From: Roberts Paul Subject: Simple Low Tech Miniatures Rules (long) Here's a set of rules I modified from the rules posted last year by Erwin Sablon. The emphasis is on simplicity and playability. All comments, especially play test results, are welcome at Paul.Roberts@pwc.utc.com. I will be asking Alan Poulter to post nicer formatted EPS and .pdf files to the Grognard site. Enjoy, guys. Paul Microarmour rules Low Tech 20th Century Conflicts 1930 - 1970 1/300th Table Top Rules V1.0 Paul Roberts Introduction These rules are meant to provide the microminiatures wargamer with a quick, simple, playable set of rules for mid 20th Century conflicts. It does not purport to be the essence of accuracy nor to simulate every aspect of warfare, even within the time periods specified. It is meant to be quick, dirty and fun. These rules are best suited to meeting type engagements or hasty attacks and defences, and do not adequately cover the intricasies of prepared attacks on well dug in forces, arrayed in depth. Once you are familiar wit these rules and the flow of play they provide, please feel free to make what ever house rules you wish to cover any inadequacies that bother you. When picking opposing forces and categorizing their capabilities, please use common sense. In the interests of simplicity, almost all detail has been left out of the categorization system. Please use the intent of the rule and not the absolute letter of the law as given. For instance, the French Char B1 of 1939-40 carried a very short 75mm gun in the hull. In no manner does this weapon compare with the 75mm gun on the Sherman or the 75mm gun on the AMX 13 light tank. The 75mm on the Char B1 should probably not be allowed to fire against AFVs, the Sherman's 75mm would be classed as a Small Tank Gun and the AMX would be carrying a Large Tank Gun. The Char and the Sherman would both be Mediums, from a Protection standpoint and the AMX is a Light. Forces that have armaments made at approximately the same time will balance well using the rules as is. Those where more modern equipment is fighting older equipment will require more tweeking. Use you head and agree to all changes before the game starts! If you have any questions, or, more importantly, any play testing results you would like to pass on, please don't hesitate to Email me at: Paul.Roberts@pwc.utc.com . Special acknowledgement to Erwin Sablon, whose simple rules for a Lebonese based campaign formed the heart and soul of these rules. 0.0 Physical Scale 0.1 One model represents one vehicle or one person. 0.2 Infantry are grouped 4 figures for a stand. 0.3 Distances : 1 m = 1 km, 1 mm = 1 m 0.4 Time scale: One turn represents 2 minutes 1. Turn Sequence At the beginning of the game determine who will be Player 1 and Player 2 for the rest of the game either by agreement or randomly. Player 1 Reaction Test Movement Spotting Indirect Fire Direct Fire Player 2 Reaction Test Movement Spotting Indirect Fire Direct Fire 2. Reaction Test 2.1 Test only once for each platoon (not per stand) each turn. 2.2 Roll D6 and modify : +/-x : where``x'' is unit reliability rating (sect 2.4) -1 : for each stand/vehicle in platoon lost previous turn -1 : if under artillery fire -3 : if total losses >25% (only 1 test/game) -5 : if total losses >50% (only 1 test/game) -3 : if command stand destroyed -3 : if vehicle commander killed -3 : surrounded +1 : in protection C +2 : in protection B (does not count for vehicle crews) +3 : enemy withdrew during previous turn 2.3 Results: Positive : no problem 0 to -5 : may fire, but cannot move closer to the enemy -6 to -9 : may fire, but has to withdraw -10 : rout, surrender if surrounded 2.4 