GENERAL NOTES

PART A. INDIVIDUAL INFANTRY UNIT BUILDING NOTES

1. Determine Common Infantry Unit Building Values
 
MEANING TEXT Explonation
Unit Type INF Infantry Unit Type
Movement Rate IM Infantry Movement
Mode ALL Allowed Movement Modes
Notes N/A Notes on special abilities and capabilities
Defensive Value S Armored Defensive Value, S means it is soft target

2. Determine Infantry Unit Specialized Abilities

General Infantry Unit types can have several special abilities:
Engineer -- Unit is treated as Engineer
Assault -- Unit has special +1/-1 modifier to close combat rolls (see rule 11.4)
Paratrooper -- Unit suffers no penalties when carrying a parachute drop.
Infiltration -- Allows setting unit in enemy rear area.
Mountain -- unit has special training to move over mountainous/arctic terrain.
Ski -- unit has special training to move in winter over snowy terrain.
Jungle -- unit has special training to move in rain forests.

These special abilities can be given to particularly trained units to give them extra advantage or further depict specialized training and abilities of units. Examples of possible special abilities are: Assault and Infiltration abilities to Royal Marine and Army Commando units or Engineer ability to German engineer unit for depicting their specialized training (or experience) in particular field.

3. Determine Infantry Unit Close Assault Effectiveness Abilities

WW2 era Infantry units were equipped with a wide variety of weaponry. Determine infantry units Close Assault Effectiveness Abilities based on following:

A) A/T Close Assault Effectiveness

Antitank ability of infantry unit depends heavily on its equipment and specialized training (if any).

Base Weaponry (this determines how units soldiers (infantrymen in squads) are equipped:
Base Value    Weapon
2                    Hand grenades.
4                    Molotov Cocktails, A/T Grenades.
6                    Satchel Charges.
10                  Bazooka, PIAT
15                  Panzerschrek
18                  Panzerfaust
8                    A/T Rifles

Note! Heavy Weapon teams, such as MMG, SFMG, HW, artillery crews or HQ units should have Base value of 1 in the beginning of war. Since A/T fighting became important part of war all MMG, SFMG, HW units should have base value of 4 at the mid to late war to depict increase of AT weapons in these supporting units too.

Engineer and Assault trained units should have Base Weaponry of at least 6 (satchel charges) to depict their familiarity with explosives.

Base Weaponry value is then changed depending on specialized training unit have received as whole.
+3                If Combat Engineer unit
+3                If equipped with flamethrowers

End result is A/T Close Assault Effectiveness.

B) Soft Close Assault Effectiveness

Infantry unit's ability to fight against other infantry units in close combat depends on specialized training and weaponry. Usually units equipped with automatic weapons have edge. However, machineguns are less useful when ranges drop down to handgrenade throwing ranges.

Base Weaponry (this determines how most soldiers (infantrymen in squads) are equipped:
Base Value    Weapon
6                    Bolt Action Rifles
7                    SMG/Bolt Action Rifles
9                    SMG
7                    Self-Loading Rifles
8                    Assault Rifles

Note! Heavy Weapon teams, such as MMG, SFMG, artillery crews or HQ units should have Base value of 3.

Base Weaponry value is then changed depending on specialized training unit have received as whole.
+6                If Combat Engineer unit
+6                If equipped with flamethrowers
+3                If received assault training

End result is Soft Close Assault Effectiveness.

4. Determine Infantry Unit's Opportunity Fire Range (OFR)

OFR depicts infantry unit's ability to act on enemy forces moving close by it. This depends mostly on its weaponry's effective range as well as aggressiveness.

Base value
6                    Bolt Action Rifles
4                    SMG/Bolt Action Rifles
2                    SMG
6                    Self-Loading Rifles
6                    Assault Rifles

Note! HQ units and artillery crews should have OFR range of C (these units are not expected to fight except for self-defence).

