceDRM for the Debris in J33. A hit is obtained on a roll of 80 or less. If a hit is obtained, theshot is resolved on the FFT in the 16 column, but the +25 terrain DRM is applied.

15.8.3.2 Vehicle Targets: When firing HE on a vehicle, the armorfactors for that vehicle are used as DRM on the ensuing FFT attack.Use the appropriate armor factor based on the facing of the vehiclewhen fired upon.Example: A Russian T34 76B fires HE on a German Pzkw III J from the side and a hit isobtained on the HE To Hit Table. The Pzkw III J is attacked on the 16 column of the FFTand a -5 DRM is applied to the FFT attack, e.g., a d100 DR of 10 results in an E result(Elimination, i.e., K-KILL for a vehicle).

15.8.4 HE Critical Hit: Any HE To Hit Table to hit DR from guns75mm or greater (or a ‘00’ on the FFT from an FFE [not CFF] of anysize or Vs. a Gun) that results in an original ‘00’ d100 roll K-KILLsany vehicle and sets any building hex on fire. All occupants of thelocation, (not the entire hex) including any vehicle riders, are auto-matically eliminated. Place a burning wreck or Fire (in a building)marker in the hex fired on and apply the DRM for smoke to any firethrough that hex. See the rules for Fire (6.4.9) for the remaining occu-pants of any hex with a Fire marker in it.Example: A German Pzkw IVF1 in DTW R33 fires using the HE To Hit Table on a Russiansquad in R36 on an Upper Level +1 marker. An original ‘00’ is rolled, eliminating theRussian squad and placing a Fire marker in the ground level of the hex. Later in the FMPh,any fire between a German squad in Q37 at a Russian in R35 is affected by the Fire smokein R36. Note that at the end of a CG FF note the hex will be replaced with rubble (i.e., placea rubble marker).

15.8.5 Un-armored Targets: When targeting an un-armored tar-get with the HE To Hit Table, use the normal procedure to obtain a hitas with any vehicle with the following changes:

1) Any hit by HE from guns of caliber 75mm or greater eliminatesun-armored vehicle and any riders.

2) Apply all other HE fire against un-armored vehicles using theapplicable column of the Firepower Factors Table. Any “E” resulteliminates the un-armored vehicle and its occupants. Any “C” re-sult also eliminates the un-armored vehicle and places any surviv-ing riders in the same hex.

Page 9: ASL Scenarios

33

3) Apply any Morale Check results, including ‘C’ that eliminate thevehicle they were riding in or on, against any passengers normally.

15.8.6 DFET: Every gun (and all AFV ordnance) has its own Di-rect Fire Effects Table (DFET). The DFET shows the gun type, a seriesof ranges with Trigger Pull 1 and 2 columns for each, and a row forFront, Side and Rear target facings of the target vehicle.

15.8.7 Target Facings: When firing on vehicle using a DFET, thereare three possible target facings: Front, Side, or Rear. Target facing isdependent upon which target hexside the firing unit’s LOS crosses. Ifthe firing unit’s LOS runs exactly along the hexspine between the Frontand Side of the target AFV, the fire is considered a Front shot, while aLOS traced exactly along the hexside between the Side and Rearhexspine is considered a Side shot.Example: There is a Russian KV1A in DTW F31, with its vehicle and turret CA facing F32/G32. A German Pzkw IVF1 in F34 has a front shot on the KV1A. A Pzkw IIIJ in D31 hasa side shot. A StuG IIIF in F28 has a rear shot.

In the example above the two hexes to the front of the turret define its Turret Covered Arc(TCA). Note that fire coming from within the TCA, as well as along hexspines marked “F”are Front shots; Side (“S”) and Rear shots in the TCA are also defined in the above ex-ample. If the turret above was to turn (i.e., change its TCA) one hexspine, its TCA and whatconsists of a front/side/rear shot would change accordingly.

