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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, Comrade Frenchie and Comrade Tom (the destructor).

 

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

 

 

Shock & Awe - 6mm Ultra Modern Rules

Version 1.0

Introduction

The Cold War is over. This game has been designed to reflect battalion to brigade size ultra-modern warfare both in the real world and also in what could be called “Tom Clancy World”. Those seeking a game of number crunching data and complex mathematical tables should look elsewhere. Shock & Awe abandons such outmoded concepts in favour of using situation factors (and luck) to bias the probability of likely outcomes in combat based on a unit’s primary function and general interaction both with its friends and against its enemies. Through the use of relativistic scaling short, medium and long range weapons can be fielded on table and interacted with, allowing the full range of ultra-modern tactics to be used and the full range of ultra-modern vehicles to be bought and played with.

 

First Principles

Each base of figures represents one unit. Units come in various types (based on function) of varying status (quality), in real life terms each base represents a platoon sized formation. Platoons can be grouped together to form companies and companies are grouped together under a commander (representing a battalion head quarters or BHQ) to form battalions. A number of battalions when grouped together form a regiment or brigade, which will be led by a regiment/brigade commander. In small games players will take the roll of a battalion commander, in large games they will take the role of regiment/brigade commanders.

 

The measuring scale is variable according to the area that you have to play on. S&A uses the concept of 50s and 100s for ranges and movement, 100 can measured as 80mm, requiring a table 4ft x 4ft (note, this is the default scale). Or 1”, requiring a table 2ft x 2ft. Or 10cm, requiring a table 5 or 6ft x 4ft. Or any other distance you want it to represent really. For the smaller distances we recommend that you cut out some strips of plasitcard pre-measured to set distances. For the larger distances you will need a small tape measure.

 

Game length. 10 to 20 units a side = approx 2 to 3 hours. 70 to 100 units a side = approx 6 to 8 hours

 

Basing Figures

If players have their units already based, then use the figures as they are. If not, then use the following suggestions. Either way all that really matters is that both sides conform to the same basing conventions. The standard base size is 3cm x 3cm, large models may require a larger base. The base (or the figure) should be marked so that the player can identify which battalion the unit belongs to. The number of figures per base is dependant on type:

Vehicle, aircraft, AT, AA, mortar or artillery unit = 1 figure (+ crew if required)

MICV or APC infantry = 4 to 6 infantry figures and 1 vehicle

Foot infantry = 4 to 6 figures

The CC&S unit should be based on a 100 x 100 template and contain a diorama of HQ elements, supplies and radars etc  

 

 

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 (though there are exceptions to this).

 

Unit Type

Movement

Combat Power Rating (CPR)

Commander

As type

As his unit type but increase his CPR by +1

Main Battle Tank

200

+3 v anti-tank or reconnaissance, +4 v others

Light Tank

200

+2 v tank, anti-tank or reconnaissance, +3 v others

Special Forces Infantry

300

+3 v artillery or aircraft, +5 v others

MICV Infantry

200

+4

APC Infantry

200

+3

Foot Infantry

150

+4 if elite, +2 if not

Reconnaissance

300

+3 v reconnaissance, +2 v others

Anti-Tank

150

+4 v tanks, strongpoint or hovercraft, +2 v others

Class 1 Artillery

150

+4

Class 2 Artillery

150

+3

Mortars

150

+1 when defending, can only attack if acting as an assist

Artillery Drone

600

+3 when defending, cannot attack

AA Missile

150

+3 v aircraft or airmobile status, +1 v others

AA Guns

150

+3 v infantry, +2 v others

AA MANPAD

200

+1

Hovercraft

300

+4 when defending, +2 when attacking

Aircraft

900

+3 v AA, +2 v others

Airmobile

900

As Unit Type but decrease CPR by –1 while in transport

Strongpoint/Pill Box

static

+3

Command, Control & Supply Post

static

+6

Low Yield Tac Nuke Strike

N/a

+11

Shock Status

As type

Win draws against all except shock and add 2 if their total exceeds the enemy’s

Highly Trained Status

As type

Win draws against all except highly trained/shock and add 1 if their total exceeds the enemy’s

2nd Rate Status

As type

Lose draws against all except 2nd rate and subtract 2 if their total is less than the enemy’s

+1 for each friendly unit assisting in an attack (to a maximum of +3)

+2 if MBTs and infantry making a combined attack or defence in a close assault (place one base behind the other to symbolise this)

