Rules
(V 1.05)
Players
The game can be played by up to 6 players. Each Player starts as 2nd Lieutenant of the US Army in command of a Platoon with 20 Soldiers. All superiors and the enemy are played by the GM.
Map
The Campaign Map consist of 26 x 26 Squares each. The standard Tactical Map consists of 30 x 30 squares, but may be larger in specific scenarios.
For Movement/Firing purposes a horizontal / vertical square counts as 1 square, a diagonal square counts as 1.5 squares. The exception are Wood and River squares, that count as 1.5 respectively 2 squares
for movement purposes only.
Movement
Each Platoon may move up to 5 squares.
Line of Sight
Unless stated otherwise, a Platoon can see across 8 squares, until it is blocked by hills, houses or woods. In special cases (Fog, Heavy Rain), the line of sight is reduced.
Fire Range
A unit may fire on anything within its line of sight, but the "effective" firing range is:
Rifles - 4 Squares
Heavy Machine Gun - 5 squares
Mortar - 8 squares
When firing on a unit outside the effective firing range, accuracy will suffer.
Cover, Entrenchments, Fortifications
- Cover is „natural“ protection provided by wood-, small building- and large building-squares. Units in these squares will automatically seek cover. Any unit in cover can not be detected from more than two squares away, unless it fires or moves.
- Entrenchments can be build in plain- and hill-squares by any Infantry unit. Since digging in takes time, two turns without movement / combat are necessary to finish them.
- Fortifications are more stable defence installations that can only be build by Engineer units
Support
A scenario may contain support troops (Artillery, Helicopter, Planes, APC, Tanks). Any support may only attack one enemy unit per turn. If there are requests to attack more than one enemy unit, the HQ (GM) decides, which enemy unit will be attacked.
- Armoured Personnel Carrier (APC) move at a speed of up to 12 squares per turn. They may not enter wood- and field-squares. They may transport troops (1 Infantry Platoon per APC platoon). They may support an Infantry attack on an enemy unit (making it more efficient) or start an own attack on an enemy unit. In the latter case, they attack with Heavy Machine Guns and have an efficient range of 5 squares.
Casualties
When a platoon member gets hit, there is a probability of 75% that he is injured. Otherwise he is dead.
Injured / dead soldiers are immediately out of the game. Injured soldiers return to duty after the end of the scenario. Dead soldiers have to be replaced, but that might take some time.
Platoon Commanders may get wounded. If that happens, the Platoon suffers from a decrease in efficiency during combat resolution for the rest of the mission.
Orders / Turns (important)
Orders are issued within this thread. The Platoon Commander has to write all orders bolded. Orders have to be concise such as "Platoon 4 moves to square F10, opens fire on enemy unit in square F5 and requests Artillery support".
There is a 48 hour deadline to submit orders from the point the last update is posted. If a platoon submits no orders, it will do nothing in that turn besides to stay where it is and defend itself if needed.