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fubar wwii skirmish rules Detailed squad level action rules by Rich Jones Presented by WARGAMESJOURNAL.COM

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Page 1: WARGAMESJOURNAL.COM wwii skirmish rules

fubar wwii skirmish rules

Detailed squad level action rules by Rich JonesPresented by WARGAMESJOURNAL.COM

Page 2: WARGAMESJOURNAL.COM wwii skirmish rules

Weapon reference chartWW2 arms Infantry WeaponsWeapon close short medium long extreme maximum damage ammo

Pistol 1 10 12 14 16 18 1 6

SMG 1 6 12 16 24 36 2 4

Bolt Action Rifle 1 5 10 30 45 60 3 5

Self Loading Rifle 1 5 10 30 45 60 3 4

Assault Rifle(Carbine – ranges) 1 5 10 26 32 42 3 4

Clip fed LMG 1 8 16 40 60 90 3 4

Belt fed LMG 1 8 16 40 60 90 4 4

MMG 1 8 16 42 65 90 4 4

HMG 1 8 18 56 80 120 5 4

Grenades 1 3 5 8 9 13 5 6

Page 3: WARGAMESJOURNAL.COM wwii skirmish rules

fubar – 28mm ww2 skirmish action.By Rich Jones Rich Jones 2003

Scale and random thoughtsFUBAR is a WWII, squad level action set of rules. It is designed to be used with 28mm or 36mm figures and vehicles. You will need around 10 figures a side to begin with. The rules have been tested with 15mm figures. The mechanics work fine if you just use centimetres instead of inches. Aesthetically however I find that the smaller figures do not give the right ʻfeelʼ.

All figure scales are 1:1; a single model tree is a tree of that size for the character. You will find a laser pointer is invaluable for working out Line Of Sight (LOS). If from the spotters position you can touch the base and the head of the target with the full laser point he is spotted. If itʼs less than 50% you can touch, then a spotting check is needed. With a bit of common sense (especially without alternative figures for different positions) this solves all potential arguments.

As to weapon ranges, then obviously they are not 1:1 Some game play has got to sit on top of realism to fit most gamers tables. I work mainly on a 6 ̓by 5 ̓table and the ranges in inches are geared to this. However it is my intention to keep as close to a real ʻeffective ̓range for a skirmish action as possible. Obviously at times a platoon opened up at 400 yards on a building, and with that rate of fire may well have hit something, however firing one bullet at 400 yards may not have been very successful. So the ranges are supposed to be visually aesthetic ʻeffective ̓skirmish ranges. The rules do presume the fact that there will be a lot of terrain on the table.

• Dice used – D10 & D6, a direction or D8

• Game mechanics – for most tasks and saves you have to roll a D10 die and equal or beat the tasks Effect Number (EN) There will be various modifiers to the EN

Combat DecksEach figure has one ID card, which is placed in a ʻcombat deck ̓ (CD), to this deck is added a Leadership card. NOTE: each squad or vehicle will have its own CD.

One deck must have the event trigger card and

another the event happens now card. Dependent on scenario there may also be other added cards.

If the initial packs are unequal, ʻbuffer cards ̓must be added to even the number out, Each squad or vehicle has a deck and one card from each is turned at a time. Those figures get to perform 2 actions. If any action would affect another phasing figures action throw a D10 and add the following modifiers. Higher roll goes first. All affected figures do one action before the second. Figures performing special actions are affected mid action. If you are in the middle of an action like HIDE no modifiers for the action count.Initiative modifiersVeteran +1Green -1Appearing into other figures LOS +1

Leadership card – on drawing this card a leader may issue ONE action to any figure within their Zone of Control. A leaderʼs ZOC varies between 4 and 12 inch. Snake cardIn any 1 turn (working through deck) ONE card (per 2 squads/fire team/vehicles may be kept back as a ʻsnake ̓card by that SIDE. This card may be played at ANY time during the turn, before any action or half way between a special action. However before using card throw D10 on a 10 the figure canʼt use the card – they missed the opportunity!

Snaking card figures only get ONE action.

Events (optional rule) – an event happens if the event trigger card comes before the event now card. Obviously these are ʻgeneric ̓ events and you can invent your own for the scenario. In future issues of WJ I envisage that there will be scenarios and battle reports using different event charts.

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Roll on a D10THROW EVENT1 Player – heroic movement – add 50% move allowance

for next turn2 General – Distraction – an event happens which

distracts figures – skip next cards.3 Player – Co-ordinated attack – next move flip 2 cards

per deck!4 General – civilians on board 1-6 civilians enter from

random road to move across board.5 Player – Inspiration – players choose one figure to do

one action.6 General – Distraction - All shooting on next cards is on

+17 Player – Extra Effort – take one spent card from each

deck and shuffle back into deck.8 General – Crazed Dogs – a dog enters on random board

edge and attacks nearest figure*9 Player – Heroic feelings – chooseonefigure per side to

get beneficial modification of 1 to any roll from now on!

10 Either NO EVENT – OR if you are brave – Reshuffle all decks NOW

* Dog has random constitution of 1-3. After first attack if it survives throw d6 1-3 runs off – 4-6 goes for next nearest figure.

CHARACTERISTICSEach figure has the following attributes, which may give them modifiers to their EN for given tasks.

Movement – a modifier will help in any situation like sprinting, leaping, agility moves etc.Combat equipment skill (CES)– subtracted from all firing EN and helps when using unfamiliar weapons etc.Constitution – basic physical and psychological constitution, plays major role in determining extent of wounds.Morale – basic state of mind in reference to the combat going on around them. Veterans do not necessarily have high morale!

