Plan A (Version 2)
Plan A (Version 2)
Plan A (Version 2)
VERSION 2.1
Divisional Level Planetside Operations in the Universe Jim Wallman 2010
PLAN A
Divisional Level Ground Force Operations in the Universe
If in doubtwe use Plan A drop a GF Division on it
Senator Cornelius, Martian Minister of War 3199-3205
CONTENTS INTRODUCTION PART I : The Basic Rules 1. Sequence of Action 2. Orders and Communications 3. Target Location 4. Effects of Fire 5. The Armour Battle Table 6. Infantry & Artillery Effects Table 7. Artillery Beaten Zones 8. Smoke 9. Movement 10. Digging In 11. Close Assault 12. Morale 13. Rallying 14. Troop Quality Factors
4 4 5 6 6 7 8 9 9 9 10 11 11 11
PART II : Explanations 15. Method of Play 12 16. Scales & Ground 12 17. Base Sizes 13 18. Troops Organisation 14 19. Orders and Communications 14 20. Troop Quality 15 21. Pinned & Suppressed Armour 16 22. Morale 16 23. Leadership 17 25. Explaining the Close Assault 26. Explaining Infantry & Artillery Effects Tables 19 27. Strength Points 21 28. Artillery Ranges 21 29. Engineers 30. Prisoners 31. AIR 19 32. Shuttle Deployment 20
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PLAN A
INTRODUCTION
This is a set of wargame rules intended to simulate actions between about one GF regiment equivalent a side, supported by divisional or even orbital forces where they would be available. It is possible to fight battles involving up to divisional size if you have enough players and time. The smallest separately represented unit is the platoon or troop. This is shown on the tabletop by a cardboard base of the appropriate size, on which a suitable number of 1/300 or 1/900 scale models are mounted - the exact number per base can be varied to meet your own taste and financial resources. It is even (just) possible to use 15mm or 10mm models though the large size of the figures tends to distort players perceptions of the scale of operations so I dont recommend it. The area of the base represents the normal area the unit occupies when deployed for combat. Whilst this might impart a degree of inflexibility to the smaller units, the system of using these bases is necessary to create a higher speed of play, and the 'feel' of thinking and planning at regiment level. It is important that players think of these bases as indivisible units, and to concentrate on the actions of the company as the basic unit of fighting and manoeuvring. It is probably best to start small with these rules (as indeed it is with any new rules), and try out actions involving just one battalion. It is important to continually bear in mind the ground scale used with these rules. 1 cm to 100 metres is the recommended scale, and this is very small. If the models used were to this scale, then a tank would have to be about 0.25mm long, so the size of the models has very little relevance to the action. Players should be careful not to be misled by this and treat the models as if they were representative of the ground scale.. A great deal of emphasis is placed upon the umpire in these rules. The rules can be used without an umpire, but most of the refinements, and a lot of the 'feel' will be lost. Contrary to popular practice, there is no points system, since the forces used must be based on the scenario or general political situation, and placed within a realistic military context. Planetside actions involving fully equipped GF divisions are rare more often actions are asymmetrical elements of regular GF attempting to defeat less well armed but numerous
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and determined rebels, criminals or terrorists. So for these rules the concept of an equal points battle is a nonsense. A guide to some typical scenarios is at the end of the rules. These rules were not written with the intention of being applied 'to the letter', but simply as a set of guidelines for keen wargamers to fight high level SF battles of the type typical in The Universe campaign. The interpretation of the rules is therefore not fixed, but dependant upon the tactical situation you are attempting to simulate. The rules are in two parts: Part I is the bare bones with little or no explanation Part II is the fuller explanation of the rules given in part I, with notes and examples, to try and put the rules in their proper perspective
3. TARGET LOCATION
Roll 1d10 per company-sized unit (or equivalent) observing (0=0).
