FIRETEAM Wargame Rules for Modern Combat Operations

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1 FIRETEAM Wargame Rules for Modern Combat Operations By Rory Crabb

2 Written By Rory Crabb Version 1.0 July 2016 Miniatures from the collection of the author and terrain by Paul Davies 1

3 FIRETEAM Wargame Rules for Modern Combat Operations By Rory Crabb Contents Introduction... 3 What you need to play... 3 Forces... 3 Turn Sequence... 4 Initiative Phase... 4 Activation Phase... 4 Movement... 5 Infantry Movement... 5 Unit Cohesion... 5 Vehicle Movement... 5 Rough Terrain and Obstacles... 6 Hidden Movement... 6 Shooting... 7 Eligible Targets... 7 Line of Sight... 7 Arcs of Fire... 7 Hidden Elements... 8 Direct Fire against Infantry... 8 Suppressive Fire against Infantry... 8 Cover... 9 High Explosive Weapons... 9 Snipers... 9 Shooting at weapon or gun teams... 9 Shooting at vehicles... 9 Hits on vehicles carrying passengers Indirect Fire Suppression Overwatch Weapons Infantry Weapons Anti-Tank Weapons Anti-Aircraft Weapons Indirect Fire/ Artillery Weapons Assault Declaring an assault Defensive fire Moving into contact Air Support Fixed Wing Air Support Helicopters and UAVs Buildings Entering Buildings Movement inside Buildings Small Arms Fire at Buildings Heavy Weapons Fire at Buildings Forces Standard infantry stats Standard Vehicle Stats

4 Introduction These wargame rules have been designed to recreate modern combined arms combat operations using 15-28mm scale miniatures. The rules can be used to fight battles from any post WW2 conflict dating from the 1950s to the modern day or the near future. What you need to play A playing area such as a table. 6' x 4' is a good average size but smaller or larger may be used. Model terrain to represent the battlefield. Suitable figures to represent the soldiers and vehicles (any scale can be used but the rules were written with15-28mm models in mind). A tape measure or other suitable measuring instrument marked in inches, A number of standard six sided dice (referred to in the rules as d6). Different colour markers or counters to show when elements have been activated or suppressed. Something to mark when a vehicle has been destroyed such as smoke or cotton wool. Forces These rules have been designed to work with opposing forces of approximately platoon size with additional reinforcements such as small numbers of armoured vehicles and light artillery support. The basic building blocks of a force are referred to in these rules as elements. These consist of Infantry fire teams of around 4 figures, individual guns and their operators or weapons with their crew or individual vehicle. In most forces infantry elements are organised into groups of two, forming a section or squad. These seconds are then grouped together with more sections and HQ command elements to form platoons. Infantry figures should be based individually or in single element groups (with casualties being recorded by counters or small dice markers). 3

5 Turn Sequence Each game turn is split into two phases. 1. Initiative Phase 2. Activation Phase Initiative Phase Each player rolls 1d6. The player with the highest score can decide whether to take the initiative or pass it to the other player. Activation Phase Starting with the player with the initiative each player activates one element (an infantry team, gun or vehicle) alternately. Once all elements have been activated the turn ends. Usually an element can be activated automatically. However if an element is suppressed a morale check must be made in order for it to be activated (roll 1d6 and attempt to beat the elements morale stat). When an element is activated it may carry out two actions in any order. The available actions are listed below. Move Fire (may only be used once per turn) Attempt to spot a hidden element Designate a target for indirect fire Communicate Embark/disembark a vehicle or helicopter Enter building Move up or down a floor in a building Go on overwatch 4

6 Movement Infantry Movement Infantry can move up to 4 in a single move action. A double move allows infantry to run up to 8. Unit Cohesion Figures within an element must at all times remain in cohesion with the rest of their team. Each individual figure in an element must stay within 1 of at least one other figure in the team. Each Element must also remain within 8 of each other element within the same squad or section at all times. If an element loses cohesion or a squad loses cohesion it receives a -1 modifier to all morale checks until it moves back into cohesion range Element Cohesion Squad Cohesion Vehicle Movement Vehicles can move up to 12 in a single move action. Vehicles may only make a double move if they are moving on a road for the entirety of their move. Vehicles may make any number of turns however they remain in the direction that they are facing at the end of their move until their next activation. 5

7 Rough Terrain and Obstacles Infantry move as normal through rough terrain however may only take a single move action. Certain terrain is classed as an obstacle (such as walls, fences and ditches). Infantry take an entire move action to cross an obstacle. Any element wishing to cross an obstacle must roll 1d6. On a roll of 1, the element fails to cross. The element may make another attempt next turn. Vehicles move at half speed (6 ) when crossing areas of rough terrain. When a vehicle crosses rough terrain, roll 1d6. On a roll of 1 the vehicle becomes stuck until the end of the next turn. Hidden Movement Some elements (often irregular or guerrilla forces) can use hidden movement; this allows an element to use a single move action to move between two pieces of cover anywhere on the table and over any distance. The element must start the move hidden (not spotted by any enemy) and must end the move hidden. Hidden movement may not be carried out to out from any areas of cover within 12" of a helicopter or UAV in flight. 6

8 Shooting Eligible Targets Before an element can open fire it must be able to identify an eligible target. The following conditions must apply in order to open fire. The target must be in range of at least one of the firing elements weapons. The firing element must have a clear line of sight to the target. The target is within the firing elements arc of fire. If the target is in cover it must be spotted (this is automatic if the target has already fired its weapons, otherwise a score of 4+ is required on 1d6. Line of Sight Line of sight can be determined by tracing a line from the firing element to at least one figure in the target element. Elements in a wooded area must be within 2 of the edge in order to fire out or be fired at from outside. Arcs of Fire Infantry and weapons such as tripod mounted machine guns LAW and MAWs may fire in any direction, regardless of which direction the model is facing. Guns, Howitzers and hull mounted guns in vehicles may fire in an arc of 180 in front of the vehicle. Weapons mounted in turrets on vehicles may fire in any direction (assuming that the design and layout of the vehicle allows this). 180º 360º 7

9 Hidden Elements If an element is in cover and has not carried out any shooting from the cover it is counted as hidden. A hidden element may only be fire at once it has been spotted. An element must expend an action to attempt to spot an enemy element. The d6 score required is shown in the table below. Situation Roll to Spot Within 6" of target Automatic Within 12" of target 4+ Within 24" of target 5+ Over 24" 6 Spotting from the air modifier to the roll if the target is in a building Once an element has been spotted it may be fired at by the spotting element. The spotting element may use a communicate action to pass the position to another friendly element. Direct Fire against Infantry Add up the RoF (rate of fire) score for all the weapons firing. This is the number of shooting dice (d6). Roll shooting dice. The score required to score a hit is shown by the elements shoot stat. Apply the following modifiers to this roll. -1 if the target is in soft or hard cover -1 if target is at long range (over 16 ) -1 If target is a plane or helicopter in flight. The other player then rolls a save (1d6 attempting to beat the elements save stat). Any saving rolls that fail result in a casualty. For each casualty roll 1d6 to determine the type of injury using the following table. Roll Result Effect 1-4 Dead Remove from play 5 Seriously injured Lay the figure down. May need to be evacuated if the scenario requires 6 Minor injury No effect Dead figures are removed from play. The individual figures that become casualties are chosen by the player who is controlling the element. If an element receives 3 hits (regardless of the result of any saves) it becomes suppressed. Suppressive Fire against Infantry This is carried out in the same way as direct fire. However the firing element receives a +1 bonus to their shooting dice rolls to represent the high volume of fire. The target element receives a +1 bonus to its saving rolls as suppressive fire is less accurate and less likely to actually cause a hit. 8

10 Cover Soft cover provides concealment but no real protection. Soft cover gives a -1 modifier to shooting dice. Examples of soft cover include fences, bushes and trees. Hard cover provides concealment in the same way as soft cover but also provides protection in the form of a +1 bonus to saving rolls In order to gain the benefits of cover at least half of the figures ibn an element must be behind the object or area providing the cover. High Explosive Weapons Some weapons fire high explosive ammunition. These weapons have a HE stat. When firing this is treated in the same way as a weapons RoF stat, so determines the number of shooting dice rolled. Snipers Sniper teams require two actions to make a shot. Roll to hit and roll saves as normal. The firing player may specify a specific target figure to take the hit. Snipers only require 1 hit to suppress an enemy infantry element. Shooting at weapon or gun teams Weapon and gun teams are treated as normal infantry when being shot at some larger guns have a gun shield that provides hard cover. Most weapons or guns require a certain number of figures to operate. If causalities are taken and the number of figures falls below the minimum number required to operate the weapon, the gun may no longer be used. The remaining figures may continue to fight and shoot as normal infantry with small arms. The table below shows the number of figures required to operate different weapons. Weapon Typical team size Minimum crew Light mortar 2 1 ATGM 2 1 MMG, HMG Medium and heavy mortars Light guns Large guns 4+ 3 Shooting at vehicles When firing at a vehicle it must first be hit. Roll a number of d6s equal to the firing weapons RoF. The score required to hit is shown by the firing team or vehicles shoot stat. For each successful hit roll 1d6 and consult the following table to determine whether the vehicle becomes suppressed or is knocked out (destroyed). 9

11 AT Target Armour Class G F E D C B A Sup KO Sup KO Sup KO Sup KO Sup KO Sup KO Sup KO Sup=Suppressed, KO=Knocked Out/ Destroyed Hits to the side, top or rear of a vehicle receive a +1 bonus to their damage roll. Indirect fire weapons also receive a +1 bonus to the damage roll if firing at an open-topped vehicle. The following diagram shows the areas of front, side and rear armour of a vehicle. Front Side Side Rear Note that any roll of 1 fails to penetrate or cause any damage regardless of the target vehicles armour stat or the firing weapons AT score. Hits on vehicles carrying passengers If a vehicle carrying passengers is knocked out all passengers on board must make saving rolls as if they are in hard cover. Any that fail roll for casualties as usual. Any surviving passengers immediately disembark, become suppressed and may not be activated until the next turn. 10

12 Indirect Fire Weapons capable of indirect fire require such as artillery pieces and mortars require an element to designate a target. The designating element must be within 24" of the target and have a clear line of sight. Indirect fire weapons are usually deployed off table but if players wish may be deployed on table. If on table artillery cannot engage in direct fire if any enemy elements are within 12. Once a target has been designated, a fire request must be made, this request counts as a communicate action and designation also counts as an action therefore it takes an element a full activation to designate a target and make a fire request. There are three types of artillery support available to forces in these rules. Under Command: This type of support is under the direct control of the commanding player so is available at all times and is far more likely to respond to a fire request. Direct Support: This type of support is not under the players command but has been allocated to support the forces operation. General Support. This is not under the players command and may also be supporting other units and operations, therefore fire requests may not always be successful as the artillery may be firing at another target elsewhere, The d6 score required to make a successful fire request is shown by the table below. Artillery support type Number of fire requests for fire at same target Under Command Direct Support General Support If the fire request is successful the accuracy and effectiveness of the barrage must be determined. This will determine how many shooting dice are rolled against the target element. Roll 1d6 and consult the following table. Number of turns firing at same target On Target Partial Hit Miss On Target= All shooting dice Partial Hit= 50% of shooting dice (rounded down) Miss= No hits Add up the HE (High Explosive) score for all the weapons firing. This is the number of shooting dice (d6). Shooting dice are then rolled in the same way as for direct fire. The score required to score a hit is shown by the firing elements shoot stat. No modifiers are applied to this roll for indirect fire. The other player then rolls a save (1d6 attempting to beat the elements save stat). Any that fail result in a casualty. Players may use cover modifiers against indirect fire. For each casualty roll 1d6 to determine the type of injury using the same procedure as direct and suppressive fire. If an element receives 2 hits from indirect fire (regardless of the result of any saves) it becomes suppressed. If firing against vehicles use the normal procedure. However dedicated HE weapons only inflict 1 hit per vehicle regardless of their HE score. 11

13 Suppression An element be becomes suppressed under the following circumstances. It receives 3 hits from direct fire It receives 2 hits from direct fire with a HE weapon It receives 2 hits from indirect fire It receives 2 hits from an air attack It receives 1 hit from sniper fire An infantry element is in a knocked out vehicle An element that has been suppressed may not carry out any actions unless it passes a morale check. If the test is passed the element is no longer suppressed and may carry out actions as normal. If the test fails the element remains suppressed however this still counts as an activation for the purposes of the initiative order. Overwatch When an element goes onto overwatch it carries out no further actions during its current activation. It may then at any time during another (either friendly or opposition) element s activation during the carry out actions. An element remains on overwatch until it carries out any overwatch actions or it is next activated in the following turn. 12

14 Weapons Infantry Weapons Weapon Range RoF AT HE Sub-machine gun 12" 2 Assault rifle 24" 1 Sniper Rifle 36" 1 1 Light machine gun (LMG) 24" 2 Medium machine gun (MMG) 30"AA 2 Heavy machine gun (HMG) 36"AA 2 1 Grenade launcher 18" RPG 24"AA 1 4 H 2 LAW 24" 1 4 H H=HEAT- Uses a shaped charge. -1 to damage rolls against vehicles with spaced or composite armour. AA = Anti Aircraft - capable of firing at aircraft. Anti-Tank Weapons Weapon Range RoF AT HE LAW 24" 1 4 H Recoiless Gun 36" 1 5 H 3 Light ATGM 24" G 1 4 H Medium ATGM 36" G 1 5 H Heavy ATGM 48" G 1 6 H Light Anti-Gun 36"AA Medium Gun 36" Heavy Gun 48" Super-Heavy Gun 60" G= Guided -Not subject to long range shooting modifier or aircraft shooting modifier. H=HEAT- Uses a shaped charge. -1 to damage rolls against vehicles with spaced or composite armour. AA = Anti Aircraft - capable of firing at aircraft. 13

15 Anti-Aircraft Weapons Weapon Range RoF AT HE Medium machine gun (MMG) 30"AA 2 Heavy machine gun (HMG) 36"AA 2 1 RPG 24"AA 1 4 H 2 Light Anti-Aircraft Gun 24"AA Medium Anti-Aircraft Gun 36"AA 1 3 Heavy Anti-Aircraft Gun 48"AA 1 4 Light SAM 24" AA G 1 1 Medium SAM 36" AA G 1 2 Heavy SAM 48" AA G 1 2 G= Guided -Not subject to long range shooting modifier or aircraft shooting modifier. AA = Anti Aircraft - capable of firing at aircraft. Indirect Fire/ Artillery Weapons Weapon Range RoF AT HE Light Howitzer 48" I Medium Howitzer 60" I Heavy Howitzer 72" I Light Mortar 24" I 1 2 Medium Mortar 36" I Heavy Mortar 48" I G= Guided -Not subject to long range shooting modifier or aircraft shooting modifier. I= Indirect - May carry our indirect fire. 14

16 Assault Declaring an assault When infantry get close enough to the enemy they can charge at them and engage in close quarters fighting, firing weapons at close range or engaging in hand to hand combat. If an infantry element finishes its activation within 6" of an enemy and is not currently suppressed it may declare an assault. Defensive fire The target element may carry or defensive fire as long as it is not currently suppressed. This is carried out in the same way as normal shooting and is carried out in addition to any shooting the element has already carried out in the same turn. Defensive fire can be either normal direct fire or suppressive e fire. Moving into contact Once defensive fire has been resolved the assaulting element may move into contact (as long as it has not become suppressed as a result of defensive fire). Move the figures into base to base contact with the target element. The assaulting element rolls assault dice first. Roll 1d6 for each assaulting figure. The score required is shown by the elements "assault" stat. Cover modifiers do not apply. The target element rolls saves for any successful hits. The target element then rolls assault dice using the same procedure. This process continues until one element is wiped out. 15

17 Air Support Fixed Wing Air Support In order to request an air strike from fixed wing ground attack aircraft an element must designate a target. The spotting element must be within 24" of the target and have a clear line of sight. Once a target has been spotted, an air strike request must be made, this request counts as a communicate action and spotting also counts as an action. (It takes an element a full activation to designate a target and make a fire request). The d6 score required to successfully request an air strike is 5+. If request is successful the aircraft will arrive and carry out its strike at the beginning of the next turn. Any element with AA capabilities within range of the target element that is not currently suppressed may attempt to shoot down the plane. Note that jet aircraft can only be engaged with guided weapons. Any element that engages in AA fire must use an action to do so. This will leave the element only one action when it is activated later in the turn. Any hit resulting in suppression removes the aircraft from play but does not destroy in (it simply retreats from the battle area). If the aircraft survives any AA fire the strike is carried out on the target element. The accuracy and effectiveness of the strike must then be determined. Roll 1d6 and consult the following table. Number of turns firing at same target On Target Partial Hit Miss On Target= All shooting dice Partial Hit= 50% of shooting dice (rounded down) Miss= No hits Add up the HE (High Explosive) or RoF (Rate of Fire) scores for all the weapons firing from the aircraft. This is the number of shooting dice (d6). When rolling shooting dice the score required to score a hit is shown by the firing elements shoot stat. No modifiers are applied to this roll for indirect fire. 16

18 The other player then rolls a save (1d6 attempting to beat the elements save stat). Any that fail result in a casualty. For each casualty roll 1d6 to determine the type of injury using the same procedure as direct and suppressive fire. If an element receives 2 hits (regardless of the result of any saves) it becomes suppressed. If firing against vehicles use the normal procedure. However dedicated HE weapons only inflict 1 hit per vehicle regardless of their HE score. Helicopters and UAVs Helicopter or UAV support may be requested by an element using a communicate action on a roll of 4+.If successful the helicopter or UAV will arrive on the nearest friendly table edge at the beginning of the next turn. Once on the table helicopters and are used and activated as a normal vehicle element however may only stay in play for 3 turns. At the end of the helicopters third turn in play remove the model. Entire turns spent on the ground do not count towards the 3 turn limit. Helicopters and UAVs may move up to 18" in a single move action. Landing or taking off also uses up a full move action. Helicopters must use a move action if they wish to hover. While a helicopter is on the ground it may be fired at as if it were a normal ground vehicle. Any hit that would normally suppress a vehicle destroys a grounded helicopter. While in flight a helicopter or UAV may only be fired at with AA weapons. Any hit resulting in suppression removes the helicopter from play but does not destroy in (it simply withdraws from the battle area). 17

19 Buildings Entering Buildings To gain entry to an empty building an element must use an enter building action. If the building is occupied by an enemy element, the only way to gain access is to declare and assault on the enemy element. Movement inside Buildings Once inside a building an element may freely move around on the same level. The element may take up firing positions at windows or may remain hidden. If an element wishes to move up a floor it must use a move action. Small Arms Fire at Buildings Elements firing from a building may be targeted by direct or suppressive small arms fire. For the purposes of shooting they are counted as being hard cover. Heavy Weapons Fire at Buildings Heavy weapons firing directly and indirect fire may only be targeted at the building itself. The procedure is then much the same as firing at a vehicle (each type of building has an armour stat). If the hit causes suppression, the building is partially damaged and any elements inside become suppressed. If the result is KO, the building is destroyed and reduced to rubble. Any infantry inside a destroyed building become suppressed and must make saves as if they were in hard cover. Any survivors remain in the ruins (which count as hard cover). 18

20 Forces Standard infantry stats Infantry Type Shoot Assault Save Morale Conscript/ recruit Regular Elite/ veteran HQ Elite HQ Irregular Irregular HQ Standard Vehicle Stats V Vehicle Shoot Morale Armour APC/ IFV D MBT (T55, Centurion, M48 etc) C MBT (T72, Chieftain, M60 etc) B MBT (Challenger, M1Abrams etc) A Armoured Car E Softskin G Helicopter G Plane G 19

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