Rules
By Steve Carroll
A unit will start with four to 10 stands, with six to eight being typical. There will usually be one, and no more than two, leaders. There will usually be one, and no more than two, heavy weapons. Heavy weapons types include light and heavy machine guns, and flame throwers. A figure means a 25mm model soldier representing one man. A stand is a base of some kind that the figures are attached to. For this game, one stand usually has one figure. There might be two figures on a stand for a heavy machine gun team or for a mortar team. A two-figure stand should usually only count as one figure for casualty purposes, and it will be the heavy weapon for the unit; clarify this at the start of the game. Sample blank unit card Unit name or description
Cross off numbers as hits are taken:
Movement is usually 6" for heavily equipped or armored units, 7" for typical infantry units, and 8" for light units. "Disengage" is crossed off after the unit has done that, if it can and does. If any of the following three questions is a "no" answer, then just cross out the entire entry. If the answer is "yes", then circle the letter "Y", at least until the attribute is lost (armor and masks will last for the whole game; a Red Cross man could be a casualty). For the other entries, cross out completely if it does not apply, or cross out some of the numbers as needed to show the actual number left. Cross out numbers as the attribute is used or lost. "Flamethrower" is number of flame thrower shots; "Grenadiers" is number of grenadier figures in the unit. "Gas", "Smoke", and "Mortar" are the numbers of uses for those weapons, if the unit has any of them. Leadership, zeal, and esprit should never be greater than three each. Zeal is always at least as much as esprit. On rare occasions, for a bad leader or a unit with low morale, leadership or esprit may be negative one. These numbers affect how soon a unit may or may not fail morale; this determines if the unit may move as it wishes, and a severe failure may cause the unit to rout. Short range is 1/4 to 1/2 of the longest range that a unit may shoot. Short range is at least 8", and long range is 36" at most. Melee range for all units is from zero to two inches. This means that the short range does not really include from zero to two inches. If you make up unit records on a computer, you can simply leave off any attributes that a unit does not possess, and have hit numbers (see below) set up exactly as needed. The numbers across the bottom of the card are crossed out from left to right and top to bottom as hits are taken. Cross off as necessary to reflect the number of starting figures and the way you want the unit to degrade as it takes hits. When the last of a certain number is crossed off, the unit loses a figure, randomly determined. The numbers may be evenly distributed for each number of figures. They may be arranged to be gradually decreasing, so that a unit stays stronger longer, but becomes more "fragile" as it loses figures. They may be gradually increasing, so it gets harder to lose figures as the unit gets smaller. The card gives up to six hits per number before a figure is lost. Typical units should average four hits per figure. Sequence of play 1. All players take a random turn order card and place it face up.
How casualties are determined, and saving leaders and heavy weapons operators When enough hits are accumulated, or ifthere are "instant" casualties from a gas attack or saving ofcolors (see sections below), the exact figure(s) to be removed must be determined. Roll a die that has at least as many sides as there are figures in the unit, after assigning a number to each figure type, and remove one of the figures indicated. Sometimes there will be soldiers who can effectively take over the duties ofthe leader or the heavy weapons operator, even if the primary person is killed. To show this in the game, leader and heavy weapon figures have a chance to "save", and ifthey do, an "ordinary" trooper figure is lost instead. Simply roll the die again, and only ifthe same result comes up again, that is, "hitting" the special figure for a second time in a row, is the special Figure actually lost. Otherwise, remove a regular trooper instead. If there are no regular troopers left, do not bother with the saving procedure. This procedure is followed even if the player does not want to save the special figure (the stats for the unit might show the leader at a -1 for leadership, or a shotgun with zero for long range strength, for example). EXAMPLE: A unit has two troopers, a grenadier, a heavy weapon, and a leader, and has enough hits to lose a figure. The player will roll 1D6, and states that a 1 is the leader, a 2 is the heavy weapon, a 3 is the grenadier, 4 or 5 is a trooper, and a 6 must be re-rolled. He rolls a 1. Since this is a leader or heavy weapon, and might save, he rolls again, and gets a 2. It does not matter that the second roll is a 2 and would indicate the heavy weapon if it was the first roll; the important thing is that there were not two 1's in a row. The second roll could have even been a 6. A trooper figure is removed from play, killed. Notice that even though they cannot save or be saved, grenadiers and Red Cross men must be differentiated from troopers, since their loss causes a different effect on the unit. Their special missions keep them from being used to save leaders or heavy weapons. Just remember: if there are any regular troopers left, they might be able to save leaders and heavy weapons, if there are just leaders, heavy weapons, grenadiers, and/or a Red Cross man, no figure may save or be saved. Colors will be saved by troopers in most cases, but if necessary, then leaders, heavy weapons operators, grenadiers, and Red Cross