Charts & Tables -- En Pointe Toujours II (VV 31 & 32) Translated by Fen Yan 7/7/00 [translator's notes in brackets] DELAIS DE TIR D’ARTILLERIE = Delay of Artillery Fire (VV 32) Artillery: base value 7 German: -1 Pre-registered bombardment: -1 Per additional turn: -1 ARTILLERIE/BOMBES Distance of impact Type 0 1 2 3 Light 10^2 4^1 - - Medium 12^2 7^2 4^1 - Heavy 16^2 10^2 6^2 4^1 Bomb 14 8 5 - An exponent [^]: value of the Smoke marker (smoke missions only). Effect of terrain on indirect fire: -- terrain: sum the modifiers of terrain in the target hex -1 [minus one] (minimum 0) -- unit hidden: strength x 1/2 (mortars only) -- unit in normal movement or force march: -1 No other terrain mod. are applicable. The modifiers normal to movement do not apply. EMPARPILLEMENT = Scatter 1d6 = direction 1d6 = Distance of impact: 0,1,2 = in the hex. 3,4 = one hex. 5,6 = two hexes. 7 = three hexes. Modifiers to dice for distance [of impact]: -- Second fire without correction: -1 -- Third fire without correction: -2 -- Distance of the OA [artillery observer]: < than 10 hexes: -1 > than 20 hexes: +1 > than 30 hexes: +2 -- No observer or out of LOS: +3 -- weather: according to the visibility level ----------------------------- OBSERVATION (Day/other) Protection +1 +2 +3 Distance 16/8 8/4 4/2 Observation doesn’t apply to infantry in normal movement. At more than the indicated distance, a unit doesn’t lose its camouflage. ----------------------------- MODIFICATEURS D’ACTIVATION = Modifiers to Activation PC not in command: M -1 -- Formation hesitant: M -1 -- PC stopped: M -1 -- PC neutralized: M -2 -- PC destroyed: M -3 Unit not in command/isolated: M -1 [does not apply to PCs (6.3)] -- If stopped: M -1 If hesitant: M -1 These modifiers are cumulative (exception: not in command/isolated). ----------------------------- TIR D’ARMES PORTATIVES ANTICHARS = Fire of Portable Antitank Weapons -- Panzerschreck: 7 -- Panzerfaust; Bazooka: 6 -- PIAT: 5 Roll less with 2d6 [roll less = destroyed; roll equal = immobilized] Maximum Distance: 2 hexagons (PF = 1) Modifiers to the dice (cumulative): -- Target size: Large: -1 Small: +1 Very small: +2 -- Firer with movement marker: +2 -- Target with movement marker: +2 -- Recruit: +1 Veteran: -1 -- Schurzen (on side): +1 -- at 2 hexes: +1 PF Availability: unmodified colored die <= to the availability of the scenario [2 for Normandy (17.1)] ----------------------------- ASSAUT Modifiers to the test of initiative (cumulative): -- Attacker: +1 (1st phase only.) -- Unit stopped: -1 -- Unit neutralized: -2 -- Formation hesitant: -1 -- Unit hidden: +2 -- Parachute unit: -2 Type Step loss Elim. Veh. [Eliminated] Shock 9 6 7 Veteran 8 5 6 Line 7 4 5 Recruit 6 3 4 Roll with 2d6 less or equal to the figure indicated. [but see 17.2] Modifiers to the dice (cumulative): -- subordinates without PC: +2 -- stopped: +1 -- hesitant: +1 -- neutralized: +3 -- step loss: +1 -- coming from a lower level: +1 -- coming from a higher level: -1 -- Defender in important protection: +1 -- against parachute unit: -1 -- target infantry with movement marker: -1 Against vehicle: -- Assaulting armor: +2 -- Panzerfaust: -2 -- German: -1 -- against an open-topped or non-armored vehicle: -2 -- against a vehicle immobilized or shut down: -2 ----------------------------- TABLE DE COMBAT = Combat Table DICE FINAL ATTACK FACTOR 1 2 3 4 5 6 7 8 9 0 N1 N2 N3 1 1 1 1 1 1 1 N N1 N2 N3 1 1 1 1 1 2 N N N1 N2 N3 N3 1 1 1 3 S2 S2 N N1 N2 N2 N3 N3 1 4 S1 S1 S2 N N1 N2 N2 N3 N3 5 S1 S1 S2 N N1 N2 N2 N3 N3 6 - - S S1 S2 N N N1 N1 7 - - - S S1 S1 S2 N N 8 - - - - S S S1 S1 S2 9 - - - - - - - S S1 10 - - - - - - - - - 11 - - - - - - - - - 12 - - - - - - - - - 13 - - - - - - - - - 14 - - - - - - - - - 15+ - - - - - - - - - DICE FINAL ATTACK FACTOR 10 12 14 16 20 24 28 34 40 0 E E E E E E E E E 1 1 E E E E E E E E 2 1 1 1 1 E E E E E 3 1 1 1 1 1 E E E E 4 N3 1 1 1 1 1 1 E E 5 N3 1 1 1 1 1 1 E E 6 N2 N3 N3 1 1 1 1 1 1 7 N1 N2 N3 N3 