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Jackson Gamers' Rules set for WWII games

SKIRMISH RULES
INTRODUCTION & TABLE OF CONTENTS

This is a game played with 1/35 or 1/32 scale military miniatures. It is primarily an
infantry game although some light vehicles or AFVs make appearances from time to
time. Anyone who wants to play this game but not in 54mm. will find that these rules
work very well with no changes in any scale down to 15mm. They will show the
vulnerability of the "Poor Bloody Infantry" in any size. Very small scales such as 12mm
or smaller will probably not work as well, because they seem to emphasize the armored
fighting vehicle, while these rules emphasize the infantry battle.

If you play this rules set in a scale smaller than 54mm, there may be a tendancy to want
to reduce the weapons ranges. Please do not. Try the rules as written because they show
quite well the inability of men to move quickly compared to the ranges of the weapons. I
have played in a game run by Dwayne Balius using these rules as written, but with
25mm figures. It played very well with no changes.

PRONE MAN KNEELING MAN STANDING MAN

Each player commands several "men" or a "fire team" composed of a number of "men". Three
miniature soldiers represent each man. One is standing, one is kneeling, or crawling, and one is
prone. Depending on the man's posture on the table, he is represented by the appropriate miniature.

Having the correct miniature on the table is very important, because many times a standing man can
be seen and fired on, but a kneeling or prone man would be safe.

Larry Brom, Larry Cole, Russell Schnieder, Jay Stribling, Eric Teuber, and Robert Whitfield wrote
most the rules in this set. They are based rather loosely on a set written by Wally Simon, which
appeared in three installments in the magazine Wargamers Digest in the early 1970s.
This set is dedicated to Mike Lowry who persuaded us to "try this, just once!"

MATERIALS NEEDED FOR THE GAME

You will need miniature soldiers of the WWII period. A table with lots of cover. Let me repeat this:
LOTS OF COVER. A town of ruined buildings and twisted streets works well. Rural areas should
have lots of craters, blown down trees, and big rocks. Small arms and Automatic weapons are
deadly in this game.

Each soldier is represented on the table top by three models.

1. One model soldier standing erect or running.


2. One model soldier kneeling
3. One model soldier prone

EXAMPLE: If private Jones starts his move standing, he can move 6 inches. He can end his move
standing, kneeling (behind a wall?) or prone (behind a log?), at his choice. If he chooses to end the
turn prone, he will move on his next movement card at the "Prone" rate, no matter if he ends that
next turn standing or kneeling.

If you do not have enough model soldiers to do this, make a counter to place beside each model
soldier showing his status: Standing, Kneeling, or Prone.

HOW TO READ THE DICE

You will need at least two 10-sided dice in at least two differing colors. These will be rolled to
generate a number from 1 to 100 (If both dice show "0" the result is "100"). Which die is the "tens
digit" and which is the "ones digit" must be fixed at the start of the game and each player must use
the same system at all times. At times, the D10 will be read as a D10, but this will be specified in
the rules.

DICE RESULT EXAMPLES: If the red die is the "tens digit", then a result of rolling a red and a
white D10 would be:

RED DIE = 4 RED DIE = 0 RED DIE = 9


WHITE DIE = 6 WHITE DIE = 5 WHITE DIE = 0
The Die roll is 46. The Die roll is 5. The Die roll is 90.
HOW TO GET STARTED

START WITH THESE: The following sections are the ones that you should use first,
with 4-6 men for each side. You can click on the topic below or pick from the "Boxes"
above.

Play a game 2-4 times with only these rules sections, then add more rules.

MOVEMENT
SMALL ARMS
DAMAGE CHART
HAND TO HAND
MORALE
WOUNDS AND DEATH

THE NEXT STEPS: The following sections are the ones that you learn after mastering
the basics, above, Try this with 6-8 men for each side. Give ONE side a machine gun,
and the other side a few more men, perhaps with Submachine guns. You can select fromt
this list, by clicking on each topic below or pick from the "Boxes" above.

MACHINE GUNS
SMOKE
OUTSTANDING SOLDIERS
HAND GRENADES
SPECIAL WEAPONS

ADDING TANKS - The most difficult game - The last sections add much more
complexity and make thinkgs a lot harder for the "Poor Bloody Infantry". Try the game
first with ONE tank on ONE side. Later you can work up to one tank on each side or
even two AFVs on each side. Please don't make this a tank war game. It should be an
infantry game, with perhaps a little armor.

The best use for vehicles such as trucks, halftracks and tanks, is to be broken down or
destroyed. They give very nice cover! Again, you can click on the topic below or pick
from the "Boxes" above.

AFVs - Basic Rules


DAMAGE TO AFVs
TANK AND ANTI-TANK GUNS
INFANTRY ANTI-TANK WEAPONS -
HIGH EXPLOSIVE SHELLS
MOVEMENT AND SEQUENCING
A "Deck" of index cards is prepared for the game. The deck is shuffled and the top card
is drawn. The man or men listed on the card may move or perform some other activity.

EXAMPLE OF A CARD DECK AND FORCE ORGANIZATION

This is a sample deck for an imaginary American infantry force of 8 men, divided into
two fire teams:

1. Lt. Pitts (armed with M1 carbine) - part of fire team one


2. Cpl. Whitfield (armed with M1 Rifle) - part of fire team one
3. Pvt. Diamond (armed with M1 Rifle) - part of fire team one
4. Pvt. Lee (armed with Thompson Sub Machine gun) - part of fire team one
5. Sgt. Stevens (armed with Browning Automatic Rifle) - part of fire team two
6. Pvt. Estes (armed with M1 Rifle) - part of fire team two
7. Pvt. Taylor (armed with M1 Rifle) - part of fire team two
8. Pvt. Thibodeaux (armed with Bazooka and .45 pistol) - part of fire team two

A similar German force of 7 men might be:

1. Sgt. Schnieder (armed with machine pistol) - part of fire team one
2. Pvt. Altmann (armed with Rifle) - part of fire team one
3. Pvt. Fritz (armed with Rifle) - part of fire team one
4. Pvt. Wieser (armed with Rifle) - part of fire team one
5. Sgt. Wherkheiser (armed with Machine Pistol) - part of fire team two
6. Pvt. Stahl (armed with MG42 Machine gun) - part of fire team two
7. Pvt. Lindemann (armed with Rifle) - part of fire team two
The American cards would be:

AMERICAN AMERICAN AMERICAN


AMERICAN
FIRE FIRE FIRE
FREE
TEAM TEAM TEAM
MOVE
ONE ONE ONE
AMERICAN AMERICAN AMERICAN
AMERICAN
FIRE FIRE FIRE
FREE
TEAM TEAM TEAM
MOVE
TWO TWO TWO

And the German cards would be:

GERMAN GERMAN GERMAN


GERMAN
FIRE FIRE FIRE
FREE
TEAM TEAM TEAM
MOVE
ONE ONE ONE
GERMAN GERMAN GERMAN
GERMAN
FIRE FIRE FIRE
FREE
TEAM TEAM TEAM
MOVE
TWO TWO TWO

The cards of each side are shuffled together into one mixed deck. As each card is drawn,
the figures listed can perform an activity. Note that on one card, the German 2nd fire
team's members may perform an activity, and then on the next card, an American "Free
move" card might let the members, of whichever fire team the American commander
favored at that moment, perform an activity.

It IS possible for one side to have a "run" of cards and the other side must just sit and
take it. Remember that "War is the Province of Uncertainly".

Normal activities might be:

 Movement (includes standing, kneeling, crouching, etc.)


 Loading or reloading a weapon.
 Firing a weapon
 Preparing a special weapon
 Throwing a grenade
 Repairing something that is broken
 Picking up something
 Assembling something
 Carrying something or someone

This is only a partial list of activities. Many activities take more than one "card" of work.
An example might be assembling a belt-fed machine gun on a tripod, which would take
4 "cards" of work by one man.

For small games of 6 or less figures on a side, each man on the table could have two
cards in the deck while special men such as officers and sergeants might have three cards.
For larger games, each card will have a 3-4 man squad or fire team of men listed on it.
"Free Move" or "Commander's choice" cards can be added to the deck and the
commanding officer will decide which squad or fire team may move when these cards
are drawn.

