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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.

Death to the Alien Scum! – A 6mm Invasion Earth Battlegame version 1.0

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.

Activation Points – each go your side throws 6d6 activation dice to determine how many activation points it receives. To move and/or attack with a unit requires 1AP, to defend against an attack does not cost AP. For every 4 units destroyed subtract 1 activation dice.

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.

Guidelines on Playing the Game

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)

 

The USA:

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