By Terry Cabek
Some gamers have asked me to describe the Hex Command series of rules so I wrote this quick article about Hex Command: Mechanized. Here's a table with elements on the left, and how they are addressed on the right.. Measuring: None. Hex grid system printed on fabric by tracing a template, or by using hex shaped Styrofoam on top the table, or by tracing template directly onto playing surface etc. Hex scale: Each hex = 4 inches from flat to flat side. Hex facings: Affect vehicle defense. Inch scale: Don't care. But if you want to know for some reason, 1 inch = 10 yards. 1 figure equals : Doesn't matter. 1 stand equals...: One stand = 1 squad of 4 figures. Vehicle scale and classes: One vehicle = 1 vehicle. Vehicles are Light, Medium or Heavy with Very Light, Light, Medium, Heavy or Very Heavy combat values. Time/turn scale: Don't care. 1 turn consists of Players alternating phasing/non-phasing Command influence range: The hex the commander is attached to. Kill a commander: 1d6, 1 if the item he is attached to gets a hit. Recording hits: 1/4" cubes with the letters C, CC, D, DD, M, MM written on them. When a vehicle has hit an enemy vehicle, roll a cube. If the gun is powerful enough you may roll 2 cubes. Place the cube next to the vehicle. Infantry get red Hit markers placed next to them. Third hit removes a figure from the stand and does not place a marker. At 2 figures or less remaining a squad is routed. Vehicle maximum range: 20 hexes, technically, but firing at that range is pretty much a waste of firing ammo. Small arms firing maximum range: 0,1,2,3,4 hexes. Zero is the neighboring hex. Dice rolled: Anti-tank: 2d10 unless the weapon cannot reach further than 10 hexes.. in that case 1d10. Small arms: 1d6 How infantry fight vehicles: Only infantry squads with the anti-tank symbol, e.g. machine gun, PanzerSchreck, Bazooka crew etc. can do it, or, you have to be in the neighboring hex if you have no AT ability. Infantry hits equivalent to their weight, e.g. Light, Medium and Heavy infantry. How vehicles fight infantry: Hex range to target + target defense value = the number to roll higher than on 2d10 (or 1d10 as the case may be). Of course there are few other modifiers but not many and they are all plus or minus one to make it easy to remember. Morale: Implied in the system of casualties and routing and rallying; not obvious; no actual system other than commander influence bonuses Concepts One of the concepts from the other rules that we had to tangle with in HCM was the issue of recovery or rally. At times I could not see squads coming back once they had been routed because the type of combat mass is different; you don't have 80 men in a squad in World War II; you may have 8 if you're lucky. So, once the majority of these guys think to themselves "whew.. that's enough- let's go.." my mind says they are done for the day and heading for an aide station or rear area; obviously without permission because they aren't going to listen to anyone. After all, they are "routed." It is ironic but a larger mass of men can be seen to be easier to rally than just a few, at least until that critical mass of fleeing men is involved, and then, the only reason it can't be stopped is because no one can see their officers in the mass of humanity. After about 200 yards of running away, the small group or individuals that have booked might slump up against a wall and take a breather, especially if they know they are not being chased by a sword-wielding Hussar. Once they have had a few moments, they may start looking around for their friends and perhaps think about rejoining them. This is the essence of recovery. I still have a tough time believing this recovered group would be good for anything, but at least they might be able to defend a position. Without an officer attached to them, it's really doubtful they would be able to advance toward the enemy. In fact, one might use that as an alternate rule: that after rallying, the squads can only defend where they are, unless an officer is attached. Terry Cabak http://www.imaginelmage.org Co-developed by Jeff Cabak; for further information/comments, please contact Terry Cabak at comaanvcmd(abiuno.com or Jeff Cabak at aveaugustus(cbaol.com. To join the Yahoogroup "Wargames with Miniatures", check out this site: www.yahoogroups.com/group/wargameswithminiatures. 1. INTRODUCTIONHex Command Mechanized are rules for miniature wargames that utilize several board game concepts to speed game play yet maintain an acceptable level of historical and technological flavor. These rules are intended for WWII but any post-Horse and Musket era can be used. Vehicle combat is fairly straight forward: When vehicles engage each other in direct fire, the range in hexes to the target is added with other firing modifiers, then the value for the target weight class (armor). This final total is the number required to score a hit, rolling that number or higher with 2d10. When a hit is scored, a comparison of firing gun weight to target weight class determines how many "Damage Blocks" are rolled, to see which indicator comes up. Each block has letters designating the type of damage caused, either to Combat value, Movement or Defense. The damage blocks showing this damage is then placed face up next to the vehicle to show what kind of damage was registered (a hidden method of marking can also be devised by players so the opponent does not know what kind of damage is caused). Infantry vs. infantry combat is no different than with the other rules in this series: using 1d6 and the hit chart shown at the end of these rules. This basic system has an organization where an infantry squad of 4 figures are temporarily mounted to a metal movement plate if they are magnetic, or using Sticky Tac putty, the figures are temporarily mounted to cardboard or 1/8 inch basswood movement plates to make moving easier. These plates can be any convenient size so that 2 can fit in a 4 inch hexagon, perhaps measuring about 2 1/2 inches square. Infantry platoons of the same company and their squads should all have some unifying mark and/or color on each figure disc and/or movement plate. This game requires use of a hex grid playing surface of 4" hexes and a recommended board size is 6x4 feet. Note: Hexes are arranged on the surface with flats of the hexes parallel with the long sides of the surface. The top-left comer of the board is usually an entire hex to begin the hex pattern. 