+1 if dug in and/or occupying cover when defending, but not when attacking

+1 if attacking a unit in flank/rear

-1 if being attacked in the flank/rear

-1 if attacked while being carried in a landing vessel, or while operating amphibiously

-2 if your command, control & supply post has been captured/destroyed and/or if your supply line has been cut

-2 if your unit is currently silenced

-1 if your unit has Obsolete Status

-1 if in a chemical weapon or irradiated zone and NBC protected

-2 if in a chemical weapon or irradiated zone and not NBC protected

 

Combat Results: In the case of a unit’s total being less than it’s opponent’s
Unit Type

Result

Tank

Killed by aircraft. Or, if unsupported, by infantry if both units are in a built up area or wood. Otherwise, retreat

Light Tank

Killed by aircraft or MBT. Or, if unsupported, by infantry if both units are in a built up area or wood. Otherwise, retreat

MICV Infantry

Retreat from MBT, or if dug in. Otherwise, retreat or dig in (players choice)

APC Infantry

Killed in the open by MBT. Retreat if dug in. Otherwise, retreat or dig in (players choice)

Foot Infantry

Killed in the open by MBT. Retreat if dug in. Dig in if under artillery or infantry fire. Otherwise, retreat

Special Forces Infantry

Killed by special forces. Retreat if dug in. Otherwise, retreat or dig in (players choice)

Reconnaissance

Killed in a close assault. Otherwise, retreat

Anti-Tank

Overrun and killed by any in a close assault. Silenced by artillery or aircraft. Otherwise, retreat

Artillery, Mortar or AA

Killed by tanks, or by any unit in a close assault. Silenced by artillery or aircraft.  Otherwise, retreat

Artillery Drone

Shot down

Hovercraft

Retreat

Aircraft or Air Mobile

Shot down if the opponent’s score is odd, if even then Abort!

Strongpoint/Pillbox

Overrun and killed by any unit in a close assault. Silenced by artillery or aircraft

CCS 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. A unit that cannot retreat, for whatever reason, is killed instead

Abort = the unit is removed from the table and must roll a 5 or 6 to return

Combat Results: If a unit outscores its opponent by double (or more), the opponent is killed

Combat Results: A draw. Bounce off in a close assault = Both units must retreat one base depth, facing their opponent. In shooting = hit to no effect.  

Shooting Ranges

 

Default Firing range   200

Artillery    1200

Long Range Artillery   1500

Aircraft   300 normally or 900 against AA medium/long range missile units only (does not require observation)

AA guns   300 against air targets only

AA MANPAD/Short range missiles   300 against air targets only

Medium range AA missiles   900 against air targets only

Long range AA missiles   1500 against air targets only

Mortars   300

Note:

All units can move and fire except for ground mounted/towed units

For direct fire purposes by ground units against ground units only, each contour of a hill or level of elevation (on which the unit must be stood) adds 50 to its shooting range, to a maximum range of 300.

MLRS type artillery has a minimum range of 200

 

The Attack/Defence Rules – Whether Shooting or Close Assault

1.        The attacking unit nominates its target

2.        The attacker and the defender use this formula: CPR + 1d6 + or – applicable modifiers = final total

3.        The final totals are compared and the relevant combat result applied to the loser

Units in contact are assumed to be in a close assault

Friends that assist an attacker share his fate. To assist in shooting requires that the target be in range. With the exception of infantry and MBTs making a combined attack, to assist in close assault requires that the friend is also in contact (corner to corner counts as contact) with the enemy. Note that artillery, mortars and aircraft can assist in a close assault without having to be in contact with the enemy unit under attack.

In shooting (when the target and the attacker are both in range of each other) a fire exchange is assumed to take place and a losing attacker therefore suffers any negative results.

A unit cannot claim the flank/rear bonus in an attack unless it started its go behind an imaginary line drawn across the target unit’s front base edge.

Artillery, mortars, A-T, AA and static units cannot initiate a close assault but can defend against one.

Aircraft cannot close assault but airmobile can and do so with their unit type CPR, without the airmobile CPR adjuster.

Infantry and MBTs making a combined attack in a close assault can still claim up to three assists.

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.

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 to this rule.

Artillery and mortars do not (unlike other unit types) need to be able to observe their targets. Their fire can be called in by a friendly unit (that can see the target) instead.

Battalion mortars do not attack like normal units, instead they can only be used to assist units (in shooting or close assault) from their own battalion.

Built up areas count as cover. Woods count as cover against all except artillery. Field works (E.G. trenches) also count as cover.

Units attacked in the flank/rear may turn to face their attackers in their own go.

