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Rules by the Neo Stalinist Reality Wargames Collective

 

A word of thanks is to be given to the following loyal Party members whose proper understanding of doctrine has helped to make these rules possible. They are: Comrade Matt, Comrade Dean, Comrade Stu and Comrade Tom

 

Copyright permission is given to download/copy these rules for personal use only

 

Crush the Fascist Vipers! -  6mm Scale World War Two Rules version 1.0

 

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Turn Sequence

1. Each turn throw for initiative. The player with the highest score chooses whether to be player A or B.

2. Player A moves and attacks with any/all of his units in any order

3. Both players take reaction tests if needed

4. Player B moves and attacks with any/all of his units in any order

5. Both players take reaction tests if needed

Initiative

Both players roll 1d20. The highest score wins and chooses whether to player A or B. Re-roll ties without modifiers.

                Modifiers:  +3 to the attacker for each primary objective he has captured

                                    +1 to the attacker for each secondary objective he has captured

+1 to the defender for each objective not lost to the enemy

                                    +1 for each enemy command group currently Faltering

+2 for each enemy command group currently in crisis and on table

Movement

Unit Type

Rough Going

 Easy Going

Road

Infantry on foot

4”

6”

6”

Cavalry

6”

8”

8”

Lorry type wheeled vehicles

4”

6”

15”

Truck/jeep type wheeled vehicles

4”

10”

15”

Armoured Cars or Half Tracked vehicles

5”

10”

15”

Fast tracked vehicles (faster than 25mph)

6”

12”

12”

Tracked vehicles

5”

10”

10”

Slow tracked vehicles (slower than 10 mph)

4”

8”

8”

Aircraft

N/a

60”

N/a

Units can be rolled for individually or by the command group

AFVs do not have to stop on contact with enemy soft targets and can instead elect to over-run/interpenetrate them. The target gets to make a free attack at the over-running unit as it passes through

Close Assault Procedure

1. Targets must be within 1” of each other to elect to close assault (exchanging fire at this range is still an option).

 

2. The defending unit makes a defence roll on 1d6.

 

3. The attacking unit makes an attack roll on 1d6.

 

4. Both attacker and defender then apply modifiers, rolling 1 extra die for each of the following reasons that apply:

If the enemy was under artillery attack this turn

If the enemy was under air attack this turn

Higher quality than opponent

Infantry and Tanks (or SP assault guns) making a combined attack

Infantry in APCs or v deployed guns

Better armour class than opponent (vehicle v vehicle only)

If the enemy is in cover or defences

If those defences are rated as strong

HMG/MMG v soft targets

Any v soft transport

AFVs without escorting (adjacent to) infantry v Infantry in woods or built up areas

If up hill, or defending a riverbank or similar geographical obstacle

Fearsome reputation

 

5. Total the scores for both sides. The highest score wins, losers are rendered combat ineffective and are removed from play

 

6. A unit that renders it’s opponent combat ineffective receives a breakthrough move. If taken this option lets the unit move and close assault again

Fire Exchange Procedure

1. A unit that does not have sufficient range, or that cannot penetrate a target’s armour, cannot affect the target!

There are 5 classes of armour they are: Soft, Light, Tank, Heavy Tank, Super Heavy Tank

Heavy or Super-heavy Tank armour attacked in the flank/rear is treated as Tank instead

Light armour is defined as being protection equivalent to that offered by an armoured car or APC

 

2. The attacking unit declares which target it is going to engage in a fire exchange with

 

3. The target rolls a number of d6 to determine it’s defence score (minimum is always 1)

Soft Targets                                  2d6

Light armour                                 3d6

Tank armour                                 4d6

Heavy/super heavy tank armour    5d6

Defence Score Modifiers:               

Vehicle in cover/hull down rolls 1 extra die

Gun/infantry in cover rolls 2 extra dice

Fearsome reputation rolls 1 extra die

Higher quality opponent rolls 1 extra die

Attacked in the flank/rear, lose 1 die

Regarded as obsolete, lose 2 dice

The target’s dice rolls are totalled to yield it’s defence score

 

4. The attacker rolls his attack dice and totals them to yield his attack score

 

Type

Attack Dice in D6

Close Range in inches

Effective Range in inches

Maximum Armour Penetration

Burst Diameter

Notes

Infantry

3

2

6

Soft

N/a

Without effective AT weapons

Infantry

3

2

6

Tank at close

N/a

With effective AT weapons

HMG/MMG

5

6

20

Light at close

N/a

 

Flamethrower

4

1”

3”

Super Heavy Tank

N/a

Effective range is for vehicles only

Mortars

2

N/a

24

Light

Target Only

Out of ammo score = 10

Light artillery

2

N/a

48

Tank

2”

Out of ammo score = 10

Medium artillery

3

N/a

60

Heavy Tank

3”

Out of ammo score = 15

Heavy artillery

4

N/a

72

Super Heavy

4”

Out of ammo score = 18

Gun up to 40mm

2

2

10

Light

N/a

 

