Shooting for foot bases

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PBI 3 –
“Company commander”
PBI
Tuesday, 22 March 2016
Page 1
Contents
Design brief for playtesters .................................. 4
Introduction .......................................................... 4
Historical context .................................................. 4
Scale ....................................................................... 5
Figures and models ............................................... 5
Dice ........................................................................ 5
The playing area ................................................... 5
Terms/definitions .................................................. 7
Markers ................................................................. 8
Basing .................................................................... 9
Base sizes and occupants ............................ 9
Making a company ............................................. 10
Number of units in a company .................. 10
Company Type Options ............................ 11
General limits on units ........................................ 11
Foot group points ...................................... 12
Transport points ........................................ 13
Fighting vehicles and towed guns points .. 13
Quick start – Example companies ....... 13
Example raw German infantry company
1942/43 Total =394 points. ................................. 13
Example average Russian infantry company
1945 Total =397 points. ...................................... 14
Example veteran infantry company ..................... 14
Equipment and figures needed for your game. 14
Reconnaissance, the game setup ....................... 17
Quick start - Reconnaissance ............... 17
Stream ....................................................... 26
Buildings ................................................... 27
Woods ....................................................... 27
Scrub ......................................................... 27
Marsh/rough ground .................................. 28
Enclosed field............................................ 28
Hedge or wall ............................................ 28
Rough hill.................................................. 29
Gentle hill.................................................. 29
Rocky outcrops ......................................... 29
Wreckage, ruins, stores, material piles etc 30
Playing the on table game .................................. 31
Turn sequence ..................................................... 31
Game length ........................................................ 31
Company commander ........................................ 32
Quick start - CC ............................................ 32
Company commander being driven off by
opponents ............................................................ 33
Company commanders being killed .................... 33
Platoon commanders .......................................... 33
Replacing a dead platoon
commander(compulsory) .......................... 34
Morale.................................................................. 34
Quick start - morale ................................. 34
Morale for vehicles and towed guns ......... 34
Morale problems for foot base units. ........ 34
Morale problems for vehicle or towed gun
units. .......................................................... 34
Motivation (creating AP) ................................... 36
Motivation method .................................... 36
Summary ................................................... 36
The failed, untaken or poor motivation (foot
bases) ................................................................... 37
Standard Reconnaissance Path Summary ............ 18
Reconnaissance path table ................................... 19
Difference in recon tactical points ............ 20
Action Points for foot bases ............................... 37
Setting up the table ............................................. 21
Quick start - Setting up the table,
Action Points for vehicles................................... 38
method one .......................................................... 21
Pre-game sequence of activities .......................... 22
Quick start – Setting up the table,
method two .......................................................... 23
Objectives.................................................. 23
Scenery ................................................................ 23
Scenery categories ............................................... 24
Primary ...................................................... 24
Secondary .................................................. 24
Tertiary ...................................................... 24
Primary - Roads ........................................ 24
Secondary scenery pieces.......................... 24
Tertiary scenery pieces.............................. 24
Scenery types....................................................... 25
Closed. ...................................................... 25
Partial. ....................................................... 25
Open. ......................................................... 25
Scenery summary ................................................ 25
Scenery ................................................................ 26
Road .......................................................... 26
Railroad ..................................................... 26
PBI
Tuesday, 22 March 2016
Using Foot Action Points .......................... 38
The failed, untaken or poor motivation
(vehicles) ............................................................. 38
Using Vehicle Action Points ..................... 39
Special group move for vehicles ............... 39
Movement ............................................................ 40
Foot road move.................................................... 40
Being on the road ...................................... 40
Foot movement restriction................................... 40
Vehicle road move............................................... 40
Transport ............................................................. 41
Foot groups in vehicles ............................. 41
Combining transport and foot bases .......... 41
General rules for transports ....................... 41
Transport types .......................................... 42
MG mounted on transport ......................... 42
Half tracks ................................................. 42
Transports being shot at ............................ 43
Cavalry ...................................................... 43
Motorcycle combinations .................................... 43
Casualties ............................................................ 43
Shooting with foot bases..................................... 45
Page 2
Quick start-shooting with foot
bases ................................................................. 45
Range ........................................................ 45
Restrictions .......................................................... 45
Shooting with foot AT......................................... 45
Panzerfaust infantry............................................. 46
Weapon ranges .......................................... 47
Weapon................................................................ 47
Range ................................................................... 47
Clustering .................................................. 47
Classification of Clustering ....................... 48
Target priorities ................................................... 48
Defender lying in wait shooting .......................... 49
Lying in wait shooting .............................. 49
Effect of smoke upon shooting ............................ 49
Shooting for foot bases ........................................ 49
Foot groups shooting rifles and MG’s ...... 49
Shooting with HMG,s.......................................... 50
Application of hits ............................................... 50
Saving foot bases ...................................... 50
Pinning down ...................................................... 50
Effect of being pinned ............................... 51
Removing pinning ..................................... 51
Opportunity shooting ......................................... 51
Opportunity shooting for rifles and MG armed
bases .................................................................... 51
Opportunity shooting for foot AT and towed
guns. .................................................................... 52
Return shooting .................................................. 52
Return shooting for rifles and MG armed
bases .................................................................... 52
Shooting for main tank guns ............................. 53
Quick start - shooting guns .................. 53
Arc of shooting .................................................... 53
Gun and armour arcs ........................................... 53
Gun shooting has 3 stages. .................................. 53
Gun shooting arcs...................................... 53
Opportunity shooting for AFV guns and
towed guns........................................................... 54
Immobilised .............................................. 56
Vehicle damage ......................................... 56
Vehicle mounted flamethrowers ............... 56
HE shooting by guns and vehicles ............ 57
Assaults ................................................................ 57
Assault method.......................................... 57
Combining vehicle with foot assaults ....... 59
The number of assault dice. ...................... 60
Vehicle saving rolls ................................... 61
Grenades.................................................... 64
SMG .......................................................... 64
Carbine ...................................................... 64
Assault rifles ............................................. 64
Rifles ......................................................... 64
Superior rifles............................................ 64
Second category weapons ................................... 64
Machine guns ............................................ 64
Inheriting from a dead LMG/Bazooka ...... 64
Infantry AT weapons, ............................... 64
Foot flamethrowers ................................... 65
Third category is “crew served” weapons ........... 65
Anti tank guns ........................................... 65
Tanks and armoured cars .......................... 66
Tanks becoming hull down ....................... 66
AA guns and autocannon guns .................. 66
AA guns shooting at foot bases................. 66
AA guns shooting at vehicle targets.......... 66
AA guns being shot at ............................... 66
Smoke ....................................................... 67
Mortars (general points) ...................................... 67
Light mortar smoke ................................... 67
Light mortar HE ........................................ 67
Medium mortar ......................................... 67
Medium mortar HE ................................... 68
Medium mortar smoke .............................. 68
Deviation ............................................................. 68
Mortar and off table HE / smoke table ................ 69
Assets ................................................................... 70
Quick start-assets..................................... 70
Sniper .................................................................. 70
Sneak move ......................................................... 71
Ambush ............................................................... 71
Off table HE ........................................................ 72
Off table Smoke .................................................. 72
Dig in ................................................................... 73
Rapid arrival ........................................................ 73
Strongpoint .......................................................... 73
Gifted leader ........................................................ 74
Opponent flanked ................................................ 74
Extra effort .......................................................... 74
Tank Hunters ....................................................... 74
Booby traps and mines (optional, not to be
used at present) .................................................... 75
General Rough Asset Table ................................. 75
Victory conditions............................................... 76
Victory points ...................................................... 76
Results narrative .................................................. 77
Arrival of reinforcements .................................... 62
Raw infantry reinforcements ..................... 63
Germans List....................................................... 78
British list ............................................................ 79
Russian list .......................................................... 80
American list ....................................................... 81
Weapons .............................................................. 63
Thoughts - December ................................ 82
Reinforcements ................................................... 62
Quick start-reinforcements ................ 62
First and main category weapons ........................ 63
Pistols ........................................................ 63
PBI
Tuesday, 22 March 2016
Page 3
Design brief for playtesters

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


Simplicity is a good thing.
Don’t get hung up on too many small details and rivet counting.
Please point out spelling mistakes, typographical errors, and other silly duplications. Please give page
number and paragraph or table.
Many detail things need to be bunched together or generalised.
No increase in size of company from PBI2.
Pace, pace, pace.
Some new markers may be needed. As few as possible.
Do not suggest any mechanisms used by another set of rules please
Cards are an anathema
Martin still has many copies of PBI2 available for those of you who want to continue with the present game.
Introduction
These rules are for a game of WW2 warfare. Each player commands a company of infantry. This company may be
supported by towed guns, reconnaissance vehicles or armour. Don’t worry; PBI does not claim to be “just like the
real thing”. In addition PBI is not used by the SAS to train their soldiers.
The use of a grid means that there is no measuring apart from counting squares. In addition there is no observation
of minutiae concerning exactly where the men are in a square.
The lowest level of command is the weapon team or group of 3 soldiers.
PBI has great clarity because all actions are sequential (main course then the pudding) rather than simultaneous (ice
cream in your soup). The players take it in turns. This means that whilst you are carrying out your turn the opponent
interacts by reactions such as opportunity shooting. You are both focussing on the same part of the action.
The playtesters have worked hard to create a great game.
Throughout PBI you will find the letter “E”. This indicates the expected outcome. Of course the game is not fully
predictable, it is a game influenced by dice.
Historical context
Each game represents a battle that might be fought as part of a larger engagement. Examples in context this might
be “go forward and occupy that village” “block the enemy on the western road” or “see if you can get through the
enemy line at this point”.
You the player are in command of an infantry company. Your company might be depleted (c’est la guerre), but it is
the main part of your force.
Any tanks and vehicles are there to help you with your job. But most tanks will be reluctant to be this close to closed
scenery or enemy infantry. Off table artillery will be given reluctantly to you, due to the proximity of the enemy and
difficulty in targeting. Any massive strikes are assumed to have happened before the game takes place. If you lose
the game then you can merge back into the battalion deployment. If you win the game, other units will move
through you and on to victory. You are only a captain, but that baton is in your rucksack, or possibly a really good
PBI
Tuesday, 22 March 2016
Page 4
job with your father’s factory waits when it is all over. You are an ordinary man expected to achieve extraordinary
things where you are with what you have. If you also have a hurt finger the day will be harder yet.
Scale
Each figure represents a real man. Each vehicle represents a single real vehicle. PBI is not a skirmish game because
the focus is not on the individual but on the section and platoon. The game is set at company level combat in WW2.
The horizontal scale of PBI equates to approximately 1:400 scale.
In order to make PBI an enjoyable yet practical game 15mm is the chosen aesthetic figure size.
1 Square = 60 metres, this means the table will represent 240 square metres.
Whole game = a half hour to three quarters of an hour of battle.
Figures and models
10mm will require no changes.
15mm is the preferred scale.
20mm will require no changes.
25mm will require squares to be 8”.
54mm will require 10” squares.
Dice
PBI uses “D6” to provide the random element to outcomes.
D6 are simple, six faced dice with the number 1-6 upon those faces.
Each player will need 20 of his own D6.
These must all be of the same colour and clearly visible from 3 feet distance.
The “same colour” requirement will prevent players looking for their “special saving D6”, or changing their dice
because “the luck has fallen off using these ones”.
If a player has more than 9D6 to roll then it is acceptable to roll the required number of D6 in groups of 6 to 12.
Naughty Ned likes to roll his D6 singly and use each D6 to try and knock poorer scores over. He uses too much
time, but does make sure he game will last all night.
D6 might be rolled into a shallow tray or some part of the table devoid of models and scenery. A dice tower might
be useful if disguised as a tornado or sky.
 Keep to legible and contrasting base colours and text colours. The Peter Pig web site has a number of
examples for sale.
The playing area
The game table for PBI in 15mm is a 4 foot by 4 foot square table.
It needs to be marked by the use of spots or lines to create a grid of 6” squares.
This will give 64 squares shared into 8 rows.
After any change in direction of play the row of squares nearest the defending player is called row 1. The next row
is row 2 and the row nearest the attacking player is row 8. Both players observe this numbering system. This means
the attacker will deploy his initial units in row 8 and the defender will deploy his initial units in rows 1,2,3,4,5 and 6.
PBI
Tuesday, 22 March 2016
Page 5
Players will also need space to lay out their companies, room for the casualties, assemble the reinforcements, place
your tea/coffee cup, plate for the biscuits amd some where to put the markers!
PBI
Tuesday, 22 March 2016
Page 6
Terms/definitions
Word
Use and meaning in PBI
Proximity
Face
Veteran
Average
The 8 squares surrounding a square and the square itself.
The four sides of the square occupied by the subject.
Experienced troops who have had exposure to battle. In PBI they will get various bonuses.
The basic troops who are trained and may or may not have had exposure to battle. The
infantry of the rules title, PBI.
Poor troops who have had little exposure to battle, not much training and poor equipment.
Alternatively they might be experienced troops whom are worn out or fatigued. In PBI they
will get deductions.
Action Points
Company Commander.
Platoon Commander.
Pistols have a very short effective range. In PBI pistols are part of the hand to hand effect.
They have no shooting allowance.
A submachine gun is an automatic weapon. It combines the automatic fire attribute of other
machine guns but with the cartridge of a pistol.
A light machine gun is designed to be employed by a team of 2 soldiers as an infantry
support weapon. They still fired full-power rifle calibre ammunition and were fired usually
fired from a bipod. Light machine guns were not intended to be fired for extended periods of
time, but rather in short bursts.
Medium machine gun. These weapons would be mounted on a tripod or other mounting and
not a bipod. MMGs were often water cooled. This added to their bulk. They were capable of
more sustained shooting than a n LMG.
Heavy machine gun. The heavy machine gun was mounted on a tripod. It would fire large
calibre rounds such as .50 calibre. HMG’s do have an effect against armoured vehicle.
A square which can trace a line centre to centre from the viewing square. If this line crosses a
building, wooded, rocky outcrop or smoked square the visibility is lost.
Two corner touching squares of the above type would stop visibility into the diagonal square.
If off table artillery is wishing to engage a square, then one square of the pattern must be
visible by a foot base, either in or out of a vehicle, belonging to the shooter.
Riflemen, LMG, SMG, AT infantry, flamethrowers, SMG, MMG, mortar, company or
platoon commanders.
Not snipers
The gun sum is the cumulative total of all the AT guns and vehicle mounted guns. e.g. 3 AT
guns each with a gun factor of 5 each would create a gun sum of 15.
A collection of bases that all belong to the same platoon commander. It might also be group
of vehicles or towed guns although a specific commander does not need to be nominated for
such units.
An armoured car is a type of armoured fighting vehicle having wheels (from four to ten
large, off-road wheels) instead of tracks, and usually light armour in PBI.
An assault gun is a gun or howitzer mounted on a motor vehicle or armoured chassis,
designed for use in the direct fire role in support of infantry when attacking other infantry or
fortified positions. They only have a 90° arc to their front.
A tank is a tracked, armoured fighting vehicle designed for front-line combat. Firepower is
normally provided by a large-calibre main gun in a rotating turret and secondary machine
guns.
Infantry AT weapons (AT rifle, PIAT, Bazooka, Panzerschreck, Panzerfaust)
Raw
AP
CC
PC
Pistol
SMG
LMG
MMG
HMG
Visible
Foot base
Gun sum
Unit
Armoured
cars
Assault
guns
Tank
AT
weapons
Re-roll
PBI
Re-roll is chosen for all the D6 or none. No picking and choosing.
Tuesday, 22 March 2016
Page 7
Markers
Markers
Marker
Size of base
Purpose
Physical appearance
Casualty
markers.
Coin or metal disc
about 3/4” or 2cm in
diameter.
A single wounded or
dead figure.
You will need to have
casualty markers
which are clearly
identifiable in terms
of which unit they
came from.
Destroyed
vehicle.
To suit the model.
Pinned.
1.5mm x 3mm, as sold
by PP.
Immobilised.
Coin or metal disc
about 1” in diameter,
use a PP marker.
Coin or metal disc
about 1” in diameter.
Coin or metal disc
about 1” in diameter.
In combat many more men will need medical
attention than just lying dead. These men are a
constant attention drain on their comrades and
superiors. The latter feel responsible for them
(quite right). Whenever a foot base is removed
due to being killed a casualty base replaces it.
They will need attention from the PC otherwise
they will damage the morale of their unit and
other units. Casualty markers will remain,
even if their parent unit has been removed.
Casualty markers can be removed by any PC
motivating the square they are in and using AP
to 4,5,6 for each successful casualty removal.
A destroyed vehicle!! This will remain in the
square. It will turn an open square into a
partial square for the rest of the game.
Indicates that all of the foot bases in a square
are pinned.
Individual pinned markers for pinned towed
guns.
To indicate the vehicle or gun is out of action.
To indicate a complete square is occupied by
smoke.
To indicate the CC has given that platoon an
extra motivation.
Fluffy kapok type
material.
Base should contain a
Peter Pig radio
operator.
A man in orange fire.
Maybe a skeleton.
Smoke.
Extra
motivation.
Man on fire.
Coin or metal disc
about 1” in diameter.
Panzerfaust.
Lying in wait.
Hull down.
Dig in.
PBI
Tuesday, 22 March 2016
Any foot groups killed by a flamethrower must
be represented by a man on fire. This marker
reverts to a normal casualty when the next
morale is taken.
A marker kept off table to record the number of
Panzerfaust’s shots left.
The defenders bonus shooting at game start.
To show the owner has spent AP for the
vehicle has hidden much of its mass (usually
the hull) out of danger, whilst still being able to
traverse its main weapon.
To show the bases in the square are dug in.
A destroyed vehicle to
match the owner’s
force.
A Peter Pig “gunshots
churning up the
ground” markers.
Page 8
Basing
Basing is not that important because the grid system of PBI makes it a zone game rather than a specific location
game.
Having said this, basing makes it easier to move the figures and easier to identify what each group of figures or
model represents.
Figures and towed guns should be based.
This all having been said, bases sizes are not compulsory as the rules use a grid.
It’s a good idea to mark the corner of each base with a number or colour to differentiate between units. Vehicles do
not need to be based but it is a player’s decision as the bases do not effect play.
Base sizes and occupants
Troop
type
Occupancy
Notes
(frontage x depth)
Centimetres
Infantry with rifle,
3x3
SMG or assault
rifle.
Infantry with LMG, 3 x 3
AT rifle, AT
weapon.
Infantry with light
3x3
mortar.
Infantry with
3x3
medium machine
gun or medium
mortar.
Infantry
3x3
flamethrower.
Infantry platoon
3x4
commander.
(number of figures or
models upon the base).
Three figures.
Three men set out in a triangular formation.
A pair of figures, with a
weapon.
Two figures, one of which will be firing or carrying
the main weapon.
A pair of figures, with a
weapon.
Three figures plus the
weapon.
Two figures, one of which will be firing or carrying
the main weapon.
Two figures, one of which will be firing or carrying
the main weapon.
A pair of figures.
Support platoon
commander.
3x4
A pair of figures.
Maybe a vehicle too,
with a crewman
exposed.
Company
commander.
4x4
A pair or trio of figures
and a vehicle.
Cavalry or MC
combination.
AT gun.
3x4
One MC combination or
three cavalry men.
One gun and four crew.
Transport or tow.
To suit
the
model.
Coin or
Vehicle with one or
more figures in it.
A man with a flamethrower plus another man with a
rifle as his protector.
One figure as the actual platoon commander, with an
accompanying NCO or runner. This base is 1cm
deeper than the normal infantry base. This extra
should be a coloured strip with the platoon
commander’s name upon it. This will make it clear
who is the PC and what his name is.
One figure as the actual platoon commander, with an
accompanying NCO or runner. This base is 1cm
deeper for an extra coloured strip with the platoon
commander’s name upon it. This will make it clear
who is the PC and what his name is.
One figure will be the company commander. The
remaining figures will include a radio man and a
senior NCO. A vehicle such as a jeep or car will just
add decoration and clarity to the base.
The depth of 4cm should allow cavalry figures to be
spaced into a triangular formation.
In PBI the gun and crew are not dealt with separately.
Thus the crew can be mounted on the base in close
proximity to their piece.
Being based will help protect the model when it is
stored. Tanks, trucks and half-tracks.
One or two figures.
The first figure would be the sniper. The second
Sniper.
PBI
Size of base
4x4
Tuesday, 22 March 2016
A pair of figures.
Page 9
metal
disc
about 1”
in
diameter.
(optional) figure might be a spotter, protector or even
a second sniper.
The above bases sizes are recommended for use with Peter Pig 15mm models and figures.
Should there be guidance on coding bases?
Yes
Making a company
PBI gives each player command of a company with some support elements. Each player will construct a company to
a total value of
400
points maximum and not one point more. Players may of course relax this rule and
allow some variance from the 400 point maximum.
This must be agreed and not assumed.
Each player has single infantry company with an allowable accompaniment of units. This combination will be
known as “the company”.
The selected company should be listed on the PBI Battle Record Sheet.
It would be entirely unrealistic to have a mixture of recon, armour and towed guns all supporting a couple of
infantry platoons. Therefore a company will have one type of support. PBI strives to get a plausible force on the
table rather than all the things a player can dream of.
All companies must have a company commander.
All platoons must have a platoon commander.
All foot bases in the company must be of the same quality, raw, average, or veteran.
Number of units in a company
The company commander does not count as a unit, but is still part of the 400 points total.
Units
4 or 5
6
6
PBI
Criteria
All companies unless 6 units allowed.
If all of the foot units are raw and no veterans are present in attached vehicle and gun units.
If the company uses the towed gun option, has no veteran infantry and has a gun sum of 17 or less.
Tuesday, 22 March 2016
Page 10
Company Type Options
Constitution
Foot only
Foot with
towed guns
Foot with
light recon
Foot with
armour
Armour only.
Company commander.
2-5 foot platoons.
0-1 MMG support platoons.
0-1 Medium mortar
platoon.
Company commander.
2-3 foot platoons.
0-1 support platoons.
1-2 gun units.
Company commander
2-3 foot platoons.
0-1 support units.
1-2 armoured car units.
Company commander.
2-3 foot platoons.
0-1 support units.
1-2 tank units.
4 tank units.
Limitations
Dis/advantages

Must have at least 22 foot groups.
This includes platoon
commanders.
+3 to ambush, tank
hunter and sneak
move assets.


