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Awesome mainbook for dreampod miniture game. If you like running around in mecha and killing stuff this is for you

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Page 1: DP9-501 - Mainbook
Page 2: DP9-501 - Mainbook

Page 3: DP9-501 - Mainbook

,

KRIEG TWo-FlsI'IID PuLP SUPERSCIENCE

IN A WoRLD AT WAR!

•• •

Page 4: DP9-501 - Mainbook

-T ABLE OF CONTENS

DREAM POO 8 TEAM

John BincSas. Haj Nasri Andreas, Uoyd D.

Jessee, Richard M8&den, ken Winland,

Dave Grllham

David Graham

Alchard Meaden

KenWlnlaflCl

Uoyd D. Jessee

Writer

wm~

Mare·A1exandre V.~lna SenIor Editor

Christian Sdlallef Editor

Wunii lau Editor

Hilary Doda Copy Editot

PIerre Ouellette C'8alive 0i.1K:tOr

Pierre Ouellette Art """"""D.,,..... Jean-F~ Fortier layout Artist

John Wu lUustralorlCoIOfIst

Marc Quellette Com~ IM\I$IJ<I\or

Alain GMboiS Conceptualization

t.la~ ~$lien ConcepIJJallzation

I IIIaIItt8

4

Gena Marcil

St~ne l. Matis

Marc A. V6~itIa

~ and IefTain modeling (pages 122

.od 125) by David Graham. Richard

Mooclen and Kan WIIlIand. Additional m0d­

eling and pictures (page 128) by Alain

G~ "nd ~rco 0mi«:i0Ii.

DIIIIIcaIIan TllI8 bo<* 15 dedicated to the rnerno<y 01

aN the men and '1III;III'\&I'I whO 88HIessIv gave

their live!; to gual1lnlM our freedom.

CHAPTER ONE: THE WORLD OF GEAR KRIEG .................. 6 Ac:1ion: For PoIarIdI • __ • ......... 8

Sideba': Two-f"OIled Pulp Supeo __ oc.1 .... _ .• _ •.• ~ 1

The WorId.t w. .............................. _._.8

SicIetw" A Parallloll'lbrkt ._ ................. * ....... * •...• 8 FOCbDn: The Demon&tralioll ....... ............................. .. 11

Sidebar: W.ke .. 1If\d ~!M"' ............... 10 Tho W,.1n E<....., (19:&1940) • __ . " The St;;wm CIoI.dII BnIoIk-I'IMl::I ~ 1· 18, 1!lJj) 11

SiOftbaI: lJghtrrog W. ..... .............. .. ... ~~ 12

The f'rlon't Will (Oct 1~· May 1940)

FrMnd .......... _ ........ .................... _ .. * 12

..... _ 12

_ : Nicoll leslaenO r. """;In>I LnI ........ 13 Sidebar: Tho ~ CocI<1aiI .•.•.• _ 13

Tile NaMk A<MII'IIUfO .•. ,.

Tho In¥Bsiot! ~ West.,." Ecoope (MIty 1940) ,.

Tho Bolll'- !of F,1Io""ICO (May 10 · .loot 19010) ..... _ , •

SiOeb!M"' ()p!M"lItlQn ~ 15 Tho Door ~ Shu! (.u-oe 5th. 19010) •.....•...•... 16

~. 6t~ IIMt Meonot linoI ............... _ 18

SkIet>ar: The E\alIIeII III _...-.0 IIleAt~oc 17 Tho _ in Nor1r. Africa (11tl9 - 1!)o11} .. __ . .. . ..•.... _. 17

SIOeb.r.ln!r\glJe In IIle SIJ1 18

AI Ro.lods lNd 10 Rome ... . .. 18

Sir:Ieb¥: The ~ Fox •..• .. ... ......... ~ 111 Turning IIle ror:le III t ile GmeIt ~.vI(! IIle InYlwm III C_ 19

_ : SllikelramIhltSl<lnl ... .... .. .. .... ............ 20

Tobruk ADWv..d ........ ........... ........................ 20 SlOe!-. ~ Irld AttrIdon •. • .. 20 The~,~W", 21

=~=::u _............ ...:::::::::~: ~~ $idotg: f>in.ArIllbia _ r. GokIIIn ~ •.•.. 21 ThoI N.ul$ ArrMI .•..•• Z!

SIcIebr.: The ~ ~ ~ _ ..... .. ..... .. .. Z2

SidtIbIot ~()tpf 23

~ inIO"., ... . * ...................... _ ................. 23 The _In Tho EasI (.June..OK ...... !!W!) ...... _. 23

The Getmwlll'Ml$lOn ..... ..... •

Nui $U~I"O'i Irld ~ ... ~. The 88ItIe b" Mo&cow ...•.•.•. --

,. .... ...... 24

........... _ 25

... 25

S1onn "' !he East _._._ ...................................... _ 28 Sidebar' ..,...,. c.tDIinI_.IacquIIinor _ ... _ ... 28

Sidebar: WjrII ... ~ Wat"ltlIfa .. •• 29 'NIle! Iho Ftluo I-Iok\s. ...•. 29

1M I~ IlIIIle GIcbaI W. _.... .. ..... :10 ~T~ ____ ..... _ .............. ................. :IO

DRtvns.w 1achnDlDgy ....... .. ............ . _.... 31 Socabar. SijP"'tril ............. .. _._............ . .... 31

AatIaIr~.... . . ... . . . . 31 tuYallec~ ........ .. .............. __ ._.. ~

The Oinh '1 I:Iotc:mri:: Ww!ar" .. ........... 32 ArmntfId VtY< ... ...... . ~.... . . . ... . .. .. 32 SIoctw: MoYet!I!WId SMkon .. 33

" ,. ... J<!

" "

e00*~.

~; CorrclWdor ~ .•.•.•.•.•...•.• _ .. 3!i

~ ........................................... _ .... , .......... 36

Sidoobor: Armored WI"'. Field MainIenaroce .•.. 36 Technoi0gicai DoweIopmerIts allhto End 01 1901 I 37

v.Ik"';' WRI<.""-'"d ............ __ ............ __ .... _ ........ 38

CHAPTER No: TilE GniE42 Fk1icn: AI Quiet on IhI Easlem Front

InIroducIiDn ..•.•.

"""'" "'"

.............. 2

.... ~ . ....... ~

Meuu-n Irld ScM ... .. .......... ~ BasIc Game Mec::I...-oc. ........... .. 4-4

FIal.ongs !WId SIUIs ............................... 45

/M"gIn ~ SuccenIf...... ...... : 4!i IVnb- ~ Actirlrw. .... 45

RooxO Sto!oIs ... .. ...... .. .. ... ~.. .. .. .... ....... 4!i ........ .. .. .. ....... 45

CnlwSkb ....... . ................................... «I ..... ................ ~ .... ..a The Game TIJr" ... _. " SI""Z/IIo. SM-<Jjl ......... _ .... • 7

51"" 0--,.' ~lOI"" ""- ..... 47 Step "l'o>o: InIdrive F'tIaM .................................. '18 Step ThnIoe: _1IIkItl PhIl .. _ •• _ ...... __ ............ ..a ~FIfII ......... .. _._.... .. .. ........ ....... ........ '18

SI"" Fou- MitoeIIIIneouI EverU PhaM •.•.•• " _'" '18 Corm\and PoilU .. 49

MovemenC .............. .... .. .... ....................... <t9 T/llTaln _ ...•••.

""""""" .'" '" lop~ .... . - ... . - . .... .. . ......................... 50

Tur..r,g .. 51 MuftipIIt MDWImIn1 SysIoms .•.•.•.•.•.•.•.•.•. .. •.•.• 51

Ccmbat ................ ... 51 1..intt-d.Sigh! 51

Con::INII""',,1 ... 52 0ecec1i0n ._ _ 52

ActiYe s.n.o. lOS ...... ...................... . ." ....... " Firing AIel .. ... 53 ~ ModInerI .............. * .... *............ . ... s.s Raroge .. _____ . __ . ____________ __ . . .• 54

"""'"'-~ •.•.•••••••••• -•• * ••.••.•. *_ ... _ .... .. .... s.s .M

..... _ ... _.5011 """"'" ....... ~-. TarOOl Sp&ed

.. . ___ ._ •. ___ .• _._ . Sot

""-"" .... M

...... S4 MeIeo AIW;I<t .... .•. _ ... .... 5"

R.rwning .............................................. _ .......... 54

F'u'IcNng .................. 55

I<ic:IOtIg a'>d SIcrnpIng ........... * ••••••••••••••• **~ .... 66 Melee WeaponI: .... _.... .... .._ ..• 55

DetenoMt MIroIu\ow!a •.•.•.•.•.• _._ •.•.•.•.•. _._..... 56 Aimad Shott _ ...•. 66

Indira<:I AN ._ .......................... ...... 56

..... -~ROF _.

WdWIg m _ .... _ .. Saw!!I!"'" F ........ _ ....... .. . ..... E#l1Id Wcoapar\I .•.•.•.•..

",,-, .

.,..~ """"" ~IuAmv ... * ....... * •••••••• _

~~ _._ .......... _ ...... _ ...... _ .. -Structure ........... .. o~ ""'--'I . __ ..

......,"'-

. ... 56 __ •• 511

" " " M

" " .... Iie • •• 511

. ......... 60 ., '"

, }

,

J

I

I

I

\ r I

j ,

/-I

Page 5: DP9-501 - Mainbook

, .

""--­c.w'_ WIfIIIy .......

inllfIIIy R8c0rd ~

s.:....a IlIrNge hc:tl

""'"' - . "*'"- ........... . .......... ...... """" A.Mcb aganc InIny ~ o.n.ge IIOIN.-y

.. _ EII

" ." " " " ._. 62

" . ............ ,62 ..... _. 63 ..

...... e3

w....,cu...IIIft ....... '" .... " Ell",,! WtIap(Q __ InI....uy "" ............. 64

PImcOI .. _. ...... .. ......•.. _ 6<1 ftI_, lh9illl Value fI.4

AdII_~ 6:> AQt...nc: MI;Henw'II _ ..... _. _____ ._._ ..... __ H •• (1)

"'" .. ThtooWIg ,___ ...... iii! _~ •• _, /l8

-""""-8ItI, ...... ........ _. __ .

~T.-npet""'" -.... --."'"'" ... """'''''''''' Slr"':tulotl

BtIcIQes •.•. -III'IoIdI ...... ____ _

lJrt>WI r.r ... _ ..

-."""" ... ~ Mor ... Ihros/"c::IIds

m .. ___ . 96 .,

...... 66 .. _., M .,

__ ... _ 67

..... 68

... .. .... 66 ...... 68

___ .• __ .88 .. ........ 611

..... 70 F_icIoI UnIIo .............. ___ ._. _ ro

ro ro

MotM Owc:b _ ..................... __ . ~....... . .... __ .. __ ..... -~ Pricri';' ._ ..... H •••

' .... SpectIO c..- __ _

Hc>ot "!lIP c.:w-alon (lois_1m.. ......, -..

o..y."'lIiI

" " ........ 7 1

" " .. _ 72

" .... ....... 13

CHAPTKR THREE: GAMK REsoURCES ....................... 74

~~, ~

T~g(Or~6 EqlIIP'IWlI .....•. n ~ "_,,,_,, __ ... 18 0tMI 8rurl1lld ... C(wrmao ... _ • ___ .•.• __ 80

~..-.. ... __ .• ____ .•.•.• B2

~ RunIII , ..... &I

The Un/I$d SlAIH ." ...... ........ s.. .. ioFonnlr The s.m. of Arras; ...... .

, ••• 116 .. " ~~~~ __ ._ 90

~(/UIrdon Itw "-! 1O[).ri41< ..•••..•...•..•.. 111 ~;....., 8INl Wtepon ....................... IiII2 SUIlilIV .nd o.,lIIIId BIood,lwon __ ._ ... _. __

~""-'~.>d .... "'-' RiM ~ ... ~ .......... _ ... .

....... 93 . _.~.~ .. _ .•. 90t

APPENDIX I:J'ERKS, RAWS AND WEAP()NS ...... .......... .... 96 ".,..... ........ _ ......... .. -. . .....•.•.•. _. 116

. •. _._._ .. 116

'00

APPf:NDIXll: VEHICLES •• 102

MltiIda t.t<. II ...... _ .•.• _._ .•.•... '" ~ 10'1<. 1011 _ •• _~ ____ • __ 102

en.uo. ...... 1II 102 ~Ca .. _(ar..J .. _ .......... _ ..... ____ . __ . 103

M3A 1 SIuorIiMk. IV ~. . ..•.• 103 M3AS (Jo)n(wal G.MllJGer,eraj LM ............ 103 2 lb. AJ Gun ........ ___ 1~

hMiIACaYaIier . __ ..... ____ ._. 1~ ·

M'o'lIIII ~ ___ ••. __ f04

UVlIIC~ , __ ._ ....•... _._ .............. 105

MVI2A Ac:u'Idhet<I ..... . .. 106 MVI28~ •.............. _ ... " ......... . ,,. MVl:i!C Ac:u'Idhet<I t-..nr. AnrIi::o.a C. loll!. " _

"."" .s..m Model 39 "'T Gun t-" 'Ni<oIaj l ..... · KV·1C ... &.. 10 Almond Cao M3I\ 1 37rTrn AT Gun

.. _. __ .. 106 ,,. . ... __ , 1011

...•.• _. 107

'" . ......... _ 1011 ,,. ,,. MIIA1~a1t.1y "_ ...... _ .. __ 108

MllA2~"'EArIy UD Ml l.-.3 Genefai ratty ................. ....... _. 109

M1<'A1O-WaU.CI""SIrNl .. _.. 110 MI2A2Gcn11r""lCInpoIr_ ,. __ .. __ . 1 fO

"~"""'81 . ___ ....... _ .. ~ ... _____ 110

P~11"""C " , PIII",,,r ... H Au4I n ..................... _ .... '1' P1kmpIwH"""e~· __ 111

F'zIImpIwIllComnand ~._._. 112 I'ziv'rVow HI ~ E ....••. _ .• _......... "2 PlkmpIw III ........ F ......•.•. _ 1 13 PlkmIl/W IU AuII J .... _ ............... _... 113 P1IImpIw ill ".., f __ 1\3 SUrngatU.r LJ33 E .. _ _ _____ . 11 .

P7Kpf illAUslA1.I.1Iu~ 11' Pn<pf IV Auaf B 'I.aId· ....................... _ '\ . P~illAlllfC·L.ctI· _._._ .......... 115 P.(I{j;IV AuroI A"YaIiwnIo· ._ •. _._ 1111 Plf<liIVAu&l S .....,...".· _____ 1111 PItt«)ATG.rI , .. __ • ____ ._ II' I ,8cIl1KWKATGoo

SdkII231("'ad~

SdkfI25'b ....• ~ ..

.....•• 111

..... I II ~_ .• ~~ .. _ .. 1\ 1

" .. 38AJGu! _ type 95 "tfIt.Qo.

. _____ 117

TYIIO'~7~'

Sl'i<l1II •. ~ ...• Shiki .1 ................... _ .. Model 901 AT (iUoI , _______ _

'" ......... II'

. .•.•.• 118 __ ... _ III

'" ............... ~ .... _. III

'''' APPENDIX m: MODELING 122

. ____ 125

TA8LE OF CONTENS

50000 •• , .... ""''''' (i) MontrMl, autbec,

eo.-H2H 2S6 _

All atlWOfII; {e)2000 Dream Pod II, Inc.

50rfW picture!! appear ~ oIlhe IfTIo

perlal War Museum. Loncton .

Gear KrIeg, f'8nzeo11.Amp6af, SiIJoueno and

aI oct.- l\IIma. Iogoe and specific game

teorms ate (e) [)reoIm Pod II, Inc. AI RighIa: -Gear Krieg, Tha aaar Krieg logO.

Panzarkarnpter .... Sih:lueI1e IIfa lrao..

rnarb of ~ Pod II, Inc.

No pIIl1 of !his booII may tJ. reproduced

without WI1IIen pemUsion ffom lilt pub­

lisher, ~ lor shor1 exeepts lor ~

PUI'pOlef. Any lirnila(rtln 10 c:hallldets.

~u.alions, inItItUtIon$, OtKpOr3Iiona, etc .

(wllhouI SlllIricallntent) are *1riCtly ooInd·

cMnIaI. The \.e of !he ....... genderlttougt>­

out.,.. "*-'~ in no way InllIYh exclue'on of It1e ...... gendet Of suggesI

thallhe game. intended fI~ lor •

male audienCe. It Ie ot.- hope tNt !he ra· male gamera wlllind "* book Jl.t .. ~ IerMtng ultlflir male IXUlIefpi¥t5.

Warning! GMr Krieg II a workotfictiOn In­I8nded 10 be ueed In • game conlext only.

• c:oruirW IIIemIntI whictI may tJ. cIMmed

Npptopt\e1IIIor ~ r ...... Drum Pod II, Inc, does not 0DtId0ne Of 1InCOIM".

agA the we 01 violence Of weapoN. PI ' ,.,.ul discretiotIle adWied.

er..n Ptld II c.1 aIIIIo bll.-:ta:l fwoI.9'I hi ~ Oleck .. ..c.gemes.mec:hllrd

1WC.~,miIIc IWW8I1OOP' lor

&RIMa'Id ilb IfillllDrlltnlGM- KriIg. 'Ib.i

can aIIIo .... au' 'MIr1d 'M:II!i web page • hIIp".IIWww.q;e.wn'

Sladi .Of>i.501

LagaI DapoIit. July 2000

BIbIIotI'*Iue N61ionM do 0u6bec N6tiMa1 Ubnuy 01 C41i'\6de

ISBN 1-89877&-1'2-8

PnnlecIIn Canada

5

•• •

Page 6: DP9-501 - Mainbook

CHAPTER ONE: THE WORLD

-. -;,..,J. .=.

FOR POLAND! 7.92mm rounds cracked past Janos' head like miniature thunderclaps. The German

machine gun snarled its song of murder into the bodies of the men and horses

fOllOWing Lt. Janos Sosobowskl of the Polish Army's 15\h Cavalry Regiment

·01'1 men ... On into them! We have them nowl" Janos' voice shrieked out his order,

and Ihe answering bellow of hatred from his forty troopers was terrible.

The two-week nightmare of blood and death at the hands of the German Wehrmacht

was about to be repaid. Two weeks of slinking and hiding in the forests, half starved

and miserable, dodging German infantry, aircraft. tanks and the giant metal men.

Janos was hard-pressed to tell which Irightened his men more, Ihe wail of the Ger­

man dive bombers as they stooped for the kill, or the sight of Iha sleel giants lumber­

ing lor-ward, spilling machlnegu'1 fire Into Polish bodies. The tanks were just simply

something to run from, Nothing a cavalry trooper carried could hope to hurt them.

Janos remembefed the sight of troopers breaking their lances againstlhe sides of

the armored vehicles in their frustration, and being mown down in heaps moments

later by German machine guns. But today, God had sent Janos a chance to exact a

small portion of vengeance for prostrate Poland.

Slinking through the wooded underbrush, Janos' scouts had come upon a b izarre

sight. A group 01 Germans had beenclustercd around what ~ed like an eight­

legged railway car, stopped on the rood that ran through the forest. It had obviously

broken down; soldiers were busy working inside open engine hatches. One of the

steel giants paced nervously around Ihe clearing, trying to watch every direction at

onCO. The Nazis were not masters of all of Poland yet! Other than the metal walker,

the attention of all the Germans was focused on the repair work on what had to be

some sort of mobile command post.

6

Janos had not hesitated , br inging his

men up silently to the edge of Ihe clear­

ing ; he waited till the metal giant had

made its way around 10 the far side of

the command post. Then he lei Mikhail,

his trumpeter, shaner the stillness of the

warm September afternoon with the bra·

zen notes o f the chargel

TIle surprise was tolal; white-faced Ger­

mans lroze in shock at the sound of the

trumpet's lury. They died that way.

Janos' troopers galloped among them,

lances stabbing and sabers flashing in

the sun, The Gerrnun survivors 01 the

first onslaught ran willy-ni lly, arms up­

raised in the hope 01 warding off saber

blows. The Poles, laughing like fiends,

galloped abreast of them and cul'back­

wards with their sabers, into upraised,

panic-stricken faces,

The arrival of tile German walker shat­

tered the Polish triumph. Roaring around

the front of the comm('lnd vehicle on its

wheels, it slanuned into rneil and horses

with a wet, sickening thud. The twin ma­

chine guns in its chest clawed at the

Poles, splashing blood and broken bod­

ies everywhere. It clubbed more men and horses with its mace-like arms. The

cries of wounded and dying men were

awlut but the wails of the horses were

even more so.

Janos was waiting for the arrival 01 the

metal monster, Touching this spurs to his

mare Anna's flanks, he urged her for­

ward, galloping straight for the tett side

of the German war machine,

Silently commending his soul to the C<lfe

of the Blessed Mother, Janos kiCked free

of his stirrups, and leapt lor ooe of the

hand-holds welded to the brute's shoul­

der, II it had not been for his saber knOt

tying his saber to his wrist, he would

have lost his weapon.

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Page 7: DP9-501 - Mainbook

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The air hammered out of Janos' lungs

as he slarTVned into the machine's shoul­

der. Boots scrabbling for purchase, the

daring hero hauled himself up. He found

himsel! balanced precariously. one foot

on on the war machine's chest and one

on its shoulder. With a long practiced

nick 01 his wrist, Janos nipped the hill of hiS saber into his wailing hand.

"Meln Gott!" The startled cry warned

Janos mal he had been seen. The Ger­

man gunner, strapped firmly into hiS

seal, was frantically clawing at the flap

of the holster lor hi~ service automatic

"For Poland'" Grasping !he roll cage Ihat

framed the open cockpit With his Ish

hand, he struck. Janos shouted in tri­

umph as his blade slid home, ending

the gunner"s hfe. A sharp twist 01 the

wrist kept the blade from being trapped

as Janos Withdrew it for another blow.

Another vlolont downward stab and

Janos was the only liVing hUrTl<in <:Inoard

the walker. Soddenly bereft of Its mind,

the metal giant veered sharply toward a

tree. Eyes widening in shock, Janos

jumped for his lile.

The sound ollhe collision between the

old oak and Ihe ool-of-control walker

was like a hundred blacksmiths bang­

ing away all al once. The machine slood

agaInst the tree as if trying to push over

the forest giant by brule lorce, then its

engine began 10 idle With a shuddering

thump. The whole vehicle shivered and

jerked in a strange parody of a mortally

wounded man.

The smells 01 forest loam and blood told

Janos he was stili (lIrV8. He winced as

he stood His left ankle wasn't happy

about recent events and was making its

dlspicasure known lcdMg around he

saw his men had the Slt\.mtion well in

hand. Not one single German was stili

standing.

Eyes bright with excitement, his trum­

peter. Mikhail, ran up, clutching some sort of case.

"look slrl One of the Nazis was trying

to run into the forest with this! It must be

important, don't you think?"

Mikhail was broathless. gasping with the

efforts of his exertions. Janos felt the

same; he had to force himself 10 take

several deep breaths before replying.

"let me see, Mikhail."

Janos took the case. which was surpris­

ingly heavy tor What appeared 10 be a

Simple typewr itcr, and opened the

catches. Whatever it was, it wasn't a

typewriter. It had a keyboard like one,

but instead of hammers with letters on

them, there were several metal discs

with some sort of cOOed symbols inside.

A small brass nameplate with the word

ENIGMA was emblazoned on the

machine's casing In gothic script.

"Whal is ii, lieutenant?" Mikhail's eyes

were as wide 8S saucers.

Janos frowned He stood uP. tafl and de­

fiant in the lale day sun.

-I don't know. Mikhail ... but I th ink you've

found something the Nazis are going to

be damned sorry to have lost!"

CHAPTER ONE: THE W ORLD

lWII-flIlId PUp .... 'ICIIIICI ill WIIrId It Wll'1

Thr K-YJrlt/ K-'fluld jnd~l!d havr tNtn

/.l diJJr~nl plflCl! iflhl Roaring Twen ­

tit!s hod nOl delivl!rrd fhi! KYlfdrn

promil·(!l/ by vi.fianuril!s. Th~ PZX III armurrd walla!r W4I" prrunf aI fht!

H~rlin Olympic Gamut. and fhefint

succrss/ul Amuiran walkus were

showcas~d at thl! '939 Warld ·s Fa;r

" FuturtlfM " IKwilirm. olllOnR rocker

fishurs and other nItJn!t!/s.

Later that yt!ar, the promises vf a bright future powt!red by Qih'Onced

scil!nct! c rumbled as Guman

Panzerkiimp/t!fs crol·sed into Poland.

The Srrond WorUi \\br had begunf

"'hr wul~n now stride aenln the

battlrftdd of Europe. hugt

sUfH!rlunu thunder 01'" Nonh Af­

rica, md~tfightt'fs dud high (l/)()I'(I

the PudJie and ru/1't'ntuT"I!n (jnJ su­puspil!s battll! Ihl! Naziforus in the

sJUldow~. Scientists K'urt /tvtriou.dy

to fnifeclthr neft doomsday K'ta/HJn

for their masten.

PoK'rred by ar/I'(lI/ced scitll&l!. will

the durkne$.t oflascism sprruJ across

the wurld, or can brav~ mf''' fJrld

K'omen pre)'tnt it?

1

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Page 8: DP9-501 - Mainbook

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CHAPTER ONE: THE WORLD

?

THE WORLD AT WAR "The Second World War formally began on September 1st 1939 with the attack on

Poland by the Third Reich . Adolf Hitler's mad dreams were to soak the WOI'ld in

blood, and he, along with his compatriots and their followers were responsible for

untold suffering. But what else can be directly al1ributed to the events of 1939·46? Is

it possible that in some ways the human condition benefited in the long run? Many

would noI agree.

"ThO War was an 8Fena where savage horror was the norm, and atrocItIeS became

commonplace. The previOus generation called Wood War One the 'War to End All

Wars.' What naIvetel No one In the pre-f939 world could look; forward to what was to

come and C'.onceive of where the human race was bound. Bul on this day, the twen­

lleth anniversary of the fOUnding 01 Man's first colony on Mars, I would put it to you

that there is much good thai we owe to those men and women who fought and

strove lor so long against such a terrible roe. Victory was not assured and indeed,

for R long and terrible time. w<'s in S(lfIOUS doubt. But althOugh there was a danger

they would tail . and ICill 01 IhO Axis powers gripped the world. the Allies never gave up. In spite of the horror of the Nazi bombings of London, Coventry and New York. 01

the untold murders cornmi1ted in the name of Hitler's mad theones of ' racial PUrity:

in spite 01 the savage inhurl1&lity 01 Japan's treatment of its war pn$Q(lefS and cap­

\1'10 populations. they never gave up.

"Much of what came out of that terrible time was something I hope mankind Will

never experience again . but there wero many discoveries. which have benefited all

of us to this day. The great inventors of that lime, Tesla. Einstein. Christie and the

rest. have lert a legacy of technology that has lakon us to thfl stars. Man has now left

the cradle of hiS Infancy, and has taken his firSllonering steps Into the wider uni­

verse. And there have been many other advances. medical. social. economic, and

dare we even mention. political as well. '

(general laughter from the audience)

"The creation of the United Nations in response to the threat of the Axis. and lis

oventual evolullon into the present Confed~ration 01 Mankind is. I'm sure you will

concede, a positive outgrowth of the events of World War It. Even to those of you

who didn't vote for the current administration •

(rT'IOl'e laughter)

' Whatl propose to do in the balance of this lecture, and In subsequent sessiorls. is

10 further explore thIs theme, and in so doing help all of IJ!;I to (:(lfl'1e to a greater

understanding of who and what we are as a species. and where we ala bound In the

future Because if there is one thing that history has laught us. it is that civlllzahons

that are not heedful of the mistakes of the past are doomed to blunder into them

again in the future."

8

- Excerpt from a lecture given by Professor Donald G, Cameron

Olymplca UniverSIty. Mars. December 2, 2035 AD

e 0 0 *~<@4

You mlJ)' be slighlly confus~d lJft~r

rt'ading Ih~ intlTJ(luClion to this book.

Bombardm~nt of N~w York? Colony

on Mars? Walkers? Th~ war didn "

huPIH!n tlwt wuy!

On our world. perhU/JS. But it did

hapfHn. for r~aJ. on a world I'e,),

much like our Ol\'n,

Th~~. history did '11.1/ quil~ IWee Ihe

,fume mud tl.f on (lurs, Th~ fHOpll'

I\'hn Inhubil Ih(lf world (H? boldtr,

more cllrlous. Their scientists wert

simply mort! lurky. "r ~rh(Jps Iht'

localla .... s o/physics 801'£ them mort leeway, bul Ihey crtOled many new

in~·~ntions thOl would nt'ver hllve

been possible in our Oll:n pust.

Their I'r-hides IW' n' slightly diJft'rent

from oun, luu, Thuugh Iheir indus­

try rr('(l11'I1 (lrmorrd "thidt's and

fllmle~' Im(1 !nuny (llht'r wt'''pons Ih"t

bvre Ih(' SlIInt nllme lind general ap­

pearance a.v rhe OIll!S 11'1' kno .... Ihen: were often _,ubtle dijJerem:e.f: (J

Ill'1!t'f lull(·h. II row of bolts holding

u rod;o ruck inside Ihe hull. or a

slightly mon: ptJl\u/ulengint!,

Technology is not tht' onlyJjfft'frnct'­

IH!rwun our world OIuJ lheirs. Evenls

did 1101 ClII\'I1),s lin/old in rh~ l"ame

WCI)'. espu;tllly I1ftu Ihe first few

mon/lls uf the c:onflict, Somelimu il

wos dut to different t!quipmuu.

somttimes 10 different dtcisions

taken and sometimes ilwfLr just blind

luck.

Tht' ",sl offhiJ'buvk - lind this Kaml!

line - is writttn from all historical

point (If view in Ih~ alttmllt~ uni·

v~rse,

I

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• I

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THE DEMONSTRATION J. Waker Christie sat brooding at his desk, He stubbed out the bun 01 the tatest in a

1009 line 01 cigarettes InlO an already overflowing ashtray Sighing, he looked down

at the open leather ledger in front of him. Too many red numbers, 100 few black. If

only the U.S. Army had bought the latest prototype .. or hAd even been inleteslad

enough to have purchased the patents or offered funding to continue the project.

Christie snorted. Five years of work fO( nothing. All they did was laugh him off with

official letters of rejection. Again. And as a result, Christie Motor and Carriage Works

would soon be out 01 business. PerrnClf"lefltly.

Christie took a sip of his coffee, grimacing as he realized that it had grown cold. He

snapped the accounts ledger closed. There was little to do with it. Setting it to one

side, he began sorting through his morning mail. Mostly bIlls With a dejected grunt,

he tossed them back into his 'In' tray.

As he did so, a small brown envelope lell out from amongsllhe pile, landing face-up

on the middle of his desk. Tho words Western Union' were stamped in red Ink acrOSS

the top of the envelope. Christie tore it open WIth eager fingers

... ARRIVING YOUR FACTORY TOMORROW AM STOP ...

... MOST INTERESTED IN DEMONSTRATION OF PROTOTYPE STOP

... K GOTTLIEB STOP , ..

CHAPTER ONE: THE WORLD

Christie was momentarlly stunned with

disbelief. He read the telegram again.

Who on earth was this 'Gottlieb' char­

acter anyoNa,/? Then he checked him­

self. Who ~ave a damn who the guy was

- he was obviously foreign, and prob­

ably richer than the combined budget

of the U .S. military establishment.

Chtistie had a company to save. and a demonstration to arrange ...

KlI1 von Gottlieb, Major 01 the ~ the Arrrry of Germany's Weimar Repub­

lic, stood Shivering In the early morning

chiN. He blew into cupped hands and

chaffed them togethef. smiling as warmth

was restorod, albeit temporaTily, \0 his

ct"lilled rngers. TaTnbefg, his aide, ptot·

fared a IIask of schnapps but Gottlieb

casually waved it ~y. Christie bustled up to them, face flush from a combination

of exertion and acute rlOI'\'OlJSfleS.

"We'U be ready momemarity, gcntJernen.

My men are just lopping up the fuel lank

and checking hydraulics now.·

Gottlieb nodded and sat In the wooden

chair Christie proffered. All three men

looked across the tarmac hom their van­

!age on the reviewing stand 10 the Sheds

opposite. Some minutes passed in c0n­

templative silence, then the main shed's

doors rolled back. revealing an ungainly

and outlandish sight.

It stood twelve feet tall and looked fOf

all the world like an oversized suit of 8r­

mor suitable for a gorilla, albeit shorn of hell"1lQt and arms. The chest was open

and a man SClt in the opening, strapped

in and protected by an 8frliY of sturdy­

looking roll b~Hs Tarnberg snorted

mockingly; a Slabbing glare Irom

Gottlieb silenced him, Christie cteared

his throat.

9

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CHAPTER ONe: THE WORLD

?

"fr, genUemen, theWl926. lealuring my patented Mechanical Walking Suspen­

sionJ"

With that, the machine's engine shud­

dered to life, The tarmac reverberated

with the crash as ils right fool lifted and

then slammed down on the coocrete surface. soon folkM'ed by the left. The

engine belched blue-black smoke, and

the cacophony 01 hydraulics and feel

thumped and hissed, creating an almost

melodic beat which the machine

seemed to match with every rhythmic

step.

"Mein Gatt! • Tarnberg gasped. "It truly

canwalkl "

Christie smiled at his guests, all the lime

praYIng that his lest pilO! would remem­

ber to stop after advancing 120 feet: the

damned thing never could walk more

than 150 feel at a go without falling over.

He broathed again as Test PilOt Lauter

remembered his instructions and stopped the W1926 on its marker. The

machine seemed to almost slouch as it

gfOUnd to a halt.

Go!tleib looked coldly at Christie. -You have promised a greater rate 01 speed

than I can imagine this machine capable of, Herr Christie:

Christie smiled. The bait was set, now 10 spring lhe trap ... He stood and waved

to Lauter. The pilot responded with a

thumb's up. Suddenly the W 1926 folded like a man with abdominal cramps, hy­

drauliCs deplOying new mochanisms.

The radial engine howled and the entire

cont rapt Ion shuddered as Lauter

poured on power. The machine began

rolling toward the reviewing stand, ac­

celerating rapidly as it came, upon a set

01 oversize whettls that now protruded

from its feel and back. At the last pos­

Sible second, Lauter veered away, the

machine heeling over alarmingly as it

turned. Fearing it would topple over,

Christie cringed on the inside. That was

close, but he maintained his poker face.

As the W1926 accelerated away,

Gottlieb exulted. This was all he had

hoped fori A triumph to lay before the

feet of General von Seeckt and the Gen­eral Staff!

The hated Treaty of Versailles had

stripped a defeated Germany of her

fledgling air loree, reduced her Army

and Navy to mere shadows of their

former might. and lorbade her Irom de­

veloping any 01 the new 8flTlQ(ed ve·

hicles that had so shocked them on the

Western Front. But there was nothing in

the Treaty forbidding Germany from re­

searching and develop in g a

Grossaroeiter, a peaceful pretence tor

a wcllking ¥lar machine!

Gottlieb turned to Christie, Anticipation

warred with fear on Ihe inventor's fea­

lures. As U'le German spoke, though, the fcar washed away under a wave 01 tri­

umph.

"Now therI , Herr Chrislie, I am most in­

terested in acquiring your machines lor

our Grossarbeiter - the large lMlriter­for our program to rebuild our shattered

country and ecooomy. Shall we retire to

your ollice to diSCUSS matters of fin<ln­

cial compensation?"

.... u Cr. MIlking rnodtineJ wen" callro a wid~ ~'aril!ry of nmnu, whjdJ con ~­tima cauSt! amfu.fjnn wrumg$1 hi.J­torians. The proper IUltne W(.IS Ar­moT"t!d Fighting \4blking Mach~, (ir,

molY enmmmlly, AnnQruJ Walker or j UJI .... 'alker. '17u! GentlllllSealll!d Iheir

wullcus Pant.utlJmpfu or jllst Xllmpfer. The Japant!S~ called IM;r

walk~rs oshi·moi, or "heavy lUI, M a derivation o[ ashiguru (literally, M/ight feet ") infantry from F~adal JaptlneSt! history. The Soviets n ­

ferrtd to Ih~/r wallcus as SllInoih(}(/nllya Mac·hinu, or Walking Machine, rhou8h Ihl! unofficial naml! was al .... 'ayJ "Slubborn Sud 8rolh~r."

Thl!rt! Iw.rr. st!W:ru/ Jiang tt'nn.J ap­plil!d toall wolkers, buJOI1ly tM urm "Rl!ar" was generali1,!!d. TM actlUli

lU$lt)ry ~hinJ IhiJ ttfm has Ixtn for­ewr lost, but it is generally accrrd­irecl I" Amt'rkun and British ..... alur ertw,f .... ·hooft~n suit/that Iht! myritld nflwst!$, l.'Qgs (lnd hydmulics "",dl! thtst muchlnu nOthing more rhan glorifitd eloeM. ThrouRhout this book. howl!wr, .. .... 'a/ur" is /UN fO deJcri/H an Armortd Walur from any nalionality.

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THE WAR IN EUROPE

(1939-1 940 ) The Second World War was a conflict that truly touched the enUre Qlobe. From the

fields of Western Europe to the vast expanses of the Pacific Ocean, no part of the

planet would remain untouched by the fury and misery of the War. The political

leaders of the conflict ran the entirety of the spectrum. from Foot 10 Genius, and from

Hero to Ftend. By 1939 the lines had been drawn for those who could see or cared

to k:lok. Good and evil were about to clash in a titanic struggle, one that would

decide the fate 01 world history for gOrlCrations to come.

The declaration in the 1920's that lhe First World War was the "'War to end all Wars"

was only wishful thinking. Rather, as France's Field Marshall Fcrdinand Foch, him­

self a onetime Allied Commander in World War 0111:1 , was to say of the Pooce of

Versailles, which ended that conflIct "This is not a treaty of peace, it is a guarantee

01 war in IW9flty years." These words would prove to be oddly prophetic.

• THE STORM CLOUDS BREAK: POLAND (SEPTEMBER I • 18. 1939)

·War is an extensioll of politics by other

means."

- Von Clauswitz, On Waf

Poland was high on the list 0 1 Hitler's

territorial ambitions, IOf it represented

some of tho more humiliating aspects

of the Tre;;ltyo( Wlr'saIlles, After the Great

War, Germany lost a great deal of terri­

tory to POland as war reparations, and

Hitler burned with a desire to crush it

and join East Prussia with Germany

once again, Plans 10 invade Poland were

develOped as far back as 1936, but the

Invasion thaI took place In 1939was dif·

ferent In its scope and oulcornc than

anything anyone could have imagined.

On the morning of September " 1939,

the German luftwaffe began the west­

w;;Ird invasion with widespread bomb­

Ing of Polish cities, factorieS, airfields

and lines 0( communication. In the en-

C HAPTER O NE: THE WORLD

suing chaos, German forces ground fOl'­

ward from Germany, Slovakia and East

Prussia. Two days after the invasion

began, with all diptomatic initiatives

spurned by Germany, Britain and

France declared war, So began the Sec­ond World War.

By September 7, German fOfC8S were

within twenty-five miles of Warsaw.

Poland's remaining fOfees were either _

destroyed or encircled into isolated

JXlCkels, with the largest concentrations

centered on Warsaw and Kutno. By the

9th, GermAn forees were tightening the

noose 8IOlK1d the capital, and, despite

valiant resIstance, the remnants of the Polish forces could now only retreat

e<lStward. Ftghting continued for sever aJ

more days, with a spirited Polish

counter-attack al the River Szura m0-

mentarily stalling the German advance.

The greatest treachery, however, came

from the east. As pan of their Non-Ag­

gressiOn Peet, Hitler and Statfn had se­cretly agreed to the diviSion of Poland belwoorl Germany and the Saviot Unioo.

Though 'unable' to participate fOf the

eatty part of the invasioo, Stalin feared

Germany would take all of Poland, and

corrvnenced his invasiOn on September

17. Caught between two immense in­

vaders, Polish forces were Inevil8bly

and totally crushed.

Though sporadic resistance was to con­

tinue until the end of September, Poland

was effectivety conquered in a tittle over

three weeks, The world was aghast at

the sheer ferocity and totality althe W;;lr

but could do little 10 prevent its ultimate

outcome. As Germany digested its c0n­

quest, Europe was to settle Inlo an un­

easy and fitful pElsce,

"

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CHAPTER ONE: THE WORLD

Blinkrieg (Lightning War) was, sur·

prising/y. a tenn coined byAmericnn pnpers /aler in the war wId used to

descrilH Ihe type of war/arr waged by Gtrmuny in its invu.tion.f Ihmugh.

uul Eu~. The sterrllo BlitzArie/: 's sut"Cess lie in j~ed, e~ploitution of Ihf' f'nf'my 's wealust point and a cinJe rtlatiOtuhip Mf\4~en air and

gmund/IJt1:es. As bonrber.r dUrnplt!d

communicalions, an annored thrust w()uld break IhrouRh (lfl enemy's

from. and the umu would Jan (Jul Jmm Ihe". Jrifantry and lighter or· mOfl'd /on:u M~}uld Ihen /uJ/ow up 10 mop up I!ncirr/f'd podl!IS or df"

stroy stmng points l/wl would IH ig. ,","d by Ihf' first M·o\,e.

Wlilktrj' prol,td to be tin jdtul

weopon for Bliclrieg tactics. Tht';r

s/H!ed fmd uduptubll! mo\~ml!nr /1/'

lowed thtm IfJ fill a .ft"tJul . . vhud: or mop-up mle deptnding IIpOlllhe cir· cumstances. First unsure of their t!/­fectiveness. German milirary plan­flUS ItleRaud Iheir avaUabJe M'aJk· tn In .(cout wuJ mopping-up duty.

Their IJS)"('-/uJ/ogit·u.ll'tliue, Jw",?I~r. Ctlmilined wirh (lIJ unexpected battle

with fuU.fh armor al Ihe lawn of

Sochaczew, vindicated Hein z Gudtrian'$ visiall o/walkers 011 the

modern battlefield. By Ihe time of Gernumy's ifll'O.sians of Fronce wid Ihe /.Qw Cuunlries, w,.tun Wtn:' an

integral IX'" of Germany 's mobilt MYJr/art tactics.

• THE PHONY WAR (Ocr 1939 • MAY 1940)

France and Great Britain had declared

war to protect the integrity 01 the Polish

state, but other than sending a few

bombets to drop propaganda leaflets,

they had. as 01 yet. done nolhing mate­

rial. On Octobef 6. in an address to the

German Reichstag, Hitler called 00

France and Blitain to recognize the

"New Drdef in Europe." Oaladier. the

French Prime minister, rejected HitlCr's

terms on October 11 . Great Britain's

Prime minister, Neville Chambertaln, the

man who thOvght ho could negotiate

with "Herr Hitler" after the MuniCh con·

ference 01 1936, needed an extra day

to dismiss Hitler's peace proposals.

So began a curious period of the war. a

kind of last deep bteath before the

plunge. None of the combatants ap­

peared to want to take any actioo to

widen the conllict beyond Its current

borders, The French were haPpy to sit

behind their high technology Maglnot

Uno. secure in the lact that they could

light this war as they had fought the last

one - defensively. The sheer destruc­

tive power of their "Death Ray Gun" em­placements would shaller any assault

upon the soil of France. Britain, wracked

by Internal dissent in Chamberlain's

government, vacillated. Bombing raids

and pamphlets were as far as Cham­

berlain wanted to go.

FINLAND

The Germans too, sat Quietly behind

their lines. It seemed a Quiet "Phooy

War," or ·Sitzkrieg" as the newspapers

of the day dubbed it. Germany's com­

placency, however. was deceiving. The

Wetlrmacht was remarshaJling Itself af­

ter the Polish campaign, preparing to

execute the FOrhrer's latest directNe,

Number 6 - Caso YellOw, the invasion of

the low Countries and of France itsetf.

The shame of 1918 was to be washed

away in the blood of the Reich's en­

emies.

But all was not farce In the latief half of

1939. Stung by criticism, Chambertain

was f()(Cad to make a concession to

those in the British government who felt

he had ~ boon prosecuting the war

with the vigor it deserved. Chamberlain

invited Winston Churchill into his gov.

ernment, offilflng ChurChill the post of

Rrst Lord of the Admiralty, a post heJlad

previously held In the Fitst World War.

From !hat point on, the Royal Navy be­

gan to take the war to the Gerffiar"lS.

In Moscow too, Stalin had decided that

he could play Hitler's game: the vlctim

he sete<::ted was Finland. After wrangling

for months with the Finns, and goading

them to the point thaI the Finnish del­

egation walked out 01 the conference en

masso (Stalin mede outrageous de­

mands on Finnish territories, including

takeover of the entirety of the Gull of Fin­

land), the Soviet icader had the preteKt

he needed to go 10 war. On the 30th of

Novembef, the Red Army Invaded Fin·

land across !he Karefian Ithsumus. Un­

derestlmatlng!he spirit Of the Finns, they

only committed the units 01 the

leningrad military district to the Inllial

assault. This proved a fatal error for the

Red Army, as the outnumbered Finns

retreated before the oncoming Russians

and used the land, hard In the grip of

the coldest winter in over twenty years,

against the invaders. The invaders ,

forced to keep to main roads due the

ineffiCiency of their pteparations, were

harassed constantly by the Finns, who

struck and then melted back into the

snow-covered forests. The Russian s0l­

diers, unequipped to light in such c0n­

ditions, could not pursue.

'f

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Page 13: DP9-501 - Mainbook

To the astonishment of the world, the

Rnns managed to hold off the Soviet

juggernaut fOf four months, finally sur­

renderingonMarc:h 13, 1940. The Fms.

who never managed to put fTl()(e than

200.000 mer! in Ihe field, had engagoct

a force of fOfty-five Russian infanlry di­

visions. four cavalry divisions and twelve

arfTl()(ed groups. During the course of the conflict. the Finnish army suffered

some 25.000 lolled in action: the Rus­

sians counted 200.000 dead.

The Winter War 011 939-40 lIIuslrated to

an appalled SIalin just how unready his

vaunted Red Army was 10 prosecute a modern war. His vicious purges of the

Army's officer corps in the 1930s were

directly responsible tOf the drubbing the

Red Army received allhe hands of the

Finnish Marshal Mannerheim. After Ihe

war in Finland, Slalin launched a craSh

program to rebuild and Iry to repair the

army's shortcomings. but was unable 10

complete jt before the Germans invaded

Russia in 1941. Thc stubborn refusal by

Sialin to permit the development of

walker technology by the Red Army

proved 10 be a critical miscalculation in

the Russian plans. He was convinced

the entire idea was a "capitalist folly" that

was unnecessarily expensive and com­

plex. The Red Army. he declared.

needed super tanks, with heavy armor

and multiple turrets, to achieve any kind

of military victory. The failure of the S0-

viet T-28 tanks In the Winter War was

glossed eNer by the self-assured Stalin.

and anyone who tried 10 convince him

otherwise was prone to disappeClr. II was

10 preNe a COSIly miscalculation. wilh

terrible consequences 'Of the Russian

military in 194 1.

Born in Ihi' flfllkmu. ItJfu tJ ,WIUfUI­

it~d U.S. clfiun. Nicola Testa WtU fJ('rhapI rhtl IMIlI bfillitJnl n:i~nlific

mind in an agr ullcirnfijic grniul.

Uke J. \fufterChrillie. hefound Utile

acceptant·e or ~cognilion lor hill

Jchemf.'J ill his own ('oantry at finl.

A. (flU! philanthropist, he spt':nl much

01 hill early cu"'-t!r de~·dopiflg ways

and ~aflS /u mlI*" ~fl" 'lfic,Jl t:nt:rgy

(II'(Ii/Db/e to beller Ihe hwrum CtJIldi­

liOI1 .... ·orld·wil/~. When his Amuioofl

b(ld:us IIull#~d nUl ill the lat~ 1920$,

il wa.!' France that ,·uml' If) Te.l'fa·.I'

rt!.fcue.

Tes/o Wtl.f Mt intel'f'Jtrd in crr:Dlina

ajJeMi'le weDpofls. bUI when the

F~l1ch government afftrtd ro fund

his rr$f.'u~h (III his cOllcepl for a dl!­

ftl1sivl' "Bellm Weapon·· copabll' 01

dutro),ing any cnm't!nJiunal al/ackl!r,

TesiD could nm igl10rr Ihl! chal/enge.

Dubbed - Deolh Rays" by the ..... orld

press ot rheir un~'f!i1ing in 19J5. Ihe

"Eit!CtriclJlly Acct/eroll'd £nerRY

ClJnnon" sttmed to W all absolute

!:uamlllee 01 French l!(ltirmol .ffCU­

ril)'. Coupled with fhl' I'OSI SUIt;C lle­

lenses 01 the nrwly complrttd Moainot linl' (nlJml'd aflf!r fhe /N-

1f'A.fe Minulf!r who INglln Ihl' pn.1frct)

Iliong Francl"l GtrmlJnffUflJier. fhe

French ROVtrn/ntflt 1\'1/$ ('ompfo ­

cently cerlllin that 7'e.l'fa '.I' supt:r­

.... ·eUfXlII .... ,ould "'-flder the Republic

sofl' from any ol/lKier.

CHAPTER ONE: THE WORLD

Tht Wintl'r ~,,"I.m was frsponsible

lor introducing a flew weapon to

warfare: the inlomous MaiolO"

Cocl:rail.

Used a/fain.vl RlIssilln ronks with

areot SUCCUIl by Ihe Finns, thtl

Molotov Cackrail wus (I siml,le

"leupnn: a gtau hoI/Ie filled wIth

I(tLfOline and SIoPPI'ff'd at Ihe ned by a mI(. When Ihe rug ...... os lit, Ihe

hottle wa.v hurled onto Ihe elliine

d~c.i or IIIrrl!! olon f'ncmy lam. 01-

tcn with uplm'h'l! n!l·ufrs. n" burn­ing ~Irof .... ·ould Sf'f'P thmugh Ille

l'emilalifH1 grills und uny othtr al'Oi/­

able optllilla 10 if(nire Ihe vehicle's

t:ngjn~. Iud tUllk or errw compon ­

mem.

Thtl wttfl/JOn ",a.v namtld after Sovirl

Ff)~i8 11 COllllllilsar Mololov. one ill

Stalin's innl'rci,('/l' and 'he man rr:­

.fpoIISible!or munuluc·tlfring the dip­

lomalic incidl'nt Sic/lin nl't:ded to

lll'ciurr ..... (Ir 1111 the f'j1l1lS. IlIIerest­ingly enou/fh. fhl' RUJj·~·itlll suftfiel':f

",ouid lall'r mutl' good U$e of rhe

Molotov against Ihe GtrmanJ' dur­

inl( fhl' urban fiah/ins (JfI Ihe East

FronJ.

13

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CHA.PTER ONE: THE W ORL D ,

THE NARVIK ADVENTURE

In Britain, Winston Churchill had been

active. Convinced thai the German de­

pendence on Swedish jroo ore was a

glaring weakness, he became deter­

mined to exploit it. The ore shipments

were usually sent to Germany by way of

the Norwegian porI of Narvik, so on April 3rd , Churchill obtained the War

Cabinet's pem1ission to mine Norwegian

territorial waters, a blatant viOlation of

Norwegian neutrality. The British and

French also readied an Expeditionary

Force to land in Norway, planning 10 s<iil

on April 8th. British Prime Minister

Chamberlain publicly declared in a

speech thaI "Hitler has missed the bus. ·

Unfortunately lor the Allies, Hitler and

the German High Command were one

step ahead of them. The German occu­pation forca set sail for Norway on the

ITlOfning 01 April 7th: the Invasion be­gan on April 9th. The German heavy

cruiser BIOChcrw8s sunk by Norwegian

coastal baneries at Oslo, and the light

cruisers Karlshruhe and K6nigsberg

were lost ott Bergan, but this was the

extent 01 German losses . Simulta­

neously, German troops invaded Den­

mark, conquering the entire country in

a single day.

