Liberated Hordes – South American Wars of Liberation Rules

Liberated Hordes is a set of free wargames rules for the South American Wars of Liberation. They rules are an amendment to the Hordes of the Things rules (HOTT).

HOTT for Moderns

Hordes of the Things (HOTT) for moderns is an adaptation of the much-liked fantasy DBA variant. It was written by Bruce McFarlane of the Canadian Wargamers Group and now exists only on the Wayback Machine. In the interests of preservation, I have reproduced it below. No challenge to Mr. McFarlane’s copyright is intended.

Modern DBA/HOTT

Bruce McFarlane of the
Canadian Wargamers Group
has produced this HOTT-based rule set for Modern
divisional scale games. The text is all Bruce’s.


The following is an adaptation of HOTT to Modern rules while retaining the
simplicity and spirit of the original rules.

HOTT for Modern Armour

Troop Types

Main Battle Tank – Top of the line; recent generation AFVs,
equipped with the most recent electronics and weaponry.Most often used by
major powers; M1A1s, Challengers,Cheiftains, Leapard IIs, T-86s and T-82s.
Secondary Battle Tanks – Front line AFVs from the 1960�s and 70�s.
Often used as the Main Battle Tank of medium powers; M-60s, T-72s, T-62s and
Leapard Is.
Obsolete Battle Tanks – 1st-post WWII generation AFVs.Little or no
electronic targeting, stablizing,etc. Still often used by minor powers
Super-Shermans, Pattons, Centurions, and T-55s.
Armoured Personnel Carrier -All manner of armoured vehicles
primarily used for the transport of infantry; M2s, M113s, BMPs, BTRs, and
BMDs.
APC / ATGM -Armoured vehicles used in an anti-tank role rather than
for transport.Armed with anti-tank Missles; M-901s, BRDM/ATGM.
Recon -All manner of vehicles which utilize stealth and speed to
seek out and identify enemy positions, rather than meet and defeat the
enemy; M3s, Luchs, and BRDM-2.
Infantry – Most assault-rifle armed foot soldiers currently used by
modern armies.
Engineers – Troops especially trained and equipped for battlefield
construction and demolition.
Truck -All manner of soft-skinned, wheeled vehicles, used to
transport men and materiel.
Towed Artillery -Long-range , unarmoured cannon towed into battle
by Vehicles; 105Hs and 130mm M-46. Counts as "Foot".
Self-Propelled Artillery – Long-range, cannon mounted on its own
chassis and armoured.May fire on the opponent�s turn, even if it has moved
in the previous turn; M-109, M-110s, MRLSs, SAU-122s, SAU-152s, and BM-21s.
Counts as "Foot".
Towed SAM -All Surface-to-Air Anti-Aircraft weapons including FLAK,
Multi-barreled cannon and guided missiles, in prepared positions or towed
into battle by vehicles.Costs 2 PIPS to fire (unless using optional �artillery�
rule); Hawks, Patriots, and ZU-23s.Counts as "Foot".
Self-Propelled SAM -All Surface-to-Air Anti-Aircraft weapons
including FLAK, Multi-barreled cannon and guided missiles, mounted on its
own chassis and usually armoured. Costs 2 PIPS to fire (unless using
optional  �artillery� rule); Chaparelles, Roland, M-163s, Gepards,
SA-4s,SA-6s, SA-9s, SA-11s, and ZSU-23s.Counts as "Foot".
B-52 Bomber – All high-level aircraft used to bombard large areas,
indiscriminately; B-52s, B-29 Superfortress, and Tu-95 Bears.
Fighter Bomber -All aircraft that use precision point attacks to
destroy specific enemy units and positions.Typically, these are one or two
engine jet-fighter planes; F-86s, F-4s, F-15s, F-16s, F-18s, Mirages, and
all sorts of MiGs.
Attack Helicopters -all vehicle-lift aircraft – both fixed wing and
rotary-blade- who�s primary role is ground-support or anti-tank fire;
Cobra, Apache and Hind helicopters, as well as, Harrier jump-jet and other
VTOL aircraft. 
Transport Helicopters – all vehicle-lift aircraft – both fixed wing
and rotary-blade – who�s primary role is either the transportation of men
and material or to be used as a gun platform or ground-support fire; Various
and sundry Hueys, Chinooks, Sea Kings, Sikorsky and Hinds.
Special Forces – Infantry, especially trained and equipped for
covert actions and infiltration against the enemy; Commando, Ranger, Green
Beret, and Spetsnaz troops.
Mines – All passive anti-personnel and anti-vehicle ground
weapons.These are deployed, secretly before the game and take up an area of
6� by 2�. Friendly troops may pass through these mine fields without
suffering harm or revealing the field�s existence.

