R.A.S.H.

Roll A Six to Hit

An Idiot's Rules for Post-WW2 Games

from Matthew Sparkes

These rules are meant to be simple; the basic premise is that morale and training are vital and that firepower is most effective at closer ranges, long range shooting being in the main, area fire.

Scale

The scale is 10m to 1cm
1 figure to 2-4 men
Figures are organised into units of four.

Troop Classification

Troops are rated:

    Elite, +2 for morale and movement
    Professional, +1
    Trained, 0
    Rabble, -1

These ratings are relative; a badly trained conscript arrny may deserve a rabble rating, whilst a highly trained, well motivated national serviceman, led by good NCO's may be professional.

Movement / Morale

Movement / morale is by 4 figure group; each group tests individually. Add the morale rating to the number of figures and subtract a d6.

    If the result is negative : they fall back double that number of cm

    If the result is 0 or 1 : they freeze and cannot move and any firing counts as area fire regardless of range.

    2 or more : the group may move that number of cm; if they move more than half of the allowance, they may only use area fire.

There are a few basic modifiers to the d6:

Advancing out of cover under fire, moving under fire, already falling back +2
Outnumbered, low on ammo, no leaders, out of contact +1 per factor
In cover and told to stay there - 1

Leaders

Leaders can affect their troops depending on their rating:

Rabble leaders may subtract 1 for a unit within 1cm
Trained leaders subtract 1 for a unit within 2cm
Professional leaders, the distance is 3cm and two units may be affected
Elite leaders, as professional but the distance is 4 cm.

This does not just represent shouting but the possibility that a better leader may also have good NCOs in a cadre with him. If a leader fires he cannot lead; a leader fires as per the figures` weapon.

Firing

Basically, roll the number of dice for the group's combined firepower. Thus a group of 3 M16 (one with a M203) and 1 Minimi have 9 dice ie, 6 for the M16s, 3 for the Minimi and also have another 3 when the M203 is in range.

Firing Modifiers :

    Leaders improve firing by increasing the chance of troops firing properly at morale test stage.
    Concealed target, moving more than half move and firing, opportunity fire, half the dice. Against cover (shanties, vehicles, impromptu entrenchments) half the hits Against solid cover (AFVs more than l5mm armour, entrenchments, concrete building) half the hits and give a 4,5,6 ST.
    Grenades have a 25m range and add 2 dice to the total; there is not an unlimited supply, say 2-3 per group, just keep a tally on the underside of a base.
    Melee should be rare, resolve by firing at close range, hitting at d+1.

WeaponMax Range (m)Figures : Dice
Bolt Action Rifle 800 2 : 1
M1 Carbine 100 2 : 1
FNIG3 / SLR 800 1 : 1
AK(M)47 400 1 : 2
AK74 600 1 : 2
M16 500 1 : 2
M60/GPMG 1200 1 : 4
PKM/Sustained Fire MG`s 1200 1 : 6
RPK/Minimi 800 1 : 3
40mm GL (egM203) 150 1 : 3
M79 type GL 75 1 : 2
Shotgun 25 1 : 4
SMG 50

51 - 100

1 : 3

1 : 1

Pistol 50 1 : 1


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