War Ain t Fair. By Stephen Luscombe. Fast play ww2 rules incorporating the full vagaries of war. 1.2

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1 War Ain t Fair Fast play ww2 rules incorporating the full vagaries of war By Stephen Luscombe Stephen@BRITISHEMPIRE.CO.UK 1.2

2 Introduction Welcome to War Ain t Fair. These are a set of rules designed to try and recreate the uncertainties of the Second World War battlefield for 6mm Battalion scale battles in a fast and flexible manner. It relies heavily on systems designed to replicate the ebb and flow of a developing battlefield. This means that your battles may well not end up being a battle between two identical forces with similar capabilities and opportunities. The way the dice and cards are pulled may well favour one side over another. However, they also give you the chance to show how you handle unexpected opportunities and threats on the battlefield. Both sides should have equal opportunities, but this does not mean that the events will occur in a fair and equitable manner! They should average out over time, but you may experience periods of intense difficulties that you have to overcome before the gods of war return to favour you. Basing To keep things simple, one model represents one vehicle (no need to base). For infantry, use one inch bases for a squad. A typical formation might have three squads and a HQ for a platoon meaning that 4 one inch bases would be required. A company might have three platoons of 4 bases plus a HQ element making 13 bases for a company. Multiply by three for a battalion in most cases. Set up Decide on two forces to use against each other. There is a very simple points system that you can download from the website or you could use the points system and formation charts in a game like Flames of War. Of course you can use larger formations than you would for a 15mm game as you should have plenty of space. Once you have decided on your force, give each platoon (or company for larger size games) a letter designation. These letters will then be used for the hidden set up used in the game. Each side receives two additional cards to act as dummy counters. The cards will be placed face down on your side of the table. Roll a dice to decide who sets down the first card and then alternate between the two sides. No card can be placed within 4 inches of an already placed enemy card. Each card represents one of your formations and it does not need to be revealed until it moves, fires or is spotted by the enemy. Infantry and cards are automatically spotted when an enemy formation is 3 inches away. Vehicles are automatically spotted 6 inches away if in the open or 3 inches if in cover. When the force is revealed, for whatever reason, try to place the models as closely as possible into the location of the card template. Units can be placed in ambush at the cost of taking an activation dice for each unit. Outflanking Each player can reserve up to d3 cards to act as outflanking formations. The player must secretly write down the flank that the respective formation intends to travel along. Starting on turn 2 until turn 5roll a d6 if the number is equal to or less than turn number then unit arrives on specified flank (if unit does not arrive by turn 6 then they are lost and count as casualties). The units can appear anywhere along the flanking side as long as it is at least 6 inches away from an enemy unit or card. Event Cards At the beginning of each turn, reveal an event card which can be played either immediately or kept by the relevant player for future use. Follow the instructions on the event card. The initial deck can be made up of generic cards plus cards relevant to the army being played. Eg. British cards might give different advantages and disadvantages to German cards. Morale and Skill Levels War Ain t Fair divides the skill and morale into three levels: Elite, Regular and Green. Any tests for skill or morale are based on a 2d6 test which must be lower or equal to its rating: Morale/Skill Rating on 2d6 Elite 9 Regular 8 Green 7

