Fire! Ogon! Feuer!
WWII Skirmish Rules

Main Rules

by Rudy Scott Nelson


TABLE OF CONTENTS

INTRODUCTION, Scales, Sequence of Play
1.0 Movement
1.1 Distance Scales
1.2 Movement Codes
1.3 Road Movement
1.4 Cross Country Movement
1.5 Infantry Movement
2.0 Tank / AT Fires
2.1 Spotting & Sighting
2.2 Firing Procedures
2.3 Angle of Fire
2.4 Hit Location
2.5 Suspension Hits
2.6 Vehicle Damage
3.0 Infantry Combat
3.1 Infantry vs Infantry
3.2 Infantry vs Tanks
3.3 Suicide Squads
3.4 Squad AT Systems
3.5 Inf Fire Procedures
3.6 Minefields
4.0 Artillery
4.1 Artillery Requests
4.2 Impact Lapse Time
4.3 Fire Drift
4.4 Off Board Arty/ Mortars
4.5 Arty Damage Zones
4.6 Arty Hit % Chart
4.7 Naval Guns
4.8 Arty Set Up Time
5.0 Aircraft
5.1 Aircraft Speeds
5.2 Altitude
5.3 Dives
5.4 Strafing / Impact
5.5 Bombing
5.6 Anti-Aircraft Fire
Determining Scenarios
Victory Conditions
Terrain Definitions
Vehicle Reference

INTRODUCTION

These rules are designed for use by both beginners and veteran players. Play can be quick and easy OR made more realistic and slower by adding advanced options.

Combat during World War II focused on volume of fire into a specific area combined with rapid movement of combat units. The weapon systems were poor by modern standards and there was a constant design battle between shell penetration versus vehicle armor. According to US tactical manuals, in 1944 a US Sherman tank firing at a stationary tank only 1500 yards distance, had to fire 13 rounds at the target before it reached a 50% hit probability.

SCALES
1 Turn = 30 seconds
1 Casting = 1 vehicle
1 Infantry counter = 5 men or 1 weapon's system
Distance scale varies. See Rule 1.1

SEQUENCE OF PLAY

MOVEMENT PHASE
1. Road Movement
2. Cross-Country Movement
3. Aircraft Movement
4. Aircraft & AA Fire Resolutions
5. Mount / Dismount Vehicles
6. Infantry Movement Clarification: The movement sequence is conducted simutaneously whenever possible. In close combat situations, the SLOWER vehicle moves first AND movement is-alternated in 1/4 allowance segments.

ARTILLERY FIRE PHASE
A. Determine the actual impact point of the barrage
B. Resolve damage to units in the impact zone
C. Adjust rounds for next turn & Call for new fire

DIRECT FIRE PHASE
1. Anti-Tank vs Tank
2. Tank vs Tank & Vehicles
3. Tank vs Infantry & AT systems
4. Infantry vs Infantry

MELEE PHASE
A. Infantry vs Infantry Melees
B. Infantry Assaults vs Tanks & Bunkers

CHANGE AIRCRAFT MOVEMENT DIRECTION ARROW UP TO 90 DEGREES

MOVEMENT

1.1 Distance Scales

If using 15mm. (OO/HO) scale vehicles ONE inch equals 7 yards.
If using 1/285 (1/300) castings, players can choose one of three distance scales. The 1 inch = 25 yards scale is the closest but requires a vast playing area. The 1 inch = 100 yards is recommended for beginners and fast play.

The most common scale is 1 inch equals 50 yards which provides the best balance between movement and weapons' ranges.
For players using centimeters, the 1 cm = 10 meters (same as 1:25) is quick to measure ranges; OR the 1 cm = 20 meters (same as 1 : 50) can speed up play.

1.2 Movement Codes

For faster play, the MPH speed has been converted to a single speed identified by a letter code. The code states how many inches/cm that a vehicle can move per turn. A conversion chart is provided in order to classify unlisted vehicles.