15.8.8 Turrets: Some vehicles have turrets. A turret allows the gunon a vehicle to fire 360 degrees. A vehicle turret is always assumed tobe pointing forward, (Exception: On the GAZ AA truck the a turret is

used to signify the direction the on-board 37mm AA gun is pointing;in the absence of a turret marker, it is always assumed to be pointingdirectly starboard) or in the same direction as the vehicle counter un-less a turret marker is placed on the vehicle counter. The gun (alsoknown as Main Armament) of a vehicle is found in the turret if thatvehicle has one; otherwise it is in the hull (and fires through theVCA).

15.8.8.1 Turning a Turret: A turret may be turned freely any time bya moving vehicle. Each expenditure of 1 MP allows the turret to turnone hexspine in relation to its current position. It may be turned anynumber of hexspines when firing, forcing a Screened Shot DR whenmaking a shot that uses a DFET or adding the number inside the turretcircle (+5, +10 or +15) as a DRM to any HE To Hit Table roll..Example: A German Pzkw IVF1 is in DTW E35 CA facing E34/F34). It moves into F34,spending 1 MP. It spends another 1 MP in F34 to turn its vehicle CA to face G34/G35; uponthe expenditure to make the CA change, the turret is turned to face G34/F33. It cannot beturned again unless another MP expenditure is made. The German player then announceshis panzer will spend another 1 MP in F34, i.e., moving no further, to turn his turret to facea turret CA (TCA) of E34/F33.

If an AFV target has its turret turned at the time it is fired at on theDFET, the ones die of any DFET resolution DR or HE To Hit TableDR against it determines whether the turret or hull of the tanks is struck.On a ones die of 1-6 the hull is struck; 7+ it is the turret. Use theapplicable target armor factor based on the facing (front, side or rear)hit for the DFET or FFT attack (see 15.8.3.2).15.8.8.2 Open Topped: Any vehicle with a Turret icon that is whitetext on black (e.g., PSW 222; Komsomolets; Sdkfz 251 C) is consid-ered to lack protection for its crew. Any such weapon may be Sup-pressed automatically by any firing unit firing 8+ FF on the FFT. OpenTopped units marked as Suppressed may not fire any of their MG weap-ons (i.e., guns use Trigger Pull data normally). A half-track may not beSuppressed in this manner unless the vehicle is marked as Fired (i.e.,used its own MG). Unlike half-tracks, Riders on a Komsomolets mayalways be targeted on the FFT, as can riders in any un-armored (UA)vehicles.

15.8.9 Same Hex: Any fire between units utilizing a DFET or HETo Hit Table between firer and target in the same hex (ignore 15.8.8.1)must roll an additional d10 to determine the target facing as follows: 1-4 Front shot; 5-7 Side shot; and 8-10 Rear shot.

15.8.10 K-Kill: In order to eliminate a vehicle, the d100 roll must beless than or equal to the K-Kill number found on the DFET (and notdoubles). If it is the vehicle is eliminated and replaced with a burningwreck counter.

15.8.11 M/F-Kill: If the d100 DR resulting in a K-KILL was doubles,make another d100 DR on the M/K-KILL Table. On a DR less than orequal to the listed numbers an M-KILL and/or F-KILL results. A noeffect on the M/F-KILL Table results in the vehicle ‘remaining’ K-KILLed. Note guns ≥ 75mm receive a -15 DRM on the M/F-KILLTABLE. On an M-KILL result, the vehicle may not move for the re-mainder of the firefight. In an F-KILL result the vehicle may not fire

Page 10: ASL Scenarios

34

any of its weapons for the remainder of the firefight. When a result onthe M/F-KILL Table ‘overlap’, both outcomes are applied to the tar-get. Mark M/F-KILLed vehicles accordingly.Example: A Russian T34 76B fires for the first time at the side of a German Pzkw IVF2 ata range of four hexes (using Trigger Pull 1); it needs a 38 (33 and a -5 side armor factorDRM). The Russian rolls a 22 (doubles). He must then make another d100 DR on the M/F-KILL Table. He does so, rolling a 10. The German panzer is K-KILLed. If the Russianrolled an 8, the panzer would be M-KILLed. On a 3, the panzer would be both M-KILLed

and F-KILLed.

