D-6 WWII Combat Rules

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.

Troop DescriptionFirepower/point cost
Points value is per pip on the roster.
Infantry rifle1
Infantry sub-machine2 Note 3" range.
Infantry LMG3
Infantry MMG4
Infantry HMG5 / 3 versus tank
Infantry Anti-tank3 vs. tank. 1 vs. Infantry

*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.
Light Tank 4D6
Medium Tank 5D6
Heavy Tank 6D6

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.
M 4D6 Target area is a 2" circle.
H 5D6 Target area is a 2" circle.
Bomber 6D6 Target area is a 6" circle. Three shots per Hit point bought.

Indirect Artillery Support

Light (Mortars) 4 Note 2" Dia. area effect.
Medium 5 3" area effect.
Heavy 6 6" area effect. Smoke Screen point cost 2 per 6" circle.

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.
Wire entanglements 3" 1Pts. per section. No infantry move through. Tanks destroy by moving through or weapons fire. Each section has three hit points.
Minefield 6" 5Pts. Attacks stands/vehicles at 10D6.
Minefield 3" 3Pts. Attacks at 6D6.
Tank Obstacles 3" 5Pts. Disables tanks on 1D6 roll of 4,5,6. Each 3" has 5 hit points.
Camouflage 1 Pt. per stand.

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.

To go into DefiladeMovement CostTo Exit DefiladeMovement Cost
Vehicles
Open Terrain3/4th : -9"No CostCombat Effect -1D6 from attacks against.
Urban/Rough1/3rd : -3"No Cost-1D6 from attacks against
Infantry
Open Terrain1/2 : -3"1/2 : -3"-1D6 from attacks against
Urban/Rough1/3rd : -1"1/3rd : -1"-1D6 from attacks against

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:

Description:0-6" 300 yds.7-12" 600 yds.13-18" 900 yds. 19-24" 1200yds.
Infantry in the open-3-2-10
and they're moving-3-2-10
and they fired weapons-3-2-10
in wooded or urban0+1+2+3
& they're camouflaged+1+2+3+4
Vehicle in the open-3-2-10
and it is moving-3-2-10
it fired it's weapons-3-2-10
in wooded or urban 0+1+2+3
Camouflaged+1+2+3+4
Building/City/
Fortification
-3-2-1-1

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
Elite Infantry -4 -3 -2 -1

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.

Unit0-6"6-12"12-18"18-24"
Infantry0-1D6-2D6-3D6
Light Tank0-1D6-2D6-3D6
Medium Tank+1D60-1D6-2D6
Heavy Tank+2D6+1D60-1D6

*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
High Die Moves all troops
Declares Artillery Shots
Fires Direct Weapons
Records Ammo Expended
Low Die Moves
Declares Artillery
Fires Direct
Records Ammo

2. Repeat #1.


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