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3

GAME REQUIREMENTS

 
   
3.1
Dice
For acquisition of targets, the direct fire table and the area fire table a twenty-sided die (D20) is required. For most other die rolls a D10 is required. Except for penetration and escaping tables, the higher the number rolled the more favourable the result.
Some other actions require average dice (DA), while any random rolls or other calculated chances can be resolved with any appropriately sized dice.
     
3.2 Markers
A set of markers are used to indicate the following condition of elements
 
Dispersed Temporarily dispersed by enemy action Russian assault
Voluntarily dispersed Voluntarily dispersed
Permanently Dispersed Permanently dispersed
Suppressed Suppressed by enemy action
  Voluntarily SuppressedVoluntarily suppressed
  Neutralised Neutralised
 
Other markers of a more graphic nature can be used to delineate artillery fire zones, smoke screens and knocked out vehicles. These include shell explosions, craters, and plumes of flame, smoke and dust.
   
3.3

Playing area
The game table should be at least 6' x 4' (or 2m x 1.5m) for 1/300th scale models, or at least 8' x 6' (2.5m x 2m) for 1/200th scale. Smaller areas are only possible if a small game is to be played and ranges are restricted by the terrain.

   
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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