To Begin WithPrepare a regular deck of playing cards by allotting each side a color (rod, black or whatever) and providing as many cards as there are units in the game.1. Normally each squad of infantry recioves a card as does each vehicles, each crew served weapon, each platoon command and so on. 2. (Optional) Cards may be added or subtracted from the piles to fit a scenario, reflect poor communication or exemplary leadership. By adding cards a side has more options to act when needed. Fewer cards will deny some units the chance to act within the phase. 3. Each card will permit only one unit to act in a phase once.
THE SEQUENCE OF THE GAME.Each turn of me game follows the sequence of events below:1. Plot aircraft and off board artillery/mortar fire, if any; 2. Command sequence. All command figure may exercise their command options. This involves leadership figures removing penalty markers from units under their command. Use of mix option means that the leadership figures must remain inaction for the remainder of steps 3 and 4. See also Leadership; 3. Go through the deck of playing cards using a unit for each side when its color comes up. Additional cards may be acted upon or passed BUT additional cards MUST be ignored if all units of that color have acted. Each unit may expend two functions when its card is drawn. When all the cards have been drawn the phase is over; 4. Resolve any aircraft attacks of off table artillery fire, 5. Re-shuffle the deck and repeat steps 2 and 3. 6. Check morale as required. TURN OVER AIRCRAFT.Players dice for aircraft arrival at the end of a turn unless the scenario dictates overwise. We suggest a base chance for an aircraft of 35% or less to arrive on the first tum with a +10% added every turn until an aircraft does arrive The base chance would then revert back to 35%If an aircraft is due to arrive a string is placed on the table representing the flight path of the aircraft. If more than one aircraft is on the table then the player may string more than one flightpath. The string must enter and leave the opposite end of the table for all aircraft except helicoperts. Helicopters string may enter and circle on the table. Aircraft from competing forces are removed from play (they are assumed to be off dog fighting). If two aircraft from side A are on the table and one aircraft from side B shows up both sides must remove one aircraft .Side A will remove its best aircraft to fight with side B. Aircraft may be shot at by ground units in the first and second sequence of phases in a turn. Aircraft may only act BETWEEN the first and second sequences of a phase. See ANTI-AIRCRAFT FIRE.
ARTILLERY.Before the new tum begins players with off board artillery must estimate the impact area. The estimate must describe an intersection of two lines, one from the length of the table and one from the width of the tabby. For example, on a 7' X 6' table a plot of 3'^' and 3' would put the impact point at exactly dead center of the playing area.
MOVEMENT AND FIRING.When a unit is selected for action it has two functions it may perform in the phase. With ONE function a unit may move or fire or remove a penalty marker (if in command radius) and tanks could traverse their turrets.With TWO functions a unit may erther move twice, fire twice, move and fire or remove a penalty (if in command radius) and then move or fire once. With FOUR functions (or a complete turn of two sequenced phases) a unit could set up or take down a heavy mortar or artillery piece.
MOVEMENT AND FIRINGOn the chart below is listed the movement potential PER FUNCTION for infantry and vehicles at the A B and C speeds. A, B and C speeds represent venous speeds a unit could travel due to terrain features w penalties as a result of being fired upon.
TERRAIN AND PENALTY EFFECTS ON MOVEMENT.
ROADS - Gives units double A or B speeds depending upon road conditions. DISRUPTED UNITS - travel one class slower than terrain permits, i.e., A travels as B. B as C and C not at all. PINNED UNITS - travel two classes slower than terrain pemmits, i.e., A as C, B and C not at all. SUPPRESSED UNITS - do NOT move. No penalized unit can travel faster than the terrain would pemmit and; if below Class C, cannot move at all. BARBED WIRE stops all infantry and cavalry movement for that phase and reduces all other movement to one class slower, i.e., A to B. B to C and C to stop for that phase. COMMAND RADIUS-units outside the current command radius of their leaders will travel one class slower. All these factors are cumulative. A unit trying to cross barbed wire, disrupted and out of command radius is not going anywhere for a while. BREAKDOWN AND IMMOBILIZATION * Speeds marked with an asterix * indicate that there could be some kind of a chance of mechanical failure or breakdown. This possibility occurs each and every phase the vehicle travels in such terrain. A roll of 1 or 2 on a 10d and the vehicle is immobilized. In MUD special tanks must roll a 1 to become immobilized (special tanks include T-34s and light tanks). To break free of mud roll a 1 3 for regular tanks and a 14 for regular tanks. In RUBBLE any tank that rolls a 1 is immobile for the rest of the game.
