https://i.ytimg.com/vi/9PtrEqvBy8c/maxresdefault.jpg |
Recently we've also been playing a good deal
of Dan Mersey's excellent Dux Bellorum, mostly using the Wars of the Roses
conversion I cobbled together (see here) and were very much enjoying
these.
After a bit of a hiatus we dug out Lord
Lambton's chaps and my Chopwell Communists for another bash and came across the
same old problem - rules. We've played and discounted (as 'not for us' or
'not right for AVBCW') a whole slew of rules (Bolt Action, Force on Force,
IABSM, Rules of Engagment, Legends of the Old West, etc.)
Then in a casual chat I said, 'hang on
chaps, how about a Dux Bellorum conversion'? Frankly none of us thought it
would work, but I bolted together some old material I had lurking in a
few 'to be deleted' files, ran them through the Dux Bellorum engine and came up
with a proposed set. We've played them in anger, tweaked than,
and...well...what can I say?
Dan Mersey appears to be a genius! His
Dark Ages rules work just as well for tactical skirmishing in 1939,
So I thought i'd post up the rules we've
been using so far for your consideration. Enjoy! And please let me
know what you think, especially if you use these amendments in anger (you'll
need a copy of Dux Bellorum of course - a purchase you won't regret i'd
imagine!)
Unit type
|
Figs
|
MV
|
BRV
|
MELEE
|
SHOOT
|
PRO
|
COH
|
PTS
|
Notes
|
Commanders
|
|||||||||
On foot
|
1-5
|
6”
|
9
|
4(1)
|
3
|
6
|
6
|
5
|
Inspiring
|
Mounted
|
1-5
|
12”
|
9
|
5
|
3
|
5
|
6
|
5
|
Inspiring
|
Demagogue
|
1-5
|
6”
|
9
|
2
|
2
|
5
|
6
|
4
|
Motivating
|
Infantry
|
|||||||||
Regulars
|
8-10
|
6”
|
8
|
4(1)
|
6
|
5
|
5
|
5
|
-
|
Irregulars
|
8-10
|
6”
|
7
|
3(1)
|
5
|
5
|
5
|
4
|
-
|
Militia
|
8-10
|
6”
|
6
|
2
|
4
|
5
|
4
|
3
|
-
|
Cavalry
|
|||||||||
Regulars
|
5-6
|
12”
|
8
|
5
|
1
|
4
|
4
|
4
|
-
|
Irregulars
|
5-6
|
12”
|
7
|
4
|
1
|
4
|
4
|
3
|
-
|
Mounted infantry
|
5-6
|
12”
|
7
|
2
|
3
|
4
|
4
|
3
|
-
|
Support teams
|
|||||||||
LMG
|
2-3
|
6”
|
7
|
2
|
4
|
5
|
3
|
3
|
-
|
HMG
|
2-3
|
3”
|
6
|
1
|
5(1)
|
4
|
3
|
3
|
-
|
AT Rifle
|
2
|
3”
|
7
|
1
|
1(2)
|
5
|
3
|
3
|
-
|
Spotter
|
1-2
|
6”
|
9
|
1
|
1
|
5
|
2
|
3
|
Spot
|
Sniper
|
1-2
|
6”
|
9
|
1
|
4
|
6
|
2
|
5
|
Sniper
|
Flamethrower
|
1-2
|
6”
|
7
|
1
|
8(1): 12”
|
4
|
2
|
3
|
-
|
Mortar
|
3-4
|
3”
|
6
|
1
|
4(1): ≥12”
|
4
|
2
|
3
|
Indirect
|
Mortar, heavy
|
4-7
|
3”
|
6
|
1
|
5(1): ≥12”
|
4
|
2
|
Indirect
|
|
Field gun
|
3-4
|
2”
|
6
|
1
|
6(2)
|
4
|
3
|
3
|
-
|
Field gun, heavy
|
5-7
|
2”
|
6
|
1
|
7(3)
|
4
|
3
|
4
|
-
|
Fighting dogs
|
3-6
|
6”
|
9
|
6
|
-
|
4
|
3
|
4
|
Assault
|
Logistics teams
|
|||||||||
Supply
|
3-5
|
6”
|
9
|
1
|
-
|
4
|
4
|
3
|
Supply
|
Medical
|
1-5
|
6”
|
9
|
1
|
-
|
4
|
4
|
3
|
Medic
|
Rules amendments
Basing
Figures in units are usually based individually. A unit must have a clear ‘leader’ figure
(typically a suitably impressive hero type, flag bearer, main gunner, or
similar easily identifiable figure). All
figures in a unit must remain within 3” of this central figure. Figures from different units must not
‘intermix’.
Each unit has a forward facing edge, which should be
represented by placing the figures clearly pointing in that direction.
Deployment
At the start of the battle, each side alternately deploys 3
units (of any type) at a time.
Turn sequence
Each proceeds as follows.
1. Alternately place LPs (Repeller goes first)
2. Missile fire (Simultaneous outcomes. Reduce unit Cohesion as required)
3. Move units (Only if unit did not shoot: In sequence. Test Bravery for each unit)
4. Close combat (Simultaneous outcomes. Reduce unit Cohesion as required)
5. Check morale & victory (Reduce LPs if necessary, and return all unused LPs to players)
Movement
All units count as skirmishers. Vehicles can interpenetrate any friendly and
enemy unit, but do not count as skirmishers.
Figures from different units must not ‘intermix’ at
the end of any move. Units must be
placed so that they are clearly distinct from each other.
Movement sequence; Units move in the
following sequence.
1.
Aggressor’s Vehicles (inc.
Tank Commanders)
2.
Repeller’s Vehicles (inc.
Tank Commanders)
3.
Aggressor’s Cavalry (inc.
Mounted Commanders)
4.
Repeller’s Cavalry (inc.
Mounted Commanders)
5.
Aggressor’s Infantry (inc.
Commanders)
6.
Repeller’s Infantry (inc.
Commanders)
7.
Aggressor’s Teams
8.
Repeller’s Teams
Movement and shooting; A unit or vehicle cannot move if it shoots this turn
Obstacles and terrain; A unit stops and ends its move if it meets a linear obstacle that it did not begin in contact with. It stops upon entering area terrain (e.g. woodland or a building).
Obstacles and terrain; A unit stops and ends its move if it meets a linear obstacle that it did not begin in contact with. It stops upon entering area terrain (e.g. woodland or a building).
Suppression; A unit that suffers at least 2 lost Cohesion points from
shooting this turn automatically goes (or stays) prone this turn as its
move. No Bravery test is required for
this.
While suppressed a unit;
- Remains prone and cannot move
- Suffers -2 BRV
- Suffers -2 SHOOT
- If the unit is a commander or Demagogue it does not generate or distribute Leadership Points. LPs already distributed this turn can still be used.
A suppressed unit remains suppressed until it succeeds a BRV test to move (even if it doesn’t act on that movement).
