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V3 Rules: First Buffs and Nerfs

One page of the new V3 rule book has been posted by Warlord, and there are a couple of interesting changes. Assuming this is the final version engineers get buffed and Green and Shirkers get nerfed.


Units of engineers are equipped with explosives and other specialized gear for destroying battlefield fortifications and defenses. To represent this, when a unit of engineers assaults a building, the defenders cannot benefit from the defensive position bonus (see page XX). In addition, engineers have several advantages when it comes to the rules for minefields and other fortifications (see page XX).


Fanatics are unwilling to give in and will die fighting rather than flee or surrender. If forced to take a morale check, they ignore negative morale modifiers from pin markers, so long as the unit includes at least two men. Should the unit be reduced to one man, he must make the check as normal. Remember that order tests are not morale checks, and are therefore modified as normal.

Fanatic units with at least two men left are not routed and destroyed when they have a number of pin markers equal to or higher than their morale value. Of course, such a unit is not very likely to be able to do anything it manages to Rally.

When a fanatics unit is defeated in close quarters fighting, the fight counts as a draw instead and another round is immediately fought. Continue fighting until the fanatics unit wins, is completely wiped out, or is defeated and left with a single model, in which case it is destroyed.


These units are rigorously trained and equipped for traversing different types of difficult terrain, and therefore treat rough ground as open ground instead.


Raw troops are usually rated as Inexperienced with a morale value of 8 - but we make allowance for troops who, while inexperienced, may be extremely confident or even foolhardy. Green troops might run at the first shot fired - or they might surprise the enemy by proving remarkably fierce or resistant. Either way, they are unpredictable. Green units are inexperienced and therefore have a morale rating of 8. The first time the unit suffers a casualty, roll a die (after taking any morale checks caused by the attack). On a roll of a 1 the unit suffers an additional D6 pin markers and goes Down - if it has already taken its action this turn, flip the order die to Down, if not then place an order die from the dice bag to show the unit is Down. There is no further affect. On a roll of 2, 3, 4, or 5 the unit fights on as you would expect - no further account is made of the fact it is green. On a 6 the unit is immediately up-rated to Regular with morale value of 9 for the rest of the battle.


This covers both small units trained to deploy ahead of the main force, like scouts, as well as snipers and other small teams that were adept at disguising themselves and other stealth-based operations. If the unit takes a cover save while it does not have an Advance or Run order dice on it, it receives an additional +1 to the roll. In addition, the unit might benefit from special deployment rules, as detailed in the scenario being played (see page XX).


Motorcycles were primarily used by dispatch riders and the like, although during the early part of the war German reconnaissance units made use of motorcycles as well as motorcycles and sidecars. As with troops mounted on horses, we treat these as a variant of infantry units.

Motorcycles are generally treated as units of infantry, except where noted below. Sidecar riders are simply treated like two infantry models on a multiple base. Motorcyclists can dismount and fight on foot as infantry, from which point none of these rules apply. To facilitate this, players will need mounted and foot versions of motorcycle models.

A motorcycle unit moves 12" at an Advance and 24" at a Run with the same movement rules and restrictions for wheeled vehicles, except that motorcycles are allowed to make any number of turns as they move. Also, we do not allow motorcycles that have not yet dismounted to enter buildings, nor to board transport vehicles.

Motorcycle units do not benefit from any advantage from going/being Down. However, they can react by making an immediate escape move in the same way as a recce vehicle (at normal speed, not double speed). See the Vehicle rules on page XX. A motorcycle unit can dismount as part of any Advance move. Once dismounted, riders move and fight as infantry. Troops cannot remount once dismounted.

Motorcycle riders can carry infantry small arms, but cannot while whilst moving. All weaponry can only be fired when stationary, i.e. with a Fire action, in which case we assume rider momentarily halt or get off their machines to shoot.

Motorcycles are not allowed to make an assault, and if assaulted they can make an immediate escape move as for other recce vehicles. If attacked at close quarters, motorcycles fight as infantry. Each man fights. We imagine any motorcycle rider unlucky enough to be fighting at close quarters will abandon their machines to fight then remount should they survive. Should they win the combat their regroup move is 2D6" rather than D6".


Not all those headed to the front and handed a weapon are willing participants. Some troops might be conscripted from occupied territories, or they might be criminals or captives - reluctant or inept fighters looking to desert at the first opportunity. Others can be civilian volunteers lacking any training and completely unprepared for the terrors of the battlefield.

Shirkers always count pin markers as double, for order tests, morale checks, routing and so on (e.g. 1 pin marker is a -2 penalty, 2 is -4 and so on). In addition they must always take an order test when given an order, even when they are not pinned.

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