Must have at least 18 foot groups.
Gun sum up to 32 or 5 pieces,
whichever happens first.
More ability to
become defender.


Up to 5 armoured cars/light tanks.
Any or all foot can be mounted in
half tracks or wheeled vehicles.
Must have at least 16 foot groups.
Gun sum limit 24.
Any or all foot groups may be in
wheeled or ½ track vehicles.
Must have at least 16 foot groups.
Up to 5 tanks.
Gun sum 33.
No company commander.
Better arrival.
Start at 7 on recon
grid
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Nothing really?
No assets.
General limits on units
Listed here are some notes to help players construct plausible units for PBI.
 Support platoons may have a maximum of 6 bases (that would include the leader).
 Infantry platoons must have a minimum of 7 bases when costed (that would include the platoon commander).
 Infantry platoons are allowed maximum strength of 13 bases when costed (that would include the platoon
commander).
 Wheeled and tracked vehicles may not be in the same unit.
Some examples.
British 6 x Cromwell, 4 x Firefly – 404pts – gun sum 88.
German 3 x PzIV G+, 3 Panther, 3 x JagPzIV – 387pts – gun sum 87.
Russian 6 x T34/76(6x 38= 228), 4 x T34/85(4x41=164) – 392pts – gun sum 84.
American 3 Jumbo Sherman, 4 x Sherman 75, 3 x Sherman 76 – 401pts – gun sum 83.
Or 14 x Stuart, 392pts – gun sum 84.
PBI
Tuesday, 22 March 2016
Page 11
Foot group points
Type
Leaders
Vet
Ave
Raw
Notes
These bases represent the command elements to units. All motivational D6
calculations emanate from these bases.
Company commander pistol.
18
18
18
The company commander does not have a
quality for the purpose of these rules. Ignore
Company commander with rifle.
20
20
20
modifiers that refer to qualities in dice rolls.
Company commander with SMG.
22
22
22
This is for veteran, average, or raw.
PC with pistol.
15
11
8
PC with rifle.
20
15
10
PC with SMG.
22
17
12
These
are
weapons
in
common
use by infantrymen. They are personal and easily
Small arms
portable weapons.
Rifle.
8
6
4
Garand rifle.
9
7
5
SMG.
8
6
4
Assault rifle.
10
8
6
These
are
weapons
commonly
found
within an infantry platoon. They are portable,
Platoon support
usually by a team of two men.
weapons
Bazooka.
LMG.
BAR.
MG42/34.
Light mortar.
12
9
6
15
10
7
12
8
5
18
13
10
9
7
6
These
weapons
are
used
by
infantry
bases to combat vehicle targets. They become
Anti-tank weapons
more common and dangerous as the war progresses. They would usually consist of a
two man team.
Panzerschreck (big bazooka).
13
10
7
Panzerfaust (bomb on a stick).
1 per Panzerfaust.
PIAT.
11
8
6
AT rifle.
7
5
3
These
weapons
are
not
very
portable.
They are used to support the infantry platoons
Crewed weapons
with effective shooting.
MMG.
17
13
9
HMG.
19
15
11
Medium mortar.
15
11
9
Specialist weapons These weapons could rather than should be found in the typical infantry company.
Mine engineer.
9
8
6
Cavalry.
+1
+1
+1
Flamethrower.
13
10
8
PBI
Tuesday, 22 March 2016
Page 12
Transport points
This is the cost per vehicle.
Half track no MG.
Half track with integral MG.
(HMG for M3 or MG34 for Hanomag).
Wheeled transport no MG.
Wheeled transport with integral standard MG.
Wheeled transport with integral MG34/42.
8
16
7
12
5
8
4
12
13
4
8
9
4
6
7
Fighting vehicles and towed guns points
Tank or armoured
car with turret.
Assault gun.
Towed gun.
Veteran.
Average.
Raw.
Gun value x 4.
Armour value x 3.
Minimum cost =.
As above -10.
Minimum cost =.
1+ (Gun value x 3).
Minimum cost =.
Gun value x 3.
Armour value x 2.
Minimum cost =.
As above -8.
Minimum cost =.
2 + (Gun value x 2).
Minimum cost =.
Gun value x 2.
Armour value x 1.
Minimum cost =.
As above -6
Minimum cost =
3 + (Gun value x1).
Minimum cost =.
Notes and
adjustments.
Flamethrower +11.
e.g.
T34/76 Vet/Av/Raw.
StuG III (late) Vet/Av/Raw.
Tank
PAK 40 75mm towed Vet/Av/Raw.
Gun 8 armour 7
Gun 9 armour 8
Gun 9 armour 8
Gun 9 armour 4
PBI 2
53/38/23
51/34/17
60/43/26
30/21/12
PBI 3
53/38/23
50/35/19
60/43/26
28/20/12
Quick start – Example companies
Below is a set or Raw, Average and Veteran companies.
These will be found as Peter Pig boxed PBI companies.
The company selected by the player should be entered on the PBI Battle Record Sheet.
Example raw German infantry company 1942/43 Total =394 points.
Company commander (rifle) = 20
points.
Unit 1 Infantry platoon.
Platoon commander (SMG) = 12
points.
4 LMG = 28 points.
Light mortar = 6 points.
7 Rifles = 28 points.
TOTAL = 86 points (13 bases).
PBI
Tuesday, 22 March 2016
Unit 2 Infantry platoon.
Same as unit 1.
TOTAL = 86 points (13 bases).
Unit 3 Infantry platoon.
Same as unit 1.
TOTAL = 86 points (13 bases).
Unit 4 Infantry platoon.
Same as unit 1.
TOTAL = 86 points (13 bases).
Unit 5 Support platoon.
Platoon commander (smg) = 12
points.
2 Medium mortar = 18 points.
TOTAL = 30 points.
Page 13
Example average Russian infantry company 1945 Total =397 points.
Company commander (rifle) = 20
points.
Unit 3 Support platoon.
3 T34/76 = 114 points (3 bases).
Unit 1 Infantry platoon.
Platoon commander (SMG) = 17
points.
Bazooka team = 9 points.
4 LMG = 40 points.
6 SMG = 36 points.
TOTAL =102 points (12 bases).
Unit 4 Support platoon tank riders.
Platoon commander (smg) = 17
points.
7 SMG = 42 points.
TOTAL = 59 points (8 bases).
Unit 2 Infantry platoon.
Same as unit 1.
TOTAL = 102 points (12 bases).
Example veteran infantry company
Company commander (rifle) = 20 points. Unit 2 Infantry platoon.
Same as unit 1.
TOTAL = 126 points.
Unit 1 Infantry platoon.
Platoon commander (rifle) = 20 points.
Bazooka team = 12 points.
Light mortar = 9 points.
3 LMG = 45 points.
5 Rifles = 40 points.
TOTAL =126 points.
Unit 4 Support platoon.
Platoon commander (smg) = 22 points.
2 Medium mortar = 30 points.
TOTAL = 52 points.
Unit 3 Support platoon.
Platoon commander (rifle) = 20
points.
3 MMG = 51 points.
Total =395 points.
TOTAL = 71 points.
Categorisation
Here is some guidance on how to categorise some of the various vehicle types of WW2.
 Hanomag with Pak 40 = assault gun.
 What about the American medium tank M3 Lee or Grant?
 Churchill crocodile = tank + flamethrower.
 Priest = should not be on the table.
 Bergepanther = tank with no gun value.
 25pdr = towed gun. (May be the same as the Priest).
 155mm howitzer= should not be on the table.
 Wespe, Hummel= should not be on the table.
 Aircraft = not really.
 Aircraft carrier = not in PBI.
 Katyusha = off table.
 Universal Carrier = special rule for these.
 Boats, river assault craft?
Equipment and figures needed
for your game.
PBI
Tuesday, 22 March 2016
Page 14
Your soldier box for PBI will need to contain
Picture1.
My stuff
This is what your pile of “stuff” will look
like. The company fits nicely in a single
box. There is a set of rules, some dice and
even a mug for tea.
A cloth for the game is best because it can
easily marked up and easily stored.
The cloth can be of a colour to reflect the
theatre of operations for your company.
Yellow for the desert.
Lush green for the jungles of the far east.
Grass green for rolling countryside in
Europe.

A cloth (called the table). Four feet by four feet. Marked into 6” squares either using a full grid or
preferably clearly defined dots at 6” intervals.

A company costed at








PBI
400 points.
Some companies in the lists in the PBI company book will have
different point totals.
Casualty markers (approx 5 for each unit in the company).
Three objective markers, these will be needed by you if in the game setup you become the defender.
A range of markers as listed below and to represent some of the assets you will obtain.
You will need to bring 1 primary scenery piece, 6 secondary pieces and 6 tertiary scenery pieces to the
game. The types of scenery will be related to the company you wish to use and then based on the theatre of
operations that this company then fought within. This is set out in the PBI company book.
20D6 all of the same colour and size. Keep to legible and contrasting base colours and text colours. The
Peter Pig web site has a number of examples for sale.
No ruler.
Peter Pig Battle clock used to record the passage of the turns of a game.
A copy of the rules PBI Rule book, a copy of the PBI company book, the “PBI Battle Record Sheet”
filled out with the basics of your company and the scenery you are intending to use.
Tuesday, 22 March 2016
Page 15
Picture of the PBI Battle Record Sheet showing it filled out as you may arrive to start the game
PBI
Tuesday, 22 March 2016
Page 16
Reconnaissance, the game setup
Quick start - Reconnaissance
Method
Both players roll 4D6 alternately. These D6 are rolled alternately, one player then the other.
Each one may be re-rolled.
Players take it in turns to roll a D6 and choose whether to re-roll.
Scores are not kept secret but shown in full view of the opponent.
Player nearest (like bowls) to 13 after all 4 D6 rolled chooses whether to attack or defend.
If a draw occurs then the player who rolled first wins.
The winner of this mechanism will be allowed to choose which player is the defender and which the attacker.
Defender always has 1 platoon of his choice and 1 other (D6) units. Overall he will have 2 units on table.
Defender loses 1 vehicle or 2 foot bases (D6 choice) from every unit.
Attacker always has 1 platoon (his choice) and (D6), (D6) other two units. Overall he will have 3 units on table.
As with other PETER PIG games there is a "pre-game" to create the scenario.
The scenario will always be of the attack/defence type, wherein in the two players have differing criteria for victory.
Both players will have a good chance to win whether they are attacker or defender.
The purpose of the pre-game is to allow the more skilled/lucky player to get the scenario he wants. Just like in real
warfare.
The winner of the recon will be allowed to choose the nature of the game. The effect of the differences in tactical
points achieved is reflected in the attacker’s forces rather than in both players’ forces.
Advice to players would be to roll about 4 times before stopping and moving their stop point up.
Method
 Each player has a pair of markers. The two markers are the “patrol marker” (figures on a small coin) and a
“stop” marker (just a coin). The patrol marker fits on top of the stop marker when a player is not moving along
the reconnaissance path.
 Both players must choose an infantry unit as their “lead unit”. The lead unit is guaranteed to arrive and will
count as one of the allowed on table units.
 Both players roll a D6. Highest scorer starts.
 The players move along a reconnaissance path.
 The patrol marker is moved in accordance with repeated D6 rolls. If a player scores a 6, his patrol marker is
moved back and placed on the stop marker.
 If a player stops voluntarily before a 6 is scored then he may move the stop marker up to his present position.
This new position of the stop marker will be the fall back position if a future 6 is scored.
 In effect the patrol marker will move along the path, pausing at the end of a player’s turn at which point the stop
marker is moved up. Then the other player has a turn. This continues until a player who is 2 or more tactical
points AHEAD of his opponent decides to start the game.
 The player that chooses to start the game may decide to be attacker or defender. It is his being ahead that allows
him the choice.
Choosing the units
The reconnaissance table details the number of units each player has as a result of the reconnaissance.
PBI
Tuesday, 22 March 2016
Page 17
When players choose their units, the first “lead unit” must be an infantry platoon.
Staggered starts
Some companies will get a staggered start in the reconnaissance section of the game.
The below are not cumulative. You may choose one of the modifiers that apply to your company.
1. Recon company ignore first 6 rolled. Re-roll that D6.
2. German start at grid square 4.
3. Paratroopers, any nation, complete company, without armoured vehicles Start at 9.
Risk
®
A risk is appropriate when a patrol marker lands upon a risk marker ®. A D6 score that causes the patrol marker to
pass over the risk does not count. Taking a risk is a choice made by the player whose turn it is. He does not have to
roll.
 Company commanders cannot be chosen for a risk.
 If the lost vehicle is a transport it will take any carried bases with it.
Risk
1
Fatigue.
2,3
4,5
Ambush.
Opportunity.
6
Push on.
Lose an own foot base or risk a vehicle (6 and it is lost). Owner’s choice.
A lost transport will also take all it’s occupants with it.
Own turn ends now. Move stop point up to present position.
Opponent must lose a foot base or risk a vehicle (6 and it is lost). The opponent
chooses the foot base or vehicle. A lost transport will also take all it’s occupants with it.
Move on, D6+2 (E = 6.5) places forward (6 counts as 6 not a “fail”). You can continue
after this.
Apply the results of your risks to the units as they happen and note the changes on
your PBI Battle Record Sheet.
Standard Reconnaissance Path Summary







PBI
Roll D6 to see who starts the reconnaissance path.
Players roll as many times as they wish. Move the same number of places as the D6 score. Roll D6; move, then
roll next D6 and move etc.
Go “bust” on any score of 6. Pushed back to previous stop point.
If player chooses to stop, he can move his “stop point” up to his present position.
If a player gets to end of whole reconnaissance path (he cannot fall off the last place) he must start the game
with whatever tactical point difference there is at that time.
Players can both occupy the same place on the reconnaissance path.
Both players must have one turn before either player can start the game.
Tuesday, 22 March 2016
Page 18
Reconnaissance path table
PBI
Tuesday, 22 March 2016
Page 19
Difference in recon tactical points



Only the lead (player on a higher numbered place) player can choose when to stop the reconnaissance and
start the on-table game.
There must be at least a difference of 2 tactical points for a player to be allowed to stop the reconnaissance.
He may decide to be attacker or defender.
Both players choose a platoon as their “lead unit” and put it aside as a guaranteed
arrival. This is done before the reconnaissance is carried out.
D6 means that the player needs to number off his units and roll aD6 to see which one is chosen.
Because a company has 4 to 6 units in it, the loss of two units will leave 2-4 on table.
Notice that the defender rolls for units to be on table whilst the attacker rolls for units to be off table.
Difference Title.
in tactical
points.
2-3
4-5
6+
Encounter.
Probing
attack.
Frontal
Assault.
Leading player wants to be the
Leading player wants to be the
defender.
attacker.
Defender has 2 units on table.
His lead unit and a D6 unit.
Defender has 2 units on table.
His lead unit and a D6 unit (attacker may
ask for re-roll).
Attacker has 2 units off table.
D6 and D6.
Attacker has 2 units off table.
D6 and D6.
Defender has 2 units on table.
His lead unit and a D6 (defender may
ask for re-roll).
Defender’s guns can be dug in if they
start the game deployed and are his
initial 2 units on table.
Defender has 2 units on table.
His lead unit and a D6 (attacker may ask
for re-roll).
Attacker has 2 units off table.
D6 (defender may ask for re-roll).
D6 (defender may ask for re-roll).
Attacker has 2 units off table.
D6 (attacker may ask for re-roll).
D6 (attacker may ask for re-roll).
Defender has 2 units on table.
Defender has 2 units on table.
His lead unit and a D6 (defender may His lead unit and a D6 (attacker may ask
ask for re-roll).
for re-roll).
Defender’s guns can be dug in, even if
they deploy after deployment
(prepared positions).
Attacker has 2 units off table.
D6 (defender may ask for re-roll).
D6 (defender may ask for re-roll).
PBI
Tuesday, 22 March 2016
Attacker has 1 unit off table.
D6 (defender may ask for re-roll).
Page 20
Setting up the table
Quick start - Setting up the table, method one
The host player can lay out the table as he wishes. He then allows the other player to choose the direction of play.
Players should follow the sequence below. Failure to follow the correct procedure will result in some “tut- tutting”
and cries of “shame on you”. However you might get away with it if your opponent has been too mean to buy his
own set of rules. As with all things in PBI the activities are sequential and not simultaneous. Players should have
prepared their chosen companies and selected their scenery to bring to the game. All this information will
have been entered on the PBI Battle Record Sheet this will speed up the start of the game.
PBI
Tuesday, 22 March 2016
Page 21
Pre-game sequence of activities
Order
1
2
3
4
5
6
7
8
9
10
11
12
13
14
Task
Players arrive at the agreed venue.
Host usually provides drinks. Guest might bring the snacks.
Players show their companies to one
another.
Players select their lead unit.
The companies should be placed to the side of the playing area.
Be clear about any models that might be misidentified.
Both players must choose an infantry unit as their “lead unit”.
The lead unit is guaranteed to arrive and will count as one of
the allowed on table units.
You will need a small space for this. Maybe the corner of the
main game table.
Line up your units clearly showing which are going to be your
on table troops and which are going to be your reinforcements.
Players carry out the reconnaissance
part of the game.
Once the attacker is decided, the two
players sort out which units are on
table and which are reinforcements.
Players choose their assets (3 in total). Your list of assets available to be chosen from is in the PBI
Company Book. Be clear. Write them down on your battle
record sheet. You can keep them secret until you start rolling
for an asset.
Attacker lays down his road (primary The road must enter and exit at a table edge. This might also
be railway or a stream.
scenery).
This road must begin and end at table edges or the defender’s
Defender deploys his road (primary
road.
scenery).
The defender will set up all 12 pieces of secondary scenery.
Defender deploys all secondary
Buildings must overlap the road, railway, stream.
scenery.
Attacker rolls D6+2 (E = 5.5). Places Place these dice in any multiple upon scenery you want to
move. Then roll the D6. Scores of 4,5,6 allow a piece to be
D6 on various scenery pieces.
lifted and placed somewhere else on the table. (E = 3).
Attacker says “this is my deployment edge”.
Attacker chooses direction of play.
Defender places 3 objectives.
Attacker notes down secretly which
objective is his main one.
Two challenges are now carried out
for direction of play.
15
Attacker places his tertiary scenery.
16
17
18
Defender places his tertiary scenery.
Defender deploys his forces in rows
1,2,3,4,5,6.
Attacker deploys his forces in row 8.
19
Attacker has first turn.
PBI
Notes
Tuesday, 22 March 2016
A road, railway, stream entrance is always an objective.
This main objective choice should be noted on the player’s
record sheet.
Attacker rolls 2D6 (E=7).
Defender rolls 2D6 + 1 (E=8).
If a player EXCEEDS opponent’s score he may, not
compulsory, change the axis of attack by one table edge.
If both players score the same this is a draw and no change of
edge may happen.
The attacker can place these wherever he wishes. Six pieces.
This should allow him to break up “kill” zones.
Six pieces.
Defender’s towed guns / mortars, AA and MMG's can be set
up already deployed.
Attacker’s towed guns must be limbered up. All mortars, AA
and MMG's will be packed up.
Defender will get the last turn because the attacker had the first
turn. The game length is variable.
Page 22
Quick start – Setting up the table, method two
Defender sets up all scenery including roads. Not tertiary.
Attacker chooses direction of play.
Defender then sets up objectives.
Players then do their own tertiary scenery.
Start game, attacker first turn and the game will end at the end of the defenders turn.
PBI is played on a 4 foot by 4 foot playing area. This will be subdivided into 64 6” by 6” squares. This grid allows
movement and all distance calculations to be carried out without measuring with rulers and the like. Hurrah I hear
from the European players. The player can manoeuvre and use his troops without becoming involved in trivial detail
such as ‘My figures are looking out from the left hand end of the building so you can’t see them’.
Objectives





