Title

Title
Tally Ho!

World War II


Fire Team - Squad action rules for WWII
Image result for wwii battle
Following various attempts at WW II small-scale actions using commercial rules this is an attempt to develop a set of rules to our own taste. The rules are designed to support multiple players each controlling a platoon and to emphasise fire-and-manoeuvre tactics over the firing-squad approach in some games. Combat is deadly and risky, but a sure way to evict a stubborn opponent.
 

 
Combat Rules
 
Turn Sequence
1. Actions.
2. Firing.
3. Pinning and Morale.
4. Movement.
5. Assaults.                                             
 
Troops capabilities


 

Pins

Expertise

Movement

Raw

1

6+

3D6

Average

2

5+

4D6

Veteran

3

4+

5D6
 
Initiative
 
Shooting is simultaneous. Actions and Moves alternate, attacker moving first. Throw at the start of the battle for the attacker or its determined by the scenario played.
 
Actions
 
Over Watch: Units on over watch do not shoot during the firing phase. Instead they may fire during the enemies movement at enemies who move into view. If pinned the enemy stops moving immediately. Note this means they will not fire unless enemy moves into view so you may miss the chance to fire at previously located troops.
 
Go to Ground: Units who pass an expertise may count cover as one category higher so long as they don't take any action e.g. shoot or move.
 
Deploy: All units begin off table and must deploy from a Jump Off Point or a road entrance. Troops may deploy within 6" of a JOP but do not fire that move. A maximum of 2 units may deploy from a JOP each turn. Vehicles must enter from a road entrance at a table edge in your half.          
 
Firing
 
Targets are nominated before shooting commences, starting from the attackers right. Infantry crew-served weapons fire forwards, with turrets all round and tanks with fixed guns in a 90o arc.
 
Shooting is based on the concept of a "Fire Team" which can be a crew-served weapon or a number of riflemen. Initial hits cause Pins, but once you have passed the "Pin score" the rest are Kills. E.g. when shooting an average unit the first two hits are Pins and the third is a Kill. 
Throw 1D10, add any factors, and consult the appropriate cover line
 


D10

1

2

3

4

5

6

7

8

9

10

11

12

Target

Soft cover

No effect

1 hit

2 hits

3 hits

4 hits

5 hits

Hard cover

No effect

1 hit

2 hits

3 hits

4 hits

Open

No effect

1 hit

2 hits

3 hits

4 hits

5 hits

 

Small FT: -1

Large FT:  +1

Enfilading: +1

Pinned: -2

Small fire teams

LMG & 1 crew

5-9 riflemen*

Small gun / mortar

HMG & 1 crew

Fire teams

LMG & 2-3 crew

3 - 6 SMGs

Medium gun/ mortar

Large fire teams

HMG & 2 - 5 crew

7 - 10 SMGs

Large gun / mortar

Multi-barrels
* 4 or less riflemen have no fire effect
 


Weapon

Range

Notes

Personal Weapons

Rifle

24"

 

Assault Rifle / BAR

12" / 24"

Counts as an SMG <12"

SMG

12"

 

Sniper Rifle

48"

 

LMG

36"

 

Support Weapons

HMG

36"

 

Rifle Grenade

36"

 

Flamethrower

6"

Always pin if hit, ignore cover

Heavy Weapons - always pin with hits

AT Rifle

36"

HMG

Do not auto pin

Bazooka

24"

Med

Do not auto pin

Light gun

N/A

Light

3" blast radius

Medium gun

N/A

Med

4" blast radius

Heavy gun

N/A

Hvy

5" blast radius

Light mortar

48"

 

3" blast radius

Medium mortar

N/A

 

4" blast radius

12" minimum on table
Some guns have no HE so may only attack vehicles as noted in the army lists
 
When shot by heavy weapons any hits automatically Pin
 
Troops may fire to suppress troops they believe are a threat to them. If troops in cover that were previously engaged, or have shot, withdraw outside the 1" visibility range they may still be targeted if they remain within the same area of cover and within 4" of the edge. Such hits may only cause Pins. Note this prevents gamey play where you hide back from the edge of a building invulnerable to fire then suddenly pounce at just the right time. This is more realistically portrayed through the deployment rules.
 
Pinning and Morale
 
Units exceeding their pin quota are Pinned. Can't move that turn and suffer reduced fire to next turn. You must be pinned afresh each turn.
 
