14. Support Weapons Firing

An infantry platoon in the Second World War operated with any number of support weapons which provided additional firepower to supplement the core infantry force.

Most support weapons fire in the same way as infantry Units, rolling their Firepower Dice and the target then rolling for the effect of any hits. Some weapons have a greater punch, reducing the cover the target is in.

14.1 infantry support Weapons

These are support weapons that generally operate on foot but which are not part of the core platoon.

14.1.1 Tripod Mounted Machine Guns

This is a catch-all phrase for any medium or heavy machine gun mounted on a tripod or wheeled carriage and fed by a belt. This could be the tripod mounted German MG42, a more traditional MMG, such as the Vickers, or a Heavy Machine Gun, such as the Browning 0.50 calibre or Soviet DShk 1938. Tripod Mounted Machine Guns are entrenched when they deploy on the table.

Tripod Mounted Machine Guns have a 90˚ Arc of Fire to their front, 45° either side of the barrel. They can target any enemy in that arc, turning to face directly at the target without counting as moving. Only the gunner requires Line of Sight to fire at a target.

All tripod or carriage mounted Medium or Heavy Machine Guns fire with 10 Firepower Dice, unless otherwise noted in a theatre Handbook. Heavy Machine Guns also reduce the target's level of cover by one level.

Where a Tripod Mounted MG Team is reduced to one figure, the number of Firepower Dice rolled is reduced by two.

Tripod mounted machine guns can fire Suppresssing Fire, at an area with a continuous 9" frontage, or at two Teams within 4" of each other. support weapons

14.1.2 Sniper Teams

Snipers only activate on a Command Dice roll of 1; they never activate on a Leader's Order. Snipers deploy anywhere in cover within 12" of a friendly Jump-Off Point. Snipers do not move like infantry Units; instead they use Chain of Command Points to relocate.

When activated, Snipers fire once at any visible infantry Unit or Support Unit on the table. Line of Sight is measured from any point within 3" of the centre of the Sniper base.

Snipers roll one Firepower Dice, hitting on a roll of 3 or more at any range. Roll for the effect of the hit as though the target is in the Open. Any Shock caused is doubled. If a kill is achieved, any Leader attached to the Unit is hit on a roll of 1 or 2. Snipers never fire Suppressing Fire.

Snipers firing against bunkers hit on a roll of 4 or more at any range. Hits are rolled as though the target is in Light Cover. Any Shock caused is doubled. The target cannot ignore any kills or Shock resulting from Sniper fire.

Snipers firing at Transport vehicles target the passengers. APC passengers cannot be targeted by a Sniper, but a Team manning a weapon on the APC can be targeted if not in an enclosed turret. Vehicles cannot be specifically targeted by Snipers and are never affected by their fire.

Snipers are only affected by Suppressing Fire once spotted. Prior to that they ignore it.

14.1.2.1 Engaging a Sniper

A Team on Overwatch attempting to spot a Sniper firing within their Overwatch area roll a D6 to see if they spot the Sniper. The first time the Sniper fires, they spot successfully on a roll of 6, failing on any other result but remaining on Overwatch.

Each time the Sniper fires, the Team on Overwatch adds +1 to their roll. Once spotted, the Sniper may be fired at by the Team that spotted it as though any other infantry target. A single kill result will remove the Sniper Team from the table and a Force Morale Test is taken. Snipers ignore Shock.

If a Sniper base is contacted by an enemy Unit, the Sniper is removed from the game. There is no Force Morale Test, as the sniper is not killed but has left the area.

14.1.2.2 Dueling Snipers

A Sniper facing an enemy Sniper (or anticipating the presence of one) can go on Overwatch when they activate. They remain on Overwatch until the Turn ends, they fire, or relocate. They can only use their Overwatch against the enemy Sniper when they fire. The Sniper on Overwatch adds +1 to the roll to spot. They can fire when they spot the enemy Sniper, treating them as a target in the Open.

14.1.3 Infantry Flamethrower

A Flamethrower Team is activated as a Team on a Command Dice roll of 1, or a Leader's Order.

Flamethrowers have a maximum range of 12". Infantry flamethrowers have fuel for three Phases of fire which cannot be resupplied.

Infantry flamethrowers never move At the Double. They can move with 1D6 and fire. An infantry flamethrower rolls 12 Firepower Dice, reducing that to 6 Firepower Dice if it moves and fires. Flamethrowers have the Storm of Steel Bonus.