15.8.12 Modifiers: The only DRM on the M/F-KILL Table is forguns ≥ 75mm. No other DRM apply on this table.

15.8.13 Suppression: If a DFET roll failed to result in a K, M, or F-KILL, and the target vehicle is not already Suppressed, make anotherd100 DR on the Suppression Table. Using the appropriate column androw, a DR equal to or less than the listed number results in Suppres-sion. Mark the vehicle with a Suppressed marker. Suppression mark-ers are removed during the Conclusion of the Turn Phase.

15.8.13.1 Effects: Suppressed vehicles must use the Trigger Pull 1columns for all fire but may place Acquisition markers when they fire.Example: A German PaK 38 AT-gun fires its second shot at the front of a Russian T34 76Bat a range of six hexes. It needs a 30 (40 +10 front armor modifier) to achieve a K-KILLresult. It rolls a 48. A d100 DR is then immediately made on the Suppression Table using

the >45mm row. On a d100 DR of ≤ 41 the T34 is marked as Suppressed.

15.8.14 Screened Shots: Sometimes terrain or other factors hinder aDFET shot without entirely blocking it. DFET fire (i.e., any fire usinga DFET [used only when firing at tanks, i.e., armored, not un-armored(UA) vehicles] table) from a non-moving vehicle versus a non-movingtarget with an un-hindered LOS, and not in terrain with a DRM isresolved "as is" on a DFET. Any DFET fire involving one of the fol-lowing requires a Screened Shot d10 DR:

1) target with Hindered LOS;2) target in terrain with a terrain DRM (including Dug-In);3) moving target;4) moving firer;5) Turret changing TCA to fire;6) Vehicle changing VCA to fire.

A Screened Shot d10 DR must be made to see if the shot hits (i.e.,allows you to go to the DFET for a resolution d100 DR). Use theScreened Shot Table, applying all applicable modifiers. If the ScreenedShot d10 is less than or equal to (i.e, it must exceed the final ScreenedShot number) than the final Screened Shot number (after all DRM havebeen applied), the shot has been screened and misses. For purposes ofa Screened Shot number do not count any terrain on the hexside (suchas a wall) of the firing unit unless the target is also adjacent to it andmarked with a Cover marker pointing to that hexside.Example: A Pz III J in N31 (TCA and VCA facing O32/N32) wishes to fire on a T34 76-Bin R33. Before it may use its DFET a roll must be made on the Screened Shot Table due to

the intervening LOS hindrances in R32, Q33 and the terrain DRM in R33. These total +3 onthe table. There was no change in the VCA or TCA so a d10 DR of 4 or greater must bemade to proceed to the DFET for a resolution d100 DR. If instead the VCA/TCA wasfacing M32/N32, a change in the TCA of one hexspine (to have TCA N32/O32) would berequired, leading to a total Screened Shot DRM of +4 (i.e., a 5 or greater would be neededto proceed to the DFET). If instead the Pz III J chose to change its VCA to N32/O32 tomake the shot, an additional +4 DRM (for a total of +7) would be applied for the TUR +20for non-turreted or for any VCA change. In this case a d10 DR of 8 or greater would beneeded to proceed to the DFET.

