WW2 skirmish RULEs..

Started by gameleaper, September 22, 2017, 08:00:58 AM

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gameleaper

WWII skirmish rules by Mark Ainsworth, Inspired by SAGA rules,

first off this is a framework to play a ww2 skirmish game.

I wanted to create a fun simple ww2 squad game, I wanted dice to be kept to a few, I wanted the rules to be practcally easy to remember so play focused on the board rather than sheet reading. I wanted the player to have to watch its formation ,each soldier could be targeted individualy because I had not seen this before in a miniatures game and it made the wargame slightly RPG. A hit on a squad is likely a low number , so hits are one soldier, but combined attack can score 3 hits.

vehicles are NOT complicated in these rules, these rules are infantry squad orientated. you may wish to fire more than one weapon on a tank. there is no facing in these rules , you are considered able to face any direction you want, time passes slowly enough for you to turn within an activation.

0) here is a system for fireing example you must spend advantages & disadvantages before the roll, first add cover up in quarters , cover is explained later in the rules, now add distance from fireing distance in quarters, add these together , use disavantages aginst the target too to increase die roll, the defender can add his advatages to reduce die roll, , Im suggesting 2 D6s for an attack minius the cover and distance totals (plus defender disavantages attacker spends & advantages attacker spends on this attack), if final score is above 9 its suppressed(a suppressed squad cant move or fire) , if using special weapons increase the die roll by each special weapon fired. you may also use advantages specified in the orders boxes you chose to play/spend, 8 then its a Kill(remove a squad member) , 7 is a PIM (pin just means squad cant move), the best type of result may be suppression - because if the side cant rally you can keep firing on a suppressed squad(look at close assault for PIN and suppressed ) if you score a PIN on a unit already Pinned the unit just remains pinned, same with suppressed

NOTE ) you can use colored Dice to represent how many advantage & disavantage markers a squad has

1) All Soldiers are part of a squad, and start as a squad. casualties can reduce a squad to 1 or eliminate it.

2) A squad can have any type of soldiers in it, but must not exceed 6 soldiers. EG: rifleman, tommygunner, sniper, officer, engineer.

3) each soldier type rifleman, tommygunner, sniper, officer, engineer - has differrent abilities, each squad can have uoto five advantage markers, and dissadvantage markers(uoto five) but you cant have both as they cancel each other out, eg: if a squad has 3 disadvantages and it gain 2 advantages then the result would be 1 disadvantage.

4) the orders boards contain benefits to your squads, you roll 2 D6 dice for every squad you have to a maximum of 12 dice minimum 5 dice, you get 3 dice for a full 6 man squad maximum of 12 dice, then place the dice on the box of choice, each D6 will be from 1 to 6, the box will have a requirement to use it eg:only 4,5,and 6s can be used, and you may need more than one dice to forfill its requirements. once required dice are placed you proceed with play and spend each boxes benifits as you move or attack etc...

5) if you spend boxes to move a squad etc... you take the dice off the box and do the movement of a squad etc...

6) you gain advantage markers for occupying a buiding or have cover or in an armored vehcle, but when you exit then you get a disavantage marker that in this case will reduce the advantage markers. you gain advantage markers by resting, but the orders boxes at the begining of the turn have to be spent to set a squad to rest. you have an advantage marker for having a full squad(but lose one for every soldier lost, you get a disadvange markers) . you get an advantage marker for having an MG with the squad and one for a bazoka. you can gain advantage markers for recovering ammo crates or occupying a strategic location on the game board.

7) effect of markers, advantage markers you can choose how they are used eg: double firepower etc.. disavantage markers are used by the enemy. the enemy can reduce your cover or reduce your movement, or ambush you etc...

8) movement is calculated from board size and soldier height, so you have to look at the board and decide the scale your board looks, then write the distances you think best for the following man on foot, vehicle, slow vehicle, firing distance. now write the distances in quarters, so tou will have 4 distances for each measurement, these distances are increased or reduced a quarter for each advantage or disadvantage marker spent, you cant go above one and a half, or lower than a quarter.

9) cover has 4 levels,these cover levels are increased or reduced a quarter for each advantage or disadvantage marker spent, max 2 min 0

10) each wall or buiding or any kind of cover has to be pre thought out prior to play.

11) each squad has eqiupment that differrent troop types use, like MachineGuns(tommygunner), Bazookas(engineer), Map(for fast movement,  officer uses the Map) . you must have an order box with dice before you can use the equipment, but an advantage marker may be spent to use equipment

12) you can only hit a vehicle if you have an engineer bazooka soldier in the squad attacking and you have used an orders boc to fire a bazooka. if you het a hit the vehicle is destroyed and any soldiers inside.

