TURN SEQUENCE I. INITIATIVE PHASE II. FIRST FIRE AND MOVEMENT PHASE Turret Adjustment & Button/Unbutton & Radar On/Off Artillery Segment Opportunity Fire Segment (held fire from previous phase) Fire Segment Attacker moves and conducts moving fire. Defender Fires. ATGM Fire Effects Segment Smoke Discharge Segment III. SECOND FIRE AND MOVEMENT PHASE Turret Adjustment & Button/Unbutton & Radar On/Off Artillery Segment Opportunity Fire Segment (held fire from previous phase) Fire Segment Attacker moves and conducts moving fire. Defender Fires. ATGM Fire Effects Segment Smoke Discharge Segment IV. THIRD FIRE AND MOVEMENT PHASE Turret Adjustment & Button/Unbutton & Radar On/Off Artillery Segment Opportunity Fire Segment (held fire from previous phase) Fire Segment Attacker moves and conducts moving fire. Defender Fires. ATGM Fire Effects Segment Smoke Discharge Segment Movement Table Terrain -> Cross Country OR Road OR Vehicle/Infantry/Helo \/ Helo Very Low Altitude Helo Low Altitude Fast Track 12" 16" Medium Track 10" 14" Slow Track 8" 11" Wheeled 8" 20" Infantry 3" 3" Helicopters 20" 40"
Spotting Chart Firer -> Spotting Range Target \/ Unbuttoned Buttoned Inf. moving in open terrain 20" 10" halted in open terrain 15" 5" moving in cover terrain 4" 2" halted in coer terrain 2" 1" Veh. moving in open terrain 60" 30" halted in open terrain 40" 20" moving in cover terrain 20" 10" halted in coer terrain 10" 5" Small arms fire, LAW fire 40" 20" Other fire: Tank, ADA, ATGM 80" 40" Night (no NV or Thermal) 2" Modifiers: Rain: x 1/2 Fall/Blow Snow: x 1/4 Fog: x 1/2 Dust: x 1/4 Passive IR: Therm 4" Sights: Normal Daylight LA = 12"/20"Active IR: 16" Close Assault Defender -> Infantry or Any Vehicle Attacker \/ Engineers or Team Infantry/Eng. Squad A8/D8 A8/D4 Machine Gun A4/D8 A4/D6 AFV A6/D7 A5/D5 A = Attacker D = Defender Modifiers 1. Defender in prepared positions: +2 to Attacker's roll, -2 to Defender's roll 2. Attacker assaulting with more than one squad: -2 to attacker's roll
Fire vs Infantry: To Hit Roll Target Inf -> Prepared Woods Firer & Range \/ Position or Non-Urban or Urban Cover Squad 4" 3 5 8" 2 3 4" 3 5 8" 2 3 12" -1 MG/Coax 6" 3 5 10" 2 3 20" -2 AC/AGL 6" 4 5 10" 3 4 20" 2 3 Tank HE 6" 5 6 10" 3 4 15" 2 3 20" 1 2 Cannister 6" 2 6 10" 1 4 20" -2
Open
Artillery Deviation Table Die RollFall of Shot Die Roll Fall of Shot 01-29 On Target 65-6710" Short x 5" Right 30-32 5" Short 68-70 10" Short x 5" Left 33-34 5" Long 71-73 10" Long x 5" Right 35-37 5" Right 74-76 10" Long x 5" Left 38-40 5" Left 77-79 15" Short 41-43 5" Short x 5" Right 80-82 15" Long 44-465" Short x 5" Left83-85 15" Right 47-49 5" Long x 5" Right 86-88 15" Left 50-525" Long x 5" Left89-9115" Short x 15" Right 53-55 10" Short 92-94 15" Short x 15" Left 56-58 10" Long 95-9715" Long x 15" Right 59-61 10" Right 98-10015" Long x 15" Left 62-64 10" Left -25% FO Spotting Smoke Table Emitter Screen Size Duration Block Thermal Artillery WP Sheaf Y Artillery/Mortar Sheaf N Veh. Smoke Grenade 2"Wx1"L N Veh. Emission 1"xmove distance N Infantry Smoke 1"x1" N
8 5 9 7 3 8 6 4 9 7 5 8 6 4 3 9 8 6
Range Weapon HATGM Very Heavy Heavy Medium Light Very Light Unarmored MATGM Very Heavy Heavy Medium Light Very Light Unarmored LATGM Very Heavy Heavy Medium Light Very Light Unarmored HTK Very Heavy Heavy Medium Light Very Light Unarmored MTK Very Heavy Heavy Medium Light Very Light Unarmored LTK Very Heavy Heavy Medium Light Very Light Unarmored CG Very Heavy Heavy Medium Light Very Light Unarmored HMG vs: Light Very Light Unarmored Sm Arms vs: Unarmored LAW vs: Very Heavy Heavy Medium Light Very Light Unarmored
NATO Direct Fire Weapons 300 500 750 1000 1250 1500 1750 2000 2500 3000 3500 4000 6 10 15 20 25 30 35 40 50 60 70 80 4/7 4/9 4/K 4/K 4/K 4/K
6/7 6/9 6/K 6/K 6/K 6/K
9/7 9/9 9/K 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
4/5 4/6 4/7 4/8 4/9 4/K
6/5 6/6 6/7 6/8 6/9 6/K
9/5 9/6 9/7 9/8 9/9 9/K
9/5 9/6 9/7 9/8 9/9 9/K
9/5 9/6 9/7 9/8 9/9 9/K
9/5 9/6 9/7 9/8 9/9 9/K
9/5 9/6 9/7 9/8 9/9 9/K
9/5 9/6 9/7 9/8 9/9 9/K
8/5 8/6 8/7 8/8 8/9 8/K
7/5 7/6 7/7 7/8 7/9 7/K
6/2 6/3 6/5 6/7 6/9 6/K
9/2 9/3 9/5 9/7 9/9 9/K
9/2 9/3 9/5 9/7 9/9 9/K
8/7 8/3 8/5 8/7 8/9 8/K
7/2 7/3 7/5 7/7 7/9 7/K
9/8 9/9 9/K 9/K 9/K 9/K
9/7 9/8 9/K 9/K 9/K 9/K
9/6 9/7 9/8 9/9 9/K 9/K
9/5 9/6 9/7 9/8 9/9 9/K
8/4 8/5 8/6 8/7 8/8 8/9
8/4 8/5 8/6 8/7 8/8 8/9
8/3 8/4 8/5 8/6 8/7 8/8
7/3 7/4 7/5 7/6 7/7 7/8
6/2 6/3 6/4 6/5 6/6 6/7
5/2 5/3 5/4 5/5 5/6 5/7
9/7 9/8 9/9 9/K 9/K 9/K
9/6 9/7 9/8 9/9 9/K 9/K
9/5 9/7 9/8 9/9 9/K 9/K
9/4 9/6 9/7 9/8 9/9 9/K
9/3 9/5 9/7 9/8 9/9 9/9
8/2 8/4 8/6 9/8 9/9 8/9
7/1 7/3 7/6 7/7 7/8 7/9
6/1 6/3 6/5 6/7 6/8 6/9
5/1 5/1 5/1 5/2 5/3 5/7
2/1 2/1 2/1 2/1 2/2 2/5
9/6 9/7 9/8 9/9 9/K 9/K
9/5 9/6 9/7 9/8 9/9 9/K
8/4 8/5 8/6 8/7 8/8 8/9
7/3 7/4 7/5 7/6 7/7 7/8
