By jove, I think we've got these rules down for a while!
https://www.scalemates.com/kits/179539-verlinden-productions-1754-desert-rat-tankers-wwii
OK, so it's clear that the rules are working well with newbs and myself in playtesting. A few final changes and clarifications to these basic rules, and I'm ready to put them on hold while I work on some of the more important option rules like off-board artillery and smoke. In any event, here they are, play around with them and please feel free to respond. Lots of games, at least 20-25, including several with others, have helped fine-tune this beta version. It'll be good for a while until a final gamma comes around. As always, sorry for the formatting. If you want the document in WORD, just contact me. Enjoy!
ONE-HOUR WARGAMES: WWII
GAME
CONVENTIONS
• Dice are six-sided standard [1-6, less
predictable] or average [2,3,3,4,4,&5, more predictable]. Choose one for all game dice rolls. Dice are referred to as Dx [roll 1 die] or 2Dx [roll
2 dice]etc. Round up all fractions.
• A Turn is about 10 minutes, but may
represent 5 to 15 minutes of Actions. Or
inaction!
• Groundscale is about 1”=50m [or yards]. This
makes 12” about 600m.
• Measuring
distance, and LoS between Units, may be
done at any time.
• Terrain represents significant features of
military impact. Flat table spaces without table terrain still have scattered terrain features
soldiers use for limited cover and/or concealment.
•
Dug-in includes foxholes, shallow trenches and gun pits with camouflage
to conceal a Unit. It assumes efforts to
site vehicles and guns effectively and to establish safe fire lanes with broad
coverage. Any Unit except a Tank may take advantage of cover and concealment and
“Dig-in”.
• Concealed Units are in a position with a bonus
against Fire, whether Dug-in or in a woods/town etc.
• Hits. Casualties, damage, ammo, and fatigue are
expressed by Hits. A Unit with 5 Hits is
-1 to its Fire: at 10 Hits it is -2 and five Hits become permanent [mark them red].
At 15+ Hits a Unit is destroyed and removed.
• Units are a platoon of about 3 tanks or
guns, or 40 infantry with attached LAW/HMG.
Unit types are: Infantry, Mortar, Anti-Tank Gun [ATG], and Tank. All Units represent
common ones of their type, with game characteristics that assume average
training and some combat experience.
i. Tank Units are medium tanks: Sherman, Cromwell, Mk IV, and T-34 with 2+
MGs.
ii. Infantry Units have a proper mix of small arms, snipers MGs, and anti-tank
weapons such as grenades, mines, rockets, and light ATGs [2pdr, 37mm, 47mm
guns]. Therefore, the net fighting power
is derived from about 40 infantry plus their crewed support weapons.
iii. ATG Units represent specialized medium guns of 57mm, 6pdr, or 75mm
with rates of fire and ammunition resulting in net equal performance against
medium tanks over the course of several shots.
They also have some HE rounds and a crewed MG to fight infantry.
iv. Mortar Units are 3”/75mm/82mm mortars or light field guns common to
infantry battalions. They have an MG to
fight infantry, and some LAW or AT rounds [if field guns] to fight tanks.
Three Bases of guns, infantry [FoW style] or
vehicles make a Unit. All face the same
direction showing the Unit’s Front and Rear.
A visibly unique base/vehicle, e.g. a command team, measures Range for
the entire Unit. The two other bases/vehicles
must be parallel or behind it. Tanks
keep 2” between bases, others 1”. Aside
from this, bases/vehicles are free to move in relation to each other – there
are no formations.
Fire Types & Line of Sight
Direct Fire is used by all Units to
Fire at Units they can see. The LoS is
traced from two Firing Unit Bases to two different Target Unit Bases, a full
Base edge to a full Base edge.
Indirect Fire is used by Mortar Units
to Fire at Target Units to which it has no LoS.
A friendly Unit observes for it, tracing a LoS from its Unique Base to
any two Target Unit Bases, a full Base edge to two full Base Edges.
