ROOKIE RULES

by Henry Lubbers



To Begin With

Prepare 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 FIRING

On 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.

. Infantry Cavalry Trucks Motorcycles
armored cars
German
1/2 tracks
Allied
1/2 tracks
tanks Special tanks
T-34s/lt. Tanks
A 4" 12" 12" 12" 8" 12" 8" 12"
B 2" 6" 6" 6" 4" 6" 4" 6"
C 1" 3" 3" 3" 2" 3" 2" 3"

TERRAIN AND PENALTY EFFECTS ON MOVEMENT.

. Infantry Cavalry Trucks M/C,A/C G
1/2 tracks
A
1/2 tracks
tanks Special tanks
T-34s/lt. Tanks
Mud B B C* C* B* B* C* C
Light Woods B C C C C C C C
Woods C C not allowed to any other category
Steep slopes C C N/A C C C C C
Slopes B B C B B B B B
in buildings B not allowed to any other category
in built up
areas
A B C C C C C C
rubble B C* C* C* C* C* C* C*
trails negates terrain effects, scenario should determine if appropirate for all categories

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.

D/R = disruption. Unit recieves a red marker and will suffer movement and firing penalties.
D/R1= disruption as above; however the unit also loses a casualty which can lower the units fire factor.
P/W = pinned. Unit recieves a white marker and suffers both movement and firing penalties.
P/W 1 or 2 = pinned as above; however the target losses one or two casualties which can lower the units fire factor.
S/B = suppressed. Unit receives a blue marker and cannot fire OR move.
S/B# = as above. Unit also recieves the number of casualties listed which can lower the units fire factor

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:
16-20 ff - medium machine guns
21-25 ff- 20mm cannon, heavy machine gunes, light mortars
26-30 ff - 37mm cannon
31-35 ff - 57mm A/T gun
36-40 ff -75mm gun, medium mortars
41-45 ff -76mm, light artillery
51-55 ff - medium artillery, heavy mortars
61 ff - heavy artillery.

FIRING TABLE

Rookie Rules Firing Chart. Top line are firing factors, Left line is the number generated on a 10d roll

DIE 1-5 6-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 45-50 51-55 56-60 61+
0 miss miss miss miss miss miss miss D/R D/R D/R P/W1 P/W1 S/B
1 miss miss miss miss miss miss miss D/R D/R1 P/W1 P/W1 P/W2 S/B1
2 miss miss miss miss miss miss D/R D/R1 P/W1 P/W1 P/W2 S/B S/B1
3 miss miss miss miss D/R D/R D/R1 D/R1 P/W1 P/W2 P/W2 S/B1 S/B2
4 miss miss miss D/R D/R D/R1 D/R1 P/W1 P/W2 P/W2 S/B S/B1 S/B2
5 miss miss D/R D/W D/W1 D/R1 P/W1 P/W1 P/W2 S/B S/B1 S/B2 S/B3
6 miss D/W DW1 D/W1 D/W1 P/W1 P/W1 P/W2 S/B S/B1 S/B1 S/B2 S/B3
7 D/R D/R D/W1 D/R1 P/W1 P/W1 P/W2 P/W2 S/B1 S/B2 S/B2 S/B3 S/B4
8 D/R D/W1 D/W1 P/W P/W1 P/W2 P/W2 S/B1 S/B1 S/B2 S/B2 S/B3 S/B4
9 D/R1 D/R1 P/W P/W1 P/W2 P/W2 S/B S/B1 S/B2 S/B2 S/B3 S/B4 S/B5

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)

0-8" 8.1-25" 25.1-50" 50.1-75" 75.1-100" 100"+
fir factors X2 fire factors X1.5 go left 1 column go left 2 columns go left 3 columns snipers only

Other modifiers
dirupted units (red) go left one columns
pinned units (white) go left two columns
suppressed units (blue) CANNOT fire.

Cover modifiers

class 1 terrain (brush, light woods and frame buildings) go left one columns
class 2 terrain (woods, ditches and forest) go left two columns
class 3 terrain (rubble and trenches) go left three columns
class 4 terrain (intact buildings) go left three columns
.
armor or bunker rated class A go left two columns
armor or bunker rated class B go left three columns
armor or bunker rated class C go left four columns
armor or bunker rated class D go left five columns
armor or bunker rated class E go left six columns
.
armor hit from read go right three columns
armor hit from side go right two columns
.
vehicle mounted machine gun firing in a phase it moved go left two columns
blind fire - target has not been observed left three columns
out of command radius at the bme of firing go left two columns
firing at a different target with each function in same phase go left two columns EACH time
firing at unattached command figures go left three columns

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 SIGHT

The 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:
8" into class 1 terrain but through it;
4" into class 2 terrain but-not through it;
2" into class 3 and 4 terrain but not through it.
Units which are fining indirect weapons (like mortars) may ignore LOS restrictions.
Obviously trenches and foxholes will NOT disrupt LOS under normal conditions.

