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.
Death
to the Alien Scum! – A 6mm Invasion Earth Battlegame
The
Turn Sequence – on the first turn decide randomly who goes first.
After that the side that destroyed the most enemy units in the previous turn
goes first (dice off for a draw). In your go you may do anything in any order.
Note however that no unit may attack more than once per go and no enemy unit may
be attacked more than once per go.
Victory
– victory conditions can be set by a gamesmaster, or by player agreement. It
is suggested that the first side to lose 4 activation dice is defeated
|
Unit
Type |
Movement |
Power
Rating |
|
Commander |
As
type |
As
his unit type but increase his PR by +1 |
|
Tank |
200 |
+3
v anti-tank, recce or powered armour, +4 v others |
|
Mechanised
Infantry |
200 |
+4 |
|
Light
Infantry |
150 |
+3 |
|
Powered
Armour Infantry |
200 |
+5
v infantry, artillery or warbot, +3 v others |
|
Reconnaissance |
250 |
+3
v recce or warbot, +2 v other |
|
Anti-Tank |
150 |
+4
v tank, strongpoint, defence gun or leviathan, +2 v others |
|
Artillery |
150 |
+4
v infantry, +3 v others |
|
Defence
Guns |
static |
+4
v aircraft or airmobile status, +3 v others |
|
Leviathan |
200 |
+4
v aircraft, +5 v others |
|
Warbot |
150 |
+3 |
|
Aircraft |
300 |
+2 |
|
Strongpoint/Pill
Box |
static |
+3 |
|
Command
& Supply Post |
static |
+6 |
|
Shock
Troop Status |
As
type |
Win
draws against all except other shock and add 2 if their total exceeds the
enemy’s |
|
2nd
Rate Status |
As
type |
Lose
draws against all except other 2nd rate and subtract 2 if their
total is less than the enemy’s |
|
Airmobile
Status |
300 |
As
type |
|
Add
+1 for each friendly unit assisting in an attack (to a maximum of +2) Add
+2 if attacking an enemy unit in its flank/rear Units
that are dug in and/or that occupy cover add +1 when defending, but not
when attacking Infantry
supported by tanks add +2 in a close assault (place the tanks behind the
infantry to symbolise this) -2
if your command & supply post has been captured/destroyed. Or if your
unit is currently silenced |
||
Combat
Results: In the case of a unit’s PR total being less than it’s
opponent’s
Tank:
Killed by aircraft. Or, if unsupported, by infantry if both units are in a built
up area. Otherwise, retreat
Mech
Inf: Retreat from leviathan, or
if dug in. Otherwise, retreat or dig in (players choice)
Infantry:
Killed in the open by tanks. Retreat if dug in. Dig in if under artillery
or infantry fire. Otherwise, retreat
PA
Inf: Killed
by warbot in a close assault. Retreat if dug in. Otherwise, retreat or dig in
(players choice)
Recce:
Killed in a close assault. Otherwise, retreat
Anti-Tank:
Silenced by artillery. Overrun and destroyed by any in a close assault.
Otherwise, retreat
Artillery:
Killed by tanks, or by any unit in a close assault. Silenced by
artillery. Otherwise,
retreat
Defence
Guns: Silenced
by artillery. Overrun and killed by any unit in a close assault
Leviathan:
Retreat
Warbot:
Killed by leviathan
Aircraft:
Shot down by aircraft. Otherwise, retreat
Strongpoint:
Silenced by artillery. Overrun and killed by any unit in close assault
C&S
Post: Overrun
and captured by any unit in a close assault
Silenced
= the unit loses the ability to fire and/or move in its next go
Retreat
= the unit is moved back away from the enemy one full move, facing him
Combat
Results: If a unit outscores its opponent by double (or more), the
opponent is liquidated
Combat
Results: A draw. Bounce off in a close assault = Both units must
retreat one base depth, facing their opponent. In shooting = no effect.
1.
