BOOTS,
TRACKS, AND HOVERSKIRTS
v. 1.0
TABLE OF
CONTENTS
Game Scale
Game Units
Turn Sequence
Order Phase
Movement
Battle Resolution
Battle Resolution Table
Advanced Rules
Unit
Conversion
Unit Conversion Example
Armies
of 2300AD
America
France
Germany
Great Britain
Mexico
Tanstaafl
The
Kafers
GAME
SCALE
Each turn represents approximately 8 hours of operations. The game can be played
on a hex map, with each hex representing 10 km, using cardboard counters to
represent battalion-sized formations, or as a miniatures game, with each inch or
cm representing 10km of actual terrain (depending on the scale of miniatures
used) and individual vehicle and soldier miniatures representing battalions.
GAME UNITS
Units represent battalions (note that some armies call battalions
"regiments), which in turn consist of company-sized steps. A typical ground
unit will have a following unit notation:
Strength:--(--)
Armor: A/B/C Infantry:--
FS:--(--) Tech:--
AD:-- Mobility:--
Strength represents the size of the unit. The first value is used for determining losses. The parenthesized value is used for stacking and supply purposes.
Armor:
Each unit may have up to 3 armor ratings, henceforth referred to, from right to
left, as A, B, and C. Armor value A represents the average offensive armored
capability of the unit, B is used when a unit consists of more than one type of
AFV and represents offensive armor capability of the unit’s heaviest IFVs (it
may be parenthesized to reflect vehicles with heavy armor but weak AT weapons),
while C position represents defensive AT capability of units predominantly
equipped with ATGM (Dirtside II “GMS” systems) or light AFVs equipped with
heavy AT weapons. The letter behind the armor value represents the Armor
Qualifier (AQ), which is used to denote the relative armor thickness or armor
penetration of unit’s weapons.
Infantry:
This value represents battle power derived from its infantry strength. Units
with infantry strength in “( )” may use their infantry strength only when
defending—they may not initiate battles. Units with infantry strength in “[
]” are considered Assault, and units with infantry ratings in “{ }” are
considered Heavy Weapons units (more details on Infantry type characteristics in
Battle Resolution section). Units with Inf rating in “{[ ]}” are Combat
Walkers. Infantry units consisting of more than one infantry type may have
separate infantry values separated by a plus sign.
FS:
Fire support, denotes the unit’s ability to deliver indirect fire. The
parenthesized value represents range in hexes. Units with an FS value with no
range may only contribute FS points to battles in which they are directly
participating.
Tech:
The Tech Level value represents an attempt to quantify unquantifiable
qualitative aspects of combat units, such as the quality of its fire control,
stealth, ECM, communications, etc. Every unit is rated as having Low (L), Medium
(M) or High (H) Tech.
AD:
Air Defense: The parenthesized value represents range in hexes. Units with AD
range of 0 may only contribute FS points to battles in which they are directly
participating. AD weapons with range of 0 are considered to be Short-Range
AD, whereas AD weapons with ranges 1 or greater are considered Long Range AD.
Move:
represents number of movement points. The letter represents mobility type: T:
Tracked, HW: high-mobility wheeled, LW: low-mobility wheeled, F: foot, H: Hover.
Attack
VTOL units
have the following format:
Strength: Armor:
Tech:
Move:
Transport
VTOL companies:
Capacity:
Move:
Artillery
and Air Defense Units:
Strength: FS:
AD: Mobility:
Tech:
1. Air
Superiority Phase (See optional rules)
First
Player Active Phase Begins
2. 1st Player Order Phase
3. 1st Player Movement Phase
4. Battle Phase
First Player Active Phase Ends
Second Player Active Phase Begins
5. 2nd Player Order Phase
6. 2nd Player Movement Phase
7. Battle Phase
Second Player active phase ends.
The “1st
Player” will usually be the player who is on the offense in the scenario, and
the sequence will not change during the game unless using Initiative optional
rule.
Possible
orders are Administrative Advance, Hasty Advance, Deliberate Advance, Hasty
Defense, Deliberate Defense, Prepared Defense. Each Brigade receives 1 order per
turn and all units subordinate to that HQ are in that posture until the next
order phase. Owning player must specify clearly which units within that brigade
are given which orders.
Hasty
Advance (HA):
Unit may move its full movement allowance. Units must stop once they enter a hex
adjacent to an enemy unit and may (but do not have to) initiate battle. May not
be given to units with Deliberate or Prepared Defense orders.
Deliberate
Advance (DA):
Units may not move, only attack an adjacent enemy unit. Units in this posture
may advance into a vacated hex. May not be given to units with Deliberate or
Prepared Defense orders. Units with these orders may not initiate battle against
units in against units in Hasty Defense or Hasty Advance postures. When
attacked, units with DA orders are treated as if in Hasty Defense posture.
Hasty
Defense (HD):
HD is the assumed posture of all units with HA and DA orders during the other
player’s turn. Any unit
transitioning from a Defense posture to an Advance posture must be given HD
orders for one turn before receiving an Advance order.
Deliberate
Defense (DD):
May be issued to any unit with HA or HD orders. Unit in Deliberate Defense
posture must be given Hasty Defense orders before receiving any Advance order.
Units with those orders may not move (except to retreat) or initiate battle.
They may not move into vacated hexes.
Prepared
Defense (PD):
Unit in Deliberate Defense posture must be given Hasty Defense orders before
receiving any Advance order. Units with those orders may not move or initiate
battle. They may not move except to retreat.
Administrative
Advance:
Unit may use the road movement rates. It may not enter hexes adjacent to enemy
units or initiate battle. Units with Admin Advance orders may be attacked.
After
the orders are issued, activated units may move up to their entire movement
allowance, depending on orders.
Movement classes:
F
(Foot): 2 MP
W (Slow Wheeled): 6
FW (Fast Wheeled): 8
ST: (Slow Tracked): 6 MPs
FT: (Fast Tracked): 8 MPs
SH: (Slow Hover): 8 MPs
FH: (Fast Hover): 10 MPs
Movement
Point Cost:
Open: All 1
Rough: Foot 1, Tracked 2, Wheel and Hover 3
Forest: Foot 1, Tracked 2, Wheel and Hover 3
Mountain: Foot 1, Tracked 3, Wheel and Hover 4
Heavy Forest: Foot 1, Tracked 3, Wheel and Hover 4
Urban: All 1
Road: ½
MP per hex regardless of terrain for all except wheel, which pays 1/3 MP per
hex. Must have AA posture to use.
If
not using Headquarters (see optional rules), all brigades must maintain unit
cohesion by ensuring that at the end of move no unit of the brigade is further
than 4 hexes from all other units belonging to the same brigade.
A battle
is considered to be an engagement between Active player's units attacking a
single hex with units located in adjacent hex or hexes (with the exception of
artillery units, which must be within range of the hex being assaulted), and
Non-Active player's defending units in the attacked hex, plus units in adjacent
hexes (as well as eligible artillery units within range), if Non-Active player
so chooses. In addition, artillery units on both sides may contribute their FS
points, if within range. Each battle is resolved separately, in accordance with
the following sequence.
1)
Determine the type of Battle.
Determine whether the it is a Maneuver or Positional battle. A Positional battle
occurs when all defending units involved in a battle on one side (with the
exception of artillery and gunship units) are in Deliberate Defense or Prepared
Defense. Maneuver battles occur in all other cases, except in Close terrain,
where all battles are treated as positional irrespective of posture.
For the activating player, overall posture is determined by the order
marker of the activated brigade. For
the defending player, overall posture is determined by the posture of the units
in the hex into which the attack is being launched.
2)
Determine whether the battle is fought in Open, Intermediate or Close terrain.
Terrain in hex being attacked determines terrain for purposes of battle
resolution.
Open
Terrain: plains, fields, steppes, desert, etc.
Intermediate Terrain: foothills, light woods, brush, rough, etc.
Close Terrain: forest, city, jungle, mountains, etc.
3)
Determine Armor and Infantry strengths of units participating in battle,
multiply them in accordance with the chart below, then add them together.
Open Terrain,
Maneuver Battle
Low Tech Units: Armor x 4, Infantry x 1
Med Tech Units: Armor x 8, Infantry x 2
High Tech Units: Armor x 12, Infantry x 3
Open Terrain, Positional Battle
Low and Med Tech Units: Armor x 2, Infantry x
2
High Tech Units: Armor x 3, Infantry x 3
Intermediate
Terrain, Maneuver Battle
Low and
Med Tech Units: Armor x 4, Infantry x 2
High Tech Units: Armor x 6, Infantry x 3
Intermediate
Terrain, Positional Battle
All Units: Armor x 1, Infantry x 2
Close
Terrain
All
Units: Armor x 1, Infantry x 4
Battle
Resolution Notes:
Armor
Notes:
Armor ratings in “( )” (representing ATGMs) use Infantry multipliers in
Maneuver battles, not Armor multipliers.
If units
with more than one armor rating are involved, the owning player must determine
which of the ratings will be used. Armor ratings separated by a “/” may not
be added together, with one exception: When a unit has Defense orders, it may
add second and third ratings provided armor value C has a “+” in front of
it. The C rating may only be used
in Defense postures, while the A and B in all types of postures.
If B rating is parenthesized, it may only be used if no unit
involved in a battle uses their A rating.
