Wargame

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BEKAA BLUES" Lebanon 1982 Modern micro-armour rules By Erwin Sablon and Karim Van Overmeire (Bylandt Wargames Club, Ghent, Belgium) Introduction This set was specifically developed for use with our Lebanon 1982 campaign (stil l in the works !) so we needed a simple system with games that could be played i n 2-3 hrs. The rules have been playtested already a few times but still need a l ot of finetuning. Since we did the playtesting mainly with battles between leban ese militia armies, we still need some "special" rules for the regular Syrian an d Israeli units. All comments are greatly appreciated ! (Erwin and Karim have also written some notes on Lebanon Militias for the same c onflict.) 1. Turn Sequence a. b. c. d. e. 2.

Reaction test Movement Spotting Indirect Fire Direct Fire Reaction test

* Test only once for each platoon * Throw a D6 and modify : -1 : for PLO, SLA and Christian Government Army -1 : for each stand/vehicle lost previous turn -1 : if under artillery fire -3 : for islamic government army -3 : if total losses +25% (only 1 test/game) -5 : if total losses +50% (only 1 test/game) -3 : if command stand destroyed -3 : surrounded +1 : for PNSF +1 : in cover +3 : enemy withdrew during previous turn RESULT : positive 0 to -5 -6 to -9 -10

no problem may fire, but cannot move closer to the enemy may fire, but has to withdraw rout, surrender if surrounded

3. Movement Command and Infantery stands Mortars, heavy MG, RC Rifle Wheeled Vehicles APC and light tanks other tanks

10 5 50 40 30

cm cm cm cm cm

* rough terrain (brush, open woods) : 50 % movement * difficult terrain (forest, rocks) : 25 % movement * roads : 200 % movement * Wheeled vehicles cannot cross rough terrain * No vehicles can cross difficult terrain * Mounting/Dismounting :Both the vehicle and the stand can still move 50 % of th eir movement allowance. Both can still fire. * Deployment/Breaking up of mortars, HMG, RC rifle, cannon and rocketlaunchers t akes 1 turn during which no movement or firing is possible. 4. Spotting * * * *

Only spotted enemy stands can be fired at. All stands can spot for direct fire. Only Command stands can spot for indirect fire (Fire Support) Roll a D6 and modify : +2 +3 +2 -1 -1 -1

enemy stand has fired light weapons enemy stand has fired heavy weapons enemy stand has moved spotter has moved enemy stand in cover spotter is vehicle

* Only one spotting attempt can be made for each enemy stand each turn. This att empt has to be made in the most favourable conditions. Distance : Target : Infantery Vehicle

<10 cm

10 cm

3 0

25 cm

4 1

5 2

50 cm 6 3

100 cm 7 4

* A score of equal or higher on a D6 is neccessary for a successful spotting att empt 5. Indirect fire (Fire Support) * Fire support can only be asked by a Command stand. * Fire support can be received a maximum of five times during a game. There is n o limit to asking for Fire Support. * The Command stand has to be able to see the Target Zone and it has to be able to spot the enemy stands. * Fire Support will be given effectively when the following score can be rolled with a D6: 2-6 on table Fire Support 4-6 off table Fire Support * A Target Zone (10 cm x 10 cm) has to be marked on the table. * Roll D10 : 9 en 0 are on target (X),other scores give deviation : 1

6

2

8

X

7

3 5 4 * To avoid discussion it is recommended to agree beforehand which stands are sit uated in the maximum Targetzone of 30 cm x 30 cm and can come under fire. * All stands in target zone are pinned * Roll a D6 for each stand in the target zone :

- Stands with protection A are destroyed at a 6 - Stands with protection B are destroyed at 5-6 - Stands without protection are destroyed at 4-6 5. Direct Fire FIREPOWER for each stand each turn : COMMAND stand INFANTERY stand NB LAT can only MORTAR stand LIGHT MG stand HEAVY MG stand RCL-RIFLE stand CANNON ROCKETLAUNCHER MEDIUM TANK LIGHT TANK APC TRUCK

: : be : : : : : : : : :

1 x ASR 2 x ASR or 1 x LAT used against vehicles or infantery in protection 2 x Mortar or 1 x ASR 1 x ASR or 2 x LMG 1 x ASR or 2 x HMG 1 x ASR or 1 x RCL 1 x ASR or 1 x Cannon 1 x ASR or 4 x Rockets 1 x Cannon and 2 x HMG 1 x RCL and 2 x HMG 2 x HMG and 1 x ev. extra weapon (fe. Mortar) infantery in APC cannot fire ! : no firepower each stand infantery in truck 1 x ASR

FIRE PROCEDURE : Roll a D6 for each firing stand and modify : firing stand has moved this turn -1 target has moved this turn -1 target in protection A -2 target in protection B -1 Distance 5 cm 10 cm 25 cm 50 cm 75 cm 150 cm 300 cm Firer: Tankcannon 3 2 2 2 2 3 5 RCL/Mortr 3 2 2 3 4 5 6 HMG 3 1 1 2 3 4 LMG 3 2 2 4 5 ASR/LAT 2 3 4 5 6 * A score of equal or higher gives a HIT * From HIT to DESTROYED.... Target Protection A Protection B No Protection Fire by: Tankcannon 3 2 auto Mortar 6 5 auto RCL/LAT 5 4 3 HMG 6 3 LMG/ASR 4 * A score of equal or higher is DESTROYED * All stands that were HIT but not DESTROYED, but had the chance to be DESTROYED are PINNED * Stands in or on a destroyed vehicle are destroyed on a D6 score of 1-3, otherw ise they are placed next to the destroyed vehicle and are Description of abreviations : -

D6 = sixsided die D10 = tensided die 0 = 10 ASR = Assault Rifle (M-16, AK-47, Fal, ...) Protection A = Medium tanks, stone buildings, ... ProtectionB = light tanks, APC, walls, ... APC = Armoured Personnel Carrier (M113, BTR, BMP, ...)

- LAT = Light Antitank Weapon (RPG-7, Bazooka, ...) - LMG = Light Machinegun - RCL = Recoilless Rifle - HMG = Heavy Machinegun - PINNED stand = stand cannot move or fire for 1 turn Rules loosely based on : HEEL, M.R., Nam 1/200th Wargames Rules, Partizan Press

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