End of Empires – World War I 1914 rules
These rules are based on rules by
David Ruck published in Practical Wargamer Vol.11 No.1 1997 and
subsequently adapted and modified for 15mm games and metric measurement.
Unit anatomy
Units of infantry and cavalry are comprised of 4 bases each
representing infantry battalions or cavalry regiments. These must be in base to
base contact with each other. Cavalry have 2 figures to a base, infantry have
four figures.
Artillery batteries and Machine gun companies are represented by a
single base, and operate independently.
Senior Commanders are represented on a single small base. They can be
in a car.
Turn Sequence
Both sides roll a d6 at the start of the turn. The winner has
initiative and may choose whether to be side A or side B in the following
sequence:
1.
Side A moves
2. Side
B shoots
3. Side
B moves
4. Side
A shoots
5. Work
through all melees
6.
Morale
Movement
Only units that are within 10cm of a senior commander or are within
10cm of a unit that can move and is performing exactly the same action as that
unit can move.
Unit
|
Road
|
Cross Country
|
Pinned
|
Infantry
|
20cm
|
16cm
|
6cm
|
MG
|
16cm
|
10cm
|
-
|
Field artillery (limbered only)
|
30cm
|
16cm
|
-
|
Cavalry
|
30cm
|
24cm
|
-
|
Car/truck/bus
|
20cm
|
10cm
|
-
|
Senior commanders
|
30cm
|
20cm
|
-
|
·
To move on a road, units with more than one base
must be in a column with bases
directly behind each other.
·
Unlimbering
artillery removes movement, although it may fire in the Firing.
·
Limbering
artillery takes half a move, the artillery may then move the rest of its
allowance.
·
Unlimbered
artillery may pivot, but not advance.
·
Pinned
units become unpinned in any turn that they are not under fire.
·
All
obstacles halve movement.
·
If units
wish to move and fire they must halve their movement.
·
MGs may
not move and fire.
·
Any infantry unit can go prone at any time and are treated as pinned.
·
Units looking to enter melee with the enemy must move to within 5cm of their opponent and halt until the melee phase.
Firing
Infantry: For every base roll 1 dice
Machine Guns: For every base roll 4 dice
Range
|
Short
|
Effective
|
Long
|
Infantry
|
8cm
|
16cm
|
30cm
|
MG
|
10cm
|
20cm
|
40cm
|
Modified D6 Score
|
1
|
2
|
3
|
4
|
5
|
6
|
7+
|
Number of hits
|
0
|
0
|
0
|
1
|
1
|
2
|
3
|
Modifiers
Target in cover
|
-1
|
Firer Prone/Pinned
|
-2
|
Move and Fire
|
-1
|
Target cavalry
|
+2
|
Long range
|
-1
|
Short range
|
+1
|
Target artillery
|
-2
|
Target MG
|
-1
|
Artillery Fire
Range
|
Number of hits
|
|
Long Range
|
120cm
|
D6 – 4
|
Effective Range
|
60cm
|
D6 – 3
|
Short range
|
30cm
|
D6 – 2
|
Modifiers to d6 roll
Target in cover
|
+1
|
Target Prone/Pinned
|
+1
|
Each crew member dead
|
-1
|
Target cavalry
|
+2
|
In with the Bayonet! Melee
·
At the start of the melee phase, any unpinned
troops will advance 5cm into base to base contact with their opponent. This is
an extra move and does not count as part of their movement allowance.
·
Infantry and cavalry will always defeat MGs are
artillery if they come into contact with them.
·
Bases are paired off and a straight modified dice
roll decides the fate of the entire base.
Modifiers to d6 roll
Target in cover
|
-1
|
Prone/Pinned
|
-1
|
Per figure more on base than opponent
|
+1
|
cavalry
|
+2
|
Attacking
|
+1
|
Losing bases are removed. Surviving bases must form up in the following turn OR attack any remaining enemy bases OR if the last base remaining in
the unit, be removed from the game.
Casualties
Each casualty removes one figure from the unit. Track this with
mini-dice, counters, pebbles, or off board on a piece of paper. The casualties
are all allocated to one base in the unit until that base is removed.
·
Senior commanders can only be killed if they are
within 5cm of a unit that is hit by artillery. On a second dice roll of 6 they
take one casualty. Senior commanders can take 2 hits before being removed.
·
Each hit on a Machine gun reduces its fire by 1
d6.
·
Artillery units can take 4 hits before being
removed.
·
Any unit taking 4 hits in one turn is pinned.
·
Mounted cavalry cannot be pinned.
·
Any unit that is cut off from other friendly
units will surrender if it rolls a 6 on a d6.
Morale
Any unit under half strength must test. Roll a d6 and apply modifiers:
Under fire
|
+1
|
Friendly units have surrendered/retreated within 25cm
|
+1
|
In cover
|
-1
|
Enfilading fire
|
+1
|
Per two figures lost
|
+1
|
On a roll of 7+ the unit will retreat at full speed for d6 turns.
A unit under quarter strength remains pinned for the rest of the game.
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