3 Random Unit Activation War Ain t Fair is not a you go, I go system, it is a dynamically randomized system. You can use normal dice, playing cards or specialized wargames dice like the Bolt Action dice to randomize the sequence of play for each turn. Regardless of the number of units in your formations, both sides have a finite number of dice. To calculate this, add up the number of units on both sides. Subtract 2 from the largest force on the field and then adjust that number by the nationality table below. cards can be allocated dice if desired. Not all units may have an opportunity to be activated during a turn. Nationality Number of Activation Dice Italians and Minor Nations -2 French, Soviet -1 British, Americans 0 Germans +1 Entirely Elite formation (Paratroopers, SS, etc) +1 Regular Dice Bolt Action Dice Effect 1 Down -1 to be hit for infantry or vehicles in cover or hull down (behind wall or crest of hill) and +1 to their defense factor. 2 Rally A unit can attempt to improve any effected elements morale. 3 Run Strategic move x 2 normal movement but +1 to hit if fired upon 4 Ambush Can elect when to fire on enemy (any point during its movement or AFTER it has fired) with no modifiers. Unit can elect to remain in Ambush 5 Advance Infantry and Tanks can fire and move with -1 to hit (does not apply to Heavy Weapons or Artillery) 6 Fire Opens fire whilst stationary with no modifiers Movement Unit type Infantry and Heavy Weapons, eg HMG, Mortars Distance in Inches in Open Ground Rough Terrain Roads Transport Capacity 3 Cannot Run No Effect N/A Artillery 3 Not Allowed No Effect N/A (unless set-up) Cavalry 5 Half Speed and x1.5 one base No Run Wheeled 6 Not Allowed X2 one base Vehicles Half Tracks 6 No Run x1.5 one base Slow Tanks 4 No Run x1.5 N/A Regular Tanks 6 No Run x1.5 N/A Fast Tanks 8 No Run x1.5 N/A Halve movement distance when mounting / dismounting, or unlimbering / limbering. Wheeled vehicles and half-tracks cannot cross walls and hedges, tracked vehicles do so at a cost of half their movement. Infantry suffer no penalty heavy weapons lose 1 inch movement. Unit Coherency and Command Distances Platoon members must seek to retain a 1 inch distance between elements. If this coherency is disrupted (eg due to a middle element being knocked out) then there is no penalty but must seek to move back into coherency at the earliest opportunity. Platoons are free to move further than 12 inches from their relevant company HQ but may suffer a morale penalty for doing so. Likewise there is a 30 inch command distance for the BHQ or Force HQ.

4 Direct Fire If a unit can be seen and is in range it can be fired at. All elements within a unit must fire at the same target. No pre-measuring is allowed. Distances are only measured after firing has been declared. Tanks and soft vehicles can fire at up to two ranks of models deep. Infantry and Direct Fire artillery can only fire one rank deep. Typically a score of 3 or higher is required on a D6 to score a hit but with modifiers. Direct Fire D6 modifier Target over half range -1 Target in soft cover or dug in -1 Target in hard cover -2 Firer is Green -1 Firer is Elite +1 Target is Green +1 Target is Elite -1 Target is Down -1 Target is obscured (by wrecks or firing through a friendly unit) -1 Firer moved -1 If more than one gun fires on multi-turreted tanks -1 Firer is pinned -1 Emergency Defensive Fire -1 Target has used a Run move this turn +1 If a score of greater than 6 is required then any 6 must be rerolled and an additional 6 is required to make the hit. Indirect Fire If an artillery observer, a BHQ or the firing unit can see a target then it can be fired at using indirect fire this can be a unit or a geographical feature. Mark an aiming point and roll a single d6 and a scatter dice (as used in Warhammer/40K). A crosshairs means a direct hit. Should it scatter, subtract the number of turns that the firer has been firing at this same aiming point without moving (eg if it is the second turn then it is d6-2, third turn it is d6-3). Calculate the area effected from the table below. Any units inside the blast zone are hit and roll for effect using the relevant attack factors of the guns Open topped armoured vehicles count as soft targets. Battery Size Light Mortar 1 Medium Mortar D2 + 1 Heavy Mortar / Light Artillery D3 + 1 Medium Artillery D6 + 1 Heavy Artillery D6 + 2 Diameter of Blast Zone Ranges and Arcs of Fire Infantry and Turreted vehicles have a 360 firing arc. Artillery, Anti Tank Guns, heavy weapons, mortars and turret-less Armour have a firing arc of 45 forward left and right. Infantry 6 HMG 8 Lt Mortar 2-10 Mdm Mortar 4-16 Hvy Mortar mm mm or 2pdr 12 Long 50mm 16 Short/ Early 75mm, 76mm or 6pdr 20 Later 75mm, 76mm, 85mm 24 17pdr, 88mm, 90mm 30 Long 88mm, 100mm, 122mm Medium Artillery (up to 105mm) 36 Heavy Artillery (over 105mm) 48