Units loosing figures suffer morale impact. At 30% casualties units are permanently pinned and may not shoot or move but will fight if assaulted. At 60% simply remove them.
 
Movement
 
Units who did not shoot may move. Movement is randomised to add an element of unpredictability to the game. Units must move in a straight-line in a designated direction or following cover you began the move in contact with, but may stop at cover along the way. Troops must remain with 1" of someone else in their unit or 2" of their crew-served weapon. You may choose to move part of a unit provided it did not fire.
                                                                                                                                   
Throw 3D6 (Raw), 4D6 (Average), 5D6 (Veteran) and pick the best 3 dice, moving that many inches. You lose 6 inches per obstacle crossed and loose 1D6 if moving through woods etc.Note: There is no moving and firing. The concept of marching-fire was never highly successful and so the rules encourage a base-of-fire from a stationary group and movement from a manoeuvre group.
 
Cover
 
Troops are visible if they are on the edge of cover, touching linear obstacles or within 1" of the edge / linear object. In other cases they may not be targeted. There is no dead ground behind cover for troops on a higher elevation. Flanked troops do not count cover from linear obstacles.
 
Combat
Assaulters dash into combat with only figures in contact fighting. Defender may then also move in figures within 4" from the targeted unit. Both roll verses expertise to kill, no pins.


Assaulter = +1

Pinned troops suffer = -1

In cover = +1

 
 
The side suffering the most casualties if the loser and immediately withdraw 12" and count Pinned. You should withdraw towards your base edge.
 
Vehicles and Artillery
Indirect Fire 
 
Indirect Artillery must be called-in by an on-table AOP or by designated command teams as noted in the army lists. The AOP designates an aim point that they can observe and rolls a pairs of differently coloured D6.
·         Roll for length: 1D6 is +ve and 1D6 -ve
·         Roll for sideways:1D6 is left and 1D6 is right.
·         Centre the temple on the new target point.
·         You may keep the target point next turn  or readjust getting -1 off the result per turn of observed fire.
 
If the template covers any part of the fire team then throw for hits as usual, but counting cover as 1 level lower.
 
If allowed, you may instead fire smoke which forms a clump the size of the blast radius. Throw at the end of each turn, the smoke vanishes on a 4,5,6 on 1D6. 
 
Direct Fire
 
Direct fire against infantry or weapons teams is done using the normal shooting rules with weapons counting as large, normal, or small fire teams depending on their size/rate of fire. Any hits cause a Pin.
 
Anti-Tank Fire
 
This is shooting against vehicles or bunkers/strong points. Vehicles with turrets may fire all around. AT guns and assault guns 45 degrees each side, counting as moving if they adjusted aim last turn.
 


Role 1D10 needing 6+ to hit

Target moved: -1

Shooter moved: -1

Target concealed: -1

Damaged gun: -1

Shooter pinned (armoured): -1

Shooter pinned (gun team): -2

2nd shot: +1**

3rd shot: +2**
** At the same target neither having moved
 


Damage dice: Roll the following D10 if you hit

Vehicle

Light

Medium

Heavy

Bunker

HMG/auto cannon

1

0*

0

0

Light

2

1

0*

0

Medium

3

2

1

0*

Heavy

3

3

2

1*
* = 50% chance to Pin
 


1: Must halt and return fire

2: Pinned & radio damaged

3: Pinned & -1D6 movement

4: Pinned & turret jammed

5: Weapon damaged

6: Panic*

7: Panic* and miss next shot:

8: Immobilised

9: Brew-up**

10: Brew-up**
*Retreat to cover or out of sight    ** Passengers roll for hits as artillery
 
Artillery verses Armour
 
If the artillery touches the centre of the model the tank may be impacted - this is adopted as the models are massively over-scale. Only guns/mortars of medium / heavy may affect armoured vehicles:
·         Light / open topped vehicles = normal effect
·         Medium vehicles = -1 on damage dice
·         Heavy vehicles = -2 on damage dice
 
Vehicles Movement
 
Vehicles move 3D6 if slow, 4D6 if medium speed, and 5D6 if fast. They are allowed two 90 degree turns, one must be at the start but the second can be at any point. You lose 1D6 if 2nd turn made or obstacle crossed. Vehicles may move and fire but there are some restrictions on the actions of vehicle crews:
·         The commander counts as busy if the AAMG is fired.
·         The commander counts as busy if calling in artillery.
·         You may not move and fire the bow or rear MG.
·         The gunner counts as busy if the coax MG is fired.
 
