Modern War Game Resolution System
For use with Role Play
Dice Roll Modifiers
This war game system seeks to utilize a system created by Avalon Hill (AH) board games, currently owned by Wizards of the Coast LLC, a subsidiary of Hasbro Games. AH specialized in historical board war games in the late 1970s and 1980s. Their Squad Leader gaming system focused on combat at the platoon/company level. Each 3/8" or 1/2" cardboard counter represented either a rifle squad, support weapon or armored fighting vehicle (AFV). This rule set will replicate the Infantry Fire Table and its inherent DRMs to determine the results of squad(s) versus squad(s) combat. The effects of leadership, terrain and certain battlefield conditions will have an effect on outcome.
Each rifle squad will have an inherent Firepower (F) and a Morale Factor (MF). I will identify several AFVs and support vehicles to be used with the option of adding more as the opportunity presents itself. Each vehicle will have specific modifiers assigned to it in determine combat resolution.
Infantry Firepower (F)NATO 7-10 men /w LMG, 5.56mm Rifle/Carbine & GL - 4
NATO 7- 10 men /w LMG, 7.62mm Rifle & GL - 6
NATO 11-15 men /w LMG, 5.56mm Rifle/Carbine & GL - 6
NATO 11-15 men /w LMG, 7.62mm Rifle/Carbine & GL - 8
ISTH /w LMG, 7.62mm Rifle & RPG - 6
GPMG (7.62mm) - 4 [<600m] or 2 [600m - 1200m]
HMG (12.7mm/.50 cal) - 6 [<800m] or 3 [800m - 1600m]
Infantry & Armor defensive ConditionsInfantry Entrenchment: +3/0 Overhead "Trench Warfare" works with natural defilades as well
Infantry Defensive Fighting Positions (DFP): +3/+3 Overhead Earth/lumber overhead cover 36" thick
Armor Hull defilade: +3 v. Hull shots
Armor Turret Defilade: +3 v. Hull and turret shots. AFV cannot fire in turret defilade. No overhead cover.
Click on table for larger more crisp, clear image.Effects of the Infantry Fire Table (IFT)KIA - Killed in Action. The target unit is eliminated. You can allow a handful of survivors who are all wounded and remain combat ineffective for the remainder of the engagement. If they are not medically evacuated from the battle field, they are dead.
M - Morale Check. Check the unit's morale by rolling 2d6. The roll must be equal to or lower than the unit's morale factor to pass. Failing a Morale check implies the target unit has lost its discipline and desire to remain in the fight. They want to run away. It is possible they have incurred several casualties which has had adverse psychological reactions to the surviving members of the unit. Every unit begins the
game with a morale factor of 6.
Once a NATO unit has been fired upon and survived one morale check, their morale increases to 7. ISTH units retain a morale factor of 6, except for specific circumstances. 5 - 15% of all units, assuming there are more than nine, will begin the game with +1 morale or in this case 7. Once they survive first contact, their morale increases by +1 to 8. These are elite special operations units. Just because a unit is designated as
Special Operations it does not mean they inherently receive this tag.
# - A number morale check means that this number is added to the dice roll to determine the outcome of the morale check. A unit with a morale of 7 undergoes a +2 Moral Check. The dice roll result is a 6. Add 2 to the dice roll which is 8. The unit fails the morale check and loses heart. They want to flee, away from the enemy and toward other friendly units.
Conditional EffectsPoint Blank Fire: If the target unit is within 50 meters of the firing unit, the attack factor is doubled (2X).
Long Range Fire: Small Arms weapons are effective up to 200 Meters or 300 meters away while Machine guns are effective out to 800 meters or 1000 meters away. But since a squad's machine gun or the squad's designated marksmen are the only one who can engage targets at distance, this rule states that only half the unit's weapons are able to engage targets. Attacks made between 300 and 600 meters are considered halved (1/2X).
Moving Firer: If your units are shooting from the hip or shoulder while moving, their attack is halved (1/2X).
Area Fire: If the target is concealed, hidden or their locations is suspected, the attack is halved (1/2X).
Pinned: If the shooter is pinned down and unable to move, their attack is halved (1/2X).
Infantry shooting from a marsh or river, the attack is halved (1/2X).
If the shooter is riding on an Armored Fighting Vehicle or any other vehicle, the attack is halved (1/2X).
Terrain Effects ModifiersTerrain and movement have varying effects on fire directed at enemy in different terrain. These DRMs are intended to influence the outcome of attacks into different types of terrain.