6/2 6/3 6/4 6/5 6/6 6/7
5/2 5/3 5/4 5/5 5/6 5/7
4/1 4/2 4/3 4/4 4/5 4/6
4/1 4/4 4/2 4/3 4/5 4/7
9/1 9/1 9/4 9/K 9/K 9/K
8/1 8/1 8/4 8/9 8/K 8/K
7/1 7/1 7/3 7/8 7/9 7/K
6/1 6/1 6/2 6/7 6/8 6/K
5/1 5/1 5/1 5/6 5/7 5/9
4/1 4/1 4/1 4/5 4/6 4/8
3/1 3/1 3/1 3/4 3/5 3/7
2/1 2/2 2/1 2/4 2/5 2/7
2/1 2/1 2/1 2/4 2/5 2/6
1/1 1/1 1/1 1/2 1/3 1/5
9/9 9/K 9/K
9/8 9/9 9/K
8/8 8/9 8/K
7/7 7/8 7/9
6/7 6/8 6/9
5/6 5/7 5/8
4/5 4/6 4/7
3/4 3/5 3/6
1/2 1/3 1/5
8/4
7/3
5/2
2/1
7/4 7/5 7/6 7/7 7/8 7/K
5/4 5/5 5/6 5/7 5/8 5/K
8/7 8/8 8/9 8/K 8/K 8/K
7/7 7/8 7/9 7/K 7/K 7/K
4/1 4/2 4/3 4/4 4/5 4/6
2/1 2/2 2/3 2/4 2/5 2/6
TURN SEQUENCE I. INITIATIVE PHASE II. FIRST FIRE AND MOVEMENT PHASE Turret Adjustment & Button/Unbutton & Radar On/Off Artillery Segment Opportunity Fire Segment (held fire from previous phase) Fire Segment Movement and Moving Fire Segment ATGM Fire Effects Segment
III. SECOND FIRE AND MOVEMENT PHASE Turret Adjustment & Button/Unbutton & Radar On/Off Artillery Segment Opportunity Fire Segment (held fire from previous phase) Fire Segment Movement and Moving Fire Segment ATGM Fire Effects Segment IV. THIRD FIRE AND MOVEMENT PHASE Turret Adjustment & Button/Unbutton & Radar On/Off Artillery Segment Opportunity Fire Segment (held fire from previous phase) Fire Segment Movement and Moving Fire Segment ATGM Fire Effects Segment
MOVEMENT TABLE Terrain -> Cross Country OR Unit Type \/ Helo Very Low Altitude Fast Track 12" Medium Track 10" Slow Track 8" Wheeled 8" Infantry 3" Helicopters 20"
VEHICLE MIRING CHART Vehicle Type Miring Die Roll VH/H armored track 7 Med. Armored track/ 6-Wheeled 6 L/VL/Unarmored track/ 5 8-Wheeled 4-Wheeled 8
Road OR Helo Low Altitude 16" 14" 11" 20" 3" 40"
Unmiring Die Roll 2 3 4 2
ARTILLERY DEVIATION TABLE Die Roll Fall of Shot Die Roll Fall of Shot 01-29 On Target 65-67 10" Short x 5" Right 30-32 5" Short 68-70 10" Short x 5" Left 33-34 5" Long 71-73 10" Long x 5" Right 35-37 5" Right 74-76 10" Long x 5" Left 38-40 5" Left 77-79 15" Short 41-43 5" Short x 5" Right 80-82 15" Long 44-46 5" Short x 5" Left 83-85 15" Right 47-49 5" Long x 5" Right 86-88 15" Left 50-52 5" Long x 5" Left 89-91 15" Short x 15" Right 53-55 10" Short 92-94 15" Short x 15" Left 56-58 10" Long 95-97 15" Long x 15" Right 59-61 10" Right 98-100 15" Long x 15" Left 62-64 10" Left -25% FO Spotting Modifier: On board artillery deviates half of listed distance. INDIRECT