MOVEMENT RATES

Figure Starts turn: Type of move: May end up:


Prone Normal - 2" Any stance
Kneeling Normal -4" Any stance
Standing Normal - 6" Any stance
Standing All out run - 8" Standing only

Movement Modifications

 Standing or kneeling man - to vault over a waist-high wall: Lose 2" of movment.
Note that a running man can not do this since by definition he is doing nothing but
running. Same to cross over log or rock large enough to shelter behind.
 Prone man to cross a waist-high wall: takes entire turn. Same to cross over log or
rock large enough to shelter behind.
 Standing or kneeling man - to climb over a head-high wall: Takes entire turn.
Note that a running man or a prone man cannot do this.
 Standing or kneeling man - to climb through an open window at ground level:
Takes entire turn. Note that a running man or a prone man cannot do this.
 Standing man - to climb onto the deck of the tank or AFV, or over the side and
into an open-topped vehicle: Takes entire turn. Note that a running, kneeling or
prone man cannot do this. Same for getting into jeep or truck, except than a
kneeling man may get into a jeep.
 Man in any posture - to go though an open door: no penalty.
 Standing or kneeling man - to open a closed door and pass through it into the
center of the room: Takes entire turn. Note that a running man or a prone man
cannot do this.
 Standing or kneeling man - to go through a waist-high hedge: lose 2" of movment.
 Standing or kneeling man - to go through a head-high hedge (thicker and tougher
to penetrate: takes entire turn.
 Prone man - to go through any type of hedge: takes entire turn.
 Standing, kneeling or prone man - to go down into a shell hole: no penalty.
 Standing, kneeling or prone man - to climb out of a shell hole: takes entire turn.
 Rough Terrain: The Jackson Gamers never played a game with any of terrain
specified as "Rough." Try half movement. Note that by definition, a man can not
run in rough terrain, because he must run in a straight line over smooth terrain.
SMALL ARMS FIRE
FIRING - Rifles, Carbines, Pistols, SMG-s

To determine the probability of a hit, add together the basic percentage (BP), the number
of rounds fired, and any modifiers. The result is the percentage chance of a hit.

Roll two D10, reading the result of one D10 as the tens digit and the result of the other
D10 as the Ones digit of a two-digit number. This process is called D100. If the number
produced by the dice is equal to or less than the percentage chance of a hit, then a hit has
occurred. Or, if you have Zocchihedron (100-sided die), just roll one of those.
HOW TO DETERMINE BP

 RIFLES: Subtract the range from 100


 Carbines: Subtract the range from 50 and double the result.
 Pistols: Subtract the range from 20 and multiply the result by 5.
 SMGs: Subtract the range from 50 and double the result.

NEGATIVE MODIFIERS:

-5% Target is prone.

-10% Target is behind soft cover (hedge).

-20°/6 Target is behind cover, with half of body exposed or entire upper body exposed.

-40°/6 Target is behind cover with only head and weapons exposed.

POSITIVE MODIFIERS:

+10°/6 Firing man is a sharpshooter (Does not apply to SMG-s)

+10 For each consecutive chance to fire that the firing man used sighting-in. (Rifles and
carbines only).

+10 Resting weapon on wall or other hard firm support. (Rifles and carbines only)

OTHER MODIFIERS:

1/4 The chance of hitting if firing at a target outside the normal firing arc. (Hasty fire)

l/4 The chance of hitting if firing at a target that cannot be seen, such as concealed by
smoke, hedge etc. (Blind fire)

(Note: if both the above modifiers are used, the modifier becomes 1/8 and not 1/16)

When firing with pistol, rifle or carbine, if the number rolled on D100 is a hit, and is
equal to or less than the number of rounds fired, the target man is dead.

When firing with SMG or automatic rifle, if the number rolled on D100 is a hit, and is
equal to or less than half of the number of rounds fire, the target man is dead.

If the result of firing is a hit, but not a kill, consult the casualty wheel or the casualty
table found at the back of this rule set to determine damage to the target man. Damage is
expressed as the % of life force lost. Each man begins at 100% life force. As he takes
hits, his life force declines. When it reaches 0% remaining, he dies.
The number of rounds being fired must be specified before firing or the entire clip or
magazine capacity is assumed to be fired. See the SET UP CHART for the number of
rounds per clip for various weapons.

When firing an SMG, no more than 35 rounds may be fired in a single burst (no matter
what the magazine capacity) or the weapon "climbs" and the excess rounds fired above
35 are wasted.

Men firing bolt-action or semi-automatic weapons roll D100 to determine the effect of
each round fired.

Men firing automatic weapons roll D100 once to determine the result of each burst of
rounds.

EXCEPT FOR PISTOLS - The following ranges affect the damage done to the target
figure.

 If the range to the target is less than 20" then each round does double damage.
 If the range to the target is less than 10" then each round does triple damage.

The normal firing arc is 90 degrees. This is 45 degrees to each side of the firing man's
facing direction. Fire outside of this arc is hasty fire.
AUTOMATIC WEAPONS
MACHINE GUNS

Light machine guns such as the Bren or MG-34 with bipod and drum magazines require
no significant time to set up. They are usually carried in the same position as they are
fired, and are moved loaded. Heavier machine guns are not moved in the same manner.

 Drum or clip fed light machine gun on bipod Time to set up: None
 Drum or clip fed light machine gun on tripod Time to set up: 3 cards of work by
one man.
 Belt fed machine gun on bipod Time to set up: 2 cards of work by one man.
 Belt fed machine gun on tripod Time to set up: 4 cards of work by one man.
 Same but water cooled Time to set up: 5 cards of work by one man.

Machine gun teams usually consist of two men but a third can be added if the weapon is
tripod-mounted. Drum or clipped ammunition is allocated to the team in the SET UP
section. If the weapon is belt fed, then two boxes, each of 250 rounds, come with the gun
and either the gunner or loader may have a spare 50-round belt draped around him.

Belt fed weapons that fire more than 25 rounds in a burst may jam if they are not
allowed to cool at least one card between bursts. The weapon gets two free bursts after
set up or at start of game.

After that, if not allowed to cool between bursts, test for a jam. To determine if a jam
exists, if the fire die roll is an odd number, the weapon jams after firing. It will require a
card of work by the gunner or loader to clear the jam. This does not affect water-cooled
weapons, which never overheat.

All automatic weapons have a chance for a serious jam (a malfunction or broken part)
which happens if the die roll of 100 occurs when firing. Repairing this type of jam a card
of work by one man followed by a die roll of 20 or less is required on a D100.

If the weapon is fired without a loader, the belt may break. If the D100 roll is 1-50 then
the belt breaks after that many rounds have been fired. If the roll is 51 or greater then the
belt remains intact.

To open ammo boxes and link or re-link belts requires 1 card of work by one man.
To break the gun down for transport requires 2 cards of work by one man. Two men can
carry the gun without breaking it down if on a tripod. This is a heavy load.

The distance to carry a heavy load is Prone = 1", Kneeling 2", standing 3". Running is
not allowed.

To change a magazine takes 1 card of work.

The gunner can fire a light machine gun such as a Bren, BAR or German MG-34
offhand (not using bipod) but because it is not really designed for this, the limit on burst
length is 35 rounds as if it was a submachine gun, and there is a fire penalty of -10.

Unlike a rifle or carbine, there is no bonus for "resting" the weapon on a solid surface.
These weapons are designed to be fired with the bipod resting on a solid surface.

HAND GRENADES
1. Grenades may be thrown from the upright or prone positions. The term upright
includes standing, kneeling and crouched. Grenade throwing ranges are:

UPRIGHT: Short 0-10' Long >10" up to 15'


PRONE: Short 0-7" Long >7' up to 10"

2. A soldier may prepare a hand grenade on a card before he uses it. If he does so, it
is armed and will go off at his feet if he drops it. Grenades may be prepared and
thrown on the same card, but the throw is not as accurate.
3. The direction that the soldier is facing determines if the grenade toss is normal or
hasty. A normal toss is one thrown in a direction within 45 degrees of the facing
direction of the soldier. A hasty toss is one thrown in any other direction.
4. All grenade throws over obstacles or walls behind which the soldier is sheltering,
and over which he is not looking are considered hasty. A grenade that is prepared
and thrown in the same card is always hasty.
5. A soldier with a previously prepared grenade may move and throw the grenade, or
stand up and throw the grenade on the same card, but he must end his move at the
spot where the grenade is thrown from, and he must be standing up. Ail grenades
thrown in such manner are hasty throws.
6. When throwing the grenade, after the target is announced, the range is called out.
The range announced then becomes the aiming point of the grenade. The range
may not be measured before it is announced. Move the aiming point according to
the roll of one D10 and the grenade table.