At the
beginning of the battle, determine the highest armor qualifier (AQ) (i.e., the
letter following the armor rating, from VL--very light through L, M, H, to VH--very
heavy) on each side. Units with the highest AQ have unchanged armor values,
units on the other side with qualifier one lower have their armor ratings
halved, units with qualifier two levels lower have their armor ratings divided
by 4 and all armor ratings with lower AQs are reduced to zero. If several units
with differing AQs are present on both sides, the highest AQ is the lowest value
on one side that is still higher than any value on the opposing side (see
example 2).
For
example, Side 1 has units with the following armor ratings 10H, 10M, 10 L. Side
2 has units with the following armor ratings: 10M, 10L.
The
highest AQ on Side 1 is H, therefore all M-units on Side 2 are halved, all
L-units on Side 2 are Quartered, and any VL units would have had their armor
ratings ignored.
The
highest AQ on side 2 is M, therefore all H- and M-units on Side 1 are left
unchanged, all L-units are halved, and any VL-units would have had their armor
ratings quartered.
Infantry
Notes:
Assault Infantry units have their Inf rating doubled when engaged in Positional
battles with Advance orders. Their infantry rating is halved in all other
circumstances. Heavy Weapons infantry units have their Inf ratings doubled when
engaged in Positional battles with Defense orders. Their Inf ratings are halved
in all other circumstances.
In
situations involving Hasty Advances against Deliberate or Prepared Defenses, the
attacker’s Infantry uses Armor multipliers instead of Infantry multipliers.
Units
with more than one infantry rating separated by a “+” sign add all ratings
after they are suitably modified depending on type of battle and terrain.
4)
Find Fire Support Die Roll Modifiers
Each player adds up all Fire Support ratings of
units participating in the battle. All units physically participating in the
battle may contribute their Fire Support values to the battle. No
unit that is not participating in the battle may contribute Fire Support, except
for Artillery units, which must be within range of at least one hex containing
enemy units engaged in the battle which the Artillery unit wishes to support.
Usual terrain/posture/tech multipliers used for armor and infantry values
are not used.
Target
Posture:
HA, DA, HD: No change
DD: Lt/4, Med/2, Heavy no change
PD: Lt artillery has no effect, Med/4, Heavy/2.
Terrain:
Lt arty is halved in Close terrain. Cities represent special case, where all
artillery is quartered, with the exception of Heavy which is halved.
After
adding up the ratings, each player divides his total FS value by his units’
total Strength. Then the Defender’s FS value is subtracted from the
Attacker’s, and the resulting number (rounded off to the nearest whole number)
is used both by the attacker and the defender as a die roll modifier in the
battle resolution roll. If the attacker’s FS value is superior, the FS
modifier is positive for both players, if the defender’s FS value is superior,
the FS modifier is negative for both players.
The FS
modifier is doubled in Positional Battles, except in Close Terrain.
Only
units composed wholly of artillery batteries may provide fire support to battles
in which they are not participating (i.e., they are not in the hex being
attacked, or in any adjacent hex). Artillery
units may not use their FS in battles in which there are no non-artillery units
participating on the same side. In such cases their combat value is their
Strength divided by 4.
5)
Battle Resolution:
Determine the odds by comparing the two sides’ battle strengths, round
off all fractions down, find the proper odds column on the Combat Result Table
(CRT), implement column shifts (if any).
The
first figure in every column represents the percentage of Strength the Attacker
loses, the second one the percentage lost by the Defender.
Column
shifts:
Defender in DD: 2 to the Left (2L)
Defender in PD: 4L
Defender in AA: 4R
Attacker in DA: 1R
|
1:6 |
1:5 |
1:4 |
1:3 |
1:2 |
1:1.5 |
1 |
100,0 |
100,0 |
100,0 |
100,0 |
100,0 |
100,0 |
2 |
100,0 |
100,0 |
100,0 |
100,0 |
100,0 |
100,0 |
3 |
100,0 |
100,0 |
100,0 |
100,0 |
100,0 |
100,0 |
4 |
100,0 |
100,0 |
100,0 |
100,0 |
100,0 |
100,20 |
5 |
100,0 |
100,0 |
100,0 |
100,0 |
100,20 |
80,20 |
6 |
100,0 |
100,0 |
100,0 |
100,0 |
100,20 |
60,20 |
7 |
100,0 |
100,0 |
100,0 |
100,0 |
80,20 |
60,20 |
8 |
100,0 |
100,0 |
100,0 |
80,20 |
60,20 |
40,20 |
9 |
100,0 |
80,0 |
60,20 |
60,20 |
40,20 |
20,20 |
10 |
80,0 |
40,20 |
40,20 |
20,20 |
20,20 |
20,40 |
|
1:1 |
1.5:1 |
2:1 |
3:1 |
4:1 |
5:1 |
6:1 |
7:1
|
1 |
100,0 |
60,0 |
40,0 |
40,20 |
20,40 |
20,40 |
20,80 |
10,80 |
2 |
80,0 |
60,0 |
40,20 |
20,20 |
20,80 |
20,60 |
20,100 |
10,100 |
3 |
80,20 |
60,20 |
40,20 |
20,40 |
20,100 |
20,80 |
10,100 |
0,100 |
4 |
60,20 |
40,20 |
20,40 |
20,60 |
20,100 |
20100 |
0,100 |
0,100 |
5 |
60,20 |
40,40 |
20,40 |
20,60 |
20,100 |
0,100 |
0,100 |
0,100 |
6 |
40,20 |
40,40 |
20,60 |
20,80 |
20,100 |
0,100 |
0,100 |
0,100 |
7 |
40,20 |
20,40 |
20,60 |
20,100 |
0,100 |
0,100 |
0,100 |
0,100 |
8 |
20,40 |
20,60 |
20,80 |
0,100 |
0,100 |
0,100 |
0,100 |
0,100 |
9 |
20,40 |
0,60 |
0,80 |
0,100 |
0,100 |
0,100 |
0,100 |
0,100 |
10 |
0,40 |
0,60 |
0,100 |
0,100 |
0,100 |
0,100 |
0,100 |
0,100 |
Each
player rolls a D10 (or a 2D6-2, if agreed so before the game by both players),
applies the Fire Support die roll modifier and appropriate column shifts, and
finds the appropriate loss level on the column.
6)
Damage Allocation:
The figure on the odds column corresponding to the die roll is the
percentage of Strength eliminated in the battle.. Add up total strength of units
participating in the battle, find the percentage (number of hits), then
eliminate units from the battle pile equal to the eliminated Strength. Owning
player determines which units are eliminated.
Units
absorb damage points by being eliminated (in doing so they absorb damage points
equal to their Strength) or half-eliminated (in doing so they absorb damage
points equal to half of their Strength). Half-eliminated units are then
appropriately marked.
Artillery
units only contributing FS may not be eliminated.
Units
may also be forced to retreat. Any force which suffers at least 30% casualties
must retreat by one hex, 60% by two hexes, 90% by three hexes.
If, however, no attacking units advance into the hexes vacated by the
retreating units, they may ignore the retreat result and return into the vacated
hexes.
BT&H was designed as a game of varying
complexity, with “modular” rules. The basic rules contain everything
that’s needed to play the game, while the Advanced rules add complexity as
well as realism. They also change the character of the game. While the Basic
game will be essentially attritional in nature, Advanced rules, particularly
Initiative, Fog of War, Supply, and others, will turn it into a simulation of
maneuver warfare. The game has also
been written in such a way that it can be played with some, all, or none of the
Advanced rules and still be “complete.”
Bombardments: A Bombardment is a type of battle which involves only artillery, air, or orbital bombardment units using their FS points against the other side’s ground units. A Bombardment is resolved like a normal battle, with the exception that only the defender (i.e. bombardment’s recipient) takes casualties, the bombarding side’s total FS rating is quartered before the bombardment is resolved, and the bombarded units only use their Strength, not armor and infantry combat values. All units in target hex and any of the adjacent hexes (attacker’s choice) may be the target of bombardment.
Following
modifiers are also used to resolve bombardments:
Attacker’s HQ Tech level higher/lower than Defender’s: 2 column shifts to
the right/left per TL difference.
Firer’s TL higher/lower than Target’s: 1 column shift right/left per TL
difference.
Target units in AA posture: no change
Target in HA/HD posture: 2L
Target in DD posture: 4L
Target in PD posture: 6L
Bombarding side has air superiority: 2R
If average Raw Strength present in target hex or hexes is 0-4: no change;
5-8: 2R; 9-12: 4R; 13-16: 6R
If a
Bombardment is carried out by artillery units, the opposing side’s may execute
a counterbattery Bombardment, which takes effect before the declared
bombardment. In counterbattery bombardments use the same modifiers as above, as
well as:
Target
is Towed Artillery: 1L
If using Fog of War rules, artillery units conducting bombardments must be
revealed.
If using
Initiative rules, the bombarded player may “buy” L column shifts by placing
enemy initiative markers on the hex being bombarded, 1 column shift per
initiative marker, up to four markers.
Treat
Orbital Bombardments as Heavy or Very Heavy artillery batteries/battalions with
unlimited range. Because of their long response time, they may be used to
support Positional Battles only or deliver Bombardments.
Cavalry
Units:
these are infantry units mounted on horses, or other suitable animals. Any
infantry unit mounted on horses has an infantry multiplier 1 level lower than an
equivalent "leg" infantry unit and has its strength halved for the
purposes of absorbing hits if in HA posture.
They have 2 MPs and same mobility class as Foot.
Detailed
Battle Resolution:
For battles or campaigns involving only a few battalions on each side, a more
detailed system of assigning battle damage might be needed. Doing so would
require the players to create a status sheet for every battalion-sized unit
listing each individual company in the battalion and their capabilities. Losses
are applied by checking off individual eliminated companies in the battalion.
