Catastrophic Kill:
Modern War

CK: Modern War Rules

by Pete Panzeri

CATASTROPHIC KILL (CK) micro-armor wargame rules were designed to replicate the night battle at Ghazlani on 26-27 Feb, 1991. I used the system at a few conventions, the first time, in Europe, without one minute of play- testing! (Don't try that at home folks!)

I also incorporated the system into several battle simulations at The U.S. Army Infantry School, Fort Benning, GA. All to rave reviews, and promises to publish. Well, I personally dislike the period "because it's too much like work" (LTC Ed O'Niel). Hopefully some of the kind folks who asked for the data (such as my favorite wargamer, Mr. Donald Featherstone) will see them here and consider the promise kept.

I found CK fun for "BIG GROUP GAMES," and have enjoyed umpiring it (because' I enjoy "RANDOM EVENTS"). There are a few decision making dilemmas not seen in some simulatiorL It's a bit dicey, but hey! It's WAR! Anything can happen!!!

I use Dennis Wong's PANZER TACTICS., for spotting, close assault, infantry, and artillery integration. An umpire helps, but after 3040 replays of the same night battle (not always with sufficient beer and pretzels) I'm about burned out on the subject. Perhaps I'll make CK an appendix in my book DECISIVE POINT ... Perhaps not.

I. SCALE/SEQUENCE

a) GROUND SCALE: 1"=50M
FIG. SCALE = 1: 1
TIME SCALE = 1 TURN = 2-3 MIN

b) 6 PHASES per turn:

    1) COMMAND 2xD6 PER unit (ASSIGN OPERATIONS DICE)
    2) COMMUNICATION/MORALE
    3) US BOUND (FIRE / MOVEMENT)
    4) IRAQI BOUND (FIRE / MOVEMENT)
    5) RANDOM EVENTS
    6) ARTILLERY SPLASH / ILLUM

II. OPERATIONS

EVERY turn each separate element, IRAQI=CO; U.S. = PLT or SECTION) rolls TWO D6 PER UNIT to determine operations conducted per turn: this determines the number of OPERATIONS DICE received.

Each of the die can be used to: 1) Shoot, 2) Move &/or 3) communicate.

Players can use up to three dice per AFV for any one operation, or use a separate die for different operations in any combination. (shoot-shoot-shoot; communicate-move-shoot; move-move- shoot etc.) The best way to do this is to have a big pile of D6 and lay them next to the element for that turn, setting them aside as they are used.
NORMALLY COMMAND AFVs "SPEND THEIR DICE" IN THE COMMUNICATION MORALE PHASE, TO ALLOW THE REST OF THE ELEMENT TO ENGAGE THE ENEMY.

Example: The SCOUT Platoon Leader spots an enemy BMP, he spends one die telling everyone about it, and they all shoot.

FUNCTIONS AVAILABLE PER OPERATION DIE USED:

SHOOT
ENGAGE TARGET
OPPORTUNITY FIRE (*2)
OVER-WATCH (*2)
SCAN FOR TARGETS (*2)
ENGAGE w/ATGM (12)
CLOSE ASSAULT
SUPPRESSIVE FIRE
(*2): IT TAKES TWO OPERATIONS DICE TO CONDUCT THESE FUNCTIONS, (ONE TO PREPARE, AND ONE IS ACTUALLY ROLLED FOR THE SHOT.).

MOVE
D6 INCHES FWD
D6 x 1/2" BKWD
D6 x 3" ROAD
COLUMN
MOUNT / DISMOUNT
CHANGE FORMATION
CHANGE DIR OF MVT

COMMUNICATE
SEND SPOT REPORT
CALL INDIRECT FIRE
ADJUST INDIRECT FIRE
MORALE CHECKS / RALLY
DISPATCH ELEMENT
REQUEST MEDEVAC
REQUEST MAINTENANCE

OPPORTUNITY FIRE
ENGAGEMENT OF TARGETS NO LONGER IN VIEW.

OVER-WATCH A SHOT DURING ENEMY BOUND W/IN 60 degree FRONTAL ARC

SCANNING To SHOOT DURING FRIENDLY BOUND W/IN 360 degree ARC.

ENGAGE TARGETS w/in 180 degree FRONTAL ARC.

NOTE Each time a vehicle is hit, the umpire or owning player will roll in secret to see the effect (EFFECTS TABLE). Only if it explodes or bums will the shooter know that he knocked it out, hence a vehicle will repeatedly get shot full of holes, until it explodes. (I use board game counters to Mark hits, and painted cotton to mark flamers.

III NIGHT MOVEMENT RULES

DURING NIGHT MOVEMENT WHEN ANY "TWO SIXES" ARE ROLLED FOR MOVE DISTANCE, THE MOVING UNIT WELL WANDER OFF OF INTENDED ROUTE.
A) MAKE 12" (+) MOVE INTENDED
B) ROLL 3D6, ODD = LEFT, EVEN = RIGHT. THAT'S HOW MANY INCHES LEFT OR RIGHT OF INTENDED PATH THE UNIT ENDS UP, UNITS MAY INTERMIX.

IV. RANDOM EVENTS ROLL


1. Air Force A-10's drop illum (ODD=over U.S. central positions, EVEN= Iraqi's).
2. D-6 Unidentified A FVs moving east in 1AD sector (ODD=IRAQI, EVEN=US).
3. Unidentified Wheeled veh. convoys* (ODD=IRAQI, EVEN=US).
4. D-6 Unidentified dismounted squads* (ODD=IRAQI troops, EVEN=Camels).
5. D-6 6 IRAQI trucks approach U.S. rear.
6. "Weapons tight" No US direct fire engagement under 1 Km due to fratricide in 1AD sector.
*D-6 random placement as marked on map, ID is unknown until under 1 Km.

V. MORALE

EACH SEPARATE UNIT (CO OR PLT) HAS A MORALE of 8 (2D6), EACH SUPPRESSED, MOB, OR KO'D VEH. OR SQD DROPS UNIT MORALE BY 1.
UMPIRE ROLLS MORALE AND MODIFIES. UNITS THAT FAIL WILL WITHDRAW OUT OF DANGER.

MORALE ROLL: (2d6)

MODIFY: -1 PER LOST VEH
US: (PASS on less than 9) BY PLT/SEC (3-4 AFV's)
IRAQI: (PASS on less than 9) BY CO. (10-12 AFV's)

FAIL BY:
1-HALT, NO FWD MVT
2-BACK UP LxD6 (IF NOT IN COVER)
3-SUPPRESSED
4-FLEE 3xD6 (SUPPRESSED)
5+ WALKS HOME * (surrender if PB Range of enemy)

More Catastrophic Kill: Modern War


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