Combat

UnitHOTT EquivalentMoveVs.RangeAP
GoodBadRoadFootVehicleAir
HQGeneral10"10"10"+1*+1*+1*Free

*HQs add 1 to the die roll when the element it is attached to is in combat.
HQs can move 10" and attach to another element in its command for a cost of
1 PIP.

If the element an HQ is attached to is destroyed roll a d6 for the effect on
the HQ:

1,2,3 = no effect HQ moves to closest element in its command.
4,5 = HQ disrupted remove from table for d6 turns, after which it returns to
any element in its command. All actions take 2 PIPS in HQ’s absence.

6=HQ destroyed remove from table permanently. All actions take 2 PIPS in HQ’s
absence.

Since the Regiments, Brigades, Divisions of the various nationalities vary so
much in size we cannot use a d6 as the command roll for all of them. Instead we
use a d2 (head=1; tails =2), d4, d6, d8, d10 or d12, depending on the size of
the formation, (excluding transport elements – trucks, APCs, helicopters, etc.)
as listed:

formations of 1-6 elements use a d2;
formations of 7-10 elements use a d4;
formations of 11- 14 elements use a d6;
formations of 15-18 elements use a d8;

formations of over 18 elements use a d10.

In addition we can now rate the commanders; Poor commanders use a die one
level lower than called for [i.e. a d6 becomes a d4]; average commanders use the
die, as listed; superior commanders use a die one level greater than called for
[i.e. a d10 becomes a d12].

Movement and Factors

Unit

HOTT EquivalentMoveVs.RangeAP
GoodBadRoadFootVehicleAir
Main Battle TankPaladin5"2"5"+6+6+46"4
Secondary Battle TankHero5"2"5"+5+5+35"4
Obsolete TankKnight3"2"4"+3+4+24"2
Armoured Personnel CarrierRider5"2"5"+3+3D30"2
APC/ATGMShooter5"2"5"+3+6D38"4
ReconBeasts4"4"5"+3+4D44"2
Infantry Warbands2"2"4"+3+3D32"2
EngineersBlades2"2"4"+5+3+20"2
TruckLurker4"2"6"D1D1D20"1
Towed ArtilleryArtillery0"0"0"+4+3+210"/20"2
SP ArtilleryArtillery3"2"4"+4+4+210"/20"4
Towed SAMMagician0"0"0"D2D2+424"2
SP SAM Magician3"2"4"D2D2+424"4
B-52 BomberGod24"24"24"+6+6+60"4
Fighter BomberDragon24"24"24"+2+6+66"4
Attack HelicopterAir Boat10"10"10"+5+3+36"3
Transport HelicopterAir Boat10"10"10"+3D2+24"2
Special ForcesSneakers3"3"4"+4+3D42"3
MinesLurkers6"  +2+2n/a0"1

Notes

Armoured Personnel Carriers may carry 1
Infantry
APC/ATGMs may not carry infantry
Engineers build or destroy bridge on roll of
"6"
Trucks may carry 1 infantry or engineer or
artillery
Transport Helicopters may carry 1 infantry or
towed artillery
D1, D2, D3 = can only be used in defence;
attacker cannot be hurt

Tactical Factors

+1 If the element is with a general and in Close Combat or shot at
+1 If in close combat and either up hill or defending a riverbank
+2 Target being shot at in cover
+2 Infantry in close combat, with Engineers in rear support
+2 Infantry with tank in rear support, in Close Combat against target in
open
-1 For each flank overlapped, and/or each enemy element in contact with
flank or rear, or for each 2nd and 3rd element aiding in shooting