COHERENCE All squad members have a coherence distance. They must stay within this distance of another squad member or suffer a morale modifier of +1.

Coherence distanceVeteran/Elite 14”Average 10”Green 6”

Note: this does not mean that squad members canʼt act further away, if two members fulfil the criteria

neither suffer the modifier.

ACTIONSMoveA figure may move 4” per action. Environmental, terrain and physical features may effect this rate as follows:

The 4” move is allowed to any figure carrying normal ʻcombat ̓ encumbrance loads. Figures who carry no load may sprint 3 cards in a row (see sprint) section. A normal combat load only allows character to sprint for 1 card.

Encumbrance Any character who is carrying a heavier than normal load must roll against a Encumbrance EN to determine movement allowed:

Load ENMachine Gun or Ammo 2Mortar part or ammo 3Assisting walking wounded 3LATW (not panzerfaust) 3Body 5Heavy supplies 6

Modifiers to roll:Constitution modifier -xAny additional kit on top +1Had a <0 result last move +2

Result:Difference in roll to EN<0 no movement (stumbled, had to stop for

breather, load slipped etc)+0 1/4 movement+1 1/2 movement+3 Full movement

Sprint A character can choose to sprint as a special action. Figures move their normal rate for one action. They then roll a D6 and refer to table below. Finally add any –x movement modifiers as PLUS inches (ie a –1 modifier gives one extra inch).

1 1”2 3”3 4”4 5”5&6 6”

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This is the number of inches they can move in the following action. If an encumbered figure tries to sprint these extra inches are then modified as normal, which may mean another EN roll. Round all half inches up (due to extra effort they are making).

Note: figures unless they are carrying nothing may only make one free sprint special action. If they wish to sprint the following turn they must make a morale test. What ever, only two successive sprints may ever be made.

TERRAIN Moving over anything but flat open spaces needs a Terrain EN to see if the movement rate is modified.

EN Terrain1 sand, light rubble, inside a

building, light undergrowth2 dense undergrowth, cluttered

interior/storage area3 Shallow water (up to shin height)4 Shallow water (up to knee height)5 Dense rubble, obstacle up to

shoulder height, entering locked door.

6 Country hedge up to shoulder height. Deep water, entering through window

7 Obstacle over shoulder to 1 1/2 times height.

8 Obstacle to 2 times height, barbed wire obstacle.

ModifiersMovement modifier -xAssistant (per figure) -1 Fully tracked vehicles -3Note: treat leaps by measuring distance and treating as obstacle. Getting in trenches and ditches etc is free, getting out is obstacle.

Result:Difference in roll to EN<0 no movement (stumbled, had to stop for breather, load slipped etc)+1 1/4 movement+2 1/2 movement+3 Full movement

Going to GroundBasic infantry tactic – make yourself as small as possible behind as much cover as possible. Fire actions still permissible. Going to ground makes

spotting and firing EN against figure at +1. This is lost when the figure next moves.

HideHide is a special action. Figure uses every bit of available cover to stay still and hide. This differs from going to ground as you canʼt do any other action while hiding. A roll against a EN gives degree of success.

Terrain ENDense Rubble, obstacles, bocage 2Light rubble, dense undergrowth, 4Light undergrowth, brush 6Even ground 7

Result Difference in roll to EN Modifier 0 +11 +22 +33 +4

Lost when figure does anything else.

StealthStealth is an unusual special action by which you may try and move undetected by the enemy. It includes making use of cover, shadows, moving when enemy is looking elsewhere and trying to move silently etc.

The downside is that as you are trying to do everything carefully and quietly all other actions are subject to a EN modifier of +1.

You may do any action along side the stealth special action, the spotting modifier is determined by the EN difference.

Note: Firing instantly negates stealth modifiers unless silencers and flash suppressors are used.

Action ENStay in place (ready for action) 3Move 6Sprint 8Last 3 inch towards enemy 9Perform engineer action 9

Modifiers to ENMovement modifier -xDense Rubble, obstacles, bocage -3Light rubble, dense undergrowth -2Light undergrowth, brush -1

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Even ground 0Night -1 to –4Bad weather -1 to –2

On a failure there is no spotting modifier.

On a natural 1 the figure has made a noise, which is audible to 2D6 +2 inches. If other loud noise is present eg gunfire, rough seas, engine noises etc any possible hearer must roll EN of 7 to hear.

If a sound is heard a EN of 4 will give the hearer the direction. This negates stealth modifiers.

Difference Spotting Modifier +1 +1+2 +2+3 +3+4 +4

While doing any action while stealthy (remember these are on +1) ANY failure means you have made an audible sound. Treat as above.

SKILL CHECKSNot every situation will be covered by the above actions and during the course of the game a player is likely to want a figure to do something that is not covered by the rules per se. An example may be moving along a window ledge and dropping into a moving vehicle below. In any of these situations the referee or players must decide how viable that action is and give it a EN. Some actions may involve different EN throws which can be left separate or melded into one. Taking the above example walking on the ledge is not to difficult and is movement related but having the guts to drop off into a moving vehicle is a morale and constitution roll. The players may decide that the figure has a EN of 3 to do the ledge but needs a morale +1 EN roll to drop and a Constitution EN roll to avoid injury. Any modifiers for the related characteristics would be included. Combined rolls would be considered as special actions taking up the whole card, individual rolls are worked out as normal actions.

The amount the result deviates from the EN is a measure of success or falure. So walking on the ledge the figure, has no movement modifier and roll a 2. Just missing the EN, therefore they slipped and faltered but didnʼt fall. Next action they roll a 5, they have half movement and get into position. However the vehicle moves before their next action and they miss the chance of dropping. An initial roll of 1 would

have been a critical failure, the figure would fall off the ledge and take a full D10 plus one point for every inch fallen as a wound roll.

SPOTTINGThe game has spotting as automatic if a figure is in LOS and more than 50% visible. A figureʼs field of vision is 180 degree. If they wish to spot behind them they must spend an action rotating field of vision and spotting. Otherwise spotting is free at the beginning of an action.

A figure may concentrate on a spot and a 5” radius circle around that spot. Spotting check is made as below, if successful any appropriate figure within the spotting circle is acquired. Any figure with an easier spotting EN is automatically spotted if the hardest to spot figure is acquired.

Note: this means you may see some figures (eg one that has shot) while not being able to see others, depending on your roll.

Note :some visual aids (binoculars, scopes) halve distance. REMEMBER : spotting checks are only required if the figure is 50% or more obscured, hiding or doing a successful stealth move.

Spotting Distance in inches EN 1-2 1 2-4 2 4-8 3 8-15 4

15-25 6 25-37 8

37-50 950+ 10

Modifiers to EN+1 Target gone to ground+1-4 target using stealth or hide action+1 Spotter has less than 25% line of sight+3 target behind smoke+3 camouflaged position+1-4 target is using hide special action

-4 target has fired-1 Target moved last action

In the weather section you may find other modifiers

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due to weather and light.

FIRINGTo hit a target the firer must equal or beat the Target EN number. This is derived from a range component and a weapons component.

Note: auto weapons are deemed to make it easier to hit an individual target and in the case of MGs does more damage. However they only roll one dice per target figure (although more than one figure may be the target).

SLRʼs like the Garand have a greater chance of hitting and inflicting more damage than a bolt action rifle, due to higher fire rate per action. However they can only target one figure per card.

Unless you use auto fire special action a firer must fire at the same target in the second action. Any weapon may be steadied/aimed. In the case of MGʼs this would be the action of keeping the spray in a narrow fire field (shooting at one target).

Weapon details and usage – SMG, Clip Fed LMG and Assault rifles may use auto fire special action. This takes two actions but allows the use of a template. Any figure covered by template may be hit.Any figure not 50% covered by template is at +2 to EN

Initial EN success hits one figure and then each other figure is rolled for at +1 to EN.

Belt fed LMG, MMG- after target figure any other figure rolls at +1 to EN, any figure not fully covered by template rolls at +1 to EN

HMG and auto-cannons- any figure not fully covered rolls at +1 to EN.

Fire LanesA fire lane is a continuous rain of bullets set down in an area. It is NOT opportunity fire. It uses a LOT of ammo. If a fire lane is used for more than 2 consecutive turns roll a D6 – you must get over the ammo number on weapons chart or else you are deemed to be running short of ammo – in this case no more fire lanes may be used in the game. All crew members are busy during fire lane actions and may not do anything else.

To set up or fire lane is a special action. The template is laid down and an imaginary line goes from muzzle to tangent of circle. This fire lane remains until the first action of the crew in the NEXT TURN. During the whole ʻmove ̓ the gun gets so many shots it can use within this fire lane. Each shot is at +1 to EN.Belt fed LMG – get 3 shots MMG – get 4 shotsHMG – get 5 shots

After these have been gun must check to see if it can ʻshoot ̓at target.

Belt fed LMG – EN of 8 MMG – EN of 7HMG – EN of 6

It takes both crew members to maintain a fire lane. If either member receives a critical or a mortal wound the fire lane stops on the next crew card.

It takes an action to voluntarily terminate a fire lane.

Tactic Hint : use a fire lane to open up on a group target that is spread.

Crewed weapons – Crew & actionsClip fed LMG (including Bar and Bren) which were also used as an assault rifle need to have an ammo carrier (often referred to as loader) within 1” to continue rate of fire. The carrier can do other actions eg. shoot. They are never allowed special actions while counting as carrier and canʼt aim, because of the distraction of having to hand clips over. If a carrier is not present then the clip lmg is not allowed to use auto fire template. Clip LMGs are NOT allowed to set up fire lanes (their rate of fire was not high enough).

Belt fed LMG, MMG & HMG crew served guns must have a dedicated loader to keep up rate of fire. Without loader they are not allowed to set up fire

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lanes or use templates for more than one action. Once set up, which takes an action for each crew-member, a belt fed MG may fire on each crew members card.

An MG may aim and then only fire at one figure, or it can use special action to use template OR set up a fire lane (not clip fed LMG).

TemplatesSMG, Clip Fed LMG and Assault rifles use 3” round template.Belt LMG, MMG and HMG use 5” round template.

JAMSWhen using templates or fire lanes any auto weapon might jam on a natural 1 on the dice. Firer rolls immediately on a CES of EN 4 to avoid jam.

Modifiers:Sten Gun +1CES -x

A jam halts all fire, fire lanes disappear and the jam needs to be unblocked. This takes an action of any crew-member and a successful CES roll on EN 4. The EN diminishes each by one each try.