1.1 Scale and Equipment 1.1.1 Battlefield The inch scale could be said to represent 10 yards to the inch so that four inches represents 40 yards. This results in a small arms range between zero (the neighboring hex) and 4 hexes, and means a small playing surface represents a region after both sides have maneuvered into position. Larger tables provide more maneuver room, but can also cause the game to last longer. 1.1.2 Special Weapon Symbols/Capabilities In the basic system players can ignore the type of weapon each figure carries, because players may wish to keep secret what the capabilities of their squads are without showing their opponent. In that case squad bases need to have some kind of secret mark as to their antitank or other capabilities. If it's acceptable to make this information known to the opponent, then model figures bearing these "special weapons" or "symbols of the capability" make recognition easier. These symbols vary from Machine Guns to Mine laying or detector figures. In order to simplify the game, the anti-tank symbol can be represented by any crew-served weapon such as any machine gun, bazooka, or PanzerFaust or Schreck, or flamethrower. Certainly, not every squad in a force will have antivehicle ability. During the removal of casualties, these special figures are always the last to be removed as casualties, meaning that as long as the squad exists it has this special capabilities. 1.1.3 Showing Hits to Infantry Infantry hits are signified by the placement of Red hit markers next to squads that get hit, and these can accumulate and are moved with the stands like all markers in the game. When squads suffer their third hit marker a figure is removed, though lost figures can get added back into the squad in the Rally Up phase. 1.1.4 Classes and Weights The highly specific weapons of the mechanized era have been grouped into several generic classes. Infantry are Light- meaning inexperienced and/or lightly armed, Medium meaning trained or average armed, and Heavy- meaning veteran, inspired and/or heavily armed and trained. Vehicles and all cannon weapons, bombs and mortars also have classes of Very Light, Light, Medium, Heavy and Very Heavy. This same class system exists for buildings and fortifications. Sometimes, as there are a great variety of vehicles and weapons, guns can be mounted to vehicles that are of different weight class, such as the British Matilda being a heavy tank but armed only with a Light caliber gun, or the Panzer III having a light gun but a medium-class chassis. It is also important to note that all Very Light and Light cannon weapons fire twice each time they shoot. 2. Components2.1 Command and Command Valuation System (CVS) CMD (CMD) Command Strength - The number of commander figures in a force represents overall communication, command and control; the more the better, and these are especially needed for recovering routed troops. These symbols of command have a special placement and removal procedure in the Turn Sequence. Placing or "attaching" a commander to items in a hex represents some kind of command influence being exerted. The Command Valuation System (CVS) is a series of numeric values for the abilities of commander Initiative (I) ranging from 4 (best) to 7 (worst), Combat (C) from zero to 2, Morale (M) from zero to 2, and Tactical (T) and Aggressiveness (A) also from 4 to 7. These values help decide situations or add other benefits. For the 4 to 7 values, rolling a 1410 higher than the value "passes." The CVS is available in these rules so players can use the concept to add flavor to the game. For instance, deciding which road to take at a junction, or to decide what a commander would do in a situation. 2.1.1 Writing and Changing Orders If agreed to, before the game begins players write orders describing objectives to accomplish for each force or segment, based on how they have studied the opponent and the terrain. During the game, a player may wish to change a written order. However, before that is allowed the player must roll higher than the CVS value for Tactical in order to "pass" or succeed in the attempt. If passed, the force immediately receives the new order. Failing to roll higher means the new order is not written and in some cases, "consequences" both good and bad may be the result. The limit for how many times this attempt is allowed can be up to players to decide, or again, simply use the formula 10 - Initiative value = limit of order changes. The use of the commander's Morale value of the CVS is optional in these rules as it was designed for future use and with the rules Company Command. If a commander has a value of two, for instance, all the hexes around him and the hex he is in receive the command influence bonus. Obviously, commanders of this importance will be rare. Commands in this game represent overall command effectiveness and not necessarily an actual historical figure (though they can each be given a name and operated as if one is more important than the other; they can obviously even look different just for appearance sake). In some cases however, specific ethnic commanders are needed in the game. These specific commanders cannot be applied to other ethnic parts of an army, e.g. Hungarian troops have a commander that cannot be used with a German force. However, once that particular ethnic commander is captured or killed, no command influence can be exerted upon the troops unless the commander is of that ethnic background. 2..2 Infantry a) Units do not go disordered in these rules.
