Unit & weapon stats
Each unit has different stats. These stats are detailed in the arsenal lists.
Marks the ability to bounce enemy armor penetrating shells. Armored units can only be harmed by units with armor penetration value or if grenades are dropped in their interior.
The armor works of a vehicle are divided into four sectors:
- Frontal armor
- Side armor
- Rear armor
- Top armor
On the unit cards it will read like this 1/2/3/4. The armor value is indicated by the shield symbol.
Note: One armor point reflects about 15 mm of armor thickness in reality. Top armor applies to vehicles getting hit by bombing runs, arching shots fired by artillery, or units directly aiming for the turret.
Attacks vs. infantry and softskins
Marks the ability to damage enemy infantry units and softskins with small caliber ammo. You will find the firepower of each unit detailed in the detachment lists or the unit cards. Applies for small calibers like machine guns or rifles. In the lists small caliber frepower is indicated by a tommy gun symbol.
Attacks with high explosive ammo (HE)
Marks the ability to damage non armored targets with high explosive ammo. Applies to AA guns, field guns, bombs, AT-weaponry, grenades, and tank guns. On the unit cards, this value is represented by this explosion symbol.
Attacks with armor penetrating ammo (AP):
Marks the ability to damage armored targets with high explosive ammo.Applies to AA guns, field guns, bombs, AT-weaponry, and tank guns. On the unit cards, this value is represented by this tank symbol.
Marks the number of points a player has to spend to make the unit part of his force. The cost of a unit is marked with the dollar symbol on the unit cards.
Crew members (vehicles)
Marks the number of crew members vehicles need to be fully operational. Applies to all vehicles. Any drop below 50 percent of the needed crew members will make the unit loose one of its actions per turn. The number of crew members needed is represented by this steering wheel symbol on the unit cards. For gameplay purposes we suggest to have place a small die next to the vehicle showing the number of crew members alive.
Crew members support and infantry weapons
Marks the number of crew members infantry weapons and support weapons need to be fully operational. For any infantry weapon any drop below 50 percent of the needed crew members will make the unit loose one of its actions per turn. Support weapons with less than half of the needed crew may only be activated every other turn. The number of crew members needed is represented by the at gun and crewd symbol on the unit cards. For gameplay purposes we suggest to have place a small die next to the support weapon showing the number of crew members alive.
Marks the ability of how fast a unit can move on the battlefield. Infantry and support weapons move at a set pace. The range of movement for infantry is set to 10 cm / 4 in per move. One move equals one action. Infantry may double move once per turn if not carrying any heavy gear. The range of movement for support weapons is set to 5 cm / 2 in per move. They may be towed by other vehicles in order to reach their point of destination faster. Infantry may mount transports to do the same.
Vehicles and horses move by rolling a set amount of D6s. Like infantry, one move equals one action. Slowest vehicles move with 1D6, which is below 10 kilometers or about 6 miles per hour. Fastest vehicles move by rolling 8D6s, this equals a speed up to 100 kilometers or 60 miles per hour. Vehicles and horses may double move.
Planes would be too fast to measure in the chosen scale, they have „unlimited“ range and sweep over the battlefield if not stopped by enemy anti-air. Planes are „parked“ off- map, when not in action.
One point of mobility equals one D6 to roll. The mobility of a unit is indicated by the arrow symbol on the unit cards.
Number of attacks per turn
Marks the number of attacks infantry units or support weapons may perform during one turn. On the unit stat cards the number of attacks per turn is symbolized by the ammo shell symbol.
Marks the number of passengers a transportation vehicle can carry. The maximum number is represented by the helmet symbol on the unit cards. For gameplay purposes we suggest to have place one or two small dice next to the vehicle showing the number of passengers riding along.