Hit the Dirt 20mm Wwii Rules From D-day to Berlin.modified

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Transcript of Hit the Dirt 20mm Wwii Rules From D-day to Berlin.modified

HIT THE DIRT

HIT THE DIRTWW2 20mm RULES FROM D-DAY TO BERLIN

Jon Sword & Steve Pike.

INTRODUCTION

These rules were written with one aim, to deliver a fast, enjoyable game with mechanisms that are relevant to WW2 in the period from D-Day to VE Day on the Western front.

Games based outside of this will need amending and adding to as players see fit. In style we have tried to make the rules play like many other periods and we hope to take out a lot of fiddling about that can often bog down WWII games. We have also used the rules for more modern conflicts like the Falklands.

Remember, rules are there for the guidance of wise men or the blind obedience of fools. We hope that you enjoy using these rules.

Dagger and Spike.

FIGURE SCALE

It doesnt matter what figure scale you use as the rules suit any figure scale. However, we use a scale of approximately 1 to 10 and, more importantly perhaps; we have our armour and guns on the same ratio. We find that this gives a better game where the infantry take priority and games do not revolve around AFVs.

TURN SEQUENCE

We use a more fluid turn sequence. This is because WW2 is primarily about fire and movement. Therefore our games tend to need a little bit more concentration but we think this results in a much better type of game.

Each phase may include communications (comms) and this is achieved on the throw of a D6.

Man pack radios fail on a 1 or 2 and vehicle mounted radios fail on a throw of 1.

Throw a D6 for each level step you make, e.g. Company Command to FOO and then FOO to guns. Infantry and armour units take the test as a unit because they are netted, e.g. once a platoon sends OK then all of the company hears.

1.PRE GAME MAP APPRECIATION, ORDERS & PLOT DEPLOYMENT

All units should be given orders by means of arrows denoting axis of advance or arcs of fire plotted on the map. Units do not wander around the table aimlessly looking for trouble and reacting to any situation instantly. These kind of games are poor and unrewarding. Units may change orders depending on what they can see and are ordered to do via radio comms / runner / personal leadership etc.2.MOVEMENT PHASE

Both side move simultaneously. If it becomes important who moves first then follow the table as for who fires first. It may be necessary to fire at the same time as moving and units may do this if eligible but remember they can only fire once per turn. Such fire is allowed to cover the movement of troops by pinning or perhaps suppressing your opponent. This is crucial in the WW2 period. Units that are on over watch may also fire at any unit that may be out of sight at the beginning or end of the movement phase counting as snap shots and includes pre determined / speculative firing.

3.SPOTTING PHASE

Spotting is taking into account two main features, observation and aiming, alternatively known as acquisition. This enables you to see what the general picture is and also to lay your weapon sights on the target. As a consequence of the WW2 soldiers ability to use field craft to avoid being shot, it is necessary to spot continuously. This means you only keep eyes on a target if both you and the target remain static once spotted. If either or both move then you must re-spot. Troops that are informed by radio comms of the position of the enemy must still spot to fire because they need to lay their weapons. The point of the comms is to validate a reaction to a known contact, thus you may turn to face a new direction.

4.FIRING PHASE

Both sides fire simultaneously. As with movement, this means that at some point it has to be decided who fires first. Priority is decided in the following order and may change along your front:

Troop quality

Static defenders

Over watch

A D6 throw

There is no priority by weapon firing so a player can use any sequence or order as it depends on tactics. It is simply assumed that all firing continues throughout each move to cover the whole move. As a guide, where no preference is required, follow the sequence listed below:

Indirect HE from all sources

Direct HE, including grenades and aircraft bombs, satchel charges, demolitions and flame throwers

Anti-tank, including aircraft anti tank and AP shots at non AFVs such as anti tank guns

Small arms, including AFV mounted MMGs etc.

Any other

5.ASSAULT PHASE

Conclude any assaults which may include firing as above.

6.MORALE TESTS

These take place at the instant of the cause applying as they have direct effects upon movement, firing or assaults etc. The results of any tests are applied immediately.

