WWII Rapid Fire

Molesly Club House Rules

By Mark Mccall


1. Movement

General

All figures within a company must remain within 1 inch of another figure except for hand held anti-tank weapons. These may move up to one move away from the rest of their company, for the purposes of stalking/tank hunting.

Anti-tank gun and artillery movement

Wheeled anti-tank guns of 37mm calibre or less or 75mmIGs, US Pak howitzers and mountain guns may be manhandled with minimum of 2 crew up to 6" maximum. Terrain modifiers apply as normal. Rotating an emplaced gun more than 90 degrees constitutes movement. Non wheeled anti tank guns cannot therefore rotate more than 90 degrees and fire in the same turn.

Reversing vehicles

A vehicle can only travel up to 1/2 of its movement if it wishes to keep its front facing the enemy. If the vehicle moves more than half its move away from the enemy, any enemy to the vehicle's front at the start of the vehicle's movement can claim a rear shot for challenge fire.

Fording rivers

A single figure or vehicle may attempt to ford a river. For each 12" of river, measured from the point of first attempt, roll D6: 1-3 not fordable, 4,5 fordable by foot only, 6 by foot and vehicles. Only one test per 12" allowed in the game. This is subject to scenario modification.

2. Observation

Infantry crawling in open

Infantry crawling in the open (3" move) are considered to be in soft cover and require a chance test (5,6) to be spotted at 24", but are automatically spotted at 12".

Armoured vehicles

Armoured vehicles do not automatically spot infantry in cover unless the vehicle commander is declared to be actively searching i.e. not "closed down". Infantry on foot may automatically spot as normal.

3. Communications

Field telephones

At a cost of 15 points, field telephone lines may be laid between a F.O. and its artillery battery. The maximum distance is 48". There is assumed to be interference free communication i.e. no need to roll for contact. However, the route of the cable must be stated to the umpire and must be in straight lines between points/landmarks to the umpire's satisfaction. Any indirect fire from weapons over 80mm calibre which fall within a template square crossing a telephone line may cut the wire.

Roll a D6 for each shell landing: a 6 and the line is cut. The line may be repaired by an `engineer' or member of the HQ group being at the break for one whole turn. A specially equipped man or vehicle may lay a telephone line at 2/3rds its normal speed at the cost of the field telephone plus vehicle cost.

Battalion support weapons

A battalion support weapon, mortar/I.G., must be within 24" of its HQ in order for the HQ officers to direct its fire, unless the HQ pays an additional 15 points for a radio and such a figure must be placed on table. The radio is treated as a heavy weapon for damage rolls from HE. Alternatively, a F.O. or a field telephone can be purchased.

4. Artillery

Off-Board artillery

The distance from the table edge Off-board artillery is located must be written down and given to the umpire. If within range of enemy aircraft, the artillery may be subject to an airstrike. Models or a written list of units can be used to assess damage and anti-aircraft fire.

Multiple rocket launchers

Multiple rocket launchers such as Calliopes, Nebelwerfers, Kaytushas fire on alternate moves, (to represent the external loading process), but roll 2D10 each weapon for both direct and indirect fire using the original nine square grid to determine fall of shot.

5. Smoke

Use of smoke

Pre-arranged bombardments (scenario permitting) and battalion 2"/50mm mortars may lay down smoke as required. In all other cases, smoke can only be laid down to cover units moving away from the enemy and into cover, i.e. covering a withdrawal.

6. Aircraft

Aircraft can attack targets of opportunity, as directed by spotter aircraft or as directed by artillery observers. If required an air-link observer will cost 15 pts plus the cost of any vehicle.

Anti aircraft fire:

a single barrel gun has a 20% chance of driving off and a 10% chance of shooting down an aircraft, each additional barrel increases these chances by 5%, thus twin (25/15%), triple (30/20%), quad (35/25%).

Spotter planes

A dedicated aerial observation plane at a cost of 50 pts plus 15 points for a radio/FO, may provide observation for artillery. It can remain on table for up to 10 turns. At the start of each turn it is placed in one terrain tile and every unit within that tile (except infantry in woods) is placed on table. This includes artillery which has not fired that turn as the emplacements or clearings in woods will still be visible from the air. The spotter plane moves up to three tiles a turn. The spotter plane is not affected by small arms fire. A spotter aircraft is automatically driven off by the appearance of any enemy aircraft. On a 6 on D6 it is shot down by the enemy aircraft. The spotter plane can be on table in addition to another friendly aircraft.

7. Direct Fire

Grenades

As an alternative to using small arms fire or manning a crew served weapon, a group of four figures may throw or use a grenade. Groups of less than four figures may not use grenades.

Vehicle mounted weapons

An anti-tank or AA gun mounted onto a truck or other prime mover cannot fire and move in the same turn, unless purpose built such as the USA M16 quad.

Infantry firing from moving vehicles

Infantry firing from moving vehicles (at short range only) count as a single vehicle MG if 6 figures or less and a twin vehicle MG up to 10 figures, plus modifiers for troop type. Grenades and anti-tank weapons may not be fired from a moving vehicle.

8. Anti-Tank fire

Movement modifiers

To hit modifiers of `-1 if target moves' and `-1 if firer moves' are cumulative; i.e. if both firer and target have moved then the `to hit' modifier is -2.

Tank flank shots

If target tank (vehicle class A-D) is shot at by anti-tank weapon from a position wholly behind an imaginary line extending across the front of the target vehicle, then the target's vehicle class is reduced by one class, i.e. B becomes C.

If the target tank is fired on from a position wholly behind an imaginary line extending across the rear of the vehicle, then the `+1 if firing at rear of target' remains a modifier on top of armour class reduction as above, i.e. B becomes C and +1 to hit.

This modification does not apply to aircraft attacks as they have their own rules.

British 6pdr

The British 6pdr A/T gun as used by infantry battalions June 1944 onwards, may use APDS ammunition and be classed as a Gun Class 2 with an increased points cost of 10 points.

Anti-tank grenades

They may be thrown up to 6" onto a moving vehicle and hit on a 5 or 6. Damage caused is 1-2 no effect, 3-4 light damage, 5-6 heavy damage.

Destroyed Armoured Personnel Carriers

If such a vehicle is destroyed, roll D6 for number of passenger casualties. Survivors must immediately move up to 3" from vehicle but cannot fire that turn.

9. Terrain types

Hills

There are three levels of hills: a low mound, a hill, a steep hill.

Level 1 - A low mound:

    provides soft cover for infantry
    AFVs behind the hill are counted as hull down
    No movement penalties.

Level 2 - A hill

    Provides soft cover for infantry
    AFVs are hidden unless declared to be firing or waiting challenge fire when they are considered to be hull down.
    Has a 4" shadow projecting directly behind the hill along the interrupted line of sight of the observer. Anything within this shadow is hidden.
    No movement penalties

Level 3 - A steep hill

    Provides soft cover for infantry.
    Movement penalty of -D6" for infantry and tracked AFVs.
    Impassable to wheeled vehicles.
    AFVs and infantry can only fire if they crest the hill.
    Hill blocks line of sight.

Woods

There are two types of woods: dense or open. The type of wood is unknown until the first unit attempts to enter the wood whereupon a D6 is rolled. 1-3 = open, 4-6 = dense. However, in a defender v attacker scenario, the defender only can roll for the type of woods present and declare them when entered by the attacking forces.

    Open wood: as per rules, -D6 movement, 3" visibility, soft cover.
    Dense wood: as open but impassable to vehicles.

Built-up areas

Intact/damaged buildings: Movement within and between adjacent houses is by one floor per turn or by one adjoining room per turn.

Destroyed buildings/rubble: Delineated as an area of rubble where visibility into and within is limited to 3". Units within the rubble are treated as in hard cover. Chance tests to spot into rubble area within 12" is 6, within 6" automatic, provided the target unit is not more than 3" into the rubble area.

Movement within rubble area:

    Infantry: normal
    Tracked: -D6"
    Wheeled: impassable.

Railway lines

Acts as a linear obstacle with embankment when crossing it and movement along it is at cross country speed. It provides hard cover to infantry and hull down to AFVs.


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