Free Fastplay Umpire Guidelines for Operational Level Tabletop Wargaming.
CONTENTS PAGE | 1 |
MODELLING THE GAME - HOW TO ORGANISE THE TOY SOLDIERS | |
Ground Scale, Figure Scale | 2 |
Figure Classification,Timescale | 3 |
PRE BATTLE ORGANISATION Order of Battle, Command, Control | 4 |
MORALE AND UNIT GRADING | |
Unit Morale | 5 |
Unit
Grading |
6 |
STARTING THE GAME | |
Sequence of Events | 7 |
MOVEMENT Movement Rates | 7 |
MOVEMENT RATES TABLE, REAL ESTATE TABLE | 7 |
THE RECCE SEQUENCE | |
Recce Sequence | 8 |
RECCE SEQUENCE TABLE, ENGAGEMENT TABLE | 8 |
COMMAND REACTION TIMES | |
Command Reaction Times | 9 |
COMMAND REACTION TABLE, TASK TIMINGS TABLE | 9 |
THE COMBAT SEQUENCE | |
The Fireplan - Artillery Fire, - Air to Ground Fire, Effects of Fortifications | 10-11 |
ARTILLERY EFFECT TABLE, WEAPON RANGE TABLE | 11 |
Winning The Firefight | 12 |
WINNING THE FIREFIGHT - TABLE 12* | 13 |
Special Attack Rules | 13 |
Close Assault | 14 |
CLOSE ASSAULT TABLE | 14 |
Special Assault Rules | 14 |
POST COMBAT REORGANISATION | 15 |
Disorganisation, Reorganisation | 15 |
THE COMBAT SEQUENCE SUMMARY | 17 |
LOGISTICS | 18 |
Collection Points for Casualties and Vehicles | 18 |
Units of Logistical Accounting | 18 |
WEAPON AND ARMOUR CLASSIFICATION | 19 |
DESIGNER'S NOTES, ACKNOWLEDGEMENTS | 20 |
MODELLING THE GAME - HOW TO ORGANISE THE TOY SOLDIERS
GROUND SCALE
For 1:76 scale models use 1:2,500 as the
ground scale with
1:200 houses and aircraft. For 1:144 or 1:200 scale figures use 1:5,000 as the
ground scale with 1:300 for houses and some of the larger aircraft. For 1:300 scale figures use 1:10,000
as the ground scale with 1:300 houses and aircraft, or smaller if you can obtain
them. The idea is that the roofs of the houses should just hide the top of a
tank model.
A Four-company German Infantry Battalion advances with Infantry Gun
Support.
One vehicle Model represents 1-2 Coys,
and can have a
strength marker on the back to show how many fighting platoons it
represents.
Use a small tin plate (clippits are ideal) on which a Sasco magnetic
square can
be stuck, or a piece of cork into which round headed pins can be stuck,
or
simply paint the strength onto the back of the vehicle or its base.
Platoon detachments are shown by a vehicle with a strength of one marked
on the back. It
is usual to represent tanks, rifle companies and artillery at Company
strength, and recce, infantry heavy weapons or anti-tank guns at
Platoon strength.
Infantry figures are represented by a fighting company of a
stand of usually 3 figures, or by 1 figure stands representing commanders,
platoons, OPs, snipers, medics etc. The minimum unit of manoeuvre is the rifle
company of three figures, or platoon stands of one or two figures. If you base
your figures singly for skirmish games, it is convenient to group them together
as a company by blu-tacking them onto a 25-40mm base for speed of movement
during play. To be ordered and self supporting, place bases in contact during
movement and attacks. You can see this in the picture above and in the
Orbats
2
PRE BATTLE ORGANISATION
Units are either TEETH ARM (Armour, Infantry,
Cavalry), SUPPORTING ARM (Air, Artillery, Anti-Air, Anti-tank, Engineer)
or LOGISTIC (Transport, Logistic, Maintenance, Medical, Provost).
The Order of Battle (ORBAT) must state if supporting and logistic units
are UNDER COMMAND, IN DIRECT SUPPORT, or IN SUPPORT, of
teeth arm units.
