Showing posts with label Wargame Rules. Show all posts
Showing posts with label Wargame Rules. Show all posts
Human and Animal Wargame Rules

Human and Animal Wargame Rules

7/09/2014 Add Comment


CLOSE COMBAT
HUMANS & ANIMALS
Each creature is assigned a close combat numerical value based on their intelligence, the length of their longest fang, their longest claws, and their longest horns.  They also take account of the thickness of the skin of the creature and they type of animal they are, herbivore or carnivore.
Animals get an EQ of between 1 and 5 with one being the lowest and 5 being the highest.  Humans are 5; apes are 4, mammals 3, carnivores 2, other animals 1.
Animals are given one point for every 20 pounds of weight, up to 200 pounds maximum, the number is the weight value.
Claw length is multiplied by 2 and that number is the claw value.
Horns length is multiplied by .5 and that number is the horn value.
Fangs length is multiplied by 4 and that number is the fang value.
All six of these factors are totaled together and that is the close combat animals value.
Each level of elite is counted as
Juvenile, Adult, Large
Domestic, Wild
Herbivore, Omnivore, Carnivore,
T-Rex, basic data:
EQ 2, Fangs 13, claw 6, Tons 9, Horn 0,
Up to a pair, a couple and youngster, a pack of 5 can attack at one time.
Same level goes simultaneous, 3 levers up goes 1stwith results first.
All animals over 250 pounds have hide not skin, all animals over 2 tons have a thick hide.  Certain animals have various other protections.





Animal Protection
Essentially any weapon will penetrate skin.
1” fangs are required to penetrate HIDE.
2” fangs are required to penetrate THICK HIDE.
1 inch think bone equals 1 mm thick armor.

If both animals pass then both are killed, if both fail, they break melee by 1 inch moving away from each other.
Paratrooper Wargamer Rules

Paratrooper Wargamer Rules

6/20/2014 Add Comment


Paratroopers have special rules to simulate what it is that makes them unique.  Paratroops are vulnerable to ground fire.  So they take ground fire and are eliminated prior to their actually being able to defend themselves.  Only those paratroopers who were not casualties in the initial ground attacks are able to return fire. 

Once those surviving paratroopers fire, the defenders can move a short distance in response to the dropping of paratroopers.  Once the defenders have moved, perhaps towards the attacking paratroopers, then close combat is resolved.













 PARATROOPER SEQUENCE
Defenders fire at paratroops
Paratroops casualties are removed
Surviving paratroops fire at defenders
Defenders casualties are removed
Defenders move up to five inches
Close combats are resolved
Wargame Rules

Wargame Rules

2/10/2013 Add Comment
Over the last 55 years I have developed a set of wargame rules that I use, primarily for World War Two.  This is some of the section on machine guns.


           A .30 caliber machine gun with just a gunner gets one leaf template.  A bipod mounted .30 caliber machine gun gets two leaf templates and has a crew of two.  A tank mounted .30 machine gun counts as a bipod machine gun but only needs a crew of one.  A tripod mounted .30 caliber machine gun gets three leaf templates and has a crew of three, gunner, loader and commander.    A tripod-mounted machine gun may fire indirect fire if it has a full crew of four, gunner, loader, commander and spotter, it will use three leaf templates.

            A tripod mounted .50 caliber machine gun gets two leaf templates and has a crew of three, gunner, loader and commander.  If they use a fourth crewman, a spotter they may fire indirect.  If there is no loader the machine gun only gets one template.  Firing indirect fire will use two templates.

            A tripod mounted machine gun may fire at a tank.  A #1 hit is the turret machine gun.  If it gets a #2 hit on the turret it is an optics damage that will cause the tank to fire at -35%.  A #3 hit is the hull machine gun.  A #4 hit on the upper hull it is a driver’s vision slot and the tank is limited to no more than 50m per turn unless the driver looks out the hull hatch.  A result of #5 or #6 on the hit location die does nothing.


Machine Fire at Tanks
1          Turret machine gun
2          Turret main gun optics
3          Hullmachine gun
4          Hulldriver’s optics
5          No effect
6          No effect

 
            To fire a machine gun in the indirect mode the crew must include three men, gunner, loader and spotter.  In the artillery spotting round phase place two machine gun spotting rounds- one real and one dummy- just like with the artillery spotting rounds only with just one dummy.  Place the templates in the direction the firer wants the rounds to land.  Templates must be side by side.  Roll an arrow die for direction and a six sided die for distance; a “hit” result is a hit.

Flames of War

1/28/2013 Add Comment

While at my local hobby shop, Brookhurst Hobbies, in Garden Grove, CA, I got a bag with this neat drawing of American Paratroopers vs a German Tiger I tank.  Very Saving Private Ryan.


Turns out, it's a Flames of War bag.  It's a pretty good wargame, for 15mm.  They make their own line of figures, rules and accessories.  I like some of the accessories, the decals look pretty good.  I don't have any yet, but they are on my wishlist.
Wargame Rules

Wargame Rules

1/12/2013 Add Comment

 

AUTOMATIC/EXPLOSIVE/INCENDIARY WEAPONS CHART
Type                                                     Number of Templates/Area
Shotgun                                                1
Machine Pistol                                      1
Sub-Machine Gun                                  1
Assault Rifle                                         1
Automatic Rifle                                     1
Gatling Gun .50 cal hand cranked           2
Automatic Assault Rifle                         2
Heavy Machine Gun (.50 cal)                  2
Tripod Machine Gun (.30 cal)                  3
Bipod Machine Gun (.30 cal)                  2
Hand Grenade                                       40mm diameter
Grenade Launcher                                 40mm diameter
Flame Thrower                                       cone shaped template

 
            Any targets within a template must be separately ranged and dice rolled for each target to determine if the target was hit.  The firer has the option with multiple template weapons to fire lengthwise or depth wise, but the template must point towards the machine gun.

Infantry Template Construction


            Draw a circle 4 1/8 inches in diameter.  Draw an X, with its center at the center of the circle.  Using one of the lines of the X as a base, from the center of the circle, draw two more lines.  Draw one at an angle of 135 degrees, the second line at an angle of 45 degrees.  Where the lines intersect the circle that marks the template ends.  Using another 4 1/8 inch diameter circle, connect the lower half ends.

Infantry Weapons Firing at Vehicles


            Any weapon assigned a template also has a chance to destroy or disable some types of vehicles.  Only one vehicle may be in the target zone, even if more than one fits within the template.  The firing infantry weapon must first hit the vehicle.  If the vehicle is hit, check the damage die for the location and result of the hit.
 

VEHICLE DAMAGE
1          Crew                 Crew killed
2          Engine              Engine destroyed, vehicle cannot move
3          Engine              Engine destroyed, vehicle cannot move
4          Fuel                  Vehicle catches fire
5          Cargo               Cargo or passengers destroyed
6          Suspension       Wheels destroyed, vehicle cannot move


Crew served direct fire infantry weapons such as, ATGM, machine guns, automatic grenade launchers, Gatling gun, must have a full crew in order to fire with the full number of template leafs.  Anytime the firer of a man portable weapon is killed his weapon is also destroyed.

If any other member of the crew is killed the number of templates is reduced by one template for each dead crewmember.  Survivors from weapons of the same type may unite to operate the weapon again if one is a loader and the other is a firer.