By Michael Huskey
Our local group uses these rules for playing Russian Civil War in 20mm. I drew a hex grid on my piece of felt. It has no exact scale for inches to yards or one figure equals so many men. But it works and is fun! The cohesion rules cause poorer quality units to dissolve when things begin to go wrong. Also leaders are now needed to lead, not just sit back to rally routing units like in many games. TURN SEQUENCE1. Both sides roll 2 D6 with highest total getting the Intiative. Side with the initiative can choose then to be Side A or B for the turn. 2. Both sides may now conduct any artillery bombardment fire they wish. 3. Side A now moves any of its forces. Side B may choose to fire any of its forces at this time. Side B now fires any units it wishes. 4. Side B now moves any of its forces. Side A can now fire any unit that has not yet fired this turn. 5. Side B now fires any units that have yet to fire this turn. 6. Turn ends and both sides re-roll for Initiative. Any ties go to side currently having Initiative. MOVEMENTCosts per Hex
Miscellaneous: 1. Only infantry, MGs, and tanks may cross trenches. 2. Infantry and MGs subtract 1 MP crossing barbwire. Tanks cut through it. Rest stopped by it. 3. * To get to use Road, must be in one deep Road column and begin/end on road. 4. Generals/commanders move as infantry or cavalry. 5. Artillery can do the following options: Move, Fire. Limber, Unlimber but only 2 of these per turn 6. Armored Cars and tanks need to roll for possible mechanical failure each turn they move.
Tank - Roll 1D6 ( 1 =Failure) 7. Armored Cars and tanks are allowed 2 Mobility boxes and either a hit on Mobility or Mechanical Failure removes a box. 8. Unfordable rivers must be crossed on bridges or boats. 9. P = Prohibited to unit 10. Weather conditions per scenario can affect movement. FIRE COMBAT SMALL ARMS FIRE
To Hit:
6 Targets (All other) Notes: 1. Targets in entrenchments, emplacements can only be hit by small arms fire at 1/2 range or less. Plus you need 2 hits to get 1. (Round down) 2. Small arms do not affect armored cars or tanks. ARTILLERY FIRE
How to Fire: 1. Need to roll number of dice to see if banery zeroes in. Number rolled must total at least equal to range to target in hexes for effect. 2. If effective then roll FP dice to see how many hits are scored. Do this per stand in hex. To Hit:
5,6 Targets in Town, Marsh 6 Targets in Trenches. Emplacements 3. Each consecutive turn firing at same target modify dice-roll by: Stationary Target Special Rules: 1. Heavy guns may not fire at adjacent hexes. 2. If target is an armored car or tank, then it always takes a 6 to hit. In addition, roll again per hit to see if it actually takes any damage. Armored Car
3-4 Mobility damage 5-6 Knocked out Tank +1 Modifier for Heavy Gun
5 Mobility damage 6 Knocked out Each artillery hit on an enemy battery is re-rolled to see what is affected:
2- Crew hit. 3- Crew hit. 4- Gun hit. Cut FP in half 5- Gun hit. Cut FP in half 6- Crew pinned down. Cannot fire next turn. 1. Some bridges, bunkers, etc. will be given point strengths for their ability to absorb bombardment. Each hit acheived calls for another roll to see how many damage points received.
Heavy Guns - Roll 2 DG When damage equals or passes point strength, target is destroyed. CLOSE ASSAULT1. Occurs when hostile stands are in the same hex. Before this can happen both sides morale must hold up. 2. Each stand rolls 1 D6 and adds all modifiers to it:
For infantry v.s. cavalry attacking trenches/buildings +3 For cavalry v.s. infantry in the open +3 For any stand in March Column or any artillerymen - 2 For side with Higher Morale level +1 3. High total wins the melee. Winner gets hex, loser checks morale but even if good falls back one hex from melee location.