TARGET ENFiring Distance in inches EN Close 3 Short 4 Medium 6 Long 8 Extreme 9 Max 10

Remember that some concealment items (garden hedges, fences, cloth, netting etc) WILL not provide cover, once spotted they will not stop the bullet.Modifiers to ENTarget gone to ground +1Target in cover (<50% obscured) +1Target in cover (>50% obscured) +3Target using sprint action +1Firer on moving vehicle +1Unfamiliar weapon +1Unfamiliar specialist weapon +3Target has gone to ground +1Second target with auto fire action +1Target not closest threat +1Target is vehicle at speed +2Firer received fire from LMG+ since last card +1

Firing through smoke +2Only helmet/foot/hand showing +5Injury +xTarget crossing fire lane +1Suspected target fire +4

Using SLR ,AR or any MG -1Target prone from injury check -1Firer has not been spotted or fired -1Firer using aim action -1Target is encumbered -1CES modifier -xGreen figure firing +1Firing at green figure -1Veteran figure firing -1Elite figure/hero firing -2Flamethrower -10

OPTIONAL RULEAuto miss on unmodified 1Auto hit on unmodified 10

Suspected Target/Blind FireWeapons capable of autofire may fire ʻblind ̓ on terrain that is suspected of having enemy forces in. However this fire is done at a further +2 to EN and –2 damage on wound table. If a hit is made it is randomly distributed on figures present.

GrenadesChoose aim point and mark it.Work out EN

TARGET ENThrowing Distance EN Close 3 Short 4 Medium 6 Long 8 Extreme 9 Max 10

Modifiers to ENCharacters CON modifier -xThrowing into open top vehicle +4Throwing through window +3Outside through doorway +2Inside through doorway +1Stuffing into slot/hatch +3

If EN is reached or exceeded than place 3” template on target spot. Roll damage for any figure covered with following modifiers to damage EN.

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Note: only the damage number and a D10 make up the wound EN Any figure within 1/2” of centre full damageAny figure outside of this -D3 to damageAny figure not full covered, further -2 to damageFigure behind 50% hard cover -6 to damageFigure behind 50% soft cover -3 to damageFigure behind 25% hard cover -4 to damageConfined area +2 damageEnclosed area +5 damage

If grenade lands within 1/2 inch of figure base they may try and throw it back.

On a movement EN of 7 they pick it up and throw it back. Throw away is worked out the same way but with a +4 to EN.

If a figure wants to delay throwing the grenade until last moment to negate chance of throwback they must roll a D10 - on a 9 it explodes mid air (no effect) on a 10 it explodes before they throw!

If EN is failed place 5” template on target point, refer to distance band and roll a D10. result is where the grenade lands. Any miss on attempt to throw through window, into hatch etc only deviates to the outside of object. Or deviates D6 in random direction.

CQB – close quarter combatWhen a figure touches base with an enemy figure they are deemed to be engaged. To break from being engaged (unless it is mutual) requires a combat win or a successful break away EN (see below).CQB is an action in itself. Attacker generates a EN which the defender then tries to equal or beat. This means a figure canʼt ʻfight ̓after moving in on second action. But the figures are engaged.

Attacker modifiersFigure is attacking +1Defender surprised (morale EN failure in appropriate situations) +3Height (terrain) advantage +1Each additional attacker +1Injury -x

Defender modifiersDefender behind obstacle +1Height (terrain) advantage +1Each additional defender +1Injury -x

If defender equals EN the attacking figure moves

away (the way they entered into CQB) 1”. If one side wins they generate a wound EN using the difference in scores, plus constitution modifier (+1 for rifle butt, +3 for knife/bayonet) plus D10.

Breaking FreeAdd D10+ constitution to get EN, person breaking free must equal or beat this on a D10 + movement modifier

-3 Fails to escape and holder gets one action-2 Fails to escape-1 Escapes but holder gets auto hit0 Escapes but any throw at –2 all card+1 Escapes but any throw at –1 all card. One

action allowed.+2 Escapes and may make 1 actions as normal+3 Escapes and may make move as normal.

WOUNDINGOnce a hit has been made you must determine how serious this is for the target. The basic factors for this are the targets constitution modifier, the type of projectile that hit and how good a hit it was (determined by how well the effect number was beaten), at higher ranges the chances of a good accurate shot diminishes as well as the damage diminishing.

The firer generates an EN number, the target then tries to equal or beat this number. If they do then the hit has no effect, the target was saved by some kit bag, diary in the breast pocket etc (something to tell the Grandkids about!).

If the EN is failed then differential on the chart below.

Firerʼs EN generation Damage modifier of weapon plus amount firing EN was beaten by, added to a D10 roll.

Note: Only other modifier is –2 for blind/suspected target fire hits.

Targetʼs EN generation Constitution modifier added to a D10

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Injury result-1 Flesh wound – no effect but another flesh

wound is treated as a serious wound

-2 Serious wound - +1 modifier to all EN 1” less movement and must make constitution check against EN 3 or go prone. Two serious wounds equal a critical.

-3&4 Critical wound - +3 modifier on all EN, can only perform 1 action per card. 2” less movement and must make constitution check against TN4 or go prone. Two critical wounds equal a mortal wound.

-5 Mortal wound- incapacitated and will die in d6+1 turns unless treated. If another wound is received roll D3 this number is subtracted off the total.

-6 KIA : firer rolls D10 on a 10 it is a GORY DEATH.

If a figure goes prone from a wound they have not gone to ground. To do anything next action (even going to ground) they must make a EN movement roll against a EN of 3. The action after that they may make actions as usual.

FIRST AID & MEDICSFirst aid is an action performed by any figure on an injured figure. Against an injury EN (only modifiers Morale modifier –x & –2 if morphine shot is available. On a roll of 6 or more it is).

Wound ENMinor 3Serious 6Critical 8Mortal 9

If test is successful then the wound becomes one level less serious. However this is only short term and in D3+1 turns it reverts. Only one first aid action may be used, but this may be enough to get Medic help or get injured person back to safety etc.

Figure may use on themselves but at +1 on EN

Medics can use a special action to try and treat an injury.

Medics use the same procedure but with –2 modifier to EN. The change is permanent!