UNDER COMMAND: The supporting unit is commanded receives
its ammo resupply from the commanding unit. No other unit has a call on the
supporting unit.
IN DIRECT SUPPORT: This term usually applies to
artillery. The supporting unit is allocated exclusively to the supported unit,
and experiences no command reaction delay when bringing down fire - it comes in
the hour that it is asked for, and immediately on pre-registered targets. The
supporting unit may only support other units by order of its own superior HQ. In
practice this means Div HQ for Div Arty. The supporting unit receives its ammunition
from its own chain of supply, not that of the unit that it is supporting.
IN SUPPORT: The supporting unit is allocated to one or
more units, and comes in the hour after the one it is asked for. All units that
are allocated units in support have equal call on them. The supporting unit
administers itself, as per units in direct support.
A Soviet Mortar Company in direct
support, with Supply company having just delivered more Heavy mortar ammunition. Only
a complete Anorak would say these two units were not in contact.
Written orders at the start of the Operation must cover Aim,
Objectives. Use CRT (Command Reaction Time) when reacting to unexpected
events, e.g. reinforcing, or changing axis of attack, or when releasing units
with no supporting orders to act in support of subunits for attacks. See CRT
Chart.
Orders must detail Command Structure, Allocation of Support
and Logistic units, Location of HQs, Timings. Changes to plan must suffer COMMAND
REACTION TIME (CRT) - See Command Reaction Table.
3-4
MORALE AND UNIT GRADING
A unit will take a BREAK TEST as its key level of
casualties are reached in a battle. Use 1D6 and refer to the close combat table.
The unit passing a break test may continue to attack if the odds are against it,
or need not withdraw, or surrender depending on the circumstances. Having passed
the test, the unit's resolve is judged to be firm enough to fight on to the
finish (with one exception - see Tank Terror). A unit that has failed its break
test is disorganised, and must reorganise in a safe place before it can fight
again. A disorganised unit which is assaulted by an enemy will disperse and
reform overnight at its Divisional Logistics Area (DLA), or surrender if retreat
is not possible.
The attacker who fails to pass his break test may GO TO
GROUND (see combat for effect of this), and engage the defender in a
firefight, or withdraw to a safe distance, at his own discretion. The attack may
only be pressed home if it is then reinforced with previously unengaged
reserves. This may be reserve companies of the battalion, or extra artillery
support for example. Note that units which cause fewer casualties than they
receive from the defender in any one round must also receive reinforcements
before they can press home an attack. Note that armour, and troops in APCs or on
Tanks can close assault even if they do not win the firefight.
A unit may only withdraw if its line of retreat is clear,
that is out of the effective fire zone of troops capable of direct fire, and if
the retreaters are at least as mobile as the pursuers. Broken defenders may
elect to sit tight in their position in the hope that the attacker is unable to
press home his attack, but if he does, then the close assault overruns the
defender who surrenders, at no further loss to the attacker.
5
The following is a summary of qualities that a unit
possesses. These qualities appear elsewhere in the appropriate part of the
rules.
ELITE:
Only small units trained for a special role and kept out of
the battle line for that occasion qualify as elite. Thus Paras and Commandos are
Veteran not Elite, but their Pathfinder units may be Elite. Brandenburgers are
Elite but Fallschirmjaeger are Veteran. Unit never refuses combat, or disobeys
orders and will interpret orders intelligently. Independent single figure stands
are OPs or snipers. Not disorganised in defence. Can hold fire until contact
zone.
VETERAN:
As Regular, but with enough battle experience to know when to
fight hard, and when to break off unfavourable attacks. Take break test at 33%
casualties (3,6 OK). When disorganised and attacked, Veterans will not surrender
but will withdraw or if surrounded, successfully break out in single stand
groups, on 1D6(3,6)per stand.
Veteran German Infantry hold a key town.
REGULAR:
The majority of professional infantry with some pre-war
experience, and sound morale and training. Will take break test at 50%
casualties suffered: use 1D6 (4-6 OK).
CONSCRIPT:
Drafted troops with sound basic training but moderate
enthusiasm for war. With the right handling Conscripts can be upgraded to
Regular and Veteran status. Test at 33% casualties for refusal to attack (5,6
OK).