Measuring Scale. Play tested at the scale of 2” = 100. But there is no
reason why 100 could not also be scaled as 1” or 10cm
2.
Attack Procedure (shooting or close assault). Both the attacker and the
target roll 1d6. Both add their power rating and any relevant modifiers. The
scores are compared and the relevant combat result applied to the loser
3.
Firing range is 200. Defence guns and aircraft can fire 300. Artillery
can fire 600 and does not (unlike all other unit types) need to be able to see
its target, its fire can be called in by a friendly unit (that can see the
target) instead.
4.
All units, except for artillery and anti-tank, can move and fire
5.
For direct fire purposes by ground units only, each contour of a hill (on
which the unit must be stood) adds 50 to its shooting range, to a maximum range
of 300
6.
A unit cannot claim the flank/rear bonus in an attack unless it started
its go behind the flank/rear of said target
7.
Units stop on contact. Units in contact are assumed to be in a close
assault.
8.
Artillery, anti-tank and static units cannot initiate a close assault but
can defend against one. Aircraft cannot close assault but airmobile can.
9.
Breakthrough. If a unit kills its close assault target it may occupy the
ground formerly held by that target. If this brings it in to contact with
another enemy unit, it may close assault again. This process can be repeated
until the unit fails to kill an opponent
10.
Friends that assist an attacker share his fate. To assist in shooting
requires that the target be in range. To assist in close assault requires that
the friend is also in contact with the enemy (except for infantry supported by
tanks). Note that artillery and aircraft can assist in a close assault without
having to be in contact with the enemy unit under attack. When so used the
artillery/aircraft does not share the fate of the attacker.
11.
Infantry supported by tanks in a close assault can claim two assists,
effectively giving them +4
12.
Units that are “dug in” lose that status if they move
13.
A unit that cannot retreat, for whatever reason, is liquidated
14.
Built up areas count as cover. Woods count as cover against all except
artillery. Field works (E.G. trenches) also count as cover
15.
For movement, measure distances from the furthest point travelled by the
unit
16.
Road Movement. Units outside of shooting range of the enemy can move
twice if they pay an extra AP. A unit that takes this option must halt at 300
from the enemy if it encounters such during any part of its second (road bonus)
movement.
17.
Units inside a terrain template spot each as normal. Units outside the
terrain can only see units on the edge of it. Units inside terrain can only see
out of it if they are on the edge of it.
18.
You cannot shoot through an enemy unit to attack a different one behind
it, unless you are on a higher elevation than the intervening enemy
19.
You may only shoot over a terrain template if your unit is on a higher
elevation than the intervening terrain, artillery and aircraft are an exception
20.
Both sides must field a command & supply post
21.
Play on 3ft wide x 4ft deep table. The defender sets up anywhere in his
own half. The attacker cannot deploy closer than 300 to a defending unit
22.
Optional quick game. Reduce all Power Ratings by 1
Sample Army Lists
This game was play
tested using the following two 6mm armies: Lord Desecrator’s Imperial Terror
Legion v The USA
The Legion:
Up
to 3 x Commanders (1 x Imperator, 2 x Legate)
10
x Infantry (cohorts)
6
x Second Rate Light Infantry (auxilla)
2
x Airmobile Powered Armour Infantry with Shock Status (Praetorian Guard)
3
x Warbot (lanciarii)
6
x Tank (clibanarius)
3
x Artillery (ballista)
6
x Anti-tank (catapulta)
4
x Aircraft
1
x Leviathan
1
x Mothership (C&S Post)
Up
to 3 x Commanders (1 x General, 2 x Colonel)
6
x Tank Brigades
1
x Tank Brigade with Shock Status (armoured assault engineers)
6
x Mech Infantry Brigades
6
x Second Rate Light Infantry (National Guard)
6
x Anti-tank Battalions
3
x Artillery Regiments
2
x Aircraft Squadrons
4
x Defence Guns
3
x Recce
1
x C&S Post