The lirst Allied contingents began land­

ing close to Narvik on April 16th. All of

the Allied ellorts in Norway were

doomed to faiture: the Allied forces were

woelully under-equipped, especially the

British, who had no winter equipment,

nor air support, tanks or walkers. The

French, who sent much more prepared

Alpine troops, still managed to leave the

bindings for their skis behind. Ham­

pered on land by Ihe lack 01 properly

trained and equipped troops, the Bril ­

ish and French were mercilessly

pounded from the air by the might of the

Gmman lultwalfe. The lesson that mod-

14

ern war could no longer be waged with­

out proper air support had been dem­

onstrated. The Allies unfortunately ig­

nored that lesson , but the Germans

would teach them again, on the fields

of France,

The Norwegian campaign , in one re­

spect. did have a lasting impact on the

war. The misadventures in Norway

brought about the resignation of Nevilie

Chamberlain and his immediate re­

placement by Winsloo Churchill 00 May

tOth, 1940.

• THE INVASION OF W ESTERN EUROPE (MAV (940)

In the west of Europe all was quiet with

anticipation. On the morning of Ihe 10th

of May, 1940, the Wehrmacht unleashed

its blitzkrieg on Holland and Belgium.

At 5:30 AM, the German Falschirmjsger

(paratroopers) dropped ewer Rotterdam,

Holland, using a football stadium as their

drop zone. Their mission was to secure

the vital bridges across the Rhine estu­

ary, Reaching the bridges in minutes by

hijacking a public trolley and several ve­

hicles, the paratroopers rapidly seized

their objective. Comrades flowrl In by

flying boats re inforced them shorlly

thereafter. These paratroopers were as­

tonIshed to be helped ashore by Dutch

civilians, who were convinced the Ger·

man invaders were Dutch troops!

At the same time, another unit of the

FaJschirmjollger was carrying out an even

more dangerous assignment: Operation

Granite, the capture 01 the vital Belgian

fortress of Eben &nael. The missiOn was

carried oul by eighty German paras who

landed on lop of the fortress with glid­

ers. Usingl special shaped charges to

lake out critical gun emplacements, the

paras were able to repel the Belgian

garrison's attacks and hOld on until they

were reinforced later In the morning by

three glider-deployed loki-class

PanzerkAmpfers, Deployed Irom their

gliders and in action within ten minutes,

the walkers were instrumental in break­

ing up the Belgian garrison's counter

attacks throughout the rest of the day.

Eben Emael surrendered the next day;

the supposedly impregnable fortress

had held out for less than twenty-four

hours. The Wehrmacht's official maga­

zine Signal ferll\lfed photos of the heg­

gard but jubilant Kampfer Crewmen be­

ing paraded around the glacis a! the

fortress by Ihe grinning paratr(l()p61S.

• THE BA'ITLE FOR FRA'NCE­(M AV 10 - J UNE 1940)

On the rnaming of May 10th, the Anglo­

French Armies stationed on the border

began their advance into Belgium as

planned , The Germans had violated

Belgian neutrality first, and so the Allies

felt free to meet the Germans head on before they reached the French frontier,

The British and French, however, had

made a disastrous miscalculatioo: the

Ardennes forest, stretching almost a

third of the way from the end of the

Maginot line to the English Channel

along the FranCO+Belgian border, was

considered to be impassable by a mod­

ern army. In this, as in 50 many other

instances thai fateful year, the Allies

were to be proven fatally wrong. The

French stationed only twelve weak divi­

sions in the whole sector, and the main

thrust of the Wehrmacht's drive inlo the

West would fall on their heads.

The German attacks on Holland and

Belgium were designed to draw the Af·

ties out, and make them think that the

German High Comrnand was going to

follow the sarna sort Of strategy they had

used in World W(jr One. The Wehrmacht,

however, had no intention of doing SQ.

The Ardennes offensive would hook

west and then north, trapping the bulk

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of the Allied armies in Belgium. By cut­

ting their supply lines, the trapped

French and British would be quickly de­

stroyed.

By the 13th of May. General Guderian's

forces had cfQ6S8d the River Meuse al

Sedan. The French had yielded the left

bank without firing a shot, after first blow­

ing up all the bridges, All but one - an

old weir that the French tell would lower

the river level 100 much if destroyed was left standing and unguarded. II was

found by ono 01 Guderian's subordinate

commanders, General Erwin Rommel ,

wtlo quickly ascerlained that the weir

would bear the weight of his !<Amplers

and Panzers.

By the afternooo ot May 14th, the Ger­

mans had torn a fifty mile-wide breach

in the Allied lines. By the 16th of May,

the Commander-in-Chiel of the French

tlrmy, General Gamelin, announced that

he coold no lOnger take responsibility

for the defense of Paris, and recalled

the Anglo-French armies oul of Belgium.

In spite of counter-attacks by Colonel

(later General) DeGaulle tr(HTI May 17th

to 19th north of Laon, the German Blitz­

krieg rolled on unchecked.

The French Army was unable to cope

with the modern tactics of the Germans.

The French had large numbers of ar­

mored fighting veflicles, Including the

multi-turreted Grogrwd ("Grumbler,· !he

nickname 01 Napoleon l's Grenadiers of

the Imperial Guard) tanks, but they had

spread them out in loose formations over

broad areas, unwilling to corrvnlt them

for any role other than infantry support;

incredibly, most of the French vehicles

had barely enough fuel to move them­

selves fifty miles. The vic torious Ger­

mans rolled right aver them and hooked

north to the Channel,

Early in the morning of 20th ot May.

Aorm1eI 's troops occupied the heights

around the town of Arras. The British

Expeditionary Force, along with all the

French troops in Belgium, were peril­

ously close to being cut off. The deadly

anti-tank lire of Rommel's sa-cal iber

guns and the hit-and-run attacks of hiS

Kamplers against the lumbering and

slOw British machines smashed the Al­

lied counterattacks on the German p0-

sitions. The lew cavalier crews with the

British Expeditionary Force hurled their

walkers at the enemy with all the dash

of the light Brigade at Balaclava, and

they were just as doomed. Unable to

break the German noose, it was time lor

the Brit ish to retire to the Channel ports,

The British began to withdraw, and The

race was on to evacuate as many as

possible back 10 Britain. Cooperation

between the French and British in the

Held was rtCIN almost totally non-exist9fl1.

The Germans rcached the Channel port

01 Boulogne on May 25th; the same day

Brit ish forces began to reach Ounklr1t.

Churchill , realizing that his frantic at­

tempts to prop up a defeatist French

regime had come 10 naught, ordered the

evacuation of the BEF from France; the

Royal Navy began Operation Dynamo

at Dunkirk on May 27th. The next day,

Belgian King leopold surrendered un­

conditionally to the Nazis, Operation

Dynamo continued until Juoe 4th; the

lasl ship, the Royal Navy destroyer

Shikari, embarked French troops 01 the

rearguard and steamed out of the har­

bor at 3:40am. Bydawn, German uoops swarmed the Dunkir1< beaches.

CHAPTER ONE: THE WORLD

1111 IFIIIII Dpnl

In /he seven and a half days of Op­era/ion Dynamo, Ihe Royal Navy QI­

ump/ed /Q rescue 118,126 troops, J lO,otX)()fthese Frl!nch and Belgian

in origin.. The Admiral in cO'"lrttuW,

Sir Bertram Home Roms~, mobi­

lized every available ship on th('

south coa.rt 0/ England: yachts. fer­

rit'S and /ishing houts, as well as

Navy ships. 'Ifo'erl! "sponsib~for the

"Miracle o/Dunkirk." Stirred by this

l!Xi.lmP{e, Winston Chun:hill tkcUJred

in Ihe /louse 0/ Commo,u on Jun('

4th: " W<! slwllJlghl on the bl!oches,

we shalf fight in the jil!ld.f, WI! shalf

dl!/I!nd our islantl...(Uld WI! doll nl!Vl!r surrtmder." All of Ihe evacu­

ated troops. hOWI!W!r, It!ft with no

other I!quipml!nt IMyond their rifles.

A.II tM surviving tan.i:s, artilluy guns

and walken were titht'r destroyed or

aoondonl!d on the Dunkirk bl!ache.f.

Britain/ound hl!rse/f jn r~ po,fition

of huving only one /uffy equipped

division available/or the defense 0/ t~ homl! islands, (md tM .fOldil!n in

that division wen!' nor even British!

Ir was the Cwwdian Fin' Division.

/tTshly di~rUdfrom their trallS­atlantic tronsports, that woufJ iuJVI!

to bl!ar rhl! brunt of a prosf}l!ctive

Nazi irrvasion..

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CHAPTER ONE: THE WORLD

• THE DoOR SLAMS SHUT

(JUNE 5TH, 1940)

?

"The Battle 01 France is over. The Battle

01 Britain is about to beginl "

- Winston Churchill in a

speech to lhe House 01 Commons, 1940

With the British Expeditionary Force bat·

tared and Withdrawn home 10 Britain, the

Wehrmacht turned on the remnants 01 the French Army. On June 5th, the Ger·

mans began their assault on the French

defenses at the Somme. Within lour

days. French force!> there had been

completely routed.

On June 10th the French Government

evacuated Paris; the French Com·

mander, General Weygand, advocated

surrender, but the French Prime Minis·

ter Paul Reynaud, encouraged by

Churchill , demanded a fighting spirit 10

the end.

.6

The next day, Mussolini's fascist Italy

declared Waf on Ftanceand 8fitain, and

sent its troops into southern France.

Though in disarray and demoralized,

French troops were able to stop the Ital­

Ian forces cold, blunting Mussolini 's

ambitIOUS dreams of owning a part of

the French territory

The Wehm\acht kepi up the pressure on

[he beleaguered French forces. On June

14th, units of the Wahrmacht's army

group C penetraled France's vaunted

Maginol line. The fcated "Death Rays"

were unable to repulse the cunning of

the Nazi war machine: the huge armored

tUlrets 01 Tesla's "Electrically Acceler­

ated Energy Cannon" were pul out of

action, one by one, by robotic eight­

legged mines, nicknamed Kuchen­

schabe (cockroaches) by their inven­

tOfS. With the lightning guns out of ac­

tion, the Germans unleashed massed

artillery 011 conventional emplacements

e00* ~-®=.

of the Maginot Une. What had taken the

Third Republic a decade to build, the

Nazis had sha"ered in a matterol days.

This, il nothing else, proved that this war

would be a war of fire and movement,

not static defense. On the same day the

Maginot line collapSed, the Nazis occu­

pied Paris. II was 100 much for the

French leadership: two days laler

Reynaud was replaced as Prime Minis­

ter by the 80 year<JId Marshal Petain, a

hem 01 the First WOfld War. But Petain

had no stomach for this war, and or­

dered the transmission 01 a request tor

an armistice at 11 :00 pm that evening.

Six days lalor, in the sarne railway car In

the Compeigne lorest that was the site

01 the German surrender in World War

One, France surrendered to Nazi Ger­

many. When the ceremony was con·

eluded, Hiller ordered the rail"..vay car

destroyed, German honor had been

avenged.

TIlt: Wrhrmucl Gl'rluais knew thai a cOrlw!rItiotuJl assaultorl tM MUgillOl fine would be suicide. The huge "Death Ray" runnon o/the im~ntor Nicolo Tula would th­litroy Kampfers alld Panl,trs alld roast infantrymen, Aerial bombanJnJenl waf not

an opt;OfJ, as thi' u,/iM.'(jffe (lid nnt yr.t have bomMfS largl' l'nough fO corry the ",·eight 0{ any l)(Imb big ennuRh to pil'fu the ('(mcretl! (md $led ca.femenu_ Sa in the mM 19Jn.,t, Gtrnl(Jll inventors Wl'rt instructed IcJ del'elof' a way 10 neutralize the cunnrm. Aftu sel'era/emoormssinC/(J/sr. ,Utlrl.f, including an attempl al cn'aling a huge eit!Ctromagnetic n'fleetor which /ailed spectacularly, killing ol'er thirty re· st'arrht'r5. fht'solution, sh(dinKly simple. emergt'd.

One 0/ the think·tank scientists. Karl·Johann Muller; had lNt'n ifWOlved in early .... -ork 0fJ tlu! l'anurkilmp/er projecl. He "Moned it would be possible to con.rtt1lCt an eighl·/egged chassis that ron 0fJ a simple tM."O-Slrou engine, and could carry a shaped charge PUY/UfW that luwml ('.Xullenr dUlIIu o/damaging the TesllA CUfIIWII emplacement.f. Remote control ..... ould tnable Ihe nuu:hifUl lO reach it.' targer. After .fr.~'f!r"al p,rolOtypcs had bun tested and demonslroledfor the I-'u rhu, It was decided to implement "Operation In/elitation." The f,/an cal/ed for the "cockroaches," so nicktUlml'd/or Illeir (}I'()id (·hunis 5h(/~ and mulli·lI~g8ed mean.f o/locomotion, to

be movcd illto plan IInduC(}l~ro/dorkneJJ by the irt/anIl'Y. Then the Kuschenschabe would be rrll'(/Sed. and. with a dozen aimed at each of the thirty Tesla Cannon turn'ls. SIICceSS W()uld I,.,. fl.f.furtd. And i' ..... as: the ambultJt(Jry m;fIt'l.rwtJrntJ!d m~r their lU'fets with a SUfi.'rU 1'(l U <if almn.tI 7fJ'l,!

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1111111I11III oIlII'itaiI ... l1li AIIInIIc With the conclusion 0/ the Bottle uf

France Ihe conflitt entered Q new pha5t'. one that the German Mil'IlI,)' nwchine tms nol (IS w~lf l':'1U;f"Hd /0

win, Triumpmml all lnnd, GemUUl),

/lOW had to/acl! Briwifl in the uirand

an the .fea, Ihl'aI"'! in which her

might IWlS much less imposing. The

Luftwaffe Waf designed us a /m:ticaJ support air forre. (Jnd was unable /0 achirve the Illlob Hiller set jar it in the & ute of Britain, in spitf' IIJ Iht!

posturing of itst'hi,,! Reichsnl(Jr$haff Human G~ring. Similarly. Ihe Gu­man Kn igsmarine ",asul/able, et'en

wilh A.dmiral J«(jr/ /)enllz'$ Wolf

Pucb, loshul off British sup/II)' lines

in the BaltietiflheAlialllic. Both/oil­

U~.f made it ponible /(lr Ihl: HrifiJh.

wilh SUPIJIJ" from Iht' Comlllon

K1'(lllh and the United Stalts, /u ('(}fI­

rinul' fh,. "'Or.

C HAYTER ONe: THE W ORLD

THE WAR IN NORTH AFRICA

(1939 - 1941) "When thiS war is over it Will be enough for a man 10 say, I marched and fought with

the Desert Army.'

- Winston Churchill

North Africa was one of first major battlefields of the war, and the lirst theatre where

the Allies wore able to' lock hOrns with the Nazis and perhaps stem lhe tide of !hcir

seemingly-unstoppable advance. The desert campaign. which woold h;l.ler become

known simply as the Desert War, was c'plc in its scale and the sheer scope 01 the

gains and losses. Advances and retreats were measured in hundreds, even thou· sands. of miles.

Men lIVed and died under the merciless gaze 01 tho sun, and the featureless miles 01

sand and rock swallowed up entire formations of I08t or dazed combatants. The

desert itself was a feared and respected enemy 01 both sides and all learned Ie

scratch a living and survive in the most sterile regiOO OIl the planet. The harSh con­

ditions led the men Ie adopt several local customs tor survIVal purposes, and the

desert armies and their troopers were quite distinctive In uniforms and equipment.

Amid the cacophony of lOcal bazaars and cool, shady cafes, mysterious agents

from all sides plied their own peculiar trade in secrets, sabol8ge and assassina­

tions. Troop movements data, secret blueprints. guns and gofd, anything was for

sale as long as you covld meet the price The war in Africa and tile Middle East was

as dark as it was epiC

TRIPOLITANIA

usn EGYPT

FUZAN

U8,(AN DESERT

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CHAPTER O NE: THE WORLD

• ALL ROADS LEA.l> TO ROME

Even befOfe the War, Africa had been

the scene of international tension. Italy,

realizing its dreams of Empire reborn,

invaded Ethiopia in 1935 and withdrew

Its membership from the League of Na­

tions over its territorial ambitions a year

laler, Ihrowing the League inlo disarray.

With the fall of France in 1940, all of

France's colonies in NOflh Africa, the

Middle East and East Africa reverled to

Axis territory by default: Italy was flQW

the largest military and naval power in

the region.

Mussolini didn't waste any time. Sei7-

ing what he thought was the Initiative, II

Duce ordered his forces Into Sudan,

Kenya and British Somallland in mid-

1940, swilUy occupying 1Ileft1 all. In SeP­tember, Italy invaded Egypt, the seat of

Th~ Moroccan sun beat down lik~ a hammer on Phillip's head. His lint did little 10

mitiga/~ its effects: sweat poured down his sunburtled/~alures,Jolfowing the lines

01 his square jaw. England's cool and rainy spring weather had not prepared him

I"r rhi.f climate, not at 0/1. Not 0/1 th~ sweat was from the t~mperature, however..

Some of it wtLffromlear. He had arranged 10 mUI Ferooz here in the Casbah 10 Get thl! latl!.~t packet (}j d(}cument.~ t() heluTWtJrUl!d (}n t() thl! SOE ojJiCI!S in u,rukm. But

when he got til the ba('k mom (II thl! ~udy littlf' ClJSbah cuft Ferooz had ;,uis ted

upon. il W(I.s a!re(ldy too !(lte.

The j(lt little Murocctlfl merchant was lyi!'8f(lce down in a pool of his own blood.

thf' hill hI an ortlate kniff'juttinglrom hi.s back.. A.s Phillip .scanned the roomlor the

docum~nt.s he had camel or, Ihe door on rhe opposite wall exploded inwards. Trap!

A.~ Ihejir.fl tW() num hurled Iheir way Ihrough Ihe dot'r. Phillip d""", his Bro ..... ning

automatic and shht both of them rwiCf' each, just likf' his training sf'rgf'ant had in.flruc:ted .fO mnny numth.f ago. "Twice In be .fure, .fir! "

The setJring PtJin in his right slwuldf'T lpun him around to lau tlu! other entrance.

His Browning dropped to the floor from nervele.J.sjingers.

An evil/ooking Aryan supennan type stood in the doorway, a snur right out ofth~

dnemus (In hisfact!:. Phillip alnu'~'1 expecled him to ~'Iarl twirlinN a lillie mustache

between his nicutine-stainedjinNers.

"Sn. En1(lander." hi.s.fed Iht! G~mwn .spy, brandi.shinK a knife twin to the one stuck

in Philfip 's righl .shoulder. ''for you th~ war is o~r now, 1a?"

"Oh bugger!" Phillip thoughl. and launched himself at the arrogant Nazi ...

British colonial rule, and claimed the

much-prized Suez Canal. However, the

mighty invasion force only penetrated

60 miles into Egypt and promptly set up

camp, spe'ndlng the next three months

conSOlidatIng their defenses and gen­

erally dol"? nothing much in parlicular.

In October t940 Italy also invaded

Greece. Pf):rceived as an easy victory

and worthy addition to the Roman Em­

pire. To the contrary, the diminutive

GreeK army began to give the Italians a

sound thrashing, and by December

t940 the Ita!ians were being sent back

home rather soundly. Dumbfounded by

events in both Grocce and Egypt, the

British look the time 10 build up their

strength a/ld plan their countef-offen­

siva.

Early 1941 was to be a tumultuous time

fa Italy. In just three short months II Duce

was to lose almost everything gained

just a lew fl'IO(Iths belOte. The oHenslve

started lust before Christmas 1940 as

British forces tolled over the Italian p0-

sitions along the Egyptian border and

thrust deep inlo Cyrenaica, By Febru­

ary 1941 Britain was on the road to Tri­

poli, having captured quite a bit 01 meI­

leriel and over JOO,IXX) prisoners lor

their trouble. The Situation In East Africa

was also tenuous.

Enraged by his erstwhile ally's misdeeds

in Africa and the Balkans, Hitler decided

to act or risk losing the region forever.

In February 1941 , the iorm('llive ele­

ments of Germany's expeditionary force, the Deutches Afrikakorps, began land­

ing in Tripoli .

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Hiller charged his nwst resourceful

and taltmud genuai with the task of

reversing hi.l misjoNunes and tum­;nR them ;nto victoriu: Erwin R~/.

A decorated unit l:ommander from

tM Hrst !*,rld War, Rommel W4l.f a

pro/es.fional solJier from lJ famUy with vuy f~ military cunflect;MI.

Admired I1y his mt'fI tJnd mpemd

by the enemies he faced. he pnferrrd to lead Imm the front and live lih his men. in I~ tnncM.t.

Wily. difficult and uncon~'mtjQflOJ in military thinking. Rommel 's star rose during fM invasion of Fronu and rhe WW Countries, whim his Punzer dj·

I'isiun struclc dup into Ihf' heurt vI Fro~e and toot. CMrhoI.lrg. Rommel war a sHlled masttro/Blit;,kriqJ tac­

tics /11/(/ self-professed 'new style ' genuai who unduslcxxllM wdut ()f 'tI.'aiUrs and other new lecMofol:J in "'''luforr. and who was IWf a/roid It) apply lhe le&suns of v,'ar.

Rommt!l wru abo a !nUn uf n!mork­able fJlsourcefulness; ~ M cume Col

malur of d~f~lUj\~ warfare (1M U

soIdi~r able 10 pmduc~ slUlllling re­sults a/llJin..fl own.!Mlming odds with

litt/~ resourrn

• TuRNING THE TIDE

Rommel wasted lillie time. Opening his

offensive at Et AQheila in March. the

Afrikakorps struck deep and hard. The

British, suHerlng from overexlention of

their supply lines and inadequate equip­

ment, were Itung back in teaps and

bounds, By AprH, !he lightning assauil

had surrounded Tobruk, 8 city sought­

after by both sides because 01 Its coo­sldcrable poI'"l faCi lities. With Tobruk

under seige and General O'CoriOOf, commander 01 the Btilisn lorces in North

Africa, captured by German patrols, !he

fortunes of war now shilled towards the

Nazis.

Unable to take Tobruk, Rommel was or­

dered to continue the oHensive In May,

The stunned and shaken British

launched two equally forgettable

oHensives in an attempt to stem the Axis horde. The second offensive fought

around Halayfa Pass succeeded only In

flinging the British back inlO Egypt at

considerable lOss.

Once again, the Axis was at EgyPt's bor­der. This time, however, lhe next push

could very well crush the British once and IOf all. Before Christmas , Nazi

troops would surety be bathing in lhe

cool, ye60w waters of the Nile.

• THE GREEK EXCURSION AND THE I NVASION OF CRETE

Meanwhile , events in Greece also

turned against the British, wtIO came to

the aid of Ihe Greek king in March 1941

with a sizable and wetl-equipped expe­

ditionary force. Unwisely, Churchill had

ordered the Greek intervention troops to

como from the 8th army. over thO vigor­

ous objecllons of its commander. The

British lorces In North Africa wera seri­

ously weakened, a fact Churchill WOUld

come to bitt8fly regret.

C HAYrER ONE: THE WORLD

Hitler ordered intervention in Greece.

and in earty Apr~ German forces, hav­

ing invaded Yugoslavia:, rolled into the

counlry. The Greek and British defend­

ers, in the wrong place at the wrong

time, were quickly thrown Into disarray

and confused retr8al. By lale Apri l

Greace was under the Nazi jadtboot,

and shattered remnants of the British

force retreated by sea 10 the island of Crete, having lost much equipment and

men during the campaign .

Hitler would not allow the dazed J3ritish

time to recover and Immediately ordered

an Invasion of Crete to smash the last

dregs of British Inlluence In the region.

On May 2 1, Operation Mercury was

launched with a combined invasion from the air and sea. Mercury was notable in

that General Karl Student's airdropped

Infantry and walker forces were used lor

the first time on a massive scale, to ron­slderable effect, By the end of May Creta

was In German hands. and British mili­

tary inlluence In the Balkans was extin­

guished.

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CHAPTER ONE: THE WORLD

,

The atrilll il/\'asion o/Creu was the

largest drop of gficfu-borne lighl walkers/lp IV 1941. O~'erforty Imlle·

ers MlUl' glider-dmpptd illon8 with

fhl! para/roop assau/I. with Ihe gftal ­

eM numlNrs {WIding at Maleme and Ht'roli.lei(JII.. During lhe iniriullcmd­

ings. almost u quoner It't!'n' dmnDguJ or destroyed through accidents (the

· .... orst IN'-nil u kfiJ~r. carf)'ing two

Valleurit's and rtt't'nty support troops, Ihal hit Q rocky olltcropping durinR ImuiinR Qnd hmlce apart, killinll all ulxJ(mJ). O~'f!r the course of tht ten­

t/ay il/\'Osion. ov,., IuJlf (If 1Ju: (il!r­

mun .... alker f orce M'tU" 10sI, IPIQstly throuxh fhe assaulrs 011 Ihe airport

at Ma/eme and Ihe Oltemp' /0 break through flrl! BritiSh fl'(J~UiJrd pm­

t te ting fht' rt'irf'minR cnllvny.f at

Splltlkia.

III the aftrrmulh. Gentrot SIUlienl

rrcul/lmcrulcd /0 lhe German High

COlfUIl(lrul if! his I"f!pon IMI chinlg~.,

b~ lIIad~ in th~ doctr;n~ of Ih~

fu (.fchirmjugtr. No longu would

Ihl')' drop l.dfh moSI oj I~ir w~ap­ons in canis/~rs; from nnw tin eoch

man ""'ould carry a full loud. Th~

Muori sni~rs(JfGt'nerol Frr.}'berg '.f

Nt'w Zt'uIOfl(Jer.f had laughl Int

"Huntersfmm the Sky" the foil)' of

j rml/,ln8 with only a pistol and Sri!­

nudes on th~ir ~rMJn. In the ..... orrJ.~

afGerrerul Stude"', "I CWlrrm strf!SS

,.nouKh Ihl! I!ifect of Ih~ lLJi; and

Valhlrit Crf!WS had In achin'ing our

victaryon C",~. Without IMir~ffons

in bf'I!(JiirrS up Iht British urnbush~s

llNUfI(f our "'~upwIS cunj,Jlt'rs, (Jur

forc~,f would hav~ lak~n prohibit;vt

casuallics, so much so lhal our ahil­

ity for funher airborne op~rutlollJ

mlglll have heen pt!rman~lIf/)' ;m·

/)(li"-J ...

20

• T OBRUK R ELIEVED

Back in North Africa, both sides settled

into a brief period 01 uneasy peace. With

his supply lines overextended and

Tobruk still sitting uncaptured to his rear,

Rommel needed time to rebuild his

strength. The British, though closer to

their sources of supply, had lost much

In Gr99C8 and the banles raging in the

Middle East taxed lheir rosources and

men further. Reorganized into the 8th Army, British forces set about to retake

.., .. AIIl'lIIIii

.0 0 ......

Cyrenaica , relieving beleaguered

Tobruk in December 1941 .

Surprised by the show of initiative of the

BritiSh, Rommel was forced to fall back

and by the 'end of December Tobruk was

retaken and its ports again open to Brit­

ish supply ships. The battle fOt North

Atrica had momentarily turned again

towards the BritiSh, but like the lireless

shifting of the desert sand. the fortunes

of W81 were to change many more times

in the months ahead,

Arr army fights on its stomach, and nothing could ring IlIOn trut! In the /ksert War.

11It Nonh African campaillnJ ""'ttl: swtl!pi"ll ond tmat in their galm and louts,

bur any adwlIIrage could DIlly ~ carried as for as supply lint!1 CtJuW rruvt!L With

hundrnlsoJmiln ~,,",·~~IIPOns, and sevual ton.Jo/supplies needed every day In

~tP tht!/ront movinx andfightlnx, an advanc~ would li,~rally run out of gas at,he

momen, of snattst succrss.

Roth .fide.r 01.'(1 1nJJd~ wide.fpnad U.ft of each other's equipment, constantly sifting

the batlfeJidd for 'runntrs, 'juel and som~rimn n't'll ammurrit;on and food, TM destrt war combatants wtre mast~r "cyclers and oftt!n found unconv~ntionul ways

to kup equipment running and IM;r forces in jighling ,flulpl!.

"' •

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• THE MEDITERRANEAN WAR

Pemaps the most critical element 01 the

Desert W8J was the supply convoys that

snaked through the treacherous waters

01 the Mediterranean Sea. Britain relied

on fresh tnxlPs and supplies Irom its

Commonwealth allies, and the entire

Axis war effort depended on the sup­

plies trickling In from Europe. Seizing

control of the Mediterranean assured

victory, and both siOes fought savagely

for claim to the sea.

Uplo 1941, Britain held the upper hand.

The island 01 Gibratt8J assured British

control of the entrance to the Mediterra­

nean from the Atlantic, and the Suez

Canal ensured relatively safe passage

of convoys from the Indian Ocean. Axis

convoys sailing and flying from Italy

faced constant harassment, and ship­

ping losses were heavy. British convoys

didn't have it easy either: U-boats in­

fested the waters around southern Italy

and Malta, and attacks from the air be­

came a constant threat as the huddling

convoys sail&d to and from North Africa.

• THE MIDDLE-EAST WAR

With the British cause in Greece now lost

and Rommel rotling across North Africa,

yet another threat reared its ugly head

against tho Allied cause. Tho Middle

East became another front, as the Na­

. zls schemed to sQueeze the British out

01 Egypt from the north. VlChy-controiled

Syria and lebanon were atways cau­

tiously eyed by BritaJn, but in 1941 , Ger­

many, fOl'c lng the hand of the Vichy co-­

Ionial authority, attained the rights to use

French Middle East as a staging ground

to l'Ielp Iraq.

In earty 1941. Iraq came under the heel

of the pro-Axis regime 01 General

Rashid-ali. Traditionally an indifferent arty

01 Britain, Iraq fell under the sway of anti­

colonial sentiment and Rashid-ali ,

backed by Nazi agents, quickly seized

power in the spring of 1941. Fea.ring

British intervention, 89ghdad formally

pleaded lor Axis help: they were more

than willing to lend a hand,

Th~ meJSl air/cal fIlI'I'{J/ "nd air bas~ the British h~during th~ rarly war in Africo

was th~ i~'latld nl Malta. Strut~Rically sitlWted. it alluwed the R(l)'tll NfWY and Air Pure .. to tinlen/)' hurasJ the prr.cious ).xis supply affll'OYS stnaming from Ita/y. The istand itself acted "-' u jumping point for the British cOll1lOyJ who Jt~amed

through Ihe Slmits oIGibrut/ar; bmvinR Nazi U-boats and dive-bomben.

Early in the d .. sert campoign, Mafia cam .. under constant LJ4ftwaffe harassment; th~ wail 0/ air-ruid sinns becum~ an acc~pt~d pan of daily life. Th .. pons often

became blocked wirh partially SunUn tronsfXJrt ship.f, and the uirbaJe at Takali

~'flJ' the center 0/ u bri .. /but destnccti~'e air ("Umpaign.

FiRhrer pilots l·tu/ioned at 'Fortnu Maltu ' ranly had a quiet day and casualries ~'~re high. spurrrd upwards by both exhaustion QJtd combat. Unlit the timely ur­

rimlof a mind squmlron o/Hurrieune und1bmadffiRht~n, Ihe .wIt RAF d~/~rrse ()/th~ islmui was d~pendf!nt on thrt'e obsolete Glo~rler GludiCl(f)r blplan(' fi1:h/~rf

nicknamed Faith. Hopft and Charity.

C H .... PTER ONE: THE WORLD

Th~ Coloniul /tJwers wen!' widdy delf'.flf!J ill rh~ Middle Ensl. and at

various rimes c% ll;,,1 aulhoriti~s we", fnqu~ntly putting the lid bad

on a consfltnlly boiling fXJt 0/ Amb di.fctffl ltnf. 1'he: Worldm" would ere­at~ Ih~ opportunity th(' loculs nu:d£J In oppos~ Iht' Cil/oniaf im',,,lus <.md

throw rhem out once and/llr all.

With the /all 0/ Frun« and Iht!--.I·hift 0/ her CtJ/onitll hQlding.( 1(1 flit' Axis camp, Nazi agenls wasr~d fill time IWi.rtinll Ihe Pan-Arab .. uuse (f) tll~ir insidiolU ends. Many Arab smups,

('qually mistrustful 0/ the Ge~tU and Ilolians, none Ihe ILlS saw rhe ).xis CtJU$f' as a source (If w .. apons

and moten'd lO further their ends /0

blt!ilkflt!~ o/the shm:Idt'J a/the infi­dels. Most prolific 0/ the Pun­Arabists ~'('n Gen~ral Rashid-ali and his cabal 0/ Kentraf.f, coll~c­

tiwl)'/cnown us 'The OoId~n Sql«'~: Manyd~ments (lflhe Flt!jeJArabi~" ugioll we/""f' to fiShr affmgsid(' both

lhe A/riklJkorps and th~ Orlenlkorps.

2 1

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-CHAPTn Om: THE W ORLD

• THE N AZIS A RRIVE

By April 1941 , Axis forces began land­

ing at the JX>rt cityof Beirut. and airfields

across Syria buzzed wi th transport

planes ferrying troops and supplies. El­ements of the Qrientkorps, a polyglot of

German, Italian, VIChy and local Pan­

Arabist units, began to take Shape and

grow in strength. Axis trsnsj.X)fts droned

over the skies of Baghdad: the city's

warehouses gorged with Nazi supplies

and arrvnunltion. British agents rej.X)fted

the alarming news back to Cairo and

london thai the situation appealed

'tluld.· ThOugh desperately stretched to

the limit. British commanders knew they

had 10 strike or face another front along

with the added threat of Axis control of

the precious oit reserves in Iraq and

Persia.

On the morning 01 July 10, 1941, Op­

eration Exeter creaked into action as

"

British and Free French forces spilled

across the borders of Transjordan and

Palestine, striking out towards Beirut and Damascus. Gains were swift until the

lighting entered Beirut proper and the

first formations of the Orientkorps en­

tered the fray.

Over the next two months, a savage

battle swept across lebanon and Syria

as the Orientkorps fought a running

battle with Allied forces for control of the Oil pipelines. Eventually Beirut was

laken, but at considerable loss. Dam­

ascus was equally savage, but the fjght­

ing was considerably rrK)fe one-side<1

as the Royal Air Fome ruled the skies,

harassing the defender below and

sweeping the enemy from the air.

With Damascus invested and their cor­

ridol to the sea f'CN cut, the Orientkorps

fought anolher running retreat into Iraq,

where airfields, reinforcements and

/

CD

fresh supplies would allow the Nazis to

maintain a presence in the Middle East.

Despite the thorny problem at

Habbaniaya, Iraq was ready to warmly

welcome its Nazi liberators.

Ultimately, the linchpin to Axis success

relied on the continued compliance of

the new Iraqi regime. This was unbal·

anced when a British reliellorce thrust

into Iraq and pushed straight to

Habbaniaya, taking it in early Septem­

ber. With a two-pronged assault now roiling deep Inlo Iraq, the erst~hlle

Rashid lied into hiding, and his regime

cOllapsed three ("lays later as the Nazis seized control 01 Baghdad in the final

act 01 betrayal. Biller fighting foHowed

around and in the city, but the Axis

forces, now weakened and low on ser­

viceable equipment, were unable to

hold 001 for long, and made one final

retreat towards the Persian border.

which still held to the Nazi cause.

11111 ..... ........... ,. Iraq hud one,; IH!';II pro-Brirish, tJnd

as part oj all agre,;mellt Britaill was

aI/owed ro majfl(aill some smaff Clirixlses(lfKi the riShl to m(lve II"f)()PS through Imqiterritury when n,;eded.

Thar aI/ changed when the Golden Squan seiud powu; Most British

baStS existed ollly as m,;re poillts 011

a mop flat Mough 10 land tJII tJir· plalle. BUI aile base, Habbaniaya

Airfield, was 10 maM headlines l/(,cI;

homt!. Throughour the baule 10 n­

lau Imq. the beleaguered d,;jelldus h,;ld off rhe lIumerically supuior

Iraqi (mid taler Axi.rJ!orc,;.f unlil re­

lieved two momhs latu ;n &pum­her 1941. Theairfiddwa.rlateruud by AlIi,;d jOf1:es IO/firry trQ(lps aIIl1

~'upplifls illio wur-IQrfI Pu$la ulllil thfl destroyed aitfidds in BtJXhdlld

wl.'re npaind.

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Bornfrom a political J"atn of Axis

global solidarity, Ihe Orinllkorps was Hit/u 's ideo of a tooljor creat­

ing a land link. to t~ Pacific, upun

which victorious Nut; and Ja{)(JntlIt

lort'n would mut up and emlfinal!

their struggle 10 IiMratt! tht world

and place it utWU beMVOlenr fascist rufe. Driving through Iran utui Pu­sia, they would create a bridge of

Axis land bf!twun Europe, North Africa and A.sla.

The Orientkorps could have sue­cuded in il$ mission, but/ate wax to

lake many SWift and untxputed twists. The war against Russia on Ifw Easltm Front was toullimatdy dro;n

away badly nttdtd/cm:u that WfOrt'

required for tht Middle £asl War.

Willt lIiclory seemingly ussurt'd in North Aj'rico., the Orit",korps Wa.f

sttn as u secondtJry conctrn, forc­

ing it to r{!iy on irs tntwhilt ullin and local mililias and equipment to

bolster its ranb.

None tht less, tht Orientkorps was

tll fighl with a cOMiderohf~ ~fan and

rrsoun;e/ufnus thaI rivaled IMt Of

Ihe;r brothers fighting In the des,rt.

{Hspilt this, ho~',vt!r. th~ would

I newrallllin t~ notoritty vflhe uniu fighting in North Ajrioo.

• RETREAT INTO PERSIA

Nazi agents, hoping to cootioue their sue·

cess in Persia, had helped kmerlt a mi­

nor uprising amongst the military In July

1941 , torclng the Shah to accept an

agreement authorizing Axis interventiOn

if Persia was threatened by Britain. In re­

ality, the ~ was ndinerern to the Axis

cause, and quicI<Jy collapsed when the

war finally did enlQl' Persia in eSl'Iy 1942.

The remnants of the Orientkorps fled east~

ward towSlds F'efsIa. Skil~ delaying ac­tions and rearguards delayed the ex­

hausted Bntish pursuers, but the two-

CHAPTER ONE: THE WORLD

wee+< retreat had further depleted the Axis

ranks \0 almost crilicallevels. The British,

also weary trom months of cootinuous

lighting, stopped a\ the Persian border,

their lines of supply severely strained and

overextended. II was time to consolidate.

Once again, the Orlontkorps had barely

escaped deslrvctlon. But their situation

was desperate and the position In Per­

sia tenuous. With British lines ot s~pply _

stretched and the Orientkorps ex­

hausted and depleted, the Middle East War, like the North Atrica campaign,

ended 1941 In stalemate.

THE AR IN THE EAST

(JUNE-DECEMBER 1941) The Russians en;oyed the spoils 01 Seplember 1 sl. when Germany in .... aded Poland.

Poland was split in halt by Germany, the eastern portJon allotted 10 Russia to ' ap­

pease" hef and to allay fears 01 an eastward-expanding Germany. Russia moved in to

stay. this was a move to calm the Russians much as GerrTl<\ny had previously ap­

peased Hungary. Earlier that yeSI', Germany had turned the Czech Republic into ~

-Nazi Protectorate," and had encouraged Hungary 10 loot areaS no! under direct Ger·

man control. Nazi Germany simply applied the same courtesy to their Russian "allies."

His taste for expansion whened, Stalin invadod Finland in November 1939, and as a

rosuit the USSR was expelled from the League of Nations. Russia look a beati'lg from

the Finrs in a brutal guerrilla WSl', a consequence 01 pool' fighting spirit and an officer

corps bled dry by Stalin's purges In the late 1930's. Tho Red <lrmy was victorious in

the end, but al a hOmfic oost in men, matenel and rnor-ale. Hitlef and the German

General Stal1 observed the Russian military's lack ot expertise with predatory interest.

'3

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CHAPTER ONE: THE WORLD e 0 0*~~ ?

•• •

In 1940, Finland signed a peace treaty east (Poland, the ·protectorate" of Western Europe. The occupation of • with Russia, although clandestine resis- Slovakia), and conquests in Norway had Smolensk and the siege of Kiev cut the

lance continued. From late 1940 to June provided important staging points into main nofttv'south fail lines and deprived

of 1941 , the USSR stood by their non- the northern reaches of the USSR. The Russia of valuable industrial resources.

aggression treaty with Germany and armies of Hungary and Romania were This gave the German invaders the key

slowly built up the materiel and logistic al Hitler's disposal. and his grip on the to the Ukraine. infrastructures of their mili tary. It would Balkans further strengthened when Yu-

By Ihe end of September 1941, prove to be too little too lala. The storm goslavia and Greece were overrun in

Leningrad and Odessa were besieged. was fast approaching , even though mid-I941.

Kharkov isolated, and Kiev. Minsk, Moscow could not see it looming on the

The Soviet Union, naturally suspicious SmoIensk, Tallinn and Gomel had fallen. horiLun. Stalin, never a man to admil Ilis

of her Nazi neighbors, had shorn up her Marshal VoroshUov had conserved ignorance of technical matters, had an-

defenses to some degree. Russia had much of Leningrad's defensive f()(ce, nounced to his Generals that the Army

seized the eastern part of Poland in allowing the city to offer a prolonged of the Soviel Union would not oother wilh

'939, and between 1939 and 1940 had resistance. Things gol a lot worse. the new walking war machines , and

placed his faith in the new SMK multi-fortified her holdings in the Baltic States.

Stalin had wanted to move his Siberian The war In Finland allOwed the USSR to

turreted tanks rOIling oft the assembly extend her defensive positions farther

divisions westward to guard against

lines. to the north and west of leningrad. She

German territorial amb~lons , but HItler

and Tojo, unknown to him, had Signed a Sialin was convinced that Hitler was a also had Bessarabia ceded 10 her by

secret agreement in the beginning of man he could do buSiness with. At dawn Romania (hence the lalter covnlry's en-

May. Germany promised to grant Japan on June 22nd, Germany put Operation thusiasm lor a Nazi pact).

territorial concessions in the far east of Barbarossa into effect. Invading Russia.

Germany had many reasons 10 march the USSR once the Nazi conquost was When the news reached Moscow, Stalin

on the uSSR. Aside from Hitler's amago- accomplished. In return, tho Japanese was appalled. He was so utterly sur-

nism towards Bolshevism, there was the agreed to put on the pressure along prised by events th9t he locked himself

wheat of ~ Ukraine, the coal and iron Manchuko·s border with the USSR. The in his room for the first ten days of Ihe

invasiOn, refusing to see anyOne. Finally, mines in llie Dnieper and Don river fa- Imperial Army arranged a series of "in-

gions, and oil in the Caucasus and the cidents- that had Stalin, along with sev-on the tenth day, a group o f his inner

Caspian regions - Ihe very material eral of his Generals, convinced the circle , including Molotov and Beria

Germany required to fuel its armies and Japanese were contemplating invasiorl. (chief of the NKVD, Ihe secret police),

complele its conquests. There was also, Memories of Ihe Russian humiliation of was able to force its way in to see him.

of course, Hitler's desire to find new 'Iiv- the RusscNapanese war at the begin-Stalin was convinced they meant to as-

ing space' for his victorious people and ning of the century haunted the Savi-sassina\e him. and was a~loUllded Om;6

a nation Of slaves to serve his dreams, els, They delayed moving the Siberian ,

more when they all begged him to re-troopswes\.

sume leadership of the country in its time

of crisis. Such was the power of Stalin's NAZI STRATEGY AND The Germans had seized air superiority

personality over his sycophants thai OBJECTIVES early in the invasion by surprising much

they could not conceive of doing away The German objectives in the invasion of the Soviet air force on the ground, tust

with him, even in the face of his monu- of Russia were Leningrad , Kiev and as it had in Poland In 1939 and In France

mental blunder. Moscow. all Important hubs of Soviet in 1940. On October 3rd. Hitler told the

communiC(ltions, r(lilroods, rood trans- German people that " ... this enemy

• THE GERMAN INVASION port and 'l1ilitary potential. Tho ini tial [USSR] is already broken and will never

weeks of thtl olftlflsive were sWtltlping rise again.· The German front at th is J Hitler had planned the actual conquest

and decisive for the Germans; the end- point was actually over-extended (well

of the Soviet Union evcn beforc the out-less expenSes of the Russian steppes over GOO miles into Soviet territQfY), but

break of the war. The Nazis had been were conducive to the sweeping light- would go farther sUlI in the days tocoma.

taking advantageous positions in the f)ing warlare Germany had inflicted on By late November, anticipating the

24 •

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-

worst, the Soviet government and ad­

ministration was evacuated from Mos­

COlN'to Kuibyshev. After many debates,

Stalin himself remained in Moscow, bol­

stering the morale 01 the Red AIrny in a

very real and tangible sense. And it

needed bolstering badly,

Through October and November, Orcl,

Bryansk. Kallnln, Odessa, Kharkov,

Mariupol and Kerch fell. SevClstOJ>Oi, in

the Crimean peninsula, was under a brutal siege. The Russien defenders

refused to surrender, relying on the un­

derground system of tunnels and bun­

kers to confound the NazI war machine.

The longer they held out the better, as

they knew they were tying up German

troops and resources . Every hour

bought for Mother Russia was precious,

Realizing this, Hitler ordered the ·cock­

roaches," the bane 01 the Maginot line,

into battle once again. This time, how­

ever, they carried canisters 01 mustard

gCls instead 01 explosives, Thousands

of Russians died, coughing their lungs

Into bloody lroth In the dark.

• TilE BATTLE FOR Moscow (NOV •• D EC. 1941)

On the second day of November, Ger­

man army units began penetrating the

westernmost suburbS of Moscow. Sialin

had ordered huge defensive works c0n­

structed about the city, including miles

01 anti-tank ditches. Unfortunately, these

did little to deter the Panzerkampfers.

Once inside tile outer ring of the city's

def6(lscs, the fighting became a horrific

house-la-house affair with no quarter

asked or given. The Red Arrrry found it· sell blnerty regretting Statln's lack of faith

in the new walker technology, as the

PanzerkAmpler clOse infantry support

was CI delinite actvtlntage lor the Ger­

mans, As Novcmbef slid into Decem­ber, the wortdwaited and watched, hoId-

ing its breath. The late of Moscow WtlS

hanging by a thretld. Then, on Decem­

bet 5th, Mother Russia came to Stalin's

rescue. It began to snow. The onset of

winter began with a terrible blizzard. the

worst snows in Europe for a hundred

. years. Combatants In the city fighting

were literally blundering into each other

because 01 the poor visibility

WINTER W OES

The German High Cofrrnand realized by

the winter of 1941 that their lack 01 win­

ter equipment. alOng with tho fT'I<Issive

build-up 01 human resourCes and prepa·

ration on the part of the Soviet Union,

were going to be 8 problem. The Red

Army was caught off-guard, to be sure.

Much 01 the Red Army was Inexperi­

enced. and men ran and eqUipment was

abandoned at the mere rumor of a con­

tinued German advance. But this soon stopped under better Jetldarshlp. more

experience and dracon;tln discipline:

Beria's NKVO field police Shot desert­

ers out 01 hand. Red AurT'f IfOopers soon

became more afraid of them than the

Genn..,sl

A factCl thaI also slowed the German

advance was the destruction of materi­

als and property befOfe the ever-ad·

vanciny Wchrmachl. a "scorched-earth"

policy so ordered by Stalin. Also, tllarge

partisan movement arose very soon

under German occupation. Partisans

were slow in organization in the Ukraine

at first; many Ukrainians had chafed

under Soviet rule and welcomed the

German invasion. This senltment soon changed once the horrors 01 the SS were

unleashed In ethnic cleansW'lg.

In the factories 01 Mother Russia. men,

women and children tolled in delense

plants and factories, and women joined

the ranks altha Red Army In all areas 01

Infantry (more corrmonly as sniperS and

CHAPTER O NE: TH E W ORLD

The SIIOW look el'erY(}lIe bY.furprise

ill DeamMr 1941 , II ~'aJ' Ihe woO'r

winra in D Cf!n/ury. and it se/ in mony

weeks e(lrlier rhem expected. The

Gerrm4fl army It'at poorly equill/Jed

for winter ~'(lrf(lrt, alld irs m~n suj­

j~rtd gff'atly t U u t'lInscqUf'ncr,

Mony s(}ldi~n simply jrou 10 dearh

- HifJI!f hod bun so SUn! oj a quick

ViCIOIY on r~ Eastern front Ihm 110 winru clothing hod Men issu"ed uf fhe s((lrt II/ fhl! campaign.

S()vit!r fanks and \'t!hicies, widf'­

trtl<.*td, acclimated and dtsignt!d to

fight in the diverlf.' Russian cJimu.tt!.

ron elrefts around Gumon PtmurJ

stude in the mud or broken down in

the cold. Th~ suppliu, fomJ,d onto

~'huff'd trwupons, INcome boggtd

down Dnd fogistic(lf nightmarts

arolt. Gwu "!usrd w fin, because th~oifhodfrounsofid. ThdHmf(UIS

wert rtduced ro building /iff'S under lheir vehicles ro ~'arm thtm I!ntJUgh

10 start tht!m.

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CH .... PTER ONE: THE WORLD

walker crew}, artillery and the air force

(three regiments were aU female, the

46th Guards Bomber Regiment, Ihe

12511'1 Guards Bomber Regimeflt, and

the 586th Fighter Regiment),

There were many small offensives and

counter.atfensives in the winter 011941 ,

but the greatest battle o f this period

grew out of the Red Army's attempt to

recapture KhatkOY. This failed after a

massive German counteroffensive. By

winter's end Russia had taken the offen­

sive after bitter months of defensive ac· lions. The Russian people rallied to war­t ime efforts. and Russian salvage

proved to be an amazing advantage, as

materiats were reclaimed from a battle­

field and sent fa( refurbishing even b&­

fore the dead were buried!

The United States and Great Britain fi·

nally slepped forward 10 aid Soviel Rus·

sia in their light. In June and July 01

194 1, both nations signed L9f'Id-lBase

Agreements with Slalln, By Oclober,

they would be Sanding tanks, walkers,

aircraft, ammunition and supplies via a

treacherous norlhern sea-route to the

city of Murmansk.. Although downplayed

in later years, this aid was vital 10 the

early Russian war effort,

THE PACIFIC WAR (DECEMBER 7-31,1941) In many ways. it could be argued thaI the war had already been raging in the Pacific

for ten years even before the Japanese attacked Pearl Harbor in 1941. Many of the

events thatlranspired following the Great War ultimately set the stage for the war to

come In the Pacif ic.

Japan emerged in the 19205 as a regional powerhouse, both Industrially and mitital:iiy. Ambitious and medd~ng , the Imperial Army constantty saw fit to dabble In the affairs of

its Pacific neighbcrs, ospeciaIIy China, al thaI trne wracked with cMlXlfest and chaos.

In many cases the Imperial Army's warlords dictated Imperial policy without approval

from Tokyo; before long the Arrrrt became the de fsera government of Japan. ~

• J APANESE IMPERIALISM

Of special note was the delivery of Brit- • As nationalist views hardened In the

Within two years. the Rlslno Sun was flut­

tering from the Sea 01 Japan all the way

to Peking and northward 10 the borders

of Mongolia and Soviet Russia. ish technical data and American early 30's, Japan seized the Chinese prcwince

walker chassis to the Soviets, giving ofManchurlaarridthechaosofclvilw8f.