MILITIA or HOME GUARD:
Volunteers with more enthusiasm than training. With the right
handling, Militia can be upgraded to Regular and Veteran status. Test at 33%
casualties for breaking (5,6 OK). Disorganised Militia that are attacked will
always surrender.
GREEN TROOPS:
These are Regular, Conscript or Militia
troops taking part in their first battle. Test first for failure to press home
attacks at the first casualty. Disorganised, unsupported, Green troops will
always surrender if this is possible.
6
STARTING THE GAME
1. Write new Orders.
9. Move to next event.
MOVEMENT
For campaign map moves, allow 12 x hourly rate per day to
allow for halts etc. The Advance in Contact rate is used for attacking troops
who break into a position, or fight through an area forcing the defender to
withdraw. The Road March move rate normally only applies to Echelon or Transport
and HQ units. The lead fighting elements of a unit move at the Move to Contact
rate unless moving non-tactically on roads.
|
||||
---|---|---|---|---|
For a really fast way of doing movement - see the FAQ page |
Move
to Contact |
Advance
in Contact |
Road
March /Rout |
|
Lt Recce | 5 kph | 2kph* | 10kph ** | *only against Lt recce,
otherwise as for foot or armour |
Armoured | 3kph | 1kph | 6kph | **Also Armour on Tk Tptr units |
Foot | 1kph | 0.5kph | 2kph | |
Motorised | 3kph | 0.5kph | 9 kph | |
Cavalry/ Cycle | 2kph | 0.5kph | 3kph | |
Horse Drawn Transport | - | - | 2kph |
Further penalize movement
for congestion etc.
|
|||
Frontages | Col Depth | This table shows the space
that a unit occupies on the ground. Use the lower limit in close Terrain and the upper limit in open. |
|
Company | 300m | 300m | |
Coy in Def | 3-500m | 300m | |
Battalion | 1-2Km | 2Km | |
Bn in Def | 1-2Km | 1Km | |
Brigade/Regt | 4-7Km | 8Km | |
Division | 10-15Km | 24Km |
7
THE RECCE SEQUENCE
This sequence is used for recce and other stands coming up
against a concealed enemy. The defender rolls 3 dice, a Red, a White and
a Blue. ROLL THEM ALL AT ONCE. The recce can elect to look at a position
likely to contain enemy, or the defender can shout STOP at a point where
the recce is likely to be engaged, with any adjustment being made once the dice
result is in the open. Advancing recce can only look at one area per hour. This
has the effect of forcing them to adopt a slow low-risk advance, or a fast
high-risk one.
To make the recce sequence run even faster in
the early part of the game, consider dispensing with the recce's limit on
movement, but only allow them to make ONE recce test per move. If the recce
blunders into a hidden defender that it has not recced, it is ambushed and
cannot shoot and scoot. (See more comment here)
RED: Does Recce sight the enemy first on the RECCE
SEQUENCE table below? If the recce does not sight a concealed enemy in
defence, then:
WHITE: Still using the Recce Sequence Table, does the
enemy ambush the recce, or allow it to pass by unmolested without seeing the
defence: Defenders choice. If the recce fails to spot the enemy, and the enemy
fails to ambush, or stay hidden from the recce, then the defender opens fire:
BLUE: Check against the ENGAGEMENT TABLE to see
how close they can allow the recce to come before opening fire. The defender
fires and places casualties on the recce before the recce replies. Before the
result is known, recce troops only can shout "SHOOT AND SCOOT",
which allows them to halve their casualties received and withdraw to safety
without returning effective fire or expending ammo dice. (Back
to "How to Play)
|
|||||||
E | V | R | C | M | Concealed Defender | ||
R
E
C
C
E
|
E | 6 | 5 | 4 | 2 | Y | Use 1D6 to equal or better the score |
V | X | 6 | 5 | 3 | 2 | Y = ALWAYS | |
R | X | 6 | 5 | 4 | 3 | X = NEVER | |
C | X | X | 6 | 5 | 4 |
|
|
M | X | X | X | 6 | 5 |
|
|
||||
Harassing Range | Effective Range | Contact Range |
Use this table when units open fire on an enemy for
the first time, to see if they can hold their fire until close range.
|
|
E | X | X | Y | |
V | X | 1-2 | 3-6 | |
R | 1 | 2-4 | 5-6 | |
C | 1-2 | 3-5 | 6 | |
M | 1-3 | 4-6 | X |
8
CRT is the time taken for new information to reach the
appropriate command level and be acted on.