2.2.1 Classes Light Infantry (U) - Un-encumbered and/or partisan infantry with little training and few if any anti-vehicle capabilities. Medium Infantry (MI) - Trained or well-supplied infantry with a mixture of arms and average anti-vehicle capability. Heavy Infantry (HI) - Heavily armed and well-trained infantry with a large degree of antivehicle capabilities. Example is Panzer Grenadiers. Commandos move at Light Infantry speed. Cavalry- Are Mounted Infantry of Light or Medium class and move 5 hexes per turn. For chit pieces on maps, Mounted Infantry should be shown different than normal infantry. Unlike the Gunpowder rules dismounting and mounting has no penalty here but dismounting into combat causes the horses to scatter. They are recovered on 1d6 5,6, rolled for the entire group in the hex when the group tries to move as mounted again. SMG (SMG) - Special infantry armed entirely with Submachine Guns. Their range is only 0,1,2 but their Combat value is +1. Paratroops (PA) - Players can choose to allow different weight classes of paratroops otherwise their default value is medium infantry. Players roll for each stand being dropped as the mortar shot-fall procedure, but the offtarget hex distance is two hexes from a selected hex for each platoon. For each platoon being dropped, just select any hex on the game surface and make the roll for 5,6 using 1d6 to see if the platoon center is that target hex or not. If not, roll to see which off-target hex becomes the center of the platoon. For each 5,6 rolled for each stand the owning player can place in any hex up to 2 hexes from the target hex. 2.3 Vehicles All vehicles are Light, Medium or Heavy and all speeds are considered combat, not maneuvering, speeds. Combat, defense and movement values are found in the reference charts at the end of these rules. 2.3.1 Face Change Limit All light armored and non-armored vehicles have a facing change limit of twice per turn; anything heavier is limited to one face change per turn. Soft skinned vehicles have a DV of zero. 2.3.2 Classes (LV) Light-All light vehicles, light tanks and light armored cars, have a rate of fire of Two each turn. In addition, LVs can change facing twice per turn. (MV) Medium - Main battle tanks. (HV) Heavy - Heavily armed and armored but slow vehicles. (VH) Very Heavy -The heaviest armored and armed vehicles. (AA) Anti-Aircraft - Anti-aircraft vehicles have a 3600 arc of fire. (SP) Self-propelled Guns - All SPs have the limitation of being able to hit only targets in their frontal arc. They have no ability to return fire if it is received outside their frontal arc. Nor can they fire through friendly troops in their primary arc when the guns are mounted low in the hull of these vehicles. 2.3.3 Vehicle Damage Indicators (Damage Blocks) Each successful Antitank hit on a vehicle causes the rolling of a Damage Block Indicator, which is labeled with Damage Categories. These pre-marked blocks are placed next to targets to keep track of damage. In some cases more than one block may be rolled. Each block is just a simple 1/4" block of wood from a craft store, smooth enough to write the letters C, CC, D, DD, M and MM meaning, C-ombat, D-efense or M-ovement.
For instance, if a Light Gun fires at a Light vehicle, the Gun to Armor difference is equal: damage can only be incremental; the lowest denominator of either of the three types of damage; for example if a CC is rolled only a C would be placed next to the vehicle (if a C did not already exist; if so, then the block would be placed to read CC).
2.3.4 Reverse Speed All vehicles back-up at half speed, rounded up. 2.3.5 Attrition & Retreat Only vehicles that have suffered 3 Double-Damage Indicators cannot be saved or recovered. Vehicles that have MM damage can still move one 1 hex per turn but may not be able to move into hill hexes or negotiate obstacles. 2.3.6 Cargo Points and Limbering/Unlimbering Halftracks and trucks are identical except that one is armored and the other is not. Plus, haftracks suffer no penalty for moving across country like wheeled vehicles do. Each halftrack can carry 6 points of cargo. One squad equals 4 points, and each individual item (mortar, individual MG's etc.) counts as one point. Trucks can carry up to 12 points. Bren carriers and similar small vehicles can carry up to 4 points of cargo. All halftracks, even when carrying no troops, have a combat value equivalency of one stand of light infantry with AT ability. Halftracks have an arc of fire like Self-propelled vehicles- e.g. front hexes only. It is assumed that all trucks and halftracks have perpetual drivers. Towing, Limber/Unlimber When any item embarks/disembarks from vehicles, only the vehicle suffers -1 hex speed. When the vehicle and gun stop to unlimber, the vehicle can be placed in the same hex or in any neighboring hex behind the unlimbered object. Moving the vehicle to and from the hex to limber/unlimber does not cost extra, but limbering/unlimbering does cost-1 hex speed. When vehicles are towing something and are hit by any combat, the damage is recorded on the vehicle only. If the towing vehicle is destroyed, the towed object is also destroyed. 2.4 Others Components 2.4.1 Works (Wx) Works - Light, Medium or Heavy works. Hexes dedicated to slowing or hindering movement of enemy vehicles or items that are dug in. Moving into this hex causes all items except infantry to stop for the turn unless the works are reduced to rubble. These works are reduced and destroyed as shown in the Combat Notes table near the back of the rules. Special engineer infantry units or engineers build and remove 1 hex of works (or bridge) at the speed of 1 hex per turn for light, 1 hex in two turns Medium and 1 hex in three turns for Heavy works. During this construction no firing by the crew can take place. 2.4.2 Minefields (MF) Minefields - These are hexes dedicated to slowing or hindering movement. Any items moving into a mine hex (mine hexes must be announced by the judge or opposing player), cannot move any further that turn unless equipped with anti-mine capability either in the troops (on foot) or as flail or other anti-mine vehicles. If they are not equipped with anti-mine capability place a hit marker and for each vehicle present roll a damage block. If anti-mine capability does exist they can then keep moving as normal. Mines are laid or removed by infantry or engineers at 1 hex (of no combat for the stands performing the mine operation) per stand per turn. For the sake of argument, mine field hexes are perpetual until defeated by items with anti-mine capability. 2.4.3 Aircraft (GA) Ground Attack Aircraft For their weight, planes move double the listed vehicle speeds and make no turns unless they are Superior aircraft. See the Vehicle and Weapons table for descriptions.