Units that cannot go prone (Mounted Commanders, Cavalry, Mortar, Field gun, or Flamethrower teams), still suffer all suppression effects, but do not go prone.
Vehicles are never suppressed by enemy shooting.
Going prone; Instead of moving, a unit (except Mounted Commanders,
Cavalry, Mortar, Field gun, or Flamethrower teams) can go prone
making it harder to hit with shooting if it's in the open. A
prone unit can get up and move normally in later turns.
Group moves; There are no group moves . At the appropriate movement phase, all units move as
individuals.
Bravery extremes; A unit's bravery test that rolls double 1
(before modifiers) allows the unit to move twice; these are two consecutive
normal moves. A unit that rolls double
six (before modifiers) cannot move and loses 1 Cohesion.
Shooting
Shoot ratings give the unit’s effect against soft targets
(most units and vehicles).
Where there is a second rating in brackets, this is the
unit’s Shoot rating against hard targets (armoured vehicles, bunkers,
buildings, etc.)
Where a distance is listed, this shoot rating has a limited
range, otherwise the range is unlimited.
A unit’s shooting arc is 45° to its front. Vehicle weapons may shoot into one or more of
four 45° arcs (front, left, right, rear).
Blocked line of sight; A unit’s line of sight is
measured from its leader figure to any part/figure in the target unit. This LOS is blocked if this LOS;
- Passes within 1” of a friendly unit
- Meets a linear obstacle or similar terrain (e.g. a hedge)
- Passes through more than 3” of area terrain (e.g. a woodland)
Target priority; A unit must shoot at the closest
enemy unit within 12” (or choose where two or more are equally close). Otherwise a unit may shoot at any visible
enemy target within arc and range. A
unit may not shoot at Medical or Supply team units if it has another enemy unit
as a viable target.
Low on ammo; A unit that makes a shooting attack and rolls more ‘1’s’
than successful hits becomes ‘low on ammo’.
A unit that is low on ammo rolls half its Shooting dice
(round down). This applies to all
weapons and both soft and hard target dice for the unit.
A unit that suffers a second ‘low on ammo’ result can no
longer shoot (but can still fight in melee).
Shooting modifiers
-1* Target unit is prone, in terrain, behind a ‘soft’ obstacle (fence, hedge, etc.), or obscurement (e.g. smoke)
-2 Target unit is behind a ‘hard’ obstacle (wall etc.), or fortified (in a trench, house, or similar).
*Does not apply against Indirect fire
-1* Target unit is prone, in terrain, behind a ‘soft’ obstacle (fence, hedge, etc.), or obscurement (e.g. smoke)
-2 Target unit is behind a ‘hard’ obstacle (wall etc.), or fortified (in a trench, house, or similar).
*Does not apply against Indirect fire
Melee
Melee ratings give the unit’s effect against soft targets
(most units and vehicles). Where there
is a second rating in brackets, this is the unit’s Melee rating against hard
targets (armoured vehicles, bunkers, buildings, etc.)
Fall back; Any unit that suffers more COH loss than all opponents it fought against falls back from melee. It retreats the minimum distance to be more than 6” from all enemy units.
Pursuit; Any unit that won a melee may choose to pursue a retreating enemy. It moves into contact with that enemy unit, and both remain locked in melee. They fight again next turn.
Melee modifiers
+1 Unit charged into
contact this turn, or pursued into contact last turn
+2 Attacking a unit’s
flank (anywhere outside its firing arc)
-1 Opponent unit is
in terrain, or beyond an obstacle
Special Rules
Each unit may purchase one or more special rules. Unless specified as an ‘army rule’, the
points cost is per unit.
A unit cannot be given special rules that will reduce its
cost below 2 points, or that will increase its cost above 7 points.
Equipment
Equipment must be represented appropriately by having a few
or all figures in the unit so equipped. For example, an Infantry: Militia unit
upgraded with bicycles and bombs, should include 1-2 figures with Molotov
cocktails and perhaps 2-3 chaps on bicycles.
Armour @
2 points
Improvised armour plates or older armour looted from the
collections of museums or country manors.
The unit gains +1 Protection but suffers -1” move.
Banner @ 1 point (any
Commander, Infantry or Cavalry units only)
The unit includes a fighter with banner, flag, or other
inspiring icon. The unit gains +1 BRV.
Bayonets @
1 point (any Commander, Infantry or Cavalry units only)
The unit is armed with bayonets, swords, or other proper
melee weapons. The unit gains +1 MELEE.
Bombs @ 1 point (Foot
Commander, or any Infantry units only)
The unit is armed with hand bombs, grenades, Molotov
Cocktails, improvised thrown explosives, or similar weapons. The unit gains +1(+1) SHOOT within 12”.
Bicycles @
1 point (Foot Commander, any Infantry, Supply or Medical units only)
The unit is given bicycles to get about quicker. The unit can move 12” on roads or off road in
good going.
Indirect @ 0 points
(Mortar units only)
The unit can shoot at any enemy unit it can see. Alternately, it can shoot at any enemy unit that a friendly unit with the ‘Spot’ special unit ability can see, provided there is a clear line of communication between that friendly ‘spotter’ unit and the unit making the indirect shot. This line of communication will be blocked if it must deviate to avoid impassable terrain, enemy units, or an area clearly inaccessible or difficult for a signals runner to cross. An indirect shot ignores intervening terrain or other sight-blocking conditions, and counts all targets in light cover as ‘in the open’. Weapons with indirect fire have a minimum range and cannot shoot at targets even partly within this range.
Mixed weapons @
-1 point (any Commander, Infantry or Cavalry units only)
The unit is armed with a variety of mixed civilian grade
weapons, pistols, and fowling pieces, improvised, poorly maintained or antique
weapons. The unit has its Shooting range
limited to 18”.
Poorly supplied @ -1 points
The unit has a poor supply of arms and ammunition. It runs ‘low on ammo’ if any shooting attack
dice rolls a ‘1’.
SMGs @ 1 point (any
Commander, Infantry, or Cavalry units only)
The unit includes some fighters with SMGs, pistols, short
barrel shotguns and similar ‘assault’ weapons.
The unit gains +1 MELEE and +1 SHOOT (12”). This bonus is permanently lost once the unit
becomes ‘low on ammo’.
Smoke bombs @
1 point (any Commander, Infantry, Mortar, or Field gun units only)
The unit can lob smoke bombs or fire smoke shells to obscure
the enemy and protect its friends while moving about. Mortar and Field gun units can place a smoke
marker anywhere in range. Other units
can place one anywhere within 6”. The unit
has enough smoke bombs/shells for one shot.
Once placed, at the end of each turn, the smoke drifts in the direction
of the wind by 1d6-1” (it dissipates on a modified result of ‘1’ or less).
Squad LMG @
1 point (any Foot Commander or Infantry units only)
The unit includes a fighter with an LMG. The unit gains +1 SHOOT.
