Chris Kemp’s Not Quite Mechanised
WINNING THE FIREFIGHT -Table 12*
Use 1D6 per CU expended at EFFECTIVE RANGE. For ambushes, shift the level of effectiveness of the weapon up one level, eg from L to M dice for each CU fired.
* There used to be 11 other tables in front of table 12. We kept on calling it that even when the other tables vanished!
** Mortars referred to are ones organised into batteries, not organic battalion mortars, which count as light.
SPECIAL ATTACK RULES
1. VETERAN INFANTRY can close assault in the hour that they win the firefight, inferior infantry assault in the next hour. If veteran infantry take the position in their first round of close assault, after one round of firefight, then the action is complete from start to finish in one hour.
2. SHOOT AND SCOOT. Anti-tank, recce and artillery units that outrange their attackers have the option of firing off 1 CU or FU at maximum effective range, then withdrawing without being disorganised before the enemy returns effective fire. Instead of shooting and scooting, they can fire off a second CU in the same bound, but the attacker can then return fire if they are able to close to effective range with the enemy. They can, of course, scoot without shooting.
3. TANK TERROR. Regular, or poorer troops who are unsupported by friendly tanks or effective anti-tank fire, have a 50% chance of surrendering to tanks attacking them for the first time (1D6 – 4,5,6, OK ). If however the tanks press on and leave the area, the troops will go back to their positions and will automatically fight thereafter. This rule is intended for infantry facing predominantly tank units, not facing infantry or motorised infantry units supported by tanks.