men, randomly determined as usual, may, and must, save the colors. See the section on "Colors", below, for more information. Morale If a unit has six or less figures, then before moving, roll 1D10; if not equal to or less than the number of figures in the unit, the unit may not move. A unit that may not move MAY entrench and/or MAY use smoke. If the roll is at least twice the number of figures, then the unit routs. Add the leadership value. Just add it once, even if there is more than one leader) to the number of figures if the leader is still alive; add zeal (once) if the heavy weapon figure is still alive; add esprit (once) if any regular trooper is still alive; subtract one if the center of mass of a unit without gas masks is in smoke and/or if a unit in column was just under fire. No morale check is made for units that are starting a turn already in melee. Routing causes an immediate full distance (column) move away from the enemy and/or into cover, that's a full distance even through rough terrain. Arrange the figures so that they are slightly separated, and definitely not in any neat formation (this routing "formation" is called disorder). The unit will not shoot, but will defend in melee. On the next morale check, the unit must pass, or it continues to rout, even if the latest morale check result would otherwise only have been a "no move", not a rout. If there is no reasonable escape route for a routing unit, it surrenders instead; the enemy must take the prisoners. If there are just two figures left in a unit, then even if they have good leadership, zeal, and/or esprit, making its adjusted number of figures at least five, then a 1d10 roll of nine will still be a rout. Most d10's are marked from zero to nine, and th at is just how the numbers are to be read. Zero is not 10. A low roll is desired for a morale check. Movement and movementformations If successful on the morale check, then move up to the unit's movement allowance. 1/2 for rough. +1/3 for all on road. 1/2 for sidestep or backstep. Crossing a linear obstacle, like a fence or wall, costs 3" of movement (sometimes that is all that a unit in line can do for an entire movement). Keep all stands with one inch of each other; better, they should all be touching. A unit should not take up more than four inches in any direction. The common movement formations are line (two deep, unless four or less, then one deep; wider than deep) and column (two wide, unless four or less, then one wide; longer or deeper than wide). Changing from one of these formations to another is free, and is done before movement. Moving in line subtracts 3" from the unit's movement allowance. Shooting while in column makes a -10 modifier. Shooting at a column gives a +7 modifier. Units may move through friendly units, but the move must take them completely through. Units may not end ANY UNIT'S movement occupying the same space, even if another unit will move out of the way later that turn. Designer's note: This game involves being able to think strategically, and part of that is forced by the order of movement shown by the cards that tell when a unit will move. It is important to plan the order of movement, or, if you do not have the initiative, to "suffer" not being able to do what you want, at least temporarily. This is why units may not stop in the middle of another unit, even if the other unit will later move ... that would reduce the impact of the card system. The combination of movement effects, combined with the size of a unit, can sometimes make it "impossible" to completely abide by a strict interpretation of the rules. In such a case, the gamemaster, or the players, must decide on a reasonable course of action. Generally, a unit will get the "benefit of the doubt", and get to move a little extra to take the most sensible "realistic" action. EXAMPLE: A unit with 6" of movement wants to vacate a building and move towards another one, while sidestepping to continue to face an oncoming enemy. The unit may only move 3", since it will be in line; that is reduced 50% to 1.5" because of vacating the building; that is reduced 50% to .75" because of sidestepping. It is clearly impossible for all of the stands to get "out" of the building if the first one can only move .75". So the practical solution is to let the unit leave the building and form line, which may be 3" long or so, but the last figure out is still touching the corner of the building. Disengaging Once per game (cross the option of fthe unit record card when done) a unit may move 31" away from the enemy, and facing away in column. It must do this WITHOUT taking a morale check first, and may do so as long as the unit is not already routing. The player must declare that the unit is disengaging and then does not roll morale. Some units may not have the option available (already crossed off on record). In addition to moving away from the enemy, the disengaging unit may move behind cover along the way. Moving into melee Units may move (charge) into melee using their full (column) movement allowance, even if in line. Only line or column formation may move into melee. Any formation (including square, entrenched, routing, occupying a building) might be the recipient of a charge. Moving within 2" (measured between closest points) of an enemy unit brings the units into melee. If the moving unit can reach the enemy with its normal move, just bring the front rank ofthe units into base contact. If the moving unit can only get within 2", melee will still take place. If the stationary unit is in the open and not entrenched, both units move up F. If the stationary unit is entrenched, occupying a building, or behind linear cover, the moving unit may advance the additional 2" into contact. This extra potential 2" of movement