13) there are battlefield assets ;ole Heavy Machine guns that can be used be the squads with the correct soldier , you donr need to assign an orders box to use these assets. but the assets cant be moved.

14) the squads can have a quality GREEM REGULAR ELITE, if a GREEN squad fires reduce the die roll by 1, if an elite squad fires increase its die roll by one. this quality rating may have other effects in the game such as onlu ELITE squads can drive and use a tank or fly in a helicopter. GREEN cant use battlefield assets maybe. if you want to avoid quality just use regular quality.

15) combined assault, is where 3 sqauds of at least 3 solders in each attack a single squad that may have dugin and have a lot of advantag markers, . this is to simulate flanking. the worst attack odds of the 3 squads is used(eg 1 squad is futher away than other, the you use the furthest away attack stats) ---->(IMPORTANT markers from wach squad are reduced by one prior to attackM THAT MEANS GIVING EACH SQUAD A DISADVANGE) this counts as 3 hits, and all squads use this turns fireing attack. if you only have 2 squads on the battlefield then you can still do a combined assault. roll for each squad,

16) HIDE , if you spend dice in the orders phase to use  HIDE, the squad can evade any one attack of its choosing this turn. BUT not a combined assault. you are asumed to be hideing so an attack would fail - then you can attack.

17) play starts with orders phase, both players rolls twice as many dice as they have squads to a maximum of 12 dice*minimum 5 dice), then they assign them to the boxes they choose(you must forfill the correct dice requirements for each box assigned) . the the turns begin each player takes it in turn to activate a squad(BUT only if they have spend dice in the orders phase to assign a box to activate, you can place as many dice as you want on the activate box, so you can activate as many as you have correct dice for, but you will have less dice to spend elswhere). you can spend your assigned boxes to benefit an activated squad at any time, and you can spend advatages at anytime during an activation, BUT the enemy can hinder you if you have disadvantage markers(the enemy can spend any number of disadvantage markers to limit your movement or attacks etc...) when ever you use a box the dice must be removed, so you in effect have spent that box. the turns to activate each squad goes back and forth, but only get to activate if the turn passes to you and you have a box with activate dice , you remove a dice from the activate box as you activate, when all dice are gone from both sides the orders phase begins again. you can activate any squad multple times if you spent the multi activate box

   MULTI ACTIVATE, if you spend the dice to use this box you can activate any squad any number of activations you spend in the activate box

   when a squad is activated it can move and attack, then control passes to the enemy, the enemy may use your disadvantages ainst you or may use an air attack.

   after both sides have had a chance for each squad, then the orders phase begins again, count your squads and assign dice to the boxes.

18) the rifleman is the base soldier, if you dont have one in your squad then that squad cant use any benefits from the orders boxes

19) the oders dice is normal max of 12, but you can reroll an xtra dice if you use box that allows it, YOU CAN DO THIS OVER AND OVER IG YOU HAVE 6 AND 1s BIT TO A MAXIMUM OF 12 DICE

20) vehicles van have weapons like MGs or Guns, they fire the same as squads but are weak againt air strikes, if you spend a box that is an airstrike against a vehicle , the attack has 3 added against the vehicle, otherwise the attack is the same as squad targets.

21) if a squad is in cover, they wont want to leave because they got an advantage marker when the got to cover BUT will get a disadvantage when they leave. this promotes cover to be used.

22) vehicles can be hit by mortors, no adbantage markers or disadvantage markers can be used in the attack, its a straight 2D6 throw, over 7 distroys vehicle and squad inside

23) boats and vehicles cost both move and attack to board & move , so you cant board a truck move then exit truck & attack. Helicopters\AirCraft are treated as a vehicle BUT you fire at it with a Rocket Laucher Bazooka(you need to spend dice on the box that allows tou fire a bazooka, the its a staraight 2D6 roll - 7 and over destroys it. Boats are vehicles.

24) close assault, if two enemy units ocupy the same close area, then you must do a close combat phase, first roll D6s for each defender, on every 6 remove an attacker, the defender goes first, then do the same for attacker, and continue untill one squad is eliminated. the defender can a d6 for every advantage it has to spend. if the defender is suppressed the attacker goes first and attacker can spend advatages on D6s, if the defender is pinned the attacker goes first but cannot spend advantages.

