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. ScaleThe scale is 10m to 1cm
Troop ClassificationTroops are rated:
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 / MoraleMovement / 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 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 LeadersLeaders can affect their troops depending on their rating: Rabble leaders may subtract 1 for a unit within 1cm
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 :
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.
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