Disengagements: Posture rules make a rapid disengagement from enemy difficult, particularly if occupying defensive positions. The Disengagement rule fills in that gap by enabling BT&H units to do what real ones are able to--rapidly break off contact and disengage. A unit in contact with the enemy (i.e., with enemy units in adjacent hexes) may declare a Disengagement and immediately switch to Hasty Advance posture, regardless of its initial posture. It may move in accordance with HA rules, with one exception--it may not enter in contact with the enemy and/or initiate battle of any kind. It may, however, be attacked.
Engineers:
If
this rule is used, defensive posture changes are no longer automatic. To go from
a Hasty Defense posture to a Deliberate Defense posture, a unit must roll a 4 or
more on a 1d10. To go from a Deliberate Defense to Prepared Defense, a unit must
roll 7 or higher. Green units
subtract 2 from the die roll, Trained units subract 1, Veterans add 1, Elites
add 2. Each engineer battalion
allows a brigade (or up to three separate battalions) to add 2 to the die roll.
There is no upper limit on the number of engineer battalions that can
help a brigade improve its defensive posture.
In
addition to helping construct defenses, engineers also have a mobility/countermobility
role. Each engineer battalion may issue up to 6 MPs to friendly units during own
movement phase, although no single infantry battalion may receive more than 1 MP
per turn, and no vehicular unit may receive more than 3 MPs per turn.
Extra MPs may only be issued to units which did not spend the entire turn
moving on roads in Administrative Advance posture.
Engineer
units’ obstacle-breaching capabilities are simulated as follows: a brigade
within the effective radius of a friendly engineer battalion and attacking enemy
units in PD posture receives a 1R column shift.
An
engineer battalion may use both its defense-improvement and mobility
capabilities in a single turn, and may assist any friendly unit within a 6-hex
radius from its own location.
2300AD
“canon” provides little information concerning the presence of combat
engineers. A good rule of thumb is 1 engineer battalion per brigade for first
rank armies, less for less well equipped forces.
Engineer battalions are usually grouped in separate brigades, and are
rarely permanently attached to maneuver brigades.
Fog
of War:
When a brigade are not engaged ( none of their units are adjacent to any enemy
units), its owning player may remove all units being controlled by the brigade
and place three individually identifiable (with numbers, symbols, etc.) Hidden
Unit Counters (HUCs) in any of the hexes occupied by the brigade’s battalions.
This action may be performed by the active player during his Order Phase. There
is no limit to the number of units so hidden. (Opposing player may not note
which HUCs represent which brigades/separate battalions) The player must also
note which of the HUCs represents the "real" brigade and which are
“empty”. Once HUCs are introduced players may give them any orders which
could be given to actual units. HUCs
have the same movement class as the units they replace. HUCs may also be moved
by air, and use as much airlift as the actual brigade.
HUCs are removed (or identified as representing the brigade's actual
location) when at the end of an activation (not necessarily one in which they
were activated) they are within 3 hexes of an enemy unit, or within 5 hexes of
an enemy reconnaissance unit. Units may also be revealed when activated if their
controlling player so desires.
When a
HUC representing the brigade is removed, all of brigade's units must be placed
within two hexes of the HUC's last location, and in terrain which they could
have entered on their own.
HUCs may
not be targeted by air or artillery bombardments. When one player's HUC moves
within 3 hexes of an enemy HUC, the owning player of the moving HUC must reveal
its character. If the HUC represents no actual unit, it is removed and the
opposing player’s HUC is not revealed. If the active HUC represents an actual
unit, the owning player must place the unit it represents on the map, then the
inactive player must reveal the nature of all HUCs within 3 hexes of the final
location of the revealed HUC. If
any of the non-active player's HUCs are real, he must place the actual units on
the map (within two hexes of the HUC's location, and in same posture as HUC),
then remove any two of his own HUCs not representing actual units. In addition,
any HUCs within 3 hexes of the active player's HUC (5, if the HUC represented a
recon unit) are removed. Then the active player places his units (even if no
actual non-active units were detected) and removes any two of his HUCs not
representing actual units. If the active player reveals his hidden unit and it
turns out all of the inactive player’s HUCs were empty, he may then replace
his revealed unit with a HUC and at
the same time remove two empty HUCs already on the board and place them in the
same hex, without revealing which of the counters represents the re-hidden unit.
The unit may also continue movement if it has not expended all of its MPs for
the turn.
Attack
gunship units may not be sent to attack HUCs or to force them to be revealed.
A hidden
unit unit may be moved by air or air-dropped. Owning player may place two empty
HUCs not representing actual units for each real HUC in the same hex, but must
also remove two empty HUCs from the board.
Separate
battalions may be treated identically as brigades, except that they use HUCs
distinct from brigade HUCs.
If using
Initiative rules, unmasking of Hidden units may also involve the placement of
Initiative markers. This is done only when a hidden unit is revealed upon contact
with another unit. Both players roll a 1D10 and use the following modifiers:
All
units in the brigade are foot-mobile: -2
Per level of TQ difference between units concerned: +/-2.
Only one side’s HUCs were revealed: +4 for the side with revealed HUCs.
Side has air superiority: +2
Side has air supremacy: +4
Side has space superiority (a scenario-specific condition): +4.
After
the dice are rolled, compare the difference between the two rolls.
Difference of 4 or less: no Initiative markers placed
Difference of 4 to 8: one Initiative marker placed
Difference of 9-12: two Initiative markers placed
Difference of 13 or more: 3 Initiative markers placed.
All of
the markers must be placed in one hex, located within 2 hexes of the HQ of any
of the brigades involved in the HUC revealing process and belonging
Initiative-winning player.
High-Tech
Missiles: AT
missiles, being vulnerable to point defenses and electronic warfare, are more
vulnerable to Tech differences than “dumb” weapons. If using this rule,
missile-firing units on one side that have a higher Tech than all units in a
battle on the other side may use their parenthesized Armor C-ratings (which are
derived from AT missiles) instead of A or B ratings in Advance postures, as well
as Defense postures. Parenthesized Armor ratings of such units use Armor, not
Infantry, multipliers in Maneuver battles. A side that has lower Tech than the
other must halve their missile-derived armor C-ratings when in combat against
higher Tech units.
Initiative:
Initiative
markers are used to track the ebb and flow of the battle. Number of Initiative markers placed in a stack depends on
the level of victory (LV). Level of victory (in the left column) is determined
by the RS of defeated units belonging to the Defender (Attacker’s losses are
ignored) and degree of defeat inflicted on them (expressed in terms of
percentage losses inflicted on the Battle Resolution Table).
Level
of victory/Raw Strength of defeated units |
6-11 |
12-17 |
18+ |
1 |
60% |
|
|
2 |
90% |
60% |
|
3 |
N/A |
90+% |
60+% |
Following
a battle, place a number of Initiative markers equal to the level of victory
plus 1 (Level 2 victory would result in the placement of 3 markers) on the hex
into which the active player’s forces attacked. Initiative markers are placed
only on the basis of the attacking player’s success: if the defending player
in the battle succeeds in inflicting a defeat upon the attacking player, no
Initiative markers are placed. LV
is increased by one if a battle resulted in a total elimination of an enemy
force.
An
Initiative marker or a stack of Initiative markers have a radius of 3 hexes per
each marker in the stack.
Maneuver
battles fought within the effective radius of 1 or 2 Initiative markers get a
one column shift to the left. Maneuver battles fought within the effective
radius of 3 such markers get a 2L shift, within 4 or more markers a 3L shift.
The shift is reduced by 1 in Positional battles.
Effect
of markers on units of the same side: MP costs are halved for all terrain.
Effect
of markers on units of opposing side:
Within radius of 1 or 2 markers: MP costs halved
3 and more markers: MP costs halved, may not occupy any Deliberate or Prepared
posture. Units already in Deliberate or Prepared postures may remain in them,
but may not upgrade.
Opposing
players’ Initiative marker cancel each other out if one is within range of
another. The effect is immediate. For example, if a one-marker stack is within
range of the other player’s three-marker stack, immediately reduce both stacks
by one marker. A two marker stack
within range of a three-marker stack means both stacks have to be reduced by two
markers, a three-marker stack within radius of two enemy 1-marker stacks would
be reduced by two markers, while the 1-marker stacks would be eliminated, and so
on.
Initiative
marker stacks are reduced by one marker at the beginning of owning player’s
Order phase.
Initiative
markers also determine which player has turn initiative. At the beginning of
each turn, before Air Superiority phase, check the number of Initiative markers
each player has on the board. The player with the greater number of markers has
initiative for that turn, which means that player decides which player will be
the first Active player in the turn.
If not
using Fog of War rule, Initiative markers may also be placed when units of
differing troop quality or tech levels come in contact. Use the following
procedure:
When
units of two brigades come into contact with one another, both players roll 1D10
and apply the following modifiers:
Both players roll a 1D10 and use the following modifiers (superior unit adds,
inferior subtracts):
All units in the brigade are foot-mobile: -2
Per level of TQ difference between units concerned: +/-2.
Side has air superiority: +2
Side has air supremacy: +4
Side has space superiority (a scenario-specific condition): +4.
Per level of Tech difference between the two units’ HHQs (only when using HHQ
rules): +/-2.
Within radius of at least one friendly Recon aircraft: +2.
After
the dice are rolled, compare the difference between the two rolls.
Difference of 4 or less: no Initiative markers placed
Difference of 4 to 8: one Initiative marker placed
Difference of 9-12: two Initiative markers placed
Difference of 13 or more: 3 Initiative markers placed.
