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CONTENTS

1 Introduction .........................................1
1.1 Overview....................................................1
1.2 Period & Scale..............................................1
1.3 Terminology.................................................1
1.4 Turn Sequence...............................................1
1.5 Acknowledgements............................................1
2 Unit Composition .....................................1
2.1 Overview....................................................1
2.2 Troop Quality...............................................2
2.3 Leaders.....................................................2
2.4 Motivation Points (MPs).....................................2
3 Artillery ............................................2
3.1 Overview....................................................2
4 Movement .............................................3
4.1 Overview....................................................3
4.2 Movement Modes..............................................3
4.3 Movement Distances..........................................3
4.4 Initiating Movement.........................................3
5 Firing ...............................................4
5.1 Overview....................................................4
5.2 Firing Position.............................................4
5.3 Initiating Firing...........................................4
5.4 Range.......................................................5
5.5 Effectiveness...............................................5
6 Melee................................................5
6.1 Overview....................................................5
7 Casualties...........................................6
7.1 Overview....................................................6
8 Morale ...............................................6
8.1 Overview....................................................6

Contents
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1 Introduction Opportunity Fire – fire from


figures declared as observing
1.1 Overview an area
The EASY COMPANY rules were Phase – Part of a Turn (see
inspired by reading Band of 1.4)
Brothers by Stephen Ambrose and
then seeing the HBO television SMG – Sub-Machine Gun
series of the same name. Turn – A game turn (see 1.4)
The rules are intended to place 1.4 Turn Sequence
the player in the role of a
junior officer or NCO leading a Each game will be broken down
squad of men into action. into a number of game turns,
each intended to represent [?]
1.2 Period & Scale of real time. Each turn is the
divided into the following
Period phases:
These rules were designed to
Artillery Phase
recreate infantry actions
during the Second World War. Resolve off table artillery,
air strikes and anti-aircraft
Scale fire
A ground scale of 1 inch equals Attacker Phase
10 metres has been adopted.
Attackers move and/or fire (may
Figures & Basing be in any sequence)
The rules were developed for Defenders resolve any
use with individually based opportunity fire
20mm figures.
Defender Phase
1.3 Terminology
Defenders move and/or fire (may
The following terms are be in any sequence)
frequently used in the rules:
Attackers resolve any
Action - movement, firing or opportunity fire
other activity (as agreed with
Melee Phase
the umpire/ other players).
Each figure may only take one Resolve any hand to hand combat
action per turn).
Morale Phase
d00 – two ten sided dice, one
designated as tens the other as Both sides test unit morale
units thrown to produce a 1.5 Acknowledgements
result in the range 01 to 100
(’00’). A roll of 01 is always Thanks are owed to members of
a success and a roll of 00 is the Jersey Wargames Society and
always a failure irrespective the Exiles Wargames Club for
specified chance. play-testing the original
outline rules.
HMG – Heavy Machine Gun,
greater than rifle calibre and -- O --
on fixed mount 2 Unit Composition
LMG – Light Machine Gun, rifle 2.1 Overview
calibre weapon on bipod
Units should be base on
MMG - Medium Machine Gun, rifle historical TO&E but reflect the
calibre weapon mounted on reduction in numbers resulting
tripod or other fixed mount from combat as appropriate.
MP – Motivation Point (see 2.4)

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2.2 Troop Quality 3 Artillery


