When activated, an Anti-Tank weapon fires one round. To fire at an armoured vehicle, the target must be in the firer's Arc of Fire. See Section 13.1, Frontal Arc of Fire and Section 15.1, Vehicle Arc of Fire.
Tanks and Anti-Tank Guns treat the entire table as Close Range. Portable Infantry Anti-Tank weapons have limited range and their chance of hitting reduces as the distance to the target increases. The range bands for each weapon are shown in the National Arsenal Tables.
This image shows where the vehicle is hit, depending on the direction of the shot: front, side or rear.
| AT Fire Adjustments | |
|---|---|
| Target moved Flat Out in their last active phase | -1 |
| Firer moved in this Phase | -1 |
| Firer rotated turret out of Arc of Fire | -1 |
| Each Shock on firer | -1 |
| Target is Low Profile | -1 |
| Target is Small | -1 |
| Each additional range band (infantry) | -1 |
| Infantry and Support Units under Suppressing Fire | -1 |
| Commander activates gunner with two Orders | +1 |
| Hit with last round. Target and firer both stationary. | +1 |
The adjusted roll must be equal to or greater than the number shown below to hit the target.
| Target | To Hit |
|---|---|
| In the Open | 5 |
| View obscured (approximately 1/3 cover) | 7 |
| View badly obscured (approximately 2/3 cover) | 9 |
If the firer rolls less than the number shown, the shot has missed and the following steps are ignored. If the firer hits, we check to see if the round has penetrated.
If the firer rolled a single 6 when rolling to hit, they have hit a weak spot on the target and add one additional A.P. Strike Dice. If both dice rolled to hit were a 6, they have hit a major weak spot on the target and add two additional A.P. Strike Dice.
The table below shows the score required for a Penetrating Hit, depending on the hit location.
| Hit Location | Penetrating Hit |
|---|---|
| Front Armour | 5 or 6 |
| Side Armour | 4 to 6 |
| Rear or Top Armour | 3 to 6 |
The target vehicle now rolls their Armour Dice. Each 5 or 6 rolled is an Armour Save.
Compare the number of Penetrating Hits with the number of Armour Saves. If the number of Armour Saves is greater than the number of Penetrating hits, the shot has no effect. If the number of Penetrating Hits is equal to or greater than the number of Armour Saves, move to the Damage Procedure.
| In action |
|---|
| A Panzer IVH can see down a road near the German
border. A Sherman is advancing down the raised
road making it a target "In the Open". The German
rolls 2D6 and rolls 6 and 1, a total of 7 and more
than the 5 required. A hit is achieved. But more
than that, the 6 rolled means that the round has hit
a weak spot on the Sherman's armour.
The Panzer IVH A.P. Strike is 9, but hitting the weak spot means that the German player rolls 10 strike dice. They roll 1,1,2,3,4,4,5,5,6,6, hitting with 5 or 6 as it is on the Sherman's frontal armour, so four hits. The Sherman has 6 Armour Dice and rolls 1,2,3,4,5,6. They save on 5 or 6, so that's two saves. The Panzer has achieved two net hits, so the players will need to check to see what damage has been done. |
| Armoured Fighting Vehicle | |
|---|---|
| Equal Hits & Saves | |
| 1 2 | 1 Shock. Reverse 1D6 immediately |
| 3 4 | No effect |
| 5 6 | Halt and engage firer in next Phase |
| +1 Net Hit | |
| 1 to 3 | 1 Shock. |
| 4 | 1 Shock. Engine Damage |
| 5 | 1 Shock. Hull MG Destroyed |
| 6 | 1 Shock. Commander Stunned |
| +2 Net Hits | |
| 1 to 3 | 2 Shock. |
| 4 | 2 Shock. Vehicle immobilised |
| 5 | 2 Shock. Optics Damaged |
| 6 | 2 Shock. Commander wounded |
| +3 Net Hits | |
| 1-4 | AFV Destroyed |
| 5-6 | AFV Explodes |
| Armoured Personnel Carriers | |
|---|---|
| Equal Hits & Saves | |
| 1 2 | 1 Shock. Reverse 1D6 immediately |
| 3 4 | No effect |
| 5 6 | Pedal to Metal |
| +1 Net Hit | |
| 1 to 3 | 1 Shock. |
| 4 | 1 Shock. Engine Damage |
| 5 | 1 Shock. MG Suppressed |
| 6 | 1 Shock. Commander Stunned |
| +2 Net Hits | |
| 1 to 3 | 2 Shock. |
| 4 | 2 Shock. Vehicle immobilised |
| 5 | 2 Shock. Weapon Position Destroyed |
| 6 | 2 Shock. Commander wounded |
| +3 Net Hits | |
| 1-4 | APC Destroyed |
| 5-6 | APC Explodes |
| AFV Damage Defined | |
|---|---|
| Shock | One or two points of Shock are added. See Section 16.3, Shock on Vehicles. An AFV with four Shock will be abandoned and a Force Morale Test taken. |
| Reverse 1D6 Immediately | The AFV rolls 1D6 and reverses that distance in inches, moving directly away from the enemy that fired on them, avoiding any obstacles. Any intervening infantry are moved 4" by the controlling player. |
| Halt & Engage the Firer |
In their next active Phase, the player must activate the AFV and fire on the enemy that caused
this result or order the AFV on Overwatch if the firer can no longer be seen. This is a Compulsory
Activation and done before other Command Dice are used. A Command Dice roll of 3 must be
used to activate the AFV's Leader or a Command Dice roll of 1 used to activate the Gunner. If
unable to activate, the AFV takes an additional point of Shock.
The AFV may not move in this Phase and must engage the enemy Unit that caused the result. Any additional Orders available may be used to rally Shock or activate other weapon positions. |
| Engine Damage | This vehicle cannot move Flat Out for the remainder of the game. It cannot move and fire its main armament. |
| Hull MG Destroyed | This position cannot fire again. This also applies to vehicles with a single top-mounted MG. |
| Commander Stunned | Commander cannot activate in their next active Phase. |
| Vehicle Immobilised | The vehicle cannot move for the rest of the game. A tank can continue to rotate its turret. Any subsequent Shock suffered is doubled. |
| Optics Damaged | -2 to hit when firing AP shells with main Gun. -1 to hit when firing H.E. shells. |
| Commander Wounded | The tank commander is wounded, reducing the number of Orders available when activated by one. Take a Force Morale Test for a Leader Wounded. |
| AFV Destroyed | Vehicle is destroyed. Take a Force Morale Test for the loss of an AFV Support. |
| AFV Explodes | Vehicle is destroyed and the Leader is killed. Any infantry Team within 4" take 1D6 hits. Roll for effect as though in the Open. Take a Force Morale Test for the loss of an AFV Support with a +1. Do not roll separately for loss of a Leader. |
| APC Damage defined | |
|---|---|
| Shock | One or two points of Shock are added. See Section 16.3, Shock on Vehicles. An APC with four Shock will be abandoned. |
| Reverse 1D6 Immediately | The APC rolls 1D6 and reverses that in inches, moving directly away from the enemy that fired on them. Any intervening infantry are moved 4" by the controlling player. |
| Pedal to Metal | Immediately drive straight ahead at Flat Out speed. This is a bonus move and does not require activation. Any obstacles will be avoided. |
| Engine Damage | This vehicle cannot move Flat Out for the remainder of the game. It cannot move and fire any weapon. |
| MG Suppressed | The vehicle may not fire any MGs in their next Phase of activation. |
| Commander Stunned | Commander cannot activate in the next active Phase. |
| Vehicle Immobilised | The vehicle cannot move for the rest of the game. Any passengers deploy immediately, within 4" of the centre of the APC. |
| Weapon Position Destroyed | One MG position is destroyed. Where multiple MG positions are present, the firing player chooses which is destroyed. |
| Commander Wounded | The Leader commanding the passengers is wounded, reducing the number of Orders available when activated by one. Take a Force Morale Test for a Leader Wounded. |
| APC Destroyed | APC is destroyed. Passengers deploy immediately. Roll one hit on each passenger, including Leaders, as though in Hard Cover. Take a Force Morale Test for the loss of an APC Support. |
| APC Explodes | APC is is destroyed. Passengers deploy immediately. Roll for one hit on each passenger, including Leaders, as though in Light Cover. Any other infantry Team within 4" take 1D6 hits, rolling for effect as though in the Open. Take a Force Morale Test for the loss of an APC Support. |
An Armoured Vehicle firing machine guns or H.E. reduces the number of Firepower Dice by one for each point of Shock.
| In action |
|---|
| The Sherman from our last example has suffered
two net Penetrating hits. The players check the
Armoured Fighting Vehicle Table, rolling 1D6 and
checking the "+2 Net Hits" result.