Target: IN OPEN IN COVER Not firing Firing Not firing Firing Vehicle Platoons / GF Armoured Inf Pltns 3 2 5 3 2 1 4 2 1 0 3 1 Towed Guns and Infantry Deployed Companies 4 2 5 3 3 1 4 2 2 0 3 1 DUG IN Not firing Firing 6 5 4 6 5 4 5 4 3 5 4 3
Infantry suppressed Armour pinned Armour suppressed Veteran troops Green troops Has SpySat Support overhead Has AIR Recce Support overhead Has flyer or shuttle recce overhead
Maximum visibility will be defined by the umpire, but in most conditions on most worlds is normally from 2000-6000 metres. In close country the maximum visibility is around 200-400 metres. Satellite visibility might be affected by dense cloud cover or other meteorological conditions, as defined by the umpire.
4. EFFECTS OF FIRE
Troop Type Regular Infantry or Militia Starship Marines GF Infantry Tracked / Wheeled Armour Hovertanks Tracks / Towed Artillery GF Artillery / CS Units
P = PINNED
Cannot move. May fire and communicate No effect Half movement May fire and communicate Veteran may continue at max 5cm. All others may not advance. May fire and communicate Half movement May fire May not move. Dug in artillery may fire. Otherwise cannot fire. Can communicate No advance May fire and communicate 6
S = SUPPRESSED
Cannot move or fire or communicate No Effect No advance May fire and communicate Cannot fire, but may communicate. Must withdraw at least 5cm No Advance May fire and communicate Cannot fire, communicate or move. Must withdraw out of fire swept zone Cannot fire but may communicate.
NB: Fire zones for artillery can vary shape provided area remains constant. Tactical Nuclear Weapons: ICBM or AIR Launched. Total annihilation Zone = 1km radius (everything in this zone is destroyed) and crater formed. Mass destruction Zone = 1km - 4km radius. All non-reinforced concrete buildings knocked down. Treat as Battleship strike
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Severe Damage Zone = 4km - 8km radius. Roofs blown off. Treat as Cruiser strike.
7. C.L.O.U.D. SMOKE
CLOUD (Colloidal Liquids Obscuring Universal Detection) Smoke is effective at obscuring Radar, Infrared, Microwave and visible light spectra. It is usually deployed by shell or from canisters. Old fashioned combustion smoke (for example from burning buildings) has no effect on modern sensor equipment. In the rules, references to smoke mean references to CLOUD Smoke. Tank CLOUD (from main armament) lasts one move (10 minutes), and is 5cm in diameter. Mortar, Artillery and missile CLOUD lasts one move and is 1cm frontage per gun/launcher. Canister CLOUD lasts 3 moves (30 minutes) is 5cm wide by 5cm downwind in the first turn, growing by 5cm downwind for each turn.
8. MOVEMENT
(In centimetres / 100m) Unit Type Hover GF Infantry SM in Space Armour Light Hover Heavy Tracked Light tracked APC Technicals Deployed foot infantry Lorries on roads Lorries off roads
Restrictions:
Tactical 15 10 2 20 6 8 10 4 8 2
Non-Tactical 30 20 4 40 20 20 20 6 30 n.a.
speed Full tracked. Hover. Full tracked. Hover. speed Light armour or armoured cars GF Infantry Foot infantry GF infantry All troop types No restriction Foot infantry GF infantry Foot infantry
Open woods Close woods Forest Built Up Area Stream River Minefields
9. DIGGING IN
Basic trenches (= Dug In) takes one hour; +10 minutes if pinned; + 30 minutes if suppressed. Dig in guns or vehicles - 8 hours Deep trenches (Deeply Dug In, Bunkers) - 12 hours.
