introduction to mission command reference · introduction to mission command reference how to use...

68
DRAFT – PLAY TEST VERSION 4.1 1 MISSION COMMAND WARGAME RULES FOR WORLD WAR TWO T ACTICAL / OPERATIONAL LEVEL ACTIONS BOOK 1 REFERENCE INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book This book is version 4.1 of the definitive rules set for Mission Command, Surprised Stare Games' WW2 recreational war game for use with miniatures. We have written this book for use as a reference point by umpires and players alongside scenarios, national army characteristic manuals and other support materials. We would not expect anyone to read this book from cover to cover as a way of learning how to play Mission Command. For easy access to the Mission Command approach and how to play, please consult its sister volumes: Book 2 – Umpiring Mission Command, and Book 3 – Playing Mission Command. Other supporting materials include scenarios and national army characteristic manuals. As Mission Command is an umpired game, rather than the more commonly published player-versus- player games, strict adherence to the letter of the law set out in these rules is not required or, in some cases, even desirable. While we present here more than just a framework for the game, players are encouraged to try out any historical possibilities within the scenario's context, even if not covered within the rules, and umpires are strongly encouraged to support this type of play. In particular, no set of wargaming rules can give all the details of every vehicle or piece of equipment that might be used within reason by players, so umpires are free to adapt these rules or invent additional material to manage new circumstances. We've found it preferable to do this before the game starts, but occasionally umpires may be called upon to decide 'on the fly', and the game has a 'special action' mechanism to permit unusual but permissible in-game activities. It is our intention that Mission Command will continue to be developed in response to reactions of umpires and players. Therefore this reference book will be updated under version control by SSG, and the 'authorised version' will be periodically published via the SSG website. However, we recognise that wargame groups will readily amend, adjust, add, delete and otherwise modify published rules sets; we not only accept this practice, but encourage it.

Upload: buinguyet

Post on 02-Sep-2018

232 views

Category:

Documents


3 download

TRANSCRIPT

Page 1: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

DRAFT – PLAY TEST VERSION 4.1

1

MISSION COMMAND

WARGAME RULES FOR WORLD WAR TWO TACTICAL / OPERATIONAL LEVEL ACTIONS

BOOK 1 – REFERENCE

INTRODUCTION TO MISSION COMMAND REFERENCE

How to use this book

This book is version 4.1 of the definitive rules set for Mission Command, Surprised Stare Games' WW2 recreational war game for use with miniatures. We have written this book for use as a reference point by umpires and players alongside scenarios, national army characteristic manuals and other support materials. We would not expect anyone to read this book from cover to cover as a way of learning how to play Mission Command.

For easy access to the Mission Command approach and how to play, please consult its sister volumes: Book 2 – Umpiring Mission Command, and Book 3 – Playing Mission Command.

Other supporting materials include scenarios and national army characteristic manuals.

As Mission Command is an umpired game, rather than the more commonly published player-versus-player games, strict adherence to the letter of the law set out in these rules is not required or, in some cases, even desirable. While we present here more than just a framework for the game, players are encouraged to try out any historical possibilities within the scenario's context, even if not covered within the rules, and umpires are strongly encouraged to support this type of play. In particular, no set of wargaming rules can give all the details of every vehicle or piece of equipment that might be used within reason by players, so umpires are free to adapt these rules or invent additional material to manage new circumstances. We've found it preferable to do this before the game starts, but occasionally umpires may be called upon to decide 'on the fly', and the game has a 'special action' mechanism to permit unusual but permissible in-game activities.

It is our intention that Mission Command will continue to be developed in response to reactions of umpires and players. Therefore this reference book will be updated under version control by SSG, and the 'authorised version' will be periodically published via the SSG website. However, we recognise that wargame groups will readily amend, adjust, add, delete and otherwise modify published rules sets; we not only accept this practice, but encourage it.

Page 2: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

2

CONTENTS Introduction to mission command reference .................................................................................................... 1 

Contents .......................................................................................................................................................... 2 

Game Scales and troop representation ........................................................................................................... 3 

Sequence of Play ............................................................................................................................................ 7 

Actions ............................................................................................................................................................ 9 

Command, control and communications ....................................................................................................... 12 

The Battlefield ............................................................................................................................................... 16 

Movement ..................................................................................................................................................... 23 

Visibility, spotting and observation ................................................................................................................. 24 

Shooting ........................................................................................................................................................ 27 

Morale ........................................................................................................................................................... 41 

Air attacks ..................................................................................................................................................... 44 

Tables ........................................................................................................................................................... 49 

Notes ............................................................................................................................................................. 64 

Page 3: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

3

GAME SCALES AND TROOP REPRESENTATION

Ground scale

1 All distances in the rules are given in metres. Ground scale is 1mm = 2 metres. [note]

Figure scales and basing

2 The smallest component in Mission Command is the 'element'. An element may be an infantry or support weapon element, consisting of between two and six individual figures on a single base, or a vehicle element, consisting of a vehicle model that may or may not be on a base.

3 Each human figure represents about 10 real men. Each vehicle, support or heavy weapon model represents from 3 to 5 actual vehicles, support or heavy weapons. [note]

4 A single standard sized infantry element should have a frontage of 50mm, a specialist infantry element 25mm. Vehicle bases, if used, should be 25mm to 30mm. Smaller frontage units can be used by adjusting the distances between adjacent elements to reflect the 50mm standard.

5 Base depth is not critical.

6 The above frontages work well for 15mm figures and vehicle models. However, Mission Command will work equally well with smaller scale figures, as long as base frontages are roughly as indicated.

Time scale

7 A game turn is divided into two bounds, one for each side. A game turn is a variable period of time; elapsed time is not strictly administered. A game turn can represent anything from two or three minutes to a quarter of an hour depending on the tactical circumstances. For deciding on the duration of a game, for linking together different playing tables or for time driven events, an average game turn is set at 10 minutes of elapsed time. [note]

Troop types and organisation

8 The 'element' is the smallest separately movable unit in Mission Command.

9 Elements are combined into 'commanded groups' (usually just called 'groups'), which model the organisation and equipment of their real life entities at the time the battle is supposed to take place. A commanded group is the smallest set of elements that is subject to separate orders in Mission Command. In most situations the smallest commanded group will equate to a combat unit of company or larger size, though in some armies a company may consist of only one or two elements, or may not have an effective independent command system at that level, in which case larger combat unit such as a battalion may be designated as the smallest commanded group. In some cases doctrine may permit an individual element, usually a support weapon, to fight alone or attached to an associated unit, but in most cases an element separated from its commanded group will fight at a disadvantage.

10 Each commanded group or formation and unit HQ in the military hierarchy (collectively known as a 'unit'), with the exception of aircraft, should have a command element representing the command and staff functions. This element can be denoted by an officer figure, or by a vehicle with radio antennae or other obvious marking. In addition any significant specialist assets at battalion, regiment, brigade or higher levels can be represented, for instance communications, reconnaissance, signals and logistics. These functions should be represented only if they are significant to the scenario, so that players are not hampered by relatively unimportant administrative or 'house-keeping' functions.

11 Commanded groups of aircraft do not require indication of command functions. Each commanded group of aircraft represents a 'flight', 'schwarm' or similar tactical unit. All elements in a commanded group of aircraft must carry out the same action in the bound.

Page 4: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

4

Troop types

12 The main troop types are:

Foot elements – all infantry, including small arms, support and infantry command elements, forward observers, crews detached from their vehicles. Foot elements are sub-divided into

o Unencumbered foot elements – small arms and light support elements, observers and others without support weapons or bulky equipment.

o Encumbered foot elements – all foot elements with weapons or equipment heavier than LMG or hand-held A/T weapons, excluding artillery.

Vehicle elements – all wheeled, half-tracked or tracked conveyances. Vehicles are sub-divided into:

o Armoured fighting vehicle elements – all armoured vehicles, including tanks, armoured cars, open-topped armoured half-tracks, armoured self-propelled artillery, armoured trains.

o Non-armoured vehicle elements – lorries and other unarmoured (soft-skinned) transport vehicles, motorcycles, non-armoured self-propelled guns, non-armoured limbers, including horse-drawn, civilian vehicles, jeeps, cars, carts and the like.

Heavy weapons elements – all non-vehicle weapons and equipment heavier than LMG or hand-held A/T weapons. Sub-divided into:

o Artillery elements – includes anti-tank guns, guns and howitzers firing HE, AT and smoke, rocket artillery, mortars greater than 82mm. Excludes self-propelled artillery, which count as vehicles. Artillery may have limited movement by man-handling, but will normally have limbers.

o Encumbered foot elements with weapons heavier than LMG or hand-held A/T weapons. Note: encumbered foot with heavy weapons count as encumbered foot for movement purposes, but as heavy weapons for fire effects. Some equipment may not count as heavy weapons – see scenario details – so it possible to have an encumbered foot element that is not a heavy weapon element, for example ammo or demolition supplies.

Cavalry elements – soldiers mounted on horseback, camelry. These are treated as Bare infantry small arms elements unless specifically covered otherwise.

Aircraft elements – all flying vehicles of specific types: fighter, ground-attack, fighter-bomber, dive-bomber, reconnaissance, light, medium and heavy bomber, transport, glider or, rarely, helicopter.

Infantry organisation

13 These rules reflect the command, control, firepower, morale, doctrine and capabilities of an infantry company, not organisational structures below company level. The structure of infantry elements within a company level commanded group is therefore designed to model the capabilities and doctrine of the company, but not to provide a section or platoon level structure. [note]

14 A commanded group's elements are normally expected to remain in close proximity and will suffer command and morale penalties if they are separated without proper organisational re-structuring. Principal exceptions to this rule:

Tank riders or embussed troops (split between vehicles); Specialist elements performing their specialist roles; Troops in fortifications or prepared positions in built up areas; Infantry support elements (for example anti-tank element from battalion or support company; HMG

element from heavy weapons company giving support to a rifle company).

15 Infantry elements in a commanded group will normally revolve around small arms infantry elements on bases 50mm wide x 25-30mm deep (although depth is not critical). Widths can be narrower (for example 40mm) and deployments should take this into account, producing ‘virtual gaps’ between elements. In this case gaps are actually part of the company frontage, so will be vulnerable to area fire as if neighbouring elements extended into the gap. Company frontages will not usually have real gaps, even if a company is deployed at double or treble the base frontage.

Page 5: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

5

16 Command functions at company level are represented either by including an officer figure within a small arms element or by 2 or 3 appropriate figures on a smaller base. The exact size of a command element base is not critical; 25-30mm frontage and similar depth (roughly half the size of a standard sized element) is acceptable. Larger sizes can be used for battalion or higher echelon command elements to differentiate them.

17 Most infantry companies will also contain various supporting or specialist elements; these are designated 'support elements' and are divided into 'standard support elements' (mortars and machine guns) and 'specialist elements' (anything else). The frontage of these elements should normally be approximately half the size of a standard sized element with no specific requirement on depth. Larger sizes are acceptable, but the bases of support elements should preferably be smaller than those of small arms elements.

18 Foot elements consist of the following types:

Coherent elements: Full sized elements with 6 figures portraying primarily rifles, plus LMG and hand-held anti-tank weapon. May optionally contain the command function as well as being a combat element. May fire small arms AND either its LMG or AT weapon in a Shoot action.

Integrated elements: Full sized elements with 5 figures portraying primarily rifles, plus LMG. May optionally contain the command function as well as being a combat element. May fire small arms AND its LMG in a Shoot action.

Assault elements: Full sized elements with 4 figures portraying primarily SMGs - May optionally act as a command element as well as being a combat element. May fire small arms in a Shoot action.

Assault elements (MP44): Full sized German infantry elements with 4 figures portraying primarily German MP44. May optionally contain the command function as well as being a combat element. May fire small arms in a Shoot action. At more than 100m range these elements are treated as if they had an integral LMG, so they may fire like an Integrated element at more than 100m range.

In this example an infantry company with 3 integrated (full sized) elements and three reduced frontage elements is deployed for attack, then for defence. Note that the LMG element also has reduced depth, but this is not important. In attack the company has a frontage of 250m with a second line about 100m back. In defence the company frontage has expanded to 650m and the mortar element has been positioned 250m back from the front line.

Page 6: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

6

Bare elements: Full sized elements with 4 figures depicted with rifles only. Cavalry and camelry falling into this category are depicted as 3 or 4 figures. May optionally act as a command element as well as a combat element. Fires only as small arms.

Standard support elements: Reduced frontage elements with specific support weapons depicted; may be light (LMG, Hand-held Anti-tank weapon or light mortar – 2”, 5cm or equivalent) or heavy (other weapons, such as HMG, 3" or 8cm mortar).

Specialist support elements: Reduced frontage elements with a specific specialism other than standard support. Includes engineers, flamethrowers, AT weapons, forward observation officers, and so on.

Command elements: Usually on reduced size bases depicted with 2-3 appropriate command figures. These are NOT combat elements. Higher echelon command elements (e.g. Brigade or similar) may use full size, or even larger, bases to add to their significance, however, they continue to have no combat capability.

19 The number of figures shown is illustrative not definitive, as casualties are assigned at company level (see below). After multiple casualties at the end of a bound consolidate down by removing bases when a company is operating together. Casualties which cannot be consolidated are carried forward to the side’s next bound. [note]

Foot Elements Table

Fro

nta

ge

Description Element type

Total figures

LMG A/T Cdr Figures

Ful

l (50

mm

) si

ze

Coherent Small arms 6 Yes Yes Opt Rifles, LMG, hand-held AT weapon; optionally officer

Integrated Small arms 5 Yes No Opt Rifles, LMG; optionally officer

Assault Small arms 4 No No Opt SMG; optionally officer

Assault (MP44) Small arms 4 No No Opt German only, with MP44; optionally officer

Bare Small arms 4 No No Opt Rifles; optionally officer

Bare – cavalry or camelry

Small arms 2-3 No No Opt Rifles/lances, and so on; optionally officer

Re

duce

d (2

5-30

mm

) si

ze Light standard

support Support 2-3 Yes No No LMG, light mortar

Heavy standard support

Support / encumbered

/ heavy weapons

2-3 No Opt No HMG, 3", 8cm, 81mm, 82mm Mortar

Specialist Support 2-3 No Opt No Specialist figure; may be encumbered dependent on equipment

Eith

er s

ize Command Command 2-3 No No Yes Figure(s) must indicate

officer

Aircraft organisation

20 Each aircraft model represents between 3 and 5 aircraft, two of which will form a 'flight', the smallest commanded group that Mission Command uses for aircraft. Where multiple flights are available, they should be organised in accordance with the structures normally used for the national forces they represent to form an appropriate hierarchy of combat units.

Page 7: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

7

SEQUENCE OF PLAY 21 Mission Command is played in a series of game turns, each consisting of one bound per side, the same side

always having the first bound of the game turn. During their side's bound players will activate their troops to carry out standard actions that almost all troops can do, including moving, shooting, communicating, taking up overwatch positions; and / or special actions restricted to specialised troops or specific circumstances, such as concealing positions, laying smoke, clearing obstacles or planting demolition charges. The possible actions of the troops will depend on their capabilities indicated in the scenario and mediated by an umpire.

22 Possible actions are governed by the Sequence of Play and tactical circumstances. The game continues with successive bounds until the end game conditions specified by the scenario have been fulfilled. Then victory is adjudicated.

23 The scenario will state which side takes the first bound in each turn.

24 Follow the game turn sequence in the order listed (also see Sequence of Play diagram):

Side A's bound

1. Reaction Tests: Side A's groups take any required reaction tests and carry out any forced reactions, in order chosen by Side A. See Reaction Tests section.

2. Group activation and actions: Side A selects a group to activate and carries out these steps in sequence:

a. Test for hot or cold situation: The situation is hot if any part of the group:

i. Intends to shoot within 500m of a visible element of Side B, or

ii. Intends to move so that a visible enemy currently within 500m will spot the moving group, or

iii. Is visible to a visible element of Side B currently within 500m.

Otherwise the situation is cold.

b. Undertake one or two actions for each element in the group. Suppressed elements carry out only one action. Groups with forced reactions except 'Halt or move to cover' cannot be activated. See the section on Actions.

c. Remove suppression markers from elements in the group, except those placed this bound (these will usually be from opportunity fire).

d. Consolidate down elements for losses (primarily infantry, but also Deployed Artillery). See Infantry Casualties and Deployed Artillery Casualties sections.

3. Repeat 2a to 2d for the next group, and continue until all groups have activated once or passed.

Side B's bound; carry out all steps above, but for B instead of A.

Page 8: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

8

Sequence of Play diagram

Side A’s bound.Reaction tests and

carry out forced reactions

Test for hot or cold for

group

COMMON ACTIONS

1. Shoot (1st action only)2. Move once (hot) / Move twice (cold)3. Communicate (hot: last action only)4. Overwatch (first action only)5. Pass

Finish all the actions for one group before progressing to the next.

Remove all suppression markers from friendly elements in group, except from this bound.Consolidate down both sides infantry elements for losses.

Go to Side B’s bound.

No

Movement can be reduced by opportunity fire from overwatching elements.

HOT Intends to shoot … } Intends to move … }...within 500m. Is visible to visible enemy … }Otherwise COLD

Side A selects a group not yet activated this bound.

Group’s unsuppressed elements do 2 Actions each; suppressed do 1 Action.

Next Side A groupAll Side A’s

group’s done?

Yes

Page 9: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

9

ACTIONS 25 The main part of a turn is the activation of groups from the side taking its bound. Each group is activated one

after the other, until all groups on that side have been activated. Players on the side taking its bound decide the order in which their groups are activated. Activation of a group entails each element in the group carrying out actions, which can be typical actions that most elements can do or specialist actions that are only available to elements of particular types.

26 Each non-suppressed element in the group carries out one or two actions or does nothing. Suppressed elements carry out only one action. Players must complete all the actions for all elements in the activated group before moving on to the next group or forfeit any remaining actions for the activated group.

27 The owning player may carry out the actions for the elements in the activated group in any order, as long as the first action for any individual element is carried out before its second action.

28 Each element in a commanded group may carry out different actions, as long as the actions do not breach the commanded group’s orders.

29 Where an action is specified as a 'last action', it can be taken as the 1st action with no 2nd action used, or it can be taken as the 2nd action. Actions with no restrictions can be taken more than once.

30 The following are typical actions that nearly all elements can carry out. Some actions can only be the first action or the last action, depending on whether the group is in a hot or cold situation.

Shoot (1st action only) Move once (hot situation only) Move twice (cold situation only) Overwatch (1st action only) Communicate (cold: either or both actions; hot: last action

only) Self-preservation Conceal troops Pass (do nothing)

Typical actions

Shoot

31 The element may use any type of fire of which it is capable against any eligible target.

32 This action can only be taken as an element's first action. [note]

33 If the element intends to move as its second action, this intention must be indicated prior to point-to-point fire, because there is a negative modifier to hit if the element intends to move. After shooting, the movement action can be cancelled at the player’s discretion, but the negative modifier cannot be retrospectively de-applied.

Move once / move twice

34 These two actions are collectively referred to as 'move' actions. A 'move' means that the element can move up to its normal movement rate (see Movement Rates Table); for example an infantry element could move anything from 0 to 100 metres. An element may move up to its normal movement allowance for each move.

35 The move once or move twice actions can be carried out as an element's 1st and / or 2nd action.

36 Movement includes turning in place (unless as part of an overwatch action). Each turn greater than 45 degrees costs 50m for a vehicle, and is free for a non-vehicle element.

For example the player may shoot with multiple elements of a commanded group first, then subsequently carry out their second actions (move, communicate, and so on), or alternatively the active player may do both actions for each element in that commanded group one after the other.

By taking two move once actions an unsuppressed element could move up to twice its normal movement allowance in a hot situation in a single bound, or up to four times its normal movement allowance in a cold situation by taking two move twice actions.

Reminder: If any part of the group is in a hot situation, then the whole group is in a hot situation.

Page 10: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

10

37 If several elements in the group are carrying out the same move action (typically a number of elements moving in the same direction), then the player may choose to move those elements simultaneously. The player must point this out to the opposing player prior to moving them. If any opportunity fire interrupts the move action, all the moving elements must carry out at least the same proportion of their planned movement that was completed by the target element. [note]

Overwatch

38 This action places an element in a position to carry out prepared opportunity fire during an opponent’s bound. The element taking this action may turn in place to face any direction when taking up overwatch if desired, and this turn does not count as movement. Only elements with direct fire capability can take an overwatch action. [note]

39 This action can only be taken as an element's first action.

40 Suppressed elements cannot do an overwatch action.

41 An element in overwatch retains this stance until either it carries out a move, shoot or special action, or it is suppressed.

Communicate

42 The element carries out all communications activities.

43 This action can be taken as either a 1st or 2nd action (or both) in a cold situation, so an element could take advantage of a communication as a 1st action to select an appropriate 2nd action. However, in a hot situation it can only be a last action, so elements in a hot situation cannot react to a communication until the following turn. If two elements communicate with each other, and one uses its 2nd action, then both must use their 2nd action.

44 Players must not use this action to pre-empt a change of orders.

Self-preservation

45 Any element may optionally carry out a self-preservation action instead of following its current orders, if it comes under direct fire from a previously un-located enemy within 500 metres. If the owning player chooses to carry out the self-preservation action, then the element must either

a. Carry out direct fire at one of the enemy elements that fired at it, or

b. Retreat as if it had suffered a reaction test retreat result. This retreat does not change the group's morale state, though it does count as a retreat for reaction test adjustments. The element must continue to retreat in subsequent bounds until it can no longer locate the enemy element(s) that fired at it. No rally is required.

46 A self-preservation action costs both the action slots for the element.

Attach Separated Elements

47 Individual separated elements, or multiple elements in a unit with no command element, can be taken under command by a parent command element in their line of command or by a “sister” command element of a similar grouping within their parent formation. The command element must be in the command range of the separated elements and carry out this action to notify them of the change of command arrangements.

48 This action takes two actions for the parent command element and two actions at the same time for the attaching elements. Once this has been completed, the elements are no longer separated.

49 After a paratroop drop, any paratroop HQ element may carry out this action to take under command separated paratroop elements of the same nationality, not just the same line of command.

Conceal Troops

50 An element in a cold situation that is not in open terrain may expend both its actions to conceal itself or prepare itself a concealed position. When the element subsequently carries out an overwatch action in this position, it gains all the benefits of concealment.

Page 11: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

11

Specialist actions

51 These are often scenario specific and represent the less common tasks undertaken on the battlefield including most engineering activity. They can vary in duration from one action to many bounds.

Battery preparation

52 Batteries of guns and howitzers (excluding infantry guns and AT guns) must take a Battery Preparation specialist action after moving to a new position before they can carry out indirect fire missions. During Battery Preparation the battery must be stationary and carry out no other activity. Direct fire is not affected.

53 Battery preparation time is normally one turn, so takes both actions for the elements; scenario details may vary this time. [note]

54 Battery preparation for bombardment takes two full bounds, so takes both actions for the elements for two friendly bounds prior to fire, and for one bound after fire to recover to normal operations. Bombardment can be one or two rounds of fire at the same target area.

Register fire

55 A FOO can take this specialist action to register ranged fire for future artillery strikes, so that deviation dice are not required.

56 This action must be the FOO's 1st action and must be followed by a communicate action in conjunction with a firing element that is part of the ranging artillery unit. The firing element must carry out a shoot action this bound. If ranging shots are in line of sight of enemy elements, the umpire may inform the enemy players, if appropriate.

Prepare HMG

57 Any MG with a tripod or fixed position mounting can carry out this specialist action, prior to an overwatch action. The owning player should note a direction and zone of fire, having a range from the gun's location out to 1,000m, and having a maximum angle or spread of 45°. Any element within the specified zone of fire can be engaged with area fire, rather than point-to-point. [note]

Reload very heavy weapon

58 Salvo rocket launchers, petard mortars (on Churchill for example) and Sturmtiger can only reload after carrying out this action. This action is a first action only.

Vehicles in buildings

59 Jeeps (and similar scout cars), armoured cars and open-topped armoured vehicles may take this specialist action to enter light structures. Fully enclosed and fully tracked armoured vehicles may take this specialist action to enter light or medium structures. All vehicles that enter or start movement (including changing facing) in buildings must take a bog check (see Movement) at the start of each move action. Only foot elements may enter strong structures (using a normal move action). [note]

60 This action costs both the element's actions for the bound and counts as a move action for all purposes.

Demolitions

61 Engineer elements can carry out a demolitions specialist action to attack structures of any type. Explosives can be placed by an unsuppressed engineer element in continuous base-to-base contact with the target structure, the element expending 2 successive actions during which it is not suppressed. At the end of the 2 actions, move any engineer elements in contact with the target 50m away, then use the Area Fire Convert to Casualties and KO - Buildings and Fortifications table for the effect.

Refuelling helicopter or autogyro

62 Players operating helicopters or autogyros can carry out this specialist action at a designated refuelling ground location. It takes a full bound in a cold situation to complete.

Page 12: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

12

COMMAND, CONTROL AND COMMUNICATIONS 63 Mission Command puts central importance on command, control and communications. Command

hierarchies are represented using simplified historical orders of battle, and control is modelled through operational and battlefield attachment of supporting elements, reflecting methods operated by different armies at different periods and in different theatres. Command and control are detailed in scenarios and can sometimes be varied during play. The main communications methods in the war were written word delivered by hand, face-to-face speech, wire telephony and radio. The last three of these are represented individually using simplified mechanics. Players can also use pre-arranged signalling. Other communications methods, including written materials delivered in a variety of ways, are modelled more abstractly by imposing time delays dependent on distance, terrain and enemy action.

Communications

64 Communication actions include giving or receiving orders, making or receiving requests and reports, and relaying orders, requests and reports through the chain of command.

65 Communication within a commanded group is always effective provided that the maximum command ranges between elements are not exceeded.

66 Any order, request or report that requires relaying via an intermediate command element through the chain of command takes one extra turn per relay.

Communications representation

67 Communications will normally be to the next level up or down the chain of command. Any special arrangements must be specified before the start of play.

Field Telephones

68 Field telephones with fixed lines can only be employed by troops in static positions, occupied for at least a day without difficult terrain, harsh weather or close enemy activity. Phones will be found at each command element, support position, pill box, or bunker. Redundant lines and maintenance personnel are presumed to exist, and do not usually require representation on table. This type of communication will usually be specified in scenario details, as will any adverse effects on them caused by extensive movement across unburied lines, shelling, infiltration and interception.

Radios

69 Radios have been simplified to long range (up to 3 km) and short range (up to 300m).

70 A radio set will normally only be "netted-in" to subordinates, other command elements within its parent unit and its immediate superior. Thus a tank company commander can communicate with each of his platoons, the other company commanders and his battalion commander. A battalion commander can only communicate with his own companies and with brigade. However, if a sub-unit of one formation is ordered to support another formation, a direct link is usually set up, though this will depend on the stage of the war and the army concerned. Conversations between several persons on the same net take only 1 turn. [note]

71 If a command element is knocked-out, the next senior radio on the same net takes over its frequencies. Also see No Command section.

Word of mouth

72 Where neither radio nor wired connections are available or necessary, immediate local communications up to 100m between elements is assumed to be by word of mouth.

Pre-arranged signalling

73 Other mechanisms for limited pre-arranged signalling include:

Signal flares Pre-defined fire from mortars, artillery or salvo rocket launchers Aircraft using coloured munitions Coloured smoke grenades Bugles

Page 13: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

13

Even though communication within a commanded group is always effective, each element still has to do a communicate action to respond to changes of orders. As an element can move and communicate, shoot and communicate, or shoot and move, but not all three in the same bound, responding to a change of orders prohibits an element from continuing to both shoot and move.

For example: A battalion HQ gives the order for an engaged company to withdraw. Turn 1: battalion HQ communicates order to company HQ. Turn 2: as engaged company is in a hot situation, company HQ communicates order to all its elements (each element MUST communicate, so will not be able to both move and shoot). Turn 3: elements start to withdraw. If the order had come from division HQ through regiment HQ, two further turns would have been required.

For example: Division HQ orders all its troops not in contact with the enemy to advance. Turn 1: division HQ communicates order to regiment HQ. Turn 2; regiment HQ communicates to battalion HQ. Turn 3: battalion HQ communicates to company HQ, and as the situation is cold, company elements can advance by taking a Move Twice action as their second action in Turn 3.

74 The meaning of signals must be defined in the orders of troops they are going to affect, and they may be made only on command or on achieving a pre-defined condition, such as taking a position.

75 Flares, shell bursts and other aerial signals can always be seen if in line of sight. Other visual signals are not visible in fog or snow, and the visible distance will be restricted by weather and terrain.

Alternative methods

76 Other methods of communications (messengers, pigeons, dogs, for example) are lumped together as 'alternative methods'. They take time to enact dependent on terrain, weather, enemy positions and activities; normally this will 1,000m per bound (cold situation) or 500m per bound (hot situation) in open terrain and along roads, half these distances in other terrain types or poor weather.

77 If alternative methods are represented by models of bikes and other vehicles, then these can be moved as normal elements, bearing in mind the administrative overhead for players and / or umpires.

Communications in hot and cold situations

78 Communications are affected strongly by the tactical situation, particularly whether it is hot or cold (see Sequence of Play). If a commanded group is in a cold situation, then communications within the commanded group can take place with elements' 1st action, so that the 2nd action can be used to react to it, for example by moving. However, if the situation is hot, then the HQ element and any elements under its command can only choose a Communicate action as their last action, in order to transmit information, including changes of orders. If a command element has received a change of orders in a hot situation, players must choose a communicate action for each element of that group as soon as possible. This means that a change of orders from one level up the chain of command will be enacted on the turn following the communication of the order.

Command representation

79 At the start of the scenario each commanded group must have a command capability as per its order of battle. Command capability can be represented either by a separate command element with no other function, or by a figure or model integrated with a combat element. Commanders are typically modelled by officer figures or radio-equipped vehicles.

80 Higher echelon support elements can operate without a command element of their own. These elements will often have “support” orders. Alternatively they can be attached to another commanded group, in which case they will follow the orders of that group.

Orders

81 Each unit should be given orders expressed in general terms, usually involving an action, a location, an enemy or a friendly force and a timing, such as:

"Take and hold the cross roads at the north of the village within 5 turns". "Fall back slowly after turn 3 to the edge of the marsh, delaying from successive positions". "Probe the outskirts of the town to the south immediately". "Support Company B of the first battalion".

82 Orders can be written on command cards or notes for each unit that has a separate order, or clearly depicted on a map or unambiguous diagram (annotated as necessary). It is acceptable to give purely verbal orders, as long as players are clear about the orders they are to carry out.

83 A separate order is only required if the unit is carrying out an order different from its parent; this includes specification of different directions of advance or different geographical locations. A battalion might be given general orders, but each company, if attacking, might have a specific more detailed order, unless the location was obvious and the battalion was acting on a narrow frontage. It is permissible to give a purely

Page 14: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

14

defensive “Hold” order that applies to all units in a battalion – this would only require a single battalion order at the start of a scenario. Orders below company level will not normally be required (see below for support weapon companies).

84 Orders should be phrased or depicted in such a way that directions of movement or movement destinations are clearly indicated. The stance of the unit – whether it is to attack, defend or support – should be declared. The intensity of operations should also be demonstrated – for example, whether an offensive operation is a probe, an attack or an all-out attack. Very few orders will constrain shooting, unless units are in concealed positions. However, many operations, for example the type of artillery firing, may be restricted by doctrinal limitations indicated in scenarios. [note]

85 Actions cannot be taken if they are at variance with orders, except for the special action Self Preservation. Umpires decisions will be final in cases of doubt.

86 Units, groups or individual elements without orders will default to 'hold in place until further orders are received'. For reaction tests, it is presumed that such troops would be permitted to withdraw.

Command ranges and separated elements

87 Each element, including command elements, can avoid adverse command and morale effects if it is within command range of:

a. a command element one step directly upwards in its current line of command, or

b. another element of its commanded group that is linked to its command element, including via other elements in the commanded group, or

c. an element of a commanded group that it has orders to support.

88 Command ranges are measured from the element under review to one of the above types, as follows. Element under review is:

Any element with a wire connection (typically a field telephone) to a command element one step directly upwards in its current line of command: unlimited

Any command or recce element with long range radios: 3,000m Any other (short range) radio-equipped element: 300 metres Any command element without telephone or radio: 100 metres for immediate communications with its

commanded group or with another command element; or unlimited, but communications will be by alternative methods (see above).

Any other element (voice): 100 metres

89 Elements that are outside these ranges are considered separated and their morale and communications abilities will suffer (see Reaction Tests). Elements not using radios or telephones and with their route to their own command element or to the command element one step directly upwards in the unit's current line of command cut off by enemy troops, are also considered separated

90 Command elements may still communicate with separated elements, but communications will be by alternative methods (see below).

91 In some circumstances it may be necessary for elements to operate separately from their command element, for example when holding an extended front, or when elements take up flanking or rearward positions. This is permissible, but such elements suffer from the adverse effects of being separated.

No command element

92 If a unit's command element is separated or destroyed, the elements in the unit will continue with their current orders, as long as their morale status is 'obey orders', but the orders cannot be changed until a parent command element takes over command. If a commanded group's command element is destroyed or separated, the group also suffers a morale penalty.

93 Elements in a unit with no command element can be taken under command by a parent command element in their line of command. See attach separated elements action.

Page 15: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

15

Integrated element A

Integrated element B

LMG support element

Integrated element C

Com’nd element D

Mortar heavy

support element

Mortar heavy

support element

Com’nd element E

Battalion command element F

Mortar heavy

support element

R

R

R

300m

500m

60m 60m

50m

50m

In this example each integrated element has a standard 100m frontage (50mm). Elements A and B and the LMG support element are in command range (voice, maximum 100m) from command element D, element A directly, B and the LMG by the chain of elements. Command element D is in command range (long range radio, 3km) of battalion command element F. Each element of the mortar battery is directly in command range of command element E. Battalion HQ could re-deploy to the infantry company and still retain radio communication with the battery. A request for mortar support from command element D would be routed through battalion HQ – however, in many armies if such support was expected, the mortar battery might be directly attached to the infantry company by putting a FOO or liaison officer into the company HQ, thereby avoiding the communications delay. Element C is not within 100m of another element of its group, neither does it have a radio or telephone, so it is separated. It can still receive orders from command element D, but there would be an extra turn's delay for a runner to reach it.

Page 16: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

16

THE BATTLEFIELD 94 Mission Command describes how the represented military units interact with man-made and natural terrain

types and features on the battlefield. Terrain primarily affects movement, observation and shooting.

95 Terrain effects on movement are associated with the nature of the surface of the ground and vegetation (see Movement Rates Table). For movement purposes terrain types are given one of four grades: clear, rough, difficult and impassable.

96 Terrain effects on observation are to do with hindrances to line of sight and visibility (see Visibility, Spotting and Observation section). There are five grades related to observation: in open terrain, in partially obscuring terrain, in obscuring terrain, concealed and not visible. The stance of the target affects whether it can be spotted; a moving element is more likely to be seen than a stationary one, and a firing element even more so. Foot elements that move fast are more exposed than elements that move slowly or not at all. In addition to taking advantage of natural cover from terrain, elements may be specially camouflaged (concealed), making spotting even more difficult.

97 Terrain effects on shooting represent the protection a target might receive from bullets, explosives and other munitions (see Combat section). There are four grades related to cover: no cover, light cover, good cover and fortified. Cover applies to foot and heavy weapons elements. [note]

Terrain representation

98 Terrain in Mission Command can be represented in many ways, and these rules do not prescribe a particular method. What is needed is representation of the different terrain types, so that their effects can be taken into account. Scenarios must describe the terrain features to be portrayed, using the characteristics in this section, and their extent, plus any special scenario specific ones. Terrain types will extend over a specified area of the battlefield, so it is important that any terrain representation clearly marks both the type of terrain and its boundaries.

99 For some types of terrain, for example woods, brush, buildings and areas of rocky ground, it is sufficient to use standard pre-manufactured terrain to mark out areas, or boxes, cloth or carpet pieces as representations. In most cases it is the boundaries of the terrain features that are most important. For hills and slopes, moulded polystyrene tiles are very effective, as are systems that use blocks covered with felt or large tabletop coverings.

Terrain types

100 Mission Command recognises many different types of terrain, some of which are rare and therefore scenario specific. Each of the common types is defined in this section. Terrain effects are cumulative, unless noted otherwise. There are also separate sections of these rules for field and permanent fortifications, and for minefields.

101 Main terrain types excluding fortifications are as follows:

Open terrain Brush Open woods Dense woods Rocky areas and ruins Buildings

102 These may be affected by the state of the ground:

Firm Soft Swamp

103 Cutting across the terrain there may be:

Rivers and lakes Roads Linear obstacles, including wire

Page 17: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

17

104 There may also be different types of high ground, including:

Ridges Gentle slopes Steep slopes Cliffs

Terrain effects

105 The following terrain effects assume the going underfoot is firm. Where the going is soft, movement rates or abilities to cross may be further affected (see below). Normal movement rates (movement steps) are defined as movement across open terrain with firm ground. For other ground, see Firm and Swamp below.

Open terrain

Movement grade – Clear. Observation grade – Open. Cover - none.

106 Mainly flat land with vegetation (if any) restricted to grass, crops, scrub or anything else that does not hinder visibility. Open terrain can include meadows, plains, boggy ground, soft sand, deep snow or marshes.

107 Maximum distances for observation apply, dependent on stance and type of target.

Brush

Movement grade – Rough. Observation grade – Foot: partially obscuring; Vehicles, cavalry and artillery: open. Cover – light.

108 An area of bushes and scrub with some undergrowth, but insignificant trees.

109 All troops can move through brush with restrictions dependent on troop type. Spotting of foot elements is limited within brush. Foot elements more than 100m from the edge of an area of brush cannot be seen or see out, unless line of sight is modified by elevation. Foot elements gain some protection from fire effects, and brush counts as light cover.

