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BEKAA BLUES" Lebanon 1982 Modern micro-armour rules By Erwin Sablon and Karim Van Overmeire (Bylandt Wargames

Club, Ghent, Belgium) Introduction This set was specifically developed for use with our Lebanon 1982 campaign (stil l in the works !) so we needed a simple system with games that could be played i n 2-3 hrs. The rules have been playtested already a few times but still need a l ot of finetuning. Since we did the playtesting mainly with battles between leban ese militia armies, we still need some "special" rules for the regular Syrian an d Israeli units. All comments are greatly appreciated ! (Erwin and Karim have also written some notes on Lebanon Militias for the same c onflict.) 1. Turn Sequence a. b. c. d. e. 2. Reaction test Movement Spotting Indirect Fire Direct Fire Reaction test

* Test only once for each platoon * Throw a D6 and modify : -1 : for PLO, SLA and Christian Government Army -1 : for each stand/vehicle lost previous turn -1 : if under artillery fire -3 : for islamic government army -3 : if total losses +25% (only 1 test/game) -5 : if total losses +50% (only 1 test/game) -3 : if command stand destroyed -3 : surrounded +1 : for PNSF +1 : in cover +3 : enemy withdrew during previous turn RESULT : positive 0 to -5 -6 to -9 -10 3. Movement Command and Infantery stands Mortars, heavy MG, RC Rifle Wheeled Vehicles APC and light tanks other tanks 10 5 50 40 30 cm cm cm cm cm no problem may fire, but cannot move closer to the enemy may fire, but has to withdraw rout, surrender if surrounded

* rough terrain (brush, open woods) : 50 % movement * difficult terrain (forest, rocks) : 25 % movement * roads : 200 % movement * Wheeled vehicles cannot cross rough terrain * No vehicles can cross difficult terrain * Mounting/Dismounting :Both the vehicle and the stand can still move 50 % of th eir movement allowance. Both can still fire. * Deployment/Breaking up of mortars, HMG, RC rifle, cannon and rocketlaunchers t akes 1 turn during which no movement or firing is possible. 4. Spotting * * * * Only spotted enemy stands can be fired at. All stands can spot for direct fire. Only Command stands can spot for indirect fire (Fire Support) Roll a D6 and modify : +2 +3 +2 -1 -1 -1 enemy stand has fired light weapons enemy stand has fired heavy weapons enemy stand has moved spotter has moved enemy stand in cover spotter is vehicle

* Only one spotting attempt can be made for each enemy stand each turn. This att empt has to be made in the most favourable conditions. Distance : Target : Infantery Vehicle <10 cm 3 0 10 cm 4 1 25 cm 5 2 50 cm 6 3 100 cm 7 4

* A score of equal or higher on a D6 is neccessary for a successful spotting att empt 5. Indirect fire (Fire Support) * Fire support can only be asked by a Command stand. * Fire support can be received a maximum of five times during a game. There is n o limit to asking for Fire Support. * The Command stand has to be able to see the Target Zone and it has to be able to spot the enemy stands. * Fire Support will be given effectively when the following score can be rolled with a D6: 2-6 on table Fire Support 4-6 off table Fire Support * A Target Zone (10 cm x 10 cm) has to be marked on the table. * Roll D10 : 9 en 0 are on target (X),other scores give deviation : 1 8 6 X 2 7

3 5 4 * To avoid discussion it is recommended to agree beforehand which stands are sit uated in the maximum Targetzone of 30 cm x 30 cm and can come under fire. * All stands in target zone are pinned * Roll a D6 for each stand in the target zone :

- Stands with protection A are destroyed at a 6 - Stands with protection B are destroyed at 5-6 - Stands without protection are destroyed at 4-6 5. Direct Fire FIREPOWER for each stand each turn : COMMAND stand INFANTERY stand NB LAT can only MORTAR stand LIGHT MG stand HEAVY MG stand RCL-RIFLE stand CANNON ROCKETLAUNCHER MEDIUM TANK LIGHT TANK APC TRUCK FIRE PROCEDURE : Roll a D6 for each firing stand and modify : firing stand has moved this turn -1 target has moved this turn -1 target in protection A -2 target in protection B -1 Distance 5 cm 10 cm 25 cm 50 cm 75 cm 150 cm 300 cm Firer: Tankcannon 3 2 2 2 2 3 5 RCL/Mortr 3 2 2 3 4 5 6 HMG 3 1 1 2 3 4 LMG 3 2 2 4 5 ASR/LAT 2 3 4 5 6 * A score of equal or higher gives a HIT * From HIT to DESTROYED.... Target Protection A Protection B No Protection Fire by: Tankcannon 3 2 auto Mortar 6 5 auto RCL/LAT 5 4 3 HMG 6 3 LMG/ASR 4 * A score of equal or higher is DESTROYED * All stands that were HIT but not DESTROYED, but had the chance to be DESTROYED are PINNED * Stands in or on a destroyed vehicle are destroyed on a D6 score of 1-3, otherw ise they are placed next to the destroyed vehicle and are Description of abreviations : D6 = sixsided die D10 = tensided die 0 = 10 ASR = Assault Rifle (M-16, AK-47, Fal, ...) Protection A = Medium tanks, stone buildings, ... ProtectionB = light tanks, APC, walls, ... APC = Armoured Personnel Carrier (M113, BTR, BMP, ...) : : be : : : : : : : : : 1 x ASR 2 x ASR or 1 x LAT used against vehicles or infantery in protection 2 x Mortar or 1 x ASR 1 x ASR or 2 x LMG 1 x ASR or 2 x HMG 1 x ASR or 1 x RCL 1 x ASR or 1 x Cannon 1 x ASR or 4 x Rockets 1 x Cannon and 2 x HMG 1 x RCL and 2 x HMG 2 x HMG and 1 x ev. extra weapon (fe. Mortar) infantery in APC cannot fire ! : no firepower each stand infantery in truck 1 x ASR

- LAT = Light Antitank Weapon (RPG-7, Bazooka, ...) - LMG = Light Machinegun - RCL = Recoilless Rifle - HMG = Heavy Machinegun - PINNED stand = stand cannot move or fire for 1 turn Rules loosely based on : HEEL, M.R., Nam 1/200th Wargames Rules, Partizan Press

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