GRENADE TABLE

NORMAL THROW
SHORT RANGE Die roll of:
1,2 = 2" short of original aiming point
3 =2' right
4,5 = 2' beyond
6 = 2" left
7-10 = exactly on the aiming point

LONG RANGE Die roll of:


1 = 3" short of original aiming point
2,3 = 1" short of original aiming point
4 = 2' right of original aiming point
5,6 = 2" beyond original aiming point
7 = 2" left of original aiming point
8-10 = exactly on the aiming point

HASTY THROW
SHORT RANGE, Die roll of:
1,2 = 4' short of original aiming point
3,4 = 2' short
5 =3' right
6,7 = 3' beyond
8 = 3" left
9,10 = exactly on the aiming point

LONG RANGE, Die roll of:


1 = 5" short of original aiming point
2,3 = 3" short
4 = 4' right
5,6 = 2" right
7 = 4' left
8,9 = 2' left
10 = exactly on the aiming point

7 ) Measure the range from the point where the grenade lands to the nearest point of any
target men within fragment range (5"). Then use the following to compute the chance of
a hit:
Up to 1" from burst point = 90% chance of a hit
From 1" to 2" = 80% chance of a hit
From 2" to 3" = 70% chance of a hit
From 3” to 4” = 60% chance of a hit
From 4" to 5" = 50% chance of a hit

Any hit is computed as if the soldier had taken a 20-round burst of automatic weapons
fire.

8) Any time that a grenade is thrown over an obstacle higher than a standing man, there
is a chance that it will fail to clear the obstacle. Roll a D10. If the roll is 1,2 or 3 then roll
the die again and the grenade bounces straight back the following distance:

BOUNCE-BACK DISTANCE
1,2 = 1 inch
3,4 = 2 inches
5,6 = 3 inches
7-8 = 4 inches
9-10 = 5 inches

9) When tossing grenades over obstacles and the grenade does not clear the obstacle by
at least one inch, there is the possibility that it bounces back. Treat as in 8) above.

10) Grenades passing through apertures such as windows or hatches call for a special
table to determine if the aperture is hit or not. Roll a D 10:

VERY SHORT RANGE 2" or less


Unbroken window Pass: 1-9 Bounce back 10
Open window or door: Automatic
Vehicle hatch: Automatic
Into AFV track: Lodge: 1-8
Bounce back: 9, Pass through 10

SHORT RANGE Standing to 10" Prone to 7”


Unbroken window Pass: 1-8 Bounce back on 9-10
Open window or door: Pass: 1-8 Bounce back on 9-10
Vehicle hatch: Pass: 1-6 Bounce back on 7-10
Note that you cannot throw a grenade into a hatch occupied by a man.
Into AFV track: Lodge: 1-5
Bounce back: 6-8, Pass through 9-10

LONG RANGE Standing to 15" Prone to 10"


Unbroken window Pass: 1-7 Bounce back 8-10
Open window or door: Pass: 1-7 Bounce back 8-10
Vehicle hatch: Pass: 1-4, Bounce back 5-10
Note that you cannot throw a grenade into a hatch occupied by a man.
Into AFV track' Lodge on: 1-3
Bounce back on: 4-8,
Pass through on 9-10

Modifiers: Add 2 to D10 if throw is Hasty. Add 1 to D10 for vehicle in motion.

11) A grenade lodging in a vehicle track has a 10% chance of breaking the track. A
grenade exploding near an inflated tire has a chance of deflating the tire equal to 20%
less chance than hitting an upright figure at the same range.

12) A grenade landing inside an AFV stands a 90% chance of inflicting 20- round
damage on all crewmembers. In addition roll a D100:

1-10: Vehicle on fire


11-15: Vehicle destroyed
16-20: Main gun and MG out of action (see AFV damage charts)
21-50 Test AFV morale
51+ No vehicle damage

High Explosive Shells


High explosive shells are like grenades, only more so. Most shells will be fired from off-
table ordinance and will enter the table under conditions special and peculiar to that
particular game. These conditions must be set up by the game-master. Some shells may
be fired from AFV main guns on the table or from light mortars or infantry support guns.

Anyone within the inner ring and the second ring will be knocked onto their back, even
if not otherwise harmed, unless behind cover.

Anyone inside the blast template must test morale, hurt or not.

81mm Mortar Shells and examples


In our original rules set we showed 5 examples of HE shell blast templates. The one
shown here is used for 81mm mortar bombs, and 85mm, 88mm, and 90mm H.E. Shells.
all of the blast templates, including the ones not shown here, are the same, except that
the rings vary in width.

 In Inner Ring (3" in diameter for the guns and mortar shown), all men have a 100%
chance of being killed.
 In the Second Ring (2" farther out than the inner ring), for the guns and mortar
shown, all men have a 90% chance of being hit with 30 rounds.
 In the Third Ring (2" farther out than the second ring), for the guns and mortar
shown, all men have a 70% chance of being hit with 30 rounds.
 In the Outer Ring (2" farther out than the third ring), for the guns and mortar
shown, all men have a 50% chance of being hit with 30 rounds.

Some Examples of shell fire:

1. An 81mm mortar shell explodes near a group of 3 men, Fonda, Ford, and
Formicelli. All are upright with no cover.
o Fonda is 2.5" from the center of the shell hit, in the inner ring. He has 100%
chance of being killed, and without cover, is dead.
o Ford is 4" from the center of the shell hit, in the second ring. He has a 90%
chance of being hit with 30 rounds. The dice roll is 44, so he is hit (less
than or equal to 90%). On the damage chart, that roll cross indexed with 30
rounds equals 60% damage. He is badly hurt and is blown onto his back.
o Formicelli is 8" from the center of the shell hit, in the outer ring. He has 50%
chance of being hit with 30 rounds. The dice roll is 71 so he is unhurt.
Because he is inside the blast template of the shell hit, even though he is
not hurt, he must test his morale. He roll the dice, needing half or less than
his remaining life force (100%). He rolls 61 so must immediately fall prone.
2. An 81mm mortar shell explodes on the other side of a stone wall, behind which a
group of 3 men, Baldwin, Bullitt, and Buckner are sheltering. All kneeling and are
covered by the wall.
o Baldwin is 2.5" from the center of the shell hit, in the inner ring. He has
100% chance of being killed, less the 40% cover provided by the stone wall,
so a die roll of 60 or less will kill him. His die roll is 61 (lucky guy!) but he
must test morale because he is inside the blast template of the shell hit,
even though he is not hurt. His die roll is 44, less than half of his remaining
life force (100%) so he does not even go prone.
o Bullitt is 4" from the center of the shell hit, in the second ring. He has a 90%
chance of being hit with 30 rounds, less the 40% cover provided by the
stone wall, so a die roll of 50 or less will hit him. The dice roll is 34, so he
is hit (less than or equal to 50%). On the damage chart, that roll cross
indexed with 30 rounds equals 48% damage. He is badly hurt and must test
morale to see if he falls prone. His die roll is 65, greater than half of his
remaining life force (52%) so drops prone.
o Buckner is 8" from the center of the shell hit, in the outer ring. He has 50%
chance of being hit with 30 rounds, less the 40% cover provided by the
stone wall, so a die roll of 10 or less will hit him. The dice roll is 48 so he
is unhurt. Because he is inside the blast template of the shell hit, even
though he is not hurt, he must test his morale. He roll the dice, needing half
or less than his remaining life force (100%). He rolls 77 so must
immediately fall prone.

Other shells in table format

Shell Size Inner ring Second ring Third ring Outer ring
37mm. shell
1" 1" 1" 1"
40mm Shell
50mm. Mortar 2" 2" 1" 1"
60mm. Mortar
2" 2" 2" 2"
75mm Shell
81mm. Mortar
85mm Shell
3" 2" 2" 2"
88mm Shell
90mm Shell
4.2" Mortar
105mm Shell
3" 3" 3" 3"
120mm Shell
Small Aerial Bomb

We normally do not use bombs or shells larger than these. Scaling up the table for bigger
weapons will create shell templates that will overpower a game table.
Other aspects of H.E.Shells

Shells 75mm or larger hitting a building of standard construction will have a chance of
blowing the building down. Divide the size of the shell in millimeters by 4. The result is
the percentage chance of the building being turned to rubble and all men in it killed
instantly. Round down.

EXAMPLE: A 75 mm shell hitting a building of standard construction will have an 18%


chance of destroying the building.

Buildings of stronger constructions (reinforced concrete) may be assumed to have only a


10% chance of being destroyed by a shell hit of 100mm size or greater.

EXAMPLE: A 120 mm shell hitting a building of stronger than standard construction


will have an 12% chance of destroying the building.

Shells hitting the side of a building of standard construction will either penetrate or not.
The chance of penetration is equal to half of the size of the shell in millimeters. Round
down.

EXAMPLE: A 120 mm shell hitting a building of stronger than standard construction


will have an 60% chance of penetrating to the inside of the building and detonating there.
A die roll of 60 or less will allow the shell to penetrate the outside wall and detonate
inside. A die roll of 61 or greater means the shell will explode ON the outer wall of the
building and the fragments and rubble will make a pattern equal to a half circle, instead
of a full circle.

Men inside a building of standard construction that is not penetrated must test morale,
but are not otherwise harmed.

Men Outside a building that is penetrated are not otherwise harmed.

