Under fire: If a unit or vehicle has been hit in the previous turn, whether the hit caused damage or not, that unit is under fire.

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Featherstone Like WW2 Rules These rules are very similar to the Featherstone/Bath mass combat rules you can find for Ancient and 18 th Century combat. They have been adapted for a massed skirmish game of WW2 combat. Glossary of Terms Under fire: If a unit or vehicle has been hit in the previous turn, whether the hit caused damage or not, that unit is under fire. Hull down: Sometimes a tank crew can position the tank so that only the turret is exposed. The hull must be behind substantial object such as a stone wall or on a hill crest to count as hull down. Turretless vehicles cannot go hull down. Saving throw: A die roll per hit received for personal to determine if the hit has an effect or not. For each hit, a die is rolled. If the die equals or exceeds a certain number based on the situation, the hit is negated. Otherwise the figure is removed. D6: Six sided die. D3: The result of a D6 divided by 2 round up. Unit size Units are squads of men, equipment with teams or individual tanks. Each squad should be 8-12 men. Each gun, heavy machine gun or mortar will have a crew of 2-4 men. Each tank will represent 1 vehicle and crew of 2-5 men. Half-tracks, universal carriers and wheeled cargo vehicles are assumed to have a driver and possibly a gunner. Sequence of play 1) Initiative: Both sides roll a die. The higher roll has the option to move first or second during the movement phase. 2) Move: The first player moves all of his units. The second player moves all of his units after the first player is done. 3) Combat: Simultaneous with non-moving units shooting first, followed by moving units including close combat.

Movement Commanders on both sides are moved first starting with the first player. Then units are moved again starting with the first player. Units under fire must make a morale check before any movement is made. If the check is failed, the unit must make the move according to the morale table instead. A squad of infantry can move on the double at up to 12 per turn. It may move cautiously at up to 6 per turn. All vehicles have a move of 1 per mph that it may move on the road. Tanks, half tracks and scout cars move at half road speed overland. Trucks and and cars move at 1/3 road speed overland. There are no penalties for turning. Infantry may face in any direction at the end of their move. Tanks should face in the direction of their move for that turn when the move ended.

Combat Both sides will resolve combat. Combat effects are simultaneous with the following stipulation: Stationary units shoot first. Casualties are removed on both sides. Moving units then shoot. Casualties are removed from both sides. Infantry vs Infantry To combat, a unit rolls a number of dice based on the table below and deducts a number from each die based on the situation. In general, a die is rolled for every 5 points the unit has. If there are 3 or 4 points left over, an additional die is rolled. 1 or 2 points are ignored. Close -1 Short -2 Medium -3 Long -4 Infantry (1 point ea) 24 1 6 12 24 LMG (3 points) 32 SMG (3 points) 8 HMG (5 points) 1 8 16 32 Example: A British squad of 10 men including a Bren gun (LMG) and an officer with a Tommy gun shoot at a target at 7 away. All weapons are in range. Count the LMG and Tommy gun as 3 and the remaining 8 men at 1 point each for a total of 14. Divide by 5 for 2 dice with 4 points leftover. Since it is 3 or 4 men leftover, roll an extra die. As this is medium range, 3 will be deducted from each die. So lets say the 3 dice are 4 and 2 and 6. 4-3 is 1. 2-3 is -1 (you can't have negative casualties so 0) and 6-3 is 3. Total number of hits is 5.

Anti-Tank Combat Tanks, guns and hand held anti-tank weapons are all resolved the same way. Each tank will be rated for armor protection on the front and the flank. The front value is used if the shooting unit is completely to the front of the target unit. Otherwise, the flank value is used. Some guns are rated with a '+' next to the gun class. These are higher velocity weapons and get a bonus of 1 to penetrate the enemy armor. To hit, consult the range tables. The first number the chance to hit with the first shot. The second number is the chance to hit with the second and subsequent shots. 20 40 60 80 100 Hit 4+/2+ 5+/3+ 6+/4+ 6+/5+ 6+ Penetration +1 0 0-1 -2 If this is the first shot, or the shooter moves or switches targets, use the first number. If the target moves more than 8 or the shooter is a turret-less tank or anti-tank gun that aimed more than 45 degrees, use the second number but deduct 1 from the die roll. Otherwise, use the second number. Tanks may not move more than half speed and still shoot. Once a hit is confirmed, roll 2 dice and add them together. To this add the gun penetration value. Then deduct the armor value for the facing of the armor hit and consult the damage table. Gun or armor type Value Very Light 0 Light 2 Medium 4 Heavy 6 Very Heavy 8 Final die roll Result Notes 12 Brew Up Crew parishes 11 Knocked Out Entire crew makes a save. Survivors bail out and disperse. 10 Turret Turret crew makes a save. Turretless vehicles are missed on a 4+. Gun knocked out on a 4+ 9 1-3 Hull 4-6 Turret As per Hull below or turret above. 8 Hull Roll 1D6. 1-2 tank immobilized. 3-6 crew compartment hit and hull crew makes a save. Deduct 1 for flank shots. 2-7 Clank No effect. Tank under fire.

If the target is hull down and the hull is hit, the shot has no effect instead. If a compartment is hit, the crew in that compartment must make a save of 4+ or become casualties. If there are no crew in a given compartment, the tank may not operate in that fashion (eg if the turret has no crew left, the turret armament may not be shot). Example: A Sherman (medium gun) fires at the front of a Panzer III (light armor) at 45. This the second shot. The Sherman did not move but the Panzer 3 moved 10. The second number (4+) is used but we must deduct 1 from the chance to hit has the Panzer III moved faster than 8. A 5 is rolled registering a hit. The panzer III has light armor (2) and the Sherman has a medium gun (4). 2 dice are rolled. A 3 and a 4 are rolled for a total of 7. Deduct the target armor of 2 for a total of 5 and then add the penetration value of the gun plus the range modifier (in this case 0) for a total of 9. The table requires another die roll. The score is a 1. So the hull is hit. Now, another die is rolled. A 3 this time so the hull compartment is hit. Each man in that compartment must make a save of 4+ to survive. Unfortunately a 3 and a 1 are rolled so both men are killed. The tank is immobilized. One of the crew from the turret could re-man the hull on the next turn.

