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Force_on_Force

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INFANTRY COMBAT

between the two units. Close Combat is resolved as normal, with the following modifications:

The breaching unit is not required to pass a Troop Quality Check to engage in Close Combat.

The defending unit may not flee. If it is able to lay down final defensive fire, resolve as normal but subtract TWO dice from the defending unit’s Firepower and add TWO dice to the breaching unit’s Defense to reflect the shock and surprise of a Breach attack. If the breaching unit is specially equipped for breaching operations or has flash-bang grenades, add THREE dice to the breaching unit’s Defense.

Example: The Delta team from the previous example breaches into a terrorist occupied building and close assaults the occupants. Because they breached in, the Delta team is not required to make Troop Quality Check to close with the terrorists.

The terrorists make a Troop Quality Check to see if they can run away or fire defensively, per the CLOSE ASSAULT rules. They pass their test and would like to run, but are unable to (smoke, dust, and the concussion of the breaching charge have left them disoriented and stunned). They raise their weapons and fire at the figures surging at them through

the smoke and debris. Normally they would have a Firepower of 6D8 (there are six terrorists with a Troop Quality of Trained armed with small arms), but the shock of the breaching charge have left them so shaken that they suffer a -2 die Firepower penalty, reducing their Firepower to 4D8.

Water Obstacles

Rivers, streams, lakes, and ponds may or may not be impassable terrain. The scenario should dictate whether rivers water obstacles are shallow enough to be crossed on foot or by vehicles. Any fords should be identified and it should be noted whether they are passable by infantry, vehicles, or both.

Infantry units and vehicles may only use Tactical Movement on a turn in which they cross a water obstacle.

Vehicles that are capable of swimming may cross water obstacles that do not have fords, but must start their turn at the edge of the obstacle and may only use Tactical speed for the turn.

USMC M1A1 breaching a wall in Fallujah,

Iraq, 2004

 

 

 

in

 

 

crossing

a stream

US

Marine

2009

 

Afghanistan,

 

Helmand,

 

 

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FORCE ON FORCE

Infantry units that are trained to cross water obstacles by swimming (such units are identified by the scenario) may cross in the same manner as vehicles above. Additionally, they must pass a Troop Quality Check to cross the obstacle without incident. If the unit fails its Troop Quality Check, it suffers a 4D8 attack and may claim no Defense modifiers (no cover, body armor, etc.). Casualties are determined on the opposite shore of the water obstacle. Fatalities are assumed to have drowned while seriously wounded figures sustained some sort of injury in the crossing.

Vertical Obstacles

Steep hills, cliffs, escarpments, ravines and other vertical obstacles may be impassable terrain if identified as such by the scenario. Some vertical barriers may be impassable to vehicles, but not infantry. If not

 

a cliff

in

Hit,

Iraq,

 

 

 

 

 

 

 

 

 

 

scales

 

 

 

US

Marine

 

 

 

 

 

 

 

2008

 

 

 

impassable, such terrain may be crossed by infantry or vehicles using Tactical Speed. The scenario will identify any vertical obstacles that impair or prevent movement.

Some units are trained and equipped to scale vertical obstacles. Such units are identified by the scenario. Units scaling a cliff or other vertical surface must begin their turn at the edge of the obstacle and may only use Tactical Movement for the turn. They must also pass a Troop Quality Check to determine if the ascent was accomplished without mishap. If the Check is passed, the unit arrives at the top (or bottom) of the obstacle unharmed. If the Check is failed, the unit takes a 4D8 attack and may claim no Defense modifiers. Casualties are checked at the end of the climb. Fatalities are assumed to have fallen to their deaths, while seriously wounded troops are assumed to have suffered climbing injuries.

Forests and Woods

Forests, groves, stands of trees, tall grasses and dense undergrowth can impede both movement and line of sight. They may also provide cover for units sheltering within.

Woods generally fall into one of three categories: Dense, Average, and Light, plus a special category of Heavy Foliage Cover.

Dense Woods are impassable to most vehicles. They block LOS past 1” from their edge. Troops within Dense Woods can only see half their Optimum Range to target enemy units inside the terrain with them.

Infantry units may only use Tactical Movement through Dense Woods and may claim the benefit of Solid Cover.

