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12

DIRECT AREA FIRE

  On this page
12.1 General
12.2 Infantry fire
12.3 Infantry Fire Number Table
12.4 Resolving infantry fire
12.4.5 Infantry fire at armoured vehicles
12.5 Results of a hit on an infantry section
12.6 Results of a hit on Heavy Weapons and soft-skinned vehicles
12.7 Guns, Howitzers and Cannons Direct Area Fire
12.8 Suppressive fire
12.9 FIBUA
12.10 Unit combat system
12.1
General
12.1.1
Direct area fireDirect area fire is used by infantry, vehicles, guns and howitzers firing over open sights, shooting at infantry, soft-skinned vehicles, heavy weapons, constructions and field defences. Direct area fire using HE may also be used against armoured targets if the weapon has no ATK round, or even if the firer has AP rounds and if the range and circumstances are such that area fire is more effective or desirable.
   
12.2
Infantry fire
12.2.1
Infantry are depicted as sections of 7-12 men, or as half sections when their organisation dictates. All fire is carried out by sections, including their integral support weapons, though sections can be grouped together for calculating suppressive fire.
12.2.2
A section’s firepower is calculated from the infantry fire number table, 12.4, starting with the small arms of the
section and adding any additional weapons carried, to give a total fire number at each range.
12.2.3
To save time, a roster of the different section types should be made before the game and entered on the game sheet. The national sheets available from this site have all relevant sections detailed.
12.2.4
A half section divides the basic fire number by two (rounding any fractions up) before adding any additional weapons.
12.2.5
Section fireInfantry fire may be carried out in any direct fire phase providing the firing section has not moved more than half a move (including fast movement) in its preceding movement phase, unless that movement brings them into contact with an enemy element when they may also fire, representing close assault with short-range fire and grenades.
12.2.6
The half move includes any movement by transporting vehicles and the time taken to dismount. Cyclists must dismount to fire, taking a quarter of a move.
12.2.7
E.g. a vehicle may make a quarter move, the infantry inside dismount taking a further quarter move and then fire in the next fire phase from adjacent to the vehicle.
12.2.8
An infantry section may fire from a vehicle providing the vehicle does not move more than half speed. Any pivot-mounted weapons on the transporting vehicle are then counted as extra weapons for the infantry section.
12.2.9
Note that MMGs and HMGs take half a period to set up and so may not fire in any phase following a move phase in which they moved at all.
12.2.10
Crowded targets
Automatic weapons may be fired with equal effect at two targets that are in line along the gun's line of fire and within 50m of each other. Note that this effect is per weapon, so a section of 3 MMGs could cover 6 in-line targets at once. The weapon's FN -4 is used against each target, regardless of the number of guns and targets..
12.2.11
Separate targets
A MMG or HMG section may split its fire at a number of separated targets, with the FN is divided by the number of targets, subject to the following.
(a) The targets are not more than 500m away
(b) No more than one target per machine gun in the section may be fired at
(c) The targets all have the same acquisition requirement and are rolled for as one target
(d) All targets are within 100m of each other
   
12.3
Infantry Fire Number Table
 
Section
Range in metres up to
50
100
200
300
600
800
1000
1200
1800
SMG
12
9
4
2
-
-
-
-
-
Rifle
10
6
5
4
3
2
1
-
-
R/SMG
11
8
5
3
2
1
-
-
-
SLR
11
7
5
4
3
2
-
-
-
SLR/SMG
12
8
5
3
2
1
-
-
-
AR
12
8
6
3
2
1
-
-
-
AR/SMG
12
9
5
3
1
-
-
-
-
Additions
BAR or poor LMG
+1
+3
+3
+3
+2
+2
+1
-
-
Standard LMG
+3
+4
+4
+3
+3
+2
+1
+1
-
Good LMG
+3
+5
+5
+4
+4
+3
+2
+2
-
MMG
+4
+6
+5
+5
+5
+4
+3
+3
+2
Per good MMG
+4
+7
+6
+6
+6
+5
+4
+4
+3

