visibility & weather charts - wargamerabbit · 28.11.2011 · visibility & weather charts...

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Visibility & Weather Charts Using the Visibility Charts and the Block Movement grid system: 1). 2). 3). 4). 5). 6). 7). Scout Fate Table (10D): * +2 to roll if Scout's Headquarters is current "in transit" mode. +2 to roll if Night turn. Letter Codes: A Complete information on nationality, size of command, and types of units. Advise exact # of infantry battalions, cavalry regiments or batteries/trains etc. Must be place on table if adjacent grid square or if charging/charged or firing/fired upon. B Advise type of command: Infantry, cavalry, artillery etc, and the general uniform coat color. Strength information is approximate….(+- 25% fudge factor allowed) of the unit count. A unit is a battalion of infantry, a cavalry regiment or artillery battery/train etc. Only placed on tabletop if adjacent grid square or if charging/charged or firing/fired upon. C Advise only if real units or a dummy command. No other information given. No miniature placement on tabletop unless adjacent square. D No report given. No miniature placement on tabletop. C/D 50% chance surprise rules* in effect. Dice prior to individual command deployment Even = Treat as a "C" report this turn. Odd= Treat as a "D" report this turn. * Hidden Command rule. Hidden commands must be revealed and deployment per "A or B". 8. 9 or 10* If 2 or 3 grid squares away from the nearest enemy command or dummy block Determine the correct chart number to use. Charts are 1 to 10 rated. Charts can change during battle for weather events or battlefield smoke. Only Senior commanders/officers or their scouting ADC's can use the visibility chart for scouting distant enemy formation blocks. All blocks (ie..Divisional or Brigade level officers) can only see or report adjacent grid squares. Determine the location grid square for the Senior Commanders/officers or scouting ADC's on the tabletop. Then, using the Visibility chart template overlay, determine what letter code (A- D) the enemy block location to the Senior Commander/officer or scout's location. If 1 or in same grid square as enemy command or dummy blocks 10 10* 9 or 10* During the Command Phase, after moving all Senior Commanders/officers and their scouts on the tabletop, are the scouting reports given. Roll scout fate table (see below) every Command Phase before scouting reports given from Scou Phasing Player first…his Senior Commanders/officer or scouts request information about the opposite (enemy) blocks. Non-Phasing player request information from their Senior Commander/officer or scout locations. Situation of Scout miniature in Command Phase Scout Removal Number: More than 5 grid squares from nearest enemy command or dummy block If 4 or 5 grid squares away from nearest enemy command or dummy block Wargamerabbit Visibility Charts.xls 11/28/11

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Visibility & Weather ChartsUsing the Visibility Charts and the Block Movement grid system:

1).

2).

3).

4).

5).

6).

7).

Scout Fate Table (10D):

* +2 to roll if Scout's Headquarters is current "in transit" mode.+2 to roll if Night turn.

Letter Codes:

A Complete information on nationality, size of command, and types of units.

Advise exact # of infantry battalions, cavalry regiments or batteries/trains etc.

Must be place on table if adjacent grid square or if charging/charged or firing/fired upon.

B Advise type of command: Infantry, cavalry, artillery etc, and the general uniform coat color.

Strength information is approximate….(+- 25% fudge factor allowed) of the unit count.

A unit is a battalion of infantry, a cavalry regiment or artillery battery/train etc.

Only placed on tabletop if adjacent grid square or if charging/charged or firing/fired upon.

C Advise only if real units or a dummy command. No other information given.

No miniature placement on tabletop unless adjacent square.

D No report given. No miniature placement on tabletop.

C/D 50% chance surprise rules* in effect. Dice prior to individual command deploymentEven = Treat as a "C" report this turn. Odd= Treat as a "D" report this turn.

* Hidden Command rule. Hidden commands must be revealed and deployment per "A or B".

8. 9 or 10*

If 2 or 3 grid squares away from the nearest enemy command or dummy block

Determine the correct chart number to use. Charts are 1 to 10 rated. Charts can change during battle for weather events or battlefield smoke.Only Senior commanders/officers or their scouting ADC's can use the visibility chart for scouting distant enemy formation blocks. All blocks (ie..Divisional or Brigade level officers) can only see or report adjacent grid squares.

Determine the location grid square for the Senior Commanders/officers or scouting ADC's on the tabletop. Then, using the Visibility chart template overlay, determine what letter code (A-D) the enemy block location to the Senior Commander/officer or scout's location.

If 1 or in same grid square as enemy command or dummy blocks

10

10*

9 or 10*

During the Command Phase, after moving all Senior Commanders/officers and their scouts on the tabletop, are the scouting reports given.