Kinetic
Energy Missiles:
special missile type available only to High Tech forces in 2300AD. Any vehicular
unit armed with heavy AT missiles may fire KEMs. KEMs behave as ordinary
missiles, except they use Armor, rather than Infantry multipliers in Maneuver
combats. KEMs also benefit from the High-Tech Missiles rule, if in force.
Reconnaissance
Units:
Recon units are specialized, combined arms formations ranging between company
and brigade in size. Their capabilities in BT&H are represented as follows:
if a Recon unit is engaged in battle (regardless of who initiated the battle),
instead of accepting hits as normal its owning player may declare a Delaying
Action and move the recon unit away from the enemy 1 hex, and halve number of
hits it has to accept. A Delaying Action may be declared only if no non-recon
units are involved on the side of the player declaring the Delaying Action
(artillery units located in non-adjacent hexes and contributing FS points
excepted). Since recon forces' doctrine and training emphasizes mobile battle,
they may only be issued Hasty Advance, Hasty Defense, and Admin Advance orders.
Each recon battalion receives a separate order marker.
Reconstituting
Units: Eliminated
units that were are taken off the map and placed in a separate holding area. For
Elite and Veteran units, whenever two identical infantry units or three
identical AFV units accumulate, the owning player may return one of them
to play, and place the rest in another, “really dead” pile. Experienced and
Trained units need three AFV or five vehicular units to reconstitute a unit.
Green units may not be reconstituted-they go directly to the “really dead”
pile. If using the Supply rule,
eliminated units must be in supply at the time of their elimination, otherwise
they go directly to the “really dead” pile. Reconstituted units must be
added to a brigade that is in supply and is not in an Advance posture.
Separate
units:
Separate units are maneuver (tank, infantry, mechanized, etc.) battalions which
have the necessary logistical and command and control assets to operate on their
own, without close supervision by a brigade. Each separate battalion receives a
separate order marker. Each separate battalion must trace its own supply route,
be supply-independent, or be air-resupplied. Each separate bn receives own
orders and needs not be within the command radius of any brigade. They may not
participate in battles in conjunction with other units (even other separate
units) unless subordinated to a brigade. An separate unit may be subordinated to
a brigade HQ if the owning player so chooses, and loses its special benefits and
penalties. A battalion subordinated to a brigade may be declared to be separate
during the active player’s Order phase, and from that point behaves in
accordance with separate unit rules.
Sequential
Movement:
Instead of conducting battles after all movement has been completed, both player
move all of his units in the same movement phase in the following sequence:
Deliberate Advance, Hasty Advance, Administrative Advance.
After all units with DA are moved any battles either player wants to
initiate with these units are resolved, then units with HA orders are moved and
their battles are resolved, and finally AA posture units are moved. Bombardments may be conducted in any phases player desires.
An artillery unit may support battles with FS in every phase but may only carry
out one bombardment per turn. Same applies for air units.
If using
this rule, turn sequence looks as follows:
Air Superiority Phase
Order Phase
Deliberate Advance Move/Battle Phase
Hasty Advance Move/Battle Phase
Admin Advance Move Phase
If
using this rule, Elite and Veteran units may receive two different order markers
per brigade.
Supply:
Every
brigade, separate unit, and HUC must trace a 10-hex supply route to a road, and
from there along a road to a supply source (a city, edge of map, and/or a supply
depot). The supply route may not pass through any hexes adjacent to enemy units.
Each player makes a supply state determination
for his units at the beginning of each supply phase. If any units are
unsupplied, they (or their HQs) are marked with U-1 marker. Any units already
marked with a U-1 marker and are still not supplied are marked with a U-2
marker. Any units already marked with a U-2 marker and are still not supplied
are marked with a U-3 marker. Any units marked with a U-* marker which find
themselves supplied at the beginning of their player’s active portion of a
turn have their markers removed.
Supply
marker effects:
U-1 markers: no effect. No
artillery bombardments allowed.
U-2 markers: Lose half movement
points (for vehicles), may not use any third position Armor values.
No fire support by unsupplied units.
Heavy Weapons and Assault infantry ratings halved.
U-3 markers: All Armor, FS, and assault and heavy weapons infantry ratings
reduced to 0. No vehicular movement
allowed. All units with this marker are considered Low Tech.
Towed
Artillery:
All rules to date assume self-propelled artillery systems. In case of towed
artillery, FS values are quartered in all Hasty postures.
VTOL
Units:
VTOL (2300AD X-wings, gunships, etc.) units have special movement rules, since
they rely on mobile refueling and rearming facilities behind own lines. These
are simulated by a Strength 1 ground unit with no additional combat values with
a mobility rating of SW or SH. VTOL
units must begin and end turn stacked with a friendly ground unit (an abstracted
way of representing ground-based refueling/rearming/maintenance assets). There
is no limit as to how many VTOL units may stack with a friendly unit. Instead of having a movement allowance, VTOL units have a
radius of action, which means a total number of hexes they may travel in a turn
between originating HQ, destination, and final HQ (which doesn’t have to be
the same as the originating HQ).
When in
a battle and no friendly ground units are participating, VTOL units are treated
as if they have Hasty Advance orders, otherwise they are considered to have the
same orders as ground units they support.
VTOL
units are the only units which may be moved by the inactive player during the
active player’s phase. While Active, the player may move his VTOLs in
accordance with the rules but must bring them back to their respective HQs at
the end of his Combat Phase. While Inactive, the player may move his VTOLs after
the Active players has finished his movement phase.
VTOLs may initiate combat even when moved by the inactive player, and
participate in all battles normally.
VTOL
Armor ratings are wholly based on their ATGMs, but use armor multipliers even in
maneuver battles, never infantry.
Transport
VTOLs may also move other units about the board, using the same movement rules
as attack VTOLs. Two modes of transport are possible: Assault, in which case a
transport VTOL unit may move units up to its load capacity during a movement
phase, and Ferry, with a transport VTOL may move up to three times its load
capacity during a movement phase. If
moved by Assault mode, arriving units arrive as HUCs (if using Initiative rules)
and may move up to their full MA under Hasty Advance orders in the same movement
phase if during the player’s Active phase. If moved by Ferry mode, ground
units arrive unhidden, may not move in that movement phase, and are assumed to
be in HD posture. Ground units
Assault-moved during the owning player’s Active phase may be Assault-moved at
the conclusion of that phase’s Battle Phase; if so, once they reach their
destination they may not move and assume HD posture. They still arrive as HUCs.
When transporting ground units, the VTOL total travel between own HQ,
the ground unit’s initial location, the ground unit’s destination
location, and back to the HQ again, may not exceed the VTOL’s radius.
VTOL
operations are not possible under conditions of enemy Air Supremacy. If
operating under enemy Air Superiority conditions, their combat values are
halved.
AIR
SUPERIORITY/SUPPORT/DEFENSE MODULE
Aircraft
types:
2300AD fleshes out the aerial component of warfare to a considerably lower
degree than ground combat, and only recognizes three basic combat aircraft
types. They are the Conventional Frontier Fighter (CFF), First-line Multipurpose
Fighter (FMF) and Continental Interceptor (CI). BT&H follows that breakdown,
with the exception of reclassifying the CI as IF—Interface Fighter, an
aerospace combat unit capable of operations in the atmosphere and near-planetary
space. Whereas CFF and FMF may be only ground-based, IFs may be launched
from/recovered by orbiting spacecraft and project their air superiority/ground
strike capabilities into the battle being waged on the planet. As such, they are
likely to be the sole source of air support to a planetary landing force in the
opening stages of the operation, and also play an important role in planetary
defense suppression prior to the landings.
Each
aircraft flight has Air to Air (AA) equal to Troop Quality x Tech Multiplier
(see below) x 2 (if FMF) or 3 (if IF). Air to Ground attack strength (AG) is
calculated as TQ x 3 (CFF) or x 5 (FMF)
or x 7 (IF). Note that ground
attack strength receives a tech-based multiplier depending on type of battle and
terrain. Ground attack capabilities are equivalent to Heavy artillery.
Sample
Generic Aircraft
Veteran
High Tech IF:
Strength: 5 AA:
45
AG: 49H
Tech: High
Strength: 5 AA:
30
AG: 35H
Tech: High
Veteran
High Tech CFF
Strength: 5 AA:
15
AG: 15H Tech:
Med
Experienced
Med Tech FMF
Strength: 3 AA:
12
AG: 15H Tech: Med
Trained
Low Tech CFF
Strength: 2 AA:
2
AG: 6H Tech:
Low
Air unit
TQ and Tech level are subject to rules governing TQ and Tech level of national
ground units. It is assumed that air force quality is the same as the
country’s army quality.
Air
Superiority: At
the beginning of each air superiority phase, determine which aircraft will be
committed to action this turn. Assign each aircraft a mission. Available
missions are: Air Superiority (AS), Ground Support (GS) air defense suppression
(ADS). Calculate each side’s Offensive and Defensive AA strength. Offensive AA
strength consists of the sum of AA values of aircraft with AS orders. Defensive
ATA strength consists of the sum of strengths of aircraft with all other types
of orders.
Next,
calculate the ratio of each side’s OATA to the other side’s DATA and resolve
the battle on the CRT. Only Defending side suffers losses in each of the Off vs.
Deff battles.
