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Ten Rounds Rapid - Modern
Modern Fast play Rules for 20 mm Modern Combat.
By Ian Shaw
1.0 Introduction.
These rules are an adaption of "Ten Rounds
Rapid", a set of rules for written for World
War II and Korea. They are somewhat more complex, due to the increasing
complexity of combat, and combat systems. They dont pretend
to cover the full gamut of technical equipment now in use, but
do try to provide a flavour of modern combat. Much of the equipment
is factored into the rules, as modifiers, either to the die roll,
or to the abilites of a unit.
Ive chosen to use the real organisations
of units, fudging the scales at times to do this. So an infantry
section represents a company, a single tank represents a platoon,
and one gun model a troop or battery, depending on the size of
the prototype. However the size of infantry units is scaled down
slightly, to allow for the inevitable shortage of foot troops.
This allows battalion and brigade scale actions to be fought on
a reasonable budget. This is a very important consideration given
the ever increasing cost of 20 mm models. It is also possible
to play with 15 mm or 1/200 th scale models, whilst adapting to
1/300 th scale should present no major porblems.
To play the rules you will need only a supply
of ten sided dice (D10) , some markers, a metric tape, realistic
terrain and at least a battalion of models per side. This should
give a reasonable evening game. For a complex game landing craft,
aircraft and helicopters can be added.
Most of the data in these rules was derived form
"Leopard (Revised)", so if your favourite vehicle or
gun is missing you can look to that source for it. The majority
of the data you will need is here somewhere, since most armies
use either Western or Soviet equipment. Organisatoions have not
been covered as such, for space reaosns, after all it requires
several large volumes to cover this.
There is no fixed order for undertaking actions
within a move, and the move is fully interactive.
Any comments can be directed to :
Ian Shaw
Flat 2
30 Bidston Road
Oxton
Birkenhead
Merseyside
L43 2 JZ.
Phone 0151 - 653 - 4748.
2.0 Scales and Figure
representation
In rules of this type all scales are something
of a fudge, particularly time and movement scales. So :-
Time Scale is 1/2 to 1 Hour per move. Use which
ever suits, the times have been chosen to allow some engineering
and vehicle repair to be carried out.
Ground Scale is 1 cm = 20 m, approximately. All
distances are quoted in centimetres, so there is no need to work
anything out. Use this scale for 15 mm, 10 mm, and 6 mm figures
as well.
Figure and Model Representation.
This is somewhat more complex. The exact ratios
vary between various armies, and at various times. Some fudges
will be needed to account for this, so a few example units are
included, to help make the process clear. Firstly the ground rules
or guide lines are :-
Infantry :
1 Rifle Section is an infantry company. Therefore
a rifle company will have between 6 and 10 figures. This restriction
is deliberate, and ignores the sections, or squads if you insist,
which have more than 10 figures these should be reduced to that
size. Additionally any A/T weapon, each LMG, and any support weapons
operated must be represented. Units in MICVs or AIFVs
with significant firepower have two of these per "Company",
to reflect their increased combat power.
A platoon HQ represents a battalion HQ. It should
look like the prototype, and must have a radio if platoons were
so equipped . Similarly there must be a recognisable commaning
officer figure.
Battalion level support weapons such as medium
and heavy mortars are represented by 1 model per two, three or
four weapons. Company level weapons have been combined into a
baatalion level unit. If each company in the prototype has a single
weapon of a particular type add one of these to your scaled "Battalion".
Vehicles :
Fighting vehicles except MICVs each represent
1 Platoon of the prototypes, except in the rare cases where this
would be 6 vehicles. This means that a vehicle represents two
to five real vehicles.
Transport vehicles represent enough of their
prototypes to lift or tow their assigned passengers or guns.
Therefore :
American models represent 5 Tanks, or 4 Tanks
from 1986.
British models represent 3 Tanks normally, although
some Cheiftain units could be in 4 s .
German models can be 4 or 5 vehicles, depending
on the period.
Russian and most Third World armies models represent
3 vehicles.
Where there are differening sizes at Company
HQ add extra vehicles to the HQ.
Artillery.
Artillery Models represent 4 to 6 Guns, Therefore
8 gun batteries should be represented by 2 models. This is to
give NATO batteries an advantage, due to their superior fire control.
3.0 Move Sequence.
At the start each move both players roll a D10.
The higher score then attempts to motivate his first unit. This
is covered under Section 4 Morale. Once this unit has finished
all its actions the opposition may activate a unit. In a big game
with multiple players divide the table into sectors, and assign
at least one battalion sized unit to each sector. Check to see
who moves first in each sector. Both sides should use the same
sectors, and are restricted to operating only in that sector.
When testing roll for company sized units, and
supporting platoons, i.e. as detailed in the examples above.
Off table artillery activates when its
OP team, if it has one, is activated.
On table artillery is treated in the same way as
any other unit.
Off table artillery with no OP team must be programmed,
and fires at the start of the move.
Aircraft attack during the first phase of the move
at the same time as programmed artillery.
Most units may move and fire, or fire and move.
However units attempting to fire indirect, or engage aircraft
may not move and fire.
4.0 Morale.
In these rules morale is called motivation, and
must be checked by each unit in any move that it attempts to carry
out any combat action. This includes moving forward, firing on
located enemies, and rallying if it has broken. Motivation is
checked by Company, or Independent Weapons or Support Platoon.
All battalion sized units must be grade at one of the following
three levels :
Green - this represents poorly trained or motivated
units.
Normal - this represents the bulk of most armies.
Elite - Highly motivated units such as airborne,
or commandos.
Units are also divided into Armoured (or vehicular),
and Other, which includes all other types of combat unit. Armoured
units are units which fight entirely from vehicles. This means
that infantry in armoured carriers even MICVs count as Other,
whilst an American Recce jeep, or a Brtish Landrover Recce Platoon
would be armoured, despite their soft vehicles. Units have a motivation
number based on grade and type :
Green Armour have a motivation number of
6
Green Other have a motivation number of 5
Normal Armour have a motivation number of
7
Normal other have a motivation number of
6
Elite Armour have a motivation number of
8
Elite other have a motivation number of 9.
To see if a unit is motivated roll a D10 and
add the motivation number. Modify this as follows :
For Armour
Advancing or firing Artillery +1
Entering poor visibility with no friendly
foot within 5 cm -1
Enemy infantry located in terrain cover
within 15 cm - 2
No friendly vehicles in Company within 20
cm - 1
No Friendly troops within 20 cm - 2
Per damage marker on unit this move - 1
Each vehicle lost in the game - 2
Under Flame attack - 2
Under gas attack - 2
Responding to a missile attack - 4
For Other
Advancing or firing artillery + 1
Enemy armour within 20 cm, and no friendly
Armour or A/T within 30 cm - 2
Officer lost - 2
No friendly units within 20 cm - 1
In Field Defences +/- 1
Per Figure or Vehicle Lost - 1
Per Figure or vehicle lost this move - 1
Under Flame attack - 2
Under gas attack - 2
In APCs under missile attack - 4
Results :-
Any unit other than towed artillery scoring over
18 will advance at full speed towards the nearest located enemy,
or position which could be concealing one. Towed artillery will
carry on with its current orders.
Armour scoring 8 or more, and Other scoring 10
or more carry out any action they wish.
Armour scoring 4 or more and Other scoring 6
or more may only move forward at 1/2 speed, and may not move closer
than close range to any located enemy. Towed artillery will carry
on with its current orders.
Armour scoring 1 or more and Other scoring 4
or more retire to the nearest cleared terrain feature, and halt
until they can motivate with a score of 10 or more. Off table
artillery will carry on with its current orders. On table artillery
will attempt to limber up and move out of sight of any visible
enemy.