Roll scout fate table (see below) every Command Phase before scouting reports given from Scout/ADC's.

Phasing Player first…his Senior Commanders/officer or scouts request information about the opposite (enemy) blocks.Non-Phasing player request information from their Senior Commander/officer or scout locations.

Situation of Scout miniature in Command Phase Scout Removal Number:

More than 5 grid squares from nearest enemy command or dummy block

If 4 or 5 grid squares away from nearest enemy command or dummy block

Wargamerabbit Visibility Charts.xls 11/28/11

Visibility Surprise Rule:

In Poor weather or moonlight (Chart 9 or 10)

Battlefield Smoke Effect:

Early Morning Light or Dusk hours:

Hidden Command Rule:

Hidden command rule is covered in the main rule book (10.60)

Chart 1

Weather: Clear day. Light or no wind

Terrain: Very flat terrain with little or no ground folds

Chart #1

D D D D C D D D D

D D D C C C D D D

D D C B B B C D D

D C B B A* B B C D

C B B A* A* A* B B C

C B A* A*Senior

Officer or Scout

A* A* B C

Once both sides have started firing their artillery batteries or close order musketry, increase the visibility chart number in use by one. For example, if the battleday starts with a Chart #4, increase to Chart #5. Chart #7 is the maximum level change for battlefield smoke.

For the first and last complete hours of daylight, temporarily increase the visibility chart number by one. Once night falls, change the chart number to either Chart #8, 9 or 10, depending upon moonlight/clouds conditions.

Whenever a command moves from a "C/D" zone roll rated as a "D", or the command moves from a "D" zone, to the same grid square as the enemy command, follow the normal miniature unit deployment rules. The only exception is the phasing player may deploy their miniatures using the "forward deployment zone rule" as their starting positions before moving their units. The cloak of weather/night provides the "terrain requirement" for forward deployment.

Wargamerabbit Visibility Charts.xls 11/28/11

Chart 2

Weather: Clear day. Light or no wind

Terrain: Terrain is uneven, some rolling slopes but limited in scope

Chart # 2

D D D D D D D D D

D D D D C D D D D

D D D C B C D D D

D D C B A B C D D

D C B A* A* A* B C D

C B A A*Senior

Officer or Scout

A* A B C

Chart 3

Weather: Clear day, light or no wind, possible ground haze or mirage effect

Terrain: Terrain is uneven, folds and some blind spots, some trees and man-made structures

Chart # 3

D D D D D D D D D

D D D D C D D D D

D D D C B C D D D

D D C B B B C D D

D C B A* A* A* B C D

C B B A*Senior

Officer or Scout

A* B B C

Chart 4

Weather: Clear day, possible light winds, ground haze

Terrain: Terrain uneven, ground folds/ditches, open ground with European woods and buildings

Chart # 4

D D D D D D D D D

D D D C C C D D D

D D C B B B C D D

D C B A* A* A* B C D

D C B A*Senior

Officer or Scout

A* B C D

Wargamerabbit Visibility Charts.xls 11/28/11

Chart 5

Weather: Cloudy day, dust in air, light ground mist in valleys

Terrain: Any terrain feature

Chart # 5

D D D D D D D D D

D D D D C D D D D

D D D C B C D D D

D D C B* A* B* C D D

D C B A*Senior

Officer or Scout

A* B C D

Chart 6

Weather: Cloudy day, with light rain or heavy mist, light morning fog in valleys

Terrain: Any terrain feature

Maximum visibility on tabletop = 24"

Chart # 6

D D D D D D D D D

D D D C C C D D D

D D C B* A* B* C D D

D D C A*Senior

Officer or Scout

A* C D D

Chart 7

Weather: Low clouds day, normal rainfall, inland fog, heavy ground mist or light snowfall

Terrain: Any terrain feature

Maximum visibility on tabletop = 18"

Chart # 7

D D D D D D D D D

D D D D C D D D D

D D D B* A* B* D D D

D D C A*Senior

Officer or Scout

A* C D D

Wargamerabbit Visibility Charts.xls 11/28/11

Chart 8

Weather: Low clouds day, heavy rainfall, snowfall, coastal fog, bright moonlit night

Terrain: Any terrain feature

Maximum visibility on tabletop = 12"

Chart # 8 Night

D D D D D D D D D

D D D B A* B D D D

D D D A*Senior

Officer or Scout

A* D D D

Chart 9

Weather: Torrential rainfall, sandstorm, blowing snowfall, very dense fog. Moonlight w/ passing clouds

Terrain: Any terrain feature

Maximum visibility on tabletop = 8"

C/D: 50% chance surprise rules* in effect. Dice prior to individual command deploymentEven = Treat as a "C" report this turn. Odd= Treat as a "D" report this turn.