Losses
are calculated in the following manner: an aircraft which absorbs damage equal
to its Strength is considered to be Aborted. Aircraft which absorb damage equal
to Strength x 2 are considered shot down and removed from play. Aborted aircraft
are moved to the Aborted pile. At the beginning of each Air Superiority Phase,
both players roll to determine whether their Aborted units will be available to
fly missions this turn. Roll a 1D10 and add the following modifiers: Elite: +4,
Veteran: +2, Experienced: 0, Trained: -2, Green: -4. An aborted aircraft returns
to action if the modified roll is 6 or higher.
Owning
player determines which of his aircraft will be shot down and which aborted.
However, aborted aircraft may not outnumber shot down by more than two to one.
After
air combat is resolved, the player who has more planes left not shot down or
aborted is considered to have Air Superiority for that turn. If all aircraft
belonging to one player that were committed to combat for that turn are shot
down or aborted, the opposing player is considered to have Air Supremacy for the
remainder of that turn.
Air
Defense and Ground Support:
Once the
Air Superiority phase has been concluded, air units remaining in action may fly
ground support missions or carry out aerial bombardments (see Bombardment
rules). Each air unit may fly one such mission per Battle Phase of a turn. At
the beginning of the Battle Phase, after all battles have been identified,
indicate which air units will support which battles by placing them on friendly
ground units participating in those battles.
After
all air units have been placed, carry out Air Defense fires. Find out the
average AD value for maneuver battalions participating in the battle, add the AD
values of any air defense units within range. Gunship units may use their Armor
ratings as if they were AD ratings. The battle is resolved as a typical battle,
with the ratio of AD fire to the total aircraft strength being used.
Ground units firing AD are the Attacker, Air units are the Defender. Only
the Defender rolls and takes casualties.
Following
modifiers are used: for each aircraft with ADS orders supporting the combat: 1
column shift Left if same Tech level as enemy air defenses, 2L shift if higher
Tech level.
Losses
are applied normally, as per Air Superiority phase. Units eliminated/aborted in
the first Battle Phase of a turn may not participate in the second battle phase.
Once air
defense fires are resolved, air units contribute their FS to
battles/bombardments, which are then resolved normally. Air units may not be
eliminated as a result of a ground battle resolution.
UNIT
CONVERSION MODULE
Building a BT&H unit for one’s own army is a multi-step process. First,
ascertain what type of army your country possesses, secondly choose from a list
of available company types on the basis of your army quality, and finally
calculate the exact combat values of your units on the basis of the chosen
company types.
Since
military effectiveness varies from state to state, and is dictated by such
considerations as economic performance, naturally not all countries will be able
to field armies composed of nothing but Veteran and Elite units. The chart below
is based on modified GGII economic data and represents an attempt to divide
2300AD armies into 4 ranks and provide guidelines for drafting Orders of Battle
of various 2300AD nations.
1st
Line/Elite/2nd line gives unit qualities assigned to specific unit categories of
every country. In general, at least 50% of any army's units should be First
Line, no more than 25% elite, and no less than 25% 2nd line. Any unit, be it
Full or Partial Mechanized, Infantry I or II, can be classified as 1st line, 2nd
line, or Elite and assigned appropriate troop quality. Colonial militias ought
to be generally classified as 2nd Line troops in most militaries.
Category: 1st Line
Units/Elite Units/2nd Line Units
1st Rank: Veteran/Elite/Exp.
2nd Rank: Exp/Vet/Train
3rd Rank: Train/Vet/Green
4th Rank: Green/Exp (no 2nd-line units)
Each TQ
level has an associated multiplier used in the determination all units’
combat values.
Green: 1; Trained: 2; Experienced: 3; Veteran: 5; Elite: 7
A
similar chart for unit Tech:
1st Rank: High/High/Medium
2nd Rank: Medium/High/Low
3rd Rank: Low/Medium/Low
4th Rank: all units Low Tech.
Each Tech
has an associated multiplier used in determining some combat values:
Low: 1; Medium: 2; High: 3
To give
you some idea as to what those categories mean, 1st Rank today would be NATO
members such as US, UK, Germany, etc., (but not Turkey or Greece), 2nd Rank
would represent the Soviet Army in 1970s and 80s and second-tier NATO armies
(Greece, Turkey, etc.), 3rd Rank are the more powerful Third World nations, like
Iraq, while 4th Rank would represent armies of truly underdeveloped countries,
like Zaire or Rwanda. This division is by no means a comprehensive one, and does
not include all of Earth’s more significant forces.
First-Rank
Armies: America, Britain, Canada, France, Germany, Japan, Russia.
Second-rank armies: Argentina, Azania, Indonesia, Manchuria, Mexico, Ukraine,
Texas, the Kafers
Third-rank armies: Brazil, Turkey, Chile, Inca Republic.
Fourth-rank armies: CAR (warlord forces), etc.
Corporate
and mercenary armed forces: treat as if First-rank for purposes of troop
quality, but Second-rank for purposes of equipment TL.
Although there does not exist a comprehensive
database of 2300AD military units and vehicles, some general categorizations may
be made on the basis of available information. Thusly, the following basic
categories of vehicle and troop types can be identified:
Super-heavy
tank:
There is only one known superheavy tank design in 2300AD, namely the Kafer
Behemoth. No human armies appear to field tanks of that size. The Behemoth can
carry one infantry company. As is the case with most Kafer units, its Tech is
Medium, and Move class is Slow Tracked.
Heavy
tank:
Several Kafer and Vah designs belong to this category, including the Deathsled,
CC-21, and the Manchurian Type-27. Modern human heavy tanks have a Tech of High,
older ones (including the Manchurian design) have a Tech of Medium, while Kafer
ones are Medium. The Kafer Deathsled has a mobility rating of Slow Hover while
all known human heavy tanks are Fast Tracked.
There may exist hover heavy tanks in human armies, but they ought to be
considered as having Slow Hover mobility.
Medium
tank:
Virtually all human hovertanks fit into this category, and most (American M-9
being a notable exception) also carry heavy AT missiles. The newest vehicles
(AC-12, M-9, LkPz-IX, Montgomery) have Tech of High and mobility of Fast Hover,
while older vehicles (AC-8, LkPz-VIII) have Tech of Medium and mobility of Slow
Hover.
Light
tank:
There are relatively few of these vehicles present in the game. One example is
the ABR-76, a wheeled, Medium Tech vehicle. Again, Tech varies widely.
Heavy
IFV:
The top of the line IFVs used by the Earth armies (as exemplified by the GPzTr-XIII)
are almost light tanks in terms of their combat capabilities. Only vehicles with
2300AD armor rating of 20 or higher qualify for heavy IFV rating.
Light
IFV/APC:
All troopcarriers with 2300AD armor rating of less than 20. They may mount heavy
or light missiles, although that may be rarer on older vehicles. Some troop
carriers, both old and new, use wheels or tracks instead of hoverfans.
VTOL
gunship:
Virtually all carry heavy AT missiles, and have only armor C-ratings. However,
on account of their mobility, they may use C-ratings without normal restrictions
(i.e., as if it were A-rating). Light VTOLs have a radius of 40 hexes, heavy
VTOLs have a radius of 80 hexes.
Infantry
unit organization:
First-line infantry battalions in 1st and 2nd rank armies
are assumed to have a fairly good allowance of heavy support weapons. This means
one battery of medium (if mechanized) or light fire support, 1-2
company-equivalents of heavy AT missiles. Lower-readiness
units and battalions belonging to 3rd and 4th rank armies
may have at most 1 battery of light fire support and 1 battery of light AT
missiles. Infantry battalions
considered to be “light infantry” (i.e., with no vehicles to speak of, and
carrying everything on their backs) should have only light mortars and light AT
missiles, regardless of tech level and army rank. Finally, most militia units
will have very low heavy weapon allowances, perhaps 1 missile or fire support
battery per battalion. Infantry unit Tech ratings are the same as for vehicles.
First-line infantry units of first-rank powers will have High Tech, second-line
infantry belonging to first-rank powers or first-line infantry of second rank
powers will have Medium Tech, militias will have Low Tech, Kafer infantry has
Medium Tech.
Artillery:
The ubiquitous 120mm MRL (and weapons of similar caliber) are considered Medium
artillery. Anything significantly larger are treated as Heavy, and weapons under
100mm are considered Light Artillery.
A
typical BT&H unit will have the following notation:
Strength:--(--) Armor:--/--/--
Infantry:-- FS:--(--) Tech:--
AD:-- Mobility:--
Strength:
unit's Strength rating is equal to the total number of maneuver companies
(infantry, armor, recon, etc.) multiplied by the TQ multiplier. A mechanized
infantry company counts as one company for the purposes of Strength calculation,
although its infantry and armor components are treated as distinct companies for
Armor and Infantry factor calculation. Artillery batteries are not counted for
the purposes of strength calculation, except in the case of artillery
battalions, where they are counted normally.
For purposes of determining number of companies in a unit, a company is
considered to consist of 10 AFVs or heavy AT weapons, 6 artillery weapons, 25
combat walkers, 4 VTOL gunships, or 100 infantrymen.
Troop
Quality (TQ) multipliers:
Green: x 1 Trained: x 2 Regular:x 3 Veteran:
x5 Elite: x7
Tech
multipliers:
Low: 1; Medium: 2; High: 3
Armor:
A-rating: The first step in calculating the unit’s Armor values is calculating
the average of the unit’s AFV components’ armor ratings, using the following
guide:
Superheavy
tanks: 5 Heavy tanks: 4 Medium tanks: 3 Light tanks and Heavy IFVs: 2 Light IFVs/APCs:
1
AQ “A”
rating is obtained by calculating the average of Protection ratings of all
AFV companies.