3. Sequence Of Play3.1 Initiative Each turn begins with both players viewing the Initiative/Activation value of their overall commander. Using 1d10, players roll to see which of them rolls higher. The side that does becomes the Phasing player and the opponent is the Non-phasing player. At this point, players can play the game two different ways, decided before the game begins: 1. Alternate Phasing/Non-phasing (known simply as A/B). The phasing player activates their entire force at once. The opposite player is the Non-phasing player. Once finished, the opponent activates their entire army. 2. Activation Sequence. The Activation Sequence is an optional concept where players assign chronological numbers to groups in their army based on how they foresee the battle occurring on the table top, and/or based on how they have arranged their forces on their side of the surface. The winning player of the Initiative die roll will activate his first unit and be the phasing player, then the opposing player will activate their first group and become the phasing player, then back to the first players second group, then the second players second group etc. An alternative method is to roll for each group based on that groups commander, not the overall commander. See the Sequence of Player at the back inside cover of these rules. 3.2 Removal Of Commanders Remove all the phasing player's commanders, and place them aside. 3.3 Panic Check For each commander lost add 10% to a forces total percent of loses. When a force has reached a break point percentage of points lost (perhaps designated by the scenario or usually 40%), it panics if the player rolls less than the percentage number on 1d10. All units receive a hit marker and a unit cannot advance unless a commander is attached. 3.4 Reinforcements If reinforces for the phasing player are due they arrive now or on the turn designated by the scenario. Optionally, on the arrival turn and thereafter, using 1d10 roll higher than the overall commanders Initiative only if there is no commander with the arriving units; if there is, roll on that commanders initiative value. Passing means the force does in fact arrive, failing means try again next turn. If the entry hexes are occupied by any number of enemy units, the enemy is first informed of the apparent strength of the arriving force and decides if it wishes to remain and fight. If not, the blocking force can now make a full move away from the arriving zone. If choosing to stay and fight, the reinforcements may attack the blocking units and can overlap their flank(s) only if they have enough units to extend their line beyond the blocking enemy force. Furthermore, if blocking units are positioned within 2 hexes of an arriving hex they are to be informed of the apparent size of arriving forces. 3.5 Movement All units must face the direction of movement except in Retreat before Combat moves where units have stepped back. Road: Items moving along roads ignore face change penalties. If a unit does not have sufficient points to enter a given hex it cannot move into it. 3.5.1 Rain Players may, if they wish, roll for any wheeled vehicle getting stuck 1d6 3-6 if rain or mud is being simulated. 3.5.2 Change Facing For each facing change the cost is -1 movement point. However, if a unit ends its movement in the same facing as when it started, no hex-side facing change has occurred. Units can change facing once if advancing after combat. 3.5.3 Forests The following stipulations may change based on scenario notes. Unless entering a forest hex via road or path or unless designated by the scenario before the game begins, all vehicles that attempt to enter a forest hex must first see if it allows them to enter. For anything lighter than Heavy vehicles a 1d6 die roll 4-6 allows them to enter; Heavy and Very Heavy vehicles must roll a 6. Some kind of marker should be provided so that passable forests are marked on the table (a green-painted bingo chip works fine). Vehicles can only move into one forest hex per turn; otherwise all other items do not pay a penalty for moving into forest hexes. Vehicles cannot move into forest hexes that are also other terrain hexes (forested hill hex). 3.5.4 Towed or pushed guns in forests These can be placed in woods but fire out only the side the moved into, and cannot move from forest hex to forest hex. These weapons cannot be moved into combination terrain (forested hills), and cross water only at bridges and fords. 3.5.5 Facing and Zone of Control. Upon entering an opposing units zone of control units must stop, and if they have not yet changed facing they can do so. Zones of control are lost for units involved in melee and/or that have a hit marker. Units that retreat before combat get a hit marker each time they retreat before combat. Units must be oriented to a facing. In some cases the hex layout and playing of the game may have units facing the comer of the hex; in this case a units front zone of control is only two hexes to its front and this is a nuance that players should be aware of. In the traditional hex layout a units zone of control are the three 3 hexes of the front of the unit In the case of a traditional hex grid the "center rear" hex refers to the hex directly opposite a unit's facing. 3.5.6 Stacking No more than two items may occupy a single hex at a time unless otherwise stipulated. No more than one commander per hex is allowed. 3.5.7 Pass Through Hexes with vehicles or LIMBERED guns can be passed through by other vehicles as long as the stacking limit is not exceeding when doing so. 3.6 Placement Of Commanders Place commander symbols in any hex desired. One hit marker is removed from an item (or items in a hex) the commander is attached to, in the Rally up phase of the turn (in some cases, sphere of influence -the use of the CVS value for Morale can be read as a range of influence- can be used optionally as well to include all the units in that sphere. e.g. if the officer has a rating for Morale of 1, it means the hex he is attached to. A 2 means all the neighboring hexes where he is attached as well). 3.7 Combat After the phasing player has finished moving, the non-phasing player fires. Once the non-phasing player has conducted any combat the phasing player performs combat. Combat occurs when a target is in range by declaring a Firer and a Target.