Counter-battery fire. To locate an enemy artillery unit for counter-battery fire requires a 6 be thrown and that the enemy artillery has fired at least once from its current position. For each turn, after the first, that the unit has fired from the same position add +1 to the roll. When making a counter-battery attack the target unit does NOT enter into a fire exchange with the attacker, unless either, the attacker has himself been located in a previous go or the target has the attacker under observation.

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, even if the target has already been attacked that go. This process can be repeated until the unit fails to kill an opponent. Friends that assisted a unit to initially breakthrough continue to assist it.  

 

Chemical and Nuclear Battlefield Weapons

Note - Each side gets only one chemical strike and only one tac nuke strike per battle

Chemical Weapons - Artillery/Aircraft delivered chemical weapon zones are 100 x 100 in size. On the turn of delivery the artillery/aircraft chemical attack has shock status and all units in the zone are attacked, not just the target unit (even if they have already been attacked that go). On second (and subsequent) turns the chemical zone simply acts as a hazard. To obtain release from higher command for a chemical strike you must roll a 6, if your opponent has already used chemicals against you add +2 to your roll. When release is given all artillery units can make one chemical attack and aircraft that leave the table for one turn to re-arm may return to make one chemical attack against a ground unit.

 

Tac Nukes - Low yield tactical nuclear weapons immediately create a 200 x 200 irradiated zone centred on the target unit. On the turn of delivery the nuke attack has shock status and all units in the zone, including aircraft, are attacked (even if they have already been attacked that go), all buildings are reduced to ruins/rubble, all defences are destroyed, hills are reduced by one level and all vegetation is vaporised. On second (and subsequent) turns the irradiated zone does not attack, but simply becomes a radiation hazard. To speed up play, the irradiated zone should make only one roll at +11 and then all defenders should roll against that score. To obtain release from higher command for a tac nuke strike requires that the enemy has used chemicals against you, that you have used them against him and also that you roll a 6, if a tac nuke has already been used against you add +2 to your roll.  

 

Optional Rule - Battalion Morale

Total the number of units in a battalion, including the BHQ and any attached units. When a battalion’s losses reach a certain level it will be withdrawn from action by higher command. Withdrawn means removed from play (optionally, you make the unit conduct a fighting withdrawal off table).  When performing an amphibious beach assault, or an airborne assault, the attacking battalions will take 80% losses before being withdrawn by higher command. Under normal circumstances battalions will be withdrawn after 50% losses. By mutual player agreement, scenario or gamesmaster’s whim these percentages can be altered or set to any level desired.

 

 

Additional Rules

Units that are “dug in” lose that status if they move

For movement, measure distances from the furthest point travelled by the unit. There are no deductions for turning.

Bonus Road Movement. Units can move double distance if they are on a road. A unit that takes this option must halt at 300 from the enemy if it encounters such during any part of its second (bonus) movement.

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.

Amphibious units crossing water do so at 100. Landing vessels move at 200

When a formations commander is killed, effective immediately, no unit in the formation may call in artillery other than that which is integral to the formation

Minefield zones are 50 x 50 in size. Any unit crossing a pre-prepared minefield (or moving in one) must roll an even number or be blown up and destroyed. If the mines have been delivered by artillery or aircraft, then the chance of being blown up is a 5 or 6. Specialist mineclearing vehicles/engineer teams are only blown up on a 6 and if not destroyed are assumed to have cleared a path through the mines (remove the minefield counter from play).

Airmobile units with armed transport helicopters can count the transport as an assist if it delivers the unit straight into a close assault. Having delivered their cargo unit, transports are then removed from play.

Ground Attack aircraft (including helicopters) and Bombers may only attack ground targets. Air Superiority fighters can only attack air targets. Multi-role fighters can be tasked as ground attack or air superiority. EW and AWACS types count as assists in air to air attacks and cannot themselves attack (if attacked they defend at +5). AWACS is particularly capable and can assist any number of friendly aircraft in a go.

Observation: Default distance = 200, adding +50 per contour of a hill on which the observing unit is stood. An artillery drone or reconnaissance aircraft = 600. However, due to things such as thermal imagers, spy satellites, ground surveillance radar, high level reconnaissance aircraft and real time data transmission any unit placed on the table is assumed to be known about (which is not the same as being observed) by the opposition and can be reacted to (which does not mean attacked).

 

Supply Lines

If a player chooses to field a command, control and supply post then, unless it is destroyed or the enemy captures a supply choke point, his forces will remain in supply. Otherwise a player’s force traces its line of supply via any/all road networks that lead off his table edge, if there are no such roads then the player MUST field a CC&S Post.