RESULTS TABLE Take difference in resulting scores: Attacker score minus defender score. SCORE RESULT 5+ Position carried. All attackers pinned on captured position, defender surrenders. If defender deeply dug in then attackers take 1 loss for every defending unit 1-4 Position taken. If defender suppressed, then they surrender. Otherwise defender successfully withdraws 500 metres. All attackers pinned on captured position. Attacker takes 1 loss per defending unit. Defender takes 1P. 0 Confused fighting. Attacker takes 2 per defending unit. Defenders take 1 per attacking unit. Everybody counts as pinned. -1 to -4 Attacker halted at 200 metres and all pinned takes 1 per defending unit. -5 to -8 Attacker halted at 200 metres and all pinned takes 2 per defending unit. -9 to-12 Attacker halted at 200 metres and all pinned takes 3 per defending unit. Less than Attacker breaks and runs non-tactical to nearest cover to rear. Takes 3 per -12 defending unit, and is suppressed on arrival at nearest safe cover. If last move was a 'confused' close assault result then attacker surrenders.
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12. MORALE
Throw 1d10, score as in the table or less to become demoralised. This rule does not apply to Starship Marines or robot tank units who never roll for morale. Morale is tested for each company in the following circumstances: The moment it encounters a Big Surprise At the point it : o Drops below 75% strength o Drops below 50% strength o Drops below 25% strength Every turn it is below 10% strength Throw 1d10 (0=0). Additions to the die score : + Leadership score for company -2 if Morale Shaken +2 if dug in -2 if suppressed +2 if on captured objective -2 for green troops +2 for veterans -1 if below 75% strength (in SP) +1 in cover / buildings -3 if below 50% strength (in SP) -5 if below 25% strength (in SP) Results Score 4+ Score 0-3 Company Ok, may fight on Morale Shaken. May carry on but will be at a disadvantage on the next test Score less than 0 Demoralised surrender to enemy if within 200m (5cm) Demoralised units may NOT: Reorganise Fire Advance Communicate sensibly (for arty calls) Locate targets. In addition the demoralised unit's leadership is reduced by 1.
13. RALLYING
When a unit becomes pinned or suppressed it will remain so until rallied. This is treated as follows: Roll 1d10, add leadership score. If the result is greater than or equal to the units rally score, then the unit has rallied one level. This will normally move the units status from suppressed to pinned, or from pinned to Ok. If the result is double the required rally score then the unit can rally two levels. If the rallying unit is still under fire whilst trying to rally , -1 from die roll. Typical rally scores : Veteran troops Good troops Average troops Poor troops
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=4 =5 =6 =8
PART II
EXPLANATIONS
METHOD OF PLAY
Play requires the use of an active umpire for it to be really fast moving enough, although it will work without an umpire provided that the players are sufficiently non-competitive. In the sequence of action is carried out simultaneously for both sides. Interaction disputes are dealt with by the umpire(s). Great emphasis should be placed on proper orders, briefings, maps, communications and concealment. In either case, it is important to conceal, preferably by marking on sketch maps, the location of forces that would not be in sight. This is where an umpire is essential, in that he can determine inter-visibility. Another excellent method of achieving game concealment is to have one or more identical terrain models, separated by a screen, or in separate rooms. Each side has its own table, and the umpire places on only those enemy forces that have been located and reported. Obviously, this method requires duplicate forces and terrain. In these cases, maps and counters are superior to models because you can cheaply and quickly replicate the terrain and forces involved. The method can be further extended to include extra tables for detached forces from the same side, in separate rooms, to enforce the real confusion and communication problems. Clearly these more involved methods require more umpires and extensive facilities. As a guide, there should be at least one umpire per separate table or terrain model.
BASE SIZES
The following are guidelines on base sizes for units. It is clearly impracticable to rule on every conceivable type of unit to be found in The Universe, but following are the main
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types, with guidance on how to draw up bases for larger or smaller units where appropriate. GF Armoured Infantry Section GF Armoured Infantry Coy HQ Hover Scout Militia Company Regular Infantry Platoons, Mortar Platoons, Engineer Platoons, Militia Battalion HQs, Starship Marine Groups Hover Platoon of any type Conventional Artillery Tracked Armour Lorries : (For troop transport, admin, logistics
etc).
