"I wish I was in
Wargames Rules for the
first world war in
by Tony Cullen (c)Copyright 2002
Organisation
All figures are based on stands of 2,3 or 4 figures
(size of 2p for combat stands and 1p for command).
Special stands may have to be made, they may be
square, rectangular or circular and should be styled to fit the figures.
I suggest that Command Stands carry 2 figures and Combat stands 3.
Stands may be of the following types
|
Command |
- |
Officers |
|
Combat/Command |
- |
NCOs |
|
Combat |
- |
Riflemen |
|
Combat |
- |
MGs (HMG or LMG) |
|
Special |
- |
Mortars |
|
Special |
- |
Artillery |
|
Special |
- |
Vehicles |
Command stands are used to command units, Combat stands fight (NCOs do both).
An
example company consists of (e.g.)
1 x Senior Officer
4 x Platoons of
1 x command stand (1 or 2 will be Junior Officers, the rest NCOs)
4 x Other stands
? x Special Stands (Mortars, MGs,
Artillery, A/Cs) these may be attached to platoons or fielded separately, with
or without command capability)
LMGs should always be
assigned to platoons
Qualities
Officers: Officers may be one of the following Abilities:
i. Diligent
ii. Competent
iii. Inept
Troops: Units,
usually at the Company level, are given a Quality rating. This may be:
i. Exceptional
ii. Capable
iii. Inadequate
Colour
coding:
Each stand in a platoon should be given a colour code, one of five (e.g. Green,
Red, White, Black and Yellow). The controlling player should have d10
corresponding to these colours.
Specialist stands may be given any of the 5 colours. Be warned having lots of
stands of one colour in a unit may result in disastrous performances.
If Platoons contain more than 5 stands additional colours may be introduced or
one of the original colours reused.
The colour code system is used to speed up fire calculation and damage
allocation.
Move
sequence.
The game progresses in alternate bounds. The attacker starts and activates his
units, carrying out the relevant actions. Once all of his units have been
activated the defender activates his units.
Command
and Control
Each turn a player must roll 1d10 to activate each unit. The dice determines
how many actions the unit may carry out. These actions must be uniform across
the unit.
i.e. a unit has two actions it decides to move and set
up an HMG. The setting up of the HMG uses one whole action even though it only
applies to 1 stand in the unit.
Officers have a command range of 6" and may thus command any units whose
command stand falls within this range. If a unit is Out of Command any
stand within 6" is sufficient. The actions ordered by an Officer must be
uniform across all stands commanded by that officer in the phase.
Junior Officers may only be commanded by Senior Officers.
Separate units and stands not originally under the Officers command must be
"brought under command" by the Officer using an action to do so. If a
unit wishes to conduct its own activation roll and thus perform separate
actions once more it is considered to no longer be a part of the Officers
command group. NCOs may bring Out of Command stands/units under command.
Note: Units/Stands brought under command in a turn may not roll for activating
themselves in that turn.
Units
Out Of Command
Units or abandoned bases, which are out of command, that is
with no Officer or NCO in command of them, and within command range (6"),
may attempt to activate themselves.
The dice throw is made as usual and the resultant actions may be used in the
normal manner.
Units/Stands brought under command in a turn may not roll for activating
themselves in that turn.
If an out of command unit/stand fails to achieve any actions it will retire a
full move segment. If the stand/Unit is in defences they may ignore this
requirement.
Activation
rolls
Roll 1d10 for each unit wishing to carry out individual actions:
|
No of |
Diligent |
Competent |
Inept |
Inadequate |
Capable |
Inadequate |
|
0 |
- |
- |
1 |
1-6 |
1-5 |
1-4 |
|
1 |
1 |
1-2 |
2-5 |
7-0 |
6-9 |
5-8 |
|
2 |
2-5 |
3-6 |
6-9 |
- |
0 |
9-0 |
|
3 |
6-8 |
7-9 |
0 |
- |
- |
- |
|
4 |
9-0 |
0 |
- |
- |
- |
- |
Actions
Each Action may be one of the following:
* these actions may be performed more than once a
turn.
