Download as pdf
Download as pdf
You are on page 1of 35
WORLD WAR1 Wargames Rules FOREWORD This Foreword has not been written by some well known army personality or military historian etc., because | do not know any. BUT | would like you to read it all the same. Apart from the fact that these rules were written by me for me and are my own ideas of what did or should have happened during the First World War, | hope that they will give you some enjoyable games. Especially the newcomer to the hobby, as well as the more experienced player. It is to this end that the rules have been written the way they have. With two methods of working out casualties and one or two other choices for the more discerning player. Which to my mind, will allow the beginner to play with part of this set and enjoy their playerbility. And then to progress (with- out buying another set of rules) to the parts in the rules which allow for more authenticity, as the beginner wishes to improve his game. My apologies to the more experienced among you, who might think that | have included too many “CAN DO, DON’T DO, YOU MUST” within these rules, but if they are followed, it should stop some of the arguing that one sees in clubs and at exhibitions up and down the country. Which | think is detrimental to our hobby. Think about it yourself, going to see an exhibition display, paying to go in just to see two players arguing over a technicality in the rules??? Now after all the moans and groans | would like to-take this opportunity to thank some of the many people who have helped THE MAILED FIST WAR- GAMES GROUP get to where it has since it was started in SEPTEMBER 1972, people who usually get taken for granted. Firstly, my dear wife, for putting up with a house full of wargames equipment and armies, and for the amount of time | put into the hobby, often putting it before her and our two children, thank you dear. Secondly, for the members of THE MAILED FIST WARGAMES GROUP who have been forced to play WORLD WAR ONE over the last two years during the development of these rules. Thank you. Thirdly, to all the organisers of the various shows and exhibitions that have invited’ the Club to put on our displays and games. Unfortunately there are too many to mention individually, but thank you all. Last, but not least, Mr. John Hammond for taking the interest in this set of rules to the extent of publishing them, thank you. Finally, you the Wargamer who has bought this set of rules, thank you. | DO hope you will have many pleasant hours of gaming with them. NOW if you have any questions or queries about these rules please write to ME enclosing a S.A.E.:— MR. ROGER EDWARD BIGG, 30 FURNACE STREET, DUKINFIELD, CHESHIRE, SK16 4JA. | will gladly answer them if possible, but remember NO S.A.E.—NO REPLY. May the best man win, but not without a struggle. Yours in the hobby PRESIDENT, R. E. BIGG, THE MAILED FIST WARGAMES GROUP. CONTENTS Rules for the rules, Equipment needed, game procedure 1 Scales, Base sizes 2 Points system, Speed 3 Movement y Weather ...ssssecsesse 8 Gag: Areas: ccrcessrsscvrassospsssene 7 Morale 8 Infantry Fire " Alternative Cesualty Chart ...... 13 Artillery 16 Appendix 49 Engineering 20 Aircraft a Hand to hand fighting or melee 23 Miscellaneous 24 Mainly for campaigns .. 26 Artillery Appendix 28 Why the rules say what they do 30 1. 2 RULES FOR THE RULES If it is NOT in the rules then you CANNOT DO or USE it. All firing and hand to hand fighting is done at the end of the game move. NOT half-way through the move. 3. You MUST be honest when using the Army Record Chart especially with respect to morale ratings and casualties incurred on a unit during a game. There is nothing to be proud of if you have to CHEAT to be able to win. EQUIPMENT NEEDED 1. An army. 2. A pair of percentage dice. 3. A pair of normal dice. 4. A tape measure marked in millimetres. 5. A periscope. 