WWII and Modern Mortar Fire

Rule Suggestion

by L/Cpl Greg McCauley

Here are a few suggestions around which rules for World War II and modern mortar fire could be based, I have tried to make them as realistic as possible, and they are based on personal experience.

Suggested templates: (templates not to same scale).

The use of three dice gives 16 different possible results, as to where the bomb lands in the target area, the fact some number will occur more often has not been taken into account.

Tables referred to in Rules:

1) Rate of fire per move

    Light (e.g. 2" mortar): 3 rounds per move
    Medium (e.g. 81mm): 2 rounds per move
    Heavy (e.g. 120mm: 1 round per move

2) Burst Circles

    Normal Air burst (e.g. when a bomb hits an object like a tree or roof)
    Inner circle All men killed 5, 6 to save men
    Outer circle 5, 6 to save men 3, 4, 5, 6 to save men

The size of burst circles have not been given as so many different ground scales are used. The time scale is taken as 30 seconds per move. The rate of fire for a 81mm is about 10-12 rounds per minute, but at this rate mortars would control the board, (due to reduced ground scales as compared with figures, etc). So I have reduced them to the rate shown.

Mortar Fire

Mortar fire is directed on to a target by an observer in contact with the mortars either by field telephone or radio. To simulate mortar action on the wargames table the following method is suggested.

The mortar commander (in effect the F.O.O.) estimates the distance between mortars and their target he then fires one round.

The umpire will next get the commanders to turn away as he measures the distance and puts a small piece of cotton wool where the first round lands, (if it is out of sight of the F.O.O. he does not put the cotton woold down).

The commander who did the mortar fire spends the next move(s) correcting his shot, until it is on target. When he is satisfied with his shot the perspex template is put over the spot where the 'corrected' mortar bomb has landed. He then goes on to rapid fire for a specified number of shots, using the rate of fire per move table.

Three dice are thrown per mortar bomb - this shows where in the 'beaten area' the bomb lands. The burst circle is put over the 'hit spot' and casualties are worked out according to the table.

I have mentioned the use of an Umpire in the text of the mortar rules. If like me your readers find Umpires are mythical and elusive creatures, I suggest that the commanders do each other's measurements for the ranging shot.


Back to Table of Contents -- Wargamer's Newsletter # 174
To Wargamer's Newsletter List of Issues
To MagWeb Master Magazine List
© Copyright 1976 by Donald Featherstone.
This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web.
Other articles from military history and related magazines are available at http://www.magweb.com