Quality is a combination of 3.1 Overview
training and experience and
falls into the following Artillery should be designated
categories: as on or off table. At the
skirmish scale of Easy Company
Untrained (U) – individuals it is envisaged that only
with no military training and mortars are likely to be on
no combat experience table. These are dealt with in
Green (G) – individuals with the Indirect Fire section
military training or combat below.
experience 3.2 Off Table Artillery
Experienced (X) – individuals Artillery may only be called in
with military training and by a Leader with access to a
combat experience radio. He must expend 5 MPs
Veteran (V) – highly trained calling in the artillery.
and very experienced troops The basic chance of it arriving
Elite (E) – units with the next turn depends on the
specialist combat training and quality of the artillery crew
extensive combat experience – and is:
considered to be virtually self Untrained 10%
motivating
Green 30%
2.3 Leaders
Experienced 50%
Leaders are the officers of the
unit. They will spend most of Veteran 70%
their time issuing orders and Elite 90%
co-ordinating or cajoling the
troops into action. If it fails to arrive then re-
roll each turn increasing the
2.4 Motivation Points (MPs) base chance by 10%.
Motivation Points are When the artillery fire arrives
determined by the capability, the chance of it being on
experience and rank of the target is:
leader. Thus typical levels
would be as follows (with Untrained 10%
capability modifications made Green 30%
in the individual scenario):
Experienced 50%
Private 4
Veteran 70%
Corporal 6
Elite 90%
Sergeant 8
If it is not on target then
Lieutenant 8 main barrage is not laid and
there is no further effect.
Untrained -4 The first round of artillery is
always a ranging round.
Green -2
Once the fire has been called
Veteran +2 the Leader may expend 5 MPs to
Elite +4 attempt to “walk” the fire up
to 6 inches on the next turn;
however whether it is on target
MPs may only be expended on must be checked as above.
troops within 40m. Once a Leader is happy the fire
-- O -- in on target he expends a
further 5MPs and call to “fire
for effect”.

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In this case every figure 4.3 Movement Distances


within a radius of the point of
The following are the maximum
aim has the following chance of
unmodified distances any figure
being wounded:
may move on foot in one turn:
Basic 50%
Normal 70m
In the open -
Cautious 50m
Prone x50%
Under Fire 40m
Dug in x10%
Units in Under Fire mode are
The radius of effect is deemed to go prone if in the
dependent on the calibre of the open at the end of any
artillery: movement.
100mm or less 70m Additional MPs may be expended
to increase movement distances
101-120mm 140m
(other than in Normal mode);
121-130mm 210m however total movement may
never exceed 70m in one turn.
131-150mm 280m
4.4 Initiating Movement
Over 150mm 350m
When moving in the Normal mode
it is unnecessary for Leaders
-- O -- to expend MPs (except to move
themselves).
4 Movement
When a unit is in Cautious or
4.1 Overview Under Fire mode it may be
Movement is affected by the necessary to expend MPs to
wariness of the troops, their enable individuals to move; MPs
current situation and how well may also be expended to
they are motivated. increase movement distances in
these modes.
4.2 Movement Modes
The basic chance of an
Normal – where no enemy troops individual moving in each mode
are known or suspected in the is determined by their Quality
area and the number of MPs expended
Cautious – where enemy troops by their Leader:
are known or suspected but the Untrained: 30%
unit is not currently under
fire Green: 50%

Under Fire – where the unit is Experienced: 70%


under fire from any type of Veteran: 90%
weapon e.g. small arms,
automatic weapons, artillery Elite: 110%

A unit immediately changes These basic chances are then


movement mode when the modified depending on the
conditions change during a situation:
phase. Under Fire1
For example where a unit in Small arms: -30%
Normal mode comes under
opportunity fire it will Automatic weapons: -50%
immediately switch to Under Light artillery: -50%
Fire mode (this will affect all
the members of the unit who Heavy artillery: -70%
have not completed their Air attack: -70%
movement for that phase).

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mean a figure is concealed from


Per untended all directions)
casualty: -20% 5.3 Initiating Firing
Per previous The basic chance of an
successful2: +10% individual firing is determined
Per MP expended: +10% by their Quality and the number
of MPs expended by their
Notes: Leader:
1:In the event of more than one Untrained: 50%
type of fire choose the type
with the highest negative Green: 70%
modifier. Experienced: 90%
2:This cumulative bonus only Veteran: 110%
applies to consecutive
successes. If one man in a Elite: 130%
unit fails then the cumulative These basic chances are then
effect is lost. modified depending on the
To initiate movement roll a d00 situation:
for each figure and if the roll Under Fire1
is less than the modified
chance then the figure will Small arms: -30%
move.
Automatic weapons: -50%
Each MP separately expended
Light artillery: -50%
will increase the distance
moved by 10m. Heavy artillery: -70%
Leaders Air attack: -70%
Leaders may expend MPs as Per previous +10%
follows in order to move successful2
themselves the standard move
Per untended
distances:
casualty: -10%
Cautious 1MPs
Per MP expended: +10%
Under Fire 2MPs
Notes:
Additional MPs may be expended
1:In the event of more than one
to increase the distance moved
type of fire choose the type
as detailed above.
with the highest negative
-- O -- modifier.
5 Firing 2:This cumulative bonus only
applies to consecutive
5.1 Overview successes. If one man in a
Firing is affected by the unit fails then the cumulative
quality of the troops, their effect is lost.
current situation and how much To initiate firing roll a d00
their Leader motivates and co- for each figure and if the roll
ordinates them. is less than the modified
5.2 Firing Position chance then the figure will
open fire.
In the Open - stationary or
moving in an area with no Leaders
concealment Leaders must expend MPs as
Dug In - in a foxhole or trench follows in order to fire:

