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Rules Changes Continued

 

7.2    Smoke

          (Substantial

           Changes)

Smoke may be called using standard C&R procedures, or it may be called when an off table on call barrage, pre-planned fire or pre-registered fire is called with the smoke being a continuation of the barrage.

In this case the smoke and the continuation arrive without an additional C&R roll (this seems to have been a common French usage).

Determine wind direction for smoke.

Smoke covers an area equal to the weapon's converged sheaf.  The base of the sheaf is placed parallel to the wind direction.

If the smoke deviates count "short" as the wind direction and adjust other directions accordingly.

At the end of each initiative dice for the smoke.  On a score of 5 or 6 it lifts, (including the initiative on which it lands.)

Smoke may not be fired on friendly troops unless they are all in field works or hard cover.

Troops may not enter enemy smoke.

Troops may retreat move from smoke.

Troops with their whole base inside smoke may not be seen from outside.

Troops with the centre of their stands inside the smoke may not see out.

Troops inside smoke may see others at point blank range, both count "cover."

8.1.1 Close Combat

VM Regulars count as "Japanese and Russians."

If there is a VM political cadre within one base of a squad that takes two hits, and would normally be killed rather than suppressed, the cadre may attempt to inspire them.  Throw a D6:

6           :     Cadre killed, but squad continues.

54         :     Squad and cadre continue.

32         :     Squad killed.

1           :     Squad and cadre killed.

8.3   Close Combat 

         modifiers

         (Changes)

Target is ground hugging (not additional to suppressed) +1

Vehicle in smoke +1.

"0" value for vehicles also applies if close combat initiated by enemy who have come from woods, jungle, fields (not paddy), rough round or buildings within two bases of the vehicle.

 

10.2  Hang up on wire

          (Addition)

 

+1 to dice if squad crossing wire equipped with ladders, blankets etc.

 

10.2  Punji stakes

          (Addition)

Punji stakes are either overt, in which case they are treated like barbed wire, or concealed, in which case their detection is the same as minefields and their effect is the same as barbed wire except that the throw for being hung up is conducted in the same initiative as the detection.

 

10.3  Entrenchments

          (Addition)

Spider holes count as an individual "bunker" for one sniper.  The sniper may only fire through a 450 arc of the spider hole's front.

 

10.4  Satchel charges

          (Addition)

If a squad or death volunteer is equipped with satchel or demolition charges they may place them against any vehicle or structure they are adjacent to.  To determine the effect of the charge the squad throws one D6, adds 2 (to a maximum of 6) if it has not been fired at this initiative, and the result is the number of hit dice on the target.

 

11.1  Vehicular actions

          (Change)

Vehicles may make unlimited actions as per normal squads.  They may make group moves.  Vehicles and guns may only fire main armament direct once each initiative.

 

11.2.1 Vehicle cover

            classifications

            (Addition)

 

Non-anti-tank fire at vehicles counts the vehicles as the following type of cover:

 

Vehicle Type

Direct Small

Arms Fire

Mortar or

Artillery Fire

 

Small Softskin

(e.g. Jeep)

open

open

 

Large Softskin

(e.g. Truck)

cover

open

 

Open Top AFV

(see table)

bunker

 cover

 

 

AFV

Impervious

Bunker

 

11.2.1 Anti-vehicle

            fire procedures

            (Change and

            addition)

 

.50 cal HMGs and autocannon throw two dice to hit in direct fire to reflect their higher ROF.

 

11.2.1 Hit location

            (Addition)

Before throwing for penetration, dice for location of hits as follows:

 

 

 

Hit from

Hit from

 

Dice

Front/Rear

Side

 

1

TRACKS/WHEELS

TRACKS/WHEELS

 

2

HULL        )       

TRACKS/WHEELS

 

3

HULL        )

HULL         )

 

4

HULL        )Throw

HULL         ) Throw

 

5

TURRET   )for

TURRET   ) for

 

6

TURRET   )Penetration

TURRET   )Penetration

 

 

Hits on tracks/wheels immobilise four wheel vehicles.

Hits on Tracks/wheels on six wheel vehicles, half-tracks or full tracked vehicles do not necessarily immobilise.  Each time the vehicle tries to move throw one dice for each hit on the tracks/wheels.  Any score of 1 or 2 means that the vehicle may not move for that initiative.  Such a failure does not lose the initiative.