6. A chromatic pencil (or chinagraph) 7. A plastic cover for your army record chart (clear P.V.C.) 8. Paper and pencil or pen. GAME PROCEDURE 1. Write out general orders for your army, and your troop dispositions for the start of the game. 2. Place your troops on the table. 3. Dice for weather conditions and time of year, and make sure that all players mark the relevant information on their Army Record Charts. 4. 5. 6 me 8. Check the morale ratings of any “NEW” units. Write out movement orders for all units. Both players move their troops in accordance with their written orders When all movement has been done, firing and hand to hand fighting takes place. Remove casualties where applicable, otherwise mark them down on the Army Record Chart 9. Check morale ratings where necessary, and then continue as from No. 5 until the game has to be called to a halt. 10. Check casualties points as on pages 11, 12 or 13, and work out the winner. This can be done either by gaining points for an objective or by casualties incurred on opponent. n. May the best man win, but not without a struggle. SCALES Ground scale imm=1 yard Time scale 1 move=1 minute Figure scale 15mm figure= 1 man 1 15mm figure =10 men 1.25 mm figure=25 men Tank and Armoured Car scale 1 5mm tank =1 tank 115 mm tank=2 tanks 1 25mm tank=4 tanks Vehicle scale 1 5mm vehicle=1 vehicle 1 15mm vehicle =2 vehicles 1 25mm vehicle=6 vehicles Artillery scale including trench mortars 1 5mm gun=1 gun 1 15mm gun=2 guns 1 25mm gun=6 guns Railway guns 1 for 1 in any scale Aircraft 1 for 1 in any scale BASE SIZES Assumed to b Infantry 76mm x 13mm 100 men 4 ranks deep Cavalry 50mm x 25mm 50 men on 50 horses 4 ranks deep Tanks 130mm x 30mm 4 tanks either line abreast or astern Artillery 250mm x 30mm 6 guns and horses in convoy or line abreast for firing. Trench mortars 125mmx15mm 6 guns in line for firing Vehicles (G.S.) 160mm x30mm 6 vehicles in convoy, this is for all general service vehicles. Railway guns —_No base, only the track it runs on Aircraft No base Each of the above bases will now be referred to as units throughout these rules. Each unit MUST be marked with some form of identification (letters or numbers), so that each unit can have it's progress record on the ‘Army Record Chart’. To work out how many figures go on a base, divide what it is ‘assumed to be’ by what it represents. e.g. One 25mm cavalry figure represents 25 men on horseback. With 50 to a unit, divide the 50 by 25, with the answer of 2 figures to a unit. Infantry Cavalry Tanks Vehicles-armoured Vehicles-G. S. Artillery Trench mortars Railway guns Off board arti Gas shells Mustard gas Gas generators False gas shells Aircraft Mine tunnels TNT. Main line Engine Main line wagons Main line Coach Narrow gauge Engine Narrow gauge Wagons Trench Tramways Trench Tramways Truck Main Line Track Narrow gauge track Trench Tramways Track POINTS SYSTEM 100pts. per unit 100pts. per unit 200pts. per unit 200pts. per unit 100pts. per unit 200pts. per unit plus 10pts. for each 5mm calibre over and above 75mm As for artillery. As for artillery when they are on the board or as for off the board artillery when not. 400pts. per unit plus 20pts. for each 5mm calibre over and above 75mm. 100pts. for each salvo of shells to be fired by each battery of guns. 20pts. extra when used either in shells or gas generator. 250pts. plus 50pts. for each move that is to be used to generate gas. 50pts. for one salvo only per battery. 300pts. each. 10pts. per 25mm/yds. of pre dug tunnel Spts. per 25mm/yds. tunnel to be dug during the game. 10pts. per 100Ibs. of T.N.T. for demolition. 200pts each. ‘pt. per one ton carrying capacity. 10pts. each. 100pts. each. ‘pt. per one ton carrying capacity. Spts. per horse for towing 2pts. per truck. 200pts. per 2 miles (to be laid) per 8 hour day. 200pts. per 3 miles (to be laid) per 8 hour day. 200pts. per 4 miles (to be laid )per 8 hour day. IF ALREADY LAID, IT WILL COST } THE ABOVE TO REPAIR IT. If the known m.p.h. of SPEED any vehicle is known and you wish to use it, and your opponent agrees, then the following table may be of some use. The following table gives you the approximate distance a vehicle would travel in one minute at a given m.p.h M.P.H. | MM/Yds.