There will be three objectives. Not four or two, but three.
The proximity of each objective must not overlap the proximity of another objective. This still allows objectives
to be in table edge positions.
Each objective must not share a row or column with another.
The road entrance objective must be in a square touching the table edge.
One objective will be considered the “prime” objective by the attacking player, and noted down on his PBI
Battle Record Sheet.
Objectives
Name
Description
Road exit.
This could also be a
railway or stream.
Strongpoint.
A road exit occurs when a road leaves the
table. The whole square is considered to be
the objective.
A place where the defenders have
reinforced a building.
A single or group of well dug fox holes.
Maybe some other occurring “safe hole”
such as a destroyed tank.
Company HQ.
Effect
A road exit counts as partial cover with no
sight restriction.
A strongpoint counts as a closed square which
blocks line of sight.
A company HQ counts as closed scenery but
which does not affect line of sight or
movement.
Scenery
Scenery is vital in PBI. The most important reason is that is helps create the illusion of a real battlefield. Then there
is a need to present a player with the challenges of using scenery to his own benefit. In addition wargamers enjoy
creating good looking scenery almost as much as good looking companies.
Tertiary scenery pieces are 6” by 6” and occupy one square.
Secondary scenery pieces are 12” by 6” and occupy two face touching squares.
PBI
Tuesday, 22 March 2016
Page 23
Scenery categories
Scenery
category
Primary
Number of
pieces per
player.
1
Secondary
6
Tertiary
6
Scenery type
Roads, railways and streams.
The main bulk of the scenery that
dictates the play of the game.
The final set of partial scenery pieces.
Each tertiary piece occupies a single
square.
Narrative
These are laid down first as their
placement restricts the locations of other
scenery types.
These pieces will help the players break
up any open kill zones and link/enhance
the plausibility of the current set up.
 Limitations to scenery are detailed in the PBI Company Book.
Scenery will be detailed per company in the company book. e.g. French 1940, 1-4 buildings, 2-4 woods,1-4 fields,
0-3 gentle hills, 0-2 rough hills,0-1 rough ground.


All scenery must be deployed.
In most cases scenery may not overlap another piece.
Each player should bring 1 primary scenery piece, 6 secondary pieces and 6 tertiary scenery pieces
to the game.
Primary - Roads
Players may lay the road out following one of two conventions.
1. The road must travel along the centre of a row, column or diagonal.
2. A diagonal road will travel diagonally through the corners of a diagonal of every square. Only the
traversed squares count as movement distance and not the part of the road that spills over the diagonal
meeting of the two squares.






The roads may not be parallel.
The roads must cross or meet. This will form a junction.
Roads may only end at another road or table edge.
Roads may cross woods, buildings and tertiary scenery squares
The roads may not be placed parallel and in contact with a table edge. This prevents the practice of “picture
framing”.
Railways or streams could also be placed conforming to the primary scenery requirements.
Secondary scenery pieces



Cover two adjacent squares. They measure 6 by 12 inches.
It is allowed to have up to 1 secondary pieces of 3 square coverage (counts as 2 normal pieces). Such a piece
would form a row or “L” shape.
It is allowed to have up to 1 piece of 4 square coverage (counts as 2 normal pieces). Such pieces would be in a
row or square formation.
Tertiary scenery pieces


PBI
Occupy a single 6 x 6 inches square.
Tertiary scenery may overlap any scenery but will be negated by scenery which offers better protection or
different movement restrictions.
Tuesday, 22 March 2016
Page 24
Scenery types
Closed.
Contain scenery that slows movement and may affect visibility.
Partial.
These are the squares that contain some cover such as wall, hedge or vehicle.
A vehicle (even if destroyed) will cause an open square to become partial whilst it is present. Vehicles create s
partial square for cover and will have no effect on movement. Streams crossing a square create partial because they
are easy to cross but will have banks etc that make some cover. Destroyed vehicles remain for the duration of the
game as they change the quality of the square from open to partial.
Open.
These contain no significant scenery.
Scenery summary
Type.
Road.
Railway.
Stream.
Buildings.
Woods.
Rough/marshy ground.
Enclosed fields.
Rough hills.
Gentle hills.
Rocky outcrops.
Wreckage, ruins and piles.
Scrub.
Hedge or wall.
PBI
Tuesday, 22 March 2016
Primary,
secondary or
tertiary.
Brief details.
Primary.
The road piece must be straight.
Primary.
Primary.
Secondary.
Closed. Provides cover and line of sight effects.
Secondary.
Secondary.
Provides cover and line of sight effects.
Closed with no cover or line of sight effect.
Secondary.
Secondary.
Secondary.
Partial. Gives cover. No line of sight effect.
Closed. Line of sight stopped at far face of each piece.
Open. Line of sight stopped at far face of each piece.
Secondary.
Closed. Provides cover and line of sight effects.
Tertiary.
Can be placed on top of any scenery type but may be
negated by that scenery type of closed.
Tertiary.
Tertiary.
Page 25
Scenery
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary, secondary or
tertiary deployment.
Placement restrictions.
Road
A route by which vehicles may move without inconvenience.
None.
None. Vehicles may claim a bonus. See road move bonus.
None. Target may claim appropriate scenery save bonus, unless being shot at along
the route of the road.
Primary.
Notes.
May not begin and end on same table edge. The second placed road must begin and
end at another road, railway or table edge. If a first road exists, the second road
must meet or cross it. This meeting/crossing may not be in a square touching the
table edge.
Roads should be the width of a Panzer IV tank. Roads may proceed along any
column or row without changing to another. The road may not proceed along a row
or column that is at the table edge.
A joining of two roads is called a “junction”. The junction must be one of the three
objectives.
Only woods, buildings, partial and streams may overlap roads.
Scenery type
Railroad
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary, secondary or
tertiary deployment.
Placement restrictions.
The attacking player may have a railroad instead of a road. It will act as a road in
all respects except it will not allow vehicles the special road move bonus.
None, even if embanked.
None but will allow users to ignore any scenery restrictions if they stick to the
yellow brick road.
They will, any modified save due to the scenery being traversed unless they are
being shot at along the direction of the road.
Primary.
Railroad is a primary scenery type that respects the same conditions as a road. The
exception is that it must cross a road and not stop at the road.
Notes.
Scenery type
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary, secondary or
tertiary deployment.
Placement restrictions.
Notes.
PBI
Stream
A watercourse that slows units down. Only the defender may bring a stream to the
game.
None.
Count as leaving closed scenery when exiting a stream square. This will include
moving along stream squares.
None.
Primary.
Streams must end and start \at table edges. They follow the placement rules of
roads. If a steam crosses a road, a bridge (or ford) is added. A bridge provides
partial cover but does not affect line of sight. Fords provide no cover but miles of
reliable service. The width of the bridge model should be about Panzer IV width.
Rivers are not included here as they are a specialist type of scenery to be dealt with
in special rules in the PBI Company Book.
Tuesday, 22 March 2016
Page 26
Scenery type
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary, secondary or
tertiary deployment.
Placement restrictions.
Notes.
Scenery type
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary, secondary or
tertiary deployment.
Placement restrictions.
Notes.
Scenery type
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary, secondary or
tertiary deployment.
Placement restrictions.
Notes.
PBI
Buildings
A group of substantial buildings. Usually made of brick or stone. One or two
storey with apertures and surrounding structures.
No sight beyond far face.
Yes. Closed scenery.
Yes. Provides closed scenery bonus.
Secondary.
Must overlap or be in proximity to road square. If overlap then only 1 square of the
two square piece may overlap. This is known as “tabbing”. This will allow plenty
of space in which to place buildings.
Buildings may never touch other buildings on the corner. This should ensure
aesthetic integrity?
Buildings are not treated literally in terms of windows and footprint. The model
merely indicates the nature of that square. This piece might be enhances with a
washing line or animal.
Woods
An area which is thickly vegetated with trees. Thicker than an orchard but less so
than jungle. Tress may be deciduous or evergreen.
No sight beyond far face.
Yes. Closed scenery.
Yes. Provides closed scenery bonus.
Secondary.
May overlap road with one square or none. See tabbing.
This scenery piece might be enhanced with piles of down trunks or a hut.
Scrub
Enough plant growth to give partial cover to infantry.
None.
Yes. Partial.
Yes. Partial.
Tertiary.
Tall grass or crops.
Tuesday, 22 March 2016
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Scenery type
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary , secondary or
tertiary deployment.
Placement restrictions.
Notes.
Scenery type
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary or secondary
or tertiary deployment.
Placement restrictions.
Notes.
Scenery type
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary, secondary or
tertiary deployment.
Placement restrictions.
Notes.
PBI
Marsh/rough ground
Level ground that is very marshy or very rough.
None.
Yes. Closed scenery.
None.
Secondary.
May not overlap roads.
This type might include waterlogged fields.
Enclosed field
An enclosed field may have wall or hedge on 1,2,3 or 4 sides. The number of sides
whether 1,2,3,4 doesn’t matter, as any edging makes the whole piece partial. If two
enclosed fields touch when deployed the enclosure hedge or wall is still only single
thickness.
None.
Yes. Partial.
Yes. Partial from all directions.
Secondary.
May not overlap roads.
Such fields might have a crop in them too. The crop will not affect line of sight.
Some crops might be stacked up in the field in stooks or similar.
Hedge or wall
A continuous length of substantial hedge or wall. The length would include
gateways but their position is not literal.
None.
Yes. Partial for the whole square irrespective of the exact position of the scenic
pieces. It is an area occupied by wall and hedge.
Yes. Partial.
Tertiary.
None.
A single piece of wall/hedge could be used, but a right angle or shaped enclosure
look more plausible.
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Scenery type
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary, secondary or
tertiary deployment.
Placement restrictions.
Notes.
Scenery type
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary, secondary or
tertiary deployment.
Placement restrictions.
Notes.
Scenery type
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary, secondary or
tertiary deployment.
Placement restrictions.
Notes.
PBI
Rough hill
Not necessarily a high hill, but one which hinders movement due to rocks or
steepness.
None on scenery piece, but line of sight ends at the far face of each whole piece.
Yes. Closed.
None unless tank hull down.
Secondary.
Roads and streams may not cross this scenery type.
There might be some rocks on the hill.
Gentle hill
A slight rise in the ground, enough to hide things behind it.
None on scenery piece, but line of sight ends at the far face of each whole piece.
None.
None unless vehicle in hull down.
Secondary.
Roads and streams may not cross this scenery type.
Gentle slope in all directions.
Rocky outcrops
An outcrop of rock that gives hiding places to foot bases but allows no vehicles to
cross it.
Yes. No line of sight through the square.
Yes. Closed. Impossible for vehicles or towed guns to enter it.
Yes. Provides closed scenery bonus.
Secondary.
Roads and streams may not cross this scenery type.
A maximum of 2 may be brought along by a player. These are similar to the area
around Mortain in Normandy or the hills in Abyssinia.
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Scenery type
Picture.
Description.
Effect on line of sight.
Effect on movement.
Effect on saving rolls.
Primary, secondary or
tertiary deployment.
Placement restrictions.
Notes.
PBI
Wreckage, ruins, stores, material piles etc
Objects which provide limited cover and do not represent a major obstacle. These
pieces are used to fill in areas of open ground in order to provide a solution to open
killing zones.
None.
Yes. Partial.
Yes. Partial.
Tertiary.
Some destroyed vehicles. Lumber piles. Gulley. Shell holes (big ones). Remains
of French granite quarrying.
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Playing the on table game
Turn sequence
1.
2.
3.
4.
Activity.
Asset selection (impose effect
now).
Company commander (carries
out three things).
Morale for any platoon with
two or more problems.
5.
Raw platoon or first attacker
platoon removal.
Opponent opportunity
shooting from this point
forward.
6.
Motivation and AP for a unit.
7.
After all AP carried out by
platoon. Unit rolls for new
officer if needed.
Next unit.
Roll to see if smoke
maintained.
8.
9.
10.
Vehicle immobilisation
recovery.
11.
Reinforcement rolls.
12.
Arrivals.
13.
Game countdown in
defender’s turn only.
Brief description and sub section for more information.
Decide and use an asset from the assets your have listed on your PBI
Battle Record Sheet, remember to reduce the total by the number used.
Choose from moving, motivation, leading, roll the dice.
Work out the dice roll with modifiers. Roll 2D6.
9,10,11,12 = rout/leave game.
8= No motivations this turn. 1 Residual AP allowed.
1,2,3,4,5,6,7 = normal move.
Opponent may use opportunity fire at any point from now on in the game.
The player may wait until he thinks’ it’s to his best effect. Once announced
the turn player halts and the shooting carried out, with AT at other tanks
this may be mid move.
Roll the dice, adjust for the modifiers. One always fails, 6 always is a
success. Minimum AP 1 for foot, 2 for vehicles.

Lost at end of turn unless 3,4,5,6 rolled to maintain it. Roll for each
smoke marker independently.
 Roll this at the end of own and opponent’s turn.
 Owner my choose in their turn as to whether to keep or remove.
Vehicle or gun is out of action until a successful roll is made at the end of
its turn. This includes the turn of infliction. Any vehicle suffering 2
concurrent immobilisations is destroyed.
3,4,5,6 Veteran recovered.
4,5,6 Average recovered.
5,6 Raw recovered.
Declare whether reinforcement D6 are combined or separate for each
reinforcement unit. Roll D6 5,6 success for vehicles or support latoons.
Roll 4,5,6 for foot bases.
The player that owns the arriving unit will choose a square on his own base
edge for the arrival. This ssqaure may not be in face proximity to any
opponent foot bases. Roll for deviations. A unit arriving on a road square
may not have its arrival square deviated.
At the back of the rule book you will a playsheet for 15mm figures to be used for the game. This sheet contains all
the basic tables regularly used in the duration of playing the on table game.
Game length
The duration of the game is a 21 point countdown. E= 6 turns.
The game is an evening’s activity and therefore should last about 2 hours.
PBI
Tuesday, 22 March 2016
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To speed the up the game the players should arrive at the game with a prepared company, chosen scenery all of
which should be noted down on a PBI Battle Record Sheet.
The game length should allow the players to use their reinforcements.
The game is intended to represent 40 minutes of real action time.
The countdown is not kept secret and is rolled for with 1D6 at the end of the defender’s turn. The dice roll is
deducted from 21.
The record of the countdown is kept using a Peter Pig
Battle Clock and it goes from 21 to 0.
Because the dice roll is carried out at the end of the defender’s turn it will always be a defenders turn in which the
game ends. This is fair as the attacker has the first turn of the game.
Company commander
Quick start - CC
Do not use the company commander at all.
The company commander is a very important game piece.
 Each player must have a company commander (CC).
 The company command piece costs 18/20/22 (pistol, rifle/smg armed) points.
 The company commander has his own section in the turn sequence. This means that all of his actions will have
been carried out each turn before the game continues.
 He may not use his motivations to motivate squares in order to remove dead bases.
 The CC cannot affect (give motivations) tanks, towed guns or A/Cs.
 The CC does count toward clustering.
 The CC does help with morale.
 The CC can be shot at using the opportunity shooting rules.
 Any foot bases that accompany the company commander in organisational tables are spread amongst the
platoons at the game start.
Company commander actions
The company commander may carry out 3 actions in his part of the turn.
He may do these in any order.
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Tuesday, 22 March 2016
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Action
How many times it can
be used per turn
Details
Moving
0-1
The CC can use 1 of his D6 to roll for AP. He does not need to motivate himself first,
but just rolls for AP straight away.
For movement the CC pays 1AP per square with no modifiers or restrictions for scenery
or unit quality. He is allowed a maximum of 1 diagonal square too.
Motivating
0-3
The company commander can motivate foot commanders including MMG, mortar,
infantry and cavalry units. He may also motivate foot platoon commanders who are in
vehicles.
A D6 score equal to the number of squares from the CC to the PC, including both the
CC and PC occupied squares, must be scored.
1 is always a failure.
6 is always a success.
If this is successful, that PC receives an extra motivation for the current turn. They may
be to different units.
Leading
0-1
A CC may use one of his actions to roll a D6 for AP for a square that he is already in,
without needing to motivate the square. He may choose which bases are going to
accompany him. Modifiers are applied. The AP will be modified by +1 for the CC
being present. He will carry out the AP with the foot bases immediately. He must stay
with those bases even if they assault. He cannot “drop off” bases. These bases may not
be motivated again in that turn. This would allow the CC a second set of movement
within the same turn.
Company commander being driven off by opponents
If any opponent foot groups move into face contact with the CC square and he has no other foot bases with him he
may (his choice) move to any other proximity(to himself) square. He may do this each and every time the situation
occurs. This will allow the CC to run away like a “scared cat” if he so wishes (advised). He may of course stand his
ground and get slaughtered by an assault or shooting (not advised).
Company commanders being killed
CC always save on a 2,3,4,5,6. Except in assault, where there is no save roll unless in a vehicle. If in a vehicle he
will get the 5,6 save available to all occupants of a destroyed vehicle.
If assaulted the CC may retire 1 or 2 squares or remain and fight. If the CC remains to fight he will act as a base
armed with whatever was paid for. He will have no saving roll.
If the CC is killed he cannot be replaced.
The loss of the CC will count towards victory points.
The CC does not have a veteran, average, raw quality.
Platoon commanders
Each foot unit is lead by a platoon commander (PC).
He is the only base that can issue motivations to his own unit. No other platoon commander can motivate his bases.
A platoon commander is allowed three motivations per turn unless this is modified by the rules.
If the platoon commander is killed, a player must attempt to create a new platoon commander. This will happen even
if there is only a single base left.
This new platoon commander will be created at the end of units turn if a 3,4,5,6 is rolled for that purpose.
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Tuesday, 22 March 2016
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Replacing a dead platoon commander(compulsory)
Method
Choose a base from the unit to become the new platoon commander.
Roll a D6. 1,2 = foot base lost from the game and added to casualties. He has slipped away to report back to the
battalion HQ? No new platoon commander created.
Score of 3,4,5,6 = base removed and replaced by bringing the dead platoon commander base back. This new platoon
commander has only two motivations because he is probably a sergeant or similar.
If the second platoon commander dies then all future replacements are 1 motivation platoon commander.
The lost platoon commander will contribute toward the opponent’s victory points, as would any other lost foot base.
Morale
Quick start - morale
Do not carry out any of the usual morale tests.
Any foot unit ending a turn at break level is removed from the game. Break level is defined as 5 veteran, 4 average
or 3 raw casualty markers still on the table.
Foot bases
Morale is only carried out on behalf of the whole unit not individual squares.
Foot morale is taken near the start of the turn. Transports are never considered as part of a unit’s strength. Thus they
do not affect the unit’s morale. If a unit is removed then it’s transports will be removed too regardless of where they
are on the table.
Morale for vehicles and towed guns
A vehicle or towed gun takes morale the instant it receives an immobilisation result if and only if two problems
apply. It will not take further tests just for being immobilised and not having removed that status.
A unit will take morale if it is suffering from two or more problems apply.
Morale problems for foot base units.