15.8.14.1 Screened Shot DRM: All DRM for a Screened Shot arefound on the table. Target Hex TEM is expressed as “+X/10”. Roundall fractions up. The “X” is the terrain DRM for that terrain type. TheDRM for turning a turret is listed per hexspine change for that type ofturret. The DRM for Moving Firer is cumulative with the DRM forchanging turret CA, i.e., a Moving Firer adds a +2 DRM for movingwhether it changes it TCA or not, then also adds its normal TUR DRM.Any additional turret CA changes are added to this cumulative DRMfor moving firers.Example: A Russian T34 76B fires at a German Pzkw IIIJ in a building. The Screened ShotDRM is 25/10, or 2.5, rounded up to 3. The T34 must roll a 4 or greater to secure a hit anduse the DFET for this shot. If the T34 changed its TCA one hexspine, it would need to adda +2 DRM, requiring a DR of 6 or greater to achieve a hit. If the T34 was moving, it wouldadd +4 (TUR = +2 plus +2 for moving); in addition to the +3 DRM for the building thetarget is in, the T34 would need to roll an 8 or greater to secure a hit. If the T34 also had tochange its TCA one hexspine during all this, it would need to roll greater than a 10 to securea hit, which is not possible without using Desperation Fire.

15.8.15 Trigger Pulls: The first time a unit fires on a target using aDFET or HE To Hit Table, it uses the Trigger Pull 1 column, listedunder the ‘➀’ in each range column. On the second and subsequentshots at the same target, (as shown by the placement of an Acquisitionmarker), non-Suppressed units use the Trigger Pull 2 column, underthe ‘➁’, if Acquisition is maintained.15.8.16 Rate of Fire: The Rate of Fire (ROF) for each weapon islisted on that side’s Gunfire Table. If the ROF for a weapon is greaterthan one, it may fire more than once during a Fire and Movement Phase,if eligible (e.g., not Disrupted). Each time a multiple ROF weaponfires it uses one impulse to do so. Place a Fire 1 marker on it after itsfirst shot and a Fire 2 marker after its second shot and a Fire 1 under aFire 2 for a third shot (for weapons that exceed a ROF of 2), and so on.Different shots may be made at different units and at different pointsduring the Fire and Movement Phase but each shot for a multiple rateof fire weapon uses one impulse, (unless the shot taken is DefensiveFire in which case it is still marked with a Fire 1 and Fire 2 markers butdoes not use an impulse).Example: A Russian PTP 42 AT-gun is in hex DTW H32 (CA I32/I33) has a ROF of 2. Itfires its first shot at a German Psw 222 in L31, using Trigger Pull 1 involving a ScreenedShot DR, which hits (+1 for the Hindrance plus +1 terrain DRM, requiring a d10 DR ofgreater than 2 to secure a hit), then a DR on the DFET, which K-KILLs the enemy armoredcar (a 9 on the DFET, less the -40 armor factor DRM for the Psw 222). Replace the Psw 222with a Burning Wreck marker, mark the AT-gun with a Fire 1 marker and place an Acqui-sition marker in L31. A German Pzkw IIIJ in N33 then responds by firing its machine-gunson the PTP 42, obtaining no effect on the FFT. The impulse returns to the Russian playerand he chooses to use his second ROF shot to engage the Pzkw IIIJ in N33. No matter whatthe results of this fire are, the AT-gun is marked with a Fire 2 marker and the Acquisitionmarker is removed from L31, now placed in N33, the hex last fired into by the AT-gun.

15.9 MORTARS15.9.1 Mortars in Combat! Stalingrad are SW Teams and includethe Russian BM 41 (50mm), BM 37 (82mm), the German Grtwfr 36(50mm) and Grtwfr 34 (81mm). Off-board artillery rules also repre-sent the 81/82mm mortar batteries of both nationalities. Note somemortars need to change their CA to fire outside their front two hexes(Grtwfr 34); others do not (BM 37 and 41, Grtwfr 36). The followingrules apply to on-board mortars only.

15.9.2 Fire: Mortars use the HE To Hit Table in the same manneras Guns with the restrictions listed below.

15.9.3 Fire Restrictions: Mortars may never fire from inside build-ings, including cellars. They may fire from Rooftops.

Page 11: ASL Scenarios

35

15.9.4 Range: Mortars have a minimum range of two hexes. Donot count the firing unit’s hex in this range (e.g., a mortar in DTW G37may not fire at H37; it may fire at I38).