Combat Outcome

Unit

Quick Killed By

Quick Kills On

Main Battle TankDestroyed when in contact; Otherwise recoil MBT, SBT SAM, ATGM., Art., Recon,
Fight.bomb, Truck destroyed; Special Force flee table
Secondary Battle Tank MBT, SBT in contact, Artillery; Otherwise
recoil
MBT, SBT SAM, ATGM., Art., Recon, Fight.bomb,
Truck destroyed ; Special Force flee 6�
Obsolete
Tank
ATGM, Artillery, SAM., they have just
contacted, or in Bad Going;  Otherwisw recoil
MTB, APC, ATGM, Fight.bomber, Artillery,
Infantry, Engineers, Trucks destroyed; Special force flee 6�
APCDestroyed in Bad Going; Otherwise recoilMTB, ATGM, Recon., Artillery destroyed;
Special Forces flee 6�
ATGMDestroyed by mounted in contact; Otherwise
recoil
MBT, SBT, OT. SAM, Artillery, Trucks
destroyed; Special Forces flee 6�
ReconDestroyed in Bad Going; Otherwise recoilMBT, ATGM, Artillery, Trucks destroyed;
Special Force flee 6�
InfantryDestroyed by OT in Good Going; 
Otherwise recoil
MBT, Artillery, Fighterbomber, Engineers,
Trucks destroyed; Special Force flee 6�
EngineersDestroyed by Infantry, OT; Otherwise recoilMBT, Artillery, Trucks destroyed; Special
Force flee 6�
ArtilleryDestroyed by any unit in contact; Otherwise
recoil
MBT, Artillery, Trucks destroyed; Special
Force flee 6�
SAMDestroyed by MTB, STB, Fighterbomber, B-52;
Otherwise recoil
MBT, Artillery, Trucks destroyed; Special
Force flees 6�
B-52Destroyed by MBT, SBT; Otherwise
recoil      
MBT, Artillery, Trucks destroyed; Special
Force flees 6�
Fighter
Bomber
Destroyed by MBT, SBT; Flee table from all
others
MBT, Artillery, Fight.Bomb, Trucks
destroyed; Special Force flees 6�
Attack
Helicopter
Flee 6� from SAM   MBT, Artillery, Fight.bomb, Trucks
destroyed; Special Force flees 6�
Transport
Helicopter
Flee 6� from SAMMBT, Artillery, Fight.bomb., Trucks
destroyed; Special Force flees 6�
Special
Force
Flee 6� from all unitsHQs, Special Forces Destroyed; All others
ignore results
MinesFlee off battlefield from all unitsMTB, SBT, OT, Trucks Destroyed; Special
Forces flee 6�

Optional Rule

(Highly Recommended)

Limited Recoils

Each element is only allowed a limited number of recoils. Once that limit is
reached the element is removed from the table.
Conscript = 2 recoils;
Regulars = 3 recoils;
Veteran = 4 recoils;
Elite are removed upon their 5th recoil.

Points Values

For points values multiply the base AP value by the number of recoils allowed
(i.e. Elite Infantry would be 2 elements x 5 recoils = 10)

Organizations

Warsaw Pact

  • Guard Airbourne Reg’t — HQ + 2xInfantry + 2xAPC or 2x Trans Helicopter =
    (8AP)
  • Airbourne Regiment– HQ + 2xInfantry + 2x Trans.Helicopter = (8AP)
  • SAM Brigade — HQ + 4xtowed SAM + 4xtrucks = (12AP)
  • Artillery Division– HQ + 3x towed Artillery + 1x SP.SAM + 3xtrucks =
    (13AP)
  • Guard Tank Division –HQ + 1x Attack Helc.+ 1xAPC/ATGM + 1xEngineer + 2x
    SP. Art. + 2x SP.SAM + 2xInfantry + 2xAPC + 1xtruck + 4x MBT (or SBT or OT)
    + 1xRecon =52AP (or 52AP or 44SP)
  • Motorized Rifle Division — HQ + 1xAttack Helc. + 1xAPC/ATGM + 1x Engineer
    + 2xSP.Art. + 2xSP.SAM + 5xInfantry + 5xAPC +1 trucks  + 2x MBT (or SBT
    or OT) + 1x Recon = 56AP (or 56APor 52AP)
  • Tank Division–HQ + 1xHind + 1xAPC/ATGM + 1xEngineer  + 2xSP.Art +
    2xSP.SAM + 2xInfantry+ 2x APC   +1x trucks + 5x MBT (or SBT or OT)
    + 1 Recon  = 52AP (or 52AP or 42AP)

NATO Organization

  • US Armored Cavalry Reg’t — HQ + 1x SP.Art + 2xAttack Helc. + 1xMBT or SBT
    + 2x Infantry + 2x APCor2x Trans.Helc. = 22AP
  • US Artillery Group– HQ + 2xSP.Art. + 1x towed SAM + 1x truck =11AP 
  • US Air Defence Group — HQ + 6x towed SAM + 6x trucks = 18AP
  • US Armored Division — HQ + 1xRecon + 1x Engineers + 1xAttack Helc. +1x
    APC/ATGM + 1xSP.SAM + 2xSP.Art.  + 3xMBT or SBT or OT + 3xInfantry +
    3xAPC  + 1 truck  = 50AP (or 50AP or 44AP)
  • US Mechanized Infantry Division –HQ + 1xRecon + 1xAttack Helc. + 1x ASPC/ATGM
    + 2x Sp.Art. + 1xSp.SAM + 3xInfantry + 3x APC + 3xMBT or STB or OT =45 AP
    (or 45 AP or 39 AP)
  • West German Airbourne Brigade — HQ + towed. Art+ 2 x Infantry  + 3x
    Trans.Helicopter= (12 AP) 
  • West German J�ger Division — HQ + 2x SP.Art + 1x SP.SAM +1 Recon + 3xMBT
    or SBT or OT + 2xInfantry +2x APC = 42 AP (or 42 AP or 36 AP)
  • West German Panzer Division — HQ + 1x SP.Art + 1x SP.SAM + 1x Recon 
    + 3xMBT or SBT or OT + 2xInfantry  + 2x APC  = 38 AP (or 38AP or
    32 AP)

