Instructions

Click "New" or "Selection View". Check the stand types that you require which are under the relevant country listings.

When you have selected all the units you require, click the "Print View" button and print out the page. Only the selected stat cards will be printed. Note: you may have to select "Print Background Colors" in the print preferences to get the alternating grey/white rows.

Saving

You may save your battlegroups to retrieve and edit at a later date. The data are saved to "local storage" on your computer (not on a server or in the cloud). This storage is managed by your internet browser which may, if the storage fills up, delete data which have not be accessed for a while. I advise periodically backing up your data using the option below.

Backup and Restore


Restore

Note: Restoring will overwrite any saved battlegroups with the backup version. Saved battlegroups not in the backup will not be affected.

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! Artillery & Air Phase A) If spotted target, roll for Artillery/Air Response to place new IDF templates & smoke markers [17.4] Artillery Response [Rules 17.4 & 17.4.1; H&I on 1-3 ] Firing Stand Type Success Organic Artillery 1-5 Supporting Arty. 1-3 B) Remove previous turn's IDF templates, smoke & suppression markers [17.5, 20 & Adv,] C) Resolve IDF HE attacks & place suppression markers on stands in templates [17.5 17.6 & 20] To Hit, from Equip. Chart, roll number or less in parenthesis between range & HE template size (IDF column, to right of Year) modified by: Indirect Fire To-Hit Modifiers [14.2.1, 17.6.2] Target is Pers. in: Modifier Firer Modifier Med. cover -2 Pinned -2 Hard cover -3 vs Weak AFV +1 Fortifications -5 vs All AFV -Weight If Hit, consult Hit Results Chart 4B 3rd column, at right. @ Movement Phase A) Roll for initiative, high side acts as Side A B) Side A then Side B declares Prep fire [13.1.1] & transport vehicles may return to passengers(no load/move this turn). C) Both sides resolve Prep Fire with unpinned H/HC class (see Direct Fire To Hit chart at right 4B ) & place Suppression on all targets hit or not & suppress vehicles within 12" of Pers. in cover D) Side A reveals orders & moves* (see 2 charts below); Rally Orders take effect [21.4] E) Side B: same as Side A *remove unloaded transport vehicles Orders Summary [Rules 6.1, 7.1-7.3, 21.4] Order Basic Move. Allowance Prep or Op. Fire? General Fire? Cautious Adv. ≤1x No Yes Hasty [Adv] Rd/En/Hw 1x - 2x No Yes (-2) Disengage+ 1x-2x^ No Yes(-2)* Hold None Yes Yes Take Command None No Yes(-2)* Rally /Regroup [Adv] None No Yes(-2)* + No Op Fire unless moving closer to firing enemy [7.1.3] ^ May stop in cover if out of LOS [7.1.3] * May only fire if in physical contact [7.1.3, 21.4] Terrain Movement Effects [8.1.1, 8.2-8.2.8] Terrain Type Pers. Tracked Wheeled Woods x1 x2 x4 BUA, Broken Ground, Sand x2 x2 x4 Forest, Rubble, Steep Slope, Swamp x2 P P Cliff/Escarpment P P P Creek (to cross) x2 x2 x2* River/Canal (to cross) x2* x2* x2* P= Prohibited x#=times normal movement *only at ford F) Resolve Spotting: See next 2 charts [11.5.4] Spotting, Daylight & Clear [11.5-11.5.6] Hidden Stand is: Personnel or Gun I-II* Vehicles III-VI* Concealed stationary not firing 2” @ Contact Veh. 12” Stat. in Open or Move Concealed 12” 24” Firing in conceal. 24” 36” M & F in Conceal. 36” @ 60”+ M or F in Open @ 60”+ @ 60”+ Camouflage: stands in open start Concealed if they have not moved at all & were not denied this benefit per scenario. Man-made obstacles auto-spotted unless if in cover or camouflaged, then treat as concealed vehicles [11.5.4] *Class I-II gun crews treat as Pers. & III-VI as Vehicles + = +10” for each elevation level higher [11.1] Scenario max +/- Terrain Visibility/Spotting [11.2.7] Terrain Type Visibility ...Within ...In/Out/Through Dense 2” Edge* Open Blocking Line of Sight Half Distance Fire through Open Blocking Terrain without penalty *Stand must be on Edge of Dense terrain to see/be seen # Opportunity Fire Phase A) Resolve Opportunity Fire, Direct Fire (see charts below 4B ) & Indirect (see chart at left 1A , 0 ROF only +1); place Suppression Markers [13.1.2, 17.5, 20] including vehicles within 12” of Pers. in cover