One of my favorite scales, and one of the most mis-represented, is that of a unit being a squad (think Squad Leader). I would like to play a game (5 Core Company Commander, BG PanzerGrenadier Deluxe, Squad Leader in Miniature are some examples of this scale BTW) where a unit is a squad and the player takes the approximate role of a Company or Battalion Commander.
So here is my initial brainstorming for a "Better" company level rules set where a unit is a single squad:
Command Control distance from PL or CC.
Units within that radius may act. Units not in radius may conduct limited number of actions pending an activation test (acting on their own initiative). Command distances are based on troop quality and force attributes.
Covering Fire (units shoot and don't move), Advance & Fire, Rush, Assault (enter close combat)
Experimental Moving Options
Infantry move 4” / Most Armor moves 12” / wheeled tactical movement is 8”
Squad Fires (how units shoot/hit):
Rifle Squad 8+ / 2D6
Rifle / MG Squad 7+ /2D6
MG or SMG Squad 6+ / 2D6
If a hit is secured, squad makes a morale check. If fails, unit is neutralized (forced back into cover – no move or fire until rallies).
If passes morale check unit may continue on. A unit hit while neutralized is eliminated.
Unit Morale Condition:
High: 6+ Good : 7+ Poor 8+ (use these for fire morale saves when infantry squads, or vehicles are hit and not killed)
Heavier weapons have more lethal Morale & Save Modifier. Units hit by Heavy Weapons (MMG/HMG, AT Guns, Infantry GUns, Mortars, etc) receive save modifiers when making their morale save. EG MG-42 HMG has a -2 Save Modifier for units it hits.
Crew Served Weapons / AT Weapons / AFV Rules
Units use their "skill" when using crew served weapons, heavy weapons, or operating vehicle weapon systems..
Unit Skill Test (used for assaults, crew firing (Crew served weapons up through tank guns and AT guns) acquisition roll, spotting, Call For Fire, engineering)
Units closed into CC use their "To Hit" to score hits in CC. Units squaring off in CC roll to hit. If both score a hit, both sides roll 1D6 applying modifiers to see who won. Loser of CC is knocked out. (modifiers include proximity of leadership, support weapons or support squads nearby, defensive positions, and other modifiers).
Crack / Veteran: 5+ Regular / Trained: 6+ Hastily Assembled / Militia: 7+
AFVs must acquire targets before shooting. Use Skill Test to acquire target and then again to shoot. If hit secured, apply a "strike factor" to a 2D6 roll to beat armor. If beats armor, vehicle is KO. If not, vehicle must make a Morale Check or become "broken"
Orders Assign (Assault, Advance, Overwatch)
Check Command Radius
Conduct Overwatch Fires & Remove Casualties
Conduct Advance Fires & Remove Casualties
Artillery (mortars included if indirect)
Rally units IN COMMAND
|Trying out my new rules set "The Last Hundred Yards" The red bead indicates a "broken" squad.|
|Germans preparing to assault the Soviet defense line!|