The Instructables site has a tutorial on making your own laser cutter. It uses a pair of old scanners for aligning the x and y axes. The entire project can be done for under $50. As far as I can tell, it will only cut paper … but with a stronger laser and power supply, maybe you could cut cardboard counters, or cardboard bases.
Month: March 2020
HOTT for Moderns
Hordes of the Things (HOTT) for moderns is an adaptation of the much-liked fantasy DBA variant. It was written by Bruce McFarlane of the Canadian Wargamers Group and now exists only on the Wayback Machine. In the interests of preservation, I have reproduced it below. No challenge to Mr. McFarlane’s copyright is intended.
Modern DBA/HOTT
Bruce McFarlane of the
Canadian Wargamers Group has produced this HOTT-based rule set for Modern
divisional scale games. The text is all Bruce’s.
The following is an adaptation of HOTT to Modern rules while retaining the
simplicity and spirit of the original rules.
HOTT for Modern Armour
Troop Types
- Main Battle Tank – Top of the line; recent generation AFVs,
equipped with the most recent electronics and weaponry.Most often used by
major powers; M1A1s, Challengers,Cheiftains, Leapard IIs, T-86s and T-82s. - Secondary Battle Tanks – Front line AFVs from the 1960�s and 70�s.
Often used as the Main Battle Tank of medium powers; M-60s, T-72s, T-62s and
Leapard Is. - Obsolete Battle Tanks – 1st-post WWII generation AFVs.Little or no
electronic targeting, stablizing,etc. Still often used by minor powers
Super-Shermans, Pattons, Centurions, and T-55s. - Armoured Personnel Carrier -All manner of armoured vehicles
primarily used for the transport of infantry; M2s, M113s, BMPs, BTRs, and
BMDs. - APC / ATGM -Armoured vehicles used in an anti-tank role rather than
for transport.Armed with anti-tank Missles; M-901s, BRDM/ATGM. - Recon -All manner of vehicles which utilize stealth and speed to
seek out and identify enemy positions, rather than meet and defeat the
enemy; M3s, Luchs, and BRDM-2. - Infantry – Most assault-rifle armed foot soldiers currently used by
modern armies. - Engineers – Troops especially trained and equipped for battlefield
construction and demolition. - Truck -All manner of soft-skinned, wheeled vehicles, used to
transport men and materiel. - Towed Artillery -Long-range , unarmoured cannon towed into battle
by Vehicles; 105Hs and 130mm M-46. Counts as "Foot". - Self-Propelled Artillery – Long-range, cannon mounted on its own
chassis and armoured.May fire on the opponent�s turn, even if it has moved
in the previous turn; M-109, M-110s, MRLSs, SAU-122s, SAU-152s, and BM-21s.
Counts as "Foot". - Towed SAM -All Surface-to-Air Anti-Aircraft weapons including FLAK,
Multi-barreled cannon and guided missiles, in prepared positions or towed
into battle by vehicles.Costs 2 PIPS to fire (unless using optional �artillery�
rule); Hawks, Patriots, and ZU-23s.Counts as "Foot". - Self-Propelled SAM -All Surface-to-Air Anti-Aircraft weapons
including FLAK, Multi-barreled cannon and guided missiles, mounted on its
own chassis and usually armoured. Costs 2 PIPS to fire (unless using
optional �artillery� rule); Chaparelles, Roland, M-163s, Gepards,
SA-4s,SA-6s, SA-9s, SA-11s, and ZSU-23s.Counts as "Foot". - B-52 Bomber – All high-level aircraft used to bombard large areas,
indiscriminately; B-52s, B-29 Superfortress, and Tu-95 Bears. - Fighter Bomber -All aircraft that use precision point attacks to
destroy specific enemy units and positions.Typically, these are one or two
engine jet-fighter planes; F-86s, F-4s, F-15s, F-16s, F-18s, Mirages, and
all sorts of MiGs. - Attack Helicopters -all vehicle-lift aircraft – both fixed wing and
rotary-blade- who�s primary role is ground-support or anti-tank fire;
Cobra, Apache and Hind helicopters, as well as, Harrier jump-jet and other
VTOL aircraft. - Transport Helicopters – all vehicle-lift aircraft – both fixed wing
and rotary-blade – who�s primary role is either the transportation of men
and material or to be used as a gun platform or ground-support fire; Various
and sundry Hueys, Chinooks, Sea Kings, Sikorsky and Hinds. - Special Forces – Infantry, especially trained and equipped for
covert actions and infiltration against the enemy; Commando, Ranger, Green
Beret, and Spetsnaz troops. - Mines – All passive anti-personnel and anti-vehicle ground
weapons.These are deployed, secretly before the game and take up an area of
6� by 2�. Friendly troops may pass through these mine fields without
suffering harm or revealing the field�s existence.
Combat
| Unit | HOTT Equivalent | Move | Vs. | Range | AP | ||||
| Good | Bad | Road | Foot | Vehicle | Air | ||||
| HQ | General | 10" | 10" | 10" | +1* | +1* | +1* | – | Free |
*HQs add 1 to the die roll when the element it is attached to is in combat.