Any type of unit scoring 0 or less routs, moving
towards the edge of the table it entered from. If it cannot get
off table it will surrender to the first enemy unit in its path.
Note units responding to a missile attack
ignore the extra -4 when assessing the result, except that the
final score must be 4 or more to react. Units score 6 or more
may fire back.
5.0 Observation.
One of the most important features of modern war
is the empty battlefield, with few or no men visible to the enemy
at any time in the front lines. This can cause problems, since
a table top general can see all of the units deployed by his opponent,
and if not restricted to react to them unrealistically. So we
need to include an observation test to limit what can be seen,
and therefore fired at. The real situation is very complex, so
this section is very much simplified. It is covered by the use
of both maximum visibility distance and a test to see models in
terrain features. The distances can also be modified by weather
and night, but these are left as optional rules. To be seen there
must also be a line of sight, which may not be broken by :
Building models
Patches of wood.
Areas of higher ground.
Models do not break line of sight, and it should
be checked from centre to centre. In the case of foot figures
the centre is the top of the head, even if prone.
The maximum visibility distance is 150 cm.
Moving foot troops can be seen at 100 cm.
Stationary foot troops , and vehicles or heavy
weapons on the edge terrain features can be seen at 50 cm.
This applies to hull down vehicles.
Foot on the edge of a terrain feature, or stationary
along a wall or hedge can be seen at 25 cm.
However if models are concealed in or along a
terrain feature they will only be seen automatically at half the
distances shown above. Otherwise they can only be seen after a
successful location test. Roll a D10 :
Vehicles and heavy weapons are located on a score
of 7 or better at 25 to 50 cm.
Infantry are located on a score of 9 or 10 at 12.5
to 25 cm.
Troops who are firing are not concealed, if firing
small arms, MGs or mortars they will be seen at 100 cm,
if firing heavier weapons 150 cm.
6.0 Movement.
All move distances are quoted in centimetres. The
distances that AFVs can move are based on their cross country
speed. When moving in poor or bad terrain, or trying to cross
a linear obstacle such as a hedge fence or wall units and individual
roll terrain penalties. These take the form of a D10 centimetres
deducted from the distance moved. I have included some examples
of vehicle speed classes to allow others to be fitted in. It is
not comprehensive. Similarly the definitions of poor and bad terrain
are not comprehensive.
|
Movement
|
Road
|
Cross Country
|
|
Penalties
|
|
|
|
Type
|
Rate
|
Rate
|
Poor
|
Bad
|
Impassable
|
Linear(1)
|
|
Infantry
|
20 cm
|
20 cm
|
1 P
|
2 P
|
3 P
|
1 P
|
|
Cavalry / Bicycles
|
30 cm
|
30 cm
|
2 P
|
3 P
|
N/A
|
1 P or 2 P*
|
|
Horse Transport
|
30 cm
|
25 cm
|
2 P
|
3 P
|
N/A
|
N/A
|
|
Manhandled Gun
|
10 cm
|
5 cm
|
3 P
|
N/A
|
N/A
|
N/A
|
|
Jeep Type Veh.
|
80 cm
|
50 cm
|
2 P
|
3 P
|
N/A
|
3 P
|
|
Lt Truck, Wheeled AFV
|
80 cm
|
40 cm
|
2 P
|
3 P
|
N/A
|
2 P or 1 P
|
|
Larger Wheeled Tpt
|
60 cm
|
30 cm
|
2 P
|
3 P
|
N/A
|
2 P
|
|
1/2 Tracks & Carriers
|
80 cm
|
40 cm
|
2 P
|
4 P
|
6 P
|
2 P
|
|
V. Slow Tracked
|
25 cm
|
20 cm
|
1 P
|
2 P
|
3 P
|
1 P
|
|
Slow Tracked
|
40 cm
|
30 cm
|
1 P
|
2 P
|
4 P
|
1 P
|
|
Normal Tracked
|
60 cm
|
40 cm
|
2P
|
3 P
|
6 P
|
1 P
|
|
Fast Tracked
|
70 cm
|
45 cm
|
3 P
|
4 P
|
7 P
|
1 P
|
|
V. Fast Tracked
|
80 cm
|
50 cm
|
4 P
|
5 P
|
8 P
|
1 P
|
* Where two penalties are shown, as with Cavalry
and Bicycles, or Lt Trucks and Wheeled AFVs the first figure
is for the first list type, i.e. cavalry or Lt trucks.
(1) This applies to normal types of hedge,
fence, wall or drainage ditches. For large obstacles, such as
walls or fences of over 1.5m high, (hull height on a medium tank
model) and rivers or larger streams add 1 penalty. For particularly
solid hedges such as Bocage add 2 Penalties. Specialist hedgerow
cutters and bulldozers subtract one penalty when crossing linear
obstacles. Barbed wire is impassable to cavalry and wheeled transport.
Infantry take one penalty per cm width, if it is deeper than 3
cm roll three dice and subtract the result. This continues until
the wire is fully traversed.
Poor going woods to AFVs and cavalry , infantry
moving off roads in towns, soft ground, vehicles going up shallow
slopes and similar.
Bad going woods to other vehicles, bogy ground
to all vehicles, marshes, rubble and A/T ditches to infantry,
and steep slopes to all.
Impassable is swamp to all, rubble to vehicles,
A/T Ditches to vehicles. Cliffs to all.
Bulldozers moving in rubble, or attacking an
A/T ditch take the penalties for moving in impassable terrain,
but reduce it to bad going for following vehicles. They may continue
this process until the area is either normal or road going again.
Infantry take 1 penalty from their move to mount
or dismount vehicles, except bicycles, which are free to dismount.
Vehicles take 2 Penalties to unlimber towed weapons,
or unload passengers.
Cavalry take one penalty to dismount, and must
leave 1 figure in 4 to hold the horses (round this to the nearest
whole number).
Any figure or vehicle moving and firing takes
one penalty to do so. Towed weapons, Tripod MGs, Medium
or heavier mortars, and weapons firing at aircraft may not move
and fire.
Some examples of Tracked Vehicle Speeds :
Very Slow : Bandakannone
Slow : M26, M46, M103, Churchills,Conqueror,
IS II , IS III, T10, ISU 122, 152.
Medium. M114, Shermans, Centurions
T55, T62, T64, T34/85.
Fast : M24 Chaffee, M36, M7 Priest, M1 A1,
M113s, M109, Cheiftain, Comet, FV 432s, AMX 30, AMX-13,
AMX-VTT, AMX10P, Leoprad I, HS30, Marder, S Tank, BMP1 & 2,
T72, T80, MTLB.
Very Fast. M18, M1, M2, Challenger I &
II, MCV80, Scopion series. Leopard II
7.0 Firing
at Infantry and Soft Targets, except Indirect Fire.
This covers infantry small arms fire, support weapons
fire from tripod MGs, auto cannon, and light mortars, and
firing HE from vehicles and deployed guns. All use the casualty
chart to see what results occur.
Ranges.
There are five range brackets for firing, Point
Blank, Close, Medium, Long, and Extreme. They are different for
different weapons. These are measured from closest point to closest
point.
|
|
Point Blank
|
Close
|
Medium
|
Long
|
Extreme
|
|
Small Arms/ Pivot MGs
|
to 4 cm
|
to 8 cm
|
to 24 cm
|
to 40 cm
|
to 60 cm
|
|
Tripod, Turret MGs
|
to 4 cm
|
to 20 cm
|
to 40 cm
|
to 60 cm
|
to 75 cm
|
|
Auto Cannon
|
to 4 cm
|
to 24 cm
|
to 50 cm
|
to 60 cm
|
to 100 cm
|
Basic Small Arms Factors.
The basic factor for small arms fire is 1 per firing
figure, but no more than 10 figures may fire in the same group.
The basic factor is amended as follows :
- 1 If no LMG is carried, or Bolt action
Rifles.
+ 1 For each extra LMG carried (Max. +2)
+ 1 If Assault Rifles.
+ 2 If Lt Mortar is carried.
+ 2 If carrying LAD, LAW, MAD, or MAW (but
not if firing at an armoured vehicle at the same time).
Factors for Support Weapons
These are primarily tripod MGs and auto cannon
up to 40 mm. The calibre of a Machine Gun makes little difference
to soft targets, larger weapons fire slower, and therefore generate
less fire, but it is more effective when it hits. Fire is resolved
by MG platoon, or single heavy weapon or vehicle. The basic factors
are :
Single Vehicle Pivot mounted MG/HMG/Auto
Cannon 4
Twin Vehicle Pivot mounted MG/HMG/Auto Cannon
6
Single Tripod or Vehicle mounted MG/HMG/Auto
Cannon, Auto Grenade Launcher 6
Twin Tripod or Vehicle mounted MG/HMG/Auto
Cannon 8
Triple Tripod or Vehicle mounted MG/HMG/Auto
Cannon 9
Quad Tripod or Vehicle mounted MG/HMG/Auto
Cannon 10.
Fire modifiers.
The two sections above give the basic fire values.
These are increased or reduced by the target circumstances. The
table below gives the final factor after such modification. This
takes account of range, cover, movement and other factors. Any
shift which would move the factor off the table to the right means
that the fire is ineffective, if to the left use the left most
column. The basic factor is used on Column C.
|
For Range
|
|
For Cover
|
|
|
At Point Blank
|
2 Left
|
Light Cover
|
1 Right
|
|
At Close
|
1 Left
|
Medium Cover
|
2 Right
|
|
At Long
|
1 Right
|
Heavy Cover
|
3 Right
|
|
At Extreme
|
2 Right
|
Total Cover
|
4 Right
|
Vehicles firing on the move 1 Right.
Final Fire Factors.
|
A
|
B
|
C
|
D
|
E
|
|
2
|
2
|
1
|
1
|
1
|
|
4
|
3
|
2
|
1
|
1
|
|
6
|
4
|
3
|
2
|
1
|
|
8
|
6
|
4
|
3
|
2
|
|
10
|
8
|
5
|
4
|
2
|
|
12
|
9
|
6
|
4
|
3
|
|
14
|
11
|
7
|
5
|
3
|
|
16
|
12
|
8
|
6
|
4
|
|
18
|
14
|
9
|
6
|
4
|
|
20
|
15
|
10
|
7
|
5
|
|
22
|
17
|
11
|
7
|
5
|
|
24
|
18
|
12
|
9
|
6
|
|
26
|
20
|
13
|
9
|
6
|
|
28
|
21
|
14
|
10
|
7
|
|
30
|
23
|
15
|
11
|
7
|
|
32
|
24
|
16
|
12
|
8
|
Factors over 15 are lost, as the casualty table
does not go over this value.
Casualty Table.
|
Fire
|
|
|
|
|
Die Roll
|
|
|
|
|
|
|
Factor
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
|
1
|
|
|
|
|
|
|
|
|
|
1
|
|
2
|
|
|
|
|
|
|
|
|
1
|
1
|
|
3
|
|
|
|
|
|
|
|
1
|
1
|
1
|
|
4
|
|
|
|
|
|
|
1
|
1
|
1
|
1
|
|
5
|
|
|
|
|
|
1
|
1
|
1
|
1
|
1
|
|
6
|
|
|
|
|
1
|
1
|
1
|
1
|
1
|
1
|
|
7
|
|
|
|
1
|
1
|
1
|
1
|
1
|
1
|
2
|
|
8
|
|
|
1
|
1
|
1
|
1
|
1
|
1
|
2
|
2
|
|
9
|
|
1
|
1
|
1
|
1
|
1
|
1
|
2
|
2
|
2
|
|
10
|
1
|
1
|
1
|
1
|
1
|
1
|
2
|
2
|
2
|
2
|
|
11
|
1
|
1
|
1
|
1
|
1
|
2
|
2
|
2
|
2
|
3
|
|
12
|
1
|
1
|
1
|
1
|
2
|
2
|
2
|
2
|
3
|
3
|
|
13
|
1
|
1
|
1
|
2
|
2
|
2
|
2
|
3
|
3
|
3
|
|
14
|
1
|
1
|
2
|
2
|
2
|
2
|
3
|
3
|
3
|
3
|
|
15
|
1
|
2
|
2
|
2
|
2
|
3
|
3
|
3
|
3
|
4
|
Allocating Casualties.
Once the number of casualties has been decided
they must be allocated. The weapons may not be fired in that turn.
(Note that this is deliberate, if a unit has already fired it
does not lose the use of any weapons which are casualties later
in that move.) If a unit remains stationary in its next
move any specialist weapons are replaced, and another figure removed
instead. This is not done with radios or Officer figures, whose
loss is permanent. To decide which figures are casualties roll
a D10 for each hit taken, count from the right, any duplications
are not re-rolled, this shot was absorbed by the terrain. Soft
transport takes 1 damage marker per 2 hits, as does deployed artillery
under fire at point blank range, or being fired at by Auto Cannon
or HE Shells. Passengers take hits as normal, in addition to any
on their transport, so that it offers no protection to its passengers.
Direct Firing HE.
This section covers firing High Explosives over
open sights. This can be done by vehicles and guns with high explosive
shells supplied. Therefore British tanks may not fire HE until
1943, since they were not issued with HE rounds until after this
date, unless they are CS vehicles. Correct models must be used
to represent these, they must be armed with 3", 3.7"
or 95 mm howitzers to do so. Tanks may only fire either their
main gun or a coaxial MG, unless the main weapon is an auto cannon,
HMG or MG. Casualties are decided in a similar way to those from
small arms fire. However first you need to see if the target has
been hit. There is also a minimum range of 5 cm, to keep the firing
model out of its own HE fire. To hit a target roll a D10,
and subtract 4 if the firer is moving :
|
Range |
Die Roll Needed |
|
Up to 30 cm |
2 + |
|
Up to 60 cm |
4 + |
|
Up to 90 cm |
6 + |
|
Up to 120 cm |
8 + |
|
Up to 150 cm |
10 + |
Deployed artillery and stationary vehicles may fire
twice with HE.
The factors for HE fire are listed below. They take
the modifiers for cover, but not range which is covered by the roll
to hit. To keep things simple hits which miss are ignored. This is
somewhat unrealistic, so players can if they wish use the following.
Instead of ignoring misses the shells will land at the point rolled,
each point represents 15 cm, so a roll of 7 would land the round 75
cm from the firing vehicle, unless its target is closer.
|
Gun Calibre
|
Factor
|
|
Up to 46 mm
|
4
|
|
Up to 70 mm, 60 mm Mortars
|
6
|
|
Up to 85 mm
|
7
|
|
Up to 125 mm 3" & 81
mm Mortars
|
8
|
|
Up to 160 mm, 4.2" &
120 mm Mortars, Rockets
|
9
|
|
Over 160 mm Guns and Mortars
|
10
|
Some Specials :
Flame-throwers. These are of two types, Manpack
and vehicle mounted. The difference is in the range. All figures and
models between the firer and its maximum range are attacked
with a factor of 16. Range modifiers are not used, but cover ones
are. Ranges are :
Manpack 4 cm
Vehicle 8 cm.
8.0 Firing A/T Shot,
Shell, and Specialist Weapons.
