13. Infantry Fire

13.1 Frontal Arc of Fire

Infantry Teams have a 90° Arc of Fire to their front. Where a Team’s frontage is not straight, the Arc of Fire is determined by drawing a straight line through the majority of figures in the Unit that face the same direction.

An activated Unit can target any visible enemy that is in its Arc of Fire. Any figure in the firing Unit that has a Line of Sight to the enemy can fire at the target Unit. If only some figures in a Unit can see the target, only those figures can fire.

Where some figures in a Team have their Line of Sight blocked by friendly figures, they cannot fire through them. Where an LMG Team of two or more figures is firing, the gunner and at least one other figure must have Line of Sight to be able to fire at the target Unit.

No Unit can ever fire through another friendly Unit. The firer’s Line of Sight must not pass within 2" of another friendly Team, unless that Team is part of the same Section, in Hard Cover, such as a building, or an armoured vehicle. An enemy Team cannot be targeted if a friendly Unit is within 4" of it.

A Unit which has its frontage restricted, such as when firing down an alley or narrow defile, or when simply restricted by the space it occupies, fires with one figure for each inch of Unit frontage.

Teams on a higher level, such as a hill, in an upper storey of a building or the turret of an AFV, can fire over the heads of intervening friendly Units if they have a clear Line of Sight to the target. Flamethrowers may not do this.

13.2 Fire for Effect

An activated Unit can Fire for Effect against a visible enemy. The player declares which Unit is firing and which enemy Team is the target.

If the target reacts by using Chain of Command Dice or Points, this happens before any Firepower Dice are rolled.

13.2.1 Who is Affected

Where the target Team has other friendly Teams within 4", they become part of the target if they are visible and in the same level of cover.

If the target Team has another friendly Team within 4" but in better cover, the firer can choose to concentrate all fire on the Team with less cover, or they can divide the fire between both. Where the target Team is in better cover than the other Unit, the hits must be divided between them.

13.2.2 Bunched Targets

Where the target is made up of three or more Teams, this is a Bunched Target. A +1 modifier is applied when rolling to hit Bunched Teams.

13.2.3 Target in Different Range Bands

When firing at a Team with figures in both Close and Effective Range, the closest figure will determine which range band is used.

13.2.4 The Firepower Dice

Add together the Firepower Dice for all weapons firing. Adjust the total for any Shock on the firing Teams. Regular or Elite Teams reduce their Firepower Dice rolled by one for every two points of Shock. Green Teams reduce the number of Firepower Dice rolled by one for each point of Shock.

Where only some figures in a Team can fire, the full effect of Shock will be applied against the part of the Team which is firing. The remaining total is the number of Firepower Dice rolled.

13.2.5 Rolling to Hit

Roll the Firepower Dice and adjust each as follows: The adjusted score needed to hit on each Firepower Dice is determined by the range. A roll of 6 is always a hit, even where the combination of factors suggests that a higher roll is needed.

RangeTo Hit
Close4 to 6
Effective5 and 6

Total up the number of hits. Where more than one Team is the target, divide the hits equally between them. If the target Team is in the Open, any odd hits are allocated by the firer. If the target Team is in cover, any odd hits will be allocated by the target player. No more than one "odd" hit may be allocated to any one Team.

13.2.6 Roll for Effect

The effect of hits is determined by the cover that the target Unit is in. Where the target benefits from multiple factors that improve cover, count these benefits before applying any factors which reduce cover. The net result after all benefits and all reductions are applied determines the cover the target is in.

The targeted player rolls a D6 for each hit.

CoverMissShockKill
Open1, 23, 45, 6
Light1, 2, 34, 56
Hard1, 2, 3, 456

Target in Different Cover Levels

Where a Team has figures in different levels of cover, roll for effect, applying the results to the figures in the lesser cover first. If these are all killed, any further effects will be applied to the figures in better cover.

