European
Battlefield
Core Rules v3.0
I. Introduction
These
rules are for World War II company-level war gaming loosely based on Games
Workshop’s Lord of the Rings war game.
These rules are recommended for skirmish gaming. I have received much inspiration from A
Fistful of TOWs, Flames of War, Gear Krieg, Warhammer 40,000 and Trench
Storm. One full turn represents about 30
seconds to a minute of combat: enough time for a grenade to be thrown and then
thrown back. Each soldier represents one
soldier and one vehicle represents one vehicle.
All that is needed is the set of rules, a handful of six-sided dice, a
GW scatter die, weapons templates, some soldiers and a ruler measuring.
II. Scales and Modals
All
numbers and ranges are for 25mm figures, or 1:72 scale. I recommend using Revell AG 25mm figures, and
25mm and 20mm vehicles armor from any source.
Italerie is also a good choice for figures and vehicles. If a gamer wishes to use 6mm to 15mm scaled
figures, then halve all ranges and measurements.
For
basing the figures, I recommend basing infantry on 25mm round bases, and prone
machine guns and special weapons with crew on 40mm round bases. Unless otherwise modeled, base the crews of
support weapons separately from the weapon, with one crewmember attached to the
weapon. Do not base your vehicles. For
aircraft, what I did was take notebook spirals, stretch them out and cut them
into 6 inch segments. Attach together to
for a tripod and attach a triangular counter to the top, and draw an arrow
pointing to its front. That is your
aircraft. I do not advocate the use of
model aircraft, unless the gamer can find a means to support it on a base.
III. Game sequence
1)
Priority phase
2)
Resolve
courage tests
3)
Player 1
Action phase
4)
Player 2
Action phase
5)
Hand-to-hand combat
phase
IV. Profiles, Charts and Methods
Here is a sample
infantryman profile:
|
|
F |
D |
C |
P |
|
|
Soldat |
3/5+ |
4 |
3 |
5 |
Kar 98K, grenades |
The first column is
the name of the soldier, in this case the Soldat.
The second column is
the Fight Value (3), next to the Shoot Value (5+).
The third column is
the defense of the soldier (4).
The fourth column is
the soldier’s courage (3).
The fifth column is
the point value of the soldier (5 points).
The sixth column is
the list of weapons the soldier carries (Kar 98K, grenades).
Here is a sample
weapon profile:
|
|
S |
R |
ROF |
T |
Notes |
|
M1 Garand |
3s |
20 |
2 |
- |
SA |
The first column is
the name of the weapon, in this case the M1 Garand.
The second column is
the strength of the weapon and its weapon class (strength 3, s-class).
The third column is
the range of the weapon (20 inches).
The fourth column is
the Rate of Fire of the weapon, or how many dice are used when it fires (ROF
2).
The fifth column is
the type of template that is laid down after the weapon is fired (in this case,
none).
The
sixth column is any notes related to the weapon (SA).
Extremes: A 1 rolled for any test will always cause the test to
fail. A 6 rolled will always cause the
test to pass. This ignores any modifier
rolled.
Saves: Terrain and other items will give a soldier a save. If a soldier with a save is hit, roll the
save before rolling to wound. If the
save passes, then the soldier is not hit.
Line of sight: In order to shoot or charge an enemy, a squad must have
line of sight to the enemy. This means
that a ruler placed between the two squads cannot be blocked. The exceptions to this are picket fences,
small objects and trees. Friendly
infantry and heavy weapons do not block line of sight, but vehicles do.
Squads: The lowest vehicle and weapon units count as squads. Therefore tank platoons, headquarter sections
and 6-men weapon sections will count as squads.
V. Priority Phase
Each
side rolls 1d6. Re-roll all ties. The higher roll gets priority that turn. The side with priority moves his forces
first, fires his weapons first, and decides the order of hand-to-hand combats.
Count
the difference between the dice rolls.
That is the number of command points the side with priority gets. They can be assigned to soldiers, land
vehicles, heavy weapons and artillery, one per squad only. They can be used for another round of fire, a
+5 to a courage test, removal of a suppression, or an extra half movement. Example: a German MG42 gunner receives a
command point and can either fire 6 rounds, move 9 inches, or get +5 to his
courage test.
After
the Priority phase is completed, then all courage tests that need to be
resolved are taken simultaneously.
VI. Action Phase
Player
one will nominate a squad, and then roll 1d6.
If that is less than or equal to the Courage value in the units’
profile, then the squad can do its action: any combination of moving and
shooting. Note that if a unit will shoot
before it moves, it suffers the penalties that it would suffer if it moved
before it fired.
Once
player one has finished activating his squads, player two can activate his
squads. If a squad fails, it cannot move
or charge, but it can shoot.
VII. Movement
Movement
is completely voluntary, but risky if not done.
To move a figure, place a ruler in front of the figure and move the
figure based on the ruler however many inches it is allotted (or less). All figures must stay within 2 inch cohesion
in their squad. It is a given that
infantry move 6 inches per turn.
There
are certain restrictions to movement.
This is shown on the Difficult Terrain chart. Difficult means movement is halved. Impassible means the unit cannot move in the
terrain. All soldiers, based weapons,
and vehicles must remain at least 3 inches away from an enemy base, except when
in hand-to-hand fighting. Infantry can
pivot on the spot without counting as moving.
There are three
special movements a squad can make:
Digging in: For a half move penalty, a squad can go prone. They get a 5+ save when fired upon. When prone, they cannot move.
At the Double: A squad’s movement is doubled, but it cannot charge or
shoot. They must stop within 6 inches of
any enemy squad. The squad cannot go At
the Double in difficult terrain.
Vehicles cannot move at the double.
Take
Cover: A squad can move
behind a terrain feature that gives cover, like ruins, a fence, light forest,
et cetera. It gets a 4+ save for hits
from non-h class weapon.
VIII. Shooting
The
process for shooting:
1)
Elect the
shooting squad and its target, as long as both squads have line of sight.
2)
Find the range
between the two squads. If out of range,
the shots were wasted.
3)
Roll 1 dice
for each rate of fire on the weapon’s profile to hit. Roll the shoot value of the soldier or higher
to hit.
4)
The targeted
squad can decide which figures are hit as long as they are within range.
5)
The target
player will roll on the wound chart. He
must roll equal to or higher to wound the figure or base, comparing strength to
defense.
6)
Remove all
wounded bases except for multiple wound bases.
7)
Place any
suppression or pin markers.
Soldiers
can fire only their assigned weapon and grenades. If any non-h weapon misses, then the shot
simply hits a non-threatening target like a tree, a building, etc. If a weapon with limited ammunition runs out,
then the user will either revert to his main weapon or flee.
IX. Weapons
There
are four classes of weapons: s, a, t and h. The small arms, or s-class, cannot
affect armor (see section XI). The
antitank, or t-class, are antitank guns; they have a -2 strength modifier
against soft targets, but get no penalties against armored vehicles. The howitzer and artillery class, or h-class,
gets a -1 strength modifier against armor. The antiaircraft, or a-class, gets a
-2 strength modifier against both soft and armored targets. If a weapon has two
classes, then it will be bound to both: for example, an ht weapon has no
penalty against soft and hard targets, and sa cannot affect armored
vehicles. Unless otherwise specified, all
t and a-class weapons will have a minimum of 6 inches. The minimum range of h-class weaponry is 12
inches.
Heavy
weapons cannot move and shoot. Weapons
noted as SA (small arms) in the weapon chart will get the rate of fire halved
if the soldier moves, rounding down.
Weapons with a rate of fire of one cannot move and shoot. Weapons noted as FA (full automatic) will not
get any move and shoot penalty.