HQs can move 10" and attach to another element in its command for a cost of
1 PIP.
If the element an HQ is attached to is destroyed roll a d6 for the effect on
the HQ:
1,2,3 = no effect HQ moves to closest element in its command.
4,5 = HQ disrupted remove from table for d6 turns, after which it returns to
any element in its command. All actions take 2 PIPS in HQ’s absence.6=HQ destroyed remove from table permanently. All actions take 2 PIPS in HQ’s
absence.
Since the Regiments, Brigades, Divisions of the various nationalities vary so
much in size we cannot use a d6 as the command roll for all of them. Instead we
use a d2 (head=1; tails =2), d4, d6, d8, d10 or d12, depending on the size of
the formation, (excluding transport elements – trucks, APCs, helicopters, etc.)
as listed:
formations of 1-6 elements use a d2;
formations of 7-10 elements use a d4;
formations of 11- 14 elements use a d6;
formations of 15-18 elements use a d8;formations of over 18 elements use a d10.
In addition we can now rate the commanders; Poor commanders use a die one
level lower than called for [i.e. a d6 becomes a d4]; average commanders use the
die, as listed; superior commanders use a die one level greater than called for
[i.e. a d10 becomes a d12].
Movement and Factors
Unit |
HOTT Equivalent | Move | Vs. | Range | AP | ||||
| Good | Bad | Road | Foot | Vehicle | Air | ||||
| Main Battle Tank | Paladin | 5" | 2" | 5" | +6 | +6 | +4 | 6" | 4 |
| Secondary Battle Tank | Hero | 5" | 2" | 5" | +5 | +5 | +3 | 5" | 4 |
| Obsolete Tank | Knight | 3" | 2" | 4" | +3 | +4 | +2 | 4" | 2 |
| Armoured Personnel Carrier | Rider | 5" | 2" | 5" | +3 | +3 | D3 | 0" | 2 |
| APC/ATGM | Shooter | 5" | 2" | 5" | +3 | +6 | D3 | 8" | 4 |
| Recon | Beasts | 4" | 4" | 5" | +3 | +4 | D4 | 4" | 2 |
| Infantry | Warbands | 2" | 2" | 4" | +3 | +3 | D3 | 2" | 2 |
| Engineers | Blades | 2" | 2" | 4" | +5 | +3 | +2 | 0" | 2 |
| Truck | Lurker | 4" | 2" | 6" | D1 | D1 | D2 | 0" | 1 |
| Towed Artillery | Artillery | 0" | 0" | 0" | +4 | +3 | +2 | 10"/20" | 2 |
| SP Artillery | Artillery | 3" | 2" | 4" | +4 | +4 | +2 | 10"/20" | 4 |
| Towed SAM | Magician | 0" | 0" | 0" | D2 | D2 | +4 | 24" | 2 |
| SP SAM | Magician | 3" | 2" | 4" | D2 | D2 | +4 | 24" | 4 |
| B-52 Bomber | God | 24" | 24" | 24" | +6 | +6 | +6 | 0" | 4 |
| Fighter Bomber | Dragon | 24" | 24" | 24" | +2 | +6 | +6 | 6" | 4 |
| Attack Helicopter | Air Boat | 10" | 10" | 10" | +5 | +3 | +3 | 6" | 3 |
| Transport Helicopter | Air Boat | 10" | 10" | 10" | +3 | D2 | +2 | 4" | 2 |
| Special Forces | Sneakers | 3" | 3" | 4" | +4 | +3 | D4 | 2" | 3 |
| Mines | Lurkers | 6" | +2 | +2 | n/a | 0" | 1 | ||
Notes |
|||||||||
| Armoured Personnel Carriers may carry 1 Infantry |
|||||||||
| APC/ATGMs may not carry infantry | |||||||||
| Engineers build or destroy bridge on roll of "6" |
|||||||||
| Trucks may carry 1 infantry or engineer or artillery |
|||||||||
| Transport Helicopters may carry 1 infantry or towed artillery |
|||||||||
| D1, D2, D3 = can only be used in defence; attacker cannot be hurt |
|||||||||
Tactical Factors
- +1 If the element is with a general and in Close Combat or shot at
- +1 If in close combat and either up hill or defending a riverbank
- +2 Target being shot at in cover
- +2 Infantry in close combat, with Engineers in rear support
- +2 Infantry with tank in rear support, in Close Combat against target in
open - -1 For each flank overlapped, and/or each enemy element in contact with
flank or rear, or for each 2nd and 3rd element aiding in shooting
Combat Outcome
Unit |
Quick Killed By |
Quick Kills On |
