THE Battlc of GRAVELLONA TOCE

THE Battlc of GRAVELLONA TOCE

THE BATT LE OF GRAVELLONA TOCE LUMACA Games @2013 0. Introduction 1. Playing pieces 2. Turn Sequence 3. Activation Points (AP) and Initiative 4. Player Active and Inactive 5. Actions 6. Units in command 7. Terrain and Movement 8. Attack: type of fire and objective, results of Table of Attack 9. Assault and Melee 10. Stacking 11. Vehicles 12. Special Units 13. Victory Conditions 14. Historical Background 15. Credits 16. Order of Battle 0. Introduction represents the type of Target Attack (Infantry The Battle of Gravellona Toce is a tactical or Tanks). wargame that aims to simulate the battle that They have a capacity of movement defined took place December 13, 1944 in Gravellona according to the type of military unit Toce (VB) between the partisan forces and represented (see diagram combat units). army units Italina Social Republic (RSI). Units are printed on one side only and are The scale of the game is about 10 men to the defined by a background colour and printing point of value and strength of the shift is according to the nationality to which they approximately 2 hours. belong (White / Black for the fascists Republicans, Red / Black for the communist 1. Playing Pieces. partisans, Green / Black for the partisans of In The Battle of Gravellona Toce, there are justice and Liberty, Blue / Black for the three types of tokens: Commands, Combat partisans of inspiration monarchy; Orange / Unit and Information Counters. Black for partisans without political orientation). 1.1 Commands A particular type of Combat Unit are the Commands represent the officers in charge of vehicles (see 11). Combat Unit; they cannot make attack but There are whole units standard (with the value may be subject to attack; can participate in of full strength, may vary according to Melee only if accompanied by friendly nationality; in the Battle of Gravellona RSI Combat Unit, or if an enemy combat unit value is 4 and for the partisan player is 3) and enters or is present in the hex where there is fractional units, with lower values of strength. only one command opponent, it is eliminated Full Fractional Full Fractional directly. They have a capacity of 4 movement points and have a Command Range of 10 hexagons, within which the friendly Combat Unit are in Whenever a unit loses a point from Strength, control (see 6). the same unit must be replaced with the In the event of elimination it will be create a correct value from the Force Pool; if not any, supplementary command next to a friendly use more fractional units (without spending Combat Unit, which will have some Action Points). limitations (Radius command of only 5 hexagons). Diagram Combat units (with movement points or MP) Infantry 4 Vehicles 5 1.2 Combat units Paratroopers 4 Artillery 1 The Combat Unit are grouped by operating units. Support 4 The Combat Units have a graphical MGs 4 representation of the type of military unit they represent (infantry, paratroopers, gunners, Engineers 4 Command 4 vehicles), a value of Strength, which indicates the effectiveness of the attack and melee, a 1.3 Informative Markers distinctive in order to be identified to the Informative Markers are markers for the Company or Battalion or Regiment, a symbol Movement, Attack, Damage, Out Of Control, that represents the type of Attack (Infantry, Stop and Opportunity Attack. Tanks or Artillery) and a symbol that The units which are stacked whith are - Both players decide to go through (in this influenced by a die roll modifier indicated on case, any unused Points activation are the marker. reported in the next round); Their use is explained in the rules. - A player has finished the activation points and the other decided to go through (in this case, any unused Points activation are reported in the next round); - Both players finish the activation points; If one of these events occurs, the round ends and you move on to step 4; 4. Administrative Phase: Victory Conditions 1.4 How to start. are verified, any violations occurring at the The partisan player puts the partisan units in edge of Stacking (see 10) are solved, all the map; Republican Fascist player does the Information markers are withdrawn, the same; the time counter is placed on the 05.00. TURN marker advances along the counter of In the first round, the Initiative is for the the track and all starts again from step 1 of the partisan player; the level of the partisan player Sequence turn. PA (Activation Points) is given by the value of a d6 +3; the level of the fascist Republican 3. Activation Points (AP) and Initiative player PA is