Samstag, 28. September 2013

Houserule - Tank Battles

This is a simple houserule which I will adapt to the PBEM. Original score by sixtwentyeight.blogspot.com:


For those interested, I have simplified a bit the procedure to destroy/"bail out" tanks in FOW. It avoids 3 consecutives die rolls (one against armor, one for penetration and one for firepower). All is combined in one save throw from the defending tank when hit.

It goes like this:
  1. Run your to hit procedure as usual
  2. Allocate hits
  3. Look at the AT rating vs Armor difference of the target vs shooter, and select the FP line
  4. Defending player rolls 3 dice together for each hit: 2 white and one colored
  5. The defender passes his save if the two dice equal or exceed the black number
  6. If not, look at the colored die, if it exceeds the red number, tank is bailed out
  7. Any other results, the round has penetrated and destroyed the tank
One remark: most of the figures are derived from the stats. Sometimes, due to the limitation of 6 sided dice, the odds have to be simplified a bit but it shouldn't be too much of a problem if both sides are using exactly the same table. Per convention, if the dice hit the figure in the table, it is a pass: read "7" sames as "7 or more to pass"

Example:
Let's consider a StuG IIIG that scores three hits on a T34/85 (front armor) that moved at the double
  • AT rating of the StuG is 11, FP 3
  • Armor rating of the T34 is:7

The difference is Armor - AT rating = -4

Look in appropriate column and row for FP3. Soviet player attempts to save on each hit and throws 2 white dice and one red die together.

First save attempt:
Red dice: 2,6 = 8 > 7 - T34 passes the save
White die : 5 (die ignored)

Second save attempt:
Red dice: 2+3 = 5 lower than 7 - T34 save failed
White die : 5 (passed bail out), tank is bailed out


Third save attempt:
Red dice: again 2+3 = 5 lower than 7 - T34 save failed
White die : 2 (failed bail out), tank is destroyed



If there are errors, there are only mine (among other things the colored die is...white!) but I hope this fast play table has some interest.
Again, it is worth noticing that it is based on all the statistics that come out with the standard  rolls procedure. Since we are using here 6 sided die, some approximation and rounding of the stats were necessary. This should not be too much of an issue in the game if both parties agree to use the table. It may simply help speeding up a bit tank fighting.

Constructive criticisms and remarks are welcome! Let me know what you think.

Montag, 15. April 2013

Rule 09 - Flames of War - PBEM Rules - Partizans

Command and Control
Partizan bands are independent of the Allied chain of command.
They are controlled by the umpire
Allied commanders may write and request specific operations
There will be one partizan’s band in each corps operational area
Supplies
Partizans have no supply chain
They obtain supplies by force of arms in any village or town
To obtain supplies they must remain in the town or village for one campaign day
They must be out of contact with the enemy throughout the whole day
They may obtain a maximum of five days supplies
Movement
They will move at the normal infantry rate on roads
They will move at double infantry rate for all off road movement
Contact with the Enemy
They will be aware of any enemy who approaches within two map squares
They will avoid combat if possible
If not possible the normal wargames rules will be used to determine outcome
Disrupting Lines of Supply
Their main function is to disrupt the enemy lines of supply
This can only be done on the tactical map
To do so they must remain on the enemy supply road for one full campaign day
Supplies will be stopped for as long as they are allowed to remain there
Capturing Messengers
Messengers always travel along roads
Partizans will capture any messenger who enters the same square as them.
The message will be passed to the allied commander in the normal way
The message will also still be delivered to the original address

Rule 08 - Flames of War - PBEM Rules - Town/City Combat

General
Town combat will normally be decided by the umpire using the rules shown below.
Size of Garrison
Each town can support a garrison of one brigade
Supplies
All garrisons will have sufficient supplies for five days
If attackers outnumber the defenders 2 to 1 garrison supply is cut
Combat Procedure
Attacker must be at least as strong as the garrison
Only one brigade can attack a village or town each move
Combat Procedure
Calculate who has the highest score:
Plus 2              Garrison
Plus 1              A class troops
Plus 1              Artillery with siege troops
Minus 1           C class troops
Minus 1           Each casualty
Minus 1           Out of Supply
Minus 1           Shaken
Higher adds the difference to 2D6 dice throw
2-4                   Higher has 100 casualties
5-8                   Draw with no casualties
9 plus              Lower has 100 casualties
Brigade with casualties test morale using wargame rules
Garrison Surrender
The garrison will surrender when they lose 400 casualties or rout

Rule 07 - Flames of War - PBEM Rules - Combat -

Contact with the Enemy
Contact is made when a formation enters a square next to one occupied by the enemy.
There will either be a combat, or one side will retreat.
If both are on Hold or Attack orders a battle/wargame will take place
If both are on Engage orders the umpire will decide the out come
If both are on Move or Halt orders both will retire
Transfer from Campaign Map to Wargames table
Each square on the map is duplicated by a 2x2 foot scenic square
The wargames table is 6x6 foot
When a battle is declared the table will consist of 3x3 squares from the map
The centre of the table will be the point of contact on the map
Corps Deployment
The current corps orders will be used to deploy for the battle
If a commander had given deployment orders they will be used
If the corps is moving, it will enter the table in the same order of march
Fighting the Wargame
HaJo and Jason will fight the wargame
Divisions starting the game in defence will be on Hold orders
Divisions marching onto the table will start the game on Move orders
Battle Reports
A detailed battle report will be published on the Campaign Diary blog
Campaign Play
Each battle will last one day, which is 12 hours or one campaign move
Battle Casualties
To receive replacements the division must be halted and out of enemy contact
80 cavalry or artillerists, or 160 infantry, per day
Corps commander will confirm brigade to receive replacements
Transfer from Wargame Table to Campaign Map
At the end of the battle each commander will receive an umpire report
This will confirm casualties received during the battle
The winner will normally remain on the battlefield overnight
Any brigades shaken or in rout will rally by first light
The loser will retreat one square during the night
Any brigades shaken or in rout will move with the corps but will not rally

Rule 06 - Flames of War - PBEM Rules - Supply

Army Depot
The Army Depot will be specified at the start of the campaign
Main supply route is the red road
Secondary supply route is the yellow road
Corps Depot
Must be at least one per corps
Must be in named town
Main depot for supply of each corps and division
Must have a secure road to Army depot
Supply Radius
Each division must always be within 15 miles (three squares) of a depot
A new corps depot can be established in any named town.  
To do so will take one infantry brigade one day
Each corps can have as many depot as required.
Division Supply
Each division carries a maximum of five days supplies
The division must be stationary for one day, and within 15 miles of depot, to resupply
Out of Supply
A division out of supply will lose 80 men to attrition each day
Corps/Division commander will decide which regiment is affected.
Detachments and Guerrillas
Special rules will apply and will be notified by the umpire

Rule 05 - Flames of War - PBEM Rules - Maps and Movement

Type of Map and Scale
There are two campaign maps
The strategic map shows the whole campaign area and is used for planning purposes
One square on the strategic map is 15 miles
The tactical map shows the corps operational area and is used for campaign movement
Each square on the tactical map is 5 miles on the map or 2 foot on the wargames table
The map reference is top left in each square
The wargames terrain square reference is top right in each square
Occupation of Map Square
Only one division is allowed in each square
There must always be one free square between yourself and the enemy
Leading brigade or recce brigade can enter that square to Skirmish
Losing brigade will retreat at the end of the Skirmish
Divisions can only enter that square if they have orders to Attack
Terrain
Major towns or cities are named
Villages are not named
Red roads are major supply and movement routes
Yellow roads are minor supply and movement routes
Movement on either road is at the same rate
Off road movement is allowed but move penalty applies
Rivers can only be crossed by using a bridge
Hills are passable but move penalty applies if not on road
Movement is only allowed north, south, east or west from each square
Daily Movement Rates
Type                            On Road          Off Road         Hills    
Messenger                  12 squares      6 squares        3 squares       
HQ  or Cavalry           6 squares        3 squares        1 square         
Infantry or Artillery      3 squares        2 squares        1 square         
Guerrillas                    3 squares        3 squares        2 squares       

Rule 04 - Flames of War - PBEM Rules - Messages

General Instructions
All orders and messages must be sent via the umpire
Messenger will move on roads at the rate of one square per hour
A separate message is required for each address
Messages should be written as word documents, and attached to an email.

Timings
Three messages may be sent each day (one per move)
They can be sent at any time during the campaign day

Delivery
The umpire will calculate how long it will take for the message to reach its destination.  
It was normal to send many copies of the same message by different routes and using different messengers. All messages will be delivered.   If they pass through a square occupied by the enemy a copy of the message will be sent to the enemy concerned as an intelligence report.  
Example of a Message/Dispatch
From                           7th German Corps
Date                            1 September 1944
Time                           1000
To                                8th German corps
Text of message/dispatch
Notes on Format
From should always be to the corps, division or brigade, not to the commander
Messages can, and should, be written “in character”. 
This more than anything else will add a bit of flavor to the campaign, and greatly add to the role play element of the campaign.