Well supplied @ +1 points
The unit has a good supply of arms and ammunition. It only runs ‘low on ammo’ if all shooting
attack dice roll a ‘1’.
Wrecking tools @ 1 point (and
Foot Commander or Infantry units only)
The unit is armed with crow bars, fire blankets, sticky
bombs, or similar weapons designed to attack armoured vehicles or other hard
targets. The unit gains +0 (+1) MELEE
against tanks, bunkers and so on.
Unit Abilities
Unit abilities should be represented where appropriate.
Ambush @
2 points (any Foot Commander, Infantry or Support Team units only)
This unit is not deployed as normal. Instead on your first turn, as its move, the
unit is deployed anywhere in play but no closer than 12” to any enemy unit.
Assault troops @
1 point
The unit is trained to get into close combat with the
enemy. The unit is Impetuous; it does
not need to make a Bravery test for a move that will end in contact with an
enemy unit.
Brittle @ -1 point (any unit with Bravery 7 or more)
The unit’s morale is fine when things are going well, but
when the tide of battle turns, the unit is likely to slink away and ‘live to
fight another day’. The unit’s Bravery
is 6 when taking break tests.
Fearless @ 1 point
This unit is fearless in the face of enemy action and their
own losses. The unit can choose to ignore any suppression result that it suffers.
First Aid @ 0 points
(Medical units only)
Any friendly Commander, Infantry, Cavalry, or Support unit with 12” of a Medical unit and not within 12” of an enemy unit can restore 1 Cohesion point during the end phase provided they did not lose any Cohesion this turn. Only a single unit can gain this benefit from the Medical unit in a turn. Units with the First aid ability cannot be given any further special rules.
Inspiring @
0 points (Commander units only)
All friendly units within 12” of the Commander’s ‘unit leader’ figure may use the Commander’s Bravery rating. The Inspiring unit has 6 Leadership Points that may be given to any friendly unit under its command within 24”. The Inspiring unit loses 1 LP for each unit under its command that is destroyed.
Loyal @
1 point
See p 53. Choose any
single non-vehicle unit.
Mad minute @
1 point (any Infantry unit only)
This unit is trained to conduct the famed ‘mad minute’,
giving rapid and accurate rifle fire.
The unit gains +2 SHOOT and automatically suffers ‘out of ammo’ as a
result.
Motivating @
0 points (Demagogue units only)
The Motivating unit has 2 Leadership Points that may be given to any
friendly unit within 12”. These extra
LPs are only lost if the Motivating unit is lost. You can never assign LPs to a Motivating
unit.
Sneaky @ 1 point (any Infantry units only)
The unit cannot be seen or shot at beyond 18”, except by a
sniper or an indirect weapon.
Sniper @
0 points (Sniper unit only)
A sniper can shoot at any visible enemy target in range; he
is not compelled to shoot at the closest within 12”. The sniper can ignore and shoot through
closer enemy units to select a unit further away, picking off leaders, support
units, and so on.
Spot @ 0 points (Spotter unit only), or @ +1 point (for Commander units), and +1 point for radios.
A unit with Spot allows off table support or any friendly units to use indirect fire to shoot at any enemy unit the spotter can see. If the Commander or Spotter unit is also equipped with radios, any indirect fire unit will also have them and will always have a mutual line of communication. See Special rules, Equipment, Indirect for further details.
Supply @ 0 points (Supply units only)
Any friendly Commander, Infantry, Cavalry, or Support unit with 12” of a Supply unit can remove all ‘out of ammo’ counters during the end phase. Only a single unit can gain this benefit from the Supply unit in a turn. Units with the Supply ability cannot be given any further special rules.
A unit with Spot allows off table support or any friendly units to use indirect fire to shoot at any enemy unit the spotter can see. If the Commander or Spotter unit is also equipped with radios, any indirect fire unit will also have them and will always have a mutual line of communication. See Special rules, Equipment, Indirect for further details.
Supply @ 0 points (Supply units only)
Any friendly Commander, Infantry, Cavalry, or Support unit with 12” of a Supply unit can remove all ‘out of ammo’ counters during the end phase. Only a single unit can gain this benefit from the Supply unit in a turn. Units with the Supply ability cannot be given any further special rules.
Trench rats @ 1 point (any
Foot Commander, Infantry or Support Team units only)
The unit is trained or skilled at defensive actions. If this unit is benefitting from soft or hard
obstacle cover a shooting unit loses an additional -1 modifier.
Army bonuses
Assassination @
4 points (army rule)
See p 50.
Off table support @ 1, 2, 3, or 4 points (army rule)
The force has the benefit of off table mortars or artillery as close support. Instead of shooting, a Commander unit or Spotter unit can call in the off table support to attack an enemy unit. The cost of support is as follows:
1 point per two shots = Smoke bomb
1 point per shot = SHOOT 4 (1) Indirect
2 points per shot = SHOOT 5 (1) Indirect
3 points per shot = SHOOT 6 (2) Indirect
4 points per shot = SHOOT 7 (2) Indirect
The force has the benefit of off table mortars or artillery as close support. Instead of shooting, a Commander unit or Spotter unit can call in the off table support to attack an enemy unit. The cost of support is as follows:
1 point per two shots = Smoke bomb
1 point per shot = SHOOT 4 (1) Indirect
2 points per shot = SHOOT 5 (1) Indirect
3 points per shot = SHOOT 6 (2) Indirect
4 points per shot = SHOOT 7 (2) Indirect
Subterfuge @
4 points (army rule)
The army has spies spreading misinformation in the enemy
camp, or deep coffers with enough cash to buy off less keen enemies. Before
either army deploys, select an enemy unit to target with subterfuge. Roll 1d6-1; the targeted unit reduces its
Cohesion by this much before the battle.
If its Cohesion is reduced to zero, the unit does not arrive for the
battle and cannot be deployed. It does
not count as a lost unit for Morale or victory conditions; the army simply
starts with one fewer units than expected.
Commander and Loyal units cannot be targeted by Subterfuge.
Swift deployment @
2 points (army rule)
See p 54.
Taunts and Insults @
3 points (army rule)
The actions of the King and That Woman have created deep and
personal divisions across Britain . Taunting and hurled insults can enrage troops
to take rash actions. Once per battle at
the start of any turn and after LPs have been placed choose one of your
units. All enemy units within 12” of
this unit become Impetuous for that turn only.
Unit Descriptions
Commanders
Commanders are the leaders, the jolly
good chaps, dastardly cads, bluff old army officers and firebrands of the Civil
War. They are the men (and militant sort
of women) that the fighters look up to and follow into battle. Most commanders will have a coterie of
friends, advisors, batmen, hangers on, guards, and communications specialists
that they take into battle. Some ride to
war in the old style, a method of fighting popular with the landed gentry and
horsey types who still think the upper crust need to show a stiff upper lip in
front of the lower orders.
