UNOFFICIAL ATS Rules Variants

These unofficial Rules Modifications were created in a modified form primarily from the now OOP Combat! Rules 4.0. Therefore to use the counters mentioned you must have access to either Combat! Kursk or Combat! Stalingrad. If you do not have access to these counters, simply make a side note of which units are carrying Molotov Cocktails and which hexsides have Mouseholes. Additionally a side note should be made for enfilade or encircled fire if access to Combat! Counters is not available

12.5.221 Enfilade Fire: Twounits attacking a unit(s) in the same hex on two consecutive impulses with fire crossing from hexsides separated by 2 or 3 hexsides are using Enfilade fire. Place an Enfilade marker on the target hex. Units subject to Enfilade fire receive a +1 drm for MCs (in addition to all other Friendly/Enemy MSR drms)

12.5.2211 Removal: The Enfilade marker is removed when a unit exits the hex or acquires a Courage marker. Any additional units moving into hex with Enfilade Marker also suffer +1 drm MC effect.

12.5.222 Encircled Fire: Three units attacking a unit(s) in the same hex on 3 consecutive impulses with fire crossing hexsides that are separated by at least 1 hexside (or 2 nonconsecutive hexes on same level as attacked hex, and 1 unit attacking from at least a +10 level above attacked hex level) are conducting Encircled fire. Place an Encircled marker on the target hex. Units subject to Encircled fire receive a +2 drm (in addition to all other Friendly/ Enemy MSR drms.). A failed MC results in unit Surrender. If the unit is stacked with Unbroken Leader in the End of Turn Segment, it may attempt to improve to Broken Status. MC failure or not stacked with Unbroken Leader, Surrendered unit) s) are removed in the End of Turn Segment.

12.5.2221 Removal: Procedure is same as for Enfilade fire.

12.5.72 Notes Row

cc) SC: Satchel Charges may also be “placed” during the Fire and Movement Phase on hexsides containing black bars inside buildings, outer building walls, hedges, bocage, walls, and bunkers with the same 20 GF. The Unit placing the SC must use Assault Movement and must expend 1 MP to place it. Conduct a normal GF die roll on Casualty Table 20 Column (there are no drms or column shifts). On a result of C4 a “Mousehole” is created (also apply Cx result to units in hex on opposite side of hexside where SC was placed, and place Mousehole counter on hexside). A Mousehole is an opening blown into the blocking terrain that causes that hexside to be considered normal clear terrain for LOS, Spotting, Movement and Firing. If the SC is placed inside a building, on a Casualty Table die roll of “1”, roll die again. If the result is “1”, ignore Cx results; eliminate all units in hexes on both sides of hexside and place Rubble counters in those hexes.

dd) Flamethrowers: When firing a FT, if the Casualty Table result “0” is rolled, roll die again. If ”0” result, the FT is out of fuel, remove FT unit from game.

14.13.14 Molotov Cocktails- Russian troops may carry Molotov Cocktails in the following circumstances: During game set up, remove MG unit(s) from OB and exchange its total GF for Molotov Cocktails at a rate of 4 GF:1 Molotov Cocktail (FRU) (EX. The Russian OB includes a DP 20 LMG with GF of 3, ROF 2, for a unit total GF of 6; it may be replaced by 2 Molotov Cocktail Counters); Molotov Cocktail Counters are considered an L Support Weapon, but are carried and used differently than other SWs: it may be carried by any personnel unit (except Crew) and is assigned to a specific unit by placing the Molotov Cocktail counter on top of the personnel unit. In Direct Fire of any kind (including Assault Fire (GF X ½ ) and Opportunity Fire) 3 SP units have their GF reduced to “2” on their “unflipped” side and “1” on their flipped side (FRU), and Leaders (Commissars may also carry them) may use all their functions except contribute GF. Casualties have no effect on the Molotov Cocktail, but if carrying unit is Broken, Surrenders or eliminated, remove the Molotov Cocktail from the game. A personnel unit may only carry one Molotov Cocktail.

14.13.141 Use- Molotov Cocktails may only be used in the Meleephase as follows:

a) v. Personnel: After conducting normal procedure with Morale Checks (12.15.3-12.15.343), the unit (or units) carrying the Molotov Cocktail may “throw” it in any round of Melee (as long as unit has not been broken/eliminated) which adds +4 GF per Molotov Cocktail to its side’s GF Value (the carrying unit contributes modified GF as described above, and Molotov Cocktail counter removed) for establishing the odds ratio and provides a total -1 drm if attacker using Molotov Cocktail and a total +1 drm if defender is using it. Casualty MCs are conducted as in normal Melee, except side subjected to Molotov Cocktail attack has +1 drm to MC. On the Melee Table, if Melee taking place in wood building, woods, or rubble, on an unmodified die roll of “1”, conduct another die roll. If a “1” is rolled a flame is created in the hex, apply modified die roll results, conduct Casualty MCs, then Melee is immediately stopped even if units of both sides are still in the hex. Both sides (defender first) must infiltrate to an adjacent hex (unless only prohibited terrain in which case all units eliminated) which if consisting of enemy units will result in a new Melee begun immediately. The attacker may choose to infiltrate the same hex as defender just did to initiate a new Melee or reinforce one not yet occurred. Units may infiltrate to an adjacent hex that will result in overstacking, but all overstacking penalties apply.

b) v. AFV/APC in Melee: All normal rules (12.15.4-12.15.47) apply with the following modifications: each Molotov Cocktail used in this form of Melee adds one to attacking unit’ Melee Value, all K-KILLs result in a burning wreck (remove Molotov counter from game at time of use)

Gary Valenza (CHMB Nomasguerra) - 6/16/05