Unofficial Glossary for Armored Knights Case Blue
This is an unofficial glossary for the Armored Knights Case Blue game by Grognard Simulations.
This is a work in progress. Feel free to point out where I missed a term.
(ADM) Air Drop Mission. Denotes what an aircraft can do. See the Air Unit Characteristics Charts
(ATM) Air Transport
Mission. Denotes what an aircraft can
do. See the Air Unit Characteristics
Charts
(B) Bomber. Denotes
what an aircraft can do. See the Air
Unit Characteristics Charts. Only usable
for Close Air Support and Ground Attack.
(F) Fighter. Denotes
what an aircraft can do. See the Air
Unit Characteristics Charts. Only usable
for the 11.3 Air Superiority Missions
(NB) Night Bomber. Denotes
what an aircraft can do. See the Air
Unit Characteristics Charts. Only usable
for Close Air Support and Ground Attack.
(REC) Reconnaissance. Denotes
what an aircraft can do. See the Air
Unit Characteristics Charts. Only usable for recon missions in the later
campaign game. See the Off-Map Recon
Table (For Campaign Games).
2A Split attacking
stacks into two attacks. This takes
place as a result of a poor roll on the Combat Proficiency Table for an attack
involving at least two attacking stacks.
3A Split attacking
stacks into three attacks. This takes
place as a result of a poor roll on the Combat Proficiency Table for an attack
involving at least three attacking stacks.
4A Split attacking
stacks into four attacks. This takes
place as a result of a poor roll on the Combat Proficiency Table for an attack
involving at least four attacking stacks.
AA Anti-aircraft. Units with guns intended to shoot down
aircraft. Can be motorized or
mechanized. German heavy anti-aircraft
units have a dual role as antitank guns.
Air Sector A half map area used to track
aircraft ranges. Not applicable to Don
Bend; intended for later use in Campaigns.
Air Zone A multi-game area (i.e.
bigger than Don Bend’s 6 maps) that is used in the fighter combat (11.3) during
the SoD Interphase to determine the air superiority level. Don Bend is part of the Stalingrad Air
Zone. Effectively there is a single Air
Zone in Don Bend.
AQR Armor Quality
Rating. A numeric rating displayed as a
yellow number on a green rectangle on applicable armored, heavy weapon, assault
gun, anti-tank and heavy anti-aircraft unit counters. It is a rating of effectiveness in fighting
against tanks.
AQRD Armor Quality Rating
Difference. The difference between the
top attacker and defender AQR values when at least one side in a combat has an
armor or assault gun unit. See the Armor
Quality Ratings (AQRs) chart.
Att Attacker. Used as an abbreviation on several of the
charts, such as the Soviet and German Random Combat Events charts.
Balka Like a gully, arroyo, or
ravine. A terrain feature.
BLUE BLUE refers to infantry
type units. See section 13.1.2
CAS Close Air
Support. A type of air mission in
conjunction with ground attacks. See
11.4
CBF Counter-Battery
Fire. Pairing a Military Intelligence
unit with an artillery unit enables this mode of operation. See 12.1
½ CF Reduce Combat Factors
to half for units in an attacking stack.
See the Combat Proficiency Table.
Combat Supply Combat Supply refers to fully
supplying a line formation for high intensity operations for the day. This requires the expenditure of Supply
Points during the SoD Interphase; putting a line formation into Combat Supply
can also be done later in the day during the 1200, 1600, or 2000 turns if
desired. It is only necessary to spend the Supply Points once to place a line
formation into Combat Supply for the day or remainder of the day. See 13.5, especially 13.5.4.
d10 A 10-sided die. Armored Knights Case Blue uses a 10-side die
for all dice rolls.
Def Defender. Used as an abbreviation on several of the
charts, such as the Soviet and German Random Combat Events charts.
DRM Die Roll
Modifier. This is a positive or negative
number added to a die roll. Die Roll
Modifiers are applied to die rolls in the game to account for various
circumstances.
Exploitation A form of movement. See 9.2
Exploitation
Codes These are shown on the CRTs for
attacks at relatively high odds ratios and high modified die rolls. They are -A, -B, and -C. Each awards the attacker one or more extra
hexes of advance after the combat. The
-B and -C codes award the attacker a free Hasty attack at their
discretion. Exploitation Codes are only
used for Deliberate attacks. See 10.7
and the Combat Results key near the Combat Results Tables.
Extender Also called Truck
Extender. These are collections of
trucks and other vehicles used to extend the range of an Axis Supply Battalion
at the Army or Corps level. They are similar
to the Allied Red Ball Express in 1944.
