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CoC SCW Specific Rules

This document provides rules for off-table artillery batteries, machine gun fire support, forward observation teams, and other special rules for the Chain of Command: Espana wargame. The main points are: - Artillery batteries consist of 4 guns that bombard a 14" x 14" area. Individual guns can be deployed on-table at reduced effectiveness. - Machine gun fire support comes from an off-table company and beats a 10" x 10" zone. It has no deviation and ignores intervening low features. - Forward observation teams can call in indirect fire and be spotted by senior leaders within line of sight. They lose abilities if they move from their observation post. - Other rules cover Molot
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100% found this document useful (1 vote)
295 views6 pages

CoC SCW Specific Rules

This document provides rules for off-table artillery batteries, machine gun fire support, forward observation teams, and other special rules for the Chain of Command: Espana wargame. The main points are: - Artillery batteries consist of 4 guns that bombard a 14" x 14" area. Individual guns can be deployed on-table at reduced effectiveness. - Machine gun fire support comes from an off-table company and beats a 10" x 10" zone. It has no deviation and ignores intervening low features. - Forward observation teams can call in indirect fire and be spotted by senior leaders within line of sight. They lose abilities if they move from their observation post. - Other rules cover Molot
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FIELD GUN BATTERY

75/28, 75/27, 70/16 OR 65/17


Unless otherwise noted in their support list choice,
artillery batteries contain four guns. A field gun
bombardment covers a square area 14 x 14, with
the aiming point at the centre. Any guns that deploy
on-table are considered to have come from the
dedicated off-table battery taken as a support
Specific Rules option. Use the rules for Off Table Forward
Observation Teams when firing.
The following rules are specific to Chain of
Command:Espana. Whenever an army list refers to If one or two guns are taken on-table from a support
these rules they apply without modification unless lists choice, reduce the barrage area by 2 per gun
noted in that army list. and the support list cost by one level per gun. Army
lists will indicate when this can occur.
OFF-TABLE MACHINE G UN FIRE SUPPORT
The main battalion support asset was the Machine Pre-game barrages are presumed to be performed by
Gun Company, which the Spanish used as massed another battery entirely.
batteries of automatic weapons, rather than dividing
them up into penny packets. The machine gun OFF-TABLE FORWARD OBSERVATION TEAMS
barrage option represents fire from the Machine Gun A Forward Observer Team (FOT) for off-table units,
Company in support of the Infantry of the battalion. made up of a Junior Leader plus two men, may always
end their move in a Tactical Stance when deployed
The company is off-table and assumed to be on-table..
positioned on an area of higher ground giving it an
elevated view of the table (oddly comparable to that They may always deploy on-table when activated,
of the player when hes sat down). Effectively the ignoring rule (4.3) if a Senior Leader is not available to
company is on overwatch and like an on-table unit; its deploy them, this reflecting a previously established
arc of fire from the players table edge is indicated by observation post, which is connected by telephone to
placing a direction marker anywhere on that table their unit. Provided that they do not move, they can
edge. Their arc of fire is 90o in the direction indicated, retain that link without coming out of their tactical
as for a normal unit on overwatch (Lardies Chain of stance.
Command markers work well here).
If they move from their OP then they will have to use
The company will open fire on any enemy unit that visual signals (flags or a heliograph) to relay
can be seen from that point to a designated central information to their unit. Doing this denies them the
aiming point, with no deviation roll. benefits of a tactical stance as it exposes their
position.
There must be a clear line of sight from the marker to
the target area that is not obscured by intervening FOTs activate on their own Junior Leaders Command
buildings (but not low features such as walls or Dice, however FOTs may be activated by the Senior
fences), woodland or hills etc. Leader Platoon Commander for one command
initiative (as per 10.3), who in addition can also spot
The area of effect for MG beaten zones is 10x10 for the FOT if he can see a target in direct line of sight
with the aiming point at the centre. The usual cover that the FOT cannot. No other leader however may
effects as for normal machine gun fire apply, with any spot for the FOT. If a FOT is destroyed then no further
unit in the target area counting as at effective range. requests for indirect fire may be made.