B) Resolve Spotting of firing stands [11.5.2, 11.5.4] $ General Fire Phase A) Stands may change facing (no move) [10] B) Resolve remaining fire which may be Suppressed by previous IDF/Prep/OP HE fire [13.1.2, 20] Direct Fire, Rate of Fire Mod. [13.5-13.5.11] Bonuses Modifier Penalties Modifier Elite +1 Passenger* -1 Op. Fire +1 Multiple Targets -1# Human Wave +1 (CA) Pers. CA vs AFV 1 max. CA = Close Assault Bn. Gun 1 max. *No +1 Op. Fire bonus, does not include mounted cav- alry, bicycles or motorcycles # = unless in contact [16.3] Direct Fire To-Hit Modifiers [14.2.1, 17.6.2] Target + Modifier Firer Modifier Patrol [24] -1* H class vs Weak AFV +1 Pinned Pers. -1* Veteran/Elite +1 Light Cover -1* Trained/Green -1 AFV hull down or in BUA -2* Suppressed -2 Pers. in Cover: Hasty Advance -2 Medium -2 Pinned -2 Hard -3 A cls vs Strong AFV -2 Fortification -5 W class vs Weak AFV -3 + Close Assault (A) & Flame. (FL) ignore *HE(H&W) ignores H class vs All AFV -Weight Class Hit Results Chart Roll for each hit [19.1, 19.1.1-19.1.2] Target Stand's Troop Quality Rating No Effect Forced Back Eliminated * Green (all Soft) 1 2-5 6+ 10 Trained 1-2 3-6 7+ 10 Regular 1-3 4-6 7+ 10 Experienced 1-4 5-7 8+ 10 Veteran 1-5 6-7 8+ 10 Elite 1-6 7-8 9+ 10 AP* Modifiers to Hit Results Die Roll Bonuses Modifier Penalties Modifier Armor Value -AV Wpn. Pen. +/- Pen. Armor value & Weapon penetration from Equip Data Charts *A natural (unmodified) 10 for Penetration (numeric anti-ar- mor value) roll, Elimination at Close Range or at least Forced Back at other ranges. No modifiers for non-AP weapons. C) Ammo Depletion [Adv. 27.1] a natural 1 for 20mm+ To Hit roll requires a ammo depletion roll: depletes if less than or equal to the caliber/10 (drop fractions e.g. 75mm = roll of 1-7) with Modifiers: Armored Cars +1; Tanks -1; Artillery with multiple targets in template requires only 1 of dice (different color) to deplete (no depletion for H&I); Flame (no resupply after 1-3 fires): pers.-carried 1, vehicle 2, trailer 3; Following both deplete automatically - Rocket Launchers resupply only once per game and Special/Limited Ammo (like Smoke) cannot be resupplied during game (do not also roll for general ammo depletion). Stand resupplied when it ends a later turn within 6” of battalion ammo truck, pack animal or porter. D) Resolve additional spotting of firing stands % Command & Morale Phase A) Place order See order summary, at left 2E ; 6” effect radius or at head of column) & overwatch chits [6.2, 6.2.5, 7] B) Check Morale if fired upon , within 12” of enemy as below or sees friendly company eliminated; remove previous turn Pin marker if no new check or passes this turn's check [21.3.2] Morale Modifiers [14.2.2, 21.1.1, 21.2, 21.3] Stand Modifier Enemy Modifier In Cover [14.2.2] +2* Pers. within 12” & LOS -1 Each stand/vehicle Forced Back -1** AFV within 12” & LOS -2 Each stand/vehicle Eliminated -2** Air Attack within 12” -2 In Road March [Adv. 23.1.2] -2 *any stand not in LOS of a spotted enemy counts as under cover for morale Targeted by TOT Mission [Adv 28.3.1] -2 Pinned [21.3.2] -2 ** Within company checking morale that turn Shaken [21.3.3] -3 # Demoralized in contact with unpinned enemy personnel or AFV automatically elim [21.3.4] Demoralized [21.3.4] -4# Morale Results [19.1.1, 21.3.1-21.3.4] Exceed Morale Result 1-2 Pinned (no op/prep fire or move toward enemy) 3-4 Forced Back, Shaken (as pinned) 5-6 Forced Back, Demoralized (as pinned, no fire) 7+ Eliminated or Surrenders C) Occupy abandoned ground [16.7, 21.7] D) FOW pick/discard phase (3 card max.) [5] E) Declare Road March/Entrench/Banzai [Adv 23] F) Move TURN MARKER, reinforcement/game end? Command Decision: e l t t a B f o t s e T General Reference Card & Sequence of Play 5 Phases & Lettered Subphases Revised 10/27/09 (SVG version 2017-01-03) Copyright © 2006 Test of Battle Games. Permission to copy granted. Roll for weather… Modifiers, firing unit: Dedicated Battery +2 Elite/Veteran +1 Trained/Green -1 Suppressed -2 Halve distance if Spotter: Pinned and/or Suppressed, Non-Recon Vehicle only** (chart at left for Personnel or Recon Spotter otherwise) Halve twice if Pinned/Suppressed Non-Recon Vehicle! ** @ Italic text, Vehicle Spotter is not halved.