Reliability Ratings +2 Elite/Special Forces +1 Fanatical +1 Veteran 0 Well trained but green -1 Average Trained & Green -2 Unit on R&R -3 Partisan /Guerilla 3. Movement 3.1 Movement allowances table Command and Infantry stands 10 cm Mortars, heavy MG, Rcl Rifle 5 cm Wheeled Vehicles 50 cm APC, light tanks & towed ordnance 40 cm Other tanks 30 cm 3.2 Movement Modifiers Table Rough terrain (brush, open woods) : 50 % movement Difficult terrain (forest, rocks) : 25 % movement Impassable (slopes> 60%, swamp, river > 5'deep: 10 % movement Roads : 200 % movement 3.3 Vehicles without all-wheel-drive cannot cross rough terrain. 3.4 Wheeled vehicles cannot cross difficult terrain. 3.5 No vehicles can cross impassable terrain. 3.6 Mounting/ Dismounting: Both the vehicle and the stand can still move 50 % of their movement allowance. Both can still fire. Stand not in cover until next turn. 3.7 Deployment/ Breaking down of mortars, HMG, rcl rifle, cannon, rocket launchers and motorized command elements takes 2 turns during which no movement or firing is possible. 4. Spotting 4.1 Only spotted enemy stands can be fired at. 4.2 All stands can spot for direct fire. 4.3 Only Command and FOO stands can spot for indirect fire (Fire Support) 4.4 To determine spotting, roll a D6 and modify : +2 enemy stand has fired light weapons +3 enemy stand has fired heavy weapons +2 enemy stand has moved - 1 spotter has moved - 1 enemy stand in cover - 2 spotter is vehicle 4.5 Only one spotting attempt can be made for each enemy stand each turn. This attempt has to be made in the most favourable conditions. 4.6 Results: Distance : <10 cm 10 cm 25 cm 50 cm 100 cm Target : Infantry 2 3 4 6 8 Vehicle 0 1 2 3 6 Target is spotted if result is equal to or greater than the values in the above chart. 5. Indirect fire (Fire Support) 5.1 Fire support can only be asked by a Command stand or a stand with a FOO attached. 5.2 The unit requesting fire support must successfully spot the enemy stands. 5.3 Fire Support will be given when the following score can be rolled with a D6: : 2-6 on table Fire Support : 4-6 off table Fire Support 5.4 The Target Zone is an area 10 cm x 10 cm that is centered on the target unit or geographical feature. The Target Zone has to be marked on the table. 5.5 In the absence of a FOO, the following determines fall of shot. 5.5.1 To avoid discussion it is recommended to agree beforehand which stands are situated in the maximum Target Zone of 30 cm x 30 cm and can come under fire. 5.5.2 Roll D10 : 9 and 10 are on target (X), other scores give deviation : Target Player 1 6 2 8 X 7 3 5 4 Firing Player In the event of a miss, move the Target Zone 10 cm in the indicated direction. 5.6 If a unit without a FOO calls for and recieves fire support for the same target for a second consecutive turn or more, it is assumed that target corrections have been made, the Target Zone has been hit and that the target has gone to ground. See Damage Table. 5.7 If a FOO is present in the stand requesting and spotting the fire, it is assumed that ranging rounds have been used, the Target Zone has been hit, and that the targets have gone to ground. See Damage Table. 5.8 If a unit with a FOO desires to catch the target in the open, then use the table in 5.5.1 to determine the fall of shot. In the case of a miss only move the Target Zone 5 cm in the indicated direction. 5.9 If weapon is Multiple Rocket Launcher Target Zone is expanded to entire 30 x 30 area. See Damage Table. 