After the first barrage, future availability is Off-table batteries follow all the normal rules of
determined as per barrage availability (10.3.3). Support Weapon Fire once activated (section 10).
MOLOTOV COCKTAIL ADVANCED ARMOUR RULE
Molotov Cocktails are the same as Petrol Bombs - It is recommended that the Advanced Armour Rule be
details of which are shown on Table Seven, Hand-Held used. When doing so, the following rules apply;
Anti-Tank Weapons. They may be used once by any
Squad when commanded by the Senior Leader on- Table Twelve/Thirteen replaces the existing
table who is commanding the platoon. A maximum of damage Tables Twelve and Thirteen in CoC (p56).
two such weapons may be selected per platoon. How Softskin vehicles still use Table Fourteen (p57).
the charge works is detailed in Section 9.3.4. Advanced Rule 17 Firing Procedure is standard
ie a firer secures hits on frontal armour on a roll of
RANDOM AIR SUPPORT 4, 5 or 6. On the side armour with rolls of 3 to 6
If an end of Turn occurs, at the beginning of the next and 2 to 6 on the rear armour.
phase the phasing player nominates a target point
Each vehicle is classified with an armour rating
and rolls a dice. On a score of 1 the airstrike hits the
and defensive aspect based on its Front, Flank or
wrong target and your opponent may redirect the
Rear when it receives hits eg a T-26B is rated
attack onto any of your units within 12 of the target
Armour 3 (F/F/F) which means it defends with 3
point and conduct the attack as if it was his own.
save dice and all unsaved hits against its front,
From the target point each target along any line of
flank or rear will strike as if against Frontal
12 x 4 beaten zone are strafed with 2D6 Regular-
Armour ie 4, 5, or 6.
Effective Range firepower attacks each. Roll on Table
5 to hit and Table 6 for effect. Allocation of Shock TABLE T WELVE/THIRTEEN (SCW)
and Loss effect is the same as all normal rules. Air
TANKS, ARMOURED CARS, TIZNAOS
attacks secure hits on a score of 3 to 6. EQUAL HITS AND SAVES
1-2 No effect
CAVALRY 3 Halt and engage firer in next Phase
For each dismounted cavalry squad in your force you 4 Must immediately drive flat-out towards cover
roll 1d6 before the Patrol Phase begins. On a score of 1 Shock. Reverse 1D6 immediately. Any infantry in
4,5,6 you gain one free Patrol Phase move with any of 5-6 the way are moved by the controlling player to avoid
being run down
your markers. This is in addition to any scenario
ONE NET HIT
specific rules regards bonus patrol moves, however, a
1 Shock. Driver panics and may not be activated in
force may never have more than six free patrol phase 1
the next Phase
moves. When deployed dismounted troops are placed 1 Shock. Gunner/Commander panics and may not be
2
on-table without their horses. Mounted cavalry apply activated in the next Phase
the following rules; 1 Shock. Commander panics and may not be
3
activated in the next Phase
a) Cavalry may choose to deploy on-table 1 Shock. Engine damage. Breakdown if Unreliable,
4
dismounted without their horses. otherwise now considered so.
b) Mounting or dismounting requires one complete 1 Shock. Weapon mechanism damage: -1 to hit when
5
firing
Normal Move action - no shooting allowed.
6 2 Shock. Reverse 2D6 immediately
c) Dismounting Squads must remove two Cazadores TWO NET HITS
as horse holders (n/a if deploying dismounted). 2 Shock. Driver killed. It takes two activations in
d) Cavalry move like infantry adding 2 per D6 used. subsequent Phases to allow another crew member to
1
They may not move tactically if mounted! take over unless a two-man vehicle, which is
immobilised, the crew member abandoning his vehicle.
e) When fired at Mounted they count as Green 2 Shock. 1D6 hits on crew and passengers as if in
(regardless of their actual quality). 2
open
f) Cavalry may not charge enemy if they would have 2 Shock. Commander wounded. Reduce Command
3
to move over an Obstacle, Heavy terrain or enemy level by 1. 1D6 hits on passengers as if in open
2 Shock. Immobilised for game. Passengers/Crew
that is entrenched, in buildings or an AFV.
4 disembark immediately in base to base contact with
g) Cavalry are considered Aggressive. In combat, the vehicle
they roll 2D6 per man, 4D6 if they move 8 or 2 Shock. 1D6 on crew, 2D6 on Passengers as if in
more in a straight line over open ground. Fight 5 open. Hull or Other Mounted MG out of action for
combat as per 13.1. game
3 Shock. Main Gun(s) out of action for rest of game.
Close Combat modifiers; halve the 6 Reverse 2D6 immediately. 1D6 hits on passengers as
SMG/LMG/MMG modifiers, but triple light/heavy if in open
cover modifiers. Determine Results as per 13.1.2. THREE NET HITS
h) If moving At The Double or after any Close 1-4 Knocked Out, 1D6 hits on passengers as if in the open
Explodes, crew dead. 1D6 hits on any infantry within
Combat, each cavalry Team takes 2 Shock. 5-6
4. 2D6 hits on any passengers as if in open
VEHICLE SPECIAL RULES - ALL: TIZNAOS VEHICLES ANNEX
EASILY CATCHES FIRE (NATIONALIST OR REPUBLICAN)
If hit on the vehicle front and you get a net 3 hits The following notes and specific rules comprise a
result you add +1 to the D6 roll to see if it explode. useful annex of the types of Tiznaos Vehicles
(armoured truck) available as described in F.C. Albert's
FIRING PORTS Carros de Combate y Vehiculos Blindados de la Guerra
Troops aboard a vehicle fire their weapons into a 90 1936-1939. Generally speaking, all Tiznaos vehicles
arc. They must be given their own order dice to fire have similar characteristics in armour and
(as a Team) as they do not belong to the crew. configuration.

LOW PROFILE There are a number of specific rules pertaining to


-1 enemy fire modifier when targeted. Tiznao vehicles as follows;

MOTORCYCLES All are Wheeled, Unreliable, Easily Catch Fire and


Motorcycles operate as wheeled vehicles but re-roll have No Radios.
any 1s rolled. Armour Rating along with any special rules are
shown for each vehicle.
NO RADIOS They follow all rules for Armoured Personal
No vehicles may use radio communication (11.4). Carriers (11.2.1), having their own crew and
taking damage using Table Twelve/Thirteen
SMALL CoC:Espana.
-1 enemy fire modifier when targeted.
When activated by a Junior Leader the driver
operates as normal.
SMALL FIGHTING VEHICLE (SFV)
Vehicles use the Small Fighting Vehicle rule, p49. When you want to fire the integral Tiznaos
Vehicles are activated individually on a 1, or as a weapons treat up to half the weapons firing
group under a Junior Leader on a 3 refer rule 11.1.2. (round down) as a Main Gunner activation with
the player choosing any combination to fire as he
TIZNAOS likes.
Counts as Wheeled, Unreliable, Easily Catches Fire When you want to fire more than half of the
and No Radios. integral Tiznaos weapons then you must activate
the Secondary Gunner(s).
TWO MAN CREW (TMC) Any Team(s) onboard fires on the vehicle Junior
Any hits on the gunner are on the Commander. Hits Leader initiative out of the firing ports as normal.
on any other crew are on the driver. Due to the
Weapon arcs and configuration is as shown for
overburdened responsibilities in a one-man turret,
each vehicle along with the size of the truck.
where a turret is fitted, the vehicle may not move and
fire in the same phase if the turret weapon is a Gun Tiznao armour lacks the certitude of military grade
type weapon (ie not a MG or flame weapon). production. Whilst the thickness of armour is
generally know, the quality of the steel and
UNRELIABLE construction are lesser-known variables. Therefore
Breakdown if double 1 is rolled when moving normally Tizanos vehicles are represented as of an overall
or when any double is rolled when driving flat out. weaker construction for the same thickness of military
grade armour.

When firing small arms against Tiznaos vehicles both


MGs and small arms are taken into account using rule
(9.3.3).

Each Tiznao may overload by adding up to 50% more


passengers than that shown in the transport capacity
of the vehicle, but may only fire from the designated
number of firing ports into the arcs shown as
described following the rules on p.54 of Chain of
Command. If overloaded add +2 per dice when
determining the number of passenger hits on Damage
Table Twelve/Thirteen.
ARMOURED TRUCK N0 1 ARMOURED TRUCK N0 5

Type: Small armoured truck Type: Large armoured truck


Weapons: 4 Left and 4 Right side arc Firing Ports Weapons: 8 Left and 8 Right side arc Firing Ports, plus 1
Transport: 8 men forward facing LMG
Armour: 2 (R/S/S) Transport: 17 men
Armour: 1 (S/S/S)