15.9.5 Airbursts: Mortar fire is more dangerous to targets in Woodsand Debris. Mortar fire against infantry targets in Woods (non-cumu-lative, just a -10 DRM) and Debris (cumulative, i.e., cancels out the +5to become a -5) hexes is subject to a –10 DRM on the FFT. This DRMis not applied to the to HE To Hit Table DR, only to the results roll onthe FFT.

15.9.6 LOS & Spotting: Instead of using a direct LOS, on-boardmortars may use a unit in an adjacent hex (or in a higher level in thesame hex or a higher [or lower if in a Cellar] level in an adjacent hex)to serve as a spotter for them. Any adjacent non-Disrupted infantryunit may serve as the hex the LOS is traced from for an adjacent mor-tar. Treat spotting as a form of Platoon Fire (i.e., units in multiple hexesplace Fire 1/2 markers). The spotter unit thus uses the same impulse asany firing unit, and both units are marked as Fire 1/2 accordingly. Aspotter may not fire in any other manner (Exception: Desperation Fire);it may only serve as a spotter during that FMPh. All other rules formortar fire apply normally.Example: A German Grtwfr 36 mortar is in DTW N39. A squad on the Rooftop of O39 isserving as its spotter. The mortar may fire on any unit in the LOS of the squad in O39subject to range and other restrictions on its ability to fire (e.g., spotter or mortar Dis-rupted).

15.9.7 Mortar Near Miss: Any on-board mortar fire that fails tohit the target hex falls in another hex. Use a Scatter with a maximumrange of 1 to determine which hex is hit and apply this fire to the hex.

16. AFV COMBAT

16.1 AFVS FIRING

16.1.1 Facing: Vehicles in Combat! now have two Covered Arcs:the Vehicle Cover Arc (VCA), a 120 degree facing toward the front ofthe vehicle, and if it has a turret, a Turret Covered Arc (TCA). Vehiclespay 1 MP per hexspine during movement or the applicable firing pen-alties to change their VCA. To change the facing of any weaponsmounted in their turret, vehicles may turn their turret weaponry to facethe enemy (by changing the TCA or by turning the entire vehicle, chang-ing their VCA.

16.1.2 Changing TCA/VCA: A turret may be changed when firingor at the same time any MP expenditure is made or at the cost of 1 MP.Each turret is rated by the penalty which is paid for any shot madeduring the same FMPh the TCA is changed. Turrets ratings are foundinside a circle on the back of the vehicle counter (the circle signifiesthe vehicle has a turret). A number inside a square signifies the vehicleis non-turreted and must change it VCA to fire outside of its CoveredArc. The “TUR +20” DRM on the Screened Shot Table is used fornon-turreted vehicles. The number inside a turret rating circle/squaredenotes the use of a DRM for the following fire:

1) Changing a TCA for any DFET or HE To Hit Table shot entailsmaking a Screened Shot DR, using the applicable turret DRM foreach hexspine TCA change;

2) Changing a VCA with a non-turreted vehicle (square) or turretedvehicle (has a number in a circle but wishing not to turn its turret)for any DFET or HE To Hit Table shot entails making a ScreenedShot DR, using the applicable non-turreted DRM for each hexspineVCA change.

Turning the entire vehicle makes getting an immediate hit more diffi-cult but keeps the vehicle’s best armor all facing the same direction.Turning just the turret may make getting a hit easier, but may make thevehicle more vulnerable to incoming fire. If the turret and the vehicleever have different facings, mark the turret’s facing with the appropri-ate turret counter, oriented toward its new facing.