Egyptian 

  • Armored DivisionHQ + 7x SBT or OT + 3x Infantry + 3x APC +1x BDRM/ATGM +
    3x towed artillery +1x towed SAM + 4x truck = 56 AP (or 42 AP)
  • Infantry Division HQ + 9x Infantry+ 2x OT+ 2x towed Art. + 11 trucks = 37
    AP
  • Mechanized DivisionsHQ + 6x Infantry + 6x APC + 3x OT + 3x towed Art. +
    1xtowedSAM + 4 trucks = 42 AP

Syrian

  • Infantry Division – HQ + 3 Infantry + 2 Infantry + 2 APC + 5x OT + 3x
    SP.Art.+ 1xtowedSAM + 4 trucks + 1x BDRM/ATGM = 54 AP

Jordanian 1967 & 1973

  • Infantry Brigade- HQ + 3x Infantry + 1x towed Art. + 4x truck = 12 AP
    Armored Brigade – HQ + 2x 0T + 1x Infantry +1x APC  + 1x towed Art. + 1
    truck = 15 AP

Israeli

  • Parachute Brigade- HQ + 3x Infantry = 6 AP
  • Mechanized Brigade – HQ + 2x Infantry+ 1x SBT or OT +1x SP.Art  + 2x
    trucks  = 14 AP (or 12 AP)
  • Armored Brigade- HQ + 2x SBT or OT + 1 Infantry + 1x truck  + 1
    SP.Art  = 13 AP (or 9 AP)
  • Armored Division  – HQ + 6x SBT + 1x Recon + 3x SP.Art = 38 AP

Bruce McFarlane, Canadian
Wargamers Group

Home Page: http://www.agt.net/public/cwgroup/cwghome.html


HOTT For WWII

The HOTT for WWII rules set was written by Bruce McFarlane some years ago and now exists only on the Wayback machine. In the interests of preservation, I have copied it below. This represents no challenge to Bruce’s copyright and I will of course, take it down if he asks.

WWII DBA/HOTT

Bruce McFarlane of the
Canadian Wargamers Group
has produced this HotT-based rule set for World War
Two divisional scale games. The text is all Bruce’s.


The following is an adaptation of HOTT to WWII rules while retaining the
simplicity and spirit of the original rules.

HOTT for WWII

Troop Types

HQ  [Generals] – Divisional Headquarters and Command Center
Heavy Weapons Infantry [Blades]  – Heavy weapons
companies  armed with heavy machineguns, mortars, AT rockets, etc.
Infantry  [Warbands] – All reasonably trained regular rifle
armed foot soldiers
Shock Infantry [Hordes] – All poorly or partially trained troops
that rely weight of numbers rather than firepower to intimidate the enemy;
Soviet and Chinese wave tactics
SMG Infantry [ Blades]  – All troops armed with short-range,
rapid fire weapons that must get in close to the enemy to bring their
firepower to bear.
Engineers [Blades] – All troops trained, primarily, in
constructions, demolitions and specialized weapons (flamethrowers etc.)
Recon Infantry [Beasts]  – All troops who’s primary role is to
seek out and find the enemy, rather than meet the enemy in a firefight
Cavalry [Warbands] – All rifled armed mounted infantry which used
mounts to move to the battlefield, but fought on foot; Russian and Polish
cavalry.
Super Heavy Tanks [Heroes] –  The later generation large tanks
that had exceedingly thick armour and long-range cannons; Tigers, Tiger IIs,
Jagdpanthers.
Heavy Tanks [Knights]  –  All large tanks from mid-war
onward that were meant to achieve a breakthrough in the enemy line. 
Panthers, Fireflys, M4-76s, JS-Is and JS-IIs T-34-80s,etc.
Medium Tanks [Riders]  –  Main line tanks that most
armies of the day depended upon.  Tanks capable of Anti-armour warfare
as well as Close support for the infantry.  Early heavy tanks from the
first years of the war; Matildas, Shermans, Cromwells, Pz-IVs, Pz-IIIs,
T-34s,  Char-Bs, Hotchkiss-35s, Sumoa-35s.
Light Tanks [Beasts]  –  All thin armoured, small-caliber
cannon or machine-gun armed vehicles that depend on stealth and speed rather
than armour for protection.  Armoured Cars and small tanks used for
Reconnaissance and scouting rather than infantry support of breakthrough;
Comets, Grants, Pz-Is and Pz-IIs, AMRs, Pumas, White Scout Cars etc.
Halftracks [Rider]-  All armoured vehicles used to transport
infantry and towed weapons rather than be a fighting-vehicle themselves.
Trucks [Lurkers] – All soft-skinned vehicles that were used
primarily to transport troops, supplies and towed weapons.  This
includes Bren-gun carriers, jeeps, prime movers etc.  Note although
listed as "Lurkers" these vehicles are not restricted to any one
terrain feature on the table and may travel anywhere on the board.
Horse [Lurkers] – all wagons, limbers etc. that used horses to
carry supplies, troops and towed weapons.  NOT Russian cavalry. 