A Flamethrower doubles any Shock when firing at an infantry target. It ignores any cover.

A Flamethrower firing on a wooden building sets it on fire if it rolls two or more 6's with its Firepower Dice. A building on fire must be evacuated immediately. Any Unit in the building is placed outside it by their player, adjacent to a door or window of their choice.

Flamethrowers firing at a Transport vehicle will cause hits on the passengers, treating them as a target in the Open. Shock on the passengers is doubled. Any 6's rolled, including the Storm of Steel Bonus, also cause one point of Shock on the vehicle.

For flamethrowers against armour, see Section 16.4.10, Flamethrowers Against AFVs.

14.2 Crewed Support Weapons

Crewed Support Weapons are heavier weapons that are normally moved using vehicles but which fight dismounted, such as Anti-Tank guns and infantry guns.

These weapons have a 90˚ arc to their front, 45° either side of the barrel. They can target any enemy in that arc, turning to face directly at the target without counting as moving. Only the gunner requires Line of Sight to fire at a target. They always Fire for Effect, never firing Suppressing Fire.

Weapons such as Anti-Tank Guns and Infantry Guns need at least three crew to function at full effect. This includes attached Leaders. If reduced to two crew, or fewer, they will not be able to move but may continue to target any enemy within their Arc of Fire.

Infantry and Anti-Tank Gun fire against armour is covered in Section 16, Fire Against Vehicles.

Infantry and Anti-Tank Guns will only fire H.E. at buildings when targeting a Unit inside it.

14.2.1 Infantry Guns

Weapons such as the 7.5cm le.IG18, the 15cm s.IG.33 and the Soviet 76mm 1927 Infantry Gun provide close support against infantry targets with High Explosive rounds. As the war progressed, they were equipped with A.P. rounds for use against armour.

Infantry guns are activated as a Team on a Command Dice roll of 1, with an Order from their attached Junior Leader, or a Senior Leader in Command Range.

When firing at an infantry target, Infantry Guns roll their H.E. Firepower Dice. All fire is at Close Range, hitting on 4, 5 or 6 with the Storm of Steel Bonus, before any adjustments for smoke or Suppressing Fire. Hits are divided between any target Teams and hit effects rolled for with the target's cover reduced by one level.

14.2.2 Anti-Tank Guns

Anti-Tank Guns are designed to deal primarily with armoured targets, but they were often equipped with H.E. rounds with which to engage infantry.

Anti-Tank guns are activated as a Team on a Command Dice roll of 1, with a Leader's Order from their attached Junior Leader, or a Senior Leader in Command Range.

When firing at an infantry target, Anti-Tank Guns roll their H.E. Firepower Dice. All fire is at Close Range, hitting on 4, 5 or 6 with the Storm of Steel Bonus, before any adjustments for smoke or Suppressing Fire. Hits are divided between any target Teams and hit effects rolled for with the target's cover reduced by one level.

14.3 Off-table support

Located off-table, Medium Mortars are normally part of a battalion's assets. They are the type of fire support that infantry would be most familiar with. They never deploy onto the table as they are firing from a position hundreds of yards away, with a Forward Observer spotting from a well-chosen position off-table.

Medium Mortars are only available for specific missions. When available, they have three options.

14.3.1 Mortar Bombardment

Mortar Bombardments have sufficient ammunition for three Phases of fire. To begin a Mortar Bombardment, the player must activate the Forward Observer on a Command Dice roll of 1. Mortar Bombardments are never activated with a Leader's Order.

A Forward Observer model is placed on the table with a D6 to track the number of Phases of fire. The Forward Observer cannot be targeted by the enemy; the model simply indicates that the Mortar Bombardment is taking place and its duration. When the Bombardment is complete, the Forward Observer model will be removed from play.

The player marks the Aiming Point on the table. They can target any point on the table without restriction. Roll 2D6 to see if fire arrives immediately or is delayed.

RollResult
2-4Ranging shot unobserved. No effect. Repeat on subsequent Phases with a +1
5Ranging shot deviates 4D6"
6Ranging shot deviates 3D6"
7Ranging shot deviates 2D6"
8-11Fire is on target and the Bombardment begins immediately.
12Devastating Bombardment. Fire is on target and the Bombardment begins immediately. Roll for effect, doubling the number of Firepower Dice rolled in the first Phase of the Bombardment.