Supporting heavy weapon units should have OFR depending on their weapon's range and type:
Base Value
5                    Mortars and MGs
10                  MMG, SFMG, HMG

5. Determine Infantry Unit's Range

A. A/T Range

Infantry unit's ability to fire against targets relatively away from itself was severely restricted in WW2.  During the war introduction of new A/T weapons improved infantry's lot somewhat. Still mostly they had to rely on dedicated AT Guns for support. Infantry units A/T Range depends on its typical organic weaponry.
 
A/T Weaponry 3 6 10 15 20 25 30 35 40
Hand Grenades, Molotov Coctails, A/T Grenades, Satchel Charges, Panzerfaust - - - - - - - - -
PIAT 10 10 - - - - - - -
Bazooka 10 10 10 - - - - - -
Panzerschrek 15 15 - - - - - - -
A/T Rifles 8 5 3 - - - - - -

B) Soft Range

Infantry unit's soft range depends its weaponry. This is heavily influenced by number of machineguns it can field as they form heavy firepower of any infantry unit.
 
Infantry Basic Weaponry 3 6 10 15 20 25 30 35 40
Bolt Action Rifles 2 1 - - - - - - -
SMG/Bolt Action Rifles 3 1 - - - - - - -
SMG 4 - - - - - - - -
Self-Loading Rifles 2 2 - - - - - - -
Assault Rifles 3 2 - - - - - - -

Note! Artillery Crews and HQ have soft range of 3 with firepower value of 2.

Bacic Weaponry values are then modified with unit's other abilities.
 
Unit's other abilities 3 6 10 15 20 25 30 35 40
If unit has light support weapon like BAR (1-2 per squad) +1 +1 +1 - - - - - -
If unit has numerous light support weapons like BARs (3+ per squad) +2 +2 +2 - - - - - -
If unit has 1 LMG such as Degtyarev or Bren per squad +1 +1 +1 - - - - - -
If unit has 1.5+ LMGs such as Degtyarev or Bren per squad +2 +2 +2 - - - - - -
If unit has LMG such as MG34 or MG42 per squad +2 +1 +1 - - - - - -
If unit has 2+ LMGs such as MG34 or MG42 per squad +3 +2 +2 - - - - - -
If unt has organic MMGs or SFMGs supporting +1 +1 +1 +1 +1 - - - -
If unit has organic HMGs supporting +2 +2 +2 +2 +2 - - - -
If unit has organic Light Mortars(50-60mm) supporting - +1 +1 +1 +1 - - - -

Sum of Basic Weaponry values and unit's other abilities are summed for each range band.

PART B. INDIVIDUAL VEHICLE UNIT BUILDING NOTES

Vehicle planning guide uses Table Top Games Firefly rules as basis for building units.

1. Determine Vehicle Unit's Move and Size

Tracked and Wheeled Vehicle's Move value is derived from Firefly's Speed (use Cross Country speed) using following change model:
Firefly Speed        Korps Commander Speed
1-19                    LM (Low Mobility)
20-29                  SM (Standard Mobility)
30-39                  HM (High Mobility)
40+                     VHM (Very High Mobility)

Size is determined from Target Size (based on front and side aspect) of Firefly:
Firefly Size        Korps Commander Size
A/A                  L (Large)
B/A                  -
B/B                  -
C/B                  S (Small)
C/C                  S (Small)
D/C                  S (Small)
D/D                  VS (Very Small)

Note! VL (Very Large) target size should only be reserved for extra-ordinarily large vehicles or systems that require several vehicles (such as railway artillery, Maus tank, etc).

2. Determine Vehicle's Unit's Mode

Many armored vehicle types are capable of ALL Mode.

Exceptions are vehicles that are typically used in combat in stationary or widely dispersed pattern (based on Type): TD (Tank Destroyer), SPM (Self-propelled Mortar), SPH (Self-propelled Howitzer), MRL (Multiple Rocket Launcher), EV (Engineer Vehicle), ARV (Armored Recovery Vehicle) and AA (Anti Aircraft). These units can only be used in T and D Modes (Travel and Dispersed).

3. Determine Vehicle Unit's Notes

Most Vehicle Unit's Notes can be taken from Firefly vehicle list's notes.