Demagogues
These are Christian Priests, Communist Commissars,
Fascist iconoclasts, local rabble rousers, and similar inspirational chaps
brought along to bless the battle. They
are able to motivate the troops near them with rousing sermons, inspiring
anthems, threats and promises.
Infantry:
Regulars
Infantry are the mainstay of all forces
in the Civil War. Regulars are well
trained, skilled and motivated troops, typified by the various factions of the
regular military, BUF legionaries, or units populated by WWI veterans and other
disciplined fighters. They often wear
uniforms, and are well equipped and supplied.
Most have SMLEs or similar modern bolt action rifles, bayonets or
similar close combat weapons, and have access to good stores of ammunition,
water, food, and so on.
Infantry:
Irregulars
Irregulars form the majority of most
factions fighting strength. They are
often permanently constituted and given training (although usually ad hoc) and
an esprit de corps. Irregulars are armed
with the best weapons they can find, typically a mix of modern bolt action
rifles and older or civilian patterns.
They may have rough uniforms, or perhaps wear similar clothing by
general agreement, as well as identifying armbands.
Infantry:
Militia
Militia are levied, impressed, or drawn
from civil volunteers. Given little more
than basic drill and simple instructions concerning how their weapons work, the
Militia are poorly armed and equipped, often bringing their own civilian
firearms. Many Militia units are only
partly armed, with perhaps half having rifles and the rest armed with spears or
hand weapons. Militia are useful for
garrison duties, scouting, border patrols, and foraging but struggle to hold
their own in actual fighting.
Cavalry:
Regulars
Some commanders make use of
‘cavalry’. Most horses are engaged in
industry, but those with access to stables of riding horses (such as the
various hunts) often take advantage to put on a splendid show. Vulnerable to modern weapons, there is
something undoubtedly marvellous about a cavalry charge and indeed the sword,
axe, or lance armed riders can sweep away fragile enemies. Regular cavalry are typically well trained,
skilled, and motivated troops drawn from military service or exceptional
huntsmen. They are usually armed with
lance or cavalry sword and are dedicated to the charge.
Cavalry:
Irregulars
Irregular cavalry lack the training or
discipline of their regular cousins, although they still offer a fast moving
strike force to the commander.
Irregulars are usually drawn from rural communities, casual hunts or
other regular riders. They are armed
with hand weapons, pistols or similar short ranged weapons but like the regular
cavalry prefer the sweep of a mounted charge.
Cavalry:
Mounted Infantry
Mounted infantry use horses for
mobility, but generally dismount to fight with rifles or ranged weapons like
common infantry.
Support
team: LMG
Light machine gun teams are formed
separately to the more usual practice of integrating the LMG into an infantry
unit. they are useful in this role for
providing fire support that can keep up with the infantry as it advances.
Support
team: HMG
Heavy machineguns are the primary
infantry fire support weapon, and the WWI veterans and old soldiers that often
join local defence volunteer units will remember these horrifying weapons with
dread. A well dug in HMG team can halt
an entire advance. They are however,
heavy pieces of kit that are difficult to manoeuvre.
Support
team: AT Rifle
With the advent of armoured vehicles
the need for the infantry to take out these beasts has been met by the
anti-tank rifle. Large, heavy and
cumbersome, they are none-the-less effective at piercing most hard target
armour.
Support
team: Sniper
A sniper and his spotter are a much
feared and lethal aspect of the modern battlefield. With a large number of poachers, gamekeepers,
ex-soldiers and other marksmen joining up, snipers are an ever present danger.
Support team: Spotter
Those forces lucky enough to have access to artillery and mortar support will often field dedicated spotter teams. Typically old soldiers who know about this sort of thing, they can turn the support fire into a deadly barrage. These chaps have to be brave though as any enemy worth their salt will be trying to ‘bag a spotter’.
Support
team: Flamethrower
Flamethrowers are beastly weapons but
they find their way onto the battlefield none-the-less. Flamethrower teams inspire such fear and
disgust in their enemy that they are likely to be targeted as soon as
possible.
Support
team: Mortar
Mortar teams are fairly common,
especially those armed with light mortars.
Units may have access to military grade mortars, but improvised versions
are far more common, with simple steel tubes rigged up to fire ‘jam tin’
bombs.
Support
team: Field guns
Field guns are a relatively rare sight
outside of the various military factions.
Those guns that are available are usually deployed in artillery support
roles. These precious weapons are often
considered too precious to risk in close contact with the enemy. Their most regular field use is in an anti-tank
role or to bust an enemy bunker complex or similar hard point. Field guns typically load either hi explosive
shrapnel shells for anti-infantry fire, or an armour piercing shell for busting
bunkers or taking out armour.
Support
team: Fighting dogs
Fighting dog teams a formed from a dog
handler and a pack of mastiffs or fighting dogs. They are a fearsome close combat opponent and
highly useful for digging defenders out of their foxholes. The dogs are typically held on the leash
until the team can get into range and then released on an unsuspecting enemy.
Logistics
team: Supply Team
A Supply unit is a non-combatant unit
of support troops and logistics specialists dedicated to keeping the fighting
units well stocked with water, ammunition and other consumables. Supply teams are essential if you’re planning
to sustain your force’s effectiveness.
Logistics
team: Medical Team
A Medical unit is a non-combatant unit
of doctors, nurses, stretcher bearers and other medical crew dedicated to
treating casualties and getting the lightly injured back into the fight.
Vehicles
Movement
Vehicles can move along roads changing facing to follow that
road as required.
A vehicle that moves 6” or less during any move can change
facing as desired.
A vehicle that moves more than 6” can only change facing by
up to 45° during their move.
Wheeled vehicles
Wheeled vehicles cannot cross linear terrain. They can only travel off-road on ground designated as good enough for wheeled vehicles. This will be defined in a scenario or agreed by the players beforehand.
Tracked vehicles
Tracked vehicles can cross linear obstacles and any passable terrain (except dense woodland).
Halfway across an obstacle, roll 1d6 for the vehicle. On a ‘1’ the vehicle become bogged down or stuck and its movement ends. The vehicle can attempt to move next turn as normal but suffers -2 BRV. If the BRV test is successful the vehicle moves off from the obstacle without hindrance.
At the midpoint of its current move though area terrain, roll 1d6 for the vehicle. On a ‘1’ the vehicle become bogged down or stuck and its movement ends. The vehicle can attempt to move next turn as normal but suffers -2 BRV. If the BRV test is successful the vehicle moves but will need to take another bog down’ test if its move continues through terrain.
Embarking and disembarking; Passengers
can enter or leave a vehicle at any point during a move, provided that vehicle
does not move more than 6” during the turn.
To embark, at least half the unit must be within 6” of the vehicle. When disembarking, the unit is placed so that
at least half of it remains within 6” of the vehicle.
Passengers on vehicles may use an un-crewed weapon mounted
on the vehicle, but cannot otherwise shoot.
Vehicle ‘Bravery’; This represents the mechanical reliability of the
vehicle as much as the bravery of the crew.