Infantry vs Tanks Infantry may close assault tanks. To close assault, the infantry must roll a 5+ on a die to get their nerve up. Add 1 for regular troops and 2 for veteran troops. If the unit succeeds in this morale check, all eligible figures may assault. Generally, non-moving tanks can only shoot first (or at all!) against infantry that approach from the front. Figures armed with squad support weapons or their assistants are ineffective. All other figures count as 1 point each. To attack, roll hits as normal. The resulting number of hits is the penetration value of the attack. This attack will go against the flank armor of the tank. Then determine the result on the table above as if it were hit by an anti-tank weapon. If the tank brews up, half the assaulting infantry mus make a save or become casualties. Example: A squad of American infantry want to assault a Panzer IV. They need to roll a 5+ but are regulars so may add 1 to the die. A 6 is rolled so they close to combat. During the combat phase, they roll hits. They have 8 eligible figures. So they get a 2D6. They roll a 5 on the D6 and a 3. So 5-1 is 4 and 3-1 is 2 for a total of 5. Now two D6 are rolled. A 4 and a 5 for a total of 9. Deduct the armor (light or 2) from the roll for 7. Add 5 for the 5 hits scored. The total is 12. The tank catches fire and brews up killing everyone in the tank. 4 of the men must make saves because of the resulting explosion.

Tanks and Artillery vs Infantry Tanks may fire the main gun or their machine guns against infantry. Turret mounted machine guns may only be fired if the main gun is not fired. It may not fire at close range. Hull machine guns may only be fired to the front 45 degrees to the left or right and only if the tank is not moving that turn. The hit number against an infantry squad or soft target is as follows: Range 20 40 60 To hit 3+ 4+ 5+ Past 60 a tank does not have a chance to observe most infantry or gun targets. Deduct 1 from the die roll if the shooter moves. If a hit is confirmed roll again on the following table. 12 5 infantry hit. Gun destroyed. 11 4 infantry hit. Gun destroyed in open or 3 crew hit. 10 3 infantry hit. 2 crew hit. 9 2 infantry hit. 1 crew hit. 8 1 infantry hit. 1 crew hit in the open. 2-7 Miss. Miss.

Saving throw Figures that are hit in combat are entitled to a saving throw. If a figure is moving on the double, the save is 5+. If a figure is not moving or moving cautiously, the save is 4+. Tank and gun crews also get a save of 5+. If a unit is in cover, 1 is added to the saving roll. If a unit is in a bunker, 2 is added to the saving roll. Infantry moving on the double, tank crews in vehicle Infantry stationary or moving cautiously, tank or gun crews in the open 5+ 4+ Add 1 to the die roll for cover. Add 2 to the die roll for units in a bunker or trench.

Morale Units need to check morale when they are under fire. A unit is under fire if hits have been scored against it even if that unit suffered no casualties. Rally 0 Disperse 1 Rout 2 moves. Infantry lose a half die of figures 2 Fall back 1 move. 3 No rally. No move. 4 Rally. No move. 5 Rally. Half move. 6 Rally. Full move 7 Rally. Immediately charge enemy if within 1 charge move. Modifiers: +2 Veteran unit. +1 Regular unit. +1 both officers or tank commander in case of a vehicle still alive. -1 no officers in unit. -1 for each 20% casualties taken this turn. -1 if the squad has taken 50% casualties. -1 shot at by heavy weapons. A unit falls back facing the enemy. Infantry units route facing away from the enemy. Tanks crews bail out of immobilized vehicles. Gun crews leave their guns behind. They may re-crew if they rally. Dispersed or routed units surrender in close combat. Dispersed units rout off the board if not in close combat, with crews leaving the vehicle or equipment behind. Victorious infantry may occupy the vacated space.

Vehicles and Equipment Here is a limited listing of vehicles and equipment from the early desert campaign. Germany Name Speed (Road/Off-Road) Armor (Front/Flank) Armament (AT/AP) Panzer-III 24 /12 Light/Very Light Light/Light 1/1 Panzer-IV 24 /12 Light/Very Light Light/Medium 1/1 Panzer Jagr-1 24 /12 Very Light Light+/Light 0/0 Sd.Kfz-251 32 /16 Very Light 1/0 MG (Turret/Bow) Sd.Kfz-222 50 /25 Very Light Very Light/- 1 Heavy Weapon Flak-36 - - Heavy/Heavy 0/0 Pak-36 - - Light/- 0/0 Great Britain Name Speed (Road/Off-Road) Armor (Front/Flank) Armament (AT/AP) Cruiser A13 30 /15 Very Light Very Light/- 1/0 Matilda Mk-II 16 /8 Medium/Light Light/- 1/0 MG (Turret/Bow) Universal Carrier 30 /15 Very Light LMG/0 Dingo SC 50 /25 Very Light LMG/0 Humber AC 50 /25 Very Light Light/- 1/0 QF 2-Pounder - - Light+/- 0/0 General Purpose Name Speed (Road/Off-Road) Armor (Front/Flank) Armament (AT/AP) Truck 60 /20 - - - MG (Turret/Bow) Jeep 40 /20 - - Variable