Armour and Infantry

Multi-Battalion Level Wargame Rules for WW2

All forces should be scaled down company sized combat elements, grouped together into battalions. We use a figure scale of 1 vehicle model or infantry stand equals about 5 vehicles or 30 - 40 men, so that a company equals about 3-4 vehicles or 6-10 infantry stands. Our ground scale is about 50 yards/meters to the inch and time is very roughly about 15 minutes per turn. We play in 10/12 mm - you may wish to adjust the sizes/ranges if you play in a different scale.

Under construction - last updated: September 15th, 2020 - shuffled anti tank charts, added example organizations and example tank cards

The Forces

Vehicles

Vehicles are defined by their statistics such as type, speed, armour, and weapons. Speed determines how far the vehicle can move per action on the tabletop, and type can be either tracked or wheeled. Their weapons will determine which combat chart will be used when firing.

Armoured vehicles are given a number from 0 to 5 to represent their armour effectiveness. The higher the number, the thicker or more effective the armour. Each point on the armour chart represents about 30mm of effective armour (allowing for slope), except for 0 which represents from 1 to 15mm. Unarmoured trucks use the 0 column when hit by tank and anti-tank guns, while counting as unarmoured when hit by infantry weapons.

These statistics are combined onto Vehicle Cards, which include the correct Weapon Chart for easy access. For an example Vehicle Card click on the below link.

Example Vehicle Card

Infantry

The infantry forces in this game are represented by small stands of figures called fire teams. We use 2 - 4 figures per 1 inch square base. A company commonly has between 6 and 10 of these stands, representing nothing other than the size of the company. Grouping them into platoons is unnecessary and in fact will be difficult as game unit organization is not represented below that of the company. There are four types of fire team stands.

  1. Command / Observer

    Only good for command and/or observing. We use 2 or 3 figure stands.

  2. Rifle Teams

    The most common fire team, rifle teams are used for only two purposes, standing on a patch of ground and holding it, or taking ground from the enemy. This means they do NOT stand back at long range (or even medium) and hope to drive off the enemy with rifle fire. While their rifles can reach the enemy at those ranges, the effect of such fire almost never had a decisive effect on the enemy in the amount of time represented by our games. Rifle teams are used decisively only when mounting or resisting close assaults. We use 3 or 4 figure stands.

  3. Support & Heavy Weapons

    Teams such as light and heavy machine guns and mortar teams are used to engage the enemy with fire in an attempt to suppress or destroy them. We use 2 figure lmg teams, and 3 figure hmg and mortar teams.

  4. Anti-tank gun teams are treated like Support & Heavy Weapons teams, but their fire is calculated as tank/antitank fire.

The Game

Sequence of Play

  1. choose a battalion and roll to activate its component companies, one at a time
  2. move choosen company up to the number of actions allowed
  3. fire any enemy elements on overwatch at the company that just moved, then fire the company that moved

Activations

On its turn, an activated company may get from 0 to 3 "actions", or if it rolls poorly enough it may be forced to retire. These actions do not represent how many times a company moves in a turn, but instead represents just how prepared it was to use the time it had. A company that moves three times was ready and eager to move while one that moves only once was unsure and hesitant.

Some forms of movement do not require actions, they are free to perform. Infantry dismounting from a vehicle or "going to ground" do not require an action (but getting back in/up does). Also, each vehicle or infantry support team may fire once (and only once) per turn at the end of its movement, and this does not count as an action.

To activate a company roll a d6 - The following modifiers apply to this roll -

Die Roll poor troops -1
6 3 actions elite troops +1
4 - 5 2 actions per 25% suppressed -1
1 - 3 1 action per 25% killed -2
0 or less 0 actions 1 to 24% killed -1
per 12 inches from command company -1

These percentages are always rounded DOWN, although a company gets a minimum modifier of -1 if it has ANY suppressions or killed. This is NOT in addition to the other modifiers.

