Great War 54mm rules


The Great War in 54mm rules

Phases
1.Rally   2. Movement    3. Shooting         4.Assaults

Rally
The unit takes a morale test. If passed it is no longer pinned nor running. If failed it remains pinned or running.

Movement 
·        A unit must be activated to move toward the enemy. For the activation roll a d10. If the result is higher than the greatest number of inches between any two figures in the unit then that unit may only move figures towards the officer or sergeant, who must remain stationary.

·         All troops move 2dAv. Roll for the unit and move the figures desired.

·         Figures either move or shoot.

Barbed Wire – all movement stops at barbed wire, starting again on the far side in the following turn.

Shooting
All figures that did not move may shoot
 All shooting is with d6
Weapon type
Short Range
Long Range
Effect
Rifle
12”
24”
1d6
LMG
12”
24”
3d6
SMG
6”
12”
2d6
HMG
12”
36”
5d6
Mortar
6” – 18”
36”
2d6

·         Short range dice hit on a 4+, Long range on a 5+
·         Firing at troops in cover is -1 to dice roll.
·         Officers do not shoot.

Assaults
All figures within 2” of an enemy figure may assault. Roll a d6 per assaulting figure.  A 4+ is a hit. Remove any casualties and then the assaulted unit fights back with what is left.
Whichever unit takes the most casualties tests morale.

Morale tests
All units losing a casualty take a morale check. Count up the number of figures in the unit and roll a d10. Officers add +1 to the unit’s number when testing morale.

·         If the result is equal to or below the number of figures remaining in the unit the test is passed.
·         If the result is greater than the number of figures in the unit the unit has failed the test.
·         A failed test pins the unit. It may not advance or shoot until rallied.
·         Pinned units that fail a further test will run 2dAv immediately. They will continue to run 2dAv until rallied.

Artillery Bombardment
In order to simulate the effects of the creeping barrage that attackers’ used, each turn they may pick an enemy unit that must take an immediate morale test. Furthermore, if the d10 for the morale test rolls a 10 (0), then roll a d3. This is the number of casualties caused.

Crewed Weapons (HMGs, Mortars, Field pieces etc)
No matter how many times they take hits from shooting in a turn, crewed weapons only count one hit which pins them. A pinned crewed weapon that is pinned a second time is destroyed. Crewed weapons rally on a 3+ on a d6. They are automatically destroyed in an assault.

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