Stalin's researchers the head slart they

needed to begin their own walker pr0-

gram. The Greal Leader had had an·

other change of heart, prompted no

doubl by the effectiveness of the Ger·

man walkers. Uke most of Russia's war

Industl'y, the new walker development

facilities were located to the east 01 the

Ural Mountains, far out 01 range of the

allentions of Ihe LuftwaHe.

26

Renaming it Manchukuo and installing

Emperor Pu-yi, successor of the Manchu

throne as poppet ruler. Japan rv::NI had

a land base into central Asia. Over the

next two years Japan would extract lur­

lher concessions from China, using the

civil war to seize more territory from the

local bandit warlOrds.

In 1937, fearing that China was about

10 emerge united lrom yearS 01 chaos

and reslst Japanese expansion, the Im­

perial Army embarkod 011 a luU-scale

invasioo of northern and central China.

With the lall of France in 1940, Japan

began to force the hand of French c0lo­

nial authorities in Indo-Chlna. Compla­

cent and unable to realistically resist, the

Vichy French allowed widespread use

of bases in Madagascar and Indo­

China. Having become increasingly dis­

turbed with Japanese actions the past

few years, the Unitod States had had

enough and plaCed heavy sanctions on

\hem. Fearing economic starvation and

angered by AmeriCan impudence, the

stage was rv::NI set for Japan 10 act.

., • •

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~

~~,*O 0 . C HAPTF.R ONE: THE W ORLD

•• • Tu-rMANCHUKUO FRONT bombing the local rail links a week into At 7;40 AM, as the sleepy na .... al base • As Japan was to enter into lull-scale war

the invasion. Effectively isolated and slowly buzzed to life, the Japanese

againsllhe Allies, it also began a series ordered to slop the Japanese at all cost, struck from the skies. Caught totally

of cross-border skirmishes with the So-lOcal Soviet commanders began to re- unawares, the base was thrown into to-

viet Union. Having had border entangle-organize and within a couple weeks lal disar'ray as bombs rained and expb-

ments with the Japanese since the late Soviet resistance stiffened. Once again, slons thundered across the lields. The

30's, Stalin had saveral of his hardened the Soviet generals had cause to bitterly attack. lasting thirty long minutes. struck

Siberian divisions peppered along the regret Stalin's rejection 01 military walk· hard and fast altha ships in the llnchol'-

border to protect hiS Siberian flanks from ers for tnc Red Army. The new T·34 and a~e and the outlying air bases. As SOOfl

KV-1 tankS total ly outcLassed their Japa- as they had begun the Japa.nese ., his pro-Axis neighbor. In late October

nese opposite numbers, but the Soviet slipped away, leaving behind a terrible -• 1941 , Stalin 's nightmare was com-

pounded furthef as the Japanese be-commanders had nothing in \heir arse- wake 01 desll'l)Gtiarl and carnage. The

came increasingly restless and their nal 10 oppose the Japanese walkers, second wave, arriving almost an hour

actions less predictable . There was whO decimated the Russian armor with later. had a harder time but stitl had con-

much border activity but little sense their Banzai Teppoyari Charges. slderable success. Poor visibility and

, . could be made of its purpose. By the end of December 1941 , the heavief anti-aln::ra ft fire gave the sec-

struggle for ViadisYOSlok was gripped and wave a harder go al il. None the

SeIzing contrOl of the Soviel-conlfOlled in a stalemate; !he cold weather and lack

less, f"Il(lffi ships wero damaged, further railway that snaked through OOI"thern

of sufticient strength on the part of the crippling the PacifIC Reel.

Manchukuo, the Japanese moved

forces right into the border town of Japanese precluded atly chance 01 an Having been given orders to attack sec-

Manchouli and forces amassed at immediato push Into the city. Japanese oodary targets if tho prized warShips

Changkufen, !he scene of an earlier in-gains irI Mongolia and north of the Amur were unreachable. the Japanese planes

cident in 1938. Unle could be gauged River WElf"e considerable, but weather buzzed about the airfields and supply

of Japanese intent or even troop move-and stretched supply lines began to rob depots scattered across the island. AI-

men(s. but Stalin's agents in Tokyo In-the advance of steam. The coming 01 most unwittingly, Japanese dive-bomb-

formed him 01 no clear intent of the Japa-spring campaign season would surety ors attacked the precloos fuel oil depots

nese, other than they seemed mostly determine the ultimate victor. scattered close to the harbor. lightly

pre-occupied with forthcoming events defended and extremely vulnerable,

in the Pacllic. • ' DAY OF"lNFAMY' they proved easy and spectacular Iar-

gels 10 Japanese bombers. Within mln-

With the war going horribly In the West, "I can wreak havoc for a year, but after utes the depots WElf"e awash in names.

Stalin began to bleed away forces from that I can offer no promises· their explosions rumbl ing across the is-

the Manchukuo Fronl By mid-Novem- - Admirallsakoru Yamamoto land. The fuel burned for days, cover-

bar, Soviet garrisons were at their thin- ing the island in an inky twilight of black

nest along the northern borders and In the pre-dawn gloom of December 7, smoke. forces in Mongofia were al a critical 1941 , an amassed force of fighters,

level. Sensing th is, the Japanese rocket p lanes and torpedo bombers As the last Japanese planes droned

gambled and began their concerted droned above the Japanese carrier lleet away and Pearl Harbor went up in

campaign to lake vladiYOStok and sev- of Admiral Nagumo. laden with bombs flames, the ultimate prize eluded the

eral small towns across the Amur River. and torpedoes, two waves of planes set Japanese. The carriers, hundreds of

off for Pearl HarbOr, safe-haven for the miles away, had escaped tho carnage,

Stung by the inillal ferocity and surprise U.S, PacifIC Reel. The plan was simple: elfectlvety keeping the United Slates in

of tile Japanese attaCk. Soviet lorces deal a killing blOw to the Reel nestled In the war. None the less. the anack re-

reeled, thOugh the garrisons around the anchorage of Pearl Harbor. With the suited in the destruclioo of or severe

Vladivostok stood their ground and kept United States' carriors and banleships damage to eighteen ships. And with

the Japanese trom seizing the much- destroyed. Japanese naval domination naval fuel oil supplies severely depleted,

prized port City. The Japanese lurther of the Pacltlc would be assuredl the next few months were to be trying

compounded the Soviet situation after times for the U.S. Navy.

>7

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CHAPTER. ONE: THE WORLD

Shocked and infuriated by such an un­

warran ted sneak attack , President

Roosevelt declared war on the Axis the

very next day. The attack, whilst suc­

cessful militarily, had not cowed the

American people as the Japanese had

expected. Instead, the infuriated Ameri­

cans would accept nothing less Ihan

total victory. Its (theoretical) neutrality

dissolved. the United States entered the

war firmly on the side of the Free World.

• TnE PACIFIC RI.ITZKRIEG

With Ihe gloves off, the Japanese High

Corrmand wasted no lime in fcasting

on their erstwhile neighbors. As Peart

Harbor still burned, Invading armies

struck hard and fast across the Pacific,

investing GUOIm and Malaya. Within

days, Allied forces were reeling from the

Japanese Invaders streaming inlo Luzon. Fighting was lierce and unremit­

ting in the Philippines as the cornered

American garrison fought desperately.

By the end of December they were slHl

alive and kicking, bullhelr destruction

was assured, Siam, Malaya and British

Borneo also fell to the Japanese follow­

ing swift air attacks and amphlbioos

landings. in all cases, the unaware and

under-strength defenders usually gave

up with little or no struggle. The Pacific

blitzkrieg was both stunning and unex­

pected.

The Japanese were soon conducting

their war across a 6000-mlle front ,

sweeping the Allies back from land, air

and sea. By the end of December, much

of soulh-east Asia was under Japanese

control, and the fast BritiSh presence in

the area. Hong Kong , lel1to the Japa­

nese on December 25th after a lutile

defense of the colony.

• STORM IN THE EAST

By the eod 01 1941 . the Japanese ad­

vance seemed Irresistible. With their

forces reeling and !heir navies in disar­

ray. the Allies seemed unable to stem

or even slow the Japanese advance

across the Pacific . Victory, for the m0-

ment, was a Japanese monopoly. But

the shock 01 impact was beginning to

wear off, and the months ahead would

ultimately decide !he Pacilic War.

In Manchukuo. the status there was

more even-handed. The Initial shock of Invasion sent Soviot forces into a tail­

spin, but inclement weather and harsh

discipline on !he pari of the Soviet re­

gional commanders slowed the Japa-

. 0 0*~4!tl.

nase advance. Though not as epiC as

the Nazi advance towards Moscow, the

Manchukuo Front was proving to be a

serious drain of terribly needed troops

elsewhere.

The Japanese attaci< ()I"l Pearl Harbor

slapped the United States into the War,

turning the conflict Into a truly global

one. With the Americans now fighting

alongside the remnants of the Free

WOOd. !here was at last a gJirrmer of hope. With the U.S. forces inexperi­

enced and understrength, and herwar­

l ime industry unroalized. hawever. some

wondered if It was stili too late \0 resist

Axis world domination.

I The Banle of Hong Kong.saw what is widely rt!garded the fir.;r-e~r known use 0/ clJlJllurd wulkl!r.; by th~ ~n~my durinS thl! War. Huvillg Ivst Ih~ frw machin~s thl!

Canadians had at tlu! Gin Drinkcn Lin~, "t"ating Jnrr:t:s \I.'l!fI! able 10 capturt!

thrt!1! intact Japanese wullct:n whifl! thtir crt!ws wert! ",sl;ng. Th~ thru machinl!s I uccumpani~d th~ haRRard SUrviVON across Victoria Harbor to Hong KonN Isllmd

prol"rand wuc prtsscd into servicl! wilh the survivor.; (II Ihc nlH'(lIIxu~ in Causl!­

way Bay and d~JcnscJ at SafUJlorium Gup. The 'hree machi"l!l IHcamt: ersatz mru­cots to thl! de/enders, whose Crt:WI tuJIIIl!d thl!m l-ivian, Co1f)line and Jacqw/int.

after family aM laved ones.

The J<"l{1dMS(I W(lr(I rr«J"ifi~d by this du~cration. seeing the warrit)r spirit 0/ their

oshimoi mocked anti used by their in/t:rior tntmi~s agaillst ,IIeir brelhl?n. Ovt!r thl!

nut few days rht machin~s WI!I? uSl!d to vari~d effect, though tlu:y could not stem

the ad~"UnCf!s 0/ tht: Japtlfll!sl! who S\I.·armed across from Kowloon. Both Carolifll!

and Vivian Il'e~ destroyed at thi! Battle of SunilOrium Gap, and Jacqueline went

dawn fighting in Wanchai.

, ., •

,

,

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WHAT THE FUTURE HOLDS

"The clouds 01 war had gathered and the storm had broken on an unhappy world.

But what hope was there for Allied victory in the dark end 0119411 II was a black

time indeed: Weslern Europe proslTate under the heel of the Nazi jackboot, the

Russian steppes aflame, the deserts of North Africa churning under the treads and

wheels of snarling war machines. The black dragon 01 Imperial Japan had uncoiled

itself from the Home Islands, and was rending the Far East.

·So what cause did the Allies have lor celebration in 194 1 ?

"Several, if the facts are examined . Firstly, thanks to the Japanese a\lack on Pear!

Harbor and Hitler's megalomania. the Americans had been drawn into the War a\

last. The slumbering giant of Amefican industry would begin to Shak.e the lethargy

from its limbs.

"Secondly, Hitler's anack on the Soviels was a massive blurtdef. The Wehrmacht

would be drawn inlo the endless steppes of the east. spreading ever thinner. like Oil

on water.

"And thirdly, and perhaps rTl()(e Incredible still , Taja's Militarists had plunged Japan

into a war on three fronts in Asia. Against the Chinese, in Sooth East Asia, and in the

North across the Manchul<o border against the Soviets. All this while simultaneously

prosecuting a naval war against the United States. Truly the intersefVice rivalry be­

tween the Japanese Army and Navy and their attempts 10 outdo each other boggles

the mind ... "

- Exee/pt Irom Prol. Donald G. Cameron's leclUre series, The Second

Wotld War as an Impetvs of Change, Olympica University, Mars. January 2036

By duign, torfy-war walkers lI'tll! wually quit~ ungm'nly and crudt machint!S.

with halllllc~ and $/I('~IJ a t:OI1.ftanf problttrl, Tht$t .fhnrtcomings I'o·t~ further rom­

IN'Undtd by thl! denJ'I!, SWtln'PY (md humidjungll!s a~lht Pacific. No",: thl! l~ss. thr 1Yllu~ o/K·(IIkt!r.f in tht Pacific was not lost ta bolh sides and a ~'fJritry al so/utirJn.f

ond uniqUt! 1'o'fJlker dtsigru WI!I'!! dn'tioprd Ihroughoulthe War.

During Ihe ballit lor the Philippi/ll!$ in 1941 , .... ~rican and Japantst walun laud­

offlor thtfim time. tlnd Iht bttrer-amrl!d American IrIOChints had Ihe UI'tHr hand in a straighl-up firrfighl. Salt/t Amuican lI'olluln wt'1'!! a/.fo equipptd with ftar­

somt filJltlt-lhrowtn. ""hich tht Japantse leamtd 10 quidly largtl and dutroy at

whaltYt'r ellSt.

In Iht' Philippillt'jallg/es, how(!l.·tr. Iht JUjXJlU!St! machints hfld Ihe (1ISllncti",e edge.

Thtir mnchints had the comp/icattd Ancillary PropULfitm S)'s/~m, bullll$(J hod a

.... ·idt .... uiur slU~nsion modifitd and adapted /Q CNI hmugh tht t ntang/ing undtr­

gmwth and nQt sink illlo the $'If.'ampy earth. Litt /ht fighting goinx tm jn VClriQU.t

climates throughQ/41lhe world, the Pacific \fur W(/~" J t!1~nlualf)' Set its (.111'11 uniqae

l'(Jriery ofwaiurs ami a/her aJr,yuu;ed lI'ar Ir/Ochinel1.

CHAPTER ONE: THE W ORLD

In the Pacific, th ings are grim Indeed;

the Japanese are rampaging across

South Easl Asia. Thailand, Burma and

Malaya have all begun 10 leel the weight

of the Imperial war machine. The fall of

the Philippines cannot be far off, What

will be the Japanese Navy's next move?

South to New Guinea and Australia? Or westwards 10 Hawaii?

In North Africa and the Middle East; the

Nazis and lhe British Empire are locked

in a death struggle to control the Suez

Canal and the oillields of Iraq an9 Iran.

Will the desert sun rise on Allied Of Axis

Iriumphs In the coming year? Rommel

is the devil haunting British command­ers. Can Churchill find a general to malch Hiller's chosen champioQ?

In the North , Ihe Russian nightmare

grinds on, uncaring as to who gels

caught up in the gears. The streets 01 Moscow are blanketed in snow and

soaked In blood. Will Stalin's Red Am'r;

hold out? Will the Russian determination

to hold Moscow at all costs allow the

Nazis to e)(pIoit Russian weakness on otherfmnts? And willlt1e Japanese. see­Ing how Ihe Soviets are reeling under

the blows of the Nazi war machine,

press hOme their attack on VladivOstok?

Sttange and terrible advances in the

science of war arc In the offing. The

world has already seen the advent of

the walker and the jet-powered plane.

What next? Allied and Axis scientists

work long hours into each night labor­

ing to creale lhe "super weapon' that

Will win the war. The calculator technol­

ogy thai birthed the walkers will drive

science on in a headlOng rush towards

the future. In the quesl for increased

combat eltectivencss, innovative tech­

nology will light the way. But inlO "broad

sunlit uplands" or "a new Dark Age"?

Only lime will telL

19

I

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CHAPTER ONE: THE WORLD

THE TECHNOLOGY OF THE GLOBAL WAR Warfare is the mother of invention. Advances in technology forever changed the

manner in which wars were fought. Even as far bacll as the American Civil War,

improvements in the individual soldier's lirepower made tactics of the Napoleooic

era utter lolly. By the time of the Great War (1914-1918). outdated rules of engage­

ment crashed head-on with the impersonal. mechanized death delivered by the

machine gun, poison gas, aerial bombardment and massed artillery. The Great War

also saw the introduction 01 the lank. lirst fielded at the Battle of Cambrai in 1917.

which brOke the stalemate on the Western Fron!. The skies became a limitless battle­

field, as aircraft, invented only ten years before. became another means of destroy­

ing one's enemies. Industry's importance rose as methods of mass production grew

in leaps and bounds: out-producing an opponent and overwhelming them with ShOOr

numbers was now a viable option.

The War to End All Wars concluded on November 11 , 1918. The world was weary of

war. and recoiled In horror at the loss of a generation of young lives. And yet, even

IhoLrgh an era of renewed peace and hope lollowed. it was only the calm before the

storm. The clouds of war gathered. though unnoticed at first. Soon the whole world

stood at the brink of anolher World War "made only more sinister by the light of

perverted science.· as Sir Winston Churchill so aptly put it in his speech to the

British House 01 Commons in 1940.

- Excerpt lrom ProieSSOr Donald G. Cameron's me Tecno%gy 01 War­

fare In WWIt , Olympica Press. Mars, 2028

30

• WEAPON TECHNOL G

Vehicles designed for war. especially the

newer tank and airplane. with their In­

creased ~Iity. heavier ordinance and

increased battlefield endurance. be­

came machines 01 destructive might in

the latter days 01 the first World War. The

roles these vehicles took quickly

changed from attack support to rapid

assault and front-line lighters in their own righl. The late-30's introduction of the

walker vehicle. whose compulator.

height and articulated frame combined

to make it into a superb firing platform

(at Jeasl compared 10 the armored ve­

hicles of the time) further changed the

battlefield.

New and refined manufacturing tech­

niques gave weapons a higher rale of

fire. reduced cost for ammunition and

increased range. By the late 19305, pro­

jectile weapons, in eorTiparison to those

used even jusllwenty-five years before,

had reached an impressive level of per­

formance. Machine guns could kill at a

mile or more and shaped charges could

cut through armored walls many feet

thick. Gun calibers were increasing fN­

ery year. the cannon's destructive power

growing by leaps and bounds. New

types 01 warheads. including the first of

the tungsten core -'ong rod "

penetrators. would make their appear­

ance on the baUlefield by the middle 01

the conflict . All these weapons were

carried by tanks and armored walkers

as standard weapons.

Rockets and missiles had started out

being more dangerous to the LJSe( Ihan

the enemy. By the summer of 1942, rock·

ets were becoming an increasingly c0m­

mon sight (and sound!) on the ba11le­

field in artillery batteries and some

ground attack aircraft. By the end of

1943. missiles with primitive guidance

systems were in final testing , carrying

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-

, ,

such contrivances ranging from wire Of

basic television systems to acoustic mi·

crophones mat detected airborne lar­

gets by engine pitch. Probably the most

ominous experiments were dedicated to

the creation of inertial gyroscopes which

could conceivatNy allow a weapon to

target distant cities or other strategic

assets up to hundreds of miles away.

Experimcrlts were also belng made with

directed eoefgy we<lponry. at first mostly

by the Russians. Though the French

Maglnol line had lailC(l 10 lhe German

army, its T~J;J "death ray· guns had 1Jt..'1-

lom'N}(! admIrably, jf SOff\OWMI erratI­

cally, prompting" wave of Imitators. By

the Ci:tfly 40's, a lew raro RuSSi"n lanks

were spoftinQ :>C;Jtefl-down versions of

the TEUJ;;t PfOje<:tors, while British troops were fielding the first of their ·Canal

Ugh'" p!'imltlve laser gun ca"iefs.

Others, even more esoteric weapons

would also appear from lima 10 tirna,

most of Ihem prototypes or limited pro­

duction devices that would allen be as

dangerous 10 the user as to the larget!

• DEFENSrVE TECHNOLOGY

For tanks and other armored vehicles,

armor starled oul being simply bolted

or riveted in place. Soon, Improvements

illl;:tbtk'..alion lechoology /ttlowed turrets

and even hullS tQ be cast in 000 piece,

with tM benefit of inoOMM strength

and superior protection over a like pi(:ce

that Wi.!:; bOIled or riveted. A~ tIlo war

progressed, instead of casting the (lr­mor, some field vehicles had their armor

welded togethef. This was cheaper as

lar as materials and castirlQ went. but it

required lhe hiring of much more skilled

labQ( 10 do the welding right.

It was eventually proven that !he more sloped the armor was, the less likelihOod

there was Of ;.\ round penetraling the

CHAPTER ONE: THE W ORLD

In the 19:M's unJ 30's, mllirary phvlff'-n I!n~UugI!J land war/an to kfoughJ uk",

III ndval war/Cf'f!, lIug~ m.ulli-J~llnnhl banluhips. swift cru.i:st!,-j WId tin>, torpedo fI(/(It,( ill/I.-nil/a huvt! Ihrlr kllld-/Ia$r.d {;t!/UlIt!rpa,.U - or so the Rem:ruiJr imUJ;int!d.

I'r:rlwps Ihr /lOtion of giRfll'llil: muill-sunned t01lA;s c;{Jpllll"t!d Ihrlr limited imagino· liuRS Ihe most, and bejon t~ war moSI world powers hod lU 1f!lUt ocpuinwnttd

with 'land oollleJ'hi/)s:

III the tarly )'(fan of lhl! 14br. Ihe Briwh unJ Frrndt 'suprnalllts 'ill rmncl! wuJ Nurth AJrka 1\II!re In sUfftr gmlfly ugllilUl Ih~ spud and Jury uf lh~ bllltk'/~R. Sluw, ~ulllurlhl~ IJIId undtrpoK.'ert!d, Ih~J~ land gianls wen quickly djsab/~d or bypassed. Th~ SOllif!lS, unfonllnultly Ivr Ih~m., auo illV~Jt~d colIs;J~rubly ill

supenanJ:s - 1M immense SM KIM and T'28 wtre IIw moinsUJY of IIII! Sovj~t m«ho. ,.it.~ fnrr:~s In fh~ opmillg 1IQI1«y.f (If Optrtllion &rbaroS.fIl. By Chri.rtmlU f94l ,

nol a Jjngle nflhe original Sovi~t supertanls WUJ" left operational. ;

armor. Ptobably the flrsl and most fa­

mous tank to successfully use sloping

armor was the Soviet T-34, though other

countr~ wool(l ooon adopt it as well

Spacoo armor was also vastly nlOfO ef­

fective against \lxplosive munitions,

such as shtlp(.'(1 CMrges, as it deneclud

and dilluscd the energy of a stw.p(:(j­

charge shell before it contacted the hull

of the tank itself. This was usually done by adding armor skirts or plates on the

sides and front, and sometimes around

the turret itself. The Germans were the

first 10 uS\! 8frnored gkir1s and spaced

armor plates, but soon Allied vehicles

wore following suit as both sides' lank­

killing power increase<!.

• AERfA""L TECHNOLOGY

Though mankind had only been flying lor a lew shOrt years" advances made In that lima wtlrO con$iderable. Tho 20'$

and 30's h3d brought on a hvge in­crease in public ioWest, leading to a

number Of competitions and r8l1io$ Ul{lt gave constructors endless re<iSOl'lS 10

pef '~tlhelr creations.

Metal·skinned monoplanes, aerody·

namic and powered by powerful inline

or turbine engines. rapidly surpassed

older generation biplanes 01 canvas and

metal. Muttklngined bombers, sleek In­

terceptors and ground·attack planes

divided aircraft into distinct types and combat roles.

31

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• e 0 0 * .~ CHAPTER ONE: THE W ORLD

, "'

Aircraft now became a crucial part of racy improved, only a few spectacular Perhaps the greatest use of electronic • the land war. The success of Germany's ship-to-ship battles took place. mostly detection was in the air war. By the end

Blitzkrieg tactics was dependent on their at night. of 1941, both Germany and the Allies

aerial forces ' careful interaction with and The submarine was to be the weapon

had radar capable of detecting aircraft

support of ground forces. Cities and that decided the fate of nations at sea.

as well as computing their al titude to

strategic resources were common tar-Used in the later half of the Great War,

varying degrees of accuracy. By the 8fld

gets of Ihe bomber, not conlinad 10 submarines were used a\ the very ou\-

of 1941, the Ames were testing aircraft

strictly battlefield missions. Aircraft be-set of World War II. The German ·wolf

equipped with a short range radar and

carne a critical pan of naval warfare. paCkS· of U-boats prowled the sea-

emitters capable of detecting aircraft

forever changing naval tactics. Even the lanes of the Atlantic ano were very

within 1000 mete rs who we re not

once-mighty battleships were now vul-neaily staJ\ting Britain Into submission

equipped wilh a IFF (Identi fication

nerable 10 tiny torpedo bombers. by exacting a terrible toil on the precious

Friend/Foe) beacon, or warn crews

Perhaps the greatest advancement was supply convoys from lhe U.S. The tech-when their planes were 'strobed' by {a-

the introduction of focket- and jet-pow- noIogyand tactics to combat the U-boat dar from enemy night fighters.

€Ired airoall . Even bel()(e the war, Brit- menace began to be tested. ASDIC, or

ain and Germany entered the jet age. Sonar, became the best way to combat • ARMORED WALKERS , , but only Britain was 10 make the first the threat by allowing convoy escorts The man widely credited as the 'father' steps 01 actuaJly fielding jets, baSing a to detect submerged attackers. The U- of walking machine lheory was Profes-squadron of primitive jet interceptors boats were not safe from air attack ei-

SOt Freiderich Goble, a gifted but frus-outside DuckWOl'th during the closing ther - long-range flying boats patrotted tratlngly eccentric German Inventor. In weeks of the Battle of Britain. These the convoy routes and dropped depth

19 13, he presented a large number of dozen Gloster Pioneers were to herald charges on unwary subs.

mili tary inventions, including his the beginning of a new age in aerial

Panzerlandkreuzer, to the German High comba\. Soon the skies of the world • THE BIRTH OF Command. Impressed wIth hIs working would witness aircraft which had only ELECTRONIC WARFARE models, High Command demanded recently been seen only on the covers more, but Goble never delivered, and of pulp science fiction magazines. Though guided weapons, electronic

promptly vanished into obscurity for Horton and Northrop flying wings and detection and radio jamming may be

Messerschmidt rocket fighters would considered developments of modern several years_

soon be soaring across the war-torn warfare, ail these weapons had their It wasn't until the early 1920's that J.

skies, even to the fringes of space it- baptism during the Second W()(ld War. Walter Christie, en American InventOf of

selfl Allied and Axis scientists would, by Even before the war, Britain, the U,S. and unique vehicle propulsion and motive , their efforts to create faster and longer Germany had working radar installa- systems, formulated the concept 01 a

ranged aircraft, take the first steps in lions. It was Britain, however, that was last-moving mechanical walker. Unlike

birthing the Space Age. to first prOVe the value olladar, as the Goble, who fancied a walking land

Home Defense Radar Network was able battleship, Christie envisaged a much

~AVAL TECHNOLOGY to detect the approach of Luftwaffe air· smaller walker, both fast and maneuver-

craft and successfully thwart the numeri- able. By 1923, Christie had completed

The greatest changes were in the realm cally superior German air force. his first prototype, the W1923, whIch he

of naval warfare. Twenty-five years be-Radar was 10 also playa critical pan in

extensively lested and displayed to cu-

fore, the mighty battleship ruled the high naval warfare. A~ far back as 1937. the

rious frict'lds and honored guests. Some

seas. Now the carrier ruled. and the German pocket battleship Gre' Spee

found Christie's wadd ling contraptions

battleship was relegated to carrier pro- was equipped with radar for detection amusing, but some also saw their pe-

tectlon or shore bombardment. The and fire cootrol. American vessels were tentlal. If the technology could be fur-

mighty battlewagons were vulner<lble to moslty equipped with radar, which, un-ther refined.

air attaCk. and all ships carried balter-known to them attha lime. was superior

ias ot anti-aircraft guns. ThOugh ship fire-to Ulat of the Japanese.

power had been increased and accu-

/

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,

Christie 11.'(1..1' a rdlglaus man when II came to high-mobility war/arl!, afuuttolt/lly

/Ul', to mu/itional military lhillking ofthl! timl!, He W(lS /1(11 "Irme ...

Basil LJddell lIur1, Ihf' British military rheoriSI and

falher 0/ ",odtm \4'(lIJur war/arl!, viliited ChristIe

ill 1913, and Wi/! impr'I'sud wilh the mun ulld his

ielea., fllr a walking war mac/rine. Hart '.' puper,

'"Mechanical Walktors - All f:.uay all Fluid Wur­

/UN!," \4'4f widely"ad bUI mml/yJismissed. None

the fess, lIart 's befit'/s and "",ritillgs weir to «1-

IruelolhllN, b,ll '101 inlhl' /ru world.

Gllnual lIein ... Guderian. Iht' creOlor 0)

Gtrmuny's combined PunZt'r "nd Kiimp/t'l

/Ol'"('ts. was un early COfl\'ert to the i(lecI o/Imlk­

ing war machine.'. A reader and belil'w.'r (/)

Hun 'J writings. Guc/eric", Wfl.' imprt.fSl!d 10 fl!om

of Gt!rmany's wulker experilfll!nfS, and bt-(:clml'

ils Wllt/octor Jurillg thl! years be/Oft the war.

Gllduian's book W Achllmg! Kl1mp/u!, '" thollgh

igrwftt/lIy the rest of the world, ;rellnt' .ftmuiara

for fhl! wily Germalry was 10 wage the nr.x/l4'ar.

Gl'nerul John Frtderidc Fllllt'r, ("f~(ltor(lfRrittl;n'.f

("17/01"11(/ tmrk corps, was also a com'en tIJ wlIlker

Wlllft" .. /! , Folluwing Chri.\"till 's ideas, Fllllt'r h'gan

aj/t'dgling wlllar IlI'UgrtJltI in JJri1ain in 1925. St,U­

rUln, Rritain 's first lrut walker, \4'4f IlOl succt'ss­

jul, but did 11J't' a rpdial t'IISillt! and a gymscope

for balanCt', somelhillR I/re GemrOlIS wen! W copy

for tlleir 014'/1 pft-""'f1r dllsiglls, LArgely (wruci~ed

for his 'till toy ad~"enture$: Fulll'f was to IN: u/li·

maudy vindicuted when 14'0r broh: oul_

Freiderich Goble was to ",oke U '''OII1I1/xlck 0/

sorlS jasl ~fo"- the W(Ir. Guble's own COIfI{JQflY

,,·at /(I gi\'e Troumshutl!l1t'un some stiff competi­

tion t'arly ;11 /he \4'ar with ils UWII cornpt'tj1ive

walker desil:lIS for Ihe Wehmracht. Ullimmt'fy,

Goble 111m to see his dff:(lnr (If u walklnl: lund

banleship ~("ume rtaliry wilh his iulllII·du .. f.l

walkers and Spin~-d4u Dynamic SUS/>c'n .. fjm,

Vehidlls used try Germany in the wur, IU 14'1'11 4f

delle/optr of submi"jnll diest'/Ilngines lIS~d in

the lutll war Ungeheul!f ultra-heavy Ilmk,

CHAPTER ONE: THE WORLD

In 1924 Christie decided to approach

the tevrew board of the U .. S .. Army Ordi·

nance Department. and submitted his

palent request lor his Mechanical

Watker Suspension. Work began on

W1924 .. a second-generation walker,

Over the next three years, several im­

provements (and cosily setbacks) ro­

suited in the WI926, the final prototype

suitable for review On March t4, 1927,

Chlistie's machine was shown to Ordi­

nance Depaltment oflicials at Fort

Meado, Maryland The cost-conscious

officials were less than enthusias1ic, but

Chrlstre remained optimistic, al least

until the Oldinance Department rejected

hIS machrne outright a month later. Three years and thOusands Of dollars woro for

nothing. Ch,istie was forced fo near­

bankruptcy.

DEVELOPMENTS IN GERMANY

Chrislie probably woold have slid into

obscurity il it W9fe not for a fortuitous

viall by represenlallvas of tho Weimar

Republic in 181$ 1927. AI the time, Ger­

many was germinating Ihc seeds for its

neKt war, and approached Christie un­

der the guise of peaceful uses of his

walking machines The Grossarbeiter

('farge worK8f') program. as eKptained

by Ihe Germans. was a means 10 gel

post-war Germany back on her feot. Heavy industry, lorestry and mining were just some ollhe projected uses of the

Grossalbeiter, a machine intended to

increase the strength and productivity

of Germany's laborers, Impressed with

wtlat they saw, the G6fmans paid hand­

somely lor the prototypes and a partial

license. The W1924 and W1926 were

crated and shipped to Spain, and thai

was the last Christie saw of his ma­

chines, Vv'hat he dldn1 Icalize was that

the Gefmans had purchaSed his proto­

types with the express Inlentrorr of lurn­

ing them into weapons.

33

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• CHAPTER ONE: THE W ORLD e 0 0~ ,

-, The Treaty of Versailles forbade the Ger- Germany's saber-rattling in the late 30s Cuu,rlT • man Reichwehr from developing any ar- and its unabashed use 01 armored walk·

All the earty-war walkers were two-man mored vehicles, cars and tanks. II didnt ers in its 'border incidents' acted as a

machines. One man was the pilot and however, say anything about walking wake-up call to the rest of the world.

maintainer,ol the on-board compulalor; machines. Both Britain and the United States were

the other was the commander, ammo-

It wasn't until 1930 that work began on to begin extensive catch-up programs

loader and fire controller all in one. The (the FBI suddenly becalTlEl very inter-

small size of most walker designs pre· a German walker program. Under the esled in Christie's financial dealings In

vented increases in crew size, forcing leadership of Doctor Erich Langhauser, the late 20's). whUe the Soviets were to

designers 10 innovale new methods of a team of scientists and engineers be-

gan to reverse-engineer Christie's pro-largely ignore walkers, and Japan

sharing the burden of controlling and

totypes and improve on them. In 1934, started its own oshimoi program with

fighting the vehicle,

the Grossarbeiter 114 took its first shaky help from Germany.

Piloting and fighting in a walker required steps. No state rTlOf'Iey was forwarded,

ANATOMY OF THE ARMORED considerable teamwork, and was oit8fl

hOwever, so Langhauser continued de-a noisy, hot and dangeroos assignment.

velopment with his own money and WALKER Though one crewman could control the

" loans by friends and family. Before and during the first two years of machine alone, the combat efficiency of

By 1936, the Grossarbcilcr 127, prob· the war, walker developmenl was raiTIy the machine degraded COrlsidcr'a~ly, In

ably the most advanced walker at that linear and generally dictated by German some designs, the loss of one of the two

time, was shown to then-Golonel Heinz developments. British and American crewmen spelt disaster, as e<lch IT1<In

Guderian. Langhauser needed to con- walker developmenl was an offshoot 01 was located in a separate part of the

vince the military to pick up the funding GerlT1<ln Innovations, though the Allies machine. This was a common problem

as his own money was now exhausted, preferred to follow Christie's "Mechani- with $aviet, Japanese and some British

and knew he would never gain mililary cal Walker Suspension" theories rather designs,

contracts without sanction from some- than evolve their own. The cockpit was a cramped, uncomfort-

one influential. To convince Guderian, As lhe war progressed. hOwever, even able cavity found in the 'chest' of Ihe Langhauser overstated the speed and the respective Allied lheories and de- walker, wi th access gained through the ability to Quickly swap 001 weapons. signs on walker warfare were to diverge hatches around the top or sides of the , He also talked about the capabilities of and change, The British preferred sturdy machine, Most cockpits wete covered the next two models (he was, after the four-legged designs, but still widely by armor, though earlier walkers and war, to confess thai he was making wild used Lend-Lease American walkers. engineering units had exposed cockpits guesses to keep the man interested). Germany was to also field lour-legged lor improved visibility (these were often Langhauser had also read Ihe works of designs, but on a much less massive protected by an anti-grenade screen). Guderian , ood stressed the scale. They did, however, have several The crewmen were sometimes situated Grossarbeiter's capabilities as a high- of the more complex eight-legged 00- side-by-side, but German designs speed allflored SOldier capable of keep- signs, mostly for scouting tasks across placed one crewman behind the other jng up with his beloved Panzer lorma- extremely arduous terrain. The Japa- and British design staggered crew tions. After a series of hard-sell discus- nese used mostly two-Iegged designs placement. Both crewmen would be sions and demonstrations, Guderian but did experiment a little with multi- strapped in to prevent unnecessary in-was a convert. legged ones. jury while the machine was in action -

By early 1938 . the redesignated By war's end, walker development had the uneven gait and rolling terrain could

cause as much injury to an unsecured Panzerkl1mpler ( 'armored fighter') evOlved to such a point that the new crewman as a direct hit! PerSQl1(1t com-project was a high-priority war program. machines wefe In many ways unrecog-fort varied from ne.lion to nation; due to For maximum safety and secrecy, the nizable from their shaky, waddling breth-space and weight constraints, condi-whole was encompaslSQd under one ren lielded allha beginning of the war.

compe.ny, Traumshoteneun Panzer· They would take a bewildering variety lions were usually spartan, even dan-

fabrik, headed by Langhauser himself. of forms and functions. gerous, in early-war models. ,

,

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.<Hf>..* 0 0 8

Quick escape 'rom a burning walker

was often 8 terrifying and desperate or­

deal. AH sides placed a maximum height and build rastrictions on lis crewmen

recruitment policies. Only small people

covld gat into the cramped cockpits (as

8 side effect of this, more than a few

women managed to gel to Ihe fror'll

lines). Hatches were small and difficult

to open from the inside; lithe machine

was on fire it was often fatal. Soviet walk­ers were, by lar, the hardest to escape

trom. The Germans were very reluctant

to use captured Russian machines be­

cause they were so dangerous.

Most armored walkers used vision

blocks, and some used stabilized peri.

scopes . By 18Ie-194 1, gyro-synchro­

nized eplscopes became available,

which facilitated greater vision and tar­

geting. Most machines from This time,

however, relied Ofl old-fashioned vision

slits and hatches.

M OTIVE P OWER

Though both sides experimented with

alTernative forms of power. by far the

most corrvnon form 01 power came from

the inline radial engine. In all cases the

radial engine was nothing more than a modified air-cooled aircraft radial en­

gine. Though protected In an armored

<XH.1ing, the engines required elaborate

filters and air intakes. making the en­gines somewhat wlnerabl0 to enemy

lire Of damage from debris. They were

also quite noisy - one could not sneak

around in a walker.

The British were the lirst 10 show ad·

vances in engine technology. In early

1941 . experiments were conducted on

a sealed. Uquld-cooled radial engine

connected 10 a large radialOf. TeslS were

successful. bullhe hardest part was yet

to COI1lE!: making it Iii on a walker. II was

evenluaHy 10 succeed , with the first

modified Roundheads entering service

laler thai same year. They were eventlr ally deployed in North Africa whefe they

perlormed admirably.

For added mobilily across even sur·

laces. many walkers were equipped

with a secondary means of propulsion,

eilher wheels Of treads Iocaled on the

fcelor lower parts 01 the hull. Though It

was first fOfmalized by Christie as "An­

cillary Propulsion.' it was the Germans

who first figured out 8 way to make the

wheel system work consistantly. By low­ering or ' collapsing" the lower leg struc­

ture. the walker could be converted into

a sort of armored car that could move

rnuctl faster. Such a system soon proved

necessary to allow the slow walkers to

keep up with thO fast·movlng armored

vehicles they were paired with during

oNensive maneuvers.

Early German walkers used wheeled

AnciUary Propulsion . but as the rna·

chines became larger, treads replaced

the wheels. The Allies were to prefer

Wheeled AncHtary Propulsion. which was

often easier 10 repair and tho tires be­

ing quite easy to replace in the field.

CONTROLS

To get an armored walker to walk and

perform required lot of input. This was

usually accompHshed with two pedals.

two control sticks, several levers and a

bank of buttons, controls no! unlike that

of an aircraft cockpit but in half the avail­

able space. These inputs were mixed

mostly by mechanical means through a

set of pulleys. cams, and walkers, called

the "first mixer group ." Older units ran

the output of th is group. with inpul from

eleclrogyroscopes. into a hydrorne­

chaniCa! 'second mixer group: with !he input Irom the lever!;: and buttOnS/

switches mixGCI In, outputting hydraulic

pressure through various lines.

CHAPTER ONE: THE W ORLD

Probably th~ singf~ guaun ad·

vanc~mtnl for walker lu hnology was the 'integration of an electfVme' dlllnicai compula/(Jr to jnJerp~t and

st~omJine motion, and later fire con· tml. Th~ Dolm~tsclru EifLf. or DJ, was the invention a/Konrad Zwe, U

young theorist ojcofLfiderable talen! {int i /ortsiflht. Unlib digital com ­pul~r ~n'm~nu 0/ tire day. luse

p1OpOs~d the use of electmmagnetjc

switchu - literally modified te/~· phone ITlay swilchu - to calculate various fimclion.f.

As well. Z IIU was 10 invent the j·peieheTWerU. or m~cJwnical stor­ag~, a Ixmk of.flillitchu lhal aCI~d a.l'

a form of program storage and hdfWd .l'pe~d up com/lUtaliOlt. But

such muchi"u weu ddicate and euuld only he serviud by skjfl~d technicians.

German Computalon weu/a.ft and (wcufUle, but wert prone to produc·

inR ~rron or rrsf'tting if the 'It.·alUr was hit hard enough or the detjft

containment box was sul/i~d. Their

development would lutu be put to good /.Ue in other fields as well, in· cluding airrraft design and factory

COn/mts.

I

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CHAPTER ONE: THE WORLD

,

Germany was to have a solution to the

sluggish mechanical control: an electro­

mechanical computer. After 1938, Ger­

man walkers began using an electrome­

chanical-hydraulic mixer group that took

the output of the first mixer group, added

in the input from the levers, switches!

buttons, and gyros and oulput hydrau­

lic pressure through various lines. Con­

Irol by electromechanical means im­

proved control and reaction time of the

walker, but with increased complexity in

both manufacture and maintenance.

Early-war Allied walkers did not use an

electromechanical compuler, relying on

the older method of control. None the

less, daring British agents wefe able to

obtain a partially destroyoo German 01

computator from Poland in late 1939,

and tv."O fully intact examples during the

battle fO( France.

At firs\. both Allied scientists just cop­

ied the 01 just to get units into the field,

but both countries also had burgeon­

ing computer research programs, and

soon unique Al!ied computalor syslems

began to be developed, In 1941 British

walkers began 10 be outfitted with the

Pinkerton Mark tV. a computalor of

uniquely British design, It wasn't as fast

as German examples, but was more

rugged and in some situations could be

repaired by non-specialist vehicle

crews.

Though Germany was first oil the mark

when it came to combat-ready walkers,

the Allies had a distinct superiOfity in

certain fields. Allied gyroscopes were

mom sophisticated and more resilient

to the rigors of combat. The British had

belter radial engines for their machines,

and were the first to create a fully en­

clOsed liquid-cooled radial engine. Later

variants of the American longstreet had

a better targeting system, though this

was rapidly eclipsed by German usc of

~televisor · senS()(s in 1943 and the in­

troduction of the 03 and 04

Computators in 1942.

WEAPONS

All walk91'S carried at teast one machine­

gun to protect the vehicle from Infantry

attack, Most W9fe either ITIOlInted on the

shoulder or in the chest lor a good field

of fire. All early examples of walkers

were atmed SOIety with MGs, but by late

1939, small caliber cannon were Intro­

duced to attack both walkers and light

vehicles. Some light cannons were

rapid-tire autOloaders, but most were

single shot. By 1941 , walkers began to

sport heavier weaponry; 34 mm, and

tater 37 mm, cannons became standard

armament. Ammunition loads were in­

creased,

For clOse-range attack, aU walkers car­

rIed packs of demolition charges - es­

sentially short-range grenades. These

were usually spring or compresse<l-gss launched, though by the time walkers

sported arms they could also be manu­

aUy thrown.

Special weapons were also developed,

A walker-carrled flamethrower was a

fearsome weapon, ideal for anti-infan­

try and bllnkar-busting missiOnS. The

British introduced a Short-range bomb

thrower (Itle Wallis Projector, also re­

ferred 10 by the troops as the 'dustbin

thrower') that lobbed a heavy cylindri­

cal charge for destroying tanks or bun­

kers. Early weapon mixes centered 00

anti-infantry or light vehicle targets, but

it was soon realized that walkElfs could

take on and even destroy tanks, Future

walker development begBn 10 poinlto­

wards even bigger guns.

~ lVIIIIII' FIIIId MllRIIIIMCI A walkt,r was a coll~clion of Jumd.

mad~ mu('hin~d j)(lrts until mK'·t941, when mass-productio" technique.f proved that thry ('ould ('onsisl~nt'y product! pncision parts, None the

I~ss, w(/Ikers had to ~ assembled by hand by ,eams of skill~d workers and

tf!cMieiun.f. Th~ iMU workings w~t1!'

both intric(/t~ and compla. with hun­dt1!'tb offut ofhydmulic lines snak­

ing thmugh(Jut cu wrll as intri'llte meshing in the control interface, Such ctlmplu:ity o/tt!n madt! fit!ld maintenance dijJicull and somelimu improvisational. Talented 'Slicb ' (a

name coined by ""(lI~r pilOI$ ·ht!­cause maintenance crnvs were often covered In a la)'er of hydraulic fluid

and oily 8rim~J w~re conSIWlI/ycha/. l~nged to kup th~ir charges in peak

fighting onier. from calibratinK the sightj' to kt'~ping fluidl' away from gyroscop~ seals, Slids wen also maslers of creating new parts from scrap, or modifylngl!veryday objects nn'~r intended 10 he wf!d in a wallu!I:

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- TECHNOLOGICAL DEVELOP­MENTS AT TIlE END OF 1941

As 1941 drew toa cloSe, the world was

a different place. In two short years,

warfare and the means to wage it had

advanced at a terrifying pace. entaln

had already taken its first lallering steps

towards true jet propulsion, using the

first primitive jet planes in the Bailie of

Britain and in 1941 , stationing a squad­

ron on Malta and in Cairo. Germany had

also stepped-up its jet and rocket pr0-

grams, determining that its current line

of bombers lacked the range and ca­

pacity to carry the war further arlElld. The

United States. having just entered the

war, had already begun research into

advanced turboprop and even vanable­

geomelry aircraft the year before ,

though both still only existed In the

imaginatiOns and blueprints of its best

scienlists_

Of all the combatants, the Soviet Union

was perhaps the most behind. lis rc­

search programs stunted, its scienli fic

community imprisoned or liquidated.

Mother Russia was 'N08tulfy unprepared

for this new type of war and had paid

deally. None the less, a tremendous ro­

search program began 10 swing into

action and literallyovemlghl Russia was

playing catch-up. Comrade Stalin's

"FIVe Year Plan for Victory" would reap

great dividends.

Japan also lacked an adequate re­

search program - its walkers were at

best pre-war designs and aJllacked any

form of advanced compofatOl". Germany

did detiver S&VefaI example devices to

Japan, and by late '41 Japan had be­

gun research. However, Japan excelled

In the area 01 aircraft design, and al­

ready several innovative designs were enlerlng the prototype stage. 01 the

greatest interest was rocket and jet pro­

pulsion technology.

Walker development had been swift and

exponenliaJ. A few years before such

machines 'NOUld have been unthinkable.

By the end of '41 the machines were still

quite priml!ive, but improved gyro­

scopes, controls and beller weaponry

had shown that walkers were far from

, being an anomaly relegated to the his­

tory books. With the exception 01 the

Soviets, alllhe combatants fielded such

machines in large numbers, and many

new designs were In the prototype

stage.

Both sides had realized tho value 01 the

computator and all had vigorous and

competitive research programs YIQO{Jng

around the clock to make laster, smaller

and more reliable computing devices.

Experiments using a computalor to aid

lire control in tanks and naval vessels

were well underway, 001 it would be

some lime belore any were 10 enter S9f­

vice in noticeable numbers .

Compuiators also began to see wide­

spread use In research and theory, and

the Allies used such machines to help

break Axis codes. Both sid9s would also

use the new devices to accelerate the

deve'op~nt process of new weapons

and combat vehicles, sometimes shav­

ing years off entire programs.

There were also some ominous signs of

even darker researCh. Both Germany

and Japan had ongoing programs dedi­

cated to the understanding and produc­

tion 01 chemicat and biological weap­

ons. Reports 01 Germany's usc 01 poi­

son gas in Ole siege of Sevastapol had

ShowTllhat Gennany could field and use

such weapons if they so desired. Even Britain and America were secretly con­

ducting rescarch, fealing widespread

use 01 such weapons by the Nazis. All

feared such insidIous weapof'ls, yet it

remained to be seen ....tIether they would be used again in the struggle ahead,

C HAPTER ONe: THE WORLD

Also of unknown purlXSEl was fledgling

research Into genetics and biotechnol­

ogy - even psychology and the human

mind. Unclefstanding was medieval at

best, but both sides had varied Interests

In such subjects and effort was ex­

pended on some decidedly strange

projects throughout the course of the

war.

Other. more esoteric research Intdflsi­

lied. Both sides had begun to under­

stand and research the unknOWn power

of the atom, both as a source of energy

and as a weapon . Pfo jected energy.

microwaves. space travel-any eccerr tr ic idea was plausiblo if presented to

the right commillee or general staff. All

seemed falf game and some effort and

money was pumped into cinyttllng that

just might produce something that

-..vould give an edge over the enemy.

Technological development had been

rapid up to the end of 1941. but the next

lew years were to prove even more w0n­

drous and terrifying ...

37

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C HAPTER ONE: THE W ORLD

VALKURIE WALK-AROUND

"Allow me to introouce you to 'Moritz: an excellent example of fine German walker

technology. We have served lor only a few months in North Alrica, but in that time

we've both seen considerable action and many exciting adventuresl

· 'Moritz' is a Valkurie, version A. He looks similar to previous models - of which I

piloted the ·L.oki A' and 'B' - but looks are deceiving I The 'Valk'ls the best so far ­

something the TClITWllies are learning the hard way.

"The 'A' version is constructed identically to the eartier models, and so the structure

is sturdy and reliable. The Langhauser leg assembly is also unchanged, except that

the tread carriage on the feet is much simplified - the fitters back at the machine .

shop are very relievedl But irs still prone to mine damage. If you slip a tread, forget

about using the secondary movemenl In this type 01 lerrain - you'll only waste

precious patrol and you're liable to throw the gyroscope out of calibratiOn. Oh yes,

tpe leg armor is improved, thOUgh really the legs arc always the most vulnerable on

any walking machine.

1 •••••. _ •. _._ ••• _. ___ 7.i12 rrmMG J.4 ~

2......... ................................ SpIr_

3 • .... -s

I '

1. ......... ~_ .. QU'I ..... eI

.---....•.•.• WMpon~

........................ CooIng IIIr "IIkH PM, ... _ ' ....... rnQrtl(i llltldl

.....• __ Ar1Jculabon IubrkallOn POtt I ................ _ ............ 1VMO;:h

~ ._ ........ _ ..... _ .. _. ___ . __ ""*' _1UJIPOI"'I1ItUI 10 _ .•.•.• _ .•.•.•.•. ___ .• _._ •.•. __ Cry pin c.t 0IMI .. ..::k 11 _ .•.•.• _._ •. __ . __ . __ •. _ •.. ~ .,., "OI'IIHI

1: Or ... 1IIJIOI;I<eI

13 "'-'"'-" f"VI_ pIIiII ~ (_........s) , • .. _____ fooI~ __ ~

15 ._. ___ .... _._ ................................... Ac.d __

16 ......... ....... .... FooIwoIt 17 ........ _. __ . __ . Lower _gency eteape hMch

18 .... ........ ........ ................. . ... Iow1rIg BracQIJ.