5 Close Combat If a unit wishes to engage in close contact it selects an advance move and moves normally so that at least one element makes it into contact with an enemy target unit. The target can fire defensive fire normally at the cost of an activation dice if it has not already been activated this turn (and a dice is available). If it has already used an activation dice then it can conduct Emergency Defensive Fire. Emergency Defensive Fire does so with a -1 to hit and at half the normal attack factor (rounded down) for calculating damage. A unit cannot elect to use Emergency Defensive Fire if it has not yet employed an activation dice and one is still available to use. If the defensive fire causes any result (pinned, suppressed or destroyed) then an attacking infantry, soft vehicle or open topped vehicle unit must take a morale test in order to close with the enemy. If the target is a tank which does not cause any damage to an assaulting unit then the attacking unit must still take a morale test. Tanks do not need to take a morale check to close with an enemy unit (tanks can not assault other armoured vehicles). Each attacking element in contact (and not suppressed) with an enemy element automatically hits and rolls for damage as per normal. If any elements of a unit survive the attack, they can attempt to pass a morale check to attack back. If they fail, they retreat d6 inches. They can volunteer to fail and retreat d6 inches if they so desire. If they succeed in passing their morale they can move up to 3 inches to engage any elements of the attacking unit and automatically hit if in contact. This process is continued until either all elements on one side are removed as casualties or one side fails its morale check and retreats. Victorious troops can consolidate up to 3 inches. Losing troops have failed their morale test and so when next eligible for an activation it takes another morale check. If it passes it can continue its activation as normal, if it fails it falls back another d6 (inf) or 2d6 inches and loses its activation dice for the turn. Combined Arms Assault: If an armoured and an infantry unit are both within the infantry s assault range (3 inches) and neither have yet been activated, then the attacking player can take an additional dice out of the bag and move both units simultaneously to attack. The defending player can target the tanks or the infantry with Defensive Fire but the infantry receive +1 for the extra cover provided by the tanks. Otherwise, attack as per above but with the added elements being involved. Dedicated half-tracks are treated slightly differently. They count as part of the unit and so require no extra dice. They still give a +1 for extra cover but instead of firing separately, they add +1 to the attack factor of the infantry they are attacking with. Infantry attack the side armour of tanks. Damage If a hit is scored then the damage effect needs to be calculated. Calculate casualties and effects from the closest element to the unit firing at it. If the elements are an equal distance then the defender chooses which element is hit. Depending on how many hits has been scored against the unit, you continue to roll off against elements in the unit until all effects have been calculated. To calculate damage, each side rolls a d6 per hit and modifies it accordingly: The firer rolls one D6 + Attack Factor, the target rolls one D6 + Defence Factor. Infantry and artillery can boost their defense factors depending on the terrain they occupy; Add +1 to DF if target is in Soft Cover, +2 to DF if target is in Hard Cover and +3 if in Bunkers/Pill Boxes. Compare the results: Result Attackers result is equal or less than defenders Firing unit scores +1 Firing unit scores +2 Firing unit scores +3 Effect No Damage Target is Pinned Target is Suppressed Target is Destroyed Pinned units can't advance but can remain stationery or retire; they fire with a -1 to hit. A second pin or a suppressed result will result in the unit becoming suppressed. Suppressed units can't move or fire. A second pin or suppression results in the unit being destroyed. Destroyed vehicular units (tanks, trucks etc) are left on the table as "burning wrecks", blocking line of sight. Other units are removed from the table. Transported troops and limbered guns suffer the same result as the vehicle carrying them unless they can pass a Morale/skill test whereby the effect is one less than normal. i.e. Destroyed becomes Suppressed, etc If the Transport is suppressed or destroyed, troops and guns must disembark immediately. If all elements of a transported unit are eliminated then the transport models are automatically removed.