| Main Battle Tank | Destroyed when in contact; Otherwise recoil | MBT, SBT SAM, ATGM., Art., Recon, Fight.bomb, Truck destroyed; Special Force flee table |
| Secondary Battle Tank | MBT, SBT in contact, Artillery; Otherwise recoil |
MBT, SBT SAM, ATGM., Art., Recon, Fight.bomb, Truck destroyed ; Special Force flee 6� |
| Obsolete Tank |
ATGM, Artillery, SAM., they have just contacted, or in Bad Going; Otherwisw recoil |
MTB, APC, ATGM, Fight.bomber, Artillery, Infantry, Engineers, Trucks destroyed; Special force flee 6� |
| APC | Destroyed in Bad Going; Otherwise recoil | MTB, ATGM, Recon., Artillery destroyed; Special Forces flee 6� |
| ATGM | Destroyed by mounted in contact; Otherwise recoil |
MBT, SBT, OT. SAM, Artillery, Trucks destroyed; Special Forces flee 6� |
| Recon | Destroyed in Bad Going; Otherwise recoil | MBT, ATGM, Artillery, Trucks destroyed; Special Force flee 6� |
| Infantry | Destroyed by OT in Good Going; Otherwise recoil |
MBT, Artillery, Fighterbomber, Engineers, Trucks destroyed; Special Force flee 6� |
| Engineers | Destroyed by Infantry, OT; Otherwise recoil | MBT, Artillery, Trucks destroyed; Special Force flee 6� |
| Artillery | Destroyed by any unit in contact; Otherwise recoil |
MBT, Artillery, Trucks destroyed; Special Force flee 6� |
| SAM | Destroyed by MTB, STB, Fighterbomber, B-52; Otherwise recoil |
MBT, Artillery, Trucks destroyed; Special Force flees 6� |
| B-52 | Destroyed by MBT, SBT; Otherwise recoil |
MBT, Artillery, Trucks destroyed; Special Force flees 6� |
| Fighter Bomber |
Destroyed by MBT, SBT; Flee table from all others |
MBT, Artillery, Fight.Bomb, Trucks destroyed; Special Force flees 6� |
| Attack Helicopter |
Flee 6� from SAM | MBT, Artillery, Fight.bomb, Trucks destroyed; Special Force flees 6� |
| Transport Helicopter |
Flee 6� from SAM | MBT, Artillery, Fight.bomb., Trucks destroyed; Special Force flees 6� |
| Special Force |
Flee 6� from all units | HQs, Special Forces Destroyed; All others ignore results |
| Mines | Flee off battlefield from all units | MTB, SBT, OT, Trucks Destroyed; Special Forces flee 6� |
Optional Rule
(Highly Recommended)
Limited Recoils
Each element is only allowed a limited number of recoils. Once that limit is
reached the element is removed from the table.
Conscript = 2 recoils;
Regulars = 3 recoils;
Veteran = 4 recoils;
Elite are removed upon their 5th recoil.
Points Values
For points values multiply the base AP value by the number of recoils allowed
(i.e. Elite Infantry would be 2 elements x 5 recoils = 10)
Organizations
Warsaw Pact
- Guard Airbourne Reg’t — HQ + 2xInfantry + 2xAPC or 2x Trans Helicopter =
(8AP) - Airbourne Regiment– HQ + 2xInfantry + 2x Trans.Helicopter = (8AP)
- SAM Brigade — HQ + 4xtowed SAM + 4xtrucks = (12AP)
- Artillery Division– HQ + 3x towed Artillery + 1x SP.SAM + 3xtrucks =
(13AP) - Guard Tank Division –HQ + 1x Attack Helc.+ 1xAPC/ATGM + 1xEngineer + 2x
SP. Art. + 2x SP.SAM + 2xInfantry + 2xAPC + 1xtruck + 4x MBT (or SBT or OT)
+ 1xRecon =52AP (or 52AP or 44SP) - Motorized Rifle Division — HQ + 1xAttack Helc. + 1xAPC/ATGM + 1x Engineer
+ 2xSP.Art. + 2xSP.SAM + 5xInfantry + 5xAPC +1 trucks + 2x MBT (or SBT
or OT) + 1x Recon = 56AP (or 56APor 52AP) - Tank Division–HQ + 1xHind + 1xAPC/ATGM + 1xEngineer + 2xSP.Art +
2xSP.SAM + 2xInfantry+ 2x APC +1x trucks + 5x MBT (or SBT or OT)
+ 1 Recon = 52AP (or 52AP or 42AP)
NATO Organization
- US Armored Cavalry Reg’t — HQ + 1x SP.Art + 2xAttack Helc. + 1xMBT or SBT
+ 2x Infantry + 2x APCor2x Trans.Helc. = 22AP - US Artillery Group– HQ + 2xSP.Art. + 1x towed SAM + 1x truck =11AP
- US Air Defence Group — HQ + 6x towed SAM + 6x trucks = 18AP
- US Armored Division — HQ + 1xRecon + 1x Engineers + 1xAttack Helc. +1x
APC/ATGM + 1xSP.SAM + 2xSP.Art. + 3xMBT or SBT or OT + 3xInfantry +
3xAPC + 1 truck = 50AP (or 50AP or 44AP) - US Mechanized Infantry Division –HQ + 1xRecon + 1xAttack Helc. + 1x ASPC/ATGM
+ 2x Sp.Art. + 1xSp.SAM + 3xInfantry + 3x APC + 3xMBT or STB or OT =45 AP
(or 45 AP or 39 AP) - West German Airbourne Brigade — HQ + towed. Art+ 2 x Infantry + 3x
Trans.Helicopter= (12 AP) - West German J�ger Division — HQ + 2x SP.Art + 1x SP.SAM +1 Recon + 3xMBT
or SBT or OT + 2xInfantry +2x APC = 42 AP (or 42 AP or 36 AP) - West German Panzer Division — HQ + 1x SP.Art + 1x SP.SAM + 1x Recon
+ 3xMBT or SBT or OT + 2xInfantry + 2x APC = 38 AP (or 38AP or
32 AP)
Egyptian
- Armored DivisionHQ + 7x SBT or OT + 3x Infantry + 3x APC +1x BDRM/ATGM +
3x towed artillery +1x towed SAM + 4x truck = 56 AP (or 42 AP) - Infantry Division HQ + 9x Infantry+ 2x OT+ 2x towed Art. + 11 trucks = 37
AP - Mechanized DivisionsHQ + 6x Infantry + 6x APC + 3x OT + 3x towed Art. +
1xtowedSAM + 4 trucks = 42 AP
Syrian
- Infantry Division – HQ + 3 Infantry + 2 Infantry + 2 APC + 5x OT + 3x
SP.Art.+ 1xtowedSAM + 4 trucks + 1x BDRM/ATGM = 54 AP
Jordanian 1967 & 1973
- Infantry Brigade- HQ + 3x Infantry + 1x towed Art. + 4x truck = 12 AP
Armored Brigade – HQ + 2x 0T + 1x Infantry +1x APC + 1x towed Art. + 1
truck = 15 AP
Israeli
- Parachute Brigade- HQ + 3x Infantry = 6 AP
- Mechanized Brigade – HQ + 2x Infantry+ 1x SBT or OT +1x SP.Art + 2x
trucks = 14 AP (or 12 AP) - Armored Brigade- HQ + 2x SBT or OT + 1 Infantry + 1x truck + 1
SP.Art = 13 AP (or 9 AP) - Armored Division – HQ + 6x SBT + 1x Recon + 3x SP.Art = 38 AP
Bruce McFarlane, Canadian
Wargamers Group
Home Page: http://www.agt.net/public/cwgroup/cwghome.html
HOTT For WWII
The HOTT for WWII rules set was written by Bruce McFarlane some years ago and now exists only on the Wayback machine. In the interests of preservation, I have copied it below. This represents no challenge to Bruce’s copyright and I will of course, take it down if he asks.
WWII DBA/HOTT
Bruce McFarlane of the
Canadian Wargamers Group has produced this HotT-based rule set for World War
Two divisional scale games. The text is all Bruce’s.
The following is an adaptation of HOTT to WWII rules while retaining the
simplicity and spirit of the original rules.
HOTT for WWII
Troop Types
- HQ [Generals] – Divisional Headquarters and Command Center
- Heavy Weapons Infantry [Blades] – Heavy weapons
companies armed with heavy machineguns, mortars, AT rockets, etc. - Infantry [Warbands] – All reasonably trained regular rifle
armed foot soldiers - Shock Infantry [Hordes] – All poorly or partially trained troops
that rely weight of numbers rather than firepower to intimidate the enemy;
Soviet and Chinese wave tactics - SMG Infantry [ Blades] – All troops armed with short-range,
rapid fire weapons that must get in close to the enemy to bring their
firepower to bear. - Engineers [Blades] – All troops trained, primarily, in
constructions, demolitions and specialized weapons (flamethrowers etc.) - Recon Infantry [Beasts] – All troops who’s primary role is to
seek out and find the enemy, rather than meet the enemy in a firefight - Cavalry [Warbands] – All rifled armed mounted infantry which used
mounts to move to the battlefield, but fought on foot; Russian and Polish
cavalry. - Super Heavy Tanks [Heroes] – The later generation large tanks
that had exceedingly thick armour and long-range cannons; Tigers, Tiger IIs,
Jagdpanthers. - Heavy Tanks [Knights] – All large tanks from mid-war
onward that were meant to achieve a breakthrough in the enemy line.