Extenders cost Supply Points to create, provide SP when they are
disbanded, have a counter on the map, and can move, be attacked, retreat, be
routed, and destroyed. See 8.1 and 13.5.3
FHH Fortified
Hedgehog. Sometimes described as
FHH1. This is an upgraded Hedgehog
2. It behaves the same as a Hedgehog 2,
except that in the event of a two hex retreat the FHH counter is replaced with
a Hedgehog 1 counter. See 14.1 and the
Terrain Effects Chart
FHH2 Fortified Hedgehog
2. This is an upgraded Fortified
Hedgehog. It reduces step losses by
2. In the event of a two hex retreat the
FHH2 counter is replaced with a Hedgehog 2 counter. See 14.1 and the Terrain Effects Chart
GA Ground Attack. A type of air mission in which aircraft alone
attack a ground target. See 11.5
HAA Heavy
anti-aircraft. These units can engage
aircraft and also engage in ground combat.
HAA on the German side are typically 88mm guns and are frequently used
in an anti-tank role. When so used, they
may also be used for AA work. It’s not
one or the other, you get both functions in the same turn.
HCR Home Country
Replacements allow recovering steps of casualties, building up the strength of
units.
HH Hedgehog. A field fortification providing a die roll
modifier. Hedgehogs allow the units in
the hex to ignore one hex of retreat but the HH counter is removed when doing
so. See 14.1 and the Terrain Effects
Chart
HH2 Hedgehog 2. An upgraded hedgehog. It reduces step losses by one. It mitigates one hex of retreat without being
expended. In the event a two hex retreat
occurs, the hex’s units ignore it but the HH2 counter is removed. See 14.1 and the Terrain Effects Chart
HQ Headquarters. A type of unit representing the command post,
staff, rear echelon, maintenance, medical, and other functions of a formation
that are not part of combat units. See
8.1 for Comm Traces
HW Heavy Weapons
companies. These are integral to most
infantry battalions and represent mortars and infantry guns. HW may be used in
combat in lieu of Artillery and CAS to avoid a penalty DRM. See the Non-Terrain Combat Modifiers table.
I&L HQ Intercept and Locate
HQ. This combines human intelligence
gathering with radio direction finding to attempt to first locate an enemy HQ
unit and then barrage with artillery, disrupting that HQ and causing negative
effects to the units in that HQ’s line formation. See 12.1.1 for more information.
Iso/IsoX Isolated. Units that are pocketed (surrounded; unable
to trace supply) are marked isolated and are subject to penalties and surrender
checks. IsoX refers to all the
difference levels of isolation: Iso1, Iso2, Iso3, Iso4 and so on. See the Degraded Unit States Summary and
8.1.3 Pocketing
LAA Light
anti-aircraft. These units can engage
aircraft and also engage in ground combat.
Both functions can be performed in the same turn.
Ldr Leader. A leader is a notable commander in the game,
represented by a counter. Each leader
counter can apply the number of leader points (LP) shown in parenthesis on the
lower left of the leader counter to Combat Proficiency rolls in his chain of
command each turn. See 12.2
Line Formation This is a military organization, such
as a Division, Soviet Armor Corps, Artillery Brigade, and so on. Line Formations are the lowest level in the
chain of command and supply. Sometimes
referred to as simply Formation.
LP Leader Point. Each leader counter can apply the number of
leader points (LP) shown in parenthesis on the lower left to Combat Proficiency
rolls in his chain of command each turn.
See 12.2
MI Military
Intelligence. A function represented by
one or more MI counters. These are not
units in that they don’t occupy a hex, have movement points or combat
factors. Rather, these are staff
functions. The counters provide a means
of tracking when MI is used in a turn.
Each MI counter may be used once per turn. See section 12
Morale Also called National
Morale. A number that quantifies the tenacity
in battle and ‘will to fight’ of the units of various nationalities in Don Bend
in 1942. See 10.5.3 through 10.5.6 and the Routing, Rout Recovery, & National
Morale table.
MP Movement
Point. This is the number at the bottom
right of each ground unit counter. It
represents the movement capabilities of that unit. Movement Points are expended when moving a
unit; count the movement points for each hex entered by the unit or stack as it
moves. Movement Points constrain how far
each unit can move. Different types of units
have different costs in Movement Points for the same type of hex. For example, Infantry can move through
mountain hexes whereas Tracked units such as Armor cannot do so (except along
roads in mountainous terrain).
NA Not
Applicable. Used on the Terrain Effects
Chart to indicate that terrain is impassible or that attacks may not take place
in some circumstances.
Ops Operations. Typically used to mean the Operations Phase
in the Sequence of Play.