² An assault means the unit may perform no further actions this phase.
Condition
Each stand may be either:
|
Steady |
Normal movement and firing |
|
Suppressed |
Will not advance, may fire |
|
Pinned |
No movement or fire |
|
Broken |
Retreat at full speed toward base edge (no actions required) No firing allowed. If they are contacted by the enemy they will surrender. |
|
Movement |
||
|
|
Move |
Assault |
|
Infantry |
6" |
8" |
|
Cavalry |
10" |
12" |
|
Runners |
10" |
- |
|
Vehicles |
8" |
- |
|
Limbered Artillery |
8" |
- |
|
Wagons etc. |
4" |
- |
Suppressed
stands may not advance.
Pinned stands may not move or fire.
Stands must remain within 1" of another stand from their Platoon, unless
abandoned.
A unit may abandon stands in order to keep unit moving; these may be brought
under command by other Officer or NCO stands.
Junior officers may leave their platoon and join another.
Small
Arms Firing
Firing may be conducted against a specific unit (platoon, battery, squadron) or
against a target area defined as a zone with a frontage of 4" and a depth
of 3". Thus the calculated Fire Factor relates to the volume of fire
against a unit or area.
Different firing units targeting the same unit or area may either fire
separately or sum their factors. Note: Artillery fire is always calculated
separately from small arms fire.
Infantry stands and LMGs have a 360° arc of fire.
HMGs have a 180° arc of fire, and Artillery a 45°
arc.
A Change of direction for an HMG, Mortar or artillery piece requires an action.
Factor
Determination:
Sum the Factor from the Small Arms Table for each stand firing on the target,
add or subtract the modifiers. Cross-reference the final factor on the Combat
Results Table to see which dice scores cause Suppression, Pinning and
Destruction.
Hit
determination and Allocation;
Roll d10 of the appropriate colours for the target unit (Normally it will be as
well to throw all 5 dice anyway). Check the dice score against the required
scores. Any results are then applied to the stands of the corresponding
colours. If there are two or more stands of the same colour code in the target
unit / area they all receive the same result.
Stands receiving a result similar to the condition in which they already are will advance to the next worse condition. i.e. a Suppressed stand being Suppressed will become Pinned, and a Pinned stand being Pinned is destroyed.
Example:
A Capable, modern rifle equipped, Schutztruppe
platoon of 4 stands, an NCO and an LMG fire on a clearing (4" by 3"
area). The area contains 4 stands of Commonwealth troops where two platoons
overlap (2 Indian stands, one marked Red and one, which is suppressed, Blue; and two Askari stands, Red
and Yellow.
The clearing is 16" from the firing platoon, which is in position. The
firer sums the factors;
4 stands = 4, the NCO = 1 and the LMG = 2; In position gives 6 (1 per stand),
the umpire judges that the clearing constitutes Soft cover -3; The total factor
is 10. Therefore the required rolls are 7 to suppress, 9 to pin and 10 to
destroy.
The German player rolls the dice getting: Red = 9, Blue = 8, White = 4, Yellow
= 3 and Green = 10. There are no white or green marked stands involved so these
rolls are discarded. The yellow stand is untouched,
the blue stand is suppressed and, as it already is, becomes pinned. Both the
Red stands become pinned. A green stand would have been destroyed.
Artillery
Firing
Artillery may be either Off-Table or On-Table.
Off-Table:
All Heavy Guns must be, and field guns may be, Off-Table. The availability of
Off-Table artillery should be scenario driven.
Off-Table artillery may only fire in a Pre-Programmed manner with timings and
targets written down.
Off-Table fire may be stopped or cancelled, but not initiated by a Senior
Officer using a Telephone/Telegraph or flares.
All Off Table fire is considered to be at
On-Table:
On Table artillery may be provided by field guns and mortars.
On table artillery my fire by a pre-programmed pattern, as with Off-Table
artillery, or by Direct fire.
