Rules - Terrain & Mines

HOME

SCENARIOS

TABLES

RULES

HISTORY

LINKS

Terrain

Terrain, Buildings and Other Features


1. Clear - Flat , level ground with no sighting obstructions.

2. Woods - Moderately dense trees. Tanks and troops move through at half speed. wheeled and half-tracked vehicles may move through only if following a tank at a maximum following distance of 6" (3" in 1/285). Once the column has moved through the woods, a "track" no longer exists for future travel through the area. Sighting is not possible more than 3 inches into the woods. Solitary trees do not block LOS in 1/72 scale (in 1/285, the judge must declare if this is true or not in the particular scenario being conducted). Turret traverse and pivots are allowed unless specifically excluded by decree of the judge before the game begins.

3. Light Woods - Light, dispersed trees. Tracked and semi-tracked vehicles travel at 2 off-road speed. Sighting is limited to 4 inches. Armored cars may follow AFV tracks at 2 off-road speed.

4. Heavy Woods - Dense trees. No vehicles allowed unless a judge allows them to be in there at the start of a game. Sighting is stopped at 2 inches (1 inch in 1/285).

5. Hedgerow (Bocage) - A 4 to 6 ft. high dirt embankment covered with dense hedge. There will be no LOS or firing through this terrain feature. Troops may enter this terrain feature to hide from view and to observe. Troops may move across the hedgerow with a one turn penalty. Tanks with hedgerow cutters may move through with a one turn penalty.

6. Hedges - 4 to 6-foot high, dense hedge without dirt embankment. No LOS or firing through unless the vehicle is touching the hedge. Fully tracked vehicles may move through with a 4 inch movement penalty. Delays infantry one turn.

7. Roads - There are two types of roads: primary and secondary. Primary roads are hard-surface and may be single or double lane (the judge must make this clear before the start of the game). "On road" movement is used on these roads. Secondary roads are single lane and are slightly better than operating off-road.

8. Rivers - Rivers are non-fordable unless a judge designates otherwise before the start of the game.

9. Hills - Hills may be any size or shape and contain contour lines that effect sighting.

10. Wheat Field - Blocks LOS (on the same level) for infantry only.

11. Ridge - A raised area from a few feet high to tens of feet high. A judge must designate the height of ridges prior to the start of a game so that hull down status can be determined, and how the ridge affects LOS. Usually, a ridge blocks LOS unless sighting is taking place from a hill. To fire over a ridge, a vehicle must be touching the ridge.

12. Scrub - An area covered by dense undergrowth/low brush. Sighting of small units is covered in the Sighting rules. Scrub has no sighting effect on AFV's. Infantry and cavalry speed is 2/3 of normal. Vehicle movement is unaffected.


13. Soft Ground/Marsh - Triples movement cost. Chance to "bog down" must be determined by the judge prior to the game. A default percentage if this is not done is 20%.


14. Rubble - Affords infantry the same protection as wall for all fire crossing the rubble. AFV's may take hull down (I) status (track and front bottom hits excluded). In 1/285 scale, hull down status will be judged by the physical dimensions of the vehicle vs. the actual representation of the rubble.

The judge may also define other features before the game begins.

Buildings - Buildings may be one or more stories and made of wood, brick or stone. Special modifiers apply to firing and sighting into a building.

Bridges - Bridges are assumed to be of a low-walled stone type that do not block LOS unless otherwise specified before the game. A vehicle on a stone bridge is entitled to hull down(I) status for all fire crossing the bridge side. Infantry may use the bridge as a stone wall. If other bridges are used, the judge must define the effects on LOS, hull down, etc. Weight limits must be set before the game starts.

MINES

Mines - There are two types: anti-tank (AT) and anti-personnel (AP). AT mines cannot be triggered by troops walking through the minefield. The two types may be mixed. The standard mine unit is represented by a 2" square (1" in 1/285). The judge determines the following before the game:

a. Mine density in terms of % chance to affect. Check for effect entering and leaving. The rolls, with two percentile dice, are made by the owner of the mines.

b. Whether the mines are hidden or exposed (i.e., does the opponent has a chance to detect them?). Specify the minimum distance required to spot the minefield and the % chance to see it.

The % chance of immobilization of a tank by anti-personnel mines is 20% for vehicles under 20 tons; otherwise it is 10%. This may be altered at the judge's discretion.

The effect of an anti-tank mine on a vehicle is as follows (check entering and leaving):

Kill Immobolize No Effect - Modifiers to the Dice Roll
Dice Roll
: K - 01-20% I - 21-85% N - 86-100%
Soft Vehicle +15%
Vehicle over 20 tons -05%
Vehicle over 40 tons -10%

- An AP has a firepower equivalent of "2." Troops in soft vehicles must take this roll also.
- Troops in/on an AFV destroyed by an anti-tank mine must roll for bail-out (01-25%). If unsuccessful, the squad is eliminated.
- Troops in a soft vehicle affected by an anti- tank mine must roll for survival (firepower equivalent of "2", defense of "1").

Example: A British truck runs into an AT mine field. The mine field is the responsibility of an Italian non-com named Luigi. The truck driver's day is going to go downhill from here. He is carrying a squad. Aren't they lucky? Luigi is all excited. Someone finally drove into his mine field! But he throws a 100%. No effect! The truck has enough movement to leave the minefield.

But wait. Luigi has a second roll (leaving the mine field). This time he throws an 87%. Still a crappy roll, but this is a "soft" vehicle. He gets to take 15% from his roll, making it a 72%. Blew the tires off of the truck. The squad (remember them?)now has to take a survival roll on the Infantry Fire Table to see if they live long enough to kill their stupid driver.

Luigi? He has done his part for the war effort. He takes off his uniform, that did not fit anyway, and goes home.


Go to the top of the page.

1