Notes    Requirement
S           Unit has Smoke Dischargers (marked SD in Firefly) or
              2" smoke mortar (marked 2" in Firefly) or
              grenade launcher (marked GL in Firefly).
O           Unit is Open Topped (marked OT in Firefly).
A           Unit is amphibious (marked amp in Firefly).
CDL      Unit has Canal Defence Light (marked CDL in Firefly).
*            Unit has AA MG (marked in ptMG Firefly).
**          Unit has AA HMG (marked in ptHMG Firefly).

4. Determine Vehicle Unit's Armored Defence Value

Korps Commander DEF value is Firefly's frontal aspect armour factor. If vehicle has spaced armour (marked s in Firefly) is is marked s in Korps Commander. If vehicle has no armour (marked soft-skin in Firefly), is is marked S in Korps Commander.

5. Determine Vehicle Unit's Close Assault Effectiveness

A. A/T Close Assault Effectiveness

Vehicle's ability to engage hard targets, such as armored vehicles in short range depends on its main gun ability to destroy armored targets. In close range factors like rate of fire and turret traverse are important too. The factors should be calculated to all different A/T munition types (usually one for AP or APC and second for APCR, APCBC or HVAP).

Determine vehicle's Penetration Values at range up to 250 meters from Penetration Values Chart in Firefly rules for Main Gun. This is effectiveness of Main Gun. Add additional modifiers according to various technical factors:

Modifier    Firefly ROF factor
+2            -1 ROF
-2            +1 ROF
-4            +2 ROF

Reduce additional -2, if vehicle has limited traverse for its main gun (no turret). This affects most assault guns and self-propelled weapons.

Vehicles with automatic cannons and multiple machineguns have advantage of their ability to engage targets quickly.
Modifier    Requirement
+1            if single-barreled cannon or HMG
+2            if twin-barreled cannon or HMG
+3            if triple-barreled cannon or HMG
+4            if quad-barreled cannon or HMG

Divide end result with 2 rounding upwards to get A/T Close assault Effectiveness.

For example: Panzer IVH carries a German 75mmL48 gun. Its Soft Close Assault Effectiveness is thus 7 (75mm PAK40, Kw.K) + 1 (cMG) +1 (BMG) = 9. When this is divided by 2 and rounded upwards it becomes 5.

B. Soft Close Assault Effectiveness

Vehicle's ability to engage infantry and fortifications hepeends on its ability to fire HE rounds (and what size) as well as number of coaxial machineguns it can bear against infantry to kill them or defend itself.

Korps Commander Soft CAE value is based on Vehicle unit's Main Gun and number of various machineguns it has. Determine vehicle's Direct Fire Number from Artillery Data Chart in Firefly for Main Gun. This is effectiveness of Main Gun. Add additional modifiers according to various machineguns (MG or HMG) vehicle carries:
Modifier   Firefly Machinegun position
+1            coax MG, bMG, fMG
+2            pt MG
+3            tuMG, cupolaMG
+1            per each extra MG barrel
+1            coaxHMG, bHMG, fHMG
+2            ptHMG
+3            tuHMG, cupolaHMG
+1            per each extra MG barrel

Divide end result with 2 rounding upwards to get Soft Close assault Effectiveness.

For example: Panzer IVH carries a German 75mmL48 gun, cMG and bMG. Its Soft Close Assault Effectiveness is thus 7 (75mm PAK40, Kw.K) + 1 (cMG) +1 (BMG) = 9. When this is divided by 2 and rounded upwards it becomes 5.

6. Determine Vehicle Unit's Opportunity Fire Range

A. A/T Opportunity Fire Range

Vehicle's ability to engage armored vehicles quickly depends on its main gun accuracy (primarily depending on barrel length) and ammunition type (some rounds quite accurate). The ranges presented here come out roughly same as in real life effective ranges (PAK 40's effective range was generally though to be 500 meters).

