Armoured Combat

Rules

by Michael Creek and Jim French

This rules set is the two-page version of my 100 page plus set of wargame rules I call COMBAT! I have used these rules at conventions. They are simple, quick and easy. No special rules are required. They are designed for HO scale/20mm figures and vehicles. Each model represents one real soldier or vehicle. My full set of rules I use for all time periods. This single sheet is used for WWII only.

Percentage to Hit ChartVehicle Hit Location ChartTroop Hit Location Chart
PercentageDieDie RollLocation Die RollLocation
17%11Turret1 Head
34%1,22Turret2 Shoulders
50%1,2,33Upper Hull3Chest
67%1,2,3,44Upper Hull4Stomach
84%1,2,3,4,5 5Lower Hull5Thigh
100%1.2,3,4,5,66Track 6Leg

1. Measure the range between the gun and the target.
2. Consult the gun chart to determine the chance to hit.
3. Toss the dice and consult the "To Hit" chart for the result.
4. If the number is not shown, then it's a miss. If the number is shown, then it's a hit. INFANTRY COMBAT

Infantry combat is very similar. Designate the target, measure the range, check the weapon chart, check the percentage chart. and roll the dice. If it hits, check the hit location chart. Vehicles and troops under cover can not be hit in the places protected by the cover.

Type of Weapon50 yds100 yds250 yds500 yds 750 yds
Submachine Gun84%67%50%--
Rifle84%67%50%34%-
Machine Gun84%67%50%34%17%

MOVEMENT

Infantry moves five inches per turn. (1" = 10 yards)

VEHICLESpeedTurretUpper Hull Lower Hull
Sherman M4 US Army18"3"2" 1.5"
Stuart M3 US Army21"2"1.5" 1"
M3 Halftrack US Army28"None .5"5"
Panther Panzer V German18" 5"3"15"
Panzer III German15"3"3" 2"
Halftrack 251 German18" None.5".5"


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© Copyright 1998 Hal Thinglum
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