II. MOVEMENT
One
player from each side must roll the dice and consult the D^6 at the start of
the movement phase. The player with the
highest number will move first during the movement phase for that turn. A die roll will be made in this way for each
turn.
Players
may move all items but may not change their movement after they take their hand
off of the vehicle or soldier. Movement
may not be saved for use in later turns.
The side that moves first designates the firing second. The side that moves second designates fire
first.
Infantrymen
crawl 10m, walk 50m and run 100m per turn.
Horses walk 50m, trot 100m and run 250m.
Dogs crawl 10m, walk 50m and run 250m.
Pronghorn run 1000m, cheetah runs 1250m.
Vehicles
move at a rate of one inch for every two miles per hour plus three inches. A real tank with a speed of 30 mph moves 18
inches per turn. This movement rate
applies to all types of vehicles including aircraft and ships.
If
a vehicle moves, place a small cotton ball at the rear of the vehicle to indicate
that it moved. Vehicles that moved
cross-country on dry soil shall have a big puff of brown cotton placed behind
them to simulate the dust cloud raised by the vehicle.
After
three consecutive turns of rain dirt roads turn into off road conditions and
off road conditions become mud. After
three consecutive turns of snow everything becomes covered in snow. Slow is a maximum of five inches. Streams are crossed at fords as if they are
creeks. Streams may be crossed by
snorkel at other locations if the streambed is firm.
Fully
clothed men in the water move 10m per turn and may not fire. They are considered stationary when fired upon. Men in diving gear, swim fins and such move
50m per turn and are considered moving if fired upon. During amphibious invasions, ships move at a
rate of 20 mph. Small boats move at a
rate of 10 mph. When boats hit the beach
5% chance to hit a mine and another 5% chance to hit an obstacle at low tide
and 10% each at high tide. Mine explodes
as a 500-pound bomb under the center of the ship. An obstacle hit results in the destruction,
of the craft, vehicles and supplies, and everyone into the water.
Movement
of horses, mules, oxen, and wagons is restricted like infantry movement. When pulling a wagon horses pull one ton
each, horses walk at 50m per turn and run 100m per turn. A load so big that it requires more than 8
horses together will prevent the horses from running; they may only walk at 50m
per turn. Mules walk 50m and run 100m
when pulling a wagon. Mules pull 2 tons
each. Oxen walk 50m per turn and may not
run. Oxen pull 3 tons each. The maximum numbers of animals that may be
hitched together are limited to 40 mules, horses, or oxen. All animal teams must be the same type of
animal or move at the rate of the slowest animal; pulling the load of the
weakest animal.
LOADING AND UNLOADING VEHICLES
Any two
procedures may be done in one turn
Load or Limber
Move 50% movement
Unlimber/unload
Troops
unloading from a vehicle may move up to 50% movement if the vehicle was
stationary or may move up to 10m if the vehicle moved up to 50% movement. Troops may not unload if the vehicle moved
more than 50% of its' maximum movement.
If
a vehicle is out of control, roll one arrow die. The vehicle will move in the direction of the
arrow shown on the die the number of inches shown on the die.
The
maximum movement through smoke is 50m.
When confronted with barbed wire infantry stop one full turn and a clear
path one man wide. Armored vehicles
stop, and then proceed next turn with normal movement. If continuous wire barriers, move 50m per
turn on subsequent turns.
MOVEMENT
Vehicle
Type
Terrain Car 4WD Halftrack Full Track Wide Track Man Mule Wagon
Paved 100% 100% 100% 100% 100% 100% 100% 100%
Dirt Road 50% 100% 100% 100% 100% 100% 100% 100%
Off Road Slow Slow 100% 100% 100% 100% 100% 100%
Woods 10m Slow 50% 50% 50% 100% 100% 100%
Forest -- 10m Slow Slow Slow 100% 100% Walk
Jungle -- -- -- 10m 10m Walk Walk Walk
Hill Slow Slow Slow Slow Slow Walk Trot Walk
Mountain -- -- -- -- -- 10m -- --
Creek Slow Slow Slow Slow Slow Walk Walk Walk
Mud or Snow -- 10m Slow Slow 50% Walk Walk Walk
All
subtractions from speed are based on the original full speed of the vehicle; so
two 50% penalties equal no movement. A
“Slow” is not more than 50m. Mountain
movement is vertical and is considered technical climbing. A very steep slope can be climbed using
non-technical skills by people expert at climbing at a rate of 50m per turn.
Natives in their
native habitat move normally. Jungle
dwellers can walk 5” and run 10” because they are used to being in the
jungle. The same applies to people who
are native to the forest, the woods, or areas where it snows all the time, such
as the Arctic.
This does not include vertical movement for mountain dwellers.
No comments:
Post a Comment