12.7/13.9mm HMG

+4
+8
+7
+7
+7
+6
+5
+5
+4
Flamethrower*
+6
-
-
-
-
-
-
-
-
Combat engineers
+6
-
-
-
-
-
-
-
-
Sniper
-
+1
+1
+1
+2
+2
+1
-
-
Light mortar
-
+3
+3
+3
+2
+2
-
-
-
Rifle grenades
+2
+2
-
-
-
-
-
-
-
 
* See below for detailed ranges and effects
12.3.1
FN by section size (optional)
The standard FN for a section is for 8 men using the indicated weapon type. Sections deduct LMG, ATK or other weapon crews from their total strength to give the number of riflemen. Snipers are not deducted and still gain their modifiers. For each man greater than 8 add 12.5% of the FN for their weapon type at each range. For each man less than 8 deduct 12.5%. Weapon crews may use their small arms if not firing their main weapon in the current phase, contributing to the FN. Ignore the "Half section" line and calculate the small arms FN according to the number of crew or section members. FNs for all section sizes are given in a supplement to these rules.
Support weapon crews may fire their personal weapons in preference to that which they are manning, but not both. Automatic weapons may fire along with half of their crew for one fire phase only in any period.
12.3.2
Multi-barrelled weapons and multi-weapon sections.
These support weapons have a cumulative but diminishing additional effect for each barrel after the first. Multiply the FN by 1.75 if two barrels, by 2.25 for three, by 2.58 if there is a fourth. The results of these calculations are tabulated with the section FNs. This calculation also applies to dual co-axial, bow and other machine guns on vehicles.
12.3.3

Flamethrower in actionThe ranges of flamethrowers are:

Light 25m i.e. close assault only
Medium 33m FN = 4 if not in close assault
Heavy 120m FN = 5 if not in close assault, 4 at more than 75m

 

 

Light flamethrowers can only be used in one assault, lasting up to 3 periods.
Medium models, such as the larger manpacks and some vehicles, such as the Flammpanzer II and Sdkfz 251/16, can be used in two assaults lasting up to 5 periods in total.
Heavy models are vehicle or ground mounted and are effectively unlimited in use for the duration of the game. This is the weapon of tanks like the Churchill Crocodile.

12.3.4
Canister. The FN for a canister round is found by multiplying the gun calibre in mm by the following percent:
 
Range to
50
100
175
250
350
500
750
1000
%
14
13
12
10
8
6
4
2
 
E.g. 84mm at 250m
=> 84 x 10%
=> 8.4
=> 8
76mm at 320m
=> 76 x 8%
=> 6.08
=> 6
12.3.5
Hand held HE and HEAT ATK weapons such as Bazooka, Panzerfaust, etc. may be used against infantry or soft targets in the same way as guns. The FN is found by using the weapon calibre as for artillery, amended for HEAT and other warhead types.
12.3.6
Machine gun quality
Poor types of LMG, such as the Japanese model, count as BAR for fire and points costs. Particularly good LMGs are restricted to the German MG34 and derivatives. The SF version of these, along with the British Vickers MMG are counted as the good type in this category.
   