may be considered as extra movement for charging. The lack of opportunity fire is no hindrance to the game: units may usually fire at each other before they are within reach for melee, and a good shooting attack may dissuade an enemy from moving into melee. A unit in melee may not move. Retreat from melee might happen as a result of combat (see below). Movement across a river To cross a river at other than a bridge, a unit must ford the river. To ford a river, a unit must stop when it reaches the river; it must then stop in the middle of the river on the next turn; and it must stop when it leaves the river on the last turn of the crossing. A cavalry unit may omit stopping in the middle. A unit in a river gets cover, except for melee, and shoots with a -6 strength modifier. While fording, a unit that gets extra movement for not being in combat may use that portion of the movement as one of the movements involved; this means that instead of taking three moves to cross, a unit not in combat might only need one and a half moves. Extra movement After combat, any infantry unit (but not cavalry or a vehicle) that was not involved in any combat in any way may make an additional 1/2 move. The unit May not move into melee. This is done in player order like all movement. If a unit fired and missed, or was fired on, even if there were no hits, it was in combat. Combat All combat is simultaneous. Units in melee use their melee strengths. Other units use their strengths (measured between closest points of the closest stands of the units) for the range they are at. Sighting is from center of mass to center of mass of units, but distance is measured between closest points. If a unit can attack at all, every stand in the unit that has a combat strength can participate. Add all of the shooting strengths for the range the unit is at. If less than two inches, use the melee value. Divide by 10 and round up to the nearest whole number (Notice that a negative number is possible, and that it will round up to - 10 or zero, perhaps; no die is rolled, as no effective attack is possible.). Roll that many d6's. Every two pips on each individual die, rounded down, is a hit to the opposing unit; cross off a number for each hit, and take casualties if necessary. An exception to the general rule that each die is considered individually for the number of hits it causes is: If two dice each come up as ones, pair them up, and one hit may still be scored for the two dice together. Shooting while in column makes a -10 modifier. Shooting at a column gives a +7 modifier. EXAMPLE: A 5, 3, 1, and 1 are rolled. The 5 scores two hits, the 3 scores one hit, and tile two 1's together get to score one hit, for a total of four hits. If there had only been three dice, a 5, 3, and 1, then that last 1 all alone would not score any hit at all. Grenades in melee Melee not only includes hand-to-hand fighting, but the shooting of guns and the use of other weapons at very close ranges. Heavy weapons may differ greatly in their melee strengths, because, for example, a heavy machine gun is not as good as a flame thrower at very close ranges. If there are grenade-armed or carrying figures in a unit (grenadiers), then they get to inflict some hits even before the standard combat resolution begins for a melee. There will usually be no more than two such figures, if any, and they must be identified at the start of the game. Grenadiers are specially trained, and may not save like leader or heavy weapons figures. Before the simultaneous melee combat is conducted, roll 1d6 for each grenadier (simultaneous if there are grenadiers on each side). Every pip on each individual die is a hit to the opposing unit; cross off a number for each hit, and take casualties if necessary. Armored units lose one less pip per attacking die, total the hits from all dice and then subtract the number of dice. A grenadier may not use standard grenades and gas grenades in the same melee. You must choose if you want to use standard grenades first, or possibly run the risk of losing a grenadier figure to standard enemy grenades before you get to make an a"ack with the potentially deadlier gas grenades. Retreat from melee After a round of melee, at the end of the turn, UNLESS BOTH (OR ALL) PLAYERS IN THE MELEE WANT TO STAY IN MELEE, OR IF JUST ONE WANTS TO STAY IN MELEE AND CAN ROLL A 1D6 HIGHER THAN HIS OPPONENT'S 1D6 ROLL (PLAYER WITH LESS STANDS GETS +1), one of the units retreats back a full column move, reduced for terrain, but in line with its front still to the enemy, according to these criteria in order:
2) if one unit has 1/2 or less the stands of the other, the smaller unit retreats, or 3) the unit that loses more figures retreats, or, if both lose the same number, then 4) the unit that originally held the position retreats and the attacker occupies the contested position. Depending on initiative, the units may engage in melee again the next turn, although the situation may have changed slightly due to, for example, Occupation of a building by an attacker. The retreating unit is always within movement range of the melee position. No morale check is made for units that are starting a turn in melee. Capturing prisoners in melee Prisoners may not be captured during grenade or gas attacks, even though those are part of melee. When the regular combat round comes up and melee is being conducted, a player that wants to try to take prisoners must declare this before the combat. Then if any enemy figures become casualties, no matter how many, they all become prisoners. The declaration must be made for each turn of melee. Even a unit retreating from a melee can have captured prisoners with it. It takes one figure to guard up to three prisoners. Immediately after any melee period in which a