ARMOURED TRUCK N0 2 ARMOURED TRUCK N0 6

Type: Medium armoured truck Type: Medium armoured truck


Weapons: 5 Left and 5 Right side arc Firing Ports, plus 1 Weapons: 6 Left and 6 Right side arc Firing Ports, plus 1
Left and 1 Right side arc LMG forward facing LMG and 1 Left and Right side arc LMGs
Transport: 10 men Transport: 12 men
Armour: 2 (S/S/R) Armour: 2 (S/S/R)

ARMOURED TRUCK N0 3 ARMOURED TRUCK N0 7

Type: Medium armoured truck Type: Small armoured truck


Weapons: 4 Left and 4 Right side arc Firing Ports, plus 3 Weapons: 4 Left and 4 Right side arc Firing Ports, plus 1
forward facing Firing Ports forward facing LMG
Transport: 10 men Transport: 8 men
Armour: 1 (S/S/S) Armour: 2 (S/S/R)

ARMOURED TRUCK N0 4 ARMOURED TRUCK N0 8

Type: Medium armoured truck Type: Medium armoured truck


Weapons: 2 Left and 2 Right side arc LMGs Weapons: 2 Left and 2 Right side arc LMGs
Transport: 8 men Transport: Nil
Armour: 1 (S/S/S) Armour: 2 (F/F/S)
ARMOURED TRUCK N0 9 ARMOURED TRUCK N0 13

Type: Medium armoured truck Type: Small armoured truck


Weapons: Nil if a troop carrier, else see options Weapons: 1 Left and Right side arc LMGs, 2 Left and 2
Options: May have a 2-man LMG team for an extra one Right side arc Firing Ports, plus 1 forward facing Firing
Support List choice; or may have a 50mm mortar and a 3 Port
man crew for an extra four Army Support List choice. Transport: 5 men
Transport: 12 (unless fitted with mortar) Armour: 2 (S/S/R)
Armour: 2 (S/S/S)
Special Rules: No Firing Ports, open top

ARMOURED TRUCK N0 10 ARMOURED TRUCK N0 14

Type: Medium armoured truck Type: Medium armoured truck


Weapons: 3 Left and 3 Right side arc Firing Ports, 1 Weapons: 4 Left and 4 Right side arc Firing Ports, 2
forward facing Firing Port, plus 1 turret mounted LMG forward facing Firing Port, plus 1 turret mounted LMG
Transport: 7 men Transport: 10 men
Armour: 2 (S/S/S) Armour: 2 (S/S/S)
Special Rules: Slow Turret (p.53)

ARMOURED TRUCK N0 11 TRACTOR ORUGA BLINDADO TOB N0 1

Type: Small armoured truck Type: Small armoured tractor


Weapons: 3 Left and 3 Right side arc Firing Ports, plus 1 Weapons: 1 forward facing LMG
forward facing LMG Transport: 3 men
Transport: 6 men Special Rules: No Firing Ports
Armour: 2 (S/S/S) Armour: 2 (S/S/R)