Frontage 20mm 20mm 20mm 50mm 20mm 40mm 10mm per gun 25mm Frontage as appropriate
Depth 20mm 20mm 20mm 30mm 20mm 40mm As required 25mm depth 4mm per real vehicle represented
The bases represent the normal area occupied by the unit when deployed for action. In some circumstances, units would have to operate in denser formations, for example in jungle. forest or towns. If you wish, duplicate units to represent this close order, down to a minimum of half the dimensions given above. When organising your units, it is vitally important that you include the relevant tail units. Logistics are important in this game, and the presence of tail units has a battle-winning function.
ORGANISATION
A. PLANET GUARD / REGULAR INFANTRY. The basic sub-unit is the platoon. This is generally regarded as indivisible. Platoons are grouped into companies, and companies into battalions, in accordance with the order of battle (ORBAT) as detailed by the scenario or on The Universe website. B. MILITIA INFANTRY. The basic sub-unit is the COMPANY. This is generally regarded as indivisible. Companies are grouped into battalions. B. GF Infantry. The basic sub-unit is the section. Because of the greater fire-power, protection and mobility of the GF Armour they work better in smaller tactical units. Sections are grouped into companies. C. ARMOUR. The basic sub-unit for armour is the platoon. These will be grouped into companies in accordance with the appropriate ORBAT. D. ARTILLERY. The basic unit for artillery is the battery (normally of 4 guns if selfpropelled or 6 guns if towed light guns), which in many armies would be grouped into regiments or battalions.
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Batteries must be allocated to a formation for that formation to be able to call on it's support.
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Timings should also be increased when cooperation is expected from units unfamiliar with each other. It is not only difficult, but virtually impossible for a unit to attack anything without having issued orders or had some form of briefing beforehand. For calculating smaller actions, or opportunity attacks, allow about 10 minutes per company or equivalent involved. Suppressed units cannot issue or receive orders.
TROOP QUALITY
The troop quality falls into three, easy to remember, categories: A. VETERAN TROOPS. Units with a high proportion of combat experienced officers, NCOs and men. Veteran troops were very wary of being killed, since they have seen too much of it, and had lived to be veterans by keeping their heads down at the right moment! In summary, veterans are hard to kill, good at killing, but easy to pin down. B. AVERAGE TROOPS. There is little to say about these. Average troops are therefore, by definition, those represented by the normal rules. Any troops you cannot be bother to classify remain average. C. GREEN TROOPS. Troops who have seen no previous action. Green troops are easier to hit, because they have yet to learn the essential differences between exercises and battle, and are less cunning in their use of ground etc. They are also less effective with their weapons ( a measure also of the quality of junior leadership in siting weapons). Green troops will, however, attack nearly anything - because all the gung-ho ones have not been killed off yet! You will see from the factors that it is the relative skill of the protagonists that counts; that is veterans can gain a greater advantage over green troops than they can over average, and green troops have difficulty getting at veterans.
MORALE
There is no turn by turn morale throw in the normal form, since the immediate reaction of troops to incoming fire is represented by the pinned/suppressed result. There is, however, a general morale test of the units will to fight on. The test (para 12) is to determine whether the unit is demoralised and takes no further actions. It is an arbitrary, all or nothing, cut-off point. Some definitions: Armoured units (including GF Infantry) which become demoralised are counted as permanently suppressed. Once they have withdrawn to safety, the umpire will decide how long it will take the unit to recover. In the absence of an umpire ruling the unit will take 1d6 x 2 hours to recover.
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Foot Infantry units demoralised will break and run (non-tactically) for secure cover to the rear. If the enemy are within 200 metres, or retreat is impossible, then they will surrender, or wait to be captured. Clearly, the test only need be taken by units that have already been badly battered rather than every game turn.