prisoner is taken, whether the capturing unit retreats or not, the guard and the prisoner(s) are moved 4" to the rear of the unit. They will move 6" per turn thereafter towards the rear. Multiple guard and prisoner groups may link up in some reasonable way to free up some guards for continued combat duty, if possible. The movement of the groups about or off of the table must follow some sort of reason and represent realistic actions as much as possible. Prisoners are not usually taken unless it is a scenario goal. Terrain and sighting notes, etc. Area cover greater than 4" deep cannot be seen through. Units may shoot from area cover into clear, from clear into or through area cover, or from all edge of area cover through one other area cover. Units may see through one area cover and into the edge of a second one, as long as the first one is no deeper than 4"; units may not see through two areas of cover. Units can also shoot from and to linear cover, such as a wall. A unit must be in base contact with linear cover; a unit must have its center of mass into area cover. A unit call get up to "double" cover plus entrenchment, see illustrations below. In the absence of a gamemaster or referee, the defender in combat (and of course that may be both sides in simultaneous combat) has final say over the cover situation, most cases are covered by these guidelines. EXAMPLE: A unit is occupying a building. It may shoot through intervening woods, less than 4" thick, at an enemy unit, which receives cover; that enemy unit may shoot back, but the woods plus the building give the first unit double cover. If the second unit moves to the edge of the woods closest to the first unit, so that it is essentially IN tile woods, but not having to shoot THROUGH the woods, then the units may still shoot at each other, each receiving the cover advantage just once. Note that being entrenched, although it gives a defensive advantage, is not the same as being in cover. Subject to restrictions of the scenario being played, units may usually shoot through friendly units, but may not use certain weapons, like flame throwers or shotguns, in such a case. Units, except mortars and indirect fire artillery, may not shoot through enemy units. Units may attack anything in the 180 degrees to the front of the center of mass. Any attack at a unit from behind that unit's attack are is considered a flanking attack. Hidden units that want to conduct an ambush and will shoot that turn are placed on the table at the end of all movement, out of their turn order; returned fire has the "ambushed" negative modifier. Spotting ranges for units that do not move or fire
Unspotted units are revealed in the movement turn just before they are going to fire (ambush). The owning player must reveal units when an enemy comes close enough to spot them, even in the middle of the enemy movement. Other than these cases, or if line of sight is blocked by terrain (or smoke), visibility is unlimited. Any moving units are placed on the board, unless hidden and unseen locations are carefully mapped and tracked. Strength modifiers listed (most of them, anyway) Attack modifiers: add to, or subtract from, the attacker's total strength
Note: The first turn of melee means the first turn of any new melee situation. If a unit retreats from melee, for example, then charges in again, it is a new melee, and there is another first turn of the melee. Typical combat strengths Here are typical strengths for the types of figures in a unit. Melee values are quite strong to make that type of combat "deadlier" and possibly decisive; remember, the term "melee" in this game includes close range firing of weapons in addition to hand-to-hand combat. The strengths may vary up or down according to the specific unit nationality and type, and unit quality is further defined by movement ability, morale modifiers, ranges, and the presence of special weapons.
Colors Colors are included in the list above even though they are a special case. A figure shown carrying a flag or otherwise representing the colors of a unit fights about like a regular troop in most circumstances. In melee, it is even stronger, because the presence of the colors makes everyone in the unit fight harder. Colors will automatically save in ranged combat; no roll is necessary, just remove a trooper. In melee, however, they will not automatically save, but up to three saving rolls must be made until one is successful, or the colors are finally lost. This means that just one casualty, if it is the colors, can really end up to be three, and then the colors may or may not be lost. If troopers are not available to save colors, then leaders, heavy weapons figures, grenadiers, and Red Cross men, randomly determined, may, and must, save colors. Pre-measuring Since the units represented in this game are mostly professional soldiers, capable of judging their abilities to move, and to engage targets, premeasuring is not prohibited in most cases. However, for example, if someone is using it as a means to maneuver a longer-ranged unit "over"-precisely to engage a shorter-ranged unit, and thus to "gamesmanship" an advantage, premeasuring could be prohibited, or the disadvantaged unit might have its range arbitrarily extended by the gamemaster. Windwagons Wind will come from just three possible angles and at just three possible speeds, if the weather was not going to be pretty favorable for windwagons, they would not be used in an operation. They will have a standard movement, based on orientation to and strength of the wind.
Second best: 16" Third 14" Fourth: 12" Worst: 10" EXAMPLE: If the wind is at speed 2 out of 3 and the worst (3 out of 3) orientation to the windwagon, it would be a 12" basic movement. Moves may be affected by a 3D6 roll.