Open woods

Movement grade – Rough. Observation grade – Partially obscuring. Cover – light.

110 Terrain contains well spaced trees and bushes with little undergrowth.

111 All troops can move in open woods with restrictions dependent on troop type. Visibility is limited within open woods. Elements more than 100m from the edge of an area of open woods cannot be seen or see out (no modification for elevation). Non-vehicle elements gain some protection from fire effects, and open woods count as light cover.

Dense woods

Movement grade – Difficult. Observation grade – Obscuring. Cover – good.

112 Dense woods consist of closely packed trees, much tangled undergrowth and very uneven or very broken ground with no significant paths. This terrain type also includes all types of jungle.

113 Dense woods are passable only to foot elements, though artillery and vehicles can enter along roads, or be dug into the edge of dense woods by engineers. Visibility does not extend into dense woods, so only troops at the edge can be seen or see out. Elements in dense woods gain significant protection from fire effects, and it provides good cover.

Rocky areas and ruins

Movement grade – Difficult. Observation grade – Foot: partially obscuring; Vehicles, cavalry and artillery: open. Cover – good for foot, light for others.

114 Rocky areas and ruins include all types of stony, broken ground, including scree, boulder-fields, rocky hills and ruined buildings.

Page 18: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

18

115 Rocky areas and ruins are impassable to wheeled and half-tracked vehicles, except along roads. All other elements are heavily restricted in their movement rates. Visibility of foot elements in the terrain is short. Vehicles treat rocky areas as open terrain for observation purposes. Foot elements in rocky areas are in good cover, other elements in light cover. An AFV taking an overwatch position in a rocky area is considered hull-down. [note]

Buildings

Movement grade - Difficult. Observation grade – Obscuring. Cover – light structures: light; medium and strong structures: good.

116 Buildings are civilian structures, generally with at least 4 walls and a roof. They can range from small single storey, individual structures to large built-up areas in cities. Buildings do not include fortifications (see separate section). A generic 'built-up area' (BUA) in Mission Command is represented by an area roughly 200m x 100m, which describes many individual buildings, streets and alleyways.

117 Materials can range from light wood to reinforced concrete and steel – these are divided into light structures, medium structures and strong structures. Light structures consist primarily of wood and offer only limited protection from fire effects, as for open woods. Medium structures are generally made of brick or stone and offer substantial protection from fire effects, though they can be destroyed by artillery. Strong structures are large substantial stone, concrete or reinforced concrete buildings, often several stories high and are very resistant to fire effects, generally requiring expert demolition to destroy; typically troops inside will gain protection as if inside a fortification.

118 The height of buildings is classified in these rules as low (single storey), normal (standard two storey house plus roof or similar), or tall (churches with steeples, multi-storey factories, towers and the like).

119 Some examples of these building types can be described using these characteristics, for which see the Table of Structure Types.

120 Strong building areas are impassable to all vehicles, except via roads. Some vehicles may take a special action to enter some buildings (see special actions). An AFV taking an overwatch position in a medium or strong structure is considered hull-down.

121 Visibility does not extend into any buildings, so only troops at the edge of a BUA can see out or be seen.

Table of Structure Types

Strength / Height Low Normal Tall

Light Single storey wooden sheds Wooden houses Cranes

Medium Barn

Field fortification

Brick-built town houses; warehouses

Factory cooling towers; hotels

Strong Stone-built cottages

Pill-box complex

Thick-walled stone chateaux

Large Norman churches with tower or steeple

Very strong Turreted and reinforced bunker

Maginot Line

N/A N/A

High ground

122 Mission Command designates the following types of high ground:

Ridge Gentle slope Steep slope Cliffs

[note]

Page 19: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

19

Ridge

Movement grade – Clear. Observation grade – Blocking, partially obscuring or open, dependent on circumstances. Cover – light.

123 A ridge represents a small rise in the ground that may be localised or may extend across a significant area. Ridges do not present a linear obstacle to movement nor do they reduce movement rates, but they will block line of sight between troops in positions lower than a normal building height on either side.

124 Normal buildings or taller and natural features of a similar height will permit observation over ridges. However, a ridge provides an area of 'dead ground' behind it that is not in line of sight. See Line of Sight.

125 Troops may use the overwatch action to take up a position behind a ridge from which they can observe and shoot beyond it. These troops count as in partially obscuring terrain from observation across the ridge. Vehicles in this position count as hull down.

Gentle slope

Movement grade – Clear

126 Gentle slopes and hills with gentle slopes do not affect movement, unless other terrain types apply.

127 An AFV taking an overwatch position immediately behind a gentle slope is considered hull-down.

Steep slope

Movement grade – Rough; with other rough terrain – Difficult

128 Steep slopes and steep hills reduce movement rates cumulatively with other terrain types, bearing in mind that many steep slopes and steep hills will consist of rocky areas that will also affect many troop types.

129 An AFV taking an overwatch position immediately behind a steep slope is considered hull-down.

Cliffs

Movement grade - Impassable

130 Cliffs are impassable to all troops, except elements specially trained for climbing, which is a special action.

Firm ground

131 Firm ground represents a hard, fairly flat surface with no adverse movement effects. Observation and combat effects depend on the other terrain types in the area.

Soft ground

132 Soft ground includes boggy areas without substantial surface water, deep snow and soft sand. Movement is considered rough unless terrain already applies a worse movement grade.

133 Exception: Ski troops move at normal movement rate over snow.

Bog checks

134 Vehicles and encumbered foot elements crossing soft ground must take a bog check (see Movement) for each Move action that contacts soft ground.

Swamps

Movement grade - Difficult. Observation grade and cover – depends on other terrain

135 Swamps are areas of excessively wet ground with a mixture of bog, marsh and areas of standing water. Swamps include quicksand areas.

136 Swamps are passable only to foot elements or fully tracked amphibious vehicles. There are no observation or fire effects for swamps, unless there are other terrain characteristics. Mangrove swamps, for example, have the characteristics of both dense woods and swamps.

Page 20: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

20

Rivers and lakes

Movement grade – Impassable (but see below for exceptions). Observation grade – Open. Cover – none.

137 Rivers and lakes are substantial bodies of running water that prevent normal movement. They are differentiated here from streams, which are considered as 'linear obstacles'. Rivers and lakes are impassable by all troops, except by boat or by the use of special vehicles or equipment. Engineers, if available, may be used to erect barriers, flotation screens or other fording or bridging equipment (see Special Actions).

138 Boats and vehicles able to swim or wade rivers cross them at 100 metres per bound by default or in accordance with specific characteristics of the equipment defined by scenario.

139 Rivers may have crossing points designated by scenario. A reconnaissance or engineer element may search for viable fording points at the rate of 100 metres per bound (the potential existence of a fording point must be included in the scenario).

140 Frozen rivers and lakes: Where a scenario identifies frozen bodies of water then any weight limits will be advised by the umpire. Movement over such frozen waters is at rough terrain speeds, unless roads have been constructed, for which use road movement.

Fords

Movement grade – Clear (may be rough or difficult by scenario). Observation grade – Open. Cover – none.

141 Fords are specified as crossable shallow areas of streams and rivers that do not significantly hinder movement. Unless specified by a scenario, fords do not count as linear obstacles, and they can be crossed by all troop types for no extra movement cost. Scenario details may specify details of how to discover fording points and may also indicate movement penalties and other restrictions, such as checking for bogging of vehicles.

Roads

Movement grade – Road movement. Observation grade – depends on other terrain, down line of road: Open. Cover – depends on other terrain, unless entirely down line of, or across, road.

142 Roads cover designated man-made hard topped or metalled roadways that have an impact on movement. Simple packed earth tracks are considered firm ground not roads.

143 Normal movement rates for vehicles are increased along roads. When elements move entirely along roads, ignore the other terrain for movement purposes.

144 Firing entirely down the line of, or across, a road is equivalent to firing across open terrain. However, this will be the exception in areas other than open terrain, as roads in other terrain typically have some bends and turns that will prevent line of sight. Since roads in Mission Command are not usually accurately scaled, umpires should not permit firing directly down a road in non-open terrain at ranges longer than 200 metres.

Bridges

Movement grade – Road movement. Observation grade – usually partially obscuring. Cover – light.

145 A bridge is treated as a light, medium or strong building. Alternatively scenario specific values may be given.

Linear obstacles

146 Linear obstacles include hedges, walls, high fences, streams, banks (including steep river banks), ditches and similar features, as well as barbed wire entanglements. Low fences, low lines of bushes and other similar small, discontinuous or easily traversable objects that have very minor or insignificant movement effects are ignored. Representations of linear obstacles should include appropriate gaps, representing gates and other natural gaps that generally occur in them. [note]

147 Some elements may take a special action to gap or destroy some linear obstacles (see special actions).

Page 21: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

21

Movement across linear obstacles

148 For simplicity of movement, most elements will take a movement penalty to cross any non-wire linear obstacle, and these are not differentiated, except where indicated. See Movement Table.

149 Large self-propelled wheeled, half-tracked vehicles or any tows cannot cross linear obstacles except shallow streams.

Bog checks

150 Where a linear obstacle is designated as 'soft ground' by a scenario, for example a boggy stream or ditch, vehicles and encumbered foot elements may be required to make a bog check (see Movement).

Observation and fire effects

151 Fences are treated as if they were the edge of light structure buildings in relation to observation or individual direct fire from the opposite side; walls and banks as medium structure buildings. Only troops lining the edge of walls and banks can see out or be seen from the other side.

152 Where linear obstacles provide concealment or cover, they only do so in relation to observation and individual direct fire from the opposite side.

Hedges

Observation grade – Partially obscuring. Cover – light.

153 Normal hedges are treated as brush terrain in relation to observation or individual direct fire from the opposite side. For firing over or through hedges, treat as partially obscuring terrain.

154 Bocage hedges and other very extensive hedges, such as old English parish boundary hedges, are termed 'dense hedges' and treated as dense woods in relation to movement, observation, cover and for individual direct fire from the opposite side. Only troops lining the edge of a dense hedge can see out or be seen from the other side.

Wire

155 Wire consists of significant barriers of barbed wire entanglements designed to restrict or delay the movement of personnel and light vehicles.

156 Foot elements approaching wire must stop at its edge. Wire can be passed through at the minimum movement rate (50m per bound taking both actions for the bound), but during this bound and the subsequent enemy bound, the moving element takes a +3 modifier when engaged with point-to-point fire and counts as 'Foot moving in no cover' for conversion to casualties for all types of shooting.

157 Wire can be removed by special actions and destroyed by artillery bombardment.

Fortification effects

158 Fortifications are man-made military structures that can be temporary (field fortifications) or permanent. They are characterised by their ability to withstand fire or explosion, for the particular type of weapon or weapons platform that they might contain, by the number of men or equipment they might contain, and by the fields of fire they offer.

159 Fortifications without roofs are treated in a similar way to natural terrain. The main differences between buildings and full fortifications is that the latter have underground spaces designed to protect the occupants from fire effects and offer greater all round fire capabilities for troops. [note]

160 For the structural strength of a covered fortification, Mission Command uses the same approach as for buildings. Buildings can be light, medium or strong structures and are defined elsewhere. Fortifications are medium, strong, or very strong structures.

Types of fortification

161 Fortifications are designated as medium structures, strong structures, or very strong structures. Medium strength fortifications are field fortifications made of packed earth, sandbags, wood, brick or stone fill; they have some underground spaces for protection of soldiers. Like medium buildings, they offer substantial protection from fire effects, though they can be destroyed by artillery. The underground sections are highly resistant to fire effects, even if above ground sections are destroyed.

Page 22: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

22

162 Strong fortifications are permanent fortifications made of stone, concrete or reinforced concrete that are very resistant to fire effects, generally requiring expert demolition or heavy artillery to destroy. Both medium and strong fortifications usually contain underground sections that are almost invulnerable to fire effects, even if above ground sections are destroyed.

163 Very strong fortifications are large, substantial permanent fortifications made of very thick reinforced concrete and / or armour plate that are designed to withstand all but the heaviest artillery or air attack. They will usually have extensive underground, compartmentalised spaces, their own power and air supplies, and usually underground links to neighbouring structures. These structures are effectively invulnerable to non-specialist artillery and air attack, and require highly specialised demolitions or other weapon systems to penetrate them. If held by hostile troops, effecting entry to these structures by friendly elements other than engineers is not possible. Mission Command scenarios containing this type of fortification are very rare.

164 Mission Command recognises several 'standard' types of fortification. Further types may be defined by scenarios and by national army characteristic manuals. Simple scrapes and foxholes dug for foot or vehicle elements are not counted as fortifications. Mission Command's combat tables assume that elements will take advantage of this type of cover as a matter of routine and so factor in such features.

Open field fortifications (entrenchments and emplacements) (handled as natural terrain effects) Covered entrenchments and emplacements (medium structures) Pill boxes and bunkers (strong structures) Turreted and reinforced bunkers; more extensive permanent fortifications (very strong structures)

165 Each fortification model (pillbox, bunker or similar) represents not just a single structure but a network of several interlocking structures, much as a single tank model represents several tanks. The network gives all round fire for machine guns and mortars, though usually more restricted firing arcs for anti-tank weapons. Design and use of fortifications varied by nationality and period of the war.

166 Unless otherwise stated in scenario details, permanent fortifications are manned by a skeleton crew for each 100m x 100m section, responsible for maintenance, very basic defense and observation. The skeleton crew has all-round observation, but fire from such a fortification will be on the basis of one LMG support element in one direction at one time, representing a minimal defensive capability.

167 It is assumed that fortifications have some stores of weapons and ammunition over and above those carried by field troops1. If manned by a full-sized infantry element, the 100m x 100m fortification complex can maintain all round HMG fire equivalent to 4 HMGs, representing the greater effectiveness of well prepared positions; this replaces the normal infantry fire potential. For support elements this is 2 HMGs.

168 In cases in which a group has specialist weapons, such as mortar, these may be fired instead of the HMGs2.

1 We recognise that this would not necessarily always be the case, but our scenarios generally deal with prepared fortifications. 2 Many fortifications have open spaces to enable fire by mortars unless the fortification is itself under area fire.

Page 23: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

23

MOVEMENT 169 Movement in Mission Command is carried out with move actions. Movement rates are dependent on terrain

types and are specified in the Movement Rates Table. Each entry in the Movement Rates Table represents one move, and some move actions enable elements to move more than once (see Actions). Movement may be reduced by turning, by particular activities such as unlimbering guns, or by the presence of linear obstacles. Elements may also be stopped by opportunity fire from enemy units in overwatch positions.

170 Friendly elements can pass through each other, as long as they are able to complete the movement within a bound; if they cannot, they do not move.

171 An element that attempts to move onto an enemy element must stop at the edge of the enemy element. Mission Command does not include rules for hand-to-hand combat or overruns by AFVs – these types of combat are reflected in the tables for close range combat.

172 Where an element's movement rate is reduced to below 50m (including negative), but movement is still permitted, the element can move 50m, but it must expend both its actions as movement actions to do so. This is represented by “Minimum” in the tables.

173 Some elements (for example engineers) may undertake specialist actions to alter the terrain restrictions.

174 Cavalry/camelry mounting or dismounting deduct 50 metres from their normal movement rate.

Movement Rates Table

All rates are in metres.

TROOPS \ TERRAIN Roads Clear Rough Difficult* Moving in reverse

Each turn > 45

Each linear obstacle

Wheeled multi-axle-driven vehicles, half-tracks without tows, jeeps and similar

600 500 200 Impassable 400 - 50 - 100

All other wheeled vehicles, and half-tracks if towing loads

600 200 100 Impassable 100 - 50 No crossing except shallow

streams

Bicycles 200 150 Min Min Must turn 0 -100

Fully tracked

AFV

with max road speed up to 25 kph

300 200 100 N/A 100 - 50 - 50

26 – 45 kph 400 300 200 N/A 200 - 50 - 50

Over 45 kph 600 500 200 N/A 200 - 50 - 50

Cavalry 200 300 100 Minimum Must turn 0 - 50

Unencumbered foot elements 100 100 100 50 Must turn 0 - 50

Encumbered foot elements, man-handled heavy weapons and pack animals

100 100 50 Minimum Must turn 0 - 50

Vehicle without stabilised guns or vehicle firing. Any vehicle loading, limbering/unlimbering

- 200 - 100 - 50 N/A - 50 N/A N/A

Foot elements entering or leaving aircraft, vehicle, building or field engineering work

- 50 - 50 - 50 - 50 N/A N/A N/A

* Dense woods and dense hedges impassable to all except foot elements.

Bog Checks

175 Elements required to make a bog check must roll 1d20 for each occurrence of the event requiring the check. A score of 1 to 6 indicates that they are stuck and will not move that turn. They can move normally next turn, but will be subject to further bog checks if they meet the same conditions.

Page 24: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

24

VISIBILITY, SPOTTING AND OBSERVATION 176 Knowing where enemy troops are is a vital part of the game! In Mission Command the primary consideration

is spotting enemy elements, so that players can gain battlefield information or engage the enemy with effective fire from weapon systems. Other forms of observation, such as strategic aerial reconnaissance and long-term surveillance operations, are not covered.

177 The main factors that are included in Mission Command's representation of spotting are: distance between observer and target, terrain occupied by the target, intervening terrain and structures (line of sight restrictions), fire and movement of the target and camouflage or concealment.

178 See the Spotting Table for spotting distances with reference to the target's terrain. These distances are judged appropriate for rough identification of the target's troop type and for engaging the target with effective direct fire. Spotting is automatic; there are no spotting rolls.

179 Terrain and structures can be seen at longer ranges than specified in the Spotting Table – the umpire will describe these as appropriate to the scenario. In some circumstances troop movements may be visible at longer ranges (for example vehicles moving in the open), even though they cannot be properly identified or brought under effective fire; the umpire will inform players as appropriate to the scenario.

180 The Spotting Table gives the ranges at which targets can be sufficiently accurately located for effective fire to be directed at them in good visibility. Note that these ranges apply in relation to the total distance between the observer and the target, including any open ground before a non-open terrain feature is reached.

181 Targets that are more than 100m from the edge of partially obscuring or obscuring terrain feature are not visible in any case from observers at an equivalent height.

182 Observers on higher ground can spot targets up to double the normal distance into brush and other partially obscuring terrain with little or no overhead cover at a lower level.

183 Target stance (halted, moving slowly, moving fast, concealed) takes into account what the target element was doing in its previous bound or, if using opportunity fire, in the current bound.

