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 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:
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:
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
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.
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 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.
Open top AFV 6 destroyed A/T Weapons
Count number of hexes to target. Score this or better to hit (D8).
+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
Extreme 4 Light Damage 5 Heavy Damage 6 Destroyed Sniper and M.G. cards
2-6 - hit Subsequent shots as per normal rules. Minefield card
Back to Table of Contents -- Lone Warrior #125 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 1999 by Solo Wargamers Association. 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 |