NEW RULES FOR KAMPFPANZER
by
Alan R. Arvold
Infantry Close Assault: Infantry units
may freely close assault
any other units, The defending unit(s)
must be in a hex that is
not Clear terrain (Woods, Towns,
Slopes if close assault is
coming from across a Crest hexside,
Sand, Rocks) or may be in a
Clear terrain hex if the attacking
infantry unit(s) are in
Entrenchments. The attacking unit(s)
must be in adjacent hex to
the defending unit(s) at the beginning
of the turn. Close Assault
is a separate operation and must be
plotted as CLA. Close Assault
is a form of combat and under certain
circumstances also a form
of movement. Close assaults are
resolved during the combat phase.
Close assaults may not be combined
with other forms of attack. If
the close assaulting unit is attacking
a Hard target, then the
combat is resolved as a -2
differential on the combat results
table. If the Hard target is destroyed
as a result of the close
assault then the close assaulting unit
moves into the defending
unit's hex. Any other result means
that the close assaulting unit
does not move. If the close assaulting
unit is attacking a Soft
target then the basic printed attack
strength is used against the
defending unit's basic printed defence
strength. If the target is
destroyed then the attacking unit may
move into the defending
unit's hex. If the target is disrupted
then it must retreat one
hex (attacking player's choice of
direction) and the attacking
unit may move into the defending
unit's former hex. However if
the defending is a gun unit, it is
destroyed even if it is
disrupted and attacking unit moves
into defending unit's hex.
When retreating the defending unit
must observe stacking
limitations. Terrain effects do not
count in close assault
attacks. When more than one unit is
performing a close assault on
a target unit the attack factors are
added up into one big attack
factor if the target is a Soft Target
or the differential is
raised one column for each additional
attacking unit if the
target unit is a Hard target. When the
defending unit is an
entrenchment when close assaulted then
one is added to the total
defence strength. Units may not close
assault across stream
hexsides even if there is a ford or a
bridge in that hexside.
These rules are in addition to the
automatic counter attack that
an infantry unit may perform against
an overrunning unit which is
a Hard target.
Changes to Weapon's Effectiveness
Chart:
A Weapon Type - NA against a Soft
Target.
M Weapon's Type - Special Ratings
against Soft Target's.
57mm or less - Basic Attack Strength (not
more than 5)
75mm to 85mm - 7
87mm or greater - 9
Direct Non-H Fire: When any hard
target is fired upon by more
than one A and/or M class units in a
given phase, determine the
line of fire from each firing unit. If
any two of the LOF enter
the target hex through non-adjacent
hexsides, then the attack
strengths of all attacking units are
raised by one before
adjusting for range attenuation.
Judging Line of Sight: If the Line of
Sight passes exactly
through the corner of a hex at the
intersection of a blocked
hexside and an unblocked hexside, the
Line of Sight is considered
to be blocked. If the Line of Sight
passes exactly through the
length of a blocked hexside then the
Line of Sight is considered
to be blocked. If the Line of Sight
passes exactly through the
length of a hexside of a blocking
terrain hex then the Line of
Sight is considered to be blocked. In
all cases the defending
unit gets the benefit of the doubt.
Smoke: Off the board artillery and all
on-board H class units may
fire smoke. Smoke blocks the Line of
Sight like any other
blocking terrain hex. When smoke is
fired it effects the impact
hex and the six surrounding adjacent
hexes. Smoke lasts from the
end of the combat phase in which it is
fired to the end of the
plotting phase of the next turn. This
means that if during the
plotting phase a unit can not trace a
Line of Sight to the target
hex because of the smoke then no fire
may be plotted to the
target hex. Units in a smoked hex may see
out of them and fire
from them. A unit in a smoked hex may
be spotted if either they
fire from the smoked hex and are seen
or if the spotting unit is
within three hexes of the smoked hex.
Units in a smoked hex have
two added to their defence factor when
attacked by non-H direct
fire. This addition does not apply if
there are other terrain
additions in the target hex. Units may
move into and through
smoked hexes with no additional
movement cost to the moving
units.
APCs: All APCs had a machine gun mounted
on them. To simulate
this all APC units have an Attack
Factor of 2, a Weapons Class of
R, and a Range of 10.