Morale and Experience

The troops that make up each company have two different qualities, which determine how well they function - their morale and their experience. These two qualities are treated separately, so that it is possible to have companies that are poor veterans as well as green elites.

Morale Experience
Elite Veteran
Average Experienced
Poor Green

Movement

When activated, the elements (infantry stands or vehicles) of a company move independantly but must end movement within six inches of another element of the company. Infantry moves two inches per action and tanks commonly move six inches per action. No unit has to move, or move its entire movement allowance.

When activating the units in a battalion, the battalion's command company activates last.

Retiring

A company must retire if its final Activation score is low enough, normally a -1 or less. When forced to retire the entire company moves 12" away from all enemy, which ends that company's activation for this turn.

Whenever a company rolls an activation score of 0 or less, they should be checked to see if they need to retire. If this low score is rolled, then the number needed to retire is determined by the following modifiers -

These modifiers are cumulative - for example, green troops in cover would retire on a -1 or less, veteran troops in cover would not retire unless they rolled a -3 or less.

Spotting

Enemy forces must be "spotted" before they may be directly targeted. Suspected enemy positions may be fired upon, but this fire is considered "speculative" and can only supress if it hits.

Enemy forces are spotted according to the following -

These spotting ranges are modified by the following

Target is : Spotted At
located +1 medium gun +1 60 inches
in cover - 2 large gun +2 48 inches
moving/firing + 2 small vehicle -1 36 inches
>20mm firing +1 large vehicle +1 24 inches
18 inches
Spotter is : 12 inches
FO / recon +1 6 inches
suppressed -1 4 inches
moving (per action) -1 2 inches

"+" = column shift up and "-" = shift down, on the Spotted At chart (above)
minimum of 2 inches, maximum of 60 inches

For example, a Mark IV tank (medium vehicle) firing its 75mm from cover would be spotted at -
vehicle (24 in) in cover -2 (down to 12 in) firing +2 (back to 24 in) >20mm firing +1 (up to 36 in) = spotted at 36 inches

Firing

Firing is usually done as a two step procedure - rolling to hit then, if hit, rolling for the result.

A d10 is rolled and if a 7 or less is rolled at close range, a 5 or less at medium, or 3 or less at long range, then a hit has been achieved. For tank/anti tank fire the proper weapon chart is then checked and a further d10 is rolled to see if the target has been destroyed. For infantry, the infantry modifiers are checked and a d10 is rolled to see if a kill results. In either case if the target was not destroyed, then the target is marked as suppressed.

Firing Modifiers

There are very few firing "to hit" modifiers: Firer is moving (per action used) -2, suppressed vehicle firing -2, target in cover -1.

Tank & Anti-Tank

Almost all tank and anti-tank guns above 30mm are broken into 3 sizes (heavy, medium, light) and 3 qualities (excellent, good, poor). All of these guns are defined by these 2 characteristics, size and quality.

Tank and anti-tank fire is done by rolling a d10 per gun firing. A gun will hit if it rolls the "to hit" number or less for the range on a d10. This number is shown next to each range on the relevent weapon chart. Since each model actually represents 5 tanks or guns, this "hit" can actually represent a glancing hit or even several near misses, enough to suppress the target. For each "hit" the player then rolls again and checks the Armour Penetration part of the chart.

Armour Penetration Charts

Heavy Gun(81mm - 100mm)Penetration vs Armour Type
Gun QualityTo Hit012345
excellent0 - 14"      (7)101010 1010 8
14 - 28"    (5)10101010 8 5
28 - 42"    (3)101010 8 5 2
good0 - 14"      (7)101010 10 8 5
14 - 28"    (5)101010 8 5 2
28 - 42"    (3)1010 8 5 2--
poor0 - 14"      (7)101010 8 5 2
14 - 28"    (5)1010 8 5 2--
28 - 42"    (3)10 8 5 2 ----

Medium Gun(61mm - 80mm)Penetration vs Armour Type
Gun QualityTo Hit012345
excellent0 - 12"      (7)101010 8 5 2
12 - 24"    (5)1010 8 5 2--
24 - 36"    (3)10 8 5 2 ----
good0 - 12"      (7)1010 8 5 2--
12 - 24"    (5)10 8 5 2 ----
24 - 36"    (3) 8 5 2-- ----
poor0 - 12"      (7)10 8 5 2----
12 - 24"    (5) 8 5 2-- ----
24 - 36"    (3) 5 2---- ----

Light Gun(30mm - 60mm)Penetration vs Armour Type
Gun QualityTo Hit012345
excellent0 - 10"      (7)10 8 5 2----
10 - 20"    (5) 8 5 2-- ----
20 - 30"    (3) 5 2---- ----
good0 - 10"      (7) 8 5 2 ------
10 - 20"    (5) 5 2---- ----
20 - 30"    (3) 2-------- --
poor0 - 10"      (7) 5 2-- ------
10 - 20"    (5) 2-------- --
20 - 30"    (3)---------- --

Infantry Fire

The "to hit" number is shown in brackets. Suppressed infantry fire teams may not fire. Direct firing artillery and anti-tank guns use the Tank Fire chart (above) and rifle teams use Close Assaults instead of firing.

rangeshort (7)medium (5) long (3)
LMG0-6"6-12"no long range fire
HMG0-6"6-12"12-18"
 
Mortarsrange
50-60mm2-40" (3*)
80mm2-60" (4*)
120mm2-80" (5*)
mortars are not effected by range - * includes HE modifier

To convert an infantry hit into a kill requires rolling a 3 or less on a d10 with the below modifiers.

Target is :
Veteran-1Green+1
prone-1cover-1 / -2

Close Assaults

Close assaults occur whenever opposing troops get within 2 inches of each other on the tabletop. The activating troops are the ones performing the close assault. Infantry may assault infantry or vehicles, vehicles may assault infantry. Vehicles may not assault vehicles.

The "to hit" rolls and the "to kill" rolls during a close assault are combined into single rolls. Since they occur at such short ranges firing is treated as automatic hits and you're merely rolling for the results. Each element involved, attacker & defender, rolls a die with the following modifiers, and each "kill" removes an involved enemy element.

3.in an assault on the loser withdrawal with markers idle and pinned? if there are no losses in any unit that would happen? The assault must be won by the assaulting unit. So regardless of the target marker if the assaulting unit does not win CC then it must withdraw by default. (In some cases you may resist withdrawal). The losing unit may also move back one hex if pinned (para 13.1.3 - evasion).

Artillery

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Examples

Vehicle Cards

All vehicles have cards that describe their movement, armour and weapons. This puts all needed information for a vehicle in one easily accessable place. For example -

This card represents a late war German Mark IV tank. It is made up of 3 sections

  1. Vehicle name (and picture)
  2. Vehicle's speed (cross country / on roads, per action), armour (front / sides or rear), and modifier vs infantry in close assault.
  3. Vehicle's combat capabilities including relevant penetration chart (explained in the section on firing). The MK4's 75mm is treated as a good medium gun.

Infantry Cards

Infantry also have cards. Their movement speed and weapon ranges will be listed. For example -

This card represents late war American fire teams. It is made up of 3 sections

  1. Nationality
  2. Infantry movement (cross country / on roads, per action)
  3. Infantry weapons - note that LMGs do not have a long range, and Mortars do not have short or medium ranges. Motars include the HE bonus to hit.

Example Formations (click on link)
American Armored Battalion 1944
American Armored Infantry Battalion 1944
German Armoured Battalion 1944
German Armoured Infantry Battalion 1944
Example Tank Cards (click on link)
American Stuart 37mm
American Sherman 75mm
German Panzer IV 75mm
German Panther 75mm




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