Pz8 -WW2 Divisional Level Wargame Rules
1. What You Need
1/300 or 1/285 or 1/600 or 2mm models and miniatures; terrain elements; one D6 die for each player; many small D6s for Fatigue Points (FPs); a ruler marked in inches or 25mm segments; a playing area (4' x 3' or 120 x 80cm will suffice for a game involving 1-3 Divisions for each side).
One base represents one (Btg) or Divisional (HQ). Troops can be Elite, Average or Green. Bases can be 1" or 30mm squares, or whatever other sizes you already have. 1" in the rules represents 1 Km.
3. Sequence of play
Determine before game starts who is Side A and B (by agreement or rolling one die). Each Turn:
1. A moves his units
2. A fires with his Artillery
3. A & B combat (in the order decided by A)
4. A rallies
5-8. Repeat the sequence in reverse order (i.e. B moves, etc.)
Each day is 12 turns long, throw one D6 after turn 9, if result is 5-6 = day ends. If you want to continue the battle the next day, roll one D6 to rally all the fatigued units (see 7. Rally)
Distances on open ground are:
Leg infantry 3"
Motor infantry 6"
Slow Tanks 4"
Fast Tanks 9"
Halve movement distance on rough ground (woods, hills, buildings etc), double on roads.
Only Artillery can fire at distance, and only to targets spotted by at least one unangaged unit of its own Division.
Spotting distance is 9" for Reconnaissance, Artillery and HQ units, 6" for every other unit.
These distances are increased by 3" if the spotting unit is over hills; decreased by 3" is the target unit is inside woods or buildings or fortifications.
Friendly units or ground features do not block line of sight for spotting and firing.
Firing distance is 18". Roll one D6 = 5,6 = target is hit (6 if inside fortifications) and takes 1 FP. Use a small D6, face up, to keep track of the FPs as the game goes on.
If a unit moves in contact with a enemy unit, must stop and engage in Combat. The two units roll each one D6, and add their Combat Factor, + 1 if inside fortifications.
If result is the same = no effect
If one result is higher, but less than the double = the loser withdraws the difference in inches, and takes one FP. The winner can advance 1". Fortifications are removed from play. If the withdrawing unit contacts other enemy units, it is destroyed.
If one result is the double or more = the loser is Destroyed. Fortifications are removed from play.
In addition to these effects = every unit involved in Combat take one FP.
A unit is automatically Destroyed when it takes a nr. of FPs = its Combat Factor (unmodified).
A winning unit can be Destroyed as a result of Combat. This means that even if victorious, it spent all his human resources, ammunition, fuel etc. and can not fight anymore.
Basic Combat factors
Light tanks 3
Medium Tanks 4
Heavy Tanks 5
* also Engineers and Cavalry
These are just basic guidelines. Adjust them to reflect the firepower of different historical units; for example, Early War tankette Btg can have a Combat Factors = 2, Late War heavy tank Btg can have a Combat Factor = 6, etc.
Some Infantry units can be considered particularly weak or strong, when fighting vs. tank units. For example, Early War infantry can subtract -1 to Combat Factor, Late War infantry can add + 1.
Roll one D6 for each unit within 12" from its Divisional HQ (9" for Green units) if result = 5,6 remove 1 FP. Add + 1 to the die roll for Elite units, - 1 for Green units.
Players can agree a number of air-to-grounds for the battle. A quick method is rolling one D6 = nr of attacks, modified by - 1. + 1 etc, depending on Nation and Theatre, Bombing missions are resolved during the Artillery phase. Design a target and roll one D6 = 4,5,6 = the target is hit (subtract - 1 if inside Fortifications, - 1 if target is HQ) and takes 1 FP.
Minefield sections are one base wide. Units crossing a Minefield section must stop and roll one D6; if result is 5,6 they take 1 FP. Remove the Minefield if the crossing unit is not Destroyed.
Engineers must stop, but clear the Minefield section without taking FP.
Fortification sections should be two bases wide, and hold one base of Infantry or Artillery. Each enemy unit in contact with one Fortification section, is considered engaged in Combat with the defending unit.
The gaming table should include some Logistical or Tactical objectives (Deposits, Towns, Bridges, Crossroads etc.). When one Objective is occupied by one enemy unit, subtract - 1 to Rally die rolls of all its friendly units.
12. Sample Divisional Organization
(N.Africa 1940-43 and Russia 1941)
Italian Infantry Division 1940 (Poor)
HQ, 6 x Infantry, 3 x Artillery
Italian Armoured Brigade 1940 (Poor)
HQ, 2 x Light Tanks, 2 x Medium Tanks, 1 x Motor Infantry, 2 x Artillery
Indian Infantry Division 1940 (Average)
HQ, 1 x Recon, 9 x Infantry, 4 x Artillery, 1 x Engineer
German Pz Division 1941 (Elite)
HQ, 1 x Recon, 2 x Medium Tank, 3 x Motor Infantry, 3 x Art, 1 x Engineer
German Leichte Division 1941 (Elite)
HQ, 1 x Recon, 2 x Motor Infantry, 2 x Artillery, 1 x Engineer
British Armoured Division 1941 (Average)
HQ, 2 x Recon, 6 x Medium Tank, 2 x Motor Inf, 4 x Artillery, 1 x Engineer
Italian Armoured Division 1942 (Average)
HQ, 1 x Recon, 1 x Light Tank, 3 x Medium Tank, 2 x Motor Infantry, 4 x Art, 1 x Engineer
US Armoured Division 1943 (Poor)
HQ, 1 x Recon, 2 x Light Tank, 4 x Medium Tank, 3 x Motor Infantry, 3 x Artillery, 1 x Engineer
German Infantry Division 1941 (Average)
HQ, 1 Recon, 9 Infantry, 3 Artillery, 1 Engineer
URSS Rifle Division 1941 (Poor)
HQ, 9 x Infantry, 3 x Artillery, 1 x Engineer
URSS Armoured Division 1941 (Poor)
HQ, 1 Recon, 3 Light Tank, 3 Medium Tank, 3 x Motor Infantry, 2 x Artillery, 1 x Engineer
These ultra-simple rules are inspired by "KISS Rommel" by Norman Mackenzie, available from www.freewargamesrules.co.uk. The original rules have been modified in different ways (for example introducing Fatigue Points) and made consistent with the battalion/brigade level, Pz8 WW2 microarmour rules.
6 March 2010, Pz8