A
flamethrower, if the user is hit in shooting, will detonate on a roll of 5-6 on
1d6. Place a 2x2 template over the
flamethrower. Anybody under it will
receive a strength 8h hit. Detonation
will automatically kill the flamethrower operator. Should another flamethrower be under the
template, it will be detonated on a roll of 5+.
Flamethrowers on vehicles are not affected. Flamethrowers ignore cover saves.
Certain
weapons hit targets on blast templates.
If the weapon hits, then all under the template will be hit. A soldier cannot use grenades and a rifles in
the same turn. Up to 1 grenade or
demolition satchel can be used per turn per squad. Grenades fire like h-class weapons, even
though they are s-class.
Light
Support Weapons, like machine guns, bazookas and mortars, work differently from
regular infantry. The gunner of the
weapon must be in base-to-base contact with a rifle-armed soldier. If the assistant is killed, another soldier
must become the assistant or the gun cannot be fired. If the gunner is killed, the assistant may
either pick up the machine gun and get an assistant, or just use his
rifle. The assistant and the machine gun
can fire in the same turn. Should there
not be enough soldiers to be assistants in the unit, the weapon will be lost.
X. Hand-To-Hand Combat Phase
A
squad can charge into combat in this phase, player one charging first and
alternating until both sides are finished.
A squad can charge up to once per turn, but the squad can be charged
multiple times. The squad will charge up
to 6” to get into base contact with a visible enemy squad.
Vehicles
cannot participate in HTH combat.
Soldiers can shoot their pistols or sub-machine guns with a halved rate
of fire, and then move into base contact with an enemy. The process:
1)
Roll 1d6 for
each soldier in direct contact with an enemy figure. Add a -1 penalty if the soldier does not have
a club or bladed weapon (knives, swords, rifles; sub machine guns do not
count). Roll for individual soldiers,
not rolling the entire squad. At the
same time the opponent will roll for the enemy soldiers.
2)
Compare the
rolls. The one with the higher roll wins
the fight, unless a tie is rolled. If a
tie, then the soldier with a higher fight value wins. Re-roll if there is a tie in the fight
values.
3)
Move the loser
back 1 inch.
4)
Roll on the
wound chart like in shooting. Each
soldier has strength of 3s.
XI. Courage
If
a squad that has received 25% or more of its current strength in casualties,
then mark it to take a courage test. To
do so, roll 2d6 and add the squad leader’s courage value (if dead, add the next
highest courage value). If the total
number is equal to or greater than 10, then the test has passed. If the test fails, the squad will move up to
6 inches to get to a defensive position in the action phase. If there is none, then the squad will fall
either fall back 6 inches to the nearest cover or they will go prone. The search for a defensive position will
count as movement. A non-infantry squad
will fall back up to the lowest movement rate in the squad.
Should
a double 1 be rolled, the squad loses all faith and retreats in disorder: they
move 2d6 inches per turn towards the nearest board edge, and they cannot shoot
or charge. They will ignore any pinning
or suppressions. They will continue to
retreat until they leave the board edge.
A
squad within 6 inches of its platoon command can test using the platoon
commander’s courage value. A squad
taking a courage test within 6 inches of its company command can use the
company commander’s courage value.
Platoons cannot intermingle when it comes to this rule. If a squad/platoon/company commander is
killed, test all squads under his command.
A
hit from h-class weapons or five hits from s, t and a weapons suppresses a
squad. Suppressed units get their movement halved. A courage test is required to go back to
normal. A unit with 3 or more suppressions
is pinned. They cannot move, they get a
-1 to hit penalty, and a -1 penalty for courage tests. Pinned squads must take cover.
XII. Vehicles
Vehicle
units need to stay in 4 inch cohesion instead of 2 inch. Dismounting and
mounting occurs during the movement phase.
When a transport dismounts its troops, roll 1d6 for every soldier in it
on the dismount chart. This represents a
soldier’s willpower to leave safety. All
troops exit from the rear of the vehicle. Dismounting takes up half of the vehicle’s
movement. Soldiers can mount automatically if they are within 6 inches of the
vehicle. It takes up half of the vehicle’s movement to mount troops. This
occurs before the rest of the forces move.
Soldiers inside cannot fire their weapons. Vehicle crews can voluntarily
bail out at this time. Roll a courage test using the courage of the vehicle to
exit or enter the vehicle. Damaging but
not destroying a vehicle will force a crew to test courage for a dismount. A fail will result in the crew dismounting
the vehicle. If the crew is reduced to
50% after bailout, they have a -1 to hit penalty with the main gun after
remounting. If reduced to 1, the vehicle cannot shoot its main gun but or move,
but a crewman can shoot a machine gun. A
vehicle that has a crew of 1 or 2 will not be affected by this rule. If the crew of another vehicle bails out and
their vehicle is destroyed, they can join the crew of a different one. Vehicles
can run over soldiers. Roll a courage test for individual bases. If the test fails, the soldier is dead. If
the test passes, the soldier dodges out of the way. Soldiers cannot dodge the
vehicle and shoot. Heavy weapon bases
cannot be ran over.
Vehicles
with turrets can rotate their turrets to spot an enemy. Turning a turret does not count as
movement. Vehicles without turrets have
to pivot to spot and fire their weapons.
They can pivot up to 90 degrees to hit a target without penalty. Every further 45 degrees counts 1 inch. A vehicle can fire both the main gun and its
machine guns without penalty, but the main gun cannot fire on the move.
Some
vehicles have multiple machine guns. The
additional machine guns will add an additional rate of fire to the first
machine gun. If the weapon is not
visible, then it is on a co-axel with the main gun.
Some
vehicles can receive more than 1 wound.
If the vehicle is damaged, write down that it is damaged and how many
wounds are left. When a vehicle receives
all wounds, roll 1d6. On a roll of 6, roll on the KO chart. A 1-2 means the
vehicle cannot move. A 3-4 means the vehicle has to move to spot its target. A
5-6 means the vehicle explodes and the crew is killed instantly. If on a roll
of 6 on the wound roll (excluding vehicles that need a 6 to destroy), roll on
the KO chart. The vehicle is not
repairable if KO’ed. If the crew wishes to bail out, instead of waiting for a
recovery vehicle, roll a 4+ to save the crewman.
When
a vehicle is destroyed, its hulk remains where it is if it is not KO’ed. If so,
its hulk is on fire and untouchable. The
vehicle can be pushed aside by another vehicle at half speed, blown up by
engineer explosives (it is considered KO’ed) - roll at least fight value to
detonate: after detonation the vehicle becomes KO’ed, or it can be pulled away
by a recovery vehicle (marked in the army lists as ARV). A recovery vehicle takes a turn to hitch the
vehicle. They then can tow the destroyed vehicle off the board with no movement
penalty. If the recovery vehicle is destroyed before leaving the table, the
destroyed vehicle is left in place where it stopped. If it successfully
recovers the hulk, the recovery vehicle can return two turns later.
All
armored vehicles have two armor ratings (noted with an A). The first one is the
front armor, which is the front and sides. The second is the flank armor, which
is the turret and rear. To hit the turret requires an additional role of 4+
after the vehicle is hit. If a fail, the front armor is hit. Vehicles without an A next to their armor
rating are in shooting treated as infantry.
They are treated as armored vehicles against t-class weapons but with
the others are treated as infantry.
Transports
have limits according to how many troops it can carry. A transport can carry according to its
maximum carry points (CP): 1 soldier equals 1 CP. Heavy Support weapons take up all the CP of a
transport with a minimum of 7; that includes the crew. A mortar equals 2 CP; a bazooka 1CP, and a
heavy machine gun 2CP; that does not include the crew.
XIII. Heavy Weapons
Some
weapons are too big to be carried around by infantry alone. These are Heavy Support Weapons. Such weapons are antiaircraft weapons,
antitank weapons, mortars, and light cannons.
They are operated as light support weapons, but they are different in
these areas. They need two people to
move, and one person to fire.
Heavy
support weapons will always move as if they are in difficult terrain. They cannot move and shoot. They can pivot up to 90 degrees and not count
as moving, except for mortars, which can pivot without penalty. Every further 45 degrees count as moving a
full inch. Mortars and weapons with
wheels can move, but wheel-less weapons are stationary.
In
shooting, heavy support weapons fire as light support weapons. If the weapon has a gun shield modeled on it,
its crew will receive a 5+ save if hit from the front. Any other heavy support weapons, except for
mortars, will give its crew a 6+ save.
Heavy support weapons will fire either direct fire, like antitank and
antiaircraft guns, or indirectly, like mortars and field guns. All h-class weapons will fire
indirectly. The process for indirect
fire:
1)
Place a
template and find the range. If out of
range, then the round is wasted.
2)
Roll to
hit. If the target is in a different
position than in the previous turn, add a -1 penalty to hit.
3)
If a miss,
roll a scatter dice to determine where the shot lands in 2d6 inches.
4)
If a hit, then
roll a scatter dice to determine where it lands in 1d6 inches.
5)
If a 1 is
rolled to hit, then the shot disappears over the horizon. If a 6 is rolled, the shot hits the original
target.
6)
All soldiers
and bases under the template are hit by the strength of the weapon.
Some
heavy support weapons are too big to be fielded on the battlefield. These weapons are marked as off-board, as
they are located miles away from the field.
They fire like ordinary h-class weapons, but they will scatter an extra
1d6 inches. They must have a radio
operator in direct line of sight with the target, and they will use his shoot
value. Should a soldier armed with a
rangefinder also be in line of sight with the target and within 2 inches of the
radio operator, there will not be an extra dice penalty.
Heavy
support weapons can participate in assaults, but they must always be the
defender. Each crewmen count as being
armed with the standard rifle of the nation.
Some
weapons can fire smoke barrages (marked as Smoke), like mortars. They fire like the normal weapons, but
instead of wounding, they lay a bank of smoke the size of the blast template
used. Smoke banks move in a random
direction 1d6-3 inches each turn. They
will dissipate on a 2d6 roll of 2 or 3.
XIV. Aircraft
Airplanes
in this game are represented not as individual aircraft, but as air strikes.
Unless otherwise mentioned, a force gets a maximum of one air strike per
platoon. Drop tanks add an additional air strike. An army can only use air strikes if it has a
live radio operator. For the sake of
anti-aircraft gunfire, all air strikes have a defense of 6.
Process
for air strikes:
1)
Roll 5+ to
receive the air strike.
2)
Test for
mistaken identity: on a 5+ on 1d6, the opponent may use the air strike.
3)
Place a plane
model above air strike area and place blast template.
4)
Antiaircraft
weaponry fire at half range. If the air strike is hit but is not destroyed,
roll a 4+ to press on, otherwise the air strike flees.
5)
Work the
strike like artillery, with a shoot value of 4+.
XV. Army Lists
Each army will
consist of five types of troops:
Core Units: These are the infantry or tank platoons.
Foot Support Units: These are supporting units.
Mechanized Support
Units: These are also
supporting units, but are mechanized.
Special Characters: These are special named soldiers or commanders.
Artillery
Units: These are the
off-board artillery batteries.
Each
army can have up to 2 supporting platoons or artillery batteries for each Core
Unit. HQ squads in supporting platoons
are not required, but HQ squads in Core Units are required. An army cannot have more than one command
unit.
An
army can buy up to two special characters.
Those two cannot be the same (like two Rommels). Both sides must agree to use special
characters before playing.
Adding transports to a foot support unit will turn that unit into a mechanized unit.