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 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 – 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


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