1. Sequence of play

Each side takes alternate turns.

1

Radio requests

2

Move aircraft, perform ground / air attacks, and AA fire.

3

Move / Fire helicopters.

4

Naval gunnery

5

Suppressive fire

6

Convert suppression to kills

7

Non-air movement

8

Reaction tests / removal of suppression

2. Communication

Each unit has a radio which is 'netted' to its parent and subordinates, this means that all messages within a unit are received by all others on the same net. The net stops at the parent HQ. Only one message may be sent by each unit.

3. Movement

Unit type

Distance (m)

Notes

HQ unit, Inf unit

100

Movement only 50m if crossing obstacles, boggy or rough ground

MGs, Mortars, ATGW

50

Wheeled, Snowcats

100

APCs, A/cars

150

Movement only 100m if crossing obstacles, boggy or rough ground

Scorpion, scimitar

200

Other tracked

150

Landing craft

300

Distance halved in rough water

Gemini craft

500

Suppressed units may not move.

Movement limited to 100m at night.

Disembarking troops / equipment are placed next to point they disembark. ie. they do not move as well.

4. Aircraft

Aircraft move onto table and perform any actions in the following order.

Target aquisition / AA fire / air to air combat / ground attack / other tasks

4a. Anti-aircraft fire

 

 

4b. Air-to-air combat

 

 

4c. Ground attack

 

 

5. Helicopters

Helicopters may perform any 2 of the following task in a single turn. (Move / Fire / Load / Unload)

Helicopters under attack from aircraft must abort their task until the threat has left the table.

6. Firing (1d6)

Each weapon may only fire once each turn. For each target fire ALLat the same time.

The following table gives the basic scores required to suppress targets.

The Kill column is the basic score used to determine the number of casualties.

Weapon

Kill

100

200

300

500

1000

1500

2000

3000

5000

10,000

HQ platoon

4

3

5

6

             

Infantry platoon

3

2

4

4

6

           

MMG / HMG

3

1

2

3

4

5

6

       

81mm Mortar

3

2

3

4

4

4

5

5

5

6

 

LAW

4

3

6

               

MAW

2

3

5

6

             

ATGW

1

2

2

3

3

4

5

5

6

   

20-30mm cannon

2

1

2

3

4

5

5

6

     

Tank guns

3

1

2

3

3

4

4

5

5

6

 

105mm Artillery

2

2

3

3

4

4

5

5

5

5

6

155mm Artillery

1

2

3

3

4

4

4

5

5

5

6

4.5in Naval gun

1

1

2

2

3

3

4

4

5

5

6

6 in Naval gun

1

2

3

3

4

4

4

5

5

5

6

Add / subtract from dice score:

-1 If target in bunker / trench -2 If firer suppressed

If mist, fog or smoke

+1 If target is building -3 If night

6a. Converting suppression to kills (softskin / artillery and infantry)

Once a unit has been suppressed it is then diced for to determine the number of casualties (no difference is made between kills and wounded - both are out of action).

Throw the number of dice for the number of attacking units. Deduct the total of the kill factors. The remaining figure is the number of casualties.

Eg. A Milan and MMG support 2 platoons attacking an bunker with an MG and inf. platoon. 4 dice are thrown and score 13. This is reduced by 10 (1+3+3+3), thus causing 3 casualties.

6b. Converting suppression to kills (Armour)

All crew of a KO vehicle are killed.

Weapon

Target

LAW

MAW

ATGW

Cannon

Tank guns

Art.

Naval

Scorpion / Scimitar

3

2

2

4

KO

7

6

LVTP-7

3

2

2

3

KO

6

5

AMX a/car

3

2

2

3

KO

6

5

BARV

4

3

2

4

KO

7

6

 

7. Close combat (1d10)

Each unit rolls 1d10 and adds its morale factor. The result is based on the difference.

Deduct 1 if at night

Deduct 2 if outnumbered 3:2

Deduct 3 if outnumbered 2:1

Add 1 if defending trench / bunker or building

Score

Result

Action

0-2

Desperate Struggle

Repeat melee. Each side loses the number of casualties as per score.

Each side loses 1 morale factor.

3-6

Push back

Loser retreats 50m, facing enemy. Lose 2 morale factors

Casualties are score on attackers dice.

7+

Conclusive

Loser routs full move, back to enemy. Lose 3 morale factors.

Losses are total of enemy score.

 

8. Morale (1d10)

Each unit starts with a morale factor. This is reduced for combat or weather / lack of food. Increased by 1 for each day of rest. (Arg. regs = 8, conscripts = 6, British Infantry = 9, Special forces add 1).

For each unit that is suppressed a morale test must be made.

Throw 1d10 and add or subtract the following:

Add 1 If occupying bunker or building.

Subtract 1 If parent HQ destroyed.

If neighbouring unit retreating.

Subtract 2 If more than 1/4 losses.

Subtract 4 If more than 1/3 losses.

Subtract 6 If more than 1/2 losses.

If the result is less than the unit's current morale factor, the suppression marker is removed.

If a units morale score falls to zero, it must retreat.