Example: A German Pzkw IIIJ is in DTW H38 with the VCA/TCA facing H37/G38. It isthe German impulse and there is a Russian T-70 tank in K38 (TCA/VCA J37/J38). TheGerman decides to fire his 50mm KwK 39 gun in the turret on the T-70 by just changing hisTCA. He pays +1 to turn the turret to H37/I38 and another +1 to change the TCA to I38/I39,for a total of +2 DRM for the TCA change. He must also pay +1 for the Debris HindranceDRM in J38 and another +1 DRM for the Target Hex TEM (the Target Size TEM—de-noted by a red dot on the back of the T-70 counter). The German will need to make aScreened Shot DR greater than 4 to secure a hit and use the DFET. If the panzer insteadchanged its VCA, he would pay +4 to turn the VCA to H37/I38; another +4 to turn the VCAto I38/I39, making the Screened Shot hit impossible due to a total +10 DRM. The panzercould have also turned the VCA to H37/I38 (+4 DRM), then turned his TCA to I38/I39 (+1DRM) for a total DRM of +5; added to the +2 for the Debris and Target Size TEM, he’dneed to make a Screened Shot DR greater than 7 to secure a hit. However, the German mayhave good reason to want to turn his VCA, such as an enemy AT-gun M36, which wouldhave a side shot against the panzer in H38 if it did not turn its VCA to face H37/I38!

16.1.3 Moving and Firing: A vehicle that moves may not fire, un-less it is performing an Overrun or uses AFV Assault Movement.

16.1.4 Vehicle MG Usage: Treat Bow machine-gun (BMG) andturret Co-axial machine-gun (CMG) fire as Fixed Fire, i.e., they mayonly fire into one hex. However, they do not place MG FP markers.Any time a TCA change is made before a CMG fires, add the numberin the circle for that type of turret fire by the CMG on the FFT. Add+20 for each hexside turned by a VCA to fire by a BMG.Example: A German Pzkw IIIH in DTW H6 (TCA/VCA I6/I7) wishes to fire its Co-axialMG at a non-moving Russian squad in H8. It must turn its TCA one hexspine, to TCA I7/H7 to make this shot. This tank has 4 CMG FF and a ‘➄’ turret. It pays a +5 DRM and fireson the 2 FF column of the FFT for this shot. If the German tank instead turned its VCA toI7/H7, it would pay a +20 DRM to this shot.

16.1.5 Bow MG: Some vehicles are armed with hull, or Bow ma-chine-gun which may only fire through their VCA. The Bow machine-gun Firepower Factors are found on the back of the vehicle counter, tothe right of the tracked/semi-tracked/wheeled icon in gray (and on theGunfire Table for that unit). All Bow machine guns have a normalrange of 6 hexes, and drop off by one FF for each two hexes in rangethereafter. They add the +1 FF bonus for Point Blank fire. Cross-refer-ence the range with the MG firepower on the Gunfire Table for thatnationality.

16.1.6 Turret MG: Some vehicles are armed with turret, or co-axial machine-guns (CMG). The co-axial machine-gun Firepower Fac-tors are found on the back of the vehicle counter, to the left of thetracked/semi-tracked/wheeled icon in blue (and on the Gunfire Tablefor that unit). All Co-axial machine guns have a normal range of 6hexes, and drop off by one FF for each two hexes in range thereafter. Avehicle with a +5/+10 turret rating may fire its gun and turret machine-gun in the same FMPh (Exception: The KV1A has a machine-gun di-rectly to the rear of its turret. It may fire its listed CMG to the front orthe rear during a FMPh, not both). Note that the firing of each type ofvehicle machine-gun uses one impulse and places Fire 1 and Fire 2markers (use Fire markers with a gray ‘MG’ on them) and MG FPmarkers normally as Fixed Fire (one hex), except during Assault Move-ment fire. A vehicle may fire all its listed machine guns (Exception:KV1A) and any ROF for its main armament during the same FMPhunless restricted below. They may still fire a BMG and + one turretedweapon.16.1.7 Small Turrets: The combat effectiveness of many WW IItanks was greatly limited by their one- or two-man turrets. Tanks witha turret rated +15 may only fire a CMG or turret main armament in thesame FMPh, not both.16.1.5 Suppression: Any Suppression result on a vehicle removesany target acquisition markers placed by that vehicle. Suppressed ve-hicles must use Trigger Pull 1 for any DFET or HE To Hit Table fire.