19 ...... ................... ~ biIIcIIouI lighIO"'II ~ 20 ~ wi1h bIacIIouI cown :1 .. _ .... __ ._ ... _._ .... _ ........ FtO'lC Lower NTfU """"

22 ...... _ ........... ""'"" GIles .-Z3 _._ ... v.oon-. ___ c:c.....

THE COCKPIT

"leI's look inside. The Zuse computator

is the newer Z-4 type - don't ask me

how it works! But it Is quicker at provid­

ing firing solutions and reacting to com­

mands from the contrOl Slicks or assist­

ing in firing solutions. The D-series

computstors would take upwards 01

three seconds 10 react to my control ad·

justments - the Z -4 is down 10 an ' as·

tooishing 1.5 seconds! However. In spite

of its advances, it still cannot accept

command inputs from '"both

crcwmombors at once - you are liable

to reset the compulator In some cIrcum·

stances if conflicting convnands are in­

put! Teamwork is critical in combat!

"The coc:kplt's still the SMIC and still very

cramped. You have 10 be quite agile to

escape should it get hit and catch fire

- those hatches a,e alarmingly small

for two frightened men to escape from .

Sadly. vibration and noise suppressiOn

is still largely unaddressed. Long-range

recce missions are not very popular with

the crews.

"But one Improvement is the vision 0p­

tics. Both the sighting and observation

optics have been reworked to make

them easier 10 use and less prone to

damage. but really they're still the same old reliable Zeiss-Umbral stereoscoplcs.

It seems our experiences lighting the

Ivans have laught us some lessons. I like them, though I hear thai a new vi­

sion and targeting system is being

tested in some lKIits noN - it's similar 10 the Televisof Camera array developed

by the Tommles.

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TIiE WEAPONS

"Then there's the weapons - not much

has changed really. The main gun in roN

a 38mm KwK 30 - good against walk­ers and some light tanks, bul it bounces

off Tommy quadrapeds and Matl1das.

Supposedly we're getting some new

weapons soon. And lor anlipefsoonel

duty there's the reliable MG 34 mounted

00 lop. There's a pipe leading 'rom the

engine bkJ.Ners 10 the barrel. This helps

keep the barrel cool and doesn't force

the pilot or gunner to change barrels in

battle. I wish we had this at Moll in '40.

Oh yes. there's a battery of diSChargers

\. 10 lay smoke or bomblels, though you

can also vent your blowers downwards

to obscure your retreat.

-on, before I go, ooe more thing. Every rooming, before you hop In your ma­

chine, always check the foorwells in the

cockpit - scorplorls someUmes like 10

sleep there during the day. I'd recom­

mend blocking the gunner's air vent

under the seat.·

1 ........... 7 112 fmI t.4G :w ,,~ 2 , .. _. ___ .. __ . . __ .. _. $pIiI1.-ch , .____ t..rn.od __ gun-....

.. •• _ .......... __ .. --~ I'IaRIporB

6 ..... _._. . •.. ........•......... CooInQ_1rUkn II .• _ .•• __ •.• _ .• P.!Ir1)I moIOr ....... ml;lfW tliIIC:h

7 .... _ Cooling .. -...-(~) I _ .. ___ _ ______ . ThigII_

e 1'wd. IIign_tw.got (_.....-ell '0 ____ .. _.. Hip~e.-co..

" ........................... .._ ...... ... KnH SIrvI

'2 _... ArmI;Ira:l hydr .... '** 13 __ .. _ .. 9idng ~ ___ oWe 1. __ ._____ Or)' pin ......... .,..

'$ ... _ .... ___ ...... TenPon.........,.."._ 16 ....................•. _ ..... _ .....•...... FoocweI '7 ... _............... __ 0rIve SPfOd<. 'I ______ .....• _. ___ ._ F(I(I(/wNIoI_

'9______ Armor IDdI-<I\MO'I poOoII 20 _ .• _ .•..... __ ._. _ ~ aIPI)Or1 .....

21 ._. __ ...• _. LDwoIIIoIg ~ KIuMa"

22 ..... . RMIIorced II.IWO'1 "'..::HI 23 •.•. __ ...... ___ .... _ .. _ ~ hencI"JoI(I

~ . ____ .. _. __ en.--. ~ 2$ _ ••.•. ___ .•.• _ . ___ • Gunrw .. paeiIion

C HAPTER ONE: THE W ORLD

THE"ENGINE

"Then t~ere's the engine - very reliable but also a problem in the desert. Unlike the

water-cOoled radial engines used by the Tommies, we still use air-cooled radials.

That gives us an edge in not being as reliant on water for our machines, but the sand

and debris gels into the engine in spite of the Iropical air filters we noN use. The

engine has to be conSTantly checked and cleaned or you'll find yourself seizing up,

or worse. A piece of advice: although ii's tempting to open uP!he Intake shutters \0

maximize cooling, don1! The problem with forced·air radials is that they kick up dust

- the Tommies can always see us coming. OpenU"1Q the shutters kicks up so much

dust that you'll attr<:lcl enemy aircralt or arty. We lost Heinz that way, badly shot up •

by a couple 01 Hurricanes. It's beltCl' to keep them closed during a fighl , 001 watCh

your temperature gauges - open them when things get too hot and then close them

when things cool. Don't worry, you'll develop an instinct lor this.

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Page 42: DP9-501 - Mainbook

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CHAPTER Two: THE GAME

?

ALL QUIET ON THE EASTERN FRONT ••• It was still cool: the earty morning mists had not yel buined all in the hot springtime

Russian sun. Alexandlr took off his helmet ~nd scratched his head. II might still be

chilly, but the damned helmet made his scalp sweat neverlheless. He looI<.ed at his

watch and smiled. 5:30 in the morning, only half an tx>Lr more till his time 00 sentry

duty er"ldAd. He sighed and, clapping his helmet baC~ on his head, resumed walk­

ing his section Of the line.

"Morning. Alexi: That was Oobteraev. He had the next sectioo of the line.

"Morning, Comrade Corporal." Alexandir didn't like Dobteraev. Anytime the corpo­

raj thought someone was challenging his authority. he went straight to the NKVD

Commissar. whose Idea of maintaining discipline more often than not Involved a

bullet in the b;.tck of the offender's skull.

"Got a light, kid?" The corporal waved a greasy hall-s eel cigarel1e at Alexandir.

"Sure: Alex! proffered a match to the other man. Dobleraev puffed the end of the

cigarel1e back to life.

Oobleraev spat. "' don't know why the hell we have to sit out here anyway, " he

grumbled. "Didn't the Great Stalin make a ~caty wilh 18 Fascists?"

Inwardly, Alex! groaned. It was all very well for Oobtereev to comptain. But voice a

cornplaint of his own, or question any decision of Stalin'i, or the Central Committee's,

and he'd be fO( the Gulag soon enough - If he didn't Fnd up dead in a ditch first.

-t"m sure Stalin and the Generals have their reasons, Comrade Corporal."

Doblcraev only grunted. I ""d best be turning back now," Alexi muttered, falling ack on duty as a reason to

42

escape the loathsome cOfporal's pres­

ence. He Slopped as soon as he'd taken

his first slep away.

"Did you. hear something, Comrade

Corporal?"

'What?" There was a soft gurgling close

by. As he turned, Alex; saw Dobteraev

Jamming a bottle InlO !he pockel of his

greatcoat. Vodka, most likely.

Alexi held up a hand. There was a low

rumbling: it seemed to be coming out

from the mists. II sounded like thllflCler,

a low vibrating roar. Alexi felt the hair on

his head standing up under his helmet.

He became aware 01 a rhythmiC thump­

ing, like great hammers striking the

earth.

"'NtIal in the name 01 the Devit's Grand­

mother is that?" Dobteraev's pale face

turned even pastier, and the end 01 his

Cigarette lell\o the damp grass.

Alexanclir saw something looming out of

Ihe mist. Cold sweat broke out all over

his body. He tried to unsling his rifle, but

his hands wouldn', move.

He could see it clearly now and wished

that he could not. A huge metal man­

like shape, hunchbacked and brutal. A

rille cannoo was gripped In one steel

fist, and the barrel of a machine gun ful­led 'rom the opposite shoulder. The

black and white cross of the FaSCists

was blazoned across its chest. The

snarling howl of its engine rose as It

strode ciosef to the two Russians. l0om­

ing out of the mist to either side were

more of the metal giants.

"Bozhe moW Dobteraev screamed,

turning to run. The machine gun ham­

mered, throwing the corporal \0 the

ground In a bright spray of his own

blood. Alexl stood frozen as the shadow

of the giant loomed over him ..

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.O@~ * 0 0 e i

INTRODUCTION Recreating past battles has long been a hobby lOf many. Gear Krieg is a rulesellhal

allows the Players to relight the battles 01 a war that never was, giving them the

opportunity to try new tactics and 'ield advanced units thai would not have their

place in a more historical selling. This chapt9( supplies all the basic rules neces­

sary 10 simulate banles and skirmishes in the Gear Krieg WOI'ld; more specialized

rules will be found in subsequent supplements.

Fa the purpose of the game, the troopers, vehicles and land features arc repre­

sented by small models. The locale where the battle will be fought is a tabletop

landscape, Of an approximation 01 it. A tape rulef (Of other similar instrument QI

measure) is used to regulate movement and measure the range 01 the weapons.

The playing fjeld can be very detailed or very simple. The choice depends on the

Pfeferences and resources of the players. There are three general categories of

\, terrain: simple, moderate and full·bIown. Which one is used has no effect on the

game mechanics themselves as lOng as the terrain types (Clear, Rough, Woods,

etc. - see page 50) are clearly identified and their boundaries delimited. Modeling

game terrain is covered in greater detail in Appendix lit.

• COMBAT UNITS -Militaries through oot time have orga­nized their forces by breaking them

down into smaller, more manageable

sections. This enables the soldiers to

respond more rapidly 10 the changing

conditions 01 the battlefield.

In Gear Krieg, the standard combat unit,

represented 00 the mapboard by a min­

Iature, is either a single vehicle or an

Wllantry squad. Each combat unit has

its own game statistics (sec page 45).

Vehicles are generally organized into

groups of two or more vehicles, Infantry

into platoons of three or four squads.

The group's name and numbel' of units

can Change according to its origin; for

simplicity, groups of units are referred

to as combat groups for game purposes.

In most game scales, individual soldiers

can be represented, although infantry

squads will definitely be cumbersomE!

If every single trooper is modeled -

about one in fiva will do floe (two trooper

liguras par base). Human miniatures in

smaller scale are available Irom several SOUfCes: modotcrs are advised 10 Check

oul the aviation and railroad models

section of the hobby shop or other

games' miniature lines. MiniatLKes are

covered in greater detallifl Appendix III.

C HAPTER 'TWO: T ffE GAME

An overall Corrmander must be chosen

for each side, wi th a Second in Com­mand. They can be any units, and their

identities can remain secret, but must

be noted down for future reference. The

Commander's Leadership and Tactics

Skills are one level above their quality.

The Second in Command's leadership

Skill is one level above normal. If the

Commander becomes a casualty,.he or

she is replaced by the Second In Com- -mand. 1/ bottt are put out of action, all

future leadership Skills are rolled at the

Skill level of the crew with the highest

leadership Skill.

• MEASURES AN D Sc""ALE 0 Players should choose a game scale

that fits their resources and require­

ments (see !he G8me Scale table, page

44). Regardless of the scale used, how·

ever, a battleground would take up sev­

eral meters to allow even the smallest

weapon to be fired at realistic ranges. The scale of the battlefield thus differs

'rom tho scale ollhe models. a common wargamlnQ convention. Individual units

are "enlarged" so that they are visible

on the landscape. Ground features,

such as buildings and vegetation, are

simplified representations 01 the "real"

Items, again enlarged for clar ity.

The players can use either the Englishl

US system or !he metriC one, but all play­

ers must use !he same measure system.

To avoid confusion, the rules are written

in Measurement Units (MUs) rathe( than

Inches or centimeters; the length of ooe

MU depends 00 the scale used.

The actual position 01 the unit is consid­

ered to be the exact center of the min­

iature represenUng it, All meaSlM'ements

are takeo from this center point. Since

the vertical dimension of the baUielield

must be exaggerated in order to be rep­

resented ()(I the tabletop (even a tall hill

43

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Page 44: DP9-501 - Mainbook

CHAPTER lWo: THE GAME

is merely a fraction of an inch high in

most wargame scales). using the height

of the miniature for line-of-sight. though

an approximation. is good enough for

game purposes.

The time hame is silher 6 or 30 seconds

per game lurn (depending on the game

scale chosen). resulting in a speed of 6 kph per Movement Point (MPs - see

page 49). More difficuU types of terrain

require additional Movement POints to

ffiOVP. through to ~Imul:'ltp. the rP.i111ce<1

speed of the vehicle.

A large-scale battlefield is often best

used 100lUOOrl COrlll);)t ;)rKI Oil"\(!( rvsl(1(:

'. tive environments Uungle. rocky terrain),

so that the action can fit on a reasoo­

ably sized table. In such skirmish com­

bat, the time frame is decreased pro­

portionally with the increase in scale.

Movemenl, weapon range bands and

other rules remain the same: snap firing

al multiple targets in an intense combat

70ne is imprecise, hence the shortened

range. This simulates the Irenetic pace

of skirmish combat without thsl1t1t1d rfJf a new set of rules.

One rule does need to be added, how­

ever: in large scale combat. Individual

infantry troopers can be represented.

Unless the miniatures are based to­

gelher, alilroopers must stay under their

leadP.r's Comm:md Distance, which is

equal to the Leadership Skillin MU. If

they do not, the la!:marlS suffm tho sarro

penally as a squad which hfiS losl its

leader (see page 61).

-1111liliiii aI fItI

ScJm~timf!5, ur1uin silrwliQfu will nvI

b~ cI~arly cO I'~re,1 by th~ rrt/~s.

Rather than IO.f~ precious gam~ tim~

through t!SO/eric discussiol1. di,spwt!s

should be ,nolred through chanc~: simply roll a die to decide.

44

BASIC GAME MECHANICS Gear Krieg uses everyday six-sided dice to add a random element to the game. Thl)~.e ;lre ~.DIl'\(!lirne$ (1)II)r(ootO;,'!$ " 1(.16" irlUiC i~IIt)S , "2(16" lOr two (li(;e, "306" 101'

three, and so on.

When two or ITICII'e dice arp. mlled simultaneously, Iheir results are not added to"

gether. tnstead, the hIghest result Is considered to be the outcome 01 the die roll. II

more than one "6" is rolled. each extra "6" adds one (I) to the total. It every die roiled

turns up . ' ," the die roll is a Fumble and counts as an overall result of zero and no modifiers may change this vaJuo. Unll}SS speCi fically mentiOned otharwisa, all die

rolls work in this way.

The lolals 01 die rolls are often Influenced by modifiers. Modifiers are added to the

10tal of a die roll. If negative modifiors lower the total below zero. the final result Is

always zero and cannot go any lower. Modifiers are not applied to Fumbles.

Example 1:

Example 2:

Example 3:

EX;'lmpfp. 4 :

Player A rolls two dice. The dice read 3 and 5. The result of the die roll is 5 (the highest individual die result) .

Player B rolls five dice. The dice read 1, 6, 4, 6, and 6. ~ The re5ult 01 Ihi5 die roll is 8 (the highest rOil + 2 for

the two extra sixes).

Player C rolls three dice. All three dice read 1. He has fumbled the die roll. The result is considered to be O.

Playp.r D rolla two dice and haa a +2 modifier. The dice read 1 and 5. The resull of Ihe die roll

Is 7 (highest roll + 2).

D Ga.1IcaIe TIIIII_ .. _, _.~J ......... V.tll . ac • Qrnd.ka .. TIme._ Larue Operl AfElA 1/35 1/35 6 S/lurn MU : t '~ 30cm

Lar!)fl Table 1/76 'P6 6s1turn MU,. ",- ,. 10c,"

Mt:H:Iium TablEr '/87 '/87 6"",,, MU",3",.8cm

Medium Table 11144-N 1{1000 30 slturn MU . 1- . Z.5cm

Small Tab" 11285·1(JOO t / tO,ooo JO !:/lIMn MU·O.5- .1an

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, - RATINGS AND SKILLS o In Gear Krieg, crew and troopers are rated

in terms of their Skills. A Skill is a learned

talent or ability, whidl is often improved

with practical experience. There are four

ifr4x:w1an1 SkiDs i'l the game: Driving, GlI'l­nery, leadership and Tactics. II is a c0m­

mon practice 10 rate a crew in terms of

generallraining; Ior~, aCff!Nlra\ed

as veteran is asst.med 10 have an aver~

age Skill level of 3.

The Skillevel is the number of dice used

for Skill Tests. Untrained people, such

as civilians, have SkHllevei O. They use

two dice for Skill Tests, but retain the

lowest result: jf either die comes up "1,"

they have Fumbled.

MARGIN OF SuccEss'FAILURE

Most attacks and tactical actions require

Skill Tests. These consist of a die roll

whose result is compared 10 anott"lel" die

roll a a fixed number called a Threshold.

The difference between both is called

Margin 01 Success (MaS) for the winner

and Margin of Failure (MoF) for the loser.

II the roll is a tie, the MaS is zero. For in­

stance, a Qualified attacker uses his Goo­

nery Skill and rolls two dice: a 1 and a 4 .

The defending Veleran defender rolls

three dice for his Driving Skill: a 2, a 3,

and a 6. The attacker has a MoF 01 2 and

fails to hit his opponent.

-"'NUMBER OF AcrlONS o A vehicle's actions are limited by the

total number of crewmen. All vehicles

automatically get one action. Vehicles

with two a more cr8'M1l8rl get additional

actions at no cost. It takes two crewmen

to have two actions each turn, four

crewmembers to have three acliofls,

and so on. Actions are listed on each

vehicle's record sheet. Some or all of

these additional actions can be lost

when casualties occur. If the number of

crewmembers goes below that mini­

mum, one action is lost. A crewtess unil

cannot perform actions. It is possible to

take more actions than allowed during

a combat turn, but each additional ac­

tion causes a -1 penalty on all actions.

- RECORD SHEETS

Each vehicle has an appropriate record

sheet that details the necessary statis-'

tics fa game play. These sheets allow

a clear tally 01 damage and other im­

portant information. The information is

broken down into Ihree parts: Attributes,

Weapons and Perks & Flaws. Infantry

also have record sheets; theirs is dis­

cussed in the Infantry section (page 61 ).

aIllll Level

2 3

4

5

o AcIIan En I"" _._ • •

C HAPTER 1\vO: THE G AM E

A'ITRIBUTES

Vehicle Attributes show the overall

strength and prowess of each machine.

Variations in the numbers between ve­

hicles indicate various design differ­

ences. There are nine Vehicle Attributes: depending on the equipment carried,

not all are used by a given vehicle.

Threat Values are a good measure 01 a vehicle's strength. Every combat unit, -

including infantry, is rated according to

a Threat Value (TV). The basic Gear

Krieg rules provide Threat VatOes for

stock units; games can be easlly bal­

anced by alkx::ating 811 equal amount

of points to each side, which are then

used to purchase vehicles according 10

their TVs.

.......... -Qualified

Veteran

Elite

fife one weapon once

fire one set 01 linked weapons once

• perfOl'l'n a single physical anack (ranvning, kicking, ~, etc.)

• activate an au:diiary system (comrrunicatiOn. etc.)

• embark,ldisembarlt one crewman

o II alF" AI:IIIIII Ell $111 _._ A tank has a crew 0( four people. This vehicle Qats its one basic and two additional actions dua to its crew canpiement, tor a 100al of three actions p8f tum (without penalty). If ftIe tank needed to peffoon four actions, it would suffer a -1 penally on al four actk:Ins No benefrt is gained from performing less ItIanlhree actiOns.

If ftIe tarVI.'s crew were injt..ed and one crewmember was incapacilated. the vehicle would ha'18 an effectiw crew 01 three, giving it only one adOitionalaclion (nstead 01 two). The short-handed lank would now be able 10 perform up to two actions without penalty.

If the tank has the Inefficient Controls Flaw (see page 99), and onfyone crellll"nan remians on board, he will ha'18 to choose betWeen drMng and sperodng actions.

45

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CHAPTER Two: THE GAME

Every vehicle is assigned a Size value

based upon its mass and volume. Size

values are primarily used for cargo

space and to determine the outcome of

physical attacks and collisions. Because

it is based on vOlume as well as mass,

Size is not linear: a Size 10 vehicle is

not just twice as big as a Size 5 vehicle,

but eight times as big.

Combat vehicles always carry a Crew (though some may have automated

mechanisms instead). Additional crew

members increase the number of ac­tions a vehicle can perform: big vehicles

generally need many crewmen just to

function at aU!

A vehicle's Speed is translated directly

into Movement Points (MPs). Moving a

distance equal to the Measurement Unit

of the scale selected costs a certain

number of Movement Points (see..wove­ment. page 49). Vehicles can move at

two different rates, or ·Speeds. · C0m­bat Speed is tile highest speed a ve­

hicle can achieve and still attack effec­

tively. Top Speed is twice as fast as

Combat Speed, but the vehicle's effec­

tiveness is strongly impaired and it is

limited in its maneuvering .

Maneuver indicates a vehicle's ease 01

control and its responsiveness. The

value is used as a modifier to all Driving

Skill rolls.

Sensors is an abstracted rating 01 the

quality and sophistication 01 a vehicle's

detection systems (if any are present).

This value covers tile various sensor

systems carried, regardless of their ac­

tual nature.

Communication systems, such as ra­

dios, allow units to talk to each other

during battle and to coordinate their fire

Of transmit enemy coordinates to friendly

artillery fire. Hist()(ically, communica­

tions systems were not always present

in combat vehicles.

Fire Control is a catch-all category for

targeting devices and weaponry. Com­

mon WWII targeting devices include

calibrated telescopic sights, gyro-stabi­

lized mechanical sights, or just a piece

of metal with ranged distances marl<;ed

on it. The Fire Control value is used as a

modifier to all weapon attack rolls.

Armor represents the toughness of the

vehicle's armored hide and general

structure. Three values are listed; Light

Damage, Heavy Damage and Overkill.

They are equal to one, two and three

times the base Armor value, respec­

tively. When a vehicle is hit, the attacker's

damage is compared to each of the

vehicle's Armor values. The attack's ef­

lect is the last Armor stage it has

equalled or exceeded (see Damage for

more, page 58).

CREW SKlt:LSC----'D

Skills indicate the quality of a vehicte's

crew. Skills are rated by experience:

higher Skill indicates greater ability. Skitl

2 is considered aV9fage and represents

trained soldiers with some experience.

Driving is the Skill of driving and maneu­

vering a vehicle in combat. Driving is

the Skill used to evade attacks, initiate

physical assaults and perlorm difficult

maneuvers.

The Skill of aiming vehicle-mounted

weapons or using fire control mecha­

nisms. Gunnery is crucial to all ranged

attacks.

o CNwIlllll Type DfMng

Rookie

Qualified 2 2

Veteran 3 3

Elite 4 4

5 5

Leadership is the commanding officer's

Skill at leading troops and planning 10-

cal tactics. The Leadership Skill is used

for morale purposes.

Tactics represents the commander's ex­

pertise in battlefield tactics and the

proper positioning and ordering of

troops while engaged with an enemy

force. This is used to gain tactical ad­

vantage throughout the game.

A selection of crew is provided below

for use in tactical scenarios, They are

listed with a COfTBSponding Threat Value

modifier; multiply the unit's TV by this

value to determine the l inal Threat Value.

By default, most tactical games should

be played with Qualified crews.

WEAPONS

Most military vehicles carry weapons of

some kind. Regardless of their perfor­

mance, these weapons all share similar

charact9fistics, such as Accuracy, Dam­age Multiplier, Range, Rate of Fire (ROF)

and Ammunition.

Fire Arcs determine whether or not a

given weapon can be aimed al a tar­get. There are six standard arcs: for­

ward (F), Right (Rt), left (l). Rear (Rr),

Rxed FOfWard (FF) and Turreted (T). For

more on the lire arcs, turn to page 47.

Each weapon has lour Range Bands ­

Short (S), Medium (M), Long (l ) and

Extreme (Ex) - which represent the el­

fective combat range 01 the weapon.

leadership Tactics TV Multiplier

a o xO.25

" 2 2 ><2.25

3 3 ,4

4 4

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The Short Range is also called the Base

Range; the Medium, long and Extreme

ranges are equal to twice, four times and

eight times the Base Range, respec­

tively. All vehicular weapon ranges are

listed in MUs.

In addition to the effects of the vehicle's

main fire control systems (the Rre C0n­

trol rating), the Accuracy 01 each indi­

vidual weapon affects the odds of suc­

cessfully damaging opponents. It is

applied as a modifier to each attack roll

made with the weapon. Accuracy can

drop because of damage (see System Damage, page 58).

The Damage Multiplier 01 a weapon is a

rating of how devastating and destruc­

tive the weapon's attack is. Damage

Multipliers wort<. on an exponential scale,

not a linear one. A Damage Multiplier 01

x10 is more than twice as effective as a

Damage Multiplier of x5; in facl, it is four

times as effective.

Many vehicles carry more than one

weapon, and sometimes more than one 01 a given weapon. The Quantity column

lists the number 01 that particular

weapon that the vehicle carries.

The Rate of Rre (ROF) of a weapon is

listed in its a.m column. A weapon with

an ROF 01 0 lires single shots. Weap­

ons with ROF d 1 or more are rapid bad­

ing and can fife many shots during a

short tnt9fVal of time. Rapid-lire rutes,

along with various attack options, can

be found on page 56.

The amount 01 Ammunition loaded into

a weapon is listed next. If a weapon's

ammunition drops to zero, it can no

longer fire. Some attack types, such as

physical melee attacks, do not expend

ammunition.

CHAPTER lWo: THE GAME

THE GAME TuRN A tactical game is subdivided into combat turns that simulate a short Interval in the

banle. Units get a certain number of actions during that turn, which can be used to

shoo/:, communicate important information or scan the area. If Players truly want to

take fTl()(e actions than a vehicle's crew complement aJlows, they can still do so, bul

this will cause a penalty 10 each action (the crew will be trying to get more things

done in the same amount d time and will thus be less careful overall).

A combat turn Is divided Into four steps. During each lurn, these lour steps occur in

order. An additional step, Step Zero, occurs only at the beginning of the game.'

• STEP ZERO: SE'"T'"'. " P ... --

A battle always begins with the Set-up,

which occurs only once. Pre-designed

scenarios have clearly defined set-up

locations for each faction. When not

using pre-designed scenarios, one

Player should set up the terrain and the

other may choose whiCh side of the table

will be his home edge.

A Tactics Skill test is made by each side

based upon the Skillievet of the C0m­

mander. Fumbles count as a die result

01 one. Reroll ties. The winner chooses

which Player will begin placing his or

he!" combat groups upon the table. Play­

ers should alternate, each placing one

combat group at a lime on the table.

After placing a unit, the Player must

declare what speed (stationary, Com­

bat or Top Speed) it is moving al.

II, during the first tum, a unit is attacked

before it has been moved, it is treated

as if it were moving at the maximum

number of MUs possible lor its speed

fC)( the purpose 01 delense rolls.

Each Player should record the result of

the Tactics roll. Each point represents

one Tactical Comnand Point (Tep) that

can be played during any Activation

Phase. Command Points represent an

action reserve for unexpected situa­

tions; they are futly explained further on (see page 49).

• STEP ONE: DECLARATION PHASE

Both sides declare any extra actions and

individual evasive maneuvers IOf the

turn. Use one or more counters to mark

extra actions taken to avoid confusion

during game play. This tOken can be

placed either near the playing piece or

on Ihe record sheet, whichever the

Player ,jnds more suitable.

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CHAPTER 1Wo: THE: GAME

-STEP Two: INITIATIVE PHASE

Inlliative determines which side has the

advantage during the present turn of

combat. Each side rolls an action lest

based on their commander's Tactics

Skill. If only two machines are facing

each other, the Driving Skill is used in­

stead of the Tactics Skill. The highest

result wins. Draws are rerolled.

The winner gains initiative for one full

turn. Take the difference of the two rolls;

the loser of initiative gains that many

Initiative Command Points for the turn

to react to the enemy. Unlike Tactical

Command Points, Initiative Command

Points are not conserved from turn to

turn: al the end of any turn, all unused

Initiative Command Points are lost.

The side that wins initiative chooses

which side goes first for the fest of the

turn. Once the number of Command

Points is determined and recorded, the

Initiative Phase ends.

• STEP THREE: -ACTIVATION PHASE

The side whose turn it is to play may

move any or all units in one of its com­

bat groups. Units that shift speeds

(Combat to Top and vice-versa) must

declare that they are doing so immedi­

ately after movement (the new speed will

only be applicable next turn).

Actions, such as firing or activating a

system, may be resolved at any time

before, during or after the movement.

Attack penalties are based on the unit's

total movement: if half-Combat Speed

is announced for attack purposes, the

unit cannot spend more than half its to­

tal Combat MPs.

Each unit moves and takes its actions

before another unit is activated . If a unit

does not move or acl when its combat

group is activated, it cannot do so at a

later point in the turn.

Once every unit in the combat group has moved and acted (Of forfeited its chance

to do either), the other side activates one

of its own combat groups, which may

move and take aclion(s). This exchange

goes back and forth until ali groups have

moved and acted.

A combat group may only move once

per combat turn. If one side no longer

has any combat groups left to use, the

opposite side activates its remaining

combat groups one by one until they

have all been moved.

SNAP·FIRE

At any time during the activated unit's

movement, any enemy unit that has not

already been activated may use one (or

more) of its actions to fire or perform a

task against the moving unit (and only

against the moving unit). This is called

·snap fire.· Attacks may be directed at

any point along the moving unit's path,

but the unit's full movement counts ta­

wards the Defense roll. The total MP al­

location of the target is used to deter-

Step One: Declaration Phase

Step Two: Initiative Phase

e00*~

mine the defense speed mcKiifier, even

though the actual displacement may be

shorter, because this is a hurried reac­

tion for the attacker.

Snap firing does not cost Command

Points (unless the firing unit needs 10

turn around to !ire), but it reduces by 1

the total number of attacks that the snap

firing unit has for the turn. The defender

must spend at least one MP or end its

movement before each of the attacker's

actions if more than one action is used.

Forward observers (units Ihat spend an

action feeding enemy coordinates to

friendly units) must always act before the

firing unil{s).

• STEP FOUR: MiScELLANEOUS EVEIVIS PHAsE 0

During this phase, any unusual events,

such as long-range artillery and bomb­

ing attacks, are resolved. Most of these

are optional rules that are not covered

in this basic rulehook. Once this phase

is over, Initiative Command Points go

back to zero .

Repeat Sleps 1 to 4 until the battle is

resolved or pre-planned objectives are

met. A combat group may only move

once per combat turn.

Both skies declare any extra actions and defensive maneuvers.

Each side rolls an action test based on its CCIf1Y1'"IafIder's Tactics Skill.

Step Three: Activation Phase Move any or all units in one combat group.

Once every unit has acted, the othef side activates one 01 ~s own combat groups.

Step Four; Miscellaneous Events Phase Any action not spent at this point is lost. long-range artillery and bombing

anacks are resolVed. Initiative Corrrnand points go back to zero.

Repeat Steps 1104 unlil rhe baltle Is resolved or pre-planned objectives are mer. A combal group may only move once par combat rum.

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• COMMAND POINTS o Command Points represent the com·

mander reacllng to Of anticipating the

enemy's actions. There are two types 01

Command Points: Tactical Command

Points (TCPs) and Initiative Command

Points (ICPs). TCPs are available

throughout the game, but canoot be re­gained once spent rcPs are valid IOf

one turn only, but are relreshed during

each new tnitiative roll. Other than this,

there is no functional difference between

the two.

Command Points may be used by any

unit with a functional Communication

system Of within Command Distance (a

number of MUs equal to the

Commander's leadership Skill) of its

commander. There are li\le possible

uses for a Command Point.

Action: Command Points can be used

as an additional regular action, incurring

no penalty.

Activation: A Command Point can be

used to activate a unit out of sequeoce

-to get out 01 harm's way, lor example.

In the latter case, the unit must not have

been acti\lated (Le., moved) previously,

and it cannot be moved again when its

combat group is acti\lated (though it

may act if it has any actions left).

Block: A Corrvnand Point may be spent

to cancel a CP spent by the enemy.

Defense: One Command Point can be

used to buy a one-time +2 modifier to a

single Defense roll (representing a warn·

ing shout).

Reaction: A Command Point may be

used to turn a unit around by up to 180

degrees, e\len if it has been activated

belore (and thus has no Movement

Points left).

The table at right surrvnarizes the Com·

mand Point functions.

CHAPTER lWo: THE GAME

MOVEMENT A unit can cross a certain distance based on its Movement Points (MPs). The ve­

hicle record sheet contains the \lalues for Combat Speed and Top Speed. Combat

Speed allows a vehicle to engage in offensive actions unhindered. Top Speed is

twice as last as Combat Speed, but severely impaIrs actions. A ground unit is never '()fced to move, unless it is at Top Speed (see page SO).

Speeds are listed in MPs: one MP equats movement across one Measurement Unit

(MU), or about 6 kph on clear terrain. Thus a \lehicle with a Combat Speed of 6 MPs

moves at about 36 kph on flat, open ground. Every turn, each vehicle receives as

many Movement Points as its current speed (Combat Of Top).

Each Movement Point (MP) lets the unit move a distance equal to one Measurement

Unit. The actual tabletop distance will vary according to the scale, and thus the MU,

chosen lor the playing surface: see the Game Scale Table, page 44.

Various terrain types negativety alfectlocomol:ion methods. Moving on difficult ground

will cost more MPs depending on the type 01 terrain: the distance Is multiplied by the

normal MP cost for that type of terrain (see the Terrain Table, page SO). For example,

moving through 1 MU of Rough ground (MP cost of 2) will cost the same as moving

through 2 MU 01 Clear ground (MP cost of 1).

• Extra action (WIth no dice penally)

Activate a unit out of sequence (if It hasnl been activated already)

• Cancel a Command Point spent by !he opponent

• De'ensive~(+2IOonedeleoseroll)

About·face (change facing by up 10 tsoP)

49

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CHAPTER--'l\vO: THE GAME .00*~ • • "

• TERRAIN A vehicle moving al up 10 half Combal Top Speed value. The vehicle must ex- •

Terrain affects both a unit's movement Speed can opt 10 move backward in- pend a number of Movement Points

and the ability of other units to spot and stead of forward. Reverse movement is greater than its Combat Speed while

attack it. These two factors are mea-not possible at higher speeds. moving at Top Speed, even if it means

sured by a given terrain's MP Cost and a coIlision.'A vehicle may return toCorn-

its Obscurement . The rougher and • Top SPEED 0 bal Speed after any number of turns of

thicker the terrain, the higher these two Top Speed movement. The Player de-

A vehicle that expends its lull Combat clares the return to Combat Speed im-numbers.

Speed MPs can shift to Top Speed in mediately after moving the unit. Some terrain types merely slow down a the next lurn. This shift must be declared

unit, which is rellected by their higher by the Player immediately after moving Vehicles moving at Top Speed may not

MP cost. Some, however, are more the unit. The vehicle is considered to be use Hull Down positions (see page 67).

treacherous: units might get bogged at Top Speed for attack and defense II a vehicle moving at Top Speed is

down, vehicles could break an axle, etc. purposes lor the rest of the combat turn. forced to come to a complete halrdue

These terrains are identified with a "0" Players should put a Top Speed counter to a failed Dangerous Terrain test, but

besides their MP cost: this means they beside the vehicle. has yet to spend the minimum required

require a Dangerous Terrain test. MPs, it crashes as described in Turn-

In subsequent combat turns, the vehicle ing, next page. The Dangerous Terrain test is taken ev- receives Movement Points equal to its

ery time a unit enters a terrain identified

as dangerous or starts its move already

TIl .... TIIIII in it. The owning Player must roll the

Crew's Driving Skill (or the infantry's gen- -tYPo .... -.. -- ......... OII.a ......... eral Skill) against the terrain's MP cost; Clear 1 1 1 0

jf failed, the vehicle must stop immedi- Rough. Rubble 1 1 2 0

ately and all further MPs are lost for the Sand, Dust 2 va va 0

turn. If the test is fumbled, the vehicle Wood, 1 lID va 1

takes an automatic Light Damage result Jungle 2 2ID 3/D 2

in addition to stopping. S,,,",, lID 3/D 41D 1

Watef (Shallow) 2 2' 3' 0

30 degree Slope add 4 add 2 add 2 -• COMBAT SPEED

Terrain marked "D" requires a Dangerous Ten-ain Tasl.

A vehicle normally receives a number 'Only Amphibious units may entar. Others will flood and autcmaticaJly be put out 01

of Movement Points equal to its Com- action. Amphibious units cal"lnOl enter or exit this terrain while I'l'lOVing at Top Speed. , . bat Speed value. If the vehicle expends

none of these Movement Points to move,

it is considered stationary. OtherwIse, o Mov_ Exilipl. the vehicle is said to be traveling at A walker Is moving at Top Walking Speed. The scale 01 the terrain is 1/100, making one

J

Combat Speed. Attacks can be made MU tOcm across. The vehicle receives(6MP x IOem ... ) 60 em for movement purposes.

normally at this rate of movement. Presently, the walker is running through a thick jungle. Joogle normally cost 2 Movement Points per MU to cross, Thus. lor each centimeter moved, the actual movement cost is (I

;

Vehicles moving at half their Combat em x Jungle Cost 2 .. ) 2 em. Each centimeter of Jungle terrain will cost the walker 2 em 01

Speed or less gain an additional + 1 to movement, so it can move only up to 30 em in the jungle.

their attack rolls due to the additional O ...... E" ,1.1 ) stability provided by lower speeds (see A Cavalier walker is rolling in Ground mode at Combat Speed (3 MPs). It may spend Ansel< Modifiers, page 54). anywhere between 0 and 3 MPs, If it spends zero. it is considered to have stopped mov-

ing and is irrmobile. If it spends the lull 3 MPs. it has the option to shift to Top Speed. The I' Cavalier's Player opts to do this and declares the speed shift irrmediately after moving the Cavalier. To making record keeping easy, the Player puts down a "Top Speed' marker I beside his unit miniature on the table.

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i"TiJRNINC-

A vehicle can !urn up to 60 degrees left

or right at no MP expense after moving at least one MU. If it wants 10 turn 120

degrees or more. or turn belore mov­ing, it win cosl 1 MP. A vehicle could spin

around 360 degrees, but it would still

cost just 1 MP.

Turning 120 degrees or more while mov· ing at Top Speed requires a Driving Skill

roll versus a Threshold 013 plus !he ter­

rain MP cost (this does not count as an

action). II the roll succeeds or is a draw,

the turn occurs without complications.

If the roll fails, the vehicle Skids forward

1 MU before taking the turn (if sam&­

thing is blocking the way, treat as a ram,

page 54).

II the roll Fumbles, the vehicle skids for·

ward 1 MU then crashes; this ends the

vehicle's movement. One die is rolled

to assign either a light(' to 3) or Heavy

(4 to 6) random damage effect to the

vehicle (see Damage, page 58).

· -MUL TIPU: MOVEMENT SYSTEMS

Vehicles with multiple movement sys­

tems, such as walking and rotling, 8I"e

able to switch modes during combat to

make the best use 01 the terrain.

A vehicle may switch modes only while

at Combat Speed, never at Top Speed.

This shift must be declared by the Player

imrnediatety arter moving the unit. The

vehicle is considered to be using the

new tT'IO\Iefl"Ient mode until it is switched

again.

A vehicle with multiple movement sys­

tems may onty switch modes once per

combat turn.

C HAPTER 'J\vO; THE GAME

COMBAT Combat is essentially divided into two distincl phases. the lirslto lind !he enemy, the

second to attack it. Both provide offensive and defensive opportunities that must be

laken advantage of in order to gain the upper hand in battle.

Game play is divided along much the same line. A unit must be able to acquire its

target (either visualty or through devices) before it can anack it.

o It is a requirement for a unit to ·see" its

target to lire. The ability to detect and

target an opposing unit is called, Jar sim­

plicity, having a Una of Sight (LOS). This

does not necessarily impty that the tar­

get is within human visual sight, merely

thai it can be acquired and locked on

by the sensors and lire control devices

available 10 the detecting unit. Units al­

ways are considered to have a Une of

Sight to their target unless one 01 the

conditions in the table below exists.

There are several Simple ways to check

line of Sight. The string is a common

and easy-ta-use method. An ordinary

string or thread is placed from the sen­sors of the firing unit to the visible por­tion of the defender (or the center points

of both, if playing the tactical scale). If

the string is not hindered in any way, the

LOS is clear. If the string cannot draw a straight line to 50% of the target or more,

it is Concealed. Other methods include

direct visual sighting (impractical 00

18I"ge playing surfaces) and, for the well

equipped, laser pointer sighting.

Range Is measured from the center of

the attacker's base to the center of the

targe('s base. This prevents problems

with long gun barrels and other model­

Ing leatures.

D IIIICkIII UII .. _ ..... , • The Concealment value of tile terrain between the lXIit and tile target Is greater

than the lXIit's Detection rating (see next pa!iJ8).

Either lXlit is wittWllhe clead zone of an intervri'lg elevation ieYeI. A IMlit is within a dead zone if k is adjacent to an interceding elevation increase.

The large!: Is beyond the delecti'lg lXIit's sensor range.

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CHAPTER 'TWo' THE GAME

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CONCEALMENT

Concealment is equal to the total Ob­

scurement ratings of all terrain directly

between two units (rounded down to the

nearest whole number). If ooe of the

units is on a higher elevation level than

the other, only the terrain at the higher

elevation level and the terrain of the

defender's kx:alion are counted for C0n­

cealment purposes.

The Terrain table (page SO) indicates the

Obscurement values for each type of ter­

rain , per whole MU. Obscurement

makes a larget moJe difficult to detect

and cause penalties that are applied to

the attacker's roll.

DETECTI~O"N~------- o Infantry and crewmen are always on the

lookout for enemy units. Units thus have

a passive Detection Rating: this detec­

tion value is used to calculate whether

a unit can acquire its target.

Add a vehicle's Sensor raUng (if present)

to its crew's Skill level to produce the

vehicle's passive sensor value. Any ve­

hicles not equipped with sensors, in­

cluding infantry, get a base Detection

value of 4 in daylight or 2 at night from

unassisted vision. The highest value is

the vehicle's final Detection value. The

detection rating may be modified by cer­

tajn Flaws (see page 98).

The range at which a unit can be de­

tected is based on its Size. Each range

band measures a number 01 MUs equal

to the Size 01 the target (x2 for Walker

vehicles). Each range band after the first

adds one point of Concealment. In other

words, there is no modifier to Conceal­

ment for targets which are closer than a

number of MUs equal to their Size.

52

ACTIVE S ENSOR L O S

Some vehicles may carry primitive sen­

sor suites to locate enemy units lurking

nearby: radar, simple IR cameras and

spotlights, elc. By performing an active

sensor sweep, these systems can be

used to obtain a line-of-sight on an en­

emy unit even when visual or passive

sensor LOS is impossible.

One is subtracted from the threshold for

every MU the defending unit moved this

turn and every weapon the defender

fired this turn. Add the rating of any

Stealth Perk or Large Sensor Profile Raw

of the defender to the Threshold.

A success means the defender has

been acquired and may be attacked. A

draw, failure or fumble mean the target

has not been found (fumbles have 'no

further effect in this case). Vehicles with­

out sensors cannot perform active sen­

sor detection. Active sensor sweeps,

unlike passive or visual detection, re­

quire a full action to complete.

To activate the vehicle's sensors. a Crew

Skill test, modified by the vehicle's sen­

sor value, is made (it is simply assumed

that the sensor most suited to the task

was used). The ThreshOld number is

equal to the target's Concealment value.

1 0 1liiie ... Ex :PH I

-

A scout car has a Sensor rating 01-2 and its Qualified crew has a Skill leVel of 2. The I vehicle, therefore. has a passive sensor rating of O. Its Detection value is 4 (visual) and its Night Detection value Is 2 (highest value is used belYleen sensor and visual). The vehicle can, however. perform active sensor sweeps.

The scout car's crew wishes to attack a Size 6 walk6f lurking in woods 7 MUs away. The range would normally incur a -1 penal\yon detection (7 being greater than 6, but oodef t2), but since the walker is so tall the range bands are doubled, which removes the penalty. There are two full MUs of woods between the units, adding two points to the walker's Concealment. Since the tolal Concealment Is 2, well under the scout cars Detec­tion, the target is acquired and may be fired upon.

o Ac1IVII ..... TlII'I.~DIII M .... __ .., Applied to Attacker's Roll

• Applied to Concealment Threshold

Sensor Rating I Stealth or large Profile modifier (variable. by delaun 0)

Movemeflt Penalty (-1 per MU moved by the target this tum)

• • • Combat Penalty (-1 per weapon fired by the target this turn) t

o Ac1IVI ...... Ex.III .... --.., I There are lour MUs of woods betweoo the scout car arld its target. Since it's a night combat. it cannot normally detect it, since the tolal Concealment (4) is greater than the Night Detection Rating of the scout car (which is 2). Expecting trouble, I'Iowaver. the car's ccrnmander has activated his WOrtzburg PKR-43 infra-fed sensors to detect hidden an­emias. The Concealment value of 4 is the base Threshold lor the Sensor Skill test.

The target moved one MU this turn. This reduces the Threshold by t, clown to 3. The target fired its machlnegun at some nearby German Infantry during the current turn, which drops ~s Threshold down to 2.

The car's S8flsor system is rated at -2; earty detection equipment was quite crude and lJIlfeliable. The crew spends an action and rolls a Skill test. obtaining a 5. They S1Jbtract

the Son"" ,01''''' (-') '0 the '~I "'" """'" , """ .'0," ~ 3_ Th." '''' """"h '0 dOl"" I the target, which is now acquired.

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• AnACKS

If a unit has a Une of Sight to a largel

within ils wea~'s firing arc and range,

il can attack that larget. When an attack

occurs, an opposed Skill lest is required

10 determine the success of Ihe attack.

The attacKer uses his unit's Gunnery Skill

and the defender uses his unil's Driving

Skill to make the test. both rolls modi­

fied by Ihe appropriate situation modifi­

ers (see sunvnary at righl) .

II the attacker wins the Skittlesl. the at­

tack succeeds. If the defender wins or if a draw occurs, the attack misses. The

table at right conlains a SlKl'llll8ry of the

modifiers to both rolls; they are e)(­

plalned further on pages 54-55.

FIRING ARCS

Vehicles may only larget opponents thaI

are within their weapons' firing arcs.

Each wea~ is mounted within a cer­

lain arc and can only fire in il: targets

that lie outside the firing arc cannot be

targeted.

There are six common firing arcs: For­ward (F). Aighl (At), left (l), Rear (Ar).

Fixed Forward (FF) and Turreted (T). The first four are 1 ao..degree arcs on their

respective sides. Side arcs include di­

recUy forward and backward. The fixed

forward arc is a 9O-degree arc on a

vehicle's front lacing. Note that side or

rear fixed arcs are also possible. but

uncommon. Turreted arcs span 360

degrees.

Infantry squads do not have facing. as

the men can quickly lurn around to re­

spond 10 a threat or to move. They do

not have !iring arcs and may move or attack anything in a 36Q.degree radius

around them.

C HAPTER Two; THE GAME

A Shiki 38 walkBf is faced with a Longstreel and has taken shelter In juogle vegelalion (Obscurement 2). Two JIXIgIe MUs 1n19N9llEl1n addition 10 the lerraln the ShikJ is In. for a total Concealment value 016. This is grealer than the Loogslreet's Detecllon of 4, so the Shiki remains hidden.

If eilher unit is In a dead zone. line 01 sighl is obscured. A Csvalie!' is within range 01.., enemy tank (6 MUs) but both ooits are juSI behind ridoes. The tank i's hklden and cannol be fired upon. If the walker were to cli"nb the nearest ridge , It would stiU not be able 10 see the tank because the vehicle i's Iocaled in the dead zone at the base of the elevation. 11 the walker moves 10 the 0Ihef ridge, ~ wililhen see the \lWl.

Fwe Conlrol Raling

Anacker Movement Modilier

Obscurement Penalty

DefwtM; .............. .,

Maneuver Rating

Delender Movement Modifier

Arc of Attack Modilie!' _0.0_ II Attackers 100ai is aboVe Qrelendef's HIT

If Attacker's lotal is equal 10 or below Qrelendef's MISS

o AtIII:Ir fll! $111_, Walker Alpha shoots al Walker Beta. Alpha moved at Ccmbal Speed and used up all his

MPs (+0). His largeting system and weapon accuracy are both raled al +0. He is attack· ng wiItWt the "Short" range band (2 MUs) of his.....aapon (+0). There it no obscuMg lerrain between them. Alpha's piIoI rolls his Glnlery SkiN and obtains a IOtaI of 4. Since Alpha's modillers lotal up 10 .0. his linal attack rotl i's 4. Bela musl now make his defense roll. On his last fllCM}. Beta traveled 7 MUs (.1). Beta's Maneuver is -1. Alpha's anack 0CCUtS in Beta's forward defense an:: (+0). Beta's pilot roll his DriWIg SkNt test and 0b­tains a score of 5. This is modified by the situation bonuses 10 yield a tnallotal of 5. Since 5 i's grealer Iharl 4, Beta avoids Alpha's attack.

Walk9f Alpha Is again shooting al Walk9f Bela. Alpha moved al Top Speed (<3). His lire

control syslem was dwnaged dlrtlg the battle and Alpha now receiveS a-I modiflBf 10 all attacks. He is 5 MUs away from Beta, and is at Long r8nQ8 with his chosen weapm (·2).

In addition, one MU 01 'Noodlands terrain (Obscurement 1) lies between the two (-1). Alpha makes its Gunnery Skill test and obtains the remar1ulble roll 01 8. Unfoftunalely, alter \he 100ai -7 penalty Is applied. the linailClaI is only 1. Beta attempts 10 avoid this

attack.. On its last move. Beta only traveled 2 MUS (-2). In addition. Alpha now lies in Beta·s rear defense arc (-2). Beta still has his Maneuver (· 1). Beta rolls his Driving Skitl lest and obtain a lowly 3. Alter the situation modifl8fs are applied. this is reduced 10 a final Iolal 010 (since negative numbers are not allowed). Alpha's IOtaI 011 is grealerthan Bela's lotal of 0, 90 Alpha has successfuNy anacked Beta with a Margin 01 Soccess 01 I .

53

. , •

Page 54: DP9-501 - Mainbook

,

C HAPTER 1\110: T HE GAME

!

• ATtACKER MODIFIERS 0 life is not a firing range; combat is al­

ways harder under certain conditions,

easier under others. Modifiers resolve

this by introducing penalties and b0-

nuses to each and every combat roll.

Apart from the quality of the vehicle's

Fire Control system and the accuracy

of the weapon, other factOfs apply: the

range to the target. the cover between

the aHacker and defender and the

attacker's own movement.

RANG

Every ranged weapon is rated by a

value known as its Base Range . The

Base Range is expanded into four

Range Bands, each one doubling the

maximum distance of the preceding

one. The further away the target. the

harder it is to hit and damage. Point

Blank is a special range band fOf attacks

thai occur when the miniatures touch

one another; only units with Walker

movement benefit from it (infantry or

walker vehicles).

OBSCUREMENT

Various terrain types, such as swamps

and wooded areas, obscure a target

and make it difficult to hit. The Obscure­

ment value of the terrain (see Une of

Sight, page 51) is subtracted from the

attacker's roll to represent both the lack

of accuracy and the damage absorp­

tion caused by the intervening cover.

Indirect fire is an exception to this. Since

the attack is arcing through the air above

the intervening terrain, some of the Ob­

scurement may be ignored (see Indirect

Fire, page 56).

