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  • 7/22/2019 Operation Squad Tournament Rules

    1/71Ver. 1302

    tournament rules 1943-1945 period

    Swiss System

    The Tournament will be played in the Swiss style, which means that players will face each other

    from the highest-ranked player to the lowest, using the rules shown below. The first pairings

    will be random, after which, for subsequent games, the top two players will play each other, aswill the third and fourth, and so on. Games will last a maximum of 180 minutes, with extensions

    possible depending on the umpires decision and, in any case, only enough to complete the

    current turn.

    Number of Squads and Points

    As shown in the Rules, the game allows you to use a number of Squad Points + some Support

    Points depending on the type of Tournament chosen, and it is forbidden to spend more points

    than the amount stated.

    The amount of Support Points that can be used will be at the discretion of the Organisers and

    will be managed in accordance with rules in the VEHICLESsupplement.

    Each Player must have one or two Squads depending on the Tournament.

    Italian Squads (not RSI) can be considered as either Axis or Allies as the Player wishes. This may

    lead to some historical inaccuracies as Squads that never fought each other may meet here.

    The Army you bring must comprise only one Squad per side (Axis/Allies) and you cannot buy

    two Squads even if you have enough points to do so (e.g. Royal Fusiliers cost 235 points but you

    cant buy two of them).

    As indicated in the REINFORCEMENTSsupplement, the Machine Gun Sections in the Basic Rules

    (.30 cal., Vickers and Maxim) and the Grenadier Mortar Section can no longer be bought directly;

    these Sections are replaced by those in the REINFORCEMENTSsupplement but can be boughtwith normal Squad Points.

    You can also use optional Squad Rosters that can be downloaded from our website on www.

    torrianimassimo.it/operationsquador the official forum operationsquad.forumfree.it.

    The list of Squads that you can use from amongst those on the web-site/forum is shown at the

    bottom of this document.

    Some downloadable Squads were modified after the release of REINFORCEMENTS, so make

    sure youve got the latest version, which is the only one you can use in a Tournament.

    When designing your Army dont forget to show the cost of the Variants as well as the Total cost.

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    Tournament types:

    Standard: Players must bring an Axis Squad (Germans or Italian RSI) and an Allied Squad (Ameri-

    cans, British, Russians, Partisans).

    Possible points allowances: 500, 500+250, 500+500, 500+1000.

    Open: Players can also bring Squads for the Pacific (Japanese for the Axis, US Marines and Chindits

    for the Allies). The player must bring both an Axis and an Allied Squad.

    Possible points allowances: 500, 500+250, 500+500, 500+1000.

    Light: Players can also bring Squads for the Pacific (Japanese for the Axis, US Marines and Chindits

    for the Allies). Players are only obliged to bring ONE Squad (Axis or Allies).

    Possible points allowances: 500, 500+250.

    About your models

    Remember that your models must be clearly distinguishable and must carry the weapons stated on

    the Rosters.

    You must bring

    Each Player must bring a copy of the Roster/Rosters for his Squad(s), at least ten dice, a tape-mea-

    sure, markers and the play-sheets. If you forget one of these items you could be given a penalty

    that will reduce your Tournament Points.

    Choosing the Squad (does not apply to Light Version)

    If players have two Squads then before the game the players say which faction they would like to use(Axis or Allies). If they choose different factions then they can start to deploy their troops and play

    their game. If both want to use the same faction then each rolls a dice, and the highest can choose,

    re-rolling if its a draw.

    In order to ensure that players use both factions during the Tournament, after the first game each

    player MUST use the faction that he/she didnt use in the first game. If both players used the same

    faction then proceed as if it were their first game. The third and any other games will use the same

    general rule to guarantee some variety unless both have used the same faction twice in which case

    you should apply the rules for the first game once more.

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    Specific Tournament Rules

    Tournaments will use all the rules in the Basic RulesOPERATION SQUAD: WW2and the VEHICLESand

    REINFORCEMENTSsupplements, as well as any modifications that have been officially published on

    the web-site or official forum. Tournaments also have these extra rules:

    All grenades have the Single Shotcharacteristic. Of course were not saying they actually have tobe reloaded but this rule simulates the time needed to prepare a new grenade. Use markers to show

    that the model is preparing a new grenade.

    You cannot fire a mortar if the weapon is inside a Wood or a Building with a roof. You can fire from

    within ruins if the roof is missing.

    Rifles with Rate of fireof 1 and Light, Medium and Heavy machine-guns treat Extreme range as

    160cm instead of 80cm.

    In the American Ranger Squad, the Sniper weapons should read as follows: M1903 Springfield

    rifle, MK II Pineapple grenades.

    In the Russian Guards Rifle Squad, the DP Light machine gun variant should read as follows: Up

    to two men per Squad can replace their SVT40 semi-automatic rifle with DP Light machine guns and

    a Tula Tokarev 1933 pistol for +30 points each.