The Allied player rolls a 4. The Sherman takes two points of Shock and is now immobilised. A Pak 40 now fires and achieves one net hit. This would usually add one point of Shock, but as the Sherman is immobilised this is doubled. The crew of the Sherman, now bail out. They roll on the Bad Things Happen Table to see how their Force Morale is affected. |
Anti-Tank rifles have no ammunition restrictions. Other Infantry Anti–Tank weapons such as the Bazooka, PIAT or Panzerschreck, are heavy and cumbersome and have Limited Ammunition of three rounds.
Details of each weapon's A.P. Strike Dice and range bands can be found in the National Arsenals. Each Range Band increases the roll to hit needed by 1. Here is an example of a Panzerschreck.
| Weapon | 0-18" | 18-24" | 24-36" | H.E. |
|---|---|---|---|---|
| Panzerschreck | 11 | 11 | 11 | 4 |
The Panzerschreck will roll to hit, hitting on the same score as a gun firing A.P. up to 18", its first range bracket. At 18" to 24" they subtract 1 from their roll. Between 24" and 36" they subtract 2. The H.E. Firing Dice are used when firing against Infantry targets.
A Section Anti-Tank weapon can be used against an enemy AFV or APC when a Leader issues an Order. Multiple weapons can be fired when multiple Orders are used.
Details of each weapon's A.P. Strike Dice and range bands can be found in the National Arsenals.
One figure makes an attack for each Order issued by a Leader, rolling for movement as normal to see if they reach the target vehicle. Where two or more figures make an attack, each one rolls individually for movement.
To make a successful attack, the figure must move into contact with the armoured vehicle. If the figure fails to reach the vehicle, the attack fails, the grenade or charge is lost, and they immediately return to their Unit.
If the vehicle is contacted, the attack is made successfully. The attacker rolls the A.P. Strike Dice shown on the following table. The Storm of Steel Bonus applies.
| Anti tank Grenades & Charges | |
|---|---|
| Universal | |
| Petrol Bomb | A.P. strike of 3 |
| Germany | |
| Teller mine | A.P. strike of 5 |
| Great Britain | |
| No.75 Hawkins Grenade | A.P. strike of 3 |
| No.83 Gammon Bomb | A.P. strike of 4 |
| Soviet Union | |
| Soviet RPG 3 AT grenade | A.P. strike of 4 |
| United States | |
| No.75 Hawkins Grenade | A.P. strike of 3 |
| No.83 Gammon Bomb | A.P. strike of 4 |
The attack is made against the top armour of the armoured vehicle, a Penetrating Hit being achieved on a roll of 3 to 6.
The Defender rolls for the vehicle's Armour Dice, saving on a roll of 5 or 6. Compare Penetrating Hits with Armour Saves using the Anti-Tank rules in Section 16.1, Firing Procedure. At the end of the Phase, the attacking figure is returned to its Unit.
Figures lost making an attack in this way do not count as a Team lost and no Force Morale Roll is made unless they are the last figure remaining in a Team.
The firing Team has no A.P. Strike Dice and consequently automatically achieves zero penetrating hits. The target vehicle now rolls its Armour Dice as though being hit on its frontal armour, adding +1 to each dice if the weapon firing is under Suppressing Fire.
If the target vehicle makes no Armour Saves, roll a D6 on the relevant Vehicle Damage table using the Equal Hits & Saves results.
If successful, roll the Firepower Dice with an additional Firepower Dice for a confined space and any additional Dice for a "Bullseye!" See 13.5.1.1, Bullseye!. All hits are counted against the passengers with any 6's rolled causing one Shock on the vehicle. The vehicle rolls no Armour Dice saving rolls.
If successful, roll the Firepower Dice with an additional Firepower Dice for a confined space and any additional Dice for a "Bullseye!" See 13.5.1.1, Bullseye! Any 6's rolled cause one Shock on the vehicle. The vehicle rolls no Armour Dice saving rolls.
Any 6's rolled cause a Penetrating Hit on the APC. No Storm of Steel Bonus applies. The APC rolls its Armour Dice to attempt to save these. Any net hits cause one point of Shock on the APC.
For the effect of Shock on vehicles, see Section 16.3, Shock on Vehicles.
For the effect of Shock on vehicles, see Section 16.3, Shock on Vehicles.
| In action |
|---|
| A US Rifle Team is in the upper storey of a French
farmhouse as a Flakpanzer moves down the road
outside. They toss a grenade into the open top of
the German vehicle, rolling a 3 and 6 to hit. The
single 6 gives them an additional Firepower Dice.
With three Firepower Dice as standard, they add one dice for the confined space and one for the Bullseye, five Firepower Dice in total. They roll 2, 3, 5, 6, 6, with the two 6's causing two Shock on the crew. A nasty surprise for the Germans. |