Gun up to 50mm

2

2

12

Tank

N/a

 

Gun up to 76mm

3

4

15

Tank

N/a

British 6pdr, German 75mm, American 76mm can penetrate HT at close

Gun up to 85mm

4

6

20

Heavy Tank

N/a

This category also includes the German 75mm L70

Gun over 85mm

4

10

20

Heavy Tank

N/a

Can penetrate SH at close

F-B Rockets

4

N/a

10

Super Heavy Tank

Target Only

 

F-B Bombs

4

N/a

N/a

Heavy

2”

 

Aircraft Cannon

4

5

10

Heavy Tank

Target Only

 

Dive Bomber

4

N/a

N/a

Heavy Tank

Target Only

 

Heavy Bomber

4

N/a

N/a

Super Heavy Tank

5”

 

A stationary unit in a fire exchange adds 1 extra die

A fire exchange that takes place at close range adds 1 extra die

In a fire exchange, if an attacking unit is of higher quality than the target it adds 1 extra die

If the target of an attack was under artillery this turn add 1 extra die

If the target was under air attack this turn add 1 extra die

Attacker has a fearsome reputation

HMG/MMG can split it’s dice against any number of soft targets in range

 

5. If the attacking unit outscores the target it is rendered combat ineffective and is removed from play

If the target outscores the attacking unit, the attacking unit is rendered combat ineffective and is removed from play

 

6. When attacking multiple targets inside a burst diameter, each target rolls it’s defence score. The attacker rolls only once and compares that score to all rolls by the defenders. The attacker should roll his dice first.

 

7. Attacks with a burst diameter must roll for deviation. Throw 2d6, one die representing left, the other right. If the scores match or add up to 7 then the fire lands on target. If the score is 8, 9, 10 or 11 the fire is over. If the score is 6, 5, 4 or 3 the fire is under.

If the fire is pre-programmed, or an aircraft bombing: The highest roll of the two dice is the number of inches by which the fire is under/over, whilst subtracting the lowest roll from the highest will give the distance left or right.

If the fire is observed: The lowest roll of the two dice is the number of inches by which the fire is under/over, whilst subtracting the lowest roll from the highest will give the distance left or right.

Once observed fire is on target it does not have to roll for deviation

 

8. Out of Ammo – on any turn in which an artillery unit’s attack score equals or exceeds it’s out of ammo number the unit is considered to have expended it’s ammunition and is removed from play

Aircraft Rules

Fighters cannot dogfight, escort and act as cover in the same turn

 

Fighter-bombers, without a tentacle to control them, can only attack units in the open, or units moving

 

Fighter-bombers making a cannon attack reduce an enemy’s armour class by one level

 

Aircraft armed only with MGs (when making a cannon attack) cannot affect tank, heavy tank or bunker armour

 

Bombers must be pre-programmed as to their turn of arrival and target

 

AAA acts as an umbrella that aircraft must fly through in order to attack ground targets. Each AAA model is worth 1pt (2pts if the model is a triple or quad 20mm gun). Total the number generated in this way for all AAA in range of a target to yield an air defence score. An aircraft must exceed the air defence score to get through unscathed and attack ground targets. If the aircraft rolls equal to, or 1 less than, the air defence score it must abort it’s attack run and try again next turn. If the aircraft fails to roll within 2 of the air defence score it is “shot down”. The largest air defence score that can be generated against any given target is 9

AAA cannot fire at ground and air targets in the same turn

 

Fighter Cover – acts exactly the same way as AAA, but you get 1pt (1/2 a point if obsolete) per fighter model assigned to act as cover. Fighter cover remains in effect until the enemy has shot down all your fighters in a dogfight – in which case the enemy gains air superiority. A fighter cover air defence score can be added to an AAA air defence score to give one air defence total (the maximum is still 9)

 

Fighter Escort –fighters can be assigned as escorts for bombers and fighter-bombers bombers. Enemy fighters must fight a round of air combat against the escorts, only if they are not shot down may they then go through to attack the target being escorted.

 

Dogfighting – fighters can be sent against enemy aircraft to dogfight with them. Fighters roll 4d6, fighter-bombers roll 3d6 and bombers roll 2d6 (British and American heavy bombers flying formation roll 3d6). Obsolete or inferior aircraft (relative to their opponents) lose one die. The highest score shoots down the opponent.

Reaction Test

Reaction tests are taken (on 1d20) by the command group and are based upon the quality of the troops taking the test. A reaction test must be made when a command group takes casualties to it’s teeth arm troops (not it’s supporting, or reconnaissance, units).

Reservists – troops that are too old, too young or too unfit to fight. Generally with they have little or no elan

Green – troops with little or no combat experience but, as a result, generally have high elan

Veterans – troops with combat experience that has taught them caution in the face of the enemy

Elites – troops with extensive combat experience and high elan

A unit that suffers an adverse reaction must comply with the compulsory movement involved in that reaction before another test can be taken. A unit that has complied with compulsory movement can move normally in it’s next go

 

 

Reaction Results

Group Rating

Press On!

Go to Ground

Falter

Crisis

Reservists

1 – 10

11 – 13 

14 – 18

19 – 20

Green

1 – 13

14 – 16

17 – 18

19 – 20

Veterans

1 – 12

13 – 17

18 – 19

20

Elites

1 – 15

16 – 18

19

20

A crisis result means roll 1d6: 1 – 2 = group goes fight fanatic. 3 – 4  = group runs away. 5 – 6  = group surrenders

Crisis Modifiers: Germans add +1 if fighting the Allies and subtract –1 if fighting the Russians

Russians add +1 if cut off/surrounded and subtract –1 if defending

British Paratroops subtract –2 if defending

Siberian/Mongolian troops subtract –1

Italian troops add +2

Japanese troops subtract -1

 

 

 

 

 

Press On! – the group is unaffected and continues to follow it’s orders

 

Go to Ground – the group temporarily ceases to move towards known enemy positions and any unit that can move to (or towards) cover must do so. If the nearest cover is further away than the enemy, then change to press on.

 

Falter – no unit in the command group will advance towards known enemy positions. All units must retreat to cover or, if no cover is available, retreat out of range of the enemy. A second, consecutive, test result of Falter is changed to Crisis

 

Run Away – the group loses determination:

If attacking it must call off the attack and make a fighting withdrawal back to it’s start line, then defend on that position. If the start line has been over-run by the enemy, change to withdraw off table. American troops that reach their start line can be re-ordered back into action after one turn of delay

If defending it must make a fighting withdrawal back to the next line of defence. If there is no next line change to off table.

 

Surrender – the group offers to surrender to the nearest enemy unit, which must then choose to either:

Accept the surrender, in which case it the enemy and all it’s prisoners are removed from play. It being assumed that the enemy escorts it’s captives to the rear area and into captivity

Refuse the surrender and liquidate the prisoners, in which case all future results of surrender are changed to Fight Fanatic as word spreads that prisoners are not being taken

 

Fight Fanatic – the group decides to make a desperate last stand. It must move to cover (if available), then halt and defend it and need take no further reaction test for the rest of the battle

 

Note – none of the above reaction results prevent a unit from exchanging fire with/close assaulting the enemy

Observation

Observation rules are tricky at best, given that the player has a bird’s eye view of the battlefield. Therefore, if a players wishes to hide units from his opponent he must mark their position on a map. These hidden units are revealed (placed on the table) when they fire, move within sight of the enemy or when an enemy comes within his close range of them. In all other circumstance, if a clear line of sight can be drawn to an enemy unit it can be observed.

Additional Rules

1. The Historical Imperative – if any rule allows a unit to perform in a way it could not do historically then that rule must be changed to adhere to known historical facts. Similarly, if a rule prevents a unit from performing as it did historically then it must be changed so that the unit may do so

 

2. Black marks – a black mark is placed against a player on each occasion that he: argues over the rules on a minor point, cheats, reacts his forces to enemy units they could not observe, re-rolls a “cocked” dice when it clearly shows a score etc. At the end of the game the player with the most black marks should hang his head in shame for spoiling everyone’s game

 

3. When all the teeth arm units of a command group have been rendered combat ineffective any support units (not occupying their objective) are automatically removed from play

 

4. A command group is defined as any group of units under an HQ element. The historical formation that this group represents is a function of the scenario

 

5. Turreted weapons and infantry have a 360 degree arc of fire, all others have a 90 degree arc

 

6. Self propelled units may move and fire, non SP units may move or fire

 

7. Support units integral to a command group may only fire in support of that group

 

8. Fire priority – units mist fire on the closest threat

 

9. Minefields – can be anti-tank, anti-infantry or mixed and thinly or thickly sown. Each turn that an enemy is in/moves through a minefield roll once to determine the field’s attack score. All enemy units must roll a mine defence score (using their armour values as listed in point 3 of the fire exchange procedure) against this. If the enemy fails to outscore the minefield the enemy is destroyed.

AT thin         3d6       AT thick         4d6

AP thin         2d6       AP thick          3d6

Mixed thin    2d6       Mixed thick      3d6

Engineers that move through a minefield may clear a path. Infantry clear paths at the rate of 1” per turn, vehicular mine clearers at 3” per turn.

Design Notes

These rules are not constructed based on hard data, but instead, are made to reflect certain outcomes common to warfare in this period. Some broad tactical factors are taken into consideration, as all strategy is built on tactics, but here again, reflecting a unit’s operational role in a battle has been considered of more importance than number crunching minute details. The system of rating units (particularly AFV armour values) is designed to be theatre and year specific. As an example take the KV2, in 1941 it would have heavy tank armour and a fearsome reputation, in 1943 it has lost it’s reputation and would be regarded as obsolete. No universal system of rating would allow for this change, but CFV does. Necessarily of course this means that to get the most out this system you must have a good working knowledge of the Second World War, or least of the campaign that forms the backdrop to your battles.