    In the German Grenadier Squad, the Stg44 assault rifle variant should read as follows: Up to three

    Grenadiers per Squad can replace their Kar98K rifles with Stg44 assault rifles for +35 points each.

    If a model that is leaning out from behind a wall, hedge or that is at a window is Pinned (or

    Wounded) and is no longer visible, he can no longer be fired at. Resolve ALL shots from the weapon

    that fires at him before attributing any damage.

    For mortars ONLY, if a model with a Target Acquiredmarker moves then only remove the marker

    at the end of the turn.

    Binocularscan only be used to Indicate a Target. You cant Fireand use binoculars.You can move miniatures from one floor of a building to another even if there arent any ladders/

    stairs shown. Measure vertical movement normally, applying any applicable penalties. You can also

    Move carefullyfrom one floor to another without rolling the dice. The model will be placed directly

    above/below its original position, using the whole movement allowance.

    A model inside a building and next to a door or window only has a 90 firing arc if he fires outside.

    Use the template if you need to.

    The last paragraph of the chapter on Cover (page 13 of the basic rules) should be corrected as

    follows:

    Obviously dont count walls and hedges when the firing model is touching them, nor areas of cover

    from which the firing model is firing if the model is adjacent to an edge from which they can trace

    the line of sightto the target. If the firing model is in a building and firing outside then he must be

    adjacent to a door, window or gap to avoid counting the cover hes in. If the target and the firing

    model are both in the same area of cover then the cover applies.

    Sections always declare a single target model but if the latter is Killedor Pinnedthe Section can re-

    direct their fire at another enemy model within 10 cm (with standard issue weapons) or 20cm (with

    section weapon) of the original target.

    Friendly adjacent models can be ignored for the rule regarding intervening models.

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    Priority targets and Strategy Roll (Page 13 of the Manual)

    The words cover is the same in the paragraph indicate a certain hierarchy of targets. The main target

    should always be the easiest, so if the choice is between one in cover and one not, you can fire at the

    one not in cover even if it isnt the closest; if the choice is between a target in light cover (a hedge, a

    field) and one in medium cover (woods, wall, building) then you can always fire at the less protected

    one even if its not the closest and so on.But when the cover is the same, apply the rule about Priority Targetsto avoid strange situations arising

    from the application of the game mechanics (choosing an assistantas the target even if he isnt the

    closest one, firing at a model behind another because the one in front has already moved or maybe

    has an unloaded weapon etc). Obviously its impossible to allow for all eventualities in the rules so,

    if in doubt, you can fire at models that arent Hiddenthat arent the Priority Targetdeclaring as much

    in the Declaration of Intentions phase and performing a Strategy Roll when performing the Action. In

    this case roll 2d6 and add the VT: with 11 or more you can fire at the given target, with 10 or less you

    lose the Action (give the model a Turn Overmarker). Just imagine that the man has lost time aiming

    at the new target in the chaos of battle.

    Optional Tournament Rules

    The following rules may or may not be used at the discretion of the Tournament organisers.

    Real line of sight and line of sight in the game

    The Tournament organisers can decide whether to apply the real line of sightinstead of the line of

    sight that is explained in the main rules. If this is the case then there are no areas of cover; only apply

    cover if it is really intervening. This means that, in game terms, there is no difference between four

    walls arranged in a square and a room in a house; if there is no obstacle on the line of sightthen there

    is no cover. Try to imagine the inside of a church; a soldier wont have any problem firing at anotherman who is over 10cm away (and also inside the church) because the open space and the lack of

    intervening obstacles mean there are no obstructions. The only possible cover would be provided by

    confessionals, benches or columns so being inside an empty factory, or a church, or being outside

    in an open field is much the same thing. On the other hand, in a normal building, if there are inner

    walls (and maybe furniture) a model would have a hard time seeing or firing at a target more than

    10cm away. This is the default method described in the main rules. The tournament organisers can

    decide of they want to apply one method or the other for the games (i.e. real or main rules line of

    sight) and will let the players know which they have chosen before the Tournament starts. They may

    also apply both methods at the same time, where each applies to different situations; maybe saying

    that youll be using real line of sightinside buildings but the line of sight as explained in the main

    rules when the models are in the Woods.

    If you decide to use real line of sightthen a piece of furniture or a tree gives 1d6 of cover, and remember

    that multiple elements of scenery are cumulative (e.g. two trees = 2d6 of cover).

    Rooms in buildings

    In order to get the best results, each building must be divided into rooms. If a building has been

    sub-divided into rooms then a hand-grenade will only have an effect in the room it explodes in (i.e.

    where the point of impact is). A model is never allowed to throw a grenade into the room where he

    is located.

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    Buildings height of storeys

    If you wish you can decide on a standard height for the storeys of all the buildings you use; normally

    we say that storeys are 5cm high.

    Throwing grenades backWhen a model is the target of a grenade he can react by trying to throw it back (this counts like a Fire

    action). The procedure is as follows: both players roll 2d6 and add their VT; whoever gets the highest

    number wins and the grenade explodes in the losers hands; in game terms the grenade explodes on

    this model, apply the normal 5cm burst area and Roll to Hitwith all applicable modifiers. If its a draw

    the winner is the model that threw the grenade.

    Devastating grenades

    In order to simulate the destructive power of a grenade or a mortar you can add the Devastating

    characteristic. Weapons with this characteristic treat all cover as one level less than normal (e.g. a

    Wall only counts as 1d6 of cover).

    Suppression with grenades

    Normally you need a target in order to fire anywhere but it can be useful to throw a grenade into a

    room even without a proper target, as in closed places, the rush of air and the noise will disorient

    even those who arent caught up in the burst. To simulate this in the game you are allowed to throw

    a grenade into a room even without a target as long as you respect the other rules. In this case the

    enemy in the room can react by trying to throw the grenade back (with a Fireaction). If there are

    more than one model inside the room then the player must choose which one he reacts with. The

    procedure is as follows: both players roll 2d6 and add their VT; whoever gets the highest number

    wins and the grenade explodes in the losers hands; in game terms the grenade explodes on this

    model, apply the normal 5cm burst area and Roll to Hitwith all applicable modifiers. If its a draw the

    winner is the model that threw the grenade. If the models inside the room do not react then perform

    anAim Test. If you succeed then all models in the room are hit but they add an extra 1d6 for cover; if

    you fail then the grenade has not exploded, or explodes where it does no damage.

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    Scenarios

    Tournaments will use scenarios in the basic OPERATION SQUAD: WW2 rules and the

    REINFORCEMENTS supplement, as well as those published on the forum or the official web-site.

    The Organisers may use table measuring 120x120cm or 120x160cm and may modify the position of

    the scenery.In any event the Organisers reserve the right to decide which scenarios will be used.

    Tables will be assigned randomly and if possible every effort will be made to ensure that players

    dont play the same scenario more than once during the Tournament.

    Specific Scenario Rules

    For Tournaments please change the contents of the scenarios in the OPERATION SQUAD:WW2and

    the supplement:

    Sections (Support or Combat) give the opponent 1 Scenario Point for each complete unit de-

    stroyed (or Routed), and not 1 point per man.

    Each eliminated (or Routed) Sniper gives the opponent 2 Scenario Points instead of 1.

    In scenarios that require you to choose a model from a Squad (e.g Save Him! Scenario) you cannot

    choose a Section nor a model from a Section.

    Scenario Points

    After eight turns, calculate the Scenario Points as per the rules; if the Points difference is less than 5

    then the game is a draw, if it is 5 or more then its a Victory.

    Tournament Points

    After each game, players will be awarded some Tournament points as follows:

    25 points for a victory + objective points + difference between KIA inflicted (including Rout) and

    taken (including Rout)

    20 points for a draw + objective points + difference between KIA inflicted (including Rout) and taken

    (including Rout)

    15 points for a defeat + objective points + difference between KIA inflicted (including Rout) and

    taken (including Rout)

    Example: After 8 turns, Robert takes the main objective and kills 5 men (including a sniper), while Steve

    only kills 4 of Roberts men. Robert gets 12 Scenario Points (6 for the main objective + 4 for the KIA inflicted

    + 2 for the sniper killed) and Steve gets 4 Scenario points (4 KIA inflicted). The difference is more than 5

    so its a clear victory. Robert is awarded 33 Tournament points (25 for the victory+ 6 Objective points + a

    bonus of 2 for the difference between KIA, always remembering that a sniper counts 2 points). Steve gets

    13 Tournament points (15 for the defeat -2 for the KIA difference).

    If the game ends when the opponents army routs, the victor gets all the available objective points

    + the KIA difference (including routed models).

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    If its a draw

    If there is a draw at the end of the Tournament, then the winner will also be judged with the following

    criteria:

    1) Total Opponent Points (Total Tournament Points obtained by the opponents played, except forthe games played against the person the draw is with).

    2) Tournament Points Difference (between Points won and lost).

    Admissible Optional Squads

    American Army

    US Marines Squad (Forum Pacific Front) *

    British Army

    Chindit Squad (Forum Pacific Front) *

    Italian Army

    Infantry Squad (Forum New Version 2012)

    Folgore Paratrooper Squad (Forum New Version 2012)

    Bersaglieri Squad (Forum New Version 2012)

    Italian RSI Army

    Partisan Hunters Squad (Forum New Version 2012)

    Infantry Squad (Forum New Version 2012)

    Waffen Grenadier SS Squad (Forum New Version 2012)

    Nembo Paratrooper Squad (Forum New Version 2012)

    X MAS Squad (Forum New Version 2012)

    X MAS NP Squad (Forum New Version 2012)

    Japanese Army

    Rifle Squad (Forum Pacific Front) *

    Partisans

    Partisan WarbandPartisan Squad

    Russian Army

    Assault Engineer Squad

    * Only for Light and Open versions.