SCALECODE
ABCDEFG
1:256"12"20"30"40"50" 60"
1:503"6"10"15"24" 36"48"
1:1002"4"6"8"12"18"24"
1:10 cm15cm30cm50cm75cm100cm 125cm150cm
MPH Conv1-56-1011-1516-2021-30 31-4041+

1.3 Vehicle Road Movement

The road movement rate can only be used if the entire turn is spent on the road. At any time that the vehicle exits the road, its movement allowance reverts to the cross-country rate. If it wants to move off road after exceeding its cross-country rate, it cannot do so. It must stop at that point on the road. Example : A scout car (F/E 1:50 rates) can move up to 36 inches as long as it stays on the road. Once it moves off road, then the maximum it can move is 24 inches.

1.4 Cross-Country Movement and Terrain Modifications

Cross-country rates are used the most. These rates can be further reduced by difficult terrain or weather. Vehicles can always move at A speed regardless of the modifications. REDUCE ONE LETTER CODE ... Woods, Rough, Snow, Streams, Fords REDUCE TWO LETTER CODES ... Swamp and Mud

1.5 Infantry Movement

Due to the time/ distance scales, infantry movement would be very slow. For playability purposes, infantry and weapon system units move at the extended rate of 100 yards per turn. Weapon systems cannot fire the turn that they move.

TANK AND ANTI-TANK DIRECT FIRES

2.1 Spotting and Sighting

Spotting an enemy unit on the battlefield involves many variables. Movement, terrain, firing and luck are only a few -elements involved in spotting. Even a tank in the open cannot be spotted if nobody is looking at it. As a result spotting rules are very difficult to define.

Some players will try elaborate measures to conceal and camouflage their castings. This is not to be considered in the rules just as a vehicle in the open is not automatically seen. In the basic system once a vehicle has been spotted, it will remain spotted for the entire battle. For advanced games, it must be spotted again by each new firer and/or if the target is lost behind terrain. Automatic Spotting situations are 1. A vehicle that moves within 500 yards of the enemy. 2. A vehicle that fires within 500 yards of the enemy. 3. A vehicle is on a road and within 1000 yards of the enemy. 4. The distances are doubled in desert situations. 5. Other vehicles are spotted using the Spotting Chart. Spotting Chart The basic chance to spot is 60%. The CHANCE is modified by:

TARGET LOCATION
On the Road +10
In the Woods -20
Defilade -20
In a House -10
Desert +30

TARGET SILHOUETTE
HIGH +10
AVERAGE 0
LOW -5
SMALL -10
NONE -20

OTHER SITUATIONS
Stationary Inf -20
Target Moved +10
Stationary Firer +10
Range 1500-3000 -20
Range 3000+ yds -30

Sighting of the guns on the target is more important than knowing that an enemy is in the area. Gun telescopes and other sighting equipment have their effectiveness included in the gun's chance to hit rating for different ranges. Still a valid Line of Sight must be established between the target and the firer.

SIGHTING rules are:

A. Determine if a Line of Sight can be traced from the firer to the target. Several methods are commonly used, so the players can select the one which suits them best.

1. Place the end of a string on each vehicle. If the string does not touch any terrain, then it is a valid LOS.

2. Place a mirror/ periscope next to the firer. If he can see the target, then a valid LOS is established.

3. A combination of methods can be used.

2.2 Firing Procedures

Each vehicle's gun is listed with a basic percentage chance to hit a target at a specific range plus the armor class that can be penetrated at that range. The Base chance to hit is modified by the following conditions:

TARGET SILHOUETTE
HIGH +10
AVERAGE 0
LOW -5
SMALL -10
NONE -15

TARGET STATUS
In Woods/Building -10
Is an Anti-tank gun -15
DEFILADE -10
MOVING -10
FIRER MOVED -20

2.3 Angle of Fire

The angle of fire refers to the location on the vehicle being hit. This will determine the armor class of the vehicle. In Basic games, the turret armor will always be frontal. The hull armor will be frontal unless the rear of the vehicle is in the LOS, then it will be side armor.