| M.P.H. | MM/Yds. | M.P.H. | MM/Yds. 1 29 9 261 7 493 | 2 58 10 290 18 522 3 87 W 319 19 551 116 12 348 20 580 5 145 13 377 21 609 6 174 14 406 22 638 7 203 15 435 23 667 8 232 16 464 24 696 MOVEMENT INFANTRY Terrain Move Restrictions Walking Country 87mm/yds Infantry can run for three moves but must Road 116mm/yds then rest for one or walk for two before Running Country 145mm/yds running again. Infantry can only charge into Road 174mm/yds contact. They CANNOT charge or run out of Charge/Rout Country 174mm/yds trenches unless in rout Road 203mm/yds CAVALRY HORSES or CAMELS (Where applicable) Walking Country 145mm/yds Cavalry can charge for three moves but must Road 116mm/yds then rest for one or walk for two. If your Trotting Country 290mm/yds_—_ cavalry CHARGE across your line of fire, the Road 261mm/yds troops for the distance of the charge CAN- Charging Country 435mm/yds NOT fire. Cavalry walk through woods at Road 406mm/yds 87mm. LIMBER HORSES (G.S. and/or ARTILLERY) Walking Country 87mm/yds Charges can only be done by artillery Road 116mm/yds Artillery can charge for two moves but must Trotting Country 203mm/yds then rest for one or walk for two. Artillery Road 232mm/yds © CANNOT pass through woods except via Charge/rout_ Country 319mm/yds a road, lane or farm drive. Guns larger than Road 348mm/yds 105mm have @ maximum charge speed of 261mm XC and 290mm Rd. MOTOR VEHICLES Under 2 tons Country 174mm/yds All. weights are as laden. CANNOT cross Road 580mm/yds trenches unless equipped to do so. CANNOT Over 2 tons Country 145mm/yds ford rivers only streams. CANNOT pass Road 522mm/yds through woods except via a road, lane or farm drive. TRACKED VEHICLES Country 87mm/yds See tanks. CANNOT pass through woods. Road 116mm/yds CANNOT ford rivers, only streams. STEAM VEHICLES Country 87mm/yds CANNOT cross trenches unless equipped to Road 145mm/yds do so. CANNOT pass through woods except via a road, lane or farm drive. CANNOT ford rivers, only streams. STARTING AND STOPPING VEHICLES For the first move of any vehicle starting from stationary it can only move at half speed. To stop a vehicle it must have only moved half a move last move, except for GS. horse drawn wagons, or if a vehicle is stopped by enemy high explosive . ADVERSE WEATHER EFFECT ON MOVEMENT SUN Score of 5 MINUS 14mm/yds off infantry speeds. NO RUNNING. RAIN Score of 40r5 — MINUS 29mm/yds off infantry country speed. RAIN Score of 4or5 MINUS 58mm/yds off cross country speeds, everything else. FOG Score of 30r4 Half speed for everything except infantry. NO CHARGES. FOG Score of 5 Half speed for everything. WIND Score of 40r5 — PLUS 29mm/yds if wind is behind your troops. MINUS 29mm/yds if wind is in front of your troops. SNOW Score of 4 or 5 MINUS 29mm/yds off road speeds SNOW Score of 4 or 5 MINUS 58mm/yds off cross country speeds No charges whilst snow falling @ factors 4 or 5 ‘See weather conditions chart. WEATHER 1. Choose the time of year (month) that your game is to be, by throwing one or two dice, the score of which will tell you what month it is by looking at the ‘Year weather chart’. By using one dice you miss out July to December, using two dice you miss out January, If your game is to be in hotter climates (Turkey, etc.) use one dice only with the months from April to September as one to six 2. Next look across the chart and throw one normal dice for each of the five weather conditions. If you fail to score one of the numbers under any of the different conditions the game will not be affected by that particular weather type. But if you do score then it must be recorded on your ‘Army record chart’ 3. The weather will remain the same throughout the game, although the wind will change every third move with the use