Friday, January 25, 2019

My WW2 Rules, now with links to AFV data sheets

To save everybody who might be interested the bother of reading past the explanatory article I have re-posted the WW2 tank rules below. In the process I have added the Data Sheets for the Early Desert British and Italians forces.

The Rules 

Kudos to my friend Chuck Scholti for proofreading them and correcting my awful English.
 
The Fluid Time Concept

This game uses a fluid time concept. Each turn is composed of various Impulses, each of which are represented by a card. Cards are assigned on a weighted basis to reflect the skill, training and flexibility of the different sides. Better troops have more cards, and are likely to have more options on those cards thus making them more flexible in combat.

Because we are using a fluid time concept units are considered to continue to be doing what their last action was until another card for them is drawn. Thus, if they moved on their last Impulse card they will be considered to be moving by anyone shooting at them, or trying to spot them; if they instead shoot on their next Impulse card they will be considered to be shooting on the move. If they choose not to move on the next Impulse card they will lose their “Moving” marker and be considered stationary for subsequent interactions.



Play Sequence

Unit cards are shuffled then placed face-down on the table. This is the Command Deck. Each Commander is given their “Free Action” card and invited to cut the deck if desired.

After the deck is placed on the table the top card is flipped over and the unit or side enumerated on that card may act. After the unit or side is completely finished or if five minutes have passed the Impulse is over and the next card is drawn and the new unit or side is allowed to act. This sequence is continued until a “Turn Over” card is drawn at which point all of the cards are placed back into the deck and it is shuffled again. Any used Commander's “Free Action”' cards are returned to them and play commences again.
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Commander's Free Action Cards: Each force commander is given a “Free Action” card, this card may be used at will by the player to interrupt the normal drawing of cards. The commander must state before the next card is drawn that he is invoking his Free Action and place his card next to the discard pile of drawn cards. He is then allowed to take a free action with all of the units in his force. After this play returns to normal and the next card in the deck is turned.
Types of Impulse Cards

Weapons, training, tactics, command and control, even confidence level, will all differ depending on what nation, time period and battle situation the game involves. Different troops will take different Actions. Better troops may have more Actions or more decisive Actions. This will be reflected in the types and number of Impulse Cards in the Command Deck. It also means the Command Deck will be customized for each game.

The types of Impulse Cards available are:

Side X Moves -- all of the units on that side may take a Move Action or declare themselves stationary; if stationary they may go on Overwatch.

Side X Free Action -- all of the units on that side are allowed to take any action that they choose.

Unit A 2x Free Action – the named unit may take 2 Free Actions.

Unit A ½ Move and Free Action -- the named unit many take a Free Action and move half or
move half and take a Free Action.

Unit A Move -- the named unit may take a Move Action.

Unit A ½ Move – the named unit may make a ½ move or a Move Action.

Turn Over -- the turn has ended and all drawn cards are placed back in the deck. Commander’s
cards are returned to them.

Commander's Free Action Cards -- Each force commander is given a “Free Action” card. This card may be used at will by the player to interrupt the normal drawing of cards. The commander must state before the next card is drawn that he is invoking his Free Action and place his card next to the discard pile of drawn cards. He is then allowed to take a Free Action with all of the units in his force. After this, play returns to normal and the next card in the deck is turned.

Action and Move Definitions

Free Action, the unit in question may shoot, move, observe, go on overwatch, or halt movement. If the unit is Suppressed it must test morale at this time before taking any action.

Move, the unit in question may move its allowed distance for the terrain it is in, or decline to move and thus remove its “Moving” marker.

1/2 Move and Free Action, the unit in question may move half and take a Free Action (as above) or take a Free Action then move ½. The half move may be used to become stationary and discard the “Moving” marker.

2 x Free Action, the unit in question may take any two Free Actions that it chooses

Action and Move Definitions

Free Action -- the unit or side in question may shoot, move, observe, go on overwatch, or halt movement. If the unit is Suppressed it must test morale at this time before taking any action.

Move -- the unit or side in question may move its allowed distance for the terrain it is in, or decline to move and become stationary, removing its “Moving” marker. If already stationary they may go on Overwatch.