54

MOVEMENT

A moving gun platform has a higher

chance of missing than a stationary one.

Conversely, a unit that is moving slowly

generally has less trouble keeping its

weapons trained on a target. Stationary

attackers (i.e .• that have spent no MP)

are the best firing platforms.

Since the penalty for moving slowly is

higher than the attack benefits gained,

Players must be careful to place their

slow-moving units in a position where

return fire is least likely.

• "DEFENDER "MODIFIERS

The Defense roll is an abstract repre­

sentation of the target's attempts at eva­

sion and its use of any available caver

(both impossible to properly represent

at the tabletop level). Targets rely on the

following modifiers to help them avoid

shots and blows. In general, the only

defense of large and ungainly vehicles

is speed and cover.

M ANEUVER VALUE

Each vehicle has a set maneuver value

by design. Negative maneuver values

are for slow, ponderous vehicles like

battleShips and large tanks. Positive

maneuver values are for fast and agile

vehicles like motorcycles.

TARGET SPEED

An enemy unit's speed affects how easy

it is to hit. Speed modifiers are deter­

mined accOfdlng to the ever-increasing

scale on page 55. If the target has yet

to move in the turn, its last recorded

movement is used to determine its modi­

fier. On the first turn of combat. assume

that the vehicle has moved the maxi­

mum number of MUs for its current

speed in its current terrain.

DEFl!liist )U"C-----

The defender's orientation, when at­

tacked, can reduce his chances of suc­

cessfully . escaping the attack, ei ther

because of inattention Of thinner armor.

Most combat vehicles carry less armor

on their back than on the fronl, due to

unavoidable engineering concerns.

More importantly, however, crews can­

not defend against attacks they do ·not

see coming. Attacks coming from the

rear are much more dangerous than at­

tacks from the front (see the Defense Ales diagram on page 73).

Ground vehicles can ram, but few driv­

ers exercise the option. The old-fash­

ioned close-in attacks, however, remain

available to both infantry and walker

vehicles. Ramming, punching, kicking,

stomping and all manner of melee

weapons are often used on the battle­

field when ammo runs out.

RAMMING o Ramming is an Opposed Driving Skill

roll. Unlike other attacks, ramming in­

flicts collision damage on both the at­

tacker and the defender. Impact speed

is first determined based upon the di­

rection of the ram. Head-on collisions

add the speeds of the attacker and de­

fender. Side impacts take the attacker's

speed, and rear collisions take the dif­

ference between the two speeds.

From the impact speed, a damage

modifier" is determined USing the Impact

Speed Table (see facing page). This is

added to the Size of each vehicle in­

volved in the collision to determine its

Impact Damage Multiplier. Each vehicle

will take an amount of damage equal to

the Margin of Success of the Attack

multiplied by its opponent's Impact

•• •

I .

,

I

Page 55: DP9-501 - Mainbook

~~ -~ 0-. CHAPTER 'J\vo: THE GAM E

~

", Damage Multiplier (see Damage. page

58). The larger the unit, the more daJn. o AtlKllMI ..... •

age it will inflict on the other unit inYoIved ................ in !he collision. If the attacker gels a MoF Point Blank Special range (base-to-base contact; infantry and walker only) ., and still has MPs to spend, he moves ""'" (from I MU to base range) 0

one MU forward and slops there; other- Mod"'" (from previous 10 two (2) limes base range) -, wise, he slops al the collision point. Long (from previous 10 leu (4) Ilmes base range) -2

""'~ (from previous 10 Bight (8) limes base range) -3

PUNCHING • Obecurement II ........

Sw,"", , Wood, , • An arm Of equivalent appendage is reo

_. 2 Water 2'

quired 10 punch (this is noted on the ...................... vehicle's record sheet in the PerXs sec- """""'" .2 HaH Combat Speed or less ., lion). Punch attacks require a Driving CaOOa,_ .0 Top_ 0 -3

Skill roll (modified bV the Fire Cootrol • Only produces Obscurement II defender is an Amphibious vehicle.

rating) versus the defender's Driving O~.I"" Skill (or Infantry Skill, il anacking Infan-

try unils).The Damage Multiplier of a • .a__v .....

vehicle's punch is rl()(mally aquatlo the · ,.,.... ....... 11 ..........

rating of the punching arm, but the pilot HeKeS Moved Defense Modifier Hexes Moved Defense Modilier

may elect to ·pull" the punch to lower 0 -3 ' -2 -2

the OM and thus reduce the damage. ,... -, ... .0

7-9 ., 10-19 .2

20-99 .3 KlCKINC"'Al<D STOMPING - D • ...,... Af'O .. , ........

Kicking other vehicles and stomping II attack is n the defender's Froft 0

infantry squads are both valid attacks II attack is from defender's Real Flank -, for a walker vehicle. Kick attacks require If attack is lrom oefencter's Rear -2

a Driving Skill roll (modified by the Ma-

neuver rating) versus the defender's -own Driving (Of Infantry Skill, if attack- O R 1111 ..... fng infantry units). If successful, the _ ..... lNtcot .... --Margin of Success is wor1<.ed out and Head On Attacker Speed ... Defender Speed

the damage calculated as normal. The Side Attacker Speed I Damage Multiplier of a kick is equatlo Rea, Attacker Speed • Defender Speed

the Size of the vehicle. Of IlCt ...........

MEJ:EE N. -- .......... , ..... '-- .......... , ....... '-2 -2 3·' .,

If any melee weapon is listed on the ... .0 7-9 ., record sheet, the crew may attack the 10-19 .2 20-99 .3 target using its Driving Skill, applying the '--Fire Control as a modifier. II successful. -the Margin of Success is wor1<.ed out and o fIIIy.1I AtIKII Exl I II ........ ' the damage calculated as normal. A OUt of arrm.rilon, a walker (SIze 6)decIdes to I\Jl up to the light taf'j( it disabled last turn melee weapon's Damage Multiplier is and finish it 01/ with a weH-pIaced kick. The damaged tank is no( very maneuverable and

listed in the Weapon section 01 the va- rolls a low 2 for defense. With modifiers, Omicron 's pilot rolls a 6. for a MoS of 4. The rna!

hicle record Sheet. along with any spa-damage is (4 ~ 6 . ) 24 points of damage. The walker jumps on the hapless tank's hull and I kicks the turret c lean 011.

cia! effecl Of rule. -

55

Page 56: DP9-501 - Mainbook

• e00~" CHAPTF.Jt Two: THE GAME

1 •

• • DEFENSIVE MANEUVERS For scenario purposes, high precision -BURSTF'IRE 0 • "Defensive Maneuver" is a catch-all term

shots versus tiny targets (headlights, 101' Burst fira is abstracted into a form that

used to describe a unit's extra efforts in example) are possible. The shot must

is easier to use during the game. Ally be aimed (- t Accuracy) and a Margin •

looking for the tiniest bit of cover. mew- weapon w.ilh a Rate of Fire (ROF) of 1 or

ing rTIOfe carefully than usual and gen-01 Success of at least 3 is required to

greater is capable of burst fire. The Rate

erally keeping its head down. A deela-hit. If the MoS is lower then 3 but above

of fire is added to the weapon's Dam-

ration of Defensive Maneuvers counts 0, the attack hits the targeted location

age Multiplier when the weapon is used

as an action and must be made at the but not the tiny target. For example, a

against vehicles and other hard targets,

start of the combat turn (units may not gunner wishing to blowout a headlight

This represents the increased damage

"abort" to Defensive Maneuvers later in on the walker's structure would make a

effect caused by the pounding of many

the turn). precision shot; if the MaS is under 3, he

projectiles upon the target's armor. A hits the Structure instead. Small targets

successful burst fire attack versus in-Performing Defensive Maneuvers adds and their locations are mentioned in the

lantry and other targets with no Armor a +3 bonus to all defense rolls for the scenario when this option is available. combat turn but prevents the unit from

value, on the other hand, adds the ROF

bonus to the Margin 01 Success instead attacking or performing any other ac-

• INDIRECT'"FJRE of the Damage Multiplier to represent the , . tion that turn. Multiple "evasive actions'

cannot be performed to accumulate Indirect fire is used by artillery batteries devastating effect of the multiple rounds

defensive bonuses. Defensive Maneu- and other vehicles that have weapons on the unprotected target(s). •

vers may not be taken while moving al capable of indirect fire. Indirect fire is Ten rounds of ammunition are expended , Top Speed. primarily used for long range fire sup- for every point of Rate of Fire bonus

port, though it is also useful to attack used in the attack (not entirely realistic,

• AIMED SHOTS targets that are out of visual line of sight. but much simpler game-wise). Burst fire

Only weapons that are specifically des- has the effect of lowering the weapon's A gunner may elect to perform an aimed ignated as indirect firing weapons may total effective damage for the ammo • shot versus a specific component of a use this form of attack. fired because many rounds will simply vehicle rather than just aim for the cen-

To fire indirectly, an attied unit must be not connect with the target. To conserve •

ter of mass. Allowed targets are Fire designated as the forward observer. The

ammunition, the attacker may elect to Control, Structure, Crew Compartment,

forward observer must have a valid LOS use only part of the weapon's entire ROF ,

Movement Systems and Auxlliary Sys-to the target. Being a forward observer

rating. II the ROF rating is equal to zero tems. These locations are represented

takes up one action and a Communica-(by choice or by design), onlyone round

by the numbers 1 to 5 on the Systems too roll. A single forward observer can

of ammunition is expended per firing. Damage Table (see Damage, page 58).

Aimed shots have a -1 moclifier to their relay firing coordinates to multiple indio Burst fire automatically pins infantry in

roll, but il the attack succeeds, result 6 rect fire units. place, whether it causes damage or not

on the table also corresponds to the de- Indirect attacks can be perfOfmed over (see Pinned!, page 64).

sired location. obstacles, including inl8l'18I'ing elevation

Aimed shots, being less likely to hit than levels, because the attacks are angled MlSSILE"ROF

other attacks, are usually best used for over the obstructions. The attacker re-

Unlike other weapons, rocket and mis-,

ceives the forward observer's Obscure-specific objectives. FOf example, de-

ment modifier to attack inslead 01 his sile launch systems do not expend ten

straying a vehicle's movement system 0INr'l , If the attack is successful, ha.Yever,

rounds 01 ammunition per point of ROF

helps to capture il, while specifically tar- bonus used in the attack, Instead, the , geting the fragile antennae array of the

only the Obscurement of the terrain in number 01 rockets or missiles used

opponent's command walker is more the targers location counts, thus in-

doubles IOf every point of ROF that is

likely to silence it than a random hit to creasing the MoS, If the attack fails, the

applied toan attack. Thus, an attack with

its hull. shot scatters in a random direction by a

ROF + 1 requires 2 missiles, ROF +2 ra--number of Measurement Units equal to

quires 4 missiles, ROF +3 requires 8 the MoF (see template on page 73).

,

56 • ,

Page 57: DP9-501 - Mainbook

missiles, ROF +4 requires 16 missiles,

and so on, doubling every time. This

reduction In ammunition cost both rep­

resents tile increased effectiveness of

rockets and acts as a counterpoint to

their \/\J1net'8bitity 10 anli-missile devices.

WALKING FIRE o Weapons capable of burst fire can be

used toatlack multiple targets in a single

action by walking the burst across the

targets. Walking fire must be declared

before any attacks are made. A num­

ber 01 targets equal to the weapon's ROF plus one may be attacked; the targets

may not be more than t MU apart 'rom

one another and all must be within the

weapon's firing arc. For each target, the

weapon's ROF is reduced by one for

damage purposes (but not for ammo

expenditure). Each separate anack is

rolled separately. Each individual target

may no! be attacked more than once per

round by the same weapon (no extra

attacks against one target).

SATURATION FIRE o A burst fire weapon can be used to satu­

rate a zone with firepower and automati­

cally anack anything entering il. The

weapon is put on full automatic lire and

ammunition is emptied liberally, filling

the air with a virtual wall of projectiles.

Every unit that is in the target area or

enters it later in the combat turn suffers

an attack automatically, regardless of speed, maneuver or allegiance.

To perform saturation lire, the altaekef'

chooses a target point. He then rotls his

attack normally except that hall the

weapon's ROF (rounded down) is added

to his dice roll. The ROF Is not used to

increase the Damage Multiplier or Mar·

gin of Success 01 the attack. After roil­

ing, the attacker records the total attack

roll. Any unit within a radius of (RoF x

MU) of the target point. or that enters

this zone later in the combat turn, must

surpass this number or be damaged by

the saturation fire. The damage is equal

to the Margin of Failure times the Dam­age Multiplier 01 the weapon.

There are two limitations to this type of

fire: the saturation target point cannot

be further than the Medium range 01 the

weapon , and the weapon uses 30.

rounds of ammunition (Of 8 rockets) per

ROF point used in the attack. If the

weapon does not have this much ammo

left. the result still stands (although !he

ammo magazine is emptied). A least to

rounds of ammunition (or 4 rockets) are

required to saturate.

CHAPTER l\vO: THE GAME

AREA EFFECT WEAPONS 0 Area effect weapons damage every­

thing in their radius, irrespective 01 friend

or foe. These weapons are rated in Area

Effect (AE). followed by the radius (in

MU) 01 the blasl area .. An AE of radius

o means that only one MU around the

target is affected (anything present in

!he radius fTMJst defend against the at­

tack). A single anack roll is made, while

each and f!Very vehicle and squad (al­

lies included) in the affected area roll

their defense against this vafue_ sepa­

rately. Even If the blast is completely de­

fended against (e. g. Margin of Success equal to D), any unit in the blast zone

still takes half the explosion's Damage

Multiplier in concussion damage.

Smitty fires his machinegu"l al\he enemy with his lui ROf of +2, expending 20 rounds of amm.mitk>n. He hits with a Margin of Success of 2. His gun's Damage Multiplier is 1'3; sflce his AOf is 2. this now becomes (3 + 2 -)5. for a Ioial of 10 points 01 damage. Had he elected 10 use a ROF of I , Ns 10Ia1 c1amage would have been «3 + 1) Jl 2 -)8. He would. however. have saved 10 rounds. Had he used his full ROf bonus of 2 againsl infantry. the bonus would have been applied directly 10 his Margin of Success, raising It to 4 and thereby causing (3 x 4 .. )12 points of damage to the hapless infanlry unitl

A walker sprays rocket lire across three targets. Its rocket pod has a Rale of Fire of +4. 90 the gt.018f coutd choose to attack up to live targets (main target plus lour others). SInce he is attacking IVI/O eldra target , his effective Rate of Fo!of each individual attack is +2, IVI/O points 01 ROF haWlg been e)(pended to switch tarQllK. II still expends 16 roct\eIs.

o IIIII'IIiII Fft En 331 Smitty saturates an area using allol his gtXl's ROFof +2. His attack roll turns up a 5. Smitty adds 1 (hall his ROF) to the tOlal . bringing ilto 6. Any unit presenUy within one MU 0I11le targel point, or thai enlers thai area later fl the turn. fTlJSt immediately roll a defense test versus a Threshold of 6 (Srnitty's attacll; rei). If the roll is failed, the defender is success·

fully attacked; his Margin of Failure Is rruIliplied by the machinegun's Damage Multiplier 013. Ills a pity thaI Smitty is now out 01 8IlYl'lO. lhe attack having cost him 60 munds.

o ..... EIiIct AItIdI E' 3* Iv! area effect weapon CAE1 . OM x30) is fired at Tank Alpha (Almof 15130(45). Both Alpha

and Beta. one MU away, are affected since the blast is AE 1. The attack roll is low, a mere 3. Alpha rolls a 6 and Beta a 3 (alter modifl8rs). avoiding the attack. Still. both take 15 points at dama~ (haW the weapon's Damage MuHiplief)In shrapnel and concussion.

57

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Page 58: DP9-501 - Mainbook

CHAPTER TwO:1'HE GAME

DAMAG~E-----------------=

The Annor rating of a vehicle represents the toughness of its best armored location.

Aiming for the weaker points of the structure thus increases the chances of damag­ing the unit A weapon's damage increases with the Margin of Success of its attack,

since weapon damage is rated as a multiplier to the Margin of Success. Thus the

better the marksman, the greater the damage.

Total Damage '" Margin of Success x Damage Multiplier

This tinal damage is compared to the Base Armor 01 the larget vehicle. The follow­

ing table, Damage versus Armor, lists the possible outcomes. Only the most severe effect applies. For example, if a vehicle suffers Heavy Damage because it took

damage exceeding twice its Base Armor value, it does not suffer Ughl Damage

even though it obviously look damage in excess of its Base Armor rating.

Regardless 01 the result 01 the dice roll or the modifier, the Margin 01 Success cannot

be greater than six lor the purpose of damage.

D D.II .. n~_ ~ 10 ArMor Outcome

Damage < than 4 No Effect

Damage ~ 10 A but lower than 2 x 4 Ughl Damage

Damage <!: 10 2 x A but lower than 3 x A Heavy Damage

Damage ~ to 3 x A Qverio;ill

4'"' Vehicle Base Armor

D VIINcII 0.011 Exo $ $1 _ . _,

- .... Nothing; hit bounces off

-1 to Armor Rating; roll 011

Systems Damage Table

-2 to AtfOOf Rating; roll on Systems Damage Table

Vehicle Destroyed

A German Valkurie fires a PAR 24 (rocket bazooka) at an Americal1 Sherman. The ValklJ'ie's

modified attack roll is 7. Tho Shefman's modified defense roll is 4. The Valkurie hits with a

Margin of Success of 3 . The bazooka has a Damage Multiplier 0113, his total damage is (3 x 20 '"'I 39. The Sherman has a base AtfOOf score 0114. Since 39 is 0'VeI' double that value but no! triple it, the tank takes Heavy Damage. A roll 011 the Systems Damage table produces a 2: Structural Damage. This requires a further roll 011 the Structural Damage

Subtable. The die roll is a 4 ; 1 is added to the result. as directed in the previous table. This

brings the total 10 5: Power Transfer Failure/NO Movement. The Sherman can no longer move because 01 exteosive damage to its treads and gearboxes.

e 0 -0 * ~4t}) • " SYSTEMS D AM AGE---O

The attacker rolls 1d6 to find the loca­

tion 01 the hit. When multiple possibili­

ties exist for exactly which vehicle c0m­

ponent is damaged, such as when a

weapon is damaged, a single die is

rolled, If the result is an odd number, the

defender chooses which system is dam­

aged. If the result is an even number,

the attacker chooses which system is

damaged.

If a 6 is rolled Ofl the table, a ' cascade

result " occurs: multiple systems fair, bul­

lets ricochet inside the hull, etc. The at­

tacker may immediately roIllwice Ofl the

System Damage table, If any of these

new rolls produce a 6 again, it also gen­erales two new rolls and so Ofl until Oflly

damage results have been rolled.

If the damage table Indicates damage

to a system that is not present on the

vehicle (or that has already been to­

taled). the vehicle takes no further dam­

age beyond the loss of Armor points

(see further) . A vehicle is not removed

from play until it is either down to zero AtITlQ( points, it receives damage in ex­

cess of three times its AIITIQ( in a single

attack, or the System Damage table re­sult indicates that it is destroyed.

DAMAGE TO ARMOR 0

Armor loses its effectiveness when dam­

aged due to cracking and structural fa­

tigue. Bits and parts may lall off, or

chinks may develop through which the

next attack will reach a vi lal system or

component Inside, hastening the

vehicle's demise.

When a vehicle suffers Ughl Damage,

it loses 1 poinl of Base AImor perma­

nenUy in addition to the effect outlined

in the System Damage Table. Heavy

Damage causes a vehicle to lose 2 points of Base Armor permanently, in

,

I

,

• , .

Page 59: DP9-501 - Mainbook

.@~*00. ?

addition to the system damage. Each

point of Base Armor lhalls k;)$t reduces

the amount needed to inflict Heavy

Damage by 2 and the amount need to

pnxluce Overkill by 3 .

Even if the vehicle has specialized at­mor-le/aled Perks (such as Reinforced

Armor), damage is always laken off the

Base Armor fsting. This is mostly done

to simplify bookkeeping and keep the

game moving along.

FiR~ONTROL - -Fire Control is a catch-all category thai

\ . represents the vehicle's targeting de­

vices, acquisition gear and its weaponry.

If more than one weapon system is

present, all damage received is random­

ized following !he procedure ouUined 00

the previous page.

The dcmage penalties are applied to the

affected weapon 's Accuracy. If a weapon's cumulative penalties ever

reach a total of -5, the weapon is put

out 01 commission and cannot be used

anymore. !' the penalties drop to -6 or lower, the weapon is completely de­

stroyed and blown off the hull.

If a vehicle's Are Control is utterly de­

stroyed, the vehicle may still attack but

il suffers a -5 modifier.

-Structure hits damage the vehicle's

frame and structural integrity. The hull

and other components are twisted out

of shape or ripped apart, causIng fur­

ther damage to the mechanisms within.

Most Structure hits are fairly straightfor­

ward: loss of Movement Points are ap­

plied to one Movement Type, while Ma­

neuver losses affect the vehicle as a _e.

CHAPTER Two: THE GAME

A~' Damaged System A_ FirS Control Roll on Subtable A

2 _ ...

Roll on SobIabie B 3 C, .. Crew stunned (-1 action for ,tum)

4 """""""' · .MP

5 Auxiliary Syscems -1 to , d6 Auxiiafy Systems

6 Roll Twice on this lable'

• If the attack was a called shoe, the attacker hits his target location (as effects' 105 on lable. depending on target). .

o ByI"11I 011'11' -=1IIIvy 0 I' Roll Damaged Syscem .""""

Fire Control Roll on Subtable A and add +' 2 S<rucI~. Roll on Subcable B and add + 1 , C, .. 10% casualties, min. 1

4 """""""' 1/2 remaining MP (1OlMld down) & -2 Maneuver

5 Auxiliary Systems 1 d6 Auxiliary System cIestJoyed

6 Roll Twice on this table'

• If the attack was 8 called shot. the attacker hits his targetlocalion (as enects 1 to 5 on

table, depending on target).

o .... A: Fn &II ..... 011'11.

2

3

5

6

7

1-3

4-6

Enecl

- I Accuracy to 8 single Weapon

·2 Accuracy to. single Weapon

Single Weapon destJOyed

Fwe Control SYSlem destroyed (-510 aN 8ttacXsj

Roll Twice on this tabla

AmmunIIlonIFueI Hit (roll ld6)

Anmo Storage and Fuel Tank Ruptured (vehicle cannot rnoYe Of rife weapons)

Chain Reactlonl Anmo and Fuet Explodesl (VetWcIe Destroyed and all Crew K~Ied)

0 '" b'J B: SINtIJi<II 011111' Enecl

· 1M1'

2 1/2 remaining MPs (round Clown)

3 -1 10 Maneuver

·2 to Maneuver

5 Power Transfer Failure: no movement

6 catastrophic craw 00TII)8rtrTIent failure, 75" casualties, mn. 1

7 Complete struc:luralfalkJre: vehicle Is destroyed: crew survives.

59

•• •

Page 60: DP9-501 - Mainbook

C HAPTER lWo: THE GAME

Power Transfer Failure hits destroy the

vehicle's transmissi<:lo, effectively putting

aU movement systems out of service. It

is still possible to fire weaponry, though.

Catastrophic Crew Compartment Failure

is just that: the vehicle's structure col­

lapses, trapping the crew between the

very armor plates that were supposed

to protect them. The Reinforced Crew

Compartment Perk is ineffective against

this, but the Reinforced Structure Perk

will absorb the hit as normal.

CREW

' Crew Stunned" results mean ooe ac-

\, tion is lost. If the actions were already

taken that turn. the lost actioos carry

over to the following turn(s). Command

points may be used to pay the action

debt. A "Stunned" chit can be placed

on the game sheet as a reminder of ac­

tion owed.

The Crew result 00 the System Damage

Table is also used to determine dam­

age among the vehicle's passengers, if

any are aboard. The usual damage al­

location method (see page 58) is used

to determine whether the crew or the

passengers lake the hit. Damage is then

applied as normal. Passengers cannol

replace lost crew, though allowances

can be made lor this in a scenario.

MOVEMENT

My penalty to the speed of the vehicle

is applied to all 01 its Top Speeds; the

Combat Speed is then recalculated by

dividing the Top Speed Movement Point

allowance by two, rounding up. If all

Movement Systems are totaled, either

through successive minuses (maximum

-5) or a Heavy Damage result, the

vehicle's defense rolls are equal to zero

from now on.

60

A UXILIARY SYSTEMS

Auxiliary Systems (AUX) include Sen­

sors, Communicatioos and any Perks

that are labeled as Auxiliary Systems (e.

g. lile support. ejection seats). If any tur­

reted weapon is present, the turret is

counted as an Auxiliary System and may

be disabled like the rest (though turrets

are not affected by "-1 " results). A dis­

abled turret is lrozen in place and any

weapon mounted in It becomes fixed in

the arc where it was last fired.

If a vehicle's Sensors or Communica­

tions system are destroyed, the vehicle

may not per/om any action that requires

these systems, such as Active Sensor

lOS or forward observing.

Damaged AUX Perks have a -1 to any

roll involving those particular systems

(for example, -, on any Sensor roll with

Aquatic Sensors), or a 20% loss in effi­

ciency (00 systems !ike mining equip­

ment). If a system's cumulative penal­

ties reach -5 (100% efficiency loss), it is

considered destroyed.

DAMAGE TO ARMS

Arms (whether of the BaIlie, Tool or

Manipulator type) are normally part.o'

the vehicle's basic chassis but are COIl­

sidered weapons for damage purposes.

If no other weapon system is carried by

the machine, arms are automatically al­

lected on "Weapon" hits . If other

weapon systems are present. the dam­

age is randomized following the usual

procedure.

Penalties caused by damage are ap­

plied equally to aU functions of the arm:

punching, manipulation, elc. II an arm's

In the miOdIe 01 a furious firefight. Walker Theta is hit by a light cannon (x8). The MaS is equal to 4. The 32 poiIlts 01 the attack cause a Heavy Damage result. Rolling one die. we get a 1 (Fire Control). Rolling on Subtable A, we get a 3, plus 1 for Heavy Damage. The result is "Single Weapon Deslroyed . • Walker Theta's Pleyer must now roll IdS to detef­mine ......nich weapon is destroyed. The result (e "5") indicates that he can choose ......nlch

one he loses. probably the smaller one. Had the rnmber been evoo, his opponent would have made that choice for him.

A Soviet G-27 heavy walke!" has 9 points of base armor (9/18/27). It receives t2 poiflts 01 damage, enough 10 cause Ught damage. The armor thus drops by one point and be­comes (81t6/24). II then receives t7 points 01 damage. Normally, this would cause Ugh! damage. but because 01 the previous hilloYiefing the armor, it now causes Heavy dam­age. The armor drops by two points, becoming (6It2/t8). Any future hit of 18 points or more will kill the walker.

A defender might receive a "-I 10 Single Weapon" damage effect. If this defender has I more than one weapon. a die Is rolled. If the "",mbar is odd. the defender will probably choose to penalize his moSI feeble weapon. II the nurnbef is even, the attacker WIll most likely opt to damage the defender's main weapon. The penalty Is then applied to the Accuracy 01 the weapon chosen. :=:.J

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Page 61: DP9-501 - Mainbook

-

cumulative penalties reach a lotal 01-5,

the arm is put out 01 commission and

cannot be used anyrTlO(9. lithe penal­

ties drop to -6 or lOwer, the arm is c0m­

pletely destroyed and bkwm off !he hull.

• CREW EscAPE

Unless specifically mentioned, the crew

01 a destroyed vehicle is not necessar­

ily dead, but they are unconscious,

wounded or otherwise unable 10 keep

on ftghling and thus takes no further part

in the scenario.

WherI a vehicle is destroyed, there is a

\. slim chance that the crew will escape.

Roll one die per c rewman; a roll of "6"

means they escaped the destructioo of

their vehicle, Surviving crewmembefs

form a small infanlry unit of their own (see Infantry), equipped with pistols.

Unless lhe scenario has a High Prio.-ity

(see Mission Priorities, page 71), in

which case the crew keeps on fighting,

it will allempt to exil Ihe battlefield

through a friendly table edge.

For example, a Sherman tank is hit and

destroyed by an Overkill result. As the

tank goes up in lIames, Ihe owning

player rolls a d ie lor each 01 the five

crewmen, rolling a 6, 4, 1, 2, 5. In this

case, only one crewman manages to

scramble oot 01 a hatch and escapes

with his life! Understandably rattied, he

tries to make it back on loot to the Allied

lines, clutching his trusty Colt pistol.

C HAPTER TWo: T HE GAME

INFANTRY Machines are expensive and require maintenance, but humans need only food and

motivation to participate in a battle. Moreover. while armored vehicles can take ter­

ritory, only infantry can actually hold it. ConseqU8flfly, foot soldiers form a large

percentage of the fighting forces. The infantry platoons 01 most armies are divided

into squads of about ten men eaCh, with an additional squad half that size to serve

as the platoon's overaJiliefd corrrnand unil. Most infantry deploy on foot , but some

use motorcycles, horses and even rocket packs to move around on the battlefield.

• INFANTRY RECORD SHEET

Each inlantry squad has an appropri­

ate record sheet that details the neces­

sary statistics lor game play. These

sheets are used to tally the damage and

record other important inlormation.

The name of the infantry squad should

be entered on the top of the sheet. Nam­ing a squad can be as elaborate as list­

ing the unit's regiment, battalion. c0m­

pany, platoon and squad designation or

as simple as a number (L e, squad II).

SQUAD DAMAGE T1uCK

The infantry sheet is composed of a

table of three columns and as many

rows as there are soldiers. The first col·

umn (I) lists the members numerically.

Circle one of these numbers 10 indicate

the squad leader. If he is killed, the

squad's leadership Skill rating drops to

1 (all other Skill rolls are unchanged). II

is these trooper numbers that the Inlan­

try Hit location table (see page 64) re­

lers to.

The second column is the Weapon cot­umn. It shows the type 01 weapon each

trooper cames. The ltIird column is c0m­

posed of boxes or dots, each represent­

ing one damage point. Each trooper can

lake a number of damage points equal

to his Stamina plus his personal armor

(il any is worn). Flak vests add one dam­

age point. heavy vests add two, and the

rare lull armor suits add three (but re­

duce the squad's MPs by one). Cross out the extra boxes for each trooper.

When the infantry squad takes damage,

cross out one of these boxes lor each

point of damage the unit lakes.

6.

•• •

Page 62: DP9-501 - Mainbook

• CHAPTER TWo: THE GAME .00~.

? -, Q UALITY 0 • MOVEMENT - gear, they can only go down cliffs, not •

There are five levels of infantry quality Infantry squads on fool receive 2 Move-up - climbing is too lime-consuming

(see Infantry Quality table). The level of men! Points per turn. Infantry units do for a combat enviroomenl.

quality determines the stamina and Skill not have Top Speeds. and always move Some specialized infantry squads have

of the squad's members. Stamina is a at Combat Speed. They use the Walker modes of transportation other than walk-

measure of how much physical punish- terrain movement costs. but it never ing. Infantry mounted on motorbikes

menl each Ircq>er can endure. Unlike costs infantry iTlOfe than 2 MPs to travel (with or without sidecars) have 6 MP and vehicle crews. infantry are assigned one through 0118 MU (in short, they can at- are treated as using Ground movement

generic Infantry Skill 10 keep the game ways move at least one MU per turn). while on their bikes. They cannot carry

simple. This Skill serves for attack, de-There is one exception to this, however:

heavy weapons unless they are

lense and other action tests. elevation changes. 'M"Iile the squads are

equipped with sidecars, which links two

assumed to be equipped with climbing troopers together for damage purposes.

WEAPONS 0 -

, Infantry units can carry both standard 1 D -1rY QIoIIty and heavy weapons. Standard weapons -...- - .... are usually some form of rifle. A few R-. 3 1 troopers (usually two) In a squad some-

Qualified 3 .

2 times carry a heavy weapoo to deal with

Veteran , 3 tougher oppooents. Refer to the Infan-

E1rte , , Iry Weapons table to obtain the statis-

tics of particular weapons. Legendary 5 5

The infantry squad record sheet has no -place to record ammunition. This is in- D-IrY ......... tentional: infantry squads are assumed w_ ......... - - - --10 carry enough ammunition 10 last them Pistol 0 ,1 0 0 -through a batUe. While this is not always Rille 0 "" 11214/8 0 -true in real life, it does dramatically re- SMG 0 ,1 11214/8 0 -duce the papef'WOfk. UghIMG 0 "" 1(2/4/8 2 -

Medium MG 0 '" 1/2/418 2 -

RADIOS - Heavy MG' 0 " 1(2/4/6 1 -Panzerschreck 0 "" 0/1/2/4 0 HEAT(I943-)

Depending on a particular scenario or Panzerlaust -I ,10 001/2 0 HEAT (Late 1943) army list, each squad may be equipped PlAT 0 .. 00112 0 HEAT(I942-) with a radio. The radio is carried by one RPG-43 -1 " 0lOlOIO 0 HEAT soldier. which must be marked on the Anti-Tank Rilte· .1 '" 1/2/418 0 -squad record sheet. US M-l Bazooka' 0 " 1(2/4/6 0 HEAT (1942-)

A squad without a radio may communi-Light Mortar' 0 " 1(2/4/8 0 IF. AI , MRI i

cate with friendly units up to one MU Heavy Mortar' 0 ><6 2/418116 0 IF, AI, MR2, AEO

'Heavy Weapon; 1 action 10 set up before use away - they are literally shouting to -each other! Being equipped with a ra- -dio allows the squad to communicate

D II1II.11', .... Ex.II,I.1 with other vehicles and squads who may

also have radios. Squads with radios A Br~ish squad of paralroopel"s is a "alarllll squad (Starniflll 4). The playtil choosas tr~

may also be used for spotting or calling numhe/" 4 as his leAder AIId circles his ntnIber In the first OOlJ"TYl. He chooses troopers 2 and B as his heavy weapons specialists and writes their weapons in the second eoltxnn.

down artillery it they are designated as The other eight squadrT1!!fTDer5. includin'Ol the I6ader. have ril\e8. Lastly, the player-C(osses

I ·

artillery spotters. out ill! but four dilffiilpc point boxes for (''ilch trooper.

62 •

Page 63: DP9-501 - Mainbook

• *- • 0 08 C HAPTER lWo: THE GAME , "f

Troops can also be mounted on hotseS. • ATIACKS vs. INFANTRY Success instead of to the Damage Mul- , Horse units count as having 4 MP. and

Due to their small sizes, dispersed fOf· tiplier when using burst ' ire (see page

are treated as uslng Walker mov6fTleflt malion and uncanny ability to lake ad-

56 fO( the lull rules).

while on horseback. vanlage of any available cover, infantry Damage points are applied differently.

Primitive personal rocket packs are do not suffer any defense modifiers lor They are not compared to an NrrtOf rat-

available to both Axis and Allied troops. their slow movement: their movement ing; Infantry units do not suffer damage

INhIIe they allow true flight for short pe- modifier is always O. In addition, 8 ·2 like vehicles. Instead, each point of

riocIs of time. the packs ate belter used penalty modifier is applied to any unit damage is removed from the squad on

to -bounce" across the landscape to al- other than infantry squads attempting a one-to-one basis. When the squad • low the use of cover. They give the in- to target them. takes damage, the attacker rolls one die

lantry a Movement 01 3 MPs which ig-Some vehicles are equipped with anti·

using the Infantry Hit Location Table to

nores the terrain below. If the landing infantry weapons, which ignore the ·2

see where in the unit the attack hit.

zone is a Dangerous Terrain, the inlan-modifier due to their targeting systems The table Indicates which trooperis the

try musllest as normal (see page SO). Ot method 01 attack. These weapons are first ooe to take damage. II the trooper

A squad can take off instead of moving: marked with the letters "AI" (tor "Anti· runs out 01 damage points, he is con-

il is removed from lhe lable as II climbs Infantry") in their description. sidered a casualty and the remaining

to the sky. While il is there. no one can damage points are applied to lhe next

attack it, and il cannot attack. It may • PPLYINc-

. trooper either up Ot down !he list (de·

oomes back 00 the table 00 any subse- DAMAGE TO INFANTRY 0 pending 00 the die result), and so 00. II

quenl lurn, landing anywhere it chooses. damage remains to be allotted up past

My unit with a Line of Sighlto the land- II an infantry squad is hit, the total dam- trooper.1 Of down past the last trooper.

ing site and within fange may make one age points caused by the attack are the damage loops around to the other

free anack against the squad as it come calcutated normally. The exceptions to end of the squad's damage track.

down, however (ali the usual modifiers this rule are burst fire weapons, which

apply: 0 lOt Move, -21Of being Infantry) . add their ROF bonus to their Margin of

• -·- INFANTRY ACTIONS 0 0 ...... ' ..... __ Infanlry units have one action per MIn. ..... r of ~ ./We ..... " "OF bonu8 squad, which is normally used toattack. 1 0

When an infantry unit goes 00 the 01- , .1

lensive. it gets one attack per gun type 4 ., altha cost 01 a single action. All attack , .3

rolls are made with the unit's Infantry Skill

(with any applicable modifiers). Weap-

ons of the same type must anack the o ...... , AtIJcII Ex , III_-

same target. Inlantry squad Alpha has nine members. six 01 which are armed with 9 mm

II two or fTIO(e troopers are using the SlbTIactWleguns (SMGs) while !he remainrlg ttvee carry bolt actJon rifles. One attacIt will

be made with rho SMGs and anothef with the rilles. 1/ the SMGs succeed. they cause 8 x3 same weapon type, lhe value listed in attack (xl. +2 ROF bonus). \IotIi1e tho rilles are at x3 (x2 + I AOF bonus).

the Infantry ROF Bonus lable 011 the next The $lMTVj squad has taken some casualties later In the gcme. Only I'NO troopers with page Is added to their weapon's basic SMGs romain. They snack, gaining a measly + 1 bonus because Ihere are onfy two 01

Rate 01 Fire. Infantry weapon ROF oth- rhtln'l flfing . They oIec1 to put the point 01 ROF (from !he SMGs) no booIIing the dcmage. Tho rosu~ is one OM xl anack.

erwlse WOfks as for vehicles (see Burst -FIf(J, page 56), with the same options.

tnfantry unils can use their weapons'

ROF for burst fire, walking lire Of even

saturation fire.

Page 64: DP9-501 - Mainbook

C H APTER 1\vO: THE G AME

INFANTRY CASUALTIES

A trooper is not considered to be a ca­

sualty until his entire damage track is

crossed out. The debilitating effects of

minor injuries are ignored fDl' conve­

nience - the troopers are equipped

with emergency first aid packs with

stimulants, and some of the damage

points represent fatigue and shell shock

instead of actual physical wounds. As

with vehicle crew casualties, a trooper

with zero points remaining is not neces­

sarily dead, but he is unconscious,

wounded or otherwise unable to keep

on fighting and thus takes no further part

in the scenario.

The ROF bonuses from mass attacks

with infantry weapons is reduced if ca­

sualties occur. If the number of squad

members with a particular weapon drop

below the 2, 4, DI' B-member levels (see

table at the bottom of page 63) , the

squad loses the associated ROF bonus.

AREA EFFECT WEAPONS VERSUS INFANTRY

Infantry units are very vulnerable to area

effect weapons designed to be used

against them. These weapons typically

bounce right up befDl'e exploding and

showering the landscape under them

with thousands of sharp fragments mov­

ing extremely fast. This negates most of

the cover that is available to Infantry

units and cause devastating injuries.

The anti-personnel grenade launchers

mounted on walkers and tanks after

1943 work on the above principle, re­

leasing dozens of micro-bomblets

above their targets.

When a weapon with both the Anti-In­

fantry and Area Effect characteristics

hils an infantry unit, the damage is in­

flicted upon each trooper in the area of

effect instead of working its way through

the squad.

• PINNED!

Infantry units that are attacked gener­

ally keep their heads down. To repre­

sent this, infantry units that are hit but

not damaged (MaS of the attack"" 0)

receive a "Pinned!" counter. If the infan­

try unit is hit and take damage, it re­

ceives two "Pinned! "counters.

Pinned units may not move and receive

a -1 modifier per counter to all their ac­

tions. The Lead8f of the unit must spend

an action and pass a Leadership test

versus a Threshold equal to (6 - the Skill

level of the unit) to remove one counter.

INFANTRY THREAT VALUE

Infantry squads are easy to generate.

Choose the Skill rating, armor, equip­

ment and weapons, then calculate the

squad's Threat Value according to the

following procedure.

The Threat Value of each individual in­

fantryman is first figured out. Square the

total damage points of the trooper and

then multiply it by the Damage Multiplier

of the weapon the trooper is carrying.

Then take the square root of this num­

ber, rounding up to the nearest whole

value. This· is the trooper's Threat Value,

or a general measure of his combat ef­

fectiveness.

The individual Threat Rating 01 all infan­

trymen is added up, then modified ac­

cording 10 their Skill level (see the laDle

below). Infantry squads equipped with

horses, jetpacks DI' bikes double their

final Threat Value.

...... Start: .. Trooper • DltHtion

1 """" 2 3 """" 3 S """" 4 6 op

S 8 op

6 10 op

-o .., .. boy l1li1111 Ex ....... __ ._ Infantry squad Bravo has two heavy weapons troopers, '3and '8. The leader is 19. Each trooper has 6 damage points. An autocannon burs! chews into squad Bravo for 32 points of damage. A roll on !he Inlantry Hit Location table turns up a 3. '5 is the first in line fOf damage and the damage will work its way down the damage track. The first 6 points drop '5. The next 6 points drop 16. The 6 points alter that make '7 a casualty. The fourth 6-point group eliminates '8. the heavy gunner. The fifth 6-point group drops 19, the squad leader. 1110 takes 2 points of damage but is still up and functional. The unit is now down to one heavy gunner (massed anack ROf bonus drops trom + 1 100) and 4 standard weapon troopers (massed anack ROF bonus drops from +3 to +2). In addition, the unit is now leaderless (leadership Skill of unit drops to 1) and pinnedl

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Page 65: DP9-501 - Mainbook

ADVANCED RULES Although they bring additional complexity, these rules will help resolve the special

situations that always seem 10 crop up in a game. The use of any rule in this section is

completely optional and aU players must agree to use them before the game starts.

- AQUATIC MOVEMENT

AmphibiouS vehicles (ground vehicles

and walkers with the Amphibious Perk)

are able to travel in water terrain. Am­

phibious vehicles pay the Water MP cost

for their movement type (2 lor walkers,

3 for ground vehicles).

Boats and submarines are able to travel

in water terrain at the cost of I MP per

MU. Some scenarios may impose

weather conditions that make water

more treacherous: in a storm. for ex­

ample, each MU of water could require

2 or even 3 MPs to cross.

• CLIFFS

Any terrain with a slope 01 more than 45

degrees Is considered 10 be a cliff. Ve­

hicles may not normally ascend or de­

scend cllHs: walkers with arms /:Ire the

ooly exception. Intantry may climb Of

descend cliffs at nonnal costs lor eleva­

tion changes: this is a special excep­

tion to flOfmal infantry climbing restric­

tions.

II a walker has arms that can tift a ve­

hicle 01 its own size, it can climb up or

down a cliff face. The walker must pass

a Driving lest with a Threshold of 5. The

walker ascends or descends the cl iff

face at a rate 01 I MU per combat tum.

II the walker fails the test, it does not

move this turn. II it fumbles the Driving

test, it falls , taking a number of damage

points equal to (Size x 2d6). Climbing

consumes a vehicle's entire MP allot­

ment and is conSidered to be aquallo

expending thc vehicle's entire Combat

SpeEKt MPs.

Climbing walkers and infantry are in

poor delensive positions and sutler a -2

modifier on all defense rotls.

CUAPTER 1\vo; TH E GAME

-THROWING

Some units are capable of throwing 0b­

jects, such as rocks, grenades or evefl

other units! Atieasl one pUl"ICh-capable

arm is required for throwing. It may not

be used for anoI.hef function in the same

turn.

The base throwing range (in meters) of

Ihe arm is equal 10 twice its rating . . This

lolal is reduced by the Size of the ob­

ject being thrown (for comparison pur·

poses. a single infantryman is Size 1)

or used as a weapon, which i~ sub­

tracted from the throwing arm's rating

before doubling It. It the object being

thrown is larger than hall the Size of the

throwing vehicle, half the rating 01 an­

other arm can be added to the Mort.

The base range calculated above is

doubled for each additional range band, as fOl' any other weapon. When an 0b­

ject is thrown, a Gunnery Skill roll, modi·

fied as normal for range and movement,

Is made. If the modified die roIt is equal

to or highef than the defense roll , the

object thrown lands right on target. If the

dice roll is failed. the shot will deviate

from its intended destination by a num­

ber of meters equal to twice the Margin

of Failure. One die is rolled lor the di­

rec tiorl of the deviation (see template on page 73).

If Ihe anack roll was Fumbled, the shot

deviates as normal , but loward the

throwing unit. Sometimes. a Fumble Of

an ordinary miss will land a projectile

right on top of another unit anyway. The attack is resolved as normal if the de­

fense roll of the new target is faHed.

Units that get thrown fall, taking anum·

ber of damage points equal 10 (Size )C

2(6).

I . , •

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Page 66: DP9-501 - Mainbook

• CHAPTER 1\vO: THE G .... ME

• WALKER KNOCKDOWN

Whenever a vehicle using the Walker

movement mode takes large amounts

of damage, it may fall down from the

force of the impact. II the total damage

received in one attack is equal to or

higher than twica the Size of the vehicle,

the pilol must pass a Driving Skill test

against a Threshold equal to one plus

the Margin of Success of the attack thai

hit it. If the walker fails the test, it falls

down, taking light Damage. If Ihe walker fumbles the lest. it falls down,

taking Heavy Damage. Walkers must

spend one MP to stand before they can

start moving again.

• WE""ATHER CONDITIONS

Certain weather conditions complicate

tactical combat. The following text de­

scribes the game effects fOf just a few

common weather conditions. Specific

rules will be found for local weather in

each 01 the Theater Books.

Most weather conditions affect visibil­

ity, making it more difficult to acquire a

target. Some may modify the Danger­

ous Terrain tests as well.

B LIZZARDS

These cold winter storms are common

in the steppes of Russia and Northern

Europe. The swirling snow obscures

both visibility and sensors alike. II both

players agree that a blizzard is occur­

ring during their combat, add -+- 1 to the

Obscurement value of every MU of ter­

rain. This translates to a -1 modifier per

MU 01 inlervening terrain on all attacks.

Blizzards also make footing treacherous

in some areas. A +' modifier is applied

to the Threshold of all Snow Dangerous

Terrain Test (treat Snow as either Rough,

Sand or Swamp terrain, depending on

how paCked or iCy it is).

66

In addition to lhe above, vehicles that

lack the Hostile Environment Protection:

Extreme Cold Perk must spend one ad­

ditional MP per MU of terrain moved.

EXTREME:TEMPERATURES

Extreme cold (-4Q11 C or lower) or ex­

treme heat (+5QRC or higher) is very det­

rimental to the functioning of vehicles.

Any vehicle thai lacks the appropriate

Hostile Envirooment Protection Perk au­

tomatically suffers light Damage when­

ever pushed to Top Speed.

In addition, such vehicles must roll one die at the beginning of each combat

turn. On a roll of one, the vehicle breaks

down for a number of turns equal to the

roll of one die.

Infantry cannot properly function in ex­

treme temperatures unless they have

special gear to protect them. When so equipped, infantry func lion normally.

Unless so noted, infantry are automati­

cally equipped at no cost in a special

environment scenario.

NmuT'--------------Nighttime combat functions as daytime

combat except that the Night Detection

score of a vehicle is used instead of its

Daytime Detection score (see page 52).

Infantry and vehicles without sensors will

only move at half speed and have a -1

modifier applied to all anacks.

Some units are equipped with powerful

searchlights (see Perks, page 97).

These can be turned on or off at the

beginning of each turn. Active search­

lights make the vehicle easier to spot:

the vehicle Is treated as being in day­

light '0( atl combatants, Enemy fire can

target the searchlight by performing an aimed shot: If successful, the search­

light is automatically taken out.

.00*~~.

Rain, in addition to making the troopers

miserable and soaking wet. also affects

visibility ar;-td terrain.

Ught Rain adds -+ 110 the Obscurement

value of !Nary MU of terrain. This trans­

lates to a -1 modifier per MU of inter­

vening terrajn on all anacks.

Heavy Rain is a full-fledged storm~ it

adds +2 to the Obscurement value 01

every MU of terrain. This translates to a

-2 modifier per MU 01 intervening terrain

on aU attacks. In addition, it turns the

soil into thick mud, mal<ing it more diffi­

cult to progress. A + 1 modifier is ap­

plied to the Threshold of all Dangerous

Terrain tests .

SANDSTORMS

Sandstorms are common in desert lo­

cales. These turbulent duslclouds ob­

scure both visibility and senSOfS alike.

If both players agree that a sandstorm

is occurring during their combat, add

+ 1 10 the Obscurement value of every

MU of terrain. This translates to a -1

modifier per MU of intervening terrain

on all attacks.

Sandstorms also cause fine dust and

sand to shift, making footing treacher­

ous in some areas. During a sandstorm,

a + 1 modifier is applied to the Thresh­

old of all Sand Of Dust Dangerous Ter­

rain Test.

., •

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Page 67: DP9-501 - Mainbook

,

.~-(f!* 0 0 .

*INCENDIARY EFFECTS

Incendiary weapons can decimate en­

emy troops . When an incendiary

weapon hits a .... ehicle. the damage is

equal to the weapon's Damage Mulli­

plier (called its Intensify) plus the Mar­

gin of Success. Mlile this may seem like

less damage than most weapons. most

incendiary weapons are labeled as

Slow-Burn weapons. Slow-burn weap­

ons cause the same amount of damage

for a number of turns equal 10 lhe Mar­

gin 01 Success. Consequently. if a slow­

burn weap:>n with an Intensity score of

12 hits a target with a Margin of Suc­

cess of 3, il would do 15 points of dam­

age to the target for t/Yee 11Ifns.

Incendiary weapons are most effective

versus infantry. Against infantry. the

Margin of Success is added to the In­

tensity and then multiplied by the Mar­

gin of Success to obtain their damage.

Slow-burn weapons apply their later

turns of damage to the unit only if it re­

mains in the same hex.

Incendiary weapons can be used to

start fires. To ignite a one-MU wide area.

a total of 100 points of Intensity must be

fired into it. No attack roIt is necessary.

Once the area is ignited. it is consid­

ered to be a tire of Intensity 10. At the

end of every game turn thereafter. its

flame intensity is increased by (1d&3)

until it either reaches 20 or goes out. If it reaches 20. the burning zone grows by

one MU and goes back to Intensity 10.

A spare die is useful to keep track of

this (red ones do nicely); colton is use­

ful to marl<. the boundaries of the fire.

Unless the battle drags on for hours.

wind will ha .... e little effect on the spread

of the fire. If such an effect is desired

nonetheless, randomly determine the

direction of wind before the garne. thon

spread fire only downwind.

Vehicles crossing a burning area must pass a Driving Skill last versus a Thresh­old squaliD one-half of the lire's Inten­

sity to pass safely. If the vehicle fails the

roll , treat the result as a successful in­cendiary anack on the vehicle with a

Margin of Success aquatlo the margin

of failure of the Driving Skill lest. Treat

fumbles as if the incendiary attack Mar­

gin of Success were equal to the test

Threshold. Infantry units thai enter a

burning area are automatically de:

strayed.

Only woods and jungle terrain can be

ignited. Alternati .... ely. the Players may

agree thallhe Rough and Clear terrain

on the lable is dry grassland or scrub

and allow it to be ignited. Sand. Swamp

and Water terrain cannot ignile. A sce­

nario might cover them with oil or a simi­

lar flammable substance and thus allow

these looains to be ignited. but they nor­mally cannot butn.