3.7.1 Vehicle vs. vehicle Measure the range in hexes to the target. Add this number to the armor value of the target plus modifiers. The total number is that to roll or higher, using 2d10, to score a hit. If the target is hit roll the appropriate number of damage blocks as discussed in the chart for Damage Blocks. Place this damage block as an indicator next to the target vehicle. 3.7.2 Infantry vs. infantry See the Small Arms chart and roll 1d6 for that number or higher to score a hit. Place a red indicator next to the target if hit. When two hit markers exist, the next hit scored removes a figure from the stand(s). If there is more than one stand that could take the damage, randomly roll to see which stand gets the hit applied. 3.7.3 Infantry vs. Vehicles Infantry with Antitank ability have a range from zero to 2 hexes. To compute, the combat value of the infantry is (generally) the same as their weight class; e.g. medium infantry fire with Medium antivehicle gun weight. The Firing table shows the Direct Fire (2d10) GW column and these values. Unless the target vehicle is in the neighboring hex (range = zero = automatic), 2d10 must be rolled to see if the target is hit and damaged. Measure the hexes to the target, add target defense and any other modifiers as usual. This number or higher is needed with 2d10 to score a hit that actually causes damage. Remember that if the target vehicle is in a zero range hex, it may still have some cover benefit or the firing unit may have a hit marker on it, meaning a 10% drop from 100% for each such penalty, such as hit marker, obscurity etc. So, a squad with AT ability and a hit marker at zero range would need a 9 or less with 1d10 (there's no need to roll 2d10 auto-hit cases). Historical Note: Note also here, that infantry can carry any weight of anti vehicle weaponry; it is only for simplicity in the basic rules that we say light infantry carry light antivehicle weapons. They may in fact have "heavy" antivehicle capability. For instance, the Panzerfaust was a remarkably deadly weapon, far superior to the Allied 50mm and 60mm bazooka, which the Germans copied and made it to fire 88mm rounds which were, again, far superior to the Allied anti-vehicle weaponry. The difference in weaponry was notable, therefore, the Allies in WWII would have NO heavy anti-vehicle capability until Korea and the invention of the SuperBazooka (which would easily take out a ISIII). 3.7.4 Small Arms vs. APC When an APC is carrying infantry and the APC is hit by enemy small arms fire, troops inside the vehicle can only be liable for a hit marker if the firing item has anti-vehicle capability.
3.7.5 Hit Markers on Infantry Each hit to infantry causes a red Hit marker to be placed. On the third hit remove a figure from an infantry target (in some cases roll a damage block for vehicles). Once a squad is reduced to two stands it is routed; remove any hit markers. Each marker causes -1 in combat value but movement is not reduced. For this reason all squads should have a platoon mark or variations of a color theme on their figure bases. 3.7.6 Vehicle Machine Guns When firing any of a vehicles MG's fire once only (not per weapon unless AA, AAA or Quad) at a value of a stand of infantry, but only up to 0,1, 2 hex range. 3.7.7 Vehicle Hex Facing Values Subtract 1 point for every facing beyond the front value for the vehicle's weight class. 3.7.8 Fire over friendly units Units on higher ground can fire over friendly units, or fire to a target higher than a friendly unit, as long as the target is not in a neighboring hex of that friendly unit. Being on higher ground is considered cover. SP guns cannot fire through friendly units when their guns are mounted low on their hull. 3.7.9 Line of Sight (LOS) The firing unit must be able to trace a direct line of sight from the center of its hex to the center of the target hex. If this line passes through any portion of an intervening terrain hex such as Hill, Structure or Forest hex, the target cannot be fired upon unless firer and target are in neighboring hexes or on a higher elevation. See the graphics in the "Suddenly Appearing Targets" section; for example, targets in hexes neighboring a hill cannot be hit by a unit on that hill unless the firer is in the hex neighboring the target. 3.7.10 Firing at Paratroops Until paratroops are on the ground they cannot engage in combat. Firing at paratroops is equivalent to firing at troops in cover and can only be done by small arms and AA weapons. 3.7.11 Auto hit Range All cannon weapons have an auto-hit or "Can't miss" range as shown on the charts as either A or Auto. However, the caveat as explained earlier, is that defending bonus creates a 10% cumulative drop from that 100% (low silhouette is not eligible at such close ranges.. see Low Silhouette). Using 1d10, simply add up the target benefits and reduce from a 1d10, e.g. target behind a wall means roll 9 or less, behind a wall on a hill means roll 8 or less etc. 3.7.12 Firing in Response, Turning Turret and Body The advantage of Turreted Tanks over SP guns is that when fired at, turreted vehicles can turn their turrets and fire back with a -1 firing penalty for making the turn IF that turning is outside their present arc of fire. SP guns cannot engage and return fire to targets that are not already within their frontal arc. 3.7.13 Minimum Indirect Range Field artillery guns and Self-propelled artillery guns, have a 5 hex minimum indirectfire range that they cannot fire into. This is where Mortars can have a more significant role in the game. 3.7.14 Indirect Artillery and HE hits To fire indirect artillery, a spotter or officer or designated item is required to be able to see the declared target hex. Roll 5,6 to hit that hex, and if missed, roll 1-6 clockwise to see what hex the round lands in around the target hex.