Infantry moving in open terrain -1
Line of Sight (LOS) crosses a vehicle/wreck +1
Target is in woods, shellhole, graveyard, crag, behind hedge, beneath a vehicle +1
ISTH soldiers are +2 for above terrain features.
fighting at night or in fog is +2 for ISTH, but has no effect for NATO troops using Night Vision Devices.
Target in wooden building or a trench +2
Target in stone building or in defensive fighting position with overhead cover +3
Target is at a pre-planned bore sighted location -2
Target is at a higher elevation (greater than 20m elevation change) +1
AFV combatArmored Fighting Vehicles (AFV) must make two (2d6) dice rolls in order to resolve combat. The first roll is to determine a "To Hit" value and the second is to determine whether a successful hit was a kill or not. In our case, since we can post several dice rolls in one post, we will perform two dice rolls for every AFV contest. If the first "To Hit" roll was a miss, the second "damage" roll is simply negated. Its purpose will remain the same regardless of whether the "To Hit" roll was successful or not.
To complete the rolls, consult the AFV To Hit Table to determine whether a shot hits its intended target. Ranges are given out to 3,000 meters. NATO armor can engage targets at that range, but ISTH AFVs cannot. NATO numbers are presented in black, while ISTH numbers are given in red. The table shows outcomes when engaging vehicles, infantry, aircraft, buildings or when firing smoke at an open area.
Once a friendly AFV has acquired a "Hit" on a target, the player must then consult the AFV Kill Table to determine whether the target was destroyed. The table lists weapons calibers across the top and where on a vehicle the round lands; front, side, rear or unarmored vehicle. There are two tables listed, one for Armor Piercing (AP) rounds and one for High Explosive (HE) and High Explosive, Anti Tank (HEAT) rounds. Note, that the only round that can penetrate the American Abrams, British Chieftan, German Leopard and French LeClerc is the Depleted Uranium Armor Piercing rounds (DU) which should be treated as AP ammunition for consulting the AFV Kill table. The only nations who use DU rounds are USA, UK, Germany and France.
Firing HEAT or HE rounds at a tank, can only result in a mobility kill. If these are successful rolls, the AFV is fine, except its track is blown off and/or road wheels are torn off. The vehicle's crew are still alive and can walk away from the incident or remain in their seats and continue to fight without the opportunity to move again.
If a player rolls the given number or lower, it is a Hit on the To Hit chart and if he rolls the given number or lower on the damage chart, it is a kill. All misses have no effect on the AFV. All hits that result in no damage are assumed to have bounced off the armor.
If an AFV is destroyed on the battlefield, the owning side can call for a wrecker to remove the wrecked vehicle from the area or simply leave it behind, if unable to safely get a wrecker into the area. Wrecked AFVs offer great protection as cover for Infantry fighting in the area. It blocks line of sight and blocks small arms fire from hitting flesh.
Leadership & MoraleEvery NCO or Officer in a leadership position will roll for morale and Morale modifiers prior to the start of the exercise. Leadership can have a positive or negative impact on the outcome of a battle. They are necessary for helping squads engage targets, move and rallying.
All Corporals and above who are listed as Team Leader, Assistant Squad Leader or higher begin the game with a base Morale of 7. When creating leaders, roll 2d6. A combined total of 2 or 3 results in the Morale starting at 6 rather than 7. A combined total of 11 or 12 results in the morale starting at 8 rather than 7. A combined total of 4 - 10 results in the morale starting at 7. A soldier promoted into a team or ASL leadership position does so with a morale of 7. No additional rolls are necessary.
Leaders can influence morale checks with their Morale modifier. The baseline morale modifier is 0. Roll 2d6 (2-12) at the beginning of a game for everyone Team leader and above to determine their morale modifier. A roll of 2 results in a morale modifier of +2. A roll of 3 results in a morale modifier of +1. A roll of 4 - 8 results in a morale modifier of 0. A roll of 9 or 10 results in a morale modifier of -1. A roll of 11 results in a morale modifier of -2. A roll of 12 results in a morale modifier of -3.
If a squad is fired upon and receives either a morale check or a number, that squad must perform a morale check. All leaders in the 50 meter piece of ground must take a MC first. If they pass, they can then use their modifier to influence the outcome of the squad(s) in the same 50m piece of ground with them. If a leader fails a morale check, he is broken and considered either shaken up or wounded. When a squad undergoes a normal morale check, they must roll their morale or lower to pass. If their squad leader has a -1 DRM, then subtract one from dice roll to determine outcome. If a squad leader fails a MC, the SL's DRM has no impact on the squad. Also, if the leader breaks, the squad must undergo an additional normal morale check. If they fail this MC, they are broken along with their leadership.