Heavy Foliage Cover can take the form of dense jungle undergrowth, thickets of heavy, tangled brush, or even expanses of tall, trackless grassland. Heavy foliage cover blocks line of sight. Non-indigenous troops may only use Tactical Movement when moving

62

INFANTRY COMBAT

DDR troops move through wooded terrain,

Germany, 1980s (Elheim Miniatures)

through or in terrain designated as ‘Heavy Foliage Cover’. Certain troop types, such as special forces units or indigenous guerrillas may have this restriction removed as dictated by the scenario. This allows guerrillas and certain specialized forces an advantage over regular troops in this challenging terrain.

Troops inside a ‘Heavy Foliage Cover’ terrain feature cannot be seen unless they are at the edge of the terrain feature and cannot be spotted by units who are not within Optimum Range. Units in Heavy Foliage also have no line of sight out of it unless on the edge of the terrain feature. This allows troops to hide in dense jungle terrain but requires them to be on the edge of a terrain feature in order to fire at enemy forces.

Troops in a ‘Heavy Foliage’ terrain feature may see half their Optimum Range through the terrain to target enemy units inside the terrain with them.

Common sense must be applied when considering vehicle movement through heavy foliage. Dense jungle undergrowth will generally be impassable to vehicles, while thick fields of “elephant grass” won’t impede them at all. If not described by the scenario, players should agree on the effect of heavy foliage on vehicles prior to the game.

Average Woods are passable by vehicles, but they may only move at Tactical Speed. Infantry movement is not hindered by Average Woods. Average Woods block LOS past 3” from their edge. Visibility within an Average Wood is also limited to the unit’s Optimum Range. Infantry inside an Average wood may claim the benefit of Solid Cover.

Light Woods are little more than decorative clumps of trees and thin underbrush. They do not block LOS or impede infantry or vehicle movement. Light Woods provide no special cover benefits.

Artillery and Woods

Artillery fire into wooded areas adds a storm of wooden splinters to the usual hail of shrapnel. Artillery salvos striking units in Average or Dense Woods receive a bonus Firepower die.

Extremely Rough Ground

Extremely rough ground, such as boulder fields, extremely cratered areas, or areas choked with thick, resilient plant-life, or even terrain strewn with lava pools might be encountered in a game. Obviously, such terrain can prove to be tough going for both infantry and vehicles, but the sheer number of possibilities makes it rather difficult to come up with a single cut and dried solution for all extreme terrain. The effects of such terrain should be determined on an individual basis, generally in a scenario brief. The following guidelines might prove helpful, though:

Rough ground, sharp shards of rock, and entangling vines and plant stalks/trunks, are bad news for wheeled and tracked vehicles, which may only move through such terrain at Tactical speed.

Infantry may pass through such terrain without penalty in some cases, but must limit themselves to Tactical movements in others. If not dictated by the scenario,

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FORCE ON FORCE

US Marine negotiates rough ground in

Helmand, Afghanistan, 2009

players should agree on the effects of rough ground on infantry movement at the beginning of the game.

Hidden Units

Units who begin play placed in buildings, woods, ditches, behind walls, or in other terrain likely to allow for it, may be declared Hidden by their player. Hidden units may not be fired upon until they are detected.

Spotting Hidden Units

Units within line of sight and Optimum Range (based on their Troop Quality) of a hidden unit may attempt to spot it. Both units involved must make an opposed Troop Quality test.

If the spotting unit fails to roll a 4+, or if it rolls a 4+ but its roll is also equal to or less than the hidden unit’s roll, the Spotting Check fails and the spotting unit may not engage the hidden unit.

If the spotting unit rolls a 4+ and higher than the hidden unit’s die, it has spotted the hidden unit and may engage it normally.

A hidden unit that has been spotted by another unit remains “spotted” by that unit until it moves completely out of sight.

Going Into Hiding

Units may also go into hiding after the game has begun. To go into hiding, a unit must be out of LOS of any opposing units and make a successful Troop Quality Check.

Stealthy units may automatically go into hiding if there are no opposing units in LOS.

Vehicles and guns can only be hidden at the beginning of the game, they may not go into hiding once the game begins.

UAVs and Hidden Units

Some scenarios allow one or both players the use of an Unmanned Aerial Vehicle or UAV. A UAV may also be drawn as a Fog of War card.

Most UAVs are unarmed, but are still a powerful asset.

If a UAV is present over the battlefield, the opposing player’s units may not use Out of Contact Movement.

Additionally, the player owning the UAV may make a Detection Check for all of his opponent’s hidden units at the beginning of each turn and opposing units roll as if they were one Troop Quality lower when attempting to hide, i.e., a D8 Troop Quality would roll as if they D6 Troop Quality if their opponent had a UAV in the area.