FIRE EFFECT TABLE Firing Tube Size -> 60-100mm 101151-170mm & 170mm+ & TargetType \/ 150mm Non-US MLRS US MLRS Very Heavy Armor or 1 2 3 4 Inf. Prepared/Urban Heavy Armor 2 3 4 5 Medium Armor or 2 4 5 6 Inf. In Woods Light Armor or 3 4 5 7 Inf. In Rough/Marsh Very Light Armor 4 5 7 8 Unarmored or 5 6 8 9 Inf. In Open Modifiers:Vehicle in prepared position halves effect roll vs HE Vehicle in prepared position with overhead cover halves effect roll vs ICM Vehicle in prepared position with no overhead cover does no modify roll vs ICM Infantry in prepared positions or urban terrain halves effect roll vs ICM SMOKE TABLE Emitter Artillery WP Artillery/Mortar Veh. Smoke Gren. Veh. Emission Infantry Smoke
Screen Size Duration Sheaf 6 turns Sheaf 6 turns 2"Wx1"L 2 turns 1"xmove distance 2 turns 1"x1" 2 turns
ROCKET EFFECT TABLE Rocket Type -> Target \/ Very Heavy/Inf. In position/ Urban Terrain Heavy Medium/Infantry in woods Light Very Light Unarmored/Infantry in open Sheaf size: 0-10": 1" x 1"
FIELDS OF FIRE
10”
Light 30” 60”
2 3 4 5 6 8 11-30":
1
--
1 -2 1 3 1 3 2 4 2 1" x 2"
Blocks Thermal Y N N N N
10”
Heavy 30” 60”
5 6 7 8 9 K 31-60":
2
1
2 1 3 1 3 2 4 2 5 2 2" x 3"
SPOTTING CHART Firer -> Spotting Range Target \/ Unbuttoned Buttoned Inf. moving in open terrain 20" 10" halted in open terrain 15" 5" moving in cover terrain 4" 2" halted in coer terrain 2" 1" Veh. moving in open terrain 60" 30" halted in open terrain 40" 20" moving in cover terrain 20" 10" halted in coer terrain 10" 5" Small arms fire, LAW fire 40" 20" Other fire: Tank, ADA, ATGM 80" 40" Night (no NV or Thermal) 2" Modifiers: Rain: x 1/2 Fall/Blow Snow: x 1/4 Fog: x 1/2 Dust: x 1/4 Passive IR: 4" Therm Sights: Normal Daylight LA = 12"/20" Active IR: 16" FIRE VS HELICOPTERS Range -> 5” 10” 20” 30” 40” 50” 60” 70” Weapon\/ H/P H/P H/P H/P H/P H/P H/P H/P Small Arms Light 5/2 3/1 1/1 -----Unarmored 5/4 3/3 1/2 -----Machine Guns Light 5/2 3/1 1/1 -----Unarmored 8/6 5/4 3/2 -----Chain Gun/HMG Light 4/6 3/4 2/2 -----Unarmored 4/7 3/5 2/3 -----AAA Radar Light 9/7 7/5 6/3 5/2 4/2 3/1 --Unarmored 9/9 7/7 6/5 5/5 4/4 3/3 --AAA Manual Light 8/6 6/5 5/3 3/2 3/1 ---Unarmored 8/9 6/6 5/5 3/4 2/3 ---SAM Mount Light 3/9 4/9 5/9 5/9 6/9 6/9 5/9 5/9 Unarmored 3/K 4/K 5/K 5/K 6/K 6/K 5/K 5/K Infantry SAM Light 3/6 4/6 5/6 5/6 4/6 3/6 3/6 -Unarmored 3/9 4/9 5/9 5/9 4/9 3/9 3/9 -Modifiers:Half hit chance versus helicopter using mast mounted sight -1 to hit DR for Flank/Rear shot Target facing does NOT affect armor level ILLUMINATION ROUND TABLE Type Area of Effect Duration Artillery 10" radius 2 Turns Mortar 6" radius 2 Turns Infantry 4" radius 1 Turn