 
Deploying Fire Teams
All the members of a fire team must be within 1" of another member and a maximum of 2 ranks deep. Illegal teams always count as small for shooting. Generally this will lead to teams being fairly compressed to avoid artillery but does allow compatibility with people who have squad basing schemes.
Battles and Scenarios
 
Patrol Phase
 
This is used to determine starting points for the battles and also allows an element of hidden movement.
 
Both sides receive 4 patrol markers plus one for each additional platoon after the first. These are laid-out initially as determined by the scenario played. Players move markers alternately starting with the attacker. They must remain within 12" of each other. If they come within 12" on an enemy marker they are both locked and may not move again.
 
When all patrol markers are locked then both sides alternately deploy 3 or 4 jump-off points as specified in the scenarios. JOPs must be within 12" of a patrol marker, in cover, out of sight or on a table edge and to the rear of an imaginary line connecting the enemies patrol markers.
 
                             
 

 
Army and Vehicle Lists
 


Name

Type

Speed

Weapons

Notes

Hannomag

Light

Medium

LMG

 

M3 halftrack

Light

Medium

HMG

 

Tiger

Heavy

Slow

Heavy gun

Bow MG, Coax MG

 

StuG

Medium

Medium

Medium gun

Coax MG

Fixed gun

Hetzer

Medium

Medium

Medium gun

Coax MG

Fixed gun

Panzer IV

Medium

Medium

Medium gun

Coax MG

 

Marder

Light

Medium

Medium gun

 

 

 

 

 

 

KV-1

Heavy

Slow

Medium gun

Coax MG

Bow MG, rear MG

 

T-34/85

Medium

Medium

Heavy gun

Coax MG

 

SU-76

Light

Medium

Medium gun

 

BA-10 AC

Light

Fast

Light gun

Coax MG

 

BT-7

Light

Medium

Medium gun

Counts light for AT

                                                                                                                         

75mm ATs

 

 

Medium gun

 

50mm ATs

 

 

Light gun

 

50mm long ATs

 

 

Medium gun

 

Recoilless rifles

 

 

Light gun

 
 
Soft skinned vehicles count as slow off the road and fast on the road. They and their occupants count as a section / weapons crew for shooting.
 
Vehicles / weapons with multiple barrels throw for each separately for AT shooting but simply count large for infantry fire.

 
 


Fallschirmjager (Veterans)

 

HQ: CO (SMG), 2IC (SMG)

Squads: 2 - 3

 

Squads (2 points)

·         FT1: LMG + 2 crew, SMG, Rifle*2

·         FT2: LMG + 2 crew, SMG, Rifle*2

 

 

 

 

 

 

Receive 1*single shot RPG / FT

The CO may act as an AOP

 

Russians'42 onwards (Average)

 

HQ: CO (pistol), 2IC (SMG), Commissar

Squads: 2 - 4

Weapons section: 0 - 1

 

Squad (1 point)

·         FT1: LMG+ 2 crew, SMG

·         FT2: Rifle * 7

 

Weapons section (1 points)

·         FT: HMG + 4 crew

·         FT: AT rifle + 2 crew

·         FT: Lt mortar + 2 crew

 

Any of the infantry sections may be SMG

 

British and Commonwealth (Average)

 

HQ:  (1 point)

·         CO (pistol), 2IC (SMG)

·         FT: RPG + 2 crew

·         FT: Lt mortar +2 crew

Squads: 2 - 3

 

Squads (1 point)

·         FT1: LMG+ 2 crew, SMG

·         FT2: Rifle * 7

 

 

 

 

 

The mortar is direct fire only

 

US Infantry (average)

 

HQ:

·         CO (pistol), 2IC (rifle)

·         FT: RPG + 2 crew

Squads: 2 - 3

 

Squads (1 point)

·         FT1: LMG+ 2 crew, SMG

·         FT2: Rifle * 7

 

Weapons section (1 points)

·         FT: LMG + 2 crew

·         FT: RPG + 2 crew

·         FT: Lt mortar + 2 crew

 

The CO may act as an AOP

 

Finns (Veteran)

 

HQ: CO (pistol), 2IC (SMG)

Squads: 2 - 3

 

Squads (1.5 points)