Burning areas produce smoke in an ir­

regular fashion. Roll one die per fire to

know how much Obscurement the

smoke from !hat tire causes: 1-2. noOb­

scurement; 3-4. Obscurement 1: 5-6.

Obscurement 2. The smoke causes 0b­scurement abolle the ignited terrain as

well .

C HAPTER 1\vo; TH E GAME

• HULLaDoWN POSITIONS 0

"Huli-down" relers to a classic battlefield position where only the lurret of an ar·

mored vehicle is 9Kposed toenemy fire,

the hull itself being protected by an 0b­

stacle such as a ridge or a low wall. This drastically reduces the chances 01 b&­

ing hit while not impeding the attacker's

own fire. Obviously, other vehicle types

can also use hull-down positions, includ- •

ing walkers - they simply squat or lie

down behind cover.

Because of the large ground scalb of the

game, it is not always possible 10 place

a unil precisely behind a ridge Of other

land feature since these are not readily

apparent. Instead, a somewhat abslract

system is used: by spending MPs. ave­

hicte can entrench itself behind hard

cover almost anywhere. It is assumed

that there are suitable terrain features

nearby for such a move. The MP cost

(which is ~sted in the HuII-Down Table) represents the fact that the unit must

move out of its way. find suitable coyer,

slow down and othefwise park ilsetl into

the hult-down position. Some terrain

types offer less protection than others,

and this is reflected in the MP oost - it

is always easier and faster to rro a suit­

able defensive position in broken looain

or in a city than on open ground.

A U.S. Marine Longstreet attacks a Japanese tank with 8 fIametIvowef (Slow &.m). The anack succeeds with 8 MaTgin of Success 013. The weapon has an IntenSity rating 0112 (the substitute tor the Damage Multiplier). This attack will do 15 points 01 damage to !he

tank for three turns. The first tum's damaoe Is allocated irrrnedlately. In tater turns. !he I damage is aJIocated dOOng the Miscellaneous Events phase.

The same Longstreet with the lIamellYowet anacks all infalllry squad. The altBck suc­ceeds with a M8rgin of Success of 2. This. attl'Ck will inflict (12 + 2) x 2 - 28 points of damage 10 the inlantry squtld par !un b two turns!

The Loogstroul. anempf8 to Ignite s ltrtgle patch using the same weapon. It n'l.ISI attack the MU alless! twice (12 x rnaxmu-n t.4oS 01 6 : 12) 10 amass the 100 points Of IntenSity required 10 Ignite II.

• ., •

Page 68: DP9-501 - Mainbook

CHAPTER 1\vO: THE GAME

!

The Hull-Down Table lists the various

costs and protection factors assigned

to each terrain type. The Covers column

indicates the systems that are hidden

behind the obstacle wherlthe vehicle is

in the hull-down position with weapons

at the ready (the numbers listed in the

table refer to the die roll numbers on the

System Damage table, page 59). If a

commander prefers, his vehicle can be

completely hidden, covering all loca­

tions, but rendering all weapons useless

save for those capable of indirect lire.

Rather than applying a modifier to hit

the now smaller silhouette 01 the vehicle,

the attack is rolled normally: if a hidden

system is rolled on the System Damage

Table, the obstacle absOfbs part of the

damage first. The Protection column

gives the amount of damage points sub­

tracted from the attack if it hits the cover

instead of the vehicle. If the damage is

reduced to zero, there is no further ef­

fect on the target vehicle. To prevent

unnecessary bookkeeping. the protec­

tion afforded by the cover remains con­stant and does not ablate under fire.

Aimed attacks are not possible against

hun-down vehicles.

Infantry are always assumed to take de­

fensive positions, hence the natural -2

modifier on all attacks against them. An

infantry squad wishing to go "hull-down"

is actually digging in, using shovels and

other tools to improve their defensive

positions. This takes time, represented

by the MP cost of the Hull-Down proce­

dure. Since infantry heve only 2 MPs,

they will require one or two turns to dig in, during which they cannot do any­

thing. Once this is done, !he infM\ry are

considered dug in (place a Hull Down counter nearby as 8 reminder), and ben­

efit from the Protection listed In the table

at right. The squad will need to pass I:itl

unmodified Morale test to leave this p0-

sition.

68

• STRUCTURES

Many man-made objects can be foond

00 battlefields. The players should agree

00 what human structures are on the

mapboard, if any. Man-made objects

can be destroyed in the oourse 01 battle.

Man-made structures lake damage in a

manner similar to infantry: each struc­

ture has an abtative Damage Point Ca­

pacity rather than Armor. If it takes more

damage than its DPC, the structure is

destroyed and replaced by Rubble ter­

rain. Burst fire weapons affect structures

in the same manner as they do infantry.

BRIDGES

Bridges span narrow bodies of water,

such as rivers and straits, or chasms,

such as canyons and gullies. The

bridges presented here can be the large

irooworks found over prominent terrain

features or the small ten or twenty-meler

bridges found in the city or 00 campaign

roads - they just have different DPCs.

Movement across bridges has the same MP cost as Clear terrain, unless a road

has been bufllon the bridge (see Roads,

page 69). Each MU of a bridge is rated

by two attributes: Damage Point Gapac­

fty and Size Capacity. The average OPC of a bridge is 100 points per section.

o IIIII-IIIwI 1II1II - ..... _eo. CIea< +'"

Rough. Rubble +,

Sand, Dust +' - +, _. +. ......, +.

u_ +,

(}fijn$lilUrban •• "-"" +1

The Size Capacity of a bridge section is

the maximum Size of vehicle that this

bridge can safely support. If a vehicle

of larger Size attempts 10 cross the

bridge, roll one die. If the die roll is equal

to Of less than the difference between

the vehicle's Size and the bridge's Size

Capacity, the bridge loses one tenth of

its enginal Damage Point Capacity per

point of Size difference (see examp,!e

next page). Repeat the die roll unlil the

bridge section either does not take dam­

age (at which point, stop rolling) or

breaks under the straIn and collapses.

II a vehicle is six or more Sile points

greater than the bridge's Capacity, the

bridge section willautomaticaJty and im­

mediately collapse.

If a bridge section collapses, adpning

sections have a 50% chance of collaps­

Ing as well. Roll one die for each adja­

cent section: if the result is 3 or less, the

adjoining section collapses. AU vehicles

upon a collapsing bridge take (Size x

2d6) points of damage. The bridge ter­

rain is transformed into Rubble after­

ward, unless it is over water - ilthen

becomes Swamp terrain (this only rep­

resents the presence of debris in the

shallow water, not a sudden growth of

vegetation!). A bridge collapsing above

deep water leaves no debris.

Covono ....-M '0"

2t04 15

3104 '0 2104 '5 2 106 20 ,,,. .0 ,,,. '5 2106 20

2108 " 'Only Infantry can go nutl·dawn in CIoo.r letl8in.

"It Is aSSLmed !hat the vehicle is 1oc!I1$(I1i1 the edge of the elevation level. -

,."

, •

Page 69: DP9-501 - Mainbook

, .

ROADS

Roads are designed (0 make travel

easier for vehicles by providing them

with an ideal travel surface. Roads have

a 100 Damage Point Capacity per MU.

Any ground vehicle traveling on a road

gains an additional number of MP equal

to half of its current speed (Coo"Ibat or Top) rounded down to the nearest whole

number. These free MPs must be ex­

pended on movement along the road or

they are wasted. All units pay the MP

cost of Clear terrain instead of whatever

terrain the road crosses.

Roads can be built over bridges. These

roads use the bridge's Oamage Point

Capacity but still confer the movement

bonus to vehiCles.

URBAN TERRAIN

Terrain thaI contains structures is called

Urban terrain; it is generally easy to

move through, and is thus treated as

Clear for movement purposes. II causes

two points of Obscurement per MU and

offers excellent cover (see Hull Down,

page 67). The Damage Point Capacity

01 the average building is /30, assuming

generic structures. Reinforced buildings

have a Damage Point Capacity of 100

per building or lTI()(e, depending on the

scenario. Ooce a building has lost its

entire OPC, it is replaced with Rubble

terrain.

House·sized buildings count as immo­

bile Size 6 units for ramming purposes;

larger buildings count as Size 12 units.

Since they do not move, their Defense

roll is always zero.

Urban terrain is assumed to have

streets, bul does not give the road

movement bonus due 10 minor obstruc­

tions (rubble piles, pedestrians, parked

vehiCles, etc.). Major slreots are repre­

sented by roads crossing urban terrain.

- TOWING CAPACITY

It is assumed that aU units have cables

and tow hooks for simplicity. A vehicle's

maximum towing capacity (in Size

points) is equal to thevehlcle's 0M'l Size.

This assumes that the towed item is de·

signed 10 be towed (e.g. a trailer). Items

that were not designed 10 be towed,

such as disabled walkers, are consid­

ered to have double their normal Size

for towing purposes.

Vehicles can tow up to half their maxi­

mum towing capacity without a reduc·

tion in speed. Vehicles towing between

half and three-fourths of their capacity

are limited to Combat Speed; loads from

three-fourths to full towing capacity re­

duce the speed (0 half Coo"Ibat Speed

until the charge is dropped. Units can

cooperate to tow an oversized mass.

A unit or object may be attached to the

towing unit if they are both stationary

and in conlact for a whole turn (the units

are not necessarily side by side, just

near enough to drag cables from one to

another). They then move together.

Unlimbering a lowed item requires one

action. If the towing unit is moving when It lets go, the towed item goes out 01

control like a vehicle missing a Top

Speed turn (see page 51).

o BINi:I&'I Ex 2 2n

CHAPTER Two: THE GAME

-MORALE

Morale is an important part 01 warlare.

No corrmander can be truly sure 01 wtlat

his IroOP$ will do once under fire. Only

totally fanatical or automated forces are

irrmJne to the effects of morale, and even the best trained soldier will hesitale to rush

a gll'l position under withering firepower.

To the men down in the trenches or sit­

ting in their fragile vehicles, it will alWays

seem beller to stay put than to place

themsetves in harm's way.

The Gear Krieg Morale rules deai lTI()(e

with command control rather than with

rout. The rules are structured In a way

that will allow players to make their own choices wtlen it comes 10 faUing back

and regrouping . Instead of affecting the

units' will 10 stay and fight. poor morale

affects die rolls, thus forcing the c0m­

mander to make some difficult choices.

Wilt he push his troops, knowing that

their efficiency is degraded, or will he

allow them 10 lall back to regroup. pos. sibly losing preciouS terrain and objec­

tives?

Each MU of a thfee·section bridge has a Damage Capacity 01100 and a Size capacilyof 10. The middle section Is elevated higher !han the other IWO and the Sl.IIl'OU'lding larran. The bridge spans e chasm !hat Is lower !han !he sumJI.Ilding tarrafl.

II a Size 12 vehicle attempts 10 cross !he bridge, it rrust pay !he normal MP cost lor Clear terrain to travel across. Since the vehicle is 100 large for this bridge, it mustIest lor bridge collapse. Upon entering the first bridge section, !he V'8hlc1e's CM'f1&I' rolls one die. On a result of 2 0I!ess (Size 12 · Size capacity 10). !he bridge loses 20 damage points (one· lenth of its origlll81 OWMga Point C3pacily tmes the Size difference). II !he bridge is damagsd. !he roll is repeated ,"",lithe IOIt Is greater than 2 (a1 WhIch paint the brIdOe stabilizes) or until lhal5&Clion of the btldgo col~p$es.

If elthef end 01 the bridge collapses, the vehicle willlin(I itaeilin Rubble. "the ITW;Sc1Ie pari of the bridge OQIIapses, any vehicle on /I will auRa II lal $ince it IS ~ than !he SlX· ruu-"lOir"IQ terrain.

., •

Page 70: DP9-501 - Mainbook

C H A.PTER 1\vO: THE GA.ME • ~ ,

• • MORALE Tiiil:ESHOLDS -0 group's current Morale Threshold. If suc- RALLYlNl; •

Morale Thresholds are based on the cessful, the combat group acts as nor-

The penalties caused by failed Morale

experience level of the individual units mal. If the check is failed, the combat

lests will soon prove crippling, butlhey

or vehicles: Before the set-up phase, group suffers from a -1 penalty to all die

can be removed by perlorming an ac-

each player calculates the Morale rolls, including luture Morale checks. A

lion called Rally. This is done by the

Threshold 01 his combat groups. A spare die is suggested to keep track of

commander of the combat group, who

squad's Morale levet is equal to the to-thedie penalty caused by poor morale,

must spend lhe action to roll a new Mo-

tal Morale Threshold 01 the soldiers COOl-As lhe group gradually loses its will 10

rale check, again using his l eadership

posing it, divided by the number 01 soI-fight. its combat performance is affected

Skill. Only one Rally is attempted per

diers in the squad (rounded up to the and starts to rapidly degrade, Penalties

action, although multiple attempts are

nearest whole number). caused by poor morale can be removed

possible il sufficient actions are avait-by the commander, however, by rally-

able. If successful, the Morale level 01 For example, a squad with two Veteran ing the group and reorganizing it. See

the combat group rises by one (i.e., a crews (Morale 2) and three Qualified Rallying for the rule,

crews (Morale 3) will have a Morale single - t modifier is removed). 11 the

Threshold of (2+2+3+3+3) I 5 '" 2.6, Morale checks are made ooly in some combat group Is rallied away from the

rounded up. The Morale Threshold 01 specific situations. as listed in the Mo- enemy (under Obscurement and with no

this squad is 3. rale Checks table below. A vehicle is loS to an enemy unit), all negative modi-

counted as destroyed il it loses its ca- fiers are taken away automatically; The

pacity to both move and light, suffers units must be within one MU of the FANATICAL UNITS - an Overkill result, or the crew is put out leader, else a functioning Communica-

Some people believe so fervently in the of action. An infantry trooper is consid- tion system is required to participate in

cause they are fighting for that they are ered hit if he has lost at least one dam- the Rallying action.

ready to die for it. They will lay down age point. lastly, a combat group is con-

their lives without flinching if the situa- sidered under fire by artillery il at least •

tion demands it, and the thought that half its units (round down) are fired upon

they may well die in the batUe simply by one or more enemy units to which

does not affect them. Such fanatical they cannot trace a Une of Sight.

units are immune to the effects of Mo- -rale. If the Morale rutes are used, Fa-D .... TII ....... naticat units double their Threat Value .

If applicable, this is noted in the Tables .... n..1IhoId TV_

of Organization & Equipment of the LegendarylFanatiC 0 '" 81mies. Elite 1 11.1 .75

Veleran 2 11.1 .5

MORALE CHECKS Qualified 3

~ Rook. 4 "'.25

Before the game, each player rolls

against his unit's Morale Threshold to

determine the initial Morale level of his DMar ... CllDI troops, for every individual vehicle and .- lIo ....... ten. ........ infantry squad in his unit. Before !he set-up phase (initial Moralft Ie~) 0

The table below lists Ule events when a Single vehiclft ili dl'lSlrO)'9d 0

Morale check is required during the Per addilional vehicle destroyed during the turn .1

engagement. Morale checks are rolled Two infantry soldiers are hit within a single squad 0

using the combat group commander's p~ adrflllonallrooper hit during the turn .1

leadership Skill against the combat Combat group is under firs by anilklry .,

Page 71: DP9-501 - Mainbook

,

MISSiONPRlORITIES

Not all missions have the same impor­

tance In the eyes of the soldiers. A

simple foraging patrol will mean much

less to the men than the defense of their

home town, and this will most certainly

affect their morale and performance

leveL If the battle is being fought for

something precious in the eyes of the

soldier, he will place less importance on

his own survival.

Missions can be classified as either

High, Medium or Low priority. High Pri­ority missions are those missions that

must simply noc fail, because the em0-

tional cost attached to failure is too high.

The defense of one's home town Is a

good example of one such mission. Al­

though this does not necessarily mean that the troops Will fight to the death, they

will stand their ground much longer. All

Morale tests are made with a +2 modi­

fier on the dice roll.

Medium Priority missions are the fNfJfY­

day military actions. They are important,

but not overty so. Most engagements will

lall in this category: the troops know they

must do their best, but If they fail only

the battle is lOst, not the war. There is no

modifier attached to missions of this

type. Low Priority missions are those that

have little or no consequence to the di­

rect survival of the force. Low Priority

missions cause a -2 penalty on all Mo­

raJe tests because the troopers are un­

willing to lay down their lives for unim­

portant objectives and will actively seek

to escape or avoid hOstile forces.

FATIGUE

The fatigue level of the SOldiers has a great inlluence on their combat perfor­

mance. For reoord-keeplng simplicity,

troops can be classified as either Fresh,

Tired or E)(hHusled.

Fresh troops have just arrived on the

battlefield. They are in good shape, had

a good night's sleep and are ready to

lace whatever the enemy will throw at

them. All Morale checks are rolled with

a +2 modifier. Tired Iroops have been

in the field for a few weeKs, or have seen combat or OCher tense situations in the

past few days. This is considered the

default fatigue level and has no effect

on Morale checks. E)(hausted troops

have been on the march for quite some

time or have faced battles several times

during the past few days. They are near

the limits of their endurance and make

very poor fightE!fS. Such a fatigue level

will ncxmaJIy be used only for very spe­

cific scenarios. Exhausted troops have

a -2 modifier on all Morale checkS.

Sp"'E"Cm-rA"SE--- -

The following situations are special

cases that may crop up during the

game. As with all other optional rules,

they may be used Of" omitted al the

player's discretion, as long as those

rules chosen for the game apply to both

sides equally.

Flame Weapons: Fire has a profound

psychological effect on human beings,

even more so when it is used as a

weapon . Everyone, no matter how

brave, has a distinct lear 01 being

burned.

Whenever a combat unit is attaCked by

a flame weapon (weapons with the Slow

or Fast Burn characteristic), it must ei­

ther immediately roll against its Morale

Threshold or retreat at least one MU from

the attacker. If they cannot retreat and

fail their roll, they will immediately lay

down their weapoos. Unless lhey arc

Iaken prisoner or killed, they can be ral­

lied as normal In subsequent phases.

CHAPTER 1\vO: THE GAME

Units that are immune to lire, either be­

cause of a Perk or because they are too

massively armored to be affected CMoS of 5+ required to cause damage), do

not have to check for Morale and ignore

the psychological effects of flame weap­

ons.

Panic: Rookies can succumb to panic

when laced with combat. When a rookie

unit (Skill level of 1 or lower) is attacked •

lor the first time, a Morale check should

be immediately rolled to see if they will

succumb to panic. If the roll succeeds,

there is no further effect, and the unit

need not test again lor panic until the

ne)(t bailie.

If the lest is failed, the unit is pinned into

place. II can neither advaf"\C6 nor spend

actions, but it can move away from the

enemy if there is some Obscu"ement be­

tweerI them and the hostile forces. Units

that fumble their Morale test immediately

rout and attempt to leave the table by

the shortest path. They may be rallied

as normal.

Surrendering: When faced with over­

whelming odds, troops will sometimes surrender to the enemy rather than be

poinllessly kilted. If the combat group

finds itself cut ofIlrom the rest 01 its main

lorce (no lin&-Of·sight to Iriendly units

and oul of communication range) and

its Morale penalties are equal to -3 or

less, the group will lay dc1.vn its weap­

ons and surrender. Fanatical and elite

units (Skill level four and more) may ig­

nore this rule and keep on fighting.

71

I

'f

Page 72: DP9-501 - Mainbook

CHAPTER Two: THE GAME

HEX-MAP CONVERSION Though il is visually spectacular, a full-fledged miniature battlefield requires a large

investment in time and malerial thai no! everyone might want to make. It is possible

to play Gear Krieg on a regular wargaming hexagon-covered map, however, with

lIery litlle adaptation. The same rules are applied with a lew exceptions.

Each battlefield hex represents a 5().meter wide area of terrain. One hex is equal to

one MU; therefore, one MP aUows Ihe unit to move forward one hex in Clear terrain.

F()( game purposes, the terrain 01 the entire hex is considered to be the terrain type

that is present al the center of the hex (marked by a dot on many maps).

Each increase in elevation levels represents a 5-meler increase in height (smaller

altitude variations are not significant enough to be represented at this scale). For

line of sight purposes. ground vehicles are hidden by this, except walkers, who can

see above one elellatiorllevet.

Units must be placed so that theIr Iront laces one side of the hex; they cannot lace

a corner. The turning rules remain the same: vehicles can turn 60 degrees (one hex

side) at no cost.

The hex sides also make both the lire and defense arcs easier to visualize. Une 01

sight can be determined by holding a ruler betweefl the centers of the two units

inYOlved; any hex overlapped by the ruler counts for Obscurement purposes. Range

is determined by counting the hexes between the two units (see at right).

With !tit! t!xCt!ptiori$ noted above, all Other combat rules apply normally

71

o Movement • TeFrIlln ExaIIIpIa A !ank is !TIOVIng at Top Speed (6 MPs) It oogir"lS in R Clear hex. I!!ravols fOl'Ward two hexes across Clear terrain (axpanding 2 MPs) and then tums one hex·lacing CIocllWI1It1 (ft~p!If1dang 0 MPlI). The tank then ITIClVCS torward 1 heX across Rough larflll1 (expending 2 MPs). IVI"ns two hex 'CICingS C(Ul1m:n-:kwi!".e (expendinQ 1 MP). WKJIlfl(lS its ff"lOV(to

rnent. lhe remalfllllg 1 MP IS not enousJh to "" 1~ Itw:! Rough terrain me vehic le Is now lacing (which would COSI2 MPs to move Into) and is log.

e 0 0 *~4H>.

• DOTS AND HEXES

The dot in the center of each hex on the

mapboards Is there to help you deter·

mine 'NtIat the terrain type of the hex Is.

The terrain of the hex is whatever

mapboard feature the dot is on top 01. If

a little bit of the drawing representing

broken terrain spills over into a prima­

rily clear hex. the dot will be on clear

terrairl , indicating that the terrain tyPe

is clear. 1/ one or more terrain elevation

contour lines cross through a hex, the

elevation level of the hex is the eleva­

tion level the dot resides in.

• STACKING

The term · stacking· relers to how many

units can reside in a single mapboard

hex. While the standard hexes are fifty

meters wide, a certain security margin

must be observed during the chaos 01

combat lest accidents happen. For this

reason, the number of units allowed in

a single hex is limited by stacking.

Each SO-meter hex can take up to a 10-

lal 01 30 Size fX)Ints worth of vehicle and

other unils. The Size of each .... ehicle is

always noted on its record sheet. Five

or less infantrymen count as the equiva­

lent of a Size 3 vehicle lor stacking pur·

poses (an entire squad of len would thus

take up 6 poinls).

RANGE

Range is equal to the number of hex

between the two units plus the hex In which tho target is located. Range is measufed in the most direct line be·

Jween the attackor and the defender. If

combal OCCur'S between units in the

same hex, the range is CQ!lsid8t'ed to

be Poin( Blank (0).

-, •

I

• -

Page 73: DP9-501 - Mainbook

,

FlreAra - ,------~

Foward (11JlO}

;..--~

R .. , I Aft ( 180"1

~""''''''' (60') (- I Defense Modifier)

Lott "~"'-~ r--!!~"" '"''''

Front ( 180")

(-1 Defense Modifier)

- ,..., (-2 Defense Modifier)

CHAPTER Two: TilE GAME

FIRING A RCS

Vehicles may only target opponents that

are within their weapons' firing arcs.

Each WB.apon is mounted within a cer­tain arc and can only fire in it; targets

that lie outside cannot be targeted.

There are six CCIITJTlOI"1 firing arcs (see dia­

grams at left): Forward (F), Right (AI), left

(l ), Aear(Rr), Rxed Forward (FF) ~ Tur­

reledm. TheIirstWSfe lf1>.degreearcs

on their respective sides. Side arcs In­

clude directty forwcW and bacI<ward. The fixed forward arc is a 9O-degree arc on a

vehicle's front lrilg. Note lhatsideormar

fixed arcs are also possible, but unc0m­

mon. Turreted arcs span 360 degrees.

Infantry squads do not have firing arcs

and may anack anything in a 360-de­gree radius around them.

D EFENSE A RC

The defender's orientation, when at­

tacked, can reduce his chances of suc­

cessfully escaping the attack, either be­

cause of inattention or thimer armor. f.Iost

combat vehicles carry less armor on their back !han on the froot, due 10 lKI8void­

able engineering concerns. More impor­

tantly. hoYIevet. crews cannot defend

against attacks !hey do not see coming.

Attacks coming from the rear are much

more dangerOuS than attacks from the

front. The modifiers listed in the diagram

at lett arc appied when defenr:klQ aganst attaCks coming from within an arc.

73

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dtMI i!i I hiH. dAAb R&bid;

CHAPTER THREE: GAME RESOURCES Across the planet. annies marched to war. No comer of the globe was spared. nOl a single patch of land offered protection and isolation from the fighting. This cbapter contains simplified platoon and company level organizational cbarts for the major annies that fought in the conflict. They are followed by a selection of scenarios depicting a variety of incidents and battles from the first three years of the war and a number of other game resources .

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• CHAPTER THREE: GAME RESOURCES

BANZAI! Gun-so Ichiba Akira hollered joyously as his Type 38 Shiki wOIlkBf crashed out of the

Philippine jungle and ooto the verges 01 the cleaHK~ ground. Spread out before him

was the broad expanse of tarmac of the American airbase 01 Clark Fteld, largeslln

the whole Philippine archipelago.

Waving to his right and left, he saw the machines of Nitta and Masuma moving 001 to

flank him. Behind them, the company 01 infantry they had been assigned to support

boiled out of the jungle in a khaki-clad wave. Ichiba leveled his leppo-yarl at the

positioos 01 the enemy.

"In the name of the Emperor - Banzai'"

"BanzaI!" bellowed his machine gunner, Nagano Hiro. "Machinegun ready. sir'"

Ichiba slammed his walker into motion. He'd engaged the secoodaIy movement

system as soon as he'd reached the hard surface of the runway. After a few agoniz. ing seconds, the cockpit filled with the smell of burning rubber as the tires bit into

the hot surface of the tarmac. Stunned by the appearance of the metal walkers, the

American de/enders 01 the airlield stood Irozen, Their shock was only momentary:

suddenly the space between the airtield's delenders and the attacking Japanese

was lilled with a hail of lire and steel. Every weapon that could be bIOught 10 beat

was firing on Ichiba and his squadmates.

Ichiba was thankful for the thickly padded vest and helmet he wore. The violence 01

the Il'I8I'IeI.IVer he Ihrew his ungainly veI'Iicle into as he charged slammed him around

his seal like a slone in an empty can. and that was with the restraining hamess!

Ichiba struggled with the controls as a near miss from a bursting shell heeled hiS

machine over precariously to the left. As the right leg assembly slammed back down

Into contact with the ground. Ichiba was jolted 1000ards and the restraints bit cruolly

into his shoulders.

The flash 01 the tracers from the enemy machine guns snapped by him, the armor

shrugging oft the occasional gtanciog hit without any appreciable damage. Nagano's

Type 92 machine gun began hammering with ils traden"lark !hump, thump. thump.

The canvas bag on !he breach of the gun jlrtad as thO casings were flung Into it. In

its first testing, those had bounced all

over the inside 01 the machine, burning

both crewrn8fl with the hot brass. luck­

ily, Ichba, thought, I don't have to worry

about tha/ "anymore!

He jinked hard to the left to avoid more

incoming fire, but Masume wasn't so lucky. A direct hit on his walker's mid­

section by an enemy lield gun blos­

somed into a lurid fireball. Completely

out of control, the burning wreck

tumbled crazily to the pavement, roiling

over, shedding bits of armor and ma­chinery like blzerre metallic confeUi.

Ichiba swayed his machine to his left.

avoiding lhe spinning ruin of the right

arm of Mnsume's machine. Incongru­

ously, Ichiba was slruck by how" beauti­

ful the fireball was. The reds and or­anges of the flames reminded him 01 a

chrysanthemum, the oily black smoke

its leaves, just like the chrysanthemum

Mon painted on the armor of their

regiment's walkers.

An American scout car, seeking to bat

their advance, lashed the front 01 his

machine with 3O-calibaf fury. Again, his

walker's armor hefd. Unwilling to slow

down and bring Nagano's machine gun

to bear on the foolhardy Americans,

Ichlba continued to barrel in straight at

the vehicle. At the lasl second, Ichiba

brought the Shiki up short, plunging the

ugly black head of his Teppo-Yari Inlo

the scoul car's side. The magnetized

shaped cha/go oxplo$ivQ on a stout

bamboo pore detonated with an al­

mighty thump . Fragments 01 the

vehicle's own armor, blown across the

scout cal's righting comparll"Tleflf by Ihe

force of the blast. lore the hapless

American crewmen to shreds. Ichiba

held his lace immobile as he turned

away. The shrieks of tho dying enemy

were horrible. but a S8rrlUlai must hOld

himself resolulo in the face of the erl­

emIos 01 the Emperor.

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ARMY LISTS The following are simplified organizational charts for wargaming with Gear Krieg on the Platoon and Company levels. Highet levels (Battalion and Regiment) are pos­

sible. but play can bog down and will tend 10 fill the table with too many units. It is

therefore not recommended unless smaller miniatures (such as micro-arrTlOf) and

lots of assistants are used. More complete and detailed TO&Es (Tables of Organiza­

tion & Equipment) for each army will be Covered in later Army and Theater Books.

World War II was fought in many lands and under many different climales, from the

deserts of North Africa to the fields of France. from the snowy steppes of Russia to

the green jungles of the Far East The following Army Lists include some general-'

ized COlor guidelines. The subJe<:1 of camouflage is a book in its own right, so all of

the possible schemes cannol be listed here (there are many such books available

through libraries and book dealers). Future Gear Krieg books will cover the subjects

of paint schemes and vehicle markings and uniforms in more detail.

PRESENTATION

General Introduction: This section briefly

sketches out the army and lists reasons

wily Players would want to game with

and COIIe<:t miniatures for it.

Tactics and Morale: This section is an

examination 01 the taclical doctrine

used by the army in question. The units'

default Morale rating Is given : Players

may increase the Morale rating of their

combat units by paying the appropriate

cost multiplier (sec page 70).

Color Schemes: A brief description of

uniforms and color schemes used by

tho army is listed here.

Rille Company TO&E: The composition

of the Rifle Company is provided here,

followed by A breakdown Of each type

of squad found In the Company. TIuest

Values are provided for each squad.

There is also a separate listing for sup­

port units (uSually MG teams) that would

historically be attached to the Company

from Ih6 Battalion level. Oncor two such

teams per Company would be typical.

Armor Company TO&E: The composi­

tIC)n of Ihe Armored Company is pro­

vided here, followed by a breakdown 01

each type 01 Platoon found In the COIll­

pany. Ptayers may chose the vehicle

variant they wanl to field.

C HAPTER THREE: GAME R ESOURCES

D ESIGN NOTES

Throughout the conHict, unit organiza­

tion evolved to take into account new

vehicles and supply lines, and thus will

require an entirely separate book to ex· plore in depth. The average units pre­

sented here were the building blOcks

from which armies participating in the

conHict were constructed. lNhile it might

be enjoyable to fight a battle with an en· _

tire force consisting of Panzerkampfers

with Elite crews. it won't be a credible

force - and more than likely no fun at

all for either Player.

Most. if not all, 01 the nations lrwoIved in

World War II had various elite or 'Spe­

clal ops' I,mits. Thoso are outside the

scope of this ruiebook and will be dealt

with later in their relevant army publica­

tions. Similarly. the armies utilized far

more types of vehicles and equipment

than could possibly be listed here; as

Theater and Army sourcebool<s are re­

leased, data fO( further vehicle types will

become available. The lists presented

in the following pages are intended as

a guideline to enable Players to

wargame actions from the timeframe

covered in this volume. Due to space

considerations, only armies of the ma­

jor combatants could be listed; other

factions (France, Italy, etc) will be pub­

lished at a later date

Threat Values (TV) have been assigned

10 infantry squads and vehi<;:les. It will

be a relatively easy matter for Players

to design their own bailie scenarios by

simply agreeing on a TV total lor each

side and purchasing units to add up to

those points. Given the differ&r'lC&S In

arms and equipment available to each

army, not to mention personal prefer­

ences and tactical sly1e8, an interest­

ing game Is Sl)re 10 resull!

77

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CHAPTER THREE: GAME R ESOURCES

GERMANY Born out 01 the ashes 01 the Imperial German Army of World War I and germinated

from the seeds of the Army of the Weimar Republic, Ihe Army of Hitler's Third Reich

was a force to be reckoned with. The German Army has got to be ooe of the most

fun and fascinating to collect and paint from a wargamer's point of view. The plethora

of vehicles and equipment to choose from ensures a tabletop army that is guaran­

teed to hold the Player's interest.

The Germans are one of the powerful armies in the game. They do everything very

well, but the trade-off is the old saw of "quality vs. quantity." A German Player will

often find himself in Ihe same situation thatlhe German generals did: man for man,

their troops were beller but often numerically inferior, a situation that became lTIQ(e

and more pronounced as the war progressed.

TACTICS AND"MORALE"'"

The German Army - the Wehrmacht­

patented the concept of Blitzkrieg (light­

ning war). Determined not to become

bogged down in the stalic warfare of

WlNI, German military thinkers devel­

oped their new army to be able to punch

a hole in the enemy's line and exploit

the breakthrough before the enemy had

time to react. The Panzers. screened by

Kampfefs, arl1lOfed cars and motorized

(aeon units. were the hammer that broke

the enemy line. Infantry, supported by

more screening units. artillery and

Panzers, moved up behind to consoll­

d<:lte <:Iud hold newly caplured gfound .

All of this was supported by close c0-

operation by the Luftwalfe (air force).

The German soldier was highly moti­vated. Biased by years of Nazi propa­

ganda and a desire for revenge for the

nation's defeat in the Rrst World War, he

was not likely to run. The Wehrmacht

was a bighly professional army, well

equippad and tmined for Ihe new mode

01 warfare its masters were to unleash

upon the World.

German vehicle crews and infantry

squads have a default Morale Thrash­

old of 2 (Veteran), Certilin units, like the

Falschirmjager and the Walfen SS, have

a default Morale Threshold C'I t (Elite).

COLOR SCHEMES

From 1939 on, the Wehrmacht used a flat dark gray, which has become known

as ' Panzer Gray." as the standard paint

scheme for all of its vehicles and walk­

ers. Even the Afrikakorps units went into

action in their first few battles in Panzer

Gray, because there had not been time

or supplies available to repaint them.

Afrikakorps units can therefore be

painted in any combination of plain

Panzer Gray, Panzer Gray "muddied­

up" by their crew with a liberal applica­

tion of dust, or the l1lOfe famous yellow­

brown color that all laler Afrikakorps

units later sported.

In Russia, once winter sal in, the Panzer

Gray was covered with a whjtewash of

calcimite and lime. II washed or rubbed

olf easily however, so German units of·

ten appeared to be an ugly palchWQ(k

of gray and white.

At the beginning 01 the war, the German

infantryman marched into battle in a field

gray tunic and sleel helmet, with darker

gray trousers and black jackboots. By

1941 , the trousers were changed to the

same field gray as the uniform tunic.

Elite units such as the FalschirmjAger

and the Walfen SS had already adopted

camouflage covers for their tunics and

helmet covers, but these were not gen­erally in use by the Wehrmachfs regu­

lar soldiers.

GERMAN MOTORIZED RIFLE COMPANY

The following is an (l(ganizational break­

down of a German Motorized Rifle Com­

panv of the Wehrmacht. Other units of

the Wehrmachl and most units 01 the SS

had a different TOBE, which witt be cov­

ered in future books.

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1<42 men diW;Ied irm a Ccmpany HQ , Ihree Rifle ~. one t-ter.y Weapon SecIian, and one TfllnlfXll" Section. Eadl Rifle P\a1OC)') hu • CO!mIIIiId squad and ltVoo JtifIe squ.ad!.

r-CI I''''' ft28 , "' ... SMG

2 "'" SMG 3 ......., ... • ..."., "'-, -- ... , . ....., ." Nota: lhIt • Ihe only squad In IhII pialOOn IhIII has. radio (Rating -2. 2 kin f!'?l).

1_ .... 1

1 Squad Leader 2 __

3 """"" • --5 """'" , --, ......, , --• --

ft51 SMG .... ... "" ... R .. ... ... """

ftll

.

C HAPTER THltEE: GAME R ESOURCES • ., GERMAN ARMOR •

There are three lank platoons in a company, and two tanks for the company He.

Pzl(plw II PzKpfw II PzKptw II PzKplw II P.tKptw II .,

Mila' ~ PIIIDIII

q~ ,9. fi~-' \1~ fil~ PzKpIw III PzKPwIII Pd(pIw III PzKptwIlI PzKptwIH

IIInY n., l'1li •• 1

PzKplWIV PzKpfwN PzKptw IV P.tKpiw fII Pll5&lV

Panzer1<.ampfers were organized Similarly to the tanks, with five units per p{atoon,

including the HO platoon.

IlIIIt p_ .' :Iv l'1li .. 1 I 1: 't 't 't 't PzKpIIV Loki PzKpt IV loki P!KpIIV L.oki PzKpIlV Loki PV<pllV loki

M .. 71 ..... 1" :Iv l'1li .. 1 I t" ! t" 'f ~ PlKpI v VIIIIwI1e Plk~V~1II p~ V VIII<lrit """'- PzKpf 1/ VaI.LnI

79 •

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CHAPTER THREE: CAME RESOURCES

?

GREAT BRITAIN AND THE COMMONWEALTH The British Army has always been the smaller service. Since Great Britain is an island nation, the lion's share of its military budget has traditionally gone to the Royal

Navy and this remained true in World War II. But whatever the Army lacked in size,

it made up for in lighting spirit. TIme and time again the doggedness of the British

and Corrmooweatlh troops was displayed on baWefietds all over the globe.

The wargamE!( who decides to collect a British army will lind that his troops rellect

that tenacity 01 spirit. The British armor's stashing cavalry style attacks witl appeal to

Players who missed the charge 01 the Light Brigade. Not quite the equal of the

Germans, lhe British are, however, good "all-rounders."

TACTICS ANDMORALE

The Rriti!':h Army had a tong history of

professionalism and excellence. It was

BrItish military theorists al.lCh as Uddel­

Hart and Hobart who inlluenced

Guderian's thinking as he was Writ ing

ActJtung! Panzc(/t.;Jmpfcrl In the mId

1930's.

This being said, Br itish theory differed

from the GElfman on the proper use 01 armor. Heavy walkers and slower tanks.

like the Matilda, were employed in a

5(IPport role 10 aid thu infantry, while

faster vehicles, like the Cruiser series

j,md Ihe Crusader variants. were de-

80

played, along with the walkers, in lasler

cavalry style attacks. It was no colncl·

dence that the two main British walker

types fielded in the early days of Ihe

war were named allar EngliSh Civil War

cavalryman types.

The Infantry of Oreat Britain and the

Commonwealth W8f@SOIidanddepend­

able. As the Waf progressed, the Ger­

mans accorded great respect to them.

reckoning Ihal two "Tommies" were the

aquivSl9flt of a single German soldier,

They reckoned that one German was

equal to ten Russians Of' Americans, by

comparison!

Commonwealth infantry and vehicle

crews have a default Morale Threshotd

of 3 (Qualified). Certain units, such as Guard infantry and Armored units, have

a Morale Threshold of 2 (Veteran).

C OLOR S CHEMES

The vehicles and walkers 01 the British

Expeditionary Force (BEF) were painted

dark green, usually with a paltefn of gray

or brown swatches. British forces in the

PacifIC used the same scheme.

North African and Middle East-based

units utilized a varif;ltyof doserl SChemes

during the conllict. tho rtl()$f, striking 00 ing the early-war · pallern breaker"

scheme: a base coat of sandy brown

(NfJ( which were painted anglHar' shapes

01 black, dark brown, gray and sky blue,

in an attempt to break up a vehicle's sil­

houette. It was common lor all the ve­

hicles in a section to have names using

the same firstleller of the alphabet (e.g. "W consisting of Hector, Hannibal ,

Homer, Horace and Hasrubal). City

names and mottos like "Valorous· were

often used instead.

The British "Tommie" and his colonial

counterparts soldiered throughout the

war in the traditional Khaki battledress

that had changed little from the Arst

WOfJd War. They retained the "nn Hat"

style helmet 'rom WNI as well .

BRITIS INFANTRY COMPANY

The following is a typical British Army

company. The organization adopted

was tight. Bllc:MYIg sustained operations

alOne or as pan of a larger lorce. The

British were so satisfl8d with this OI'ga­

nizalion scheme Ihal they adopted it lor

all Commonwealth infantry formatiOnS (It

can thus be used to reprewnl Canadian or Australian troops).

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IIIIICMpIllY 124 men dMcIed Into lhr811 Rifle Platoons end • HO Platoon

CG Illin III TUI

"""" """ , NCO SMG 3 NCO SMG

• AT ...... Aftti. T .... rille , """" -• ...... - ""'"." ..

7 loalkM Rifle

Nelle' n.. is the (By aquad in tile plalOOn INI r.as. radio (RatIng -2. 2 10m I!I?)'

... SII:IiIn 1't43 """"1_ SMG , &~ """'" lMG

3 l~"" Rmo

• """" .,. , """"'" .... 6 -.... .... , -- -• -- ... • ........ ... 10 -... ...

Squad Attachments (can be attached

to any squad as per scenario);

CHAPTER THREE: GAME RESOURCES

BRITISH ARMOR The following is an Ofganization 01 a British and Commonwealth Armor Platoon.

Actual To&E varied not only betweert services but within regiments as wetl. Walkers

were sometimes part of an armored platoon.

Mk IV 1-IonIIy MIl IVHon!!y

MIIlikIiI MIl II

~nlll_.11 n .1Ic1lnl

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C HAPTER THREE: G AME RESOURCES

?

IMPERIAL JAPAN The Imperial Japanese Army was the modern day heir to the tradilioos of the Samu­

rai. The old code of Bushido had experienced a resurgence in Japan during the

20's and 30's, coinciding with the rise in pQWef of Tojo's militarists. The Banzai Charge

rule detailed below is included to represent the fanatical devotion of the Japanese

troops to their Divine Emperor: time after time the Japanese would hurl themselves

allheir enemies in terrifying human wave attacks. They truly believed that the high­

est honor a soldier could aspire 10 was to die for the Emperor.

The Japanese Player will soon realize that although his infantry is superb, his tanks

are mediocre at best. The saving grace of the Japanese Armor units afe its walkers,

which can hold their own against thOse of other country.

TACTICS AND MORALE

The Japanese soldier was imbued with

the spiri l 0 1 Bushido (the Way of thc

Warrior). Once a member o f the Impe­

rial Armed Forces. it was understood

that the indivi(lllal's life was at the dis­

posal of the EmperOf. No graater l-.onor

existed than dying in His service. Japa­

nese tactics were str8lghlfOfward: when­

ever possible, they attempted to close

with and destroy the enemy. A certain

amount of inter-servlCc rivalry hampered

close cooperation between Army and

Navy units, which could have unfortu­

nate results in the lield.

Japancse walker, vehicle crews and in­

fantry have a default Morale rhreshold

of 2 (Veteran)

Special Rule: Japanese infantry were

known for their ability to perform furious

"Banzai chargeS," ignoring hOrrific ca­sualties in order to allack the enemy d i­

rectly. In order to simulate this, Ihe fOl­

lowing special rule applies.

A Japanese squad wishing 10 initiate a

Banzai charge must first pass a normal

Morale Threshold check. " it fails, the

unit may still move r1()(maUy. If it passes,

it slili ;;Icts normally with the fOllOwing

exceptions: thc number of casualties

thaI must be inflicted on the squad to

cause a Mora le check rises from 2 to 6,

Banzai charging Infantry must move di·

rectly IOW(lrd the nearest enemy infan­

try unit.

8 0 0

COLOR SCH""""-

All Japanese armored vehicles were

painted either a deep dark green Of a

dark yello~-brown . Camouflage was

often provided by adding a pattern of

yellow·brown wavy lines to green ve­

hicles or green splotches to a yellow

brown one. Tanks had a small white star

on the front o f the hull , while walkers

were emblazoned with a c hrysanthe­

mum Man (badge) prominenUy dis­

played on the chest. As both Ihe Impe­

rial Army and Navy had their own

ground forces, Imperial AJmy walkers

and vehicles sported a Red Sun on a

white field (known as the "meatball") and

the Imperial Navy used the Rising Sun

emblem.

Japanese ground troops wore a com­bat uniform o f yellow-brown, with a dark

green helmet. Often a distinctive peaked fatigue cap with a three-sectioned neck

cover was worn in ptace of the helmet.

Low boots and puttees (tapes wound

around the reg from ankle to just below

the knee) were worn on the feet. Offic­

ers wore their swords on active service;

some were priceless blades made hun­

dreds of years earlier, and others were

only cheap modern copies.

IMPERIAL ARMY RIFLE COMPANY

-The organization below represents a

typical Japanese rifl e company. There

were of course, variations on this orga­

nization, bUt this Is intended as a sample

01 a more "ilverage" formation. More

specialized units witl be covered in a forthcoming sourcebook.

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.. CIIUIY "'''lftII 2621TlC11\. dMOed inID • canpan'f HD. Ihrae Rille PlaIC;ll;lM, or. Heavy Weapo-I PIaloon. and DflII ammrootion platoon ElICh Rifle PlatOO'1 is ITIIIde up d 8 corrwnand IC/UIId and Ihrae RifllIIQUtId$_

CI F' ...... TY:5 "''''

2 l..iai.cwl NCO Ril\u

NellI: Thill it ... 0IYt $QUad in Ihe ~ ,. rr..y .. is-o. radio(Rarn,~. 21m range). Most ,adioI_ b..rId 01I1ho

company"""

........ TY:58 NCO ... , "'"""" , ..

3 . - niflEt

• -..., ... , -- ... 6 -- ... , -- ... • .......,

'"" 9 . ....., ... " """"'" "" " - ... " - ... " -- ... .. """""2"'" u.oa

'---

... "'F ...... TY:45 NCO ... , Ril!emtln ...

I , -- ... • ....... ... , -- ... , - ...

I , ."""'" ... , ......." Rille

9 -- ... " -- ... " """'" u.oa <:?p!U>: Aepktce LMIl wiIh AT Rille

-----

CHAPTER THREE: GAME R ESOU1I:CES

IMPERIAL JAPANESE ARMOR The to/lowing is a table of organization lor an Imperial Amfy armor company. Walkers:

Most walkers are organized as parl of an Infantry group, Walker Company or in the

reconnaissance regiments. They may 011 occasion be organized with a light or

medium Tank Company_

"""""

PIII.,F

ME ' TIll! CI PY

""- """"'" ReW. Platoon .... """'"' """"-' ,...

PIIIFFF

~ T)'fIfIA7 Type9T TYfWI A7 T)'Pe9T

H._I_ad PII_

~ ~ ~ Typefl7 Tn?e97 ",." TreeST Type 94iTn» QS

ViJIfI!CC' PIli FEF

~ ~ ~ SNIO :,.vI ShilU 38 ......

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CHAPTER 'THREE: GAME RESOURCES

SOVIET RUSSIA The Red Army was in a sorry state in tile early years of the conllict. Stalin's bloody

purges during the 1930's had liquidated any officers above the rank of captain who

had ever displayed a Shred of competence or integrity. In safeguarding his own domestic JXlSition, Stalin had laid the groundwotk lor the most monumental debacle

in Russian military histOl)', Operation Barbarossa. When the German attack came,

huge numbers of Russian troops were caught unprepared because of the ineffj...

ciency of the Red Army command structure (not 10 mention Stalin's len-day fugue).

The Gear Krieg Player who opts for a Russian Army will lind his troops to be the

opposite of their German and Japanese opponents. Quantity over quality is the

watchwOrd here: the Russians suffer from a lack 01 seasoned troops and from a

definite absence of radios in their command structure. Typically, only the company

HQ unit would have a radio, and that was only 10 receive orders from above. Tank

company commanders transmitted battle orders to their units by shooting or sema­phore lIagsl But in one respect the Russians were always top notch: they were rOCk

solid on defense. The special rule included below reflects this historical fact,

TACTICS ANDMORALE

Soviet tacticS in 1941 were by neces·

slty defensive in nature, lor Operation

Barbarossa caught Stalin and his gen­

erals completely offgusrd. large Red

Arrrrt formations deplOyed In static de·

fensive positions near the German bor·

der were encircled and poundod by the

luftwaffe and by artillery until they were

compelled to surrender. Hundreds of

thousands went Into captivity or were

sent to the death camps. Thousands

mcJ(e were simply executed by SS death

squads.

Russian walker and vehicle crews, as

well as infantry, have a default Morale

Threshold of 4 (Rookie), although cer·

tain units (veterans of the Russo-Finish

War) may be Icvel3 (Oualified).

Special Rule: the Russian SOldier has

historically always been extremely

dogged on defense. To represent this,

any Russian Infantry squad may add + 1

to any Morale check roll if they are In a

defensive position (Hutl-Dcrwn or in tull

cover).

COLOR SCHEMES

Throughout the war years, the Red Army

kept to a basic and straightforward

scheme of olive drab lor all their vehicles

and walkers.

Camouflage was almost unheard of.

When it was used, a simple blotch pat­

tern of dark brown or black was applied

Oller the 00 base coat. As soon as the

first snows came, the Red ArmY'NOOld

immediately paint their vehicles and

walkers with a resilient white paint.

The Soviets often painted patriotic slo­

gans Of famous quotes from Corrvade

Stalin on the sides of their fighting ma­chines, such as "the People of Worker's

Collective ~1 1 4 smite the Hitlerit'! Op.

pressors!" The Red Star was not used

on combat vehicles, but walkers, which

had much less flat area IOf slogans, usu­

ally sported a Red Star somewtlere on

the machine.

The Russian combat soldier was unl­

IOfmed In 8 similar no nonsense fash­

ion. Olive drab was again the color se­lected by the Soviet military. In winter.

all soldiers received thick white winter

gamments.

REoAa -INFANTRY COMPANY

The fOllowing organization is only a

rough outline, as Red Atmy Ofganiza.

lion varied a great deal between regi­

ments. This is a guideline for building

an early war Russian unit.

• -f

Page 85: DP9-501 - Mainbook

, .

The typQI ~ Ccmpany was made up 01 f'IIIIoonII pU ~ PIMDon HO Eadl

"'" -"'"

e. .... TV: 28

3 NCO SMa

• " ....... Anti-Trirille

5 """'" ... • ...... - ""'-7 """" -NoIc: Only the IQlII><1 in Ihc Pbtoon HO ~ have.,.cIio !R8!!!!1! .2, 2 krn ,~!

........ TV: 43

5 -- ... • ""- ... 7 Ril\eman "'" • -- RiI\o

• -- -" Machine !!':mIl! u.tG

Squad Anachmenls (can be anached

10 any squad or fielded Independently

as per scenario):

L Mlcllll ........ TV: 18 u.tG ... -

CHA.PTER THREE: GA.ME RESOURCES

RUSSIAN ARMOR Rusian armor organization was highly variable, depending on supplies and vehicle

availabilities. The lists below are average rePl"esent~tions .

""'~ """"" "- """"" ""'''''''''' MI_ ~'1111 l'1li .. 1

'<M 'M '<M eM

IIIIvy AI.IN l'1li111

_11"1111" Plllill

Though !he Russians did not have a home-grown walker development program unlil

1941, they did field a limited number of American or British units obtained through

the Lend-Loase program. They also made usa 01 captured enemy machines -

when they could keep Ihem operating .

lIId-lIIIIWllklrI'llll.