 

11.2.1 Penetration

            (Addition)

Penetrating hits suppress vehicles or bunkers.  Then dice again.  If the result exceeds the difference between the penetration dice and the armour thickness the vehicle or bunker is killed.

 

11.2.1 Suppressed

            vehicles

            (Addition)

 

All vehicles ignore pinned results.  Suppressed vehicles may not fire.  They may only more towards their friendly table edge.

11.2.1 Burning

            vehicles

 

Killed vehicles may burn, producing smoke over themselves and for one base downwind.

Softskins burn on a score of 456.

AFVs burn on a score of 56.

 

11.2.1 Bailing out

            (Addition)

Passengers in destroyed are dealt with as per rule 11.2.1 "APC/Half-track Passengers".

Passengers in suppressed vehicles must bail out if the vehicle is immobilised and may bail out in other circumstances.  They are placed on the side of the vehicle away from the fire that caused the suppression and take an immediate rally test for "if suppressed."  If they pass they become pinned.  If they fail they be come suppressed.

 

11.2.2 Anti-personnel 

            fire

            (Addition)

After 1951 on-board US 105 mm Howitzers may fire reactive fire using flechette rounds at any target within two bases in arc.  The target is attacked with 6 dice with normal modifiers.  However the gun will become "No Fire" if it fails to achieve a "Suppression" result.  (This represents the devastating effect of flechette rounds, but also the "all-or-nothing" nature of the situation.)

 

11.3    Bazooka fire

            (Addition)

Bazookas and non-crew served 57mm RCLs may be attached to any squad.  They then add one hit dice to the squad's dice when it is firing at any target in cover.  If the squad is firing at a "bunker" type target the additional dice for the bazooka does not count -1 as the small arms dice do (use a different colour dice for the bazooka).

     

11.4    Hull down

           (Addition)

When dicing for hit location ignore tracks/wheels hit if counting "hull down."

 

 

Advanced Rule 2

           Guns & HMGs  

           on vehicles

           (Alteration)     

 

To fire its main gun an AFV must be stationary for the whole initiative.  HMGs may be fired if the vehicle has moved but at a one dice penalty.  Advance Rule 2 for fire groups still applies.

Advanced Rule 3

           Tunnels

           (Addition)

Only one French squad per company can enter a tunnel.  (I can find no reference to French "Tunnel Rats" ~ although I'm willing to be corrected ~ and this rule discourages French units from entering tunnels unless they are pretty certain the enemy has gone).

 

 

 

 

Engineers may attempt to block the entrance to a tunnel system. They must enter the mouth of a tunnel, taking reactive fire if appropriate, to lay demolition charges.  Then dice-anything but a 1 and the tunnel is blocked.  Failing to block the tunnel loses the initiative, (as everyone tries to figure out what went wrong and what do next.)

Combat in tunnels is a mixture of very close quarter shooting and brutal hand to hand.  Thus there is no firing per se in tunnels but if squads from both side are in the same section of tunnel a close combat results which is resolved as normal but with the following changes:

 

 

-   Only one squad on each side fights.

-   Treat all VM as "Veteran"

-   Treat all French as "Green".

-   Since probably not all the squad are fighting the losers are not eliminated unless their unmodified dice score is at least two less than the winner's unmodified dice score.  If the loser's unmodified score is only one less than the winner's or equal or higher, then the losing squad, and any squads backed up behind it, immediately retreat back one section of tunnel, abandoning any heavy weapons they have with then.

 

Tunnel entrances were usually concealed.  Each squad can search one terrain feature or building per initiative.  Throw a D6 and add 2 if enemy have been seen to enter the building or terrain feature but cannot be seen now, and deduct one if the terrain feature (not building) is big enough to hold four or more squads.  The search is "successful" with the following scores:

 

 

-   Dog team : 3, 4, 5 or 6

-   Veteran:  4, 5 or 6

-   Average: 5 or 6

-   Green :           6

 

 

If the search is successful the VM player must reveal any tunnel entrance.  Searching can draw reactive fire (the searchers are moving about.)  A failed search does not lose the initiative.  More than one squad can search the same building or terrain feature but the same squad cannot search twice.

 

 

rules changes continued