Note although listed as Lurkers these vehicles are not restricted to any one
terrain feature on the table and may travel anywhere on the board.

Towed Light Anti-Tank Guns [Shooters] –  All light (under
60mm) towed cannon used as an anti-tank weapon.
Towed Heavy Anti-Tank Guns [Shooters]-  All heavy (over 60mm)
towed cannon used as an anti-tank weapon.
Self-Propelled Anti-Tank Vehicles [Behemoth] – All lightly armoured
vehicles with large-caliber cannon, used primarily in an anti-tank roll,
rather than infantry support; Achilles, Wolverines, Archers etc.
Towed Light Artillery [Artillery] – All light cannon designed to
deliver indirect, high-explosive fire.  Only fires in the opposition’s
fire-phase and only if it did not move or pivot in its previous movement
phase.
Self-Propelled Light Artillery [Artillery] – All light cannon
designed to deliver indirect, high-explosive fire, mounted on its own
tracked vehicle. Only fires on the opposition’s fire-phase, but does so
regardless as to whether it moved or pivoted in the previous movement phase.
Towed Heavy Artillery [Artillery] – All heavy cannon designed to
deliver indirect, high-explosive fire.   Only fires in the
opposition’s fire-phase and only if it did not move or pivot in its previous
movement phase.
Self-Propelled Heavy Artillery [Artillery] – All heavy cannon
designed to deliver indirect, high-explosive fire, mounted on its own
tracked vehicle. Only fires on the opposition’s fire-phase, but does so
regardless as to whether it moved or pivoted in the previous movement phase.
Heavy Bomber [God] – All aircraft designed to deliver a large
quantity of high-explosive bombs over a wide area; Liberators, Lancasters,
Heinkels, etc.
Fighter Bomber  [Dragon] – All medium and dive bombers
intended to deliver a high-explosive bomb or armour penetrating missile to a
specific point on the ground; Typhoons, Stukas, Mosquitos, etc.
Fighter [Dragon] – All planes that were designed primarily to shoot
down other planes; Spitfires, Mustangs, Lightning, Messerschmitts,
Focke-Wulfs, etc.
Anti-Aircraft [Magician] –  All ground weapons, including Flak
and multi-barreled machine-guns which were designed to bring down enemy
planes.
Special Forces [Sneakers]  –  All troops which use
stealth to infiltrate and disrupt the enemy;  Commandos, Rangers,
Frogmen, Resistance cells etc.
Mines [Lurkers]  – All manner of passive anti-personnel and
anti-vehicle explosives, booby-traps and land-mines.  Although labeled
"Lurkers" mines do not have to be placed in a terrain feature
(although they may be).  Before the game the player may secretly
designate any 6" by 3" area on his half of the table as a
minefield, for every mine he has purchased.
Landing Craft [Artillery] – All manner of small shallow-draft craft
used to transport vehicles and troops from sea-going vessels to shore.

Combat

UnitHOTT EquivalentMoveVs.RangeAP
GoodBadRoadFootVehicleAir
HQGeneral10"10"10"+1*+1*+1*Free

*HQs add 1 to the die roll when the element it is attached to is in
combat.  HQs can move 10" and attach to another element in its command
for a cost of 1 PIP.  If the element an HQ is attached to is destroyed roll
a d6 for the effect on the HQ:

1,2,3 = no effect HQ moves to closest element in its command
4,5   =  HQ disrupted remove from table for d6 turns, after
which it returns to any element in its command.  All actions take 2
PIPS in HQ’s absence

6    =  HQ destroyed remove from table permanently.
All actions take 2 PIPS in HQ’s absence

Since the Regiments, Brigades, Divisions of the various nationalities vary so
much in size we cannot use a d6 as the command roll for all of them. Instead we
use a d2 (head=1; tails =2), d4, d6, d8, d10 or d12, depending on the size of
the formation, (excluding transport elements – horse, trucks, halftracks etc.)
as listed:

formations of 1-6 elements use a d2;

formations of 7-10 elements use a d4;
formations of 11- 14 elements use a d6;
formations of 15-18 elements use a d8;
formations of over 18 elements use a d10.