13.2.7 Hits on Leaders

Junior Leaders, Medics or Commissars may be hit if the Section or Team they are part of loses one or more figures killed. Senior Leaders may be hit if within 4" of a Unit that loses figures killed. Leaders are at risk even if they are not in Line of Sight of the firer. Before any figures are removed, check for these.

The targeted player rolls a D6. A roll equal to or less than the number of figures that were killed means a Leader is hit. A hit on a Leader reduces the number of kills on the figures in the Unit by one.

Potentially, a Leader can be hit more than once in a Phase. In the unusual event of a Unit losing six or more figures killed by firing, the Leader is automatically hit once and rolls for any additional kills above six. For each hit on the Leader, roll 1D6 to see the effect.

RollEffect
1The Leader is killed
2,3Leader is Stunned
4,5,6The Leader is Wounded

In action
A Soviet LMG Team is firing on a German Section in Light Cover, behind a hedge, 19" away. The German player has thrown a smoke grenade which masks the target Unit.

The Soviets roll six Firepower Dice. At 19" they are at Effective Range so normally hit on a 5 or 6. However, the smoke reduces that by -1, so the Soviets will only hit on 6’s. The German player could have fired Suppressing Fire at the Soviet LMG Team to add a further -1, but this would actually have had no effect as firing always hits on a 6.

Remarkably, the Soviet player rolls 1, 2, 6, 6, 6, 6. Four hits. As the German Section is comprised of two Teams within 4" of each other and both are in the same level of cover, the four hits are shared between both Teams; two hits each.

The German player rolls 2D6 for the Rifle Team: 2 and 5. As they are in Light Cover the 2 is a miss and the 5 is one point of Shock. This is noted on the Team with a small D6.

The LMG Team now rolls 2D6, rolling 4 and 6. In Light Cover, the 4 is a point of Shock and the 6 is a kill. A pretty effective round of fire, especially as a Leader could be hit. The player checks for that immediately.

Killed Leaders

The figure is removed from play and a Force Morale Test is taken.

Stunned Leaders

A Force Morale Test is taken when a Leader is Stunned. A Stunned Leader cannot be activated for the rest of the current Turn. They cannot give Orders, nor can they spot for other weapons Teams. They do not count as a figure for the purposes of Pinning, Breaking, firing or Close Combat. They are not at risk from any hits on the Unit they are attached to until they recover at the end of the Turn.

A Unit with a Stunned Leader may not move At the Double. If obliged to retreat from a Close Combat, the Leader will move with them. If the Unit Breaks due to fire or Close Combat, the Leader will be left where they are and captured if contacted by the enemy while still Stunned. Take a Force Morale Test for a Leader Killed.

Once the Turn ends, the Stunned Leader recovers and may act as normal when subsequently activated, with no reduction in Orders they can issue. If separated from their Unit, they must move to rejoin them when activated.

Wounded Leaders

A Force Morale Test is taken for a Leader Wounded. The number of Orders this Leader has when activated is reduced by one for the remainder of the game. If the number of Orders is reduced to zero, the Leader has been killed. Take the resulting Force Morale Test.

13.2.7.1 Multiple Leaders at Risk

When more than one Leader is present, dice to see which is affected. Roll a D6, with an equal chance of each Leader present being hit.

13.2.7.2 Firing at Isolated Leaders

Leaders more than 4" from friendly Units can be fired at as a separate target. Only a kill result will affect them, Shock is ignored. For each kill result, roll for the effect of a Hit on a Leader.

13.2.8 Unit Casualties

Once Hits on Leaders have been resolved, remove one figure for each kill on the affected Teams. Where a Team is crewing a specific weapon, such as a Bren gun or MG42, the weapon is kept in action until the last figure in that Team is killed. At that point, the weapon is out of action. It cannot be re-manned.

13.2.9 Fire Against Crewed Weapons

Hits from infantry fire on crewed weapons affect the crew; they never damages the weapon.