If a single Battalion in a Division is attacked, then other
Battalions from the Division can return supporting fire against the attacker in
the first hour of the attack, (this would include organic battalion mortars, and
artillery Regiments IN DIRECT SUPPORT with FOOs under command of
the battalion being attacked), and the other Battalions can counter attack in
the second hour after the start of the Enemy attack (ie next move).
The Division HQ can call for support to its Corps HQ in the
first hour of the attack, so other units from the Corps could give supporting
fire in the second hour of the attack if they are IN SUPPORT of the
Division or UNDER COMMAND of the Corps. Batallions from another Division
in the Corps could also move off to counter attack in the third hour of the
Enemy attack.
If they had no such orders, it would take 1 hour for those
new orders to be issued, so that counter attacks could begin in the fourth hour
of the attack.
COMMAND REACTION TABLE (Back to Content Page) | |
---|---|
Div to Corps 1 Hr going up |
These times may be halved for veteran armoured and veteran motorised units. |
Corps to Army 2 Hrs going up |
Generals can short-circuit the CRT by being at the point of action. |
Army to Army Grp 2 Hrs going up | Orders are generated and take the
same amount of time to come back down the chain of command |
|
|
Task air support (Corps) | 4 Hrs |
Task air support (Army) | 8 Hrs |
Plan major river crossing | 8 Hrs |
Establish inf bridgehead | 1-3Hrs |
Establish vehicle bridge | 2-12 Hrs |
Lay Minefield | 8 Engr Coy Hrs/Km |
Major river bridge demolition | 8 Engr Pl Hrs |
Minor river bridge demolition | 1 Engr Pl Hr |
Dig in infantry Company | 6 Hrs |
Fortify position using defence stores and engineer assistance | 1 day |
1. Air can fly 1-3 sorties per day, decided at the
start of a campaign or scenario.
2. Where a time range is
given, roll a die, or make an umpire decision.
9
EFFECTS OF FORTIFICATION
FORTIFIED troops have strong defensive positions with dug in land lines, obstacles and stockpiled ammunition. They are not disorganised by air attack less than heavy bombers, or any artillery below 160mm calibre prior to the attack. Troops in defensive positions need not be in base to base contact.
DUG IN troops have had time to prepare shelters with
overhead cover They are not disorganised by any artillery below 80mm. They need
not be in base to base contact.
ARTILLERY EFFECT TABLE (Back to Content Page) | ||
CALIBER | ARMOUR | POSITIONS |
45mm | L | OPEN |
80mm | M | DUG IN |
160mm | H | FORT |
Use this table above to check the minimum calibre of artillery needed to cause disorganisation on an objective, and count as effective indirect fire.
WEAPON RANGE TABLE (Back to Content Page) | ||
Max Effective Range | Max Harassing Range | |
INF SMALL ARMS | 300m | 1Km |
INF ATK (Boyes) | 200m | - |
Lt Atk GUNS | 500m | 1Km |
M Atk GUNS | 1Km | 2Km |
88mm Atk etc | 2Km | 3Km |
Up to 47mm Tk | 300m | 600m |
48 to 76.2mm Tk | 500m | 1Km |
81mm Mortar | 3Km | see note 2 below |
3" Mortar | 1.5K | see note 2 below |
120mm Mortar | 5Km | see note 2 below |
105mm Arty | 15Km | see note 2 below |
150+mm Arty | 18km | see note 2 below |
200+mm Arty | 20Km | see note 2 below |
1. You may wish to reduce these ranges or use other published data for specific battles.
2. For artillery used as Harassing fire - Harassing fire that "scores" causes disorganisation, but no casualties. Harassing fire only costs 1/3 of a Fire Unit.
11
WINNING THE FIREFIGHT
Winning the Firefight is done after the Fireplan leaves the
objective. During each hour of fire each stand can fire once, Use 1D6 for each CU
being fired off. Distinguish by coloured dice between Light, Medium and Heavy CUs.