~ ~ ~ ~ M12l~ 1.4 12lonQe1rM1 M12 l.ong&trM1 1.411 e.ty Alliil'fMillG ~: 3 .. fatty: 3 )I Loki

. , •

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,

CHAPTER THREE: GAME RESOURCES

THE UNITED STATES The Army 01 the United States of America was a citizen army hung upon a skeletal

IrameWOfk of career soldiers. The average GI (short for Government Issue) or

"doglace" was not a trained professional: he was simply there to get the job done

and get back home alive. Unlike his Commonwealth counterparts from Canada

and Australia, he had not volunteered 101 service, he had been drafted. Neverthe­

less, the "citizen soldiers" would demonslrale to the world that they could hold their

own with the best 01 them befOle the war was over.

The Gear Krieg Player who decides on an American army is getting a fOlce that is

strong on equipment, if somewhat deficient in the mcJfale 01 its troops. The US

Army Is the closest rival of the Germans in terms of the number of different vehicle

types available, and as the war progresses American Players will have mote and

more gadgets and "wonder weapons' to choose from.

TACTICS AND MORALE

The U.S. army had laken the lessons of

World War One to heart: great empha­

sis was placed on fire and rnovemenl.

While the Heavy Weapons platoon sup­

pressed the enemy with covering lire,

the rille platoons were to maneuver to

the enemy's flanks, and then clOse with

and destroy il. American arlllor doctrine

embraced the same concepts as their

Brit ish counterparts They had lillie

choice at the War's beginning. since

there were no American tanks in service

in the medium to heavy categories b&­

lore 1942.

86

American soldiers were Indoctrinated

with the concept of the "citizen soldier."

Its peacetime iJrmy was small. and only

the pre- 1941 buildup by Pres ident

Roosevelt allowed the U.S. In be even close to being prepared to fight a war

in two hemispheres.

The default Morale Throshold for U.S.

vehIcle crew and Infantry Is 4 (ROOkie).

Certain units, like the U.S. Morine Corps,

IIrt;! rated at level 3 (Qualified).

COLOR SCHEMES

The standard regulation coIof scheme

for the US Army in all theaters of the Sec­ond World War was a dark olive paint

scheme with prominently displayed

white live-pointed stars. Many crews

deliber8tety painted these out, however,

as they foond the slats made excellent

aiming points fOf enemy gunners! .

1\ was a common practice for vehicle

crews to name their machines after

wives, sweethearts, hometowns 01 what­ever struck their fancy. Walker pilots o f­

ten emulated thetr Army Air Force coun­

terparts and decorated their machInes

with ar1 that ranged from Oisneyesque

cartoons to highly accUlate (and otten ,ather risque) fepfesentations of the Ie­malefOlm.

Tho U.S. infantryman, 01 GI (IorGovem­

ment Issue). wore a combat uniform of olive drab. The shirt was a shade lighter

than the jacket and trousers. low boots

were worn, usually brown. At the war's

beginning, the US mititary was still us­

Ing the "Bettie ~ style helmet from

WWI copied trom the British. Convinced

it did not o ffer adequate protection, II

new and distinctive helmet was quickly

adopted: it was irrmediately dubbed the "Wobble Pot" by the Gl's due to its dis­

tressing tendency to bounce aroond

alarmingly when Its wearer had to run.

u.s, RiFLE COMPANY

The following is 8 lable 01 organization

fOl a U.S Army Rifle Company. The Ma­

rines were organized on a different sys­tem, although for simplicity this TO&E

can be used until U.S. Marine fOlces are

detaHed in later books.

• -, •

, ' ,

,

Page 87: DP9-501 - Mainbook

, . ~

~00 e

192 meo, dMd8d .. 110 five platocJna: three Rille PlaIOCll, one Heavy Weapon Platoon , one HI) pIdxJn.

Heevy Weep;rI PIM:Jon '-one eom..d .... .., r-HBiwy Weapon MPIdL The HI) Platoon • !he saTe III the Rille

"'''''''

Cll ........ TV: 8

""'"" .... , NCO "" NuII!' TI .. ill !he ortv ~ in ~_ plAlOOn Ih.lIIl.» ill .aliu (AAlin/l .2 , 2km ~

-.. TV: 51 '-''-- Rillo , ......... -~ ...

3 -.., ... • . .",., "" 5 -.... -, - ... , ......., ... , FtifI.,1W) "'. 9 -- ... " --- ... " -- Aillo:

" ~RIIWnsl "'" '--

f 1. •• 1." lUI '-"- ... , As.sisuw'I SqoIMl Leadet ... , .......,

"" I • ......., CMC , -- ... , ""'"- ,,'"

1 . ....., -I , ."'""" .... • -...... "'" ""'" m ......, ... " . ...." Rifle

" .... ""'nHIie RiIIemiIn "'"

C HAPTER T HREE: GAME R ESOURCES

UNITED STATES ARMOR The following is a table of organization lor a US Army Tank Company. Actual TO&E

varied not only between services but within armored regiments as well . The follow·

ing is a simplified scheme.

"'''''''

M3A'~ M3Al~'

Walkers were Ofgani7oo in a similar fashlOll to tanks, although on a smaller ()(ganf.

7<'1100 level. They were either auached to armored regiments or directly as Inlantry

assets.

r-IJIIItIIIItIZIIIII ....... l'1li .. 1

Mil Early 1.411 EiIoIy Mil Ctltly

-MI •• WIIkIr .......

•• •

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,

CHAPTER T HREE: GAME RESOURCES

IT CAME FROM THE COLD The cold wind drove into Feldwebel Henrich Mulier's flesh like knives. Stupid damned

generals and their "campaign over by Christmas"1 It was already December 27th,

and Muller's battalion of Panzergrenediers was still bogged down In streetfighting In

Moscow's western suburbs. Muller's squad had managed to advance a whole five

houses up the street in the last day. The Bolsheviks fought like the trapped rats they

were, but it was laking far too long to hunt them all down. Damned snipers were

everywhere. like flies on trash. You couldn't even trust the dogs anymore, because

the Bolsheviks had Irained them to run under tanks with explosives strapped to their

backs. Now Muller's men sholthe dogs on sight. too.

"I think I heard something: whispered Schmidt, the younge!';t in Muller'!:: !\qur-ld of

:>t:VCfl mcn. TIIC atliC! ltlrc{) WGro <.IllBCldy dead, buried in shell holes under piles of

broken Russian brick!';. "&xmded like Iv~ns ch:Jt\cring next door ·

MUlier held up a hand lor silence, nol 1I'lal tiis man wtlfa making much noise. In

Moscow during the deadly winter 01 1941 noisy behliv1' e<trned you Ii bullet, morllir

shell , or grenade. He strained his ears, but aJl he could hear al first was the howling

ollhe wind. Peering over the shattered brickviork, the hQuse next door seemed dark

and dead . Then he heard a cough, followed by the thud of something hard striking

something soIl. Muller smiled grimly. That'll be my opposite number. clouting some

green kid for coughing out loud. Muller thought. Too bad ils 100 lalB lor Iha/.

Muller Ilashed hand signals 10 his men. They'd been RI this long enough now to

Know the drill by heart. Slowly, they began crawling over the brickwork towards the

wall ullha nexi building. At a siynal IrOIl1 Muller, as Sc:;1"l!'nidt and Dofllman flung

slick grenades Into the blown out windows, all the Germans fell flat.

88

The snowstorm was rent by the twin

blasts of the grenades. The screams of

the Russians could be heard over the

ringing in Muller's ears, and yet he was

the first man up and in the door, his

MP4Q at the ready. Sensing motion to

his left, he spun and squeezed off a

short burst. The Russian screamed and

folded. Muller shot him again to make

sure . Behind him, there were more

screams as the rest of his men hunted

the survivors of the grenade blasts

IhrOUllh tM Icst of 1M houso. Anqlher

minute or two, and It was all over.

Dorffman stuck his head around the

comer to signal Muller that the house

was secured. The whole front of

Dorffman's uniform was covcrQd in

blood. Oorffman liked using his bayo­

/let in house clearing, because, he al­

ways joked, "It never jams' "

Muller moved slowly and quietly into the

next room. Schmidt was peering into the

snuwy murk. He turned as he sensed

Muller's approach. "We've made It to the

corner. FeldwebeW Schmidt crowed.

Before Muller could open his mouth 10

hiss the kid into silence, Schmldt·s whole

body heaved as a bullet hammered into

his tOfSO. He dropped like a puppet with

its strings cut.

"Snipert" bawled DorHman, as the oth­

ers all threw themselves fla t. MuUer

looked over al Schmidt's body as he

coworcd bCltiind 1M r(.'fflifins 01 tt·)() outUI

*;)Ji. How in hell did the sniper spot us

In all this snow?

Schmidt's bloodied face looked up at

Muller in mute accusation, as slowly,

5flowflakcs began to land on his cool­

ing corpse.

"' •

• ,

,

Page 89: DP9-501 - Mainbook

,

SCENARIOS The following pages contain a selection of scenarios depicting a variety 01 incidents

and ba"Jes from the first three years 01 the war. They afe aU fairly straightforward and

can be used as an introduction to the game. Note that all o f the scenarios have been

designed lor a standard 4'x6' area tabletop with miniatures ranging from 1{72 to 11 144. If smaller Of larger scales are used. simply adjusl1he terrain cOfTespondingly.

Players are encouraged 10 experiment and change the scenarios and their victory

conditions.

One look at any of the myriad history texts on World War II will provide thousands of

ideas IOf possible scenarios Not An battles were set piece atlaits Small actions'

were OOffvnon. perhaps a claSh of two patrols in the daril:ness, a ,aid on an unsus­

pecting ammo dump, ;)n ambush on a supply column; the IXl$Sihllltles are lirnil(}(f

only by one's im:lglnation. h. is olten the case, PlilYCfS can simply ilrl(lnge ttteir

t:1bletop terrain to their mutual satisfaction and then just have Cit it.

Balancing the forces in prC"...cfl(:e may be a lillie arduous alllrst The miljority 01

fofces on any side 01 a battle should be made up of the "mudlOQt' regular troops. II

may not be as glamorous or heroic , but it is more accurate, II one consu:ters the

amounl of lime training and expense that goes into creating elite lormations. Threat

Values can be used to create two equally powerful armies, or the Players can agree

on the forces they will field. Often a "balanced" scenario will not result in this case,

bul real war Is noI a balanced affair either. Historically, C()ITVTlanders would not nor·

mally consider an anack on an enemy in prepared delensive posiliOOS untess they

were sure 01 0.1 leasl a 3' \ ratio of troops in their javor. Mosl prelefred 10 have more.

To keep the game cnlerlaining. differences In forces can be balanced by interesting

(and achievable) victory condi tions.

C HAPTER THREE: GAME RESOURCES

• SCENARIO FORMAT

IIlaalon art.flng: This section will

' set the scene' providing the players

with the historical conteld, and outlining

the aims 01 both sides in the battle.

IIlnion CondttIona: This section wiU

detail the game scale and relevant en­vironmental factors of the battle.

Minion ()btecthree.: This section will

layout the specific goals of both forces

In the battle.

Order o' ""1.1 This section williisl the units available 10 both sid(:$.

II .... : This section will Indicate Itle

MQ(ale level 01 the combatant iofces al

the beginning of the bailie.

T ...... ln and Setup: This section de­

scribes the tabletop terrain requrred to

ptay the scenario. and the stalling PI> sitions of the combatants.

Compllc.tlona .nd Vartatlon.: This section Is a list of optional variables

thai players can opl to introduce into

each scenario \0 inCrease difficulty or

to simply expand the slze of lorces in­

volved.

. , •

Page 90: DP9-501 - Mainbook

, THE BATTLE OF 1\:R-aAS

Location:

Weather.

Tme of Day:

GIE .... AN UNITS

squad of Inlantry

PzKpl V Ausf A "Valkurlll" walkO(

Pak 36AT gun

.. unSllUNITS

6, squad of Infantry

B, MVIlIB Cav8lier walker

MISSION BRIEFING

On the 21st 01 May 1940, British forces

anempled 10 storm the German held

heights 01 the Arras ridge. The Germans,

under the command of GCtlCl' at Erwin Rommel, had been given two days to

prepare their positions. in spite of the

valiant et10rls 01 the British Cavalier

walker pilots and the crews 01 the Royal

Tank Corps, by the day's end, the British

attack had boon pushed back to its start·

ing linc. Thi$ WiJ!> Ure lirst ma;or Cflgage·

men! between two walker-equipped

fOfces. HistOfically, the failure of the Brit­i:;!r 10 storlll the ridge rrraoo it impOSSible

to link up with the French army.

France. 21 May, 1940

Clear

""r

PlKpIIV Ausl B "LoW WaJkCf

PzKptw Mk.1I Ausf B1IBnk

6, Bren tJniversal Carrier

Matilda Mk. II tank

MISSION OBJECTIVES

The BEF's objective is 10 dislodge the

Germans from their positions on the N

ras ridgE!. F8ilufewill mean lhalltle BEFs

position in f rance will no longer be ten­able. A ~ viClory will be achieved if

the BEF car destroy all German units Of

lotce Lher'n 10 retreat. Because 01 the deS­

perate situation, there is no w~ thaI a minor victory can help the BEE TIle Ger­

mans will score a major victory if they can destroy all the British units within the first

five turns. As long as the Wehrmacht

maintains control 01 the ridge at the 9fld

01 the g3r"l'le, tile Gcrffians will achieve a

fflir)Of viclOly.

MORALE -All German units are Veteran, and all

British units are Qualified. This is a Me­

dium Mission Priority fOf both sides.

TtiUIAlN AND SETUP'---

The German board edge should be

dominated by the ridgeline position. The balance of the tabletop should be set

up as open countryside - fields and

woodlots, with the occasional farm

building here and there.

The German forces are sel up 00 lhe

riugClir"lU, <III AT guns and infantry are

considered 10 be dug in, and all vehicles

and walkers are treated as bein9 hull

down. ThO Germans set up first.

Brilish units will enter on the first turn from the opposite board edge to the German

positions, The British have the first turn.

Tho Britrsh am treated as having two ini­

tiative Command Points fOf the first turn.

COMPLICATIONS AND VARIATIONS

1) Reptace all CavallEl( pilOts with Veter­

ans of the Coldstream Guards.

2) Add on9 6.6 em KWK AT glrn 10 the

German defenders. British forces should

be inc reased by two Ma\ildas. Histori­

cally, by Ihe afternoon of the battle,

Rommel did order his ae·mm R(lk glrns

inlo action in a ground role againsllhe

6r1tlSh iorces, r he Germans hacl toona

thai their Pak 37's were completely inef­

fective. Shells were lust boUncing off the Matilda's heavy armor!

3) Add two PzKpfw III Ausf E tanks to

Rommel's defenders an increase the

British forces by four MVIIIB Cavalier

walkers.

4} Rllpl<lcu all British irrfarltry squildS

wllh Veter~n$ (level 2 Morale) of the

Scots Guards,

•• •

Page 91: DP9-501 - Mainbook

'. REARGUARD ON THE~OAD TO DUNKIRK --"11IIII1I~

I Loco"'" Wealher:

Tllne of day:

0I'IIIr III IIItIII aOtlrlAlt uti"" " squad of infantry

2, PzKpIIV Aus! B 'loki" walker

2, PzKptw III Ausf E ItInk

BIIITIIH uti,.,. ., sQu9d of lnIantry

" Matilda MIL II tank

~ --MISSION BRIEFING

The British realized that the battle of

France was now loot. The decision W{lS

therefore made by Churchill 10 ovacu·

ata tho BEF from Franco. The withdrawal

10 the port of Dunkirk was made casier

by the inexplicable actions of the Ger­

man High Command, which halted the <idvarlCe of its Panzer divisions on their

march to the channel. It is believed lhat

AeiChSm.:trshall Goering h<1d assured

Hitler that the luftw3ffe alone could (tc­

COOlpIiSh the deslrUCtiOn of the BEF and

the French and Betulan troops who I)ad

lallen back on Dunkirk with them.

FfBnce, May ZS - June .. , l1MO

Clear

D.,

" $dKlz 251 b halftrack

" PzKpl V Ausl A "Valkurie' walk61

" MGlcam

" MVlllb Cavalier walter

MISSION OBJECTIVES

TIIO BEf rear-guard is attempting to stull

the approach of the German anny. The Britist' InJ$I hold the liflo: ,.., German lrits can be pemiTted 10 exil the British tabla

edge. The Wetm\actJt was O'dered to r&

SlftlEIIhe attack on the DunkJrt< perimelOI'.

The Gern'I!'m wil SOClfe a rYWlOr victory if

they can exiT beIweefl1-6lMlits off the Brit· ish table edge, and a major 'IicIory if thoy

carl exit 7 or nne units, The Germans

havc eight turns to ac<;QmpIiSh Ihls, aner

!hal British remtorcomcnts will arrtve WId

stop UIC attempt at a brrukltvrugll.

CHAPTER THREE: GAME R ESOURCES

MORALE

All German units are Veteran and all

British units are Qualified. This is a Me­

dium Mission Priority 101' Ihe German

loo::es and a High Mission Priority for the

British.

TERRAIN AND SETUP

An open country terrain 'NOUld do fine •

here, perhaps with a road, and some

wooded areas interspersed with pas·

lures and tilled fields. One or two farm

buildings and one or two hills, If avail­

able, would aloo be of use.

The British sel up first. foUowl:/d by the

Germans

The Gerrrnms take the first turn. Assume

they have 2 Initiative Command Points

to spend on tum 1.

COMPLICATIONS AND VARIATIONS

1) Give the Brttish two 2 lb. AT Gvns

and increase the German forcea by lour

PzKpf V Ausf B ·Valkurie" walkers.

2) Give the British a second Matilda, and

add a PzKpfw IV AusfF and aPzKplw II

Ausf B 1 10 !he Germans.

3) Give the British two 2 Lb. AT guns

and increase the German bees by six PzKpf IV AuGf A -Lclld" walker$.

4) Both armies had bean tra .... elling for

wock,s almost non-stop, M<.lintenance

was suHcring as a result of this, Treat aU

units {IS il Ihoy had the random shut­

down Raw at level 1. Any units already

affected by Ihls flaw irlC(easa their rat­

ing by 1.

91

. , •

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,

CHAPTER THREE: GAME R eSOURCES

!

KNOWLEDGE IS OUR BEST WEAPON

Lc.ocaliOIt:

Conditions:

Tnl&of Day:

QEAIIAtI FORCES

PZKpl IV Ausf C "Loki" walksr

PZKplw II Ausl F tank

BRITISH FOIICES

3, Wille cavalier walker

Mk. IV "Honey' lighllank

M ISSION BRIEF'ING

On February 12th 1941, General Erwin

Rommp.1 arrived <llthc 11<)li<l1) COrltrolk:d

North African port of Tripoli , Libya. The

Italians had been driven denr acrQ5S the

western desert by the British 8th army,

and were desperate lor help Irom their

Teutonic aUies. Their saviours lost liltle

lime in IhlOYling themselves into the front

lines in a savage counterattack on Brit­

ish positions. The battlefront was ex­

tremely fluid; armies changed their p0-

sitions by distances 01 up to a hundred

miles in a single day. Reconnaissance

became of paramount Importance.

92

North A/rica, Apri! 1941

Afternoon

3, PzKpf V Ausf B ' Valkurle" walker

3, MVl2VA Roundhead walker

MisSION OBJEC'1'1VES

Both the BritiSh and the Germans have

Ihe sarna objective here: to recover the

fCCOrlnaisSi}rlCC Ci.~rflOra horn a duwned

RAF observation plane. To do so, a unit

must remain stationary in contact for one

entire turn ard cannot take any actions

(the crew is !Jetting the c<lmera), The unit

with the camera must then exit the map

from a frjen~ly map edge.

Note Ihtl! it is possible to trElns!er the

camera from one unillo another, follow­

ing the $;)mc proce<lufe as lor' picking

up the camera from the wreck.

If a unit carrying the camera is destroyed

by an Overkill result, roll one die: on a

1-3 the camera is destroyed and the

scenario is a tie, on a 4-6 the camera

has survived and may be picked up in

the wreckage.

M ORALE

All German units are Veteran and aU

British units are Qualified. This is a Me­

dium Mission Priority lor both forces.

'ft.:RRAIN AND SET UP

This scenario does not require a lot of

terrain, A lall COior(.'('j groundsheet will

do for the desert, one or two sand dunes

(Inc! piles of rocks can also be ad'ded.

The important thing is to mark the loca­

tion of the wrecked aircraft. II should be

placed in the center of the playing area.

The camera's position can be marked

by placing a countsr 0(1 the location,

NellhAr side slariS with any units on the

table. Both forces will BOI81 Irom their

respective board edge as play corn­

menees. Roll normally to see who takes

the lirstturn,

C OMPLICATIONS AND VARIATIONS

1) Both :;idc:; had con:;tanl problems

WIth a lack oi iusl and a paUCity 01 spare

parts to effect repairs. Make 8 Random

ShutdOwn check at Laval 1 (unit will

become immobilized 011 a rotl of 2 on

two dice) for each unit at the start of each turn.

2) The Trap: the Germans have already

recovered the camera, and have now Iflid e !rflp for thEl British. Remove thEl

PzKpfw II Ausf F t<lnk from the German

forces and replace it with two Pak 38 AT

gUllS, whiCh arC considcred to be dug in And mAy be setup Anywhere within 6

MUs of the German board edge.

., •

• • , I

Page 93: DP9-501 - Mainbook

-- .-, . ........-- =

SUPPLY AND DEMAND

loc:"'iOI'I: COnditions;

Tme of Day:

GEIIIIAJI FORCE.

4 )( P2Kpl IV Ausl C "l(lll," walker

umSH FOfIIC •• 10,

MISSION BRIEFING

As the tides of battle ~sawed back

and forth across Libya , both Ihe

Afrikakorps and the Oeser! Rals be­

c:ame very adopt ((11)(1 some might My preoccupied) with fairiing each other's

lines oi supply. Food, water, Spam pmlS

and gasoline wCfe all worth their weight

in gold. Amj denying their UliO to the en­emy was a clOse second bost to laking

1hem foryoursel1 .

MiSSION OBJECTIVES

The Germans are attef'nptlng 10 seize 01

Elfitish suPply convoy. The easiest way

to do this i~ 10 eliminate the escorts and

f()lT..e the supply IrLKiks 10 surrendp.r. II,

however. the trucks have 10 be de-

Noftll Africa, May 1941

Clear

''''''''''

" PzKpl V Ausl B "Valkurie" walker

3, MVIIiB Cavalier waJkef

strayed ... enough Supplies should be

salvageable 10 make the attack worth·

while. The BritIsh are trying to ensure

that the convoy rrlilkes it ott the table

without falling into Gorman hands. The Briti:::h will score a minur vielOf)' if they

can gel 1-5 trucks 011 of eitha( Short table

edge. and a major victOfY. if thfJV call

exit 6-10.

~ORALE

AU GO/man units are Ve\lOlran and all

British !,Jnlts are Qualified. This is a Me­

dium Mission PriOrity for both forcss.

TERRAIN AND SETUP

A fairly simple (jese" terrain setup is sll

thaI is reQuired hero. Only one terrain

CHAPTER TURl.m: GAME R ESOURCES

festure is truly important, that being ei­

ther a road or track of some kind run­

ning lengthways along the middle of the

table. This can be made of paper, felt.

or even masking lape. Ambitious mod­

elers, 01 course, will want to make s0me­

thing that looks better. Several compa­

nies make very nice road sets for

wargaming use.

The Germans set up anywhere around

the perimeter of the tabletop, within 8

MUs of the table edge.

Thu BritiSh seT up the convuyon the road

in The c9flter 01 the t(lOle. The walker

escorts Ir1;)y he placed within 6 MUs of

any part of the conVOy. The Bmish set

up li,sl. Roll normally to see Which force

lakes the first turn.

VARIATIONS AND COMPLICATIONS

1) Sandstorm: On turn two a sandstorm

begins blowing through thc battle area,

causing eaCh MU to add 2to its normal

Obscurement value.

2) Armed Lorries: Three 01 the convoy

trucks have had .30 cal. machineguns

added.

3) Cavalry to the rescuc! Add two PLPfw II Aus! C tanks 10 the Gorman force. On

eElCh British tum after the third, roll a die.

If the number jOlted is an everl "umber,

roll on the follOwing table:

1) 2 II Mk. IV "Honey- tn » 2 J{ Cru:;.,001 Mk. I tank

3) 3 lC MVlltC Cavalier wi"l1kff

') 2 lC Crusader MIt. II tank

5) 2 J{ Ml1A2longstrcet walker

0) 2 x CrUS8def Mk. III tank

4) Turnabout: This 5Cenario can easily

btl (averse<!. Change the convoy escort

to Ihreo PzKpf IV Ausl B "Loki" walk8fs

and the attacker 10 four MVIIIC CaVAlier

and two MV 128 Roundhe~d walkers.

93

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CHAPTER THREE: GAME RESOURCES

,

BLOODY LUZON

BlIIIII''I''

Tme of Day:

ua FORCE. ., MJA 1 stuart lighl tarit

1.l MlIAJ Early walker

"APAJIEH FORCU 12, Type 95 Ha.go lank

Shi<j Type 4 I walker

MISSIONlJRIEFING

The fate of the Philippine Islands was

SP.llIect WflII before the W(lr. surrovndc<t as !hey were by Japanese 10fC88 on all

sides. The first armored cngagcmont

tOOk place on Oecerrt>er 22. whefltAnk. ...

and walkers 01 the 41tl Regirrtefl l am­

bushed a patrOl 01 M 11 Ear1y wall.efs aod

M3llght tankS from the 192nd Tank Bat­talion near Damortis. The patrOl was parI

of a rear guard action, covering the with­

d"awing U.S. forces. After 50ffiC skirmish­

ing, the Americans lell back. The Provi­sional Tank Force lost many tanks need­

lessly 11'1 IIi-conceNOO Withdrawals, due

mainly to inexperience wfttllafgef-scale

iintO and walker tactics.

PhilippIneti. December 22.1941

3, MllA2 Early walker

5, Shiki TYJ)It 38 walker

MISSION OBJECTIVES

The Japanese forces must destroy all

U.S. units. Failing that, they must drive

them offlhelI edge Of tile tablo. If loss

than half of the U.S. forces remain to moo ' re",!, it is oil partial Japanose VICtory. If

the et'ltire U,S. force is destroyed it is a

major .lap1t~ victory

The U.S. forces m.JS1 try 10 lnlliel as many lOsseS as paiSible in rrve tUfns. After thai,

they must begin 10 withdraw to their lable

edge. If l1'IQ(a thllll half of their units exil

their !able edge and they have destroved at leasttWOeoemy units. it is a minor U.S.

viClOry. II \he U.S. forces have managed

to destroy of cripple more than halllhe

Japanese units. it is a major vbtory.

. 0 0*~*.

MORALE

All us units are Rookie and all Japanese

units are Veteran. This is a Medium Mis­

sion Priority fOf both forces.

TERRAIN AND SET"'UP"'- -

The terrain required for this tabletop is

a fairly open area. interspersed with

clumps of jungle trees. It is important to

try and find the right balance with the

terrain setup here. Too much ob!'.Ct,Jfing

tOftaln will flOI allow the US enough pf a

field of fire 10 be oble to try to eliminate

enough of the oncoming Japanese. TOO

mile ten;)in to J)l'ovidu unough cover for

tile US defense will turn this scenariO

into a turkey shoot for the Japancso.

The US sets up first. withln 12 MUs of

their own long table edge. The Japa­

nese do not set up 01'1 the lable; thoy will enter on turn one trom their long

table cclgo. Tho Japanese have tile tirst turn; assume they have two Iniliative

Command Points 10 spend on turn one.

MISSION VARIATIONS AND COMPLICATIONS

1) Japanese morale is very high, due 10

their victories thus far in the Paci fic and

due to the hOnor of having been chO­

sen to spearhead the luzon oHensive.

The Japanese forces have a High Mis­

sion Priority fOf Morale purposes.

2) The U.S, r(Xcus t1<Ml had to scramble

undP.r the Japane""...e bombings and re­peated a"~5 on their supplies. Spare parts must be stretched to their limit. Two

Wlanks and twoM11 walkerswilf have

the Random Shutdown Flaw (see page

96) al level 2. Dt;!hmnirm which vehicles

have this Flaw randomly aher the see­na(1O begins.

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RUSSIA HAS BEEN BROKEN AND WILL NEVER RIsE AGAIN!

Location:

Conditions:

rme 01 Day.

0rdIr lllIat1Ie RUSSIAN FOReI!I

6 ~ SQuad 01 irlI3nlry

2 x T34lank

GERMAN FORCEi

12 • squad of irJfantry

2 x PzKpl II Aus! B -VaJluJie" walkei'

-MiSSION BKII<:t' ING

II was the time of !he Great Panic in Mos­

oow. On Novemb~ .. '1' 2rxt, the lead ek, ...

ments of the Wehrmachl'll Army Group

Center began ns assault un IhC belea­

yoocd city's weslern suburbS. German morale was being undor rninea by the

terrible weather and thP. incredible dog­

gedness 01 Russian resistance. Russian

" lOIa!e was bolstered by Stalin's daily

radio broadcasts frcrn the walls of the

Ktemlill. whiCh he had ral~ to aban­

don. For thOSe who were /101 heartenOO by the Great Stalin's rhetoric and appeals

to naUor~lis'ic sentiment, there wero al ­

ways 8efia's NKVO execuliufl SQuads.

Moscow, November 2 - Decer\1bel' 31 194 I

Blizzard (.2 Obsctxement 10 all LXIIts)

3. MGleam

4 . pzKpf IV Ausf C "Loki" wabf

MiSSION OBJECTIVE

lhe German objt.'etive is simple: elm­

Mia all Red Army UllilS in this area. This

will re!'luilin a major victory for 11'1& Ger­

means. 1 here is no minor vJc:IOfy OPllon:

il l$ aH or nothing.

Russian IOI'ces are determined to Slop

the "Hitlerite Invader's· and make them pay dearly tor every motcr of ground

taken. If thoro are any Russian units left

alive (It the end of the battle, it is a Ma· jor vk:lory IOf the Red Army. Note lhal

the Russil:ln + 1 bonus to morale chocks

for being in 3 defensive position is

cOUfltod in addition 10 tho +2 bonus lor

the high mIssion motivation.

CHAnER 'THREE: GAME R ESOURCES

MORALE

AU Russian units are Rookie, and all

German units are VeIMan. This is a Me­

dium Priority mission for the Germans

and a High Priority lor the Russians.

TERRAIN AND SETUP

The terrain fOf this setup requires a large

number of ruined buildings. piles of rubble . cratered roadways and shell

Cfat9f8. Try to arrange the l(!f1'ain in such

a manner as 10 allow the tanks &orne

avenues of movement, but not too rnallY

Tho: RI)$.<tians set up first in !he center

of the table, within 3 16-MU area of the

playing area's center.

The Germans enter from any one of the

fOlK table edges on their firstlurn. The

Germans have 12 turns 10 eliminate alt

Russian forces and achieve their victory.

Roll normally 10 see which side takes

the firsllurn.

COMPL ATIONS--­AND VARIATIONS

I) Assume that the combat Is taking

place dUl'lng a lull in the storm. and give

the Russians a sniper. This negates the

+2 Obscurement effect of lhe blizzard.

2) Reinforcement: Add two Lend-lease Ml2A2 Longstreet walkers 10 lhe nU!!­sian forces. Also add lwo lend-lease MVIllB Cav;lti¢t' walkers to the RU66iCU'1

forces.

3) Tired: The lighting In the 6treats of Moscow during the Blizzard 01 Decem­

ber 1941 was a horrific ordeal. Treat all

units 00 boIh sides as being In an ex­

hausted state. All Morale checks will be

taker! al -2.

95

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ApPENDI X I : F LAWS AND WEAPON C HARACTERISTICS

?

PERKS Many vehicles have special features, such as additional armor plates, ejection sys­

tems and cargo bays, that are not covered by the vehicles primary tactical and

strategic statistics. These extra features are represented by Perks. Many Perks are

primarily intended for background and campaign purposes and do not have signifi­

cant tactical effects on the vehicle's direct combat performance.

Perks with the designation (AUX) are defined as Auxil iary Systems for combat and

damage purposes.

Perks with the designation (Al have a numeric Rating. This Rating is listed next to

the Perk's game effects on the data sheet.

AIRDKOPAHLE

The vehicle can be equipped with a parachute or an eqlJiv~lenl nevi,-e th(lt

allows it to be dropped trom high or low

~tl1l(jdp. onln ~ MtlletlC!t(l.

AMPHIIifO\lr---

The vehicle is adapted for occasional

water travel such as river crossings and

amphibious assaults. The lower hull Is

made water-proof, <md inflatable skirts

are sometimes added along with an

uflderwaler propulsion system such as

8 smaJl propeller. The vehicle may travel

across water terrain, paying MP accord

ing to its normal movement type. This

Perk does not grant Ihe vehicle subma·

rine movement.

BATTLE ARM R

The vehicle has a rudimentary arm to

carry and orient weapons or other

pieces of equipment. 'Nhile battle arms

<.Ire not nimble at all, they can lift an 0b­

Ject (provided it hils bt.'(:n attaclied to

the arm) whose Size score is equal to tho alll1's rating. No malter the rating of

a oaUle arm. a venicle camlO! lilt Cln itl:lll1

whose size i s greater than lwico ilS own size. If a vehicle has multiple arms, it

can use lhese together to increase its

lifting abilit~ Add hall the ratings of the

weaker arms to the full raling 01 the

strongest arm 10 determine the tifting

strength of multiple arms.

Some Battle Arms are designed to

punch opponents: thay end in a rein-

forced battering ram or other brawting

weapon. This attack has a Oamage

Multiplier equal to the Aating of the arm.

BA KUP COMMUNICATIONS SYSTEM

The vehicle may ignore communications

system damage effects 01 the first Aux­

iliary System Hit on the Systems Dam­

age Table. All non-communication aux­

iliary systems take normal damage el­

teels, ThO POrks. uflocl can be restored

by a normal relXltr It a techniCian WVr"ks

on the vehicle after combat.

CAKGO A\'

The vehicle has a cargo bay. cargo

bays are rated in terms of their voiuf1l(J

in cubic f1l(Jtcrs. Thoy are moslly used

in campaign games or to ferry troops

(each trooper takes up t\Yo cubic meters

of space and counts as ExpcY..cd Crow).

FIRE -mSIST T

The vehicle Is made of fite-resistant

materials and provides adequate heat

protection for the crew. In game terms,

halve the Intensity of any incendiary at·

tacks against the vehicle.

REAT-lbiSISTAN'r ~Olt R The vehicle's armored hull can dissipate

Iho intanse enl:lrgy delivered by weap­

ons like shaped-charge warheads and

energy guns. It either has extra layer of spaced armor or sports an ablative coat­ing of some sort.

The Rating of this Perl< Is added 10 the

vehicle's base Armor Rating when the

vehicle is attacked by HEAT-based

weapons (see the table on top 01 the

next page). This Perk has no eHeet ver­

Sus weapons that are not HEAT-basad.

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Page 97: DP9-501 - Mainbook

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lEAl IfftCf HUT.aAHD NOT HUT.a.t.SED _ C~

M",""

RocketS/Grenade Rifle (nlantry)

Pl.nch and Kick

panzerlaust R""""",

PlAT Melee Weapon

HIGH TOWING CAPABILITY

The vehicle is equipped with a high

tOlque, heavy duty powerplanl and a rugged transmission. lis lowing capac­

ity is doubled or tripled, depending on

the design. See Towing, page 69.

IMPROVED OFF·RoAD ABILITY

The vehicle is designed 10 handle rough

or rugged terrain even better than stan­

dard military grade vehicles. Ground

vehicles have large wheelS/trcads with

a very flexible suspension, walkers have

large or clawed feel. In tactical game

terms, the vehicle pays one less MP for

any terrain type that reqUires more than

one MP 10 cross. For instance. a ground

vehicle with Improved Off-Road Ability

would pay 3 MPs instead of 4 MPs when

crossing Swamp hexes, but would still

pay 1 MP (the minimum movement cost)

per Clear or Sand MU.

HOSTILE ENVIRONMENT PROTECTION

The vehicle Is specially designed for prolonged exposure to some hostilo

environmental conditions without detri­

mental effects. The tOilOWlng Perks also

protect the crew.

Desert: The vehicle can withstand ex­

lended exposure 10 desert conditions

without needing special maintenance to

APPENDIX I: PERKS_ FLAWS AND WEAPON C HARACTERISTICS

avoid sand build-up. This Perk includes

air filters. modifred heat exchangers and

cloth coverings on delicate mecha­

nisms.

Extreme Cold: The vehicle is designed

to endure freezing cold temperatures,

such as those found in arctic and ani­

arctic regions, without freezing up or othe!Wise breaking down. This Perk also

protects the crew. Heaters, special lu­

bricants and other modifICations are part

of this Perk,

MANII"ULATOR ARM "R.

The vehicle has an arm that can pick up

and manipulate objeclS. For example,

handheld weapons can be dropped and

picked up at will. The arm can lilt an 0b­

ject WhOse Size score is equal to the

arm's ra ng, No matter...mal the rating of

a manip lator arm, a vehicle cannol lift

an item Whose Size Is greatOf than twice

its own klze. If a vehicle has mullipJe

arms, it can use theSe together to irI­

crease its lilting abilIty. Add half the ral­

ings of the weaker arms to the futl raling

of the strongest arm 10 determine the lift­

Ing strength of multiple arms.

Optionally, manipulator arms can be

reinforced to punch opponents, This

attack has a damage multiplier equal to

the Rating of the arm.

PASSENGER S EATING

The vehicle has extra seats fOr" passen­

gers. The passengers do not conler any

extra actions to the vehicle, nor can they

control it. Passengers cannot usa the

vehicle crew's escape systerrl (if any);

they must have their own.

REINFORCED ARMOR R

The vehIcle has orm or mOle laCings

(defense arcs) with belter armor than the

rest of the vehicle. When the vehicle is

hit on a reinforced lacing, add the Pef1('s

Rating to the base Armor Rating of the

vehicle.

REINFORCED CHASSIS

The Irame of the vehicle is designed to

absorb considerable punishment The

vehicle may ignore the lirst Structure hit

on the Systems Damage Table, but then •

lOses this Pef1(. The Perk's effect can be

restored by a normal repair if a techni­

cian works on the vohicle after cbmbat.

REIN.-ORCED CREW COMPARTMENT

The crew compartment is tayered with

additional armor and filled with crash­

absorbing material, The vehicle may

ignore the first Crew hit on the Systems

Damage Table, but then lOses this Perk,

The Perk's effect can be restored by a normal repair if a technician works on the vehicle alter combat.

REINFORCED LOCATION ARMOR R One of the vehicle's location has better

armor than the rest of the vehiCle. When the vohlcle is hit in a reinlOfCcd lOca­

tion, add the Rating 01 this Pef1( to the

base Armor Rating 01 the vehicle before

determining damage.

SEARCHLIGHT AUX The vehicle has a powerful lighting sys­

tem, such as banks of headlights or a

large wide angle spotlight. At night, treat

the vehicle's F (or Rt. L. or Rr, depend­

tng on where the searctJlight is mounted)

linllQ 81C as if it were in daylight up to

the searchtighl's maximum range.

97

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Page 98: DP9-501 - Mainbook

A PPENDIX I: PERKS. F LAWS AND WEAPON C HARACTERISTICS

SMOKE LAUNCHERS AUX The vehicle has been equipped with a

smoke grenade launcher system, which

can be triggered using an Action. 11 pro­

vides 2 points of Obscurement to the

firing vehicle in the arc where It is fired

for the rest 01 the turn.

RUGGED MOVEMENT SYSTEMS

The vehicle may ignore the first Move­

ment hit on the Systems Damage Table.

but then loses this Perk. This protection

is due to the inherent strength of the

drive systems design, or any built-in re­

dundancy. This Perk's effect can be re­

stored by a normal repair if a technician

works on the vehicle after combat.

TOOL ARM R

The vehicle has an arm with a special­

ized tool attachment, such as an

earthmoving scoop or a cargo handling

claw. Whilo a tool arm is not as nimble

as a manipulator arm, it can lift an ob­

ject whose Size score is equal to the

arm's Rating. No matter what the Rat­

ing of a tool arm. a vehicle cannot lift an

item whose Size is greater than twice

its own Size. If a vehicle has multiple

arms, it can use these together to in­

crease its lifting abil ity. Add half the rat­

ings of the weaker arms to the full rat­

ing of the strongest arm to determine

the lifting slrenglh of multiple alms.

Optionally. 1001 arms can be designed

10 punch opponents. This attack has a

Damage Multiplier equal to the Rating

of the arm.

WEAPON LINK

This Perk allO'NS multiple weapons to be

linked to one fire control mechanism si­

multaneously. One Action is required to

fire the weapon link. The link's Accuracy

and Range are equal to the worst Ac­

curacy and Range among the link's

weapons. Each weapon attacks sepa­

rately, but as soon as one weapon

FLAWS

misses all the other weapons not yet

fired automatically miss (but still use

their ammunition). When a link is fired,

all of the weapons in the link fire.

Flaws are the opposite of Perks. Flaws represent defects or shortcomings in the

vehicle's design. Sometimes these defects are planned as a cost-cutting measure.

at other times the defects are the result of· design or production errO(s.

ANNOYANCE

Annoyance Includes unusual weird

noises, bad smells, raise alarm signals,

a cramped cockpit, etc. Often, this Raw

has littte or no tactical elfcct, but is In·

teresting since it individualizes the vari­

ous vehiclfl designs.

BRITTLE ARMOR

Due to poor design 0( materiel. or both,

the vehiclp loses twice the normal

amount of Armor when it is damaged.

Ught Damage hits remove two points of

Armor, end Heavy Damage hits remove

four. System Damage is otherwise ap­

plied norme!ty.

B UTTONED UP

Because of the restricted field 01 view,

an ermored vehicle operating with all its

c:rerw hatches closed (the "buttoned up·

pasll1on) must subtract 2 from all its

Detection rolls. If the controlling Player

announces the tank Is running with

hatches open, this Flaw is repl8ced by

U1C Exposed Crew Compartment Flaw.

(Few walkers have this Flaw: in general.

their extra height compensates 10( the

restricted field of vision.)

DEFECTIVE ACTIVE SENSORS R

Early sen$(l( systems were very primi­

tive and prone to daJTl8ge. The vehicle's

• •

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Page 99: DP9-501 - Mainbook

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sensor system has a tendency to go on

the blink in a random manner. Defec­

tive Active Sensors are rated from 1 to

5. In combat, one die is rolled before

attempting to obtain a line-ol-sight

through active sefl$OfS (see page 52).

If the roll is equal to or less than the Rat­

ing, the Flaw's rating is applied as a

negative modifier to the sensor lest.

DEFECTIVE FIRE CONTROL R

The vehicle's fire cootrol system has a

tendency to go on the blink In a random

manner. Defective Fire Control is rated

from 1 to 5. In combat, one die is rolled

just before firing a weapon. II the roll is

equal to or less than the Rating . the

Flaw's Rating Is applied as a negative

modifier to the attack.

EXPOSED AUXILIARY SYSTEMS

The vehicle's auxiliary systems have little

pmtection from combat damage. When­

ever an Auxiliary Systems hit is roned

on the Systems Damage Table (see

page 59), the damage is one stage worse (i.e. Light Damage becomes

Heavy, and Heavy Damage destroys all

auxiliary systems).

EXPOSED FiRE CONTROL SYSTEMS

The vehicle's fire control mechanisms

are inadequatety protected and prone

to damage or mallunctlons. A + I modi­

fier is applied when roiling for damage

on the Fire Control Damage Sub-table

(see page 59).

EXPOSED CREW ---­COMPARTMENT

The vehicle 's crew compartment Is

open-topped or offers little protection,

causing excessive crew casualties

ApPENDIX I: PERKS, FLAWS AND WEAPON CHARACTERISTlCS

whenever the vehicle is hit. Whenever a

Crew hit is rolled on the Systems Dam­

age Table (see page 59), the damage

is one stage worse (i.e. Ught Damage

becomes Heavy, and Heavy Damage

eliminates the entire crew).

EXPOSED MOVEMENT SYSTEM

The vehicle's tTICl'-I9ffi8flt systems have

little protection from combat damage . .

Whenever a Movement Systems hit is

rolled on the Systems Damage Table

(see page 59), the damage is one stage

worse (i.e . light Damage becomes

Heavy, and Heavy Damage disables aU

movement).

EXTREME OVERHEATING

The vehicle is prone to overheating in a

highly dangerous manner. The vehicle

will automatiCally sutler a random light

Damage hit if it does either of the fol­

lowing lor two combat turns in a row:

move and fire a weapon: lire three or more times. If it does either of these for

three combat turns in a reIN, the vehicle

suffers an automatic random Heavy

Damage hit.

FRAGILE CHASSIS~--

The veh Ie's chassis is overly Iragilo

and is pr to damage. The weight 01

the vehicle is too great for lhe frame,

weakenlrg it, or it might iust be il bad

d~sign. A -+-1 modifier is applied when

rolling oJ, the Structural Damage Sub­

table (see page 59).

FUEL INEFFICIENT

The vehicle consumes twice as much

fuel while operating al Top Speed as it normally would. Its Deployment Range

Is reduced by fOUl kilometers lor ~ery

kilometer covered al Top Speed.

HAZARDOUS AMMOlFuEL STORAGE

The vehicle's fuel lanks or ammunition

bays are poorly designed. They are ei­ther placed in a prominent place, lightly

armored , or both! A +2 modifier Is added to AmmoIFuel hil rolls when the

Ammo/Fuet Hit result is obtained on the

File Control Damage Sub-table (see

page 59).

HIGHLY FLAMMABLE

The vehicle incorporates flammable

materials, or It Is extremely susceptible

10 excessive heal. The Inlensity of all

incendiary attacks against the vehicle

is doubled.

INEFFICIENT CONTROLS

The vehicle's control mechanisms are

complex, causlng !he crew to wasle pre­

cious time in high stress situations. The number of crew bonus actions is re­

duced by 000. If the crew drops 10 one, the remaining crewman can either drive

Of take actions, not do both.

LARGE SENSOR PROFILE

A desIgn flaw has made the vehicle

highly visible to sensors. This may be

caused by a variety of eler'l"l&nts, such

as a tall silhouette, 8 high infraled sig­

nature, noisy machinery or a significant

radar trace. This Flaw's Rating Is sub­

tracted from the vehicle's Concealment

value versus sensors.

No COMMUNliic'lA:TTI'iiow ---

The vehicle is not equipped with any

form of coovnunication system. It cen­

not stay in contact with teammates QVf!f

long distance and therefOfe cannot use

Command Points unless it is within c0m­

mand distance (see page 44). The crew

99

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Page 100: DP9-501 - Mainbook

AJ'PEND!X I: PERKS. FLAWS AND WEAPON C HARACTERISn CS

cannot act as a spotter for indirect fire,

rM)f can it accomplish any action requir­

ing the presence of a communication

system.

No SENSORS

The vehicle has no built-in electronic

senSOfS of any kind and may only de­

tect opponents visually. It may not use

the Active Sensor lOS rules.

OVERHEATING

Tho vehiCle 1$ prone to overheating in <t

dsngerous manner. TIM:: vehiCle will au­

tomatically Su"er a Ught Damage hit il

it does any 0/ the following kI three c0m­

bat turns In a row: move and fi re a

weapon. fire three or fTIO(e weapons.

PARTIALLV EXPOSED CREW

Only part of the crew is protected by the

vehicle's mass and Clrmor. The other

crewmen are tiding in open-topped

compartments end are exposed to en­

emy fire. The vehicle is considered to

have the Exposed Crew Compartment

Flaw until all exposed crewmemoors

have been eliminated. For example, a

vehicle which has three crewmen in an

enclosed cockpit and four gunners on

open mounts will have the Exposed

Crew CoIno,."Irtmenl Raw until the foor

guMefS are casualties.

POOR OFF-ROAD AHILITY

The vehicle has great diffICUlty negoti.

aling rough terrain. This can be caused

by a poorly designed suspension, Uny

wheels UI tleads, narrow feel, elc.

Whenever entering terrain that costs 2

or more MP (not im;:tuding elevation

changes). the MP COSI of the MU Is In­

creased by 1. For example, a Rough MU

win cost 3 MPs instead of 2, but <I Clear

MLJ will still cost I MP 10 cross.

100

POOR TOWING CAPABILlTV

The vehicle's powerplant is 100 small for

the vehicle's size or its transmission sys­

tem is not up to the task of towing and

overheats alt the time. The vehicle's to'N­

ing capacity is halved (see page 69).

RANDOM SHUTDOWNR -

Whenever strained (each turn of com­

bat where it moved), the vehicle must

roll two dice against a ThreshOld equal

to one plus the rating 01 this Flaw. If

failed, the vehicle $11UIS doWn (no move­

nl(..'f1ls Of actions) for a number 01 com

battums aquallo the rOIl or one die.

UNSTABLE

The vehicle is hard to coniiot at high

apaad or In difficlMt tooairl such as rough

ground and urban areas. A -1 modifier

is a.pplied to alt Driving Skitt tests made

<It Top Speed and/or in terraIn with a MP

cost greater than 1.

WUICFAC"IN"GC--

The vehicle has a weak facing (arc of

defense). This may be due to incom­

plele armor coverage. shoddy design.

or pool' maleriaL When the vehicle is at­

tacked on that arc, ils Armor is halVed.

WEAK POINT

The vehicle has a weak poinl in the ar­

I'!'I()( covering one of its locatiOns .• Thls

may be due to incomplete armor cover­

aye, ShocIdy design, or plain bad rlla

terial. When a spocifiC SV!llenVIocation is aimed al and successfully hit. the

base Armor Is reduced by the rating of

this Flaw before applying damage.

WEAPON CHARACTER~STrCS All combe, vehicles carry some sort 01 prOJElCtlto or rocket weapons In battle. Many

of these weapons have special qualities or et/eets that modify their performance in

Ihe tabletop game.

-, •

Page 101: DP9-501 - Mainbook

ADHESIVE

Adhesive ammunition is designed to

stick to the targel befOfe delooaling, in-.

creasing its possible damage.

It places a -1 modifier on the attack roll .

but. if successful, the warhead becomes

anached to the target When it explodes

one turn later, il counts as being in Point

Blank range (+ 1 ) and the defender's de­

fense roll is autOlTlatical1y 1ere.

To get rid 01 an aoheslve warhead, the

defender may make a Driving Skill rotl

v9(SUS the attack's M;:lfgin 01 Success.

If the delCrlding vetucte has fnW1ipllia

tOr arms, a bonus eqUiilto harf the Rat­

inO at the largest arlll (rounded up) is

appliad 10 the Driving roll.

ANTI-INFANTRY

The we<lpexl or warhead is spe<:fically

deSIgned to altack infantry units and

other man-.slzod largels. Anti -Infantry

weapons can be swung around very fast

Of throw up lOts of shrapnel.

These weapons do not sutler the rlOf­

mal-2 modifi81 when attacking Infantry.

AREA EFFECT

The weapon affects a large area around

the talget point. This can be due to an

e)(PlOSlve effect or a lalUC nvmber of

scattered submunitions.

These WOiJpOr)S are rated in Ama EUc::ct

(AE), followed by the MU radius of their

blasl area (radius 0 means ooly the tar­

ge! MU l!l affected). A1ea Effect wesp­

()fIS AlWays have a minImum MaS of 1

versuS everything in their radius, inclis­

criminate of friend Q( foe, even if the

larget(s) successfully def9nded.

Area Effcct ammo delivers a high c0n­

cussion blast andlol scatters lOis of

shrapnel Clround when it detonatu$. It givtlS the weapon an AE 01 0, unless it

ApPENDIX I: PERKS. FLAWS AND W EAPON CHARACTER.ISTICS

already has an Area Effect, in which

case it adds one to the AE radius.