In Advanced games, the angle will depend on the actual facing of the target. The areas are designated on a 45 degree angle drawn from the center of the target. A line can be drawn by extending a line from a vehicle's rear corner through the opposite front corner. We use a/string to determine the angle.

2.4 Hit Location

After a hit is made, the firer rolls to determine which part of the vehicle was hit. The firer may choose a suspension shot, due to his inability to penetrate armor. If so, then ADD ONE to the die roll.

Roll a d10.
1,2,3 Turret
4,5,6,7 Hull
8,9,0 ... Suspension

2.5 Suspension Hit Damage

In Basic games, a suspension hit always immobilizes the vehicle. In Advanced games, use the table below for more realism. Suspension results against a defilade target are changed to a miss.

Roll a d10 and modify the result if necessary.

Modifiers:
2-4 wheels..+2
6-8 wheels..-1
Moving..+1
Skirt Armor.-3

Die Roll
0-1-2 = No Damage
3-4 = Immobile for 10 turns
5-6 Immobile for 20 turns
7-8-9 Immobilized for battle

2.6 Vehicle Damage

In non-campaign battles, vehicles are destroyed if their hull or turret armor is penetrated. In campaigns destroyed vehicles can be recovered and repaired by the victor. In some cases a turret destroyed vehicle with a good engine can be retreated off board. The following is only a recommended table for use in campaigns. Roll a d10.

Hit Location123456 7890
TURRETXXXTTTT EEE
HULLXXXTTTE EEE
SUSPENSIONXXEEEEE EEE

Minefield hits are automatic E result.
T = Turret, main gun and control systems.
E = Engine, controls, communication and track/wheels
X = Damage is too extensive and the vehicle cannot be repaired.

INFANTRY COMBAT

3.1 Infantry vs Infantry Melees

Melees were disruptive and costly to both the winner and loser. The outcome would often depend on the amount of close firepower which was available to a unit.

Infantry melees are resolved by each side rolling a d10 and adding its Melee rating (Roll + MF). The side with the higher total is the winner. The loser is destroyed. If both totals are the same, then both sides are destroyed. Artillery and Administrative section have a MF of +1. Suppressed have a -2 MF modifier.

3.2 Infantry vs Tank Assaults

An assault on a tank or bunker would result in heavy casualties. The loser of a close combat assault is destroyed. A winning infantry unit becomes suppressed. A suppressed infantry unit cannot assault a tank or bunker. Assault Sequence : 1. Tank/ Bunker fire against the infantry unit. 2. Supporting infantry/ CSW can fire at the attackers 3. Surviving assault units can melee the tank/bunker. There is a 30% chance for the assault to succeed. The chance modifiers:

Vehicle:
Did Not Move +10
Moved at C or D speed -10
Moved at E, F, G speed -30
Max Turret AC rating is 1 +10

Infantry unit is a
Flamethrower +20
Engineer +15
Suicide Sqd +30

3.3 Suicide Squads

Suicide squads can be effective but costly in lost victory points, lost units. A player must identify which units have been reclassified as suicide units. once reclassified, the unit must on that turn attempt to assault the NEAREST enemy tank or bunker. only Japanese units can assault non-tank/bunker units. Once a suicide squad melees it is destroyed whether it won the melee or not.

Japanese suicide squads are not automatically destroyed, if they are fighting infantry, weapon systems, artillery or administration units BUT they must continue attacking until they are destroyed. Only R, RF and SMG units of the following nationalities can be reclassified: Russian Guard 1941-42; German Waffen SS 1945; Japanese 1931-45.