Pick all your dice and roll them at once.
UMPIRE! Penalise unfairly
players who make a meal out of rolling dice - life is too short!
Tanks only close assault infantry or anti-tank positions.
If they win the firefight and roll into the positions the infantry have to take
a break test, which they must pass to stay in position - even if they have
previously passed break tests for casualties.
If the infantry stay, and the tanks do not move off the
position next move then the infantry may fight a close assault against the tanks
with the infantry as the attackers and the tanks as defenders. Note that this is
not the same as infantry attacking tanks in close country with fire as light
targets, and only applies if the tanks have no supporting infantry of their own.
In cases where a mixed infantry/tank force close assaults a position, place
casualties on the attacking infantry first until none are left, then treat the
battle as for tanks alone.
Having won a firefight against other tanks, tanks just
advance the correct distance, pushing the enemy tanks in front of them. Tanks do
not take BREAK TESTS.
The attacker fires off COMBAT UNITS of fire (CUs) as
many times as is required to win the firefight or until he calls off the attack.
The firefight is won when the attacker causes more casualties on the defender
than he has received himself.
Having won the firefight he then close assaults if he is
attacking a position, or simply pushes forward at the correct rate of advance in
contact if engaging mobile troops, or troops not in a defended position.
12
Use 1D6 per CU expended at EFFECTIVE RANGE. For
ambushes at effective range or firefights at contact range (100m), shift
the level of effectiveness of the weapon up one level, eg from L to M
dice for each CU fired. For AMBUSHES at CONTACT
RANGE use two shifts Ouch!
DEFENDER> | OPEN | Dug In | Fort |
|
ATTACKER | L | M | H | |
Inf Wpns
LMG
HMG Lt Mor L |
1
2 3 4w 5w 6ww |
1
2 3 4 5w 6w |
1
2 3 4 5 6w |
Use
1D6
per CU expended at EFFECTIVE Range |
M Mor M |
1
2 3w 4w 5ww 6www |
1
2 3 4w 5w 6ww |
1
2 3 4 5w 6w |
Show a hit on a stand by placing a casualty marker. Markers should be placed at random, but no stand should receive a second marker until all unmarked stands are |
H Mortar
H
|
1
2w 3w 4ww 5www 6wwww |
1
2 3w 4w 5ww 6www |
1
2 3 4w 5w 6ww |
When we use little dice directly as FUs and CUs, we use Green, Purple and Black Dice to show L M and H fire. It is a tradition that Heavy dice seem to roll a lot of ones! |
* There used to be 11 other tables in front of table 12. We kept on calling it that even when the other tables vanished!
SPECIAL ATTACK RULES
1. VETERAN INFANTRY can close assault in the hour that
they win the firefight, inferior Infantry assault in the next hour. If Veteran
infantry take the position in their first round of close assault, after one
round of firefight, then the action is complete from start to finish in one
hour.
2. SHOOT AND SCOOT. Anti-tank, recce and artillery
units that outrange their attackers have the option of firing off 1 CU or FU at
maximum effective range, then withdrawing without being disorganised before the
enemy returns effective fire. Instead of shooting and scooting, they can fire
off a second CU in the same bound, but the attacker can then return fire if they
are able to close to effective range with the enemy.
3. TANK TERROR. Regular, or poorer troops who are
unsupported by friendly tanks or effective anti-tank fire, have a 50% chance of
surrendering to tanks attacking them for the first time.
If however the tanks roll on, the troops will go back to
their positions and will automatically fight thereafter. This rule is intended
for infantry facing predominantly tank units, not infantry or motorised infantry
units supported by tanks.
13
The attacker can close assault with any fighting stands that
have unwounded figures on them, and in addition, if there is more than one stand
close assaulting, must have an unwounded Bn command figure in the assault. The
defender can defend with any stand, on the position that is under attack, that
has an unwounded figure on it.
