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Pz8 - WW2 Divisional Level Wargame Rules

1. What You Need
1/300 or 1/285 or 1/600 or 2mm models and miniatures; terrain elements; one D6 die for each player; many small D6s for Fatigue Points (FPs); a ruler marked in inches or 25mm segments; a playing area (4’ x 3’ or 120 x 80cm will suffice for a game involving 1-3 Divisions for each side).

2. Units
One base represents one (Btg) or Divisional (HQ). Troops can be Elite, Average or Green. Bases can be 1” or 30mm squares, or whatever other sizes you already have. 1” in the rules represents 1 Km.

3. Sequence of play
Determine before game starts who is Side A and B (by agreement or rolling one die). Each Turn:

  1. A moves his units
  2. A fires with his Artillery
  3. A vs B combat (in the order decided by A)
  4. A rallies
  5. B moves his units
  6. B fires with his Artillery
  7. B vs A combat (in the order decided by B)
  8. B rallies

Each day is 12 turns long, throw one D6 after turn 9, if result is 5-6 = day ends. If you want to continue the battle the next day, roll one D6 to rally all the fatigued units (see 7. Rally)

4. Movement
Halve movement distance on rough ground (woods, hills, buildings etc), double on roads. Distances on open ground are:

Unit Type
Move
Leg infantry
3”
Cavalry
4”
Motor infantry
6”
Artillery
6”
Slow Tanks
4”
Tanks
6”
Fast Tanks
9”
Recon
9”

5. Fire
Only Artillery can fire at distance, and only to targets spotted by at least one unangaged unit of its own Division. Spotting distance is 9” for Reconnaissance, Artillery and HQ units, 6” for every other unit. These distances are increased by 3” if the spotting unit is over hills; decreased by 3” is the target unit is inside woods or buildings or fortifications. Friendly units or ground features do not block line of sight for spotting and firing. Firing distance is 18”. Roll one D6 = 5,6 = target is hit (6 if inside fortifications) and takes 1 FP. Use a small D6, face up, to keep track of the FPs as the game goes on.

6. Combat
If a unit moves in contact with a enemy unit, must stop and engage in Combat. The two units roll each one D6, and add their Combat Factor, +1 if inside fortifications. If result is the same = no effect. If one result is higher, but less than the double = the loser withdraws the difference in inches, and takes one FP. The winner can advance 1”.

Fortifications are removed from play. If the withdrawing unit contacts other enemy units, it is destroyed. If one result is the double or more = the loser is Destroyed. Fortifications are removed from play In addition to these effects = every unit involved in Combat take one FP. A unit is automatically Destroyed when it takes a number of FPs equal to its Combat Factor (unmodified). A winning unit can be Destroyed as a result of Combat. This means that even if victorious, it spent all his human resources, ammunition, fuel etc. and can not fight anymore.

Unit Type
Combat Factor
Infantry
2
Engineers
2
Cavalry
2
Recon
2
Artillery
3
Light Tanks
3
Medium Tanks
4
Heavy Tanks
5

These are just basic guidelines. Adjust them to reflect the firepower of different historical units. For example, Early War tankette Btg can have a Combat Factors of 2, Late War heavy tank Btg can have a Combat Factor of 6, etc. Some Infantry units can be considered particularly weak or strong, when fighting vs. tank units. For example, Early War infantry can subtract -1 to Combat Factor, Late War infantry can add +1.

7. Rally
Roll one D6 for each unit within 12” from its Divisional HQ (9” for Green units) if result = 5,6 remove 1 FP. Add +1 to the die roll for Elite units, -1 for Green units.

8. Airpower
Players can agree a number of air-to-grounds for the battle. A quick method is rolling one D6 = number of attacks, modified by -1, +1 etc, depending on Nation and Theatre, Bombing missions are resolved during the Artillery phase. Design a target and roll one D6 = 4,5,6 = the target is hit (subtract -1 if inside Fortifications, -1 if target is HQ) and takes 1 FP.

9. Minefields
Minefield sections are one base wide. Units crossing a Minefield section must stop and roll one D6; if result is 5,6 they take 1 FP. Remove the Minefield if the crossing unit is not Destroyed. Engineers must stop, but clear the Minefield section without taking FP.

10. Fortifications
Fortification sections should be two bases wide, and hold one base of Infantry or Artillery. Each enemy unit in contact with one Fortification section, is considered engaged in Combat with the defending unit.

11. Objectives
The gaming table should include some Logistical or Tactical objectives (Deposits, Towns, Bridges, Crossroads etc.). When one Objective is occupied by one enemy unit, subtract -1 to Rally die rolls of all its friendly units.

12. Sample Divisional Organization

Unit Type
Quality
HQ
REC
INF
Mtr INF
ART
Lt Tank
Md Tank
ENG
North Africa 1940
Italian Infantry Division
Poor
1
 
6
 
3
 
 
 
Italian Armoured Brigade
Poor
1
 
 
1
2
2
2
 
Indian Infantry Division
Average
1
1
9
 
4
 
 
1
North Africa 1941
German Pz Division
Elite
1
1
 
3
3
 
2
1
German Leichte Division
Elite
1
1
 
2
2
 
 
1
British Armoured Division
Average
1
2
 
2
4
 
6
1
North Africa 1942
Italian Armoured Division
Average
1
1
 
2
1
1
3
1
North Africa 1943
US Armoured Division
Poor
1
1
 
3
3
2
4
1
Russia 1941
German Infantry Division
Average
1
1
9
 
3
 
 
1
URSS Rifle Division
Poor
1
 
9
 
3
 
 
1
URSS Armoured Division
Poor
1
1
 
3
2
3
3
1

13. Ackowledgement
These ultra-simple rules are inspired by KISS Rommel by Norman Mackenzie, available from www.freewargamesrules.co.uk. The original rules have been modified in different ways (for example introducing Fatigue Points) and made consistent with the battalion/brigade level, Pz8 WW2 microarmour rules.

6 March 2010, Pz8

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