Ranging Shot

If a ranging shot deviates from the Aiming Point, use the template below to see the direction of deviation. Roll the D6 shown on the table and add their scores together for the deviation distance. Place a 3" ball of smoke at that point to mark the fall of shot. Any unit within 6" of that point is Pinned in the current and next Phase. No Firepower Dice are rolled, even if the ranging shot fell directly on a Unit.

Ranging shots do not reduce the number of Phases mortars fire for. If the Turn ends before the Bombardment begins, the process continues without interruption or delay.

When the Forward Observer is next activated, the player must call for Fire for Effect on the point where the ranging shot landed, or they can place a fresh aiming point and begin the process again.

Fire on Target

When the Bombardment is on target, it begins immediately. Mark an 18" square area with smoke, the aiming point at its centre. This blocks Line of Sight in that area. The four edges of the Bombardment must be parallel with the table edges.

The player must now choose whether the Bombardment is Static or Rolling. A Static Bombardment fires on the same aiming point for its duration. A Rolling Bombardment will move. After the initial Phase of fire, the aiming point will move 6", 9" or 12" parallel with a table edge of the player's choice.

When the Bombardment begins, the player places a D6 on the table, shielded from their opponent's view. The number on the upmost face indicates their choice, with 1, 2 or 3 being Static, 4, 5 or 6 being a Rolling Bombardment. If 4 is selected, the Bombardment moves 6", on a 5 it moves 9" and a 6 moving 12". The number on the D6 is revealed on the second Phase that the Bombardment fires.

The Bombardment will continue to move at the same rate in the next two Phases. It cannot accelerate or decelerate. If additional rounds are purchased, these will be static on the Bombardment's last position.

14.3.1.1 Bombardment Effect

Roll four Firepower Dice against each Team in the Bombardment area, hitting on 5 or 6 with the Storm of Steel Bonus. If the target Unit is in a wood or orchard, they will be hit on 4 to 6 due to the splintering effect of timber.

A Bombardment does not reduce the target's cover in Area Terrain. Linear obstacles do not give any cover to Units adjacent to them.

After the effects of the first Phase of fire are calculated, the target Units become Pinned for the duration of the Bombardment. This increases their cover by one level to a maximum of Hard Cover.

If a Bombardment moves and a unit previously affected is no longer in the Bombardment area, that Unit remains Pinned until all Shock is rallied from it or the Bombardment ends, whichever occurs first.

Where a Unit is in a substantial building of two or more storeys, the effect of the Bombardment is calculated as normal; however, the Unit is not Pinned while in the building.

Leaders and Units inside the Bombardment area cannot fire or be fired at by any other Units. They cannot move, but may Reposition, see Section 8.2.2, Chain of Command Point Actions. Leaders under a Bombardment can use Orders to remove Shock.

14.3.1.2 Vehicles in a Bombardment

Vehicles in the area covered by a Mortar Bombardment move with a maximum of Rapid movement (2D6). They cannot fire, as visibility is impeded.

No passengers can voluntarily disembark in any Phase of movement in the Bombardment.

Roll 4D6 for hits on each passenger Team in a Transport vehicle in the Bombardment, hitting on 5 or 6. They roll for effect counting as in Light Cover. Each 6 rolled also results in a point of Shock on the vehicle, including the Storm of Steel Bonus See Section 16.3, Shock on Vehicles.

AFVs and APCs under a Mortar Bombardment roll 2D6, or 3D6 if open topped. Each 6 rolled results in a point of Shock on the vehicle, including the Storm of Steel Bonus. See Section 16.3, Shock on Vehicles.

Danger Close Zone

A Danger Close Zone of 6" surrounds the Bombardment area. Any Team or unaccompanied Leader moving in that area rolls 2D6 when they move, being hit on a 5 or 6 with the Storm of Steel Bonus applied. Roll for the effect of any hits. If any kill results, the Team is Pinned until the Bombardment ends. If no kills results, the Team may act as desired.

Continuing a Bombardment

Once a Mortar Bombardment begins, it must fire in the player's subsequent Phases, or the Bombardment will end. A Command Dice roll of 1 must be used to continue the Shoot. This is a Compulsory Activation and happens before any other Command Dice are allocated.

If no Command Dice roll of 1 is available, the player must use a single Chain of Command point to activate the Bombardment. If neither is available, the Bombardment ends, contact with the mortars lost. All effects of the bombardment are removed at the end of the current Phase.

After a Bombardment has fired in each Phase, reduce the number of rounds of fire remaining. Any Turn end will reduce the number of Phases remaining by one. Any remaining rounds will be fired when activated in subsequent Phases.