In addition we can now rate the commanders;  Poor commanders use a die
one level lower than called for  [i.e. a d6 becomes a d4]; average
commanders use the die, as listed; superior commanders use a die one level
greater than called for [i.e. a d10 becomes a d12].

Movement and Factors

Unit

HOTT EquivalentMoveVs.RangeAP
GoodBadRoadFootVehicleAir
Super-Heavy TankHero5"2"5"+5+5D26"4
Heavy TankKnight3"2"4"+3+4D25"2
Medium TankRider5"2"5"+3+3D24"2
Light TankBeast5"5"5"+2+2D24"2
Horse-drawn *Lurker2"2"4"D0D0D00
Truck *Lurker4"2"6"D1D1D21
Half-track *Rider5"2"5"D3D4D22
Heavy WeaponsBlades2"2"2"+5+3D24"2
SMG InfantryBlades3"3"3"+5+3D30"2
ReconBeasts4"4"3"+3+4D42"2
InfantryWarbands3"3"3"+3+3D32"2
Shock InfantryHordes3"3"3"+2+2D30"1
CavalryWarbands3"3"5"+3+3D22"3
EngineersBlades2"2"3"+5+3D20"2
Towed Light ArtilleryArtillery0"0"0"+4+2D26"/12"2
Towed Heavy ArtilleryArtillery0"0"0"+6+2D210"/20"3
SP Light ArtilleryArtillery3"2"4"+4+2D26"/12"4
SP Heavy ArtilleryArtillery3"2"4"+6+2D210"/20"5
Light AT GunShooter0"0"0"+2+4D24"2
Heavy AT GunShooter0"0"0"+2+6D26"3
Self-Propelled ATBehemoth5"2"5"+3+5D26"4
Heavy BomberGod24"24"24"+6+6D60"4
Fighter BomberDragon24"24"24"+2+6D46"4
FighterDragon24"24"24"+2+2+66"4
Anti-AircraftMagician0"0"0"D1D1+412"3
Special ForcesSneakers3"3"4"+4+3D32"3
MinesLurkers6"+2+2na0"1
Landing CraftArtillery3"D4D3D23

Notes

* May carry 1 Infantry/artillery/AT gun
Artillery can fire indirect or at longer range
if they have an element from same command in line-of-sight and within
6" of  target.
Engineers may build/destroy bridge on
"6"
 D1, D2, D3, D4, D6 = can only be used in
defense; attacker cannot be hurt.

COMBAT FACTORS

+1  If the element is with a general and in close combat or shot at.
+1  If in close combat and either up hill or defending a riverbank
(except AIR).
+2  Target being shot at in cover.
+2  Infantry, SMG, Heavy Weapons, Recon, Sp. Force  in close
combat while in cover.
+2  Infantry in close combat against cover, with Engineers support.
+2  Infantry in close combat against open with Medium or Heavy tank
support (tank may not used ranged fire in such a situation).
-1  For each flank overlapped, and/or each enemy element in contact
with flank or rear, or for each 2nd or 3rd element aiding in shooting.

