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Rules « Thread Started on Mar 5, 2007, 6:15pm »
Introduction:
Tanks: Crucial Warfare is a set of rules designed to allow you to recreate tank battles of WWII using 25mm miniatures. The ground scale is represented by 100 yards in real life being 4cm in the game. The game is played in 3 phases, the movement phase, the shooting phase and the combat/assault phase (infantry only). Although the game is centred on tanks it will include mechanized or heavy infantry units such as the German panzergrenadiers and the Russian mechanized corps.
Playing the game:
The game starts with all the players rolling for priority, the person who rolls highest can choose to go 1st or 2nd if they wish. The first phase in the game is the movement phase. Depending on its type, different tanks can move different distances but terrain rules will stay the same.
Movement: How units move
Tanks may form groups or units and to show this they are all put next to each other base edge to base edge. The tanks in a group move as fast as the slowest tank, showing how they are all staying together. Example; a unit comprising of two 12 movement tanks and one 6 movement tank would move only 6, as the tanks that can move 12 do not want to leave the slow one behind. At any point in the movement phase you can choose to break a unit. If they have all moved their full distance breaking can be a free action in which they just move slightly out of base contact. If they have movement left they will be able to break (free action) then move individually using the rest of their movement. Example; the group of two 12 movement tanks and one 6 movement decides to move 3 then break. The 12 tanks moved 3, so now can move 9 on their own as they no longer are slowed down by the 6 tank. The 6 tank may only move 3 however as its normal movement is 6 anyway. Any vehicles can form a group but must always move the speed of the slowest tank, which includes over difficult terrain. Bonuses for being in groups will be explained later.
Movement: Terrain Types:
Terrain is split into 3 main types. Moderate terrain such as rubble halves a vehicles movement, Hard terrain like forests or wet mud means a vehicle moves one quarter of its standard movement and Impossible terrain includes things like water which a vehicle could never cross (unless it is amphibious). Anything else is easy going and does not affect a vehicles movement in any way.
Movement: Embarking/Disembarking
Any units may embark a vehicle either inside which offers more protection but no shooting, or outside, which is pretty risky but allows the unit to shoot with increased movement as well as allowing heavy weapons to move and shoot. Refer to a vehicles statistics for information of how many crew it can take on the exterior and interior. Only a full unit can embark a vehicle and if men are left behind, they must meet the minimum unit requirements. Disembarking and Embarking are free actions. If the crew embark before the vehicle moves then the vehicle may move up to its full distance, and if they disembark before it moves then both the unit and vehicle may move up to their full distance. If the unit embark after the tank has moved the vehicle may move no further. If the crew disembark after the vehicle has moved, neither the vehicle nor the unit may make further moves. For a unit to Embark it must be in base contact with the vehicle it wishes to embark. If they have to move their full distance then embark this does not affect the vehicles movement. Example; a unit of panzergrenadiers moves their full distance to come into base contact with an armoured car. After designating who goes where (interior/exterior) the armoured car may move its full distance even thought the unit moved their full distance providing the armour car had not moved at all. However, if a unit of panzergrenadiers moves their full distance to come into base contact with an armoured car which has moved its full distance that turn, when they embark the armoured car cannot move. If the car only moved a little it may move the rest of its allowed distance after embarking.
Shooting:
The second phase of the game is the Shooting phase, where tanks can fire their cannons, soldiers can fire machine guns or anti tank weapons and anything else may fire any weapons they have. Every weapon in the game has a range, which represents the farthest it can fire. However, with long range comes low effectiveness. Weapons firing at full range suffer a -1 strength penalty, and weapons firing below half range get a +1 strength bonus. Half range to full is considered the average range and so no bonuses or penalties are included. Firstly, you declare a shooter, a firing arc and finally a target and a target arc. You must declare what you are shooting at then measure. If it is out of range the shot is considered to have gone too far. You measure from the end of the weapon to the centre of the target. The shooter is the unit that is firing or if more than one weapon is used by that vehicle, what weapon is shooting. The firing arc: front, side (L or R) or rear is where the shooting will come from and the target arc is where it will hit the target. The arcs are measured from the corners on that side of the vehicle or soldiers base and turning is considered as a free action.
After all this, if the shot was in range to hit, the shooting is resolved. Firstly, you roll to hit, using the shooter BS or Ballistic Skill. BS 1 2 3 4 5+ 6+ 5+ 4+ 3+ 2+
If the roll to Hit is successful you continue to the wound phase or damage phase for vehicles. If unsuccessful, the shot has failed to hit the target.
Rolling to Damage (vehicles):
So, the weapon has hit its target but now you have to work out what it does. Take the strength of the weapon being used and add 1D6 and any bonuses/penalties to it. If the result you get is equal to the target arc armour value, it is a glancing hit and if it is more it is a penetrating hit. Whether you got a glancing or penetrating hit you now roll 1D6 and compare the result it to the damage table, this is what happens:
Damage results:
Glancing hits: 1- 2: Crew shaken: The vehicle shakes, injuring the crew. The vehicle may not shoot next turn but it may still move and embarking/disembarking may occur. 3: Crew Stunned: The vehicle shakes violently, injuring and possibly knocking the crew unconscious. The vehicle may not move or shoot next turn. No embarking/disembarking may occur. 4: Immobilised: A vital part needed for the vehicle to move is hit and damaged beyond repair. The vehicle may not move for the entire game. 5: Weapon Destroyed: The shot hits one of the vehicles weapons and destroys it. The shooter chooses a weapon to destroy, that weapon may not be used for the entire game. 6: Vehicle destroyed: A lucky shot hits a vital part of the tank, causing it to completely stop working. Any crew or embarked units are fine.
Penetrating hits: 1: Crew Stunned: The vehicle shakes violently, injuring and possibly knocking the crew unconscious. The vehicle may not move or shoot next turn. No embarking/disembarking may occur. 2: Immobilised: A vital part needed for the vehicle to move is hit and damaged beyond repair. The vehicle may not move for the entire game. 3: Weapon Destroyed: The shot hits one of the vehicles weapons and destroys it. The shooter chooses a weapon to destroy, that weapon may not be used for the entire game. 4: Vehicle destroyed: A lucky shot hits a vital part of the tank, causing it to completely stop working. Any crew or embarked units are fine. 5: Vehicle Destroyed: A hit causes explosions in the crew compartment and the vehicle is useless. The crew and all embarked units must make an armour save. 6: Vehicle Destroyed: The fuel and ammo are hit, causing a mighty explosion, tearing the tank apart and killing everyone inside.