Low bravery vehicles are likely to be slow, difficult to manoeuvre or
likely to stall, breakdown, skip gears, or otherwise have mobility
problems. High bravery vehicles are
likely to be mechanically reliable.
Bravery extremes; A vehicle’s bravery test that rolls double 1 (before modifiers) allows the unit to move twice; these are two consecutive normal moves. A vehicle that rolls double 6 (before modifiers) suffers a mechanical mishap; roll on the Vehicle Damage table with 1d6-1 to determine the effect.
Shooting
Armaments on vehicles have a 45° fire arc from the gun hull
location, firing either forwards, to the left or right, or to the rear. Turrets have a 360° fire arc (unless
otherwise specified) measured from the turret center. A vehicle may always choose to shoot at the
closes visible enemy vehicle, ignoring other infantry.
Target priority; A vehicle must shoot at the closest
enemy unit within 12” (or choose where two or more are equally close). It may choose to ignore closer infantry to
target the closest visible enemy vehicle , or clear anti-vehicle threat.
A vehicle with more than one weapon may shoot each at
different targets.
Otherwise a unit may shoot at any visible enemy target
within arc and range. A unit may not
shoot at Medical or Supply team units if it has another enemy unit as a viable
target.
Blocked line of sight; A Vehicle’s line of sight is measured from the centre edge of the facing being fired from, or the centre of the turret if the weapon is turret mounted. It measures to any part/figure in the target unit. This LOS is blocked if this LOS;
- Passes within 1” of a friendly unit
- Meets a linear obstacle or similar terrain (e.g. a hedge)
- Passes through more than 3” of area terrain (e.g. a woodland)
Low on ammo; A vehicle weapon that makes a shooting attack and rolls more ‘1’s’ than successful hits becomes ‘low on ammo’ for that weapon.
A vehicle’s weapon that is low on ammo rolls half its Shooting dice (round down). This applies to both soft and hard target dice for the weapon.
A vehicle weapon that suffers a second ‘low on ammo’ result can no longer shoot.
Vehicle Protection; Some vehicles have different armour protection on different facings. A vehicle with a single PRO value uses that protection value all round. Where the PRO values differ they are represented a Front / Sides / Rear, and correspond to the vehicle shooting arcs. Indirect fire against a vehicle always counts as hitting the Rear armour.
Melee
Vehicles never enter melee and are never locked in melee;
they can interpenetrate any unit including enemies.
Running people over; If a vehicle drives through (interpenetrates) an enemy unit during its move, that unit must test BRV. The units BRV is reduced by the PRO value of the vehicle. If the BRV test is failed, the unit loses 2 COH (which can be cancelled with LPs). It counts this loss as if from melee. The vehicle must not end ‘intermingled’ with the enemy unit. If it remains within 3”, that enemy unit must attack the vehicle in melee if able to do so, and may do so even if the vehicle moved further than 6” during its move (see attacking a vehicle).
Attacking a vehicle; a unit may assault a vehicle (using their soft or hard target MELEE rating as appropriate) if they end within 3” of that vehicle and the vehicle did not move more than 6” during the turn. Neither unit is locked in melee. The vehicle does not fight back. If the vehicle is not destroyed, an attacking unit then retreats from the combat.
Vehicle Protection; An attacking unit uses the PRO of the facing attacked by the unit leader. Open topped vehicles in melee always count as having PRO 2.
Vehicles ramming each other; If a vehicle rams another, both inflict damage on each other equal to their Protection rating. E.g. two cars (PRO2) ram, and inflict 2 rolls on the Vehicle Damage Table. If a soft vehicle is involved in a ram with a hard vehicle it counts its PRO as 1 lower.
Attacking a vehicle; a unit may assault a vehicle (using their soft or hard target MELEE rating as appropriate) if they end within 3” of that vehicle and the vehicle did not move more than 6” during the turn. Neither unit is locked in melee. The vehicle does not fight back. If the vehicle is not destroyed, an attacking unit then retreats from the combat.
Vehicle Protection; An attacking unit uses the PRO of the facing attacked by the unit leader. Open topped vehicles in melee always count as having PRO 2.
Vehicles ramming each other; If a vehicle rams another, both inflict damage on each other equal to their Protection rating. E.g. two cars (PRO2) ram, and inflict 2 rolls on the Vehicle Damage Table. If a soft vehicle is involved in a ram with a hard vehicle it counts its PRO as 1 lower.
Cohesion
Soft vehicles can be affected by anti-tank attack ratings,
or normal attack ratings (at half that value (rounded down)
Hard vehicles can only be harmed by weapons with an anti-tank
rating. Small arms do no damage to them.
Vehicles do not have cohesion. Instead every point of cohesion lost should
be rolled on the vehicle damage table.
Vehicle Damage Table
1d6
1 or less Traction damage: Vehicle can only move at half its listed rate for the rest of the battle.
2 Traction wrecked: Vehicle cannot move again for the rest of the battle.
3 Weapon damaged: One random weapon stops working for the rest of the battle.
4 Crew shaken: Crew are shaken up. The vehicle cannot move this turn or shoot next turn. Passengers cannot (dis)embark.
5 Wrecked: Vehicle is wrecked, the crew bails out (lost); passengers immediately disembark.
6 or more Brews up! Vehicle explodes killing crew/passengers and inflicting 1 COH loss on all units within 2d6”. Soft vehicles within range roll once on the Vehicle damage chart; hard vehicles are unaffected.
Each result only applies once. Subsequent repeat results are ignored.
Soft vehicles roll 1d6+1 for any Vehicle Damage rolled in
response to a hit.
All vehicles roll 1d6-1 for any Vehicle Damage rolled in
response to a Bravery roll of double 6.
Soft Vehicles
|
Crew
|
Passengers
|
MV
|
BRV
|
SHOOT
|
PRO
|
PTS
|
Notes
|
Draft vehicles
|
||||||||
Cart
|
1
|
1+4
|
6”
|
7
|
-
|
2
|
1
|
-
|
Coach
|
1
|
1+4
|
12”
|
7
|
-
|
2
|
1
|
-
|
Wagon
|
1
|
1+10
|
6”
|
7
|
-
|
2
|
1
|
-
|
Limber
|
1
|
1
|
6”
|
7
|
-
|
2
|
1
|
Tow
|
Motor vehicles
|
||||||||
Agricultural tractor
|
1
|
2
|
6”
|
7
|
-
|
2
|
1
|
Tow
|
Bike
|
1
|
-
|
24”
|
8
|
-
|
2
|
1
|
-
|
Car
|
1
|
3
|
24”
|
8
|
-
|
2
|
1
|
Tow
|
Lorry
|
1
|
2+20
|
12”
|
8
|
-
|
2
|
1
|
Tow
|
Omnibus
|
1
|
30
|
12”
|
8
|
-
|
2
|
1
|
Tow
|
Steam engine
|
2
|
2
|
6”
|
7
|
-
|
2
|
1
|
Tow
|
Truck
|
1
|
1+10
|
12”
|
8
|
-
|
2
|
1
|
Tow
|
Options
|
||||||||
Armour plate
|
-
|
-
|
-
|
-
|
+1/+1/+1
|
+1
|
Poor turn
|
|
Mounted AT rifle
|
+1
|
-1
|
-
|
-
|
1(2)
|
-
|
+1
|
-
|
Mounted field gun
|
+3
|
-3
|
-2”
|
-
|
6(2)
|
-
|
+2
|
-
|
Mounted Flamethrower
|
+1
|
-1
|
-
|
-
|
8 (1) (12”)
|
-1
|
+1
|
-
|
Mounted LMG
|
+1
|
-1
|
-
|
-
|
4
|
-
|
+1
|
-
|
Mounted HMG
|
+1
|
-1
|
-
|
-
|
5 (1)
|
-
|
+2
|
-
|
Mounted Mortar
|
+2
|
-2
|
-
|
-
|
4(1): ≥12”
|
-
|
+1
|
Indirect
|
Hard Vehicles
|
Crew
|
Pass.