5.10 Indirect Fire Damage Table 5.10.1 All stands in Target Zone are Pinned 5.10.2 Roll a D6 for each stand in the target zone : Protection Level Number Rolled Result A 6 Roll 2D6. On 11 or 12 veh commander dead. Roll Reaction Test. Apply for rest of game. B 6 Destroyed C 5-6 Destroyed None 4-6 Destroyed 5.10.3 Table assumes all stands have ``gone to ground''. For targets caught in the open shift the protection level down by one level (B becomes C, etc) and apply that level of damage. Exception: protection A vehicles are still not destroyed, instead vehicle commander killed on a 9,10,11, or 12. 5.10.4 Table also assumes fire is provided by one (1) battery of medium or field artillery (80mm - 122mm). Twice as many guns of smaller calibre are required to achieve the same effect. For guns of larger calibre, roll damage a second time for all units in the Target Zone. 5.11 All indirect fire arrives in the calling player's next Indirect Fire Phase. 6. Direct Fire 6.1 Procedure: 6.1.1 Determine if target hit. 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 target in protection C: -1 6.1.1.2 Target Hit on roll equal to or greater than shown in table: Distance 5 cm 10 cm 25 cm 50 cm 75 cm 150 cm 300 cm Weapon Large Tank Gun, >76mm 3 2 2 2 2 3 5 Arty Gun 3 3 3 4 5 6 - Recoilless, Small Tank Gun 3 2 2 3 4 5 6 HMG 2 1 1 2 3 4 - LMG 1 2 2 4 5 - - ASR/LAT 1 2 4 5 - - - LAT 1 3 4 6 - - - Sniper - 1 1 2 3 - - 6.1.2 Determine if Target that is Hit is Destroyed: Target destroyed on 1D6 roll equal to or greater than shown in table: Target Protection A Protection B Protection C No Protection Weapon Large Tank Gun 4 2 2 auto Small Tank Gun 6 4 3 1 Arty Cannon 5 3 2 auto Mortar - 6 3 auto RCL/LAT 5 4 4 3 HMG - 6 4 3 LMG/ASR - - 6 4 `` - '' indicates no chance to destroy. 6.1.3 All stands that were HIT but not DESTROYED, but had the chance to be DESTROYED are PINNED. 6.1.4 Stands that had no chance to be DESTROYED are not PINNED. 6.1.5 Stands in or on a destroyed vehicle are DESTROYED on a D6 score of 1-3, otherwise they are placed next to the destroyed vehicle and are PINNED. 6.2 Direct Fire arrives in the same Phase in which it is originated. 7. Weapons Type Weapons that may fire each turn COMMAND stand 1 x ASR INFANTRY stand 2 x ASR or 1 x LAT NB LAT can only be used against vehicles or infantry in protection MORTAR stand 2 x Mortar or 1 x ASR LIGHT MG stand 1 x ASR or 2 x LMG HEAVY MG stand 1 x ASR or 2 x HMG RCL-RIFLE stand 1 x ASR or 1 x RCL ARTY CANNON 1 x ASR or 1 x Cannon MULTIPLE ROCKET LAUNCHER 1 x ASR or 1 x MORTAR / tube NB Required 2 turns / 10 tubes to reload. MEDIUM TANK 1 x LTG and 2 x LMG LIGHT TANK A 1 x STG and 2 x LMG LIGHT TANK B 1 x RCL and 2 x LMG APC 1 x HMG NB infantry in APC cannot fire ! TRUCK no firepower NB each stand infantry in truck 1 x ASR 8. Glossary of Terms APC Armoured Personnel Carrier (M113, BMP, SdKfz 251, Kangaroo...) ASR Assault Rifle (M-16, AK-47, Fal, ...) D6 six sided die HMG Heavy Machinegun LAT Light Antitank Weapon (RPG-7, Bazooka, ...) LMG Light Machinegun LTG Large Tank Gun (>76mm, incl 76mm on Comet) PINNED stand cannot move or fire for 1 turn Protection A Medium tanks Protection B light tanks, APC, stone buildings... Protection C walls, forest, impassable terrain ... RCL Recoilless Rifle or very small AT gun (<57mm) STG Small Tank Gun (57mm to 76mm) Rules loosely based on : HEEL, M.R., Nam 1/200th Wargames Rules, Partisan Press Much more closely based on : Lebonon Rules by Erwin Sablon Paul.Roberts@pwc.utc.com (Work) proberts@rogerswave.ca (Home) Engine Design, Low Compressor Group Pratt & Whitney Canada The opinions expressed herin are | Babylon 5 solely my own and anyone else damn | The Future is here! fool enough to believe them! | Ivanova for Miss Congeniality! Geek Code V.31 GE d- s: a c++ U+ W++ N++ w+ V-- PS+ PE+ Y+ t+ 5+++ X++ R+ tv+ b++ DI+++ G+ e++ h---- r+++ y++++