OT Other Terrain. Used on the Terrain Effects Chart to indicate
that an effect for a terrain type is based on Other Terrain. Typically used where there are multiple
terrain features in a hex, such as a Hedgehog 1 in a Woods hex; the Woods hex
is used to determine movement costs.
r A combat result
indicating a one hex retreat.
R A combat result
indicating a two-hex retreat.
Rail Burden A tax (loss) applied to Supply
Points received by a Top Echelon HQ/SB.
This represents railroad congestion and inefficiency, partisan activity,
and other depredations otherwise outside the scope of the game. See 13.5
RR Railroad.
Rt A combat result
indicating that the stack of units it applies to must take rout checks.
RCE Random Combat
Event. See the Combat Proficiency
Table. Maybe something good happens,
maybe something bad.
RED RED refers to
engineer or artillery type units. See
section 13 and also 13.1.2
Reserve A formation is said to be
in reserve if it is immediately subordinate to a Top Echelon HQ, such as a
German Army or Soviet Front. Reserve
formations do not earn Supply Points for the Top Echelon HQ. See 8.2 and 13.5
Rout/Routed A state of degraded capabilities
for a unit. Caused by failing a rout
check. A unit that is routed immediately
and involuntarily retreats 4 hexes. The
unit persists in the routed state until they recover. See 10.53 through 10.5.6, the Routing, Rout
Recovery, & National Morale table, the Degraded Unit State Summary table,
and the Non-Terrain Combat Modifiers table.
SB Supply
Battalion. A separate counter on the
board, sometimes off board, for Front/Army/Corps/Division formations, plus some
independent brigades. Artillery brigades
do not have Supply Battalions; their HQ unit acts as such. See 13.5
Shattered Soviet units that are reduced
to 25% of their total strength are considered shattered. See 13.2.3 and 13.5.1
SoD Start-of-Day
Interphase. This is a special turn
conducted between the Midnight and 0400 turns each day for various non-combat,
once a day game mechanics. Examples are
supply transportation, Combat Supply determination, Air unit fatigue recovery. See section 3
SP Supply Point. The unit of supply in the game. This includes food, fuel, ammunition, spare
parts, fortification materials and engineering equipment; everything needed to
operate the units in the game. Supply
Points are received by the Top Echelon HQ/SB during the Start-of-Day Interphase
and are stored or transferred down the supply chain towards combat
formations. SP are used to put a
formation (division or brigade, typically) into Combat Supply. SP are also used to construct Fortified Hedgehogs
and to supply artillery units conducting Heavy Barrages. [SP might be used to refer to stacking points
for units.] See 13.5, the Combat Supply
Summary Table and the Construction Summary table
Suppressed A state of degraded capabilities
for a unit. Caused by air Ground Attack (11.5)
missions or by artillery Heavy Barrages (10.9.2). See the Degraded Unit State Summary and the
Non-Terrain Combat Modifiers tables.
Step Unit sizes and
casualties are assessed in terms of steps.
See 10.5.1 and 10.5.2 and the Ground Combat Unit Examples in the Visual
Aids and Examples of Play
Strategic A form of movement. See 9.3
Stug Sturmgeschutz. A
German assault gun. The Stugs used in
Don Bend are based on the Panzer III chassis.
Tactical A form of movement. See 9.1
Tax This is a loss of
Supply Points when moving them around.
These taxes include Railroad Burden, and then echelon to echelon losses
as Supply Points are transferred down the supply chain (effectively, down the
chain of command) towards the line formations.
An example of tax is the consumption of fuel and fodder to move supplies
from a German army to one of its corps, or from a corps to a division. Extenders consume additional fuel and fodder
and so add to the tax. See 13.5
TE HQ Top Echelon Headquarters. The top headquarters of the chain of
command. Typically, an Army on the
German side or a Front on the Soviet side.
The TE Supply Battalion receives Supply Points during the Start-of-Day
Interphase and stores them and/or transports them down the supply network.
TEC Terrain Effects
Chart
YELLOW YELLOW refers to armored
type units. See section 13 and also
13.1.3
ZoC Zone of
Control. Most units exert a Zone of
Control in the hexes adjacent to their hex.
This increases movement costs for enemy units moving nearby. Zone of Control is a common concept in many
wargames. Note that in Armored Knights
Case Blue, ZoCs are not sticky: enemy units need not stop moving when
they enter a ZoC. Enemy units can
continue to move after entering a ZoC if they have enough Movement Points. See section 7
ZoC-to-ZoC Movement from one hex to another
in the zone of control of an enemy stack.
When both hexes are in the ZoC of the same enemy stack, movement
penalties are assessed. See the Movement
Points, Ground Condition, and ZoC Effects on Movement Points chart.
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