The attacker takes 1 die for each unwounded figure
assaulting, and the defender takes 1 die for each unwounded figure defending,
both up to the following maximums:
|
||||||
ATKDIE | DEF DIE | Attacks up to X times | BREAK TEST AT | Score to
Hold Firm |
(Back to Game Sequence) | |
E | 5 | 4 | no limit | never | never | Elite and Veteran |
V | 4 | 3 | 3 | 1/3 | (3,6OK) | units win drawn |
R | 3 | 2 | 2 | 1/2 | (4-6OK) | dice against |
C | 2 | 2 | 1 | 1/3 | (5,6OK) | inferior troops |
M | 3 | 1 | 1 | 1/3 | (5,6OK) |
All the collected dice are rolled at once and matched up;
attackers highest against defender's highest and so on. Unmatched excess dice
are ignored, equally matched dice are standoffs, the remaining winning dice each
cause 1 casualty on the loser.
This sequence can be repeated up to the maximum of dice that
the attacker can roll (e.g. 3 times for Veteran attackers), until the attacker
wins, or gives up or either side loses a break test. The whole assault from
start to finish takes one hour unless a result is not reached, in which case the
combat may carry on for a second round in the next hour. Every point that the
attacker wins allows one stand to break into the position. Every point that the
defender wins allows them to push an attacking stand back out of the position.
Large positions are broken down into areas, each containing one or more
defending stands.
14
After combat, a unit up to battalion size is disorganised and
at reduced effectiveness until all casualty markers are removed, or until
resupplied if out of ammunition, or fresh orders given if needed, whichever is
appropriate. Refer to the troop classifications earlier to see how badly they
are reduced in effectiveness.
Fresh orders are needed if the unit is to move on after
securing an objective. In the absence of orders Veteran and Regular troops will
dig in on an objective and reorganise. Conscripts and below will remain
disorganised until orders arrive, and will not dig in unless ordered to as part
of the attack orders.
Note that regiments and brigades do not become disorganised
unless the appropriate headquarters has been directly engaged in combat and has
suffered casualties. Divisions do not become disorganised unless both main and
rear Headquarters have been attacked and suffered casualties.
Show disorganisation by an appropriate marker. A
medic or red
cross figure is a good way of doing this. Show casualties by placing a
marker (we use a red pin) to show loss of effectiveness on the stand. The marker
does not prevent the stand from shooting (lack of ammo does that), close
assaulting, or moving, but if the number of pins (regardless of colour) exceeds
the strength of the stand, then the stand is said to be OVERLOADED, and is permanently
removed.
The best tactic is to withdraw stands with
pins on them to reorganise when possible.
During reorganisation a unit can remove half of its
casualties (red pins). Odd casualty figures are rolled for (4,5,6 on 1D6 to remove them).
Once red markers have been removed, the remaining stands with
one red marker for every figure on them are taken off, (or the strength marker at the back of the stand
is adjusted from a red to a black pin), together with their markers which are all placed in the brigade
medical post (if the brigade has one).
Example: Two stands, each of three
figures has received five casualties. These are shown by red pins. On reorganisation,
two red pins come off automatically. 1D6 is rolled and comes up as a 4, so the
fifth odd red pin can also come off. This leaves two red pins, which are changed
for black pins. The player elects to put one of these black pins on each stand rather than
both onto one.
At the end of the operation or battle, half of those markers are removed in
the same way, leaving only a quarter of the original casualties as permanent
losses to their units. This is only really important for campaigns, when units
regenerate strength after a battle.
An infantry stand can carry a maximum of one casualty per
figure. A company vehicle stand can carry one casualty per strength point shown
on its marker at the rear. Any overloading of casualties results in permanent
removal of that stand. Permanently removed stands are replaced by a dead marker
or destroyed vehicle marker (Peter pig makes some jolly nice ones - or you can
use puffs of smoke stuck to bases).
German recce reaches its limit at the edge of a
Soviet-held village.
15
16
1. Decide which Command stand is commanding the attack. If it
is eg. a battalion HQ then everything UNDER COMMAND and IN DIRECT
SUPPORT can be used to support the attack. If IN SUPPORT are wanted
for a task, then the HQ that has them UNDER COMMAND must agree to, or be
ordered to release them and the appropriate COMMAND REACTION TIME penalty
must be paid.
