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.
.
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.
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
In an effort to save Blogger from slow loading and to avoid annoying my reader with loads of data that they aren't interested in I have moved the Tank Data information to separate posts
British AFVs
Italian AFVs
Russian AFVs
U.S. AFVs
German AFVs
French AFVs
Japanese AFVs
Romanian AFVs
Hungarian AFVs
Finnish AFVs
Polish AFVs
Dutch AFVs
Belgian AFVs
US, UK, USSR and Italian Anti-tank guns
German Anti-tank guns
Command Card Deck for Russian Front Jun44-Jan45
Command Cards for the Early Western Desert Campaign
This comment has been removed by the author.
ReplyDeleteI can not wait for the Japanese and Chinese! Why do the Belgians and Dutch I got rid of mine?
ReplyDeleteOn a completely obtuse angle, I have one of those early weird German monster tanks painted up for the Chinese!?!?!
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
DeleteThe Neubaufahrzeug, at least that is the most likely thing I have ever seen for this tank.
ReplyDeleteWhat scale would you suggest using
ReplyDeleteTake care
Andy
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.
DeleteOnce 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
DeleteAnton,
ReplyDeleteLots 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
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.
DeleteI use Open Office and it works fine, you may have to adjust some of the spacing.