184 Distances are in metres.

Spotting Table

ENVIRONMENT

TARGET

Open terrain Partially obscuring terrain Obscuring terrain Con-cealed

Halted or entrenched

Moving slowly

Movingfast

Halted Moving slowly

Moving fast

Halted Moving slowly

Moving fast

Artillery observers, unencumbered foot elements, trenches or anti-tank ditches and similar

250 400 500 50 150 250 0 50 50 0

Encumbered foot elements, cavalry

500 500 500 100 200 300 0 50 50 0

Other heavy weapons, except flak

1,000 1,500 2,000 100 200 300 0 50 50 50

Fortifications**, hull down AFV, concertina wire, marked mine fields, dragons teeth

1,000 N/A N/A 100 N/A N/A 50 N/A N/A 50

Flak, fully exposed AFV or other vehicles or animal transport

3,000 5,000 5,000 250 500 500 N/A,

100*

N/A,

100*

N/A,

100*

N/A

Mortars, anti-tank rifles, small arms, MGs firing

500 500 N/A 300 500 N/A 200 250* N/A As for terrain

All other weapons firing 3,000 5,000 N/A 1,500 2,000 N/A 500 1,000* N/A As for terrain

Page 25: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

25

* Normally N/A as cannot enter, but this applies to elements behind dense hedges.

** Most fortifications are concealed; see scenario details.

Observation arc

185 Targets not within a 180 degree front arc of an element are not considered to be within its field of view during the first turn in which they are exposed to view, unless they either fire or their presence has been communicated by friends. After the first turn, the element has 360 degree spotting ability (though it may not have 360 firing arc).

Line of sight

186 Line of sight is measured by a straight line from any part of the forward edge of the observing element to any part of the target element, both parts chosen by the spotting player. If the line of sight is broken by ground or a structure higher than both the observing element and the target element, then the target cannot be spotted.

187 Artillery barrages, other than harassing fire, in the line of sight partially obscure the target, so that a target in the open counts as in partially obscuring terrain, and a target in partially obscuring terrain counts as in obscuring terrain. Smoke barrages block the line of sight.

Obstructions and dead ground

188 Ridges, woods and buildings ('obstructions') provide an area of dead ground beyond them that cannot be seen into by observers on higher ground. Low buildings provide only the minimum dead ground against observation from higher ground – only an element immediately behind the low building is in dead ground. Normal height buildings are treated like ridges for working out observation from higher ground. Tall buildings block line of sight through them in circumstances except where there is significant high ground on both sides of the tall buildings.

189 Reciprocal sightline restrictions may apply if viewing from lower elevations. An element immediately behind a ridge or any building can opt to be out of sight of troops in front of it. However, this stance means that they cannot themselves spot or shoot over the obstruction.

190 For simplicity Mission Command provides two generic circumstances for handling line of sight from higher ground over obstructions, based on whether obstructions are small or large; umpires can vary game situations in relation to these generic models. Work out whether the height difference between the top of the obstruction and the observers is 'small' (for example a small hill or slope, a 2-5m difference in height, or the observers at normal building height above the obstruction) or 'large' (for example a large hill or slope, more than 5 metres height difference or the observers at tall building height above the obstruction), and the distance between the obstruction and the observers. The Dead Ground Table gives the depth of the zone of dead ground behind a ridge or normal height building. [note]

Dead Ground Table

Height difference between obstruction and observer

Distance from obstruction to observer

< 250 m 250 – 500 m 500 – 1,000 m > 1,000 m

Small (eg low hill; 5-10m; low or normal building) 100m 200m Blocked Blocked

Large (eg larger hill; > 10m; tall building; woods) Minimum 100m 200m Blocked

Blocked = no line of sight from the observer's position Minimum = Only an element immediately behind the obstruction is in dead ground # m = extent of dead ground behind ridge in metres

Rain and mist

191 For simplicity, rainfall and mist is deemed to halve all spotting distances, rounding down to the nearest 20m (1cm measurement). Scenario details may vary this.

Fog

192 All troops are limited to a maximum move of 100 metres per turn. Maximum target location distance for all targets is 100 metres. Artificial illumination does not help.

Page 26: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

26

Falling snow

193 Target location distances are reduced to a maximum of 500 metres down wind or cross wind, 250 metres if there is any wind component towards the observer.

Concealment

194 Some elements may be designated at the start of a scenario as 'concealed'. Elements can only be concealed in partially obscuring or obscuring terrain, or field works. There is a separate column in the Target Location Table for concealed elements.

195 Players should not put concealed elements on the table until they are revealed to the enemy. Before this, mark approximate locations on a map or reference diagram. These locations do not have to be exact, but should indicate a terrain feature that the concealed elements occupy; a concealed element's real location in a terrain feature might be anywhere within 100m (50mm measurement) of its recorded location, to take account of inadvertent errors or inexact mapping of table terrain features on maps and diagrams. It is presumed that troops will have taken maximum advantage of local features in relation to the enemy's positions and movements. It is vital that a player with concealed elements places them on the table when they are first spotted by the enemy, and the umpire should check that this happens.

196 Elements in a cold situation that are not in open terrain can take the conceal troops action.

197 An element may move into a pre-prepared concealed position and gain concealed status by taking the overwatch action, as long as the movement action was not visible to any enemy element. Such a position must have been prepared specifically for concealing a similar element type (for example, a Panzer IV element could take up a concealed position prepared for a Panzer III element but not a Panzerfaust team).

198 Concealed combat elements will almost always also be in overwatch, and this is assumed to be the case at the start of a scenario.

199 A concealed element loses its concealed status when:

it moves out of its concealed position; it fires when it can be seen by an enemy; an enemy element is at or within target location range.

Page 27: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

27

SHOOTING

Overview

200 An element shoots when the player whose bound it is chooses the shoot action, or in an opposing side's bound when a player with an element on overwatch chooses to use opportunity fire. All firing is carried out on an element by element basis and is restricted by the ranges and capabilities of the weapons being used by the firing element. The general procedure is for the shooting player to choose the element that is firing and designate a target. Results are determined by a d20 dice roll, modified by the specific situation, such as range, weapon effectiveness and the stance of the target. A hit on a target does not necessarily mean that damage has been done, but it can be converted, by a further d20 roll, into a casualty or other type of damage.

201 There are two main types of shooting: point-to-point fire and area fire. Point-to-point fire represents a single element firing directly at a single target enemy element that it has spotted. Area fire represents a single element firing a weapon system that is designed to have an effect over a defined piece of ground, rather than an individual vehicle or soldier.

202 An element may be eligible to fire all or only some of its weapons; a player may also elect to cancel shooting by an element that was previously selected to fire. For elements with multiple weapons there may be additional restrictions on how many or which types may be used during one action.

203 Some guns can fire either armour piercing ammunition using point-to-point fire or high explosives using area fire. In this case the player must choose the type at the time of firing. Precise details of different types of ammunition (for example HEAT or solid shot) are not represented.

Constraints on shooting

Arcs of fire

204 Arcs of fire are maximum traverse, usually 360, for flak and turreted weapons, and 45 each side of the direction of the front of the element for all other vehicles. Foot elements arc of fire is 180 to the front.

Firing over or through friendly troops at the same height

205 Ground-based weapons3 may fire over or through friendly troops at the same height with the following limitations:

Full or specialist infantry elements, unless firing mortar, MG or anti-tank weapons, may only fire over or through armoured elements;

Flame throwers (both foot or vehicle mounted) cannot fire over or through any troops. [note]

Elevated fire

206 Firing over intervening terrain, smoke and so on that would block point-to-point fire can be carried out by weapons capable of indirect area fire. In general these are weapons capable of and equipped to fire high explosive ammunition.

207 Elements can use indirect area fire, as long as their minimum ranges for elevated fire are met. 2" or 50mm or kz 8cm (German) mortars cannot engage targets closer than 100 metres. 60mm to 82mm mortars cannot engage targets closer than 250 metres, and larger mortars and multiple rocket launchers cannot engage targets closer than 1,000 metres. Minimum elevated fire range for low velocity support guns is 500m, for howitzers is 1,000m and for other AFV guns and artillery is 2,000m. Most howitzers and guns had the capability to use direct fire, so, unlike mortars, these minimum ranges do not preclude engagement of close range targets using point-to-point fire.

208 Weapons engaging airborne targets can shoot over any intervening troops.

Vehicles with multiple weapon systems

209 An AFV element with both hull and turret or pivot-mounted weapons may fire one hull weapon type and one turret or pivot-mounted weapon type in one bound. A hull weapon type can only fire if the element does not move during the bound.

3 In other words, elements that are not aircraft.

Page 28: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

28

Troops in or on vehicles

210 Tank desant troops and those in soft vehicles, except for proper portee anti-tank guns and soft vehicles equipped with pivot mounted MG, must dismount to shoot. Cavalry can shoot mounted at up to 100 metres range, but must dismount to shoot at longer ranges.

Very heavy weapons

211 Salvo rocket launchers, petard mortars and the 380mm in Sturmtiger take a specialist action halted to reload.

Hull-down AFV

212 A hull-down AFV is one that takes up an overwatch position immediately behind a ridge, or linear obstacle, or at the top of a hill or within a building or emplacement, reducing its profile, its chance of being spotted and ultimately the chance of it being hit. Hull-down cannot be claimed by a turreted vehicle using a hull gun, or a vehicle shooting down a slope at a target lower down the same slope.

Front or side / rear armour

213 Most AFVs have their strongest armour on the front with weaker on the sides and rear. Front armour is deemed to cover the front arc of the AFV 45° to each side. All the rest counts as side armour; rear armour is not further differentiated. In cases of doubt, always use side armour. [note]

AFV

Front armour

Sidearmour

Sidearmour

Sidearmour

Front

Rear

Firing procedure

214 Firing happens when an element takes a shoot action, or if an element is using opportunity fire in the opponent's bound. Carry out the following steps for the firing element.

a. Firing element: specify weapons firing, point-to-point or area fire, target element or area.

b. Target: check in arc, in range, and for direct fire, check target spotted by firing element.

c. Point-to-point fire

i. To hit roll: roll 1d20. ii. Hit or miss: use Point-to-point Fire To Hit Table; modified score equal or greater

than the number in the table to hit. If the target wasn't hit, the result is no effect. iii. If hit:

1. Non-AFV: a. Take Suppression. b. Conversion: roll 1d20 for each hit. Use Foot: Convert Hit to

Casualty Table; unmodified result must equal or exceed the number in the table to cause a casualty.

c. Mark any casualty or KO: record one figure loss for foot element or KO on non-armoured vehicle.

2. AFV: a. Armour: Front or side armour? Use Armour Class Table. b. Conversion: roll 1d20, use the Point-to-point Conversion to KO

Table; unmodified result must equal or exceed the number in the table at indicated range to KO.

c. Mark any KO: the AFV is either knocked out or unaffected.

d. Area fire:

i. Place template for weapon. ii. Deviation: For indirect non-registered fire only: Roll a hit/deviation dice per battery

and if a direct hit is not indicated, for deviation distance, roll 1d20. The result is the

Page 29: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

29

deviation from the target in 10s of metres (giving 10 to 200 metres variation on the ground) for the whole battery.

iii. Hits: Foot with majority of its base under the template automatically takes 1 suppression and 1 hit (harassing: 0 hits; bombardment: 2 hits). Vehicle closest to centre automatically takes 1 hit.

iv. If hit: 1. Non-AFV:

a. Conversion roll: 1d20 on Foot: Convert Hit to Casualty Table b. Mark any casualty or KO. [note]

2. AFV: a. Conversion roll: 1d20 on Area Fire Convert to KO for AFVs Table. b. Mark any KO.

3. Structure: a. Conversion roll: 1d20 on Area Fire Convert to Casualties and KO

– Buildings and Fortifications. b. Mark effects: destroyed structures, suppressions, casualties, KO.

215 Either of the first two steps (a or b) may result in cancellation of the shooting opportunity – the action cannot be changed, and the element forfeits its firing.

Armour Class Tables

216 See Tables section. [note]

Point-to-point fire

217 Point-to-point fire represents a single element firing directly at a single target enemy element that it has spotted. It is possible to all elements, except most mortars, very large railway guns, naval guns and rocket launchers as specified in the Point-to-point Fire To Hit Table.

218 Point-to-point fire requires the target to be spotted by, within weapon range and within arc of fire of the firing element.

Point-to-point fire to hit table

Roll 1d20 and modify as follows:

+ / - Reason

+2

Second or subsequent shot at the same target. Target is vehicle in no cover. Firer is multi-barrel MG or auto-cannon. Opportunity fire: Target is foot moving fast.

+1 Firer is cavalry or camelry within 100m of target.

-1

For each suppression marker on the firing element.

Firer is an AFV and has been under area fire in the previous enemy bound. Firer is cavalry or camelry further than 100m from target. Opportunity fire: Target is vehicle moving fast. Opportunity fire: Target came into line of sight during the current bound.

-2 Firer is to move during the current bound. -3 Target is hull down vehicle.

Firer \ Range in metres, up to >>> 100 250 500 750 1,000 1,250 1,500 2,000 3,000 5,000

Small arms (assault elements) 3 12

Small arms (excl assault elements) 4 10 18

LMG, any bipod or pivot-mounted MG, HMG or 20mm cannon

5 9 15

Tripod, wheeled, turret or multi-flak MG or HMG

4 6 9 11 15

Page 30: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

30

Firer \ Range in metres, up to >>> 100 250 500 750 1,000 1,250 1,500 2,000 3,000 5,000

Flak: 20mm to 35mm 5 7 10 12 15 17 19

Anti-tank rifle 3 7 11 15 19

Bazooka, PIAT or panzerfaust type weapon or stick bomb from converted A/tank gun

5 15

2" or 50mm mortar * N/A 12 15

Recoilless gun 3 6 9 12 15 17

Guns less than 25 calibres long and all howitzers except 380mm

3 5 7 10 12 15 17

Longer guns up to 57mm calibre 3 4 6 8 10 12 15 17

Longer guns up to 85mm calibre 3 4 5 6 7 9 10 12 15

Longer guns larger than 85mm calibre 3 3 4 5 6 7 8 9 12 19

Petard mortar 4 15

380mm howitzer in Sturmtiger 4 5 8 12 15 17 19 20

Man-pack flame thrower 4

AFV flame thrower 4 12

* Targets one element only.

Infantry shooting

219 Infantry shooting depends on the type of element:

Coherent elements fire once with small arms and once with LMG at the same target only, or once with LMG and once with anti-tank weapon at the same or different targets.

Integrated elements fire once with small arms and once with LMG at the same target only. Bare elements fire once with small arms. Assault elements fire once with small arms using the 'small arms (assault elements)' row. Assault (MP44) elements fire once with small arms using the 'small arms (assault elements)' row at up

to 100m, or as an integrated element at more than 100m range. Support elements fire once using the depicted specialist weapon. Specialist command elements have no combat capability so cannot shoot.

220 Any MG with a tripod or fixed position mounting can use either point-to-point fire, or, if the element has carried out a Prepare HMG specialist action, area fire. Using the latter, any single spotted element in the 45° 'wedge' out to 1,000m can be engaged using area fire rather than point-to-point.

Firing at a moving target

221 The term 'moved' means that the element carried out at least one move action or any other action defined as equivalent to a movement action. 'Moving fast' means that the element carried out two move actions in one bound.

Opportunity fire

222 A friendly, unsuppressed element in overwatch with direct fire capability may shoot in the enemy’s bound provided its target or targets either moved or became visible during that bound. This is known as opportunity fire. The shooting takes place at any point in the spotted elements' action at which they were visible to the firing element. An element using opportunity fire may shoot twice. The two firing procedures are sequential, but to simplify the calculation of ranges and effects the moving elements are not moved between the shots.

223 Opportunity fire cannot be used against an already spotted element unless it moves.

224 If the targets were moving, the player using opportunity fire may retrace the targets' movement to the shooting player's desired point. If several elements were moving simultaneously, then all the moving elements must carry out the same proportion of their planned movement that was completed by the target element prior to the opportunity fire.

Page 31: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

31

225 If a moving element is suppressed by opportunity fire, it must stop moving at that point. The active player may choose to stop the movement of any elements moving simultaneously with that element at that point or continue to move them separately.

226 An element that carries out opportunity fire and becomes visible to the enemy loses its overwatch status and loses its first action in its next bound (mark it with a 'Fired' marker). An element using opportunity fire that doesn't become visible to the enemy retains its overwatch status, but loses its first action in its next bound (owning player should note that it has fired).

227 If opportunity fire is used within 500m of the target element, then the currently activated group completes its remaining actions under hot situation restrictions.

Area fire

228 Area fire represents a single element firing a weapon system that is designed to have an effect over a defined piece of ground, rather than an individual vehicle or soldier. Mortars, guns and howitzers firing high explosive shells, rather than armour piercing rounds, use area fire. Weapon systems that can use area fire are specified in the Ranges for Area Fire Tables. In addition area fire mechanisms are used to determine ground attack by aircraft.

229 Area fire requires the proposed target area to be within weapon range of the firing element, but many area effect weapons can be used against targets or geographical features in line-of-sight of an observer in communication with the firing element (observed indirect area fire), or against a geographical feature on a map or a map reference (predicted or map fire), or against firing enemy artillery that has been spotted (counter-battery fire), or against a position that does not contain spotted enemy (suppressive area fire). Area fire can also be scheduled in a fire plan (pre-arranged area fire) or available for use against a target when requested (on call area fire). Fire can be pre-registered or corrected by an observer to improve accuracy or can be impromptu or uncorrected, in which case it is less accurate. Details of each type of area fire are given in the Area Fire section. [note]

230 Area fire lasts for two bounds, the current bound and the enemy bound following the initiation of the fire. For this reason the zone of fire should be indicated if there is a chance that further elements will be affected by it. Any element (enemy or friendly) in or moving into the zone of the area fire will be affected by it. Carry out the normal fire procedure at the point the element enters the zone.

231 Place the centre of the appropriate area fire template on the target position. For batteries, place each gun model's template in line or column with the others from the same commanded group, so that the fire covers a single large rectangular area. If the template covers at least half of a foot element base, the fire causes 1 hit and 1 suppression. If a single gun template falls across an infantry company in line with gaps between its elements, but fails to cover the majority of any base, the company will receive 1 hit, but no further suppression. If the template falls across a vehicle or group of vehicles, then the single vehicle closest to the centre of the template takes 1 hit (harassing: 0 hits; bombardment: 2 hits), and non-AFVs take a suppression marker as well.

Direct area fire

232 Direct area fire can be carried out by any element with area fire capability that can locate its own target. This type of fire is possible to HMG, auto-cannon, flak, mortars, recoilless guns, artillery pieces, salvo and heavy rockets, and guns and howitzers of at least 65mm calibre, and these weapon systems are specified in the Ranges for Area Fire Tables.

233 Direct area fire is not subject to deviation from the aiming point.

234 Elements with area direct fire capability may carry out suppressive direct area fire at areas that do not contain spotted enemy elements. Use the appropriate template for area fire as normal.

Indirect area fire

235 Indirect area fire can be carried out by mortars, guns and howitzers, rockets, 75mm or larger flak, other guns or howitzers of at least 75mm calibre and naval guns. Indirect area fire can be used entirely in accordance with a timetabled fire plan, or part or all of the firing can be controlled by an observer located elsewhere on the battlefield (observed fire).

For example three infantry elements intend to move twice (up to 200m) simultaneously. One of them is fired at after it has moved only 80m. If it is suppressed, it must cease movement at that point; the other two elements may also stop after 80m movement (but not before) or can continue to move up to the full 200m. If the target element is not suppressed, all three elements can either stop at that point or continue to move up to the full 200m rate.