|
MV
|
BRV
|
Weapon
|
SHOOT
|
PRO
|
PTS
|
Notes
|
Armoured cars
|
|||||||||
4
|
-
|
24”
|
8
|
LMG (F,R,B)
|
4
|
3
|
3
|
Tow
|
|
LMG (F,L,B)
|
4
|
||||||||
Lanchester 6x4
|
4
|
-
|
12”
|
9
|
LMG (F)
|
4
|
3
|
5
|
Tow
|
HMG (T+Co)
|
5 (1)
|
||||||||
Putilov Kégress
|
4
|
-
|
12”
|
8
|
LMG (F,R,B)
|
4
|
3
|
3
|
Tow
|
LMG (F,L,B)
|
4
|
||||||||
Rolls Royce
|
3
|
-
|
24”
|
8
|
LMG (T)
|
4
|
3
|
2
|
Tow
|
Sdkfz 221
|
2
|
-
|
24”
|
8
|
LMG (T)
|
4
|
3/3/2
|
2
|
Open, Tow
|
Sdkfz 221 mt 2.8cm
|
2
|
-
|
24”
|
8
|
Light gun (T+Co)
|
4 (2)
|
3/3/2
|
2
|
Open, Tow
|
Tankettes
|
Crew
|
Pass.
|
MV
|
BRV
|
Weapon
|
SHOOT
|
PRO
|
PTS
|
Notes
|
Carden-Lloyd
|
2
|
-
|
18”
|
8
|
LMG (F)
|
4
|
3/2/2
|
2
|
Open, Tow
|
CV-33 (Italian)
|
2
|
-
|
18”
|
7
|
LMG (F)
|
4
|
3
|
2
|
Tow
|
CV-35 (Italian)
|
2
|
-
|
18”
|
7
|
Flamethrower (F)
|
8 (1) (12”)
|
3/2/2
|
3
|
Tow
|
VA AT carrier
|
2
|
4
|
18”
|
8
|
AT Rifle (F)
|
1(2)
|
3
|
2
|
Open, Tow
|
VA MG carrier
|
2
|
4
|
18”
|
8
|
LMG (F)
|
4
|
3
|
2
|
Open, Tow
|
VA Mortar carrier
|
5
|
-
|
18”
|
8
|
Mortar (F)
|
4(1): ≥12”
|
3
|
3
|
Indirect, Open, Tow
|
VA universal carrier
|
1
|
1+4
|
18”
|
8
|
-
|
-
|
3
|
1
|
Open, Tow
|
Light tanks
|
Crew
|
Pass.
|
MV
|
BRV
|
Weapon
|
SHOOT
|
PRO
|
PTS
|
Notes
|
BT5 (Russian)
|
3
|
-
|
18”
|
8
|
Med. Gun (T+Co)
|
5 (3)
|
4/4/3
|
4
|
-
|
FT17 MG (French)
|
2
|
-
|
6”
|
8
|
LMG (T)
|
4
|
4
|
3
|
-
|
FT17 37mm (Fr.)
|
2
|
-
|
6”
|
8
|
Light gun (T)
|
3 (1)
|
4
|
3
|
-
|
Panzer I (German)
|
2
|
-
|
24”
|
7
|
2 linked LMGs (T)
|
6
|
3
|
4
|
-
|
Panzer II (German)
|
3
|
-
|
24”
|
8
|
Light gun (T+Co)
|
4 (2)
|
4/3/3
|
4
|
-
|
T26 (Russian)
|
3
|
-
|
18”
|
8
|
Med. Gun (T+Co)
|
5 (3)
|
4/3/3
|
4
|
-
|
Vickers E Type A
|
3
|
-
|
18”
|
8
|
HMG (F,L,B)
|
5 (1)
|
4
|
5
|
-
|
HMG (F,R,B)
|
5 (1)
|
||||||||
Vickers E Type B
|
3
|
-
|
18”
|
8
|
Med. Gun (T+Co)
|
5 (3)
|
4
|
5
|
-
|
Medium tanks
|
Crew
|
Pass.
|
MV
|
BRV
|
Weapon
|
SHOOT
|
PRO
|
PTS
|
Notes
|
Char D1 (French)
|
3
|
-
|
18”
|
6
|
Med. Gun (T+Co)
|
5 (3)
|
5
|
5
|
-
|
LMG (F)
|
4
|
||||||||
Mk.A ‘Whippet’
|
3
|
-
|
12”
|
6
|
LMG (TH)*
|
4
|
4
|
4
|
Poor turn
|
Vickers Mk.II
|
5
|
-
|
12”
|
8
|
Light gun (T)
|
1(2)
|
4/4/3
|
5
|
-
|
LMG (TH)*
|
4
|
||||||||
Vickers Mk.III
|
7
|
-
|
18”
|
7
|
Med. Gun (T+Co)
|
5 (3)
|
4/4/3
|
6
|
-
|
LMG (F,L)
|
4
|
||||||||
LMG (F,R)
|
4
|
||||||||
Heavy tanks
|
Crew
|
Pass.
|
MV
|
BRV
|
Weapon
|
SHOOT
|
PRO
|
PTS
|
Notes
|
Mk.V Female
|
8
|
-
|
6”
|
6
|
LMG (F)
|
4
|
4/3/4
|
7
|
-
|
LMG (B)
|
4
|
||||||||
2x LMG (L)
|
2x 4
|
||||||||
2x LMG (R)
|
2x 4
|
||||||||
Mk.V Male
|
8
|
-
|
6”
|
6
|
LMG (F)
|
4
|
4/3/4
|
9
|
-
|
LMG (B)
|
4
|
||||||||
LMG (L, B)
|
4
|
||||||||
LMG (R, B)
|
4
|
||||||||
Heavy gun (L, F)
|
7 (3)
|
||||||||
Heavy gun (R, F)
|
7 (3)
|
||||||||
Mk.V Star
|
8
|
10
|
6”
|
6
|
LMG (F)
|
4
|
4/3/4
|
9
|
-
|
LMG (B)
|
4
|
||||||||
Heavy gun (L, F)
|
7 (3)
|
||||||||
Heavy gun (R, F)
|
7 (3)
|
||||||||
Super-heavy tank
|
Crew
|
Pass.
