These rules have not been playtested. They expand our "Red and White" rules set and offer game masters additional scope for setting up miniature battles in the Russian Civil War. The would probably work as "stand-alone" rules for games of this period no matter what set is used for the primary game mechanics of moving, shooting etc.
SHIPS: Are fairly large self-propelled vessels. They may be from the size of a fishing schooner up to warships. Ships may tow up to three boats. Some ships carry boats on board and may launch them in one turn on a D6 die roll equal to or greater than the number of boats being launched. Ships have a morale number of 6 unless otherwise specified. Ships may carry numbers of stands of figures of any type and quantity allowed by the game master. The default is 12 stands unless otherwise specified. Ships may move 4 D6 each turn unless otherwise specified. Warships may not carry cavalry or any horses unless specifically allowed by the game master. Merchant ships may carry horses.
LAUNCHES: Are boats with engines, either internal combustion or (more likely) steam engines. They may hold one stand of figures such as infantry, MGs, Artillerists, or command personnel. They may not hold mounted cavalry. A launch may tow up to one boat. Launches may move 3D6 each turn or 2D6 if towing a boat.
BOATS: - Have no engines and may be propelled by oars or may be towed by ships or launches. A ship may tow up to 3 boats. A launch may tow only one boat. They may hold one stand of figures such as infantry, MGs, Artillerists, or command personnel. They may not hold mounted cavalry. Boats propelled by oars may move 2D6 each turn.
Ships may move through aThin-Ice river but at the loss of 2 dice in speed. The river must be divided by the gamemaster into sections 2’ long or less. Each section will have an ice thickness number assigned by the game master to represent the thickness of the ice. The lead ship is acting as an icebreaker and must test morale each time it moves. This is done by rolling on a D6 a number a number equal to or less than the morale point of the ship, while adding the ice thickness to the die roll. Any damage on a ship is subtracted from the morale point. If the morale fails the ship halts for that turn. If it fails two turns in a row, the lead ship will turn and exit the game. The next ship in line may now “become the icebreaker” by passing a morale test. The Ice in the wake of the “icebreaker” will be treated as “Ice choked river”
Boats may try to move on an ice-choked river at 2 D6 per turn, but each turn must roll a D6 for safety. On a roll of 1, the boat overturns and all figures and equipment in it are lost.
EXAMPLE: A ship steaming along an ice-choked river comes to a new section. The ice thickness number is 2. The ship is undamaged and thus has a morale point of 6. To enter the new section of ice-choked river, the ship must roll 1-4 on a D6. These numbers added to the ice thickness number would equal the morale point of 6 or less. A morale die roll of 5 or 6 would (when added to the ice thickness number) exceed the morale point of the ship. The captain of the ship, judging the ice too thick, would not enter that section of river.
RULES CONCERNING AIRCRAFT
AIRCRAFT AVAILABILITY
The scenario being played should specify if an aircraft or multiple aircraft are available and to which side or sides. It should also specify on what turn the aircraft appear. If the turn of arrival is not specified, roll a D6 for each aircraft, the result being the turn of arrival.
AIRCRAFT TYPES:
Aircraft may be Bombers, which attack ground troops by bombing or strafing; or Fighters, which may strafe ground troops or attack enemy aircraft. If a Fighter aircraft appears above the battlefield, it may Patrol or it may attack. Bombers may not patrol, they must attack.
FLIGHT TURNS & REGULAR TURNS:
An attacking aircraft stops all normal movement while Flight turns are played out. Attacking aircraft move on Flight turns. There are 6 Flight turns in a regular turn. The aircraft may stay over the table till it runs out of flight turns or expends all weapons. The plane is allowed 5 D6 movement on the table for each Flight turn..
AIRCRAFT WEAPONS:
ANTI-AIRCRAFT FIRE:
MGs. If the airplane flies within 20” of a machine gun the machine gun may shoot at the airplane, hits with 6 on a D6. Machine guns within 10” hit with 5,6. Roll normal machine guns dice. Machine guns on tanks or armored cars may not shoot at airplanes, they are not sufficiently flexible.
AA Guns. If the airplane flies within 24” of an anti-aircraft gun, the gun may shoot at the airplane. Hits with 6 on a D6.
DAMAGE TO AIRPLANES: Roll a D6 to see the effect of the total of hits for the turn.
1-2 hits: | 1-5 = NE, 6 = Lose 1 flight turn |
3-5 hits: | 1 -2 = NE, 3-5 = Lose 1 flight turn, 6 = Lose 2 flight turns |
6-9 hits: | 1-3 = Lose 1 flight turn, 4-6 = Lose 2 flight turns |
10-14 hits: | 1 = Lose 1 flight turn, 2-5 = Lose 2 flight turns, 6 = Lose 3 flight turns |
15 + hits: | 1-2 = Lose 2 flight turns, 3-5 Lose 3 flight turns, 6 = crash |
Even if not otherwise damaged, Once the aircraft’s Flight turns are gone the machine must leave the field.
Aircraft on Patrol will stay over the table for a D6 number of turns (NOT Flight turns). If an enemy aircraft appears over the table while an aircraft is on patrol, the aircraft will both go to flight turns and attack each other.
AIRCRAFT VS AIRCRAFT
Fighters roll 2 D6 when vs. other aircraft. Observation or bombing aircraft roll 1 D6. Bombing aircraft with defensive machine gun add +3 to D6 roll. High score wins and scores damage on enemy aircraft equal to the points difference between the die scores. 8 points damage and the machine must leave the table. 10 points damage and the aircraft crashes.
Modifers:
If there are multiple aircraft on the table, each side rolls a D6, high die moves as “side 1”. An “Ace” may add +1 to his D6 roll if he wishes. Novice pilot subtracts -1 from D6.
Aircraft move Sequence.
Repeat the above till 6 flight turns have passed. Remove all aircraft.
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