Concealed - using available Cautious 2MPs


cover (this will not always Under Fire 3MPs

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5.4 Range area the following chance of


being wounded:
Unless capable of indirect fire
weapons may only be fired at Basic 50%
targets where the firer has
In the open -
line of sight.
Direct Fire Prone x50%
Dug in x10%
Each weapon in the following
table has both an effective and 5.5 Effectiveness
a maximum range. When fired at
a target between these two How effective any firing is
ranges then hits may only be depends on the firers’ quality
scored on an ‘01’ result and the enemy’s position. The
otherwise the target is simply basic effective fire chance is
considered Under Fire. calculated as follows:

Weapon Effective Maximum Untrained: 20%

Pistol 20m 50m Green: 30%

Rifle 300m see note Experienced: 40%

SMG 80m 200m Veteran: 60%

LMG 450m see note Elite: 80%

MMG 600m see note These basic chances are then


modified as follows:
HMG 800m see note
Enemy’s Position
Note: In most circumstances
this will be a range greater In the Open: -
than that represented on the Concealed: x50%
table.
Dug in: x10%
Indirect Fire
If the roll to initiate firing
Grenades roll is less than the modified
Select the point of aim and chance then the fire is
roll as for firing above to effective and a hit is scored.
determine if thrown and whether Otherwise the target unit only
on target. If used in the open counts as Under Fire.
the effect is limited to any For automatic weapons roll once
single figure or vehicle per figure in the area of
selected as the point of aim effect (second and subsequent
and successfully hit. If hit rolls check only against the
an individual has a 50% chance effective fire chance).
of being wounded.
Fire is deemed to be at a
If used in a confined space target group and will be
then anyone in that space has a allocated randomly between that
50% of being wounded. group. If shot unable to hit
The 50% may be determined by designated figure then no
the player selecting odd/even effect.
before the firing roll. -- O --
Mortars 6 Melee
Select the point of aim and 6.1 Overview
roll as for firing above to
determine whether on target. D10 vs d10 with +1 for each
If used in the open the effect quality above opponent. Higher
is limited to a radius of 2 score wins, if double then
inches from the point of aim. opponent killed otherwise just
If hit an individual in the wounded. Drawn score melee
continues next turn.

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7 Casualties
7.1 Overview
When wounded figures will be
deemed to be prone and will
count as untended wounded until
another unwounded figure
remains with them for 1 turn
doing nothing but rendering
medical aid. Figures will then
count as tended wounded and
will be unable to move without
assistance or fire.
-- O --
8 Morale
8.1 Overview
Individual morale is deemed
contained within the movement
and firing process.
Unit morale should be tested
when the unit reaches 50%
casualties and again at 75%
casualties. Calculate as
follows:
Untrained: 10%
Green: 30%
Experienced: 50%
Veteran: 70%
Elite: 90%
If roll is failed MPs may be
expended to retry – the number
of MPs doubles each attempt,
i.e. first attempt 1MP, second
attempt 2MPs, third attempt
4MPs and so on.
If a unit fails the roll it
must withdraw as rapidly as
possible but using the best
cover (i.e. it is not
compulsory to move across the
open unless there are no
alternatives).
Each subsequent turn a further
attempt may be made but with a
-10% modifier for each
consecutive turn on which at
least 1 roll was failed
-- O --

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