3.4 Squad Anti-tank Systems

These may organic to an infantry unit or deployed as a separate unit (counter).
(% hit chance / AC penetration)

TypeNation100yd150yd200yd300yd 500yd
2.36" BazookaUS75/640/610/65/6 5/6
Rifle GrenadeUS40/5----
PIATGB40/610/6---
AT RifleALL85/250/215/110/15/1
PzFaust 60GE5/11----
PzFaust 100GE10/115/11-- -
Rifle GrenadeGE40/410/45/4- -
PzBuchse 39GE85/250/215/110/1 5/1
PzSchreck 43GE25/115/11---
PzSchreck 54GE50/1120/115/11--

3.5 Infantry Fire Procedures

Infantry units can fire at infantry units, crew served weapon systems, open topped vehicles, enclosed vehicles with a maximum AC rating of ONE, and buildings/ positions. Infantry fire expressed as Fire Intensity Rating (FIR) represents a volume of fire at a target or into a 100 yard square target area. All fire into a target area is combined into a single total.

A hit target will be either be suppressed or destroyed. Suppressed units cannot fire or move until they have recovered morale. TMG = Tank MG; FT = Flamethrowers; T-HE = Tank main gun fire

TypeFIRMFMax Range
R14500
RF25500
SMG35300
LMG33500
MMG421000
TMG4n/a1000
HMG521500
FT32100
T-HE3n/a1500
(vs non-vehicles)

Modifiers: FIR
Target Moved -1
Firer Moved -1
Target in Hard Cover -3
Target-in Cover -2
Tgt riding on vehicle -1

FIR% to
Hit
Effects
1-35%Sup
4-610%Sup
7-815%Sup
920%Sup
1025%Elim
11-1430%Elim
15-1940%Elim
2050%Elim

Minefield Damage Chart
TargetType Mines
ATAPGP
Infantry10%80%50%
Wheel Veh.50%50%50%
Tracked Hull AC(1-3)70%10%40%
Tracked Hull AC(4+)50%0%30%

3.6 Minefields

A minefield section is 100 yards X 50 Yards. It is classified as Hasty, marked on the board, OR Deliberate, marked on the deployment sheet and revealed as an enemy unit enters it. Minefields are also classified as AP (anti-personnel), AT (antitank) or Mixed (GP). Each vehicle or fireteam must roll for damage when they enter and exit the minefield. Vehicle passengers check only if their vehicle is damaged. In basic rules a damaged vehicle is destroyed. In advanced battles, the damage result is immobilized and the engine is destroyed in a campaign. 3.61 A minefield section can be cleared if a. It is hit by artillery b. A minesweeper tank moves onto it c. An infantry unit spends three turns in it. It does not have to roll for casualties IF it was a known minefield and its mission was stated by the owning player as he moved the unit.

4.0 ARTILLERY

4.1 Artillery Requests 4.11 Written requests are required for all off-board/indirect fire. Fire must be conducted by battery. Only guns using direct fire can fire individually. A battery must be deployed in order to fire.

4.12 Order Options:

A. FIRE at Registration point #?. Listed on deployment map. The initial fire may include a shift from a reg. point.
B. REPEAT. Fire again at last location.
C. SHIFT A/D # & R/L #. Add or Drop AND Right or Left shifts in yards. The maximum shift allowed is 800 yards per direction.
D. CEASE FIRE.

4.2 Time Lapse for Initial call to Impact

The time lapse is the turn delay from the request for fire to its impact. The lapse will occur any time a new fire mission (Order A) is initiated. The short delay factor is based on both sides using pre-registered firing points. Each side can plot up to 10 FRPs during pregame setup.

Nationality Time Lapse
Germany, France 3
UK & Commonwealth 3
USA 2
Minor Axis, Italy 4
USSR, Japan 4
China 6

4.3 Artillery Firing Error

There is always a chance (due to human error, wind, gun tube wear) that rounds will land off target. Other causes include unobserved map fire and distance to the target. Observed fire is when the target can be seen, valid LOS, by any friendly unit. Unobserved fire is when the target is not in an LOS. Guns can use direct fire at enemy units in their LOS.