Problem one. A pair of casualties still on the table.
Problem two. A second pair of casualties still on the table OR below half of arrival strength (count only one).
Arrival strength is the number of bases brought onto the table, this may be at the start of the game or as
reinforcements where the own may have decided to bring the unit on at a reduced strength.
Problem three. Unit has no officer (CC in any unit occupied square will count as an officer).
Morale problems for vehicle or towed gun units.




PBI
Problem one. Immobilised.
Problem two. No OK vehicle of same unit in proximity.
Problem three. In proximity to woods or buildings and no own foot in proximity.
Problem four. Hit by 9+ gun or infantry AT.
Tuesday, 22 March 2016
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Roll 2D6
9,10,11,12= rout/leave game.
8= No motivations this turn. Residual AP allowed.
Veterans may choose to re-roll both D6 (both or none).
Average do not re-roll.
Raw must re-roll if opponent wishes it (both or none).
e.g. “Ouch” A T34(average) has just received an immobilisation(first problem) result from a Panzerfaust (second
problem)shooting from a building whilst not having any own foot bases in proximity(third problem). Rolls 2D6 and
scores 9. Tank is abandoned never to be used again.
e.g. “Ha.” A veteran T34 with own foot bases in proximity and immobilised (first problem) by a big heavy door
knocker. No closed scenery in proximity either! Only 1 problem, this can be ignored.
e.g. “Surprise surprise!” A raw (makes no difference) T34 immobilised (first problem) by an 88mm (second
problem) whilst next to a building with no foot bases in proximity (third problem) and on its own (fourth problem).
Roll 2D6 scores 5. No effect upon the tank, lucky.
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Tuesday, 22 March 2016
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Motivation (creating AP)
Motivation allows a PC to create action points for a nominated square that contains bases from his own platoon.
Motivations can also be used to remove dead bodies from any unit if there is a square with only casualties in it and
which has not been motivated so far this turn.
No foot base can be successfully motivated more than once per turn.
Method for motivation




Declare which square is to be motivated.
Roll a D6.
A score of 6 is always a success, whilst a 1 is always a failure even if a platoon commander is motivating his
own square.
The resulting score must be achieved on a single D6, remember a 6 is always a success.
Motivation method
Activity
Notes
2
Player nominates a PC and the
square he wishes to motivate.
Roll a single D6.
3
Calculate the required score.
4
If successful then roll a D6 for
AP.
Reduce the number of
motivations for that PC by 1.
This prevents players rolling a D6 and then finding a situation in which it
would be successful.
1 is always a fail and 6 is always a success.
If 2,3,4,5 achieved then proceed to next stage
Basic required score = number of squares in path from PC to nominated
square. Include PC and nominated square in calculation. 1 diagonal
square allowed.
The required score includes modifiers for quality (-1 vet, +1 raw) and
scenery (+1 per building, wood, rocky outcrop or enemy foot base occupied
square in path traversed (max 1).
This score might be modified for quality (+1 vet, -1 raw) and circumstance (2 if pinned). The final score may never be less than 1.
No foot bases may ever be successfully motivated more than once per turn.
No multiple motivations. They can of course fail a multiple of times.
A PC must have finished motivations before a new unit can be considered.
No switching back and forth.
1
5
If motivation is successful
Success allows AP to be rolled for the nominated square. This uses up one motivation.
Every base in the square belonging to that PC each has it’s own AP.
That nominated square must use the AP immediately.
A new motivation may not be considered until the player stops operating wit the currently motivated bases.
Motivation failure loses/uses one of the platoon commander’s motivations.
Summary
How may squares from platoon commander to target square, include PC square.
Add 1 if target is raw.
Add 1 per closed square or enemy foot bbase occupied square in path traversed (max 1).
Deduct 1 if target veteran.
This score or higher = success. 6 = automatic success. 1 = automatic failure.
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Tuesday, 22 March 2016
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Then roll 1D6 for the AP
Method for creating AP
Roll D6 for AP to be created for the motivated square.
Modifiers (cumulative)
+1 if target square bases are veteran or a platoon is commander present (count only one of these).
-1 if target square bases are raw.
-2 if target bases are pinned.
After the modifiers are applied the minimum result is 1.
Every base in a motivated square receives the same number of AP.
AP must be used now before any other motivations carried out. AP cannot be saved for use later.
The failed, untaken or poor motivation (foot bases)
It is possible that some foot bases might not get motivated.
It is possible that a motivated square of foot bases might have their AP reduced by modifiers or poor initial roll to a
final AP of 1 or less.
If either of the above happens they still receive a residual 1AP.
This residual 1AP can be used for: Set up or take down MMG or medium mortar.
 Attempt to remove a pinned marker.
 Attempt to remove a casualty marker.
 Shoot.
 Move 1 square (unless pinned) even if it is out of a closed square.
This rule is really useful for raw quality MMG and mortars trying to set up and get into action. A player could of
course not bother to motivate such a square knowing that they will still deploy with only 1AP. This rule is also
useful for raw bases trying to move though closed squares.
Action Points for foot bases


Actions can be executed in any order. e.g. shoot with 2AP, move with 1AP and shoot again with 1AP.
No more than 3AP may be used for shooting small arms (machine guns of any types, assault rifles and rifles).
Foot group action points.
Roll 1D6 for initial allowance.
Modifiers.
-1
+1
-2
If raw.
If platoon commander/CC present or veteran.
If pinned.
After modifiers are applied the allowance may never fall below 1. This is called the “residual” point.
The plus modifier veterans receive will make their actions much easier. e.g. veterans assaulting from a square facing
the target will need to roll a 3,4,5,6 because they need 4AP to assault, 1 of which is supplied by the +1 modifier.
Thus they have a .66 probability of assaulting.
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Tuesday, 22 March 2016
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The negative modifier raw receive will make their actions much harder to achieve. e.g. raw assaulting from a square
facing the target will need to roll a 6 to assault.
Using Foot Action Points
Action
Notes
1
Shoot. Maximum of 3 times.
1
1
To leave an open or partial square.
Attempt to remove casualty marker.
1
Attempt to remove pinned marker.
2
2
2
3
To leave closed square.
Foot AT/flamethrower/mortar to shoot.
MMG shot at vehicle
Deploy or pack up MMG or medium
mortar.
Shoot panzerfaust.
Assault a facing square.
4
5
Shooting can be at different squares. The limit of 3 is
imposed to allow for soldiers needing to preserve some
ammunition reserves.
This type of scenery allows foot bases to move quickly
All foot bases in the square must contribute 1AP for each
attempt at rolling a 4,5,6 to remove a casualty. Soldiers are
distracted by wounded comrades.
All the foot bases in a square must contribute 1AP to allow a
single roll of 1D6, score of 4,5,6, to remove a pinned status
from all foot bases in the square. Soldiers need to re-focus
after being subjected to a lot of fire.
This score is reduced to 3,4,5,6 if any officer present.
Soldiers are slower to leave good cover.
(max 2 shots), must be at same target square.
(max 2 shots), must be at same target square.
This will stop players using massed volleys of panzerfausts.
(-1 if veteran, -1 Russian or Japanese, cumulative). Only 1
assault per turn. Facing square is defined as one touching
the full face of the current square.
Movement restriction
A foot croup may not leave more than 2 partial or closed squares in a turn. This does not limit the number of
partial and closed squares entered, or the number of open squares used. Assaulting from a partial or closed square is
included in the “leaving” restriction.
e.g. A foot base could start in a partial square, move into a closed square, then move into 3 more open squares and
then enter a closed square. All within 1 movement turn.
Action Points for vehicles
This category includes deployed towed guns, trucks, cars, tanks, half tracks and assault guns.
Vehicles roll 2D6 without needing to be motivated (unless transports)first.
After deductions all vehicles will still get a residual 2AP.
The failed, untaken or poor motivation (vehicles)
It is possible that a vehicle might have it’s AP reduced by modifiers or poor initial roll to a final AP of 2 or less.
If either of the above happens they still receive a residual 2AP.
This residual 2AP can be used for:


PBI
Move 1 square even if it is out of a closed square.
Limber or unlimber a towed gun.
Attempt to remove a pinned result
Tuesday, 22 March 2016
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In addition a vehicle is allowed to give up all of it’s AP for the current turn to achieve one of the above.
Vehicle action points
Roll 2D6 for initial allowance.
Modifiers
-5
+2
+2
-2
-4
Withdrew from assault.
Veteran.
Gun=5 or less.
Raw.
Pinned deployed towed gun.
After modifiers are applied the allowance may never fall below 2.
Using Vehicle Action Points
Action
1
Deployed towed gun to remove pinned
marker.
1
2
5
1
To leave an open square.
To leave a partial square.
To leave closed square (max 1).
Change facing by 45°.
1
4
Shoot MG.
Shoot main gun.
5
6
Assault.
Deploy or pack up towed gun.
1
Additional cost for each square
reversing.
Towed gun change facing.
4
Notes
A towed gun must use 1 of its own AP and score a 4,5,6 to
remove the pinned status. Each towed gun becomes pinned
and unpinned individually.
This score is reduced to 3,4,5,6 if any officer present.
Vehicles may use multiple diagonals.
Vehicles are not suited to movement in closed cover.
A square has 8 facings. A vehicle must conform to 1 of those
facings.
Some vehicles have all-round and some half round MG arcs.
MG and main can be used in same turn.
Maximum 3 shots of combined main and MG armament.
Gun and tow are always a single piece. Deployed gun or
vehicle.
Reversing will cost more AP than going forwards even for
SDKFZ 23x series.
A square has 8 facings. This allows a gun to change as many
facings as a player would wish. Four should be more than
enough for most ambitions. Eight facing changes might be
unnecessary?
Special group move for vehicles
If several vehicles of the same unit are in the same square the player may roll the 2D6 and apply the same score to
every vehicle of the same unit in that square. The player may choose to re-roll the 2D6 if he wishes. He must of
course accept any new roll as being the one he has to use. The upside of this is that the vehicles can then travel
together and assault together if they wish. The downside is that those vehicles must move together and must end in
the same square.
This would allow pairs or trios of vehicles to move together or assault together. The problem with this might be that
a low score is forced upon a multiple of vehicles (c’est legion).
PBI
Tuesday, 22 March 2016
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Movement




Movement is carried out in squares. Foot groups may only move 1 diagonal per turn. Exception: Foot groups
following a road may carry out repeated diagonal moves.
The costs for scenery hindrance are put upon the square the foot or vehicle is trying to leave. Thus it is easy to
enter a closed square but costs more AP to leave it. Troops are always quicker to enter cover than to leave it.
Vehicles may use multiple diagonals.
No diagonal movement is allowed between 2 enemy occupied squares.
Foot road move
Foot groups get fewer advantages for travelling along a road. They are allowed multiple diagonals if the road is
diagonal. Using a road ignores any partial or closed squares exited. This means they will not use up the limit of 2
squares of partial or closed exited when they are using the road.
Being on the road
Some scenery has road going through it. When on the road and following the road direction, all bases and vehicles
count as being and moving in the open. When not on the road the appropriate scenery type is applied. Figures and
models should be clearly on or off the road when scenery is being crossed.
When on the road the vehicle or foot base only counts as being in the open if the shooter is in a road square of the
same road.
Bases or vehicles can change from road to scenery or scenery to road free of charge at the end of its turn, after all
intended AP are spent. Vehicles do not get to change direction but just slide across
Foot movement restriction
Foot bases may not leave more than 2 closed or partial squares per turn (in any combination).
e.g. Start in wood. Leave wood (1st exit). Open. Open. Partial. Exit partial (exit 2). Closed. = 5 Square
movement. Cost =5.
e.g. Start in wood, exit wood (1st exit) into wood. Exit wood (2nd exit). Into wood. = 3 squares movement.
Cost=4AP.
Vehicle road move
Road move represent a “mad dash” across the table with the crew hanging on through the bumps. No time to stop
and takes shots, albeit can receive shots.







PBI
If the vehicle promises to stay on the road thenceforward it can claim up to 5 free squares at any point of its own
turn.
The road movement will be the last movement the vehicle is allowed.
The vehicle can stop before it has carried out all 5 squares of movement. This still counts as a road move.
The vehicle cannot shoot until it has ended its road movement.
The vehicle will end the turn facing the direction it was moving in.
A vehicle using a road move through woods or buildings will always count as in the open when shot at if the
shooter is shooting along the path of the road the target is on.
No assault allowed at end of road move, even if carried in by infantry.
Tuesday, 22 March 2016
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Transport
Foot groups in vehicles
Most foot groups will have dismounted and walked to the battlefield.
Cyclists would have dismounted about two miles back from the battlefield.
Some foot bases will arrive on the battlefield itself whilst still in their vehicles. This is very stupid / desperate if the
vehicle is unarmoured. If the vehicle is armoured, such as a half track, then it might be a good idea.
Combining transport and foot bases
This section of PBI is only applied to units with transports and foot bases.
A tank carrying foot bases will count as a transport too. This would mean that a tank carrying foot bases could only
shoot with 2AP of MG during the first part of the turn. In the second part enough AP might be achieved for further
shooting but the total of 3 shots is still observed.
First
Roll D6 AP for each and every transport.
Place each D6 next to the vehicle it was rolled for.
Use these AP now.
Transport may use up to 2AP for shooting from this first D6.
Transports may use this first D6 to move a square if they give up all of that D6 amount for the 1 square movement.
Second
At this point only, foot bases can get in or out of transports at no AP cost.
Third
From this point the platoon commander needs to motivate any foot bases or transports in his unit.
He will treat transports as foot bases when motivating. Thus they can be motivated along with the foot bases in a
square as a single entity.
Any foot bases or transports involved in mounting or dismounting re-roll their AP if they score 4,5,6 on the initial
roll. This is applied if any foot bases or transports were involved, or share a square with those who did, all are
effected.
General rules for transports








Bases in/on transports never count as clustered.
Transports cannot be pinned.
Occupants cannot be pinned.
Foot bases cannot mount up if they are pinned.
Transports do not take morale.
Dead occupants will be put overboard in the square they were killed in.
A dead transport will not have any morale effect on the game. It will however provide partial cover to foot bases
in that square. It will not effect movement.
Opponent’s foot bases may have opportunity shooting at transports and separately at any foot groups. Thus an
opponent might take opportunity shooting at the transports as they arrive and again if any foot bases emerge
from those transports. If a square contains both transports and foot bases the opponent may attempt opportunity
shooting at each of the two types if they are both present.
There are three categories of foot base transportation in PBI.
1. Wheeled transports. This category includes four or six wheeled trucks. e.g. US 6x4, Jeep or GAZ AA.
2. Armoured transports. This category includes half tracks and Universal Carriers. e.g. SDKFZ 251D.
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Tuesday, 22 March 2016
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3. Tank riders. This category includes troops riding on armoured vehicles. e.g. T34/76 with Desant infantry.
Transport types
Description.
Transports
Armoured transports
Wheeled
Half track
Carrier with no armour
protection for driver or
passengers.
A half tracked carrier with A tank with men hanging
armoured passenger and
on to the engine deck.
driver protection.
Only small arms.
Carrying capacity (bases).
Tank riders
1-4
Shooting from transport.
How many rifle/smg/MG
bases may shoot (including
opportunity and return
shooting) from the transport?
Two. This total includes any vehicle mounted MG’s.
First
Second
Roll D6 for each transport’s AP. Apply modifiers. Spend up to 2AP on shooting.
Motivate all transports as if foot bases. Re-roll 4,5,6 if foot got in or out.
Saving roll for transport
mounted MG or any other
eligible target bases in the
transport. No modifiers.
4,5,6.
Which bases in transport
can be shot at or effected by
mortar shooting.
What happens when
transport empty.
Any.
Action points
Effects of attacks on the transport
If transport immobilised.
If transport destroyed.
2,3,4,5,6.
Tank riders will save as
foot bases below.
Martin what about
clustering for tank
riders?
Only bases that shot last
turn or a mounted MG.
Any.
Leaves game, unless it
Stays on the table.
No change to tank.
has a mounted LMG,
never to return.
Vehicle takes vehicle morale. No shooting allowed from the vehicle. Bases ignore
morale but any dead base dropped over the side at point of death. Bases can leave
transport.
Foot bases save on 5,6 per base. Dead transport or mounted MG does not affect
unit’s morale. Does create partial cover status for square.
MG mounted on transport
The MG will be crewed by soldiers that are integral to the transport.
Therefore no base need be attached to the transport for shooting purposes.
If the transport is destroyed the integral crew are lost too.
The transport can use the inherit rule if the integral MG crew are killed. The inheriting base is removed (counts as
lost from the game) and the mounted MG re-crewed.
This means a foot base will need to be in the same square (either in or out of the transport) at the time of death of the
crew in order to engage in the inherit system.
Half tracks
Some infantry used their half tracks for support.
Such vehicles automatically have an MG mounted. HMG for US and LMG for Germans.
The half track is an armoured target with armour value 4.
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Transports being shot at
Transports can only be damaged by guns, AT and off table HE.
Foot bases shooting at transports have their effect against the transport occupants. A wheeled transport would be off
table if it had no occupants. A towed gun transport has the gun crew as a potential target when the gun is not
deployed.
In summary MGs, small arms shoot at occupants only. Guns and AT weapons shoot at vehicle only.
Cavalry
Cavalry were well suited to certain theatres of operation. An example would be vast open expanses of Russia in the
summer. Cavalry are not suited to city fights such as the fall of Berlin. Horses were often more useful for the
campaign movement rather than the actual close quarter fighting. The title “cavalry” in WW2 often referred to mode
of movement rather than mode of attack. In a similar way players might assume that bicycle troops of the Japanese
empire used the bicycles in battle. This is not the case, except for the waves of cyclists that assaulted the British
positions around Singapore using their bells and bike pumps as terror weapons.
If a player does not use the horses then cavalry are paid for and act as foot bases.
In the following text assume cavalry to mean mounted on horses.
 Cavalry bases cost 1 more point.
 Cavalry are allowed 2 free open squares of movement per turn at any point, even if using a residual 1AP.
 Closed squares cost cavalry 3AP to leave.
 Cavalry saving rolls are 1 worse when shot at.
 Cavalry that assault always lose 1 hit.
 Cavalry never claim the extra 1 when saving for being stationary.
 Cavalry may shoot in proximity only.
 Cavalry dismounting cost 1AP. Empty horses do not have to be shown on the table but they do add effect (they
are never targeted or counted in any way).
 Cavalry mounting requires 1AP and a score of 5,6 to re-mount. Multiple attempts are allowed. This action must
be paid for by every cavalry base in the square whether mounted/un-mounted or not wishing to mount.
 Only SMG and rifles may be used by bases when mounted.
 Mortars, Lmg’s, AT weapons etc cannot be shot whilst mounted.
Motorcycle combinations
These will be treated as cavalry, except that they may shoot an LMG twice whilst mounted.
Casualties
During combat soldiers may become incapacitated due to enemy action.
These soldiers may have been wounded, killed or reduced to an ineffective state.
In PBI these bases are all deemed to be casualties.
Players must make it very clear which unit the casualties belong to. A suggestion would be to clearly colour code
casualty bases so there might be some blue ones, red ones etc.
A foot base is replaced by a casualty base if it fails to save when being shot, blown up or is lost in an assault.
These casualty bases will affect their own unit only.
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The first pair of casualty bases will count as a problem for the owning unit. A second pair of casualties will count as
a second problem for the owning unit.
Casualty removal
Casualties will remain on the table until removed.
When a unit routs from the table all of it’s casualty bases are removed.
Casualties can also be removed by a platoon commander motivating the square they are in. Each AP spent allows a
player to roll a D6. Each score of 4,5,6 will remove a single casualty marker from the motivated square.
Only the owning unit commander may remove casualties if they are in a square occupied by his own live bases.
A square containing only casualties can be motivated by any platoon commander (only once though).
The company commander may never remove casualties.
Casualties in an opponent occupied square may not be removed by their own platoon commanders.
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Shooting with foot bases
Quick start-shooting with foot bases
There is no return shooting.
Shooting is the mechanism by which bases and vehicles can cause damage to their opponent’s bases at distance.
All shooting is against the square by the square regardless of which platoons are shooting or who is in the square. A
SQUARE gets shooting, a SQUARE gets hit, a SQUARE gets opportunity shooting, a SQUARE gets returns
shooting.
Range
Range is measured in whole squares starting from the shooter’s proximity square. Up to 1 diagonal may used when
counting the number of squares. The range includes the square occupied by the target.
Restrictions







Shooters cannot shoot more than 1 square beyond a 1 square gap. A gap is defined as an open or partial
square lying between two occupied or closed squares (including table edge) in any mix. A gap is not
counted as such if the shooter is in that gap.
No shooting between the corners of two outcrop/building/wooded or foot occupied squares (in any
combination).
Shooting may not pass through rocky outcrops, woods or buildings.
Guns and vehicle guns may shoot through foot base occupied squares. They may only do this with a gun and
not with an MG.
Foot bases may shoot through vehicle occupied squares (except transports and towed guns) to one square
beyond the nearest vehicle occupied square.
When shooting along a road, the range stops in the first square of a road passing through woods or
buildings.
Shooting may pass over partial scenery. The target will benefit from the partial being shot over if the partial
is in proximity to the target and not occupied by the shooters.
Shooting with foot AT
Foot AT includes AT rifles, PIAT's, panzerfaust, panzerschreck, bazooka and RPG type weapons.
These weapons may have opportunity shots at targets in proximity and on their square’s face.
Panzerfausts may not mix AT opportunity and small arms opportunity shooting. This means that if a Panzerfaust
attempts one type of shooting during an opponent’s turn he may not change to a different type in that same
opponent’s turn.
The foot AT may attempt as many opportunity shots as there are targets until a success is achieved. i.e. the base
rolls the necessary D6 score to take a shot. Whether the shot achieves any damage to a target is unimportant, just
that a shot has been carried out.
In order to be allowed a shot, a foot AT will need a score of 6 if raw, 5,6 if average and 4,5,6 if veteran.
A player may refuse to attempt a roll if the target is not to his choosing.
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When the foot AT is using its own AP to shoot the diagonal square can be used as the first square of range. Thus the
diagonal cannot be used for opportunity shooting but can be used for AP costed shooting.
AT bases may not carry out any small arms opportunity shooting at foot bases in the game.
Opportunity shooting with AT weapon at vehicles is fine.
Maximum of 1 success per opponent turn.
In own turn may use small arms but maximum 1AP.
Exceptions
Panzerfausts might all attempt opportunity shooting, but only the first damage on a target is allowed in any single
turn. Thus 3 panzerfaust might take shots at a target but the first one to achieve damage, be it an immobilization or
destruction will be the only effect upon that target in that turn’s opportunity shooting. Other foot AT do not suffer
from this “first damage” limitation rule. Thus 3 bazookas might each cause damage to a target.
Panzerfaust infantry
A platoon is either Panzerfaust armed or not.
If a platoon is Panzerfaust armed then any of it’s rifle or SMG bases (not platoon commander) may shoot a
Panzerfaust.
Each Panzerfaust costs 1 point. The maximum number of Panzerfaust’s bought will be equal to double the number
of rifles and SMG bases (not platoon commanders) combined. e.g. a platoon with 4 rifle bases may purchase up to 8
Panzerfaust’s.
A rifle/smg base may not use AP for Panzerfaust and small arms shooting in the same motivation.
If a player intends to claim an AT bonus in assault for being Panzerfaust armed he must declare it when calculating
the number of D6 he will roll. This will use up a Panzerfaust for each base claiming the bonus.
Method
Any Panzerfaust shot costs 4AP. This should help restrict the use of Panzerfaust to a reasonable amount.
Panzerfaust bases may take part in opportunity shooting at proximity face targets.
Each Panzerfaust shot taken will reduce the number of Panzerfaust remaining by 1.
In opportunity shooting targets may only be hit once by panzerfaust. This means that a panzerfaust that
achieves an immobilised or dead result on a target will stop any other panzerfaust doing the same in that
turns opportunity shooting.
How are you intending to keep track of the number of
Panzerfaust’s bought, used, and remaining for the
very very competitive player!!!
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Tuesday, 22 March 2016
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Weapon ranges
Targets within the first square of range are deemed to be at “short range”.
Up to one square may be diagonal.
Weapon
Range
Pistol.
Foot flamethrower, SMG, Panzerfaust, PIAT.
Bazooka, panzerschreck, AT rifle.
Carbine.
Assault rifle.
Mortar.
Rifle, tank MG.
MMG, HMG, LMG, guns, AA and autocannon, sniper, vehicle
mounted guns, towed guns.
0
1
2
3
5
No maximum, minimum range 2.
6
No limit.
Clustering
“Clustering” is the term used in PBI to denote a square that contains a rich source of targets. Clustering is expected
to be quite rare. A player might choose to cluster his forces in order to deliver a massive point attack, combined
movement, easy motivation or just be bad at counting.
Foot bases only count other foot bases when calculating clustering. Vehicles and towed gins only count others
vehicles and towed guns when calculating clustering. This means that the two categories do not affect each other.
When calculating numbers every appropriate item in the square is included irrespective of which unit it belongs to.
Clustering applies to paid for AP shooting; here they come shooting, opportunity shooting and return shooting.
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Classification of Clustering
Not
clustered.
Clustered.
Double clustered.
Foot bases
0-3
4-7
8 or more
Additional
effect
None
All MG shooting is 4D6
per shooting/ AP point.
Any national adjusters
are then applied.
All MG shooting is 8D6
per shooting/AP point.
Any national adjusters
are then applied.
0-2
3-5
6 or more.
None
Shooters may re-roll
their 2D6 “to hit” dice.
Shooters may re-roll
their 2D6 “to hit” dice.
Also the shooter may reroll the gun effect D6.
Vehicle
models
Additional
effect
Notes.
“Foot bases” includes infantry
AT, small arms and company
commander. Snipers are not
included.
“Vehicles” includes limbered
up towed guns, deployed
towed guns, tracked and
wheeled vehicles.
Target priorities
It is normal for bases and vehicles to engage the target that threatens them the most. Self preservation comes first.
Crews and men do not adopt the holistic aims of the player. They tend not to sacrifice themselves even if they see a
much greater advantage for the rest of the company. This means that there may be some conflict between a player
and the rules. This is acceptable if the rules help the game remain plausible. A player may miss a very attractive
target if he has positioned his forces so that they themselves are threatened by another source.
Target priority definitions
Mortars
Priority
Killable targets in proximity.
Face touching squares will
have priority over corner
touching squares.
Vehicle and towed gun
targets in proximity.
Foot targets in proximity.
Towed guns,
and gun armed
vehicles (tanks
etc.).
Any opponent target in
proximity.
No priority applied if own
foot bases in proximity.
Machine guns,
snipers and
rifles.
Foot AT.
Narrative.
This would usually be opponent foot group targets. It would also
include towed guns and foot bases in transports.
Usually vehicles and other towed guns that are close.
Foot bases in proximity grab the attention due to self preservation.
This means a mortar base will shoot with 1AP of rifle rather than
choose a distant target of greater interest to the player. The solution
is to keep mortars out of proximity of enemy infantry.
Towed guns are counted as wheeled transports unless deployed,
upon which they become a towed gun.
If several targets have equal priority the shooter may choose which his personal priority is.
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Defender lying in wait shooting
This rule is only allowed to the defending player.
This rule simulates the superior accuracy of weapons lying in wait for the attackers.
This rule applies to MMG, medium mortars, towed guns, tanks and vehicle mounted guns.
The following conditions must all apply.
 This must be the first shot in the game for that vehicle/base.
 Must not be at any target in the attacker’s base edge squares.
 Must not have moved in the game so far (towed guns may have changed facing).
 Must be used in the opponent’s turn as if opportunity shooting.
Lying in wait shooting
Any re-rolls are the choice of the defender.
Weapon
MMG
Medium mortar
Towed(deployed) gun
or vehicle mounted gun
Effect
Single shot 2AP value.
Each mortar can have a hit against a
single square of choice. Mortars can
place their chosen square on top of a
previously chosen square. No deviation.
Roll to hit in normal way. Only vehicle
targets may be chosen.
Re-rolls
Re-roll “to hit” and “effect” D6.
Roll 2D6 against every foot base or deployed
towed gun. 6=hit. Re-roll of each and every
2D6 allowed. Choose independently for each
2D6.
Re-roll of “to hit” and “gun effect” D6.
There is no range restriction to this shooting.
This rule cannot be used against opponent targets whilst they are in his base edge squares.
The bonus only applies to the first shot.
The first shot may be used in an opponent’s turn.
No roll is needed to be allowed the shot. A sort of automatic opportunity?
Each weapon, MMG, medium mortars, towed guns, tanks and vehicle mounted guns, will have a marker that
remains until the first shot is taken. Once the first shot is taken remove the marker.
Effect of smoke upon shooting
Any shooters in smoke have their range reduced to 1 square (proximity). Targets count as in closed scenery.
Any shooting into smoke counts the target as in closed scenery. A shooter can shoot into smoke but not through
smoke.
Shooting for foot bases
Foot bases roll a pile of D6 and extract the 6 scores as hits. e.g. roll 3,4,5,2,4,6,5,6,2 gives 2 hits.
Foot groups shooting rifles and MG’s
Each AP used adds to an accumulation of 1D6. e.g. rifle shooting 3 times gets 3D6.
Each foot base may shoot at different targets.
Basic number of D6 is 1D6 per AP expended.
Maximum AP expenditure = 3.
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Modifiers
MG shooting at square with 1-3 foot bases in the square. Double D6. (i.e. AP x 2)
MG shooting at square with 4-7 foot base in the square. Double/double D6. (i.e. AP x 4)
MG shooting at square with 8+ foot base in the square. Double, double, double. (i.e. AP x 8)
Shooting with HMG,s
Treat the HMG as an MMG but a re-roll is allowed. Re-roll is chosen for all D6 or none. No picking and choosing.
May shoot as gun effect 3 by using 4AP per shot.
Each score of 6=hit
Application of hits



No hits are applied until shooter has used any hits for pinned results.
Target always choose location of first hit.
All other hits placed by shooter. All bases must receive a single hit before any base can receive a second hit.
Saving foot bases
Basic save = 4,5,6
Modifiers that improve the save roll. Improve makes 4,5,6 into 3,4,5,6 etc.
1
1
1
2
PC or veteran (not both).
Partial cover.
Target did not move in own turn.
Target in closed square.
Modifiers that worsen the save roll. Worsen makes 4,5,6 into 5,6 etc.
1
1
Raw target.
In proximity.
A score of 1 is always dead.
A score of 6 is always saved.
Pinning down
(foot groups and towed guns)
Being “pinned” is the result of enemy shooting forcing foot bases to cease or reduce their own actions for fear of
dying. Troops will seek to pin down the enemy as it stops them shooting back and will allow assaults a greater
chance of success. Pinning does not affect morale because keeping your head down is probably the best response
anyway.



PBI
Each hit can be traded for a chance at 5,6 = pinned.
The shooting player can choose whether to put his pinned dice upon a particular towed gun or the whole number
of foot bases in a square.
Vehicles, including transports, cannot be pinned.
Tuesday, 22 March 2016
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


Deployed towed guns can be pinned.
Foot bases can be pinned. Pinning the foot bases in a square will not affect the towed guns and vice versa.
This can be carried out 1D6 at a time and ceased whenever the player wishes. “I have tried to pin with three of
my five hits, failed and am now upset. I will use the last two hits for killing”
Effect of being pinned





There is a loss of AP if the pinned status was already there at the point when AP are calculated.
Pinned results achieved after this time will only affect the AP of future turns and not the present turn.
Towed guns and foot bases may not leave the square.
Lose 2AP if foot base. Lose 4AP if towed gun.
A pinned and unmotivated foot base will still receive the residual 1AP and the towed gun 2AP.
Removing pinning
If pinning status remains then the foot bases or towed guns will lose AP every turn.
Deployed towed guns will need to remove pinning separately for each gun. If a pinned gun removes the pinned
status no other base in the square will benefit.
Foot bases will remove pinning for the whole square if a success is achieved.
A player may choose not to attempt to remove pins if he has other important tasks to carry out with those bases.
A towed gun must use 1 of its own AP and score a 4,5,6 to remove the pinned status. Each towed gun becomes
pinned and unpinned individually.
All the “just activated” foot bases in a square must contribute 1AP to allow a single roll of 4,5,6, to remove a pinned
status.
This score is reduced to 3,4,5,6 if any platoon commander or company commander present.
Opportunity shooting
Opportunity shooting for rifles and MG armed bases
Opportunity shooting is only carried out in the opponent’s turn.
This means you get to shoot whilst the opponent is having his turn.
It can be attempted at any enemy bases that are in proximity and on one of the four sides (not diagonals) of the
shooter’s square.
Opponent’s bases are legitimate targets if the above conditions apply at any time during the opponent’s turn,
including the start and end.
Opportunity shooting always takes precedence over shooting carried out by the player whose turn it is. PBI is
sequential not simultaneous.
Method
 Check opponent bases are in a proximity and face touching square.
 Count up how many bases are able to shoot, counting any vehicle mounted MG’s (such as tank) as a base each.
Notice that it does not matter what unit the bases belong to, just how many there are.
 Roll this number of D6.
 Each score of 5,6 allows a base of the owner’s choice to shoot with 1AP (6 if shooter pinned).
 The number of 5,6 indicate how many bases the opportunity shooter may use. There is no restriction on which
bases he may choose. It will usually be the MG bases that he will choose.
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Tuesday, 22 March 2016
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e.g. Angela “It is your turn, but those infantry bases started the turn in face proximity to my square containing
foot bases from two of my units.”
Sarah “I concede that you are correct.”
Angela “Thank you. I have 3 bases that are able to shoot at foot targets. I will therefore roll 3D6.”
Sarah “OK”.
Angela “I have rolled the 3D6 and scored 2,5 and 6. Thus I am allowed 2 bases to shoot with 1AP each.”
Sarah “But wait! What light shines from yonder window?”
Angela “Please pay attention.”
Sarah “Sorry.”
Angelia “I choose an LMG and SMG base. This will allow me to roll 2D6 + 2D6 = 4D6.”
Sarah “Yes, please do.”
Opportunity shooting for foot AT and towed guns.




The above weapons may attempt opportunity shooting at vehicle and towed gun targets.
Towed guns may attempt this at 1, 2 or 3 squares range.
Towed guns only if deployed.
Foot AT weapons may attempt this at proximity range at facing squares only.
Every eligible target can be rolled for. A player may choose not to attempt a shot if he is waiting for abetter target.
A score of 5,6 will allow a shot to be taken. 4,5,6 if veteran, 6 if raw
Only 1 shot may be taken in each opponent’s turn. Thus a player might keep trying to get a shot but must desist after
he has had one shot.
Return shooting
Return shooting for rifles and MG armed bases
Pinned bases may not attempt return shooting.
This rule is only applied to foot groups or half track mounted MG’s being shot unless by opportunity shooting. If
opportunity shooting is applied return shooting is not allowed. You cannot have both!
If a player’s foot groups are shot at by MG or rifle shooting in the opponent’s turn he may attempt to return the
shooting.
Return shooting is considered on a square by square basis. This means that a square being shot at is allowed to
attempt return shooting with all of it’s bases and vehicle mounted MGs, irrespective of units. e.g. A square
containing a tank, an LMG armed half track and an infantry base are shot at. They roll 3D6 for return shooting.
Score 3,5,1. The 5 allows the owner to choose 1 item to shoot back with. He chooses the half track LMG.
Method
 Not allowed if opportunity shooting applies.
 If shot at, regardless of the number of hits scored (even zero), return shooting is allowed.
 Roll a D6 for each base that is able and in range to return shoot.
 Each 5,6 allows a return shot.
 The owner can choose which bases he wants to shoot with.
 If successful then rifles and MG’s are allowed a1AP shot at the shooter’s square.
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Shooting for main tank guns
Quick start - shooting guns
No HE may be used.
Gun shooting is different to foot base shooting.
Arc of shooting
The gun arc starts in the square to the front of the vehicle.
Assault guns and towed guns can only shoot through their forward arc. This category includes some tanks with a
fixed gun too.
Tank guns in turrets are allowed a 360° shooting arc.
The shooting arc will also define the receiving arc. Thus a target will determine what arc the shooter is in to define
what direction the shot is coming from.
Gun and armour arcs
Arc
Front arc
Side arc
Rear arc
Definition
Notes
Armour effect rolls
The single square occupied and then three from
the next row and 5 from the next row and so on.
This will form a 90° arc. These squares extend
symmetrically from the model’s square.
Anything not in front or rear arc.
Same as front arc but proceeding rearward.
This is the only arc
allowed to towed
guns, fixed guns and
assault guns.
3,4,5,6
4,5,6
5,6
Gun shooting has 3 stages.



Stage 1 is to achieve a hit.
Stage 2 is to see the magnitude of that hit.
Stage 3 is to see the effect of that hit.
The three stages are kept separate because the ability to hit and the effect of the hit are not closely correlated
(related). A small gun might be accurate but have little killing effect. This PETER PIG system (Poor Bloody
Infantry) has been in publication since 1996, in case anyone tells you they published it previously.
The following table assumes the gun has paid the correct number of AP in order to be allowed this far.
Gun shooting arcs
Gun mounting
Shooting arc
Revolving turret
All round. 360°
Towed gun, casemate and
assault guns.
Single square in front of gun. Not the square
the gun is in. Then 3 squares in front. Then 5
squares. Thus will create a “square” shooting
arc of 90’ with the shooter square touching the
corner of that square arc.
The same mechanism is applied if the gun is
pointing diagonally.
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Tuesday, 22 March 2016
Notes
This would be applied to tanks
such as the Sherman and Tiger.
These vehicles have a gun
mounted in the turret which can
revolve.
Towed guns would include
88mm and 17 pdr AT guns.
This category also includes
assault guns and tank guns that
are not in a turnable turret. e.g.
Lee 75mm gun.
Page 53
Opportunity shooting for AFV guns and towed guns.