Where weapons such as anti-tank guns have a gun-shield to protect the crew, this improves their cover by one level, to a maximum of Hard Cover, when fired at from an enemy in their front 180 degrees.

13.2.10 Firing and Buildings

Figures firing from a building do so with one crewed weapon Team or two riflemen from each window or door. They are limited to the 90° Arc of Fire measured from the centre of the aperture.

To fire at a visible target in a building, the firer must be within the same 90 degree arc measured from the building. The target must be within 4" of the door or window.

A Unit inside a building firing at an enemy Unit on the same floor treats them as a target in Light Cover.

Larger buildings should be broken down into multiple sectors, roughly 6" square, each being treated as a separate building, with firing between two adjacent sectors counting the target as in Hard Cover.

Guns and AFVs can fire at any point on a visible building, hitting any enemy inside even without Line of Sight to the Unit. For large buildings broken down into sectors, the sector of the building occupied by the target must be visible to the firing Unit.

13.2.11 Firing and Bunkers

When a Unit fires on a target in a bunker, the targeted Unit is treated as though in Hard Cover. Additionally, the target may choose to ignore either the first kill or first Shock.

13.2.12 Firing at Vehicles

When firing at Transport vehicles or flat-bed platforms, the passengers or weapon crew is the target. Weapons crew on flat-bed vehicles are counted as in the Open, unless their weapon has a gun-shield facing the firer. See Section 13.2.9, Fire Against Crewed Weapons.

In addition to hits caused on the passengers, any 6’s rolled when firing at Transport Vehicles causes a point of Shock on the vehicle. If the vehicle is in cover, the first 6 rolled by the firer will not cause Shock. See Section 4.2.1, Shock on Transport vehicles.

Troops in APCs manning exposed weapons positions, such as an LMG on a halftrack, can be fired on and treated as in Hard Cover.

LMG, MMG and HMG Teams may attempt to drive off armoured vehicles with fire. See Section 16.4.5, MGs Against Armoured Vehicles.

13.3 Firing on Overwatch

Overwatch is triggered by an activated enemy Unit moving or firing within the covered area indicated by the Overwatch marker. A Unit deploying from a Jump Off Point, Repositioning or taking an action that is not an activation does not trigger Overwatch.

The Unit on Overwatch can fire at any time when an enemy Unit moves in the area covered by Overwatch. A Unit on Overwatch always Fires for Effect.

When an enemy Unit in the area covered by Overwatch remains stationary and fires, the Unit on Overwatch returns fire after the enemy Unit completes their shooting.

A Unit on Overwatch may choose not to react to an enemy and remain on Overwatch.

13.4 Suppressing Fire

An Infantry Unit armed with rifles or automatic weapons, or a vehicle armed with machine guns, may fire Suppressing Fire to hamper enemy deployment, fire or movement.

To be able to fire Suppressing Fire, the Team firing must be able to fire with three or more Firepower Dice. No dice are rolled when firing Suppressing Fire. A Unit firing Suppressing Fire can do nothing else in their activation.

Suppressing Fire is targeted against either a visible enemy infantry or Support Unit or against a 4.5" frontage of unoccupied terrain which would offer cover should an enemy appear or move there. Suppressing Fire cannot be fired at vehicles or against open terrain. It may be fired into Smoke. A Suppressing Fire marker is placed immediately in front of the target Unit or area of terrain.

Suppressing fire extends 4.5" beyond the Suppressing Fire marker. Its effects are applied to any enemy Unit moving, firing or deploying in that area.

To fire Suppressing Fire at a building, the firing Unit must be within the 90 degree arc of the building’s face. A Team firing Suppressing fire at a building targets up to two adjacent floors.