ARMOURED TRUCK N0 12 NAVAL SOMUA ARMOURED TRUCK

Type: Large armoured truck Type: Large armoured truck


Weapons: 7 Left and 7 Right side arc Firing Ports, 2 Weapons: 7 Left and 7 Right side arc Firing Ports, plus 1
forward facing Firing Port, plus 1 turret mounted LMG turret mounted LMG (sometimes fitted)
Transport: 14 men Transport: 14 men
Armour: 2 (S/S/S) Armour: 2 (S/S/S)
Special Rules: Slow Turret (p.53)
MASTER ARSENAL EQUIPMENT LIST
TANKS
VEHICLE ARMOUR A.P. H.E. SPEED NOTES
CV 33/35 3 (F/S/S) Twin MG Average Low Profile, Small, TMC, SFV
CV 33/35 LF 3 (F/S/S) Flame & MG Slow Low Profile, Hull MG, TMC, SFV
Pz Mk I 3 (F/F/F) Twin MG Average No Hull MG, TMC, SFV
Pz Mk I Command Tank 3 (F/F/F) MG Average Hull MG, TMC, SFV
Trubia A-4 2 (F/F/R) MG Average Hull MG, Unreliable
Renault FT (MG) 3 (F/F/R) MG Slow No Hull MG, TMC, Unreliable
Renault FT (37mm) 3 (F/F/R) 3 3 Slow No Hull MG, TMC, Unreliable
Pz Mk I with 20mm Breda 3 (F/F/F) 4 6 Average No Hull MG, TMC, SFV
T-26B 3 (F/F/F) 4 4 Average No Hull MG, later types with top mounted MMG
BT-5 3 (F/F/S) 4 4 Fast No Hull MG, later types with top mounted MMG
No Turret, Easily Catches Fire, Unreliable.
Schneider CA-1 Tank 2 (F/F/R) 6 6 & MG Slow
1 MG may fire into left and right side arcs
ARMOURED VEHICLES
VEHICLE ARMOUR A.P. H.E. SPEED NOTES
Lancia Ansaldo IZM 2 (F/F/S) Twin MG & MG Wheeled Twin MG in turret, MG rear arc only
Camin Protegido Bilbao 2 (F/S/R) MG Wheeled Tiznao, Transport 6 men
FA-I 1 (F/F/F) MG Wheeled No Hull MG, Small, TMC, SFV
UNL-35 2 (F/S/S) MG Wheeled Hull MG, Small, SFV
Hispano-Suiza MC36 (MG) 2 (F/F/S) MG Wheeled No Hull MG
Hispano-Suiza MC36 (Gun) 2 (F/F/S) 4 4 Wheeled No Hull MG
BA-3/6 3 (F/S/S) 4 4 Wheeled Hull MG, later types with top mounted MMG
M37 2 (F/F/S) 3 3 Wheeled Hull MG, later types with top mounted MMG
Tiznaos vehicles Refer to the specific notes in the Tiznao annex
ANTI TANK GUNS & INFANTRY GUNS
GUN A.P. H.E. NOTES
2cm Flak 30 AA gun 4 6 Auto-Cannon, No Gun Shield
20mm SEMAG AA gun 4 6 Auto-Cannon, No Gun shield
20/65 AA gun 4 6 Auto-Cannon, No Gun shield
3.7cm Pak 35/36 A/T gun 3 3 Gun Shield
Cannone da 37/45 A/T gun 3 3 Gun Shield
37/45 A/T gun 3 3 Gun Shield
45/44 A/T gun 4 4 Gun Shield
Cannone da 47/32 A/T gun 5 4 No Gun Shield
65/17 Turin Infantry Gun 4 5 Gun Shield
70/16 Infantry Gun 3 5 Gun Shield
75/28 Schneider Field Gun 6 6 Gun Shield
Cannone da 75/27 Field Gun 6 6 Gun Shield
76.2mm Putilov M02 Field Gun 6 6 Gun Shield
88mm Flak 18 AA gun 10 7 No Gun Shield, Superior Gunsights
105mm Field Gun 7 7 Gun Shield
INFANTRY WEAPONS
WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
Bolt Action Rifle 1 0-18 18+
Re-roll any 1s.
Automatic Rifle 3 0-18 18+
Jams on a double six (for this phase only).
Magazine LMG 6 0-18 18+ Lose 2 Firepower if crew of 1
SMG or Machine Pistol 4/2 0-6 6-12 Firepower is range dependent
Tripod Mount LMG 7 0-24 24+ Lose 3 Firepower if crew of 1
Tripod Mount MMG 8 0-24 24+ Lose 3 Firepower if crew of 1
Pistol 1 0-9 -
Sniper 1 unlimited - See sniper rules section 9.5
Grenade 2 open, 3 closed 4-11 - Roll for hits as if target in the open
V-B Launcher 2 - 18-60 Roll for hits as if target in the open
Megaphone 6 0-6 6-12 n/a vs Africanista
Infantry Flamethrower 12 0-12 - All cover ignored. Shock x2
Reduce cover by one level unless target has
50mm mortar 2 with LOS no LOS
overhead cover
60mm mtr, MG, 70/16, 65/17 3
Dice for hits on all Teams within the barrage
81mm mortar, - unlimited
4 area. All units Pinned.
75/28, 75/27 & 76.2mm M02
VEHICLE WEAPONS
WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
Internal Vehicle MG 6 0-18 18+
Twin MG 8 0-18 18+
Top Mounted MMG 10 0-24 24+ Reduce cover by one level
20mm Cannon 6 0-24 24+ Reduce cover by one level
Flamethrower 12 0-18 - All cover ignored. Shock x2

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