Per the Fluid Move Concept, any unit that has moved and has not expended an action to become stationary is still considered to be moving throughout the Turn for all of its interaction with other units until its next Impulse. This is represented by the unit having a “Moving” marker. Alternately, if a unit was stationary it is considered to be so until it uses an action to move, at which point it gains a “Moving” marker.

1/2 Move and Free Action -- the unit in question may move half and take a Free Action (as above) or take a Free Action then move ½. The half move may be used to become stationary and discard the “Moving” marker. Alternately a unit on Overwatch may shoot and use the move to go back on Overwatch.

2 x Free Action -- the unit in question may take any two Free Actions that it chooses.

Overwatch can only be executed by stationary units. A unit must expend a Movement to become stationary, then it must expend another movement (or ½ movement) to go on Overwatch. Being on Overwatch allows the unit concerned to fire at an opposing unit that moves into, or out of, its field of view. Overwatch may be used to return fire at an opponent that fired at the unit that is on Overwatch. Once the unit fires it loses its Overwatch status until it expends a Move or Free Action Impulse to go back on Overwatch. Units on Overwatch are never forced to fire.

 A unit may stop at a crest line and declare itself “Hull Down.” This gains the unit a -1 “to hit” modifier when it is shot at. The unit is only hull down to opposing units that are in front of a line drawn across the front of the Hull Down unit (see diagram). Hull down to B and C, but not to A.

 
Tank Fire Resolution Procedure

Each Platoon on the firing side declares its targets prior to any firing.

Modify the “Size” value of the target by the following factors;
-1 Target moving                                       -1 Target in light concealment
-2 Shooter moved                                      -2 Target in heavy concealment
-3 If Russian moving and shooting            -1 Hull down
+/- Range modifier

Roll 1d10 for each shot by the firing tank. Each die must score equal to or below the modified “Size” of the target to score a hit.

For each hit, roll the appropriate number of d6 for the gun at this range. Add 1d6 if a flank, rear or top hit.

If the total matches or exceeds the targets armor go directly to “Penetrating Hits.” If it does not, mark the target for a Morale test.

Penetrating Hits

Roll 1d6 for each penetrating hit on the target and consult the following:

1 Crew suppressed (must test Morale on next Free Action to remount)
2 Main gun disabled
3 Immobilized
4 Burning
5 Burning
6 Massive Explosion

These last three render the tank out of action for the rest of the game

Morale Test

Make a Morale check for each of the following reasons. Make the check before activating:
  • Tank struck but not penetrated
  • Crew suppressed as a hit result
  • Last tank in the platoon

Roll 2d6 needing a 7 or higher to pass; modify the result as follows:

+3 Fanatics, Soviet Heavy Tank crews
+2 Vastly superior training or equipment
+1 Better quality troops or equipment
+0 Average troops or equipment
-1 If Suppressed and struck again this turn
-1 Poor Equipment or training
-2 Demoralized or pressed troops.
-2 Very poor equipment

Failing to pass leaves the crew Suppressed. 
A modified score of three or less means the tank is abandoned by its crew; mark it as destroyed.

Air and Artillery strikes

When a card is drawn for an airstrike or an artillery barrage and the conditions stated on the card are fulfilled (i.e. there is an observer in position to call for the support), follow these steps:

1. Roll 1d6 to determine the intensity of the support:

Russians: 1-3 low intensity; 4-5 medium intensity; 6 all-out support
Germans: 1 low intensity; 2-4 medium intensity; 5-6 all-out support

2. The player now deploys the appropriate template for the type of attack -- a “line of flight” track for an airstrike or a “box pattern” for an artillery barrage.

3. Test for each target under the template, testing first to hit using the target's Size and then to damage using the target's Armor. AFVs are treated as if they had been subject to a “flank shot;” soft skins and infantry are treated normally.

4. Each target that is hit but not destroyed is marked to test for morale.

Use the following number of templates for the intensity of the attack:

Low Intensity:           one template
Medium Intensity:    two templates
All-Out Support:      three templates

All models under the template are considered to be subject to attack.

If the attacker is a bomber roll 3d6 per target under the template; if the attacker is a fighter roll 2d6. In either case add an additional die against armor as it is striking the thinner side or top armor of the vehicle.