Medics can only heal the same wound on a figure once!

MORALE / COURAGESquad morale as in ʻwhen to run ̓ is up to the commanding player. Victory points are high per man killed. A narrow defeat involving a well planed withdraw could well have been a demoralising defeat if youʼd stayed to long and lost too many men. Medics and getting the wounded back is important.

Also the game is aimed at being played as a role play campaign so losing figures is not good on the platoon roster!

However individual morale may make a character not do the things you want them to!

OPTIONAL RULE:On a natural roll of a 10 the figure gets delusions of being a hero!Roll a D101-2 the feelings donʼt last long, figure gets

one immediate free action.3-5 one immediate free action and +1 on

morale from now on6-8 one immediate free action never needs

to take morale again!9- inspiring figure, two immediate

actions and may be used to give extra action on the leader card. Note – you still only get the one action to give. Disregard any flesh wounds.

10 - As above but a disregards any wound below mortal – a real hero!

A Morale check is made on a EN of 4 with following modifiers:

Morale modifier Leader within ZOC -1Leader lost +1Wounded +x Close assaulting an AFV +1Crossing fire lane +2Received LMG+ fire since last card +1Gory death just happened within 4” +2Every 25% of force KIA or mortal +1

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Results-7 Figure bottles it big time. Must make two move

actions away (or sprint) from enemy activity and into cover. If he is in CQB or surrounded he will put hands up and capitulate. Heads towards nearest enemy with hands up. He will NOT do this if he has seen other figures trying to surrender and getting shot at, or if medic has been targeted.

-5 As below but loses next card, if attacked in CQB fights at -2

-3 Goes prone and ʻto ground ̓– effectively he is pinned. Loses next action and must then make morale EN to act on the following action.

-2 Goes prone and losses next action through wondering what to do now. Automatic recovery. EN3 roll to stand.

-1 Shaken - Losses next action through recovering (automatic)At the end of every card the figure may try and regain morale. However for every failed attempt +1 on EN next time!

Triggers for morale testMoving within 4” of friendly gory death markerFirst time figure gets shot at.Squad member killed within 3”Asked to attack AFV. Crossing fire lane or being in fire lane when it starts.Coming under MG fire at any timeWhenever a figure gets ʻhit ̓even if they donʼt suffer a wound. Note: If the trigger is unit loss any figure may use a Leaders Morale modifier if in ZOC.

FLAMETHROWERSFlamethrowers tended to be in short supply in NW Europe. However they did exist and units got them issued for particular circumstances. The major trouble is that they were a liability to the user. You would be targeted heavily as they rightly scared the death out of troops. If you were hit while wearing one it was often with fatal results.

Also they were limited use, before game determine how many ʻbursts ̓the thrower has in the tanks, 1, 2 or 3.

The flamer uses the flame template (again the GW one is ideal) and any figure under the template suffers the full damage. There is no cover modifier!

Using the flamer is a SPECIAL ACTION.

Choose a point to aim the end of the template at and roll firing EN. Notice there is a HUGE modifier to hitting the right spot.

However on a natural 1 the flame fails to ignite, the firer may use the second action to move! If the figure does miss then the template end moves left or right D3 inches!

Any figure more than 25% under template takes 3D6 damage on a wound EN – this is doubles to 6D6 if fired into an enclosed space. Any figure touched by less than 25% takes 1d6 damage.

Note: you still need to add the D10 to determine wound EN.

Against AFVs flamers are an anomaly. They do not rely on penetration to destroy the vehicle. The burning liquid would seep into the engine and into the hull and the confined crew. An AFV target burst uses 2 ʻbursts ̓and does 6D6 damage. Although you donʼt have to penetrate as such for ease of game-play still use the armour value when determining saving EN (good luck!).

MORTARS AND RIFLE GRENADESMortars in FUBAR are deemed only to include on board light <60mm and medium .60<101mm mortars. Off board artillery (including heavy mortars), air strikes and sea borne fire missions are beyond the scale of the game. If a artillery barrage hit the board sizes we are usually using – that would effectively be

C S M L E M Template M i n range damage

R i f l e Grenade 1 5 8 18 30 40 3” 2” 4

L i g h t mortar - 10 15 26 40 70 3” 10” 4

Medium mortar - - 20 36 50 - 5” 20” 5

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the end of the game for both sides. However in later add ons there will be rules for playing either on a BIG BOARD SCALE or converting the rules to 10/15mm scale which may then be suitable for such actions.

Mark aim point and work out distance to find base firing EN.

Rifle grenades canʼt maintain a position, every shot uses fire for effect modifier.Light mortars are hard to calibrate and maintain position, every shot it a bit of a lottery. So they always fire as if firing for effect.Fire for effect is the term used for bringing down fire without a spotting round/s.Zeroed in fire is when a medium mortar has been deemed to have prepared a target pre-game. This will usually be specified in a scenario.

Use EN modifiers below:Spotting round, fire for effect or any light mortar round +3High winds +1For every spotting round contacted,seen or corrected -2Zeroed in fire -5

If a successful EN is made then the round lands on target. Place template on marker and proceed with hit EN.

If the round misses then deviate it as follows:Random directionDistance – light and rifle grenade D6Medium 2D6

On a natural 1 double the deviation distance.

On a natural 10 it lands in target if applicable (eg open top vehicle)

CREWS & FIRINGFiring a mortar is a special action.Once set up which takes an action per crew member the mortar can fire on the firer and loader card – ie twice per deck.