Example:
the American MIB battalion TF has three companies of M24 IFVs and 1 company of
M9 tanks. M24s have a protection value of 1, M9s of 3.
The next
step is calculating the average:
The MIB
average is 3x1 + 1x3=6 divided by 4 (the total number of companies), yielding
1.5. Rounding fractions down (always) yields 1.
Compare
this to the Armor Qualifier list:
VH:5, H:4, M:3, L:2, VL: 1
MIB’s
armor average of 1 corresponds of AQ of VL.
Rating
B
may be calculated separately if the battalion consists of various types of
armored vehicles. For example, if a battalion contains three companies of light
APCs and one company of heavy tanks, the second rating will be calculated as if
the heavy tank company was the only AFV company in the unit. In this case the
B-rating would be calculated by multiplying the number of heavy tank companies
by troop quality, and its AQ would be obtained from protection values of heavy
tanks only.
The C-rating
is used for lightly armored vehicles with AT missiles.
A unit’s C-rating is found by multiplying the number of AT
missile-armed company-equivalents by the unit’s Troop Quality multiplier.
C-ratings derived from light ATGMs are halved. C ratings derived from
ATGMs based on vehicles other than dedicated ATGM platforms (defined as carrying
at least 15 rounds of missile ammunition, or VTOLs)are halved as well (in other
words, a non-ATGM platform vehicle or infantry unit with light AT missiles has
its armor C-rating quartered).
Infantry:
To obtain infantry rating, multiply number of infantry companies (i.e.,
multiples of 100 infantrymen) by the TQ multiplier. Units composed of Assault
stands have their infantry ratings placed in “[ ]”. Units composed
predominantly of Heavy Weapons stands have their infantry ratings placed in
“{}”. A Battle Walker “company” is considered to consist of 30 CWs and
is treated as being both Assault and Heavy Weapons—their Inf ratings
are doubled while attacking and defending in Positional battles and halved in
all other situations.
Fire
Support:
Take the number of batteries (consider 6-8 indirect-fire weapons a battery),
multiply them by the TQ multipliers and then by 4, then note whether it’s
Light, Medium, or Heavy artillery from the Dirtside vehicle description. Light
artillery has a range of 3 hexes, Medium artillery of
6 hexes, Heavy artillery of 9 hexes. However, only artillery battalions
have their weapons’ range recorded on their unit notation template.
Air
Defense:
multiply number of AD batteries by TQ and Tech multipliers for that battalion.
The result is AD rating for the unit. AD
battalions have a range of 3 for light AD weapons, 6 for Medium AD weapons and 9
for Heavy AD weapons.
VTOL
units:
Calculate Strength and Armor ratings normally. VTOLs have only one Armor rating
which, although it is derived from their missile weaponry, is treated like a
standard A-rating. In addition, VTOL are rated for Radius of action. Light VTOLs
(attack, light transport) ought to have a radius of 40 hexes, heavy VTOLs (heavy
transport) of 60 hexes.
Marine
Interface Brigade American
7th Marine Interface Brigade (as described in Overlord).
According to Overlord, a MIB consists of 1 armor
battalion, 3 infantry battalions, 1 artillery and 1 walker battalions, 1 gunship
squadron. Let's assume that the brigade would be organized in three battalion
task forces, each built around a marine infantry battalion, with gunship,
artillery and walker units remaining not broken up.
Each Battalion
Task Force would have 1 M9 company and 3 Marine Infantry companies, with a
light artillery battery in support. Since America fields a first-rank military,
American Marines are Elite troops.
Strength:
1 tank company, 3 mechanized companies gives a total of 4 companies. Since
Marines are Elite, Strength is 28, Raw Strength is 4.
Armor A
rating: The battalion has 4 armor companies, one of tanks and three of APCs,
which multiplied by 7 yield Armor Rating of 28. Armor Qualifier is the average
of armor penetration values of its armor companies. MIB M9 tanks have protection
rating of 3, M24 APCs of 1, which gives (1x3+3x1)/4=1.5 rounded off to 2, which
corresponds to L.
Armor B
rating: since a MIB TF has AFVs of varying penetration/protection values, it is
entitled to a B rating. Its heaviest AFVs are all found in a single M9 company,
which gives a B rating of 7M.
Armor C
rating: MIB TF is lavishly equipped with ATGMs, having the equivalent of three
light ATGM companies assigned to its three rifle companies (one light ATGM per
squad), and 3 heavy ATGM companies on its APCs.
APC missiles earn a value of 3 (number of companies) times 7 (Elite)
divided by 2 (non-ATGM platforms) yielding 11. Infantry ATGMs have a rating of 3
times 7 divided by 4 (light missiles, non-ATGM platform) yielding 5. Total ATGM
rating of 16. Note also that the ratings are parenthesized since they are
derived from the unit’s ATGM strength. The
“+” indicates that the battalion may add its B and C ratings, since ATGMs
are not fired by the same subunits from which B rating is derived.
Infantry
rating: three elite companies give a rating of 21. A unit like the MIB would be
trained in a variety of missions, including assault or defensive operations, and
would have the necessary equipment for each. Therefore the controlling player
should feel free to treat MIB infantry as regular, assault, or heavy weapons.
However, MIB infantry may not switch its status in the middle of a scenario.
Fire
Support: We’ll assume one battery of light
artillery, hence 1x7x4= 28L.
Tech:
Being an Elite unit of a First Rank army, the MIB has High tech.
Air
Defense: 1 battery of High Tech weapons, giving it AD value of 1x3x7(elite)= 21.
So the
final MIB battalion TF unit notation template looks like this:
Strength: 28(4)
Armor: 28VL/7M/+(16) Infantry:
21 or [21] or {21} FS:
28L Tech: High
AD: 21
Mobility: FH
Artillery
battalion: 3
batteries of hoverborne 120mm MRLs make it an easy unit to rate.
Strength: 21(3)
FS: 84M(6) Mobility:
FH Tech: High
Combat
Walker Battalion: 100
walkers translate into a 4-company unit. A number of assumptions has also been
made, including that, if necessary, the battalion is equipped with fast hover
transport in order not to fall behind the rest of the MIB.
Strength: 28(4)
Armor: 28VL/--/-- Infantry: {[28]}
FS: -- Tech:
High AD: --
Mobility: FH or F
Gunship
Squadron: Assume
three flights of 4 gunships apiece, giving the squadron following stats:
Strength: 7(1)
Armor: (7) Tech:
High Mobility: Air (40)
In addition, the MIB aviation element includes 1
squadron of light transport VTOLs, capable of assault-moving a rifle company
(without vehicles) or transport-moving a battalion. Stats for a MIB rifle
battalion (minus vehicles):
Strength: 21(3) Armor:
--/--/(5) Infantry: 21 or [21] or {21}
FS:28L Tech: High
AD: 21 Mobility:
F
These unit organizations are somewhat “chopped
down” versions of French Army
divisional organizations found on the Etranger Noticeboard.
Given its power projection needs, the French Army probably treats its
divisions as austere, rapidly deployable basic building blocks to which
additional units may be added to form mission-organized task forces. For
example, adding a separate tank battalion (CC-21s) would turn a French DB into a
somewhat slower unit but one vastly more capable of tank-to-tank combat.
Similarly, adding a CC-21 battalion to an Infantry Division would improve its
assault capability, as well as its defensive abilities against heavy armored
attacks. Although information on French units is scarce, what is
available suggests that certain weapon types like CC-21s, attack gunships, or
combat walkers are grouped in separate battalions/squadrons and are not parceled
out among divisions on permanent basis. They are too expensive, too scarce, and
too specialized to be allowed to remain idle by being tied down with divisions
that are not engaged in operations. Instead, they are organized into separate
battalions which are pooled at higher echelons and attached to divisions whose
missions require the added capabilities. Such an arrangement also dovetails
nicely with France’s status as the pre-eminent colonial power, requiring
rapidly deployable and tailorable forces. This organizational structure is also
roughly similar to current “real world” French reorganization plans, doing
away with divisions and instead reorganizing their constituent units into
brigades somewhat resembling divisional organizations described above.
Armored
Division (Division Blindee)
HQ
2 Armored Regiments
2 Mechanized Regiments
1 Artillery Regiment
Armored
Regiment:
Veteran, High-Tech unit with 4 companies of AC-12 hovertanks, one battery of
medium SP artillery and one air defense battery.
Strength: 20(4) Armor:
20M/--/(10) Infantry:--
FS: 20M Tech:
High AD:15
Mobility:FH
Mechanized
Regiment:
Veteran, High-tech unit with 4 hovermechanized companies, one battery of medium
SP artillery, 1 air defense battery. We’ll assume to have light ATGM in each
squad, heavy IFVs with ATGMs.
Strength: 20(4) Armor:
20L/--/(15) Infantry: 20
FS: 20M Tech:High
AD:15 Mobility:FH
Hover
Artillery Regiment: 3
batteries of Medium SP artillery. Veteran unit.
Strength: 15(3)
FS: 60M(6) Mobility:
FH Tech: High
Infantry
Division Veteran unit.
1 Light
Armor Regiment: As regular Armored Regiment, except that hovertanks are
replaced with armored cars, high-tech successors to the obsolescent ABR-76.
Strength: 20(4) Armor:
20L/--/(10) Infantry:-- FS: 20M
Tech: High AD:15
Mobility:FW
3
Infantry Regiments: As Mechanized Regiment, except infantry is mounted on
light wheeled APCs.