5 Very bumpy ground; lose 6" and veer 45' by the end of the move; randomize left or right; one random casualty on 1D6 roll of 1 6 Rough ground; lose 4" and veer 45' by the end of the move; randomize left or right 7 Slightly bad ground; lose 2" 8-12 Smooth sailing; no change 13-15 Good ground; add 2" 16-18 Excellent conditions; add 4" A windwagon must move at least 1/3 of the maximum distance, unless it only moved 1/3 the last turn, and the owner declared that the windwagon was stopping. The movement intent must be declared before rolling the 2d6 for the move. Disembarking a windwagon takes 1/2 of a movement and a unit may move 1/2 move after disembarking, OR a windwagon may move 1/3 and stop and then the unit may disembark in the same turn. A unit may melee a windwagon that has stopped. Neither unit gets any advantage or disadvantage. A unit outside Of a windwagon may use a windwagon as linear cover. A unit in a windwagon gets the cover advantage. British ramp-style windwagons are designed to unload troops very close to the enemy, They may stop and unload 6" away. Standard-type windwagons must stop at least 12" away from known enemy positions. The ramp-types get double cover value when fired at by small arms from the front, at the front armor plate, from within 45 degrees left or right. Figures in a windwagon may not shoot. Windwagons are not allowed in towns, forests, hills, or on very rocky ground, etc. Their movement rules already account for small rough areas they may encounter. Some definitions and information on special actions and formation Attack: Using a unit's combined combat strengths ofall figures to inflict hits, and perhaps casualties, on an enemy unit. Short and long range attacks are called shooting. A close attack, within two inches, is called melee. Except for the strengths being different at different ranges, shooting and melee are conducted in the same way. Even the side on the defensive, in melee, for example, makes an attack against the enemy. All attacks are considered simultaneous. Entrench: Establishing a hasty and temporary protective position, perhaps by digging in, actively seeking cover, or simply dispersing the soldiers and going prone. Arrange the figures in a rough circle facing in all directions and mark with cover terrain pieces. The unit cannot be attacked in flank, and it gets a -4 to any attack against it. This action costs 1/2 of a movement turn: 1/2 of a move may be taken before entrenching. This action can not be done when already occupying a building (the building is already an excellent entrenchment in effect), behind linear protection, entrenchment only gives the 4 points from other directions; it may be done in area cover, like woods, in which case the unit gets 10 points total of protection. British may riot perform this action unless there are fewer than four figures in the unit; they may form square instead. Disentrench: Abandoning the temporary protection that was established by entrenching. Remove the cover terrain pieces and arrange the figures so that they are facing a definite direction. This action costs 1/2 of a movement turn 1/2 of a move may be taken after disentrenching. Form square: Adopting a special formation that allows for effective volley fire in any direction. Arrange the figures in as neat a square as possible, facing out. The least number of figures necessary is four. The unit cannot be attacked in flank, This action costs a full movement turn. This action can not be done when already in cover, only in the open. A unit in square can move 2" per turn. Only British and Texas regulars can form square. Any unit in square that loses figures and suddenly has less than four figures will immediately be faced in a definite direction, in the payer's choice of column or line, the square formation is automatically lost. Reform: Abandoning the square formation and resuming a standard unit formation, line or column, with a definite facing. This action costs 1/2 of a movement turn; 1/2 of a move may be taken before OR after reforming. Movement, even just 1/4 move in each portion, is not allowed before AND after. Occupy: Moving into a building. Arrange the figures so that they are all around the building and facing all directions. The unit cannot be attacked in flank. The unit is considered to be in cover, so it gets a -6 to any attack against it. This action costs 1/2 of a movement turn , 1/2 of a move may be taken before occupying a building, and during that movement the unit must reach the building. Note: Moving into cover in area cover or behind linear cover, as long as it is not in or around a building, is not the same as occupying and costs no extra movement. Vacate: Moving out of a building. Move the figures to the new location and arrange with a definite facing. This action costs 1/2 of a movement turn; 1/2 of a move may be taken after vacating. Red Cross men Red Cross men are like medics or corpsmen of later wars. A Red Cross man has no combat value, but counts as one of the (up to) 10 stands, and can become a casualty. A Red Cross man with a unit causes the hits from every attack to be reduced by one (that's one hit per attack, not per die). This represents the general ability of the Red Cross man to help some of the wounded during the battle, and slows the rate that the unit incurs game casualties. The hit reduction applies to each part of the grenade attacks and standard attacks in melee, each Found, but does not help for a stand loss from gas. No saving of grenadiers or Red Cross men; heavy weapons that run out of ammo Grenadiers and Red Cross men, because of their special training, do not save like leaders or heavy weapons figures. Heavy weapons figures that run out of ammo (flame throwers or mortars) are assumed to abandon the weapon and fight the rest of the game like standard troops, but with one less strength point at all ranges. Gas Only units with grenadiers and with gas masks can make a gas attack. There is a limited number of attacks, and no attack can be made if there are no grenadiers left. Gas grenades, as well as smoke grenades, are a special type of grenade, and there must be at least one grenadier. More than one attack can be made at once if there are sufficient gas grenades and grenadiers. Only one gas attack per grenadier per turn is allowed. The unit launching the gas attack is assumed to be masked at the time of the attack, but still has a chance to lose a random figure. The player making the gas attack does the die rolling for his own possible casualty and for the target unit. A gas attack immediately dissipates and has no effect on other than the attacking unit and one target unit, unless some scenario specific rules call for additional effects.