Where a Section is not broken down into Teams, it must have sufficient figures to be able to generate six or more Firepower Dice. It may fire Suppressing Fire against one enemy Unit or an unoccupied area of cover with a 9" frontage

13.4.1 Effects of Suppressing Fire

A Unit deploying from Jump Off Point or to an area under Suppressing Fire does so as though Hesitant See Section 9.4, Hesitant Deployment. A Unit firing from an area covered by Suppressing Fire must Fire for Effect, it cannot fire Suppressing Fire. It rolls to hit with a -1 modifier.

A Unit that spends any of its movement in an area covered by Suppressing Fire cannot move At the Double in that Phase.

Suppressing Fire lasts for the current Phase and the next Phase. If a Turn ends, the effect of Suppressing Fire ends immediately. Firing Suppressing Fire at a Unit that is already under Suppressing Fire will not increase its effect.

In action
A German Panzer Grenadier Section deploys facing a small copse that contains a Soviet Jump-Off Point. It’s clearly a threat, so the Junior Leader issues one Order to get his first LMG Team to put down Suppressing Fire. A Suppressing Fire Marker is placed in front of the Soviet Jump Off Point. It’s at Effective Range, so even if the Soviets can deploy into that area, they’ll only be hitting on a 6 if they fire.

The second LMG Team in the Section deploys 6" forward in a Tactical stance, thereby improving its chances of survival should the enemy fire on them.

In their next active Phase, the second LMG Team puts down Suppressing fire while the first Team moves forward. They have three Chain of Command Points in-hand, so move At the Double, safe in the knowledge that they can Hit the Dirt if the Soviets deploy and open fire.

If they had no Chain of Command Points, Tactical movement would be slower but equally effective at protecting the Unit.

13.5 Secondary & Support Weapons

The following weapons are the secondary weapons that a Platoon may have, or infantry weapons that have been selected as support choices.

13.5.1 Hand Grenades

A Leader must use an Order for a Unit to throw a Hand Grenade. See Section 7.5.2, Orders Which are Not Activations. A Team may throw multiple grenades in a Phase if multiple Orders are used.

For grenades against armoured vehicles, see Section 16.4.6, Hand Grenades Against APCs and Section 16.4.7, Hand Grenades Against AFVs.

Any figure in the Unit that the Leader is attached to can throw the grenade. Grenades may be thrown at a Unit that cannot be seen, such as when a high obstacle is between the thrower and the target.

If the target Unit is in the open or Light Cover, they must be a minimum of 4" from the throwing Unit. Grenades can be thrown at closer targets if they are in, or behind, Hard Cover, or if the grenade is being thrown, or "posted", into an open-topped vehicle or building.

Grenades used against Fortifications must enter an aperture to be effective, either being thrown in or by being "posted", to have any effect.

Roll 2D6 for each grenade thrown. To hit, the total rolled must equal or exceed the Target Roll amount which is based on the distance to the target. If the total rolled is less than the target roll, the grenade misses and has no effect

TargetTarget Roll
In the Open or behind a Minor ObstacleDistance in inches
Behind a Medium Obstacle, e.g. large window or doorDistance in inches +1
Behind a Major Obstacle, e.g. small window, upper windowDistance in inches +2
Behind a High obstacle or in a bunker or open topped vehicleDistance in inches +3
Post grenade3 or more
Subtract -1 from the throw if a target vehicle is moving Flat Out, or the grenade is thrown through smoke

13.5.1.1 Hand Grenade Effects

When a Hand Grenade hits the target, one hit is automatically caused for each Firepower Dice. If the target is in a confined space, such as in a building or bunker, add one additional Firepower Dice.

Hand grenades roll for the effect of all hits as though the target is in the Open.

13.5.1.2 "Bullseye!"

When throwing a grenade, a single 6 rolled when rolling to hit the target adds one additional Firepower Dice to the effect of the grenade. Two 6’s rolled add two Firepower Dice.

13.5.1.3 Fumble

If a "double 1" is rolled when throwing or posting a Hand Grenade, and a fumble results, the thrower dropping the grenade and rolling for the effect of the grenade on the throwing Unit.