3.7.15 Direct High Explosive Fire When items are hit by direct artillery fire, remove a figure in one infantry item for each hit, and add a hit marker. Heavy cannon cause TWO hit markers and one figure removed. Note that some weapons cannot fire HE rounds; these will cause only a hit marker to be placed if the target is hit. 3.7.16 Suddenly Appearing Targets When a firing unit is presented with a target that has appeared from behind something eke or was otherwise at the start of the turn not visible to that firer, the limitation to being able to shoot it is: the distance from the firer to the target cannot be greater than half the maximum range for the weapon. The following example presents a slightly different and irritating nuance or wargames: how to target something that has suddenly appeared in a gap between two obstacles or objects. It is only because of the system of movement employed, regardless of the movement system employed, that an enemy item appears to stop between two objects when in fact the item is actually still moving. Use the following formula (usually this happens when opposing items are perpendicular to each other as shown in the enclosed graphic) "The size of the gap between two objects cannot be greater than half the range from the intended firer, in order for it to be fired at." The distance between the two forest hexes is only 1 hex size, therefore in order for the tank at 19 to shoot the tank at 60 it cannot be further than 2 hexes away; it is three hexes therefore it cannot fire even if it is pointing at the gap because the amount of time is too short. What if the tank at 60 decides in the next turn not to move and shoot at 19? If the tank at 19 is still there, it will automatically get "opportunity fire" at the 60 hex because in these rules the non-phasing player fires before the phasing player. Example (2) demonstrates two obscurity concepts. Players can use either option to determine obscurity (-1 penalty to the die roll or +1 to target defense): a) at least two sides of the firing hex must clearly see two sides of the opposing hex (with arrows that the "whole hex" of Hex 85 cannot be seen by hex 57 without the angle passing through terrain) and b) that an invisible line connecting both center points of the two hexes does not pass through any intervening terrain. 3.7.17 Combat and Structures Structures are classed and suffer damage according to the Structure chart.
3.7.18 Commander effect Unless otherwise stipulated, all commanders cause +1 in melee die rolls per contest and +1 combat value to units they are attached to. 3.7.19 Rally and Routed Units Squads with 2 figures remaining are "routed" and immediately moved their move distance away (even if they have already moved in the turn). Routed units that receive a hit are eliminated. When a commander is attached to a unit (in the hex with them) units recover 1 lost figure in the Rally Up phase and remove one hit marker if not routed (routed units have no hit markers on them). Players can choose more realism by optionally not allowing Routed units to perform anything but defensive actions (no movement toward the enemy). Routed units automatically avoid enemy zone of control but if they must enter a hex of a unit that has no casualties or hit markers they are destroyed. Routed units are destroyed if fired upon that causes a hit. Routed units cannot fight. Routed units keep moving their full speed toward the rear area until either rallied or leaving the board whereupon they are removed. 3.8 Melee a) Units in melee cannot be fired at. b) To engage in melee declare and mark the units/hexes of the attacker that are engaging the defender. c) Infantry melee is decided by each attacker conducting combat one after the other against the defender, rolling 1d6 and adding any Melee modifiers. d) Any tie results in both sides losing one figure and being pushed back one hex. In some cases this will mean that more than one attacker unit does not get to melee the defender. e) The side with the highest result wins a melee and the opposing unit is captured (destroyed). Note: Melees with more than one attacker are conducted individually; not combined into a single value, therefore the defender bonus will be lost after a melee with a first unit. g) Units become routed (if not already) if they are pushed back into enemy ZOC (that enemy has no hit markers), impassable terrain or impassable friendly units. If they have no other hex to move into they are destroyed. h) A unit may initiate only one melee per turn, even if the target retreats (see "Advance after Combat"). i) Units must designate a facing when engaged in melee; they cannot remain pointing toward the comer of a hex in games where that orientation is used. j) Units melee'd in flank/rear cannot change facing until contact is discontinued. k) Opposing vehicles will perform Over Run below. If there is no opposing vehicle or emplaced weapon to ram (which is the first priority of vehicles), each vehicle of the attacking force in the melee causes an automatic infantry casualty to one stand of the non-phasing player. However, this is NOT done if the defenders are in any kind of structure class heavier than the weight class of the vehicle (see the following note). 3.8.1 Over Run and Ramming This implies that a vehicle has decided to ram an enemy vehicle or weapon emplacement, and continue past the hex, if the vehicle has the normal movement speed. However, the activated player can decide to move 1 hex beyond the hex after the contact is completed. Note: Moving beyond a structure or vehicle that is rammed in a hex is not allowed if the target is a structure class heavier than the weight class of the vehicle. If this is the case, for defending infantry in the structure place a hit marker instead of removing a figure casualty and stop the vehicle at the structure, and for vehicles being rammed see the damage section for damage allocation then stop the vehicle at the point of contact. Prior to contact a defender vehicle(s) may be able to "Retreat before Combat" if it has a faster speed than the attacker vehicle. If it retreats and backs out of the hex into the neighboring hex, the phasing player's vehicle has the choice to stop and fire at any target or continue moving if his vehicle has any movement speed remaining. Overrun by vehicles in a trench hex causes that trench hex to become leveled (Light vehicles simply pass over the trench without leveling it) and any unlucky infantry in the trench hex suffer 1 figure lost. Wheeled vehicles that attempt to ram can only damage other wheeled vehicles. Damage Allocation for Ramming