ERROR CHART
(Roll a d10 for yards off)
Type of Fire0-123456 789
UNOBSERVED0100100150100200 250300400
OBSERVED005050100100 150150200

Roll a second d10 to determine direction of error.

    1,2,3 LONG
    4,5 SHORT
    6,7 LEFT
    8,9,0 RIGHT

ADVANCED:
Range & Nationality die roll Modifiers
Nationality0-20002001-50005001-1000010001+
Germany-10+1+2
Italy, Minor Axis0+1+2+3
USSR, Japan, China0+1+2+3
USA, UK, France-10+1+2

4.4 Mortars and Off-board Artillery

4.41 Due to their limited range mortars do not roll on the error chart. The maximum range for guns up to 90mm is 3000 yards and 4500 for all larger guns. They must still fire as batteries. Use the caliber equivalent column on the Artillery Hit Chart and the Barrage Damage Zone Chart.

4.42 Off-board batteries are located 1000 yards from the edge of the board. Counter-battery fire at an off-board battery will require four turns of continuous fire to zero in on the battery. It will then destroy ONE gun per turn of sustained fire.

4.5 Barrage Damage Zone

Batteries fire either a Spread or Converged Pattern. The pattern is listed on the call for fire. A Spread pattern is the basic pattern (The only pattern used in basic games.). The Converged pattern has a smaller damage zone but its lethality is increased. The damage zone is measured as diameter, with the impact point as the center. The damage zone in yards:

SPREADUp to 79mm80-109mm110-159mm160mm+
One gun25505075
Four gun100200200300
Six gun150300300450
ConvergedUp to 79mm80-109mm110-159mm160mm+
One gun15152525
Four gun6060100100
Six gun9090150150

4.6 Artillery Percentage To Hit Chart

The Firer will roll separately for each vehicle or infantry unit located in or partially in the damage zone. Each target is rated according to its type and protective cover. The basic chance to hit is adjusted if the target moved. In the basic rules a hit will destroy the vehicle/infantry unit. In the advanced rules, a second die roll is made to determine if the target is destroyed (ODD) or IMMOBILIZED (EVEN). AC is the front turret armor. AC11 vehicles can only be immobilized.

TARGET CLASS:
A= Infantry in Open or passengers in trucks, on tanks
B= Infantry in Trenches/Foxholes/ Halftracks B= Vehicles with AC1 or Open tops
C= Infantry in buildings/ruins; Vehicles with AC 2-4
D= Infantry in Bunkers; Vehicles with AC 5-11

Modifiers for Moving :
Infantry -5
A-B -5
C-D -10
E-F-G -15

Percentage to Hit Spread (Converged)
CLASSUp to 75mm76-110mm111-160mm161mm+
A35 (40)50 (70)70 (85)85 (100)
B25 (40)40 (60)60 (75)75 (90)
C15 (30)30 (50)50 (65)60 (75)
D0 (15)15 (30)35 (50)50 (65)

4.7 Naval Guns

Naval guns are rated as a Four gun battery of 175mm+ guns. They can only fire a Spread Pattern. They are located 5000 yards from the board edge. They are not subject to counter-battery fire.

4.8 Artillery Set up Time (Optional Advanced Rules)

Off-board batteries will start the battle deployed. On-board batteries are designated during deployment asset up or in transit. It is recommended that all batteries begin the game deployed. The actual time to deploy a battery would require a large number of 30-second turns. However for playability purposes a breakdown-set up time frame has been provided. The turn that a gun begins or completes breakdown/set up, it cannot fire or move. There is a delay for SPGs due to the need to place firing stakes and prepare direction data.

Gun TypeBreakdownSet Up
Self Propelled Guns13
Towed Guns 100mm36
Towed Guns up to 99mm24
Mortars12
AT guns up to 51mm12
AT guns between 52mm-81mm23
AT guns over 82mm24

More Fire! Ogon! Feuer! WWII Skirmish Rules


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