World War II Skirmish Rules, section 1
MOVEMENT AND SEQUENCING
A "Deck" of index cards is prepared for the game. The deck is shuffled and the top card is drawn. The man or men listed on the card may move or perform some other activity.
EXAMPLE OF A CARD DECK AND FORCE ORGANIZATION
This is a sample deck for an imaginary American infantry force of 8 men, divided into two fire teams:
- Lt. Pitts (armed with M1 carbine) - part of fire team one
- Cpl. Whitfield (armed with M1 Rifle) - part of fire team one
- Pvt. Diamond (armed with M1 Rifle) - part of fire team one
- Pvt. Lee (armed with Thompson Sub Machine gun) - part of fire team one
- Sgt. Stevens (armed with Browning Automatic Rifle) - part of fire team two
- Pvt. Estes (armed with M1 Rifle) - part of fire team two
- Pvt. Taylor (armed with M1 Rifle) - part of fire team two
- Pvt. Thibodeaux (armed with Bazooka and .45 pistol) - part of fire team two
A similar German force of 7 men might be:
- Sgt. Schnieder (armed with machine pistol) - part of fire team one
- Pvt. Altmann (armed with Rifle) - part of fire team one
- Pvt. Fritz (armed with Rifle) - part of fire team one
- Pvt. Wieser (armed with Rifle) - part of fire team one
- Sgt. Wherkheiser (armed with Machine Pistol) - part of fire team two
- Pvt. Stahl (armed with MG42 Machine gun) - part of fire team two
- Pvt. Lindemann (armed with Rifle) - part of fire team two
The American cards would be:
AMERICAN FIRE TEAM ONE | AMERICAN FIRE TEAM ONE | AMERICAN FIRE TEAM ONE | AMERICAN FREE MOVE |
AMERICAN FIRE TEAM TWO | AMERICAN FIRE TEAM TWO | AMERICAN FIRE TEAM TWO | AMERICAN FREE MOVE |
And the German cards would be:
GERMAN FIRE TEAM ONE | GERMAN FIRE TEAM ONE | GERMAN FIRE TEAM ONE | GERMAN FREE MOVE |
GERMAN FIRE TEAM TWO | GERMAN FIRE TEAM TWO | GERMAN FIRE TEAM TWO | GERMAN FREE MOVE |
The cards of each side are shuffled together into one mixed deck. As each card is drawn, the figures listed can perform an activity. Note that on one card, the German 2nd fire team's members may perform an activity, and then on the next card, an American "Free move" card might let the members, of whichever fire team the American commander favored at that moment, perform an activity.
It IS possible for one side to have a "run" of cards and the other side must just sit and take it. Remember that "War is the Province of Uncertainly".
Normal activities might be:
- Movement (includes standing, kneeling, crouching, etc.)
- Loading or reloading a weapon.
- Firing a weapon
- Preparing a special weapon
- Throwing a grenade
- Repairing something that is broken
- Picking up something
- Assembling something
- Carrying something or someone
This is only a partial list of activities. Many activities take more than one "card" of work. An example might be assembling a belt-fed machine gun on a tripod, which would take 4 "cards" of work by one man.
For small games of 6 or less figures on a side, each man on the table could have two cards in the deck while special men such as officers and sergeants might have three cards. For larger games, each card will have a 3-4 man squad or fire team of men listed on it. "Free Move" or "Commander's choice" cards can be added to the deck and the commanding officer will decide which squad or fire team may move when these cards are drawn.
MOVEMENT RATES
Figure Starts turn: | Type of move: | May end up: |
Prone | Normal - 2" | Any stance |
Kneeling | Normal -4" | Any stance |
Standing | Normal - 6" | Any stance |
Standing | All out run - 8" | Standing only |
Movement Modifications
- Standing or kneeling man - to vault over a waist-high wall: Lose 2" of movment. Note that a running man can not do this since by definition he is doing nothing but running. Same to cross over log or rock large enough to shelter behind.
- Prone man to cross a waist-high wall: takes entire turn. Same to cross over log or rock large enough to shelter behind.
- Standing or kneeling man - to climb over a head-high wall: Takes entire turn. Note that a running man or a prone man cannot do this.
- Standing or kneeling man - to climb through an open window at ground level: Takes entire turn. Note that a running man or a prone man cannot do this.
- Standing man - to climb onto the deck of the tank or AFV, or over the side and into an open-topped vehicle: Takes entire turn. Note that a running, kneeling or prone man cannot do this. Same for getting into jeep or truck, except than a kneeling man may get into a jeep.
- Man in any posture - to go though an open door: no penalty.
- Standing or kneeling man - to open a closed door and pass through it into the center of the room: Takes entire turn. Note that a running man or a prone man cannot do this.
- Standing or kneeling man - to go through a waist-high hedge: lose 2" of movment.
- Standing or kneeling man - to go through a head-high hedge (thicker and tougher to penetrate: takes entire turn.
- Prone man - to go through any type of hedge: takes entire turn.
- Standing, kneeling or prone man - to go down into a shell hole: no penalty.
- Standing, kneeling or prone man - to climb out of a shell hole: takes entire turn.
- Rough Terrain: The Jackson Gamers never played a game with any of terrain specified as "Rough." Try half movement. Note that by definition, a man can not run in rough terrain, because he must run in a straight line over smooth terrain.
Click HERE to see a small sample game.
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