Ted Schulz's World War II Rule Set

2002-5-16

WORLD WAR II RULES

GENERAL
These are fairly simple rules which require only tape measures and six-sided dice. The simplicity is good if you're playing the game with your children or if you just don't like complications.
The board is set up to 25mm (1/72) scale.
Pieces can move the indicated inches in each move (adjusted for up/down hill and roads).
Dice are used for all shooting/fighting results (1 die/man). I suggest at least 30-40 dice of at least three different colors. If 20 men are shooting at 20 others, it's much easier to roll 20 dice all at once. If the men are different types, use different colors for each type.
For projectiles, the "effect" is the dice numbers that indicate a "hit" on the target (other numbers are a miss). Soldiers hit then roll for survival (5,6 or 6 for artillery= survive-flesh wound : 1-4 or 1-5 for artillery= dead & removed from the game). Any man hit (in one turn) two or more times is automatically dead (no survival). There are different effects for different ranges.
Different types of men are subject to different effects from projectiles and in melee (hand to hand) as shown below.
ARTILLERY AND TANKS
When an artillery/tank piece is going to fire, a clear plastic burst pattern is put down (on top of troops,etc.) where the shell is supposed to hit. For each shot a "ranging" shot is rolled with a die. The number shown is what is needed for the piece to fire (basically is the shell on target or a total miss). If you don't get the ranging shot, remove the burst pattern. If you do get it, then you fire for effect on everything under the pattern. The patterns are irregular shapes as shown below with the approximate diameters;








Heavy artil./tank-3.5 in. (9 cm), Medium artil./tank-3 in. (8 cm), Light artil./tank-2.5 in. (6 cm), Mortar/bazooka-1.5 in. (4 cm).


MACHINE GUN AND FLAME THROWER
Here, a pie wedge shaped clear plastic pattern is used to show what is covered by a shot. The angle should be 25-30 degrees and the range for the gun. It's best to have three separate size patterns for flat, uphill, and downhill ranges.
BUILDINGS AND STRUCTURES
The basic idea here is that the buildings and structures are destroyed piece by piece by artillery shots. Points are assigned to buildings or parts of buildings (sections with separate roofs/1st and 2nd stories). For each artillery shot on the building 2 dice are rolled and the total value is subtracted from the buildings point total. There are 4 point ranges for each building. FULL POINTS means men inside (not firing from doors or windows) can not be hit by artillery (hits the roof first). NO ART. COVER means men more than 2 inches from the wall can be hit by artillery. Those less tha 2 inches from the wall still have over the top cover (the projectile moving in an arc hits the wall not the men). NO TOP COVER means the walls of the building are just piles of rubble providing only small arms cover. ALL DEAD means whatever is left of the building has just collapsed on everyone inside (good-bye). It's a good idea to get out before this stage. In a similar manner, structures such as bridges and fort wall sections can be destroyed by artillery.
I've tried many variations to add to the reality of these games (supply rules, morale rules (camp followers), etc.). Most of these require ridiculous paperwork and slow the game to a crawl. Leaving them out is less realistic but more fun.


MOVING

ALL MEN MOVE 6 INCHES.
CAVALRY MOVE 12 INCHES.

VEHICLE MOVING


TYPE MEN (RIDERS) MOVE EXTRA ARMS
HEAVY TANK/S.P. 6/6 8" 1 M.G.
MEDIUM TANK 6 9" 1 M.G.
LIGHT TANK 6 10" 1 M.G.
JEEP 5 12" 1 M.G.
HALF TRACK 10 9" 2 M.G.
TRUCK 10 12" 1 M.G.
LARGE L.C. 50 UNITS 8" 2 M.G.
SMALL L.C. 30 UNITS 8" 1 M.G.


A MORTAR or M.G. takes the place of 1 man in a vehicle.
3 TANK TRAPS take the place of 1 man in a vehicle.
S.P. = self propelled gun M.G. = machine gun L.C. = landing craft ADJUSTMENTS
Moves are adjusted for uphill, downhill, and travel on roads.