Direct
Fire:
Direct fire may be carried out on targets in line of Sight.
Chose a target (a stand or terrain feature); then roll 1d10 to hit.
If a miss results, move the aim point the required displacement distance in the
determined direction. The aim point now marks the centre of a burst circle of
the indicated diameter. Any stands in this burst circle are potential targets.
Take the Fire Factor for the weapon and modify using the Fire Factor modifiers.
Cross-reference the factor and roll the hit dice as with Small Arms fire.
Artillery is considered to be in position for receiving fire but not for
firing.
Artillery is considered Capable for fire resolution.
Combat Tables
|
Small Arms Table: |
6" |
12" |
18" |
24" |
|
|
CLOSE |
MEDIUM |
LONG |
EXTREME |
|
"Old" Rifle |
2 |
1 |
1 |
- |
|
Modern Rifle |
2 |
2 |
1 |
1 |
|
LMG |
2 |
3 |
2 |
1 |
|
HMG |
3 |
4 |
3 |
2 |
Fire Factor Modifiers:
|
Target |
Firing Units |
||
|
In Position |
-2 |
Per Stand Suppressed |
-1 |
|
In Soft Cover |
-3 |
Per Stand In Position |
+1 |
|
In Hard Cover |
-4 |
Out of Command |
-2 |
|
In Trenches |
-5 |
Being Assaulted |
-2 |
|
Cavalry |
+1 |
Exceptional |
+1 |
|
A single stand |
-2 |
Inadequate |
-1 |
Artillery
Direct Fire To Hit Table:
|
Target |
Displacement Distances |
||
|
9,10 |
On Target |
Close |
1" |
|
8 |
Right 1 displacement distance |
Medium |
2" |
|
7 |
Left 1 displacement distance |
Long |
3" |
|
6 |
Over 2 displacement distances |
Extreme |
4" |
|
4,5 |
Over 1 displacement distance |
|
|
|
2,3 |
Under 1 displacement distance |
|
|
|
2,3 |
Under 2 displacement distances |
|
|
Artillery
Direct fire Factors:
|
Weapon |
Minimum range |
Maximum range |
Fire Factor |
Burst Circle |
|
Light Mortar |
4" |
18" |
8 |
1" |
|
Heavy Mortar |
6" |
36" |
10 |
2" |
|
Light Field Gun |
- |
- |
10 |
3" |
|
Medium Field Gun |
- |
- |
12 |
4" |
|
Heavy Gun |
- |
- |
14 |
5" |
Combat
Results Table:
|
Fire Factor |
Suppressed |
Pinned |
Destroyed |
|
0 |
- |
- |
- |
|
1-2 |
10 |
- |
- |
|
3-4 |
9 |
10 |
- |
|
5-6 |
8 |
10 |
- |
|
7-8 |
8 |
9 |
10 |
|
9-10 |
7 |
9 |
10 |
|
11-12 |
7 |
8 |
9 |
|
13-14 |
6 |
8 |
9 |
|
15+ |
6 |
7 |
8 |
Close
Combat Factors
|
Infantry Stand |
3 |
|
Heavy Weapons stand |
2- |
|
Cavalry Stand |
4 |
|
Command Stand |
1 |
Close
Combat Modifiers
|
Assaulting |
+2 |
Per Stand Suppressed |
-1 |
|
Armour support within 4" |
+2 |
Per Stand Pinned |
-2 |
|
Cavalry Vs Hard Cover or Trenches |
-4 |
Infantry Vs Hard Cover or Trenches |
-4 |
|
Exceptional |
+1 |
Inadequate |
-1 |
Getting
"in position"
Getting in position takes an action. It represents making best use of the
ground.
Stands/Units which are in position may not move. If they do move they are no
longer in position.
Setting
up an HMG or Mortar
An HMG or Mortar must be set up before it may fire. This takes an action. Once
an HMG or mortar moves it is considered not set up and must set up again before
it can fire. This does not apply to weapons being Layed.
HMGs and Mortars may never be in position.
Observe
An activated Unit may attempt to spot hidden enemy.
