Key
- —
- Tap a token on the board
by Richard Bailey
A British section against a German Gruppe, eight a side, on a 3' × 3' mat.
Setup. Pick V1 (skirmish) or V2 (battle with armour), a mat (grass, snow or desert) and one of three randomly generated layouts. Shuffle for three new ones. Layouts are mirrored so both sides get the same ground.
Scenarios. Annihilation: kill the enemy Officer or wipe out the section. Capture the Flag: each side's flag stands on its back edge. Move a soldier (not a vehicle) onto the enemy flag to pick it up, then carry it to any square on your own back edge to win. If the carrier is hit and killed, the flag drops where he fell; the enemy can pick it up again, and if your own soldier steps on your dropped flag it goes straight home. A flag carrier can't board a carrier. Hold the Crossroads: the gold-outlined centre squares are the objective. At the end of every turn, a side with units there and no enemy units there scores 1 point; first to 5 wins. Demolition: each side has a supply dump in front of its lines. Shoot it (1 damage a hit, 3 from anti-tank weapons and tank guns) or catch it in a blast (2). When a dump is destroyed it explodes and that side loses. In every scenario, wiping out the enemy also wins; losing your Officer only ends the game in Annihilation.
Objective. Kill the enemy Officer, or wipe out the whole section. Lose your own Officer, even to your own grenade, and you lose.
Initiative. Each side rolls a D6. Highest moves first; ties re-roll.
Turns. Each turn you give orders to up to 3 different units. A unit may move, then take one action (fire, throw the grenade or heal), or act without moving. Its order is used once it acts, when you tap Finish unit, or when you select another unit after moving it.
Movement. Step any direction, diagonals included. The Officer moves 1; all infantry move up to 2. Units can enter buildings (one per square) but can't pass through wire, fuel drums or other units. Everyone starts on their own edge of the mat.
Line of sight. Buildings block line of sight, except that a unit inside a building can see and fire out through its windows, and be shot at in return. Enemies in range but hidden show "NO LOS".
Sniper kill cam. When a sniper kills a soldier, a short 3D replay plays: over the sniper's shoulder through the scope, then following the bullet in slow motion to the target. Tap it to skip, or switch it off with the Kill cam button.
Weapon ranges. Each unit's reach comes from its weapon: Officer's pistol 1 square, SMG 2, machine gun 3 (short but 3 shots), rifle 5, sniper rifle 10. In V2 the PIAT or Panzerschreck reaches 3, the carrier's MG 3 and the tank's gun 8. When you select a unit, its range is shaded on the board.
Firing. Range counts squares as a king moves. Roll a D6 per shot and meet the "to hit" number. Target in hedges, ruins or a crater: +1 needed. Target inside a building: +2 (heavy cover). Against blasts, cover saves on 4+ and a building on 3+. Point blank: −1. A 1 always misses, a 6 always hits.
The grenade. Each side has one grenade for the whole game. Any Rifleman, the Assault man or the Officer can throw it, up to 4 squares, over cover and rooftops. Roll a D6: 4+ lands on target, otherwise it scatters 1 square. The landing square takes 2 damage, no save; up to 3 random squares next to it take 1 (a unit in cover saves on 4+). It hits your own men too. Hedges in the blast become craters, wire is cleared, and a blast mark stays on every square hit.
Fuel drums. Red drum stacks block movement but not sight. Any unit that can fire may shoot them like a target (cover doesn't apply). One hit and they explode: every unit on the 8 squares around takes 2 damage (1 if a cover save of 4+ succeeds). Drums next to an explosion go up too, and a grenade blast sets them off.
Sound. Each weapon has its own report: rifle crack, Bren or MG 42 bursts, SMG rattle, sniper shot. Grenades and drums boom. Rolling for initiative fires a starting pistol so you can check the volume. Use the Sound button to mute or unmute (it plays a test shot when switched on). On an iPhone, check the ring/silent switch and volume.
Reinforcements. When one of your units reaches the enemy's back edge (rank 12 for the British, rank 1 for the Germans), a fresh random soldier at full health joins on your own back edge. Each unit can earn this once.
First aid kits. Kits are scattered across the mat. Move a unit onto one and it is restored to full health; the kit is used up.
V2: armour. The battle game is 14 a side on a 4' × 4' mat (16 × 16 squares), with 4 orders a turn. Each side adds two anti-tank teams, two Assault men and a Rifleman, plus a tank (Sherman or Panzer IV) and a carrier (Universal Carrier or Sd.Kfz. 251). Vehicles can't enter buildings or drive through fuel drums. The tank can drive over wire and crushes it.
V2: armour rules. Rifles, pistols, SMGs, MGs and snipers can't hurt the tank. Against the carrier's light armour, only MGs and snipers do damage, 1 per hit. Anti-tank weapons, tank guns, grenades and explosions hurt both vehicles.
V2: transport. Move a soldier onto your own carrier to board it (2 max). Passengers ride along and can't be shot. Select the carrier and tap Unload troops to set them down around it; that's the carrier's action. Unloaded men can still take orders this turn. If the carrier is destroyed, passengers bail out with 1 damage each.
Medic. Unarmed. Heals 1 HP to a wounded friendly unit on an adjacent square.
| Unit | Tag | Move | Range | To hit | Shots | Dmg | HP | Special |
|---|---|---|---|---|---|---|---|---|
| Officer (pistol) | OFF | 1 | 1 | 4+ | 1 | 1 | 3 | Lose him, lose the game |
| Rifleman (rifle) | RF | 2 | 5 | 4+ | 1 | 1 | 2 | — |
| MG team (machine gun) | MG | 2 | 3 | 4+ | 3 | 1 | 2 | Can't fire after moving |
| Sniper (scoped rifle) | SN | 2 | 10 | 4+ | 1 | 2 | 1 | 3+ to hit if stationary |
| Assault (sub-machine gun) | AS | 2 | 2 | 4+ | 2 | 1 | 2 | — |
| Medic | MED | 2 | — | — | — | — | 2 | Heals adjacent +1 HP |
| V2 battle adds | ||||||||
| Anti-tank team ×2 | AT | 2 | 3 | 4+ | 1 | 4 vs vehicles · 1 vs men | 2 | PIAT / Panzerschreck |
| Tank | TK | 3 | 8 | 4+ (5+ if moved) | 1 | 2 vs men · 3 vs vehicles | 6 | Heavy armour, crushes wire |
| Carrier | APC | 4 | 3 | 4+ | 2 | 1 | 4 | Light armour, carries 2 men |