Patrol

Tabletop Grid Rules

by Kevin White

Patrol Movement

Move your squad from hex to hex. If you want to you can split your squad. For every hex you enter throw 2D6. On a score of 7+ an incident takes place. Modifications to incident dice:

    Move into woods -1
    Move into buildings -1
    For each previous incident (up to a maximum of 2) -1
    (e.g. squad moving across open ground need to score 7+ for an incident. They move into a wood so an incident takes place on a score of 6+. If they had had one previous encounter with the enemy before entering the wood an incident would have taken place on a score of 5+)

Tactical Action

This happens once an incident takes place. Make up two cards for each of your squad members and two each for the enemy and add one marked STOP. Shuffle all the cards together and turn them over one at a time. When a card is turned whoever is indicated moves, fires, takes whatever action you deem appropriate. Infantry can fire or move when their card is turned up.

When the STOP card is turned over its the end of the move. Check for another incident. It is possible for more troops to join an action that's already taking place. Continue with Tactical Action until all the enemy are hit. Then go back to Patrol Movement.

Vehicles move in exactly the same way as infantry. Whilst in Patrol Movement it's one hex at a time. Once in Tactical Movement you will need the following cards:

    Horse drawn 1
    Cavalry 2
    Jeep, Kubelwagen, etc. 3
    Light truck, Motorcycle 3
    Armoured Car 3
    Medium/Heavy truck 2
    Halftrack, carrier, etc. 2
    Slow tracked vehicle 1
    Medium tracked vehicle 2
    Fast tracked vehicle 3

Casualties

When a soldier is hit, leave him knocked over in his place. When Tactical Action is complete check each casualty. Wounded men are not legitimate targets, neither are they eligible for offensive action.

Throw 1D6:

    1,2 Flesh wound - continue as if fit
    3,4 Serious wound - can be moved by two fit men
    5,6 Dead

Hand to hand combat

Occurs when opposing forces occupy the same hex. Throw one die for each combatant. Difference of 1 or 2 - knocked out. 3+ dead.

Firefight

To Hit3,4,5,64,5,65,6
RangeShortMedium Long
Rifle234
MG235

If target is in cover go to next longest range. i.e. short becomes medium, medium becomes long. Targets at long range in cover cannot be hit.

Mortar: Maximum range is 6 hexes. Count number of hexes between mortar and target. Score this or more to hit the hex.

    +1 to range if target moved.

H.E.Firing Maximum range is 8 hexes. Count number of hexes between artillery and target. Score this or more to hit (D8).

    +1 to range if target/firer moved
    +1 to range if target in hard cover

    Effect: Infantry target: Make up a hex template and divide it into triangles marked 1-6. When a mortar or H.E. hits put template over hex and dice. Anyone in that triangle is a casualty.

      Other targets: Soft skins Score (D6) 4,5,6 destroyed
      Open top AFV 6 destroyed

    A/T Weapons

    RangesPoint BlankNormalExtreme
    A/T RifleAdjacent-2
    BazookaAdjacent-2
    PanzerfaustAdjacent-2
    Other258

    Count number of hexes to target. Score this or better to hit (D8).

      +1 to range if target/firer moved
      +1 to range if target partially obscured
      -1 to range if aiming at rear of target
      +1 to range if bazooka, panzerfaust or anti-tank rifle firing at extreme range

      Effect

        Point Blank/Normal 1,2 Light Damage 3,4 Heavy Damage 5,6 Destroyed
        Extreme 4 Light Damage 5 Heavy Damage 6 Destroyed

      Sniper and M.G. cards
      1st shot

        1 - miss
        2-6 - hit

      Subsequent shots as per normal rules.

      Minefield card

        Dice for who is hit as per mortar. Wound is serious. Mark the hex as a minefield.


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