Panthers, Fireflys, M4-76s, JS-Is and JS-IIs T-34-80s,etc. - Medium Tanks [Riders] – Main line tanks that most
armies of the day depended upon. Tanks capable of Anti-armour warfare
as well as Close support for the infantry. Early heavy tanks from the
first years of the war; Matildas, Shermans, Cromwells, Pz-IVs, Pz-IIIs,
T-34s, Char-Bs, Hotchkiss-35s, Sumoa-35s. - Light Tanks [Beasts] – All thin armoured, small-caliber
cannon or machine-gun armed vehicles that depend on stealth and speed rather
than armour for protection. Armoured Cars and small tanks used for
Reconnaissance and scouting rather than infantry support of breakthrough;
Comets, Grants, Pz-Is and Pz-IIs, AMRs, Pumas, White Scout Cars etc. - Halftracks [Rider]- All armoured vehicles used to transport
infantry and towed weapons rather than be a fighting-vehicle themselves. - Trucks [Lurkers] – All soft-skinned vehicles that were used
primarily to transport troops, supplies and towed weapons. This
includes Bren-gun carriers, jeeps, prime movers etc. Note although
listed as "Lurkers" these vehicles are not restricted to any one
terrain feature on the table and may travel anywhere on the board. - Horse [Lurkers] – all wagons, limbers etc. that used horses to
carry supplies, troops and towed weapons. NOT Russian cavalry.Note although listed as Lurkers these vehicles are not restricted to any one
terrain feature on the table and may travel anywhere on the board. - Towed Light Anti-Tank Guns [Shooters] – All light (under
60mm) towed cannon used as an anti-tank weapon. - Towed Heavy Anti-Tank Guns [Shooters]- All heavy (over 60mm)
towed cannon used as an anti-tank weapon. - Self-Propelled Anti-Tank Vehicles [Behemoth] – All lightly armoured
vehicles with large-caliber cannon, used primarily in an anti-tank roll,
rather than infantry support; Achilles, Wolverines, Archers etc. - Towed Light Artillery [Artillery] – All light cannon designed to
deliver indirect, high-explosive fire. Only fires in the opposition’s
fire-phase and only if it did not move or pivot in its previous movement
phase. - Self-Propelled Light Artillery [Artillery] – All light cannon
designed to deliver indirect, high-explosive fire, mounted on its own
tracked vehicle. Only fires on the opposition’s fire-phase, but does so
regardless as to whether it moved or pivoted in the previous movement phase. - Towed Heavy Artillery [Artillery] – All heavy cannon designed to
deliver indirect, high-explosive fire. Only fires in the
opposition’s fire-phase and only if it did not move or pivot in its previous
movement phase. - Self-Propelled Heavy Artillery [Artillery] – All heavy cannon
designed to deliver indirect, high-explosive fire, mounted on its own
tracked vehicle. Only fires on the opposition’s fire-phase, but does so
regardless as to whether it moved or pivoted in the previous movement phase. - Heavy Bomber [God] – All aircraft designed to deliver a large
quantity of high-explosive bombs over a wide area; Liberators, Lancasters,
Heinkels, etc. - Fighter Bomber [Dragon] – All medium and dive bombers
intended to deliver a high-explosive bomb or armour penetrating missile to a
specific point on the ground; Typhoons, Stukas, Mosquitos, etc. - Fighter [Dragon] – All planes that were designed primarily to shoot
down other planes; Spitfires, Mustangs, Lightning, Messerschmitts,
Focke-Wulfs, etc. - Anti-Aircraft [Magician] – All ground weapons, including Flak
and multi-barreled machine-guns which were designed to bring down enemy
planes. - Special Forces [Sneakers] – All troops which use
stealth to infiltrate and disrupt the enemy; Commandos, Rangers,
Frogmen, Resistance cells etc. - Mines [Lurkers] – All manner of passive anti-personnel and
anti-vehicle explosives, booby-traps and land-mines. Although labeled
"Lurkers" mines do not have to be placed in a terrain feature
(although they may be). Before the game the player may secretly
designate any 6" by 3" area on his half of the table as a
minefield, for every mine he has purchased. - Landing Craft [Artillery] – All manner of small shallow-draft craft
used to transport vehicles and troops from sea-going vessels to shore.
Combat
| Unit | HOTT Equivalent | Move | Vs. | Range | AP | ||||
| Good | Bad | Road | Foot | Vehicle | Air | ||||
| HQ | General | 10" | 10" | 10" | +1* | +1* | +1* | – | Free |
*HQs add 1 to the die roll when the element it is attached to is in
combat. HQs can move 10" and attach to another element in its command
for a cost of 1 PIP. If the element an HQ is attached to is destroyed roll
a d6 for the effect on the HQ:
- 1,2,3 = no effect HQ moves to closest element in its command
4,5 = HQ disrupted remove from table for d6 turns, after
which it returns to any element in its command. All actions take 2
PIPS in HQ’s absence6 = HQ destroyed remove from table permanently.
All actions take 2 PIPS in HQ’s absence
Since the Regiments, Brigades, Divisions of the various nationalities vary so
much in size we cannot use a d6 as the command roll for all of them. Instead we
use a d2 (head=1; tails =2), d4, d6, d8, d10 or d12, depending on the size of
the formation, (excluding transport elements – horse, trucks, halftracks etc.)
as listed:
- formations of 1-6 elements use a d2;
formations of 7-10 elements use a d4;
formations of 11- 14 elements use a d6;
formations of 15-18 elements use a d8;
formations of over 18 elements use a d10.
In addition we can now rate the commanders; Poor commanders use a die
one level lower than called for [i.e. a d6 becomes a d4]; average
commanders use the die, as listed; superior commanders use a die one level
greater than called for [i.e. a d10 becomes a d12].
Movement and Factors
Unit |
HOTT Equivalent | Move | Vs. | Range | AP | ||||
| Good | Bad | Road | Foot | Vehicle | Air | ||||
| Super-Heavy Tank | Hero | 5" | 2" | 5" | +5 | +5 | D2 | 6" | 4 |
| Heavy Tank | Knight | 3" | 2" | 4" | +3 | +4 | D2 | 5" | 2 |
| Medium Tank | Rider | 5" | 2" | 5" | +3 | +3 | D2 | 4" | 2 |
| Light Tank | Beast | 5" | 5" | 5" | +2 | +2 | D2 | 4" | 2 |
| Horse-drawn * | Lurker | 2" | 2" | 4" | D0 | D0 | D0 | – | 0 |
| Truck * | Lurker | 4" | 2" | 6" | D1 | D1 | D2 | – | 1 |
| Half-track * | Rider | 5" | 2" | 5" | D3 | D4 | D2 | – | 2 |
| Heavy Weapons | Blades | 2" | 2" | 2" | +5 | +3 | D2 | 4" | 2 |
| SMG Infantry | Blades | 3" | 3" | 3" | +5 | +3 | D3 | 0" | 2 |
| Recon | Beasts | 4" | 4" | 3" | +3 | +4 | D4 | 2" | 2 |
| Infantry | Warbands | 3" | 3" | 3" | +3 | +3 | D3 | 2" | 2 |
| Shock Infantry | Hordes | 3" | 3" | 3" | +2 | +2 | D3 | 0" | 1 |
| Cavalry | Warbands | 3" | 3" | 5" | +3 | +3 | D2 | 2" | 3 |
| Engineers | Blades | 2" | 2" | 3" | +5 | +3 | D2 | 0" | 2 |
| Towed Light Artillery | Artillery | 0" | 0" | 0" | +4 | +2 | D2 | 6"/12" | 2 |
| Towed Heavy Artillery | Artillery | 0" | 0" | 0" | +6 | +2 | D2 | 10"/20" | 3 |
| SP Light Artillery | Artillery | 3" | 2" | 4" | +4 | +2 | D2 | 6"/12" | 4 |
| SP Heavy Artillery | Artillery | 3" | 2" | 4" | +6 | +2 | D2 | 10"/20" | 5 |
| Light AT Gun | Shooter | 0" | 0" | 0" | +2 | +4 | D2 | 4" | 2 |
| Heavy AT Gun | Shooter | 0" | 0" | 0" | +2 | +6 | D2 | 6" | 3 |
| Self-Propelled AT | Behemoth | 5" | 2" | 5" | +3 | +5 | D2 | 6" | 4 |
| Heavy Bomber | God | 24" | 24" | 24" | +6 | +6 | D6 | 0" | 4 |
| Fighter Bomber | Dragon | 24" | 24" | 24" | +2 | +6 | D4 | 6" | 4 |
| Fighter | Dragon | 24" | 24" | 24" | +2 | +2 | +6 | 6" | 4 |
| Anti-Aircraft | Magician | 0" | 0" | 0" | D1 | D1 | +4 | 12" | 3 |
| Special Forces | Sneakers | 3" | 3" | 4" | +4 | +3 | D3 | 2" | 3 |
| Mines | Lurkers | – | 6" | – | +2 | +2 | na | 0" | 1 |
| Landing Craft | Artillery | – | 3" | – | D4 | D3 | D2 | – | 3 |
Notes |
|||||||||
| * May carry 1 Infantry/artillery/AT gun | |||||||||
| Artillery can fire indirect or at longer range if they have an element from same command in line-of-sight and within 6" of target. |
|||||||||
| Engineers may build/destroy bridge on "6" |
|||||||||
| D1, D2, D3, D4, D6 = can only be used in defense; attacker cannot be hurt. |
|||||||||
COMBAT FACTORS
- +1 If the element is with a general and in close combat or shot at.
- +1 If in close combat and either up hill or defending a riverbank
(except AIR). - +2 Target being shot at in cover.
- +2 Infantry, SMG, Heavy Weapons, Recon, Sp. Force in close
combat while in cover. - +2 Infantry in close combat against cover, with Engineers support.
- +2 Infantry in close combat against open with Medium or Heavy tank
support (tank may not used ranged fire in such a situation). - -1 For each flank overlapped, and/or each enemy element in contact
with flank or rear, or for each 2nd or 3rd element aiding in shooting.
Combat Results
Unit |
Quick Killed By | Quick Kills On |
| Super-Heavy Tank | Destroyed by AT, SP-AT, or Artillery just contacted Otherwise recoil |
Artillery, Fighter, Fighter, Bomber, Tanks, Trucks, Horses, or SP-AT, AT Gun just contacted SpForces flee 6" |
| Heavy Tank | Destroyed by AT Gun, SP-AT Otherwise recoil | Artillery, Fighter, Fighter Bomber, Trucks, Horses, Lt. Tanks, Shock Infantry, Infantry or SP-AT, AT Gun just contacted. SpForces flee 6" |
| Medium Tank | Destroyed in Bad Going Otherwise recoil | Art., Fighter, Figh.Bomber Trucks, Horses,Lt Tanks or SP-AT, ATgun just contacted SpForces flee 6" |
| Light Tank | Destroyed by any Tank in contact Otherwise recoil |
Art., Fighter, Figh.Bomber Trucks, Horses, or SP-AT, ATgun just contacted SpForces flee 6" |
| Horse-drawn * | Destroyed by all | Destroyed by all |
| Truck * | Destroyed by all | Destroyed by all |
| Half-track * | Destroyed by any Tank in contact Otherwise recoil |
Art.,Fighter, Figh.Bomber Trucks, Horses, SP-AT, ATguns SpForces flee 6" |
| Heavy Weapons | Destroyed by Infantry or Shock Infantry. Otherwise recoil |
Artillery, Fighters, Fighter Bombers, Trucks or Horses. Special Forces flee 6" |
| SMG Infantry | Destroyed by Rlf,Shk Inf. Otherwise recoil | Art., Fighter, Fight.Bombers Trucks, Horses SpForces flee 6" |
| Recon | Dstryed by Tanks in contact Otherwise recoil | Art.Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
| Infantry | Dstryed by Tanks in Good Going Otherwise recoil |
Hwps,SMG,Shk.Inf. Art.Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
| Shock Infantry | Dstryed by Tanks in Good Going Otherwise recoil |
Art.Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
| Cavalry | Dstryed by Tanks in Good Going Otherwise recoil |
Hwps,SMG,Shk.Inf. Art.Fighter, F.Bomb,Trucks, Horses Destroyed SpForces flee 6" |
| Engineers | Destroyed by Rl,.Shk Inf. Otherwise recoil | Art.,Fighter, Fight.Bombers Trucks,Horses SpForces flee 6" |
| Towed Light Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
| Towed Heavy Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
| SP Light Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
| SP Heavy Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
| Light AT Gun | Destroyed by any Tank in contact Otherwise recoil |
Art.,Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
| Heavy AT Gun | Destroyed by any Tank in contact Otherwise recoil |
Art.,Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
| Self-Propelled AT | Destroyed by Art Fighter,Art., Fight.bomber Otherwise recoil |
Fighter, Figh.Bomber Trucks, Horses, or Tanks, SP-AT, ATgun just contacted SpForces flee 6" |
| Heavy Bomber | Destroyed by any Fighter, F.Bomber Otherwise recoil |
Art.,Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
| Fighter Bomber | Destroyed by any | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
| Fighter | Destroyed by any | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
| Anti-Aircraft | Destroyed by any in contact | Fighter, Figh.Bombers Heavy Bombers SpForces flee 6" |
| Special Forces | Flee 6" from all | HQ., BaseCamp Other SpForces |
| Mines | Destroyed by all | All except Engineers or elements with Engineers in rear-support |
| Landing Craft |
Optional Rules
(Highly Recommended)
Limited Recoils
Each element is only allowed a limited number of recoils. Once that
limit is reached the element is removed from the table. Conscript = 2 recoils;
Regulars = 3 recoils; Veteran = 4 recoils; Elite are removed upon their
5th recoil. For points values multiply the base AP value by the number of
recoils allowed (ie. Elite Infantry would be 2 elements x 5 recoils = 10).
Aircraft
Aircraft take only ONE PIP to move
TRANSPORT NOTES
Trucks, horses and halftracks are transports and can carry one element
of Infantry, Artillery or Anti-tank. There is no cost to disembark – just
remove the transport element and replace it with the element stand. Riders
cannot disembark while the transport element is in contact with enemy units,
however. While riding in the transport the rider cannot fire or melee and
suffers the same fate as the transport when hit.
Embarking is more difficult. The combat element must not be in contact
with any enemy elements. To embark onto a transport costs each
element 1 CP. Place a transport element on the table and remove the
element stand.
OPERATIONAL MOVES
In double or triple-sized DBA games if an element or group of elements starts
a turn more than 6" away from any enemy ground elements and on a road, it
may move at as many march moves as the commander has PIPs to spare.
Infantry units move at regular road speed. Elements that move via
march move cannot make a tactical move at the same time.
Players may want to experiment with instituting flank marches and ambush
rules from DBM, as well.