This section covers the firing of anti-tank weapons.
They may be used against armoured vehicles, soft transport, deployed
artillery and located bunkers. It cannot be carried out by weapons
which have only HE, and is less accurate for low velocity weapons
using HEAT ammunition. A/T grenades are covered at the end of the
section. The procedure is fairly simple, and the number of modifiers
has been kept to a minimum. Similarly one die roll will decide the
result. The calculation used is as follows :
+/- Range Modifier
- Movement Modifiers
- Concealment Modifiers
+ Aspect Modifier
+/- Ammunition Modifiers (Optional)
- Any armour modifiers.
- 6 Misslie target behind smoke screen. ( But See rules
for TI)
- 4 Missile target moving out of sight
- 2 Missile Target moanouvering in sight
- 5 If soft transport or deployed artillery.
Gun strike values and Vehicle Defence values are
shown later. This does not pretend to cover all the possible vehicles,
and guns, but does give the most common ones. Others can be slotted
in as needed. Additonally the targets of a missile attack must attempt
to activate. If sucessful they may fire smoke, or manouvere to get
out of sight or throw off the incomming missile.
Range Modifiers.
There are 5 ranges used, as for small arms fire. The
modifiers are :
|
Range
|
Guns
|
Missiles
|
|
Point blank
|
+2
|
- 3
|
|
Close
|
+1
|
0
|
|
Normal
|
0
|
+ 2
|
|
Long
|
- 1
|
+ 1
|
|
Extreme
|
-2
|
- 1
|
The distances vary with the type of weapon being
fired, and are covered below. Measure from closest point of the hull
to closest point of the hull.
|
Weapon
|
Fire Control
|
Point Blank
|
Close
|
Medium
|
Long
|
Extreme
|
|
AT Rifles
|
|
to 4 cm
|
to 8 cm
|
to 24 cm
|
to 40 cm
|
to 60 cm
|
|
HMGs and Auto Cannon.
|
|
to 4 cm
|
to 20 cm
|
to 40 cm
|
to 60 cm
|
to 75 cm
|
|
LAW & LAD
|
|
to 2 cm
|
to 4 cm
|
to 8 cm
|
to 10 cm
|
to 12 cm
|
|
Guns & CannonUp to 85 mm
|
Basic
|
to 4 cm
|
to 25 cm
|
to 50 cm
|
to 60 cm
|
to 100 cm
|
|
|
Analouge
|
to 4 cm
|
to 30 cm
|
to 60 cm
|
to 75 cm
|
to 100 cm
|
|
|
Digital
|
to 4 cm
|
to 40 cm
|
to 75 cm
|
to 90 cm
|
to 100 cm
|
|
|
Integrated
|
to 4 cm
|
to 40 cm
|
to 90 cm
|
to 100 cm
|
to 125 cm
|
|
Guns & CannonUp to 100 mm
|
Basic
|
to 4 cm
|
to 30 cm
|
to 60 cm
|
to 80 cm
|
to 125 cm
|
|
|
Analouge
|
to 4 cm
|
to 35 cm
|
to 60 cm
|
to 75 cm
|
to 125 cm
|
|
|
Digital
|
to 4 cm
|
to 40 cm
|
to 75 cm
|
to 90 cm
|
to 125 cm
|
|
|
Integrated
|
to 4 cm
|
to 50 cm
|
to 85 cm
|
to 100 cm
|
to 150 cm
|
|
Larger Guns
|
Basic
|
to 4 cm
|
to 30 cm
|
to 70 cm
|
to 100 cm
|
to 150 cm
|
|
|
Analouge
|
to 4 cm
|
to 35 cm
|
to 65 cm
|
to 100 cm
|
to 150 cm
|
|
|
Digital
|
to 4 cm
|
to 50 cm
|
to 75 cm
|
to 120 cm
|
to 150 cm
|
|
|
Integrated
|
to 4 cm
|
to 75 cm
|
to 100 cm
|
to 130 cm
|
to 150 cm
|
|
RCL 75 to 120 mm
|
Basic
|
to 4 cm
|
to 25 cm
|
to 50 cm
|
to 75 cm
|
to 100 cm
|
|
|
Analouge
|
to 4 cm
|
to 30 cm
|
to 60 cm
|
to 75 cm
|
to 100 cm
|
|
1st Generation Missiles(1)
|
|
to 20 cm
|
to 40 cm
|
to 60 cm
|
to 80 cm
|
to 150 cm
|
|
2 nd Generation Missiles(1)
|
|
to 10 cm
|
to 60 cm
|
to 80 cm
|
to 90 cm
|
to 150 cm
|
|
3 rd generation Missiles(1)
|
|
to 20 cm
|
to 60 cm
|
to 80 cm
|
to 90 cm
|
to 150 cm
|
|
How firing HEAT or HESH
|
|
to 4 cm
|
to 15 cm
|
to 30 cm
|
to 50 cm
|
to 100 cm
|
(1) Missiles may only fire within their actual range
brackets. Some are given below, futher data is given in Leopard, and
the Modern Equipment Handbook from Table Top Games.
Movement Modifiers
Self Moving, unstabilised - 3
Self Moving, basic stabilised - 2
Self Moving, fully satbilised - 1
Target Moving - 1
Concealment Modifiers
Concealed in Wood, or Built up Area
- 1
Concealed behind hill or Dug in - 2
Camouflaged Target - 2
Aspect Modifiers
These only apply to armoured vehicles.
Firing at Flank +3
Firing at rear +4
The centre of the firing vehicle or
weapon must be behind the lines shown to claim either flank or rear.
Armour Modifiers.
These cover the various specialist types of armour
which have been added to modern vehicles to protect them from HEAT
and HESH warheads. There three types, and two or three levels of each.
Only one type, Active, has any effect against Shot.
i) Spaced Armour Light (Bazaoka Plates) - 1
Partial (Some Turret spacing ) - 4
Full (Turret & Hull spacing) - 5
ii) Active Western - 5 / - 3 (HEAT or HESH /SHOT)
Soviet - 5 / - 4 (HEAT or HESH /SHOT)
iii) Chobham Hull Only - 3
Turret Only - 4
Full Vehicle - 6
Vehicle Aspects.
Straight lines are drawn across the tanks sides,
front and rear.(e.g. to shoot on the rear the firing gun must be within
the two sides of the tank as if an imaginary line is drawn from them
towards the firer's position)
|
Front
|
Front
|
Front
|
|
Flank
|
Tank (facing upwards)
|
Flank
|
|
Flank
|
Rear
|
Flank
|
Ammunition
Due to the continual improvement of ammuntition fired
by tank guns, this has been accounted for in the strike values given
in the tables. The following appreiviations have been used :
AP = Armour peiricng
DS = APDS
FS = APFSDS
DU = Depleted Uranium Shot.
Results.
The final score must be 6 or more to damage a vehicle.
A Result of +6 gives one damage marker
A Result of +7 gives two damage markers
A Result of +8 gives three damage markers
A Result of +9 gives four damage markers
A Result of +10 gives five damage markers.
If the number of markers exceeds the remaining
strength of the vehicle or weapon it is destroyed, if it is equaled
it is out of action, and may be repaired. Mark destroyed models with
smoke, and out of action ones with a suitable marker. Passengers in
vehicles which take damage roll on the casualty table once for each
marker added, using the final score as the factor. If the vehicle
is destroyed the passengers are dead.
Examples of Vehicle Defence Values .