3.8.2 Infantry Swarming Vehicles It is true that vehicles are vulnerable to infantry that charge and swarm around them, wreaking havoc on just about anything they can bend, break, jam or start burning. Tanks, regardless of size, are NOT impervious to infantry. For this reason, infantry that launch themselves into the hex of a vehicle automatically cause one Damage Block of incremental damage to the vehicle if heavy, whatever shows if a medium vehicle and if a light vehicle whatever shows on two rolled damage blocks. Open-topped vehicles are either captured or destroyed based on the swarmer's choice. 3.8.3 Ambush When an opposing unit moves into a hex already occupied by a waiting enemy (causing a potential melee) the unit conducting the ambush would get firing first and this must be done as soon as the enemy enters the hex. If the defender is anti-tank capable but the entering force has no vehicle, the defenders antitank ability cannot be directed at vehicles outside the entering unit; that is, the non-phasing player cannot choose to ignore the infantry moving into their hex which are leading or ahead of a vehicle, and fire at the vehicle instead. Conversely, the vehicles behind a group of infantry that has been "jumped" cannot fire into that melee to help their friends (much as we would like to) until no friendlies remain in the hex (abandoned vehicles obviously exempt) In situations where an unseen enemy fires upon an opponent without there being physical contact, aka moving into the same hex, this is not the same as the ambush example above so the vehicle can fire in response. If however, a vehicle is included in the entering forces, the vehicle will suffer any antitank damage if available from the defender force. 3.8.4 Retreat before melee A unit may retreat one hex before melee calculation if (1) its total movement allowance is at least one more than the opponent (2) it has not suffered any Hit markers (3) the type of terrain does not prohibit the retreating unit entering it.
3.8.5 Advance After Melee After a unit has retreated the opposing player can claim the vacated space if rolling 46 advance, with a +1 for commander presence to the 1d6 die roll (optional: CVS -use 1d10- and roll higher than the number for commander Aggressiveness to pass and advance the unit). If there are friendly units in neighboring hexes to the enemyvacated hex yet none of the forces engaged in melee with the defender, roll to see which one to see which advances into the vacated hex. If more than one advances, do so if it does not exceed the stacking limit. Units that advance are allowed to change their facing. Units that advance after combat can initiate combat if they have not already done so. 3.9 Rally Infantry units stacked with a commander regain one lost figure, remove a hit marker, and if routed are recovered and turned to face as the owning player desires. 3.10 Commanders Unless players use written orders where they define objectives and purposes for each group in their overall force, a method must be derived for how this can be determined fairly. One way is to roll higher than that commander's CVS Aggressiveness character trait; if passing the roll the action is permitted. If the roll is failed, there should be some degree of consequences and the Consequences chart is an example. (optional: the Morale trait in the CVS of the commander is the number of hexes the commander influences). a) The quantity and quality of Commanders are representative of command valuation points. b) Movement - Commanders have no movement allowance. They are simply placed where desired in the proper phase of the turn. c) Capturing commanders - commanders stacked with friendly units are captured if their force loses a melee, or if they are caught unattached to friendly units. d) Combat - Commanders stacked with units add +1 to the combat value. (optional: the Combat CVS value is added to the firing units die roll.) e) Death - Commanders stacked with a unit are killed on 1d6, 1 if the unit suffers a hit. 3.11 Victory Prior to the game beginning a break point - the point at which a side can no longer hope to win the battle- should be set for both sides. Generally, a break point is half the total number of units in a player's force, though if a real army suffered that many casualties it would actually be catastrophic. Once this point is reached the opposing player has won the game only if his own percentage is less, or if the combination of losses and points earned he is better off than his adversary. Also, points should be assigned to various terrain elements that can then be awarded if the terrain item is in a player's possession by the end of the game. Players should always discuss what constitutes a win before the game begins so there is NO debate about who won when the game concludes. Scenarios must be as clear as possible as to why the battle is taking place and what each side is to accomplish. There are many resources available elsewhere to establish victory points, victory conditions and scenarios so they won't be reiterated here; suffice to say this is where the internet solves one of the greatest problems confronting garners: research. If anything could be said about scenarios, keep them short so the games are short, in fact, we recommend games of no more than 5 vehicles per side and about 10 infantry squads. For example, scenarios like "capture the bridge" need to be much more descriptive than just saying that alone. Even the Battle of Bastonge encompassed many smaller engagements. 4. OPTIONAL RULES4.1 Range of Sight, Hidden Placement and Movement Game Mapper facilitates hidden units; they can be marked on the map in their starting positions and once hidden units move, they are visible to the opponent. Range of sight is the size of the gaming surface on normal days. Markers on the table should represent units that cannot be seen. Only hidden vehicles must be revealed should the enemy move into the neighboring hex. 4.2 Finding hidden artillery that fires If no units are able to see the artillery when it fires, the only way to deduce where the artillery is located is by sound. The exact location of the firing piece(s) will remain secret but the opposing player is notified of the general region by the owning player showing a group of 10 connected hexes, one of which is the real hex the firing piece is located in. This group can be a round shape, box shape, or straight line of hexes, not bizarre, goofy patterns. 