|
MV
|
BRV
|
Weapon
|
SHOOT
|
PRO
|
PTS
|
Notes
|
Char 2C (French)
|
12
|
-
|
6”
|
6
|
Heavy gun (T)
|
7 (3)
|
6/5/5
|
10
|
-
|
LMG (F)
|
4
|
||||||||
LMG (L)
|
4
|
||||||||
LMG (R)
|
4
|
||||||||
LMG (L, R, B)
|
4
|
‘LMG (TH)*’: denotes the arrangement of an LMG
in each hull facing, but with limited crew capacity. These machineguns therefore operate like a
turret.
Tow: the vehicle can tow a trailer or
field gun.
Poor Turn: The vehicle is exceptionally difficult for the driver to control, especially at speed. If the vehicle moves 6” or less during any move it can change facing by up to 45°. If the vehicle moves more than 6” it can only move directly forwards, even along roads.
Open: Open topped vehicles count their PRO as 2 when attacked by indirect shooting and Melee attacks.
Open: Open topped vehicles count their PRO as 2 when attacked by indirect shooting and Melee attacks.
Tank Commander:
Any Hard Vehicle can be designated a Commander unit for +3 points. This unit
acts as a Commander, can lead a force, distribute Leadership Points, etc. Its vehicle statistics remain the same. The vehicle should be modelled as a
‘commander’ with communications aerials, a banner or two, or a suitably
impressive looking crewman leaning out of a hatch giving orders!
Weapon: Some vehicles mount multiple weapons. Each weapon that can shoot independently is
listed with the firing arc it can attack into (F = front, L = left, R =right, B
= back (rear), T = turret (all round))
Some main guns mount a coaxial MG (+Co). This is fixed for ranging in the main gun,
but can also be used to attack infantry instead of the main gun.
Damage: Hard vehicles are only vulnerable to
anti-armour attacks (in brackets under melee or shoot).
Descriptions
|
|
Draft
vehicles
|
|
Wagon/cart
|
The transport of choice since ancient
times has been the horse or ox-drawn wagon or cart. It remains in widespread use, even during
the early years of the far cleaner and more efficient motor vehicle. Particularly popular in rural areas. They are typically open topped but may be
canvas covered or even enclosed.
Wagons typically have four wheels whereas carts have two wheels. This also includes the horse drawn coaches
and buggies designed for passengers rather than goods.
|
Limber
|
A specialised horse or ox-drawn
contraption designed to hook the beasts of burden to a field gun or similar
load.
|
Motor
vehicles
|
|
Car
|
Since the Benz "Velo" model
(1894), the motor car has been the passenger transport of choice. Fast, relatively reliable, and more
comfortable than travelling in the back of a truck. Most are powered by the internal combustion
engine.
|
Truck
|
Motor trucks are light haulage vehicles
designed primarily to carry goods.
They may be open topped, flatbed, or covered.
|
Lorry
|
Motor
lorries are larger and designed to haul heavier loads than the smaller
trucks. Typically slow and cumbersome,
they can also transport a good number of people, although not in much
comfort. Steam powered heavy haulage
lorries continued in use alongside their diesel drivel cousins even as late
as the 1950’s.
|
Omnibus
|
The
first road-based mass transit system was the horse drawn omnibus. This was quickly replaced by the motorised
version. It includes all manner of
single and double decked arrangements as well as the charabanc. Omnibuses are useful for transporting lots
of people in relative comfort.
|
Agricultural tractor
|
The workhorse of the industrial
revolution on the land, these are steam or diesel driven vehicles designed to
roam off the roads and across the agricultural landscape with ease. They’re also powerful beasts able to pull
heavy trailer loads.
|
Steam engine
|
Huge, iron behemoths of the steam
age. Steam engines are powerful and
versatile machines able to act as an agricultural or haulage vehicle, or to
be used to power all manner of mechanically driven devices from threshing
machines to belt-driven lathes.
|
Options
|
|
Armour plate
|
In difficult times, times of civil war
or unrest, the need for armoured vehicles usually outstrips demand. This doesn’t stop the enterprising
tinkerers from welding on sheet iron or steel to their motor vehicles to try
and lend some protection to the driver and crew. Typically performance will suffer and the
vehicle will be slow and difficult to control.
|
Mounted weapons
|
A simple motor car, truck, or even a
horse drawn wagon (such as the Russian Tachanka) can be converted into a
fighting vehicle by bolting on a machinegun.
The more ambitious jury rigger will bolt on something a bit more
substantial to give his motor lorry a bit of punch. Adding a mortar, flamethrower, or even a
light field gun to a civilian vehicle makes for a highly effective mobile
support weapon.
|
Armoured
cars
|
|
Developed by the British during the
early years of WWI (1915), the Austin armoured car was a rival to the Rolls
Royce model. Underpowered for its
armour, it had various advantages over other models of the time. It mounted two machinegun turrets, and was
cheap and easy to manufacture. The
patent was licensed to the Russians who developed their own versions, and the
Austin model saw great service during the Russian Civil War.
|
|
Rolls Royce
|
Developed by the British in 1914 and
deployed mainly in the
|
Lanchester 6x4
|
The British Lanchester 6x4 saw Imperial
service from the 1920’s to the 1940’s.
Reliable and easy to maintain, they operated well off road and saw
extensive service including during the Italian invasion of
|
Putilov Kégress
|
Developed by the Russians during WWI as part of
their armoured vehicle programme, the Putilov Kégress was an early attempt ad
an armoured half tracked vehicle (the Kégress system). It mounted two machineguns in a similar
configuration to the British Lanchester 6x4, but suffered from problems of
reliability.
|
Sdktz 221
|
This light armoured car was designed by
the German army for reconnaissance duties.
the basic model mounted a turret light machine gun, although many were
upgraded to include a 28mm cannon.
|
Tankettes
|
|
Carden-Lloyd tankette
|
This classic British tankette was the
model on which all later tankettes were based.
|
VA universal carrier
|
The Vickers-Armstrong ‘universal
carrier’ was developed in 1934 from the early Carden Lloyd tankette
design. Primarily designed to
transport men and light support weapons, the VA UC is the most produced
armoured fighting vehicle in history, with the design being produced up until
1960.
|
VA MG carrier
|
Armed with a light machinegun,
typically the excellent Bren gun, this turned the UC into an effective fire
support vehicle.
|
VA AT carrier
|
Armed with Boys anti-tank rifle this
gave the UC limited anti-vehicle capabilities, although he Boys was quickly
outclassed during WWII by most tank armour.
|
VA Mortar carrier
|
Given its support role, the UC was soon
upgraded with a light mortar, allowing the mortar support of a platoon to
keep up with the troops.
|
CV-33 (Italian)
|
The Carro Veloce CV-33 or L3/33 was an
Italian tankette that went into service in 1933. It was designed as a light infantry support
vehicle and armed with a 6.5mm light machinegun.
|
CV-35 (Italian)
|
The Carro Veloce CV-35 was a C33 with
the LMG replaced by a flamethrower. It
towed the fuel in a rear bowser.
|
Light
tanks
|
|
Vickers E Type A
|
The British Vickers Type E was produced
in 1928 as a light tank, but was rejected by the British army due to concerns
over its suspension. However, the model
was sold to many countries around the world, including the Russians who used
it as inspiration for their T26 tank.
