So by tomorrow the troops will all be ready to fight.
Drying in the sun. |
Al the basic colours have been laid down, including a drybrush of the main uniform colour. Then I have glooped them with Army Painter soft tone dip. Why soft tone? Because that is what I have here at home, the leftovers of my strong tone being all dried up. Remember, this the 'make do' project! With soft plastics I like to use the dip, not just for a little shading, but because I look at it as a very thick and flexible varnish. It doesn't half whiff though.
The last two days have also allowed me to refine my gaming and campaign rules, so without much further ado, here they are, totally unformatted for this blog!
WWII in the Pacific Rules
Phases:
1)
Move 2)
Fire 3) Assault 4)Rally
Side A moves and assaults, Side B
fires, Side B moves and assaults, Side A fires, Rally all sides
Movement:
Good going
|
Rough Going
|
Bad going
|
|
Commanders/FOs/Snipers
|
6”
|
4”
|
3”
|
Infantry
|
6”
|
4”
|
3”
|
Man packed weapons
|
4”
|
2”
|
1”
|
Wheeled vehicles
|
12”
|
-
|
-
|
Tracked vehicles
|
8”
|
2”
|
-
|
Unlimbering/Limbering takes one move.
Squads within 6” of their
commander may move freely. Otherwise they must roll for initiative. Initiative
roll is 3+ Veteran, 4+ Trained. 5+ Raw
Rough Going – rocky/muddy
terrain, buildings, light woods
Bad going – steep hills, heavy
woods, swamp
Firing:
Unit firing
|
Number of dice
|
Range
|
Rifle squad
|
3
|
15”
|
Commander
|
2
|
6”
|
Sniper
|
3 kills enemy on a ‘6’
|
18”
|
HMG
|
4
|
24”
|
Small mortar
|
3
|
6-18”
|
Medium/Heavy mortar
|
4
|
6-24”
|
AT guns
|
1
|
32”
|
Heavy artillery
|
5
|
36” direct
no limit indirect
|
Air support strafing
|
3
|
No limit
|
Air support bombing
|
5
|
No limit
|
Target is obscured, use one less
dice
Hit on 5-6
1 hit = pinned – may not
move until rallied
2 hits = suppressed – may
not move or fire until rallied
3 hits = killed.
Suppressed units that are suppressed again are killed.
4 hits = any stands within
2” of the killed squad are suppressed.
Forward Observers cannot call in
fire missions if they moved or if they are suppressed.
A FO must have Line of sight to the target to call in a Fire
Mission.
Heavy and man-packed weapons may fire only in turns where
they did not move.
Shooting at armour:
AT guns and artillery roll with
one dice hitting on 4+
Roll 2d6 and add the attack value
for the weapon. If it equals or exceeds the defence value of the vehicle, the
vehicle is destroyed.
Attack values:
Light gun (up to 50mm) - 3
Medium gun (51mm-75mm) - 4
Heavy gun (76mm up) – 5
Defence Values:
Light tank – 8
Medium Tank – 9
Heavy tank – 10
Visibility
Units must have line of sight to
shoot.
Units within 3” of the edge of
cover are visible but obscured.
Units within the same cover are
visible to each other within 6”, but obscured
Assault
·
Assaults occur when bases to base contact is
made, or base contact is made with an occupied building. Crew served weapons
may not initiate assaults.
·
A commander, sniper or FO is immediately
destroyed if caught in base to base contact with an enemy outside of 2” of a
supporting stand.
·
Assaults take into account only bases in contact
with the enemy and may be supported by a commander within 2”.
Roll a dice and add modifiers.
Highest score wins. Losing side has all squads removed.
Modifiers in assault:
Crew served weapons -2
Raw troops -1
Veteran + 1
Additional squads in contact + 1
each
Commander adding support +1
Tank +3
Other vehicles +1
Pinned -1
Suppressed -2
Pinned -1
Suppressed -2
Rally
Pinned
|
Suppressed
|
|
Raw
|
5+
|
6
|
Trained
|
4+
|
5+
|
Veteran
|
3+
|
4+
|
A Commander within 2” adds 1 to
the dice roll.
If successful the unit is free to
move as normal, losing all negative modifiers.
Ending game
The game will automatically end
when one side has lost one third of the stands present, unless a special rule
or objective is in place. The loser will withdraw one zone on the campaign map.
CAMPAIGN RULES
Phases:
1.
Roll for naval events
2.
Roll for aerial events
3.
Roll for company supply
4.
Roll for initiative
5.
Move companies
6.