Page 32: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

32

Predicted or map fire (Unobserved indirect area fire)

236 Predicted fire is a type of indirect area fire that locates its target area by map position. Any element capable of indirect area fire may carry out predicted fire. Predicted fire may be located with the aim point at a conspicuous feature, such as a crossroads, but this is not essential.

237 Predicted fire is subject to error as shown in the Fire Procedure. If observed, predicted fire can be corrected by a FOO or AOP. Predicted fire can be included in scheduled fire plans whether observed or not. However, without an observer, this fire cannot be corrected, so if it misses the target, it will continue to miss for as long as the fire continues.

Observed indirect area fire

238 Observers are specified by scenario, but will typically be artillery officers operating through the artillery command structure, Forward Observation Officers (FOO) attached to or communicating via company or battalion HQs, or Air Observation Post (AOP) aircraft. Observers control fire by correcting the fall of shot, directing it onto new targets or new locations, and / or by changing the intensity of fire.

239 An observer can control any number of elements, but can control fire on only one target at a time.

240 For observed fire, any fire after the first bound will hit the target, as long as the observer is in communication with the firing elements.

241 Changes to targets and fire intensity must be passed through all relevant communication links. A FOO or AOP aircraft can communicate with the batteries it controls, as if it was a command element directly in communication with the battery elements (no extra turn delays for extra command links). Any unit changing targets or observers must cease fire for a minimum of one turn.

Ranged or registered fire

242 Ranged or registered fire can be used if an observer has seen the fall of 'ranging shots' and ensured that the target can be hit. Ranging shots are normally presumed to have happened prior to the start of the game.

243 FOO can take a specialist action to register ranged fire for future artillery strikes. If ranging shots are in line of sight of enemy elements, the umpire may inform the enemy players, if appropriate. For ranged or registered fire do not roll deviation dice.

Counter-battery fire

244 Counter-battery fire is indirect area fire that targets enemy artillery, rockets or mortars that have fired on friendly elements. Any element capable of indirect area fire may carry out counter-battery fire.

245 When a friendly element is fired on by enemy artillery or rockets, the player whose element has been targeted can request a counter-battery strike, if any of his side's eligible elements have been assigned to a counter-battery role. The counter-battery strike happens on the friendly player's next bound. Roll 1d20 for each counter-battery group. A result of 16+ means that the counter-battery strike for that group can be actioned. The required score is reduced by one for each subsequent request when the enemy battery fires from the same position. An element attempting to carry out a counter-battery strike cannot carry out any other activity during the strike (successful or otherwise!).

246 Resolve counter-battery fire in the same way as unobserved indirect fire. A single instance of counter-battery fire (by one element) can affect only a single artillery model. [none]

Fire plans

247 Artillery fire can be controlled by fire plans drawn up before the start of the game. Such plans should include the firing units by battery, the start and end times of the firing, the fire intensity and the target points – generally by geographical location. Firing of smoke can be included. Fire from the fire plan can be cancelled, but not postponed.

248 In addition, fire plans can include specific target areas registered (given identifiers) in advance, either as predicted or ranged fire targets. This procedure can make artillery orders easier, as the targets can be simply referenced when fire is needed. If ranged fire is used, then no deviation dice roll is required.

Maximum ranges for Area Fire Tables

249 See Tables section. [note]

Page 33: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

33

Effects of fire

Foot: convert hit to casualty

FIRER \ TARGET Foot and heavy weapons in Pill box

or Bunker or covered dug-out

Foot or heavy weapons in good cover

Unencumbered Foot in no cover or in light cover

Foot moving in no cover

(opportunity fire only)

Heavy weapons in no cover or in

light cover

Soft vehicles, tows, flak or

animal transport

Small arms up to 100m 17 9 4 2 3 5

Any MG up to 100m No casualty 15 9 4 6 4

Small arms or any MG > 100m No casualty 19 16 11 14 9

20mm to 35mm auto cannon, aircraft AT gun

No casualty 16 14 9 12 3

2", 50mm or 60mm mortar No casualty 18 16 12 14 7

3", 80mm, 81mm, or 82mm mortar

No casualty 17 11 N/A 6 9

4.2", 105mm 107mm or 120mm mortar

No casualty 15 9 N/A 6 4

155mm or larger mortar 19 12 8 N/A 5 4

Anti-tank rifle within 250 metres

19 19 18 16 15 3

Bazooka, PIAT or panzerfaust/Panzer shreck

15 17 15 17 17 4

75mm recoilless gun, aircraft rockets

12 17 15 9 9 5

105mm or larger recoilless gun

9 15 12 5 5 4

Petard mortar or 380mm in Sturmtiger

See Area Fire table

6 5 4 4 3

Flame thrower 4 12 6 17 12 9

Gun or howitzer up to 250m See Area Fire table

17 15 12 12 5

37mm to 57mm gun with HE shell, 17 pdr

No casualty 19 17 12 12 5

Other gun or howitzer up to 110mm > 250m

No casualty 15 12 5 5 3

Gun or howitzer from 110mm up to 155mm > 250m

See Area Fire table

12 9 4 4 3

Heavier gun or howitzer or heavy rocket or heavy bomber

See Area Fire table

9 5 N/A 3 3

Salvo rocket launcher No casualty 9 5 N/A 3 2

Page 34: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

34

Point-to-point Conversion to KO Table: British and German

WEAPON \ AC OF TARGET 1 2 3 4 5 6 7 8 9 10

German 128mm/L55 All KO All KO All KO All KO All KO All KO All KO 11 at 1,500m+ 7 at 1k-2k 19 at 0-500m

German 88mm/L71 and L73 All KO All KO All KO All KO All KO All KO All KO All KO 11 at 1,500m+ 15 at 0-500m

German 88mm/L56 All KO All KO All KO All KO All KO 7 at 2,000m+ 11 at 1k-2k

15 at 2k+

3 at 0-500m

11 at 500-1,500m

11 at 0-500m NE

German 75mm/L70,British l7pdr

All KO All KO All KO All KO All KO 7 at 1,500m+ 11 at 500-1,500m

15 at 1,500m+

7 at 0-500m

15 at 500-1,000m

15 at 0-500m NE

German 75mm/L43, 46 or 48, British 77mm

All KO All KO All KO All KO 7 at 1,500m+ 11 at 500-1,500m

7 at 0-500m

15 at 500-1,000m

15 at 0-500m NE NE

British 18 pdr, US 75mm/L31 or 40, German 75mm field guns.

All KO All KO All KO 11 at 1,000+ 11 at 500-1,000m

15 at 1k-2k

19 at 0-500m NE NE NE NE

British Ordnance QF 75mm All KO All KO All KO 11 at 500m+ 11 at 500-1,000m

NE NE NE NE NE

German 150mm/L12 and infantry howitzer, all medium artillery pieces

All KO All KO All KO All KO All KO 11 at 1,000m+ 11 at 500m+ 11 15 19

German, US 105mm, British 95mm and 25 pdr howitzers

All KO All KO All KO All KO 11 at 500-1,000m

15 at 1,000m+

11 at 0-500m

15 at 500m+

19 at 0-500m NE NE NE

German 75mm L/24 and infantry gun, all pack howitzers

All KO All KO 11 at 500-1,500m

19 at 1,500m+

15 at 0-500m NE NE NE NE NE NE

British 3" close support tank howitzer

11 11 15 19 19 19 NE NE NE NE

British 6 pdr All KO All KO All KO All KO 11 at 1,000-2,000m

11 at 0-500m

15 at 500-1,000m

15 at 0-500m

19 at 500-1,000m

19 at 0-100m NE NE

Page 35: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

35

WEAPON \ AC OF TARGET 1 2 3 4 5 6 7 8 9 10

German 50mm/L60 All KO All KO 11 at 1k-1.5k

15 at 1.5k-2k

15 at 250-750m

11 at 0-250m

15 at 250-500m

NE NE NE NE NE

German 50mm/L42, British 2 pdr, US 37mm.

All KO 11 at 1k-15k

15 at 1.5k-2k

15 at 250-750m

11 at 0-250m

15 at 250-500m

19 at 0-100m NE NE NE NE NE

German 37mm/L45, British 3 pdr

All KO 11 at 500-1000m

15 at 1k-1.5k

19 at 1.5k-2k

11 at 0-250m 15 at 0-100m NE NE NE NE NE NE

All 30mm auto cannon 11 at 500-1,000m

7 at 0-250m 15 at 0-100m NE NE NE NE NE NE NE

All 20mm auto cannon 11 at 250-500m

15 at 0-250m 19 at 0-100m NE NE NE NE NE NE NE

0:50",12.7mm,13mm,14.5mm and 15mm HMG

11 at 0-250m NE NE NE NE NE NE NE NE NE

Boys (0.55"), 7.92mm, 12.7mm, 14.5mm and 20mm A/tank rifles

11 at 500-1,000m

11 at 0-500m

19 at 500-1,000m

NE NE NE NE NE NE NE NE

German 28mm cone bore KO to 500m KO to 500m KO to 500m 11 at 0-250m 15 at 0-250m NE NE NE NE NE

A/Tank grenades from a small arms group within 25 metres

10 12 14 14 14 16 NE NE NE NE

All flamethrowers 4 6 8 10 12 14 17 18 19 20

Bazooka, sticky bomb 6 6 6 10 16 NE NE NE NE NE

Panzerschreck, PIAT, Panzerfaust

6 6 6 8 11 19 NE NE NE NE

75mm or 105mm recoilless gun

3 7 11 15 19 NE NE NE NE NE

Petard Mortar, or 380mm howitzer of sturmtiger

KO KO KO KO KO KO KO KO KO KO

NE = No effect; KO = Knocked out.

Page 36: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

36

Area Fire Convert to KO for AFVs

Roll 1d20. Max one KO per template. Harassing fire, no effect. Modifications: +2 to dice roll for open topped vehicles. Ground attack aircraft: +1 AT guns, +2 rockets.

Weapon system Armour

Intensity

Standard

Bombardment or direct fire up to

250m

Gun, mortar or howitzer up to 110mm (no KO for light mortars - 2", 5cm, etc) – Front Armour

All fighter and fighter-bomber aircraft with auto-cannon, AT guns or rockets (MGs no effect) - use Standard column; Side Armour vs vehicles

1-5 18 12

6-8 19 15

9+ 20 no effect

Gun, mortar or howitzer over 110mm up to and including 155mm – Front Armour

Dive, light and medium bomber aircraft - use Standard column; Side Armour vs vehicles

Heavy bomber aircraft - use Bombardment column; Side Armour vs vehicles

1-5 12 9

6-8 15 12

9+ 18 15

Larger artillery – Front Armour 1-5 9 all

6-8 12 9

9+ 15 12

Area Fire convert to casualties and KO - buildings and fortifications

Roll 1d20. Harassing fire, no effect.

Structures: S=1 suppression each vulnerable element; C=1 suppression each vulnerable element; & 1 casualty to single vulnerable element; D= structural level destroyed; & 1 heavy weapon/AFV KO; & 2 suppressions each vulnerable element, 1 each non-vulnerable; & 1 casualty vulnerable, 1 casualty non-vulnerable; & displaced.

Weapon system Structure strength

Intensity

Standard

Bombardment or direct fire up to

250m

Gun, mortar or howitzer up to 110mm (no KO for light mortars)

All fighter and fighter-bomber aircraft with auto-cannon, AT guns or rockets (MGs no effect) - use Standard column

Light S5/C7/D9 D auto

Medium S15/C18/D20 S12/C15/D18

Strong S18/C20 S15/C18/D20

Gun, mortar or howitzer over 110mm up to and including 155mm

Dive, light and medium bomber aircraft - use Standard column

Heavy bomber aircraft - use Bombardment column

Light D auto D auto

Medium S12/C15/D18 S6/C10/D12

Strong S15/C18/D20 S12/C15/D18

V strong no effect S18/C20

Larger artillery

Demolitions - use Bombardment column

Light D auto D auto

Medium S5/C7/D9 D auto

Strong S6/C10/D12 S5/C7/D9

V strong S12/C15/D18 S6/C10/D12

Page 37: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

37

Suppression

250 A suppressed element is restricted in its actions while it is suppressed. Cavalry, or infantry riding in soft vehicles or on top of AFV, must dismount and may complete their current move provided they do not move nearer to a spotted enemy.

251 Suppressed elements cannot carry out their second action. In addition the movement of a suppressed element is reduced by one move for each suppression marker to a minimum of one move per bound.

252 Suppressed elements can still shoot, but they take a -1 modifier for each suppression marker for each roll to hit for any type of fire. For area fire this is represented by a reduction in intensity by one level: bombardment becomes normal, normal becomes harassing and harassing becomes no firing.

253 AFVs cannot be suppressed, but any externally mounted weapons or infantry carried internally will be unable to fire. Such infantry may choose to dismount on the same terms as those carried in soft vehicles.

Hits on AFVs

254 Point-to-point fire fired from behind a 45° line projected from a front corner of an AFV's hull is assumed to strike side armour. See Armour Class tables in Tables section for the armour classes.

AFV

Front armour

Sidearmour

Sidearmour

Sidearmour

Front

Rear

255 Hits from Area fire are taken as if on the Front Armour, except for open topped AFVs, which use the Side Armour value. Those from aircraft are considered to be on the Side Armour for all vehicles. Hits at ranges less than a specified band on the Convert to KO Table are all knock-outs. Those at ranges greater than the band are harmless, as are firers who do not appear in the table (for example infantry without anti-tank capability).

Area fire templates

256 The area affected by area fire is determined by a template specific to one of three types of weapon. The template applies to one gun model.

HMGs; Mortars up to 82mm; guns/howitzers up to 90mm: 150m width x 80m depth Mortars > 82mm; guns/howitzers > 90mm up to 122mm: 200m width x 100m depth Artillery/howitzers > 122mm; salvo rockets; naval guns of 6" or more: 250m width x 140m depth

Area fire: Fire intensity

257 In Mission Command there are three levels of fire intensity that area fire weapons can use: [note]

Harassing fire – Each gun can fire at a separate target area. All elements under the template, except AFVs and those in prepared trenches, covered field works or medium structures, receive 1 suppression marker per firing element. No hits are inflicted, so no conversions are rolled. Counter-battery fire against harassing fire is not permitted.

Fire for effect – This type of fire uses the normal area fire procedure. Bombardment – Only artillery elements can carry out bombardments. All elements under the template,

except AFVs, receive 1 suppression marker. Each element, including AFVs, rolls twice for conversion to casualties or KO.

Bombardment preparation

258 Preparation for bombardment must be by battery (not Soviet) or higher echelon unit. The command element and all the firing elements in each bombarding battery must spend two bounds using the Battery Preparation special action immediately prior to the bombardment. The bombardment fire consists of any shoot action for one or two bounds (maximum two bounds) with no movement during this period. Each shoot action must be at the same target area; the aiming point may be corrected by observed fire. After the bombardment the

Page 38: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

38

firing elements must spend one bound of Battery Preparation special action to recover to normal operations, except that self propelled artillery may move instead.

Testing for Occupants of Suppressed or KO Non-AFV Vehicles, Buildings and Fortifications

259 Elements towed by a suppressed non-AFV and elements carried within a suppressed non-AFV must test individually on the 'Unencumbered Foot in no cover or in light cover' column on the Convert to Casualty Table, cross-referenced by the firing weapon, to see if they have been permanently knocked out. Any surviving elements are automatically dismounted and/or separated from their towing vehicles or placed next to the structure (owner's choice of position) and take 1 suppression marker.

260 Elements carried within or towed by knocked-out vehicles must check for casualty or KO on the ‘Foot moving in no cover' column, cross-referenced by the firing weapon (use 'Gun or howitzer from 110mm up to 155mm > 250m' if weapon not specified). Any surviving elements are automatically dismounted and/or separated from their towing vehicles or placed next to the structure (owner's choice of position) and take 1 suppression marker.

Fortifications and buildings

261 Vulnerable elements in fortifications and buildings are those elements in firing positions. Elements under fire in fortifications and other strong structures with basements are assumed to take cover in underground spaces when not in firing positions; these elements are not vulnerable to fire effects unless a D result is obtained. It is assumed that observation by these elements is carried out by periscope or from specially reinforced observation posts.4

262 Elements in fortifications and buildings able to shelter from fire effects must carry out an Overwatch action to resume their firing positions (note: this is not technically a Movement action, so will not trigger effects as per movement).

263 Results of fire can be no effect, suppression (S), casualty (C), or destroyed (D). S and C results only affect vulnerable elements; all elements may be affected by D results.

a. Suppression: 1 suppression marker on each vulnerable element in affected area.

b. Casualty: 1 suppression marker on each vulnerable element in affected area, and defender chooses a vulnerable element to take 1 casualty.

c. Destroyed: a 100m x 100m area of one level of a fortification or medium/strong building is destroyed and converted to rubble; a light building is destroyed completely and replaced by brush. The following suppression and casualties are inflicted in the affected area (defender's choice if more than one eligible element in each case):

i. 1 heavy weapon or AFV KO; ii. 2 suppression markers on each vulnerable element; 1 suppression marker on each

non-vulnerable element. iii. 1 casualty on a vulnerable element; 1 casualty on a non-vulnerable element. iv. Troops in the affected area must be displaced to an adjacent area of the fortification

if possible; if this is not possible, they must be placed adjacent to the fortification but on the side furthest from located enemy.

264 Some very strong fortifications specified by scenario may be completely invulnerable to indirect area fire, for example if they are in cliff faces.

Infantry casualties

265 When casualties are taken by an infantry group, put them against the command element in the group (or if there is no command, any element). At the end of any bound in which 2 or more casualties have been taken by an infantry group, the group's owner must allocate the casualties to one or more elements in that group. The position of the element that takes the casualties is not relevant, because casualties are taken by the group as a whole, excluding any detached or separated elements.

266 When a full size foot element has 2 casualties, it can only fire one of its weapon types in a bound. The owning player chooses which weapon type to fire, and this choice can change from bound to bound. For example a Coherent element with 2 casualties could fire its LMG in one bound and its small arms in a 4 We also introduce the concept of 'vulnerable' elements to buildings under area fire. All elements in light or medium buildings are vulnerable. Elements in strong buildings are only vulnerable if on the top floor, or under direct trajectory fire within 250m. Strong buildings may be designated by scenario as having extensive basements, in which case elements are treated for vulnerability as if in a covered fortification.

Page 39: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

39

subsequent bound, returning to its LMG or AT weapon in a later bound. An Assault or Bare element would be unaffected by this restriction.

267 If 3 casualties have been sustained and the group contains at least one full size element, the owning player must replace or remove a full size element as follows:

For a Coherent or Integrated element with no command capability – replace with a standard support element of any depicted type.

For a Coherent, Integrated or Assault element with command capability – replace with command element.

For an Assault or Bare element with no support or command capability – remove element.

268 For a group comprising only support and command elements, or for detached support elements remove an element for every 2 casualties received. If there is more than one element, owner chooses.