16.2 AFV OVERRUNS16.2.1 Any non-F-KILLed or M-KILLed vehicle may attack aninfantry/un-armored vehicle in a hex it is allowed to enter while mov-ing during the FMPh using an AFV Overrun. Un-armored (UA) ve-hicles may not conduct overruns.

Page 12: ASL Scenarios

36

16.2.2 Entry: To conduct an Overrun an AFV must first pass anAction Check, taken from the hex adjacent to the hex they wish tooverrun, (no modifiers are applied except for friendly and enemy AFVswithin Morale Support Range and only one Action Check is taken, nottwo, i.e., no separate AC for entering and overrunning) taken beforeexpending the Movement Points necessary to make the overrun. AnyAFV that fails the Overrun Action Check may not conduct an overrunduring that Fire and Movement Phase but may use any remaining Move-ment Points normally. An overrun attack costs the AFV three times(3x) the normal cost of to enter the hex being overrun.

16.2.3 Immobilization: Any terrain that entails a roll on the Immo-bilization Table requires that the vehicle make the roll after passing theAFV Overrun AC but before attacking with its Overrun FP. Any ve-hicle immobilized may still make the AFV Overrun, but the OverrunFP are halved (FRU).

16.2.4 Overrun FP: An Overrun is the equivalent of an immediateClose Combat attack against some or all of the occupants of a hex.Calculate the overrun odds and DRM using the Close Combat Table.

16.2.5 Anti-Tank Attacks: Non-Disrupted infantry units still eli-gible to fire may fire a Gun, DC, FT, MOL, Bazooka, Anti-Tank Rifle,PIAT, Rifle Grenade or Panzerfaust at a range of “0” against an over-running AFV before the AFV’s overrun attack is resolved, but after theoverrunning AFV has entered the hex, determining the target facingnormally for same hex fire.

16.2.6 Defense vs. Overrun: Infantry units may also attack an over-running AFV using their Close Combat Value. This attack is consid-ered simultaneous to the overrun (i.e., apply both results). Units markedMoved or with no fire opportunities left in that FMPh except Despera-tion Fire must take a Morale Check to make a Close Combat attackagainst overrunning vehicle and may only attack it after the overrun isconducted, if they survive. They may make additional overrun defenseCC attacks if they face additional overrun attacks that FMPh, taking anew Morale Check each time.

16.2.7 Overrun vs. Un-armored Vehicles and Riders: Any over-run attack eliminates any un-armored vehicle and all of its riders.

16.3 AFV ASSAULT MOVEMENT16.3.1 A vehicle may be declared to be using Assault Movement,allowing it to fire and move during one impulse. Assault Moving ve-hicles use the red Assault MP found on the back of their counter overthe gray arrow.

16.3.2 A vehicle using Assault Movement must pay 1 MP (cumula-tive) each time it fires a CMG/BMG or turret main armament.

16.3.3 A vehicle firing during Assault Movement must make aScreened Shot DR to use a DFET or HE To Hit Table. Assault Movingvehicles never place Acquisition markers. They may use their CMG/BMG machine-guns without penalty and must make a Screened ShotDR to fire their gun.

16.3.4 Any unit capable of firing may use Defensive Fire against anAssault-moving vehicle before the vehicle can declare any fire. Oncethe defender states no unit will use Defensive Fire at a particular ve-hicle Assault Moving vehicle before it makes its next MP expenditure,the vehicle may fire. Mark Assault Moving vehicles as Assault Firedwhen they have fired. If not marked as Assault Fired, they may fireduring a subsequent impulse during that FMPh.

