By Chris Kent and the Chacewater Tuesday-Nighters
AT guns may only defend the square they occupy against enemy AFVs and cannot fire on attacking enemy infantry. They have a defence factor of 8 versus AFVs. AT guns cannot be used in an attack on an enemy occupied square. They do not have to leave a square, like other artillery, if that square is the subject of an attack.
Heavy AT guns (76mm+) follow the above rules but can attack enemy AFVs and vehicles up to 2 squares distant as per the rules for artillery firing direct.
Some AFVs are equipped with Heavy AT guns and can fire as per the above rule. If they wish to attack enemy infantry they follow the normal rules for attacking squares
The rules for SB apply except as noted.
Rocket Launchers
Rocket launchers ( nebelwerfers, katyushas) roll two D6 when they fire and require a 6 to hit.
They can only carry out type A and D barrages.
Heavy Artillery
Any gun of 140mm or greater in calibre counts as heavy artillery for the purpose of the rules.
In Type A barrage attacks, heavy artillery counts as two hits if they make a successful to hit roll. In direct attacks they modify any kill chart rolls by +1.
Off-table artillery
Any artillery batteries purchased can be placed off table if desired by their player. If off table they can only use type A barrages to support any friendly attacks. Off table batteries can only be attacked by counter battery artillery units or aircraft. Some countries will not be allowed to place their guns off table.
Counter battery attacks
A player may designate a 1/3 of any artillery stands purchased as being on counter battery tasks. They can then target any of their opponent's artillery units (not mortars) on or off table. Such units are attacked as for normal artillery effect attacks.
Smoke
A player can designate one of his barrages as a smoke attack. Rules for placement and dispersal are as for non-persistent gas attacks. Smoke has the following effect, in that it gives the attacking side a +1 to all saving rolls it has to make on any casualties it suffers that turn. Units who would normally have no saving throw now save on a 6.
AFV saving throws
To better represent the improved armour of WW2 AFVs use the following rule. For any kill on an AFV stand it may attempt a saving throw. The scores needed are as follows:
Heavy Tank 5+ Medium Tank 6+. If the saving throw for the terrain is better than the AFV's, then that may be used instead.
Flank movement by Armour
Use the "Cavalry going off table" rule, p23 of SB, to represent off table flank movement by armour. The following types can use this rule: AFVs, APOs, Armd Cars, and SPGs.
Aircraft
As per the normal rules, except aircraft are driven off on a 6, unless an HQ stand is present in which case it is 5+. This represents aircraft's relative invulnerability to flak and the fact that HQs tended to have flak units attached to them.
If a forward air controller is deemed to be present then aircraft are called in on a 3+.
Dive-bombers hit a square on a 4+ but a +1 is added to the die roll to drive them off.
APCs
Same rules as for trucks but they move 3 squares and carry only 1 stand. Any hits on the passengers it is carrying are saved on a roll of 4+. Troops may attack or defend in APCs.
Tank Riders
An AFV stand may carry one stand of infantry. Whilst on the AFV the infantry move at the vehicle's rate. If the vehicle they are riding on is destroyed, then a 5+ must be rolled to save them.
Support Companies
These companies represent battalion level support units that include MGs, AT guns and mortars in their make-up. They have attack values of 3 and defence values of 6.