WOUNDSNote:only the damage number and a D10 make up the wound EN

Any figure within 1/2” of centre full damageAny figure outside of this -D3 damageAny figure not full covered, further -2 damageFigure behind 50% hard cover -6 damageFigure behind 50% soft cover -3 damageFigure behind 25% hard cover -5 damageConfined area +2 damageEnclosed area +5 damage

YOUR FORCESquad Points & BuildingBasic Squad member -10 points. Veteran squad members – 15 pointsGreen squad members – 5 points

Random Battle points – throw 4D10 and add 100 to get number of squad points to build basic squad before upgrades.

If no scenario in place then defenders setting up in hard cover should have about 1/2 number of points.

Roll 2D6 +15 to discover how many ʻupgrades ̓you have.Each upgrade may buy:+1 on any single ability scoreA single special skill5 points of purchases

Purchases PointsUpgrade to carbine 1Upgrade to SLR 2Upgrade to SMG 2Upgrade to Assault rifle 2Per grenade 3Per clip fed LMG 3Per belt fed LMG 4Per MMG, one use ATW 4Per LATW ,HMG 5Light mortar 15Medium mortar 20

Special Skills – these can be purchased for the cost of one upgrade

Sharpshooter –pre-war hunter etc, a crack shot. Can re-roll any failed Fire Action ONCE per game.

Role Model – A squad leader with this skill can let anyone within his ZOC use his morale for throws.

Hard as Nails – tough bugger. Can re-roll any constitution test for damage, then use best result. ONCE per game.

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Street Fighter – you donʼt want to fight this meathead. +2 on his constitution roles in engaged combat.

Driver – loony driver. No negatives when using Drive skill.

Lucky Bastard- thereʼs always one of the buggers. Roll a D6 at start of game. That is the number of -1 modifiers he may use during game to ANY roll. Up to -2 per turn.

Fearless – can re-roll any morale throw for retreating at any time.

Tracker – gets -2 on any spotting EN.

ADVANCED RULES

The following pages give the rules for using infantry anti-tank weapons and for using vehicles in FUBAR. I strongly suggest that players introduce these rules slowly. Also players must realise that the scales involved on a normal table make most AP fire very dangerous and infantry AT weapons are to be feared. It is not without good reason tha tank crews did not like being in close terrain without infantry support. You will notice that there are no extra crew morale rules. A loss of an AFV will be costly in victory points so it is up to the players to look after them!

weapon close short medium long max A r m o u r damage

H E effect

Bazooka x 1 10 20 25 35 23 6

Panzerschreck x 1 10 20 25 35 23 6

PIAT 1 10 12 17 20 24 5

Panzerfaust x 1 8 11 15 17 22 5

Anti-tank rifle 1 14 18 25 50 14 3

Molotov 1 - - - - 22 5

Gammon bomb 1 - - - - 22 5

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Vehicle rulesMovementVehicles move on their movement card (of which there is 4 per vehicle). They have their own CD which is likely to contain buffer cards.

The agility rating is how many up to 45 degree turns a vehicle can make in itʼs move. It is deemed to make an inch motion between 45 degree turns (has to move an inch first). Only fully tracked vehicles can turn on spot (up to 45 degrees per card).

Use normal terrain EN to cross appropriate terrain.Only fully tracked vehicles can cross height obstacles (by knocking them down usually). Also fully tracked vehicles disregard terrain features up to TN4, treating them as open ground.

If a vehicle fails a EN it is BOGGED!If bogged it loses its next action before trying again. Bogged result 4 actions on trot and it is STUCK for game purposes.

EN is modified if you try and reverse out of trouble –2 EN (-3 if fully tracked)

Reversing – EN of 5 (modified by driver skill) to move full rate – otherwise 1/2 rate!

Wheeled and half-tracked vehiclesAny figure can use a special action DRIVE – his ability can be enhanced by purchasing the special skill DRIVER.

Each vehicle is represented in the combat deck by 4 cards, the vehicle moves on these cards. Individual crew or passengers act on their card. The driver is deemed to be doing a continuous action.

Special ActionStop – driver may bring vehicle to halt. This takes both actions and takes 3/4 of the previous action move distance.

Vehicle movement rates are noted on the vehicle chart. A driver may try and drive the car as quickly as possible using the Full speed action, this action is attempted on his card and is deemed to be continuous. However on his next card he must check again.

Full Speed task ENStraight gunning it 5Turning at full speed 7

ModifiersDriver skill -xUnder fire +1Vehicle – agility modifier on vehicle chart

Result -x Roll D10 on a 10 vehicle has crashed+0 Vehicle moves normal rate+1 add 3”+2 add 4”+3 add 6”+4 add 8”+5 add 10”

Vehicle crashes If a vehicle crashes everyone inside bails immediately. Roll a EN 5 against constitution., only modifiers being constitution and wounds. A failure means you generate a EN on wound chart using D10 and amount

B A R R E L LENGTH C S M L E M ARM

DAMHEEFFECT

SHORT 3 12 20 42 54 90 15 33”

NORMAL 3 17 28 58 72 - 22 53”

LONG 3 21 36 65 90 - 23 63”

LONGHIGH VELOCITY

3 25 45 80 120 - 24 65”

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of inches vehicle was moving at.

RammingIf a vehicle attempts to overrun a character the vehicle rolls a D10 adding the vehicle agility modifier plus any morale modifier. Figure attempting to dodge then tries to beat this EN using – D10 and movement modifier.

If figure fails to avoid use the difference in scores plus armour value to generate a wound EN – in other word donʼt get overrun by a TANK!

Modifiers to ramming ENVehicle moving over 2” per card +1Vehicle moving over 5” per card +2

If vehicle is two wheeled then the vehicle needs to throw D10 – on a 8-10 it crashes!