ARMORaPIERCING

The weapon is highly efficient when

penetrating armor, concentrating all its

energy on a Single point to enhance the

force of the blow.

The target vehicle's base Armor Rating

is halved 10 determine damage. II the .

IlnacK is succasslul, lhe target does not

lose any Au"rl()f points (the entry hole is

\00 small to affect the AIIf'K)f Rating) but

takes System O~r'I"""lge as usual.

t1rgets may not be Overl<illad by Armor­

Piercing weapons. Any e)(fra damage

past the Overkill Armor n llCShOid of the

target is ignored 101' SimplICity.

Armor-piercing hils do not transfer be­tween infantrymefl; it an Infantry squad

is h it and lakes damage, only onD

trooper i~ affected.

AKMORaCR USHING

The weapon is highly efficient when

destroying armor plating and structures,

either because of sheer ~triking power

Of because 01 Its natUl'o.

If Ihe atteck Is successful, Ihe target

vehicle losus twice the usual Armor

points (2 /of liU/lt Damage and -4 for

Heavy Damage) In addition 10 the usual

system damage.

If the dall'lagc point total of the attack Is

equal or greater than hell the tatgel's:

Armor (Jut stili under the baSI) Atn'l(ll),

the tcugellOses one Armor point wIth no

additional effcct

INCENDIARY

Incendiary weapons are intended to Ig­

nile and burn their t('lfgels. Most of the

tJme, thiS is accompliShed by fitling the

shells with white phosphorus (or other,

even more volatile compounds) Of us­

ing burning liquid as projectile.

Incendiary weapons do not do damage

normally: instead, they cause a fire

whose Intensity is equal to the weapon's

Damage Multiplier plus Ihe attack's

Margin of Success.

The lull incendiary rules are fully. de­

scribed on page 67.

iNDIRECT FIRE

The weapon eM perform indirect fire,

curvihO Its anack 10 hit targets IhIll are

obscured by terrain.

The attacker does not need to havu a

direct line of sight In order to attack or

oth&rWise affect the larget, only a for·

ward observer to tett him where to aim.

The Indirect fire rules are /ully described

00 page 56.

MINIMUM RANGE

The weapon is unable to fire at a largel

that Is close to its position. It might be a

mortar or an artillery piece that fires In a

high atc.

In game terms, the weapon suffers a-1

modifier for each MU that the target Is

closer Ihan tho weapons Minimum

Range Rating.

RECOil.

The weapon has enormous r@COil and

canoot be fired on tho move. If this oc­

curs, waJk.or vehicles are knocked to the

grourxl «(OIl Driving as pEtr f"loanal fall 10

avoid damage). Othor vehicles may be

overturned by the recoil. Roll ooe die.

00 a result of 1-4, the vehicle remains

upright: on a 5-6, the vehicle is over­

tvmed and out of the fight.

10 1

, 'f

,

Page 102: DP9-501 - Mainbook

APPENDIX II: VEmCLES

MlII?n IIIkI

cru ..... • •. 1II

Year In ScMc:e:

GrIll .......

No:I~'ty :

lIIIIiclll TyptI:

Y~,"SeMe&:

102

?

Grellt lIfiRt., Tn

C"lal Brilai)

T .. 1939/1940

Great Britain

T ..

'I'"

- -Size: " Crew: • '""" 1513tV45 - , """"" V. - -3 DepIoymem Range: '''' "" """",,, Nooo Comm:.onO::ation&: -l/3km

Fire Control: ~ Tho'eat value: " PDlJ(S .. FLAWS - GiImII Effects - Game EIIIICtS

""""""u. -2 Detection or E:o:posed Crew Inefficient COntrols _1 Bonus Action

Largo Sensor Profile -1 To COncealmeo11 _. --- "" S M L " '= OM • Ammo "'"" 2 lb. ClImon T , 6 " ,, ' 0 " ,

" -.303 BC'"...1 MG T , , • , 0 "

, ..., AI. HOF2

-

- - --

-Sino: , C,tIW' • Atmot: "122IJ3 -- G<ooo<f., """'"". ., ....... ' '''' km 5 •••• ,." .... Carmvnir;.ati(>ol$: . 1131cm

Are ContrQl' -, Threat Value: '" PUll .. ~ FlAWS ..... I G>ome ErrllCls ..... G..ne EIIttClm

"."'m« Lose Twice Nf'OOf when Hil BlJllonedUp -2 DeIectkln orEXposed Crew

I~Conlrol!; -1 E\onvw. AI;:tiQn UIIIJO ~ PrQfiIft . 1 To~1

RIiId:;r.; Slk.t<l:1w!l AilIilg 1; FIaI Fu studowr) ......... - '" 5 " L ,. k< OM • ......., "'"' 2 III C8I'tIOI1 T 3 , " ,. , .. , '" 7.92 nYn t.4G T , , • 6 , 02 , - AI. AOF2

1.92 rrrn t.4G , , , • , , 02 , AI, AOF2

MG AI,.,,,, B., - - - - - - - - <500

Crusader ""-. 11 : _ all abaYe e~1 Maneuvtw -I, It1f1'OO'i$ ~ ~

5i.zQ. , GfCW: , /vnu: ,,= ~n ... lt G/a..\d 214 ...... _, ., I RiInQO. '''''''' Sen~: .... CormvIic.lIIions: -1/3 lur;

F,,,Q..r'lr()l- ~ ThiMI V@IlIl8' " NlUUiafLAft - G;:wng Ellacl' ..... Gomo"'-BrittltoAI!1~ l~ T~Ali,l(ifwllEon Hi!. Rt;n~Vp .., DAlIICIInn QI EltpOAIId Claw

LneltK:II!nI Contrru - I iJonuK h;tiun Uulll' SEtlIiUr fWl"tItt -lTo~l -- 1 : A:llfQ'~

......... - '" 5 " L '" ~ OM • " ... ~ "'" 61b. C ......... T • 6 " " 0 ., , " 1.!I2I1Y\'lMG T , , • , 0 02 , '''' AI , R()F2

I

-!

;

C' 1'-

J •

f

, , •

Page 103: DP9-501 - Mainbook

?

GrealOnLIIII.

tl3CkedAPC

".,

M3Al Sb8'IiML IV ''IIDnIy''

.......,. USM>M<_ VI!tw;lot Type; Tn

YetJlII'I5ervico " .. M8A6 GrIntiI.II

Na1lOl\allty' (JS/VGrea! BriI8lIl

Vehicle Type ... Y8Iu In Ser.bI. , .. ,

-- '" s " M6 37 1m! G\II1 T .. • 3OM1918MG T 2 3OM1918MG n- 2

MGArrmDBin

Size:

"""" """"'-Soma • .

Fire Control; ..... , ~

~ FF ..

~ U.S. ~!lIOI1 (Gillt'll)-

A pPENDIX n: VEHICLES • ••

"

, '" '" CO< • """" -" "

, '" '" .. • , .. AI . AOf2

.. • 0 " AI, ROf2

""

" Cr_' • ""',. -..... """"" .. ~ -_. 'Olkm .... """"""'" -1/SkIn ., Thnla1 value' "Xl

---Up =, . . ~ -;;.

~ 8 j§: .,

.. 7 TV, """" stats, MId teOOOd 30 MG on 1...-.1

103 •

Page 104: DP9-501 - Mainbook

APPENDIX II : VEH ICLES e 0 0*~ ? -,

2111. M GIll Size' 3 C_ 3 • ... ~ "'" -- ""'""" (1<>wod) ........ ., "'--'- "I' 5ensofs: ,.". ~oo..: ..,.. Forti Control: ., Tl'nat Value: " ..... K •• FLA .. ..... ....""" ..... ...... """ -- .. 1 NTOOI Front FUjpd Mo/II. sv-n At«lrIls .. MoIoe. Hit -"'" Oawtta_*p_

- '" eo.. FC ..... _-.:o_

......,...

e ..... '" s " " ... "" "" • """" ,. ""'"""" " 3 • " ,. . , .. ,

'" "" Of88l8(~lIiI'I

ATGu1

Year 11"1 SCrvIce' ,.,.

CD - """" "" """"' HI.<i " , • • , .. 15' AI, FIOFt

Browning .30 F , • • , " 20J AI, AOF2

NatioNlity: ""'" "'- ""'- F , ., .. 3 ~ • -",. -.. , Y.- In 5eMca. 19"

MmlClVIIIer Siu ' , C_ , """. 11/16121 -.... w... 214. GroI.nd 30'5 ........ ., OIflIOJIllllf RIIr'Qe '''''' """". ..,.. """""""'''''' -2/1 kin

""' """" ., .... - 31

NJUtS&R.A .. ..... .... ,- ..... ""En"" .......... 2 ~ R<c; , eamot pwlCI'I Reinforced Armt)f .1 Armof FfOI'II

~elI~MIIr_ -1 MIIn. InGro.rohtDl lneftw::1efII Conuul. -1 BooutAl;:tIM

~ lowroo HaK Cep&C!ty ""'- . , Manevvt!r 8t TOO SOeed

""""*' -1 ArfTlOl on t.4oYernerII HitS ......,... e ..... N' S " " ... "" "" • .... 00 -""""...,. F , • , , •• 15' AI. ROF I

-'" F , , • • , " 200 AI, ROF2

, - r __ .... G<..- F , ., .. 3 ~

'oItI'oc;1e Type. -.. VtNIr III Sotr_ : ,9<0

"'" •

Page 105: DP9-501 - Mainbook

?

-Year 10 Service. ""

, .. '

Size­

"""" _. Sensors:

.... """".

7

8116f.!4 . , .... .,

ApPENDIX II: VEHICLES

C~ 2 -- W __ 'lJ". ~3f.)

OepIoJim.,ut RInge: ,. ... ~ ·212 '" TMIII Vaiu8: 37

...-_. an.AWS -""'- Game Enecll

Can be Mdoopoed - Game En""bi

-~-2 .It IW, Can f'I.n;h

RM IIOIced AmIOf --_. -1.2 Lb C....-.on

Afmor: ......... 50""" Fore Control,

""S" FU.WS -

., Ivmot fronI n.fIiclenI: eor.ot. · 1 Bonus Actions

"""-" -- ., 1vmot OIl ~ Hits

Atr;S ML

F 2 .. 8 " "'" " 0

Com ' ......

.7 9 , , . • 0 ., " 100 N . AOFl

N , 0

7 .,em ., .... .,

3

MoIIement: GIo.n:I3/5, ~ 30'6

~ RlwIoe: 80km ~; ·213 km

nw... ...... : u - ...... ""'" MiInIpuIaIor AI,", 2 .It AS. Can I'I.nch Reinbced 1vmot . , 1vmot FronI

-1 ""rnor on MowmenI Hita ~amg w.nk f'oOoII

'"l.ight Oemage • Uno! Mcwn ao'ICI ""' ~ Ttwn 3 Tl.Wnt 10 • Flow _. ..... "" 5 " L " "'" "" • ...... "'" 1 2 lb. Cannan , 2 • 8 " 0 .7 8

' .9 n'Il' BHa " , 2 • 8 0 " 2SO AI , ROf2

MoIl~1 , 0 '" , N

10 5

. , •

,

Page 106: DP9-501 - Mainbook

APPENOTX If:VEH1CLES

MVl2C llalnlllll!

, ..... -

CD Nationality· GrMt Britain Vehir;kr Typr:r : ArmoredCllr

Year in 5ervice: ""0

TlI4I78A

* NHIiola~II': USSR

Vehicle lype· , .. Yailr In SOrv\c(!: ,,.,

",6

Si~:

~, ..........,. Sensors:

Fore Control: PDtK.a FlAWS -MarOprjatQl Arms

r 9(18/17 ., .... .,

Game Etrects

2 ~ AS. Can PLnch

Crew· 2

Movement Walker 315. GrtUId 316

Deployment Range: 80 km

Co!rmunK:a1ioos: -213 km

Threat Va'i.Je: 46

Game Eltec!8

+! Armor Front

Weak Point . , Armor on MoYement Hits +2 \0 Damage on fiR ArmIO Hits

" ' Ligtrt Damage 11 UniI MoYes!lrld Fores More That131lKnB In a Rout ........ -- '" S .. , " "'" OM • ""'" "'" """'''"''"'' F 0 0 0 , .. , .r " RaF1. sa

1.9.2 nvn ~SOI FF , • • 0 " "" At. flOF2 Moll GlAflAdAR F 0 .. , t!

-Sile. • C_ 3 ,,~. 6112/18 MtN .. TMII1I: "'"'" .. """""'. ., DotpIaynw1t RIonOll·

'02 "" ....... , - C<imrruoIcation.: -1/!ikm

FWfI c.:.Urci: ~ 1 hfea1 Value .. PUt". a .nAWS ,,_

Game Elfecrs

tneflicienl Gontrois - I Bc:nJs Craw AcbOn .,,'''''' '" -2 Del9C1iof1 Of E..PI*Kl C_

l.erge sensor ProIiIe -l\OC~

I -- '" S .. , EX "'" O~ • """" -151T1'T1lkrSll T , • • 0 " '" At , ROFI

7.92IT1'T1Bna T , • • 0 " '" At, ROF2

Si~8: " Crew: • ,,~ 15I3IY45 Movement: ....,., .. " .. ,,,., ~

_ ........ "" "" S8i\aor$: .... Corrmt.nIclrtlOl'1s: .....

F~ """'" . , ThrIIat Value . 96

NIl". & nAwt ..... Garno Eltects .... G.moE"' • Hostile ~ Pro!ection COld Wea!her ImprOYed 011 Road -I MP COlt In Rough Te<rllin

""""'" U, -2 Dell!ctioo Of ~ 0_ IrxofIicieot Controls · 1 Bonus AcbOn

Laroe SenSOI Profile · 1 \0 Concealment ....... ""'" ." S .. ,

" "'" OM • """" "'" 16.21T1'T1~40 T • • " 32 0 ", n 7.ti21T1'T1 MG 1 , • • 0 '" At , ROfz 7.62rmlMO FF , • • 0 " At , AOf2

MO ArmIO IiIn "'"

• . , .. .

• ,

\' -, ,

.,

"

--

Page 107: DP9-501 - Mainbook

,

~~*00e

H4 ........ 1.I11III"

-Vehicle TrPe: Year In SerAot:

!

* USSR , .. ''''

* USSR ,-'''''

Sin! ' h_ ......... ""~. FlfeGonuoi

~'.I'LAWS

762rm1 MIl

762ITWnMG

MG~6irI

L , .. ,

APPENDIX II: VEHICLES

. , •

,

" c .... , ..,- - . ........ ~ . • ~RDnge: ...... .... Cm.,1lII'IiCttionJ .... ., TtvNl ValueI' 'OJ

N . AOF2

• 8 0 .. AO. """

• 8 0 " AI . ROf2

"'"

107 •

Page 108: DP9-501 - Mainbook

-APPENDIX II : VEHICLES

?

1IV-1C

BII-10 IImWed c..

* ""'" -"'"

M8A1 87_11T GIll

loS

"'"

o 1JS'

AT eUl'

"'"

Fire Control

""".& ,UWS -,

1/ 14/2 1

" ... -"

Hosb1e EnYi!OmJenI PICII. Cold Weather

Inclticlent COntrols _1 Bonus Crew Action

I -...,. I No , "

, D<

45 mm Model J9 , , , " " 7.62 rrm DT " 1 , • ,

8 0 0 *.®_

c~ , Mo."",,,, ""'"'" ... -."""', "'km eu., .. ""Dlions· .... ltve31 Valve "

""'" .,,'" Improved Off.Road · l tAP (:01;1 in AnugIl TftIT...,

Buttoned up ·2 Delectlon Of' ~ Cf8W

ko """ • "'"'" -0 .. '" 0 " 1500 AI , ROf2

I

I

I

,

,

-• •

,

-, •

Page 109: DP9-501 - Mainbook

MllAl ...... ~

YlSIIUkl~.

MllA2 ...... ~

MllA3 ...... ~

o

o "'" -,..,

0 "'" w_ ''''

..... &fLA .. -,

~"'3' ., .... . ,

88ttle Arms 2 K R4. CamoI fVIch Elqxald c- CI8w HIlS _ one Slap 'IbM

1neIIicienI ConIroIs - I 9on.a Crew Action - "-"

Size: , "'~ ~"'" .......- ., Senscr,: .... Am ConIrOl· ., 1'DlJ(. a fLAWS ..... ..... ""'" ~IOrAl,.. 2. FW, Can Pu"ICh .... - Can dePloyed by glide<

""'- .aFuel.lcJl~

"""--- I Ivrra on MI709n8n' KIs

ApPENDIX U : VEH ICLES

- GiIme Ellects Oe<:fflased Maneuve< ·1 Mi1n.1n Groln;I Mode

FI.8 hIIicirn 112 Fuel. q, ~

""""""'" -I ~atTopSo-'

.. c- , """"*' WaIker~ . Gtound 3.'5 _ .......

""'" """""""- ."'"'" ThINI Value: " - ""'" """ -"'~ • 1 Armor Fronr

"""",., -- ., Ma-l in Gn:u\d MocIe

lneIIicIanI Conrtlls · 1 Bcn.Is Aclion -- """-'" •• UgtII ~ ~ \)nil """"".00 FifM MMI In." 3 TUltlt in . Row --. ""'" "', , " l .. '" OM • ..... "'" .... """"" F , • • " 0 " • M1918M 30 F , • , 0 ., "" AI . FIOf'"2

MMW Grenades F " .. 3 ..

"'"

• Of

..

Page 110: DP9-501 - Mainbook

ApPENDIX U : VEHICLES

Ml2A1 GlnnllaIlIIlI'tIt

Year In SerW::lfI'

PzIIIIIW 1I11III B1

NatoonaJ!ly;

VehK:1e Type:

Yo;w In Servicll

", 0

USA

w."" ''''

" ..

,,.,

•• Ugh! D¥nage ~ Unit Moves and F.-as More Than 3 Tums in a Row ........ N~ "" S " L " ,.. OM • ""'"""'" F , • ,

" .0 .7

t.41918A5 .30 FF 2 , , 0 " t.4k4 Grmade~ F , "

-

2. "'. C."'.",,

"",'M'" Ff,,' 8

Si~fI: 7 C_

"'~. ,....., ..........

,,,,.,.,,, ., [)epiDyrn9nt Range :

Sensors' """ COrrvnurlica!i0n8

Fife COrllrot -2 Threat VlWe:

POlK. & FLAWS - Game Ellects -- C&rI wade in ahaIIow walei' """''''' """'" ButlooedUp -2 DetllCtion Qt~ C,8W lr'l(tlliCitIr'l\ cc-.troIs

........ --2cmKwk30

"""

-l\O~!

Art: S M L Ex /10:.

T 3 6 12 24 0 T 2 ~ 6 0

., .,

"""" 9

250 ,

'OJ ,."

"" AI . ROf2 ..

, G",,,,,, 3/5

,ro ""' . tl5 "'"

" G.ne Ellects

+ 1 Nrrot Front _1 Bco'wJ8 A(:!ion

""'

-,

,

-I J .

" ,

~

, ,

~

~

• ,. ,

J

Page 111: DP9-501 - Mainbook

• • <1If)(fj * 0 0 e ,

I'lJIpIw I AlII! C

• --. """'"' VAl'lic1c TI'\)IO' T .. V_ In SIIovicll ""

I'ZIIpIw I AlII! 0

~

Yellr In 51Jrvi1:c: ""

Siz.: """",. ........ ........ Fore Control: ..... an.t. .. -Reo*"ced Armel tnafticienI c;o.,troIs

-""'" 2c:mK~Xl

"""

Si/e

""""', ......... ....... Fw.<:ornI!Cl. ...... & fU .. --"""'" netrocienl Ccnrds

--37cmKwk38

"''''

... """"', """,,-, , .. ,,'" Fore Control:

NItK' &FUWS .... Aeinluieed Arrror .........,....., Largll 5en1iOl' Profile

--

7 ,...,., • .... -,

""'" """ .. , hrrrtJf FIOI't

-, Boru AcIiM

"" ,

" l .. T 3 6 " " 7 , • •

7 ,...,., -3 .... .,

...."". .. 1 NrtrJi( FtonI

. , Bonut AcIiQn

"" S " l .. T T

, 8 , " 32 , •

, ''''''''' -3 .... -,

.... ,""" .1 Afmor Front

.. I To Ar!ma/FuIiI Hill

· 110 COIOCMIo'1ef'II

ApPENDIX n: VEHICLES

Crew: 3 -- G",,'" '" Deployment Ranoe: "" "'" Camn..ricaIiorw: -I/SkIn Threat Vak.e: J7

- Game EIleen

""""'" Up -2 DetecIion (J{ flcpoMd er .....

large sen.. PtcfiIe _1 ., CorlcMIrn«II

'" OM • ""'" -" .. ,OJ

" " ",. AI, ROF2

"'- 3 - , """" '" OapIoJmeo ~ Rtnge: 'OJ "" CoomuicationI: -1/5 kin

Thteat~: " - ....""" ,"","",Up .2 DMec~ Of Expoeed c-Urge s.n.or Profile

'" OM • " .7

0 "

. , to ConeMInWIt

....., ,o. ,.,. -

AI. AOF2

3

"""" '" I.,.", ·!/S1Im

27

""'" .... """ Buttoned Up ·2 0eIecIicn (J{ EJCPC*d Crew

~ CorIIrI* · 1 BoroI Action

Arc S '" l Ex I>«. pt,4 • ., "'" AOFl.S8 FF D 0 0 ., T 2 • e 0 " '"" AJ , ROF2

liT

., •

Page 112: DP9-501 - Mainbook

• e 0 -0 * ~ <$-(Il ApPENDIX II : VEHICLES , . , -I'zIIpIw • AlII! F •

'"""" ''''''''' ~ """",. .... ~ -- Game Ellects - Game EflecIS

-"""" .2 Armor FfOI'II """"'" Up

-2 Detection Of Exposed Craw

loefficieot Controls _1 Bonus Action Large Sensor Profile -1 to Concealment

....... • ..... A" S " L " '" "" • ""'" """ 3.7cm KwkJ6 T • ,

" " . 0 .f , "" .

"''' T , , • 8 0 " , ,,,, AI, ROf2

Nationo3litv: """"" VIII'oIclo Typo: Tn Yeai' In ScfW:1!: "'" - - -, , I'zIIpIw • ':'111111_ ~.: " C_ ,

Ivrror: 1412&'42 -. Gto.n:l -21~

""""'"" ., ~IRange: 'S>m ~.: .... Co;n-.rw.~tx>no.: -l/11km

Fore Contn::t ., Threat Vat.J&' " .... t & fLAWS ...... Game Effeclll ..... Game Eft_

'"""'" .. -2 De\OO1ioo Of~ Craw 1oeII~1erot Controls -1 SOnus ActJon

~~PrQllIe ., 10 C<;>ncfo"n-,t

....... ~ ~ 0 "

, "'0 AI . AOF2

Nationality. """"'" IJohitIc Type: Tn Y&ar In SBrW::e: ''''''

.---il I'zIIpIw • AlII! E

"'2"" .... ..... ~

, , N~

,

'.

"""0 "-'--'-

-

112

Page 113: DP9-501 - Mainbook

" 3 •

Page 114: DP9-501 - Mainbook

• e 0 0*~~ ApPENDIX n: VEHICLES

? -, S1JItmDeIIIdZU33E Size: " Crew: , •

Nm{Jl: 1412&'42 ~t Gn:u"1CI 214 - ~ ~!Raogo. 95"" Sensors: NoM Comrrunications: .1/Skm

FireContn:Jl: ~2 Threat Value' .. PEIlItS & FLAWS - Game Elfects ..... -,,-Reinforced Armo< + 1 Ivroot: FronI Bunoned Up ·2 De!ection OF Exposed C'&Ii

lnefficienl Cultrols -1 Bonus Action Large Sensor Profile _1 to COnceamenl

WEAPONS - "" 5 M L " "'" OM • """' "" 7.5cmK~L33 FF , , " " .0 '" "

Na1lona1ily: ""'-, \lQhic1e T)'PC. , .. 'foor In Scr.1ce: "'"

PzI(pI IV bt A 'll*I" SIze: 6 Crew; 2 ~. 7/14/21 MI:Mio~: WaJkef 2/4. Gfoo'Id~

"""""'" ~ , _ ....... OS""

Sensors: ..... Cuonr.ulic8ti0n8: ~Wm

FIre Con!fO/J ~ , ThrtIat Vall>e: " PUlIU a FLAWS ..... -,- ..... GamaElf""1lI

BanieArms 2 II R4. cannot f'I.onch "'"- 0:2 i'lIIIIlII1c;lp Sr-1 , -- ., t.t.l . .. Gr\u1d Mode F'oot" Towing HaW Capacity

W"akPooni ., AmlOr OIl Mc>v_1 Hits IneI!iclent ConIrOl, _1 Bonus Cmw AcIlOn

Unstllble . , Matil'luW! III Top Speed """""-- "' E!(pos.ed Clew Crew Hill; ')'0 onoo ~ WrxSlJ

~ ........ - 5 M L " "'" OM ....... - • A" • "'". FF 2 , • 0 " 2 "-l,ROF2

Natiol'\alil'!'; Ge'lT'I8n MG ..... ". 500

Vehicle Type "" ... , Gr"""""" i F ~ , .. , ~

Y""" In Sef'l'i<:e: ,,,. ~ -

PzI(pI IV bt B 'll*I" SOze: 6 CUIW' 2

Armor: 1/14/21 - . Walker 2/4, Ground 315

"'-, ~ , Deployment RallY!!" """ Sensors: ..... CorrwruniCll1ionv; .2n "" F .. e Control ~ , Ttve3t Value: 29

""". a FLAWS - -".". .... Ga-ne El!8ClS

ManipuIalor Anns 2" A4, Can P\lnch Glider Capable Can be deployed by glider -"'- ., Min in Groln:I Mode ""'- x2 Fuel. TqJ ~

IJlI!IficIOOl Controls ., Borou3~ """,- Halt Capacity ,

WcakPcin\ . , Nroof on Movement Hit~ ........ • N~ "" 5 M L E. ~ OM • ..... "" 1.8 em KwII. 71 r 2 , • " 0 " '" MG '"

fT 2 , • 0 " '" AI. ROf2

G""""", , ~ , " , ~

" 4 •

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.-$~*0 0 .

r--

l'iliiii11 _ C ',.'

-, l'iliiii V AlII A ''VIIIarII''

1l'iliiii V AlII B ''VIIIarII''

""

Size,

Armor: ...... " Sensor.:

c~

Movement:

ApPENDIX H : VEHICLES

2 Walker 2/4, Ground 3i5

'''m .,p. ."

FQConIroI:

........ ru. ..

, 1/,.,21 ., ...,.

., Deployment Range:

~.

ThreaI va.: " --"""'­FIeinJoreed "'met lnelficienl Controll

c.n be ~ by gIOIr

+ 1 /vmt)f FfOI'II

-1 Bonus Crew AcIiDrl

- 2. R4. Can fVK:h

-1 Mwt ir> Grtr..nd Mods

Ha~ CapaciIy -­....... - 1 Arrnof on MoYenwtI Hir.

-l.8 CJ'I1 KIf'I<. 11

.,'" --

.... """'" ....... """". FIfe~:

-

NUS .. ru. .. No~ .......... ""'­..-In&Irocienl COI'IIrOIa --..... MG" MG ArrIno Bill -. Size:

Armor:

"""""'" s.n.u..: FQ Control:

1NRIt1" FU ..

.....

.,'"

ArcSMLE.ocA«.

F2 4 8160

OM

" " .. . ......

20 -Ff 2.80 F ., '" , fId. ROF2 ..,

.... -. '2. x RoI . can f'II'Ic/'I ...

• , MooeIM!r III Top Speed

· 1 Bonus AcIon!

2 ~ w.Iker~ . Ground 3/5

Deployment RIroQI' (1(1 11m

COrrtr'u'IicaII. ·m km

ThreBl Value: 21

Name Game Effects ~ Armor +1 NmtJlfmnI

fWIdQm $hI..oIdo\Iron AI

WMk "*" -, Nmor on MoYerrwlI HiU

AlcS ML E./v;X; OM

" . ...... 2 -AJ.ROF2 F 28160

F . , ..

" ,

600 3

,.

11 5

1 ., ,

,

,

Page 116: DP9-501 - Mainbook

APPENDIX II: VEHICLES

?

Year on $e<w;;t!" "'"

116

,

........... -

. 00*~~

. ""'" -' 7.!icmP ... .a FF.SI8320 .... 2 ..

Size: Am",,, -, .... ,," F"W\l Conr~

NIUlS&JU. .. -

- , 5I1~15 ., ""'" .,

RW ... ced AnrrcI .2 NrrOl Front ~ Crew Ctew Hit$ _ onsSiep Wcna

- 0-""'" f\.wIId u..... ~ ~fftMcwl. HI

~Fie~ FCHIi .... r:nIts.pvo.

) . •

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, -.<HtlIfl* 0 0 8 ApPENDIX II: VeHICLES • i

•• IIIIdz 261 _ ..... • c.... , •

"""'" 7114/21 _ ... " """'" 3/5

• ........ ~ --. 300 "" ," Sensof.: .... Convru'IicaIian: -lf3km

FqConlJoj. ., Tl'nM \IeIut: " ,... .. ,..... .. ..... Game Ellecl. ..... Game E/Iee,s

• Pas&engIIf Se.1ing Space lor len ~ ExpoMd C_ Crew Hill are one SI&p WOI ..

-"''''''"' Fe Hill; MI one SIep v.o. -... """"'" . , Boru Action

lMge SenIor f'roNII . , \0 CcJnoNh*lI

• • (f)

NllIionaIiIy. """"'" ~Typc. _ ..

.... InSeMce. ,,.,

P11188 Ad-..... GIll Size: , c,_ , , """". "'" ............ Gro.nd (TOW8d) _. ., """. W.

• """'" ..... CaTm.ricaIiDnI' .... F .. e CUlItCII. ., TlIfeat~ .. : ..

l .... Il'" FLAWS ..... ......""'" - """' "". • _od"""" .2 Armor FrQ'lI ---- ~""1ob.4' HI """""C_ Crew 1 ~ _ 00& S!tlfI 'NorIe _ ... """ Fe HIls 1ft one SI!!p Wn&

, ........ • ..... No S " L " "" "" • ...... -3.7 em f'AA 36 FF • • " 32 , •• , 60

• l ~- """'"' 'NIodtT\'P&' AT GIa"I (1JgIlI)

YMr In SeMce: ",. • •

~ • ., ... tI .. .... 1 c...- , """"" '''''''' "-'*" """'" .. ... ~ ~ --.. ........ ,,. .... S ... "'" .... ~1ionI: .... '" """"'. ., .... -. 38

....... FLA .. ..... ......""'" - ...... ""'" SunonedlJp ·2 Dele<:lion Of Exposed Crew lneflicierll Controls . , Bonus AcIjon

LMge :ser.or ~ . \ \0 ConcetIment

........ • - '" S " L " "" "" • ...... -37 IT'll TI'P4IIM T , • • " , .1 '"

1.7 nlfl TYI)IIJ 97 T , • , , " AI. ROF2 - -- 7 7 ..J" Type 97 FF , • • , " AI . ROFi!

VIIhicIe 1'(p8 T,.. MGAITmu BWl ,,,, VIIaf fnSlww:8 ''''

"7

Page 118: DP9-501 - Mainbook

-APPENDIX II: VEHICLES e 0 0*~~.

f

"

1YIII 87 ''CIIHIa'' SIze: , c_ s ,,~ '''''''' .......... , """'" '" • ... "."., ., Deployment Range:

200 "" s.,,,,,,, -. CorTYnunication.: .... F".-e CQntrol: ., Threat Value; 70

..... &FLA .. ...... Ga-ne ElleclS - ""'"''',,'' SunonedUp -2 Detection Of ExpoSed Crew Inefficient Control! ., Bonus Action

Large Sensor Pmlile -1 10 Conceamenl _ . • ""'" "" 5 " L 0< "'" DM • ",~ """ .1nm Type 1 T • • " " 0 ," '" •

7.7 nm Typo 97 T , • • 0 '" AI, ROf2

l ~- -~ 7.7 mm T)pG <J7 '"

, • • , '" AI, ROF2

VGhicIc TYPe: , .. MAArnmo Bin :!:!i7!; . Year In ScNIce: "" ,

I ibid 88 '"'. , Crew: , ,,~ 8/16124 Movtllnenl: Walker 214, '" "".'M" ., Deployment Fbr'ge: ,.",

""""'. .... ~~: -. Fife Conlrql: ., Threal Vallie: " ..anc'. FLA" - Ga'11e EWecia - Gam9 EIIecl8

M>t,,;pul~1U Armll 2. A4 , CIlfI Punch """"" "'" '""'" .. 200 Ammo/Fuel HilS

"""- HHIIC,,~ WeaIo. Point -1 Nmtx on ~u HilS

''''''''''' . 1 Mar.uwtt al Tep Speed lrilltroeiEHll COrlllola -\ Bonu!J c.ew Aetior\

--• N~ "" S " L '" '= "'" , "'"'" """ r"""", .. , 0 ."

77mm lYpe97 , , • • , ., "" AI, ROF2

Nfltior>/Ility: "-' 7.1 ...... TYJ'O 97 R , • , 0 '" '''' AI. R()F2

'll!hit:IOt TYJl*: w ... Gr~ 1 , ., " , .,

Year In SoMce: ",. j - ..

ibid 41 SIze: , Crew: , """'" 8116/24 .• ,,""'''' Walker 214, Ground 315

""",",,' ., DAplDymP.nl RangfI. """ Se!1so<s: .... CO'm'lKIicaIiOn$: ... Fire Conm!I: ., lhreM \ItIIoe: 32

· o '" .

o '" _ '00. •

"'"

11 8

Page 119: DP9-501 - Mainbook

ModIII B4 AnlHn GIll

N:.!ourlllo,y V •• hid" Type.

YImr In ServIce"

NllbaBllly

'o'ehIcIe Type. "-In S8Mce:

• --AT 0\.0\

""

"'---""

....... ,,.,

Size: ,,~

"""'"'" Se05en: Fire ConIroI:

..... &FLA .. --Rei'lIoreed Almar _ . -.......

-

"'" FF s •

, ".. ., ....

. , -.­

+2 Almor Front

" l " • 18 "

ApPENDIX TI: VEHICLES

, Ground (Towed)

N/A .... "

~ GamII ElIecIS

I\.oW8d MtNe SysWn Absorbs me ""-... E!IposOO ~ eu.g FC Hils IInI cne SlIp W:ne

'« "" • """" "'" 0 '" .,

I

Usually none, bI.I! tor _5 TV !he I!VCk ClIII be IIqUippecI wiIn 8 caD-<'I'IOurlIe ~ - "'" S " l " '« OM • """" "'" .30~ F , • , 0 " 200 AI, AQf2

" 9

. , •

.,

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ApPENDIX II : VEHICLES e 0 0 * __ (f!}) Ij) •

,

"

''0

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Page 121: DP9-501 - Mainbook

ApPENDIX II: VEHICLES

. , •

,

"

121

Page 122: DP9-501 - Mainbook

• ApPENDIX III : MINIATURES MODELING

' 1

ApPENDIX III: MINIATURES T OOLS OF T H.E nuDE • You will need tools to assemble and •

The Gear Krieg rules support most existing wargaming scales (see Game Sca/e, painl your models property, Some loois page 44). Yoo can play with virtually any type of WW.11 miniatures available on the are costly, but if properly cared for they market. Most are made oul of pewter or resin: Ihese are the most comn1()(l materials williasl to( many years. for wargaming miniatures because they do not require extensive industrial facilities.

Modeling loois can be kepi in drawers They also have the advantage of being cast in soft molds, allowing nlOf8 complex • palts to be made.

or old kit boxes, bul It Is bener 10 have a dedICated tOOlbox. A fiShing tackle box,

You can also use plastic models 01 W W IIlan«s and infantry units: the armor section with multiple drawers atId storage COUl-

01 the local hobby shop WIn Yield many Inexpensive kits suitable for gaming and partments, is perfect to store all your

converSIOfl. Even toy soldiers (the infamous "army men") can be used in a pinch1 tools and spare parts.

Individuals can be represented on the tabletOD, although infantry squads will defi- The follO'Ning tools are those that ' YOI,J nitely be cumbersome if the players Wish TO represenT every ~>inglo trooper About will lind most uGOlul' one In live wtll do line: simply altaciliwo trooper figur~ to (I b(l5EI (for ease of han- • dhng). Vehicles do noI need bases, but are easier to manipulate if they have one.

• Hobby Knife with Spare Blades

• Small Scissors A wide range of buildings and accessories are available from the armor modeling • Tweezers and model railroading industries. in scate rangrng from the common 1(35 all the way • Coarse Sandpaper (medium) down to the tiny 1/300. With a bit of time and a well-stocked spare palls box. Ul&Se • Sandpaper (line and extla-fine) krts can be made Into SUptifb scenery lor any Gear Krieg game. • Needle Flies •

• Pin Vise and Drill Bits

• Clamps

• Pliers

• Toothpicks •

• Paintbrushes

8IIIly tnt •

Wh~n la/kinR about tools Qn~ musr

talk about Mlf~IY. RellU!mher tlwt WlY

toof capable of cuning through plas-

lie mul mewl ;1 duubly capable of

cutting through flesh!

When using a curting 1001, make sun!

you cut away from yourself to avuid

accidents. A. dull blatk will N harrier

WORK SURFACE YOUf work area should always be kept toCOtltroi and n!quire 1tIOn! prrssurr

If you do not have access to a work-tidy. clean. and well-organized. This wi ll to cut. illCn!asing 1M cMnca of slip-

lI1ake it easier to keep track of both min· ping oTll1 cousins injuri~J. so 1M sun! bench. you should get a flat. smooth

tature parts and toots. the blade is Y~ry sharp. board about two feet long and one-and·

a·half fool wide. An Arborite or hard II is vilal that it be well lit; the best light Don 'I furst! that many of the paints

wood plank will do Just fine. If you have SOUlce. bar none. is the sun. If a win· and glue.r ILfed for modeling W'I:' roxie

Jimited space. the board can be stored dow is not available, make sure that you 10 so"'~ (/~g,". Do not b"oth~ th~ fumes and bt .fun f() work in a ~'eff-

vcrhCaJly; altcrnatJvely, screw two metal have plenty of good illumination that is Y~nlilat~d an!o.

"eyes· on one Side and hang it on the comlortable. If not. the lack of tight will • closet wall between sessions be very lilil'll:110 you, eyes.

-112 •

Page 123: DP9-501 - Mainbook

ApPENDIX III: MINIATURES M ODELING

"' ASSEMBLY PREPARATION formed are weak unless the mating sur- ASSEMBLING RESIN PARTS •

Game miniatures are sold in sealed laces are clean, absolutely dry and 'it

Glue lhe parts together according 10 the

plastic blisters or bags. Don't rip the blis-well . CA glue is besl applied with a small

instruction sheet. Although most minia-

ters open - paris are loose and you do toothpick. The better lhe lit between lhe

lures can be assembled as is, il may be

flO( want them flying oN! Take the parts parts 10 be joined, the stronger the bone!.

necessary to put metal pins between the

and place them in an orderly fashion on Be extremely careful when working with

larger parts for additional structural

your work surface. Check if all parIs are CA glue. It will glue anything that comes

strength. A pair of wire cutters will be

present and accounted lor, and if any into contact with it , including skin.

needed. along with a length of I or 2

have been damaged during transit Bent Cyanocrylate contains some minute

mm metal wire and a drill bit correspond-

parts can be easily straightened. quantity of cyanide, which IS a toxic

jng to the diameter 01 the wire. Drill a compound. Use it In a well-ventilated .

hole for the metal rod in both parts, then Decide hOw you are going to assemble area and don't breathe the bnes. Never,

cut a Shott length of metal wile and glue the miniature. Most of the time, il is a over heat It to make it cUle taster.

very straightforward process 01 gluIng it in . Leave the smallor IXlrlS oN to aim-

together a couple Of pieces. Some of The term ' epoxy gluu' covers a variety pllfy painting,

the largcf or more complc)C miniatures of adh(..'Sive resins that are CUled by a , chemical reaction instead 01 evapora-

or models, however, may need a little PUTTY AND GAP-FILLING

bit of planning, else you will lind it very tion. Most epoxies come as a two-part

difficult to glue or paint certain sub-as-sel thai must be mixed in equal proper- Gaps may appear where the partS meet.

semblles laterl tions, yielding a strong a~ nearly unl- Putty Is a malleable substance that hard-

versalglue. They require a &w minutes ens when it dries. Putty comes in small,

Small parts afa attached 10 a piece 01 to set, maxing them perlectlor assam- squeezable tubes, and several brands

material called sprue. Do nol twist the bling variable position parts. arc available al your lOCal hobby store.

parts off the sprues it may damage 11 Ole miniature is madc 01 plastic both

Apply the putty with a toothpick -just

them. Use a pair of small cullers and enough to fill the gap - and let it dry

don't cui 100 close 10 the pieces. You the above glues will 'oYQO{, but it is much before sanding off the excess. Model

can always como back with a hobby easier to use plastic model glue. This putty takes forever to dry when applied

knife or a file later to remove the little bit typa of glue is actually a plastic soIvenl In thick coats.

of sprue remaining on the miniature. You which "welds" the parts together (so it

will flO( wor1< on pewtar, resin or anything The structural strength of regular model can also usc the hobby knile directly,

else). It comes in both tube and liqUid puny is somewhat poor. II you have to but be careful nol to apply too mvch

form, the taller usually does a bettor job, bufld up 8 large area, two-parl epoxy pressure 10 avoid the part (01 the blade)

though i1 requires more carelul handling. putty is a better choice. Epoxy pully flying off.

consist of two barso' different colors that

Once the part is Ilee, (emove any flash ASSEMBLING PEWTER

!fIUS! be mixed in equal proportions. The

or mold lines by gently scraping it 011 PARTS

putty will adhere to almost any surface,

with the knife or a lile, then lightly sand so work it with damp tools. Always wash

until you are satisfied with U19 finish. Metal requires the use of either CA or your handS and your lools immecliately

Repeat for each new part, paying spe- epoxy glue for assembly. Start by clean- afterwards,

clal attention to small detail pieces. ing all the parts, femovlng lIash and II the gap to be filled Is In a detail-dense

mold lines. Assemble the parts without area of the miniature, apply strips of

GLUE glue to see hOw they fit together. Cut,

masking tapa on either sides of the gap file and bend where necessary to Im-

If your miniature is IMde of pewter or prove the fit Some parts may be left off to prevent the putty from lilting In the

resin, you will need either cyanocrylate lor P')jnling 10 make the job easier. If this delail. Remove the tape once sanding

(CA)ortwo-part epoxy glue to assemble Is the case, make sure tho jOint won't Is done. You could also wortt the putty

It. CA glue is bailer known 3S superglue, be 100 apparent afterward, since you with sculpting tOOls, blending it Into the

It bonds just about anything very won't be able to apply putty on the miniature.

strongly (inCluding flesh), bul Uie bonds painted surfaces.

I l3 •

Page 124: DP9-501 - Mainbook

,

ANNEXE 2: MINIATURES ,

PAINTING

Painting makes the miniature come to

life. Without paint, a miniature will just

look like a toy.

The importance of a clean, well-lit and

ventilated workplace cannot be stressed

enough. The sun provides the best light,

but a good woo lamp will do too. Your

loots (paint bottles. brushes, thinner,

paper towels, etc.) should be lidy, or­

g:::mI7P.d >'Ina within easy (each M;)kC

sure the work sur1ace is protected by

old newspapers Of a similar material.

The WOO< area should be clean and dvst·

free. A comfortable environment will

make everything easier 8ncl wlllle:1o 10

boltor enjoyment of your modeling ses­

sions.

PAINTS

You'll need three paintbrushes: anal siLe

8 for large surfaces, a round size 4 for

small Surtace and a round size 0 for

datailling. Smaller brushes exist, but

their usefulness Is limited because the

paint tends to dry in the bristles before

being applied. A size 0 brush with a

nice, pointed end will do jvsI <IS good <I

job. The tips should be smooth and end

In a fine point. A goOO brush is COSily,

so be C(lrefuf wh(lt you bw. 8rushes (Ire

a. .... ailable al hobby anu gamu :;hop:;.

Yoo witf need some paints [0 COIOI yovr

miniature. The basic tool kit shollid in­

clude the following colora: black, whIte,

rt..'tI, yroon, yellow, blue, and brown. It

i:; ad .... i:;able to have some military col­

ors as well. such as Panzer Gray, Olrve

Drab and a law fTlOfe. More specialized

COlors like :;ilvef, gold. and flesh can also

prQ\le useful. Because 01 their chemis­

try, different paint tYpes (enamels, acryl­

ics, and others) C(lnnot be mixed with

one another. Mixing different brends of

the same lyre is not recommended

124

Acrylics: Logically, these are the best

choice. They are easy to use and use

waler or isopropyl alcohol (rubbing al­

cohol) as thinner. Acrylics become im­

pervious 10 waler once they dry. They

are also easily shaded and have a mat

satiny finish.

Enamels: Cover very well, are Ihin and

do not obscure fine delal! milch. Enam­

els are very volatile and smell terrible

since they usc turpentine (mineral spirit)

a~ ,'1 (lillient [1M suspcn$iOn agent.

Oil Paints: These ilre the paints found

in tubes at the local art stores. I hey are

not re;llly suitable lOr IIIouoling.

Lacquers: lacquer r;linls arc ((10Slly

u$(..'li lur ri.lilroad modeling, since they

look very re<llistic. Lacquer chemistry Is

even smellier, more re:tctivc <lnd more , toxic than apameJ's.

DRYBR USHlNG

Drybrushing is perhRr~ the single most

useful painting technique for the military

modelcr. 1\ allows you to quickly high­

light the various details on the

miniaturc's hull without spgnding hOurs

touching up each and evefY bott. AIl old,

broad paintbrush is needed: the tech­

ni4ue is somewhat brut{!t on brushes.

so it's a good idea not to use the very

best one as they win wear out fa!>t.

Hrst, paint IhE! miniature in its o .... er(lll

C'..olorN anq let dry U"IOrougt·lfy. Tilko it

slightly lighter shaelA of the oose cOlor

of the vehicle and put a nmp of it on ~ piece of paper. W~lt I,mlU most of the

.soI .... onllias UWfl ab:>orbed by the pa­

par, then ta~e the dry brush and lightly

run it <lCrosJ the paint so that it will pick

up a minutelamount ot pigment. Ughtly

run the bru+ across the miniature. pay­

Iflg special attention to tho lop surtace. , The raised FlBtalis will piCk up minute

amounts 01 paint. wtlich will "light" them

up. II is easy to overdo, so go slowly at

first - you can always add more later.

I! you are patient, you can even high­

light each camouflaged coIorseparately

tor an even better effect.

VARNISHES

Affer painting, a light coat of clear var­

niSh will help proleclthe miniature from

all the handling it will recei .... es during

game sessions. Varnishes come as liQ­

uid or sprsy-can. Avoid gloss varr!.ISh:

whilo it provides excellent protection for

your mIniature, Its shiny appoilranCe

C(J(npleluly rornoves the illusion of scale.

If you're concerned ;lbt)tlt M .... ir){);::1 r")Cal,

dGillllinish, use sami-gl08s/nSlead, or

put a flat coot on top 01 yIOO:>_ The'best

finish for military miniatures Is lIat.

lellhe final coat of paint dry thoroughly

before applying the varnish. About Ulloo

days should be enough.

DECALS AND Ml1iKINCS

A nice finishing touch on a miniature is

carefully applied decals. These are

transparent fUms mounted on a back­

ing paper sheet. Each marking should

be cuI out from the sheet as close to

Ihe edge as possible. The minietulI,J"!;

surface must be clean and dry. Dip each

marking in water for about thirty seconds

-don't Plltlhem ~II in:){ {he s~rne time,

thOugh. the gtue will dissol .... e befqre

you've had tha chance to place them!

Using tweezers, place the dRmp decRt

over its intended spot. Carefully slide Jt

Into place don'[ [ry [0 fill it flOrll Ole

backing shoot, you'll rip it apart. Onco

you ara satisfied with the decal's posi­

tion, use a dry clOth to absorb the ex­

cess water Don't rub, just tap, or you

will damage the decal. Once dry. seal

the decals In with another thIn coat of

varnish. The miniature is complete!

•• •

I

Page 125: DP9-501 - Mainbook

THE PLAYING FIELD Though Gear Krieg can be played with counters on a tlat map, the game only really

comes alive on a decorated tabletop fought over with miniatures. The playing field

can be very detailed Of' very simple. The chOice depends on the preferences and

resources of Ihe players. There are three general categOl'ies of terrain: simple. mod·

crate and full-blown. Which one is used has no eHeet on the game mechaniCs them­

selves as long as the terrain types (Clear, Rough, WoocIland. etc.) are clearfy iden·

tified and their boundaries delineated.

THE SIMPLE BATTLEt' It:LD

This is the bare floor Of table top, with

maybe a few pieces of furniture or some

boxes to represent elevalions. cover Of

obstacles. Each box can hove a Dam­age Point Capacity like a building Of it

can be considered indestructible. jf it

represents a hili, for example. Certain

areas of ground. like a carpelOf' lile, can

be designated as a specific type of ter­

rain, or a piece of string can be used to

mark its boundaries.

This type of background is well suited

lor quick Skirmish games or scenarios

taking place rn the moslly flat deserts of

North Africa. II is quick to set up and

lakes no storage space between game

sessIOns, but it is somewhat visually

unappealing and Will require lOis of

imagination.

THE MOUERATE BAT'fLEnELD

ThiS background is made with a big

picce of canvas or a sheel covering

books piled 10 fOlm the elevations. with

some simple cardboard cut-outs 10 rep.

resent the buildings and features of the

environment By Simply changing the

color of the sheet, a drastic change in

Ihe "feel " of Ihe environment can be

achieved: tan sheet for !he desert, green

sheet for Europe. while sheet for Rus­

sia. ele. This type of playing surface can

also proijt from the use of comtnefcially­

available modular lerrain. Several manu­

facturer" such as Geo-Hex(A). I'n8.ke

hills and othar geologic forrnalioos In

durahle pre-painled foam Ihal can be

assembled together to create a large

veriety at battlefields.

ANNEX"E . T UE PLAYING FIELD

The various type of terrain can be rep­

resented by cardboard shapes of the

appropriate colors. simply placed on the

table (though it is ollen better to tack

them down with tape). Buildings can be

quickly COnstructed out of boxes or

card; empty tin cans make wonderful

factories and storage tanks fO( Indus­

trial areas (such as Sialingrad).

This type of background is well suited

for most game scenarios. II takes some time to set up and requires some stor­

alJ(: sp .. 1ce between gart1U scssior)s (es­

pecially if modular loam terrain piece!:

are used). but i\ I:; visually appealing.

TilE FULL-BLOWN BATTLEFIELD

This is the summum bonum' a complele

miniature map with scale buildings, ru­

ins. vegetalion and SO on. Rough areas

are represented by sprinkJed gravel or sand; vegetation is marked by clumps

of lichen or miniature trees. Water can

be represented by plastic sheets or bits

01 mirror or glass. Many manufacturers

make buildings customized for histori­

cal gaming In severat scales.

A convenient way to build detailed min­

iature scenery is the "Iile- methOd sec­tions of terrain are built on square tiles

made of strong cardboard or wood.

These Illes are easy 10 slore and can

be assembled to form a variety of dlff9f­

enl playing surfaces. The only limitation

is that roads and rivers must be either

straight or curved 0( they will not line up

when the tiles are put together.

This type of background can becreated

to O(der for most game scenarios, but

will require some effMS to model. It will

also take time \0 set up properly and re­

quires slorage space between game sessions. It is, hOWeVer, the mool visu­

ally spectacular and rewarding!

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