Battalions in Crisis

Game Hints and Tips

1.Some vehicles have different values on the Vehicle Data Sheet for the turret face and the gun mantle. If a hit is scored on the turret face and the values are the same, use either one. If the values are different, roll a 20 sided dice. On a roll of 1-10 use the turret face value, on a roll of 11-20, use the gun mantle value.

2.The cupola of a tank is hit when a falling shot round hits the turret hatch. If the vehicle is listed as having a cupola, use the value of the turret face up to 100 mm. If the turret face is more than 100 mm then the armor value of the cupola is 100 mm.

3.When firing at a person in a vehicle, the "Personnel-man in emplacement or vehicle" modifier only applies if the entire body is inside the vehicle, as a man in the cab of a truck. If the target is a gunner in a half track firing a ring or pintel mounted machine gun or a man standing in a turret hatch, the target would be "In cover" -4 and "Personnel-man erect" 0.

4.When using the .50 cal HMG as an antitank weapon, use the American Gun Data Sheet. The .50 cal has a listed ROF of 6, but fires all 6 rounds in a burst (notice that the sheet says "No adjustment per round fired at the same target). Roll one to-hit each turn. If a hit is scored, locate all 6 rounds and determine if they penetrate and assess damage normally. The Aim Correction bonus would apply normally the next turn--if the target only is moving +2, if neither is moving +4.

5.On-board mortars may fire in the direct fire phase without a previously assigned fire mission. Some mortars, particularly 50 mm and 60 mm, are designed to be used on the line as direct fire support. These mortars will most often fire in the direct phase at targets they can see. Any mortar that has an assigned indirect fire mission, however, must fire it. VAen firing mortars in the direct fire phase, use the rate of fire (3) to create a three round burst pattern. Fire the mortar using the Direct Fire Table as you would fire an antitank gun or a howitzer to fire one round. If the round misses, use the Artillery Miss Grid to locate the fall of the burst pattern--the mortars roll to-hit only once per turn per tube. The Aim Correction bonus would apply normally the next turn-if the target only is moving +2, if neither is moving +4.

6.Artillery firing in the indirect fire phase may establish a fire priority for the mission within the limits of ammo availability. A priority 1 mission would fire three salvos from the battery at the same target. Roll to-hit for each salvo with no aim correction and locate each salvo separately without moving the Artillery Miss Grid. A priority 2 mission gets 2 salvos. The idea is that the battery is pumping out rounds as quickly as possible to maximize the possibility for damage to the target. The aim correction bonus for artillery is applied after a complete turn of fire.

7.Infantry in a normal foxhole or trench is able to stand, sit, or kneel and fire out with only the head and shoulders exposed to the enemy. When infantry is in a foxhole or trench, they get the benefit of "In cover" and "Personnel-man kneeling." Infantry that is "down" in a foxhole or trench is not a target and cannot be hit by anything other than a falling artillery round that happens to hit the hole. An armored vehicle may crush a foxhole only by spending an entire turn moving on it. In some situations, such as a hasty defense, infantry may only have time or tools to dig shallow slit trenches. In that case, treat the infantry as "In cover" and "Personnel-man pr;one." However, the shallow trench will not protect infantry from being overrun by armor, the tanks can simply drive over the positions as if they were in the open.

8.It is assumed that armored vehicles overrunning infantry are using their machine guns and tracks to shoot and run down the enemy. Since a coaxial machine gun cannot be targeted separately from the main gun, the overrunning armored fighting vehicle cannot fire at another target during the direct fire phase. Only armored fighting vehicles may overrun infantry.

9.When firing at a machine gun crew, automatic weapons bonuses must be split between all crew figures. When firing at an antitank or antiaircraft gun crew, at least half the crew figures must be targeted.


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© Copyright 1994 by Mike Vogell and Phoenix Military Simulations.
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