The above weapons may attempt opportunity shooting at vehicle and towed gun targets.
Towed and vehicle mounted guns may attempt this at 1, 2 or 3 squares range.
Towed guns only if deployed.
Every eligible target can be rolled for. A player may choose not to attempt a shot if he is waiting for abetter target.
A score of 5,6 will allow a shot to be taken. 4,5,6 if veteran, 6 if raw
Only 1 shot may be taken in each opponent’s turn. Thus a player might keep trying to get a shot but must desist after
he has had one shot.
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Stage 1 Achieving a hit with the main gun, not infantry small arms.
Expend
4AP to shoot main tank gun.


Roll 2D6.
If score is 2,3,4,5 then auto miss.
If score is 11,12 then auto hit.
If neither of these happen, then apply the following modifiers to the dice score.
A final score of 8 or more after all modifiers have been applied will be a hit on the target.
Modifiers that improve your dice score.
+1
+1
Veteran shooting.
Previous shot at same square OR
1,2 square range.
Veterans are better shots.
Do not count either for foot AT shooting.
Modifiers that make your dice score worse.
-1 Raw shooting.
-1 Target moved 2 or more squares in its last turn.
-1 Foot base or deployed towed gun target.
-1 Foot base or towed gun target at 4 or more squares
-1
-1
-1
range.
Shooter has already moved this turn.
Target in woods, building or rocky outcrop.
Target is a defender towed gun or defender foot base
in attacker’s turn 1.
Raw are worse shots.
Moving targets are harder to hit. This will
count for vehicle targets (not foot) that just
arrived on the table.
Infantry are hard to see.
Infantry at distance are very hard to see.
Time is needed to lay a really good shot.
Cover obscures and protects.
The defenders are hard to spot when the
attacker arrives. They may well be hiding.
If the final score is 8 or greater the shot has hit the target.
Note
 The target will only be classed as a towed gun when it is deployed. It will be classed as a transport at all other
times.
Stage 2. Magnitude of hit with the main gun, not infantry small arms
Shooter rolls gun factor number of D6. e.g. a gun factor of 8 will cause 8D6 to be rolled.
Each score of 3,4,5,6 is an effect.
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Target rolls armour factor number of D6. e.g. an armour factor of 6 will cause 6D6 to be rolled.
If using front armour each 3,4,5,6 cancels an effect.
If using side armour each 4,5,6 cancels an effect.
If using rear armour each 5,6 cancels an effect.
If all of the hits are cancelled then there is no effect from the shot.
If the hits exceed the cancels there is an effect.
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Tuesday, 22 March 2016
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Stage 3. Effect of hit with the main gun, not infantry small arms.
Excess of hits once cancels are taken away.
1,2
Immobilised
Vehicle or gun is out of action until a successful roll is made at the
end of its turn. This includes the turn of infliction.
3,4,5,6 Veteran recovered.
4,5,6 Average recovered.
5,6 Raw recovered.
Any vehicle suffering 2 concurrent immobilisations is destroyed.
3 or more
Destroyed
Vehicle damage
Vehicles includes tanks, AC, halftracks, trucks (including all tows), cars and deployed towed guns.
Vehicles can only be in one of three states.
1. OK. This is the normal status for a vehicle carrying out AP.
2. Immobilised. This is applied when a vehicle cannot function. It is possible to recover from
immobilisation and be restored fully.
3. Destroyed. This vehicle is dead and takes no further part in the game except as a piece of partial cover.
Vehicle mounted flamethrowers
This category includes Flammpanzer II and III, Carro Armato L3 Lf, Australian Matilda Frogs, Hanomag
Flammpanzerwagen mounted flamethrowers and Churchill crocodiles.
Flamethrowers are specialist weapons in that they were not usually a standard part of an infantry platoon. This is
because they are heavy and suited best for assaulting in closed scenery. They are fearsome weapons and much
feared. This fear often rationalised savage reprisals when flamethrower troops were captured.
Before a vehicle flamethrower shoots it must declare if it is shooting at a towed gun, a vehicle or at the entirety of
foot bases in a square. It should choose one of these categories.
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PBI
Vehicle mounted flamethrowers have a range of 2 squares.
No opportunity shooting.
May only shoot from front 90° arc.
Each shot costs the same as a main gun shot.
Shooting at vehicles treat as gun value 9. Using normal gun mechanics to achieve a hit.
Roll gun value amount of D6. Each 6= kill. Maximum 2 kills allowed. Platoon and company commanders save
on 4,5,6.
Shooter may re-roll if target is clustered foot bases. All dice must be re-rolled if any dice are re-rolled.
If a flamethrower causes any foot base casualties at least one of the casualty markers must be “on fire marker” to
record the use of a flamethrower.
Shooting at towed guns is carried out as if foot bases with a save of 2,3,4,5,6 for each hit on the towed gun.
When assaulting a flamethrower has a +3. This applied for assaulter or target. No assault casualties are marked
as specifically killed by flamethrower.
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Unarmoured vehicles save on 4,5,6 against each kill. If destroyed 5,6 needed to save each occupant base. Roll
same number of D6 as occupant bases. Then owner choose which bases are dead.
Armoured targets (including deployed towed guns) save on 3,4,5,6 against each kill. Each unsaved kill causes an
immobilisation result.

HE shooting by guns and vehicles
Most companies in WW2 had various types of ammunition available to their vehicles and guns. The company book
will detail any vehicles and guns with exceptional HE (that is you Mr KV2) or no HE (unlucky Mr 2pdr).
Method
 Achieve a hit in the normal way.
 Declare the gun factor of the shooter.
 Roll that many D6. There will be adjustments for certain guns.
 Shooter may re-roll if target is clustered foot bases. All dice must be re-rolled if any dice are re-rolled.
 Each 6 = kill. Maximum is two kills. Kills can be placed on same target if only 1 target available.
 Apply the two kills. Owner places first and shooter the second.
 If kill placed on an officer base then a 4,5,6 save allowed.
 Unarmoured vehicles save on 4,5,6 against each kill. If destroyed 5,6 needed to save each occupant base. Roll
same number of D6 as occupant bases. Then owner chooses which bases are dead.
 Armoured targets (including deployed towed guns) save on 3,4,5,6 against each kill. Each unsaved kill causes
an immobilisation result.
Assaults
An assault happens when a player wishes to move his bases or vehicles into an opponent’s square. An assault would
consist of close range shooting. Sometimes there might even be hand to hand combat but that would be rare.
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Assaults can only be launched from a square that is face touching. This is to prevent assaults “piercing” a
diagonal between two occupied squares.
An assault will be the last AP action that can be carried out by those bases in that turn. This means that bases
can only assault once and any unused AP are lost once the assault is carried out. This will not prevent opponents
bases from being assaulted a multiple of times but from different opponents.
A second assault can be launched from the same square as an earlier assault if there are new bases coming
through available have the necessary AP.
Assault method
1. Declare “assault”. Assaulter must have enough AP for an assault. Assaulter declares which bases are
actually assaulting.
2. Target square can fall back 2 squares. Assaulters move into assaulted square. Carry out 1D6 per assaulter.
Any score of 5,6 indicates a dead retiring target base or vehicle needing to make a saving roll. End of assault
action.
3. Target square carries out 2AP per base of “here they come shooting”. This is reduced to 1AP per base if
target square pinned. Here they come shooting can only be applied to the bases the opponent has declared as
actually assaulting.
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Tuesday, 22 March 2016
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4. “Here they come” shooting targets always save on 3,4,5,6. (2,3,4,5,6 for officers). Here they come shooting
does not affect vehicles in any way (except foot bases and MG’s that shot from their transports this or last
turn). This includes platoon commanders.
5. Assaulter and target calculates a cumulative total of D6.
6. Roll D6. 6 = dead opponent base. Owning player chooses which bases become casualties.
7.
PBI
There are no draws ; target square counts as winning if there is a draw result.
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Combining vehicle with foot assaults
It is allowed for foot and vehicle bases to combine their assaults.
If foot bases “carry in” vehicles
A non transport vehicle (usually a tank) must be in a square touching the face of the square to be assaulted.
 The vehicle can be there having retained 5 unspent AP (no modifiers to the 5AP, it must be 5).
 The vehicle can be there having not rolled for AP this turn.
Then
The foot groups in the same square as the vehicle(s) can enter that square and carry the vehicle into the assault.
Vehicles can be carried into an assault at the rate of 1 vehicle per three foot bases or part thereof. Vehicles must be
from the same vehicle unit.
If vehicles carry in foot groups
Of course vehicles can carry out their own assaults and may carry in foot groups with them.
Foot bases on or in vehicles count as medium mortar crew.
The vehicles will need to have carried out a group move in order to assault at the same time. Otherwise the vehicles
will assault one at a time.
Hits may be put against the vehicle or/and the foot base occupants. This means that a single half track carrying foot
groups will be able to spread the hits over the half track and occupant bases as the owner wishes (1 hit on everything
before any double hits applied). If a hit is placed on the half track and it does not save then all the occupants are
killed unless they roll 5,6 each to save. Hits on bases in the half track are still instant kills without a saving roll.
Foot fighting from vehicles
Foot LMG, SMG and rifle bases can shoot from a vehicle. Note that foot mortars, flamethrowers and AT weapons
cannot use those infantry weapons whilst in a vehicle.
Up to 2 groups may shoot from a vehicle. This would include a vehicle mounted MG.
 Groups in armoured half tracks will count as in closed scenery.
 Only these bases can be hit.
 Groups in wheeled unarmoured vehicles save on 4,5,6 with no modifiers.
 In an assault, up to 2 bases per vehicle may be counted as fighting. One of these bases may be the fixed MG on
the half track. Owner’s choice. Losses do not have to come from these bases.
 If a player puts an assault casualty on an armoured carrier and it is destroyed then each base has a saving roll of
5,6. If the vehicle is unarmoured then it provides no cover for foot bases and they all die if the vehicle fails to
save.
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The number of assault dice.
Every assaulter, target base or tank/AC has 3D6 initially.
Adjustments are applied to individual bases.
Assaulter
+3D6
+3D6
+2D6
+1D6
+1D6
+1D6
-1D6
-1D6
If assaulter base flamethrower armed.
If vehicle with armour 6 or greater (ignore if assaulting building, rocky outcrops, woods).
If assaulters turn started in facing square (only foot bases).
If vehicle with armour 1-5 (ignore if assaulting building, rocky outcrops, woods).
If base SMG or assault rifle armed.
If base is veteran or satchel charge armed.
If target in building, rocky outcrop or woods.
If assaulter base raw.
Medium mortar, MMG, AT weapons all have 1D6 when assaulting with no modifiers.
Target.
+3D6
+1D6
+1D6
+1D6
-1D6
-1D6
-1D6
if vehicle with armour 6 or greater (ignore if assaulting building, rocky outcrops, woods).
If vehicle with armour 1-5 (ignore if assaulting building, rocky outcrops, woods).
If base SMG or assault rifle armed.
If base veteran.
If base raw.
Medium mortar, MMG, AT weapon, towed gun crew.
If pinned.
The result of the assault. Roll this pile of D6. Every score of 6 indicates the
opponent losses a base. No saves are allowed except for vehicles.
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Vehicles often have a better survival probability in an assault situation.
Vehicle saving rolls if they are a casualty in an assault.
Basic save roll = 3,4,5,6.
Add or deduct modifiers to the basic score of 3 needed to save.
+2 Vehicle is softskin.
+1
+1
+1
-1
-1
Vehicle is open topped but armoured.
Enemy AT armed foot present in the assault. Includes PIAT, AT rifle, panzerfaust, panzerschreck, satchel
charge or similar. Does not include grenades.
In building/rocky outcrop/wood.
In open or partial square.
Armour 7 or greater.
Roll 1D6
1 is always a fail (destroyed).
6 is always a save.
Vehicle destroyed if save is failed.
All foot groups in destroyed vehicle need 5,6 to save. Any that save are placed in assault square if win or fall back
square if lose.
Destroyed AFV or vehicle = 2 dead toward win/lose calculation.
Vehicle that withdraws from assault whether target or assaulter has -5D6 placed against it for following turn.
Target kills
more or draw.
Assaulter kills
more or wipes
out target.
PBI
1. Target counts how many bases he has left. Roll this number of D6. Each 5,6
kills an extra assaulter base (armoured vehicles do get a saving roll). Foot groups in
destroyed vehicles all roll, save on 5,6. Owner chooses own casualties.
2. Assaulter falls back to proximity square he came from. Casualties left in
assaulted square.
3. No additional opportunity shooting allowed at assaulter’s proximity square.
4. Assaulters cannot use any more AP after an assault.
1. Assaulter counts how many bases he has left. Roll this number of D6. Each 5,6
kills an extra target base (armoured vehicles do get a saving roll). Foot groups in
destroyed vehicles all roll, save on 5,6. Casualties remain in the assaulted square.
Owner chooses own casualties.
2. Target falls back 2 squares (straight, no diagonals) in direction chosen by owner
and becomes pinned. If bases cannot fall back 2 squares they are all removed
instead. Assaulter stops in assaulted square. This square may be subject to
opportunity shooting.
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Reinforcements
Quick start-reinforcements
There are no reinforcements.
Any unit not on table and not destroyed will be a reinforcement unit.
All units will be made up of a number of vehicles and/or foot bases.
A towed gun and tow count as a single count.
A transport with foot bases in it is a single count.
At the end of each own turn a player will roll D6 at the rate of 5D6 per reinforcement unit.
He may roll for each unit with 5D6 per unit or combine all of the 5’s into one huge handful. The downside of
combing the D6 all on to one unit is that the unit must be randomly chosen by dice.
Players can use either method in any turn.
Successful scores will push unit pieces from “reinforcement” to “ready” status.
When a player has enough pieces ready he will announce tat the unit will arrive. This would allow a player to leave
off one or more pieces of the unit if he is very keen to get the unit on to the table.
When the unit is declared as “arriving” the player can re-choose which pieces will arrive so long as the number of
pieces does not change. “Think I will abandon the PIAT, there are no enemy tanks”.
Method
Declare whether reinforcements are combined or separate for each reinforcement unit.
Per unit
Roll 5D6 per unit.
(E=2.5 foot and 1.7 for vehicles and support weapons).
Combined
Roll D6 to see which unit will benefit.
Add 5D6 to the pile for each unit in the reinforcement area.
Roll (5x units) D6.
5,6 = vehicle base or support platoon base moved to ready area.
4,5,6 = foot base moved to ready area.
Armoured car and cavalry units may re-roll.
Arrival of reinforcements
The player that owns the arriving may choose square on his own base edge. He is not allowed to choose a square in
proximity to an enemy occupied square. If no arrival square is available/legal then the first legal flank square may
be used (proximity still applies).
A unit arriving on a road square may not have its arrival square deviated. Vehicles arriving by road will put all the
vehicles in the single road arrival square. Foot arriving by road may still be spaced over the road and left and right
squares. In other cases both players roll a D6.
The difference is the amount the arrival square can be moved. It must be this number or nothing.
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The arrival square can be moved to flank under this procedure.
The square discussed above is the square in which the PC of the unit must be placed. The unit can be placed in this
square and the single squares to the left and the right (owner’s choice). Thus a player can deploy his bases all in the
platoon commander’s square or spread some to the left and/or right hand square(s).
These left and right squares must still not be in proximity of the opponent’s bases. This might mean that the unit
deployment area could be reduced to 2 or 1 square only.
Reinforcements must arrive facing into the table that is perpendicular to the table edge. If the arrival is on a road
which does not move perpendicular to the table edge than that road direction will be followed.
Raw infantry reinforcements
Raw infantry platoon being disinterred.
Also applies to first attacker’s infantry
platoon.
A defending player using raw platoons may “bring back” the first infantry platoon he loses.
An attacking player may “bring back” the first infantry platoon he loses and a second platoon if his infantry is raw.
Method
Use this rule when an infantry platoon is at strength of 3 bases or fewer. Also use this rule if the infantry platoon has
been wiped out or removed due to morale.
The owner declares at the appropriate part of the turn sequence that the unit will be removed to the reinforcement
area ready to be brought back.
This means that the morale phase is finished and the owning player declares the unit removal as his first action
thereafter.
Any dead bases from the platoon are left on the table. Despite this the platoon is returned to pre-game strength in the
reinforcement area.
The platoon will be treated as a fresh unit in the same way as any other reinforcement unit.
The removed platoon will add to the opponent’s victory points as if every base was lost.
Weapons
The first and main category of weapons for infantry in PBI is “small arms”. These are weapons that infantry carry as
their personal weapon. Examples of these weapons would be rifles and SMG’s.
The second category would be “team weapons”. These weapons require the efforts of a pair of men or a support
man to aid the main weapon. Examples of these weapons are light machine guns, bazookas, flamethrowers and light
mortars.
The third category is “crew served” weapons. These weapons are not carried by any individual alone, but are
serviced by a team of 2 or more men. Examples of this weapon type would be medium mortars and MMG’s.
First and main category weapons
Pistols
Pistols are not given any ranged shooting ability in PBI and so have no shooting dice to roll.
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Grenades
Grenades are not given any ranged ability in PBI, and that they were used at short by assaulting troops. Therefore
the assault rules include the assumed use of grenades. Molotov cocktails and similar are all grouped in grenade use.
SMG
Sub machine guns allow infantry to lay down a lot of fire very quickly. The problem with the SMG was its lack of
accuracy or range.
Maximum range = proximity (one square).
Normal MG multiples allowed.
Carbine
Carbines were lighter and more portable than a rifle. They usually fire a smaller round or have shorter barrels.
Maximum range = three squares.
Assault rifles
This category includes the German StG44 and fallschirmjager FG42 rifles. These weapons count as SMG’s when
used at proximity range. At all other ranges up to 6 squares the weapon counts as a normal rifle. Maximum range
five squares.
Rifles
Maximum range 6 squares.
Superior rifles
The US Garand and Russian SVT are considered superior rifles. This allows them an extra D6 on each shooting
calculation. Thus the y get 1D6 extra after the calculation of total D6 is made. Maximum range six squares.
Second category weapons
Machine guns (SMG, LMG, MMG, tank/vehicle MG)
LMG, MMG, tank/vehicle MG no maximum range.
Inheriting from a dead LMG/Bazooka
If an LMG base is killed in a square, the other bases in the square from the same unit may pick it up. In effect they
are changing weapons from their own to the better LMG.
Method
Nominate a single base in the same square from the same unit as being the “inheritor”. Need a marker?
From this point on the inheritor may roll a D6 for every AP expended. A score of 5,6 allows the inheritor to become
the lost weapon base. If the inheritor dies or moves out of the square the LMG will never be inherited. The inheritor
may do other actions between attempts to inherit.
Infantry AT weapons, (PIAT, Bazooka, Panzerschreck, Panzerfaust)
These weapons are usually very powerful and can be moved around more secretively than vehicle. PBI has broken
the AT category down for these weapons because those differences are significant.
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Tuesday, 22 March 2016
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
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AT Rifle. 2 square maximum range. A very long rifle with large cartridge. Often using specially
formulated cartridges to pierce armour. Fell out of favour and use as the war progressed.
Bazookas and Panzerschreck’s. 2 square maximum range. These are man portable rocket systems. They
are powerful but inaccurate. They are usually serviced by a shooter and a loader. These weapons are a
nightmare for vehicle occupants.
PIAT. 1 square maximum range. Idiosyncratic British AT weapon that “lobs’” a bomb with no rocket
propulsion. Still a scary weapon, as there is no report to give away its position.
Panzerfaust. 1 square maximum range. A bomb on a stick. Dangerous as it was a one man weapon with a
big bang capability but short range.
Foot AT weapons cost 2AP to shoot (4AP Panzerfaust). They then use the gun mechanisms to achieve and
determine the effect of hits.
Foot AT weapons are allowed opportunity shooting at vehicle and towed gun targets on their square’s face.
Foot flamethrowers
Flamethrowers are specialist weapons in that they were not usually a standard part of an infantry platoon. This is
because they are heavy and suited best for assaulting in closed scenery. They are fearsome weapons and much
feared. This fear often rationalised savage reprisals when flamethrower troops were captured.
Before a foot flamethrower shoots it must declare if it shooting at a towed gun, a vehicle or at the entirety of foot
bases in a square.
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Proximity facing squares shooting only.
1 square maximum range.
No opportunity shooting.
Cost 2AP per shot. Maximum 1 shot per turn.
Shooting at vehicles treat as gun value 9. Using normal gun mechanics to achieve a hit.
Shooting at foot groups or deployed towed guns treat as gun value 9. As with HE roll 9 D6. Each 6 is a kill
(officers and towed guns allowed 4,5,6 save). This means that the flamer declare “I am shooting”, pays 2AP and
immediately rolls 9D6. All scores of 6 (up to 2) are kills with some saves allowed.
If a flamethrower causes any foot base casualties at least one must be “on fire marker” to record the use of a
flamethrower.
In an assault a flamethrower has a +3 whether the target or assaulter. No assault casualties are marked as killed
by flamethrower.
Third category is “crew served” weapons
Anti tank guns (wheeled)
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A towed gun and its tow are a single entity.
Towed guns count as their softskin or armoured tow whilst limbered up.
When deployed the tow and gun are treated as a towed gun.
A dug in towed gun has armour 7. A deployed towed gun not dug in has armour 5.
A gun has a front, side and rear in the same way as tanks do.
A towed gun can be shot at by foot bases with rifles and MG’s. It always saves on a 3,4,5,6. It cannot be
engaged if there are any surviving foot groups in the same square.
Flak guns mounted on vehicles count as anti aircraft guns (AA) see section below.
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Tanks and armoured cars
Tanks are typically enclosed in armour and mount a gun in a turret.
Tanks with fixed mount main gun are called “assault guns” in PBI. Assault guns only have a 90° arc to their front.
Tanks on wheels or a mixture of tracks and wheels are called “armoured cars” in PBI.
Tanks becoming hull down
“Hull down” means that tank has hidden much of its mass (usually the hull) out of danger, whilst still being able to
traverse its main weapon. Any tank or assault can become hull down whilst on a hill.
Hull down cost 6AP to achieve and 3AP to come out of the same.
The tank will become hull down in the direction it was facing when the 6AP were spent. It cannot change direction
whilst hull down. Thus the tank should choose carefully which direction to face whilst hull down. A tanks facing is
always judged by the direction faced by the tanks front armour.
Whilst hull down the tank will claim a -2 off the opponent’s die roll to hit. This is only applied to shots at the front
armour.
AA guns and autocannon guns
There can be maximum of 1 AA vehicle per company.
This category coves AA cannon of 20mm and larger. The gun factor of AA is 4. The AA guns might be mounted
on a half track, truck or on a tank.
The mounting of an AA gun on a vehicle stops it from being used as a transport.
AA vehicles must deploy and pack up using AP as would a towed gun.
AA guns may shoot at vehicle or foot base targets but not both in the same opponent turn. This will mean that the
first target the AA rolls for opportunity shooting against will determine who it may choose for the rest of that
complete turn, both own and opponents’ parts of the turn.
AA guns shooting at foot bases
AA guns counts as MMG when shooting at foot bases or deployed towed guns.
AA guns will benefit from clustered targets.
AA guns does use the here they come shooting if it is deployed and assaulted.
Once the D6 for shooting are rolled the AA player will re-roll all D6 that missed (i.e. any D6 that is not a 6). This
will increase the chances of achieving a hit.
AA guns will use normal infantry opportunity and return shooting rules.
AA guns shooting at vehicle targets
AA guns pay for shooting in the normal vehicle manner (4AP per shot). The gun factor of AA is 4.
AA guns being shot at
The mounting vehicle can be engaged using vehicle shooting rules for tanks, AT and the like. HE will treat the AA
as a vehicle target.
If half track or vehicle mounted, the AA gun crew save on 2,3,4,5,6 if hit by foot rifle or MG shooting at 1 or 2
squares range. At greater ranges they are impossible to kill with MG and rifle shooting.
If the AA gun is within a turret the foot MG and rifle shooting does not affect the AA gun or crew.
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Smoke
Smoke can be delivered by light mortars, medium mortars and off table artillery.
Smoke markers may overlap/stack. i.e. there can be several markers in the same square.
Only the desired position of the first smoke marker needs to be visible.
Mortars (general points)
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2 square minimum range.
Medium mortars can spread their shooting over a pair of squares.
A light mortar must shoot all shots for a turn at the same square.
A mortar can only shoot twice per turn maximum.
If a third or subsequent mortar shot lands on a square (i.e. a shot from another mortar) in the same turn then that
square is automatically pinned without the need to roll D6 for effect.
This means that a single mortar cannot pin down a square. It will need a second mortar to add more shots to
achieve the three shots to pin. Shots after the third will be wasted as they have no additional effect in that turn.