FIRING THE UNIT.Each unit has a taring factor. The firing factor represents the ability of the weapons in the unit to provide firepower. The number of the firing factor is cross referenced on the firing chart. Modifiers (like range, cover, etc., etc.) are applied and a die roll is made to determine the amount of damage that is inflicted upon the target
Fire Table Results. Only one marker of one color can be gained by a target and that must be the worst color result.
SUGGESTED FIRING VALUES.As a rule of thumb each WWII fighting figure gets three fire factors with five men per squad. Thus each, squad is 15ff. Each casualty reduces the fire factor by 3. My Americans get four fire factors which is based on my respect for the M-1. Feel free to disagree and change the fire factors as you wish. My Italians and Russians are generally organized into squads of four. Again, my interpretation. |
Some other suggestions:
FIRING TABLERookie Rules Firing Chart. Top line are firing factors, Left line is the number generated on a 10d roll
MODIFIERS - cumulative modifiers. If modifiers carry the firing unit off the above chart treat over 61 + as 61+, Treat less than 1-5 as follows; only a roll of 9 is a hit and that is counted as a D/R result small arms range rnodifiers (applies to squad are only)
Other modifiers Cover modifiers
EXAMPLES: A Russian squad with four men and 12 ff uses tom functions to fire at two different targets. The first target is a German squad which is in the open and 7" away. The Russians would double their ff to 24 because of the range and go left two columns from 24 ff column because they are shifting their fire to a different target with in their second function. The resulting column would be the 11-15 column. A die roll of 6 would kill one German figure and disrupt the survivors. The second function of fire would be at a German squad 26 inches away in a woods. The Germans are observed. The original 12 ff would then be shifted to the left once for the range, twice more for the wood cover and twice more again for the target shift in the same phase. Shifting 5 columns to the left would take the Russians off the chart. So a die roll is made, but only a roll of 9 counts, and that is just a disruption. The Russians roll a 3 and miss. The Germans in the woods fire back at the Russians. The Germans have 15 ff. They go left one column because of the range. Since they plan to fire twice and the Russians are in the open there is no further shift. The Germans roll a 4 and a 7 on the 6-10 column for results. The 4 is a miss but the 7 disrupts the Russians. The other German squad will fire back wiht 12 ff (one man killed remember). The 12ff is doubled to 24 because of the range The Germans must shift left once because they are disrupted. They will fire twice and roll a 5 and an 8 on the 16-20 column. The results are one Russian killed and a disruption with the die roll of 5. The Russians are already disrupted so they just lose one figure. The die roll of 8 gives a pinned result The pinned marker (white) replaces the disrupted marker (red) but the kill from the first result remains.
LINE OF SIGHTThe firing unit must have a direct line of sight to the target not broken by blocking terrain. Hills and any class of cover will constitute blocking terrain. Units may fire at units in cover but may not fire THROUGH cover.
Units may fire: Rookie Rules is intended to be primarily an infantry game; however tanks have been somewhat loosely provided for. It is recommended that very few armord vehicles above class A be employed.
ARMOR CLASSIFICATIONTake this only as a VERY GENERAL rule of thumb.Class A armor includes: all armored cars, all halftracks, Crusader tanks, Renault FTs, BT 7 Class B armor includes: Honey/Stuarts, Chaffees, German Mk lls and the T-26 Class C armor includes: Grant/Lee, Shermans, Matildas, Comets, Churchills, Char B. Mk IlIh, Mk IV f, Stug. III and Herters Class D armor includes: Mk IV h, Stug IV, T-34s, KV 1 Class E armor includes: Mk V, Mk Vl
PENETRATION OF ARMOR AND BUNKERSAny SINGLE weapon of 46ff or better can penetrate E armor or lessAny SINGLE weapon of 36-40 ff or better can penetrate D armor or less Any SINGLE weapon of 31-35 ff or better can penetrate C annor or less Any SINGLE weapon of 26-30 ff or better can penetrate B armor or less. Any SINGLE weapon of 21-25 ff or SMALL ARMS THAT TOTALS THAT AMOUNT UNDER 8" can penetrate A armor.
EFFECT OF FIRING ON ARMOR AND BUNKERSBunkers
ARMOR
SPECIAL DAMAGE TABLERoll a 10d0= no damage 1 = Vehicle is immobilized for the remainder of the and abandoned. Bunker is abandoned. 2= Vehiclelbunker is pinned for movement and firing for the NEXT chance to act. Pin is then automatically removed. 3 = Crew is stunned and therefore suppressed for the NEXT turn to act. Supression is automatically removed. 4=Vehicle makes an IMMEDIATE one function retirement to the rear, cannot fire or move NEXT chance to act. Bunker is Oppressed for one tum. 5= as in #4 above but a two function retirement to the rear, cannot fire or move NEXT chance to act. Bunker is suppressed for two turns. 6= As in #4 above but a three function retirement to the rear, cannot fire or move NEXT chance to act. Bunker is suppressed for three turns. 7= Main armament is destroyed. Bunker is destroyed.. 8= Vehicle can only use one function for the rest of the game due to crew casualties. Bunker is destroyed. 9= Fire in the tank. Roll again using table below. Bunker is destrroyed.
1-3 tank explodes
LEADERSHIP. Leader figures are an important part of the Rookie Rules system. Leaders can help control the fire and pace of an attack or defense.1. Leadership is represented by up to four castings at the company level and one or two castings at the platoon level. 2. Leaders may remove penalty markers before cards are drawn OR they may, by being in command radius, assist units in removing penalty markers. 3. Leaders may choose instead to fire in which case they forfeit their chance to influence units under their command.
COMMAND RADIUS1. Command radius for leaders is 12" (but 8" if leaders are disrupted, 4" if pinned and 0" if the leaders are suppressed). Command is also influenced by line of sight.2. Any unit that is outside the command radius of its own platoon or company command has its current fire factors and movement cut in half. 3. At the draw of a unit's card the unit may use one or both of its functions to reduce a penalty marker if it is in command radius (so that a blue marker becomes a white marker, a white marker marker becomes a red marker and a red marker is removed). 4. Understrength squads may be combined into one by platoon or company leaders. All elements must be in command radius for combination to occur. 5. Remember that during the command phase (before movement) leaders within command radius may remove up to two penalty markers.
VULNERABILITY OF COMMAND.
1. Leadership is subject to the result from all attacks. If a leader is attached (i.e., physically touching)
a unit which suffers a casualty a dice roll is made to see if the leader was hit.. 2 If the leader is not a casualty in a group the leader WILL suffer any other penalty that the group is subject to. 3. Keep in mind that disruptions, pins and suppressions will affect command radius and the ability of leaders to push their troops. 4. The NEXT highest level of leadership can help remove markers from leaders who are disrupted or worse. The affected leaders can also try to remove penalties in other ways. (See the section How to get rid of penalty markers below) 5 Company command may detach figures to replace fallen platoon leaders. 6 Unattached command may be fired at but with a shift of three columns plus any other modifiers. Sniper can fire at leaders without modifiers. Units firing at leaders must have a clear LOS.
HOW DO YOU GET RID OF THE PENALTY MARKERS?There are 3 ways to get rid of the crippling effects of penalty markers.1. During the command phase officers may use some or all of their upcoming two functions in advance of the turn to remove penalty markers from units under their command and within current command radiius. Two markers could be removed from a unit or one marker could be removed from two units. USE OF THE TWO FUNCTIONS AT THIS JUNCTURE MEANS THAT THE COMMAND FIGURES MUST REMAIN INACTIVE DURING THE REST OF THE PHASE. 2. A regular unit in command radius during its turn may use one OR both of its functions to remove penalties when its card is drawn. 3. A unit or command unit may voluntarily submit to a morale test to attempt to remove a marker. A unit may be forced to take a morale test and a penalty might be removed as a result of such a test.
MORALE. A unit MUST check morale immediately after:1. a casualty is taken 2. the unit was subjected either to artillery fire, medium or heavy mortar fire, an airstrike or a flamethrower attack. 3. a unit is in a disabled vehicle. 4. an enemy tank comes to within 8" of a non-armored unit. 5. a friendly unit runs away due to bad morale within 8" of the unit. A unit MAY check moral at the end of a phase in an attempt to remove a penalty marker.
Morale dice roll results.
