Impressionalistic Wargaming

Operation Market-Garden MegaGame Rules

by Sam Scott

These are the rules- do NOT get obsessed with following them to the letter. They are, and were always intended to be a framework to guide the action. If you think the action in a particular circumstance calls for more, less or different modifiers, go ahead and tweak the system, change up the phases or whatever. Keep it fun!

TURN PHASES:
1. Artillery & Air
2. Movement
3. Direct Fire

MORALE

Morale checks happen immediately in the phase in which they are triggered. Check morale for:

    unit attacked by artillery (unless the unit rolled No Effect)
    unit attacked by aircraft
    dismounted unit that takes casualties
    armored vehicle hit by any weapon with an anti-armor value
    any unit attacked by a flamethrower
    any unit that is ambushed
    any thing else the umpire thinks is appropriate

Any unit forced to check morale rolls a d10

    Green units pass morale on a 5 or more
    Veteran units pass morale on a 3 or more
    Elite units never check morale

Any non-armored unit that fails morale routs off the table. Any soft-skin vehicle whose occupants fail morale is abandoned. Any armored unit that fails morale immediately retreats 12" away from the enemy, ending movement facing away from the enemy. If this move takes the vehicle off the table, it cannot come back.

PHASE 1) ARTILLERY & AIR ARTILLERY

Remove impact markers from the previous turn. Designate artillery targets for the current turn. Eligible targets must be in LOS of a HQ unit or spotter team. Place impact markers to designate target units. Roll l d 10 for each unit and factor in the following modifiers. The impact markers will stay on table until the next turn.

MODIFIERS
firing weapon is 75 mm or larger -1
target is in hard cover -2
ng weapon is greater than 105 mm, a bomb or rocket +1
target is in the open +2
firing unit is an aircraft +2

RESULTS
No Effect 1-2
Suppress 3-6
Retreat 7-8
Retreat with casualties 9
Rout with casualties 10

No Effect- the target is unaffected by the fire and does not check morale
Suppress- target can make no action until the marker removed and must check morale
Retreat- target immediately moves 12" back to cover and is suppressed, check morale
Retreat with casualties- As above and roll 6 dice vs. dismounts and light AT hits on the vehicles according to the direct fire tables.
Rout- As failed Morale
Rout with casualties- As above and roll heavy AT hits on the vehicles

AIR ATTACK
Place air attack markers. Check for flak. If the attack goes in, roll I d 10 for each unit on the table above.

FLAK
Only dedicated flak weapons can be used against aircraft. The weapon must be deployed in the open, cannot be moving, and must have been designated as being on "flak over watch". Any weapons on flak overwatch cannot engage ground targets. The weapon must also be in range of the target aircraft. Roll l d10.

FLAK TABLE
1-7 no effect
8-9 aircraft aborts
10 aircraft shot down

MOVEMENT TABLE
TypeRoadCross-Country
Foot6"6"
Wheeled18"3"
Tracked18"6"

PHASE 2) MOVEMENT:


German movement/Allied Ambush
then Allied movement/German Ambush.

AMBUSHES

Ambushes can only be conducted by units that have occupied a covered position without being seen and did not move the previous turn. The ambush zone must be in front of the ambushing unit. Units finish their movement when targeted by ambush fire. Use direct fire table with bonus ambush modifier. All ambushed units check morale.

BUILDING ASSAULTS (HOUSE TO HOUSE UNO)

Move all figures that are assaulting a building into base contact with a wall of the building that has doors or windows. At the end of the fire phase deal 1 playing card to each figure assaulting a building and 1 card to each figure defending the building. Elite units get one extra card. The defender plays a card and the attacker must match either its suit or number with a card in their hand. Play continues until one player cannot match the card played. The player who plays the last card is in control of the building. Each face card played causes one casualty and each ace played causes two casualties. If the defenders lose control of the building, their surviving figures are removed and placed 3" away .

CLOSE ASSAULTS VS. VEHICLES

Any elite units within 3" of an enemy vehicle may conduct a close assault. Move at least 3 figures into base contact with the vehicle. Resolve a light AT hit against the vehicle. Any unit attacked by close assault must check morale.

PHASE 3) DIRECT FIRE:

Firing is considered simultaneous.

Notes on table to the right:
*targets must either be in line of site of weapon or weapon's spotter
**use flame-thrower template. All dismounts under the template are lost. Any vehicle under the template is automatically hit. Any units attacked by flame-throwers must check morale.
***any time an autocannon is fired, roll 1d10. On a roll of 10, the weapon is out of ammo.

To HIT

Roll d10(s) and add modifiers. A result of 7 or more is a hit

MODIFIERS
Firer Moving -2
Target in Cover or Obscured by Artillery Impacting -1
Ambush Fire +1
Firer Elite +1
Target a Building +2

To hit targets in buildings, you must then re-roll all hits. The target is hit on a natural 10 (do not apply any modifiers)

COMBAT RESULTS

Remove any dismounts that are hit Soft Skin vehicles that take 3 small arms hits in a turn are knocked out. Occupants must roll for casualties for all hits

Armored vehicles must roll a d10 for each anti-armor hit, subtract their armor class and add the anti-armor modifier. If the result is 7+, the vehicle is knocked out

Soft-skin vehicles hit by anti-armor weapons must do the same and also roll the dice vs. dismounts for the occupants

ARMOR CLASSES
Soft Skins +1
SP Artillery, Armored Cars, APC's and Light Tanks 0
Medium Tanks and Assault Guns -1
Heavy Tanks and Panzerjaegers -2

Impressionalistic Wargaming Rules Behind Operation Market-Garden MegaGame


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© Copyright 2004 Hal Thinglum
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