Combat Results

Unit

Quick Killed ByQuick Kills On
Super-Heavy TankDestroyed by AT, SP-AT, or Artillery just
contacted Otherwise recoil
Artillery, Fighter, Fighter, Bomber, Tanks,
Trucks, Horses, or SP-AT, AT Gun just contacted SpForces flee 6"
Heavy TankDestroyed by AT Gun, SP-AT Otherwise recoilArtillery, Fighter, Fighter Bomber, Trucks,
Horses, Lt. Tanks, Shock Infantry, Infantry or SP-AT, AT Gun just
contacted. SpForces flee 6"
Medium TankDestroyed in Bad Going Otherwise recoilArt., Fighter, Figh.Bomber Trucks, Horses,Lt
Tanks or SP-AT, ATgun just contacted SpForces flee 6"
Light TankDestroyed by any Tank in contact Otherwise
recoil
Art., Fighter, Figh.Bomber Trucks, Horses, or
SP-AT, ATgun just contacted SpForces flee 6"
Horse-drawn *Destroyed by allDestroyed by all
Truck *Destroyed by allDestroyed by all
Half-track *Destroyed by any Tank in contact Otherwise
recoil
Art.,Fighter, Figh.Bomber Trucks, Horses,
SP-AT, ATguns SpForces flee 6"
Heavy WeaponsDestroyed by Infantry or Shock Infantry.
Otherwise recoil
Artillery, Fighters, Fighter Bombers, Trucks
or Horses. Special Forces flee 6"
SMG InfantryDestroyed by Rlf,Shk Inf. Otherwise recoilArt., Fighter, Fight.Bombers Trucks, Horses
SpForces flee 6"
ReconDstryed by Tanks in contact Otherwise recoilArt.Fighter, F.Bomber,Trucks, Horses Destroyed
SpForces flee 6"
InfantryDstryed by Tanks in Good Going Otherwise
recoil
Hwps,SMG,Shk.Inf. Art.Fighter, 
F.Bomber,Trucks, Horses Destroyed SpForces flee 6"
Shock InfantryDstryed by Tanks in Good Going Otherwise
recoil
Art.Fighter, F.Bomber,Trucks, Horses Destroyed
SpForces flee 6"
CavalryDstryed by Tanks in Good Going  Otherwise
recoil
Hwps,SMG,Shk.Inf. Art.Fighter, 
F.Bomb,Trucks, Horses Destroyed SpForces flee 6"
EngineersDestroyed by Rl,.Shk Inf. Otherwise recoilArt.,Fighter, Fight.Bombers Trucks,Horses
SpForces flee 6"
Towed Light ArtilleryDestroyed by any in contactArt., Fighter, Figh.Bomber Trucks, Horses,
SpForces flee 6"
Towed Heavy ArtilleryDestroyed by any in contactArt., Fighter, Figh.Bomber Trucks, Horses,
SpForces flee 6"
SP Light ArtilleryDestroyed by any in contactArt., Fighter, Figh.Bomber Trucks, Horses,
SpForces flee 6"
SP Heavy ArtilleryDestroyed by any in contactArt., Fighter, Figh.Bomber Trucks, Horses,
SpForces flee 6"
Light AT GunDestroyed by any Tank in contact Otherwise
recoil
Art.,Fighter,  Figh.Bomber Trucks,
Horses, SpForces flee 6"
Heavy AT GunDestroyed by any  Tank in contact
Otherwise recoil
Art.,Fighter,  Figh.Bomber Trucks,
Horses, SpForces flee 6"
Self-Propelled ATDestroyed by Art Fighter,Art., Fight.bomber
Otherwise recoil
Fighter, Figh.Bomber Trucks, Horses, or Tanks,
SP-AT, ATgun just contacted
SpForces flee 6"
Heavy BomberDestroyed by any Fighter, F.Bomber Otherwise
recoil
Art.,Fighter, Figh.Bomber Trucks, Horses,
SpForces flee 6"
Fighter BomberDestroyed by anyArt., Fighter, Figh.Bomber Trucks, Horses,
SpForces flee 6"
FighterDestroyed by anyArt., Fighter, Figh.Bomber Trucks, Horses,
SpForces flee 6"
Anti-AircraftDestroyed by any in contactFighter, Figh.Bombers Heavy Bombers SpForces
flee 6"
Special ForcesFlee 6" from allHQ., BaseCamp Other SpForces
MinesDestroyed by allAll except Engineers or elements with
Engineers in rear-support
Landing Craft  

Optional Rules

(Highly Recommended)

Limited Recoils

Each element is only allowed a limited number of recoils.  Once that
limit is reached the element is removed from the table. Conscript = 2 recoils;
Regulars = 3 recoils; Veteran = 4 recoils;  Elite are removed upon their
5th recoil.  For points values multiply the base AP value by the number of
recoils allowed  (ie. Elite Infantry would be 2 elements x 5 recoils = 10).

Aircraft

Aircraft take only ONE PIP to move

TRANSPORT NOTES

Trucks, horses and halftracks are transports and  can carry one element
of Infantry, Artillery or Anti-tank.  There is no cost to disembark – just
remove the transport element and replace it with the element stand. Riders
cannot disembark while the transport element is in contact with enemy units,
however.  While riding in the transport the rider cannot fire or melee and
suffers the same fate as the transport when hit.

Embarking is more difficult.  The combat element must not be in contact
with any enemy elements.   To embark onto a transport costs each
element 1 CP.  Place a transport element on the table and remove the
element stand.

OPERATIONAL MOVES

In double or triple-sized DBA games if an element or group of elements starts
a turn more than 6" away from any enemy ground elements and on a road, it
may move at as many march moves as the commander has PIPs to spare. 
Infantry units move at regular road speed.   Elements that move via
march move cannot make a tactical move at the same time.

Players may want to experiment with instituting flank marches and ambush
rules from DBM, as well.