Exiting/jumping off/on moving vehiclesTo get out of a moving vehicle the figure must take a Movement EN 3 plus or minus modifiers. The result if failed is the number added to D10 to generate wound EN

Infantry anti vehicle weapons:Damage can be done to softskin vehicles by using normal damage against their armour rating – there is no special method needed. Figures in the vehicles can be shot at and are on normal modifiers. If the drive is mortal wound or KIA the vehicle crashes!HE explosions can effect vehicle in blast and any figures in it!

Armoured open top vehicles suffer figure damage as normal – the vehicle counting as +3 to the hit EN even if only 25% covered!

However infantry have Light Anti-tank weapons they can use LATWs.

LATWFiring at vehicles is done as normal using range chart underneath. Weapons capable of firing HEAT have a damage of 6 when used against figures and use the 3” template. However they can be shot THROUGH walls and then the blast occurs inside. Normal house walls have armour value as below:

House brick walls 17House internal walls 10Wooden structures 6Pill box 30

Every hit (anything but a 1-3) will knock 6 off the armour value of structure – when it reaches 0 it is rubble!Every penetrative hit (over firing EN) cause blast inside and on a separate roll of 10 starts a fire.

Weapons with a X generate a damage of 4 in their backblast. This extends in an area 3” by 1” from the back of the figure, any figure caught in blast rolls as normal on the wound table!

LARGE CALIBER WEAPONS Tank armament and AT guns are split into 4 categories – the vehicle stats will indicate which band the weapon falls into. In my opinion it is the length of the barrel that was the greatest indicator to how lethal a gun was, not just the calibre. Two 75mm shells may have WIDELY different effects fired from two different length barrels. Also to keep the game flowing the dropping off in penetration over range is bundled into the Firing EN – the further the range the less likely to get a good penetrative hit.

Be warned the ranges occurring in a 28mm game on a normal table will mean the guns on later war tanks are almost as powerful as each other. If you can increase the table size then the advantage that the Germans had becomes more apparent.

The HE effect shows the damage to figures and the blast template used. Any miss when firing HE from AFV is deemed to deviate D10 in random direction.Use LATW stats for HEAT shells f available.

FIRINGFiring is done using the same mechanism as small arms. However use the following modifiers chart:

TARGET ENFiring Distance in inches EN Close 3 Short 4 Medium 6 Long 8 Extreme 9 Max 10

The same concealment criteria apply, however remember that all concealment may not provide cover.

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Modifiers to ENTarget in cover (<50% obscured) +1Target in cover(>50% obscured) +3Firing on move * +2Unfamiliar weapon +1Unfamiliar specialist weapon +3Target has gone to ground +1Target not closest threat +1Target is vehicle at speed 5” + +2Target is vehicle moving +1Firing through smoke +2Injury +xBarrel is rated short +1Barrel is rated Long HV -1Firer has not been spotted nor has fired -1Firer using aim action -1CES modifier -xGreen crew +1Veteran crew -1

* STOP FIRE TECHNIQUEWorld War 2 tanks were notoriously bad at shooting on the move. This is hardly surprising considering the amount of movement the ground produced, bouncing figures in the hull around. Even when stopping the mechanics were hardly cushioned and the crew would be subjected to a violent rocking movement. This meant most crews were only really effective when stationary. This led to the tank crew stopping for short periods to fire and then setting off again. This is called the stop fire technique. This can be employed when the tank is not stationary and didnʼt use the special STOPPING action the driver card before.

To employ the Stop fire technique an EN of 6 is needed – this is modified as below.

Modifiers to SF ENVehicle agility modifier +-xVeteran crew -1Gyro stabilised -1

Gyro stabilisation was present in some US tanks – however the crews did not always use it. Before game throw a D6 on a 6 the crew havenʼt go it calibrated and on.

EffectsIf a shot hits then you work damage out as belowDamage EN – D10 +differential in throw to firing

EN +gun damage Armour roll - D10 + armour ratingModifiers to Armour rollSide armour against LATW (HEAT) +1Sanbagged AFV +1Extra links etc placed on hull +1To be sandbagged and ʻlinked ̓the model must either represent the fact or a marker used.To determine if the shot hit where the extra armour is (thus allowing the modifier) throw a D10 and beat a EN ofSandbagged TN3Linked TN5Modify EN by +1 firer aimedDAMAGE CHARTDifferential EFFECT-1 Minor shake about – no effect but

second minor hit counts as Serious damage (see below).

-2 Serious damage – movement reduced by 1/4 all crew have +1 to any EN roll until recovered. To recover make Morale EN end of their next card.

-3 Very Serious damage - movement reduced by 1/2 all crew have +2 to any EN roll until recovered. To recover make Morale EN end of their next card, if commander fails the whole crew bails on a 1 or 2 on D10. On a roll of less than 5 on D10 turret jammed. On a 1 gun is out of action.

-4 Immobilised – vehicle is immobilised. On a D10 roll of 9/10 it crashes as it halts. (use your imagination here, if right next to a wall veer it into it etc, if it makes a difference roll to see which object in range it runs into) Morale EN needed by crew member on next card or they bail. Even if they stay, permament +1 on any EN roll. Also take 4+d10 wound EN NOW.

-5 DESTROYED – all crew to bail NOW. Injury EN roll of 5. On a 10 on a D10 instant BREW UP – all crew killed and anyone within 3” of vehicle takes a injury of damage 4 EN roll.

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Vehicle actionsVehicle can move itʼs movement allowance on every vehicle card. Driver is deemed to be using special action across all movement cards.

Every other vehicle action takes place on the crews card.