given by the value of a d6 +1. Each player has a number of activation points, Place the fascist Republicans Reinforcements needed to perform the actions of the Combat on the box at 11.00 am and 07.00 am in the Unit (see 5). time counter and the other reinforcements in The PA are determined at the beginning of the the corresponding boxes (see 16). Turn Sequence; each player adds up the total of the values of Force deployed in the map; 2. Turn Sequence the result is divided by the value of the whole unit standard of the nationality to which it The Battle of Gravellona is played in 12 belongs, as indicated in the scenario, then rounds of 2 hours, from 05.00 on December each player adds up the value of the PA- 12, to 12.00 1944 December 13, 1944. controlled targets. Each turn has the following sequence: The sum of the two values is the number of 1. Determining Activation Points and PA available for that turn, to which are also Initiative. added to any PA remained from the previous 2. Verification of Command Range and round, for a maximum of 20 PA. reporting of Combat Unit Out of Command.; Note: until the arrival of the first 3. Player who has the initiative (see 3) reinforcements at 11.00, the fascist becomes Active (see 4) and chooses which Republican player halves the total PA Combat Unit activate and what action to counted. perform (see 5), spending Activation Points The player with the highest number of PA required (see 3), or decides not to activate any gets Initiative in the turn; in case of a tie, the unit, passing the turn. Initiative will be the player who had just Once the action has finished, the opponent completed the turn. player will become Active and will choose The initiative is indicated by the flag of the which Combat Unit activate and what action counter TURN. to perform, spending the Activation Points needed or decide not to activate any unit, 3.1 Value PA objectives passing the turn. Each objective controlled (last unit that Any reinforcements can come into play (see occupied) has a value of PA for the counting 12.5). of them for each player (on the map in red Partisans; Fascist Republicans in black): It continues with this alternation until: - Santa Maria 2 2 - Stabilimento Furter 1 2 Otherwise, the unit will receive the Out of - Centrale 2 1 Command Marker; in this case, these units - Ponte 3 3 can perform some actions only (see 5), the - Dopolavoro 2 2 cost doubled in PA for each Action. - Sede GNR 1 1 - Scuole 1 1 - Stazione 1 1 - Pedemonte 1 1 To measure distance, count the hex occupied by the unit but not the command unit. 4. Player Active and Inactive Each player during the round will become 7. Terrain and Movement active and inactive and can then choose, when The cost in movement points (MP) depends active, which Combat Unit activate and what on the type of terrain; compare the Chart for action (see 5) to carry out, spending the Terrain Effects (TEC) and specific terrains Activation Points required (see 3), or decides to each scenario. A unit that moves should not to activate any unit, passing the turn (see still have enough movement points to enter 2). the terrain in the hex; if it does not have enough, it cannot enter, except for units with 5. Actions a capacity of movement of 1, which can The grid attached shows all the actions that always move 1 hex ignoring the costs. can be undertaken by Combat Unit and their cost in Activation Points (PA). It is possible The Chart for the Terrain Effects (TEC) with to take the same action to multiple Combat the modifiers to the die roll for the attack can Units at the indicated cost, when grouped in be found among the Tables, as well as the the same hex (see 10). Chart of the ability of the Movement of Combat Unit. The Actions are: - Retreat in free hex (see 9.7) 8. Attack: type of fire and objective, results of - Opportunity Attack (see 8.7) Table of Attack - Input reinforcements (see also 12.5) - Fractioning Unit The Combat Units have a symbol that - Movement (see 7) represents the type of Attack (Infantry, Tanks - Creating Unity or Artillery) and a symbol that represents the - Melee if you are already in the same hex type of Target Attack (Infantry or Vehicles); with your opponent (see 9) these are the data that are used together with - Attack (see 8) the distance, to cross the data on Table Attack - Move up to half of the PM and Assault and verify whether or not the possibility of - Attack and Movement up to half of PM hitting the opponent, as well as the probability - Move up to half of the PM and Attack and intensity of the Attack.

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