Dirtside 2 Variant

Modern Wargame Rules

By David Luff



Dirtside 2 from Ground Zero games is a set of miniature rules for Sf using 6mm/1:285 figures. The rules are very easy to use, fun, and very fast. My priority with the modifications is to stay with the central theme of DS2, keep it simple. You will need to get the rules to play and DS2 can be found at any of our cluUs store sponsors. So dust off those unused modern figures and give these rules a try.

ARTILLERY

1. .If spotter is killed before rounds hit Roll random die with D8.

    The arrow points the direction of impact and the D8 is the number of inches away from target. (Use GW random dice)

    The X means artillery falls on target. (Use GW random dice)

2. Preplotted (FTP) land on the next players movement phase.

3. Other artillery land at the beginning of the next turn.

4. Use only HEF.

5. Artillery can be deviated by unit quality by rolling the unit quality die vs. leader quality. Up to:

    Green 6"
    Veteran 8"
    Elite 10"

COMMAND AND CONTROL

NATO
24" command radius for Company around the commander vehicle or stand.
36" command radius for Battalions around the commander vehicle or stand.
1/3 of the forces may be detached
Recon and special forces units unlimited command and control.

USSR/Warsaw Pact
12" command radius for Company around the commander vehicle or stand.
24" command radius for Battalions around the commander vehicle or stand.
1/4 of the forces may be detached
Recon and special forces units unlimited command and control.

Dummy Counters

1. Automatically spotted at 6"
2. Can be moved any way the user may decide.
3. Cannot spot.
4. Cannot move within 6" of enemy markers or units.
5. An unit that starts movement outside enemy LOS will be replaced by a marker and have to be re-spotted.
6. If dummy marker is used to initiate combat or sporting, the other side gets a free spot anywhere on the table.
7. Assign an unit size by rolling a D6 for each marker: Roll:

    1 D4
    2 D6
    3 D8
    4 D10
    5 D12
    6 Players choice

FIRING

Fire Phases

The number of fire phases per turn depends on the quality of the unit's firecon.

The unit may attempt the following which may cost a fire phase:

    Fire (overwatch, opportunity, move & fire)
    Attempt to spot (overwatch, opportunity, move & fire)
    Pop smoke (overwatch, opportunity, move & fire)
    Scoot (overwatch, move & fire, opportunity)

Infantry can fire only once per turn.

MOVE AND FIRE

To reflect the capabilities of modern vehicles you can shoot on the move depending on your firecon. Fire effect decreases as the unit fires.

1. Start with the vehicles fire control. (Superior D10, Enhanced D8, Basic D6)

Firecon quality will have the following number of fire phases within a turn:

    Superior: 4
    Enhanced: 3
    Basic: 2

2. As the vehicle moves subtract -1 for every fire or -2 for missiles from firecon. 0 Missile includes recoilless rifle

3. As the vehicle moves subtract A for moving more that 1/2 movement.

4. An unit that does not move may still fire as many times as their Fire Control will allow.

5. No more firing is allowed when the Firecon Quality of the unit goes below D4.

D# Start with the vehicles Fire Control Quality

    -1 Moving more than 1/2 total movement
    -1 For every shot
    -2 For every missile/recoil less rifle
    -1 Pop smoke
    -1 Attempt to spot
    -1 Scoot

Example: Unit with 12" movement and a superior fire control system.

    1. Unit moves 3" and fires at target at medium range (D10)
    2. Unit moves 2" (total 5") and fires at target at medium range (-1 for second fire D8)
    3. Unit moves 3" (total 8") and fires at target at medium range (-1 for third fire and and -1 for moving over 1/2 movement and fires at D4)

    4. Unit moves 4" (total of 12") and finished move. Since -1 for the fourth fire this will bring the Dice under D4 no more firing.

OPPORTUNITY

Unactivated units and those on overwatch may declare opportunity anytime during an enemies movement or after the enemy unit has fired once. Only those units not on overwatch may do the following.

1. As player A moves player B declares Opportunity and player A stops moving.

2. Player B rolls for spotting (see spotting) if needed.

3. If not spotted the unit fails to notice the enemy units movement and player A finishes his move. Player B did not activate.

4. If spotted, Player B is activated and may do any the following: (not in order of play)

  • Move unit 1/4 movement
  • Fire once at enemy unit or
  • Scoot (see scoot)

5. Player B may try to activate the same unit that failed to spot other units as player A moves into player B's LOC.

6. Once the unit finishes moving and firing the unit is done for the turn.

OVERWATCH

Only during a players turn may an unit may be given orders for Overwatch. To qualify the unit must start the turn in place and not have moved. The unit does not need a "physical" position and can even be set up in an open field.

1. Unit starts in place with orders for overwatch.

2. Units are considered activated (which lasts throughout the turn or until their last fire phase).

3. For the rest of the turn the unit can opportunity fire at any target within its arc and/or range.

4. As the unit fires subtract -1 after each fire or -2 for missile fire from the fire control.

5. Unit may fire at same target. Example: Unit with Superior fire control may fire 4 times or 2 times with missiles. 6. The unit may use a fire phase and make a 1/4 move back by using 1 fire phase. No enemy unit may fire at the unit during a scoot move until it finishes its move. 7. SCOOT: Costs 1 fire phase. 8. May use opportunity. 9. May call artillery fire by using 1 firephase.