Players may think that some values are low, compared
to World War II vehciles, this is due to the much lower side and rear
armour carried on Modern vehicles, which has been factored in to the
defence vaule. The values are as far as possible compatible with those
in the companion WW 2 set although some have been reduce by a point
or two.
|
Defence Value
|
Vehicles
|
|
1
|
Most A/Cars, and APCs such
as M113, FV 432, BTR. Ferrets, AA vehicles.
|
|
2
|
AMX10 P & RC, AMX-VCI, BMP1,
YPR765, Scorpion Series, Charioteer. M3A3, M5, M24, PT 76,
|
|
3
|
M7Preist, M41 LVTP-7, M2 Bradley
, SU-76m, Su-37, AMX-13, Marder, HS30., ASU-85
|
|
4
|
M551 Sheridan, M36, Shermans,
Cromwell IV-VIIIw, Comet, , Rakkette, Jaguar. Pnz IV,
Vickers MBT Mk1, Hetzer, T34/85,
Warrior Mk I
|
|
5
|
Leopard I, Vickers MBT Mk 3 Jagpanzer
Kannone, Su - 100, Type 62.
|
|
6
|
M26, M46
|
|
7
|
M47, Centurion 5 & 8, Churchill
VII, AMX-30, Warrior Mk 2
|
|
8
|
M48A3/2, AMX-30B2, Leopard 1A3,
IS-II,
|
|
9
|
M48 A5, M60, Centurion 13. T54,
T55. Type 59
|
|
10
|
M60 A1, T55 AMP2, T62 A, Type
69
|
|
11
|
M60 A3, M60A2, MagAch 4/5A,
T62 M82, Type 80
|
|
12
|
Cheiftain 3, T64, T72, T10 M,
Shot 6,
|
|
14
|
Leopard II, MagAch 7A/B.
|
|
15
|
Cheiftain 9/12, Merkava 1.
|
|
16
|
Challenger I Mk 1.
|
|
17
|
M1, Merkva 2A, T80A
|
|
20
|
M1A1, T80 U, Mekava 3.
|
|
22
|
M1A2, Leclerc, Leopard IIB8,
|
|
24
|
Challenger II
|
Gun Strike Values
|
Strike Value
|
Example Weapons
|
|
1
|
A/T Rifle, HMGs 23mm.
|
|
2
|
20mm, 30mm, 37/40 mm Auto (all
AP), HMG(APDS), US 37 mm, British 2 pdr,, Russian 45mm
|
|
3
|
American 75mmL40, Britsh 75mmL39,
|
|
4
|
American 57mm, British
6 pdr, Russian 76 mm(AP)
|
|
5
|
35 mm Auto,
|
|
6
|
57mm RCL, French 75mmL60, German
75mmL70, Russian 85mmL53, 76 mm HESH
|
|
7
|
American 76 mm L54, German 88mmL56,
37 mm Stick Bombs, Energa
|
|
8
|
American Bazooka, 57mm RCL. Russian
76 mm HEAT
|
|
9
|
Britsh 77 mm, Russian 85mm APFSDS
|
|
10
|
75mmRCL,3.5" RCL17 pdr, Russian
100mmL54(AP), 122 mm L46(AP), A/T Gren. 76 mm HEAT
|
|
11
|
Russian 100 mm (DS), US 90 mm,
60 mm Auto, RPG 2.
|
|
12
|
Britsh 20 pdr(DS), Russian 115
mm (FS), Russian 130 mm
|
|
13
|
American 90mmL56(FS), Russian
100mm L54(FS), 85 mm HEAT
|
|
14
|
NATO 105 mm(DS) American &
British 120 mm (AP), RPG 7, RPG 18, M72
|
|
17
|
NATO 105 mm (FS), 106 mm RCL(HEAT),
100 mm HEAT
|
|
18
|
Carl Gustav, NATO 105 mm (DU),
British 120 mm (DS), LRAC, BAT 120 mm RCL, 115 mm HEAT
|
|
20
|
NATO 105mm HP (FS), Russian 125
mm (FS)
|
|
25
|
120 mm (FS), 105 mm HEAT/HESH
|
|
26
|
120 mm & 125 mm HEAT
|
|
27
|
120 mm HESH
|
Missile Data
This section covers some of the more common missiles
used during the period, it is not a full listing.
|
Weapon
|
Penetration
|
Generation
|
Minimum Range
|
Maximum Range
|
|
Shillealagh
|
36
|
1 st
|
25
|
150
|
|
Tow
|
30
|
2 nd
|
3
|
150
|
|
ITow
|
34
|
2 nd
|
3
|
175
|
|
TOW 2
|
40
|
2 nd
|
3
|
175
|
|
Dragon
|
29
|
2 nd
|
3
|
50
|
|
Dragon 3
|
34
|
2 nd
|
3
|
75
|
|
Hellfire
|
56
|
3 rd
|
20
|
350
|
|
Malkara
|
40
|
1 st
|
20
|
200
|
|
Vgilant
|
19
|
1 st
|
20
|
70
|
|
Swingfire
|
41
|
2 nd
|
8
|
200
|
|
Eryx
|
29
|
2 nd
|
2
|
20
|
|
SS10
|
19
|
1 st
|
30
|
60
|
|
Harpon
|
26
|
1 st
|
25
|
150
|
|
Entac
|
29
|
1 st
|
20
|
100
|
|
Milan
|
29
|
2 nd
|
2
|
100
|
|
Milan 2
|
40
|
2 nd
|
2
|
100
|
|
HOT
|
42
|
2 nd
|
4
|
200
|
|
HOT 2
|
51
|
2 nd
|
4
|
200
|
|
AT1 Snapper
|
21
|
1 st
|
25
|
135
|
|
AT 2 Swatter A
|
23
|
1 st
|
30
|
150
|
|
AT 2 Swatter B
|
26
|
1 st
|
30
|
175
|
|
AT 2 Swatter C
|
27
|
2 nd
|
13
|
200
|
|
AT 3 Sagger
|
20
|
1 st
|
16
|
150
|
|
AT 3 Sagger C
|
23
|
2 nd
|
16
|
150
|
|
AT 4 Spigot
|
29
|
2 nd
|
4
|
100
|
|
AT 5 Spandrel
|
31
|
2 nd
|
4
|
200
|
|
AT 6 Spiral
|
34
|
2 nd
|
20
|
250
|
|
AT 7 Saxhorn
|
20
|
2 nd
|
1
|
75
|
|
AT 8 Songster
|
30
|
2 nd
|
25
|
250
|
|
AT 10 Stabber
|
30
|
2 nd
|
5
|
200
|
|
AT 11 Sniper
|
42
|
2 nd
|
5
|
200
|
Special Weapons.
A/T Grenades. These are of two types, hand
hurled and rifle launched. Rifle launched count as Infantry Launchers.
Hand hurled are fired in the same way as other weapons, with the ranges
being Point Blank - in contact with the vehicle, Close 0.5 cm, normal
1 cm, long 1.5 cm, extreme 2 cm.
Flame-throwers. These are not very effective
against armoured vehicles. They have a strike value of 3 against armoured
targets. Fire is always at normal range, aspect modifiers are not
used, and only the Concealed behind a Hill or Dug in modifier applies.
9.0 Firing Medium and
Heavy Mortars and Off Table Guns or Rockets.
This section covers the use of "Indirect
Fire". It use is restricted to off table guns, all rockets,
and mortars of 60 mm or more calibre. It may either be requested,
or planned, unless being fired by on table mortars or rockets which
can see their target, who request themselves. It cannot be used by
on-table guns which have a visible target, these must fire as covered
in Section 7. No weapon may move and fire indirect. All successful
fire is resolved on the casualty table for soft targets, with the
factors listed in Section 7, armoured targets are covered below.
Requesting Fire
Russian forces may only request fire from their Battalion
or Regimental Mortar platoons and on table Artillery batteries.