Korps Commander A/T OFR value is based on Vehicle unit's Main Gun and round it fires as well as its rate of fire. Determine fire number on various ranges (on Firefly rules) for Main Gun. This is modiefied -if necessary- various munition types it carries (seen in Firefly rules Direct Fire Table). If end result is less than 10, it can fire to that range with opportunity fire.

Note! If vehicle has only MG or it is unarmed, its A/T OFR will be C (Close Combat).

B. Soft Opportunity Fire Range

Vehicle's ability to engage quickly infantry targets depends on its main gun accuracy and machinegun type.

Korps Commander Soft OFR value is based on Vehicle unit's Main Gun and round it fires (it must have round capable of Direct Fire Number from Artillery Data Chart). If vehicle has a gun capable of firing anti-infantry munitions or HMG, it has OFR of 10. If it has MG its Soft OFR will be 6. All Cannon have Soft OFR of 10.

Note! If vehicle is unarmed or has no machinegun or cannon or gun capable for direct fire, its Soft OFR will be C (Close Combat).

7. Determine Vehicle Unit's Range

A. A/T Range

Vehicle's ability to engage armored vehicles quickly depends on its main gun accuracy (primarily depending on barrel length) and ammunition type (some rounds quite accurate).

Determine vehicle's Penetration Values at various ranges (with Firefly´s 250 meter range equal to Korps Commander range 3) from Penetration Values Chart in Firefly rules for Main Gun. This is effectiveness of Main Gun. End result is a A/T Range at various ranges.

Note! If Vehicle is unarmed or has MG its has no A/T Range.

B. Soft Range

Vehicle's ability to engage infantry and fortifications depends on its ability to fire HE rounds (and what size) as well as number of coaxial machineguns it can bear against infantry to kill them or defend itself.

Korps Commander Soft CAE value is based on Vehicle unit's Main Gun and number of various machineguns it has. Determine vehicle's Direct Fire Number from Artillery Data Chart in Firefly for Main Gun. This is effectiveness of Main Gun. The value changes according to range as following:
 
 
Direct Fire Number 3 6 10 15 20 25 30 35 40
1 1 - - - - - - - -
2 1 1 - - - - - - -
3 2 2 1 - - - - - -
4 3 2 1 1 - - - - -
5 4 3 2 1 - - - - -
6 5 4 3 2 1 1 - - -
7 6 5 4 3 2 1 1 - -
8 7 6 4 3 2 1 1 - -
9 8 7 5 4 3 2 1 - -
10 9 7 5 4 3 2 1 1 1
11 10 8 6 5 4 3 2 1 1
12 11 9 7 5 4 3 2 1 1
13 11 10 8 6 4 3 2 1 1
14 12 11 9 7 5 4 2 1 1
15 13 12 9 7 5 4 2 1 1
16 14 13 10 7 5 4 3 1 1
17 15 13 10 7 5 4 3 2 2
18 16 14 10 7 7 4 3 2 2
19 16 14 11 8 6 4 3 2 2
20 17 15 11 8 6 4 3 2 2

Add additional modifiers according to various machineguns (MG or HMG) vehicle carries:
 
Vehicle's Soft Range 3 6 10 15 20 25 30 35 40
coaxMG, bMG, fMG +1 +1 +1 - - - - - -
ptMG +2 +1 +1 - - - - - -
tuMG, cupolaMG +2 +2 +2 - - - - - -
per each extra MG barrel +1 +1 +1 - - - - - -
CoaxHMG,bHMG,fMG +1 +1 +1 +1 +1 - - - -
ptHMG +2 +2 +1 +1 +1 - - - -
tuHMG, cupolaHMG +3 +3 +2 +2 +2 - - - -
per each extra MG barrel +1 +1 +1 +1 +1 - - - -

End Result is a Soft Range at various ranges.

Note! If Vehicle is unarmed, it has no Soft Range (Soft Range is C)..
 

PART C. INDIVIDUAL ARTILLERY UNIT BUILDING NOTES

1. Determine
2. Determine
 

PART D. INDIVIDUAL AIRCRAFT UNIT BUILDING NOTES