Strength: 20(4) Armor:
20VL/--/(15) Infantry: 20 FS:20M
Tech:High AD:15
Mobility:FH
1 Artillery
Regiment:
Strength: 15(3) FS:
60M(6) Mobility: FW
Tech: High
Light
Armored Division:
similar to Infantry Division, except that it consists of 2 Light Armor
regiments, 2 Infantry Regiments, 1 Artillery regiment.
The most
important separate battalion (regiment) types in the French Army are:
Airmobile
Regiment:
An
elite unit consisting of 3 infantry companies, associated VTOL lift assets
sufficient for assault-moving the entire unit, and a company of Zephyr attack
gunships, as described in the Aurore Sourcebook.
These statistics do not include the Zephyr gunship squadron, which is
listed separately in this section. It is not clear whether the unit
described in the Aurore Sourcebook represents a permanent separate regiment, or
a task force assembled out of elements of an airmobile division, which might be
composed of three such regiments, a gunship regiment, and possibly an
air-transportable towed medium artillery regiment of 3 batteries.
Strength: 21(3) Armor:
--/--/--&nbbsp; Infantry:21 or {21}
or [21] FS: 28L
Tech: High AD:21
Mobility:FT(Air)
Heavy
Armored Regiment:
Veteran unit, with same organization as a hovertank regiment.
Strength: 20(4) Armor:
20H/--/(10) Infantry:--
FS: 20M Tech:
High AD:15
Mobility:FT
Combat
Walker Regiment:
Known French combat walker units all appear to belong to elite organizations,
such as the Marines or the Legion Etrangere. Organizationally, they appear
similar to American walker units, hence the similarity of ratings.
Strength: 28(4) Armor:
28VL/--/-- Infantry: {[28]}
FS: -- Tech:
High AD: --
Mobility: FH or F
Heavy Artillery
Regiment
Strength: 15(3) FS:
45H(9) AD: 15 Mobility:
FH Tech: High
Zephyr
Gunship Squadron:
Strength: 5(1) Armor:
(5) Tech: High Mobility: Air (40)
GERMANY
Being one of the top-ranked powers of 2300AD, Germany fields a first-rank army.
Sterntruppen Bn
It is a mixed unit of one company of hovertanks, one hover infantry company,
and two infantry companies on tracked APCs. It is supported by a Kz-7 walker
company and a half-battery of towed MRLs. It should be considered an Elite unit.
Its infantry can be regular, Heavy Weapons or Assault, depending on situation
(as in the case of American MIB infantry), and probably has light ATGMs.
For BT&H purposes, the battalion has been broken down into two
Kampfgruppen, the first one consisting of the tank and hover infantry companies,
giving it Fast Hover mobility, and the second with the remaining two infantry
companies, combat walker company, and MRL half-battery with Fast or Slow Tracked
mobility.
Hover
Kampfgruppe:
Strength: 14(2) Armor:
14L/7M/(8) Infantry:7 or [7]
or {7} FS: 0
Tech: High AD:7
Mobility:FH
Tracked Kampgruppe:
Strength: 14(2) Armor:
14VL/--/(+4) Infantry:14 or
[14] or {14} FS: 28M
Tech: High AD:14
Mobility:FT
GREAT
BRITAIN
Britain
also fields a first-rank army, and the quality of its vehicles and units
reflects it. Montgomery MBT ought
to be considered a High Tech medium hovertank with fast hover mobility and heavy
missile (rating 5) secondary armament. Cavalier and Cromwell are a second-line
vehicles, medium tanks with fast hover mobility and medium tech.
Templar IFV qualifies as a modern heavy IFV, with armor ratings of 2 and
armed with light AT missiles. Templar AT is a dedicated missile-armed tank
destroyer. Rifleman APC has similar characteristics, but Medium tech. The
Churchill should be considered a Heavy Tank (armor and penetration ratings of 4)
with Fast Tracked mobility, High Tech, and missile rating of 5. This makes it
roughly equivalent to the CC-21 and other top-of-the-line Human heavy tanks.
Organizations are based on unit Orbats found on Bryn Monnery’s site.
An Armoured
Infantry Battlegroup consists of a Montgomery company (squadron), two
companies of infantry in Templars, one company of Templar ATs, and one medium SP
mortar battery. Veteran unit.
Strength: 15(3) Armor:
15L/5M/(12) Infantry:10
FS: 20M Tech:
High AD:15
Mobility:FT
An Armoured
Battlegroup consists of two Montgomery squadrons, two armoured infantry
companies in Templars and a support squadron.
Strength: 20(4) Armor:
20L/10M/(10) Infantry:10
FS: 20M Tech:
High AD:15
Mobility:FT
A
typical armoured brigade will have two Armoured Infantry battle groups, one
armoured battle group and an air regiment.
MEXICO
Greg Hunter’s Mexican army (see his Mexico in 2300AD site) is mostly
composed of “regiments” which can be either treated as small brigades or
very large battalions. I chose the former course, treating each squadron as a
separate “battalion”. Mexico fields a second-rank army.
Guards Hussar
Regiment
Mexican military appears to have only one of these units, which is assigned to
the Presidential Guard Brigade. As such, it is considered Veteran. The CC-21
Squadron is considered High Tech (we’ll assume Mexico did not get stuck with a
downgraded export model) and the ABR-76s are Med Tech vehicles, no longer
representing the state-of-the-art of AFV technology.
1
CC-21 Squadron:
Two companies of heavy tanks.
Strength: 10(2) Armor:
10H/--/(5) Infantry:--
FS: 0 Tech: High
AD:5 Mobility:FT
3
ABR-76 Squadrons:
each with two companies of armored cars.
Strength: 10(2) Armor:
10L/--/-- Infantry:-- FS: 0
Tech: High AD:5
Mobility:FW
Wheeled
Mechanized Cavalry Regiment:
Each of its
four squadrons is treated as a separate unit, with one ABR-76 company, one heavy
missile-armed IFV company, and one battery of Medium SP mortars, with the
following characteristics:
A
Veteran unit of the Presidential Guard Brigade:
Strength: 10(2) Armor:
10L/--/(3) Infantry: 5
FS: 20M Tech:
Med AD:5
Mobility:FW
An Experienced unit, in a regular line brigade:
Strength: 6(2) Armor:
6L/--/(2) Infantry: 3
FS: 12M Tech:
Med AD:3
Mobility:FW
“Mixed”
Hover Cavalry Regiment
Treated as four separate squadrons, each with 1 company of LkPz-VIIIs, 1 company
of hover APCs, 1 battery of SP medium mortars. Experienced unit. Each squadron
has the following stats:
Strength: 6(2) Armor:
6L/3M/-- Infantry: 3
FS: 12M Tech: Med
AD:3 Mobility:FW
Hover Cavalry
Regiment
Four squadrons, each with 2 companies of LkPz-VIIIs. Experienced unit. Each
squadron has the following stats:
Strength: 6(2) Armor: 6M/--/--
Infantry: -- FS:
-- &nbbsp; Tech: Med AD:3
Mobility:FW
Heavy
Artillery Regiment
One of Mexican Army’s strong suits is definitely its artillery. Here is a
typical self-propelled wheeled heavy howitzer regiment of three batteries.
Experienced unit.
Strength: 9(3) FS:
36H(9) AD: 6 Mobility: FW
Tech: Med
Tanstaafl
Free Legion
The TFL is described as having 1 company of LkPz IX hovertanks, 3 hover infantry
companies (on Kangaroos), 5 motorized infantry companies, 2 armored car
companies (ABR-76s), 2 heliborne infantry companies, and 3 artillery batteries.
The TFL can be considered a Veteran formation with Med Tech equipment. This
could give the following organization:
1 Hover
Battalion, with 1 Hovertank and 3 Hover Infantry Companies, 1 MRL battery.
TFL infantry is Regular. Assume a battery of light mortars and some AD weapons,
since it is a fairly well equipped force. On the account of LkPz
IXs, this battalion receives High Tech rating.
Strength: 20(4) Armor:
20L/5M/(7) Infantry:15
FS: 20M Tech:
High AD:10
Mobility:FH
2 Motorized
Battalions, each with 1 Armored Car and 3 Motorized Infantry companies, 1
MRL battery.
Strength: 20(4) Armor:
5L/--/(5) Infantry:15
FS: 20M Tech:
Med AD:10
Mobility:FW
The two
heliborne companies, should organized into a single Airmobile Battalion
of two infantry companies, with some light fire support. TFL is assumed to have
two transport VTOL companies, capable of assault-lifting the entire battalion. Strength:
10(2) Armor: --/--/(2)
Infantry:10 FS: 8L
Tech: Med AD:10
Mobility:F (Air)
Due to
their unique physiology, Kafer units are governed by the following special
rules:All
Kafer units have two sets of combat values, the upper one for their unaroused
state, and the lower one for their aroused state. A Kafer unit which initiates
combat or which begins its turn adjacent to a Human unit is considered aroused
and uses the lower set of values (in effect, doubling its combat effectiveness),
while Kafer units in other circumstances are compelled to use non-aroused, upper
set of values. Unaroused Kafer units may not be given enter any Deliberate or
Prepared posture. A Kafer unit which reaches Prepared Defense will drop to
Deliberate Defense during first turn it is out of contact with Humans and to
Hasty Defense the second. Kafer units may never be compelled to retreat.
Additionally,
all Kafer warparties, warbands, and warhosts are considered to be “separate”
units in the sense that units belonging to one warband or warhost may not
participate in the same battle as units of another warband and warhost. If a
situation arises where units of more than one warband or warhost are eligible to
participate in a battle, owning player must choose which unit will participate.
Warparties are considered to be separate battalions.
Kafer Units
There is not as much information on Kafer military organization as there is on Human armies. Kafer units largely appear to be combined arms affairs, with a mix of hovertanks and tracked APCs. Kafer also have heavy tracked tanks and fast, modern hover APCs, but those appear rarely and in small numbers. Units described below are therefore little more than educated guesses, though they do fit available data pretty well.
"War
Party":
This is the standard, garden-variety battalion-sized Kafer force which appears
in some sourcebooks, including Invasion and Kafer Dawn. Let's assume 1 company
of Deathsleds and 3 companies of APC-borne infantry, equivalent of 1 light
mortar battery.
Unaroused:
Strength: 8(4) Armor:
8L/2H/-- Infantry:6 FS: 8M
Tech: Med AD:4
Mobility:FT
Aroused:
Strength: 20(4) Armor:
20L/8H/(4) Infantry:15
FS: 20M Tech:
Med AD:10
Mobility:FT
Deathsled
hovertank “pack”
Unaroused:
Strength: 8(4) Armor:
8H/--/(4) Infantry:--
FS: 8M Tech: Med
AD:4 Mobility:SH
Aroused:
Strength: 20(4) Armor:
20H/--/(10) Infantry:--
FS: 20M Tech:
Med AD:10
Mobility:SH
Tracked
APC infantry “pack”
Unaroused:
Strength: 8(4) Armor:
8VL/--/(4) Infantry:8
FS: 8M Tech: Med
AD:4 Mobility:FT
Aroused:
Strength: 20(4) Armor:
20VL/--/(10) Infantry:20
FS: 20M Tech:
Med AD:10
Mobility:FT
SP MRL
“pack”
Unaroused:
Strength: 6(3) FS:
12M(6) Mobility:
FT Tech: Med
Aroused:
Strength: 15(3) FS:
30M(6) Mobility: FT
Tech: Med
This is
a major Kafer force. A Kafer suzerain might have several dozen of "War
Hosts" under his authority, in addition to hundreds of War Bands and War
Parties. A War Host typically consists of a hovertank "horde" (with
4-6 Deathsled "packs"), an infantry "horde" on APCs (6-10
APC Infantry "packs"), a small fire support "horde" (2-4
heavy MRL "packs" on APC chassis, some of which may be equipped with
Heavy MRLs, with a range of 9), a heavy tank "pack" (4 companies of
Behemoths)and a hover infantry "pack" on Floaters.
Behemoth
“pack”
Unaroused:
Strength: 8(4) Armor:
8VH/--/(4) Infantry: 8
FS: 8M Tech: Med
AD:4 Mobility:FT
Aroused:
Strength: 20(4) Armor:
20VH/--/(10) Infantry: 20
FS: 20M Tech:
Med AD:10
Mobility:FT
Floater
“pack”
Strength: 20(4) Armor:
20VL/--/(10) Infantry:20
FS: 20M Tech:
Med AD:10
Mobility:FH
Evidence
suggests that Floater-armed unit are largely manned by veteran Kafer who have
reached a fairly high level of permanent intelligence. Therefore, Floater units
are rated as permanently Veteran and are not governed by Kafer special rules.
Their function in peacetime is probably acting as a bodyguard to senior Kafer
officers (to prevent bored and stupid rank and file Kafer from assassinating
them), while in wartime they serve as reconnaissance, raiding, and rapid
response troops. Again, a Floater "pack" has 4 companies of infantry
and Floaters each. Floater units have Recon capabilities.
“Safe-Place”
A Kafer
Safe-Place is an impressive military unit in its own right. It boasts SSM (range
of 3 hexes) Surface-to-Space, and SAM batteries (8 AD points and range of 20),
powerful anti-armor and anti-infantry weapons and even houses combat aircraft (3
4-plane flights). A Safe-Place usually has a War Party assigned to it, which is
considered to be in Prepared Defense while in the same hex. A Safe-Place is
assumed to have 6 companies, each with 10 Armor Points, 6 AT points, 6 FS
points, and 0 Inf points. It is immobile. A Safe-Place is considered to be in
Prepared Defense posture at all times.
The
Safe-Place is a Kafer fortification found on many occupied worlds which is
effective in alleviating problems caused by their poor fighting qualities in
unaroused state. A Safe-Place may accommodate up to a Warband (4 packs of armor
and infantry, not counting artillery) which, as long as they are in the
Safe-Place, are considered to be in Prepared Defense posture regardless of their
arousal level or most recent posture. In addition, Safe-Place has several SSM,
SAM, and surface-to-space missile batteries and is capable of housing 3
4-aircraft flights.
By
itself, the Safe-Place is treated as an artillery/air defense unit. During
Battle, use its Strength to determine casualties only if no Kafer unit is
stacked with it.
Unaroused:
Strength: 12(6) FS:
60H(9) AD: 15(9)
Mobility: --
Tech: Med
Aroused:
Strength: 30(6) FS:
150H(6) AD: 40(9)
Mobility: -- Tech: Med
Taking advantage of America’s and Mexico’s
involvement in fighting the Kafers in the French Arm, Mexico decides to right
some ancient wrongs and launches a full-scale invasion of Texas. The
hard-pressed Texan government soon requests American assistance, which is
promptly given. In the first battle
of the war, a hard-charging mixed Mexican task force, consisting of the
Presidential Guard Brigade’s Guards Hussar Regiment, one Hover Cavalry
Regiment, and two Mixed Hover Cavalry Regiments, with three heavy artillery
regiments in support, runs headlong into the first American unit deployed to
Texas, a Marine Interface Brigade of three battalion task forces, an artillery
battalion, and a gunship squadron.
Terrain is Open, the Mexican force has Hasty
Advance orders, while the MIB has Hasty Defense Orders, making this a Maneuver
battle. The heaviest Mexican armor
in the battle is the Guards Hussars’ CC-21 squadron, which has an armor
qualifier of Heavy, which means that American units with rating of Medium have
their armor ratings halved, those with Light armor are quartered, and those with
VL armor are ignored. The heaviest American
armor in the battle is Medium, which means that Mexican Heavy and Medium units
are unchanged, Lights are halved, and VLs are quartered.
Mexican forces have the following combat
strength:
CC-21 squadron:
the only high-tech unit involved on the Mexican side, its Armor strength is
multiplied by 12, yielding 120.
Each of the three ABR-76 squadrons has its armor
rating halved and receives a multiplier of 8 (med tech), which yields 40 x 3 = 120
for all three squadrons.
The Hover Cavalry regiment has four two-company
squadrons of LkPzVIIIs, medium-armor medium-tech vehicles, which gives 4 (number
of squadrons) x 8(med tech armor multiplier for maneuver combat in open terrain)
x 6 = 192.
Since the VL A-rating would be quartered the
Mixed Hover Cavalry regiments elect to use their Medium B-ratings. 4 x 8 x 3=
96, and an infantry value of 4 x 2 x 3=24, for a total regimental value of 120.
Both regiments have a total value of 240.
Therefore total combat value of Mexican forces is
120+120+192+240=672.
Concerning fire support, the American forces are
in Hasty Defense posture, which has no effect on indirect fire support. The
total FS points of Mexican forces involved are 24 (for both of the Mixed Hover
Cavalry regiments involved) + 36x3 of the heavy artillery regiments, yielding
132.
Total
Strength
of Mexican forces is 112. 132 divided by 112 gives a FS modifier of 1.17.
On the American side, the total combat strength
of each of the three MIB units is:
Armor:
Since the VL armor A-rating would be reduced to 0, the MIB player uses the
B-rating, particularly since this allows him to use the C-rating as well. 7 x
12(High tech unit in Maneuver battle)/2 yields 42. Adding the C-rating
gives 16 x 3 (AT missiles in Maneuver battles use Infantry, not Armor,
multipliers) = 48, for a total armor rating of 90.
Infantry:
21 x 3 = 63.
Total
battalion battlegroup rating: 153. Three battlegroups have combat
strength of 459.
Gunship
squadron: This one is easy: 7 x 12
= 84.
The total MIB battle value is 543.
Total American strength is 3x28 + 7 = 91, total
fire support is 3x28+84=168. 168/91=1.84
Battle resolution:
Odds in the battle are 672:459=1.46:1 which is
rounded off to 1.5:1.
Die roll modifiers: the only die roll modifier is
the fire support, and the FS modifiers of Mexican (1.17) and American (1.84)
units work out to ..67 which, since the Americans are the attackers, gives a -1
die roll modifier.
Column shifts: there are no column shifts.
Battle resolution: both players roll a D10,
Mexican player rolls a 7, American 8. This is changed to 6 and 7 by the FS
modifier, which means 40% casualties for each player.
American player has a strength of 91, 40% of that
is 36.4. To absorb these losses, one battalion task force is eliminated (28
strength points), as well as the gunship squadron (7 strength points).
The remaining points (1.4) are ignored, since no unit can be eliminated
or half-eliminated.
Mexican player has a strength of 112, 40% of that
is 44.8. Mexican player absorbs these damage points by eliminating 1 ABR-76
squadron from the Guards Hussar Squadron (10 pts), one entire Mixed Cavalry
regiment (24 pts), and one squadron from the Hover Cavalry regiment (6 pts).
These eliminations account for 40 pts. The remaining 4.8 points are used up by
half-eliminating a squadron from the second Mixed Cavalry Regiment (3pts); the
last 1.8 pts are ignored.
If
Initiative rules were in use, no initiative markers would have been placed,
since the casualty threshold is too low.