If a “Fighter” is drawn the attack may be “held off” for the duration of the turn to cancel an enemy Airstrike card


Here are the cards that we are using for a Command Deck at the present time. I will update this as further development indicates. This deck is intended for Russian front summer of 1942

System Cards

German C/O Free Action
Soviet C/O Free Action

Turn Over
Turn Over
Turn Over

German Air Support  1d6;  1-2 = HS-123  3-4= ME-109  5-6= JU-87
German Artillery Support
Soviet Support, 1d6   1-3= Air Support   4-5=Artillery Support
                            Soviet Air Support  1d6; 1-3 Fighter   4-6 IL-2attack bomber

German Free Action
German Free Action
Soviet Free Action
Soviet Move

German Cards

Panzers A
1/2 move & Free Action
1/2 move & Free Action
Free Action
Move

PanzersB
1/2 move & Free Action
1/2 move & Free Action
Free Action
Move

German Specials
1/2 move & Free Action
1/2 move & Free Action
Free Action
Move

Soviet Cards

Tankovy #1
1/2 move & Free Action
Free Action
Free Action
Move


Tankovy #2
1/2 move & Free Action
Free Action
Free Action
Move

Soviet Specials
1/2 move & Free Action
Free Action
Free Action
Move

        here are samples of the cards we used;






these are the templates, top to bottom; 
Bomber, Artillery, and fighter

      Here are the templates, when adding the Medium Intensity template to the Low Intensity template all of Side "B" must be in contact with Side "A", the same for when you add the high intensity template Sides "C" and "D" must be in contact.
      The Bomber Template is 3"x4" for low intensity, 3"x4" for Medium Intensity with a 60 degree angle taper, and the High intensity is 3"x3" same taper. 
      The Fighter template is 2"x4" for low Intensity, 2"x4" with a 45 degree taper and 2"x3" with a 45 degree taper for High Intensity. 
     Airstikes that wish to travel in a straight line place the templates so that the long edges are all in contact with one-another's corners and the taper overlaps the lesser template.
     The Artillery box is 4"x4" fort Low Intensity, the medium template adds 2" to the thick side and 1" to the long side, it can be positioned anyway around the Low Intensity template, the High Intensity template adds another 1" on the thin side and 2" on the thick side and can be placed in any way that the entire inner edge is in contact with the previously placed templates.

     The white dash on the Low Intesity template is pointed at the entry point of the aircraft (nominate a corner of the table then count off the corner then the center of the long side adjacent and so on clockwise around the table) or the position of the Artillery observer

     Illustrations of templates, their use and positioning;

airstrike templates laid out in a curve

a bomber template laid out in an "S" curve
and a fighter template in a straight run

medium intensity template added to a low intensity artillery strike

the high intensity template may be added this way.....

....or this way.....

....but not like this


9 comments:

  1. This comment has been removed by the author.

    ReplyDelete
  2. I can not wait for the Japanese and Chinese! Why do the Belgians and Dutch I got rid of mine?

    On a completely obtuse angle, I have one of those early weird German monster tanks painted up for the Chinese!?!?!

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    Replies
    1. Did the Krauts sell one of the Neubaufahrzeug to the Chinese? I know the Japanese weren't happy about the Panzer II and Sdkfz 222 that were sent to the Nationalists

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  3. The Neubaufahrzeug, at least that is the most likely thing I have ever seen for this tank.

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  4. What scale would you suggest using

    Take care

    Andy

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    Replies
    1. I play in 20mm and 15mm and it works fine with both. In 12mm or smaller it probably looks more realistic. In 5mm you could use centimeters instead of inches and be just fine.

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    2. Once you have it copied into the word processor you can adjust the size and font to your liking and delete the pictures if you desire

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  5. Anton,

    Lots of hard work - looking forward to test driving them.

    One question...your webpage looks great but printing a copy of the rules and the tank data with all the black background is definitely not printer ink friendly. Any way for me to remove it?

    Cheers,

    JJ

    ReplyDelete
    Replies
    1. I would open a word processor program the highlight and copy the text and pictures then copy them to the text document in the word processor.

      I use Open Office and it works fine, you may have to adjust some of the spacing.

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