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4

PRE-GAME RECONNAISSANCE

 
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4.1 Radio Interception
4.2 Ground reconnaissance missions
4.3 Air reconnaissance
4.4 Jamming

 
4.1 Radio Interception  
4.1.1
Both players may use radio interception in both encounter and attack/defence battles. This must be an office-bodied vehicle attached to BGHQ, or with an artillery HQ if it is to be used for counter-battery purposes only.
4.1.2
After orders have been written, a player with a radio intercept unit rolls a D10 for each company or higher level HQ of the opposing side and on a roll of 9 or 10 may read its orders. This becomes 8, 9 or 10 if the message is to or from a unit off table. His own written orders for any one unit per enemy unit detected may then have its orders changed. This includes artillery fire orders, which may now be planned in the light of the orders read.
Radio interception
4.1.3
During the game, messages (such as re-issued orders) that are transmitted by radio may be intercepted on a roll of 9 or 10 for units not previously intercepted, 8 or more for those whose messages have previously been picked up. The modifier of –1 also applies for messages to or from off-table units.
   
4.2

Ground reconnaissance missions
Designated reconnaissance units may make an agreed number of periods on table either to occupy positions or identify the locations of opposing forces. The use of recce units, especially Long Range (LRR), can affect the seizing of the initiative and a player's choice of terrain and ability to make flanking moves. See Section 5.4

     
4.3
Air reconnaissance
 
4.3.1
Aerial recceAll reconnaissance flights must be pre-planned at either medium or low level. They are limited to one pass across the battlefield. They may only be used in attack/defence games, as it would take too long for information to become available to a battlegroup HQ once battle has started.
4.3.2
A reconnaissance aircraft must have its flight path plotted on a map. This is compared with the defender’s map by an umpire and units are tested for with a D10 as follows.
 
Flight height
Distance from path
Company or bigger
Separate Plt/Section
Low
500m
8, 9, 10
9, 10
Medium
750m
9, 10
10
+1 to die roll for units dug in
4.3.1 AA fire may be carried out by any of the units within these distances, plus any other eligible specialist AA, and if the aircraft is shot down there is no reconnaissance report.
     
4.4 Jamming  
4.4.1
Radio jamming affects the transfer of orders, fire requests and command control. A specific jamming unit must be fielded. Levels of jamming capability are paid for up to level 5 and this number is tested against using a D10 every time a communication attempt by radio is made. A roll of the jamming level or less means the attempt has failed and the signal does not get through.
4.4.2
The jamming level drops by one for each period after the third in use, to a minimum of half the start level, as units find means of avoiding the jamming.
4.4.3
The side using jamming is affected by half the jamming level, rounded down, also reduced one level per period after the third, but to a minimum of one. Add this to the enemy’s jamming level if both sides are using jamming.
4.4.4
A unit required to make a morale check and without other means of communicating with its command element may be affected by jamming and must make a communication test. Similarly, a unit successfully jammed must test morale for being out of command control unless in LOS or able to communicate by other means.
4.4.5
Any reconnaissance units that are jammed will not contribute to the initiative calculation in Section 5.4.
     
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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