A grenadier may not use standard grenades and gas grenades in the same melee. You must choose which will be most effective. Unless you want to save gas grenades for use against another enemy unit, or if the current opponents have gas masks, it is usually better to use the gas grenades. How to apply melee effects when multiple units are involved A unit in melee only inflicts hits on one enemy unit at a time, no matter how many units are involved in the melee (an exception is a gas attack, see below). For the hits inflicted by grenadiers or by a normal attack in melee, randomly determine which enemy unit will take ALI. of the hits from each separate attack. Notice that this could be a different unit for the grenade attack than for the normal attack. A gas attack in a melee attacks ALL UNITS, ENEMY AND FRIENDLY. Friendly units are considered "target" units for casualty determination. Gas attacks even hit units that are flanking the gassing unit. Designer's note: Since a melee is a free-for-all, a unit cannot determine just who will receive the brunt of its efforts if there are multiple units involved. Dividing tile individual hits among units would be too tedious. Gas attacks are very deadly; DO NOT GANG UP IN MELEE ON AN ENEMY WITH GAS, unless you have gas masks, or, perhaps, if you have lots of regular grenadiers. Smoke Only units with grenadiers can use smoke. There is a limited number of smoke grenades, and none can be used if there are no grenadiers left. Smoke grenades, as well as gas grenades, are a special type of grenade, and there must be at least one grenadier. More than one smoke screen can be made at once if there are sufficient smoke grenades and grenadiers. Only one smoke screen per grenadier per turn is allowed. The unit making the smoke screen does it after rolling for morale and before the unit moves; this special use of smoke grenades does not affect the unit's, or a grenadier's, ability to do combat later. If the unit fails morale and may not move, it may still use smoke, but not if it routs. If the unit is in melee, it may not use smoke. The 4" diameter smoke screen is placed somewhere on or at least with its edge touching a stand of the unit making the screen. A smoke screen lasts two turns. Remove it at the end of the turn after the turn it is placed. Smoke screens may drift if there is wind , this is scenario specific; if the wind is strong enough, the smoke screen may only last one turn. No unit may fire into or through, or move into melee, in smoke. Smoke screens are used for protection from an immediate attack, or to shield movement, since a screen is big enough to hide a unit behind. A unit might use smoke to screen another friendly unit. Cavalry It takes 1/2 move to mount or dismount. Mounted movement is typically about double the dismounted movement rate. Subtract 4" for movement in line. Indicate two movement rates on tile unit record. One figure can act as horseholder for up to five horses. Horses may be released if there is no plan by the player to ever remount during the game; that way, no horseholders need to be left behind. To show horseholders, just have a dismounted figure or two and a riderless horse or two; it is understood that there are enough horses actually being watched to take care of the dismounted troop when it returns. In the first turn of melee, mounted cavalry gets a +4, and its enemy gets a -5. For all rounds in melee by mounted cavalry, heavy weapons are counted like regular troops -1. When shooting, mounted cavalry gets a -5 and heavy weapons may not shoot, but when mounted cavalry is the target, the enemy gets a +4. Cavalry only gets an extra 1/4 movement on a road. Some scenario specific terrain may be completely forbidden to cavalry, such as very steep or rocky hills, or very heavy woods. Obviously, mounted cavalry cannot entrench, occupy a building, or form a square. Flame throwers Flame throwers can be very devastating at close range. They only have a limited number of shots, as indicated on the unit record. Ifa flame thrower figure becomes a casualty, even if he saves, the owner rolls 1D6. On a 1- 3, then immediately resolve a 3D6 attack on the owning unit, disregarding any cover, because the flame thrower equipment has exploded. If this happens, then the figure cannot really save after all, since the soldier is killed and the equipment is destroyed, Melee resolution order 1. Grenades: indicate hits and immediately remove any casualties
Casualties inflicted for different types of attacks Standard attack: every two pips on each die rolled, rounding down, is a hit Special: two dice, both 1's, score a hit
Casualties from gas attacks or multiple casualties from saving color For either of these cases, there are casualties without hits. Enough hits must be marked off on the unit card to take the number indicated for the figures in the unit down to the new level. Only cross off just enough hits to get to the new level. Artillery The typical range for on-table direct fire artillery is from about 2/3 maximum long range on up to three times maximum long range of the sinall-arnis fire of the majority of units on that side. For example, a unit with a short range of 10" and a long range of 24" might have an artillery piece on its side with a range from 15" to 60". The artillery may not fire at less than the minimum range, although a shot may drift there. ARTILLERY ATTACKS HAPPEN BEFORE OTHER COMBAT. THEY ARE NOT SIMULTANEOUS WITH SMALL-ARMS FIRE, but they are simultaneous with each other. A