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) |
Unit | Open | Rough |
Infantry | 6 | 3 |
Wheeled | 18 | 6 |
Tracked | 12 | 8 |
Vehicle reversed | 3 | 3 |
Woods, jungle, streams, obstructions | NA | Half move |
Road | NA | X2 |
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 |
Target | Hit on less than: | Result/Cards pulled |
Infantry | See below | 6 = dead |
Wheeled | 8 | 2 |
Front armor | 5 | 1 |
Side armor | 7 | 2 |
Rear armor | 8 | 3 |
Artillery | 5 | 6 = dead for each figure |
Heavy weapons | 7 | 6 = 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 |
Target | Hit on less than: | Result/Cards pulled |
Armor* | 6 | 1 |
Soft | 9 | 2 |
Weapons crew | 6 | 6 = dead for each figure |
Infantry | 6 | 6 = 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.
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© Copyright 2003 Hal Thinglum
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