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8 |
MOVEMENT |
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| On this page 8.1 Transport 8.2 Built-up areas and visibility conditions 8.3 Towing and recovery 8.4 Mounting and dismounting 8.5 Vehicle capacities 8.6 Weapon set-up times 8.7 Amphibious vehicles 8.8 Infantry and cavalry movement 8.9 Ramming and overrunning |
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| 8.1 | Transport | |||||||||||||||||||||||||||||||||||||||||||||
| 8.1.1 | The basic movement speeds for armoured vehicles
and prime movers are given in the vehicle data charts, while those for
soft-skinned, other vehicles, men and animals are given below. |
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| 8.1.2 | All speeds are quoted in centimetres. Where two
cross-country speeds are given, the first refers to two-wheel-drive (2wd)
vehicles, the second to 4wd. For infantry, cyclists and cavalry the second
figure is for fast movement and cannot be used for horse-towed vehicles or equipment. See also 8.3 Towing,
and 8.8 Infantry movement, below. Tracked vehicles can only get up to half speed for the terrain they are in when going from a standing start. Wheeled vehicles and cavalry may move up to ¾ speed from stationary. Others are not affected and may increase speed freely. |
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| 8.1.3 | Movement deductions for vehicles. The basic
movement rates may be modified by the terrain as shown below. Obstacle
deductions are cumulative. |
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*Includes 2wd motorcycle combinations
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| 8.1.4 | Movement definitions |
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* See 8.2.6 for ski troops and
wide-tracked vehicles.
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| 8.1.5 | Poor visibility includes heavy rain, snow, mist, and fire zones. Severe visibility includes tropical rain, blizzard, sandstorms and dense fog. Hard linear obstacles include walls, streams, low embankments and deep ditches. Soft linear obstacles include hedges, barbed wire and roadside ditches. Night includes moonlit night or normal driving with headlights. Otherwise use dark night. Impassable linear obstacles include: dense wire for all but vehicles (soft obstacles to AFVs, hard to others), ATK ditches or concrete obstructions to all but infantry and animals. These obstacles have to be breached before such elements may cross. |
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| 8.1.6 | A suppressed vehicle loses 25% of the final speed
calculated from the above. |
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| 8.1.7 | The obstacle deductions are taken from the final
speed for the terrain they cross. |
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| 8.1.8 | Reversing. A tracked or half-tracked vehicle may
reverse 2.5cm per movement phase and a wheeled vehicle 5cm. A vehicle
backing from a hull-down position may reverse 0.5cm from the contour, turn
and move off for a deduction of 20% of its current speed. The following
vehicles may move as fast in reverse as in forward movement: Daimler AC,
Daimler SC, PA11, OA vz 27, Panhard 178, Sdkfz231 (6 or 8 rad), Sdkfz 234 and
AB40-43. |
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| 8.1.9 | Flattened cover Dense woods and hard obstacles are reduced to poor going and soft obstacles respectively if traversed by AFVs on a D20 score equal to or greater than 20 minus half the vehicle weight, for any vehicles following in their exact path. Linear obstacles of a lesser nature are reduced to no effect for off-road vehicles after being breached. |
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| 8.1.10 |
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| 8.1.11 | Any vehicle that is already stuck and scores a result of 1 is permanently
stuck, otherwise a successful score releases the vehicle, which may only
make half a move. |
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| 8.2 | ||||||||||||||||||||||||||||||||||||||||||||||
| 8.2.1 | BUA are classed as either open or dense. Open
areas include villages, gardens and housing estates. Dense areas include
city and town centres and industrial areas. Distinct open areas such as
parks or squares are treated as such. |
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| 8.2.2 | Movement on roads in BUA is the same as on any
other road. Movement off road is impossible in dense areas and counts as bad
going in open areas. |
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| 8.2.3 | Vehicles may enter large buildings such as a barn,
hangar, etc. counting as a soft linear obstacle to enter. Smaller buildings
with no vehicular access may be entered through a wall, treating it as a
hard linear obstacle. The vehicle must test for getting stuck and if it does
so is disabled instead (the building collapses on it). |
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| 8.2.4 | Infantry may move inside any buildings, counting
as poor going. They take ¼ of a period per contour level to climb to upper
storeys and cannot count as being higher until they have reached the
appropriate level. |
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| 8.2.5 | Movement on snow and ice Over-snow vehicles and infantry equipped with skis or snow shoes move as if in poor going in soft snow, as normal on packed snow. Packed snow is usually that found on roads where vehicles have already passed. Skiers may additionally use fast movement of 10cm on any downhill areas at any time. |
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| 8.2.51 | Unless snow already lies on the ground at the start of the game, new snowfalls must last for at least five periods before causing any reduction in movement apart from that due to reduced visibility. For the next five periods it counts as packed snow for all but skiers, who remain on foot. After that count as soft snow. |
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| 8.2.52 | When reaching frozen rivers, lakes and streams, in severely cold conditios only, an element takes one full period to determine the load carrying capacity of the ice. Roll 1D10. |
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| 8.2.53 | The result found is applicable for the rest of the game for an area up to 100m in all directions. The result is only revealed to the player whose troops are making the crossing. |
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| 8.2.54 | If a second element dices for a stretch of ice that overlaps one already diced for, the original result applies to the extent of the first area and the new result for the remainder of the new area. |
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| 8.3 | ||||||||||||||||||||||||||||||||||||||||||||||
| 8.3.1 | Vehicles that are towing suffer the following penalties to their movement rate, in addition to those above, for vehicles towing normal loads and if recovering a vehicle of up to its own size.