4. Armored cars and tanks don't actually melee in the close assault but overrun enemy. Roll 1D6: 1-3 Nothing 4-6 Inflict 1 enemy hit Hostile stand(s) each roll 1d6 and only inflict a hit on the vehicle with a 6. Roll again on Artillery chart for extent or kind of damage. MORALE1. Morale is checked when: a) Attempting a Close Assault b) Receiving a made Close Assault c) Taking losses d) Losing a Close Assault melee e) Attached leader killed f) Friendly unit within 3 hexes falls back from losing a Close Assault melee g) Removing pinned in order to move 2. Morale is always done by rolling a D6 and having to roll higher than units Morale Level.
Modifiers for Morale Checks (Add or subtract to DG die roll) Attempting Close Assault
+1 Cavalry charging infantry/arty. not entrenched or in town +1 Armored car/tank attacking -1 Under MG/artillery fire FAIL and 1 & 2 morale grade troops hold where they are. 3 & 4 morale grade troops are pinned and must pass morale to even move next turn Taking Losses
-1 Each stand already lost +1 Unit entrenched/in town +1 Unit won melee this turn FAIL and fall back one hex and take a Cohesion Roll Attached Leader Killed
+1 Unit in defensive position such as trenches/town +1 Unit won melee this turn Attempting to Become Unpinned
-1 Unit under MG/artillery fire FAIL and remain pinned in place Receiving Close Assault
+1 Troops in defensive position such as trenches/town -1 Any morale grade over I being assaulted by armored car/tank -1 Any morale grade over 2 being assaulted by cavalry -1 Unit is artillery FAIL and fall back one hex and troops must take a Cohesion Roll Losing a Close Assault Melee
-1 Outnumbered -1 Unit not entrenched/in town -1 Facing cavalry/AC/tank in open FAIL and fall back two further hexes and take a Cohesion Roll Friendly unit within 3 hexes back from losing a Close Assault melee
+1 Unit in defensive position such as trenches/town -1 Unit is artillery FAIL and fall back one hex and take a Cohesion Roll COHESION ROLLS (Roll a D6): Each time unit has to make a Cohesion Roll, it must beat its Morale grade with an unmodified die roll. If it does not - then remove a stand from the unit. These removals do NOT cause a new Losses Morale check. But they do count as stands lost on any future checks. LEADERSHIP RULES1. Each general/commander is rated between 0-3 for his ability, the higher the better. 2. To move troops within 15 hexes of any fighting, stands must expend 1 Command Point (CP) per hex. Leaders roll a DG plus their rating for how many CPs they receive that turn prior to movement. When CPs are used up, no more movement. No saving them up for next turn. 3. However, higher echelon leader can pass down CPs to lower ranking leader(s) at a 2 for 1 exchange. Example: Corps Commander has 7 CP this turn - so he could pass down 3 CPs to divisional officers. 4. Ranges for leaders to use or receive CPs is 3 hexes. 5. In order to boost morale, a leader must be attached to unit and then roll his Rating or less(D6). 5. Leaders can be wounded, killed, or captured.
3- Seriously wounded, if in losing Close Assault melee - seized by enemy. 4- Wounded, will recover but evacuated. 5- Wounded, will recover but evacuated. 6- Slight wound, no effect. MISCELLANEOUS RULES NOTES1. When artillery stands fall back due to morale failures they limber up. If they cannot due to mobility problem or restricted terrain then guns are abandoned and stand is removed from game.] 2. If unit has a MG stand attached to it, then it does not have to be removed as losses/cohesion failure until unit has lost 50% of its strength. Then each stand lost roll 1D6: Odd- MG stand removed; Even- Player's choice. However if MG is separated from unit by more than one hex it can be taken out earlier by concentrated fire on it. 3. In the event a side has zero leaders lefl on the battlefield - a single D6 can be rolled and that many CPs issued to be used. 4. Artillery has ammo allotments and each bombardment costs 1 ammo. When out of ammo, artillery battery is useless. But you can elect to fire spotting or ranging rounds at stationary targets until they are acquired. These do no damage but do not count toward ammo expenditure either. Once ranged in, you can then bombard. 5. Stacking Within Hex: Limted to two infantry or cavalry stands OR one artillery or vehicle stand per hex. Leaders never count toward stacking. Back to MWAN #87 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1997 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |