9-03 Rules.Indd
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The Gamers, Inc. Battalion Combat Series: Brazen Chariots ©2019. Multi-Man Publishing, Inc. All Rights Reserved. Game Designer: Jim Daniels 1.0 General Rules Only units with a Assault Arrow and a Leg Series Designer: Dean Essig MA currently showing can breach. Development: Dean Essig Breach Mines and Wire by the following Research Expert: Carl Fung procedure: VASSAL Module: Jim Pyle 1.1 Scale The hex scale is 1 mile. a) One unit which must be moving by Playtesting: John Bowen, Lynn Brower, Leg MA enters the Minefield hex and is Jeff Coyle, Dave Demko, Doug Fitch, 1.2 Weather & Finished. Only the Breaching unit can do Carl Fung, Hans Kishel, John Kisner, Joe so. For Wire, the unit need only declare Linder, John Malaska, Rod Miller, Rick Air Points itself Finished in a hex adjacent to the Paponetti, Jim Pyle, John Rainey, Henrik There are no Weather effects. Visibility Wire hexside it wishes to breach. Reschreiter, Ken Schreiner, Mike Solli, is always 2 hexes. Each player rolls in Randy Strader Scenarios 5.7 through 5.12 for Air Points b) When the Activation ends, flip the Mine each turn on the Air Points Available Table. or Wire (back of the Fort marker) marker There are no Air Points in Scenarios 5.1 to its breached side. A unit can only Introduction through 5.6. breach one Mine marker or Wire hexside Brazen Chariots covers the fluid battles per Activation. around Tobruk and out to the Egyptian border starting in the spring of 1941 1.3 Fortifications, c) Once Breached, the hex (hexside) and into the winter. Here, the Axis in remains that way for the remainder of their initial campaign to the wire (an Mines, and Wire play. obstacle separating Libya from Egypt) See the Terrain Effects Chart. by-passed the CW troops defending the Mine breaches have no orientation (the fortress/port of Tobruk. Rommel made a Neither player can build Fortifications, breach symbol on the marker is merely number of attempts to take that fortress Mines or Wire obstacles in the game, if for color)—They ‘work’ in all directions. in 1941 and toward the end of the year, they exist, they will be shown by markers Wire hexside breaches only exist for the Commonwealth forces launched ever specified in the set up or by symbols hexside marked. increasingly powerful counteroffensives printed on the map. to relieve the beleaguered defenders and A road running through Mines or Wire break the Axis siege. Brazen Chariots puts 1.3a . The CW must breach does not presume any Breach unless so you into the driver’s seat of these pivotal Breaching Mines and both sides must breach Wire marked by a Breach marker or as printed battles. to be able to traverse the feature both for on the map. movement and combat purposes. No CW unit can exit a minefield or attack from a Tac MA units can ‘force’ a non-Breached minefield until it is breached. Wire (not Mine) hex. Move the unit through the Wire hexside paying normal Axis units treat all Minefield hexes as MP costs and execute a STOP on the first already breached and never need to hex entered after the Wire. ‘Forcing’ does execute the below for them (or mark them not create an actual Breach to the Wire in any way). Axis units must breach Wire in hexside. the same way as the CW. Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2019 All Rights Reserved. Page 1 Brazen Chariots, BCS #3 1.3b Inside Forts: Combat and 1.4c Commonwealth Supply MA could not enter (to include EZOCs Barrage Effects. Any Fort which is a Sources. Hexes marked with the CW and Engagement Zones, etc.) or any that Fort marker or has the Fort symbol inside Supply Source designator. would cost a Truck MA unit more than 1 all of its hexsides is an All-Around Fort. MP to enter. All-Around Forts always affect Combat. 1.4d All-Around Forts and Isolation Effects. Any unit within an • Additionally, at no time in this game In the cases of Tobruk and Bardia, there All-Around Fort which its side controlled are Combat Trains Legal if the distance are one or more Perimeter Lines which at the beginning of the scenario are between the HQ and the Combat Trains is are NOT All-Around Forts. EXEMPT from all losses due to Isolation greater than 15 hexes. This includes if it Effects (BCS 10.5) regardless of the is ‘all road’ as well—over 15 hexes here All-Around Fort hexes inside such a reason. means the Combat Trains are Illegal. Perimeter Line (e.g. A10.13) do not apply the determination below. 