MOVEMENT

Troop Class Crawling Vehs ReversingNormalAssaultObstacles

Raw Inf26 + D Avg8 + D Avg-4

Regular Inf48 + D Avg10 + D Avg-3

Vet/Elite Inf510 + D Avg12 + D Avg-2

Wheeled Veh624 + D Avg26 + D AvgN/A

Horse Drawn N/A10 + D AvgN/A-6

Light AFV616 + D Avg6 + D Avg-8 *

Medium AFV412 + D Avg6 + D Avg-6 *

Heavy AFV48 + D Avg6 + D Avg-4 *

* D6 Test for AFVs taken every move spent crossing over obstacles to see if a track is thrown. Light AFV throws a track on 1 or 2. Medium AFV on 1. Heavy AFV N/A.

Repairs by the vehicles crew takes 2 moves or by an ARV in 1 move.

Medium / Heavy AFVs make gaps in hedges except Bocage which requires a Cullin device to be fitted to the vehicle.

OBSTACLE TYPES Ditch, Stream, Woods (not on track), Substantial fences and walls, broken ground, ploughed fields, wire of any type and railway lines.

SOFT GROUND TEST The chance of bogging down for Light AFVs = 1 or 2, Medium AFVs = 1 to 4 and Heavy AFVs = 1 to 5.

In addition moving uphill or through built up areas reduces speed to HALF.

NOTE: All units may move at the rates above plus a D AV until fired upon and thereafter by LV bonus whilst they are led by a Coy / Bn Commander. Once he is lost all movement reverts to the standard set move speed only.

SPOTTING AND OBSERVATION

Any units must be spotted unless previously spotted and neither side has moved. Spotting takes place all the time throughout the game and is also part of acquisition during firing of all types.

Type of TargetD6 Score Required

Troops / Vehicles in the open3, 4, 5, 6

Partial cover / camouflage4, 5, 6

Full cover / smoked off / Inside buildings etc.5, 6

MODIFIERS

+1Already acquired with no breaks

Moving target up to medium AFV and Infantry platoon in size

Recce units and OP teams including FOO and FAO

Sniper

AFV on over watch

Spotting weapons with a back blast or flames

Veteran / Elite

Within 12"

+2Firing repeatedly, belt fed or already fired any weapon from the same position

Heavy AFV or Infantry Coy group or larger

Spotting within 2"

-1First time spotting a target

Spotting whilst suppressed

Target is above 36" from spotter

Spotter under small arms fire or direct HE including cannon fire

Spotter moving (except recce troops)

Closed down AFV spotting ATG

Attempting to spot through rain, mist or battle smoke

-2Spotter under indirect HE or mortar fire including flame throwers

Target is static and not firing

AFV attempting to spot infantry in groups less than 4 figures within 4" of the centre of the vehicle

Target is above 48" from spotter

Attempting to spot outside the 45 arc of normal observation

Spotting whilst pinned or withdrawing

SMALL ARMS

WeaponEffective Ranges (Inches)

ShortLong

SMG Groups12Not Effective

Rifle / LMG1836

MMG / HMG / Cannon2440

Sniper3648

Firing groups are no more than 6 figures, single LMG, HMG or cannon.

To hit the target throw 1 D6 per platoon, firing group or LMG / MMG etc and consult the table below:

Firing GroupTarget in

OpenSoft Cover / ProneHard Cover

Rifle Group4, 5, 65, 66

Sniper3, 4, 5, 64, 5, 65, 6

SMG Group3, 4, 5, 64, 5, 65, 6

LMG / MMG3, 4, 5, 64, 5, 65, 6

Single Cannon4, 5, 64, 5, 65, 6

Multiple Cannon3, 4, 5, 63, 4, 5, 65, 6

MODIFIERS

+1Short range targets

2nd time firing at the same static target

Enfilade / bunched target / Sky lined

Veteran / Elite

Static defenders firing from prepared positions or MMG from an AFV

-1Firer also under fire

Target is prone infantry

Firer is moving

Target is moving

Target is over 36

EFFECTS OF HITS 5, 6 = kill from automatic weapons, 6 = kill from rifle groups. Throw a D10t o test if an officer or other specialist figure is hit. Throw 1D6 per figure firing in rifle / SMG groups / Sniper, 3D6 per LMG, 4D6 per MMG or single cannon, 6D6 per multiple cannon .Cover effects on the volume of fire hitting is reflected by dropping a dice for each type of cover.