LEADERSHIP
There has already been some reference to the concept of leadership. It is clear the qualities of leadership often distinguish between success and failure in battle. Whilst the player himself is demonstrating, in a very limited way, a few of the qualities of leadership this is not the whole story. Within any unit there are many junior leaders upon whom the player is implicitly relying. Leadership score is used to modify a number of results, in particular morale and close assaults. If the scenario or umpire has not pre-allocated this score then use the following table for each company and for each battalion commander (and higher). Roll 1d6: +1 t the die roll for GF troops or Marines Score Leadership 1-2 0 3-4 +1 5 +2 6 +3 The factor is used in the rules in the following circumstances: i. In rallying from pinned or suppressed. ii. As an important factor in close assaults. iii. When testing for demoralisation. The battalion commander can personally intervene in the above processes, provided the player is prepared to take the risk. If the role is not played by a player, then roll the commander's leadership or less on 1d6 for him to intervene. The battalion commander is NOT the same thing as his HQ, which is a unit in its own right, and the Battalion commander should be separately represented, either with a suitable counter, or separately on a map. If he comes under fire then roll 1d6, score 1 to become a casualty. When a new commander is appointed, dice for his quality as above.
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The exact area and strength of a defensive position is not always easy to define, so when the attack is adjudicated, the umpire (or the players by agreement) should determine how many defenders are involved in a single attack. This could be a single militia company, or a whole battalion, as circumstances dictate - but normally it is based on single platoons plus their supporting weapons (if any).
EXAMPLE: A single Binnian Militia company (8 strength points) dug in on the edge of a wood, supported by an ATGW section (4 strength points). It has a leadership of +1. This is attacked by 2 Martian GF sections (8 s.p.) and a HoverTank troop (4 hovertanks), after a 30 minute bombardment from SP Artillery. They have a leadership of +2. The bombardment suppressed both the ATGW section and the infantry platoon. Total Binnian strength = 8 + 4 = 12 Total Martian strength = (2 x 8) + ( 4 x 4 ) = 32 Each side rolls 1d10: Binnian roll = 5 Factors: Binnian Dug in +3 Suppressed -3 Outnumbered 2-1 -1 Leadership +1 Die roll +5 -------------------------Total 5 Martian roll = 4 Martian Leadership +2 Die roll +4
-------------------------Total 6
Result: Attack minus defender: 6 - 5 = 1 Position Taken, the defender withdraws 200 metres into the wood, and loses 1 s.p. per unit, and is pinned at the end of the move. Of the attackers, each GF platoon takes 1 casualty, and the whole force is pinned on the objective. It will need to rally to continue the attack. Note: the tanks could just as easily have taken a casualty instead of the infantry, you can dice for where the casualties fall, or the umpire will make a judgement.
Some Definitions: Unsupported Tanks = Tanks close assaulting with no infantry with them.
Undeployed = APC mounted troops attempting to 'shoot their way in' to a position, or other troops caught in a non-tactical position. This might be applied to bunched troops. Specialist Close Assault Troops = Assault engineers, Starship Marines etc. Flank attack where it is possible to attack an enemy position from two clearly different directions simultaneously. It does not apply simply because you have more attacking units than the defender and 'lap round' their flank. The flanking force has to have approached from the flank or rear at the same time as a 'frontal' attack.