 

In S&A an enemy’s line of supply can only be cut at choke points. There are two kinds of choke point; bridges and road junctions. To count as having cut the line of supply a unit must be physically occupying the choke point, the opposing players forces are declared to be out of supply at the end of the turn (not go) in which this happens. Units DO NOT have to operate within a set distance of a road from which they are claiming supply, but they cannot advance beyond an enemy held choke point and count as being in supply. The following unit types cannot be used to cut supply: Anti-Aircraft, Aircraft, Mortars, Artillery, Hovercraft.

 

The idea/spirit behind these rules is that to maintain an advance across enemy territory a player will need to capture and hold (though not necessarily garrison) vital choke points along his line of march in order to keep open a supply route to his forces. If there are multiple potential supply roads and choke points on a battlefield then a player will probably be able to trace a line of supply via a number of different routes. If the enemy cuts one of these routes then the player may immediately switch his supply line to another one, given this, some choke points will obviously be more important than others.  

21st Century TO&E Sample Formations

Russian Motorised Rifle Brigade

1 x MBT Brigade HQ

Brigade Artillery:

    3 x 2S3 152mm  Class 1 Artillery units

    0 to 3 x BM21 Class 2  MLRS Artillery units

Brigade Reconnaissance:

    1 to 3 x BRDM2 Reconnaissance units

    0 to 3 x BMPR or BTR Reconnaissance units

    0 to 2 x MBT

Brigade Air Defence:

    1 to 3 x SA13 Medium Range AA Missile units

    0 to 3 x MANPAD AA Missile units in BMP

1 or 2 Tank Battalions:

    1 x MBT BHQ

    12 or 15 MBT units

2 to 4 Motorised Rifle Battalions:

    1 x MICV Infantry BHQ in BMP

    1 x Mortar unit (120mm in a BMP battalion. 82mm in a BTR battalion)

    9 x MICV Infantry units in BMP

Notes:

1. No two brigades are the same as all have been formed from deactivated divisions that have utilised whatever equipment was available/serviceable. At least one brigade is formed with two BMP battalions and two BTR battalions and at least one brigade is formed with two T80 tank battalions and four BMP2 battalions. Some sources claim up to twelve brigades have been formed so far. These are the size/kind of formations used in Chechnya and probably represent all that Russia is currently capable of mobilising given her current economic state. Whether Russia can field tank and mechanised divisions anymore is a matter of debate.

2. MBTs can be T62, T72 or T80, the T72 and T80 being the most common type. Russia possesses only enough T90s to equip a handful of battalions and all of these are in far eastern military districts.

3. BMP can be BMP1 or BMP2, the BMP2 being the most common type. Production of the BMP3 is almost non-existent.

4. BMP can be replaced by BTR70 or 80, in which case downgrade the infantry to APC Infantry units.

5. Artillery could also include 2S9 Nona (class 2) and/or 2S1 122mm SP (class 2) and possibly even FROG type missile (class 2 shock status)

6. AA could also include ZSU23/4 or Tunguska

7. All infantry units have SA14/16 MANPAD and therefore, when attacked, can exchange fire (as a defender only) with ground attack aircraft out to a range of 300

 

Russian Naval Infantry Brigade - Wartime Establishment

1 x APC Infantry Brigade HQ unit in BTR80

Brigade Reconnaissance:    6 x BTR80 reconnaissance units

Brigade Anti-aircraft:    1 x ZSU23/4 AA Gun unit, 1 x SA13 AA Missile unit

Brigade Anti-tank:    3 x BRDM2 AT units, 3 x M12 100mm gun AT units

Brigade Mortars:    4 x 2S9 Nona SP Class 2 Artillery units

Brigade Artillery:    3 x 2S1 122mm SP Class 2 Artillery units

Brigade Artillery:    3 x 2S3 152mm SP Class 1 Artillery units

 

1 or 2 Assault Landing Battalions:

1 x Elite Foot Infantry BHQ unit

1 x Mortar unit (82mm mortar)

1 x Spigot teams AT unit

9 or 12 x Elite Foot Infantry units

 

3 or 4 Naval Infantry Battalions:

1 x APC Infantry BHQ in MTLB

1 x Mortar unit (120mm mortar) carried in MTLB

1 x ZU23/2 towed AA Gun unit

1 x SA16/18 AA MANPAD unit carried in a truck

1 x AT unit in BTR80 (Spigot teams)

9 or 12 x APC Infantry units in MTLB

 

1 or 2 Tank Battalions:

1 x T80 MBT BHQ

9 or 12 x T80 MBT units

Notes:

1. Assault landing battalions are the first wave ashore in an amphibious assault. They can be airmobile or hovercraft delivered, ideally the airmobile battalion attempts to envelope the enemy in conjunction with a hover borne assault. Or, they can swim ashore in BTR80s, in which case they are reclassified as Highly Trained APC Infantry.