6 Attack Factors Unit/Gun Type v Soft Target v Armour Infantry 2 1 Infantry with PIAT, Bazooka or Panzerfaust 2 3 PIAT, Bazooka or Panzerfaust team 0 3 HMG (cannot destroy tanks only pin or 3 0 suppress) Lt Mortar (cannot destroy tanks only pin or 2 0 suppress) Mdm Mortar (cannot destroy tanks only pin or 3 0 suppress) Hvy Mortar mm mm or 2pdr 2 2 Long 50mm 2 3 Early 75mm, 6pdr 2 4 Short 75mm 4 2 Later 75mm, 76mm, 85mm pdr, 88mm, 90mm, 100mm or 122mm 2 6 Medium Artillery (up to 105mm) 4 2 Heavy Artillery (over 105mm) 5 3 Indirect Fire is affected by Battery size also: 1 3 guns - 1 to AF 4 6 guns No modifier 7 8 guns +1 to AF Defence Factors Unit Type Defence Type Defence Factor Infantry, Hvy Weapons and Soft Vehicles Soft 0 Artillery and AT Guns Soft 1 Armoured Cars, Half Tracks and Tankettes Armour 1 Light Tanks, eg Pz II Armour 2 Early Medium Tanks, eg Pz III, Somua Armour 3 Late Medium Tanks eg Pz IV, Sherman Armour 4 Heavy Tanks eg Panther Armour 5 Super Heavy Tanks eg King Tiger Armour 6 Defence factor is -1 if hit from side and halved (rounded up) if hit from top or rear. Morale Whenever a unit sustains 25% casualties (pinned, suppressed or destroyed) to its active elements (discount those which were already pinned or suppressed and do f include transport elements in the calculation), it must take a morale check it could take multiple morale checks in each turn. Morale Modifier Platoon HQ knocked out -1 Company HQ (if it has one) knocked out or not within 12 inches -1 Battalion or Force HQ knocked out or not within 30 inches -1 If at least 50% of unit destroyed, suppressed and/or pinned -1 Should it fail, it withdraws d6 inches if infantry or artillery or 2d6 inches for vehicles (pinned elements also retreat but suppressed elements become destroyed). When the unit is next eligible for an activation it takes another morale check. If it passes it can continue its activation as normal, if it fails it falls back another 2d6 inches and loses its activation dice for the turn. A retreating unit is fired at as if it were running (i.e. with a +1 modifier).

7 A unit can use the Rally activation dice to improve its morale and improve its defensive positions. Each element can improves its morale status by 1 for a successful morale check (suppressed to pinned or pinned to normal). A non-effected HQ unit can choose to rally another element (or retry) within unit coherency distances. So PHQ in 1, CHQ in 12 and BHQ in 30. The whole unit can also take a 3 consolidation move to adjust facing or reposition themselves or it can elect to Dig In. This requires a separate successful skill check for each element. Reconnaissance Move If an officially designated Recce unit is targeted by an enemy it can seek to evade the attack. If the unit is yet to use an activation dice it can voluntarily take a dice from the bag (if one is available) in order to do a Run order (only) away from the firing unit or behind some suitable cover. If the Recce unit has already used its activation dice then it can do an emergency voluntary retreat of 2d6. Unlike in the morale situation, it will not gain the penalty of a +1 modifier to hit elements in the unit and there is no need to pass an additional morale check in the next turn in order to continue its activation as normal. Additionally, after all deployment has been made, A recce unit (or one of the dummy cards) is allowed to move up to 12 inches (even into enemy territory) as long as it ends up further than 4 inches from an enemy unit (card). Engineering All units in the open can begin dug in which would give an additional -1 to hit them. Elements lose this status if they move. These are represented by one inch squares for every real minefield deployed you can deploy 2 dummy ones. When a unit enters a minefield (dummy or real), it must stop for one turn. Reveal the minefield, if real it attacks immediately with Attack Factor = 3, after that it is removed. Engineers and Mine Clearing Tanks are immune to s attacks, but must still stop one turn when they enter them. Wire sections are 1 wide and can t be crossed by wheeled vehicles such as Trucks, Jeeps or Armoured Cars. Infantry units that enter them must stop and are immediately attacked with Attack Factor = 1. Engineers and all Tracked Vehicles must stop too, but they remove the Wire section. Smoke is treated like Artillery (direct or indirect) and uses their area effect for smoke. For placement choose an aiming mark and then roll 2 different coloured d6s (one for positive numbers and one for negative ones. Subtract the negative dice roll from the positive one). If the score is zero or less then it hits on target. For any other result the opponent can vary the hitting point the number of inches equal to the difference in score. Flamethrowers Flamethrowers are divided into two types: infantry or vehicle carried flamethrowers. Unlike other units, flamethrowers do not have to roll to hit. They choose an element within range and roll to damage. After calculating the damage, the flamethrower can roll a d6 and if they roll a 5 or a 6 they can attack another element within range. This process can be repeated until 1 4 or is rolled or no additional targets are available. Infantry Carried Flamethrower Vehicle Carried Flamethrower Range AF v Infantry AF v Armour Additional attack On a 5 or a On a 5 or a 6 Aircraft Planes can be activated with an activation dice at any point during the turn. Planes fly in a straight line from the player s base table edge to the opponent s edge. They must dice to hit and damage units as per normal. However, there are no modifiers to hit so a 3+ is required to hit except for bombers who hit any units in their area of effect. Plane Type Area of Effect AF v Inf AF v Armour Defence Factor Fighter-bomber Fighter-bomber can strafe any elements along its line of flight path for a distance up to 12 inches Dive Bomber/Tank Dive Bomber/Tank Buster can choose up to Buster elements to fire at along its line of flight Bomber Bomber can choose 3 aiming points along its flight. Hits on a 3+ but for effect treat as medium artillery 4 4 5

