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:
MORALE Morale checks happen immediately in the phase in which they are triggered. Check morale for:
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
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
RESULTS
No Effect- the target is unaffected by the fire and does not check morale
AIR ATTACK
FLAK
FLAK TABLE
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:
To HIT Roll d10(s) and add modifiers. A result of 7 or more is a hit MODIFIERS
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
Impressionalistic Wargaming Rules Behind Operation Market-Garden MegaGame Back to MWAN # 128 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2004 Hal Thinglum This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |