Pz8 Ultra Simple Postcard Sized WW2 Armor Skirmish Wargame Rules

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Pz8 Ultra Simple Postcard Sized WW2 Armor Skirmish Wargame Rules

Vandal
Pz 8 Ultra Simple Postcard Sized WW2 Armor Skirmish Wargame Rules
What you need:   A minimum of 3 – 5 tanks (a platoon) per player, preferably in 10 – 15mm scale. Tanks can be light (Panzer II, T-60, M3A1), medium (Panzer III, T-34, Sherman), or heavy (Tiger, M26, KV-2), and one tank per platoon is designated as HQ. Crews can be regular or veteran for each platoon or tank. Also needed is a ruler or tape measure, lots of terrain elements, one D6 for each player, and a playing area at least 4ft by 4ft (bigger is better).
Each tank moves : light: 5 + D6”; medium: 4+ D6”; heavy: 3 + D6”. If the D6 = 1 or 2, the tank completes its’ move but then the turn passes to the other side. Tanks may pivot to change direction up to 45 degrees during their move and can rotate turret as desired. Moving through rough terrain or climbing up (not down) a hill costs a 3” penalty. A platoon of tanks, all within 3” of the HQ, can move together rolling 1D6 + move value of slowest tank in platoon, but then the turn passes automatically to the other side. Movement through obstacles or other tanks is not allowed. All terrain should be declared as rough or obstacle before play begins.
Instead of moving a tank can shoot Main gun ranges are 12” for short range guns (up to 47mm or 2 pounder); 18” for medium range guns (50mm up to 76mm) and 24” for long range guns (over 76mm).  Short range guns have the highest rate of fire and roll D6 3 times per attack. They hit on 5,6 and all results are applied. Medium range guns roll 2 times/attack and hit on 5,6 (choose one result to apply). Long range guns only roll one D6, but they hit on 4,5,6. Subtract -1 from roll if target is in cover; add +1 for Veteran crew firing. Friendly or enemy tanks, hills and most obstacles block line of sight (or cause a cover modifier if a shot is partially obscured). If the unmodified D6 = 1 or 2 the turn passes to the other side even if it was an unused result from a medium range gun.
Penetration and Damage For each enemy hit, the defender must attempt an armor save roll as follows. Success means no damage; failure means the tank is destroyed and left on the board as an obstacle. Light tanks must roll 6 when hit by any enemy tanks to save. Medium tanks can save on 4,5,6 when hit by short range gun; 5,6 when hit by medium range gun; 6 when hit by long range gun. Heavy tanks save on 3,4,5,6 when hit by short range gun; 4,5,6 when hit by medium range gun; 5,6 when hit by long range gun. Armor save rolls of 1 or 2 do not cause a turnover in player order. All tanks are allowed to rotate turrets before firing (not considered movement).
Optional Rule Shaken results Any tank which has been hit but not destroyed is marked with a token as “Shaken.” Shaken units can’t move (they can rotate turret only) and they fire with a -1. To remove shaken status, the tank must use its’ activation to rally instead of moving or shooting. Tanks that are within 12” of their HQ need to roll a 5,6 to rally and return to normal (add +1 to dieroll for Veteran crews). If out of 12’ range, or HQ has been destroyed or is itself shaken, tank cannot rally. HQ can always rally itself on a 4,5,6.
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