Men inside a building that is pentrated must test just as if they were in the open. The
shell will be assumed to burst in the exact middle of the room. The game master must
decide if furniture, interior partitions, etc, will constitute cover.

All buildings are of "standard construction" unless otherwise specified by the game
master. He must set special game conditions for buildings of reinforced concrete, or
bamboo, or with large glassed or open areas.
SPECIAL WEAPONS
Special Weapons are those that are not in each man's basic allotment of weapon,
ammunition, and grenades.

Roll a D10 on the proper chart during the setup phase to determine the number of special
weapons that your force has with them. Once you have determined how many special
weapons they have, you may pick the weapons from the following:

 Smoke Grenade
 Satchel charge*
 Panzerfaust**
 2 rifle Grenades
 Anti-tank Grenade

*No more than 1 satchel charge may be carried unless the number of special weapons
held by that side is 4 or greater in which case 2 may be satchel charges.
** The Americans captured and in some cases issued German panzerfaust to their men,
so they may choose a panzerfaust as a special weapon.

Use this table if an officer is with the force Use this table if an officer IS NOT with the force
Size of force D10 Roll Size of force D10 Roll
1 2,3 4,5 6,7 8-9 10 1 2,3 4,5 6,7 8-9 10
1-3 MEN 1 1 1 1-3 MEN 1 1 1
4-6 MEN 1 1 2 2 4-6 MEN 1 1 1 2
7-10 MEN 1 1 1 1 2 3 7-10 MEN 1 1 2 2
11-15 MEN 1 2 2 2 3 3 11-15 MEN 1 2 2 2 3
16-24 MEN 2 2 3 3 3 4 16-24 MEN 1 2 2 3 3 3
25+ MEN 2 3 3 4 5 6 25+ MEN 2 2 3 3 4 5
Armored Vehicles TANKS - VISIBILITY

One of the major concerns of fighting from inside a tank, or against the tank, is that
visibility is poor from inside the beast. Someone in the tank has to see the target before it
can be fired at. The driver and assistant driver when "buttoned up"can see ahead only a
45 degree arc on either side of the center line. The commander has a 360 degree vision
arc. The gunner can only see items that the turret points at.

The chances of spotting a target from a buttoned up tank are:


TO FRONT: 50%
TO SIDE: 25%
TO REAR 15%
If the members of the crew are "unbuttoned" they have a 100° chance of seeing a target
to the front or sides, but only a 75% chance of seeing one to the rear, unless one of the
crew members uses a card to turn around and face the rear. Even unbuttoned, the driver
and co-driver can see only to the front.

MISC. NOTES ON TANKS AND VEHICLES:

The maximum speed of the tank is 6” per card. It can move at any rate but cannot
change the rate without a crew card. When it is set in motion it stays in motion on every
card FOR ITS SIDE It will not start or stop without a crew card. If following a road it
will guide along the road, but if going in a straight line, it goes in a straight line till
stopped or turned.

If the tank though some maneuvering error runs into a wall it will go through it but will
have a 25% chance of a broken track. If it runs into something it can’t go through such
as a building, it stops with a 25% chance of a broken track.

Maximum turret rotation is ¼ revolution per card for AFVs with power traverse
(American mediums and heavies) and 1/8 revolution per card for all other turreted AFVs.
General notes on tanks:

1. The maximum speed of the tank is 6 inches per card. When it is set in motion it
stay in motion on every card until stopped by the driver or damage.
2. The turret may turn 90degrees if fitted with power traverse, or only 45 degrees if
hand traverse. Most American tanks had power traverse. Most other tanks did not.
3. There are two 250-round ammunition boxes for each Machine gun on board.
4. The main armament of the tank has the following number of rounds, divided any
way the tank commander wants into high explosive, armor piercing, smoke or
cannister. Roll a D10.
o 1 = 10 rounds
o 2,3,4 = 15 rounds
o 5,6,7 = 20 rounds
o 8,9 = 25 rounds
o 10 = 30 rounds
5. Whenever the main gun fires, if the D100 roll to hit results in "100" the main gun
backfires, fills the tank with smoke and all hatches must be open for 2 cards
before anybody can see anything.
6. If the die roll is 99, the gun firing mechanism breaks and it cannot be fired till
repaired. Repair complexity = moderate.
7. If any of the machine guns roll 100 when firing, they jam and cannot fire till
repaired. Moderate complexity to repair.

AFV MORALE

AFV morale is tested whenever the AFV is fired on by any weapon capable of
destroying it. Or whenever any AFV crewman is killed or seriously wounded. Roll a
D100.

0-50, morale is intact.


51-75 morale fails. AFV must stop where it is till enemy weapon is sighted, destroyed,
or the AFV passes morale.
76+ AFV attempts to retrace its movement and exit the table at its entry point unless the
tank commander passes his morale check before exiting.

Modifiers to the above roll:


-10 Each man killed
-15 Officer or NCO killed
-20 AFV lost
-10 Small vehicle lost or AFV leaves table
-5 Heavy weapon lost. (Modifier negated if weapon is regained)
+5 each enemy man killed.
+20 Each enemy AFV destroyed
+10 Each enemy small vehicle destroyed
If the AFV is immobilized, a morale check must be take as above. 0-50 crew is OK and
may remain in the vehicle or get out as player decides, at any time. 51+, Crew morale
snaps and they must abandon vehicle ASAP,

Roll a D10 for each crewman who exits the vehicle.

1,2 = He brings an SMG with him and two magazines.


3 = He brings an SMG, and a hand grenade.
4,5 = He brings his pistol with him and two magazines.
6+ he gets out with only the clothes on his back.

DUTIES AND POSSIBILITIES OF CREW MEMBERS:

The DRIVER may steer the vehicle

 He may increase or decrease the speed at which it moves.


 He may stop the vehicle or start it.
 He may move himself and his seat up or down to "button up" or "unbutton" and
close or open his hatch with the vehicle in motion or at rest.
 He may perform repair work on the transmission (located at the front in most
WWII tanks).
 He may move to and assume any other crew position, while abandoning his own.
 He may leave the vehicle, opening his top hatch (or bottom escape hatch if present)
as he goes.

The FRONT GUNNER

 He may fire the bow machine gun at a target previously aquired.


 He may attempt to acquire a target through his periscope or vision slit.
 He may reload the bow machine gun from a new ammunition box.
 He may move himself and his seat up or down to "button up" or "unbutton" and
close or open his hatch with the vehicle in motion or at rest.
 He may move to and assume any other crew position, while abandoning his own.
 He may leave the vehicle, opening his top hatch (or bottom escape hatch if present)
as he goes.
 He may perform repair work on the transmission (located at the front in most
WWII tanks).

The GUNNER

 He may fire the main gun or the Co-axial machine gun at a target previously
aquired.
 He may attempt to acquire a target through his sight.
 He may traverse the turret onto a target acquired by himself or the commander.
 He may "sight-in" on a target, thus giving a +20 die modifier for the main gun.
 He may move to and assume any other crew position, while abandoning his own.
 He may leave the vehicle after first moving to a position with a hatch or through
the fight side door (if present).

The LOADER

 He may load or unload the main gun with any type of ammunition onboard.
 He may reload the co-axial machine gun from a new ammunition box.
 He may move to and assume any other crew position, while abandoning his own.
 He may leave the vehicle, opening his top hatch (or left side door, if present) as he
goes.
 He may move himself and his seat up or down to "button up" or "unbutton" and
close or open his hatch with the vehicle in motion or at rest.
 If unbuttoned, he may fire the anti-aircraft machine gun. Note that on some
bearings, to fire the anti-aircraftmachine gun, he may have to first leave the turret
and stand on the tank's back deck.

The COMMANDER

 He may fire the main gun or the co-axial machine gun, at a target previously
aquired, with a -10% penalty.
 He may attempt to "acquire" a target through his vision ports or by just looking
around if unbuttoned.
 He may traverse the turret.
 He may move himself and his seat up or down to "button up" or "unbutton" and
close or open his hatch with the vehicle in motion or at rest.
 He may move to and assume any other crew position, while abandoning his own.
 He may leave the vehicle, opening his top hatch as he goes
 If unbuttoned, he may fire the anti-aircraft machine gun. Note that on some
bearings, to fire the anti-aircraft machine gun, he may have to first leave the turret
and stand on the tank's back deck.

A NOTE on crewmen. A card for the crew of an AFV (or a free move card given to an
AFV crew) allowes EACH crewmen to perform one action. On one card, for a U.S.
Sherman tank, the driver may stop the tank, while the front gunner/co-driver tries to see
a target for his .30 caliber machine gun. The gunner may try to spot the slimey person
who just fired a panzerfaust (and missed) at the tank. The loader flings a high explosive
shell into the tank gun's breach, while the commander drops down into the turret and
closes his hatch (feeling a bit exposed he was!). All of this happened on ONE card.