Divisional Organizations
German |
||
| SS Panzer Division | HQ + 1x HWps + 2x Infantry + 1x SMG, + 1x Engineer + 1x Recon + 1x Lt. Tank +1x Hvy AT gun + 1x Hvy Tank or S.Hvy Tank + 1x Med. Tank + 1x SP Hvy Art., 2x towed Lt Art. + 4x halftracks + 5x trucks |
45 AP |
| Panzer Division | HQ + 1x HWps + 3x Infantry + 1x SMG + 1x Engineer + 1x Recon + 1x Lt. Tank + 1x S.Hvy Tank or Hvy Tank + 1x Med Tank + 1x Hvy AT gun + 2x towed Lt. Art + 1x SP Lt. Art. + 1 SP Hvy Art. + 5x halftracks + 5x trucks |
50 AP |
| Panzergrenadier Division | HQ + 1x HWps + 3x Infantry + 1x Engineer + 1x Recon + 1x Lt. Tank + 1x towed Lt.Art. + 1x SP Lt Art. + 1x Hvy ATgun + 1x S.Hvy (or Hvy or Med Tank) + 6x trucks |
32 AP (or 32 AP or 30 AP) |
| Infantry Division | HQ + 1x HWps + 2x SMG + 3x Infantry + 1x Engineer + 1x Recon + 1x Lt. Tank + 1x Lt.AT gun + 1x towed Lt. Art. + 2x truck + 2x horse |
24 AP |
| Volksgrenadier Division | HQ +1x HWps + 2x SMG + 3x Infantry + 1x Engineer + 1x truck 1x Lt. AT gun + 2x towed Lt. Art. + 3x horse |
21 AP |
| Luftwaffe Field Division | HQ + 1x HWps + 3x Infantry + 1x SMG + 1x Engineer + 1x Lt AT gun + 1x towed Lt. Art. + 4x trucks |
20 AP |
British and Commonwealth |
||
| Armoured Division | HQ + 1x Hwps + 4x Infantry + 1x Engineers + 1x Recon + 3 x Lt. Tank + 2x Med.Tank + 1x Hvy Tank + 1x Hvy ATgun + 1x towed Lt. ATgun + 1x SP Hvy Art. + 5x halftrack + 3x truck |
47 AP |
| Infantry Division | HQ + , 3x Hwps + 9x Infantry + 1x Engineer + 1x Recon + 1x Lt. Tank + 1x Hvy ATgun + 1x Lt ATgun + 1x towed Lt.Art. +14x trucks + 3x halftrack |
67 AP |
| Airborne Division | HQ + 2x HWps + 3x SMG + 3x Infantry + 11x trucks |
33 AP |
American |
||
| Armour Division | HQ + 2x HWps + 2x Infantry + 1x Engineers + 1x Recon + 4x Lt. Tank + 2x Lt ATgun + 2x SP AT + 1x SP Hvy Art. + 2x Med.Tank + 2x trucks + 6x halftracks |
53 AP |
| Infantry Division | HQ + 1x Lt. ATgun + 3x HWps + 6x Infantry + 1x Engineer + 1 towed Lt. Art + 12x trucks |
36 AP |
| Airborne Division | 2x HWps, 4x SMG + 4x Infantry + 1x Engineer + 11x truck |
33 AP |
Soviet Union |
||
| Infantry Division | 2x HWps + 6x Shock Infantry + 1x Hvy ATgun + 1x truck + 2x horses |
14 AP |
| Mechanized Corps | HQ + 1x Recon + 1x HWps + 3x Infantry or SMG + 2x Med.Tank + 2x Hvy ATgun +1x Lt. ATgun 1x SP Hvy Art. (or SP Lt Art.) + 8x truck |
35 AP (or 34 AP) |
| Tank Corps | HQ + 1x Recon + 1x Hwps + 2x Infantry or SMG + 2x Hvy ATgun + 2x Med.Tank + 2x SP Hvy Art (or SP Lt. Art.)+ 6x truck |
34 SP (or 32 AP) |
France (1940) |
||
| Infantry Division | HQ + 1x HWps + 6x Infantry + + 1 Engineer + 1x Recon + 1x Lt.ATgun +1x towed Hvy Art (or towed Lt. Art.) + 2x truck + 2x horse |
25 AP (or 24 AP) |
| Motorized Infantry Division | HQ + 2x HWps + 6x Infantry + 1x Recon +1x Engineer + 1x towed Hvy Art (or towed Lt. Art.) + 11x trucks |
34 AP (or 33 AP) |
| Division Legere Mecanique | HQ + 1x HWps + 2x Infantry + 1x Recon + 1x Engineer+ 2x Lt. Tank + 1x Med Tank (or Lt.Tank) + 2x towed ATgun + 1x light Artillery, 8x truck |
30 AP |
| Division Cuirassee | HQ + 1x Infantry + 1x Med Tank (or Hvy Tank) + 1x Lt. Tank + 1x Lt.ATgun + 1x heavy Artillery + 2x truck |
13 AP |
Bruce McFarlane, Canadian
Wargamers Group
Home Page: http://www.agt.net/public/cwgroup/cwghome.html
Making Moon Sand
My son got a substance called Moon Sand for his December birthday, and I was immediately struck by the product’s potential for wargaming. It’s basically a sand-like substance that holds its shape like playdough. Perfect for sand tables.
The problem is that it’s very expensive. I saw some big buckets of it at Sam’s Club, but even there you’re talking $4 to $5 a pound.
But as it turns out, someone has already concocted a recipe for recreating the stuff on a much cheaper basis. You can find the recipe for Moon Sand here.
Command Posts For Tracking Figure Status
The Redjak site has an interesting concept for tracking the status of figures and units during a game: he attaches vertical wires to the bases and slides colored beads on as indicators. Take a look at the pictures.