16.4 FLAMETHROWING AFV16.4.1 The OT-34 is an AFV armed with a flamethrower in its tur-ret instead of a gun. This is noted by the “FT” on the front of thecounter where the gun caliber would normally be listed. This tank firesin the same manner as the SW Team (15.7.8-15.7.8.3) with the changesnoted below.

16.4.2 There is no -10 DRM against an AFV using an FT.

16.4.3 An AFV FT attacks in the 100 (i.e., 35 FF) column and mayuse AFV Assault Movement using an FT as if it we an MG (i.e., thereis no penalty for firing the FT when Assault Moving).

16.4.4 An AFV adds any DRM to its FFT resolution DR for chang-ing its TCA/VCA.

16.4.5 Running out of fuel: An FT AFV runs out of fuel in the samemanner as listed in 15.7.8.3, but on a ‘ones’ die of 9 or 0. Place an F-KILL marker on the AFV. An FT AFV is returned to play during acampaign in the same manner as a FT SW Team.

17. ARTILLERY AND AIR SUPPORT

17.1 GENERAL ARTILLERY RULES

The use of off-board gun and mortar batteries (fired from gun batteries outside of the con-fines of the game map) is represented by two different models, each aimed at depictingartillery doctrine for the respective combatants. The Russians may plot artillery fire beforeall setup. They simply record a hex and the turn during the firefight (or campaign firefight)they wish the artillery to come down in the recorded hex. From there the Russian playersimply rolls to see if his plotted artillery comes down in the chosen hex, or when it comesdown, and if it is accurate. He may also try and ‘ring up’ higher headquarters to get aplotted artillery strike cancelled. The use of off-board artillery for the Germans is a moreflexible model, using on-map and off-map Forward Observers (FO) to call in fire usingtheir field phones or radios. Both sides may also call in heavier artillery support (assumedto be from more than one battery), using a Bombardment. A bombardment is plotted for theRussians and may be plotted or called in by the Germans.

17.1.1 Artillery Markers: Off-map artillery in Combat! Stalingraduses special markers: Call For Fire (CFF), Plot (Plot), Fire For Effect(FFE), and Bracketing markers, as well as two that represent radiosand field phones.

17.1.2 Use of Artillery Impulse: Usage of artillery is considereduse of an impulse. Usage is defined as any action which uses the Artil-lery Accuracy Table, including unsuccessful attempts at Contact.

17.1.3 Artillery Routine: The following rules for artillery fire ap-ply to usage of artillery by both nationalities:

1) An FO (or the Russian player trying to bring down an artilleryPlot) attempts makes contact with his battery using the Radio orPhone Contact Number on the Artillery Accuracy Table (AAT);Plots always use the row for Phone Contact;

2) If contact is established, place a Plot or CFF marker in the chosenhex and make a d100 DR on the AAT to determine accuracy. A Plotis flipped to its FFE side at this time and resolved normally;3) The following turn, the owning player can either attempt to cor-rect the position of the CFF marker or convert a CFF into an FFE. APlot is rolled for Plotted Artillery Continuation.

17.2 GERMAN ARTILLERY17.2.1 Radios and Phone: Each German artillery battery is pro-vided with a radio or phone in the firefight or campaign order of battle.When purchasing an artillery RG for a campaign, the German playermay freely choose to add a radio or phone to his OB at the time ofpurchase. The Germans may also use an off-map observer, an FO thatis always considered to be using a phone to make contact.

17.2.2 Forward Observer: A radio or phone marker in Combat!Stalingrad needs to be ‘carried’ by an infantry unit. Any infantry unitin the same hex location as radio or phone may freely serve as an FO.However, only a leader may attempt Contact without first passing anAction Check. Mark units that use a radio or phone (or fail the usageAC) as fired (Fire 2 for leaders) as if they used an inherent SW. Any