General notes on tanks:

1. The maximum speed of the tank is 6 inches per card. When it is set in motion it
stay in motion on every card for it's side until stopped by the driver or damage.
2. The turret may turn 90 degrees if fitted with power traverse, or only 45 degrees if
hand traverse. Most American tanks had power traverse. Most other tanks did not.
3. There are two 250-round boxes for each Machine gun on board. The main
armament of the tank has ammunition equal to the sum of three D6 dice. This is
subdivided any way the "owning" player desires into:High explosive, armor
piercing, smoke, and cannister.
4. There is no possibility of repair for a broken track during the game. Immobilized
tank crew test morale.

Misc. notes

Repairs may be made to any broken item. Unless otherwise specified:

 Simple repairs require 1 card of work and a D10 die roll of 1-8
 Moderate repairs require 2 cards of work and a D10 die roll of 1-6
 Difficult repairs require 4 cards of work and a D10 die roll of 1-3

AFV DAMAGE TABLES


Use these tables after hitting a tank, if shooting at the tank with an AT gun, an
infantry AT weapon, or the main gun of another tank, to see what happens to the
lucky tank.

For American Bazookas, use tables 21t or 21h for hull and turret hits.
For German Bazookas and PIATs, use 22t or 22h.
For Panzerfausts, use 23t or 23h.
Gammon Grenade, Russian AT grenade, Grenade cluster, or Lunge mine, use table 23t
or 23h for turret or hull hits.

To give some guidance in classifying armored vehicles, for the USA: Stuart tanks would
be considered "light", Sherman tanks would be considered "medium" and Pershing tanks
would be considered "heavy".

For Great Britain: Stuart tanks would be considered "light", Shermans or Cromwell
tanks would be considered "medium" and Churchill tanks would be considered "heavy".
For Germany: The 8-wheeled armored cars or PzII tanks would be considered "light",
PzIII and PzIV tanks would be considered "medium" and Panthers and Tigers would be
considered "heavy".

For Russia: The T-60/70 recon tanks would be considered "light", T-34 tanks would be
considered "medium" and KV or JS tanks would be considered "heavy".

Note: This is not an armored game. The tanks are dinosaurs who stalk the table hunting
and hunted by the soft and lightly armed infantrymen. Even on a very large game, I
would not use more than two tanks on one side.

AFV DAMAGE TABLES - Roll D100

Table #21t (Turret)


1-10 main gun out of action, - no repair
11-20 Coaxial MG out of action - no repair
21-30 Turret Jammed - repair level Difficult
31-35 Gunner's optics destroyed - repair level difficult
36-45 Test each turret crewman for damage 50% chance of hit w/10 rounds 46-50
vehicle destroyed
51-60 Crewmen flung from seats, takes 1 card to regain seats, test AFV Morale 61-70
Vehicle on fire
71+ Test AFV morale, no other effect

Table #21h (Hull)


1-10 Engine destroyed -no repair
11-20 Transmission hit, no movement till fixes - repair Level Moderate
21-30 Engine fire! - Repair level complex - AFV morale test, if failed abandon vehicle.
Each card after first, roll a D100. Vehicle destroyed on 1-20.
31-45 External fuel tank set on fire, treat as above. Can't fight fire W/O exiting vehicle.
46-50 Fragmentation inside fighting compartment - test each crewman for damage 50%
chance of hit w/10 rounds
51-60 AFV destroyed
61-70 track or suspension hit, no movement for rest of game
61+ Test AFV morale, no other effect

Table #22t (Turret)


1-10 main gun out of action, - no repair
11-20 Coaxial MG out of action - no repair
21-30 Turret Jammed - repair level Difficult
31-35 Gunner's optics destroyed - all fire must be from commanders station - no repair
3645 Test each turret crewman for damage 50% chance of hit w/15 rounds
46-55 vehicle destroyed
56-65 Crewmen flung from seats, takes 1 card to regain seats, test AFV Morale
66-75 Vehicle on fire
76+ Test AFV morale, no other effect

Table #22h (Hull)


1-10 Engine destroyed -no repair
11-20 Transmission hit, no movement till fixes - repair Level Moderate
21-30 Engine fire! - Repair level complex - AFV morale test, if failed abandon vehicle.
Each card after
first, roll a D10. Vehicle destroyed on 1 or 2. 3145 External fuel tank set on fire, treat as
above. Can't fight fire w/o exiting vehicle.
46-55 Test each crewman for damage 50% chance of hit w/15 rounds
56-65 AFV destroyed
66-75 track or suspension hit, no movement for rest of game
76-79 Driver Killed, other crew test as 46 above
80-84 Co-driver killed, other crew test as 46 above
85+ Test AFV morale, no other effect

Table #23t (Turret)


1-10 main gun and co-axial machine gun out of action, - no repair
11-25 Turret Jammed - no repair
25-28 Gunner's optics destroyed - all fire must be from commander’s station - no repair
29-35 Test each turret crewman for damage 50% chance of hit w/20 rounds
36-58 vehicle destroyed
59-66 Tank commander killed, other crewmembers test as 29 above.
67-74 Crewmen flung from seats, takes 1 card to regain seats, test AFV Morale
75-89 Vehicle on fire
90+ Test AFV morale, no other effect

Table #23h (Hull)


1-15 Engine destroyed -no repair
16-25 Transmission hit, no movement till fixed - repair Level Moderate
26-35 Engine fire - Repair level complex - AFV morale test, if failed abandon vehicle.
Each card after first, roll a D10. Vehicle destroyed on 1 or 2.
36-45 External fuel tank set on fire, treat as above. Can't fight fire w/o exiting vehicle.
46-55 Test each crewman for damage 50% chance of hit w/20 rounds
56-77 AFV destroyed
79-85 track or suspension hit, no movement for rest of game
86-89 Driver and co-driver Killed, other crew test as 46 above
90+ Test AFV morale, no other effect

Table #24t (Turret)


1-10 main gun and co-axial machine gun out of action, - no repair
11-25 Turret Jammed - no repair
25-28 Gunner's optics destroyed - all fire must be from commanders station - no repair
29-35 Test each turret crewman for damage 50°/6 chance of hit w/25 rounds
36-60 vehicle destroyed
61-66 Tank commander killed, other crewmen test as 29 above.
67-72 Gunner killed, other crewmen test as 29 above.
73-74 All crewmen in turret killed, survivors test morale.
75-94 Vehicle on fire
95+ Test AFV morale, no other effect

Table #24h (Hull)


1-15 Engine destroyed -no repair
16-25 Transmission hit, no movement till fixed - repair Level Complex
26-35 Engine fire! - Repair level complex - AFV morale test, if failed abandon vehicle.
Each card after first, roll a D10. Vehicle destroyed on 1 or 2.
36-41 External fuel tank set on fire, treat as above. Can't fight fire w/o exiting vehicle.
42-45 Ammunition locker hit, smoldering fire. Crew must abandon tank. Roll each turn
with D10: 1-5 vehicle blows up. 6+ fire is out, may re-enter tank.
46-55 Test each crewman for damage 50% chance of hit w/25 rounds
56-80 AFV destroyed
81-89 track or suspension hit, no movement for rest of game
90-96 Driver and co-driver Killed, other crew test as 46 above
97+ Test AFV morale, no other effect

Table #25t (Turret)


1-10 main gun and co-axial machine gun out of action, - no repair
11-15 Turret Jammed - no repair
16-19 Gunner's optics destroyed - all fire must be from commander’s station - no repair
20-35 Test each crewman for damage 50°/6 chance of hit w/25 rounds
36-69 vehicle destroyed
70-80 All crewmen in turret killed, survivors test morale.
81+ Vehicle on fire

Table #25h (Hull)


1-20 Engine destroyed -no repair
20-25 Transmission hit, no movement till fixed - repair Level Complex
26-35 Engine fire! - Repair level complex - AFV morale test, if failed abandon vehicle.
Each card after first, roll a D10. Vehicle destroyed on 1 or 2.
36-41 External fuel tank set on fire, treat as above. Can't fight fire w/o exiting vehicle.
42-45 Ammunition locker hit, smoldering fire. Crew must abandon tank. Roll each card
with D10: 1-5 vehicle blows up. 6+ fire puts itself out, crew may re-enter tank.
46-55 Test each crewman for damage 50% chance of hit w/25 rounds
56-85 AFV destroyed
86-92 track or suspension hit, no movement for remainder of game
91+ Driver and co-driver Killed, other crew test as 46 above
TANK AND ANTI-TANK GUNS
AIMING THE GUN

AFV guns - Please check the section on visibility under "AFVs" when shooting a tank
gun. It is hard to see out of an armored vehicle when buttoned up (hatches and doors
closed). Once someone in the tank sees the target and the main weapon has been trained
on it, there is an 85% chance of a hit. If the gunner spends a card "sighing-in", there is a
95% chance of a hit.

If the commander fires the gun from his position without the gunner seeing the target
+10 to die roll.

AT Guns - Unlike the Tank visibility problems, the AT gun crew can see all around,
unless their line of sight is blocked by buildings or folliage. The gun has a 90 degree fire
arc, which is 45 degrees to either side of the direction that the model is facing when the
barrel is straight ahead. The gun can be laid on target in this arc by the gunner. If there is
no gunner, someone must move to the gunner's position before the gun can be laid on
targer. Once the gun is laid on target, the gunner can fire it with an 85% chance of a hit.
If the gunner spends a card "sighing-in", there is a 95% chance of a hit.

If the round misses, roll a D10.

 1,2,3,4 the round is 3" high.


 5,6,7 = 3" left,
 8,9,10 = 3" right.

Note that if there is nothing at the new position, the round keeps going till it hits
something or it leaves the table (and the game).

When firing at a building or crew served weapon, there is only one aiming point, but
when firing at another vehicle, there are three possible aiming points: Turret, Hull, and
track.

PENETRATION OF ARMOR
When firing at other AFVs, the concept of Penetration is relevant. This determines if the
round penetrates the armor or bounces off and goes harmlessly off the table. Note that all
of the below information applies to the Frontal Armorof the target

The possible firing gun sizes are:


37mm. = Small (S)
57mm. = Medium-small (Ms)
75mm. = Medium (M)
85-90mm. = Large (L)
105mm+ = Very large (VL)

If the Target is a Half track or SP gun, the chances of penetration are:


S = 90%, Ms and heavier have 99%

If the target is a Light Tank, the chances of penetration are:


S=75%,
Ms = 85%,
M = 95%,
L and VL are 99%

If the target is a Medium Tank, the chances of penetration are:


S = 35%,
Ms = 80%,
M = 90%,
L and VL are 95%

If the target is a heavy Tank, the chances of penetration are:


S=1%,
Ms = 50%,
M = 60%,
L = 70%,
VL = 80%

If the target is a Super heavy Tank, the chances of penetration are: S=1%,
Ms = 20%,
M= 40%,
L= 50%,
VL = 60%

Non-Frontal Penetration modifiers:


+10 firing at side of target
+20 firing at rear of target

Other penetration modifiers:


-10 firing with short-barreled weapon (such as an infantry support gun).
-10 firing with low velocity weapon (such as a howitzer).
If the round penetrates consult the appropriate AFV DAMAGE table:

Light guns use: 21h(Hull) or 21t(Turret)


Medium-small guns use 22h or 22t
Medium guns use 23h or 23t
Large guns use 24h or 24t
Very large guns use 25h or 25t

The h table is for a hull hit. The t table is for turret hits.

If firing specifically at track, the gunner must pass a morale test to aim at track instead of
hull. If hit on track roll a D10

Firing Weapon track broken with track unbroken


S 1-4 5+
Ms 1-6 7+
M 1-7 8+
L 1-8 9+
VL 1-9 10+

Misc Notes The AT gun has a crew of 4, Gunner, Loader, assistant and commander
(usually an NCO). The gunner and loader do all the work, the others are there as a
replacement, or to keep the crew's morale up.

The gun shield (if present) gives "40% cover" to the crew, from small arms. Most AT
guns (not flak 88s or US 90mm AA guns) are small targets and the percent chance of a
hit is reduced by 10% if firing at them by a tank or AT gun.

If there IS a hit on an AT gun by a tank gun or AT gun roll a D100 to see what the
damage is to the weapon:

Table #2 (AT gun)


1-10 Gun out of action - no damge to crew
11-20 Gun out of action - each crewman has 50% chance of being hit with 30 rounds
21-30 Sight hit - all future fire at 1/2 normal percentage chance of hit, gunner is hit with
30 rounds.
31-40 Recoil mechanism hit, Test after each time the gun is fired, D10 roll: 1-5 Gun may
continue to fire, 6+ gun destroys itself.
41-60 Gun shield hit, no real damage to weapon but metal splinters mean each crewman
has 50% chance of being hit with 30 rounds
61-70 Gunner killed, loader has 50% chance of being hit with 30 rounds
71-80 Wheel/axle hit - all future fire at 1/2 normal percentage chance of hit, weapon
cannot be moved and firing arc cannot be changed.
81-85 Near miss, each crewman has 35% chance of hit with 30 rounds.
85+ Almost hit! Test crew morale, no other effect
INFANTRY ANTI-TANK WEAPONS
BAZOOKA and PANZERFAUST

These weapons fire a shaped charge. The Bazooka (American) and Panzer Shreck
(German's copy of the Bazooka) are very similar weapons except for warhead size. Both
have a 2-man crew, gunner and loader. The Panzerfaust (German) is similar, but is
discarded after firing, and has a one-man crew. The British PIAT (Projector - Infantry -
Anti Tank) is a one man weapon also, but may be reloaded.

Reloading takes one card. The weapons with two man crews may reload the weapon and
repoint it at the enemy on one card, since there are two of them. If they are being fired
by one man, and the PIAT, with it's one man crew, the weapon will take one card to
reload, and one card to repoint at the enemy. Picking up or unslinging a Panzerfaust,
preparing it, and pointing it at the enemy takes only one turn.

The maximum range for the bazooka (American and German) is 60 inches. Subtract the
range from 60 and double the result. This is the base percentage chance of a hit. If the
chance is larger than 100%, treat as 100%. the Panzerfust and PIAT are the same, but the
range is only 50 inches. Subtract the range ot the target from 50 and double the result.
this is the percentage chance of a hit.

If a hit is obtained, roll a D10 to determine hit location:


1,2,3 = Turret
4,5,6,7,8 = Hull
9,10 = Track

For American Bazookas, use tables 21t or 21h for hull and turret hits.

For German Bazookas and PIATs, use 22t or 22h.

For Panzerfausts, use 23t or 23h.

If the track is hit, roll a D10:


1,2,3,4,5 = Track Broken, all movement of vehicle ceases
6,7,8,9,10 = Track intact, ignore hit.

GAMMON GRENADES

These grenades use blocks of TNT and are prepared and thrown like a regular grenade.
These are special weapons and are only available as a "pick" on the special weapons
table. Roll as a regular grenade at short range only.

If a "hit" is obtained on the vehicle, roll to see where it lodges:


1,2 = In track
3,4,5 = on hull
6,7,8 = on turret
9,10 = bounces off!

If the weapons is Placed rather than thrown, then no need to roll for lodgement, but user
must pass morale to do so, and must test for damage as hand grenade at 2 inch range.

For the effect of the Gammon Grenade, use table 23t or 23h for turret or hull hits.

If the track is hit, roll a D10:


1,2,3,4,5 = Track Broken, all movement of vehicle ceases
6,7,8,9,10 = Track intact, ignore hit.

If used against other than AFVs, the AT grenade has the effect of a 50mm mortar shell.

STICK GRENADE CLUSTER

The germans loved to wrap several grenades together and would ignite the center one
before throwing the cluster. When it exploded, all the warheads would detonage. They
would attempt to toss or wedge them into crevices one enemy tanks. The rear overhang
of the turret was a favorite place. These are treated like the Gammon grenade above.
These are made on the field and can be made by combining four regular German
grenades. this takes 4 cards of work (and the grenades) and can be done (if game master
allows) at start of game. Roll as a regular grenade at short range only.

If a "hit" is obtained on the vehicle, roll to see where it lodges:

1,2 = In track
3,4,5 = on hull
6,7,8 = on turret
9,10 = bounces off!

If the weapons is Placed rather than thrown, then no need to roll for lodgement, but user
must pass morale to do so, and must test twice for damage as hand grenade at 2 inch
range.

For the effect of the Grenade cluster, use table 23t or 23h for turret or hull hits.

If the track is hit, roll a D10:


1,2,3,4,5,6,7 = Track Broken, all movement of vehicle ceases
9,10 = Track intact, ignore hit.

If used against other than AFVs, the grenade cluster has the effect of an 81mm mortar
shell.

OTHER AT WEAPONS
The Japanese Lunge Mine has the effect of the Grenade cluster above but must be placed
by the user. It is triggered on the next card. The user is killed when it is triggered. Use
tables as Grenade cluser above.

The Russians had an anti-tank grenade. Treat it as the Gammon Grenade above.

SMOKE
The game master must determine which way the wind is blowing. He may do this by
whim, or design, or by chance. This will be important if there is smoke in the game.

SMOKE GRENADES

A smoke grenade is prepared and thrown exactly like a regular grenade. When it goes
off a small puff of white smoke is generated.