unit can be damaged by artillery before it shoots. Artillery may not shoot at a melee, although a shot may drift there. Artillery is targeted with a small blast marker. Then roll 1d10. If it is not a zero, the shot drifts and actually lands in the direction the top of the indicated number is pointing. Depending on the quality of the artillery, there may be a reducing modifier to the die roll, making it more likely to land on target. The quality of the artillery also determines if the drift amounts in inches times the number, or in 1/2" times the number. After the actual landing point of the artillery attack is determined, center a 4" diameter blast ring over the point. Any unit that has any figure covered at all by the ring undergoes an artillery attack. Roll a certain number of Do's, determined by the artillery type and quality, and every pip is a hit. If the defender is in cover, roll one less die for the attack, linear terrain only protects if it is between the unit and the impact. A typical artillery unit's shots will drift 1/2" times the number on the D10 and attack with 3D6. Some very good or very heavy artillery, or a model that represents a large unit, may get multiple shots and/or LIP to a 6" diameter blast ring. Artillery does not move during the game. Depending on the artillery type and its emplacement, it may or may not be able to change facing during a movement turn. It may shoot to the 180' to its front. There may be limited ammunition. A record card for an artillery piece may look something like this:
Drift die roll modifier Blast ring 4" OR 5" OR 6" Drift x1" OR xl/2" # dice ___ # shots ___ Ammo O O O O O O Artillery is usually in a position to be attacked during a gamae. If attacked, then a record for its crew will probably be needed. Another way to handle attacks against -artillery would be to take every D6 rolled against it as in a normal attack, and the artillery loses a shot for each roll of 4 or greater. In this way, the artillery will become useless sooner, although it will shoot at full strength until that time. This technique will not handle a melee situation, however, Notes for running games at a convention, dice rolling, etc. every player at least two un its, but no more than three. Vary strengths of sides by strength and size of units and number of players per side. Try to arrange the units per player so that no one's entire force can be easily lost quickly. Armored units Units that receive the armored designation do riot necessarily literally have armor. They may be highly trained, or consist of very strong and tough soldiers, or be wearing special camouflage, or may indeed have armor or helmets or flak jackets or bulletproot vests that are better than what most units are equipped with. The point of the designation is to make the unit last longer in combat. It is another way to adjust unit strengths. When attacked by grenades, armored units lose one less pip per attacking die; total the hits from all dice and then subtract the number of dice, Zeppelin Zeppelins are large, slow moving, lighter-than-air ships. They are mainly used by the Germans. They can land Zeptruppen behind enemy lines, drop bombs, and observe the battlefield. Zeppelins might move up to 18" per turn. They may turn 45' per turn, only after moving 6" straight and then up to another 6" after. Special rules must account for wind and weather. A Zeppelin must stop and then take a turn to descend to come to ground. Additional rules are needed for ground-to-air and air-to-ground combat; for example, ground troops might be able to damage a Zeppelin, and vice-versa, with machine guns. Aeroplanes may also be involved in similar combats. Zeppelins might drop bombs, which will have effects similar to artillery shells. Drift will be a function of the Zeppelin's movement and/or wind. Zeps (as they may be called) carry a crew, who may unload to participate in combat, though perhaps poorly; Zeptruppen, specially trained assault soldiers who perform like regular infantry on the ground; and a few Luftmarines, who are excellent shots. Zeptruppen and Marines may be landed, or may rappel to the ground. Zeps might need a record card similar to this:
Artillery against rapidly moving targets, like windwagons and Cavalry Artillery shooting at windwagons will not possibly affect the wagon, just the passengers, unless a direct hit is scored on the wagon body by the adjusted hit position of the round. Use this 1D6 table in such a case:
2-3 roll again, on a 1 or 2, one casualty, in addition to other hits from the artillery 4-5 roll again, on a 1 through 4, one casualty, in addition to other hits: windwagon destroyed 6 one casualty, in addition to other hits windwagon destroyed Roll one less die for damage for an artillery attack against cavalry. Aeroplane Aeroplanes are small and fast. They may be used by any nation. They are used for observation, message delivery, and for very limited combat. They can be useful against Zeppelins. Aeroplanes might move up to 30" per turn. They may turn 22.5' for each two inches forward, at an additional cost ofone inch. They will rarely land or take offas a part ofthe game, but will usually fly through, and perhaps crash or be shot down. They might engage troops on the ground with machine guns, and vice-versa. They might drop bombs, which will have effects similar to artillery shells. Aeroplanes might need a record card similar to this:
