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.
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