 On the next card (no matter which side) a 4" long stream of white smoke moves
downwind from that point.
 On the second card the stream grows to 8' long.
 On the third card the stream grows to 12" long.
 It remains 12' long for 4 cards.
 After that it dwindles to 4" long for one card and then vanishes.

The smoke is higher than a standing man. All fire through smoke is blind fire. Elevated
positions (second floors and above) may be able to see over the smoke. If the men in the
elevated position are looking at a target more than 12" past the smoke, there is a chance
they can see clearly. Roll a DI00: 1-50 target obscured, 51+ target can be seen and fired
at with a -20 fire modifier.

OTHER SMOKE

Burning buildings or vehicles will cause a stream of black smoke, which extends 12"
downwind of the fire. It starts on the turn after the fire begins and lasts for the remainder
of the game. Fire through this smoke is blind fire. This smoke cannot be fired over. Such
fires cannot be put out unless the game master makes a special rule.

HAND TO HAND COMBAT


The man that has the card starts as the attacker. He moves to touch the defender. Going
though the following procedure it is possible that the defender may mm the tables on the
attacker and then become the attacker himself.
This will be somewhat in the form of a flow chart.

Can the attacking player reach the defender? If not, no hand-to-hand occurs. If yes then
the attacker strikes a blow.

If the defender is unconscious, he must accept the blow, but if not he must choose one of
the following::

1. PARRY and COUNTERSTRIKE (Only if defender is not pinned)


2. EVADE

PARRY:

Each player rolls D100 and adds/subtracts modifiers. If attacker's total is higher, parry
fails, go to DAMAGE EVALUATION. If defenders total is higher, attacker's blow does
no damage, go to COUNTERSTRIKE to see if defender is able to become the Attacker.
Note that a pinned man cannot parry, may only evade.

PARRY Modifiers:

 Man is a street fighter +10.


 Opponent is prone and you are not +20
 Opponent is kneeling and you are standing +10
 Man is facing the wrong way -20
 Man is seriously wounded -20
 Man is Critically wounded -35
 Man is mortally wounded -50

If attacker has highest total go to DAMAGE EVALUATION, if not, go to


COUNTERSTRIKE.

DAMAGE EVALUATION - Roll a D 100 for the attacking man. Modify as:

 +10 street fighter +10


 armed with sword +20
 armed with rifle & bayonet +10
 your opponent is seriously wounded or worse +20
 your man is seriously wounded or worse -20

COUNTERSTRIKE The defender now becomes the attacker. Roll again as under the
PARRY table above. The modifiers are the same except do not use the "Facing wrong
way" modifier. If the attacker wins the die roll(he is the original defender, remember) he
rolls again under DAMAGE EVALUATION as above. If not the hand to hand is over,
and two sweaty, slippery men wait for the next card.

EVADE If the defender does not want to fight hand to hand, each person rolls a D100. If
the attacker wins, he may strike a blow. If the defender wins, he is moved one move
away in any direction. He may face any direction he wishes. The only modifier for this
roll is that the defender may add +10 if he is "speedy".

Prone men may not evade.

GRAPPLING
Instead of exchanging blows, the attacker may grapple if he is standing. The defender
gets an unopposed roll on the DAMAGE EVALUATION above, with whatever weapon
he is armed with, then both men fall down.

The defender falls on his back and takes a "damage" roll equal to a single-story fall. (See
self-inflicted damage) He drops any grenade or special weapon, plus his regular weapon.

The attacker tests morale and if good, falls on his stomach, holding the other man,
preventing any movement on the defenders subsequent moves. If he fails morale he falls
on his back. He also drops weapons as above.

If the attacker successfully grappled with the defender, then the defender is a prisoner
and moves on the attacker's cards in the future till liberated.

MORALE
INDIVIDUAL MORALE

Whenever a man is not hit but he is fired on by an automatic weapon, or an artillery shell
explodes close enough that he could be affected by it, he must test morale.

Roll a D100. If the result is equal to or less than half of his remaining CE he passes.
If greater than half of his remaining CE, he fails and immediately goes prone. If he is
behind cover he can move prone, but he can not get up if this would expose him to fire,
unit he tests morale again and passes.

MAJOR MORALE

Major morale is used to end the game in the absence of specific victory conditions set up
by the game-master.

Each side starts with 100%.

 Subtract 8% for each man killed or mortally wounded.


 Subtract 15% for each officer or NCO similarly killed or mortally wounded.
 Subtract 20% for each friendly AFV destroyed or immobilized (if main gun still
firing, disregard).
 Add 5% for each enemy killed or mortally wounded.
 Add 10% for each enemy AFV destroyed or immobilized (if main gun still firing,
disregard)
 Subtract 10% Enemy AFV on table with no friendly AFV and no anti-tank
weapons larger than AT grenades.

When the major morale percentage drops below 50%, then that side must test major
morale. If the D 100 result exceeds major morale percentage remaining, then that side
must leave the table and concede the game.

AFV MORALE
AFV morale is tested whenever the AFV is fired on by any weapon capable of
destroying it. Or whenever any crewman is killed or seriously wounded. Roll a D100.

0-50, morale is intact.


51-75 morale fails. AFV must stop where it is till enemy weapon is sighted, destroyed,
or the AFV passes morale.
76+ AFV attempts to retrace its movement and exit the table at its entry point unless the
tank commander passes his morale check before exiting.
MODIFIERS:
- 10 Each man killed
- 15 TC or vehicle commander killed
-10 Previously immobilized

If the AFV is immobilized, a morale check must be take as above. 0-50 crew is OK and
may remain in the vehicle or get out as player decides, at any time. 51+, Crew morale
snaps and they must abandon vehicle ASAP,

Roll a D10 for each crewman who exits the vehicle.


1,2 = He brings an SMG with him and two magazines.
3 = He brings an SMG, and a hand grenade.
4,5 = He brings his pistol with him and two magazines.
6+ he gets out with only the clothes on his back.

WOUNDS AND DEATH

EFFECTS OF WOUNDS
Each man starts out with 100% life force or Combat Effectiveness. For simmplicity, we
refer to this as CE. When is CE is reduced to 0%, he dies. Losses to his CE are the result
of:

Wounds from weapons firing

Grenade and Shell bursts

Clumsiness

Hand to hand fighting

Wounded men fall into Four categories:

SLIGHT wounds - CE remaining of 76% to 99%

No effect on movmement

No effect on shooting

No effect on grenade throws

No effect on hand to hand

SERIOUS wounds - CE remaining of 71% to 75%

Lose 2" of movmement (only 1" prone)

-5% on shooting

All grenade throws are Hasty

-20% in hand to hand

CRITICAL wounds - CE remaining of 26% to 50%

Lose half of all movmement

-10% on shooting

All grenade throws are Hasty and only short range allowed
-35% in hand to hand

MORTAL wounds - CE remaining of 25% or less

Lose half of all movmement*

-10% on shooting*

All grenade throws are Hasty and only short range allowed*

-50% in hand to hand

*All MORTALLY wounded men must test and pass morale before performing any
action.

TESTING MORALE WHEN WOUNDED

Any time that a man receives a wound, he must test morale. this is done by rolling D100
and comparing the result to the remaining CE.

If the result of the dice is equal to or less than 1/2 of the CE remaining, then the man has
passed his morale check and may continue to do what he would otherwise do.

If the result of the dice is equal to or less than the CE remaining but greater than 1/2 of
the CE remaining then the man falls on his stomach.

If the result of the dice is greater than the CE remaining, then theman falls on his back. If
he had a "prepped" grenade in his hand, he drops it and it goes off. He will hold on to his
personal weapon, but will drop any special weapon such as a satchel charge or
Panzerfaust. If he is carrying a crew served weapon, he drops it or loses his hold if
assisting in carrying such weapon.

MODIFIER to the above test. If the man testing is an officer or NCO, he may add 25%
to the number of his CE remaining, for Morale test purposes.

SELF INFLICTED DAMAGE


By this we do not mean an attempt to get out of being sent into a combat area, but rather
those hazardous activiites that are peculiar to soldiers under fire. These include Leaping,
falling, getting run over by vehicles, etc. Any other activity may be added by the game
umpire at any time.

FALLING & JUMPING

Falling from the deck or turret of a tank, truck, truck bed, or one-story low structure
carries a 10% chance of damage. if there is damage, roll a D100 and that is the percent
of damage.

Falling or jumping fromt he second floor of a building carries a 20% chance of damage.
Roll D100 for effect as above.

MODIFIERS: Parachutists may halve the percent chance of being hurt, and subtract 10%
from the Damage roll because of their excellent physical condition.

GETTING RUN OVER

If a tank or truck runs over a man, roll a D100. If the result is 50% or less, there is no
damage (he avoided it at the last moment). If the result is 51% or greater, that is the
percentage of damage to the man.

Small vehicles such as motorcycles or horse drawn carts roll similarly, but if the result is
75% or less, then there is no damage. If the result is 76% or above, then half of that is
the percentage of damage to the man.

PINNING
When fired on by an Automatic weapon, even if no hit is obtained, the man fied on has
achance to be "pinned". Test morale for the man or men fired on. If the result is a failure,
the man immediately drops prone. He does not drop weapons or special weapons. He
must remain prone until he passes morale on a subsequent card. He may move while
pinned, but only to the rear or to the nearest cover, unless the act of dropping prone put
him into cover (behind a wall, etc). In that case, he may move while prone, but may not
stand up until he passes morale.

Pinned men may not advance towards known enemy.

MODIFIERS to "Pinned" die roll:

If man is officer or NCO, +25 added to CE for purposes for morale test.

If man is within 2" of officer or NCO, then he also may add +25 for CE purposes for
morale test.

HOW GOOD ARE YOU/WHAT DID YOU BRING


OUTSTANDING SOLDIERS

Some men have characteristics that make them stand out from the average soldier. to
reflect this, roll a D10 for each man at the start of the game. if any unusual abilities show
up, record them on the record sheet by that man's name.D10 Results:

1,2,3,4,4,5 = No outsatnding characteristics

7 = Speedy, may move 2" faster than normal at all times.

8 = Good arm, may throw grenade 2" farther than the normal man.

9 = Street fighter, adds +10 in hand to hand fighting.

10 = Sharpshooter, Adds +10 to chances of hitting with rifle or pistol. Does not apply to
automatic weapons or crew served weapons.

NOTE: If a person rolls a characteristic that is not usable in his current assignment (Tank
loader is a street fighter, for example) this is just another example of the Army's
assigning a "Square peg" to fit a "round hole".

AMMUNITION ALLOTMENT TABLE


The game master can specify how much ammunition each player has. If you want to
randomize this, use the tables below. Next to the appropriate weapon, test to see the
amount of ammunition that is carried at the start of the game for each man.

UNITED STATES
WEAPONS D10 DIE ROLL
1,2 3,4,5 6,7,8 9,10
M-1 Rifle
5 6 7 8
(8-round clip)
B.A.R
4 5 6 7
(20-round mag.)
M-1/M-2 Carbine
4 5 5 6
(20-round mag.)
Thompson SMG
5 6 6 7
(20-round mag.)
same as above
4 5 5 5
(30-round mag.)
same as above
3 3 4 4
(50-round drum.)

Notes: For M-3 "Grease Gun" SMG, use Thompson 30-round magazine lie. A 30-round
clip was developed late in the war for the M-1/M-2 carbine (M-2 could fire full
automatic). Use Thompson 30-round magazine line for these 30-round magazines.

GERMANY
WEAPONS D10 DIE ROLL
1,2 3,4,5 6,7,8 9,10
98K Rifle
5 6 7 8
(5-round clip)
MP-44 Assault Rifle
4 5 5 6
(30-round mag.)
MP-38 SMG
4 5 5 6
(30-round mag.)
MP-34/42 MG
3 4 4 5
(50-round drum)
Loader for above
6 7 8 9
(50-round drum)

Notes: For FG-42 Assault riFle, use MP-44 line.


SOVIET UNION
WEAPONS D10 DIE ROLL
1,2 3,4,5 6,7,8 9,10
Moissin-Nagant Rifle
5 6 7 8
(5-round clip)
PPSh SMG
3 3 4 5
(71-round drum)
PPS 42/43 SMG
4 5 5 6
(35-round mag.)
DP MG
1 1 2 2
(47-round pan)
Loader for above
5 6 7 7
(47-round pan)

Notes: Tokarev and other Russian rifles use Moissin-Nagant line.

GREAT BRITAIN
WEAPONS D10 DIE ROLL
1,2 3,4,5 6,7,8 9,10
Enfield #4 Rifle
5 6 7 8
(10-round clip)
Sten SMG
4 5 5 6
(30-round mag.)
Bren MG
1 2 2 3
(30-round mag.)
Loader for above
6 6 7 8
(30-round mag)
Lewis MG
1 1 2 2
(47-round pan)
Loader for above
5 6 7 7
(47-round pan)

ALL NATIONS: For men armed with the automatic pistol, they each have 1 magazine in
the weapon and 1 spare magazine, 7 or 9 rounds each. Revolvers only have 6 rounds and
no reloads. The pistol is usually a secondary weapon and begins the game holstered.

GRENADES

Roll a D10 for each infantryman before the game starts and consult the following table
to see how many grenades they have.
1 = 1 Grenade
2,3,4 = 2 Grenades
5,6,7 = 3 Grenades
8,9 = 4 Grenades
10 = Forgot to bring any Grenades!

Notes: Grenades may be transferred between men before the game starts. Crewmen
usually do not have grenades.

DAMAGE CHART
Our original rules set as taken from Wargamer's Digest used a chart with a curve. It had
to be used with a straightedge, damage being figured by where the edge cut the curve.
Larry Brom used data interpolated from that to design our "Circular damage table"
which functioned like a circular slide rule. The table below is, in turn, derived from that.
It gives the same result but is easier to duplicate and use.

The result from cross-indexing a D100 roll which produced a hit with the number of
rounds fired, is the percent of damage inflicted. Every man begins with 100% of his
"Life force". When, due to hits, he is reduced to 0% remaining, he is dead.

NUMBER OF ROUNDS FIRED


D100
1-5 6-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50
Roll
1-7 4 8 12 16 20 24 28 32 36 40
8-14 5 10 15 20 25 30 35 40 45 50
15-21 6 12 18 24 30 36 42 48 54 60
22-28 7 14 21 28 35 42 49 56 63 70
29-35 8 16 24 32 40 48 56 64 72 80
36-43 9 18 27 36 45 54 63 72 81 90
44-50 10 20 30 40 50 60 70 80 90 100
51-57 11 22 33 44 55 66 77 88 99 100
58-64 12 24 36 48 60 72 84 96 100 100
65-71 13 26 39 52 65 78 91 100 100 100
72-78 14 28 42 56 70 84 98 100 100 100
79-85 15 30 45 60 75 90 100 100 100 100
86-92 16 32 48 64 80 96 100 100 100 100
93-100 17 34 51 69 86 100 100 100 100 100
Note that as the numbers of the dice that generated a hit go up, the damage increases. but
as the number of rounds fired goes up, the damage goes up much faster.

EXAMPLES

1. A rifleman has an 71% chance of a hit at 30 inches with one round against an
upright man not in cover. Subtract the range of 30 inches from 100. The result is
70. Add 1 for the single round fired at a time, and express the result as a
percentage - 71%. He fires 3 rounds.
o Dice results for the first round are 21. That is equal to or less than 71% so it
is a hit. Using the same dice results, look on the chart above, cross-
indexing the column "1-5" for rounds fired with the third row "15-21" for
D100 results. The result is 7 percent damage.
o Dice results for the second round are 82. That is a miss because it is greater
than 71%. The net damage result remains at 7 percent damage.
o Dice results for the third round are 66. That is equal to or less than 71% so
it is a hit. Using the same dice results, look on the chart above, cross-
indexing the column "1-5" for rounds fired with the tenth row "65-71" for
D100 results. The result is 13 percent damage for that shot and a net
damage for all three rounds of 20%.
2. A submachine gunner has an 70% chance of a hit at 30 inches firing 30 rounds
against an upright man not in cover. Subtract the range of 30 inches from 50 and
double the result Add the total number of rounds fired. 50 - 30 = 20 doubled is 40.
Add the 30 rounds = 70 and express the result as a percentage, 70%.
o Dice results for the burst of 30 rounds is 59. That is equal to or less than 70%
so it is a hit. Using the same dice results, look on the chart above, cross-
indexing the column "26-30" for rounds fired with the ninth row "58-64"
for D100 results. The result is 72 percent damage.

NOTE: As the range comes down the percent chance of hit increases. But fire was very
much more deadly at closer ranges because the shooter was much more likely to hit the
center of the body (his aiming point).

 At or below 20" range, the damage done by all weapons double. As an example,
the submachine gunner with the same die roll above would do 72 doubled to 144
percent damage. This doubling does NOT apply to pistol fire, as they were grossly
inaccurate. It does not apply to explosive devices such as shells or grenades.
 At or below 10" range, the damage done by all weapons triples. As an example,
the submachine gunner with the same die roll above would do 72 tripled to some
ridiculous number of percent damage. This tripling does NOT apply to pistol fire,
as they were still grossly inaccurate. It does not apply to explosive devices such as
shells or grenades.

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