Line of Sight [LoS] is obstructed by intervening terrain of
sufficient apparent height, such as hills, woods and towns, and friendly Units
that are not Dug-in.
·
Area Terrain. Units within area terrain such as a hill,
town, wood or cornfield, have the LoS distance limited to 4” or less unless
their stands are at the edge of the feature.
·
Concealed Units may only have LoS traced to them at
12” or less if marked “Ready”.
PLAY
SEQUENCE
A full
Turn has two player Phases of three Steps, first Attacker [Player A] then
Defender [Player D]:
Phase A, Attacking Player Phase
D, Defending Player
1.
Mortar Fire Step, 1. Mortar Fire Step,
2.
Actions Step, 2.
Actions Step
3. Ready,
Rally and & End Step 3.
Ready, Rally and & End Step
Player
A starts the game with his phase, followed by Player D. The Players continue to alternate Phases
until Victory has been achieved by the end of a complete Turn of both Player
Phases.
1)
MORTAR FIRE STEP
Summary. After ascertaining LoS to Target
Units, Phasing Mortar Units may take a Fire Action; this is their only Fire
opportunity. If they do not Fire they
may Move during the Actions Step. [see “Fire”
below].
2)
ACTIONS STEP
Summary. The Phasing Player sequentially selects
Units to perform one Action, Fire or Move.
He resolves the Action, then selects another Unit until all desired
Phasing Units have performed Actions.
Ready Units.
The Non-phasing player may perform Fire Actions with his Units marked
“Ready” after any Phasing Unit has performed an Action. They do so with a “-1”
penalty then the Unit is no longer Ready.
A) FIRING ACTIONS are resolved by rolling a D5 to
inflict Hits on a Target Unit.
·
Ranges.
Measure Range between Unique
Bases. Infantry, ATGs & Tanks have a
12” range and a 4” Close Range. ATGs & Tanks have a 24” Long Range. Mortars have a 48” range and no Close Range.
·
Friendly
Units may
only be Direct Fired through if both are Dug-in, or the Firing Unit is a Tank
and the other is Dug-in. Dug-in Units have safe fire lanes while Tanks
are high and mobile.
·
Firing
to Front or Flank. Units
Fire 360°. Their Front is measured 180°
off the unique Base’s front side. If the
measured Range between Units is behind a Unit’s Front, a Unit is Firing to its
Flank and is penalized or is taking fire upon its Flank and suffers additional
Hits.
·
Target
Priorities. Units should prioritize Fire at the
closest Target Units against which they have the best modifier and least
penalized shot. All factors being equal,
closest is the highest priority. So Tanks will usually fire against Tanks and
ATGs first – even if Infantry are closer.
Roll a Dx for Hits, subtracting -1 for 5
Hits or -2 for 10 Hits, then apply modifiers below, left to right:
Target Unit
Firing unit
|
Infantry
|
Mortar
|
ATG
|
Tank
|
Firing
on a Rear
|
Firing
to the Rear
|
Firing
“Ready”
|
Firing
at Road
or
Marching
|
Infantry
|
-
|
-2
|
-
|
-2
|
+2
|
-2
|
-1
|
+2
|
Mortar
|
+2
|
-
|
+2
|
-2
|
na
|
na
|
na
|
na
|
ATG
|
-2
|
-2
|
-2
|
+2
|
+2
|
-2
|
-1
|
+2
|
Tank
|
-
|
-
|
-
|
+2
|
+2
|
-2
|
-1
|
+2
|
Terrain
and Range Modifiers. Apply
the following benefits for the Target’s situation:
a.
Cover. Units halve Hits in towns, and/or
Dug-in.
b.
Woods. Units in woods halve hits except from Mortars.
c.
Hilltops. Tank Units on a hill top halve hits except from Mortars.
d.
Range. Units Fired upon at Long Range halve
hits, at Close Range double Hits.
e.