·         FT1: LMG+ 2 crew

·         FT2: SMG * 2, Rifle * 5

 
 

 
Reinforcements
 
The number of picks will depend on the Scenario being fought
 


Fallschirmjager (Veterans)

 

1. Medium tank / Assault gun (2 points)

 

2. Heavy tank (4 points)

 

3. Weapons section (1 point)

·         HMG + 4 crew

·         Panzerschreck

·         Light mortar + 2 crew

 

4. Support team #1 (1 points)

·         2* Sniper team

·         2 * Medics

·         Extra AOP

 

5. Support team #2

·         Flamethrower team

·         LG40 recoilless rifle + 3 crew

 

5. Artillery (2 points)

·         AOP team

·         2 * Medium mortar + 3 crew

 

6. Transport Section (1 point)

·         Hannomag x1 (1*FT carried)

·         Truck x 1 (1*FT carried)

 

7. AT Battery (2 points)

·         CO (SMG/pistol)

·         2 * Pak 40 75mm + 4 crew

Russians'42 onwards (Average)

 

1. Medium /  Assault gun ( 2 points)

 

2. Heavy tank (3 points)

 

2. AT battery (2 points)

·         CO (pistol)

·         2 * 50mm long + 4 crew

·         2 * AT rifle + 2 crew

 

3. HMG team (1 point)

·         CO (pistol)

·         2 * HMG + 4 crew

 

4. Support team (1 points)

·         2 * Sniper team

·         3 * Medics

·         Extra AOP, Flame Thrower

·         Molatov cocktails for 1 section

 

5. Artillery (2 points)

·         AOP team

·         2 * Medium mortar + 3 crew

 

6. Scout team (1 point)

·         FT: 9 * Rifles/SMG

Finns (Veteran)

 

1. BT-7 and BA10 (2 points)

 

2. Support team (0.5 points)

·         Sniper team

·         2 * Medics

·         AOP

 

3. Weapons section (1 point)

·         HMG + 4 crew

·         Panzerschreck

·         Light gun + 3 crew

 

4. Artillery (2 points)

·         AOP team

2 * Medium mortar + 3 crew
Special Units


Officers

·         Some may act as AOPs

·         Remove a pin on an expertise roll

Commissars

·         Routers remain in the field but count as Pinned as they are too scared to run, and

·         Remove a Pin on an expertise role (heroic version), or

·         Remove a Pin but swap for a Kill (KGB version)

 

Snipers

·         They are a small FT and always count cover one better than it is.

·         Shooting effect added to another teams

·          Deploy 12" from JOP

Medics

·         May attempt to save a hit using their expertise. Kills become Pins and Pins become nothing.

 

Scouts

·         Always count cover as one better than it is.

·         May automatically GTG.

·         They are veterans 

Veteran tank crews

·         Add additional 1D6 and pick the best 3/4/5 as appropriate.

·         May avoid pins / panics on a Expertise role

Molotov cocktails

·         A volley is fired by the section rather than individual shots.

·         Counts as a medium gun verses armour with an 8" range.
 

 



Forward, victory is near!

Image result for soviet propaganda posters




A WWII Eastern Front campaign for Fire Team.

In this late war campaign, both the Russians and the Axis are seeking to seize a foothold across an important river and then breakout to achieve a strategically important victory.

Turn Sequence

Both the sides begin the campaign in their respective deployment zones. Each turn you may launch a single assault move, counting as the attacker. If both sides assault into adjacent, or the same vacant square,  then an encounter is fought.
This means that each turn will either consist of 1 encounter or 2 attack vs defence games.   

Forces

Both sides receive core units (infantry platoons) and then reinforcements depending on the mission involved. You may vary the amount you allocate to your attacking and defensive games within certain bounds.

·         Core units are always = 8 points (4 per player assuming 2-a-side)
·         Encounter games = both receive 6 points in total
·         Attack verses defence = 8 points in total
o   Attacking = 4 - 6 points
o   Defending = 2 - 4 points

 
Battles

Terrain and jump-off-points are predetermined for each battle. To allow battles to begin promptly we are not using the Patrol Phase rules for this campaign.

The attacker must win in order to capture or remain in the square, otherwise the assault has failed. Should neither side win an encounter game then the battle is drawn and both fail to capture the square.

Casualties are NOT carried forward from game to game - this is an important sector so the whole battalion is available to support you. 
 
      

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