2. Run the Recce Sequence. This may also include any
pre-attack artillery or air bombardment called down by the recce party. The
recce party may also mark the start line for the main body of troops leaving the
line of march to shake out into attack formation. They do this by leaving a
stand at the start line. If they don't there is a chance that the main body may
deploy too late and be caught in march formation (use the Recce Sequence table
for this).
3. Run the Artillery Fireplan if there is one before the main
attack goes in, and if not already done as part of the recce sequence.
4. Win the firefight.
5. Positional attack only. Close assault the position. This
can only be done after the firefight has been won. Push back the enemy if he is
mobile, or occupy his position if static. The onus is on the defender to get out
of the way of the attack! If he cannot for any reason, then he may have to
surrender.
6. Reorganise. Receive fresh orders, resupply with ammo and
remove casualties. To successfully reorganise a unit, it must have an unwounded
command stand with it. During this stage, unwounded stands may be amalgamated to
form viable companies. Because each tank company stand contains its own company
HQ, there is never a problem regrouping tanks.
Veteran Soviet Guards Motor Rifle Regiment (rather under strength!)
They have dismounted from their transport, and are leading the armour in the
attack
17
LOGISTICS
Log, POL, Ammo and Casualty
markers. Click on them to
see their definitions
Ammunition may be represented by ID6 of an appropriate colour to
represent L (Green) M (Purple) or H (Black) fire. We just use these colours
because they are the ones I happen to have. A base can carry dice equal to its strength marker and
can fire 1D6 per turn. Dice are not expended during close assault (everyone is
too busy hitting each other with rifle butts!) THERE IS NO NEED TO CARRY THE
DICE ON THE BASES. We use a truck or pack horse behind the unit. If most of the the figures
in the unit can fire 3 times before running out of ammo, we put 3 model ammo
boxes in the truck, or have 3 pack horses, or men carrying ammo boxes, or
whatever. Each time you hand over a marker, every stand that can fire in the
unit is given 1D6 of the appropriate colour
DIV LOG = Logistic unit of Supply that generates enough
dice to resupply a Div or Independent Brigade sized unit. DIV POL = enough
Fuel to keep a tracked Div or Independent Brigade running for 1 Day. A Log or
POL unit is
represented by boxes or fuel drums on a base. A truck can carry 1
Log Or POL Unit. (Again, we no longer model POL units. As long as the unit has an
extra truck or petrol bowser with it , it is in supply. If it loses the truck to
enemy fire, or cannot trace a supply line back to its Supply Dump, then it is
out of supply). There is a point to clearing strongpoints at road junctions
now!
Resupply is effected by removing one Div Log from the
Div Supply dump, and refilling each base back up to its max carrying capacity.
This can only be done overnight unless a Bn vehicle goes back to the Div dump to
collect the ammo.
N.B. Dice are not expended during close assault (everyone is too
busy hitting each other with rifle butts!)
When the div supply dump wants more units from corps, it must
swap a vehicle for a div log unit. Likewise, Corps must give army a vehicle for
every div Log Unit that it wants. The onus is on Army and Corps to push vehicles
forward during the first turn of the day. Vehicles are assumed to be EMPTY
so if the need arises to move Div log units, they are placed on, or in the
vehicle.
Fuel is accounted for by having a fuel vehicle per
motorised or armoured division
within one road march move of the headquarters of the division. Then a Corps fuel
vehicle must be within one road march move of its own HQ and the div fuel
vehicles etc forming an unbroken chain through Army back to a Railhead or Depot.
Only Tank and mechanised divisions need fuel bowsers as other units do not
expend significant quantities of fuel compared to ammunition.