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STRENGTH POINTS
All units are composed of a number of strength points (SP). For vehicle and armoured vehicle units, 1 SP represents one vehicle. For infantry it is 1 SP per 10 militia, 4-5 trained soldiers or 2 GF HMA armoured troopers When an infantry unit loses all its strength points it has not, in fact, been wiped out to a man, but merely ceased to function as a unit. As a rough guide, one infantry strength point lost equates to one killed and two wounded or one armoured soldier down and one damaged. Examples of unit strengths:
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Unit GF Infantry Section GF Coy HQ Unit Heavy GF Infantry Section GF Support Section Starship Marine Group Trained Infantry platoons Infantry HQ Element Towed Artillery Batteries Militia Company ATGW sections Mortar Platoon HoverTank Platoon HoverRLS Platoon Hover Arty Platoon CSCV Platoon Standoff Missile Platoon Long Range Section GF Engineer Platoon Flyer Flight AIR Unit Medium Airtrans / Shuttle Light Airtrans / Suttle Pacifier Section
Represents 8 GF Armoured infantry. 5 GF Infantry and 1 GCV 8 GF Armoured infantry armed with SLA3 and grenade launchers 2 x manpack launchers of either ATGW or Support missile launchers. Carries 4 'shots' per section. 35 Starship Marines with energy weapons. Approx 35 infantry, includes infantry ATK weapons Approx 10 plus light vehicles 6 light guns and crews About 80-90 militia, including RPGs etc. 2 ATGW Launchers and crew 4 Mortar tubes 4 Hovertanks 4 RLS Hover Launchers 4 Hover artillery 4 Close Support Combat Vehicles 2 standoff missile launchers 1 ICBM plus support vehicles 12 specialist GF armoured engineers 4 armed flyers 4 combat aircraft 1 medium airtrans or shuttle 1 large airtrans or shuttle 2 Ground attack pacifiers
4 4 4 4 10 8 4 8 8 4 4 4 4 4 4 4 4 2 4 4 2 2 4
Obviously the SP need to be recorded on a separate sheet. If you wish, small counters can be used to mark SP losses, placed on the base. If using counters and maps for the game, if it easy to design counters with strength boxes that can be marked off as losses are taken.
ARTILLERY RANGES
Weapon Conventional artillery GF Hover Artillery Close Support Missiles (HE role) Artillery missiles RLS system Infantry Mortars Heavy Mortars Standoff Missile ICBM
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Orbital Lasers have a limited loiter time which must be pre-planned into the mission. They can fire for 30 minutes and then cannot engage again for a further 4 hours (while the orbital platform comes round the planet for another pass). Capital ships (Battleship / Heavy Cruiser) can discharge orbital bombardments and being powered can loiter for longer, though not indefinitely as hovering at the top of the gravity well uses up masses of reaction mass. Maximum loiter is usually around 3 hours, though it will depend on the situation. Space-launched Pacifiers can only make one ground attack pass every 3 hours because they need to be recovered, refuelled and rearmed after every attack.
29. ENGINEERS
An engineer platoon with special digging equipment can dig a company-sized 'dug-in' position in 20 minutes, or a 'deeply dug in' position in 2 hours. They are considered a non-tactical target when working. Engineers may demolish a bridge after 20 minutes preparation. Bridging troops may construct a prefabricated bridge in 10 minutes, or 20 minutes under fire (not including periods pinned or suppressed).
30. Prisoners
When units surrender, the surrender will be accepted by most troops. Exceptions must be specified in the scenario. If a unit takes more than 50% strength losses in taking a single enemy position, then there is a 1/6 chance that the surrender will not be accepted and the defenders killed ("Too late chum!"). Guards must be provided for POWs at a ratio of one strength point detached for every 8 strength points captured (or part thereof).
AIR
Air to air combat takes place well above the combat zone and is rare because one side or the other has already established AIR superiority long before any ground combat. AIR Strikes on ground targets are included in the artillery effects tables. There are two types Ground Attack Air (GA-AIR) and Other AIR. GA-AIR represents AIR equipped with munitions optimised for ground attack. 'Other AIR' includes multi-cannon strafing and dumb bombs or attacks by armed flyers.
