by Rudy Scott Nelson
TABLE OF CONTENTSINTRODUCTION, Scales, Sequence of Play INTRODUCTIONThese 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
SEQUENCE OF PLAYMOVEMENT PHASE
ARTILLERY FIRE PHASE
DIRECT FIRE PHASE
MELEE PHASE
CHANGE AIRCRAFT MOVEMENT DIRECTION ARROW UP TO 90 DEGREES MOVEMENT1.1 Distance Scales If using 15mm. (OO/HO) scale vehicles ONE inch equals 7 yards.
The most common scale is 1 inch equals 50 yards which provides the best balance between movement and weapons' ranges.
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.
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 FIRES2.1 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
TARGET SILHOUETTE
OTHER SITUATIONS
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
TARGET STATUS
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.
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:
Die Roll
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.
Minefield hits are automatic E result.
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:
Infantry unit is a
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).
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
Modifiers: FIR
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.
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
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.
Roll a second d10 to determine direction of error.
4,5 SHORT 6,7 LEFT 8,9,0 RIGHT
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:
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:
Modifiers for Moving :
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.
More Fire! Ogon! Feuer! WWII Skirmish Rules
Vehicle Reference: Introduction and Transports Vehicle Reference: Russian Vehicle Reference: Polish Vehicle Reference: German Vehicle Reference: British Vehicle Reference: Italian Vehicle Reference: French Vehicle Reference: Japanese Vehicle Reference: American Vehicle Reference: Hungarian Back to Time Portal Passages Fall 1999 Table of Contents Back to Time Portal Passages List of Issues Back to MagWeb Master Magazine List © Copyright 1999 by Rudy Scott Nelson 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 |