Phase 2: |
Lightning War |
A Detachment is a unit or group of units (from a single tank or squad to an entire division) acting and moving under a single set of orders. A Regular Detachment is one which is a natural subset of the original Table of Organization and Equipment (TO&E). Examples would be an entire company from a battalion, or two of the three platoons in a company (a unit on the TO&E can be excluded from a regular detachment, but a unit that is not normally a subordinate cannot be added). An Irregular Detachment is one composed of units that are not a natural subset, such as a platoon of one company combined with a platoon of another company.
The TO&E will only show Initiative ratings for low-level, small units. Use the following procedure to determine the Initiative of a larger regular detachment: count the number of High, Medium, and Low Initiative units in the detachment. For each pair of High and Low Initiative units, substitute one Medium (for the purposes of this calculation only!). After that is done, the Initiative of the detachment is the Initiative with the greatest count (choose the worse in case of ties). For instance, if I have 3 Low, 1 Medium, 6 High; I do the substitution and get 4 Medium, 3 High, so the Initiative of the detachment is Medium.
The Initiative of an Irregular Detachment is one lower than it would be if the detachment were Regular. A Low-Initiative Regular Detachment that becomes Irregular remains Low Initiative.
During Movement Phase, movement is conducted in the following order:
In order to move, all detachments must have written orders describing their movement unless they are conducting movement forced by morale checks or taking discretionary actions (described below). More detail on written orders can be found in the description of Command Phase.
In reality, movement is simultaneous, but the phases above allow higher Initiative detachments a chance to react to the movement of low Initiative detachments (though still, of course, within their orders).
The Referee may choose to break up the movement phase of some units into two halves (or four quarters) when they are very close to each other or, given their orders, it is deemed necessary.
Reconnaissance and FO detachments can be given more general orders and the players will have wider latitude in interpreting those orders. For instance, an order of "reconnoiter the village" is sufficient -- the players can change the speed and direction of movement of these detachments, as long as the Referee agrees that their actions are still part of "reconnoitering the village".
If a detachment is fired upon (by direct-fire, artillery, a spotting round within 250m (5"), incoming aircraft, etc.), it may halt; fire at that unit (unless using Reserve Movement); and/or move to the nearest cover. It may not move toward the unit firing upon them. If only part of a detachment is subject to the above conditions, either the entire detachment must ignore the condition (and take no Discretionary Action) or the part affected must break off from the rest of the detachment (thereby forming a new detachment). Discretionary Action movement happens before the movement of normal detachments. If the unit continues to be fired upon in subsequent turns it may continue to move toward cover.
Units may not take discretionary actions against units that have not fired upon them, though they will report the presence of such units and may subsequently be ordered to stop and fire upon them.
Detachments who take a discretionary action must be given new orders to do anything new. The Continue codeword can make them resume their former orders quickly (see the section on Command Phase for more details).
Each unit is given a road speed and cross-country speed. The terrain may affect the unit's movement speed -- see the movement charts for details:
| Base Movement | |
|---|---|
| Unit Type | Movement |
| Infantry | 4MPH = 2" walking; 8MPH = 4" running. Cannot run two turns in a row. |
| Pack Horse | 4MPH = 2" |
| Cavalry | 8MPH = 4" walking; 16MPH = 8" gallop. Cannot gallop except when movement cost is 1. |
| Vehicle | Road Speed if entire turn spent on road. Cross-country speed otherwise. |
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Take the appropriate base terrain movement factor, add in any modifiers for factors like slope, and divide the road or cross-country movement by the sum. For example, a tracked vehicle that moves 12MPH = 6" cross-country would have that speed divided by three (2+1) in Broken Ground (2) on a Gentle Slope (1), resulting in a speed of 4MPH = 2".
As the models are much larger than scale, units may move through each other except at points the Referee designates, such as on road bridges, where the terrain is roughly the same scale as the model.
Vehicles or horses must be stationary the entire turn to mount or dismount infantry. Except for motorcycle troops and cavalry, the infantry cannot move the turn it dismounts or embarks, and the stand is placed adjacent to the vehicle or animal. Motorcycle troops and cavalry may move normally on the turn they dismount or embark.
| Vehicle Miring Table | ||
|---|---|---|
| Vehicle Type | Size | 2d6 Roll to Mire |
| Wheeled | AT, Light | 11+ |
| Small, Medium | 10+ | |
| Large, Heavy | 9+ | |
| Tracked | AT, Light | 12 |
| Small, Medium | 11+ | |
| Large, Heavy | 10+ | |
Under certain conditions shown on the Movement Chart a vehicle can mire (such as when crossing a stream). The Miring Table shows the chance of each vehicle miring:
A vehicle can escape being mired by rolling a "1" on 1d6 when it is time for the vehicle to move. If it escapes, it can move normally and try to rejoin its detachment. Mired vehicles can be towed by unmired vehicles if both vehicles spend two turns unmoving and not under fire. On the third turn, neither vehicle moves but the mired vehicle is freed. Some vehicles may have an individual modifier to the Miring die roll, check the vehicle's chart.
Vehicles can be used to overrun known enemy infantry positions. They can fire machineguns and DFHE at any point during the move if firing arcs allow. Double machinegun firepower. If the infantry stands, it can make a close assault. See the Infantry Fire Phase for details on how to conduct this fire.
All vehicles may pivot up to 360° and/or make minor adjustments (up to 10% of their movement allowance) without incurring any moving firer penalties.
Artillery |
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Reserve Movement![]() |
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