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Manned AIR Units can also be equipped for an ECM mission but in this case it cannot carry munitions. One ECM Mission can provide effective cover for an area 10km x 10km (1m x 1m on the table). It takes 6 hours to convert a unit from ECM to GA and back. ECM-AIR can be engaged by vehicle-mounted or fixed SAM, but the unit engaging them cannot be used for defence of targets that turn. Roll for any anti-ECM Mission SAM attack before adjudicating strikes, Air attacks on a single beaten zone or target must be conducted in waves, of one AIR unit per wave. This means that all the Air defence units in range roll against all the incoming AIR units using the tables below. Ground to Air fire Ground fire against an incoming AIR attack can have one of the following outcomes. a. Deterrence - Deter the AIR strike altogether, forcing a mission abort before weapon release. b. Distraction - distract and AIR strike and make it less accurate c. Point Defence - damage AIR units after their weapon release Effect of Ground Fire If under AIR attack, roll 1d10 per unit firing. Pinned Units or units under CLOUD may not fire on AIR -1 if ECM mission accompanying the strike (not against point defences) +1 of shooting against a strike by flyers or incoming/outgoing shuttles/airtrans -1 if shooting against a pacifier strike.
Type Range to AIR attack point Score to force Abort Score to Distract Score to Damage Type
GF or Hovertank Ground Fire Infantry Ground Fire Multi-cannon in AAA role Infantry SAM Mobile SAM / CSCV Strategic SAM (fixed)
6+ 4+
7+ -
Damaged AIR units lose one SP, abort and cannot sortie again that day. Damaged Airtrans / Shuttles are grounded immediately; second damage causes a shoot down.
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Undamaged AIR units can sortie over the battlefield every 4 hours (or as determined by the scenario). Combat Helicopters/Flyers These come in units of 4 SP and are counted as the same as 'Other AIR'.
+3 -2 -3
The losing side will lose 1 SP per unit engaged and the counter is removed to base. The winning side remains in plan and the surviving units are paired up (unless one side breaks off) and the process continues. The side with units in the air at the end has air superiority for that day. If the winning side has more than 3 times the total size of opposing airforce in the air at the end of the air to air combat they have AIR SUPREMACY. Any attempt by the side without superiority to launch AIR attacks or AirTrans / Shuttle missions runs the risk of interception. Roll for each unit attempting mission. -2 if enemy have Air Supremacy -1 if enemy have active spy satellite cover 1d10 Outcome 0-2 3-6 7 8-9 Attacked and lose 1 SP. Mission abort Attacked and forced to abort mission Attacked and able to launch mission but lost 1 SP Evaded intercept and launched mission