MODIFIERS TO THE MORALE CHART
SNIPERSSnipers always roll on the first column of the firing chart and ignore all modifiers. Only LOS affects snipers. The first turn of a game that the sniper fires he cannot be detected. On the second turn of the game that me sniper fires there is a 25% chance or less to spot him. Every turn thereafter 25% is added unit the sniper is spotted and can be fired at.
OBSERVATION.Units in the open and in line of sight are automatically spotted. A unit which wishes to observe and acquire hidden targets must use ONE function, per attempt to spot.Roll percentage dice. To spot roll the listed number or LESS. type distance from unit spotting to terrain wishing to observe.
Modifiers to the listed number
A unit of specialist jungle fighters with Class A training tries to observe and acquire a group of enemy soldiers in Class 2 woods, camoflauged and 78" away. The base chaneis10% which is modified with - 50% for the camflauge, a +30% for the specialist training and a +2096 for the Class A training. The base chance to spot then remains a 10%
ANTI-AIRCRAFT FIRE.When aircraft have been plotted for the turn and the regular crd sequencing begins units may fire at aircraft.Each squad that uses a function to fire at the aircraft has a non-cumulative chance to hit the aircraft by rolling a 05% or LESS. Each heavy machine gun, dedicated to airdefense, has a non-cumulative chance to hit an aircraft by rolling 20% or Iess. Multi-barreled guns have a 20% X the number of barrels Anti-aircratt guns have a 50% or less chance to hit.
For EACH hit roll a 10d
RESOLUTION OF AIR AND ARTILLERY FIREOff board artillery and air strikes are resoled between the 1st and 2nd phase sequnces of a turn.ARTILLERY The location d the impact area is arrived at by writing an estimate down before the turn begins. The impact point is then modfied by placeing an impact template on the impact point and modifying the impact point by rolling a 10d. The number generated indicated where the rounds actually land. A roll of 1-4 are dead on hits while a 5-0 indicates where the rounds drifted to. Once the correct impact point is detemmined the correct templates (A, B. C or D) are placed on the new impact area and targets in the templates are diced for.
Heavy artillery uses templates A or B. Pick the template you want and adjust it on the original impact
point BEFORE you dice for the new impact point. Adjust the template to conform to the new point and
dice for the targets.
On table artillery is considerd a direct fire weapon and does not use temples in the card sequncing.
Minimum range is 8.1" EXAMPLE: A player wishes to pound a bunker line in the next tum. He estimates where on the table the bunker line is and writes the estimate down. Between the 1st and 2nd card sequncing he measures out his estimate. The impact template is centered on the estimated point. The proper artillery template (A thru D) is placed the way the player wishes it to be oriented. The new impact point is diced for and the artillery template is then moved to the new impact point. Results are then diced for. AIRCRAFT Use the same template for aircraft bombers as for artillery. Targets must be within 12" of the flight path string in order to be an eligible target. Dice for the precise location as with artillery impact rules.
MODIFIERS TO AIRCRAFT HIT LOCATION ROLL
Strafing attacks, dive bombers and fighter bombers all use template D Aircraft attacks on targets in any kind of cover are rolled as unobserved targets.
MELEEMelee is conducted on a stand to stand basis. Each side rolls a 6d and the high die wins. The loser dies. It is brief, bloody and unpredictable. Stay away unless you are desperate. Each stand must be within one inch of the oppossing stand. Each figure rolls separately.
OVER RUNIf armored vehicles physically over run the space held by enemy units during movement as over run has occured. Roll for an attack on the defending unit on the 41-45 ff chart and modify as necessary. Armor backing up due to fire and morale loss will over run any friendly infantry behind them. Follow the some procedure as outlined above.
MINES AND BOOBY TRAPS.Units blunder into minefields roll on the 16-20 ff chart. Minefields are placed as 12" hexes. The impact point measurement marks the center of the minefield hex.
NOTES We base figures one to a one inch square stand. The back of the stand is marked in a solid color for each platoon. Each squad gets a contrasting hash mark on the back of the stand. For instance, one platoon might be marked in red. First squad would get a single white hash mark. Second squad will get two white hash marks and so forth. The platoon leaders are simply marked in solid red. We further differentiate leaders by adding extra flocking, brush and or pebbles to the stands so that they are readily identifiable. Crew served weapons are put on a single stand. The stand is made just big enough to accomodate the crew and weapon. Artillery and Strike Templates (64K) Back to MWAN #89 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 |