Panjandrum Panjandrums area type of Turkish attack equipment. They look like huge spools, brightly painted. Rockets on the edges, or wheels, of the spool make the panjandrum roll forward, gaining speed as it goes. The center section is a barrel containing an explosive charge, which destroys a wail or fortification when it hits, if it works properly. Panjandrums can be quite effective if they reach the intended target and if they explode properly. Follow these rules for using them in games. They move in a movement turn for the owning player. They accelerate until the 6th turn, when the rockets run out and the panjandrum coasts a few final inches. At the beginning of each turn, roll 3D6 and apply the result shown below. Movement per turn:1: 4" 2: 8 11 3: 12" 4: 16" 5: 20" 6: 6"
5 Turns 45 degrees before movernent: randomize left or right; then explodes after movement 6 Rolls straight ahead, and then explodes after movement 7 Turns 45 degrees before movement; randomize left or right 8 Turns 45 degrees after movement; randomize left or right 9-18 Performs perfectly and rolls straight ahead If it does not explode early, then the charge will explode the turn after the pan i and turn comes to a stop, either from running out of power or From hitting something. However, on a 1D6 a roll of 1, the panjandru in is a dud. A panjandrum will stop when it hits a substantial target, like a wall, building, woods, or vehicie. If it is a glancing hit, then the gamemaster can declare a deflection, and the panjandrum will continue to move. If a panjandrum goes through a unit ofmen, it will explode among them on a roll of 6; otherwise, all the men dodge and the panjandrum continues on. If a panjandrum hits a vehicle, the vehicle might still be able to move in that same turn and escape destruction; gamemaster determines. Panjandrums destroy an entire building, on a 1d6: 1 or 2 (and/or do 1d6 casualties to occupants), or a 4" section of a wall, or a 3" square of woods, or 1d6 casualties to a unit of men or a vehicle and 1D6 passengers. An area of rough terrain is all that rem a ins. Scale Each turn represents about one minute of real time. Each inch on the tabletop represents about 50 feet. Each figure (or stand, since an HMG or mortar stand might have two figures) represents ftom three to 12 men, depending on the type of action being portrayed. This means that a unit starting the game might be representing a squad of 12 men (four stands times three men each) on up to a company of 120 men (10 stands times 12 men each). Designer's note: I know that weapons such as flame throwers and shotguns cannot really shoot several hundred feet, for example a table distance of 10", which would be 500 feet. To make the game playable, however, most such weapons have been given a pretty good short range strength, and they are of course very strong in melee. One might argue that iust the sight of them at short range, even before a truly effective melee range, could possibly terrorize an enemy, helping to cause casualties in the form of deserters or stragglers. Also, even though an officer's pistol may not have much of a range, his presence, directing fire, giving orders, and encouraging his men, can make a big difference in the unit's performance. Reasons for battles, scenario ideas, etc. Tidal, a volcanic island off the west coast of Africa, has many natural resources. The volcano near the center ofthe island, called Heart of Tidal, can be tapped as an energy source. Molten gold and other precious metals have been known to flow in the area. Some areas of the island vent hydrogen, useful for Zeppelins. All of Tidal is rich in gold, silver, and other metals, and mining is a major enterprise. The land is very fertile, and so lush prairies and woods, as well as exotic crops, have developed over the 40 years, 1850-1890, of settlement before the war began. There is sufficient wood for buildings, etc. The terrain, except near the three mountain ranges, is mostly flat, and there are deserts, woods, plains, and a variety of terrain in the temperate to tropic temperatures on the island. These natural resources, and the industry and settlements to process them, are fought over in many small battles. Attack Axles (maybe under a different name) Attack axles are huge, two-wheeled devices with a steam power plant, control house, and guns mounted on the axle portion of the machine. They are used in attacks only, because they must build steam and speed. Their great mass and momentum are used to crash through walls or buildings, which usually brings the axle to a stop. The attackers then have gun emplacements at the enemy walls, able to cover the advance of cavalry, infantry, and perhaps windwagons, that will capture the objective. They have a few crew and gunners. They usually do not carry any assault troops. They do not have much trouble steering, as their weight, power, and careful planning ofthe route keeps them on track. Attack axles may be dismantled after an assault, to provide material for new fortifications, or they can be repaired, powered up, and prepared for additional actions. A more complete sequence of play
1. Grenades: indicate hits and immediately remove any casualties 2. Gas attacks: immediately remove any casualties 3. Attack: using standard combat procedures, each side attacks the other 7. Extra movement for infantry not engaged in combat 8. Repeat steps 2 - 7. More Lone Star: Texas-Anglo Alliance vs. the Prussian-Ottoman Empire Back to MWAN #107 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2000 Hal Thinglum 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 |