12.4
Resolving infantry fire

12.4.1

To carry out infantry fire, take the total fire number for the section at the appropriate range from the Infantry Fire Number Table 12.3, above. Next, find this number on the top row of the Area Fire Table 13.21 and make the column modifiers applicable for infantry. Positive modifiers move the column to the right, negative ones move the column to the left.
12.4.2
ATK weapons affecting infantry fire are Bazooka, PIAT, Panzerschreck, Panzerfaust and ATK rifles, because those firing them are not using their small arms to contribute to the infantry direct area fire. If a HMG is used in the anti-tank role then its own FN is deducted from the total section FN instead of the –2 modifier.
12.4.3
Infantry fire examples
12.4.31
A panzer grenadier rifle section fires along with its 2 LMGs, while stationary, at a G.I. section advancing through a light wood at a range of 100m. It has already fired a Panzerschreck at an approaching Sherman. The FN is 5 for rifles, +8 for the LMGs = 13. Modifiers are +1 for stationary, +1 infantry target moving, -2 target in light cover, -2 ATK weapon fired this phase, so the final FN is 11.
12.4.32
A Russian SMG section with one LMG, mounted on a T-Tank riders34 that moved up to half speed, fires at a German rifle section occupying a slit trench at 100m, having been suppressed by defensive fire in the previous fire phase. The FN is 8, +5 for the LMG = 13, -4 target in medium cover, -2 firer suppressed, -1 firing mounted, giving a final FN of 6. HE and MG fire from the tanks is likely to have more effect and perhaps the infantry should have dismounted to assault on foot next turn.
12.4.33
A stationary British half rifle MMG section, with one MMG, fires at a German ATK gun in light cover at a range of 300m. The FN is 7 for the MMG, -2 for light cover, +1 firer stationary, for a final FN of 6.
12.4.4
Infantry close assault
An assault can only take place when troops are in physical contact with the target element, which may be an enemy section, soft-skinned vehicle, armoured vehicle or heavy weapons. Assaulting elements may fire even if it has moved more than half speed.
12.4.5
Infantry fire at armoured vehicles
If from over 50m, this has no effect other than if any result is obtained the vehicle is suppressed.
If a ‘DS’ result is obtained at under 50m, the AFV’s side armour is deducted from 8 if the infantry are equipped with ATK grenades or from 5 if they are not, then this number or less must be rolled on a D10 to disable the vehicle. If the AFV is not disabled it is neutralised by infantry with ATK grenades, suppressed if without ATK grenades.
If ATK rifle grenades are used, armour can be KO at 50-100m in the same manner as at 50m but with side armour deducted from 5. E.g. a British section gets a ‘DS’ result on a JgPz IV/70A within 50m; the vehicle ’s side armour is 4, so 5-4 =1 must be rolled to disable it, neutralising on a 2 or more.
12.4.6
Snipers
If a section with a sniper attached fires at a command section or unsuppressed command vehicle and scores a ‘D’ or higher result, the commander has been hit and the elements under his command are out of command control for that period, to the same phase in the next period.
   
12.5
Results of a hit on an infantry section
12.5.1
An infantry section or half-section that receives an ‘S’ result is suppressed for the rest of the period.
12.5.2
An infantry section or half-section that receives a ‘D’ result is dispersed for the rest of the period.
12.5.3
An infantry section that receives a ‘PD’ result is permanently dispersed for the rest of the game.
12.5.4
An infantry half-section that receives a ‘PD’ result is disabled and removed from the game.
12.5.5
An infantry section that receives a ‘DS’ result is disabled and removed from the game.
   
12.6
Results of a hit on Heavy Weapons and soft-skinned vehicles
12.6.1
A heavy weapon (ATK gun, AA gun, artillery, etc.) is treated the same as for an infantry section. This can include weapons on top of armoured vehicles in unprotected mounts. This means that if HE or MG fire is more effective against a soft target than AP is at penetration at the current range, a firer may opt to treat such vehicles as soft targets affecting only the exposed weapon and crew.
12.6.2
Unless disabled by infantry within 50m, only the crew have been disabled and the weapon may be recovered for campaign purposes.
12.6.3
A soft-skinned vehicle that receives an ‘S’ result is suppressed. Any other result disables the vehicle. However, see 17.5 for the effects on any passengers. Tows are treated as a separate target for infantry fire, though as ammunition and crews are most likely to be in the towing vehicle this will usually be a moot point.
   
