By Kenneth M Van Pelt, Lion's Den Wargames
D-6 is the Lion's Den Wargames name for the World War Two Miniatures Simulation game. With this set of rules and a collection of 1/72 scale troops you will be able to depict various action from World War Two. The rules and ideas contained within this set are by no means original. They rely upon the rich history of Historical Miniature Wargaming. Lion's Den Wargames reserves the right to copyright this particular depiction of miniatures rules. These rules will be available from Lion's Den Wargames at a very reasonable cost and published free within the pages of our Wargaming Journal "The Penny Whistle." Look for our Wargame Journal on the Website: www.magweb.com. Scale 1/72. Stands are 1 1/2" square. One inch on the tabletop is equal to 50 yards. They represent at the smallest end a squad of infantry. Depending on the number of pips on the roster the stand can represent up to a platoon of infantry. Vehicles are not on stands they represent from one to four actual vehicles. The game is based on a point system that uses a standard six sided die, hereafter referred to as a D6. The point system is used to buy set amounts of forces from the following chart. The maximum number of pips that can be purchased is 5 per stand/vehicle. The miniatures should be to some extent representative of the type of force that is purchased.
*Veteran status can be added to the above units and will increase the Firepower by 1D6. Elite status will increase the power by 2D6. Example: Infantry LMG Elite Firepower = 5D6. Unit Command Structure: Points will be paid in this category at the rate of one point per four stands. This will band these stands together under a command structure. These units will be treated as a composite force and will maneuver under the commander as one unit. They should maintain unit integrity of 2" between stands. Less than four stands may be designated as having a command structure, however, this should be noted on the units roster at the beginning of the game. Vehicles Firepower/points cost Personnel Carrier is 2 points per pip it will transport. Weapons are
bought extra from the above list.
These may also be increased by Veteran and Elite status. They are also banded together with the command structure points. Aircraft Firepower/points cost L 3D6 Move 24". adjust heading 45° every twelve inches.
Indirect Artillery Support Light (Mortars) 4 Note 2" Dia. area effect.
Points spent in this category are equal to four shots of the weapon. These are not augmented by Veteran or Elite quality. Any stand can be designated as a forward observer (in contact with artillery) the points cost is 2 per stand. Defensive: Pill Box 2"x2" 2Pts. Per Hit. Takes hits only from tank-type weapons.
Movement: Infantry move: 6 inches in the open. 3 inches in rough terrain. 9 inches by road. Infantry within sight of a spotted enemy move 3 ". Infantry under fire move 1 inch per turn. Vehicles move: 12 inches in open country. 9 inches in rough. 16 inches by road. They are not effected by enemy sightings or the under fire rule. Some scenario specific terrain will disable vehicles, consult the game master. Defilade (Hull Down): By spending a certain amount of your troops move allowance you can establish a heavy cover condition for tanks and troops.
A Marker Chit will be used to record units who have moved into Defilade conditions. This is "directional" for Vehicles. It covers three sides of the vehicle at the owners discretion. Infantry are covered from all directions. Target Acquisition: 1D6 roll of a "1" is a successful spotting. The object being observed is:
You can modify the observation rules with the following conditions: Troops cannot be considered camouflaged if they are moving. Smoke coverage from artillery can be added by the GM. Suggested +3 for every 6" circle of smoke screen coverage. * Infantry that do not move or fire and spend the time observing are at -3 regardless of range. Troop skill levels aply: Veteran Infantry -3 -2 -1 0
If in less than 6 inch range the decrease adds another -1 per inch. (1"-5, 2"-4, 3"-3, 4"-2, 5"-1) Base to base contact is an automatic spotting. Once an enemy is observed it should be difficult for them to go back to a concealed status. Established fire-fights do not need to re-roll on the Target Acquisition Table. Weapon Fire: Count the attackers Firepower and consider the modifiers, roll 1D6 for each firepower, counting all sixes as "Hits." Record the "Hits" on the targets roster.
*Special Overrun Attack: Stands/vehicles that move into base to base contact are creating an overrun situation. All firepower is Tripled for infantry and doubled for AFV's. Overrun attacks can continue from turn to turn. As long as base to base contact is continued. All targets in hard cover (urban areas -1D6). Game Turn Sequence 1. Both Sides roll a 1D6 2. Repeat #1. Back to Table of Contents Penny Whistle #39 Back to Penny Whistle List of Issues Back to MagWeb Master Magazine List © Copyright 1998 by Lion's Den Publications. 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 |