|A German armoured infantry attack upon a village is costly|
- a range value representing the range in hexes,
- a defence factor,
- and movement points.
For example, in the boardgame a Panzer IV with 75mm (long) has a range of 2 hexes, a defence value of 9, and 2 movement points.
The range presented a problem as 50mm and 2 pounder guns were common and would have a range of 1 hex. This was not the feel or look I wanted on the tabletop, so I have increased the caliber ranges by 1 hex.
- Small caliber (47mm, 50mm, and 2 pounder) = 2 hexes
- Medium caliber (6 pounder and 75mm) = 3 hexes
- Heavy caliber (88mm) = 4 hexes
To compensate for the increased ranges I have, for the most part, increased the defence values for tanks (or combat units as they are termed in the rules) by one.
- Light tanks and Armoured Cars (Honey, Sdkfz 222, and Sdkfz 231) defence = 8
- Medium light tanks (Panzer III and Crusader) defence = 9
- Medium tanks (Panzer IV, Grant, and Sherman) defence = 10
- Medium heavy tanks (Matilda) defence = 11
Other rules changes are...
As with the rules, but if lost can be promoted to any type of unit. My tabletop contains more hexes than the board game, so attaching HQs to fast mobile units is useful.
Aces (Experienced commander)
As with the original rules but can be used as an HQ, but cannot be promoted once lost.
Are treated as personnel units (so they are not allowed to move and shoot).
AT Guns and Artillery
Any AT gun or artillery unit which is not self propelled (eg, a 2 pounder Portee style unit) must remain static.
Units must stop movement upon entering a minefield zone and may only move 1 zone when leaving a minefield hex. When attacked in minefield attacker can adds 1 to the result.
All units must stop upon entering and may only move 1 zone when leaving.
Treat as cover for personnel units (use second value). Don’t add the +1.
As per the rules.
Impassible to motorised units (combat units) personnel can move. Treat as hill for combat.
Treat as a hill.
Provide cover for personnel units only and they get 360 degree shooting.
Treat as depression
When using artillery indirect fire or air support. The target must be within 4 bounds and LoS by friendly unit. This can be increased by 1 bound if on ridge.
Optional - Hidden Units
Units in cover can start the game as hidden. Hidden units cannot be eliminated until they are known to the enemy. Units cease being hidden when:
- They shoot or move
- An enemy unit moves into an adjacent hex
- An enemy unit shoots at the hidden unit. The hidden unit takes no damage, but is no longer hidden.
If weather occurs in a scenario, in this case sand storms. At the beginning of a new turn and before players have made a move. Roll 1D6, on a score of 1-3 units not on a road can only move 1 bound and sighting of enemy is restricted to 1 hex. A result of 4-6 move and units move normally.
Marder II 3-(9/9)-2
Panzerjeager 1 2-(8/8)-2
Armoured Infantry 1-(9/9)-2
50mm AT unit 2-(7/9)-0
88mm AT unit 4-(7/8)-0
88mm mounted on half-track 4-(7/8)-2
Panzer IV 3-10-2 (range-defence-movement)
Panzer III 2-9-2
Panzer II 1-8-2
Sdkfz 231 1-8-3
Sdkfz 222 1-8-3
50mm AT units 2-(7/9)-0
Armoured Infantry 1-(9/9)-2
Motorcycle Unit 1-(7/9)-3
Valantine II 2-10-2
|Humber A/C 1-8-3|
Crusader II 2-9-3
|25 Pounder unit 6-(7/9)-0|
|2 pounder Portee 2-(7/8)-2|
6 pounders 3-(7/9)-0
|Armoured infantry (Bren Gun Carriers) 1-(9/9)-3|
|I use additional models to indicate an HQ (left) and experienced commander (right)|