Light mortar smoke

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No setting up, but the mortar must not move after any shooting that turn.
Cost 2AP per shot. Therefore no opportunity shooting.
The smoke is placed where the shooter wishes.
Each light mortar must put all its shots on the same square in the same turn.
Only on visible square.
There is no deviation.
Smoke effect lost at end of turn unless 4,5,6 rolled or owner wants the smoke to disperse. Owner may choose
which to maintain in his own turn.
Roll for each smoke marker independently.
Roll this at the end of own and opponent’s turn.
Light mortar HE
A mortar unit may not mix HE and smoke shooting in the same turn.
Shooter chooses target square.
Each square hit by a mortar shot will roll 1D6 for each and every foot base. Any score of 6 = 1 hit.
A square can be hit up to 2 times a turn by mortars in the same turn.
Any more than 2 shots on a square in a single turn causes an immediate pinned result on towed guns and foot bases.
This applies to the cumulative total of mortars shooting at that square in that turn.
Medium mortar

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Player chooses a “target square”.
Initial target square must be visible by the unit commander or the mortars themselves. Subsequent squares
need not be visible.
The unit commander may not move or shoot during any turn in which he motivates his mortars.
The commander is not allowed to motivate from beyond one squares distance. This will stop him wandering off
too far.
All shots from a unit each turn must be placed in either a face touching pair of squares or a single square. The
shots may of course deviate from the two allowed squares.
Method
Place the shots in chosen squares.
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Each shot has deviation rolled for by the target player.
Medium mortar HE
A mortar unit may not mix HE and smoke shooting in the same turn.
Shooter chooses target square.
Each square hit by a mortar shot will roll 2D6 for each and every foot base. Each score of 6 = 1 hit.
A square can be hit up to 2 times by a mortar to create casualties.
Any more than 2 hits creates an automatic pinned result on towed guns and foot bases. This applies to the
cumulative total of mortars shooting at that square in that turn. This might be a mixture of light and medium
mortars.
Medium mortar smoke
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

Smoke effect lost at end of turn unless 3,4,5,6 rolled or owner wants the smoke to disperse. Owner may choose
which to maintain in his own turn.
Roll this at the end of own and opponent’s turn.
Roll for each smoke marker independently.
Deviation
Off table HE, smoke and on table medium mortar shooting is liable to deviation. This means that after a shot is
placed it might deviate.
All shots from the mortar or off table asset must be placed before any deviation is rolled for.
If two or more shots land on the same square then the effect is doubled, tripled or however many shots are on the
same square.
Deviation can only be over or short. The over or short is always in respect to the player’s start edge and not the
shooter’s position. Thus “over by 1 square” would mean 1 more square toward the opponent’s base edge. “Short by
1 square” would put the shot 1 square nearer the shooter’s own edge.
PBI
Tuesday, 22 March 2016
Page 68
Mortar and off table HE / smoke table
All mortars have a minimum range of 2 squares.
0
3
3
2
2
2
2
2
2
2
2
Deviation
None
Effect of first two
shots at a square.
Square
is
smoke
filled.
Effect of third shot
at a square
(cumulative of all
incoming mortar
shots in that turn).
To maintain smoke
marker. Each
marker is
independent.
Rolled at the end of
each player’s turn.
Shooter may choose
to allow auto
dispersal of any
square he wishes.
PBI
All shots on same
square.
1D6 on
every foot
base and
towed gun.
6=Hit
Then
normal
saves, not
short range.
All shots from unit in
same square or in a
pair of face touching
squares.
Target rolls 1D6 after
all shots placed.
6 = 1 over.
1 = 1 short.
Square
is
smoke
filled.
All foot
bases and
towed guns
pinned.
4,5,6
Tuesday, 22 March 2016
3,4,5,6
Off table HE
0
Off table smoke
Medium mortar
HE
Medium mortar
smoke
Light mortar
HE
Light mortar
Smoke
AP cost to set up or
take down.
AP cost per shot.
Max number of
shots per turn.
Placement of shots.
Asset
arrival.
Asset arrival.
1
1
Shooter places 4 squares in square or row
pattern.
Target rolls 2D6 for each square.
2 = 2 short, 3,4 = 1 short.
10,11 = 1 over, 12 = 2 over.
The defender may ask for 1 re-roll when
he is shooting (after all deviations carried
out).
2D6 on every Square 3D6 for every base and vehicle.
foot base and is
Each 6 = hit. Multiple hits
towed gun.
smoke allowed.
Each 6=Hit
filled.
Foot bases use normal saves not
Then normal
at short range. Towed and
saves, not at
transports save on 3,4,5,6 else
short range.
dead (5,6 to save occupants per
base).
Tanks and armoured receive a
gun 5 shot at side armour.
All foot bases and towed guns
pinned.
All foot
All foot bases and towed guns
bases and
pinned.
towed guns
pinned.
3,4,5,6
Page 69
Assets
Quick start-assets
There are no assets.
All assets available to all companies (mostly).
Players can choose any 3 assets from a big chart. These are listed below.
A full list of the type and number of assets allowed for your company and theatre are list in the PBI Company Book.
These 3 assets are the only ones allowed to the player during the game. The chosen assets must be listed on the
player’s PBI Battle Record Sheet.
Therefore a player might choose a low pointed asset because he really wants it.
A player will keep these assets secret until the first time he uses each one. This will achieve some suspense.
Method of use
 Each asset number indicates the number of asset D6 available during the game.
 When the D6 are rolled they are lost forever. Thus an asset worth10 becomes 8 if 2D6 are rolled.
 A player may use any or all of any one remaining asset at the start of each turn.
 A player must announce what asset he is rolling for before D6 are rolled.
 Any score of 6 indicates the asset is instantly applied to the game. Multiple scores of 6 do not enhance the
effect.
e.g. Janet. “It is my turn and I want an asset to arrive.”
Polly. “O.K. What asset type are you rolling for Janet?”
Janet. “I am going to roll for an ambush asset and use 5 of my available D6.”
Polly. “That will leave you with only 2D6 left for future use on your ambush asset?”
Janet. “Not telling you my dear.” Retorted Janet.
Polly. “Go on then, roll the D6.”
Janet. “Here goes.” She rolls 3,3,6,4,1. “I have a 6!” exclaims Janet.
Polly. “Dam it, Janet you have an ambush asset to carry out right now.”
Sniper
Snipers were common in battles. The sniper may have been in position a long time before the battle but only open
fire when he/she judges the time is right. They tend to operate independently of platoon commanders once the
company is deployed. When the enemy get close most snipers will withdraw from the action, their presence having
been detected. Snipers cause pinning because they are shooting from an unseen position thus causing extreme
caution by the targets. As the war progressed many officers would equip themselves as private soldiers in order to
avoid easy identification as officers.
Represented on table by figures on a coin. The first figure would be the sniper. The second (optional) figure might
be a spotter, protector or even a second sniper.
This asset allows a player to place a sniper.
 Cannot be placed in any square enemy foot bases have passed through.
 Can be placed in proximity to enemy foot bases.
 Does not count toward clustering.
 Never has hits placed upon it unless it is the only base in that square. This includes artillery hits.
 Always saves on 2,3,4,5,6.
PBI
Tuesday, 22 March 2016
Page 70








Never moves once positioned.
Is lost from the game if any opponent foot bases enter the square. This includes successful assaults. Vehicles do
not affect the sniper, even if they successfully assault. No casualty marker placed.
Range unlimited.
Only shoots in opponent’s turn.
Sniper must shoot all 3D6 at same square. He may change targets each turn.
Sniper always shoots with 3D6. First shot of game creates an automatic pin, in addition to the 3D6 shooting.
Hits may be traded for pins at the rate of 4,5,6 = pin.
Hits are applied in the usual way.
Sneak move
Sneak move simulates the problems on the battlefield of knowing where the enemy are. What might appear to be
just a few enemy troops could turn into a full platoon. Conversely a group of enemy soldiers might have
“evaporated” by the time troops get to their location. In addition an AT gun might be laying in wait for a vehicle
which does not have the support of infantry. Frustrating, but plausible.
Asset effect will happen immediately no marker required.
Foot bases
Owner chooses two of his squares, both with foot bases in them.
These squares must both be either closed or out of enemy sight.
Player may either swap the entire contents from one to the other square (even if content number of bases differs) or
swap any or many single bases. It is analogous to a corridor which allows bases to move in both directions along it
for a moment in time.
OR
Deployed AT gun
Move a single AT gun into a chosen closed square. The chosen AT gun may be in any state of limbered or deployed
when chosen. It will become deployed when moved to its new position under this rule.
These squares must both be either closed or out of enemy sight.
This may not be carried out if the chosen square is in proximity to the opponent’s foot bases.
Towed guns may not deploy in any square that has ever been occupied by opponent’s bases or vehicles.
Sneak move does not cause the loss/use of any AP.
e.g. Gertie has a square containing a PIAT and 2 rifle bases. Gertie has another square containing a single light
mortar base from a different unit. She decides to swap the three for the one. Neither has expended any AP.
e.g. Ingrid has a PAK37 parked up at the rear edge of the table. It is out of sight of any opponent bases or vehicles.
She may pick up the gun and place it deployed in any closed square not in proximity to enemy foot bases.
Ambush
It is often difficult to know exactly where the enemy infantry are. Screen of your own infantry will soon detect their
movement. Gaps in your line may allow enemy infantry through
Asset effect will happen immediately no marker required.
Ambush allows a player to move foot groups in order to assault or get close to opponent occupied squares.
PBI
Tuesday, 22 March 2016
Page 71