12.7
Guns, Howitzers and Cannons Direct Area Fire
12.7.1
Guns, howitzers and cannons use direct area fire against acquired targets as for direct fire.
12.7.2
Artillery over open sightsTo resolve the fire, take the Direct Fire Number (DFN) from the artillery data chart. Apply any Direct HE Fire Modifiers and use the modified column on the Area Fire Table 13.21. Note: the additional barrel modifier applies to multiple-mounted cannon.
12.7.3
Any coaxial machine gun may be fired as well, adding the FN for a MMG at the given range.
12.7.4
Other vehicle-mounted MGs under 12mm must be fired separately, counting as a LMG if ball, cupola or fixed, as a MMG if turret or coaxially mounted, with –1 from the main gun’s FN.
12.7.5
Example 1: a Sherman IB, moving half, fires at an observed ATK gun deployed behind a wall at a range of 450m and fires the main gun, coaxial MG and roof HMG. The DFN for a 105mmL22 is 12, +3 for cxMG, -2 light cover, -2 firing on the move, -1 for the commander busy using the pivot HMG, for a final FN of 10.
Roll 1D20 and apply the result in column 10 of the Area Fire Table 13.21. The HMG rolls separately with a FN of 6 with the same modifiers = 4.
12.7.6
Example 2: a stationary M15 fires at an observed, dispersed infantry section in slit trenches at 750m. The DFN is 8, +5 for cxHMG, +3 for second cxHMG, -1 for range, -4 medium cover, giving a final FN of 11.
   
12.8
Suppressive fire
12.8.1
This is a form of Direct Area Fire used either to make a suspected enemy keep their heads down, draw their fire or for the support of an assault into a position.
12.8.2
It may be fired at the edges of a road, along a linear obstacle, the edge of a built-up area, individual buildings, woods or identified enemy positions.
12.8.3
It may only be fired in the following circumstances:
(a) If fire has been received from the area to be suppressed.
(b) The area to be suppressed is to be close-assaulted at the end of the movement phase even if the firers are not themselves in close assault (however, see the unit combat system, below, for use against known targets).
(c) Fire designated before the game to be carried out by units with reconnaissance orders, or a vanguard or head of a column, to draw fire from suspected enemy positions.
12.8.4
Suppressive fire is carried out during the movement phase by any eligible element that does not move more than half speed. An element using suppressive fire may not fire in the next fire phase unless it is a close-assaulting infantry element.
12.8.5
Resolving Suppressive Fire
The FN and ranges for weapons using suppressive fire are in the table below. For speed and simplicity, the SF factors for each platoon or company can be used even if not all elements are able to fire effectively. Similarly, if approximately half a company is firing, use half the company SF factor, and so on.
 
Weapon
FN
Range in metres
Rifle section
10
200
AR section
15
150
if the above mixed with SMGs
+5
100
SMG section
20
100
LMG
15
400
MMG
20
500
Good LMG/MMG
+5
.
Poor LMG/MMG
-5
.
HMG
25
750
HE up to 75mm
20
400
Light mortar
25
100-500
Cannon 20mm+, larger HE
30
1000
Flame, assault pioneers, etc.
+15
25
 
Note: a vehicle may fire a HE weapon or coaxial MG, not both, but may also use pivot or cupola MGs with –10 to the overall FN. Cannon may fire with coaxial MGs.
12.8.6
The width covered is 50m (2.5cm) per element firing. On this frontage, the average FN for all elements is used. If the feature is shorter than this, divide the nominal frontage by the actual frontage and multiply the average factor by the result.
E.g. 6 rifle sections and 4 LMGs (10 elements, nominally 500m frontage, total FN 120, average FN 12) fire at a wall 200m long.
Nominal frontage ÷ actual frontage = 500 ÷ 200 = 2.5
2.5 x 12 gives a FN of 30.
Fire factors and widths covered by each platoon or similar sub-unit are included on the army lists.
12.8.7
Cover
Divide the suppressive factor by 2 for elements in medium cover, by 3 for any in heavy cover. Continuing the above example, an element in a slit trench would suffer a FN of 30 ÷ 2 = 15
12.8.8
Test each element in the suppressive fire zone and consult the following table
 
FN
Effect on target element
No effect
Suppressed
Temp disp.
Up to 15
1-6
7-9
10
Up to 29
1-4
5-8
9-10
30 or more
-
1-6
7-10
12.8.9
Suppressive fire must be aimed at the middle or corner of a feature, or at the point from which fire has been received. It penetrates 50m into terrain except built up areas, where only elements along the edge are affected.
12.8.10
Recce by suppressive fire. If an element which has not fired before in a game is covered by suppressive fire, it must take a morale check immediately, whether or not it is affected by the fire, and if it fails on a score of 5 or more it must return fire in its next fire phase.
   