of the ‘Wind direction spinner’. YEAR WEATHER CHART MONTH sun | rain | snow | Foc | WIND vanary [1 _|t2a4sfr2sas{i2a [12345 February | 1 1234 [123 |12 1234 March 12 123 [12 12 1234 April 123 123 [1 1 123 May 1234 [12 [None [None [12 June 12345|1 None | None | 1 July 12345|None [None |None {1 ‘August 1234 [12 [None | None 12 September |123 [123 [None | 1 123 [ october | 12 1234 |1 123 |1234 November | 1 12345|123 |12345|12345 December | None |i 2345|1294 1234 [1204s WEATHER CONDITIONS TYPE DICE SCORES ‘One Two Three [Four Five SUN Cloudy Light cloud, | Bright, warm | Bright, hot | Very hot, bright bright Too hot RAIN Light Drizzle Light showers| Heavy Heavy mist type every move | showers for | continual two moves | rain then miss one VISABILITY | 1600mm/yds.| 1400mm/yds. | 1200mm/yds. | 1000mm/yds. | 800mm) yds. [snow Sleet every | Hailstones | Light snow | Thick snow | Heavy third move | every third | alternate continual move moves snow settling Too cold visaBiLity | 1500mm/yds.| 1300mm/yds. | 1000mm/yds. | 800mm/yds._| 600mm] yds. FOG Light mist | Light foo Fog Thick fog | Thick freezing Too cold ViSABILITY | 300mm/yds. | 200mm/yds. | 100mm/yds. | SOmm/yds. | 20mm) yds. WINo Light breeze | Light breezes | Strong gusts | Strong gusts | Gales every other | every move | every other | every move LL move move WEATHER CORRECTIONS 1. If the wind is four or over there will be NO FOG 2. If the rain is four or over there will be NO SNOW GAS ATTACKS DIRECT GAS SHELL HITS Casualties as per percentage dice score, plus half the score of a second dice throw next move whether or not the enemy are in the contaminated area or not. This is for those who were not quick enough to put their gas masks on. DRIFTING GAS Defenders have time to put on their gas masks, but will still receive casualties at. } percentage dice score for MUSTARD GAS. } percentage dice score for all other types of gas For each move that the troops are in it or pass through it you must throw. MOVEMENT OF GAS and/or SMOKE Gas or smoke will drift a certain distance before dispersing in the atmosphere. The rate of movement and dispertion will vary according to the wind strength as follows—(Look also under wind direction) WIND STRENGTH 1 2 3 4 5 Distance ot travel per move 50mm. yds | 50mm yds | 100mm yds | 100mm yds | _NONE | Number of moves it will take to 12 6 6 3 INSTANT disperse L BASE SIZES FOR GAS OR SMOKE These will be twice the burst size according to the calibre of the gun that is firing. (Look under Artillery appendix) Gas generators will produce sufficient gas or smoke to cover an area of 30mm x 15mm per move that it is used. GAS IN CRATERS Gas will stay in all craters and/or trenches that it passes over. Any troops entering these. will incur casualties at the same rate as for drifting gas. MORALE MUST BE CHECKED BY EVERY UNIT WITHIN 300mm/yds of the attack. starting with the lowest morale factors first. It is suggested that gas attacks should be limited to one attack per game, per side, with all guns firing it at the same game move on your side, as for false gas FALSE GAS ATTACKS The false gas attack is the use of white smoke shells fired short of the enemy front line to try and cause panic. But can only be used once as follows: 1. When the wind is blowing towards the enemy. 2. = only be used by the guns that have paid the points for the shells. (See points chart} 3. All guns that have paid must fire the false gas in the same move or they must forfeit the chance of using it. 4. Gas generators cannot use false gas. 5. There are no casualties from false gas or smoke shells. 6. The enemy units within 200mm/yds must check morale as per a normal gas attack. WIND DIRECTION Itis necessary to determine which way the wind is blowing so that you may know where the gas you is likely to go. To do this cut out the wind direction spinner on your ‘Army Record Chart’ and stick it onto a piece of stiff card. When dry insert a matchstick or similar through the middle. Next, spin it, and whichever of its 8 faces it lands on is the direction the wind is blowing to not from. Therefore it must be decided before the game starts which part of the board faces north. Wind direction must be marked on both players ‘Army Record Chart’. The wind will change every third move. MORALE All units must have what is called a morale rating. This will vary between plus 12 to minus 10. WHEN TO TEST FOR MORALE 1. The first time you use a new unit or a unit that has received 70% or more recruits due to casualties in their last game. (See ‘Army Record Chart'—A.R.C.—as these are classed as new units). 2. After a new unit comes under fire for the first time, be it either infantry or artillery fire. (Shells landing within 25mm/yds of a unit count as this.) 3. After a gas or false gas attack. After each move of a charge. After seeing friends either withdrawing or routing within 300mm/yds. After a unit has received 70% or more casualties, After each round of a melee. 4. 5. 6. 7. HOW TO OBTAIN MORALE RATINGS AT THE START OF YOUR GAME This is done by throwing one percentage dice (not the pair) and this will give a score of 1 to 10—this is done for all units (0 being 10). This score is then adjusted in the follow- ing way:— ADD 1 for seasoned troops. These are units that have received 50% or less casualties last game—see A.R.C ADD 2 for veteran troops. These are units that have received 25% or less casualties last game—see A.R.C. MINUS 1 for each of the following adverse weather conditions if; SUN factor 5 FOG factor 4 or 5 WIND factor 5 SNOW all factors RAIN factor 4 or & All new units will start the game with a mi with the morale ratings they finished with in their last game—see A.R.C. THESE MORALE RATINGS MUST BE MARKED DOWN ON YOUR ARMY RECORD CHART. will continue ADDITIONS & SUBTRACTIONS FOR TESTS DURING THE GAME ADD 1 FOR; — Each secure flank (see misc. for definition). Charging units cannot claim this. ‘Support to the rear within 200mm/yds. Charging units. Units winning melee by causing more casualties than they receive. Seasoned units in melee. Seeing enemy units withdrawing within 200mm/yds. ADD 2 FOR; A unit winning a melee and causing twice as many or more casualties than they have received. MINUS 1 FOR; A new unit coming under fire for the first time. Losing a round of melee, by receiving more casualties. Friends retiring within 300mm/yds. MINUS 2 FOR; Enemy in your rear. Infantry attacked in the open by cavalry. Friends withdrawing within 300mm/yds. MINUS 3 FOR; Friends routing within 300mm/yds. MINUS 4 FOR; Units under gas or false gas attacks. FOR CASUALTIES—MINUS THE FOLLOWING MINUS 1 FOR, 70%-79% or MINUS 2 FOR 80%-89% or MINUS 3 FOR 90%-99%. MORALE RATINGS 812 Excellent ‘Take any opportunity to advance, no orders required to charge. 5-7 — Good Carry on with present orders. 3-4 Reasonable Stay put. 1-2. Weak Retire in good order facing the enemy at the slowest normal speed for the unit. 0— —3 Poor Withdraw at running or trotting speeds. —4— —7 Bad Rout. —8— —10 Terrible Surrender or desert whichever is the easier to do, but must surrender if within charge move of the enemy. NOTES ‘A. No unit car amass more than 12 points of morale ratings. B. All measurements on morale checks are from a units front, and/or 45 degrees either side of its front, or rear where applicable. C. All new morale ratings must be written on to your Army Record Chart. TROOP RECOVERY FROM BAD MORALE RATINGS. UNITS STAYING PUT These are units with a morale of 3 or 4. They will stay where they are or can retire no more than one move, to find friendly cover. If after 2 moves they have not been forced to take a morale check, then throw a pair of percentage dice with the following results: 1. If the red dice is higher then add 1 to their morale rating 2. If the black dice is higher then minus 1 from their morale rating 3. If both dice score the same then add 1 to their morale rating UNITS