MOVE UP(-1/3) DOWN(+1/3) ROAD (+1/2)
6" 4" 8" 9"
8" 5.5" 10.5" 12"
9" 6" 12" 13.5"
10" 6.5" 13.5" 15"
12" 8" 16" 18"

CHANGE of TERRAIN moves need to be split up.
ON RD.-> OFF 2/3 ON + REST OFF (example: a man with a regular 9" move wants to move 6" on the road and then move off. He has used 2/3 x 6 = 4" on the road so he can move 5" off the road.)
OFF RD. -> ON OFF + 1 1/2 REST ON
FLAT -> UP FLAT + 2/3 REST UP
UP -> FLAT 1 1/2 UP + REST FLAT
DOWN -> FLAT 3/4 DOWN + REST FLAT
FLAT -> DOWN FLAT + 1 1/3 REST DOWN


SMALL ARMS RANGES/EFFECTS


Ranges are adjusted for uphill or downhill.

TYPE

NORMAL UP (-1/4) DOWN (+1/4)
INFANTRY 12" 9" 15"
ARTILLERY MEN 8" 6" 10"
PARATROOPS 12" 9" 15"
SHARPSHOOTER (SHORT) 12" 9" 15"
SHARPSHOOTER (LONG) 16" 12" 20"
MACHINE GUN 12" 9" 15"
FLAME THROWER 8" 6" 10"

ALL EFFECTS ARE 1,2,3 = HIT (small arms and M.G.)
UP/DOWN RANGE ADJUSTMENT REQUIRES A MINIMUM ELEVATION OF 3 INCHES.
NORMAL SURVIVAL (SMALL ARMS AND M.G.) = 5,6
ARTILLERY and FLAME THROWER SURVIVAL = 6
DOUBLE HIT = DEAD (NO SURVIVAL)
EXCEPTIONS
SHARPSHOOTERS AT SHORT RANGE (1,2,3,4 = HIT)
ARTILLERY MEN (1,2 = HIT) - pistols
FLAME THROWER (1,2,3,4 = HIT) - SURVIVAL = 6.
Vehicle drivers can not shoot if the vehicle moves in the same turn.
If a bazooka or flame thrower man is killed, leave a marker so someone else can pick up the weapon later.

SHOOTING AT CAVALRY:
EFFECT SPLIT UP
1,2,3,4 1,2,3 = man hit 4 = horse hit
1,2,3 1,2 = man hit 3 = horse hit
1,2 1 = man hit 2 = horse hit
1 1 = man hit

WHEN MAN IS SHOT OFF A HORSE, HORSE MOVES 1 FULL MOVE (or stays put):
"1"=N,"2"=S,"3"=E,"4"=W,"5,6"=STAY

PARATROOP LANDNGS


1 Turn = mark landing area center (X) - Men have left the plane.
1 Turn = men are in the air.
1 Turn = men land (NO fire or move). Spread men out evenly around X so they are at least 2 inches from each other.
1 Turn = normal move and fire.

LANDING CRAFT


Start move at edge of table UNSEEN (mark the spot on paper and keep track of distances).
When the L.C. is within 16" of shore, put the L.C. on the board.
L.C. and enemy can not fire until the L.C. is on the board (fog).
1 Turn = L.C. moves within 1" of shore.
1 Turn = L.C. drops doors and all pieces move. Last chance for L.C. to fire guns.
1 Turn = doors up and move away (no fire).

UNITS FOR L.C. LOADS and START OF GAME


PIECE UNITS
Tank, S.P. 15
Truck, Half Track 10
Jeep 5
Artillery 3
Man 1
Mortar 1
M.G. 1


ARTILLERY RANGES



All ranges in inches. Ranges are adjusted for uphill or downhill.

TYPE NORMAL UP (-1/4) DOWN (+1/4) RANGING SHOT
HEAVY TANK 36-52 27-39 45-65 1,2
20-36 15-27 25-45 1,2,3
5-20 5-15 5-25 NONE
MEDIUM TANK 28-40 21-30 35-50 1,2
16-28 12-21 20-35 1,2,3
5-16 5-12 5-20 NONE
LIGHT TANK 24-32 18-24 30-40 1,2
16-24 12-18 20-30 1,2,3
5-16 5-12 5-20 NONE
HEAVY ARTIL./S.P. 52-72 39-54 65-90 1,2
32-52 24-39 40-65 1,2,3
10-32 10-24 10-40 NONE
MEDIUM ARTIL. 36-52 27-39 45-65 1,2
20-36 15-27 25-45 1,2,3
10-20 10-15 10-25 NONE
LIGHT ARTIL. 32-44 24-33 40-55 1,2
20-32 15-24 25-40 1,2
10-20 10-15 10-25 NONE
MORTAR 20-32 15-24 25-40 1,2
10-20 10-15 10-25 NONE
BAZOOKA 3-24 3-18 3-30 1,2,3

UP/DOWN RANGE ADJUSTMENT REQUIRES A MINIMUM ELEVATION OF 3 INCHES.
ALL EFFECTS ARE 1,2,3 = HIT / SURVIVAL = 6 / DOUBLE HIT = DEAD
Bazookas and Flame Throwers (including the man) are hit by a "1,2" from artillery. A "3" hits only the man. Survivals ("6") are rolled for both the weapon and the man. If only the man survives, replace him with an infantry. If only the weapon survives (man is killed) replace with a marker so someone else can pick up the weapon later.

FIRING RULES

CREWS (MINIMUM IS NEEDED TO FIRE WEAPONS OR MOVE VEHICLE)

PIECE MAXIMUM MINIMUM
ARTILLERY 5 2
MORTAR 3 1
M.G. 3 1
S.P. 6 2
TRUCK, HALF TRACK, JEEP 2 1

MORTARS must be 1.5 inches from walls (higher than the mortar) to fire over them.
ARTILLERY must be 3 inches from walls (higher than the piece)to fire over them.
ARTILLERY can not fire from inside the castle (ground level).
ARTILLERY can only be fired in front of the axle line. Otherwise must be turned first (1 move).
Unmanned ARTILLERY pieces can not be manned and fired in the same turn.
Any man firing a piece can not fire separately as an individual.
ANYTHING under a burst pattern is rolled on for a hit.
Everything except artillery can move and shoot in the same turn.
MORTARS can not be fired from vehicles.
1 man can spike an artillery piece (roll a 1,2,3,4) in one turn.
Any artillery piece, vehicle, or tank trap is destroyed by a "1" from artillery (roll 1 die /art. piece). NOTE: the center of the burst pattern must touch the the piece or vehicle.
Pieces pulled by a vehicle/horses are left in place when the vehicle is destroyed.
ALL MEN with a vehicle are killed by a "1" from artillery.

COVER

COVER REDUCES EFFECT BY 1

Anything reasonable provides regular cover from small arms and machine guns (NOT flame throwers).
Stone walls, buildings, and boulders (not little rocks), sand bags, etc., provide small arms and bazooka cover (not from flame throwers and artillery).
Jeeps do not provide cover for men inside.
Half tracks (armored) provide small arms, artillery and flame thrower cover for men inside.
Trucks provide only small arms and M.G. cover for men inside.
Tanks do not provide cover for riders.
Inside buildings with points provide complete artillery cover. IF MEN SHOOTING FROM WINDOWS & DOORS , they get NO cover from artillery, just regular cover.
Inside buildings with points ,building walls (2" high), cliffs (3" high), & castle walls (3" high) provide complete over the top artillery cover (men within 2" of wall/cliff). i.e. they can not be hit by projectiles moving in an arc.
There is no over the top artillery cover from mortars.
Artillery by itself does not provide cover.
Men shooting down from a cliff have small arms, M.G., and bazooka cover from men below.
The train moves 12" every move from the end of the board. May be used for cover but not boarded.


EXTRA MOVING RULES

AT LEAST 1/2 of army must come on in the first move (by units).
"RIVER" = minimum of 4" wide.
Across river, men lose 1/2 move (once) and can't fire while in river.
Men can carry M.G.s, flame throwers, and mortars across rivers.
Across river, vehicles lose 1/2 move (once).
No vehicles can enter pond or bay.
Men lose 3" crossing barbed wire.
MEN cross (swim) pond or bay at 1/2 move (can't fire).
Bazookas, M.G.s, and mortars can not be in pond or bay (too deep).
1 man can move a M.G. or mortar 6"/turn (can fire in the same turn).
1 turn to turn an artillery piece by men (can not fire in same turn).
Vehicles can move single file only on roads.
Vehicles must have one man driving to move.
Vehicles can cross barbed wire, bushes and small rocks (not walls or boulders).
Vehicles can not cross tank traps.
AM.G. in vehicle must be manned by other than the driver.
Vehicle load/unload, artillery hitch/unhitch = 1/2 move. i.e. these can take 1/2 move before or after.
Tanks can not enter castle.
1 man can set 2 tank traps (1 inch apart) in 1 move.
1 man can lay 2 inches of barbed wire in 1 move.
Doors, etc. can not be opened or closed in same turn as troops passing through them.


MELEE

MAXIMUM "GROUP" = 10 MEN (for stay/retreat).
If attacker fires and melees, enemy killed by fire are removed before the move to melee.
Retreat is a full move away from the enemy.
1 ST ROUND

Attacker rolls-if hit, defender is dead (no survival).[attacker advantage]
if miss, defender fights back.
Defender rolls-if hit, attacker rolls for survival.
if miss, both decide for stay/retreat (hidden paper, show at same time) for each group.
2ND... ROUND
Attacker rolls-if hit, defender rolls for survival BUT DEAD fight back before being removed.(fighting at same time)
if miss, defender fights back.
Defender rolls-if hit, attacker rolls for survival.
if miss, both decide for stay/retreat (hidden paper, show at same time) for each group.
MELEE WITH GUN CREW
If not fighting the whole crew and the attacker wins, the rest of the gun crew MUST ATTACK in the same turn and finish the melee. Can't have mixed crews on a piece.

MEN NEEDED TO KILL
Infantry 1,2,3
Paratroops 1,2
Sharpshooters 1,2,3
Artillery men 1,2,3,4
Flame thrower man 1,2,3,4
Bazooka man 1,2,3,4
Cavalry 1,2



CASTLE

1 full move to open/close doors.
When all points on a wall section are gone, all men on top are gone.
When a cannon is hit by a "1", take 5 points off the wall section.
Men can move on/off walls only at corners.
Doors can be blown off with a "1" from artillery.
STORMING
1/2 move to put up ladder (within 1" of wall).
1 move - 2 men on ladder (no firing).
1 move - men on ladder melee with 2 men in fort (no attack advantage).
If ladder men win, put on wall.
If men stay at top of ladder, others can follow.
2 men can push ladder off wall by rolling 1,2.
Men on ladder when pushed off need 4,5,6 to survive.
On walls, only 2 men can melee at a time in each direction.

BRIDGES

1 bridge can be built by 10 men in 10 moves or 5 men in 20 moves or 1 man in 100 moves.
Artillery shots remove points at 2 die/shot.

Large bridges have 30 points at the start and allow vehicles and men 4 abreast.
at 20-30 points the bridge is OK.
at 10-19 points the bridge can hold men (4 abreast) and UNarmored vehicles only.
at 1-9 points the bridge can hold men (2 abreast) only.

Foot bridges have 15 points at the start and allow men 2 abreast.
at 10-15 points the bridge is OK.
at 1-9 points the bridge can hold men (single file) only.

BUILDINGS

Artillery shots remove points at 2 dice/shot.
Must erase 2nd floor to get 1st floor.

FULL NO ARTIL. NO OVER ALL
POINTS COVER TOP COVER DEAD
50-31 30-21 20-11 <=10
40-25 24-17 16-9 <=8
30-19 18-13 12-7 <=6
20-13 12-9 8-5 <=4



CASTLE AND BUILDINGS

CASTLE TOWERS = 20 POINTS