INDIRECT FIRE

1.MORTARS AND INDIRECT HE

Company / Battalion commanders and FOOs are the only figures that can call in fire missions from the gun batteries. Mortars are requested the same way for a company commander but not C.O. who will always override all other requests where necessary. It is advised to state in the scenario a mortar or HE fire plan.Follow the method below to resolve indirect HE:

Throw 1D6 for comms. Fail on 1 or 2 if man pack radio. Fail on 1 if vehicle mounted radio. -1 to D6 if in woods or built up area.

Throw 1D6 to task the guns (they may be too busy). If DF add +1. The FOO needs 2 or above except when following a fire plan and company / battalion commanders need 3 or above except when following a fire plan.

For mortars, a company commander must score 2 and above to request when not allocated to his company.

Throw 1D6 to range in. Static targets are ranged on a 3, 4, 5, 6 and moving targets on 4, 5, 6. +1 to dice if the FOO is controlling the shoot. (Note this is a single tube firing a single round, there is no need to plot a miss.

If FAIL, add +1 to the D6 roll for each subsequent attempt per turn.

If HIT, fire for effect with mortars THIS turn and guns NEXT turn or when requested using the following number of dice:

Light Guns4 x D6

Medium Guns6 x D6

Heavy Guns8 x D6

Rocket / Werfers10 x D6

Assess casualties killed on the chart below:

Standing in the open4, 5, 6

Prone in the open / in soft cover5, 6 Drop 2 Dice

Dug in / in hard cover6 Drop 4 Dice

BunkersMorale test only

Note: Kills against Med and Hvy AFVs are not possible. Light AFV`s and soft skin vehicles should be counted as targets in soft cover with the crews / passengers counting the same. Hard cover if in half tracks / Kangaroo etc. A kill destroys the vehicle and occupants on the same throw, 3 kills are needed to destroy the vehicle as well. Being under indirect fire causes a morale test.

2.DAMAGE AGAINST BUILDINGS

The calibre of the guns must be capable of causing serious damage to structures. Therefore guns cannot knock out bunkers but may suppress the occupants even when they are not killed. Buildings will burn on a D6 roll of 3 (first hit only).

3.SMOKE SHOOTING

This is the same procedure if fired by guns or mortars. Once fire for effect has been achieved the smoke screen will be built up by the gunners. Add into the impact area 3" x 3" pieces of smoke for each gun to build the screen up instead of throwing for casualties. The smoke screen will move 3" in the prevailing wind direction and lasts for 3 moves only.

Local smoke can be achieved by 2" mortars and smoke grenades.

DIRECT HE (Including bombs from aircraft, hand grenades, charges etc).

AFVs on the move can fire HE assuming they are carrying HE ammunition.

To fire direct HE you must first spot the target. Throw 1D6 and refer to the table in the Spotting section above.

To hit the target throw 1D6 and compare the result to the following table:

NB:A score of 6 is considered to have hit any slit or embrasure opening on a bunker or similar structure.

Range to TargetTarget Type and Size

Small TargetLarger Area Target

*Short (inc Grenades)4, 5, 63, 4, 5, 6

*Effective (inc Aircraft)5, 64, 5, 6

*See the table below for gun / weapon range bands:

Gun TypeRange Bands (Inches)

ShortEffective

Light Gun2040

Medium Gun3060

Heavy Gun4080

Rifle / Hand Grenades36

Man pack Flame throwers6

Vehicle mounted Flame throwers12

MODIFIERS

+1Hit a previous target in this area / second or subsequent shoot at same target in last two moves.

Veteran / Elite.

Dropping a grenade through a slit or opening in a bunker etc.

SP Gun or similar e.g. AVRE.

Target is sky lined.

-1Firing into smoke or obstruction / cover from view / Soft cover.

Raw / poor troops.

Side on moving target or ALL moving targets to aircraft.

Firer is suppressed.

-2Head on moving target.

AFV firing on the move.

EFFECTS OF H.E. ON TARGET

Gun TypeNo of D6 Target Type and Effect

Light Gun2Targets in the open and stood up are killed on a 5 or 6; Targets in any type of cover or prone on a 6, dropping 1 D6 for each cover type . Survivors take a morale test.