SPECIAL ACTIONSStop – driver may bring vehicle to halt. Travels half last card distance.

A LEADER card can be used on a vehicle crew member of the command tank or if the overall CO is within 6”. While on the face of it this doesnʼt smack of realism it is justified by the intense situation vehicle crews found themselves in. NOTE: it canʼt be used for vehicle movement.

Most tanks have 5 crew, HOWEVER they only have ONE crew card. On that card ALL crew members may have 2 actions.

COMMANDER – can spot (see spotting below) and fire turret MG, he gives the order to fire (1 action) He rotates the turret.GUNNER – aims the gun and fires on command.LOADER – can load gun with shell (either HE or AP – opitional rule means he just loads most appropriate and you donʼt stipulate)DRIVER – Drives if needed on vehicle card. On own card can use STOP special action or speed action.RADIO OPERATOR – general dogs body, can fire hull MG.

NOTE: vehicle Mgs can use templates as auto fire option BUT not lay down fire lanes.

TURRET ROTATIONOn the commanders action he can rotate turret. Up to 45 degrees for slow turret (German, Russian and most Brit)Up to 90 degrees for fast turret (most US built)

SPOTTING IN AFVsTank crews existed in two worlds. One where they had the hatches and vision slits open and therefore had a fair field of vision. This was called unbuttoned and usually the commander would be head and shoulders out the turret. In this position he had a better view than the foot-soldier with the advantage of a bit of height. However it was painfully obvious to the crew and especially the commander that this left them

vulnerable. There are numerous reports of snipers in trees waiting for the tank to pass beneath and calmly picking off the commander, or dropping a grenade. So for most combat situations the crew preferred to exist in the world know as being ʻbuttoned upʼ. This meant every hatch and cover was fastened. This left little to see as any visitor to the Tank Museum at Bovington who has been in the Pnzer IV cutout can tell you! The commander was slightly better off if he had a late war tank that sported a ʻcupola ̓– this enabled a slightly enhanced field of vision, but not by much. So the compromise is that the commander is often seen bobbing up and down.

An AFV needs to be shown as being buttoned or unbuttoned – we use clear counters.

When unbuttoned the commander if in the turret has a 360 degree field of vision. The rest of the crew have 180 from the vehicle front. If buttoned all crew have a 90 degree field of vision from the vehicle front, or in the commanders case the turret front.

If this isnʼt bad enough when you are buttoned up the Spotting EN has a modifier of +3 and nothing counts as being fully in view, everything has to be tested for.

The commander can opt to expose himself at the start of every action and therefore get a 180 degree field of vision at +1 to EN. However he can then be targeted by figures holding a snake card or getting initiative drop on him!

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VEHICLE STATS

JEEPMove per card 4”Agility 4Armour 5Crew 1Passengers 4Armament can have passenger MMG

MOTORBIKEMove per card 5” (4” with sidecar)Agility 5 (three with sidecar)Armour 3Crew 1 (2 with sidecar)Passengers 1 (2 with sidecar)Armament Sidecar can have MMG

M4 SHERMANMove per card 3Agility 2Crew 5Passengers -Armament N or L (depends on type)Armour: Front 21Side 19Rear 18

NOTES: known as the Ronson due to ability to burn – add +1 to brew up rollCan use gyro stabilisation – check before game start.

PANZER IVMove per card 3Agility 2Crew 5Passengers -Armament N or L (depends on type)Armour: Front 21Side 19Rear 18

PANTHERMove per card 3 1/2Agility 2Crew 5Passengers -Armament LArmour:

Front 23Side 20Rear 18

NOTE : early panthers burnt easily due to fuel - +1 to instant brew roll

TIGERMove per card 2Agility 1Crew 5Passengers -Armament LHVArmour: Front 23Side 22Rear 22

FIREFLYMove per card 2Agility 2Crew 5Passengers -Armament LHVArmour: Front 23Side 21Rear 19

M10 DESTROYERMove per card 3Agility 2Crew 5Passengers -Armament LArmour: Front 21Side 18Rear 17

NOTE: open top turret

STUGMove per card 3Agility 2Crew 5Passengers -Armament LArmour: Front 20

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Side 18Rear 17

251 HALFTRACKMove per card 3Agility 2Crew 2Passengers 10Armament Can have up to 2 LMGArmour: Front 12Side 11Rear 10

M3 HALFTRACKMove per card 3Agility 2Crew 2Passengers 10Armament Can have up to 1 MMGArmour: Front 11Side 10Rear 19

NOTE : passengers only covered 25%

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TERRAIN C O V E R MODIFER

SPOTTING MODIFIER

MOVEMENT EN

Beam – big wooden +1 +1 2

Bocage +1

B l o c k s LOS, if right next to +4 to spot.

Only where trees are EN 5

Body +1 +1 1

Bunker slit +5 NA NA

Bush or garden hedge 0 Normal EN Normal EN

Crops 0 +2 2

Fence - picket 0 +1 Normal

Fence - lattice 0 +1 Normal EN

Fence - iron +1 +1 Normal

Fox hole N o r m a l EN Normal EN In 0 Out 4

Tombstone +2 +2 Normal EN

Haystack N o r m a l EN Normal EN To mount 7

Thick, high undergrowth/ jungle

0 +1 3

Mud 0 0 2-5

Dry Sand 0 0 2

Sandbag N o r m a l EN Normal EN Normal EN

Snow 0 Normal EN 1-5

Shell hole N o r m a l EN Normal EN 5

Tank trap N o r m a l EN Normal EN 5

Barb wire 0 0 7/8 with cutters 5/6

Tree trunk +2 +2 5 to climb

Tree foliage +1 +3 NA

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