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/SEQUENCEa) GROUND SCALE: 1"=50M
b) 6 PHASES per turn:
2) COMMUNICATION/MORALE 3) US BOUND (FIRE / MOVEMENT) 4) IRAQI BOUND (FIRE / MOVEMENT) 5) RANDOM EVENTS 6) ARTILLERY SPLASH / ILLUM II. OPERATIONSEVERY 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.
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
MOVE
COMMUNICATE
OPPORTUNITY FIRE
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 RULESDURING NIGHT MOVEMENT WHEN ANY "TWO SIXES" ARE ROLLED FOR MOVE
DISTANCE, THE MOVING UNIT WELL WANDER OFF OF INTENDED ROUTE.
IV. RANDOM EVENTS ROLL1. 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. MORALEEACH 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.
MORALE ROLL: (2d6) MODIFY: -1 PER LOST VEH
FAIL BY:
More Catastrophic Kill: Modern War Back to Dispatch January 2001 Table of Contents Back to Dispatch List of Issues Back to MagWeb Master Magazine List © Copyright 2001 by HMGS Mid-South This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |