By Ian Hammond
The 'Rapid Fire' jungle rules that I had come up with were based around three types of jungle pieces, a couple of been mentioned already. The first is impassable by both tank and infantry, these should be small thickets to block los and cause general annoyance. The only way is round. The second piece is the dense jungle, these are the ones that have to be assualted as per a house and count as hard cover to the defenders, large pieces can be divided into two buildings. The third piece is normal jungle, this counts purely as being woods. The idea with this terrain is to have lots of it, then anywhere in between is counted as being in the open and normal movement is allowed. This may be considered tracks or light jungle. Even though this is not the same as being in the open in Europe, the disadvantage comes from not being able to deploy properly and bring guns to bear rather than being imposed on movement. Finally a rule to make mules useful and also make jungle slightly easier to fight in. If a squad has a mule then it is allowed unlimited grenades. The penalty is if on a d6 roll of 5 at the start of the turn the squad is only allowed half move and on a roll of 6 is not allowed to move unless they ditch the stubborn beast. Back to Those Damn Dice Vol. One No. 4 Table of Contents Back to Those Damn Dice List of Issues Back to MagWeb Master Magazine List © Copyright 2002 by Rolfe Hedges 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 |