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 CLASSIFICATION

Take 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 BUNKERS

Any SINGLE weapon of 46ff or better can penetrate E armor or less
Any 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 BUNKERS

Bunkers
    A. weapons CAN penetrate bunkers
  • suppression = destruction of bunker
  • pin = special damage die roll
  • disruption = a disruption
    B. weapons CANNOT penetrate bunkers
  • suppression reduces bunker one class level
  • pin = a disruption marker
  • disruption it a miss

ARMOR

    A weapons CAN penetrate armor
  • suppression = destruction
  • pin = special damage die roll
  • disruption = pin
    B. weapons CANNOT penetrate armor suppression
  • supression but no casualties
  • pin = pin but no casualties
  • disruption is a miss

SPECIAL DAMAGE TABLE

Roll a 10d
0= 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
4-6 tank bums this tum, crew abandons
7+ tank is extingusihed but vehicle is reduced to one function per phase for the remainder of the game.

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 RADIUS

1. 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..
Leader is among a 5 figure squad, the leader's chance of getting hit is 16% or less.
Leader is among a 4 figure squad, the leader's chance of getting hit is 20% or less
Leade is among a 3 figure squad, the leader's chance of getting hit is 25% or less.
Leader is among a 2 figure squad, the leader's chance of getting hit is 33% or less
With only one figure left, the leader's chance of getting hit is 50% or less.
The minimum chance will always be 16% if there are more than 5 figures.

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.

ROLL RESULTS

Less than 0 unit runs off the field directly away from danger and is gone for the game.
0-15 if unit is within 8" of an enemy it surrenders and is removed from play
if the unit is over 8" away it losses two castings from the squad and any remaining castings are considered to be suppressed.
Japanese units will use their first available car
16-30 unit falls back toward the nearest friendly table edge for a distance of four functions of A movement immediately, losses one casting and is considered to be pinned.
31-40 unit retains it's current status.
41+ Unit may remove one level of penalty and stiflers no adverse effect

MODIFIERS TO THE MORALE CHART

Troop training Terrain Casualties
E class RAW -20% Class 1 terrain +05% Each one in a 5 man squad -10%
D class GREEN -10% Class 2 terrain +10% Each one in a 4 man squad -12%
B class GOOD +10% Class 3 terrain +15% Each one in a 3 man squad -16%
A class ELITE +20% Class 4 terrain +20% -


Bunkers Others
Class A bunker +05% no command in radius -10%
Class B bunker +10% friendly unit runs away within 8" -10%
Class C bunker +15% command is directly attached +20%
Class D/E bunker +20% -

SNIPERS

Snipers 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.
- 12" 25" 50" 75" 100"
Class 1 frame building
or brush/light woods
can see 8" into class one terrain
90% 70% 50% 25% 10%
Class2 woods or ditches
can see 4" into class two terrain.
70% 50% 25% 10% 01%
Class 3 rubble or trenches
can see 2" into class three terain
50% 25% 10% 05% 01%
Clase 4 intact or
nearly intact buildings
can see 2" into class four terrain.
25% 10% 05% 01% n/a

Modifiers to the listed number
smoke obscured -50% Buttoned up tank observing -50%
Class E RAW observing -50% squad along side of tank normal odds for bank
Class D GREEN observing -25% target fired on you this phase automatic
Class A ELITE observing +20% target moved this phase +50%
Specialist training +30 target is camoflauged -50%
EXAMPLE: A unit of infantry 11" away from class 1 terrain tries to spot a camoflauged unK in that terrain. The base chance is 90% or less; but me unit is camoflauged so the base chance is now 40% or less to spot.

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
0 = no affect
1 = pilot killed and plane crashes off table
2 = oil line rupture, plane leaves at the end of this phase
3 = a +2 added to the die roll on hit location when plane conducts an attack
4 = a +1 added to the die roll on hit location when plane conducts attack
5-9 = one airframe hit. Four airframe hits and the plane is forced to leave the table.

RESOLUTION OF AIR AND ARTILLERY FIRE

Off 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.
. Medium artillery and heavy mortars use templates C. Light artillery and other mortars use template D only.

On table artillery is considerd a direct fire weapon and does not use temples in the card sequncing. Minimum range is 8.1"
On table mortars DO use the templates - . Minimum range for mortars is:
Light mortars - 8.1 "; medium mortars - 25.1"; heavy mortars - 75.1".

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
Add modifiers from aircraft hits, if any.
+2 WWII medium bombers
-3 for WWII dive bombers and modern aircraft

Strafing attacks, dive bombers and fighter bombers all use template D
Rocket and napalm attacks use template C
Medium bombers user template B

Aircraft attacks on targets in any kind of cover are rolled as unobserved targets.

MELEE

Melee 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 RUN

If 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
Rookie Rules is an easy system to teach - which is why I wrote it the way it is. I sponsor a high school wargames club. The kids need rules that are easy to remember and quick to learn. The system is also very adaptable. We use the rules for all 20th Century low level combat. You can easily manipulate a unit's abilities and firefactors to suit your scenario.

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)


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