60 mm and larger Mortars, plus Salvo Rockets which
can see their target need to make no request to engage stationary
targets. They must score 6 or more on a D10 to engage moving targets
moving over 6 cm in a move. If successful on table mortars may fire
twice. Mortars may only be requested by the Battalion or Regiment
to which they are attached.
Off table weapons, and guns which cannot see their
target. These must be requested. There are two types of request, Radio,
and Telephone. Radio may be used by any radio equipped unit which
is stationary for that move. Telephones may only be used by observers
who have not moved at all. Both require a 4 or better on a D10 to
make a successful request. 8 or more is needed to fire on a target
moving at more than 6 cm . The die roll can be reduced by the following
:-
For Radios - 1 per point of jamming being
used.
For Telephones - 3 if there is artillery fire
falling between the observer and his base line.
For Advanced Fire Control +2 (NATO & Israelfrom
1980)
Requests may only be directed to the observers
battery (either troop if it represented by 2 models) if using a Russain
style army, and any Battery if using a NATO stsyle army, but there
is a -1 on the roll for other batteries. Off table weapons fire once
per move, unless salvo rockets, which may fire only every other move.
Planned Fire.
Fire from weapons which do not have an observer must
be planned. Such plans must be in writing, and specify the point of
aim, firing battery, and move it is fired. The first five moves must
be planed before opponents deploy, and move six plans must be written
at the start of move one, and so on. Such fire is resolved at the
start of each move, before any other elements are moved.
Hitting The Target.
Once a request has been made the landing point of the
fire must be found. To do this place a marker on the intended target
and roll a D10. Adjust this for each turn of fire at the same point
by + 2 if the fire is at a visible point or observed. An additional
+2 is added if there is advanced fire control. The test may be taken
per battery, or per target as the players wish.
On a roll of 9 or 10 it lands on target.
On a roll of 7 or 8 it lands over the target.
On a roll of 5 or 6 it lands short of the target.
On a roll of 3 or 4 it lands to the right of
the target.
On a roll of 1 or 2 it lands to the left of
the target.
If the score is less than 9, roll a D10 to see how
far the fire scatters,
Fire visible to the weapon scatters by 1 D10 cm in
the direction shown.
Observed fire (where the target point is visible to
the observer), scatters by D10 x 2 cm in the direction shown.
Unobserved fire scatters by D10 x 3 cm in the direction
thrown.
Therefore if a battery is firing at an obsevered
target and it rolls 5 it would scatter short, if the second roll was
4 it would be 8 cm short of the target. If the target had been visible
the scatter would have been 4 cm, and if unobserved 12 cm.
Area Covered.
All batteries firing cover an area 10 cm by 10 cm.
Where more than one battery if firing and all use the same scatter
roll the areas covered may be superimposed, or laid so that all sides
are parallel, therefore it may be a rectangle projecting from each
side, or up and down from the target i.e. :
or
Where batteries are superimposed add the factors
for the batteries together (these are listed in section 7) ,
Effects of on Armoured Vehicles Fire.
There are two types of armoured vehicle, open and closed.
Any vehicle under the area covered by fire must test to see if they
are hit. Roll a D10.
Open vehicles are hit on a 9 or 10.
Closed vehicles are hit on a 10.
Once hit test as for an A/T hit using the artillery
factor as the strike value, but reducing the die roll by 5 unless
using A/T bomblet.
Counter Battery Fire.
This is restricted to specialist weapons, allocated
to counter battery fire. It may be used against medium mortars or
larger firing indirect, even if on table. It is a three stage process.
First the counter battery battery has to be requested. Assume it is
attempting to engage a moving target. Second the target needs to be
located, this requires a 10 on a D10 for the first move, add 1 if
the firing battery has an air observer, or has an artillery radar
. Add 1 for each turn that the target battery has fired form its
current location. Third the effect of the fire must be assessed. If
the target is on table use the normal procedures. This can also be
used against off table batteries if you wish, but it would really
need a side table with models to keep track of the effects. To avoid
this an abstract procedure can be used. Roll a D10 for the target
and firer, with the target adding 1 to the targets die roll if it
is dug in or SP, and 2 to firers roll if using Bomblet ammunition(sse
below). Subtract the two, if the firer has a positive score it is
subtracted from the targets next activation roll. Counter battery
fire must stay on the same target until its target ceases fire,
either due to the effects of the counter fire, or voluntarily.
Advance Ammunition Types.
Modern Artillery can fire a mix of specialist ammunition
types. These are either homing weapons, or bomblet carriers, either
A/T or A/P types plus minelet, these increase the effects. Bomblet
ammuniton should increase the area a battery covers, but this has
been ignored. To reflect this use the following modifiers :
For AP Bomblet against soft targets + 4 to factors.
For AP Bomblet against armoured targets - 4 to
factors.
For Mixed Bomblet against all targets + 2 to factors,
+ 1 on hitting Armour
For AT bomblet against soft targets - 4 to factors.
For AT bomblet against armoured targets + 3 to
Hit roll.
Any models under a minlet pattern test
for moving in a mine field of 4 density.
Homing shells attack only vehciles, add
4 to the roll to hit. These weapons have no blast area.
10.0 Engineering : Mines,
Entrenching, Bridging, and Demolitions.
Engineering is very important to modern warfare. Many
of the tasks take times measured in days, rather than hours, so the
timings here are fudged somewhat to allow players to carry them out.
Obviously some things cannot be done, so the construction of concrete
fortifications is not allowed.
Mines
There are three types of minefield, Anti-Personnel,
Anti-Tank, and Mixed. They all work in the same way, the type just
decides what type of target the field will attack. These are :
Anti-personnel attack soft targets only.
Anti-Tank mines will attack any vehicle.
Mixed attack both.
All minefields are given a density, in terms of a
number between 1 and 10. This number or less must be rolled on a D10
to hit models crossing the field. Roll once per 4 cm moved in the
field to see if a model is hit. So a score of 6 would hit models crossing
a field of density 6. Armoured targets do not test crossing an Anti-personal
field dont test, and troops on foot, or cavalry dont test
crossing an Anti-Tank field. All test crossing a mixed field.
If hit soft targets are hit they test on a
factor of 8 on the casualty table.
Armoured targets are attacked to the rear with
a strike value 5, there are no other modifiers.
Mines can be cleared by troops on foot or specialist
vehicles. They move forward at bad going rate, leaving a path as wide
as the model. At least one of the foot figures must be an engineer.
Entrenching.
This is a form of movement, although the units attempting
it dont move. It may be attempted by any element who move at
foot rate, taking penalties as if in impassable terrain. The unit
must "move" a total of 40 cm to prepare a basic trench,
weapons pit or vehicle run-in. Providing overhead cover requires an
extra 20 cm movement, and camouflaging takes a further 20 cm.
Bridging and Water Crossing.
This is another type of movement.
Bridges take a long time to build and are not normally
built under fire. They may only be erected by engineers. One cm of
river model represents 20m of foot movement, but take impassable penalties.
Water crossing requires boats, which may either be
rowed or powered. One boat model represents enough boats to lift one
company. Powered boats count as slow tracked vehicles, and rowed ones
count as very slow ones. Optionally if operating at sea or in a river
roll one D10 and move the boat that far down tide or stream.
Demolitions.
These may be with fire, earth moving equipment
for obstacles, (this is covered under movement) or with explosives.
Demolition by fire may be used either with AP shot,
aimed at firing slits, by specialist demolition weapons (such as 165mm
Demolition Guns), or by Direct or Indirect HE fire.
For AP shot pill box firing slits have a defence
value of 3, and may only be fired at from close range or closer. Any
shot which penetrates causes casualties on the occupants as if they
are passengers. The position can be reoccupied as if undamaged.
