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New Rules

 

Nightfighting

 

"Special Rule 1" from the "Hit the Dirt" (Rutherford & Lewis, undated) applies in full.  It is reproduced here for convenience:

 

"Special Rule 1 - Night Fighting

1.0       Fighting at night has a tempo all its own.  Command control is degraded, the troops cannot see, and combat tends to be shorter, sharper, and much more reactive than daylight fighting,

1.1       Stands are limited at night to performing one pivot action and one move action per initiative phase.

1.2       A stand that is in cover and has not yet fired during the scenario may not be fired on except from within the same terrain feature.  This includes reactive fire.

1.3       A stand in the open may be fired upon normally.

1.4       All night-time direct fire is conducted at a one fire die penalty.  As is usual, this fire die penalty is not cumulative.

1.5       Ambush fire occurs normally.

1.6       Indirect fire occurs normally except as restricted by 1.2, above."

 

Firing stands are always located by their muzzle flash.

In 1954 a (very, very few) French squads specified in the scenario may be equipped with night sights.  These squads may observe and fire normally.

 

Illumination

 

Illumination may be used to remove the one fire dice penalty for non-ground hugging squads as follows:

Installations, vehicles or vessels equipped with searchlights may illuminate a target within arc and LOS.  This action also illuminates the light source, which may be the subject of reactive fire before the illuminator, or other friendly units engage the illuminated target.  A suppressed result puts out the search light for this initiative.

 

CCs and PCs and AFV commanders equipped with Very flares may fire them during normal or reactive fire to illuminate any point within 10." This doe not draw reactive fire.  The illumination lasts for the remainder of that initiative.  Squads with one base behind, and on either side of the flare, are illuminated, as are any squads, which are silhouetted by being between the flare and the observer.  Note that several observers from different points can claim this silhouette effect.  Trace LOS from the centre of the observing squad to the flare and any squad that has its base partially touched by the LOS is silhouetted.

"Luciole" flare ship aircraft provide high level illumination every initiative.

 

Mortars up to 82mm may provide low-level illumination as a normal FM using C&R procedures.

Heavy mortars over 82mm and artillery may provide high level illumination as a normal FM using C&R procedures.

 

High level illumination illuminates the whole playing table.  Low level illumination illuminates everything within 10" of the aiming point.  Both types of illumination last for the remainder of the initiative and all of the following enemy initiative unless the flares are shot down.

 

"Get that flare!" Squads may fire at mortar, artillery or Luciole flares to bring them down.  A suppression result drops the flare one level (i.e., from high to low, or low to the ground), a killed result extinguishes it.  A low level flare that drops to ground is treated like a Very flare and is extinguished at the end of the present initiative.  (I know that an initiative can represent quite a long time, and an FM lots of rounds, so knocking all the flares out of the sky would be very unlikely, but we are only talking about taking out the flares that count, anyway, it looked like such a fun game mechanic that I couldn't resist it!)  

 

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