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The Sword, the Flame, Machine guns and Grenades


Revised July 4, 2004

An Adaptation of Larry Brom’s The Sword and the Flame rules for WWII small unit actions. Please note that this has been playtested only a bit, it is still only a proposal. If anyone tries it, please let the Jackson Gamers know the results. This will certainly be modified as a result of 'combat' experience.

This is based on a variant of TSATF by Nick Nascati. I used Nick’s work to energize myself to start on this long-put-off WWII variant for TSATF. It is an attempt to bring the simple mechanisms of Larry Brom’s rules to the small unit company level battles of WWII. This can be organized on two levels, depending on whether the TSATF basic unit is considered a squad or a platoon.

The Lower Organization

The TSATF basic unit (reduced to 9 men and a leader) will be considered a squad. Three of these plus a platoon leader, a platoon sergeant, and a pair of machine guns will be a platoon. Three of these with a company commander, a first sergeant, and two light mortars with crews will form a company. Three companies plus three heavy machine guns with crews and three 3"/81mm mortars and crews will be a battalion.

Each German squad will have a light machine gun with gunner and assistant replacing two of the riflemen. A German platoon in 1943 or later can have two men with Panzerfausts added to it's headquarters.

An American Squad will have one man with a Browning Automatic Rifle replacing a rifleman. An American company in 1943 or later can have two 2-man bazooka teams, each of a "gunner' and an assistant added to the company headquarters. The Americans did not have a true light machine gun in their platoons, they had air-cooled tripod mounted heavy machine guns.

An British company in 1943 or later can have two 2-man PIAT teams, each of a "gunner' and an assistant added to the company headquarters.

This will result in the battalion having 27 basic (10-man) infantry units, 18 light machine guns (27 LMGs for a German battalion), 3 heavy machine guns, 6 light mortars, and 3 heavy mortars.

The Higher Organization

If the 10-man basic unit is considered a platoon, three of these along with 3 LMGs and a light mortar make a company (use 5 LMGs in a German Company). Three companies, supported by an HMG and a pair of mortars make the battalion again.

Using this “higher organization” each battalion will have 9 basic infantry units, 9 light machine guns (15 for a German battalion), 1 heavy machine guns, and two heavy mortars. Note that I have not reduced the supporting weapons exactly by three, but the light mortars have been eliminated.

Each basic unit will have a leader, as will each higher formation (company or battalion). As with all TSATF games, the figures are individually mounted. Each basic unit will be capable of independent action. Radios, should be limited to battalion or in rare cases, to company commanders. To make games flow more smoothly, figures on metal bases may be mounted on magnetic move stands, to facilitate larger games. Remember, movement and fire are controlled by playing cards, one side using the red cards and the other side, the black.

The turn sequence is as follows;

  1. Draw cards for movement, one unit may move on each card drawn. Units should be moved in order from left to right, this includes charges and reactions to morale tests. In some cases however, a scenario may require one side or the other to take the first move, eg in the case of an ambush scenario.
  2. After all units on both sides have moved or passed, draw cards for fire. There is no simultaneous fire in this game.
  3. After fire is completed, melees are resolved, beginning with combat checks for both.
  4. Following melee, morale checks are taken as appropriate, the results to take effect in the upcoming movement phase.
  5. Begin the sequence again.

Movement

Troop Type Open Terrain Rough/woods Road
Infantry 3x D6 2xD6 +1D6
HMG Crews 2xD6 1xD6* +1D6
Mortar Crews 2xD6 1xD6* +1D6
Tracked Vehicles 5xD6 3xD6 +2D6
Wheeled Vehicles 6xD6 2xD6 +3D6

*Minimum 3"

Artillery limbering or unlimbering, or cavalry mounting or dismounting, will drop the highest die. - Infantry and cavalry are assumed to be moving in a loose order, unless charging, or moving entirely on a road. A stand may be up to 12" from unit command, and still move on the same card. Of course, individual platoons, with their leaders present, may always split off from the parent unit. - Loading or unloading trucks or trains, will cost 2d6. - Note that horse cavalry, may pro-rate their movement, using a die for each action. They may for example, use one die to move, another to dismount, then conduct fire, and use the other dice to remount and move away.

Fire Combat

Fire is directed at a UNIT, not a particular man, unless the shooter is in close range, then individual heavy weapons crews may be targeted instead of just the unit.

Terrain Classes
I: Troops moving in the open.
II: Unmoving troops in the open or moving troops in rough/woods. Also crews serving their weapons in the open.
III: Unmoving troops in rough/woodsTroops or crews serving their weapons in rough/woods.
IV: Troops in semi-prepared works such as behind walls. In trenches/foxholes or in houses.
Note that troops in heavy defenses such at bunkers or concrete pill boxes require special rules.