Indicate the Terrain area being observed and allow the owning player of the
hidden troops or an umpire to roll 1d10 (concealed from the observer). The
required scores are given below. Hidden troops, which move more than 1 move
segment in a turn, or which fire, or are within 4" are automatically
discovered.
Observation
Table
|
Terrain |
Range |
|||
|
4"-12" |
13"-18" |
19"-36" |
37+" |
|
|
Broken |
4 |
6 |
8 |
0 |
|
Light Cover |
6 |
8 |
0 |
- |
|
Dense Cover |
8 |
0 |
- |
- |
Rally
To Rally, and improve the Condition of the stands in a Unit takes an action.
Roll all the coloured dice as for firing. Modify the dice roll by the
modifiers. The required scores are below. The result applies for each stand of
the dice colour in the Unit.
|
Rally Condition |
|
|
Recover 1 level |
8+ |
|
Recover 2 levels |
11+ |
|
Rally Modifiers |
|
|
Officer with Unit |
+1 |
|
18" or more from enemy |
+1 |
|
In cover |
+1 |
|
Out of Command |
-2 |
|
Exceptional |
+1 |
|
Inadequate |
-1 |
Assault
An activated Unit may make an Assault. Once it has attempted an Assault it may
make no further actions this turn. The Assaulting Unit(s) must take a Morale
test immediately.
If the Assault goes in the Assaulted Unit(s) must take a Morale Test.
An Assaulted unit may fire before Close Combat is calculated provided its
Morale Test result allows it.
Close
Combat
This is carried out in the same manner as Firing,
using the Close Combat Factors and Modifiers.
Following each round of combat any suppressed stands retreat 1 full move.
If all the stands in a unit in contact with the enemy are Pinned those stands
surrender.
If one side has not surrendered both sides take a General
Morale Test.
Communicate
Communicating takes an action. An Officer can communicate with another Officer
or NCO if their stands are within 2" of each other. Officers with access
to Telephones/Telegraphs may contact other units so equipped, including Off
Table Artillery.
Despatch/
move runner
Officers may send communications/orders by means of a runner. These are moved one
move segment automatically each activation phase. Additional movement segments
require the use of an action by the despatching Officer.
Morale
Tests
Morale Test should be taken:
Roll 1d10 and modify it.
Morale Test Modifiers
|
NCO led Unit |
+1 |
Per Stand Suppressed |
-1 |
|
Officer led Unit |
+3 |
Per Stand Pinned |
-2 |
|
MG, Arty or A/C within 6" |
+1 |
Per Lost Stand |
-2 |
|
In hard cover |
+1 |
Inadequate troops |
-1 |
|
In trenches |
+2 |
|
|
|
Exceptional Troops |
+1 |
|
|
Moral Results
|
|
General Test |
To Assault |
Being Assaulted |
|
5+ |
OK |
Will Assault |
Will Stand |
|
3,4 |
No Advance |
No Assault |
Will Stand but will not fire |
|
2 or less |
Retreat abandoning Pinned |
No Assault |
Retreat abandoning Pinned |
Retreating Units will Retreat until passing a General Test.
Armoured
Cars
Armoured Cars receive fire as Hard Cover. They ignore the movement restrictions
of Suppressed and Pinned markers, but when Destroyed they are destroyed.
Whenever an Armoured Car's condition state worsens it must take an "A/C
test". Roll 1d10 and add/subtract the modifiers.
A/C
Test modifiers
|
Friendly Infantry or artillery within 4" |
+1 |
Suppressed |
-2 |
|
Friendly A/C within 4" |
+2 |
Pinned |
-3 |
A/C Test Results
|
5+ |
Carry on |
|
3,4 |
Retire 1 move |
|
2 or less |
Retreat until rallied to OK |
If an Armoured Car is supporting infantry in Close combat, and the infantry
surrenders, Retreats or are completely Destroyed; the
Armoured Car retreats for one move.
Isolated armour may not be engaged in Close Combat,
rather it should be shot at.