13.5.1.4 Posting Grenades

A Team may post a maximum of one grenade in any Phase. To "post" a grenade through a window, aperture or into an open-topped vehicle, the figure must be in contact with the target. They roll 2D6 to hit and only fail if they fumble.

13.5.2 Rifle Grenades

Rifle Grenades have a minimum range of 12" and a maximum range of 48". Only a visible Unit can be fired at with all rolls to hit being at Close Range.

When firing at a new target, roll one Firepower Dice per rifle grenade. In subsequent Phases, two Firepower Dice will be rolled if the target has not moved more than 6" from the last position it was fired on. Rifle Grenades reduce cover by one level. Rifle Grenades apply the Storm of Steel Bonus.

For Rifle Grenades firing against open topped AFVs, see Section 16.4.8, Light Mortars and Rifle Grenades Against Armour.

13.5.3 Smoke Grenades

To throw a Smoke Grenade, a Leader must use an Order. Any figure in the Unit that the Leader is attached to can throw the Smoke Grenade.

The player places an aiming point up to 12" away and rolls 2D6. The total rolled is the distance the grenade is thrown. Place a 3" round ball of smoke that distance in inches in line with the aiming point.

13.5.4 Light Mortars

Light Mortars with a calibre of 2" or 50mm have a minimum range of 12". 60mm mortars have a minimum range of 18". They can fire at an enemy Unit anywhere beyond that distance. At closer range, the crew fire their rifles.

A Light Mortar firing at a Unit it can see, or that a friendly Leader within 6" can see, rolls its Firepower Dice, hitting as at Close Range.

A Light Mortar firing at a Unit it cannot see but which can be observed by any friendly Leader, rolls its Firepower Dice, hitting as at Effective Range. Light Mortar Effect Light Mortars always Fire for Effect; they do not fire Suppressing Fire. Light mortars reduce a target’s cover by one level. Light mortars have the Storm of Steel Bonus.

For Light Mortars firing against open topped AFVs, see Section 16.4.8, Light Mortars and Rifle Grenades Against Armour.

13.5.4.1 Light Mortars Deploying Smoke

When firing a Light Mortar to deploy smoke, the firer selects an aiming point and rolls a D6. The result depends on whether the Mortar Team, or Leader within 6", have Line of Sight to the target.

RollMortar Smoke Deployment
1Round lands 6" to the left
2Round lands 6" to the right
3Round hits target if there is Line of Sight
Round lands 6" beyond aiming point if no Line of Sight
4Round hits target if there is Line of Sight
Round lands 6" short of aiming point if no Line of Sight
5 - 6Round hits target

The smoke deployed by Light Mortars blocks Line of Sight and cannot be fired through.

Note: See the National Arsenals for which mortars can fire smoke.

13.5.5 Infantry Anti-Tank Weapons

Infantry Anti-Tank weapons could be part of the core platoon or may be a support option choice. The primary purpose of these weapons is to engage enemy armour, as covered in Section 16, Fire Against Armour. However, they may be used against infantry targets.

To fire an Infantry-portable Anti-Tank weapon, such as a Bazooka or Panzerfaust, against a target that is not an armoured vehicle, the target must be in range and a Senior Leader within Comm and Range of the Unit firing must use an Order.

To hit, roll the number of H.E. Firepower Dice shown on the National Arsenal. If within the weapon’s first two range bands, firing is done at Close Range. Above that, it is Effective Range. The Storm of Steel Bonus applies. Infantry anti-tank weapons reduce the target’s cover by one level.

13.5.5.1 Back-Blast

Bazookas, Panzerschrecks and model 60 and model 90 Panzerfausts produce a significant back-blast which means they cannot fire from enclosed spaces such as a normal building. This does not apply to large buildings with open internal areas, such as a barn, church or factory.

The PIAT, with no back-blast, and the Panzerfaust 30, with a limited back-blast, can fire from inside any building.