Maximum
defensive benefit is quartered Hits. Round fractions up.
Remove
the Target Unit if it has more than 15 Hits, otherwise mark the Hits on the
Target Unit.
Mark the
firing Unit with white cotton.
B) MOVEMENT ACTIONS
Summary. The Phasing player picks a Unit and
rolls the dice, totals them and applies any bonus or penalty amount. He then moves any portion of it and marks the
Unit “Moved” [e.g. a dust cloud]. No
Base/model may move farther than the total amount rolled but they may turn
freely. By rolling the dice, the Unit
counts as moving even if no distance is moved [losing Ready or Dug-in status,
etc]. Tactical move distances assume precautions against enemy observation
and fire; Marching Units are committed to speed over safety – mark them with a
dust cloud as there’s a bonus for shooting at them.
Roll
the Dx indicated below, add any bonus and move any portion of the total.
Unit Type
|
Tactical
|
Threatened, <2”
|
Dug-in
|
Road
|
Marching
|
ATG,
Mortar
|
Dx
|
na
|
-2”
|
+4”
|
+Dx
|
Infantry
|
Dx+2
|
-2”
|
-2”
|
+4“
|
+Dx
|
Tank
|
Dx+4
|
-2”
|
-2”
|
+4”
|
+2Dx
|
Terrain.
Units are affected by
terrain as follows:
a. Marshland
and Lakes. Impassable.
b.
Woods. Only Infantry move through, but ATGs
may enter the edge, subtracting 2” from the total rolled.
c.
Towns. Only Infantry may end its move
within a town
d.
Rivers. These may only be crossed via
bridges or fords.
e. Roads. Units may use a road to enter
prohibited terrain, ignore penalties, and trace a LoS. If a Unit moves entirely by road and
does not enter Close Range of any enemy Unit it may increase its movement
distance by 4”. Enemy Units shoot at
them with a bonus.
Turning.
Moving Unit Bases may
turn freely but must all face the same direction at move’s end.
Interpenetration. A Unit may only pass through a friendly
Unit. They must clear it completely,
having no part of any of its bases between the stationary friendly Unit’s Bases.
Dug-in Units subtract 2” from their movement
and are no longer Dug-in after they roll Move dice to abandon their
positions. This reflects the difficulty of gathering troops together after they’re
fully positioned.
Threatened
Units have
an enemy base within 2” of any of their bases. ATGs and Mortars may not move when Threatened
while Tank and Infantry Units lose 2” of movement. Soldiers
didn’t like to maneuver close to the enemy, and exercised a slowing
cautiousness when they even suspected the enemy was nearby.
3) RALLY & READY STEP
Phasing Units that did not take an
Action during their Turn may do any one of the following:
Rally.
Hits reduce a Units Fire
dice by -1 for 5 Hits and -2 for 10 Hits.
Units remove Hits by Rallying. Roll a Dx and remove that many Hits
if Concealed or a Tank: remove ½ Dx Hits if neither. This
represents a major effort to reorganize, resupply, repair and get shirkers back
into the fight. OR,
Ready.
Phasing Infantry, Tanks or ATGs may be marked
“Ready”. Ready Units may take a Fire
Action during the opponent’s Actions Step after any Phasing Unit has
acted. Ready Units lose Ready status by
Firing or Moving; they may Dig-in or Rally.
This represents a Unit lying in
wait to ambush or open fire upon enemy who move into their sights; if no threat
develops, they will continue to improve their position and prepare. OR,
Dug-in. Phasing
Units that do not Fire or Move may become “Dug-in”. This means they halve Hits against incoming
Fire and count as Concealed Units for Rallying.
It also means they can shoot through friendly Dug-in Units or be fired
through by Tanks. They spent time getting cover and/or concealment, making them harder to
detect and Hit. They also coordinate
their positions with friendly Units to minimize the chance of fratricide.