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| 8.4 | ||||||||||||||||||||||||||||||||||||||||||||||
| 8.4.1 | ||||||||||||||||||||||||||||||||||||||||||||||
| 8.4.2 | If more than one section is carried, they each
take one quarter of a period to disembark and are placed to the rear of the
vehicle and any previous sections, away from the enemy. |
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| 8.4.3 | At no point outside a vehicle should infantry
sections be allowed to stack other than in buildings where they are on
separate floors. However, if overlapping, such sections can be fired at in
the same phase by any enemy acquiring one of them, rolling on the
appropriate fire table for each target. |
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| 8.4.4 | Infantry sections take half a period to embark
into a vehicle, which they must be touching before being able to embark.
This may commence at any point in the movement phase and may therefore
continue in the following period. |
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| 8.4.5 | Cavalry may mount and dismount in half the times taken for entering or leaving vehicles. Cossacks are an exception to this in that they may 'hit the ground running' when dismounting and suffer no movement penalty. |
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| 8.5 | ||||||||||||||||||||||||||||||||||||||||||||||
| 8.5.1 | Vehicles can carry infantry sections including
their integral support weapons as follows: |
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There are some exceptions to this, which are noted in the army lists. |
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| 8.5.2 | Animals, bicycles and
motorcycles are not represented or costed for individual figures, but
represent enough to carry the element they are transporting. |
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| 8.6 | ||||||||||||||||||||||||||||||||||||||||||||||
| 8.6.1 | To unhitch and set up
towed equipment ready for action takes the following times. |
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| 8.6.2 | The above times are to set up for direct fire. To
set up links with the command net and any FOOs takes an equal, additional
amount of time. |
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| 8.6.3 | Self-propelled guns take half a period to come out
of action ready to move off, all others take the same amount of time as when
coming into action. |
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| 8.6.4 | Non-specialised or slow vehicles add 50% to the time taken. These include standard trucks and lorries,
horses and agricultural-type tractors such as the Stalinets. |
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| 8.7 | ||||||||||||||||||||||||||||||||||||||||||||||
| 8.7.1 | ||||||||||||||||||||||||||||||||||||||||||||||
| 8.7.2 | Deep-wading and snorkeling vehicles, such as
those prepared by the Germans for Seelöwe, move as if in heavy going and
require a full period to prepare for action after leaving the water. They must start the game in a prepared state. |
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| 8.7.3 | River banks and beaches suitable for such
crossings and landings must be agreed or designated by an umpire before the
game. |
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| 8.8 |
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| 8.8.1 | Terrain and other modifiers to the basic infantry
move rate are as follows.
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| 8.8.2 | ||||||||||||||||||||||||||||||||||||||||||||||
| 8.8.3 | Infantry support weapons include MMG, HMG, mortars
from 60mm to 90mm. Anything larger is a heavy weapon. |
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| 8.8.4 |
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| 8.8.5 | The normal deductions are made for obstacles and
terrain, but no fast movement is possible in swamps, jungle or while
swimming. |
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| 8.8.6 | Troops may only move at fast speed for up to three
periods, after which they must rest for the same length of time or move at
normal speed for twice the time before being able to move at the fast rate again. |
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| 8.8.7 | In a close assault, cavalry fight as per their weapon type without deductions for being mounted, with +2 if charging infantry in the open. If shooting from a distance their deduction for being mounted is –2. |
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| 8.9 | ||||||||||||||||||||||||||||||||||||||||||||||
| 8.9.1 | Use the following equation to calculate the damage by any deliberate AFV v AFV or SSV v SSV ramming attempt: (Weight difference ÷ 5) + (Approach speed ÷ 10) |
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| 8.9.2 | Score ¼
of the result or less on a D10 to KO the rammed vehicle, ½ to neutralise it
and equal the number to suppress with a glancing blow. Any other score is a
miss. If hit, also test the rammer at ¼ and ½ of the residual scores
respectively, i.e. if 6 was needed to KO the target, the residual amount
out of 10 is 4 so 1 is a KO and 2 neutralises the rammer. |
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| 8.9.3 | If possible, and it is the stated intention, a ramming attempt that results in a neutralisation will also push the target into an adjacent feature such as a ditch, river or pond, or over a drop in the ground. An affected vehicle then becomes mired or stuck in the obstacle. If the fall is large enough or the nature of the terrain indicates, the umpire may decide that the target is knocked out. |
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| 8.9.4 | Overrunning soft vehicles and heavy weapons. Instead of counting as ramming, soft targets may be crushed by AFVs. Vehicles with bulldozer blades may similarly attack any soft element dug in. During the movement phase use a D10 and score 10 with the following die modifiers: |
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| 8.9.5 | If successful, count as crossing a hard linear obstacle and the target is KO. If the required number only is scored, the overrunning vehicle is stuck in the wreckage, unless bulldozing, with the same consequences as ditching. | |||||||||||||||||||||||||||||||||||||||||||||
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