8 Anti-Aircraft can fire at planes normally other small arms/mg can fire but only hit on a 6. Pinned planes can only fly in straight line and hit at an additional -1. Suppressed planes can only fly in straight line and cannot fire Dedicated Transport If an infantry unit with dedicated transport is destroyed then it is assumed that their transport is also destroyed/vacates the battlefield. If an empty transport is destroyed then it has no effect on disembarked infantry other than the reduced transport ability. Halftracks usually do not fire separately rather they add 1 to the infantry s attack factor (only against infantry/soft vehicles no effect against armoured vehicles). Armoured transport can use the combined arms assault but without requiring the removal of an activation dice and still adding 1 to the attack factor of its disembarked infantry unit and improving the infantry s defence factor by 1 for defensive fire purposes by providing some cover in the assault. Bocage The hedges in Normandy were notoriously difficult to traverse and provided excellent cover for defenders. Consequently, the normal hedge rules are expanded. Crossing bocage is prohibited for all wheeled vehicles and half-tracks. All other units must start the turn they wish to cross the bocage in contact with it. It then spends the entire turn moving before appearing on the other side. Tanks suffer a +1 modifier making it easier to hit them as they expose themselves and they count their armour as if for top (ie halved) although in reality it was the belly of their tanks that they were exposing in crossing them. The exception to this rule are those tanks fitted with the Culin hedgerow cutter which were designed to go through the bocage. In this case, treat the bocage as a normal hedge (so reduce movement by half) and suffer no penalties to hit or for armour penetration. Tactical Advantages Table If one player has less activation dice than the other player, then they can roll 2d6 and consult the table below. Additionally, if using points, a player can purchase rolls on this table for 75 points each. Whatever number is thrown, must be kept even if it is a duplicate. Just carry out the tactical advantage however many times it is rolled. Use this table after the terrain has been set up and but before the game begins. 2D6 Tactical Advantage 2 Delay a chosen unit of the enemy. Roll d6 to see which turn it arrives from player s baseline 3 Hasty Preparation: player receives d6 mine squares and d6 dummy minefields for placement on his half of the board 4 A randomly chosen unit of the player s is upgraded one level (from green to regular or regular to elite do not include elite units in random selection. 5 Delay a random unit of the enemy. Roll d6 to see which turn it arrives from player s baseline 6 Player can add an additional piece of terrain anywhere on the board 7 Receive d3 extra dummy counters 8 Player can remove a piece of terrain anywhere from the board 9 Guaranteed flank attack; player chooses one unit to arrive on turn two anywhere along a (secretly) selected flank. 10 A randomly chosen unit of the enemy s is downgraded one level (from regular to green or elite to regular do not include green units in random selection. 11 Surprise: the player can choose d3 enemy placement cards after setup and move them 6 inches in any direction (they remain unrevealed unless brought into spotting range) 12 Reinforcements. Any one unit totally destroyed can be reused from the player s baseline the turn after the last element was destroyed.