80” H/P ----------4/9 4/K ---
NATO DIRECT FIRE WEAPONS Range Weapon 6 10 15 HTK Very Heavy 9/8 9/7 9/6 Heavy 9/9 9/8 9/7 Medium 9/K 9/K 9/8 Light 9/K 9/K 9/9 Very Light 9/K 9/K 9/K Unarmored 9/K 9/K 9/K MTK Very Heavy 9/7 9/6 9/5 Heavy 9/8 9/7 9/7 Medium 9/9 9/8 9/8 Light 9/K 9/9 9/9 Very Light 9/K 9/K 9/K Unarmored 9/K 9/K 9/K LTK Very Heavy 9/6 9/5 8/4 Heavy 9/7 9/6 8/5 Medium 9/8 9/7 8/6 Light 9/9 9/8 8/7 Very Light 9/K 9/9 8/8 Unarmored 9/K 9/K 8/9 CG Very Heavy 9/1 8/1 7/1 Heavy 9/1 8/1 7/1 Medium 9/4 8/4 7/3 Light 9/K 8/9 7/8 Very Light 9/K 8/K 7/9 Unarmored 9/K 8/K 7/K HMG vs: Light 9/9 9/8 8/8 Very Light 9/K 9/9 8/9 Unarmored 9/K 9/K 8/K Sm Arms vs: Unarmored 8/4 7/3 5/2 LAW vs: Very Heavy 7/4 5/4 Heavy 7/5 5/5 Medium 7/6 5/6 Light 7/7 5/7 Very Light 7/8 5/8 Unarmored 7/K 5/K
20
25
30
35
40
50
60
70
80
9/5 9/6 9/7 9/8 9/9 9/K
8/4 8/5 8/6 8/7 8/8 8/9
8/4 8/5 8/6 8/7 8/8 8/9
8/3 8/4 8/5 8/6 8/7 8/8
7/3 7/4 7/5 7/6 7/7 7/8
6/2 6/3 6/4 6/5 6/6 6/7
5/2 5/3 5/4 5/5 5/6 5/7
4/1 4/2 4/3 4/4 4/5 4/6
2/1 2/2 2/3 2/4 2/5 2/6
9/4 9/6 9/7 9/8 9/9 9/K
9/3 9/5 9/7 9/8 9/9 9/9
8/2 8/4 8/6 9/8 9/9 8/9
7/1 7/3 7/6 7/7 7/8 7/9
6/1 6/3 6/5 6/7 6/8 6/9
5/1 5/1 5/1 5/2 5/3 5/7
2/1 2/1 2/1 2/1 2/2 2/5
7/3 7/4 7/5 7/6 7/7 7/8
6/2 6/3 6/4 6/5 6/6 6/7
5/2 5/3 5/4 5/5 5/6 5/7
4/1 4/2 4/3 4/4 4/5 4/6
4/1 4/4 4/2 4/3 4/5 4/7
6/1 6/1 6/2 6/7 6/8 6/K
5/1 5/1 5/1 5/6 5/7 5/9
4/1 4/1 4/1 4/5 4/6 4/8
3/1 3/1 3/1 3/4 3/5 3/7
2/1 2/2 2/1 2/4 2/5 2/7
2/1 2/1 2/1 2/4 2/5 2/6
7/7 7/8 7/9
6/7 6/8 6/9
5/6 5/7 5/8
4/5 4/6 4/7
3/4 3/5 3/6
1/2 1/3 1/5
2/1
SIDE
REAR
1/1 1/1 1/1 1/2 1/3 1/5
NATO ANTI-TANK GUIDED MISSILES Range Weapon 6 10 15 20 HATGM Very Heavy 4/7 6/7 9/7 9/7 Heavy 4/9 6/9 9/9 9/8 Medium 4/K 6/K 9/K 9/9 Light 4/K 6/K 9/K 9/K Very Light 4/K 6/K 9/K 9/K Unarmored 4/K 6/K 9/K 9/K MATGM Very Heavy 4/5 6/5 9/5 9/5 Heavy 4/6 6/6 9/6 9/6 Medium 4/7 6/7 9/7 9/7 Light 4/8 6/8 9/8 9/8 Very Light 4/9 6/9 9/9 9/9 Unarmored 4/K 6/K 9/K 9/K LATGM Very Heavy 6/2 9/2 9/2 8/7 Heavy 6/3 9/3 9/3 8/3 Medium 6/5 9/5 9/5 8/5 Light 6/7 9/7 9/7 8/7 Very Light 6/9 9/9 9/9 8/9 Unarmored 6/K 9/K 9/K 8/K
30
35
40
50
60
70
80