12.9
FIBUA
12.9.1
British infantry house-clearingIf assaulting infantry in built up areas maintain a close assault for two or more periods, their targets do not benefit from more than light cover as the attackers will be close enough to use grenades inside buildings where their effect is enhanced. This effect is reciprocal.
   
12.10
Unit combat system
12.10.1
The quickest and easiest way to resolve unit combat using this system is to take the bare unit factors, estimate the effect of the presiding circumstances and roll the dice. The objective is to find the effective ratio between the two sides, with 3:1 being the minimum required for success. By avoiding acquisition, fire and effect dice rolls and referrals to the rules a game involving a lot of infantry can be run much more easily and perhaps more effectively.
For speed of calculation, a whole platoon or company, or any ad hoc formation, can be grouped together as one firing or assaulting formation against a similar grouping of the enemy. All the elements to be included should be in similar circumstances, though in a close assault this can include both those assaulting/being assaulted and those giving supporting fire.
12.10.2
No individual acquisition is necessary, further cutting down on time and dice rolling, but the locations of the bulk of the target formation must be demonstrably known to all the firers through their at least being in line of sight or passed on previously by friends. In close assaults this will be self-evident.
12.10.3
Each section of infantry, automatic weapon or other support weapon is included with a FN the same as for suppressive fire Combined arms formation assault(12.8.5) provided they can see the bulk of the target. For ease of reference each company, platoon and support section can have its FN calculated beforehand, to be modified only by significant losses as they occur. These factors are included on the army lists available from me.
As with Suppressive Fire, use the platoon or company factor if approximately a whole unit is involved, or if a missing element is replaced by supporting fire from another element. Provided both sides are treated the same, the result will still be balanced.
12.10.4
Fire can take place even if no troops are in close assault, using the "Firefight" column of table 12.10.12. HE may not be fired into a close assault and automatic weapons only from a flank, but both may freely engage those giving similar support fire. Otherwise no elements may be excluded if the remainder of their platoon or company is engaged in this type of combat.
12.10.5
Elements to be included in formation combat may not fire in other fire phases of the same turn, nor may they have moved more than half (except close assaulters).
12.10.6
The total FN on each side is counted and the following modifiers are then applied. If a factor only applies to part of the formation, such as assaulting in the open when supporters are in cover, the modifier is applied proportionately by the umpire or as agreed by the players.
 
Per morale/training level better than opponent*
+5%
Target is crawling infantry
-5%
Target in light cover
-10%
Target in medium cover
-15%
Target in heavy cover
-20%
Target in smoke or fog*; target moving among cover (not if assaulting); firers moving
-10%
Target in the open; cavalry charging infantry in the open* (cumulative)
+10%
Firer voluntarily suppressed
-5%
Self suppressed; target dispersed; firing mounted
-10%
Self dispersed
-20%
Lack of appropriate weapons
**
 

* Close assault only
** Includes non-AP against armour or hard cover, non-HE against soft targets, dedicated ATK weapons infantry. Each case should be -20%, modified up or down according to the degree of unsuitability.