25) you can target any figure in range in the squad enemy when firing, I found this to be exciting - you need to keep good formations to avoid risk, its not as in real life where you would not know who your firing at - but it is real sim by forcing the defender to keep good formations - I think it improves real simulation, its not how you would think to write a rule but it works Im constantly keeping my officer and engineer safe. this rule does not apply to things like mortor hits or guns or tanks.

26) RALLY, Roll a D6 if you have spen dice on RALLY you can rally a pinned squad on a 5 or a 6, tou can rally a suppressed squad on a 6

27) Smoke blocks Line Of Sight, so no attack can be done through smoke, you can if you have spent dice on smoke lay down smoke within a 1\4 distance of a man movement, mortors can fire smoke anywhere an officer can see.

28) AMBUSH you get to attack first, and if you get any result the enemy squad cannot return fire

29) below are examples of order boxes , try to desighn your own, these boxes are a universal set, add differrent country spesific boxes

  ----------------------------------  ----------------------------------  ----------------------------------
  | 6,and a 1 thrown               |  | 6,and a 6 and a third 6 thrown |  | 1,or 2s thrown                 |
  | roll 1 xtra dice + the 6 and 1 |  | you can set a squad to AMBUSH  |  | you can activate a squad       |
  | to spend on orders             |  |                                |  |                                |
  ----------------------------------  ----------------------------------  ----------------------------------

  ----------------------------------  ----------------------------------  ----------------------------------
  | A 4, thrown                    |  | 5, thrown                      |  | 6, thrown                      |
  | granade throw within 1\4 dist  |  | you can use MG if you have one |  | you can use Bazooka            |
  | if you have engineer           |  |                                |  |                                |
  ----------------------------------  ----------------------------------  ----------------------------------

  ----------------------------------  ----------------------------------  ----------------------------------
  | 6, thrown                      |  | 1, thrown                      |  | 6, thrown                      |
  | you can use sniper             |  | you can rest and gain an       |  | you can enter vehicle or drive |
  |                                |  | advantage marker               |  |                                |
  ----------------------------------  ----------------------------------  ----------------------------------

  ----------------------------------  ----------------------------------  ----------------------------------
  | 1, thrown                      |  | 2 dice 1 & 2  thrown           |  | 2 dice 3 & 4  thrown           |
  | you can run doubletime a squad |  | you can cross water            |  | you order air strike           |
  | get *1.5 movement              |  |                                |  | equivalent to 2 D6 roll 8 hit  |
  ----------------------------------  ----------------------------------  | Add 3 to attack A vehicle      |
                                                                          ----------------------------------

  ----------------------------------  ----------------------------------  ----------------------------------
  | 2 dice 3,4s & 4,5s  thrown     |  | 2 dice 4 & 5  thrown           |  |  1 2 or 3 thrown               |
  | you order a mortor strike      |  | you fly helicopter to go to    |  |  Rally a pined or Supresed     |
  | equivalent to 2 D6 roll 8 hit  |  | any location                   |  |  Squad Roll a D6               |
  |                                |  ----------------------------------  |  5 or 6 - PIN,6 For Suppressed |
  ----------------------------------                                      ----------------------------------

  ----------------------------------  ----------------------------------  ----------------------------------
  |  1 or 2  thrown                |  |  6 and 6 and 6  thrown         |  |  6 , throun                    |
  |  Lay down smoke within 1\2     |  |  A Squad can HIDE from an      |  |  MULTI ACTIVARE                |
  |  distance\Mortor unlimited     |  |  ATTACK                        |  |                                |
  ----------------------------------  ----------------------------------  ----------------------------------


------------------------
A solitaire Rule for thise wishing to play Solo ) decide what order to do for the unit, then roll a six sided die

1 = absolute opposite of the order
2 = half hearted interpretation of order
3,4 do the order exactly
5 vigourously over do order
6 do order to extream

-------------------------
I think I like this solatair rule

first put 6 D6s around the table of a color, but make sure there all differrent number eg 1,2,3,4,5,6

now roll a D10 dice and put enemy at the corresponding location

do this procedure for every enemy unit that can move.

use a D10 and let everying over 6 remain where it is.

its simple but had to be said, because it kinda works well
-------------------------

here is a simple start of a game

turn1

to begin game first give all the squads there starting advantage markers, all squads except the beits in the open get 4, the brits in the open get 3. 1 for full squad 1 for bazooka 1 for MG and 1 for cover.