Medium Gun (Grenades)4Targets in the open and stood up are killed on a 4, 5 or 6; Targets in soft cover or prone on a 4 or 5; Targets in hard cover on a 6. Drop 1 D6 for each cover type. Survivors take a morale test.

Heavy Guns(Flame Throwers)6Targets / equipment in the open are killed / destroyed on a 3, 4, 5 or 6; Targets in soft cover on a 4, 5 or 6; Targets in hard cover on a 5 or 6.Drop 1 D6 for each cover type Survivors take a morale test.

MODIFIERS

+1If target is bunched or in confined space such as a bunker, vehicle or trench.

Officer casualties and weapons are diced for per small arms hits. Vehicles etc count as 3 casualties to be destroyed and are counted as well as (in addition and simultaneously) any casualties inflicted on the dice throw.

MINES

Un-cleared A/T and A/P mines explode on a D6 throw of 4, 5, or 6. Cleared mines explode on a 6.

A/P mines count as medium guns for hits if exploded and A/T mines count as heavy guns on belly shots as for Anti Tank firing. See below.

SATCHEL CHARGES

Explode, when set, on a D6 throw of 2 or above and count as heavy gun effects on the direct HE chart above.

ANTI TANK FIRING

To fire Anti tank weapons you must first spot the target. Throw 1D6 and refer to the table in the Spotting section above. If spotted then continue measuring the range .

Gun TypeRange Bands (Inches)

ShortEffective

Light Gun2040

Medium Gun3060

Heavy Gun4080

PIAT / Faust6

Bazooka / Schreck10

Aircraft80*

To hit the target throw 1D6 and consult the following table:

Target Aspect to FirerTarget Type

Static TargetMoving Target

Head On In Open4, 5, 65, 6

Side On In Open3, 4, 5, 64, 5, 6

Hull Down *5, 66

MODIFIERS

+1German or all veterans or modern AFV or gun etc or IR etc.

Short range (includes PIAT, Faust & Schreck).

Each subsequent round fired at the same static target up to a max of +3.

Target is sky lined.

-1Firer under A/Tk or direct or indirect HE fire etc or suppressed.

Soft cover / cover from view. *(can count cover from view if hull down but only if turret is covered by cover,i.e. Bush,tree etc)

Small AFV i.e. no turret small armoured cars etc.*(count even if hull down).

Fast mover i.e. wheels or light AFV that moved over half allowable dist.

Firing weapon has Trunnion tilt or gun over side or back decks.

-2Hard cover. *( do not count hull down as well as)

Target obscured by smoke, mist, dust or rain.

Snap shot. (moving target covered from view either at start/end move)

EFFECT OF ANTI TANK FIRING

Gun TypeArmour Class

LightMediumHeavy

Light5, 6K6KNO EFFECT

Medium / PIAT/Faust4, 5, 6K5, 6K6K

Heavy / Schreck / Aircraft3, 4, 5 ,6K4, 5 ,6K5, 6K

Hand held / A/T GrenadeAs for Heavy Gun

MODIFIERS

+1Close range.

Rear or Belly shot.

Throw a D 4 to determine damage effects on the AFV that has been hit.

Matching the armour value means the AFV is disabled.

Surpassing the armour value is a kill.

Scoring under the armour value means damaged is inflicted but not enough to disable or kill the AFV but will add to any subsequent damage caused by any other firing.

Results are cumalative unless the AFV retires to repair to remove the damage caused so far.

Light AFV s are valued at 2 . Med AFV`s are valued at 3 .Heavy AFV`s are at 4. Super Heavy AFV`s are valued at 5.Schurtzen armour etc adds 1 to defence value.

Shermans when hit even if only disabled must take the Ronson test. Throw 1D6 - 1, 2, 3, = brew up instantly.

A morale test must also be taken when fired at. If withdraw is the result and the AFV is disabled the crew bail out.

ASSAULT PHASE

Troops that are assaulting are using their weapons prior to contacting the enemy. If the enemy stand and have fired first themselves, there may be a physical element to this phase of the battle. Grenades are factored in and are not separate.

WHO FIGHTS

Suppressed troops fight and fire half their number. Pinned troops that are physically contacted, even without an assault, must surrender. To enter buildings or defences the assaulting attackers must suppress or pin the defenders. A maximum of 2 figures may fight an outnumbered single figure.

HOW TO RESOLVE THE ASSAULT PHASE

MODIFIERS Add / subtract the following per group of figures firing:

+1Veteran troops.

SMG Squad.

Assaulting this turn.

Supported by another unit firing at enemy being assaulted on Run In.

Supported by another unit also within reach of assault position.

Assaulting with at least half as many troops again as defenders.

+2Elite troops.

Defending trenches or other types of hard cover.

-1Militia / Poorly trained or tired troops.

Suppressed.

Outflanked*.

Ambushed or surprised.

-2Pinned.

No Leader.

Attacked in rear*.

* In some scenarios, troops may be constantly outflanked / surrounded therefore ignore.

Using the final figure as a base factor, throw 1D6 and add the score to the base factor for each figure fighting, the highest score wins. If the result is the same for both sides the combat will continue.

Lose by 1 or 2 figures = Pull back at assault speed. Lose by more than 2 figures = Retreat at assault speed and take a morale test.

Winning units may choose to pursue or hold the newly won position but once contact with the enemy is broken cleanly, the unit must spend a move stationary to re-organise. The unit may fire during this period.

Losing units must also spend a move stationary re-organising IF they pass their morale test. They may also fire during this period but do so as Suppressed.

MORALE

WHEN TO TEST

When troops are fired at by any type of weapon.When a unit receives a casualty / reaches 75% and 50% strength.When attempting to assault / stand (Unit can avoid the test if it chooses to withdraw).When AFVs suffer a disable shot to see if the crews abandons.If attacked by aircraft , as aircraft attacks if spotted and then once fired at / bombed.Friendly units of equal or higher class are seen to rout.

HOW TO TEST

Elite units throw a D12. Veteran / Regulars throw a D10. Poor / Raw troops throw a D8. When a unit is reduced to 75% of its strength it drops to the next lowest dice and at 50% strength to the next lowest dice again. i.e. an Elite unit at 50% strength will throw a D8.The lowest dice that can be thrown is a D6. Units test as platoons, if operating independently, up to company level. Coy and Bn tests are taken at the thresholds indicated above and still taking casualties.

MODIFIERS

+3Defending Bunkers or similar.

Assaulting an enemy that is pinned

+2Winning the assault.

In hard cover / trenches.

Assaulting an enemy that is suppressed.

+1In soft cover or Prone.

Not under fire or fired at but no casualty sufferd excludes sniper fire.

-1Under Rifle / SMG fire and suffered at least 1 casualty or under sniper fire even when casual.ty not suffered.

Each AFV abandoned or destroyed in testing unit.

-2Under fire from sustained fire / cannon / Direct HE / Anti Tank fire if AFV.

Outflanked by fire or manoeuvre.

Losing or lost the assault

Company commander killed

In a mine field.

Suppressed.

-3Under Indirect HE fire (including AFVs)

Attacked by aircraft

Fired at or threat of assault from rear.

Withdrawing.

Pinned.

-4Under naval bombardment.

Under Flamethrower attack.

Routing.

* Add or subtract the LV of relevant Commander at the level being tested.

RESULTS OF MORALE TEST

-4 or Less=Rout or Surrender if cannot break contact or are poor quality troops.

-3 to 0=Withdraw.

1 to 2=Pinned.

3 to 5=Suppressed.

6 or more=Carry on.

DEFINITIONS

Rout::-Panic stricken move to avoid death. May test once per move to try and regain control. Infantry will surrender if they cannot break contact cleanly or are poor quality troops.

Withdraw:-Move at full extent of movement to a better and safer position with only HALF of the unit allowed to fire ONLY if fired upon and can spot those firing. Aircraft beaten off if fired at during run in to attack.

Pinned:-No move and no fire until morale is raised. If no longer fired at must take a test to move forward again but may withdraw without a test. Aircraft as above.

Suppressed:-May move at half speed and may fire up to half of total figures. May also withdraw without a further test. Aircraft result as above.

Carry On:-Continue to obey orders and move / fire at full effect.

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- -HIT THE DIRT. WWII 20mm RULES FROM D-DAY TO BERLIN.- -