1 1 1 1 1 8 N N1 N2 N2 N3 N3 1 1 1 9 S2 N N1 N1 N2 N2 N3 1 1 10 S1 S1 N N N1 N1 N2 N3 1 11 - - S1 S2 N N N1 N2 N3 12 - - - - S S1 N N1 N2 13 - - - - - - S1 N N1 14 - - - - - - - S1 N 15+ - - - - - - - - S1 Result: S = test of stoppage; N = test of neutralization; 1 = lose a step + Neutralized; E = Eliminated MODIFICATEURS DE TIR = Fire Modifiers Fire strength: -- Distance: Against adjacent hex: x 2 Distance between normal range and up to double this range: x 1/2 -- Moving + fire: x 1/2 -- Firer stopped: x 1/2 -- Firer in smoke: x 1/2 -- Target hidden: x 1/2 Target: modifiers to dice -- Target in tactical movement: -1 -- Target in normal movement: -2 -- Target in force march: -3 [-- AT or Inf. gun taking fire from its front: +1 (18.3)] Terrain: modifiers to the dice -- Light protection: +1 -- Medium protection: +2 -- Important protection: +3 -- Target in smoke: +1 -- Visual hindrance: +1 per hex. traversed (max.: 3) All modifers are cumulative Tests of Rate of Fire Unit stopped or hesitant: +1 (cumulative) ----------------------------- ADJOINTS = Adjuncts [PC Replacement] Die Bonus 0 +1 1 0 2 0 3 -1 4 -1 5 -1 6 -2 7 -2 Modifiers (die) Shock: -1 Recruit: +1 ----------------------------- TYPES DE TERRAINS [see original chart] Forest Field Brush Marsh Orchard Cemetery Wall Hedge Stone Building Wood Building ----------------------------- TIRS ANTICHARS = Antitank Fire DICE DIFFERENTIAL <=0 1 2 3 4 5 6 >=7 2 D D D D D D D D 3 I D D D D D D D 4 S I I D D D D D 5 S S I D D D D D 6 - - S I D D D D 7 - - - S I D D D 8 - - - - S I D D 9 - - - - - S I D 10 - - - - - - S I 11 - - - - - - - S 12 - - - - - - - - D = destroyed; I = Immobilized, S = Shut Down Natural 12 = miss Modifiers to the dice: -- Differential less than 0: +1 to the dice per column of difference. -- Differential greater than 7: -1 to the dice per column of difference. -- Fire to the rear: -1 to the value of side armor -- Modification to function of the gun: >6 hex. >10 hex. >15 hex. Small +1 +2 +3 Medium -- +1 +2 Long -- -- +1 ----------------------------- TABLE DE TOUCHER ANTICHAR = Antitank To Hit Table (VV 32) DISTANCE 1-10 hex. 11-20 hex. 21 hex. and more Armor 8 7 6 Dice modifiers: -- Moving target: +2 -- Moving firer: +2 -- Recruit: +1 -- Veteran: -1 -- Target size: Large: -1 Small: +1 Very small: +2 -- fire to the flank or rear: according to the turret speed -- Protection of terrain and visual hindrances (see table) -- Modification to function of gun: > 10 hex. > 20 hex. Small +1 +2 Medium -- +1 Long -- -- ----------------------------- TABLE DES TERRAINS = Terrain Table Inf. Tracked Halftrk 4x4 Wheeled Protection Clear terrain 1 2 3 4 5 0 Forest 2 4 6 6 - +2 Orchard* 1 3 4 5 6 +1 Brush* 1.5 2 4 5 6 +1 Field* 1.5 2 3 4 6 +1 Marsh* 2 Prohibited--------------- +1 Cemetery* 2 4 6 6 - +1 Water body Prohibited----------------------- Waterway 2 3 4 3 6 0 Bridge 1 1 1 1 1 0 Road 1 1 1 1 1 0 Hedge +0.5 +0.5 +3 Prohibited +1 Bocage +0.5 Prohibited--------------- +2 Wall +0.5 +1 Prohibited------- +1 Wood Building 1 Prohibited--------------- +2 Stone Building 1 Prohibited--------------- +3 Higher Level +1 +2 +2 +2 +4 (+1) *Visual hindrance [LOS blocked if sum of hindrances > +3] [Changing level within a building costs 2 MP (5.2); vehicles may cross bocage via an opening at +2 MP (5.4); smoke and vehicles provide +1 protection (5.3, 16.4); entrenchments provide +2 protection (18.1); infantry that moves on a road (only) receives +2 MPs (9.4).] ----------------------------- TIR ANTIPERSONNEL PAR UN VEHICULE = Antipersonnel Fire by a Vehicle DISTANCE >than 6 hex. >than 10 hex. >than 16 hex. Mods to AP val. -2 -3 -4 ----------------------------- TIR ANTIPERSONNEL CONTRE BLINDES = Antipersonnel Fire Against Armor [should be Indirect Fire Against Armor?] TYPE OF VEHICLE TYPE OF FIRE HvyArt. Med.Art. LightArt. Armored 5 4 3 Non armored 10 9 8 Mo90 Mo60 Armored 2 1 Non armored 7 6 Modifiers: Open-topped: -2 (armored only) Armor front > 10: +1 Test: