Jackson Gamers' Rules set for WWII games
SKIRMISH RULES

SAMPLE GAME SHOWING EXAMPLES OF MOVEMENT AND FIRE

AT START

The buildings are all of stone construction, the windows and doors are all open, shown on the map. There are hedges marked in green and stone walls in black & gray. There is a knocked out tank at the top, partially crushing a wall, and a downed tree in the street to the right. There are a couple of piles of rubble in some of the back yards, and some closed gates in the walls and hedges. None of the stone walls or hedges are taller than a man's head, and the buildings probably had no second floors (the players did not use any.

I allowed a single fire team of 4 men for each side. There were three cards in the deck for each side. The Germans are shown in Red, and the Americans in blue.

CARD 1 - US Move

The Germans marked "1,3 and 4" had rifles. The Americans marked "3" had a Browning Automatic rifle, all the others having M-1 Garands. The Americans move forward, with a pretty good idea where the Germans are. The game master is not allowing hidden movement in this "training game". Men 1 and 2 lose 2" movement crossing the hedge.

CARD 2 - US Move

The Americans continue their advance, All men are upright in the open (which is not the smartest of moves). It would have been better to move towards a building with all the men, preferably behind a wall or hedge.

CARD 3 - German Move

German #2 fires 15 rounds from his machine pistol at 8" range at American #3. Since the range is under 10" the damage is tripled and American #3 takes 29% damage - tripled to 87%. A mortal wound! American #3 falls onto his back.

German #1 moves to a window facing the advancing Americans. Germans #3 and 4 move out of their houses to better firing positions.

CARD 4 - American Move

Americans #1 and 2 fire their rifles at German #1 in the window. He has 40% cover and takes only 18% damage - a slight wound. He tests morale and remains upright (a man among men!). American #3 fires at German #2, crouching behind the stone wall. No damage!

CARD 5 - German Move

German #1 fires his rifle at American #1. He has 5 rounds and fires each one singly. His 3rd roll is an "01". Since this is equal to or less than the number of rounds fired (one round, each one diced for singly) the target (American #1) is killed.

German #2 fires at American #3 and German #3 fires at the mortally wounded American #2 lying on his back in the street (what a low thing to do!). American #2 takes 19% damage, finishing him off. American #3 is missed entirely!

German #4 tries to fire at American #3, but his aim is blocked by the building (dotted black line is attempted line of fire). This does not count as an action, so German #4 advances on the enemy, taking care to stay out of the line of fire of any of the Americans.

CARD 6 - American Move

The Americans decide discretion is the better part of valor. Man #2 hops over the hedge, headed across the street. Man #4 dives through a handy window into the building on his right.

CARD 7 - American Move

American #4 reloads his weapon, while #2 moves into the building. There was no need for American #4 to be in front of the window. He could have declared that he was "away from the window" and would not have been a target.

The Americans were hoping for the next card to be theirs.

CARD 8 - German Move

Every German reloads their weapon except for German #4 who cannot decide what to do and stays put. He should have advanced to a firing position.

CARD 9 - German Move
German #2 fires all 30 rounds in his machine pistol at American #4 in the window. This is close range, but the 40% cover afforded by the window and poor dice rolling gives the target, American #4, a 42% wound. He tests morale and falls onto his stomach.

All the other Germans advance towards the building occupied by the Americans. The game ends at this point, witht the Americans conceding. Man #2 would probably "bug out" while the seriously wounded man #4 would either be captured or "accidentally" shot.

MOVEMENT SMALL ARMS
MACHINE GUNS
HAND GRENADES
H.E. SHELLS SPECIAL WEAPONS
AFV RULES
AFV DAMAGE
TANK AND A.T. GUNS INFANTRY AT WEAPONS
SMOKE
HAND TO HAND
MORALE WOUNDS AND DEATH


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