269 For a specialist element (for example Engineers or FOO) carrying out its specialist function under fire, remove the element if 2 or more casualties are received.

270 If a command element is targeted, any casualties inflicted will be taken by other elements in its commanded group, and the command element will not take casualties. A command element that is detached from its commanded group can be targeted and will take casualties as if it was a specialist element carrying out its specialist function under fire. Command elements at battalion or higher echelon take 3 casualties before being removed. [note]

271 If there is a single remaining unallocated casualty when allocation has finished, put it back next to the command element..

Deployed artillery casualties

272 At the end of any bound in which deployed artillery has taken area fire or small arms fire casualties, consolidate down between guns within the commanded group (usually battery) and remove a model for every complete 3 casualties.

273 Where a model gun has 2 casualties, it cannot fire in the bombardment role and other area fire effects are as for harassing fire only.

274 The term 'deployed artillery' does not include SP guns, nor those whose role does not encompass area fire (for example specialist anti-tank guns). The definition includes dual role (AA/A-T) guns and multi-barrel mortars on ground mounts.

Firing smoke

275 Smoke projectiles can be fired by mortars, artillery with area fire capability (except single rockets and naval guns), and by some AFV elements. Smoke must be ordered as a type of fire, specifying its location and the expected duration of fire.

276 Smoke can be simulated by using white cotton wool 'puffs'. Place puffs along the horizontal centre line of the template for area fire weapons using smoke. The smoke is laid to the full width of the template.

277 Smoke projectors on tanks produce a screen 100 metres in front of the element with a width equal to the element frontage. As these are one-shot weapons, the screen cannot be maintained.

278 Smoke that is not maintained by continuous fire dissipates during any turn in which it was not maintained. Roll a d20 for each non-maintained smoke screen: even means it dissipates at the end of the next friendly bound, odd means it dissipates at the end of the next enemy bound. If friendly and enemy elements are ready to fire when smoke dissipates, the side whose turn it is after it dissipates will have the first chance to fire.

279 Smoke screens block line of sight and are considered to be sufficiently high to prevent them being overlooked.

Drift

280 For simplicity, the scenario may dictate or the umpire decide that the wind is still, so no drift of smoke screens occurs.

281 For more realistic smoke screens, determine wind speed and direction at the start of the game. For wind speed, roll 1d20:

Page 40: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

40

1-3 = calm: no drift 4-10 = breezy: drift at 50m / bound 11-17 = windy: drift at 100m / bound 18-20 = very strong wind: smoke dissipates at the end of the current bound; no drift.

For wind direction, roll a direction dice. At the start of each turn roll 1d20; on a roll of 15+, the wind speed or strength changes. Roll a second d20:

1-7 = reduce speed by 1 level (for example breezy to calm); 8-14 = increase speed by 1 level; 15-20 = re-roll direction dice for new direction, but leave speed unchanged.

282 Smoke screens move in the direction of the wind at the rates indicated above.

Page 41: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

41

MORALE 283 Morale is assessed at the start of a bound when a group or separated element has suffered from an event

that triggers a reaction test. The test may result in the group or element being forced to carry out an involuntary move or other reaction in the bound instead of normal actions.

284 Military units are designated in the scenario as one of the following grades:

Raw: untried and largely untrained troops with no battle experience Green: untried but trained soldiers with no battle experience Regular: Trained soldiers with some battle experience (most troops will be regulars) Veteran: Trained soldiers with proven battle experience and good combat capability Elite: Highly trained selected soldiers with excellent combat capability

Reaction Test Procedure

285 Carry out the following steps in the Reaction Tests:

1. Triggers: Have any commanded groups or separated elements suffered a trigger event in the previous turn? Each of these groups and elements must test.

2. Evaluation: Roll 1d10 (or 1d20 ignoring the first digit) and adjust the score according to the Reaction Test Adjustments Table. All adjustments are cumulative.

3. Effects: Look up the effect on the Reaction Test Effects Table and apply them immediately.

286 Only elements with 'obey orders' effects may take actions as normal. The Move to Cover reaction replaces the elements' normal first action. Cease Fire / Retire, Retreat or Rout replaces both the elements' actions. Individual elements in a commanded group with more than one possible forced reaction may select different ones.

Reaction Test Trigger Events

287 A single reaction test must be taken by a commanded group or a group of separated elements at the start of a friendly bound following an enemy bound during which one or more trigger events happened. Separated elements from the same commanded group that are within command range of each other form a single group of separated elements. A single element separated both from its commanding element and any other members of its group takes reaction tests on its own.

288 Triggering events are:

a) An AFV element in the group came under fire for the first time during the game from a weapon capable of knocking it out. Veterans and elite ignore this trigger.

b) A non-AFV element in the group came under fire for the first time during the game. Veterans and elite ignore this trigger.

c) An element in the group is suppressed or knocked-out. First suppression marker of the game is ignored by all except troops classed in a scenario as Raw or Green. Non-raw groups entirely in good cover, fortifications or field fortifications, and those classed in a scenario as Elite ignore one suppression marker per turn per element.

d) An element was engaged by a previously un-spotted element using direct fire. Ignored by groups entirely in good cover, fortifications or field fortifications, and those classed in a scenario as Elite.

e) Retreating group or separated element (that suffered a previous reaction test result of -7 or less) wishes to cease retreating.

f) Any Raw element came under fire of any type.

289 Animals and soft vehicles do not take reaction tests when loaded or limbered or when combat elements of their own unit are dismounted or unlimbered within 200 metres. However, they share the reaction effects of the combat elements. In other circumstances they test separately.

290 Infantry riding on, rather than in, AFVs take reaction tests separately.

Page 42: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

42

Reaction Test Adjustments Table

Roll 1d10 (or 1d20 and ignore the 10s column on the number; 0 and 10 = 10) and modify as follows. 'Testing group' means the group or element that is taking the reaction test.

-4 Testing group is not elite: and its command element has been eliminated, or testing group is separated from its command element, or testing group's command element is separated from its higher echelon command element.

Testing group is raw.

-3 Orders permit any form of withdrawal (note: 'advance' does not permit withdrawal, nor does 'hold at all costs'! An order to 'hold until …' (with conditions) does permit withdrawal).

Soft vehicles or animals stationary in the open

Under fire from AFV within 100 metres of testing group during the enemy bound just ended or current bound

Testing group is carrying out a "retreat" reaction (including self-preservation Action).

-2 For each element in the testing group eliminated since the start of the game (includes foot elements traded down for losses)

Under fire during the enemy bound just finished from a previously unlocated element

Under fire from point nearer friendly base line than testing group's own most advanced element

Enemy infantry are known to be within 100 metres of testing group and were advancing when last seen.

Testing group contains AFV within 100 metres of woods or buildings, or at night, or in fog, or in mirage or in falling snow, and no friendly infantry is within 100 metres.

Testing group is green.

-1 For each element in the testing group currently suppressed (including command element)

Friendly elements (including in the testing group), other than empty soft vehicles, messengers or animals, moved away from any enemy within 250m for any reason during last friendly bound.

Under attack during the enemy bound just ended from salvo rockets, flame throwers or aircraft

Testing group is elite: and either its command element has been eliminated or it is separated from its command element.

+1 Orders require an advance.

Any enemy can be seen retreating (reaction test result of -5 or worse) by the testing group.

For each enemy AFV seen to be knocked out within 500 metres by the testing group during the last two bounds (one friendly one enemy)

All elements in testing group occupy partial cover or are concealed.

At least 50% of the testing group is hull down AFVs

Testing group is Russian.

+2 All elements in testing group occupy good cover or are in field fortifications.

Higher level command element is within 250 metres.

Testing group is Japanese.

Testing group is veteran.

+3 All elements in testing group occupy permanent fortifications

+4 Testing group is elite.

Page 43: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

43

Reaction Test Effects Table

Adjusted score of 6 or more

Obey Orders

1 to 5 Halt or move to cover: Elements in the testing group may either remain stationary, or move to any cover which they can reach with one movement action without going closer to any located enemy than they are at present. Elements may then carry out one further action, excluding a move action.

0 to -4

Cease fire / retire: Infantry support elements and non-AFV heavy weapons may, and other element types must, move to a position at least 100m, and up to a maximum of two movement actions, further away from all located enemy troops within 250 metres. If this movement is impossible, and there are enemy troops within 100m, any but Japanese troops will surrender. If this movement is impossible, and there are no enemy troops within 100m, affected elements will remain in place.

AFV: if the testing group contains one or more AFVs that suffered a hit but not a KO, the crews of one of these models (owning player's choice) abandon their vehicles and carry out a retire forced move as above (not applicable if AFVs under area fire).

Banzai: Japanese elements in the testing group will attempt a shoot and then a move action, with movement directly towards the nearest enemy element; after the shooting, if there are any gaps to the testing group's front, its elements will move into them.

-5 to -10

Retreat: All non-Japanese testing group elements within 100 metres of enemy AFV will surrender. All others must move at maximum movement rate (equivalent to two movement actions or one if suppressed) further away from all located enemy troops within 250 metres; equipment and weapons can be carried. Transport is allowed to pick up passengers and load equipment. The retreat continues until a new reaction result applies. If they are fired upon, they will ignore reaction test effects except for worse ones. If this movement is impossible, and there are enemy troops within 100m, any but Japanese troops will surrender. If this movement is impossible, and there are no enemy troops within 100m, affected elements will remain in place and attempt to rally next turn.

-11 or less Rout: As Retreat, except that no new reaction test can be taken, and the retreat cannot be halted, except by surrender. All non-AFV heavy weapons and equipment are abandoned.

291 A group is 'out of command' if its command element has been eliminated, or it is separated from its command element, or its command element is separated from the command element's higher echelon command element.

292 Elements that retreat or rout off the table cannot come back.

293 Elements that surrender are immediately removed from the table.

294 Unless a group suffers a Retreat or Rout result, it recovers at the start of its next bound. Retreating groups can be rallied at the start of any future friendly bound by taking a further reaction test. Routing groups cannot be rallied.

Page 44: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

44

AIR ATTACKS

Orders for aircraft groups

295 Each commanded group of aircraft must be given orders, but detailed actions every turn are not required. The orders should be simply phrased, so that the following information is clear:

Mission: one from

o intercept o ground attack – interdiction o ground attack – on call o escort o reconnaissance o artillery spotting o transport o assault

Location of the mission Time on target

Missions

Intercept

296 An intercept mission orders fighters to attack enemy aircraft in a specified geographical area and from a specified height. The type of enemy aircraft can be specified; if not, then enemy fighters will have highest priority. Default time on target is 6 turns or completion of an attack, whichever is earliest.

297 Only fighters may be given intercept missions, and only intercepting fighters can initiate air-to-air combat.

Ground attack – interdiction

298 Ground attack – interdiction missions take place either against pre-determined targets or against targets of opportunity, but is not directed from ground units.

299 Any armed aircraft may be given ground attack missions.

Ground attack – on call

300 Ground attack – on call missions are used in direct support of friendly ground troops against enemy ground targets. They require the presence on the ground of a forward air control (FAC) officer with a radio. The FAC may be independent or attached to the HQ of a ground unit, dependent on scenario and national doctrine, and all communication with the aircraft must take place through the FAC. An FAC attached to an HQ causes no command delay, once communication has reached the HQ.

301 Any armed aircraft may be given ground attack missions.

Escort

302 Escort missions must designate the friendly aircraft groups being accompanied. It is assumed that the escorts are at the same height band as the escorted aircraft. [note]

303 Only fighters may be given escort missions.

Reconnaissance

304 Only designated reconnaissance aircraft may be given reconnaissance missions, which must specify a geographical area and either low or medium altitude. Reconnaissance aircraft can remain over the table for up to 6 turns. They must be allocated to specified command elements, so that they can deliver reports, which can then be distributed by ground units using the normal communication mechanisms.

305 They spot on-table units at three times normal ranges in clear conditions, and firing off-table weapons at any range.

Page 45: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

45

Spotting for artillery

306 Only designated unarmed spotter aircraft, including rotary wing craft (helicopters and autogyros), may be given this mission, which must specify a geographical area and either low or medium altitude. Spotter aircraft can remain over the table for up to 6 turns. They must have batteries or regiments of artillery allocated to them for control of fire; details will depend on scenario and doctrine.

307 Balloons and other airships can remain over the table indefinitely.

308 They locate on-table units at three times normal ranges in clear conditions, and firing off-table weapons at any range.

Transport

309 Transport missions include delivery by parachute and by air landing. They must designate a geographical area, or for air landing, an airstrip.

310 Only transport aircraft may transport.

311 Details of parachute landing are by scenario.

Assault

312 Air assault missions are attacks from the air by glider-borne infantry. They must designate a geographical area.

313 Only gliders may assault.

314 Details of glider assaults are by scenario.

Location of the mission

315 Escort missions must designate the friendly aircraft groups being escorted. Intercept, reconnaissance, transport and assault orders must include geographical areas or target locations. Ground attack – interdiction must specify the geographical area to be covered. Ground attack – on call must indicate the controlling ground unit. Where a choice of heights is possible, the height of the attack must be declared in the mission orders.

316 Only fighters may be given intercept or escort missions. Any armed aircraft may be given ground attack. Only designated reconnaissance aircraft may be given the reconnaissance mission. Only transport aircraft may transport (this includes both delivery by parachute and by air landing). Only gliders may be given the assault mission.

Time on target

317 Time on target is the specific game turn that the aircraft will appear over the table. For missions with potentially lengthy time on target (intercept, reconnaissance and ground attack) the duration of the mission over the battlefield area must be stated. Maximum duration is 6 turns or completion of an attack whichever is the earliest, at which point the aircraft automatically return to base. For ground attacks each commanded group may complete one attack, after which it must return to its base to re-arm and re-fuel, which is deemed to take 6 turns by default (scenarios may vary this).

318 Scenarios may designate 'cab ranks' of on-call aircraft, so that more or less continuous air support is available.

Air movement

319 Aircraft models do not have to trace a path to their target. Owing to the speed difference between aircraft and ground forces, it is assumed that aircraft will reach the table of their target in the turn specified.

Page 46: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

46

Air action sequence

320 Friendly aircraft actions occur at the start of the bound before the active side's sequence of play for ground units, as follows in this sequence (skip any that do not apply):

1. Friendly aircraft with time on target for current game turn arrive at the table. 2. Enemy intercepting aircraft carry out air combat with active side's escorts, if any. 3. Damaged escorts and interceptors return to base. 4. Count the number of undamaged intercepting aircraft and subtract the number of undamaged

escorts. The result is the number of undamaged intercepting aircraft that can carry out air combat with the active side's non-escort aircraft, if any.

5. Any undamaged friendly aircraft attempt to carry out their mission. If the mission has a target, place them at or close to the target. If there are multiple groups, the active side chooses the sequence in which they will complete their missions.

6. Anti-aircraft weapons in range of aircraft engage them, targeting a specific group at the altitude associated with their mission (see below). AA element owner determines sequence of firing of AA elements.

7. Friendly aircraft that have not engaged a target (for example reconnaissance or ground attack that have not found a target), or have landed, remain in play until they have completed their 6th turn in play, at which point they must return to base. Other aircraft return to base (off-table).

Air to air combat

321 Only aircraft with an intercept mission may initiate air-to-air combat.

322 Air combat is carried out in a series of match-ups, usually involving one or two aircraft elements versus one aircraft element. In large combats, pair off the opposing aircraft as evenly as possible, following the sequence above. Then the player with unmatched aircraft can choose to add in the extra aircraft to any one or more of the existing pairs. [note]

323 Roll a d20 for each aircraft model, adding 2 to the score of the fastest, 2 to the score of any aircraft with higher altitude (designated in orders) than the enemy, 1 for each turret and 2 for each supporting aircraft. A resulting score of at least 5 more than the opponent's score has damaged the enemy, who must break off and return to base. A resulting score of at least double more than the opponent's score has destroyed the enemy aircraft.

324 Fighters and fighter bombers may be able to jettison munitions to increase their speed.

Ground attacks

325 Ground attacks can be by dive bombing (dive bombers only), low altitude - assumed to be under 500m - (any aircraft), medium or high altitude (both non-dive bombers only). The procedure is similar to the area artillery fire sequence, but the fire is not persistent, so does not inhibit troops moving after the attack:

a. Template: For each aircraft model individually, place the centre of the appropriate weapon system template on the target position. See Area Fire Tables for which templates to use. Note: Maximum of one KO per template and open topped vehicle modifiers apply.

b. Deviation: Roll a hit/deviation dice and d20 dice depending on the type of attack. If a direct hit is not indicated the result gives the direction and distance in 10s of metres from the target position.

i. 4d20 (to give a result between 40 and 800 metres) for high altitude attack;

ii. 3d20 (to give a result between 30 and 600 metres) for medium altitude attack;

iii. 2d20 (to give a result between 20 and 400 metres) for low altitude attack;

iv. 1d20 (to give a result between 10 and 200 metres) for dive bombing attack.

c. Fire effects: as for Area Fire.

Page 47: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

47

Helicopters

326 By 1944, Germany had deployed very limited numbers of helicopters (and autogyros) in the artillery spotter role. By their nature they were vulnerable to anti aircraft fire and their limited altitude capability ensured that only operations at low level were conducted. Accordingly, German forces post September 1944 may deploy as an artillery spotter either a single helicopter or autogyro. Helicopters and autogyros are not penalised for landing as fixed wing are (described above), but on table duration is limited to 4 turns before refuelling is required.

327 On-table refuelling takes the specialist action 'refuelling helicopter or autogyro', requiring the machine to be at a predesignated open terrain location for a full friendly bound.

Anti-aircraft fire

328 Anti-aircraft weapons can fire at the start of the enemy bound at airborne targets within horizontal range of the aircrafts' line of flight and capable of reaching its altitude. Each element can fire at one target only. All anti-aircraft firing is additional to shooting at ground targets, except that weapons with dual capability (for example AA and AT) can only use one of these capabilities in any one turn.

329 Anti-aircraft fire at medium and high altitude targets is limited to designated flak weapons. Anti-aircraft fire at low altitude or dive-bombing aircraft can be by small arms, MGs and cannons and designated flak weapons. These are summarised here:

Air Target Ranges and Types

Type Horizontal range to air target

Target type

Small arms, MGs 250m Dive bombers, low altitude aircraft

20mm to 30mm cannon 750m Dive bombers, low altitude aircraft

31mm to 57mm flak 1,500m Dive bombers, low and medium altitude aircraft

More than 57mm flak 3,000m All altitudes

330 Use the following firing sequence:

a. Choose a friendly element wanting to use anti-aircraft fire and that has not already done so this bound.

b. Work out whether the firing element has the horizontal range to the target and can engage at the target's altitude (see Air Target Ranges and Types).

c. Roll 1d20 on the Anti-aircraft Fire To Hit Table, cross-referencing the firer's weapon with the target altitude. A hit is scored if the result is equal to or greater than the number on the table.

d. If a hit has been scored, roll a d20 on the Anti-aircraft Fire Convert to Damaged / Destroyed to find out if the target has been damaged or destroyed, cross-referencing the weapon with the type of aircraft. Damaged aircraft cannot complete their attack and must return to base immediately; they cannot be used again. Destroyed aircraft are removed from the game.

e. Return to step a, until all eligible elements have fired.

