MOVEMENT SMALL ARMS
MACHINE GUNS
HAND GRENADES
H.E. SHELLS SPECIAL WEAPONS
AFV RULES
AFV DAMAGE
TANK AND A.T. GUNS INFANTRY AT WEAPONS
SMOKE
HAND TO HAND
MORALE WOUNDS AND DEATH QUALITY/AMMUNITION OUTSTANDING SOLDIERS

DAMAGE CHART

Jackson Gamers' Rules set for WWII games
SKIRMISH RULES

INTRODUCTION & TABLE OF CONTENTS

This is a game played with 1/35 or 1/32 scale military miniatures. It is primarily an infantry game although some light vehicles or AFVs make appearances from time to time. Anyone who wants to play this game but not in 54mm. will find that these rules work very well with no changes in any scale down to 15mm. They will show the vulnerability of the "Poor Bloody Infantry" in any size. Very small scales such as 12mm or smaller will probably not work as well, because they seem to emphasize the armored fighting vehicle, while these rules emphasize the infantry battle.

If you play this rules set in a scale smaller than 54mm, there may be a tendancy to want to reduce the weapons ranges. Please do not. Try the rules as written because they show quite well the inability of men to move quickly compared to the ranges of the weapons. I have played in a game run by Dwayne Balius using these rules as written, but with 25mm figures. It played very well with no changes.

PRONE MAN
KNEELING MAN
STANDING MAN

Each player commands several "men" or a "fire team" composed of a number of "men". Three miniature soldiers represent each man. One is standing, one is kneeling, or crawling, and one is prone. Depending on the man's posture on the table, he is represented by the appropriate miniature.

Having the correct miniature on the table is very important, because many times a standing man can be seen and fired on, but a kneeling or prone man would be safe.

Larry Brom, Larry Cole, Russell Schnieder, Jay Stribling, Eric Teuber, and Robert Whitfield wrote most the rules in this set. They are based rather loosely on a set written by Wally Simon, which appeared in three installments in the magazine Wargamers Digest in the early 1970s.

This set is dedicated to Mike Lowry who persuaded us to "try this, just once!"

MATERIALS NEEDED FOR THE GAME

You will need miniature soldiers of the WWII period. A table with lots of cover. Let me repeat this: LOTS OF COVER. A town of ruined buildings and twisted streets works well. Rural areas should have lots of craters, blown down trees, and big rocks. Small arms and Automatic weapons are deadly in this game.

Each soldier is represented on the table top by three models.

  1. One model soldier standing erect or running.
  2. One model soldier kneeling
  3. One model soldier prone

EXAMPLE: If private Jones starts his move standing, he can move 6 inches. He can end his move standing, kneeling (behind a wall?) or prone (behind a log?), at his choice. If he chooses to end the turn prone, he will move on his next movement card at the "Prone" rate, no matter if he ends that next turn standing or kneeling.

If you do not have enough model soldiers to do this, make a counter to place beside each model soldier showing his status: Standing, Kneeling, or Prone.

HOW TO READ THE DICE

You will need at least two 10-sided dice in at least two differing colors. These will be rolled to generate a number from 1 to 100 (If both dice show "0" the result is "100"). Which die is the "tens digit" and which is the "ones digit" must be fixed at the start of the game and each player must use the same system at all times. At times, the D10 will be read as a D10, but this will be specified in the rules.

DICE RESULT EXAMPLES: If the red die is the "tens digit", then a result of rolling a red and a white D10 would be:

RED DIE = 4
WHITE DIE = 6
The Die roll is 46.
RED DIE = 0
WHITE DIE = 5
The Die roll is 5.
RED DIE = 9
WHITE DIE = 0
The Die roll is 90.

HOW TO GET STARTED

START WITH THESE: The following sections are the ones that you should use first, with 4-6 men for each side. You can click on the topic below or pick from the "Boxes" above.

Play a game 2-4 times with only these rules sections, then add more rules.

MOVEMENT
SMALL ARMS
DAMAGE CHART
HAND TO HAND
MORALE
WOUNDS AND DEATH

THE NEXT STEPS: The following sections are the ones that you learn after mastering the basics, above, Try this with 6-8 men for each side. Give ONE side a machine gun, and the other side a few more men, perhaps with Submachine guns. You can select fromt this list, by clicking on each topic below or pick from the "Boxes" above.

MACHINE GUNS
SMOKE
OUTSTANDING SOLDIERS
HAND GRENADES
SPECIAL WEAPONS

ADDING TANKS - The most difficult game - The last sections add much more complexity and make thinkgs a lot harder for the "Poor Bloody Infantry". Try the game first with ONE tank on ONE side. Later you can work up to one tank on each side or even two AFVs on each side. Please don't make this a tank war game. It should be an infantry game, with perhaps a little armor.

The best use for vehicles such as trucks, halftracks and tanks, is to be broken down or destroyed. They give very nice cover! Again, you can click on the topic below or pick from the "Boxes" above.

AFVs - Basic Rules
DAMAGE TO AFVs
TANK AND ANTI-TANK GUNS
INFANTRY ANTI-TANK WEAPONS -
HIGH EXPLOSIVE SHELLS


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