Extending a Mortar Bombardment

A player who choses additional mortar ammunition as a support can extend the duration of a Mortar Bombardment by one or two Phases. This is declared after the first three Phases have been fired and up to two more pips added to the Bombardment tracking dice. The Bombardment must be activated to fire these additional rounds.

Ending a Mortar Bombardment

A Mortar Bombardment ends when contact is lost with the mortars or no ammunition remains. The player cannot voluntarily end a Bombardment once it begins. However, they can choose not to use any additional ammunition selected as a Support choice.

Once a Bombardment ends, the Forward Observer is removed from play. The effects of the Bombardment remain in place until the end of the following Phase, with the smoke continuing to limit visibility. Units under a Bombardment will remain Pinned. At the end of the following Phase, all smoke is removed and all Bombardment effects cease.

14.3.2 Smoke Barrage

A Smoke Barrage only fires smoke, otherwise it is exactly the same as a Mortar Bombardment, using exactly the same rules in all respects. The Smoke Barrage blocks Line of Sight in the 18" square area that it covers but does not cause any hits on Units inside that area. A Smoke Barrage does not have a Danger Close Zone.

14.3.2.1 Smoke Barrage Effect

Units under a Smoke Barrage cannot fire and cannot move At the Double. Vehicles in the area covered by a Smoke Barrage move with a maximum of Rapid movement (2D6). They cannot fire, as visibility is impeded.

Units in a Smoke Barrage fight a Close Combat if within 2" of an enemy, but no dice are added for enemy movement. Any losing Close Combat result counts as one level worse.

14.3.3 SOS Fire

SOS Fire can be called for once during a game on any Pre- Registered Point on the table. A player's Pre-Registered Points are as follows: • Their Jump-Off Points • Any Objective Marker • Their bunkers, entrenchments or fortifications SOS Fire is activated by any Leader within Line of Sight of the Pre-Registered Point using two Orders. The aiming point is placed up to 9" from any Pre-Registered Point the player chooses. Fire happens immediately and is ontarget with no deviation. It fires for one Phase only.

SOS Fire covers a 6" radius from the aiming point. Roll six Firepower Dice against each Team in the SOS Fire area, hitting on 4, 5 or 6 with the Storm of Steel Bonus.

Roll for the effect of the hits. SOS Fire does not reduce the target's cover in Area Terrain. Linear obstacles do not give any cover to Units adjacent to them.

After the hits are applied, any Units within the SOS Fire area that are not in buildings, entrenchments or Fortifications are Pinned for the current and the next Phase. Visibility is not affected; Units can fire into, through or out of the area without penalty.

AFVs and APCs under SOS Fire roll 2D6, or 3D6 if open topped. Each 6 rolled results in a point of Shock on the vehicle, including the Storm of Steel Bonus. See Section 16.3, Shock on Vehicles.

14.4 The effect of High Explosives

High Explosives have significant destructive powers which affects not just their target but also the environment in which it is used. When firing H.E. at a crewed weapon target, such as infantry guns, tripod mounted machine guns or anti-tank guns, or against a Unit in a building, in addition to hits caused on the Unit, 6's rolled may damage the crewed weapon or the building the target Unit is in.

14.4.1 H.E. Against Crewed Weapons

If four or more 6's are rolled when rolling to hit the Unit, including the Storm of Steel Bonus, the crewed weapon will also be destroyed and the crew will be removed from play. Take a Force Morale Test for a Support Unit killed.

14.4.2 H.E. Against Buildings

A wooden building will become unstable if a weapon firing H.E. rolls three 6's when rolling to hit the building or a Unit in it.

A brick or stone building will become unstable if a weapon firing H.E. rolls four 6's when rolling to hit the building or a Unit in it.

Unstable Buildings will collapse at the end of the Turn. See Section 14.4.2.1, Structures Collapsing.

Where a building has no Unit in it but is in a Bombardment area, roll the Firepower Dice for the weapon firing and apply the result on the building for any 6's rolled, including the Storm of Steel Bonus.

14.4.2.1 Structures Collapsing

Structures can be destroyed outright by H.E. fire. Where a building is destroyed, any Unit in the building or within 4" of it will Roll 1D6 hits on each Team in the building, treating them as a target in the Open. Any survivors are immediately placed adjacent to any door or window by the owning player.

Cover the area of the collapsed building with smoke, causing a -1 to hit if fired through. The smoke will be removed at the Turn end.

Snipers in a collapsing structure will immediately relocate up to 12" into cover.