9/7 9/8 9/9 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
9/7 9/8 9/9 9/K 9/K 9/K
8/7 8/8 8/9 8/K 8/K 8/K
7/7 7/8 7/9 7/K 7/K 7/K
9/5 9/6 9/7 9/8 9/9 9/K
9/5 9/6 9/7 9/8 9/9 9/K
9/5 9/6 9/7 9/8 9/9 9/K
9/5 9/6 9/7 9/8 9/9 9/K
8/5 8/6 8/7 8/8 8/9 8/K
7/5 7/6 7/7 7/8 7/9 7/K
7/2 7/3 7/5 7/7 7/9 7/K
DIRECT FIRE MODIFIERS Firing Unit Effects Moving No missile fire Moving 1/2 Hit Chance (except stabilized) Elite/Veteran Status -1 to Die Roll Untrained/Green +1 to Die Roll Firing within/through No missile fire artillery barrage Firing in Limited Visibility+1 to Die Roll without NV Equipped with LRF -1 to Die Roll Firing AA guns 2 Penetration rolls if firing vs. vehicles 2 Hits if firing vs. infantry Target Unit Effects Hull Down 1/2 Hit Chance Moving +1 to Die Roll Large Target -1 to Die Roll Small Target +1 to Die Roll Side Target Facing-1 to Die Roll Acquired Target -1 to Die Roll
FRONT
SIDE
25
SNAP SHOT TABLE Target Type To Hit Wheeled on road/ fast track 1 Medium track 2 Wheeled off road/ slow track 3 Stationary Target 4 Modifiers: Target side facing -1 to hit DR
DIRECT FIRE VS INFANTRY Target Inf -> Prepared Woods Firer & Range \/ Position or Non-Urban Open or Urban Cover Squad 4" 3 5 8 8" 2 3 5 MG/Coax 4" 3 5 9 8" 2 3 7 12" -1 3 AC/AGL 6" 3 5 8 10" 2 3 6 20" -2 4 AA/HMG 6" 4 5 9 10" 3 4 7 20" 2 3 5 Tank HE 6" 5 6 8 10" 3 4 6 15" 2 3 4 20" 1 2 3 Cannister 6" 2 6 9 10" 1 4 8 20" -2 6 Squad = Squad small arms MG/Coax = Infantry MG Teams, coaxial MGs, and secondary MGs aboard vehicles AC/AGL = Autocannon and Automatic Grenade Launchers AA/HMG = Use of AA weapons in ground fire mode (ZSU-23-4, Gepard, etc.) and Heavy Machine Guns (12.7mm/.50cal) Tank Gun HE = Tank Gun HE and HEAT-MP (Multi-Purpose) Cannister: Tank gun and artillery direct fire cannister rounds EFFECT OF FIRE VS INFANTRY Stand Type 0 Hits Squad Small Arms & 1 Inf. AT Wpns/ Eng Action Gun Crew Small Arms & Crew Served Weap. Team Special weapon fire OR Call for fire
1 Hit Small Arms OR 1 Inf. AT Wpn OR Eng. Action Small Arms OR Crew Served Weap. Destroyed
CLOSE ASSAULT CHART Defender -> Infantry or Any Vehicle Attacker Engineers or Team Infantry/Eng. Squad A8/D8 A8/D4 Machine Gun A4/D8 A4/D6 AFV A6/D7 A5/D5 A = Attacker D = Defender Modifiers 1. Defender in prepared positions: +2 to Attacker's roll, -2 to Defender's roll 2. Attacker assaulting with more than one squad: -2 to attacker's roll
2 Hits Destroyed Destroyed