2. Naval infantry battalions, reinforced by tanks, form the second wave of the amphibious assault. Their task is to enlarge the bridgehead captured by the assault landing forces.

3. Brigade Reconnaissance could be replaced by 6 x Spetznaz Special Forces Infantry units

4. Some sources claim that the naval infantry battalions are to be equipped with navalised BMP3 (yet others say it is the BMD3).

5. All infantry units have MANPAD and therefore, when attacked, can exchange fire (as a defender only) with aircraft out to a range of 300

 

French Foreign Legion (6th Light Armoured Brigade)

1 x APC Infantry Brigade HQ in VAB

Brigade Reconnaissance:    3 x VBL Reconnaissance units

Brigade Anti-Tank:    5 x VAB HOT Anti-tank units

 

1st Regiment Foreign Legion Cavalry, 1st Regiment of Spahis each consisting of:

1 x APC Infantry BHQ in VAB

1 x VBL Reconnaissance unit

16 x AMX10RC Light Tank units

 

2nd Regiment Foreign Legion, 21st Regiment Marines:

1 x APC Infantry BHQ in VAB

1 x VBL Reconnaissance unit

1 x Mortar unit (tracked 81mm)

1 x Mortar unit (VAB mounted 120mm)

1 x Anti-tank unit in VAB (Milan teams)

1 x AA Gun unit (20mm) in VAB

15 x APC Infantry in VAB in the FL regiment. Only 12 in the Marine regiment

 

1st Foreign Legion Engineer Regiment:

1 x APC Infantry BHQ in VAB Genie

1 x Tracked bridge layer

1 x Amphibious ferry

5 x Tracked Bulldozer

15 x APC Infantry in VAB Genie

                                               

3rd Marine Artillery Regiment:

6 x Towed 155mm Class 2 Artillery units

3 x 20mm AA Gun units

 

Notes:

1. Infantry units do not have integral MANPAD and therefore cannot exchange fire with aircraft

 

French 2nd Heavy Armoured Brigade

1 x APC Infantry Brigade HQ in VAB

Brigade Reconnaissance:    3 x VBL Reconnaissance units

Brigade Anti-Tank:    5 x VAB HOT Anti-tank units

 

12th Regiment of Cuirassiers = 2 x Battalions each of:

1 x Leclerc MBT BHQ

1 x VBL Reconnaissance unit

9 x Leclerc MBT units

3 x MICV Infantry units in VAB IFV

 

2nd Regiment of Dragoons:

1 x Leclerc MBT BHQ

1 x VBL Reconnaissance unit

12 x Leclerc MBT units

4 x MICV Infantry units in VAB IFV

 

16th Group of Chasseurs, Regiment de Marche du Tchad each of:

1 x MICV Infantry BHQ in AMX10 ICV

1 x Mortar unit (tracked 81mm)

1 x Mortar unit (VAB mounted 120mm)

1 x Anti-tank unit (Milan teams in AMX10 ICV)

12 x MICV Infantry in AMX10 ICV

 

13th Regiment of Engineers:

1 x APC Infantry BHQ in VAB Genie

1 x Tracked bridge layer

1 x Amphibious ferry

6 x EBG (AMX30) Armoured Engineer units

3 x APC Infantry units in VAB Genie

 

1st Marine Artillery Regiment:

8 x GCT 155mm SP Class 1 Artillery units

3 x 20mm Gun AA units

 

Notes:

1. Infantry units do not have integral MANPAD and therefore cannot exchange fire with aircraft

2. The other French Heavy Tank Brigade is the 7th and it consists of: 2nd Chasseur Regiment (TO&E as the Cuirassiers), 5th Dragoons, 152nd and 35th Regiments of Infantry, 19th Regiment of Engineers, 8th Artillery Regiment.

Chemical Weapon Area of Effect Templates at 100 = 80mm scale - Feel free to photocopy as many of these templates as you need

Tac Nuke Area of Effect Template at 100 = 80mm scale - Feel free to photocopy as many of these templates as you need