from the files of Mike Arnovitz
I. General:
2. When units come into contact in the campaign there is an option to roll off the attack or fight it out on the table 3. In the game one game move equals two weeks, one square on the board = ten miles II. Game Board to table transfer:
2 If attack is to be fought out on the table, the action is transferred first to the operations map, actions on the opns map are then transferred to the table. III. Operations Map Rules:
2) Movement on the opns map is done by hours, with the following rate:
3) Units are moved, when they come into contact then the action is transferred to the table. 4) Table is considered to be for map purposes: 1' = 1/3 mile IV: Supply
B. One Supply Unit will supply the whole PAA with enough supplies for 60 days of non-combat operations. Each day of combat = 3 days of non- combat operations C. German Troops can exist for one week (7 days) with out supplies in a combat situation, and for one month in a non- combat situation (Note for this purpose only, one combat day = 4 non combat day). In a combat situation however they must be on the defensive only. D. British Troops can exist same as German Troops. E.Italian Troops can exist for two weeks without supplies in a non-combat situation, all but armor. Blackshirt, Bersagliere and paratroops will surrender if caught in a combat situation, others will exist for 4 days combat operations. (defence only) V. Assessment of Table Losses:
2) 1/4 of all men, equipment, and vehicles return as repple pool in two months time 3)Side which possesses field at end of battle gets other 1/2 back in 4 months time. Other side gets only 1/4. VII. Reinforcements
They must arrive one month before they are scheduled to be used. Germans may fly one Rgt. per month across, but they land without vehicles or arty. VIII. Replacements:
2) Axis has 30,000 points in Italy and 5000 points in Tripoli to spend on replacements. 3) British have 25,000 points in Gr, Britian and 15,000 points in Delta for replacements. 4) All replacements must be ordered one month in advance and earmarked for a specific unit, at no time may new units be formed nor may a unit exceed its TOE strength. Point totals in Delta and Tripoli may never exceed origional strength. 5) MOVEMENT of replacements is subject to rules for movement of reinforcements, British must follow rules in the naval game. Only Troops, equipment, and vehicles may be moved--never points. 6) For storage purposes the following requirements are made on a ship's tonnage
one Dkw. etc = 10 tons one Truck, Ht = 20 tons AT,AA,field and Med gun = 20 tons AFV = 25 tons men's weight includes his weapon 7) All vehicles brought from England or Italy require two weeks from date they arrive in port til they may be used above the one month requirement (this is to make them desert worthy) STAND CONTENTS: HQ STAND: 1 off. 1 sgt, 1 radioman WAR GAMES TABLE RULESI. Movement:
II. Ranges:
III. Calculation of Small Arms Fire
IV. Artillery and Mortar Fire
B. Observed Fire:
2) Fire for effect: 1 die per gun:
4: 6" over 3: 6" under 2: 6" right 1: 6" left C. Burst pattern: fitted over impact area, all inside must die for saving throw: 5,6 saved (4,5,6 when under cover) D. Burst Pattern Sizes: (Diameter)
88mm and 120mmmtr: 4" Field guns: 5" Med guns: 6" All inside must dice for saving throw:5,6 saved (4,5,6 when under overhead cover. V. Material Damage: 3 die total + attack factor must equal or exceed defence factor to hit and "kill"
VI Flamethrowers 1 die against infantry, full casualties, inf so hit roll
morale VII. Mines 1. one man lays 1" wide lane at rate of 1" per move (no
fire)
VIII. Hand to Hand Combat: 1. one die per 6 men, own cas are 1/2 die total
IX. Contact Morale rolled for during melee, after FT attack etc.
3, 4: retreat 2 moves one move to rally (no move or fire) than as normal 5,6 routed:move at double speed (men only) to friendly troops or baseline (which is nearer) take two moves to rally (NB: All Italians except roll die again: 4.5,6 continue as paratroops and bersagliere normal; 1,2.3 retire from board subtract one from morale throws) X. Day/Night: one move = one hour: bamt is 6 a.m., eamt is 8 p.m.
3" to 9" 3,4,5,6 on die discovers troops 9" to 24" 4,5,6 on die discovers troops 24" to 36" 5,6 discovers. Undiscovered troops may not be fired on unless they fire first. XI. Motorized Infantry 1. take 1/2 Move to load/unload
XII. Barbed Wire 1. It takes two men to lay single apron of wire in normal move.
XIV: Trenches and Foxholes: 1) Troops take two moves to dig entrenchment for personnel use.
XV. Street Fighting: 1. Split move when crossing streets (1/2 move, all firing,
1/2 move).
XVI Covering fire: 1) Forces may use covering fire instead of cas. producing fire.
b) Split the attacking force into a covering and an asslt force,if so roll one die:
4,5 - 1/2 defenders pinned down 1,2,3 - no defenders still pinned down 4. If defender has FS,attackers are pinned down and may not fire nor move until more firepower cen be brought to bear and the process is repeated (but attackers lose 1 point off FS dice roll). While attackers are pinned do= they suffer 1/4 cas from defenders fire. XVII. Major Morale: Every 6 moves a major morale card must be drawn and the instructions followed. One card is drawn for every hq unit on the board and its instructions are followed by the other units under the hq. Back to The Armchair General Vol. 2 No. 4 Table of Contents Back to The Armchair General List of Issues Back to MagWeb Master Magazine List © Copyright 1970 by Pat Condray 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 |