Bunker Talk blog with 30,000 photos of my toy soldier collection of Roco Minitanks, Heiser Models, Fidelis Models, Airfix and Pegasus figures; and 54mm & 60mm plastic soldiers from Tim Mee, Elastowit, BMC, MPC. Be sure to follow Bunker Talk. Email at BunkerMeister45@aol.com. Get merch at: https://www.redbubble.com/people/bunkertalkwar/shop
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Saturday, September 30, 2017
Soldiers and Their Pets
I like to collect unusual war pictures and troops with animal mascots are interesting. Here is a WWII German with a medium size dog.
Here are a couple Germans with a squirrel. I give troops with an animal mascot a morale bonus.
Tank cupola and a bunny. Troops feel better when the have a little fuzzy friend with them.
This German has a fox and a bird! A contradictory pair.
It's surprising that troops have such unusual pets; here a German with a small monkey.
This dog loves riding in the halftrack!
Labels:
#wargamerules,
#WWIIGermany,
WWII German
Friday, September 29, 2017
Infantry Weapons Rules
AUTOMATIC/EXPLOSIVE/INCENDIARY
WEAPONS CHART
Type Number
of Templates/Area
Shotgun 1
Machine Pistol 1
Sub-Machine Gun 1
Assault Rifle 1
Automatic Rifle 1
Gatling Gun .50 cal
hand cranked 2
Automatic Assault
Rifle 2
Heavy Machine Gun
(.50 cal) 2
Tripod Machine Gun
(.30 cal) 3
Bipod Machine Gun
(.30 cal) 2
Hand Grenade 40mm
diameter
Grenade Launcher 40mm diameter
Flame Thrower cone shaped
template
Any
targets within a template must be separately ranged and dice rolled for each
target to determine if the target was hit.
The firer has the option with multiple template weapons to fire
lengthwise or depth wise, but the template must point towards the machine gun.
Infantry Template Construction
Leaf template is a Vesica piscis
shaped design. Draw a
circle 4 1/8 inches in diameter. Draw an
X, with its center at the center of the circle.
Using one of the lines of the X as a base, from the center of the
circle, draw two more lines. Draw one at
an angle of 135 degrees, the second line at an angle of 45 degrees. Where the lines intersect the circle that
marks the template ends. Using another 4
1/8 inch diameter circle, connect the lower half ends.
Infantry Weapons Firing at Vehicles
Any
weapon assigned a template also has a chance to destroy or disable some types
of vehicles. Only one vehicle may be in
the target zone, even if more than one fits within the template. The firing infantry weapon must first hit the
vehicle. If the vehicle is hit, check
the damage die for the location and result of the hit.
VEHICLE DAMAGE
1 Crew Crew
killed
2 Engine Engine
destroyed, vehicle cannot move
3 Engine Engine
destroyed, vehicle cannot move
4 Fuel Vehicle
catches fire
5 Cargo Cargo
or passengers destroyed
6 Suspension Wheels destroyed, vehicle cannot move
Crew served
direct fire infantry weapons such as, ATGM, machine guns, automatic grenade launchers,
Gatling gun, must have a full crew in order to fire with the full number of
template leafs. Anytime the firer of a
man portable weapon is killed his weapon is also destroyed.
If any other
member of the crew is killed the number of templates is reduced by one template
for each dead crewmember. Survivors from
weapons of the same type may unite to operate the weapon again if one is a
loader and the other is a firer.
A
.30 caliber machine gun with just a gunner gets one leaf template. A bipod mounted .30 caliber machine gun gets
two leaf templates and has a crew of two.
A tank mounted .30 machine gun counts as a bipod machine gun but only
needs a crew of one. A tripod mounted
.30 caliber machine gun gets three leaf templates and has a crew of three,
gunner, loader and commander. A
tripod-mounted machine gun may fire indirect fire if it has a full crew of four,
gunner, loader, commander and spotter, it will use three leaf templates.
A
tripod mounted .50 caliber machine gun gets two leaf templates and has a crew
of three, gunner, loader and commander.
If they use a fourth crewman, a spotter they may firre indirect. If there is no loader the machine gun only
gets one template. Firing indirect fire
will use two templates.
A
tripod machine gun may fire at a tank. A
#1 hit is the turret machine gun. If it
gets a #2 hit on the turret it is an optics damage that will cause the tank to
fire at -35%. A #3 hit is the hull
machine gun. A #4 hit on the upper hull
it is a driver’s vision slot and the tank is limited to no more than 50m per
turn unless the driver looks out the hull hatch. A result of #5 or #6 on the hit location die
does nothing.
Machine Fire at Tanks
1 Turret machine gun
2 Turret main gun optics
3 Hull
machine gun
4 Hull
driver’s optics
5 No effect
6 No effect
To
fire a machine gun in the indirect mode the crew must include three men,
gunner, loader and spotter. In the
artillery spotting round phase place two machine gun spotting rounds- one real
and one dummy- just like with the artillery spotting rounds only with just one
dummy. Place the templates in the
direction the firer wants the rounds to land.
Templates must be side by side.
Roll an arrow die for direction and a six sided die for distance; a
“hit” result is a hit.
Infantrymen
cannot fire weapons other than their own.
A rifleman cannot begin firing the machine gun because when the firer is
killed the machine gun is considered destroyed also. Weapons also cannot be captured and turned
against the player who lost them. This
is because the weapon is destroyed when the operator is hit, unless the weapon
would not be harmed by the attack. A
chemical weapon landing on a machine gun would not damage the weapon.
Troops
killed by chemical weapons, or stabbed would not have their weapons
destroyed. A tank crew that was machine
gunned while outside their hatches would not result in the destruction of the
tank.
Figures
equipped with secondary weapons such as grenades, LAW rockets, pistols, are
assumed to have an unlimited supply of ammunition. These weapons are not transferable to any
other infantrymen. Only one weapon may
be fired per turn. For example, an assault rifle equipped with a grenade
launcher may fire either the rifle or the grenade launcher but not both in one
turn. An infantrymen may fire his rifle
or throw a grenade, but cannot do both.
Labels:
#wargamerules,
Combat!,
Wargame Rules
Thursday, September 28, 2017
Infantry Fire Rules
VI. INFANTRY WEAPONS FIRE/ATGM LAUNCH
The side that moves first will designate fire second. The side that moves second will designate
fire first.
Infantry weapons may only be fired at targets that can be "seen"
by the firer. Ranges to targets
are not measured before designation. If
the weapon is later found to be out of range, the weapon missed.
All infantry weapons fire/ATGM
targets must be designated at the beginning of this phase. If multiple weapons are directed at the same
target and the first weapon fired destroys that target, all other weapons are
considered to have also fired at that same target and those weapons have no
additional effect and may not designate any other targets this turn.
Infantry
will usually shoot at the nearest appropriate target. This would be targets that are in the open or
targets that pose the greatest threat personally.
Infantrymen
are assumed to have taken advantage of any hard cover available, regardless of
whatever the pose of the figure. A
standing figure placed behind a low wall is assumed to be kneeling behind the
wall. A kneeling figure, which moved at
crawling speed, is assumed to have been in a prone position.
To
fire an infantry weapon, measure the distance from the firer to the designated
target. Measure the distance from the top of the head of the firer
to the top of the head of the target.
Find the percentage chance to hit for the weapon at the appropriate
range. Infantry who simply change
direction without moving are considered stationary.
To
determine the results of infantry weapons fire, roll one six sided die, and one
20 sided die. Roll both dice. Consult the Percentage Chance to Hit. If the number on the 20 sided die is equal to
or less than the Percentage Chance to Hit for that infantry weapon, then the
weapon hit the target. Otherwise, the
weapon missed.
Troops with a sniper scope add 5% to
hit. Elite troops increase their chance
to hit by 5% for each level of elite. Elite troops that are three levels above the
"target" troops fire first.
Only the survivors may return fire. If the weapon hit the target, use the six
sided die to determine the "Hit Location."
INFANTRY TARGET HIT LOCATIONS CHART
Die
Roll Hit Location Effect
1 Face or Head Death
2 Shoulders Death
3 Chest Litter case
4 Abdomen Litter case
5 Upper Leg Walking wounded
6 Lower Leg Walking wounded
A
hit in the 1 Head from the direct front is a Face hit. Infantrymen equipped with body armor are
modified +1 for hit location. For
example, a hit location roll of 4 would be modified to a 5. Infantrymen equipped with a ballistic helmet
are modified +1 for hit location; a result of a 7 is no effect on the soldier. Ballistic helmet and body armor modifiers are
cumulative. Soft body armor only stops
pistol and submachine gun rounds as well as shrapnel. There is a +1 hit location modifier for
artillery effects in the red zone.
Troops not wearing a steel or ballistic helmet get a -1 to their hit
location.
Dead
infantrymen are removed from the board at the end of this phase. Walking wounded may move up to 50m per turn,
but may not fire their weapons if they move.
During the next turn, litter cases may be given assistance by
non-injured infantrymen.
ANIMAL HIT LOCATION
Die
Roll Hit Location Effect
1 Head Death
2 Shoulders Charge, close combat, die
3 Chest Litter case
4 Abdomen Litter case
5 Front legs Walking wounded
6 Rear legs Walking wounded
"Walking
wounded" domestic animals can only move at a walk and cannot carry any
loads or riders. Owner may destroy
“Litter case” animals. Use the same
Medical Treatment chart for humans to determine recovery from injuries. If cavalry are on their mounts and the animal
is killed, roll a six sided die to see if the rider is injured, with a DM of
+1.
A
result of a 2 on the hit location die, the shoulders, results in the animal
charging the attacker, because some animals are more dangerous when wounded,
conducting a close combat and then dying.
The animal will die even if it wins the close combat.
Infantrymen
behind hard cover or less exposed positions are protected from small arms fire
if the body location hit was covered.
HARD
COVER or BODY POSITION HIT LOCATIONS
Firing Port 1
Over a high wall 1,2
Prepared foxhole 1,2
Prone in the open 1,2
Low Wall 1,2,3
Hasty foxhole 1,2,3
Window 1,2,3
Around a corner
(right) 2,4,6
Around a corner
(left) 1,3,5
Kneeling in the
open 1,2,3,4
Standing in the
open 1,2,3,4,5,6
The
hit location is modified +1 if the firer is above the target unless the target
also has overhead protection.
Automatic
weapons and explosive/incendiary weapons may hit more than one target. These weapons use a template, the size of
which is determined by the rate of fire or area covered by the weapon. These types of weapons may fire once at any
target within the template.
Labels:
#wargamerules,
Combat!,
Wargame Rules
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