20mm WWII Rules

Fast Miniatures Rules

by Mitru Costea

Turn Sequence:

A moves; B designate target and fire; A designate target and fire; melee B moves; A designate target and fire; B designate target and fire; melee

Movement (inches)
UnitOpenRough
Infantry63
Wheeled186
Tracked128
Vehicle reversed33
Woods, jungle, streams, obstructionsNAHalf move
RoadNAX2

Spotting:

A target must be spotted before it can be fired on.
Spotting is automatic if the target moved, fired, or is unconcealed.
A target that did not move or fire and is 90% concealed is spotted at 6 inches if infantry and 12 inches if a vehicle.

Tank/Antitank Fire:

Roll 1d10. If a hit is scored, pull the indicated number of cards and consult the chart. A natural 1 is always a hit. All artillery and machinegun arches of fire are 45 degrees.

Tank/Antitank Fire
TargetHit on less than:Result/Cards pulled
InfantrySee below6 = dead
Wheeled82
Front armor51
Side armor72
Rear armor83
Artillery56 = dead for each figure
Heavy weapons76 = dead for each figure

Tank/Antitank Fire - Hit Modifiers (add or subtract to die roll):

In cover +2
A or B moved last turn +1 for each
Attacker heavier -2
Attacker lighter +2
Firing on artillery or heavy weapon from the flank or rear -3

Infantry Fire
TargetHit on less than:Result/Cards pulled
Armor*61
Soft92
Weapons crew66 = dead for each figure
Infantry66 = dead for each figure
*Only grenade or heavy weapons can score a hit

Infantry Fire - Hit Modifiers (add or subtract to die roll):

In cover +2
A or B moved last turn +1 for each

Infantry Weapons Range (inches):
Grenade/pistol 6
Rifle 24
Machinegun or mortar 36

Melee:
High die wins, ties reroll, Japanese officers +1

Card Results:
A Destroyed
K No fire 1 turn
Q No movement 1 turn
J No fire remainder of game
10 No movement remainder of game
9 Turn right 90 degrees and stop 1 turn
8 Turn left 90 degrees and stop 1 turn
7 Can only move forward, no turns
6 Must reverse 2 full turns
5 Crew is killed. May re-crew with an officer and 2 infantry
4 Blows up. Immediate damage check on anything within 6 inches
3 Destroyed
2 Stunned, no movement or fire. Returns to action on next attacker movement phase with a die roll of 4+.

Special Rules:
1. A figure armed with an automatic weapon may roll 3 times.
2. Machinegun crews roll 1 dies for every target in range and arch of fire.
3. Machinegun and mortar crews move at half speed and may not move and fire.
4. You may fire on a target at any point where it moved through your line of sight and arch of fire.
5. A figure may not pick up weapons from the dead.
6. Every figure has grenades and is armed as represented.
7. Machineguns or mortars for which the crews are killed by small arms fire or melee can be re-crewed. If the crew was killed by heavy weapons, the equipment is destroyed.
8. Off board artillery can be call in by any figure if the target is in line of sight. Two cards are dropped from 15 inches above the target. Anything touched by the card is hit. Figures are killed, vehicles draw cards without rolling for being hit. All artillery targets must be precalled.

Indirect Fire:
Light mortars have a 2-inch diameter plastic overlay. Heavy mortars have a 3-inch diameter plastic overlay. Heavy off-board artillery has a 4-inch plastic overlay.

1. Pick the target.
2. Roll a special die that has either a "Hit" or an arrow on it.
3. An arrow shows the direction in which your shot missed.
4. Roll 1d6 to see how many inches off you are.
5. Anything touching the overlay rolls on the To Hit table.


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