18CLASS | WEAPON | ARMOUR | |
VERY LIGHT |
Infantry: all without anti-tank weapons against light or better armour. Russian: T37,T38 French: Hotchkiss 25mm Italian: CV33 |
All soft skin vehicles. All troops moving to contact or road marching | |
LIGHT | Infantry: all weapons up to and including
MMG and 60mm mortar
Artillery: up to 81mm,18pdr. Anti-tank: 20mm,37mm,2pdr |
Most light tanks and armoured cars. German: PzI, PzII British: MkVI, Cruisers to A13 Russian: T26, T28, T35, T60, T70 Italian: L6,M11 American: Stuart Infantry in cover and scrapes Infantry attacking |
|
MEDIUM | Infantry: HMGs,81mm and 3" mortar
Artillery: 90-110mm,25pdr Anti-tank: 47-77mm,6pdr Strafing Fighter Aircraft using MGs/cannon |
German: PzIII, PzIV,
Pz38(t)
British: Valentine, Crusader Russian: T34 Italian: M13 American: M3 Grant, M4 Sherman Infantry dug in or in towns |
|
HEAVY | Infantry: 120mm Mortars, Demolition charges
Artillery: 120-160mm,4.5" Anti-tank: 85-100mm Dive bombers. Fighter Bombers using bombs/rockets. Most 2 Engined Bombers Flame throwers |
German: PzV, Tiger
British: Matilda I, II, Churchill Russian: KV1,KV2 Infantry in fortified positions |
|
VERY HEAVY | Artillery: 200mm and over | Casemated reinforced concrete structures such as The Maginot Line |
NOTES
1. These categories are relative to each other, so that to
get a LIGHT versus VERY LIGHT engagement, shift on the WINNING THE FIREFIGHT
TABLE (Page 12) to MEDIUM versus LIGHT.
2. This table is set for 1939-1942. A weapon or armour
classification may change with time. It would be valid to class a Panzer III,
for example, as
a medium tank in 1940 and a light tank in 1945.
3. These classifications are not absolute; they are meant as
a guide. If you are fighting a battle in which it was recorded that, for
example, 37mm guns made no impact on Matilda IIs, then class the Matilda as VERY
HEAVY. The WINNING THE FIREFIGHT TABLE cannot cope with this shift, so light
guns cannot harm with the target but medium or heavy can. Just because Matilda
Is and Tigers are in the same category does not mean that a Matilda I can take
on a Tiger on equal terms! Early on in the war, 2pdrs and 37mm guns might be
classed as M against machine gun armed tanks.
19
These rules are intended for divisional level battles fought
at the same level of detail as a unit history. To achieve the pace needed to
fight a whole battle day in one 2 or 3 hour evening some compromises had to be made:
All combats had to be reduced to one operation. They had to
be lumped together in the largest groups possible rather than splitting them
down into fine detail. The number of steps taken to resolve combat, and the
number of individual die rolls had to be reduced. Tables of factors modifying
die rolls had to be eliminated entirely.
The key to the speed of the game is the use of the COMBAT
SEQUENCE and the WINNING THE FIREFIGHT TABLE. Ammunition is collected from each
side and a volley of dice is rolled. The casualties are quickly handed out and
the game moves on. If players are allowed to linger over the die rolling, then
the game will slow down.
The second key to speed is limiting the forces that each
player controls. No one should have more than a Division to control. If you want
to model two Divs attacking, then you need three players; two Div Comds and a
Corps Commander to control the Corps assets such as artillery and engineers.
In our playtest campaigns we used the concept of a "PLUMPIRE"
or player-umpire to command the regiments and brigades. This allows the
Divisional Commander to be fed limited information. This goes a long way towards
presenting the player with the sort of problems that a General would face.
Paddy Griffith for getting the whole thing rolling at Moore Park.
Bob Cordery, Graham Evans, Graham Hockley, John
Hopper, Tom Mouat, Phil Steele, Chris Willey Will Whyler, and many others for advice during
play testing,
and providing toy tanks. Ian Russell-Lowell and the Grimsby Wargames Club for
the idea of putting
bases on tanks.
Wargames Development and the Conference of Wargamers.
Tim Gow for introducing me to lots of tiny
dice (see also his excellent MEGABLITZ).
Suzanne for not suggesting that I take up a Man's Hobby and
paint the house instead. Just Type "DIY hell" into any search engine"
to see how lucky you are to be allowed out wargaming!
The following wargames rules have all inspired parts of NQM
in some way or other.
SANDSKRIEG by JOHN SANDERSONBATTLE by CHARLES GRANT
ARMY CORPS RULES by PADDY GRIFFITH
STONK by JIM WALLMAN
BARBAROSSA 25 by FRANK CHADWICK
PRELUDE TO WAR by BOB CORDERY
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