4.3 Rockets Rockets cannot hit a specified hex; the intended hex is only spot from which to roll around it to see which hex the shot actually lands in. 4.4 Obscured Fire In some cases the visual nature of the game table makes determining obscurity uncertain. In such times, allow the combat but apply a penalty of 1 point to the firer. 4.5 Commander Sphere of Influence In some cases a commander may have a sphere of influence in addition to the unit he may be stacked with. In Legions & Lions the Morale value in the CVS indicates a bonus added to the Morale check dice roll; here it means the number of hexes the commander can influence. This enables a single commander to have stronger rally power, perhaps turning disaster into victory, especially if an opponent has not properly placed reserves during his attack or has attacked just hoping to get lucky. Also, players are NOT obliged to tell the other players of their commander's full capabilities until they actually need to use it. For Advance after Combat, commanders that influence more than one hex can have both units advance of that neighboring unit is not already in melee. In cases where commanders attempt to change orders or act on their own, and roll on their Tactical or Aggressiveness number and FAIL, see the following consequences list. 4.5.1 CVS Failure Consequences (1d10) a) All units in this situation/related to the commander in his sphere/hex cannot advance or change facing until next activation. b) Same as 1; random units receive a hit marker. c) Cannot move in the enemy's direction until "Aggressiveness" is passed, starting next turn even if in the enemy's phase. Can move in other directions however. d) Defend only until new orders are received. e) Must proceed with original order/objective. f) Each unit about-faces and moves towards the rear until cover of some kind is been reached whereupon they defend until new orders are received. g) #6 + random units receive a hit marker. h) #5 + random units receive a hit marker. i) Cannot move in the enemy's direction until "Aggressiveness" is passed, starting next turn even if in the enemy's phase. Can move in other directions however. j) All units receive a hit marker. Example of Spread of Commander traits in a 45 year conflict (American Civil War) 4.6 Activation The concept of Activation involves players assigning chronological numbers or "an activation sequence" to the various segments of their force; in the case of these rules for the mechanized era the sequence should be applied to groups of platoons. A player would assign one segment of his force to conduct its actions first, to their conclusion, and then another segment to go second, and so on, until all units have conducted their activities for the turn. To determine which segment #1 goes before the opposing player's #1 segment, roll on the Initiative value of the commanders in question. The player that wins the die roll activates his first segment first, then the opposing player activates his first segment. Once this is done, both players roll again for their second segments of their force. However, there is the option that the winning player of the first initiative die roll for the turn will activate his segments before the opposing player, this cuts down on having to roll for each segment, though both concepts have good merit. However, there may be special segments outside the normal army that should be assigned a number as well. Artillery groups always float, that is, they should not be given a number as they fire with opportunity. Also, it is key to mark those things that have fired when using this system so they don't end up firing again out of phase. Also be aware of when you place commanders because once placed, they cannot be placed again in the turn. Be aware that rolling for each of their next segments instead of just having one roll produces different nuances for wave assault and "intra-support" of an army, and how a defender should be approached in battle. This sequence concept may seem foreign to many players but in fact, it closely resembles actual combat reports. Another example is when one group advances toward an enemy position. It may not be followed by the next activated segment of units in a time that seems quick enough to support the first. 5. Vehicle and Weapons MatrixThis table is provided to give players who may not know, some idea on how the vehicles and weapons are considered in these rules. This was not a willingly introduced table because of the controversy it can create, so bear in mind the goal of these rules is to group and simplify as much as reasonable. One can only see this list as a guide.
7. Sequence of Play1. Remove Commanders & Panic Check Check for panic, fail if:
2. Spotting 1d6 to spot plates or markers, 5,6 required. Maximum Range: 15 hexes, 20 from hill. Reveal markers that are placed on the table only if the opponent is in the neighbor hex and the marker represents a vehicle. If it is fake, remains hidden if in forest or building hex or other type of heavy terrain (forest, town, trench, sunken road etc. but not when behind fence/wall/bush type). 3. Reinforcements Place arriving units symbol or first unit(s) in designated locations. 4. Movement All light armored and non-armored vehicles have a facing change limit of twice per turn; anything heavier is limited to once per turn. Limbering-mounting/unlimbering-dismounting cost one move point to the vehicle unless by scenario or otherwise stipulated. 5. Commanders Place in any hex. 6. Shooting (Non-phasing player) Target must be within front hexes of fixed guns. Turrets that turn to fire in response do so at minus 1 to combat value. Clear line of sight to target hex (see Obscured rules). 7. Combat Hit Marker causes -1 Combat. Target must be within front hexes of fixed guns. Turrets can turn and fire at • Retreat before Melee: Must have a higher move factor than attacker. Cannot have a hit marker. Retreat to an adjacent hex backward. Retreated items get a hit marker. Face towards vacated hex. Compute Damage. Advance after Melee Must advance into enemy vacated hex if rolling 46. Optional: Use CVS Aggressiveness and 100 (rolling higher passes). Passing the roll the commander gets choice, else failing = unit advances. 8. Rally Units with Commander regain one casualty and remove one hit marker. 9. Spotting (see above) Back to MWAN # 121 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2003 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |