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 World War II
Tactical Wargame Rules
By David Raybin
January 1, 2010 revision
 
 
 
COMBAT
CAPTAIN ! World War II Tactical Wargame Rules
( JANUARY 1 Revision)
© 2010 David Raybin
Introduction
These rules are a highly stylized “recreation” of World War II tactical combat with 28
millimeter model solders and appropriately scaled, tank, and cannon. You could use
15mm troops if desired or, arguably, larger scaled miniatures.
The game uses a “you go” –
 
“I go” turn sequence with the passive player having a
– 
limited “opportunity fire” to keep one side from dominating the other 
 as well as keeping
other  as
the passive player on his toes while the other fellow is moving about the board.
 Against the grain of most modern rule sets which use a multitude of charts, this set has
charts,
but a single fire chart. Everything else is factored into the number of dice cast for a
particular activity.
The six-sided dice are used to their maximum effect by allowing some activities only on
even rolls and other activities only on odd numbers. Because there are charts.even
“pips” than
odd, this permits a chance variation without cumbersome more For
example long range fire effects are calculated only on odd dice, medium on even rolls
and both even and odd when firing at close range.
Our rules were first used during wargame conventions. The minimum of charts and
simple mechanics were designed to achieve a faster paced game which could be
played in less than three hours.
Organization of Troops
 A company (called a unit) consists of up to eight
“squads” which
, in these rules, are
which,
called sub-units. The majority of the squads (usually four or five) are rifle squads of five
men each. A company may be supported by one to six heavy weapon squads (machine
guns and mortars). In this game the minimum company composition is 5 rifle squads
and, except in rare cases such as militia, 2 heavy weapon squads.
Tanks companies are two to five vehicles. One to three on-board artillery pieces is a
battery and is
considered “company sized.”
Off-board artillery is a low probability, random event
as is the “air strike.”
  In these rules a company-sized unit is called a
“unit.” The “parts” of the
company
are called
“sub
-
units.” Thus a squad is a sub
-unit. An individual model tank is a
“sub-
sub-unit.
sub-unit.
Page 1 of 35
 
  One subunit
in each unit is the “leader.” Such leader units –
  which otherwise
– 
operate for all purposes as regular subunits-- do nothing more than serve as the
“center of mass” of the unit since a subunit more distant than
leadership
“control
radius ” rating (8”, 16”
, or 24
) from the leader subunit is considered isolated.
16”,
24”
Below is a picture of a British infantry company made of five infantry squads and two
heavy weapon squads. Thus this company is made up of 7 sub-units. In our game the
smaller, crew-served,
heavy weapons are mounted on 2” diameter stands.
Large, very heavy, crew-served weapons, such as an anti-tank gun, operate as an
independent company or they may be attached to an infantry company. In our game the
large crew-served, heavy weapons are
mounted on 3” diameter stands
  such as
stands 
depicted on the left below. To the right is a photo of a tank company with three tank
sub-units.
Page 2 of 35
 
Discussion
Casualties are discussed in detail later. In general, each figure is removed when there is
a “hit” and 
the figure fails a saving roll ( 
a “saving roll” is only possible
if the subunit was
 the
 
in cover). Model tanks require a greater number of hits to be destroyed in close combat
and, in fire combat, are killed only if it fails to roll a “kill number.” 
to
 
In this game a subunit (or
tank)
operates
at
full
strength until it is wiped out.
Since subunits consolidate
losses as they occur only
one subunit can be operating
at less than full strength, and
thus it is not necessary to
worry about modifiers for
under-strength
subunits.
Speed of the game is a
 primary concern.
Lastly you will notice the
 photos of the troops use skirmish movement stands manufactured by Litko. Individual
figures can be removed as casualties are inflicted. We find these stands to be very
useful to indicate subunits but these stands are not mandatory.
Dice
 All dice are six-siders.
We count the pips for a “normal” event such as firing at short
six-siders.
range. We count only the even numbers for medium range and odd numbers for long
range. This convention does away with a host of charts. Movement is dictated by die
roll. We use the full, even, odd dice convention for movement: more difficult terrain
uses only odd dice numbers and certain units only move on even dice.
Game scale
One figure represents 2 - 3 men and one model vehicle is 2
 – 
3 vehicles. For range,
 –
 
eight inches equals about 100
meters (with long, “effective” range for rifles being 24" or
300 meters).
Game Sequence: The Turn
 After everything is set up and ready to go, the players first roll to see who
“goes first”
everything
this turn. The first player takes his turn with all his troops. Then the other fellow
“goes”
 
“goes” 
Page 3 of 35
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