9 Inclement Weather No Run movements allowed Maximum range to shoot is 24 No Flying Diabolical Weather No Run movements allowed. All regular movement halved Maximum range to shoot is 12, additional -1 to hit No Flying Inclement Weather No Run movements allowed Maximum range to shoot is 24 No Flying Diabolical Weather No Run movements allowed. All regular movement halved Maximum range to shoot is 12, additional -1 to hit No Flying Inclement Weather No Run movements allowed Maximum range to shoot is 24 No Flying Diabolical Weather No Run movements allowed. All regular movement halved Maximum range to shoot is 12, additional -1 to hit No Flying Axis Ground Attack from your playing edge also) Allied Ground Attack from your playing edge also)

10 Axis Ground Attack Dive Bomber arrives from your playing edge Dive Bomber arrives also) Allied Ground Attack Tank Busting plane arrives from your playing edge Tank Buster arrives also) Axis Ground Attack Bomber arrives from your playing edge Allied Ground Attack Bomber arrives from your playing edge Axis Air Superiority Allied Air Superiority Axis Ground Attack Allied Ground Attack Axis fighters in area. Axis player can keep this card to prevent a future Allied Air to Ground Attack Card. Allied fighters in area. Allied player can keep this card to prevent a future Axis Air to Ground Attack Card. from your playing edge also) from your playing edge also) Axis Ground Attack Dive Bomber arrives from your playing edge Dive Bomber arrives also) Allied Ground Attack Tank Busting plane arrives from your playing edge Tank Buster arrives also) Axis Ground Attack Bomber arrives from your playing edge Allied Ground Attack Bomber arrives from your playing edge Axis Forged by Fire Allied Forged by Fire Axis Baptism of Fire Allied Baptism of Fire Choose a unit which has fired or fought close combat this game. Upgrade that unit one morale level for remainder of game. Choose a unit which has fired or fought close combat this game. Upgrade that unit one morale level for remainder of game. Allied player chooses one Axis unit that has fired or fought this game and downgrades its unit morale by one level Axis player chooses one Allied unit that has fired or fought this game and downgrades its unit morale by one level

11 Axis Supply Problems Difficulties in the supply lines mean that all Axis units are cautious in expending ammunition and so all units suffer -1 to hit this turn only. Allied Supply Problems Difficulties in the supply lines mean that all Allied units are cautious in expending ammunition and so all units suffer -1 to hit this turn only. Axis Fuel Problems Difficulties in supplying petrol means that no Axis units can Run this turn. Allied Fuel Problems Difficulties in supplying petrol means that no Allied units can Run this turn. Confusion in the Axis Ranks Confusion in the Allied Ranks Inspired Axis Leadership Inspired Allied Leadership Orders have been muddled, Allied player can take one order dice and give it to any unit. He cannot ask it to fire on friendly units. Orders have been muddled, Axis player can take one order dice and give it to any unit. He cannot ask it to fire on friendly units. Your leadership so inspires the Axis forces that all pinned and suppression markers can be removed immediately. Your leadership so inspires the Allied forces that all pinned and suppression markers can be removed immediately. Axis Repair Crews Spectacular progress means that d6 destroyed Axis vehicles can be recycled and place back in their units. Axis player chooses. Allied Repair Crews Spectacular progress means that d6 destroyed Allied vehicles can be recycled and place back in their units. Allied player chooses. Axis Anti-Mine Clearance Engineers and Intelligence efforts mean that d6 Allied mine counters can be removed by the Axis player. Allied Anti-Mine Clearance Engineers and Intelligence efforts mean that d6 Axis mine counters can be removed by the Allied player. Axis Air Superiority Allied Air Superiority Axis Reconnaissance Allied Reconnaissance Axis fighters in area. Axis player can keep this card to prevent a future Allied Air to Ground Attack Card. Allied fighters in area. Allied player can keep this card to prevent a future Axis Air to Ground Attack Card. Outstanding recce efforts mean that all Allied uncovered deployment cards need to be revealed immediately. Outstanding recce efforts mean that all Axis uncovered deployment cards need to be revealed immediately.

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