12.10.7
Combat engineers, flamethrowers and other specialist assault equipment in a close assault, or longer-range specialist weapons get +20%.
12.10.8
E.g. a platoon of three rifle sections, each with a LMG, supported by a light mortar and a section of 2 MMGs is
close-assaulting a rifle section with a HMG in its support. This gives FNs of 140 against 35.
12.10.9
If the defenders are well trained, in light cover and the attackers in the open, and about half of the defenders are already suppressed, this modifies the figures as follows:
Attackers = 140 -10% (target in light cover) = 126
Defenders = 35 +5% (well trained) +10% (target in the open) -5% (half suppressed) = 39
12.10.10
The ratio is then reduced to odds to 1, rounding 0.5 or less down, any higher fractions rounded up. Thus the basic example above is reduced from 140:35 to 4:1; the modified example goes from 126:39 to 3:1.
12.10.11
Next, each side rolls a DA and the higher adds +1 (only, regardless of die score) to their side of the ratio.
12.10.12
The resulting ratio is used to find the results of the combat, for close assault or fire fight, on the following table.
 
Odds
Firefight
Close assault
Higher ratio
Lower ratio
Attacker
Defender
<1:1
*
*
D
-
1:1
S
S
D
S
2:1
S
D
S
S
3:1
-
D
S
D
4:1
-
D
-
D
5:1
-
PD
-
PD
6:1+
-
PD
-
DS
 
*The <1:1 line is for close assaults at low odds only
12.10.13
The resulting effect is applied to half the elements involved, the remainder suffer the next less severe result, including those giving supporting fire if the enemy has weapons that will reach them. The elements most affected will be those most exposed, nearest the enemy, with least cover, etc.
In exception or addition to this:
Those already with a marker for S/D/PD/N and receiving the same or less effect receive instead a result one worse than that they already have.
Those already with a marker for S/D/PD/N and receiving a worse effect receive instead a result one worse than that they would otherwise get.
E.g. A 'D' infantry element involved in a fire fight in which the formation gets a 'S' result changes to 'PD'. If this formation had received a 'PD' result the already 'D' element would get a ‘DS’ and be eliminated.
12.10.14
A complete example. A supported company is about the largest formation practicable.
 

A company of German Panzer Grenadiers makes a mounted assault in Sdkfz251s with one platoon, a dismounted assault with the two other platoons, with the support platoon giving covering fire from 200m away. A platoon of four PzIVG is also shooting them in by engaging the defenders’ support weapons. A section of assault pioneers and a PzII Flamm accompany the assault.
FN is 50 per infantry section (rifles and 2 good LMG), making 160 per platoon (with Plt HQ) and 10 for CHQ, which makes 490 for the infantry
+25 for the pioneers
+40 for the flame tank
+100 for 4 good MMGs
+60 for 2 mortars in the support platoon
+120 for the tanks' main guns
This gives a total of 835.

The defenders are two platoons of Russians dug in with a 76mm light gun:
6 sections each with rifles and LMG or ATR = 150
+30 for the gun
This is a total of 180 .

The German total is affected by defenders dug in (-40%), some firing mounted (-10%) and are better morale (+10%) = 501; the Russians have some targets in the open (+10%) = 198.
The odds of 501:198 are reduced to 2.53:1, or 3:1.
The random die rolls are equal, so the “3:1” line is used, making all the close assaulters suppressed with their supporters unaffected; half the defenders temporarily dispersed and the remainder suppressed. The German support platoon and tanks use the ‘Firefight’ column and are not affected.
Had the random dice been in the Russians' favour, the "2:1" line would have been used making both attackers and defenders suppressed causing a stand-off with the assaulting infantry still fighting on the objective.

12.10.15
In this example the defenders have suffered a defeat and this will affect the morale test they must now take.
Formation combats are calculated every period until a definite result is achieved. In the case of large assault actions, of a company or more, reaching a decision with one calculation, the umpire should decide how long it will take for the position to be secured. This will depend on the distance the assaulters are required to cover in order to fight through the position.
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Index
Introduction
Scales
Game Requirements
Pre-Game Reconnaissance
Sequence of Play
Orders
Command Control
Movement
Visibility and Hearing
Acquisition
Direct Fire
Direct Area Fire
Indirect Area Fire
Smoke
Night Fighting
Morale
Suppressed, Neutralised...
Aircraft Operations
Airborne Operations
Engineering & Mines
1:200th Scale
Points Values
Ammunition
Army lists & playing aids