The Type A variant mounted two light machinegun turrets.
|
Vickers E Type B
|
The Vickers Type B replaced the two
machinegun turrets with a single two-man turret mounting a coaxial light
machinegun and a 47mm cannon.
|
Panzer I (German)
|
Produced by German in 1934, the Panzer
I was introduced as a ‘training tank’ to circumvent the military restrictions
on
|
Panzer II (German)
|
The Panzer II was developed in response
to the experiences of the Panzer I design in
|
T26 (Russian)
|
Produced by the Russians in 1931, the
T26 was based on the British Vickers light tank. It significantly improved on this design
however and was widely considered to be the best tank in service during the
1930’s. Exported to many countries, it
was the primary armoured fighting vehicle of the Spanish civil War.
|
BT5 (Russian)
|
Produced by
|
FT17 MG or 37mm
|
The Renault FT17 was developed in 1917
and represented a significant leap forwards in armoured vehicle design. It incorporated the first fully rotating
turret fitted with either a 7.92mm machinegun or a 37mm cannon. The FT17 saw extensive service in WWI and
the interwar period, and although by then obsolete they were even used during
WWII.
|
Medium
tanks
|
|
Vickers Mk.II
|
The British Vickers Medium Mk.II was in
service from 1925 to 1939. It was a
transitional design with both fixed hull machineguns and a fully rotating
turret. It was slow, underpowered and
unreliable.
|
Vickers Mk.III
|
The Vickers Mk.III was an experimental
design commissioned to replace the Mk.II.
It had an unusual configuration with limited-traverse hull turrets and
a fully rotating top turret. Heavy,
cumbersome, and requiring a large crew, very few were ever built and it never
entered service.
|
Mk.A ‘Whippet’
|
The British Medium Mk.A ‘Whippet’ was a
WWI era ‘light’ tank designed to complement the heavier rhomboid models and
rush forwards to exploit breaches in the German defence lines. It was slow and cumbersome none-the-less
and was designed for anti-infantry work.
Each facing had a hull-mounted machinegun, but with too few crew
inside they had to ‘hop about’ to man each gun where required.
|
Char D1 (French)
|
Produced between 1931 and 1935, the
French Char D1 was developed as a ‘light infantry support tank’. It was never used in this role though and
its extreme mechanical unreliability saw it phased out during the interwar
period.
|
Heavy
tanks
|
|
Mk.V Male / Female
|
Since the development of the world’s
first combat tank, the British had been frantically improving the design,
mainly to resolve the reliability problems.
The Mk.V was issued to service in December 1917 and provided many of
those improvements. The ‘male’ version
had two 6pdr cannons in its side sponsors, whereas the ‘female’ was armed
exclusively with machineguns. The iconic rhomboid tanks were designed for
breaching trench systems and were mechanically unreliable at best.
|
Mk.V Star
|
The Mk.V ‘Star’ had a longer chassis to
incorporate a passenger section, allowing the tank to transport a unit of 10
soldiers into a battle.
|
Super-heavy
tank
|
|
Char 2C (French)
|
Produced by the French in 1921, the
Char 2C is the largest production tank ever.
Only a few were ever built.
|
Well I never! On two counts: firstly that you've made Dux Bellorum fit a VBCW but also that I've been described as a genius (for the first and only time). I might make myself a tshirt with that quotation on it...
ReplyDeleteGood work :-)
Credit where its due Dan! And thank you for producing a stable, flexible set of rules that is finally filling in the gaps for a lot of my gaming.
ReplyDeleteHmm! I hear good things about DB, but never thought it could be applied to AVBCW. Thanks for sharing.
ReplyDelete...Err WOTR + Dux was genius but me thinks you may have jumped the Shark on this one..be interested to read after action reports...
ReplyDeleteWe have been using a modified Bolt Action to give good games for this genre. Hats off on the effort tho..
I share your scepticism Zelzelus. All i can say is 'give them a go'!
ReplyDeleteYou might be pleasantly surprised. We were.
I gave these a go with my WWII flames of war figures the other day. Only a little game but suprisingly they worked! In the game a group of regulars (germans) had to attack an irregular (soviet) outpost near a stream. The regulars won thanks to a brave charge at an LMG by the regular officer (saved by a couple of LPs).
ReplyDeleteMaybe i'll give them another go for a sort of imagi-nations with my WWII stuff.
Nice one Max.
ReplyDeleteI was surprised they woerked too!
I think they'll work well in any genre where there's a single leader in direct command of small groups of personal followers; and where both sides are basically using the same troops/technology.
We particularly liked the 'shoot before move' turn sequence.
I've been wanting to explore this period myself, as I wasn't really satisfied with what was on offer for it. These look to work nicely and I will give them a try. Many thanks for the work involved in putting them together. I will also be giving Dux Bellorum a try as well.
ReplyDeleteOne minor omission I noted: given the inevitable collapse of social order implied by any civil war, and the inevitable shortages that would accrue, perhaps a line to include bicycles as a mode of transport might be appropriate?
Again, thanks. I look forward to using these rules.
Regards,
Nevile
Hi Nevile,
ReplyDeleteThanks and good luck using them! This is a great period to game in.
You'll find bicycles are available as an option under Equipment.
Cheers
Ludd
I'm glad to see Fighting Dogs can be used as a belligerent unit. I have in mind a unit of Yorkies with a British Matron as handler. Does anyone make Yorkies in miniature? Or for that matter, British Matrons? An Unstoppable Force of Nature if ever there was one. Coupled with a unit of Morris Dancers, should put Trenchies of any political persuasion to flight.
ReplyDeleteN.
Some excellent stuff here - I especially like the low on ammo idea and the going prone idea due to suffering two hits. I am almost done with a sci-fi version, but more stripped down. Bravery, shooting and cohesion factors only and resupplying ammo costs a point rather than through the use of a supply unit. oh, and it is for squares to save on the measuring!
ReplyDeleteCheers.
OK, so today i've updated the text, clarifying and improving the text a bit after experience from playing through the rules a few times.
ReplyDelete