Divisional Organizations

German

SS Panzer DivisionHQ + 1x HWps +  2x Infantry + 1x SMG, +
1x Engineer  + 1x Recon  + 1x Lt. Tank +1x Hvy AT gun + 1x Hvy
Tank or S.Hvy Tank + 1x Med. Tank + 1x SP Hvy Art., 2x towed Lt Art. +
4x halftracks + 5x trucks
45 AP
Panzer DivisionHQ + 1x HWps + 3x Infantry + 1x SMG + 1x
Engineer + 1x Recon + 1x Lt. Tank +  1x S.Hvy Tank or Hvy Tank
+  1x Med Tank + 1x Hvy AT gun + 2x towed Lt. Art + 1x SP Lt.
Art.  + 1 SP Hvy Art. + 5x halftracks + 5x trucks
50 AP
Panzergrenadier DivisionHQ + 1x HWps + 3x Infantry + 1x Engineer +
1x Recon + 1x Lt. Tank + 1x towed Lt.Art. + 1x SP Lt Art. + 1x Hvy ATgun
+ 1x S.Hvy (or Hvy or Med Tank) + 6x trucks
32 AP (or 32 AP or 30 AP)
Infantry DivisionHQ + 1x HWps + 2x SMG + 3x Infantry + 1x
Engineer + 1x Recon + 1x Lt. Tank + 1x Lt.AT gun + 1x towed Lt. Art. +
2x truck + 2x horse
24 AP
Volksgrenadier DivisionHQ +1x HWps + 2x SMG + 3x Infantry + 1x
Engineer + 1x truck 1x Lt. AT gun + 2x towed Lt. Art. + 3x horse
21 AP
Luftwaffe Field DivisionHQ + 1x HWps + 3x Infantry + 1x SMG + 1x
Engineer + 1x  Lt AT gun + 1x towed Lt. Art. + 4x trucks
20 AP

British and Commonwealth

Armoured DivisionHQ + 1x Hwps + 4x Infantry + 1x Engineers +
1x Recon + 3 x Lt. Tank + 2x Med.Tank + 1x Hvy Tank + 1x Hvy ATgun + 1x
towed Lt. ATgun + 1x SP Hvy Art. + 5x halftrack + 3x truck
47 AP
Infantry DivisionHQ + , 3x Hwps + 9x Infantry + 1x Engineer +
1x Recon + 1x Lt. Tank + 1x Hvy ATgun + 1x Lt ATgun + 1x towed Lt.Art.
+14x trucks + 3x halftrack
67 AP
Airborne DivisionHQ + 2x HWps + 3x SMG + 3x Infantry + 11x
trucks
33 AP

American

Armour DivisionHQ + 2x HWps + 2x Infantry + 1x Engineers +
1x Recon + 4x Lt. Tank + 2x Lt ATgun + 2x SP AT + 1x SP Hvy Art. + 2x
Med.Tank + 2x trucks + 6x halftracks
53 AP
Infantry DivisionHQ + 1x Lt. ATgun + 3x HWps + 6x Infantry +
1x Engineer + 1 towed Lt. Art + 12x trucks
36 AP
Airborne Division2x HWps, 4x SMG + 4x Infantry + 1x Engineer
+ 11x truck
33 AP

Soviet Union

Infantry Division2x HWps + 6x Shock Infantry + 1x Hvy ATgun +
1x truck + 2x horses
14 AP
Mechanized CorpsHQ + 1x Recon + 1x HWps + 3x Infantry or SMG
+ 2x Med.Tank + 2x Hvy ATgun +1x Lt. ATgun 1x SP Hvy Art. (or SP Lt
Art.) + 8x truck
35 AP (or 34 AP)
Tank CorpsHQ + 1x Recon + 1x Hwps + 2x Infantry or SMG
+ 2x Hvy ATgun + 2x Med.Tank + 2x SP Hvy Art (or SP Lt. Art.)+ 6x truck
34 SP (or 32 AP)

France (1940)

Infantry DivisionHQ + 1x HWps + 6x Infantry + + 1 Engineer +
1x Recon + 1x Lt.ATgun +1x towed Hvy Art (or towed Lt. Art.) + 2x truck
+ 2x horse
25 AP (or 24 AP)
Motorized Infantry DivisionHQ + 2x HWps + 6x Infantry + 1x Recon +1x
Engineer + 1x towed Hvy Art (or towed Lt. Art.) + 11x trucks
34 AP (or 33 AP)
Division Legere MecaniqueHQ + 1x HWps + 2x Infantry + 1x Recon + 1x
Engineer+ 2x Lt. Tank + 1x Med Tank (or Lt.Tank) + 2x towed ATgun + 1x
light Artillery, 8x truck
30 AP
Division CuirasseeHQ + 1x Infantry + 1x Med Tank (or Hvy Tank)
+ 1x Lt. Tank + 1x Lt.ATgun + 1x heavy Artillery + 2x truck
13 AP

Bruce McFarlane, Canadian
Wargamers Group

Home Page: http://www.agt.net/public/cwgroup/cwghome.html