Fight any battles
1) Naval events
Roll a d6. On a roll of d6 an event
has occurred at sea. Roll a further d6 and consult the table:
1 = An Australian convoy has
fought off a Japanese attack. No impact in game terms. If HMAS Pitcairn had
previously sailed away, it has returned. Phew!
2 = An Australian convoy has been attacked by the
Japanese. As a result forward companies will not benefit from having a supply
company supporting them.
3 = An Australian convoy has been
attacked and HMAS Pitcairn has had to depart Port Murray. No companies are in
supply this turn.
4 = A Japanese convoy has been attacked
and IJN Uesugi has had to depart Kilu. No companies are in supply this turn.
5 = A Japanese convoy has been
attacked by the Allies. As a result forward companies will not benefit from
having a supply company supporting them.
6 = A Japanese convoy has fought
off an Allied attack. No impact in game terms. If IJN Uesugi had previously
sailed away, it has returned. Phew!
2) Aerial events
Roll a d6. On a roll of d6 an aerial
event has occurred. Roll a further d6 and consult the table:
1 = A raid on Port Murray
airfield. One Buffalo is destroyed.
2 = An air battle over Korona.
Two Buffalos have been lost.
3 = The Buffalos have been
recalled to help the fight elsewhere.
4 = reinforcement. A Hurricane-bomber
has been sent to help out.
5 = strafing attack on the Korona
track. One Japanese company will not be in supply this turn.
6 = Attack on Kilu. HQ is down and
no Japanese company will be in supply this turn.
3) Company supply
For each Fighting company, count
the number of zones it is away from its base. Then roll a d6. If it is equal to
or higher than the number of zones, then the company is in supply and may move
forward. If the roll is lower, then the company is out of supply and must stay stationary
or withdraw.
If a company is out of supply for
two consecutive turns, then it will lose a number of stands equal to half the d6
supply roll. This will continue until the company is in supply again.
When a company is in supply it
will gain a number of stands equal to half the d6 supply roll to replace any
stands that it has lost so far.
4) Roll for initiative
To decide which side may move
forwards first, each side rolls a d6. Subtract 1 for every company out of
supply in that army. The highest roll takes the first move.
5) Move companies
Any company in supply may move
forwards one zone. Any company may withdraw one zone, unless already engaged by
the enemy.
6) Fight battles
SPECIAL RULES
Off table support
Australians with an FO can call
for off table artillery in zones 1 and 2, and air support in zones 6 and 7. Air support for strafing runs by the Buffalos
rolls as many dice as there are aircraft (maximum 3). If The Australians have gained a Hurricane-Bomber,
that may be called in instead.
Japanese may call for off table
artillery in zones 6 and 7.
Banzai!
Japanese troops that win a battle
will be thirsty for further victory. The successful company may ignore a failed
supply roll in the following turn.
Airdrop supply
Australians in zone 6 may count
Korona in zone 5 as their home base on the following conditions:
i)
At least one supply company is present;
ii)
The RAAF still has planes (Buffalos or
Hurricane) at Port Murray
A Bastard of a track
The Southern track through Erida
and Kerna up to Munara is barely one person wide and often covered in fallen
trees, mud and mosquitos. Troops using this route count -1 to their supply
roll.
Impact fuse
Japanese knee mortars can only
pin troops in jungle or woods, no matter how many hits they roll.
Snipers
Defenders may choose to replace a
squad with a sniper. Snipers must deploy in cover, and are placed on the board
when a target appears for them.
Terrain generator
Divide table into 3 x 1’
squares. Roll 2d6 for each square and
apply the terrain below.
2,3 = steep high ridge
4 = steep low ridge
5 = mud/rocks/swamp
6, 7 = high ridge
6,9 = low ridge
10,11 = river/creek
12 = flat ground
In areas where the map obviously
shows plains, (eg. Around Korona), replace all ridges with flat ground, and
steep ridges with hills.
Refer to map for level of
vegetation.
The first turn! |
Got to paint what takes your fancy. :)
ReplyDeleteToo true!
DeleteEnjoyed reading through your rules and ideas. Thanks for typing them up, it is quite time consuming to do.
ReplyDeleteNo worries Peter. Already made a change today!
DeleteImpressive progress Nate...don't worry about cheating, everyone dies it now and again!
ReplyDeleteAt least it isn't on the table!
DeleteNice one Nate...
ReplyDeleteThere is no point in hanging around... I am looking forward to seeing how this plays out...
All the best. Aly
Thanks for the support Aly. It plays well - for one side at least...
DeleteLooks great!
ReplyDeleteCheers Ray.
Delete