331 Roll 1d20 for each element armed with single-barrelled weapons, 2d20 for multi-barrelled weapons. For integrated or coherent infantry elements, use 2d20 as if two MGs were firing. Other standard infantry elements use 1d20. The hits inflicted depend on the type of weapon (see Anti-aircraft Fire To Hit Table).

Page 48: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

48

Anti-aircraft Fire To Hit Table

Firer \ Target Dive bomber Low altitude Medium altitude High altitude

Small arms and MGs 18 19 N/A N/A

20mm to 30mm cannon 16 18 N/A N/A

31mm to 57mm flak 14 16 18 N/A

More than 57mm flak 12 14 16 18

Anti-aircraft Fire Convert to Damaged / Destroyed

Firer \ Target Fighter, fighter bomber or light bomber Medium aircraft Heavy aircraft

Small arms and MGs 18 / - 19 / - 20 / -

20mm to 30mm cannon 15 / 18 16 / 19 17 / 20

31mm to 57mm flak 14 / 17 15 / 18 16 / 19

More than 57mm flak 13 / 16 14 / 17 15 / 18

Page 49: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

49

TABLES

Foot Elements

Fro

nta

ge

Description Element type

Total figures

LMG A/T Cdr Figures

Ful

l (50

mm

) si

ze

Coherent Small arms 6 Yes Yes Opt Rifles, LMG, hand-held AT weapon; optionally officer

Integrated Small arms 5 Yes No Opt Rifles, LMG; optionally officer

Assault Small arms 4 No No Opt SMG; optionally officer

Assault (MP44) Small arms 4 No No Opt German only, with MP44; optionally officer

Bare Small arms 4 No No Opt Rifles; optionally officer

Bare – cavalry or camelry

Small arms 2-3 No No Opt Rifles/lances, and so on; optionally officer

Re

duce

d (2

5-3

0mm

) si

ze Light standard

support Support 2-3 Yes No No LMG, light mortar

Heavy standard support

Support / encumbered

/ heavy weapons

2-3 No Opt No HMG, 3", 8cm, 81mm, 82mm Mortar

Specialist Support 2-3 No Opt No Specialist figure; may be encumbered dependent on equipment

Eith

er s

ize Command Command 2-3 No No Yes Figure(s) must indicate

officer

Structure Types

Strength / Height Low Normal Tall

Light Single storey wooden sheds Wooden houses Cranes

Medium Barn

Field fortification

Brick-built town houses; warehouses

Factory cooling towers; hotels

Strong Stone-built cottages

Pill-box complex

Thick-walled stone chateaux

Large Norman churches with tower or steeple

Very strong Turreted and reinforced bunker

Maginot Line

N/A N/A

Page 50: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

50

Sequence of Play diagram

Side A’s bound.Reaction tests and

carry out forced reactions

Test for hot or cold for

group

COMMON ACTIONS

1. Shoot (1st action only)2. Move once (hot) / Move twice (cold)3. Communicate (hot: last action only)4. Overwatch (first action only)5. Pass

Finish all the actions for one group before progressing to the next.

Remove all suppression markers from friendly elements in group, except from this bound.Consolidate down both sides infantry elements for losses.

Go to Side B’s bound.

No

Movement can be reduced by opportunity fire from overwatching elements.

HOT Intends to shoot … } Intends to move … }...within 500m. Is visible to visible enemy … }Otherwise COLD

Side A selects a group not yet activated this bound.

Group’s unsuppressed elements do 2 Actions each; suppressed do 1 Action.

Next Side A groupAll Side A’s

group’s done?

Yes

Page 51: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

51

Movement Rates

All rates are in metres.

TROOPS \ TERRAIN Roads Clear Rough Difficult* Moving in reverse

Each turn > 45

Each linear obstacle

Wheeled multi-axle-driven vehicles, half-tracks without tows, jeeps and similar

600 500 200 Impassable 400 - 50 - 100

All other wheeled vehicles, and half-tracks if towing loads

600 200 100 Impassable 100 - 50 No crossing except shallow

streams

Bicycles 200 150 Min Min Must turn 0 -100

Fully tracked

AFV

with max road speed up to 25 kph

300 200 100 N/A 100 - 50 - 50

26 – 45 kph 400 300 200 N/A 200 - 50 - 50

Over 45 kph 600 500 200 N/A 200 - 50 - 50

Cavalry 200 300 100 Minimum Must turn 0 - 50

Unencumbered foot elements 100 100 100 50 Must turn 0 - 50

Encumbered foot elements, man-handled heavy weapons and pack animals

100 100 50 Minimum Must turn 0 - 50

Vehicle without stabilised guns or vehicle firing. Any vehicle loading, limbering/unlimbering

- 200 - 100 - 50 N/A - 50 N/A N/A

Foot elements entering or leaving aircraft, vehicle, building or field engineering work

- 50 - 50 - 50 - 50 N/A N/A N/A

* Dense woods and dense hedges impassable to all except foot elements.

Page 52: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

52

Spotting Distances are in metres.

ENVIRONMENT

TARGET

Open terrain Partially obscuring terrain Obscuring terrain Con-cealed

Halted or entrenched

Moving slowly

Movingfast

Halted Moving slowly

Moving fast

Halted Moving slowly

Moving fast

Artillery observers, unencumbered foot, trenches or anti-tank ditches and similar

250 400 500 50 150 250 0 50 50 0

Encumbered foot, cavalry 500 500 500 100 200 300 0 50 50 0

Other heavy weapons, except flak

1,000 1,500 2,000 100 200 300 0 50 50 50

Fortifications**, or hull down AFV, concertina wire, marked mine fields, dragons teeth

1,000 N/A N/A 100 N/A N/A 50 N/A N/A 50

Flak, exposed AFV or other vehicles or animal transport

3,000 5,000 5,000 250 500 500 N/A,

100*

N/A,

100*

N/A,

100*

N/A

Mortars, anti-tank rifles, small arms, MGs firing

500 500 N/A 300 500 N/A 200 250* N/A As for terrain

All other weapons firing 3,000 5,000 N/A 1,500 2,000 N/A 500 1,000* N/A As for terrain

* Normally N/A as cannot enter, but this applies to elements behind dense hedges.

** Most fortifications are concealed; see scenario details.

Targets that are inside and more than 100m from the edge of partially obscuring or obscuring terrain feature are not visible in any case from observers at an equivalent height.

Observers on high ground can spot targets up to double the normal distance into brush and other partially obscuring terrain with little or no overhead cover at a lower level.

Dead Ground Table

Height difference between obstruction and observer

Distance from obstruction to observer

< 250 m 250 – 500 m 500 – 1,000 m > 1,000 m

Small (eg low hill; 5-10m; low or normal building) 100m 200m Blocked Blocked

Large (eg larger hill; > 10m; tall building; woods) Minimum 100m 200m Blocked

Blocked = no line of sight from the observer's position Minimum = Only an element immediately behind the obstruction is in dead ground # m = extent of dead ground behind ridge in metres

Page 53: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

53

Point-to-point fire to hit table

Roll 1d20 and modify as follows:

+ / - Reason

+2

Second or subsequent shot at the same target. Target is vehicle in no cover. Firer is multi-barrel MG or auto-cannon. Opportunity fire: Target is foot moving fast.

+1 Firer is cavalry or camelry within 100m of target.

-1

For each suppression marker on the firing element.

Firer is an AFV and has been under area fire in the previous enemy bound. Firer is cavalry or camelry further than 100m from target. Opportunity fire: Target is vehicle moving fast. Opportunity fire: Target came into line of sight during the current bound.

-2 Firer is to move during the current bound. -3 Target is hull down vehicle.

Firer \ Range in metres, up to >>> 100 250 500 750 1,000 1,250 1,500 2,000 3,000 5,000

Small arms (assault elements) 3 12

Small arms (excl assault elements) 4 10 18

LMG, any bipod or pivot-mounted MG, HMG or 20mm cannon

5 9 15

Tripod, wheeled, turret or multi-flak MG or HMG

4 6 9 11 15

Flak: 20mm to 35mm 5 7 10 12 15 17 19

Anti-tank rifle 3 7 11 15 19

Bazooka, PIAT or panzerfaust type weapon or stick bomb from converted A/tank gun

5 15

2" or 50mm mortar * N/A 12 15

Recoilless gun 3 6 9 12 15 17

Guns less than 25 calibres long and all howitzers except 380mm

3 5 7 10 12 15 17

Longer guns up to 57mm calibre 3 4 6 8 10 12 15 17

Longer guns up to 85mm calibre 3 4 5 6 7 9 10 12 15

Longer guns larger than 85mm calibre 3 3 4 5 6 7 8 9 12 19

Petard mortar 4 15

380mm howitzer in Sturmtiger 4 5 8 12 15 17 19 20

Man-pack flame thrower 4

AFV flame thrower 4 12

* Targets one element only.

Page 54: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

54

Ranges for Area Fire Table: British Range in

Metres

Flak (for larger flak, see Guns)

20mm 1,300

40mm Bofors 3,800

Guns (including larger flak guns)

6 pdr (including Deacon) 4,500

18 pdr 10,000

25 pdr (inc Sexton, but not Bishop) 12,000

25 pdr SP on Bishop 6,000

4.5" (medium field gun) 20,500

5.5" before 1944 14,500

5.5" from 1944 16,500

105mm SP on Priest 11,300

5" (60pdr) 14,000

Large naval guns 30,000

Howitzers British CS 95mm tank howitzer 5,500

Pack howitzers 7,500

25 pdr howitzer See guns

7.2" howitzer 18,000

8" howitzer 11,000

240mm and larger howitzers 20,000

Machine guns Tripod-mounted MG 2,000

Mortars 2" mortar 400

3" mortar, Mk1 1,600

3" mortar, Mk2 2,800

4.2" mortar 3,800

Page 55: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

55

Ranges for Area Fire Table: All Maximum

Range in Metres

Flak (for larger flak, see Guns)

In multiple mounts: 20mm & 30mm in multiple flak mounts 2,000

37mm to 57mm flak 3,000

Guns (including larger flak guns)

Smaller guns 3,000

65mm to 76mm infantry guns 3,500

18 pdr, 25 pdr and 75mm guns 11,000

76mm to 90mm guns 15,000

100mm to 150mm guns 20,000

152mm to 155mm guns 25,000

170mm and larger guns, including large naval guns 30,000

Howitzers British close support tank howitzers 3,500

150mm infantry howitzers 5,000

Sturmtiger 380mm howitzer 6,000

Pack howitzers 7,500

25 pdr, 105mm and 122mm howitzers 11,000

5.5" to 7.2" howitzers 15,000

8" to 210mm howitzers 17,500

240mm and larger howitzers 20,000

Machine guns Tripod-mounted MG 2,000

Mortars 2" or 5cm mortars 500

kz 8cm 1,250

60mm, 3", 80mm and 105mm mortars 2,000

8cm, US 81mm, 82mm and 155mm mortars 3,000

Italian 8lmm , 107mm and 4.2"mortars 4,000

100mm and 120mm mortars 5,000

Recoilless guns Recoilless guns: 57mm recoilless guns on tripods 4,000

Recoilless guns: 75mm or larger recoilless guns on tripod or wheeled mounts 7,500

Rocket launchers Rocket launchers: Single rocket launcher 2,000

Rocket launchers: Salvo rocket launchers 5,000

Page 56: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

56

Armour Classes: British

Vehicle name Front Side Nationality

A10 3 2 British

A13 Mk1 2 1 British

A13 Mk2 3 2 British

AEC Armoured Car 3 2 British

Archer 4 4 British

Achilles 4 3 British

Centaur 5 3 British

Churchill 1-6 7 6 British

Churchill AVRE (Mk 3 or 4) 7 6 British

Churchill 7-8 9 7 British

Comet 6 2 British

Cromwell 5 3 British

Crusader 3 2 British

Firefly 5 3 British

Grant 5 3 British

Harry Hopkins (A25, lt tk MkVIII) 3 1 British

Kangaroo 3 3 British

Light tanks Mkl-6 2 1 British

Matilda I (A11) 5 5 British

Matilda II (A12) 6 5 British

Sexton 3 3 British

Sherman 5 3 US / British

Stuart (M3/M5) 4 2 US / British

Tetrarch 2 1 British

Valentine 5 4 British

Vickers 6 Ton 1 1 British

Vickers Medium 1 1 British

Most other half-tracks, armoured cars, scout cars and carriers

1 1 Any

Page 57: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

57

Armour Classes: German

Vehicle name Front Side Nationality

Brummbar (Sturmpanzer 43) 6 3 German

Elefant/Ferdinand (Pzrjäger Tiger) 10 6 German

Hetzer (Jagdpanzer 38(t)) 6 2 German

Hummel (SdKfz 165) 2 1 German

Jagdpanther 8 4 German

Jagdpanzer 4 7 3 German

Jagdtiger 10 6 German

Marder I 1 1 German

Marder II 2 2 German

Marder III 3 2 German

Nashorn 3 1 German

Panther (Panzer V) 8 4 German

Panzer 38(t) 3 2 German

Panzer I 1 1 German

Panzer II, A-C 2 2 German

Panzer II, D-F, Luchs 3 2 German

Panzer III A-D 2 2 German

Panzer III E-G 3 3 German

Panzer III H-N 4 3 German

Panzer IV A 2 2 German

Panzer IV B-D 3 2 German

Panzer IV E-G 4 3 German

Panzer IV H 5 3 German

sIG 33 3 2 German

sIG 33B 4 3 German

sIG 38(t) (Bison) 3 2 German

SdKfz 232 2 1 German

Sdkfz 234 3 1 German

Sturm Tiger 9 6 German

Sturmgeschutz III A-E 4 3 German

Sturmgeschutz III F-G 6 3 German

Tiger I 7 5 German

Tiger II 9 6 German

Wespe 2 1 German

Most other half-tracks, armoured cars, scout cars and carriers

1 1 Any

Page 58: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

58

Foot: convert Hit to Casualty Table FIRER \ TARGET Foot and heavy

weapons in Pill box or Bunker or

covered dug-out

Foot or heavy weapons in good cover

Unencumbered Foot in no cover or in light cover

Foot moving in no cover

(opportunity fire only)

Heavy weapons in no cover or in

light cover

Soft vehicles, tows, flak or

animal transport

Small arms up to 100m 17 9 4 2 3 5

Any MG up to 100m No casualty 15 9 4 6 4

Small arms or any MG > 100m No casualty 19 16 11 14 9

20mm to 35mm auto cannon, aircraft AT gun

No casualty 16 14 9 12 3

2", 50mm or 60mm mortar No casualty 18 16 12 14 7

3", 80mm, 81mm, or 82mm mortar

No casualty 17 11 N/A 6 9

4.2", 105mm 107mm or 120mm mortar

No casualty 15 9 N/A 6 4

155mm or larger mortar 19 12 8 N/A 5 4

Anti-tank rifle within 250 metres

19 19 18 16 15 3

Bazooka, PIAT or panzerfaust/Panzer shreck

15 17 15 17 17 4

75mm recoilless gun, aircraft rockets

12 17 15 9 9 5

105mm or larger recoilless gun

9 15 12 5 5 4

Petard mortar or 380mm in Sturmtiger

See Area Fire table

6 5 4 4 3

Flame thrower 4 12 6 17 12 9

Gun or howitzer up to 250m See Area Fire table

17 15 12 12 5

37mm to 57mm gun with HE shell, 17 pdr

No casualty 19 17 12 12 5

Other gun or howitzer up to 110mm > 250m

No casualty 15 12 5 5 3

Gun or howitzer from 110mm up to 155mm > 250m

See Area Fire table

12 9 4 4 3

Heavier gun or howitzer or heavy rocket or heavy bomber

See Area Fire table

9 5 N/A 3 3

Salvo rocket launcher No casualty 9 5 N/A 3 2

Page 59: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

59

Point-to-point Conversion to KO Table: British and German WEAPON \ AC OF TARGET 1 2 3 4 5 6 7 8 9 10

German 128mm/L55 All KO All KO All KO All KO All KO All KO All KO 11 at 1,500m+ 7 at 1k-2k 19 at 0-500m

German 88mm/L71 and L73 All KO All KO All KO All KO All KO All KO All KO All KO 11 at 1,500m+ 15 at 0-500m

German 88mm/L56 All KO All KO All KO All KO All KO 7 at 2,000m+ 11 at 1k-2k

15 at 2k+

3 at 0-500m

11 at 500-1,500m

11 at 0-500m NE

German 75mm/L70,British l7pdr

All KO All KO All KO All KO All KO 7 at 1,500m+ 11 at 500-1,500m

15 at 1,500m+

7 at 0-500m

15 at 500-1,000m

15 at 0-500m NE

German 75mm/L43, 46 or 48, British 77mm

All KO All KO All KO All KO 7 at 1,500m+ 11 at 500-1,500m

7 at 0-500m

15 at 500-1,000m

15 at 0-500m NE NE

British 18 pdr, US 75mm/L31 or 40, German 75mm field guns.

All KO All KO All KO 11 at 1,000+ 11 at 500-1,000m

15 at 1k-2k

19 at 0-500m NE NE NE NE

British Ordnance QF 75mm All KO All KO All KO 11 at 500m+ 11 at 500-1,000m

NE NE NE NE NE

German 150mm/L12 and infantry howitzer, all medium artillery pieces

All KO All KO All KO All KO All KO 11 at 1,000m+ 11 at 500m+ 11 15 19

German, US 105mm, British 95mm and 25 pdr howitzers

All KO All KO All KO All KO 11 at 500-1,000m

15 at 1,000m+

11 at 0-500m

15 at 500m+

19 at 0-500m NE NE NE

German 75mm L/24 and infantry gun, all pack howitzers

All KO All KO 11 at 500-1,500m

19 at 1,500m+

15 at 0-500m NE NE NE NE NE NE

British 3" close support tank howitzer

11 11 15 19 19 19 NE NE NE NE

British 6 pdr All KO All KO All KO All KO 11 at 1,000-2,000m

11 at 0-500m

15 at 500-1,000m

15 at 0-500m

19 at 500-1,000m

19 at 0-100m NE NE

Page 60: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

60

WEAPON \ AC OF TARGET 1 2 3 4 5 6 7 8 9 10

German 50mm/L60 All KO All KO 11 at 1k-1.5k

15 at 1.5k-2k

15 at 250-750m

11 at 0-250m

15 at 250-500m

NE NE NE NE NE

German 50mm/L42, British 2 pdr, US 37mm.

