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This blog drags together, into one swirling maelstrom of crackling energy, my various wargames interests. There are links on the top right to my other blogs, each more calmly dedicated to one particular gaming universe.

I post on Fridays. The idea is that when I post a painted figure, it stays up for two weeks; a battle report, a terrain project, or a few lines on whatever happens to be the whim of the moment, is up for a week.

The pages at the top of the blog contain historical information on the periods that interest me. They are primarily an aid to my poor memory, and not meant to be in any way exhaustive, nor necessarily correct.

I hope this blog offers you much enjoyment and some inspiration !

dimanche 18 juin 2023

Battlegroup Northag

Distances

All distances are measured in cm.  1cm = approximately 50m, meaning that a 1m20 square table represents 6 sq.km


LOS for mortars, artillery and airstrikes

The 70cm maximum range for these does not apply, be they timed strikes or off-table strikes.

 

Suppressive fire : AFVs vs infantry

If an AFV wishes to use  its main gun for suppressive fire against infantry (exception : MGs and autocannons), it must first acquire them.  For the purposes of acquisition, infantry are always considered obscured.

 

Aimed Fire : target numbers > 6

Target numbers may be >6, and a 6 is no longer an automatic hit.

If the hit roll required is >6, the firer must obtain a '4', and then rolls a second dice, adding their values together to reach the target number.  Hence a '7' to hit has a 1 in 9 chance, an '8' a 1 in 12 chance, and a '9' a 1 in 18 chance

 

Solo play : Timed Air and Artillery Strikes

The battlefield is divided up into 30 x 30 squares (16 of them in this case), and each timed strike is assigned to one of them.  At the start of their turn, a side calls in all of the timed strikes it wishes, and then rolls for availability.  On a roll of 4+, the timed strike arrives.  In case of failure, the timed strike must be rolled for on the following turn, with a +1 cumulative bonus to the die roll.

Should a timed strike arrive, it may be cancelled, but in that case the mission is lost and the points spent are wasted.

The strike must be directed onto its designated target square.  It is automatically accurate if an Officer has LOS to the impact point, or if a Scout unit has LOS to the impact point and uses an Order.  For this, the usual 70" maximum range for LOS is ignored. 

Otherwise roll for deviation as per p.35, and then Fire for Effect with no cancellation possible.


Terrain

The rules for difficult and dangerous ground and obstacles are p.18.

 

-  Rolling Hills

Rolling Hills are open ground.  A unit on the hill crest is Obscured (since hull-down).  All hills on the table are considered to be the same height, except SSR.  The LOS from a hill over any wooded area or building creates 20cm of dead ground.

-  Steep Hills

Steep Hills are difficult ground .  A unit on the hill crest is Obscured (since hull-down).  All hills are considered to be the same height.  The LOS from a hill over any wooded area or building creates 20cm of dead ground.

 -  Woods

Woods are difficult ground.  Line of sight is blocked after 5cm of woods.  LOS traced through a wood, including from a hill, causes the target to be Obscured, and ATGMs can fire out of them, but not through them.  Woods offer Soft cover.

-  Orchards

Orchards are open ground.  Line of sight is blocked after 10cm of orchards.  LOS traced through an orchard, including from a hill, causes the target to be Obscured, and ATGMs can fire out of them, but not through them.  Orchards offer Soft cover.

-  Rocky ground

Rocky ground is difficult ground.  LOS is not blocked, but any LOS traced through rocky ground causes the target to be Obscured, unless the target is a vehicle and LOS is traced from a hill.  Rocky ground offers Hard cover.

 -  Fields

Fields, ploughed or planted, are open ground.  They do not block line of sight, but any LOS traced into (not through) the Field causes the target to be Obscured.  Fields offer Soft cover.

-  Marshlands

Marshes are dangerous ground.  They do not block line of sight, nor cause a target to be Obscured.  Marshes offer Soft cover to infantry (only).

-  Lakes and Rivers

A Lake or a River is an impassable water feature, except at a ford or a bridge.  Vehicules with the Amphibious special rule can traverse it (p.19). They do not otherwise affect the battle.

-  Roads

Apart from conferring a special movement bonus (p.18), a Road transforms any terrain into clear terrain, for purposes of movement, line of sight and obscuring.

-  Walls and Hedges

A wall or hedge is a linear obstacle.  By default they are Low.  A Wall or Hedge can be High, in which case it blocks LOS unless firer or target is in base contact with it; such a target is Obscured, including from a hill.  If not it is Low, in which case it does not block line of sight, but any LOS traced through it causes the target to be Obscured, including from a hill.  Hedges offer Soft cover and Walls offer Hard cover.

-  Streams, Ditches

A Stream or a Ditch is a linear obstacle except at a Ford or Bridge.  They do not otherwise affect the battle.

-  Buildings

Moving into and out of Buildings is covered on p.19.  Buildings block LOS, unless the firer or target is positioned at the corner of a Building, which causes the target to be Obscured.  Buildings offer Hard cover, but may be modified to offer Reinforced cover.

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