Close Range


Type ShootingRangeClass IClass IIClass IIIClass IV
Green/Rifle
6"
5
3
2
1
Veteran/Rifle
6"
6
4
3
1
Crack/Rifle
6"
7
5
3
2
Submachine gun
6"
7
5
3
2
Light MG
6"
7
5
3
2
Heavy MG
12"
7
5
3
2

Medium Range


Type ShootingRangeClass IClass IIClass IIIClass IV
Green/Rifle
12"
4
2
1
N/A
Veteran/Rifle
12"
5
3
2
N/A
Crack/Rifle
12"
6
4
2
1
Light MG
20"
6
4
2
1
Heavy MG
24"
6
4
2
12

Long Range


Type ShootingRangeClass IClass IIClass IIIClass IV
Green/Rifle
24"
3
2
N/A
N/A
Veteran/Rifle
24"
4
2
1
N/A
Crack/Rifle
24"
5
3
2
1
Light MG
30"
5
3
2
1
Heavy MG
36"
5
3
2
1

The numbers on the charts above are "to hit" on D20 dice. If that number or a lesser number is rolled, a "hit" has been produced on the target unit"
Roll 1D20 for each rifle firing.
Roll 2D20 for each Browning Automatic rifle firing
Roll 3D20 for each SMG firing.
Roll 3D20 for each magazine-fed light machine gun (BREN gun or MG42 with drum magazine)
Roll 5D20 for each belt-fed MMG firing on a bipod.
Roll 6D20 for each belt-fed HMG firing on a tripod.

Shaken units may fire at -1 to the dice. Pinned figures or pinned units may not fire.
NOTES:

For each hit scored, the firing player turns over one card from the deck, the results are as follows:

Spade, or Club = man pinned.
Diamond = Wounded man.
Heart = Killed.
2 - 10 An ordinary soldier is hit
J - K A key figure is hit. “Key figures” are crewmen or previously wounded men if no key figures.
Ace The highest ranking leader in the unit is hit

Light Mortars:

Place aiming point for each mortar crewman (two man crew) then dice for deviation for each round.
1,2 = on target
3 = D6 distance short
4 = D6 distance right
5 = D6 distance left
6 = D6 distance long

Each succeeding turn of fire on same exact target carries a -2 modifier for deviation direction and distance. Roll on the table below for each figure under the 2” diameter blast effect template.

Type FiringClass IClass IIClass IIIClass IV
Green
5
4
2
1
Veteran
6
5
3
2

Max range= 30” Minimum range = 6”

If the firing mortar unit cannot see the target, it must be within 6” of a leader that can see the target unit, or have wire connection to a leader than can see the target.

Medium Mortars are the same as above, except that the blast effect template is increased to 3” in diameter, and the ranges are Max = 42”” Minimum = 12”

Offboard Artillery and Heavy Mortars

At the level of this game, it is not very likely that artillery support will be available for the operations of an individual company or even a battalion. In the event though that it does become available, or a preliminary bombardment is part of a scenario, we can use the following rules for off-board Artillery and Mortars

  1. Both artillery and mortars will have unlimited range in game terms.
  2. Fire will be controlled as per normal by playing cards.
  3. The firing player will indicate the desired impact point of his weapons in some agreed to manner.
  4. The player will them roll 2D10 of diff erent colors, one representing the width of the beaten zone, the other, the depth. The numbers rolled, establish the zone for a single weapon, increase the size of the zone by 1 " each, for every additional weapon in use.
  5. Draw a card for every figure or vehicle in the zone, idendly or enemy, eff ect will be as per the normal casualty rules.

Close Combat

Figures who have charged an opposing unit, engage in close combat, figure to figure. When the player makes his charge move, he rolls 1d6 to determine the number of stragglers, who hang back from action, they remain at the unit's starting point. Green infantry must roll 2 D6 for stragglers, using the score of the highest die. Crack infantry must also roll 2 D6 for stragglers, but they use the lower of the two and take none at all if doubles are rolled.

After all fire, the attacking unit takes its "Close into Combat" roll, and if it passes moves to within 1" of the target unit, who then take a "Stand and Fight" roll, if it passes, then a melee occurs. If the defending unit fails, it falls back 2d6, and the attacker occupies its position. If the attacker fails they fall back 2 D6 and are “pinned”.
Type FightingChargingDefending
in cover
Charged in
Flank/Rear
Green Infantry
-
+1
-2
Veteran Infantry
-
+2
-1
Crack Infantry
+1
+2
-1
Green Crews
-
+1
-2
Veteran Crews
-
+2
-1

Other mods: Defender on higher elev +1, Ghurkas attacking: +1, USMC attacking : +1, Attack through wire: -2 Crewmen serving weapons: -1, Armed with Submachine gun: +1.