An armed UAV has the same effect, but has some limited offensive power as described on its Fog of War card.

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INFANTRY COMBAT

Spotting Modifiers for

Hidden Units

(Modifiers are cumulative)

-1 if Detecting Unit Moved Rapidly this turn -1 if Detecting Unit is a Buttoned Up AFV -1 if Hidden unit is Stealthy or Elusive

-1 if Hidden Unit’s Position is Camouflaged (Dictated by Scenario)

+1 if Detecting Unit is a Stealthy Unit

+1 if Hidden Unit is a Vehicle or Gun

+1 if Detecting Unit has Advanced Sensors/Optics

ACTIONS AND REACTIONS

Combat in Force on Force is very dynamic. Players will rarely if ever find themselves sitting around eating popcorn and waiting for their next chance to get involved in the game. The force with initiative will enact their plans of attack, while their opponent will actively attempt to thwart them. Players must adjust to a shifting pattern of actions and reactions.

US soldier deploys an RQ-11 Raven UAV,

Iraq, 2009

In game terms, the ebb and flow of combat during a turn is represented by Actions and Reactions. In the most basic terms, the force with initiative performs Actions and his opponent Reacts to them.

Initiative and Non-Initiative Units

Units belonging to the force with initiative are referred to as “initiative units.” Units belonging to the force without initiative are called “non-initiative units.”

“In war the will is directed at an animate object that reacts.”

Carl von Clausewitz, On War

Actions

When an initiative unit is activated, it must announce what Actions it will take and in what order. It may move, fire, move and fire, fire and move, go on Overwatch, etc.

Some actions may be taken in conjunction with others in a turn, such as Move and Fire/Fire and Move. Others, such as Request Air Support, have limitations which are described in the appropriate rules section.

If movement is taken as part of a unit’s action, the controlling player must indicate where it will move and what its path of movement will be.

Reactions

While the force with initiative sets the pace of the turn, opposition units are unlikely to sit idly by and allow them to maneuver and fire with impunity. They will take actions to counter the enemy’s plan as it unfolds by moving to avoid contact or laying down defensive fire.

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FORCE ON FORCE

Actions

Move

Fire

Move & Fire

Fire & Move

Go On Overwatch*

Request Air Support*

Request Artillery *

Hide*

When the player with initiative announces that he is activating a unit to move and/or fire within line of sight of opposing units, those units may choose to React with fire or movement of their own. These Reactions may result in an exchange of fire (called a Round of Fire) or a frenzied rush for cover.

If a unit chooses not to React, it can only roll its normal Defense against an enemy unit’s attack – it may not return fire or move to safety. Units may choose this option in order to avoid the movement and fire penalties associated with Reactions (or to fulfill a scenario’s victory condition), but the choice is a risky one.

Reactions

Move

Fire

Spot Hidden Units & Fire at Them

Request Air Support*

Request Artillery*

Close Assault Infantry

Close Assault Vehicle

*Overwatch Units may not React to Reactions marked with an asterisk.

Spot Hidden Units*

Spot Hidden Units & Fire at Them

Place Breaching Charge

Close Assault Infantry

Close Assault Vehicle

*Units may not React to Actions marked with an asterisk.

As an initiative unit is activated and declares where it intends to move and at what units (if any) it intends to fire on, the non-initiative player must declare which of his units React. This Reaction declaration must indicate what Reaction each unit is taking. If non-initiative units are engaging moving initiative units with fire, they must announce at what point in that unit’s movement it will occur.

Example: Red force, with initiative, announces that he’s going to activate a tank and move it around the corner of a building. This move is in line of sight of a Blue Force AT team and will bring the tank into line of sight of a Blue Force infantry unit on the other side of the building.

Blue force announces that he’s going to React by having his AT team fire at the Red Force tank as it comes side-on to the team and that his infantry unit is going to attempt to move to a position where the tank won’t be able to see it when it rounds the corner).

Reaction Movement

Non-initiative units may choose to React to the activation of an initiative unit within their Line of Sight by moving. They may make a Tactical or Rapid move, as desired. A Reaction Test must be made to see if the Reaction move occurs before the initiative unit can

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INFANTRY COMBAT

perform its declared actions (See Reaction Tests, pg. 67).

A non-initiative unit can avoid being fired at if its Reaction movement takes it out of the firing unit’s line of sight.

A unit may only make one Reaction move per turn. Reaction movement may result in the target unit taking fire if it loses the Reaction Test or is unable to get out of the firing unit’s LOS. Units making a Reaction move can also be fired at by enemy units

on Overwatch.

A activates it is going The SAS React made, fireteam team’s

As the resolves SAS fireteam capable may then

Lebanese Marine,

Beirut, 1985

Reaction Fire

Non-initiative units may choose to React to the actions of an initiative unit within their Line of Sight by engaging it in a round of normal or Suppression fire. As with Reaction movement, a Reaction Test must be made to see if the Reaction fire occurs before or after the initiative unit’s declared action (See Reaction Tests, pg. 68).

If the non-initiative unit wins the Reaction Test, the Round of Fire will be resolved before the initiative unit performs its declared actions. If that action is to return fire, the non-initiative unit will fire first in the Round of Fire. unit wins the Reaction Test, the

will fire first in the round of fire. units lose one die of firepower for

fire they declare after the first. Nonunits may continue to React with fire as they have remaining Firepower dice.

-initiative units that fail to win a test may not React for the remainder of the turn and may only return fire if fired upon (a Reaction test still made to determine who fires

first in the round of fire, though). Note that Irregular units may

only React with fire once per turn.

Example 1: Non-Initiative Unit

Wins Reaction Test

A player fielding a Taliban force has initiative. He activates one of his machine gun teams and declares that it is going to fire at an SAS fireteam in a nearby courtyard. The SAS player announces that the

fireteam is going to React by trying to take out the MG team by firing first. A Reaction Test is made, which the wins. He is able to engage the

67

FORCE ON FORCE

Taliban MG team first, and in the round of fire eliminates the crew.

Example 2: Initiative Unit Wins Reaction Test

The Taliban player then activates another of his units, a small group of gun men. He declares that they are going to run from one building, across the street to the next building and out of LOS of the SAS. The SAS player announces that the fireteam is going to React by trying to shoot them as they run across the street. This time the SAS fireteam loses the Reaction Test. The Taliban unit runs across the road into the next building and is now out of LOS of the SAS. They may not, therefore, fire at the Taliban unit.

As the SAS fireteam has failed a Reaction Test, and they are a non-initiative unit, they may no longer react for the remainder of the turn, and can only return fire if fired upon.

the unactivated Marine’s LOS. The Marines are not on Overwatch, so normally they could not react to the enemy movement. But by burning the Marines activation for this turn, they may react, so the Marine player opts to fire the Marine unit at the Argentines.

The Reaction Test

Reaction Tests are performed when a non-initiative unit Reacts to an initiative unit’s Action. Both units roll their Troop Quality die. The unit which passes the test by rolling a 4+ and higher than its opponent wins the Reaction Test. In the case of a tie of any sort, including both units failing to roll a 4+, the initiative unit acts first.

Units who have made a Rapid Move during a turn receive a -1 to their die roll when taking a Reaction Test.

Opportunity Fire

An Initiative Unit that has not yet been activated may sacrifice its activation for the turn to react to a Non-Initiative Unit’s action or reaction.

Example: A unit of British Marines has not yet been activated by its player. A nearby Argentine unit makes a reaction move to get out of the LOS of a British heavy machinegun. The move brings the fleeing Argentines into

Reaction Test Results

Both involved units roll their Troop Quality die. The unit which passes the test by rolling a 4+ and rolls highest wins the Reaction Test. In the case of a tie of any sort, including both units failing to roll a 4+, initiative unit acts first.

Units on Overwatch receive a +1 to their die roll Infantry/Mounted Units making a Rapid Move receive a -1 to their die roll

Resolving Chains of Actions and Reactions

The Action/Reaction process is pretty straightforward between two units. During the course of play, however, it is quite common for more than one non-initiative unit to declare a Reaction to a single initiative unit’s actions. This can get a little confusing, but the following guidelines should help keep everything straight:

Vehicles which are Buttoned Up receive a -1 to their die roll

Vehicle traveling at Rapid speed receive a -1 to their die roll

Modifiers are cumulative.

The initiate unit may complete his declared actions unless combat results prevent it.

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INFANTRY COMBAT

Remember, Reactions are declared the moment an initiative unit is activated. At that time, the noninitiative player must declare ALL units within LOS who will React to the activated unit.

The only exception to this rule occurs when an initiative unit moves into the LOS of a non-initiative unit that could not see it at the time of its activation. In this case, the non-initiative unit may declare a Reaction as the initiative unit moves into sight.

A non-initiative unit’s declaration of Reaction counts as a Reaction for determining Firepower even if the unit they were attempting to React to was destroyed or moved out of LOS before they could take any real action.

Example: A Taliban initiative unit is activated and two non-initiative SAS fireteams (A and B) announce they will React to it by firing. SAS fireteam A has a hot run on the dice and wipes the Taliban unit out. SAS Fireteam B must count its declaration of fire as a Reaction when determining its Firepower against the next unit it Reacts to – i.e., it loses a die of Firepower.

Reaction tests are made starting with the noninitiative unit nearest to the initiative unit being activated and working outward. Do not resolve the Reactions at this time, but note which non-initiative units passed their Reaction Tests and which didn’t.

Once all Reaction Tests have been rolled, resolve Reactions in which the non-initiative units lost the Reaction Test. Start with the non-initiative unit nearest to the activated initiative unit and work outward, resolving each Reaction in turn.

Finally, resolve all Reactions in which the noninitiative unit won the Reaction Test. Start with the non-initiative unit nearest to the activated initiative unit and work outward, resolving each Reaction in turn.

Once all Reactions have been resolved, the initiative unit may complete its activation. Remember that units lose 1 die of Firepower and 1” of Movement for each Reaction after the first!

Reaction Aftermath

An initiative unit that survives all Reactions against it without being Pinned or forced to Pull Back may finish its activation as usual. It may finish its movement and fire, minus any movement penalties or lost Firepower dice accrued for previous fire or Reactions.

Reaction Tests and Fog of War

Reaction Tests also serve as triggers for Fog of War events. If either player

die while making Reaction Test, a Fog War card is drawn and effects are applied.

Example: A Taliban initiative unit rolls its Troop Quality die in a Reaction Test. The

die

comes

up

with

a

core

of

1.

The

Taliban unit’s

controlling

player

draws a Fog of War card. The card’s effects are read and put effect immediately unless the card indicates that can be saved and played at a later time.

Paratrooper,

Soviet VDV,

Afghanistan, 1980s

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FORCE ON FORCE

Optional Fog of War

If you’d like to see more Fog of War effects in your games, try this alternative rule: At the beginning of each turn make a Quality Check for the highest Quality unit in the initiative force. If the Quality Check fails draw a Fog of War Card!

Overwatch

Overwatch is a term used to describe the common battlefield tactic of one unit covering for another. It is most often employed by troops using “bounding over watch” to move to contact with the enemy – one unit “bounds” forward while another covers its advance with their guns. When the bounding unit reaches cover, it goes on overwatch while the unit that covered for it moves forward.

Only units with a Troop Quality of Trained (D8) or higher may use Overwatch. Irregular units may not use Overwatch under any circumstances. They lack the training and discipline to utilize this tactic.

Only the force with initiative may use Overwatch. The player with initiative must declare which units in his force are going on Overwatch before any of his units are activated. Going on Overwatch is not an interruptible action.

Overwatch units may attempt to interrupt the Reactions of any hostile unit in their LOS. Overwatch units receive a +1 to their Reaction test die roll.

Non-initiative units may not React to Overwatch fire. Overwatch units lose one die of Firepower for each Overwatch fire after the first. They may continue to interrupt until they run out of dice or fail an Overwatch

Reaction test.

When Overwatch units wish to interrupt a Reaction, a Reaction Test is made. Note that the Overwatch Reaction test and successful Overwatch fire takes place before the unit the Overwatch unit is defending makes its Reaction Test.

A US sniper team on Overwatch in

Afghanistan, 2009

If the Overwatch unit passes the Reaction Test, it may perform a Firepower attack against the unit whose Reaction it is interrupting. This attack is resolved before the enemy unit may perform its Reaction. The Reacting unit can choose to return fire, but the Overwatch unit fires first, followed by return fire from any survivors in the target unit. If the target unit is not wiped out, Pinned, or Shaken, it may complete its Reaction.

If the Overwatch unit fails the Reaction Test, the target unit completes its Reaction and before a Firepower attack from the Overwatch unit is resolved with the Overwatch unit firing last, assuming the target unit still exists or has not moved out of the Overwatch unit’s line of sight.

An Overwatch unit that fails its Reaction test is taken off Overwatch after any fire between it and its target unit has been resolved. For the remainder of the turn, a unit that has “fallen off ” Overwatch may only engage in a round of fire with units that fire at it.

Example 1: The US Army player with initiative has placed a fireteam atop of a building with a good view of the table on Overwatch. Later, he activates a fireteam and announces that it is going to exit the building it is currently in, move down the street, get in cover behind some wrecked cars, and fire at an Iraqi unit in a ditch across the street from that position.

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