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Firing on veterans Firer Pinned Speculative fire Per casualty over 2 SP Any direct fire target under CLOUD Robot tank firing Firing on Green troops
-1 -1 -3 -1 -2 -1 +1
Firing Unit
S
6 8 9+ 6 8 9+ 8-9 5-6 6-8 -
1P
7-8 5-6 9+ 5-6 9+ 10+ 7-8 9-10 -
1S
9+ 7-8 7-8 7-8 9 11+ -
2S
9-10 9-10 9-10 10 -
4S
-
ne
0-7 0-3 0-2 0-3 -
P
8-10 4-6 3-6 4-6 -
S
-
1P
11+ 7-9 7-8 7-9 -
1S
10+ 9-10 10+ -
2S
11+ -
3S
-
4S
-
Target Unit ne
Armour Inf DI DDI 0-3 0-3 0-4 0-3 0 0-2 0-1 0-3 0-4 0-5 0 0-2 0-1 0-3 0-4 0-7
S
8 8+ 9+ 6 8 9+ 7-8 7-9 9+ 8 6 6 7-8 -
1P
9+ 5-6 7-8 5-6 9+ 9+ 4-5 10+ 9+ 6-7 9+ 7-8 9+ -
1S
7-8 9+ 7-8 6-7 8-9 7-8 9+ -
2S
9+ 9-10 8-9 10+ 9-10 -
4S
12+ -
ne
0-3 0-3 0-3 0-4 0-3 0-2 -
P
4-6 4-7 0-4 4-7 5-8 4-6 3-6 -
S
8 8+ 9+ -
1P
7-9 9+ 5-6 7-9 7-8 -
1S
10+ 7-8 10+ 9-10 -
2S
9+ 11+ -
3S
-
4S
-
Conventional Artillery ER = 300 LR = 400 Beaten zone 5 x 5 Militia Company ER = 6 LR = 12 ATGW section ER = 30 LR = 50
Firing Unit RESULT Heavy Mortar Platoon Min range = 1 ER = 50 Beaten zone = 2.5 x 2.5 MBT Platoon ER = 10 LR = 30 HoverTank Platoon ER = 25 LR = 50 Smart Artillery & RLS ER = 400 (30 RLS) LR = 600 (40 RLS) Beaten zone 5 x 5 (10 x 10 RLS) Standoff Missile ER = 500 LR = n.a. Beaten Zone 5 x 5
Target Unit ne
Armour Inf DI DDI Armour Inf DI DDI Armour Inf DI DDI Armour Inf DI DDI 0-1 0-5 0-4 0-3 0 0 -2 0-1 0-1 0-3 0-4 0-5 0-3 0-4
S
7-8 8-9 6 4-5 2-3 7-9 9+ 5-7 2-3 7-8 8
1P
9+ 4-5 11+ 7-8 6-7 9+ 6-7 5 10+ 4-5 9 9+
1S
6-7 9 8-9 8 6-8 8-9 6-7 10+ -
2S
8-9 10+ 10+ 9 9+ 10+ 8-9 -
4S
12+ 12+ -
ne
0-3 0-3 0-4 0-4 0-3 0-1 0-2 0-6 0-3 0-4
P
4-7 0-4 4+ 5+ 5-6 4-5 2-3 3-4 7 0-2 4-6 5-7
S
8 6-7 4-5 5-7 6-8 3-4 7+ 8+
1P
9+ 5-6 7-8 8 6-7 8+ 5-6 -
1S
7-8 10+ 9+ 8-9 9+ 7-8 -
2S
9+ 10 9+ -
3S
11+ -
4S
-
9+ 8-9 -
10+ -
12+ -
Firing Unit
Target Unit ne
0-1 0-3 0-4 0-5 0-3 0-4 0-5 0-3 0-4 0-5 0-3 0-4 0-5 0-3 0-4 0-4 0-1 0-1 0-3
S
7-8 7-9 9+ 5-7 2-3 7-8 8 5-7 0-3 4-7 5-8 5-6 0-2 4-6 5-7 5-7 2-3 7-8 8 8 6-7 5-6 7-8
1P
9+ 4-5 10+ 4-5 9 9+ 4-5 9 9+ 9+ 8 7-8 9+
1S
6-7 8-9 6-7 10+ 7-8 4-7 8-9 9+ 7 3-7 7-9 8+ 8-9 6-7 10+ 9 9+ -
2S
8-9 10+ 8-9 9+ 8-9 10+ 8 8-9 10+ 10+ 8-9 10+ -
4S
12+ 12+ 12+ 12+ 12+ -
ne
0-7 0-1 0-5 0-8
P
8 2-3 6-8 9+
S
9+ 4-5 9+ -
1P
6-7 -
1S
8+ -
2S
-
3S
-
4S
-
Armour Inf DI DDI Armour Inf DI DDI Armour Inf DI DDI Armour Inf DI DDI Armour Inf DI DDI
Battleship Bombardment
HoverBus weapons ER = 10 LR = 20
Target Unit ne
Armour Inf DI DDI Armour Inf DI DDI Armour Inf DI DDI 0-6 0-1 0-1 0-3
S
9+ 6-7 7-8 9+
1P
8 9+ -
1S
9 -
2S
10+ -
4S
-
ne
0-8 0-3 0-8 -
P
9+ 4-5 9+ -
S
6-7 -
1P
8 -
1S
9+ -
2S
-
3S
-
4S
-
ER = LR =
ER = LR =