10 – Combat

Chris Kemp’s Not Quite Mechanised

Free .pdf copy of the guidelines for personal use.


Each phase of combat normally takes 1 game hour. There are three sub-phases to this part of a battle; THE FIREPLAN, WINNING THE FIREFIGHT and CLOSE ASSAULT. These phases reproduce the pre-battle softening up of the objective, suppression of effective fire from the defence, and the final assault to capture the position.


There are two ways of using artillery: as direct fire support in the assault, or as indirect fire before it.

  • DIRECT FIRE during the firefight phase onto the target objective. Most organic infantry gun and mortar batteries fire in this way, but so does any Soviet artillery without an FOO base.

  • INDIRECT FIRE in the hour immediately before a deliberate attack on a position; or indirect fire called down in response to a new target supporting the defender, during the firefight. Most artillery regiments fire in this way. Units that take casualties from artillery fire of a heavy enough calibre in this way will be disorganised in addition to taking casualties; (see the Artillery Effect Table below).

Shoots are EFFECTIVE, or HARASSING. An effective indirect shoot causes casualties, and pinning plus disorganisation to the target lasting 1 hour, although the main weight of fire only lasts for 10-20 mins. Artillery must be of a heavy enough calibre if it is to disorganise dug in or fortified troops; (see the Artillery Effect Table below)

A harassing shoot can stretch 1 FIRE UNIT of ammo (FU) to 2 hours and prevents a target from reorganising, resupplying, or close assaulting if disorganised, but only disorganises troops if an effective score is achieved. It does not cause casualties.

Targets share out the hits caused by the FU in the same way as direct fire. Troops pinned by a shoot may withdraw out of the beaten zone and then reorganise when they halt in an area free from enemy interference. If they withdraw under fire, they do not count any benefit for cover.


Air will always attack as direct fire. Anti Aircraft guns (AA) are attacked first as priority targets. Air targets count M if attacking ground targets from low level and H if bombing from high level. If more AA stands are neutralised than air stands then the remaining un-neutralised air can go on to attack other ground targets. Attacks against ground targets count as the appropriate weight of artillery firing a shoot; or for tank hunters, heavy anti-tank attacking light armour. As a house rule, we allow fighters to deliver M fire, ground attack and bombers deliver H fire. We allow 1 CU per engine (not very scientific!)

A T-28 company having a really hard time from a squadron of Me109s.

 Free .pdf copy of the guidelines for personal use.

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