4. Cannot be done in Strategic Movement.

1. Control.

2. Unit may fire at same target. Example: Unit with Superiorfire control may fire 4 times or 2 times with missiles.

1. The unit may use a fire phase and make a 1/4 move back by using I fire phase. No enemy unit may fire at the unit during a scoot move until it finishes its move.

    1. SCOOT: Costs 1 fire phase.
    2. May use opportunity.
    3. May call artillery fire by using 1 firephase.

MOVEMENT

Premeasuring is not allowed for this is to reflect the fog of war.

Command Figures

Command figures will be attached to an unit in its command unless designated as a separate unit. If every unit of a command is on the table the command vehicles must also be on the table. Command figures are used for overall moral level for the unit or units.

Evasive Movement

1. As per rules unit must move at least 75% normal movement.

2. Costs 2 fire phases.

3. May be done with less than 2 fire phases available but unit will not be able to fire.

4. Cannot be done in Strategic Movement.

SCOOT

Scoot is a maneuver to break contact with the enemy. Scoot may be performed during opportunity, overwatch, and move & fire. Units may not fire when scoot is declared and units may not be fired on until the unit finishes its movement. Scoot costs one fire phase.

Move & Fire:

During the units activation it declares scoot, pops smoke, and then moves back as far as its remaining movement will allow.

Opportunity:

Unit declares scoot, pops smoke, and then makes up to a 1/4 move back.

Overwatch: Unit declares scoot, pops smoke, and then makes up to a 1/4 move back.

STRATEGIC MOVEMENT

Strategic movement is for fast redeployment or advancement of units. This is used to arrange units, units in attack, or to move reinforcements to a threaten flank.

  • An unit must start movement outside, under cover from enemy fire, and outside of LOS.
  • An unit may not:
      Fire
      Observe
      Use cover
      Pop smoke
  • Maneuver movement ends outside 6" away from an enemy unit or marker.
  • Movement is unlimited.

MORALE

Roll normally for platoon morale. A failure in the morale roll will cause the next higher command to roll. It is possible for a company to rout with one or more platoons are still in good morale. Remember that armies use different command structures.

1. Platoon fails roll for Company
2. Company fails roll for Battalion
3. Battalion fails roll for Regiment, etc.

SEQUENCE OF PLAY

DS2 uses a move/move system of play where each player moves one unit at a time. Because of this a player has a number of options within the turn phase. A player may also act within the opposing players movement phase by using opportunity and it counts as a turn when all the movement (phases) are completed. Player A: Moves first so he may do the following: (not in order)

1. Attempt to spot an enemy unit before moving (free).
2. Move & Fire:

    *Moves selected unit
    May attempt to spot unknown unit
    *May fire at spotted units

3. Place unit on Overwatch
4. Plot artillery
5.*Load/unload unit

*Player B: May use Opportunity anytime during player A's move or after first fire.

    Attempt to spot
    Move unit 1/4 movement
    Fire once at spotted enemy unit (unless fire phase was used to spot after moving). or
    Scoot

Player B turn

SMOKE

Artillery Smoke Smoke is a cover modifier. When the smoke is delivered the first turn is cover modifier is D12. On the second turn the cover modifier is D6, and on the third turn it is gone.

Artillery Smoke
Turn 1 D12
Turn 2 D6
Turn 3 Gone

VEHICLE SMOKE

To use vehicle smoke an unit must use a fire phase and have finished all movement (except: see Scoot).

    1. Vehicle smoke is D8 cover and provides cover for only the unit.
    2. Vehicle smoke does not block line of sight to any other vehicles. (Even behind)
    3. Vehicle smoke lasts only one turn and cannot be added to any other smoke.
    4. Vehicle cannot fire out of the smoke, call fire, move, or spot (see Scoot).

Example: Defender
Unit size: (Medium) D8
Smoke: (vehicle smoke) D6

SPOTTING

1. Only unactivated units or units on overwatch may attempt to spot.

2. Spotting is an activiation and cost 1 fire phase.

3. Unit spotted-Figures on tables / Unit not spotted-marker only.

4. Spotting allows the non-phasing player to react to the enemy unit.

5. Automatic spotting happens when an enemy unit fires while in LOS or moves within 6" of a unit or dummy marker. Does not cost anyfire phases for automatic spotting.

6. To attempt to spot, the enemy unit must not be blocked by woods, hills, or towns.

7. This may only be attempted once per each enemy unit movement. So if more enemy units are moved into LOS the unit that attempted to spot may roll once for each of those units costing 1 fire phase.

8. If the unit fails to spot it is not an activation nor does cost a fire phase.

9. Aircraft automatically spot units in the open for targeting purposes only but never in cover.

10. Helicopters spot as ground units.

11. During move & fire an activated unit may try to spot an enemy unit but it will cost one fire phase (It is possible for a unit to spot an unit by rolling to spot and then move into the range of 2 other enemy units and finding out the types of all 3 units).

(Roll the spotting units quality vs. the enemy units size and any terrain bonuses).

Example: player B unit is green D6 vs player A medium size vehicles in woods D8+D6. Player Bs roll must beat player A to spot the unit and activate.


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