All KO 11 at 1k-15k

15 at 1.5k-2k

15 at 250-750m

11 at 0-250m

15 at 250-500m

19 at 0-100m NE NE NE NE NE

German 37mm/L45, British 3 pdr

All KO 11 at 500-1000m

15 at 1k-1.5k

19 at 1.5k-2k

11 at 0-250m 15 at 0-100m NE NE NE NE NE NE

All 30mm auto cannon 11 at 500-1,000m

7 at 0-250m 15 at 0-100m NE NE NE NE NE NE NE

All 20mm auto cannon 11 at 250-500m

15 at 0-250m 19 at 0-100m NE NE NE NE NE NE NE

0:50",12.7mm,13mm,14.5mm and 15mm HMG

11 at 0-250m NE NE NE NE NE NE NE NE NE

Boys (0.55"), 7.92mm, 12.7mm, 14.5mm and 20mm A/tank rifles

11 at 500-1,000m

11 at 0-500m

19 at 500-1,000m

NE NE NE NE NE NE NE NE

German 28mm cone bore KO to 500m KO to 500m KO to 500m 11 at 0-250m 15 at 0-250m NE NE NE NE NE

A/Tank grenades from a small arms group within 25 metres

10 12 14 14 14 16 NE NE NE NE

All flamethrowers 4 6 8 10 12 14 17 18 19 20

Bazooka, sticky bomb 6 6 6 10 16 NE NE NE NE NE

Panzerschreck, PIAT, Panzerfaust

6 6 6 8 11 19 NE NE NE NE

75mm or 105mm recoilless gun

3 7 11 15 19 NE NE NE NE NE

Petard Mortar, or 380mm howitzer of sturmtiger

KO KO KO KO KO KO KO KO KO KO

NE = No effect; KO = Knocked out.

Page 61: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

61

Area Fire Convert to KO for AFVs

Roll 1d20. Max one KO per template. Harassing fire, no effect. Modifications: +2 to dice roll for open topped vehicles. Ground attack aircraft: +1 AT guns, +2 rockets.

Weapon system Armour

Intensity

Standard

Bombardment or direct fire up to

250m

Gun, mortar or howitzer up to 110mm (no KO for light mortars - 2", 5cm, etc) – Front Armour

All fighter and fighter-bomber aircraft with auto-cannon, AT guns or rockets (MGs no effect) - use Standard column; Side Armour vs vehicles

1-5 18 12

6-8 19 15

9+ 20 no effect

Gun, mortar or howitzer over 110mm up to and including 155mm – Front Armour

Dive, light and medium bomber aircraft - use Standard column; Side Armour vs vehicles

Heavy bomber aircraft - use Bombardment column; Side Armour vs vehicles

1-5 12 9

6-8 15 12

9+ 18 15

Larger artillery – Front Armour 1-5 9 all

6-8 12 9

9+ 15 12

Area Fire convert to casualties and KO - buildings and fortifications

Roll 1d20. Harassing fire, no effect.

Structures: S=1 suppression each vulnerable element; C=1 suppression each vulnerable element; & 1 casualty to single vulnerable element; D= structural level destroyed; & 1 heavy weapon/AFV KO; & 2 suppressions each vulnerable element, 1 each non-vulnerable; & 1 casualty vulnerable, 1 casualty non-vulnerable; & displaced.

Weapon system Structure strength

Intensity

Standard

Bombardment or direct fire up to

250m

Gun, mortar or howitzer up to 110mm (no KO for light mortars)

All fighter and fighter-bomber aircraft with auto-cannon, AT guns or rockets (MGs no effect) - use Standard column

Light S5/C7/D9 D auto

Medium S15/C18/D20 S12/C15/D18

Strong S18/C20 S15/C18/D20

Gun, mortar or howitzer over 110mm up to and including 155mm

Dive, light and medium bomber aircraft - use Standard column

Heavy bomber aircraft - use Bombardment column

Light D auto D auto

Medium S12/C15/D18 S6/C10/D12

Strong S15/C18/D20 S12/C15/D18

V strong no effect S18/C20

Larger artillery

Demolitions - use Bombardment column

Light D auto D auto

Medium S5/C7/D9 D auto

Strong S6/C10/D12 S5/C7/D9

V strong S12/C15/D18 S6/C10/D12

Page 62: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

62

Reaction Test Table

Roll 1d10 (or 1d20 and ignore the 10s column on the number; 0 and 10 = 10) and modify as follows. 'Testing group' means the group or element that is taking the reaction test.

-4 Testing group is not elite: and its command element has been eliminated, or testing group is separated from its command element, or testing group's command element is separated from its higher echelon command element.

Testing group is raw.

-3 Orders permit any form of withdrawal (note: 'advance' does not permit withdrawal, nor does 'hold at all costs'! An order to 'hold until …' (with conditions) does permit withdrawal).

Soft vehicles or animals stationary in the open

Under fire from AFV within 100 metres of testing group during the enemy bound just ended or current bound

Testing group is carrying out a "retreat" reaction (including self-preservation Action).

-2 For each element in the testing group eliminated since the start of the game (includes foot elements traded down for losses)

Under fire during the enemy bound just finished from a previously unlocated element

Under fire from point nearer friendly base line than testing group's own most advanced element

Enemy infantry known to be within 100 metres of testing group and advancing when last seen.

Testing group contains AFV within 100 metres of woods or buildings, or at night, or in fog, or in mirage or in falling snow, and no friendly infantry is within 100 metres.

Testing group is green.

-1 For each element in the testing group currently suppressed (including command element)

Friendly elements (including in the testing group), other than empty soft vehicles, messengers or animals, moved away from any enemy within 250m for any reason during last friendly bound.

Under attack during the enemy bound just ended from salvo rockets, flame throwers or aircraft

Testing group is elite: and either its command element has been eliminated or it is separated from its command element.

+1 Orders require an advance.

Any enemy can be seen retreating (reaction test result of -7 or worse) by the testing group.

For each enemy AFV seen to be knocked out within 500 metres or by the testing group during the last two bounds (one friendly one enemy)

Enemy that fired on the testing group in the last enemy bound were engaged during the last friendly bound by elements other than the testing group.

All elements in testing group occupy partial cover or are concealed.

At least 50% of the testing group is hull down AFVs

Testing group is Russian.

+2 All elements in testing group occupy good cover or are in field fortifications.

Higher level command element is within 250 metres.

Testing group is Japanese.

Testing group is veteran.

+3 All elements in testing group occupy permanent fortifications

+4 Testing group is elite.

Page 63: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

63

Reaction Test Effects Table

Effects from adjusted scores below 6 replace the testing group elements' normal 2 actions.

Adjusted score of 6 or more

No adverse effect.

1 to 5 Halt or move to cover: An affected element may either stay where it is, or take a first action to move to any cover it can reach with one movement action without going closer to any located enemy. Stationary elements may then carry out a first action. Unsuppressed moving elements may carry out a second action, excluding another move action.

0 to -4

Cease fire and retire: Infantry support elements and non-AFV heavy weapons may, and other element types must, move to a position at least 100m, and up to a maximum of two movement actions (ignoring suppression), further away from all located enemy troops within 250 metres. Movement more than 100m counts as moving fast. If the minimum movement is impossible, and there are enemy troops within 100m, any but Japanese troops will surrender. If the minimum movement is impossible, and there are no enemy troops within 100m, affected elements will remain in place.

AFV: if the testing group contains one or more AFVs that suffered a hit but not a KO, the crews of one of these models (owning player's choice) abandon their vehicles and carry out a retire forced move as above (not applicable if AFVs under area fire).

Banzai: Japanese elements in the testing group will attempt a shoot and then a move action, with movement directly towards the nearest enemy element; after the shooting, if there are any gaps to the testing group's front, its elements will move into them.

-5 to -10

Retreat: All non-Japanese elements within 100 metres of enemy AFV will surrender. All others must move at maximum movement rate (equivalent to two movement actions ignoring suppression, counts as moving fast) further away from all located enemy troops within 250 metres; equipment and weapons can be carried. Transport is allowed to pick up passengers and load equipment. The retreat continues until a new reaction result applies. If they are fired upon, they will ignore reaction test effects except for worse ones. If this movement is impossible, and there are enemy troops within 100m, any but Japanese troops will surrender. If this movement is impossible, and there are no enemy troops within 100m, affected elements will remain in place and attempt to rally next turn.

-11 or less Rout: As Retreat, except that no new reaction test can be taken, and the retreat cannot be halted, except by surrender. All non-AFV heavy weapons and equipment are abandoned.

Page 64: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

64

NOTES Ground scale: Measuring distance is sometimes an issue with wargamers. In order to reduce discussions about very small measurements, the minimum range of any weapon is set at 100m (50mm on the table) and most movement rates are at or above this distance. We recognise that some weapon systems can be most effective at less than this range. However, ranges smaller than this are problematic, as very small ranges might represent simply an accidental nudge of a game piece. Small movement rates are similarly compromised, so we have set a normal minimum movement rate of 50m.

Troop scales and basing: The difference in these scales rationalises the effectiveness of the small arms firepower of infantry compared with other weapon systems. It also roughly reflects the common smallest sized infantry unit in most armies (the section or squad), and permits Mission Command to represent the different capabilities of infantry companies most effectively. Precise base frontages are not important, as long as each side's bases are roughly comparable for similar troop types. Base depth is not critical. Using over-sized bases for senior command elements can add to the visual effect.

Time scale: Battles usually consist of long periods of boredom where not much happens except fire from known positions at known positions, interspersed with intense, brief activity during which a great deal happens. Wargames on the other hand tend towards an even level of activity throughout, which doesn’t reflect the lumpiness of combat. In an effort to portray the telescoping of time during episodic combats, these rules introduce the concept that a turn can be of variable length, depending on the circumstances, particularly in respect of firing and moving in close proximity to the enemy.

Dead ground: The authors acknowledge that the extent of dead ground in reality depends on the height of the obstruction, how far away the observers are from it and their elevation in comparison with the height of the obstruction. We have calculated this simple method presuming a generic type of obstruction that is equivalent to a normal height building or a ridge 4 or 5 metres high; we have taken just two steps of height difference between the top of the obstruction and the observer, and four steps of distance away from the obstruction – we believe that this method has the merit of simplicity, and it can help to speed up game play, while still providing for the use of dead ground.

Organisation below company: This means that the elements within an infantry company from a particular army at a particular period in the war may vary, sometimes considerably, from those of a different army or even the same army at a different period. For example, the number of light machine guns in a late war company will often be much higher than those in an early war company.

Infantry elements: By respecting the numbers and style of the figure representation, the identification of an element's capabilities is simplified.

Infantry casualties: There is a presumption on 'consolidating' casualties within groups that is intended to reflect on the tabletop the usual battlefield practice of maintaining a company's support or heavy weapons systems at the expense of slower firing rifle or carbine types as losses are taken. This is depicted by “trading down” a single small arms element to an appropriate support or command element after 3 casualties, removing an element if it has no support capability, and finally, removing support or command elements after 2 casualties sustained if that's all that's left.

Command capabilities can be placed within a small arms element or as a non-integrated command element. This represents the command function spread throughout the commanded group; to reflect this, and the fact that battalion and company command hierarchies had significant command staffs, command elements cannot usually be singled out for destruction, though they can still be hampered by suppression. Command elements cannot shoot, because they do not represent combat units with significant firepower.

Cover: Vehicles gain no advantage from cover in terms of the direct effect of munitions, except for being hull down, but very significant advantages from terrain effects on observation, in other words 'not being seen'.

It is assumed that foot elements, particularly when moving, take advantage of folds in the ground and other non-represented small terrain features. This practice is reflected in the combat tables for converting hits to casualties. For this reason non-moving foot in 'no cover' can still be difficult to kill.

Page 65: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

65

Rocky areas and ruins: Vehicles cannot normally enter rocky areas or ruins, but may take advantage of them along roads. Lighter artillery pieces can be manhandled. In addition engineer elements may be used to enable artillery and vehicles to enter rocky areas or ruins, and to dig them in so as to utilise cover or concealment.

High ground: Much flat land can contain slight rises that have military significance. Scenarios should make use of appropriate terrain features to reflect the variable height of ground, even though tabletops are intrinsically flat plains!

Open fortifications: One of the most significant characteristics of fortifications is whether they have the ability to withstand high explosive area fire from mortars, artillery and air attack. For this reason, open fortifications, such as roofless entrenchments and emplacements without significant underground covered space are dealt with using the rules for natural terrain.

Doctrinal limitations on orders: Russian artillery tended to operate en masse to pre-determined and rigid fire plans without the exercise of control by lower echelon units. In contrast many British artillery units, although under centralised hierarchical command structures, were often parcelled out to battalions and controlled through the unit they were supporting, even down to company level. Late in the war, these practices meant that Russian artillery could implement overwhelmingly powerful pre-planned barrages and pre-arranged manoeuvres, but were not able to fine tune smaller units to changing circumstances; in contrast British artillery was often able to deliver very rapid artillery fire in response to a developing tactical situation.

Radio: The usage of radio during the Second World War rose to a maximum of at least one set to each command element and a set in each combat vehicle. However, this level was not achieved routinely until half-way through the war for Western armies, and seldom by the Germans, never by the Russians. Scenarios should indicate which command and other elements are equipped with radio and where combat vehicles do not have radios.

Assault and melee: there are no specific assault or melee mechanisms in this game. Firing at 100m or less is the equivalent of assault and melee.

Movement sequence: The purpose of allowing players to choose to sequence the actions of elements in different ways is to reflect the manoeuvring that happens during the time of a typical bound. Movement of real soldiers and vehicles was not simply travelling in a straight line in one direction 'in a bunch', but (particularly in a hot situation) consisted of manoeuvring to take advantage of very small terrain features, speeding up and slowing down, dispersing and concentrating, and so on, in order to avoid presenting an easy target, while co-ordinating individual men and vehicles to enable them to provide supporting fire if engaged. For this reason, players should think carefully about which actions of which elements in a commanded group should be handled first, and how they should be co-ordinated.

Overwatch and opportunity fire: Opportunity fire can only be carried out by elements with point-to-point fire capability, so only these elements can use an overwatch action. Other weapon systems may have direct area fire capability, such as mortars. However, these cannot use opportunity fire, except for light mortars (2" and 5cm), because their reaction times were likely to be greater than for point-to-point fire weapons, and they were not generally used in that role.

Opportunity fire: The vast majority of shooting in Mission Command represents a normal rate of fire of many rounds in one bound, so one opportunity fire event encapsulates significant manoeuvring and firing from individual men, weapons and / or vehicles. Opportunity fire is only available to elements in overwatch, not to other elements. An element might see an enemy element moving within its arc of fire, but unless it is in overwatch it is assumed that the element is still carrying out its other actions – for example, moving, communicating or shooting at other targets. Although technically speaking some of the individuals in the element might theoretically be able to 'snap fire' at the moving enemy, this type of fire is discounted as ineffective.

Battery preparation: Many national doctrines required artillery batteries to locate and prepare new positions while continuing to fire from the current location. This meant that disruption of fire capability was minimised when a movement order was carried out. However, it did take large numbers of supporting troops to achieve this so where a force intends to use this tactic, “B” echelon soft vehicles (1 per artillery piece) should be depicted at battery level to facilitate this.

Page 66: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

66

Vehicles in buildings: Mission Command vehicle models are over-sized – at 15mm scales the actual vehicles represented may occupy only 10%-20% of their frontage and a similar proportion of their depth, so this action does not represent wholesale destruction of built-up areas.

Firing over friendly troops: Most troop types on a WW2 battlefield maintain a dispersed deployment. This meant that firing over or 'through' deployed friendly troops was a relatively common occurrence. As miniatures used in accordance with these rules are not scaled proportionately to the real battlefield, circumstances may arise in game that appear to permit firing through friendly troops that might endanger them. However, the scale and the dispersed nature of the troops means that they would not in fact be in significant danger. For clarity grenades, sticky bombs etc are not considered anti-tank weapons for the purposes of this section.

Convert to hits: Conversion to casualties and KO has been simplified for ease of play. At the scale that Mission Command uses, casualties and KOed vehicles don't represent all components killed or destroyed, but that the element has taken enough casualties or damage to render it ineffective in combat. This could mean that, of the 3 to 5 vehicles represented by a model, only 1 or 2 have been destroyed, while others have been damaged or simply their crews have removed themselves from the fight. We also recognise that using front armour versus the effect of both area fire and ground attack aircraft may not be perceived as accurate; however, this mechanism has the merit of simplicity, while, we believe, not exaggerating the effectiveness of artillery and aircraft on AFVs, which often required direct hits to achieve destruction of the target. As the vehicle models represent several individual vehicles, a hit represents a strike within the element area, not necessarily directly on a vehicle, let alone a vulnerable part. Conversely, a vehicle model that has been involved in a fight and come out 'unscathed' may have retained its combat effectiveness despite the loss of several of its constituent vehicles; there are plenty of examples of small numbers of vehicles, sometimes only one, having a significant impact – perhaps that lone remaining Sherman in the company really is just one tank!

HMG fire: the Prepare HMG action and MG area fire are simplifications of the use of MGs in the HMG role. Recognising that HMGs in reality could also deliver various forms of both direct and indirect fire, these methods are considered too complex to model in Mission Command.

Area fire templates: The area fire template rules recognise the physical size of the models of vehicles and deployed guns, and also the existence of “company deployment areas” that would mean that real infantry deployments do not leave significant gaps, whereas elements may have to be separated to reflect wide deployments.

Concealed elements and spotting:

Front and side armour: Mission Command does not attempt to model accurately single shots of an individual tank or vehicle at a specific tank or vehicle target; rather, we model a small group of 3 to 5 weapon platforms firing over a period of some minutes at a similar small group. Therefore armour classes are simplified to front or side, reflecting the overall stance of a group. The significance of front armour versus generally weaker armour elsewhere we consider to be sufficiently great that we have included it in our model.

Counter-battery fire: Artillery units were generally deployed in widely dispersed formations, for example British 25 pdr troops in the same battery might be deployed several hundred metres from each other, specifically to limit the effects of counter-battery fire.

Fire intensity: Harassing fire is a low level of fire aimed at neutralising enemy units in the area. Fire for effect represents a whole battery firing at a sustainable rate, taking into account ammunition supply, crew physical limits, barrel wear, etc. Bombardment represents an intensive rate of fire from each weapon aimed at high lethality or destruction of a key position. Here the firing is not intended to be sustained, but represents a short burst of overwhelming volume . Bombardment requires preparation, for example additional ammunition supply, zeroing guns closer to datum, and so on, and the crews will need time to recover after such activity.

Air-to-air combat: In Mission Command the focus of the game is on the ground battle, so air-to-air combat is considerably simplified.

Anti-aircraft fire: By 'damage', we mean sufficient damage to force the aircraft to abort the mission. 'Destroyed' means either immediately destroyed or sufficient damage to force the aircraft to abort, to crash later or for it to be scrapped on return to base. Damage has no additional cumulative effect. Damaged and destroyed results are provided as an aid to victory assessment.

Page 67: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

67

Ranges: The ranges included are not theoretical ballistic maxima for the weapons but “in-theatre” achieved ranges assuming reasonable barrel life, charge condition, etc.

Armour class tables: The lists are not exhaustive, but can give guidance for the armour classes of other vehicles.

Page 68: INTRODUCTION TO MISSION COMMAND REFERENCE · INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book ... armoured trains. o Non-armoured vehicle elements – lorries and other

Version 4.1

68