Once a squad and its inherent leaders are broken, they must run away from the enemy. They cannot remain in the same 50m piece of ground. If they cannot move away from the enemy because they are surrounded, they become Prisoners of War (PW). At the start of each round, roll the broken leader's morale or less to rally. If he rallies, then he can rally his squads and get them back into the fight. If he does not rally, then the squads remain broken and continue their rout. If a squad is broken/routed without leadership, it can hide in woods, wooden buildings, stone buildings as long as they are out of fire of the enemy. If they are in range of hte enemy, they must continue to run away. They cannot be rallied unless a friendly leader moves to their location to rally them. That leader can then apply its moral modifier to rally the broken units. Any unit that fails two Morale checks successively, is eliminated (KIA).
Click on table for larger more crisp, clear image.- Vehicle Statistics | +
- Individual AFV Statistics
Tanks
M1A2 Abrams* [120mm][MG: 4/4/6] DRM to Hit +4/+4/+1 ROF: 2
Challenger 2* [120mm][MG: 4/4/6] DRM to Hit +4/+4/+1 ROF: 2
Leopard 2A6* [120mm][MG: 4/4/6] DRM to Hit +4/+4/+1 ROF: 2
AMX LeClerc* [120mm][MG: 4/4/6] DRM to Hit +4/+4/+1 ROF: 2
Altay [120mm][MG: 4/6] DRM to Hit +3/+2/0
Stryker MGS [105mm][MG: 6] DRM to Hit +1/0/0 ROF: 2
M60 [105mm][MG: 4/6] DRM to Hit +2/+2/0
AMX-30 [105mm][MG: 4/8] DRM to Hit +2/+2/0
Chieftan [120mm][MG: 4/4] DRM to Hit +2/+2/0
M48 [90mm/105mm][MG: 4/6] DRM to Hit +1/0/0
T-90** [125mm][MG: 4/6] DRM to Hit +4/+4/+1 ROF: 2
T-80** [125mm][MG: 4/4/6] DRM to Hit +3/+3/0 ROF: 2
T-72** [125mm][MG: 4/4/6] DRM to Hit +2/+1/0
T-64 [125mm][MG: 4/6] DRM to Hit +1/0/0
T-55/54 [100mm][MG: 4/6]
IFV/APC
M2/M3 Bradley [25mm][TOW][MG: 4] ROF: 10 [Pax: 7]
M113 [MG: 6][Pax: 11]
ACV-15 [25mm][MG: 4] ROF: 10 [Pax: 8]
Stryker [Mk19 RWS 40mm HE][MG: 6] ROF: 10 [Pax: 9]
FV510 Warrior [30mm][Javelin][MG: 4/4] ROF: 10 [Pax: 7]
VBCI [25mm][MG: 4/4] ROF: 10 [Pax: 9]
Boxer [Mk19 40mm HE] or .50 cal [MG: 6] ROF: 10 [Pax: 8]
Freccia [25mm][MG: 4/4] ROF: 10 [Pax: 8]
MOWAG Piranha [MG: 6][Pax: 5]
LAV-150/M706 Commando [90mm][MG: 4/8] [Pax: 2]
FNSS Pars [25mm][MG: 4] ROF: 10 [Pax: 10/14]
LAVIII [25mm][MG: 4/2] ROF: 10 [Pax: 6/7]
Pandur II [105mm][MG: 4] [Pax: 12]
Patria AMV [MG: 4 or 6][Pax: 8-12] or [105mm][Pax: 6]
KTO Rosomak [30mm][MG: 4/6] ROF: 10 [Pax: 8]
LIV (SO) [40mm GMG] ROF: 10 or [MG: 6/4/4]
Utility & Cargo Trucks
ATF Dingo [Pax: 5/8]
Grizzly [Pax: 10]
Mungo ESK [Pax: 8]
Otokar Arma [MG: 4 or 6][Pax: 8]
YAK [40mm GL] ROF: 10 or [MG: 4][Pax: 12]
HMMWV
M939 5-ton Truck [Pax: 15]
* These four vehicle are all equipped with a special laminate composite armor that is applied with layers including steel, ceramic and kevlar. The only ammunition that can destroy these vehicles is Depleted Uranium. DU rounds should be treated as AP for Combat Resolution.