For Specialist weapons roll to hit as normal, from
any range. Then roll for armour penetration, using the defence value
of 3. If destroyed by this fire the bunker is demolished. An engineer
figure moving up to a bunker may place a demolition charge on it,
it counts as a Petard mortar, rolling as if at point blank range.
Flame-throwers attack the occupants as if in total
cover.
Direct and Indirect fire is carried out as normal
i.e. rolling to hit in the normal way, treating the bunker as an armour
target for indirect fire. The effect is resolved using a defence value
of 6.
Bunkers have 1 damage marker per 3 figures occupying
it. An anti- tank gun adds 1, a coast gun or similar artillery piece
of up to 125 mm adds 2, a weapon of up to 160mm adds 3, and larger
adds 4 per weapon fitted . A bunker can have a maximum of 5 in any
one section, if it would have more divide it up into sections, which
can be hit separately.
Indirect fire can also destroy built up areas, and
woods. This is purely on moves of fire. Any such area under fire becomes
poor going for one moves fire, bad for two moves fire,
and impassable after three moves fire. Paths through these areas
may be cleared by earth moving equipment, as shown under movement.
Flame-throwers will set fire to buildings and woods
on an odd roll when attacking them. The fire will spread downwind
at a rate of 6 cm per move, minus the roll of 1 D10. Burning areas
must be evacuated by any figures occupying them.
11.0 Smoke.
Smoke was much used to cover movement and on occasion
attack troops in cover using phosphorus. It comes in two basic types,
long term screens, and emergency smoke used by vehicles and infantry.
From 1986 smoke can be Thermal Blocking for NATO armies, and simialry
from 1990 fro Russians. Minor armies may now have this as well. Its
effects are covered in the optional rules, under vision enhancing
devices.
Long Term Screens.
There are two types of these, Pots and Artillery.
Pots. These are used to mask areas of terrain,
and must be set up before a game. They lay a screen 20 cm long per
pot,, and last 2 D10 moves.
Artillery . These may be fired by any mortar
of 60 mm to 120mm, and guns of 60 mm to 160 mm. Phosphorus covers
one 10 cm square, and other covers 2 such squares. Phosphorus lasts
for 2 moves, other for 3 moves. Each firing battery must test individually
to see where it lands.
Emergency Smoke.
This represents smoke grenades and smoke dischargers
or mortars fitted to vehicles. It produces a screen sufficient to
cover the firing group, 1 cm in front of it. It lasts one move. It
may only be used once in a game.
12.0 Aircraft and Helicopter
Operations.
This section covers air attacks, air combat, and air
landings. They have been kept basic to avoid the mass of data and
complex rules needed to cover the real situation.
Air Attacks.
The effect of an air attack is the same as an artillery
barrage. Aircraft models are moved to their target point, were they
may be fired at, by their target and any specialist AA unit in range.
They then release or fire their weapons and the attack is resolved.
The factors used depend on the size of the aircraft and the year of
the attack. There are also three types of attack, Bombing/Rocketing,
Strafing, and A/T Gun attacks.
Bombing & Rocketing.
This is carried out either in level flight, or as a
divebomber. Divebombing is restricted to specialist aircraft, and
fighterbombers. Air attacks may be requested or programmed, using
the rules for indirect fire. Heavy Bombers may only be programmed
and must attack from high altitude. Air attacks can only scatter long
or short, the aim point of scatter depends on the altitude, and type
of delivery. The distances are as follows :
On a roll of 9 or 10 the attack is on target.
On a roll of 5 to 8 the attack scatters over
the target
On a roll of 1 to 3 the attack scatters short
of the target.
For low altitude and divebombing attacks they
scatter by 1 D10 cm.
For Medium altitude attacks they scatter by
2 D10 cm.
For High altitude attacks they scatter by 4
D10 cm.
Factors are :
|
Year of
|
|
Type
|
|
|
|
Game
|
Fighter Bomber
|
Strike Aircraft
|
Helicopter
|
Heavy Bomber
|
|
1956 - 65
|
16
|
20
|
-
|
36
|
|
1966 - 80
|
20
|
24
|
12
|
36
|
|
After 1980
|
24
|
28
|
16
|
36
|
One model represents one flight, and
makes one attack.
Strafing.
This represents fighter type aircraft spraying an area
with its MGs and Auto Cannon. It counts as small arms
fire, but can kill open topped AFVs. It is resolved in the same
way small arms fire, counting 1/2 the number of barrels the aircraft
carries., as a tripod mount. Calibre is ignored. AFVs are tested
as if under artillery fire.
A/T Gun and Missile Attacks .
These are restricted to aircraft equipped with large
calibre auto cannon. They can only fire at armoured targets, and concrete
fortifications. They are resolved in the same way as Anti-Tank fire,
the aircraft ignores target and its own movement, the fire is
always at long range, and uses the aspect of the target it is facing.
Air To Air Combat.
This is very simplified. Only one side is allowed to
have aircraft making attacks over the table at one time. Fighters
and Fighter Bombers chase off all other types. If both sides have
these attempting to attack, both roll a D10. The higher scorer may
attack, but is delayed by the roll of the lower scorer. It is also
limited Strafing attacks, as bombs or rockets would jettisoned during
the air to air combat. Only helicopters may attack other helicopters,
and flights of aircraft may be over the table alongside hostile helicopters.
Anti-Aircraft Fire.
This is restricted to the target of an attack, and
specialist AA units. Aircraft are armoured targets, and fired at using
the procedures for shooting at tanks, using the following factors
:
For the target* of an attack : 1
For Lt AA up to 30 mm : 2
For Lt AA up to 40 mm : 4
For Heavy AA 6
Lt AAGW 4
PD AAGW 6
* If it is an AA unit, or has LT AAGW use those factors
instead.
These are modified for altitude :
|
Type
|
Low
|
Medium
|
High
|
|
Target
|
0
|
No Fire
|
No Fire
|
|
AA up to 30 mm
|
+1
|
0
|
- 4
|
|
AA up to 40 mm
|
0
|
+ 2
|
- 4
|
|
Heavy AA
|
- 4
|
+ 1
|
0
|
|
Lt AAGW
|
0
|
-1
|
No Fire
|
|
PD AAGW
|
- 2
|
+ 3
|
- 1
|
Aircraft have the following defence values :
Helicopters 2
Single engined 3
Twin engined 4
3 or 4 Engines 5.
Transports, and light observation aircraft reduce
these by 1, Armoured aircraft, inculding specialist attack helicopters
increase it by 1.
One damage marker subtracts 3 from the targets
die roll for scatter, or fire effect.
Two damage markers subtract 5 from the targets
die roll for scatter, or fire effect.
Three damage markers abort the model fired at.
It will crash on a 5 or less on a D10.
Helicopter Movement.
Unlike fixed wing aircraft, helicopters must move on
table. They can move long distances, at the expnse of hiding from
hostlie units behind terrain models. Only flights at Nap of Earth
are hidden behind terrain, these may not be fired at by Heavy AA or
PD AAGW. Helicopters at Contour level count as at low altitude, those
using transit movemen at at medium altitude. To avoid more data helicopters
have been given a single speed bracket, which varies with altitude.
At Nap of Earth 50 cm
At Contour 100 cm
At Transit 150 cm.
Landing may only be carried out from Contour
or Nap of Earth, and requires 3 penalties;
Changing altitude requires 2 penalties, and the
maxiumum speed which may be used is the slowest applicable, so
always use the lower altitudes speed.
Air Landings.
These may only be carried out by specialist units.
There are two basic types, Paradropping, and glider landings. Crash
landing transport aircraft is treated in the same way as glider landings.
Each model carries one company, or one gun and tow, two jeep sized
vehicles, or one tank (British only). Where paratroops or gliders
are being used in conjunction with ground forces they must be requested,
roll a D10, they will arrive on a score of 8 or higher on move one,
with a moves delay for each point less. Paratroopers must remain
stationary for one move after their landing, troops dismounting from
helicopters count as if leaving other types of vehicles.
Paratroopers should be represented by 4 cm paper
squares held on a ruler 75 cm above the table. These are dropped from
the ruler. They should be marked up to show what they represent. Heavy
weapons must be given separate markers. Vehicles always drop without
crew. Any squares which hit terrain features are potentially lost.
Roll a D10 for each such model. Remove it on the following scores
:
On hedge or fence 1 or 2
In a Wood 1 to 4
In a Built up area 1 to 6
In water feature 1 to 8 .
Helicopters need an area of 15 by 15 cm of clear
ground to land in . If thsi is not availaibe they may hover to unload
their passengers, requiring 1 move to do so. Landed heleicpoters are
treated in the same way as transport vehicles. They count as soft
targets, even if armoured.
AA fire at transports and helicopters occurs before
they land or troops jump. Each damage marker is treated in the same
way as if the helicopter is a soft vehilce, and means that a paratroop
figure needs to roll a Die to land, again with a score of 2 per damage
marker. Check this after checking for possible terrain casualties.
Aborted transports and heleicopters are shot down. In this case roll
for the cargo of transports, needing a 9 or 10 to land successfully,
helicopter cargoes are lost.
13.0 Optional Rules.
This section covers some odds and ends that add a bit
of complexity, or were options available to but not used by the various
fighting powers.
Snipers.
This is used to represent the specialists availaibe
to each infantry battalion. A sniper is represented by a single figure
who operates alone. He fires at a factor of 4, and ignores range modifiers,
but not cover ones. He may only hit one figure, and if a hit is scored
he will remove firstly an officer figure, then a radio operator, then
a specialist figure of players choice. Regardless of his actual circumstances
he must be located, and is never automatically seen.
Gas
Almost all modern armies have the ability to fire gas.
It may be fired by any gun or howitzer with smoke rounds. It moves
downwind 1 D10 cm per move, and remains for the rest of the game.
The effects depend on the type of target, and its level of preparedness.
Use the normal factors for the firing weapon when resolving attacks,
except that armour is always hit. Modify the die roll as follows :
For unprepared foot or open vehicles 0
For unprepared enclosed armoured vehicles -
2
For prepared foot troops - 4
For prepared enclosed armour - 6
Gas ignores cover modifiers, and all prepared troops
take a move penalty.
Vehicle Repair
This is carried out by a specialist recovery vehicle,
and may be attempted on any armoured vehicle with damage markers.
Carryout an AT attack, using a strike value of 5, with the vehicle
defence value of the vehicle being repaired. This is to reflect the
greater difficulty of recovering and repairing heavier vehicles, which
have the higher defence values. If the attack is successful remove
rather than add the number of damage markers scored.
Logistics.
Unfortunately the most important aspect of modern warfare
is logistics. It is very difficult to represent without recourse to
extensive bookkeeping, which is not the intention of these rules.
The following is an attempt to avoid just that. The amount of supply
required is dependant on the type of unit and the role it is undertaking.
The need to supply units is restricted to on table combat elements,
and the mechanisms are much simplified but based on real practice.
I have assumed that all armies worked in the same way, which they
do not. Supply is covered by moving soft transport to a battalion
HQ, which will then automatically distribute the supplies to its
companies. Artillery differs in that one transport model is required
for each firing model. The mode being used by the unit decides when
resupply is needed. The type of unit decides how much supply is needed.
The size of models used reflects the amount of supply. The amount
of supply is based on the "standard" military vehicle, the
2 1/2 or 3 tonne truck. Larger vehicles are ignored, the equivalent
for smaller vehicles is as follows :
3 jeep types, or 3 pack horses are equal to
1 truck.
2 15 cwt or equivalent, or 2 Carriers, or 1
horse drawn wagon are equal to one truck.
Specialised gun tractors or horse teams towing
Field , medium, and AA guns are equal to one truck.
The supply requirements are :
Infantry battalions, including any organic anti-tank
guns of any type require 1 truck load, plus their mortar supplies
(see below), if attacking they need to be resupplied every other move,
if on defence every five moves.
Medium Mortar Platoons (70 - 90 mm) require 1 15
cwt load per move they fire.
Armoured battalions (Tank, Assault Gun and Tank destroyer)
require 3 trucks, at the same rate as infantry.
Companies of armoured vehicles attached to
infantry units ( 1 to 5 vehicle models) add 1 truck to their requirements.
Artillery models and heavy mortars (4.2"
or larger) require 1 truck per move they fire. They may use their
tractors to do this.
Weather and Night.
Weather affects both movement and visibility, night
just reduces visibilty. Deciding weather and night conditions is left
to the players.
Mobility effects.
5 moves of rain turns normal cross country going into
poor going, poor into bad, and bad into impassible going.
Lying snow turns roads and tracks into poor going,
poor into bad, and bad into impassible going.
Fog adds three penalites if moving cross country,
two if on a road or track.
Visibility Effects.
Clear moonlight nights, and falling rain reduce
the maximum visibility by 50%, but do not affect location distances.
Moonless nights, falling snow and mist reduce
the maximum visility by 75%, and the location distances by 5 cm.
Fog, blizzards and sandstorms reduce visisbilty
by 90 %, and location distances by 7.5 cm.
Visisblity Enhancing Devices.
There three type of these, Infra Red, Image Intensifing,
and Thermal Imagers.
Infra -Red increases night vision to 75 % of daylight
distances, but does not negate weather condidtions. It is an active
system, so any vehicle using it is visible at daylight distances if
the obsever has an IR viewer.
II is the same as Infra Red , but is a pasive system,
so does not make its user more visible.
TI is another pasive system, which increases visibility
to daylight distances, and ignores fog, mist and normal, but not IR
blocking smoke. It is affected by Rain and Snow.
Ground Survalince Radar.
This is an area system which can locate but not identify
targets. It allows a user to locate any target at maxium visibilty
distance, if in line of sight. Targets located can be engaged with
artillery. Such fire counts as unobserved.
Nuclear Weapons.
Like Gas it is extremely unlikely that these weapons
will ever be used in combat. I have restricted them to small artillery
launched devices, on the grounds that air attacks and tactical missiles
are more likely to be used on deep targets, such as choke points,
or headquarters locations. The inclusion of these rules is not a challenge
to use them .
Nuclear fire missions must be requested, before any
target can be engaged. This requires a 10 on a d10, before any target
request can be made. Once release has been granted roll a further
d10 to discover the delay in supplying the battery with a nuclear
round. The round is fired as a normal fire mission, once it is available.
The area covered and effects of nuclear weapons are
large and quite complex. They can destroy electronic equipment, and
have considerable morale effects. The weapon has three zones :
Primary Zone Covers a 10 cm Square, centred on
the point of impact. All models, and artificial terrain features
are destroyed within this zone. Woods will be impassable due to
the trees being blown down.
Secondary Zone Covers a 20 cm Square, centred
on the point of impact. All soft and open topped models will be
destroyed. Enclosed armoured vehicles, and troops in bunkers test
as if under area fire with a factor of 12. Use no modifiers to
this. Woods and built up areas will catch fire.
Tertiary Zone Covers a 50 cm square, centred
on the point of impact. All troops under this area test on a factor
of 8. All woods become bad going, and roads in built up areas
will be bad going due to rubble.
These rules may be freely distributed as long
as Wrexham & District Wargamers are credited.
|