Players match one allied figure against one Axis figure. Each side rolls 1d6 for the figure engaged, adding or subtracting points as required. Higher score wins, but results are based on the actual number rolled, as follows;
5 or 6 = Killed
3 or 4 = Wounded ( in a campaign, otherwise, pushed back)
1 or 2 = Pushed back 6 inches
Melee continues until all figures engaged have fought once. Ties are re-rolled.

Hand Grenades

Hand grenades are used just before close combat. Each basic unit has a supply of hand grenades. When a figure uses one in close combat it is subtracted from the basic unit's total. When a grenade is used, the figure that threw it rolls 2 D6 instead of 1D6 for close combat. The Score of the higher D6 is used.

For simplicity use 10 grenades per basic unit. As an optional rule, at the start of the game, the players roll 2xD10 for each basic unit and sum the result. That is the total of grenades available to the basic unit.

Tests and Morale Checks

Use for Close to Combat, Stand and Fight, Rally. Roll D20
Type TestingWith LeaderW/O Leader
Green
10
8
Veteran
17
14
Crack
19
17

Tester rolls D20, roll equal to or less than the listed number to pass.

CLOSE COMBAT: Units that fail to close, fall back to their starting spot, become pinned, and cannot move until they are unpinned.

Stand and Fight: Units that fail to stand, become shaken. Shaken units move 4D6to the rear, can roll to rally in the morale phase, and cannot move until they rally. Units that are already shaken or pinned units rolling to stand must reduce the number needed by -2.. Testing unit rolls 1d20, and will obey orders on the number listed or less.

MAJOR MORALE. Roll D20
Type TestingWith LeaderW/O Leader
Green
8
6
Veteran
15
13
Crack
17
15

Tester rolls D20, roll equal to or less than the listed number to pass.

Major Morale is tested when a unit attempts to move, for any unit with no leader within 6". If it fails this roll, the unit may cannot move, but may fire.

CRITICAL & PINNED MORALE. Roll D20
Type TestingWith LeaderW/O Leader
Green
8
6
Veteran
15
13
Crack
16
14

Tester rolls D20, roll equal to or less than the listed number to pass.

Critical Morale is tested every turn, once a unit has lost (Killed or Wounded) 50% of its starting strength. Unwounded "Pinned" men do not count as "lost" for this test. If this Critical Morale test is failed, the unit begin to rout, 4D6 per turn, until they run off the table, or pass Morale. Even after the unit has passed Critical morale to rally from rout, it must continue to test Critical Morale each turn unless wounded men who "recover" increase its strength to more than 50%.

Pinned Morale is checked to recover units or individuals that failed a" Close to Combat" check or are pinned by fire.

NOTES: If over half of a basic unit becomes "Pinned" due to fire results, the entire unit is "pinned". "Pinned" units or pinned individuals may not charge or advance on the enemy. They may not fire. They may fall back if they wish, directly away from the enemy or may remain in place till they rally. Individuals who were pinned and have recovered must move to rejoin their units as soon as possible, by as direct a path as is practical. They cannot go haring off on their own.

VISIBILITY

The 20th century battlefield has been called "The Invisible Battlefield". Nothing can be seen, because to be visible is to court death. It is hard to reproduce this effect in a table-top war game and it might not be fun if we could. Nevertheless, here are a few rules addressing this issue.

SPOTTING TABLE - Infantry/Crews Roll D20
Type attempting to spotWith LeaderW/O Leader
Green - 6" or less
Automatic
Green - 12" or less
10
8
Green - 20" or less
8
6
Veteran - 6" or less
Automatic
Veteran - 12" or less
12
10
Veteran - 20" or less
10
8
Crack - 6" or less
Automatic
Crack - 12" or less
14
12
Crack - 20" or less
12
10

Tester rolls D20, roll equal to or less than the listed number to spot enemy unit. An enemy unit spotted by one unit is spotted by all units which could physically trace a line of sight to the unit.

WOUNDS

Men that are wounded may test for the recovery from their wound, in the morale phase of the turn.

No matter if the man is Green, Veteran, or Crack, they roll a D6:

First time to attempt to recover:


Result = 1,2 Man recovers may resume duties. However, mark him in some way as previously wounded. Any future hit kills him.
Result = 3,4 Man remains wounded, may test on subsequent morale phases. Mark him in some way as wounded, because any future hit kills him.
Result = 5,6 Man dies of his wound due to ham-handed medical care.

Subsequent attempts to recover from wound:


Result = 1 Man recovers may resume duties. However, mark him in some way as previously wounded. Any future hit kills him.
Result = 2,3,4 Man remains wounded, may test on subsequent morale phases. Mark him in some way as wounded, because any future hit kills him.
Result = 5,6 Man dies of his wound due to ham-handed medical care.

MUCH MORE TO COME!

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