Chart # 9 Night

D D D D D D D D D

D D D C/D C* C/D D D D

D D D C*Senior

Officer or Scout

C* D D D

Chart 10

Weather: Whiteout in blizzard, fog bank at coast. Dark night with no moon.

Terrain: Any terrain feature

Maximum visibility on tabletop = 6"

C/D: 50% chance surprise rules* in effect. Dice prior to individual command deploymentEven = Treat as a "C" report this turn. Odd= Treat as a "D" report this turn.

Chart # 10 Night

D D D D D D D D D

D D D D C/D D D D D

D D D C/DSenior

Officer or Scout

C/D D D D

Wargamerabbit Visibility Charts.xls 11/28/11

Sample use from tabletop game. The Senior level commander/officer is receiving scouting and visibility reports based upon chart #5.

Wargamerabbit Visibility Charts.xls 11/28/11

Wargamerabbit Visibility Charts.xls 11/28/11

Visibility & Weather Charts Quick Reference version

Chart 1Weather: Clear day. Light or no windTerrain: Very flat terrain with little or no ground folds

Chart #1D D D D C D D D DD D D C C C D D DD D C B B B C D DD C B B A* B B C DC B B A* A* A* B B CC B A* A* X A* A* B C

Chart 2Weather: Clear day. Light or no windTerrain: Terrain is uneven, some rolling slopes but limited in scope

Chart # 2D D D D D D D D DD D D D C D D D DD D D C B C D D DD D C B A B C D DD C B A* A* A* B C DC B A A* X A* A B C

Chart 3Weather: Clear day, light or no wind, possible ground haze or mirage effectTerrain: Terrain is uneven, folds and some blind spots, some trees and man-made structures

Chart # 3D D D D D D D D DD D D D C D D D DD D D C B C D D DD D C B B B C D DD C B A* A* A* B C DC B B A* X A* B B C

Chart 4Weather: Clear day, possible light winds, ground hazeTerrain: Terrain uneven, ground folds/ditches, open ground with European woods and buildings

Chart # 4D D D D D D D D DD D D D D D D D DD D D C C C D D DD D C B B B C D DD C B A* A* A* B C DD C B A* X A* B C D

Chart 5Weather: Cloudy day, dust in air, light ground mist in valleysTerrain: Any terrain feature

Chart # 5D D D D D D D D DD D D D C D D D DD D D C B C D D DD D C B* A* B* C D DD C B A* X A* B C D

Wargamerabbit Visibility Charts.xls 11/28/11

Chart 6Weather: Cloudy day, with light rain or heavy mist, light morning fog in valleysTerrain: Any terrain featureMaximum visibility on tabletop = 24"

Chart # 6D D D D D D D D DD D D D D D D D DD D D C C C D D DD D C B* A* B* C D DD D C A* X A* C D D

Chart 7Weather: Low clouds day, normal rainfall, inland fog, heavy ground mist or light snowfallTerrain: Any terrain featureMaximum visibility on tabletop = 18"

Chart # 7D D D D D D D D DD D D D C D D D DD D D B* A* B* D D DD D C A* X A* C D D

Chart 8Weather: Low clouds day, heavy rainfall, snowfall, coastal fog, bright moonlit nightTerrain: Any terrain featureMaximum visibility on tabletop = 12"

Chart # 8 NightD D D D D D D D DD D D B A* B D D DD D D A* X A* D D D

Chart 9Weather: Torrential rainfall, sandstorm, blowing snowfall, very dense fog. Moonlight w/ passing cloudsTerrain: Any terrain featureMaximum visibility on tabletop = 8"C/D: 50% chance surprise rules* in effect. Dice prior to individual command deployment

Even = Treat as a "C" report this turn. Odd= Treat as a "D" report this turn.

Chart # 9 NightD D D D D D D D DD D D C/D C* C/D D D DD D D C* X C* D D D

Chart 10Weather: Whiteout in blizzard, fog bank at coast. Dark night with no moon.Terrain: Any terrain featureMaximum visibility on tabletop = 6"C/D: 50% chance surprise rules* in effect. Dice prior to individual command deployment

Even = Treat as a "C" report this turn. Odd= Treat as a "D" report this turn.

Chart # 10 NightD D D D D D D D DD D D D C/D D D D DD D D C/D X C/D D D D

Wargamerabbit Visibility Charts.xls 11/28/11