orders phase
------------------------
Both sides have 2 squads, so both sides get 4 dice to spend on orders

brits spend 1 and a 2 dice to activate both squads
brits spend a 6 on a sniper attack.
brits spend 1 on doubletume(you get to increase movement by 50%)

germans spend 2 and 2 dice to activate both squads
germans spend 3 and 4 dice to order a motor attack

end orders phase
---------------------------

IMPORTANT I MIXEDUP THE DIE ROLLS , SUPPRESSED IS ABOVE 9, KILL IS 8 AND PIN IS 7.

now the turns to activate to each squads goes back and forth, but only get to activate if the turn passes to you and you have a box with activate dice , you remove a dice from the activate box as you activate, when all dice are gone from both sides the orders phase begins again.

the turn begins with the british, his plan is to use all advantages to suppress the german squad in the bunker, then use his doubletime and advance into the bunker for a close combat, if the german squad is suppressed it will be easy to destroy them

the germans are thinking to move the squad to support the first squad. and use a mortor attack on any advance by the brits.


the brits sctivate the squad in cover & fire and spend 3 advantages, the germans dont want a suppression but choose to spend 2 advantages in order to get an extra advantage from a bad roll by the brits.

the brits roll a 7 + 3 advantages = 10, the germans reduce the 10 by the 2 advantages it spent to 8, now the 8 is reduced by cover 2 plus distance 2 , so 8 becomes 4. thats a total miss , but the germans only have 2 advantages left, and the brits have 1 but if they leave cover they will have 0

now the germans activate the squad that is in the second bunker, first they fire a motor they assignes on the boxes at the squad that just fired, a roll of 8 results in a PIN. now the germans move behind the sandbags next to the first german squads, they still have 4 advantages and fire at the pinned brits. they spend 4 advantages and the brits spend the 1 they have, the germans roll a 9 +4 -1 = 12 -2 cover -1 distance = 10, the brits are suppressed. the turn now goes back to the brits.

the brits now see the unmoved german squad a threat because the suppressed brit squad is vunrable, so the brits fire at the first squad and use 3 advantages, the germans use 1 advantage, the brits roll an 11, +3 - 1 = 12 minus cover 2 = 10 minus distance 3 = 7 , so the german squad is suppressed,the brits doubletime to engauge the german squad in close assault. the germans cant fire first or use its advantage because its suppressed. the brits roll 6 D6s and get 3 6s for 3 hits, the germans roll 3 D6s because 3 soldiers have been hit, they roll bad no 6s, the brits roll 6 D6s and get 2 6s, the germans now only have 1 soldier and roll a 6, so the brits take 1 hit, the brits roll 5 D6s and get 2 6s , that finishes off the german squad.the brits get a dusavantage marker for losing a full squad status and an extra disadvantage marker because the MG gut took the hit, (you get disadvantages for not having a full squad and for not having an engineer and also for not having an Machinegunner)


thats the first turn over, now its the order phase again, no advantages are given, they only get them once at the begining they gain more for other reasons like retrieving ammo crates.

bbmike

gameleaper, it sounds like you are ready to prototype your board game. Here's a good place to start.  8)
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

"Before Man goes to the stars he should learn how to live on Earth."
-Clifford D. Simak

gameleaper

#2
edit

gameleaper

added lots of stuff like ambush flanking battlefield assets squad quality helicopters

gameleaper

#4
edit

gameleaper

still deciding on setup of table, here is a new setup picy

gameleaper

#6
edit

bbmike

Sorry to hear about your back.  :(
Creating a Vassal module for this might also be a good way to test.
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

"Before Man goes to the stars he should learn how to live on Earth."
-Clifford D. Simak

gameleaper


gameleaper

Quote from: bbmike on September 30, 2017, 07:41:50 AM
Sorry to hear about your back.  :(
Creating a Vassal module for this might also be a good way to test.

Ive used a narrow table and small amount of figs, and put a bed next to the table so I'm ok at this small game, cant reach to far across but its working

gameleaper

#10
edit

bbmike

We need to start a collection to get you some better army figures.  :P
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

"Before Man goes to the stars he should learn how to live on Earth."
-Clifford D. Simak

gameleaper

Quote from: bbmike on September 30, 2017, 02:10:25 PM
We need to start a collection to get you some better army figures.  :P

I'm hust playesting, but I like the fact I don't have to be carefull with them, or care about loosing any :)

gameleaper

#13
edit

gameleaper

#14
setting up first game with the shiny new rules. bb note to myself don't photo cheap soldiers :) I found from my first setup I need less stuff on the table and more space because the soldiers are big, I'm going for buildings in this game to block LOS