leave no man wargame rules pdf

14

Upload: jose-ventura

Post on 10-Apr-2016

80 views

Category:

Documents


9 download

DESCRIPTION

Modern Day Skirmish Wargames Rules. Set for Somalia and «Black Hawk Down» situation, but easily adaptable for any modern setting

TRANSCRIPT

Page 1: Leave No Man Wargame Rules PDF
Page 2: Leave No Man Wargame Rules PDF

Rules for the conflict in Somaliain1993

These rules are designed to give an exciting fast play game, using large

numbers of figures each of which represents an individual combatant or

civilian, who were unfortunate enough to be embroiled in the conflict in that

country. We have played games to a conclusion in a nights gaming involving

over 150 figures plus vehicles and helicopters, all achieved without getting a

headache!

The rules are free, can be freely reproduced for non -commercial purposes,

and amended in whatever way the user pleases. We would ask that if you

enjoy reading or using them that you make a donation to Henry Hyde’s

Battlegames Combat Stress Appeal marking the donation as Mog Rules. This is

a cause close to our hearts, and we appreciate any help you can give Henry

with his fundraising efforts. https://www.justgiving.com/battlegames

Thank You.

Hope you like them

Dave Tuck, Malc Johnston, Will Russell and Mark Pemberton

The Victorian Outpost Grimsby www.victorian-steel.com

5th January 2016.

Page 3: Leave No Man Wargame Rules PDF

A brief overview of the rules

Both sides roll for Initiative, the winner chooses to go first or second.

Player one rolls a dice for each combat unit on the table at the start of the

move.

That player then allocates each success to one of those combat units.

Once this is done they roll a further 2 dice, for the units which have been

allocated a dice already, for a maximum of 3 orders.

These orders are spent on moving, doubling, moving and firing, firing, going

into over-watch or carrying out any special actions.

Firing is carried out during the combat units turn and any enemy troops with

an over-watch order in play can interrupt at any time during this phase.

Morale checks are carried out, after each combat units firing is completed and

the result applied immediately.

Player two then takes over and completes the same cycle.

Combat units

A combat unit is whatever you want it to be! We try to use historical orbats,

but as fire teams and squads were often ad hoc, or irregular, we allow infantry

units of up to 10 figures, and as low as 2 figures for specialists. However, each

helicopter or technical is a separate combat unit and transport units are

limited by the size of the infantry they carry, so generally2 Humvees are the

maximum.

Combat units are divided up into 3 classes. Elite, Regular and Militia.

An order dice is given for each combat unit, so 5 units of 10 Somali militia each

will roll 5 dice, whereas 10 units of 5 militia will roll 10 dice, so there is a trade-

off between big units with more firepower against small tactical units that will

be flexible but not deliver as much of a punch.

So having established the number of units of each type, the player rolls one D6

for each combat unit requiring 3-6 for Elite, 4-6 for Regular and 5-6 for Militia.

Page 4: Leave No Man Wargame Rules PDF

The successful rolls are then placed on the table by the unit(s) the player

wishes to activate and a further 2 D6 are rolled requiring the above scores

again to give the combat unit up to 3 actions in their turn depending upon

successes.

For each success a combat unit may.

Move up to a full normal move, turning in any direction freely at any time in

the movement.

Double without penalty in a straight line allowing for minor changes in

direction to follow the direction of a road or alley for example.

Move a normal move and fire, with a penalty for moving.

Fire at the halt with no penalty.

Go onto over-watch

Carry out a special move as required by your scenario.

Movement

Movement rates are as follows

normal double notes

Infantry 6” 12”

Tracked Vehicles 9” 18”

Wheeled Vehicles 12” 24”

Helicopters No limit No limit 1

Note 1 helicopters spend one order to move, one to land or fast rope

passengers and one to hover and fire guns, rocket pods etc

The operating player must designate the entry point and exit point of its move

and the helicopter flies in a straight line from start to finish, depositing troops

or firing if it has sufficient extra orders. If only one order is successful (i.e the

one designated to it at the start of the turn) it must still pass from the start to

the finish point taking any shots it may suffer from Somali troops on over-

watch along the way.

Page 5: Leave No Man Wargame Rules PDF

Over-watch

Combat units may be allocated order dice each turn which allows them to fire

in their opponents next turn should a suitable target present itself.

The combat unit is allocated a dice in the usual way and rolls a further 2 D6 to

establish the number of actions it may carry out. (between 1 and 3 as normal).

The dice remain with the unit once that player’s activation is complete and can

be spent at any time during their opponents next turn to fire at any troops that

present themselves. It costs one order to fire once and the player on over-

watch always fires first, and a further order for each subsequent shot.

Subsequent shots are deemed to be fired simultaneously. Should the over-

watch player wish to fire at two separate combat units in a turn it costs one

order to change target so only over-watch units with 3 orders will be able to do

this.

Specialist snipers do not suffer this penalty and can change target at will.

Firing

All firing is by individual model, vehicle or helicopter.

All firing is carried out using D8’s.

A basic 3+, on a D8 is required for a hit, with the following modifiers

Plus 1

If the firers are regular troops.

If the target has body armour.

If the firers are under fire themselves, by small arms fire, in the last enemy

phase.

If the target was stationary during its last phase. (They were deemed to be

using whatever cover was available.)

For each turn of the phase that the firers had or would be doubling.

If the firer is using an RPG.

Plus 2

If the firers are Militia troops.

Page 6: Leave No Man Wargame Rules PDF

If the firers were under fire themselves, by sniper fire or heavy weapons fire, in

the last enemy phase.

Minus 1

If the firer is a trained sniper

If the firer has an underslung grenade, or Night Vision Glasses if at night.

A saving throw system is used for cover and different levels of armour.

All troops which did not move during their last turn save on a 6.

Troops in soft cover save on 5-6.

Troops in hard cover save on 4-6.

Each type of cover is rolled for separately, so a Humvee (hard cover) parked

behind a tree line (soft cover) first rolls to save each hit on a 5-6 and any

unsaved then are rolled for on a 4-6.

The number of D8’s rolled for by each weapon and its range is as follows

weapon Range D8’s rolled notes

Assault rifles, snipers, AK47’s 24” 2 1

SAW’s and LMG’s 24” 3

M60’s and other HMG’s 36” 4

LAW’s and RPG’s 24” 1 2

Rocket pods and Miniguns 12” 1 3

Note 1 Snipers have no range restriction, if a line of sight can be drawn from

the sniper to the target, it can be shot at !

Note 2 LAW and RPG’s pick a target figure, if firing at infantry and if a hit is

registered on that target every figure within 3” is hit saving for cover in the

usual way.

Note 3 Rocket pods and mini-guns act as RPG’s but target anything within 6” of

the designated point. Cover saves are as normal. The 12”range refers to either

side of the designated flightpath (see earlier).

Page 7: Leave No Man Wargame Rules PDF

Morale

Morale is a bit problematic. The US and UN forces did not surrender, and have

only one real option, which is to fight their way in or out of the mission.

The Somalis, on the other hand, would be a lot more volatile, forming large

mobs and dispersing when the situation became too hot. We choose to

represent this by allowing the Somali player to start with his combat units in

squads of up to 10 men. If 5 or less, morale tests are taken whenever a

casualty is suffered with a total of 6 being required for the force to continue.

This is achieved by rolling D6 and adding the number of men left in the combat

unit to the die roll. If this total is 7 or greater the troops continued. If not they

fell back and join the next nearest active combat group.

Groups of 10 take the same test only rolling a D10 and requiring a total of 11

to continue. The result of this is that fewer and fewer groups of Somalis are

active as the game progresses but the groups that are, get larger. If the groups

are larger than 10 when taking a test, treat 15 as a group of 7 and one of 8, 21

as 3 groups of 7 etc.

We also have a rule that states that any group of 10 or more that does not pass

an order, rolls a D8 and moves randomly for that turn .1-2 straight forward,3-4

straight back same facing, 5-6 to the left and 7-8 to the right. The number of

inches moved is determined by the roll of a D8.

Helicopters and Vehicles

Humvees and lightly armoured vehicles count as hard cover for saving throws

from firing. When hits are achieved on them and not saved a D6 is rolled for

each unsaved hit, 1-3 it is on the passengers and crew and 4-6 it is on the

vehicle. Vehicles take 5 hits to be destroyed and each hit reduces its

movement by 25%.Vehicle mounted weapons can continue to be operated as

long as there are sufficient occupants left to operate the weapon and still

provide a driver. Otherwise the player must choose whether the sole occupant

is driving or firing and it takes one order to change roles.

For every 2 unsaved hits on a helicopter from small arms and LMG’s 2 D6 are

rolled and 12 is required to force it down. Helicopters count as hard cover.

For HMG’s the above roll is made for each unsaved hit.

For RPG’s the roll required is 11-12 for each unsaved hit.

Page 8: Leave No Man Wargame Rules PDF
Page 9: Leave No Man Wargame Rules PDF
Page 10: Leave No Man Wargame Rules PDF
Page 11: Leave No Man Wargame Rules PDF
Page 12: Leave No Man Wargame Rules PDF
Page 13: Leave No Man Wargame Rules PDF
Page 14: Leave No Man Wargame Rules PDF