1.4e Game Specific SNAFU • The “MSR Uses Tracks” DRM for SNAFU DRMs. The CW Game Specific DRM is applies if the HQ to Combat Trains MSR The Perimeter Line Fort hexsides ONLY always +0. The Axis uses the Axis SNAFU uses Off Roading or the normal Track affect Combat if neither the Attack unit Chart. case. nor the Assist is inside the Perimeter (e.g. A13.12 being Attacked from A13.11 but 1.4f The Crossing the Streams • Optimal Distance is applied if the literal with an Assist in A12.11). SNAFU DRM. This DRM does not hex distance needed (because of Terrain) apply in this game, ever. between the HQ and Combat Trains is at Both All-Around Forts and Perimeter Line least 5. Forts are hexside Terrain and NOT hex Design Note: This DRM is omitted terrain. Therefore, they do NOT affect the because of the wide open nature of the Design Note: This is a continuation Barrage Table. terrain. Literally, the marked tracks and of 1.4f given the flat and generally Secondary Roads are almost identical traversable desert terrain which allowed See also 1.4d concerning All-Around Forts to the open desert around them. Keeping forces to more freely act as ‘ships at sea’. and Isolation step losses. supply columns from stepping on each other is much more straight forward than the usual road-bound area. Ignoring 1.5 Buddies 1.4 Supply this DRM is a half-step in the game effect The Formations below apply BCS 4.1c to 1.4a Axis Supply Sources. Hexes of Buddies (of which there are almost the Support Group and each Formation marked with the Axis Supply Source none here (1.5), as effectively all friendly listed with it. Note that it is written this designator. Formations are Buddies for the Crossing way so no one assumes that the other the Streams DRM. This was done rather Formations listed are Buddies with each 1.4b The DAK Dump. In some than making them fully Buddies as that other at all. scenarios, the DAK Dump marker sets up status allows Formations to freely mix in B13.11. with each other, which was too much. Commonwealth: • The British Spt Grp and the British 4 The DAK Dump marker cannot move. 1.4g Off Roading MSRs. The MSR Arm Bde between an HQ and its Combat Trains is It is also a self-contained Axis Supply NOT constrained to road or Track hexes • The British Spt Grp and the British 7 Source which does not need to trace in this game. However, Combat Trains, Arm Bde anywhere else to function as it is a huge themselves, must still be placed on (by DAK standards) supply depot. Secondary or Primary Roads and can only • The British Spt Grp and the British 22 use Secondary and Primary Roads to trace Arm Bde It is eliminated from play if any CW unit the MSR to a Supply Source. This has the with an Assault Arrow or AV rating enters following additional requirements and Axis: its hex. Once removed it can never come restrictions: None. back into play. • HQs are not constrained to road hexes Design Note: Allowing the Support The DAK Dump provides “Key Terrain” (BCS 9.1a) nor is the MSR path from the Brigade to be Buddies with the Arm for any unit(s) stacked with it. The Dump HQ to the Combat Trains (BCS 10.3a part Bdes of the 7 Arm Division allows it the itself does not count for stacking and c) required to be in such hexes. freedom to work with each of them with cannot retreat. impunity. Otherwise, all the Formations • However, even with the freedom above, in the game are not listed as Buddies to the HQ and the MSR to the Combat require them to observe their own spatial Trains cannot use any hex that a Truck positioning to avoid mixing effects. Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 2 © 2019 All Rights Reserved. The Gamers, Inc. 1.6 Recon Unit Additionally, a unit cannot end any Design Note: This rule is a Series movement or Retreat STACKED with any Optional available for all BCS games Types other unit (including one also marked as (if you use it in LB, use the Screen Only those allowed by BCS rule 4.3d can Screen), should this happen, remove the markers from here, BbF, or any desired do Recon in this game. Screen marker from all involved units. substitute). It is presented here only as a game specific rule. In LB, NO US unit Note that since they are unable to (not even the 14 Cav Grp) sets up on 16 1.7 Recon Initiate an Engagement, they must STOP Dec with a Screen marker.