Ambush may not be used by any square which is pinned.
Choose a square containing foot bases. Vehicles, transports, and towed guns may be present, but they are
unaffected (or able to move) by using this asset.
Only the foot bases deployed from their transport will move using this asset.
Any or all of the foot bases may move.
Bases can be left behind before the ambush asset is used. But must go along with the ambush once the ambush
group starts moving.
Move a first square for free and then further squares on rolls of 3,4,5,6. Including the same score to carry out an
assault. Do until failure or choice stop.
If ambushers move into square face proximity of the opponent’s foot bases the ambushers may attempt to assault
on 3,4,5,6 or stop. This means opponent’s foot bases on an ambusher’s face cannot be ignored.
If assault is carried out. In assault the opponent reduces “here they come shooting by 1”. This means the
hosting will become 0 if the square is pinned.
Ambush units may use open squares.
Opportunity shooting allowed at the ambush bases.
At the end of this asset usage the ambush bases may do nothing else that turn. They are tired and need a rest.
Probability of moving 1 square = 1.
Probability of 2 squares = .666.
Probability of 3 squares = .444.
Probability of 4 squares (or 3 squares and an assault) = .3.
Off table HE
Most company commanders had some support available from mortars or field artillery. Such assets would be at least
500metres off the table. It is possible that the asset could be miles away. Defender would tend to have such assets
zeroed in on particular target areas. Attackers might have agreed assets awarded to them by the officer that ordered
the attack.
Asset effect will happen immediately.
Foot base targets. Shooter rolls 3D6 per base. 6 = hit and then save as per the main rules. Square is pinned.
Vehicles and towed gun targets. Shooter rolls 3D6 per vehicle/towed gun. Any hits are treated as gun effect 5 on
side armour. Open topped vehicles and softskins 4,5,6 to save. Else immobilised.
Off table Smoke
Smoke asset effect will happen immediately, use smoke marker to indicate effected squares.
Off table HE or smoke allows a player to get support from guns or mortars placed beyond the table area. Typically
these might be 4 medium mortars or 4 105/155 mm howitzers.
 Off table smoke arrives as a result of an asset success.
 An off table smoke barrage takes the form of 4 shots.
 Pattern of 4 forms a square or row only. There is deviation.
 Lost at end of turn unless 2,3,4,5,6 rolled to maintain it.
 Roll this at the end of own and opponent’s turn. Roll for each smoke marker independently.
PBI
Tuesday, 22 March 2016
Page 72
Dig in
Infantry became very adept at digging in. Sometimes they improved an existing feature or entrenchment.
Sometimes they enhanced shell carters with a bit of spade work. Digging in also simulates that infantry have
gathered their resources and determined the direction of enemy shooting.
Asset effect will happen immediately.
Troops are often able and willing to get their digging equipment out in order to better their position.
It is possible for a position to be better prepared than previously noted.
All square types may be dug in except marsh and stream occupied ones.
The character of the square is changed by allowing foot bases and towed guns to save on 2,3,4,5,6 in all
circumstances, except assault.
This asset can only be applied to squares containing foot bases or towed guns. Two adjacent squares becomes closed
scenery. Does not change previous line of sight status.
Rapid arrival
A good commander will know when to reinforce a sector of the front. Sometimes a single unit might make all the
difference. All front line commanders want more troops but a higher command will actually decide where they are
committed.
Asset effect will happen immediately no marker required.
A unit will have added urgency to join the battle. This may be through serendipity or determination. This is applied
to a single unit of the player’s choice. A roll will indicate how many bases or vehicles are moved to the ready area.
Vehicles. D6-2 (minimum 1) vehicles from a single unit placed in the ready area.
Foot bases. D6+2 foot bases from a single unit placed in ready area.
Being in the ready area does not give the bases the option to actually arrive until the normal end of turn enforcement
arrival time.
Strongpoint
It is common knowledge that infantry will make the best of whatever situation they find themselves in. they may of
course still moan about it. Soldiers can often make a good position into a great position. Buildings make natural
defensive positions. The only problem is that the strongpoint might become a fire magnet if it is an important
location. If the location is not that important it is best avoided by the other commander. Soldiers in strongpoint
might carry on the fight even when [pushed hard as they believe they are safer there than outside.
Asset effect will happen immediately.
Any single building square currently occupied by own foot base(s) may be nominated.
It is now deemed to be a strongpoint.
Bases in a strongpoint are allowed to re-roll their assault D6 if they are the target.
If they lose the assault then they are evicted and suffer the normal retreat casualty risks.
The bases in the strongpoint may stay (player’s choice) even if the rest of the platoon is removed from the game.
They are of course limited to 1AP until they have an officer.
The occupants may change over the course of the game. The strongpoint retains its status. Once established, the
strongpoint can be used by either side at any time. Towed guns may claim the benefits of the strongpoint.
PBI
Tuesday, 22 March 2016
Page 73
Gifted leader
Many platoons had gifted leaders. Such a man would be respected by his platoon as successful in fighting whilst not
wasting their lives. These men often became casualties because of their risk taking. A gifted leader might arise in
the midst of battle when he detects a chance to turn the tide.
Asset effect will happen immediately normal markers required.
Some leaders will have agreed a plan previous to the battle or be able to command his men with greater effect.
A gifted leader (platoon commander) is allowed one automatic motivation every turn. This can be the first or any
other motivation. There is no fixed order in which the commander uses this ability.
Opponent flanked
It is common for an opponent to try to “pinch off” enemy units. This might cause the target to become wary of
committing more troops to the pinch off point.
Asset effect will happen immediately no marker required.
Opponent is worried about his operational flank. No opponent reinforcements may arrive , but he may still roll to
accumulate reinforcements. This asset last for two opponent turns each time it is achieved
Extra effort
A unit might be urged on by an on the spot command decision or a previously agreed spurt of effort at a specific
time. A last full measure.
Asset effect will happen immediately normal markers required.
A chosen unit can +3 to their AP. Every base gets an extra 3AP this turn.
Once achieved apply to a unit at this point.
This can be applied to any single foot unit, but only during this turn.
These extra AP can be applied to squares that have not been motivated this turn.
Tank Hunters
Most companies used small teams of men to hunt down and destroy enemy tanks. In PBI the tank hunter teams are
smaller than found in larger scale actions. They are probably detailed off by the company commander before the
action begins. Some companies had better tank hunting equipment and some had very determined tank hunters.
Asset effect will happen immediately. The marker should be consistent with the companies tank hunters.
British = Up to 1943 use satchel charge. After use PIAT.
US = Bazooka.
German = AT rifle before 1943, then panzerschreck.
Russian(before 1944)/Japanese = satchel charges.
Russian 1944 onwards= bazooka or RPG(player’s choice)
Italian = AT rifle.
Others = Satchel charge.
Team arrives in any square except an open one. It must observe the following conditions.
 There must be direct line of squares from the team’s intended deployment square back to the base’s baseline.
This line of squares must be empty of all opponent’s foot bases. This includes opponent’s towed guns that are
PBI
Tuesday, 22 March 2016
Page 74
deployed and snipers. The deployment square may have previously been occupied by enemy foot bases as only
the present situation matters.
The following rules apply to tank hunter teams.
 Each turn the team has D6+1 AP with no modifiers.
 The team is not classed as veteran or raw, but average.
 The team does not take morale.
 The team does not leave a casualty marker if killed.
 The team will contribute to clustering.
 The team can be shot at by opponent AP usage and opportunity/return shooting.
 The team cannot be pinned.
 If the team is armed with satchel charges it can only have an effect if assaulting or assaulted.
 The team may only ever use their AT weapon and no small arms.
 The team only gives victory points for becoming a casualty and not any bonus for unit destroyed.
 A team armed with panzerfaust may shoot once per own turn and is allowed a maximum of 1 opportunity shot
per opponent turn.
Booby traps and mines (optional, not to be used at present)
These are not properly laid minefields but impromptu defence areas. Any pair of squares in edge contact can be
chosen by the owning player. These two squares cannot be placed in any square enemy infantry have already moved
through. The chosen square may contain any bases of either player. The mines only take effect in the opponent’s
turn. This is applied once to each base whether it starts, moves through or ends in the mine square. They inflict 3D6
against each foot base. Against vehicles the mines act as a gun 6 against side armour. Each score of 6 allows the
mine owner to push the opponent base back (ending their turn) or claim a hit. Bases hit always count as in the open
and moving. No pins may be rolled for.
General Rough Asset Table
4
8
9
4
4
4
2
6
7
7
7
7
7
6
9
7
7
5
7
7
9
2
5
5
5
4
5
3
4
3
Average company.
7
8
6
5
7
8
4
PBI
Tuesday, 22 March 2016
Tank
hunters.
8
6
6
3
3
3
3
Extra effort.
10
8
8
6
9
3
9
Opponent
flanked.
8
7
7
7
7
3
11
Gifted
leader.
Strongpoint.
Rapid
arrival.
Dig in.
Off table
smoke.
Off table
HE.
Ambush.
Sneak move.
Sniper.
German 1944.
British 1944.
US 1944.
Russian 1941.
Russian 1944.
Italian 1940.
Japanese.
5
4
2
4
6
4
4
2
6
2
2
2
3
3
2
3
2
2
4
3
5
3
8
2
8
7
5
5
5
6
3
8
4
5
3
5
4
Page 75
Victory conditions
This section of the rules gives an objective measure of who has won rather than a subjective “I was just about to take
the flank and win” type conclusion.
Method
First add up all of the defender’s victory points.
Second, add up all the attacker’s victory points.
Victory points
E = mathematical expectation.
Any scores involving D6 may never be less than 1.
Item lost by opponent
Defender
Attacker
Notes
Each foot base.
(Maximum 22 bases).
Each raw platoon.
Each average platoon.
Each veteran platoon.
Dead sniper.
1.
This includes platoon commanders and
machine gunners integral to vehicles.
If unit entirely removed from the table.
Each tank or AC.
Each fixed gun vehicle.
Each towed gun (max 3).
Each transport (max 5).
1 point for each 8 points or part
thereof of cost.
Company commander.
Main objective.
Other objectives.
Defender each square in
rows 3,4 and 5.
Attacker each square in
rows 1,2,3.
D6 (E=3.5).
D6 (E=3.5).
D6 (E=3.5).
2 per square (max
6 squares) (E=7).
Being defender.
3D6 (E=10.5).
D6-2 (E=1.5).
D6-1 (E=2.5).
D6 (E=3.5).
D6-2.
D6 (E=3.5).
7D6 (E=24.5).
5D6 (E=17.5).
2 per square
(max 6 squares).
Dead incorporates any removal from the
game.
Counts as lost if presently immobilised.
Transports are awarded a high victory
point score to encourage players not to
waste or lose them. Transports removed
from the game but not destroyed do not
count for victory points.
At least 2 foot groups must be present.
Each towed gun count as single foot groups
for this purpose.
If only a single foot group single vehicle or
single towed gun present then reduce to
1D6. This applies to all objectives.
Row 1 is the defender’s base edge row.
To compensate for being at a disadvantage.
Compensations
1 or fewer infantry AT bases.
1941 or earlier company.
Raw company.
Infantry only company.
Lower total of asset points used in
the game.
PBI
Tuesday, 22 March 2016
D6 (E=3.5).
D6 (E=3.5).
D6+2 (E=5.5).
D6 (E=3.5).
Difference –D6.
Max final score 10.
Page 76
Results narrative
Difference in
victory points
Game conclusion
Winner’s narrative
0-5
Draw.
Went the day well?
Small win.
Hold the line.
Proper win. Hammer
and anvil.
Major win.
Breakthrough.
The situation is unclear. Tomorrow morning may reveal the enemy
reaction to today’s action.
6-18
19-40
41+
PBI
Tuesday, 22 March 2016
Loser’s narrative
You have achieved success.
The Colonel is most pleased.
Withdraw and re-arm. Give up
the ground.
You stamped on them. They are
disabled.
Your formation is broken. Fall
back.
Your win will cause a collapse
of enemy fighting will in this
area.
The remnants of your command
are to be brought back to the
divisional reformation area.
Page 77
Germans List
German Asset table.
Sniper.
Sneak
move.
Ambush.
Off table
HE.
Off table
smoke.
Dig in.
Rapid
arrival.
Strongpoint.
Gifted
leader.
Opponent
flanked.
Extra effort.
Tank
hunters.
Blitzkrieg 1938-40.
Desert Fox 1941-42.
Fortress Europe 1942-44.
Desperate Defence 1944-45.
Airborne.
4
3
7
8
5
8
7
8
9
8
8
8
9
10
10
6
6
3
3
3
7
8
7
6
6
3
6
8
10
5
8
6
4
2
2
3
6
7
8
6
8
7
5
4
8
4
3
3
2
1
8
6
6
5
8
2
3
5
8
7
Infantry Platoons, Blitzkrieg 1938-40.
Grenadiers.
1 x PC, 3-6 x Rifle, 1-3 x LMG, 0-1 x Lt Mortar.
Panzer Grenadiers. 1 x PC, 3-6 x Rifle, 2-4 x LMG, 0-1 x Lt Mortar.
Coy Commander.
1 x CC, 0-3 x AT rifle.
Mortar Support.
1 x PC, 1-3 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Infantry Platoons, Desert Fox 1940-42.
Grenadiers.
1 x PC, 3-6 x Rifle, 1-3 x LMG, 0-1 x Lt Mortar.
Panzer Grenadiers. 1 x PC, 3-6 x Rifle, 2-6 x LMG, 0-1 x Lt Mortar.
Coy Commander.
1 x CC, 0-3 x AT rifle.
Mortar Support.
1 x PC, 1-3 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Infantry Platoons, Fortress Europe 1942-44.
Grenadiers.
1 x PC, 0-1 x SMG, 3-6 x Rifle, 1-3 x LMG (Panzerfaust option).
Panzer Grenadiers. 1 x PC, 0-1 x SMG, 2-4 x Rifle, 3-6 x LMG (Panzerfaust option).
Luftwaffe Platoon. 1 x PC, 3-6 x Rifle, 1-3 x LMG (Panzerfaust option).
Coy Commander.
1 x CC, 0-3 x Panzerschreck, 0-2 x Medium Mortar.
Mortar Support.
1 x PC, 1-2 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Infantry Platoons, Desperate Defence 1944-45.
Grenadiers
1 x PC, 0-2 x SMG, 3-6 x Rifle/AR, 1-3 x LMG, (Panzerfaust option).
Panzer Grenadiers. 1 x PC, 0-2 x SMG, 2-4 x Rifle/AR, 3-6 x LMG, 0-1 Panzerschreck, (Panzerfaust
option).
Volksgrenadiers.
1 x PC, 0-2 x SMG, 3-6 x Rifle/AR, 1-3 x LMG, (Panzerfaust option).
Coy Commander.
1 x CC, 0-3 x Panzerschreck, 0-2 x Medium Mortar
Mortar Support.
1 x PC, 1-2 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Support Units, Generic.
A/C unit.
2-4 x Armoured Cars.
Tank Unit.
1-4 x Tanks.
Gun Unit.
1 x PC, 1-3 towed guns, 0-2 attached infantry.
Engineers.
1 x PC, 2-4 x Rifle, 1-2 x LMG, 0-2 x Flamethrowers.
PBI
Tuesday, 22 March 2016
Page 78
British list
British Asset table.
Sniper.
Sneak
move.
Ambush.
Off table
HE.
Off table
smoke.
Dig in.
Rapid
arrival.
Strongpoint.
Gifted
leader.
Opponent
flanked.
Extra effort.
Tank
hunters.
BEF 1938-40.
Desert Rats 1941-42.
Tunisia & Italy 1942-43.
Overlord + 1944-45.
Airborne.
5
5
7
7
7
8
7
8
8
9
6
7
8
8
9
9
10
10
10
3
10
11
10
10
6
8
8
7
6
5
4
5
5
5
3
8
5
3
3
3
4
4
4
4
6
3
3
3
4
1
3
3
3
3
5
4
3
3
3
5
Infantry Platoons, BEF 1938-40.
Infantry.
1 x PC, 3-6 x Rifle, 1-3 x LMG, 0-1 x Lt Mortar.
Coy Commander.
1 x CC, 0-3 x AT rifle.
Mortar Support.
1 x PC, 1-3 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Infantry Platoons, Desert Rats 1940-42.
Infantry.
1 x PC, 3-6 x Rifle, 1-3 x LMG, 0-1 x Lt Mortar.
Coy Commander.
1 x CC, 0-3 x AT rifle.
Mortar Support.
1 x PC, 1-3 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Infantry Platoons, Tunisia & Italy 1942-43.
Infantry.
1 x PC, 3-6 x Rifle, 1-3x LMG.
Coy Commander.
1 x CC, 0-3 x AT rifle/Piat (43).
Mortar Support.
1 x PC 1-3 x Medium Mortar.
MG Support.
1 x PC 2-4 x MMG.
Infantry Platoons, Overlord + 1944-45.
Infantry.
1 x PC, 3-6 x Rifle, 1-3 x LMG, 0-1 Piat.
Coy Commander.
1 x CC.
Mortar Support.
1 x PC 1-3 x Medium Mortar.
MG Support.
1 x PC 2-4 x MMG.
Support Units, Generic.
A/C unit.
2-4 x Armoured Cars.
Tank Unit.
1-4 x Tanks.
Gun Unit.
1 x PC, 1-3 towed guns, 0-2 attached infantry.
Engineers.
1 x PC, 2-4 x Rifle, 1-2 x LMG, 0-2 x Flamethrowers.
PBI
Tuesday, 22 March 2016
Page 79
Russian list
Russian Asset table.
Sniper.
Sneak
move.
Ambush.
Off table
HE.
Off table
smoke.
Dig in.
Rapid
arrival.
Strongpoint.
Gifted
leader.
Opponent
flanked.
Extra effort.
Tank
hunters.
Winter War 1939-40.
Bloody Retreat 1941-42.
Free the Motherland 194344.
Road to Berlin 1944-45.
7
6
8
7
6
7
7
5
10
9
6
8
5
5
4
7
4
4
2
2
6
4
3
6
7
8
6
7
10
6
6
5
6
3
8
4
7
8
3
7
10
5
6
4
8
3
10
3
Infantry Platoons, Winter War 1939-40.
Infantry.
1 x PC, 3-6 x Rifle, 1-3 x LMG.
Coy Commander.
1 x CC, 0-3 x AT rifle, 0-2 MMG.
Mortar Support.
1 x PC, 2-4 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Infantry Platoons, Bloody Retreat 1941-42.
Infantry.
1 x PC, 3-6 x Rifle, 1-3 x LMG.
Coy Commander.
1 x CC, 0-3 x AT rifle, 0-2 MMG.
Mortar Support.
1 x PC, 2-4 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Infantry Platoons, Free the Motherland 1943-44.
Infantry.
1 x PC, 3-6 x Rifle, 1-3 x LMG.
Coy Commander.
1 x CC, 0-2 MMG.
Mortar Support.
1 x PC, 2-4 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Infantry Platoons, Road to Berlin 1944-45.
Infantry.
1 x PC, 3-6 x Rifle, 1-3 x LMG.
Coy Commander.
1 x CC, 0-2 MMG.
Mortar Support.
1 x PC, 2-4 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Support Units, Generic.
A/C unit.
2-5 x Armoured Cars.
TankUnit.
1-5 x Tanks.
Gun Unit.
1 x PC, 2-4 towed guns, 0-2 attached infantry.
Engineers.
1 x PC, 3-6 x Rifle/SMG, 1-2 x LMG, 0-2 x Flamethrowers.
PBI
Tuesday, 22 March 2016
Page 80
American list
American Asset table.
3
1
2
4
1
3
3
4
5
6
Tank
hunters.
3
4
5
6
7
Extra effort.
3
3
3
3
3
Opponent
flanked.
4
5
6
6
4
Gifted
leader.
8
6
6
6
6
Strongpoint.
Dig in.
10
10
10
10
6
6
8
9
9
2
Rapid
arrival.
Off table
smoke.
2
7
8
8
9
Off table
HE.
3
7
8
8
9
Ambush.
4
5
7
7
6
Sneak
move.
Sniper.
A War you say? 1939-41.
Africa 1942-43.
Italy 1943-44.
Road to Berlin 1944-45.
Airborne.
0
4
4
4
5
Infantry Platoons, A War you say? 1939-41.
Infantry.
1 x PC, 3-6 x Coke, 1-3 x Hot Dogs.
Coy Commander.
1 x CC, 0-3 x Hamburgers, 0-2 Fries.
Mortar Support.
1 x PC, 2-4 x Milk Shakes.
MG Support.
1 x PC, 2-4 x Chicken wings.
Infantry Platoons, Africa 1942-43.
Infantry.
1 x PC, 3-6 x Rifle, 1-3 x LMG.
Coy Commander.
1 x CC, 0-3 x Bazooka.
Mortar Support.
1 x PC, 2-4 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Infantry Platoons, Italy 1943-44.
Infantry.
1 x PC, 3-6 x Rifle, 1-3 x LMG, 0-1 x Bazooka.
Coy Commander.
1 x CC, 0-3 x Bazooka.
Mortar Support.
1 x PC, 2-4 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG
Infantry Platoons, Road to Berlin 1944-45.
Infantry.
1 x PC, 3-6 x Rifle, 1-3 x LMG, 0-1 x Bazooka.
Coy Commander.
1 x CC, 0-3 x Bazooka.
Mortar Support.
1 x PC, 2-4 x Medium Mortar.
MG Support.
1 x PC, 2-4 x MMG.
Support Units, Generic.
A/C unit.
2-5 x Armoured Cars.
Tank Unit.
1-5 x Tanks.
Gun Unit.
1 x PC, 2-4 towed guns, 0-2 attached infantry.
Engineers.
1 x PC, 3-6 x Rifle/SMG, 1-2 x LMG, 0-2 x Flamethrowers.
PBI
Tuesday, 22 March 2016
Page 81
Thoughts - December
French
Tanks re-roll initial scores of 8AP or more.
Roads
The second road placed can join initial road and then come out at a different point.
PBI Company book containing national lists
For each nation.
 Background.
 Main theatres of operations.
 Main opponents.
 Assets.
 Weapon specialities.
 Vehicles.
 Towed guns.
 Suggested tactics.
 Picture.
SWAT
 French resistance.
 Beach assault.
 River crossings.
 Night fighting.
 Raid (destruction, capture).
foot platoons .................................................................... 11
A
armour. ................................................ 11, 65, 66, 69, 72, 75
Armour. ...............................................................................4
armoured car units ............................................................11
armoured cars ......................................................... 7, 11, 66
assault guns ........................................................... 38, 53, 66
Assault guns................................................................... 7, 66
AT infantry ...........................................................................7
AT Rifle ..............................................................................65
G
gun units ........................................................................... 11
H
HMG...................................................................7, 13, 42, 50
I
Immobilised.................................................................. 8, 56
B
L
battle clock ........................................................................15
Bazooka ........................................... 7, 12, 14, 47, 64, 74, 81
LMG ............... 7, 9, 12, 13, 14, 42, 52, 59, 64, 78, 79, 80, 81
C
casualty .............................................................................15
casualty markers ...............................................................15
Casualty markers ................................................................8
machine gun ................................................................... 7, 9
MMG 7, 11, 12, 14, 22, 33, 38, 42, 49, 50, 60, 64, 66, 78, 79,
80, 81
mortar .7, 9, 11, 12, 13, 14, 33, 38, 48, 59, 60, 67, 68, 69, 71
F
P
flamethrower .................................... 8, 9, 14, 38, 56, 60, 65
flamethrowers ................................................... 7, 56, 59, 65
Panzerfaust ........................... 7, 8, 12, 35, 45, 46, 64, 65, 78
Panzerschreck ..............................................7, 12, 64, 65, 78
PIAT ................................ 7, 12, 45, 47, 61, 62, 64, 65, 71, 74
PBI
Tuesday, 22 March 2016
M
Page 82
Pinned ..................................................................... 8, 39, 51
pistol ............................................................................ 12, 32
R
Reconnaissance vehicles .....................................................4
S
SMG ......................7, 9, 12, 43, 46, 52, 59, 60, 64, 78, 80, 81
Smoke ......................................................... 8, 67, 68, 69, 72
snipers ..................................................................... 7, 48, 75
PBI
Tuesday, 22 March 2016
support platoons .............................................................. 11
T
Tank ..................................... 7, 13, 42, 74, 75, 78, 79, 80, 81
tank units .......................................................................... 11
Towed gun .......................................................................... 4
towed guns . 8, 10, 11, 13, 29, 32, 38, 47, 48, 49, 50, 51, 52,
54, 56, 66, 67, 68, 69, 72, 73, 74, 78, 79, 80, 81
Towed guns......................................................................... 7
Page 83
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