RETIRING These are units with a morale of 1 or 2 These units will make their way back to their base line using whatever cover is available They will travel at their slowest normal speed for the particular terrain they are on. Retiring units WILL stop and fight if any enemy units get within 145mm/yds. They are also allowed to fire at any enemy units that come within range If after 3 moves they have had no reason to check their moral, dice as above. These units WILL NOT leave the board unless their morale drops. UNITS WITHDRAWING ‘These are units with a morale of 0, —1, —2, —3 These units will try to leave the board by the most direct route to their base line at running or trotting speeds for ALL moves. If they come into contact with friendly units both units MUST take a morale check. They CANNOT engage in fire fights, ONLY in hand to hand combat. If after 4 moves they have had no reason to check for morale, dice as above. UNITS ROUTING These are units with a morale of —4, —5, —6, —7. Routing units WILL leave the board by the most direct route to their base line and ALL movement WILL be at charge speeds. Routing units WILL NOT fight back if under attack or not. DESERTERS These are units with a morale of —8, —9, —10. Providing that these units with this low morale have not surrendered they will desert. Deserters WILL make their way off the board on their base line. Movement orders will be written for them by YOUR OPPONENT until such times as they are captured/arrested. If they come in contact (base to base) with units of their own army, they MUST throw a pair of percentage dice. If they score 85% or over they will escape arrest, and will continue their journey off the board, they must dice each time they get into contact. Mt however they fail to escape, they are arrested and escorted (as per normal prisoners) to the nearest H.Q. or command unit for a Court Martial trial. To find out how many are guilty throw the percentage dice TWICE, taking the lower score from the higher, this answer is the total that have been shot for treason. If when you throw the dice the score is the same then ALL the deserters are shot, the numbers that have been shot are marked down as casualties on your Army record chart. Assuming that you still have some men left in the unit after their court martial, they are given a new morale rating of 3 and can be sent up to 3 moves to either side of the judging unit, but NOT forward. You MUST correct their morale rating on your A.R.C. and then continue with the unit as for “units staying put”. PRISONERS These must be escorted back to rear H.Q. at a ratio of 1 guard to 4 prisoners. Once they have reached the H.Q. the guards ratio becomes 1 to 20 prisoners. Prisoners can only escape if their guards are either captured or killed by other units of the prisoners side. Prisoners CANNOT escape or kill their captors without this help. 10 Escaped prisoners are unarmed and have NO fighting capabilities until they have reached their own base line, and a supply unit so they can re-equip themselves. Deserters do not have to re-equip after court martial. Escaped prisoners will travel back to their own lines at normal infantry speeds. UNITS LEAVING THE BOARD Any unit that leaves the board during the game CAN ONLY be used again in next game, as "NEW UNITS”. This includes:—withdrawing, routing, deserting, prisoner and killed units. INFANTRY FIRE It is assumed that the infantry are armed with a selection of weapons, from rifles, machine guns, flamethrowers, grenades, etc., thus with one figure representing more than one man it is not practical to’ model each figure with every type of weapon. Therefore to allow for this the following chart has been designed to allow for this increase of fire power at the shorter ranges where the pistol and hand grenades come into effect. RANGE IN MM/YDS. CHANGES TO THE DICE SCORE UP TO 400 MINUS 10% UP TO 300 MINUS 5% UP TO 200 AS PER DICE SCORE UP TO 150 PLUS 10% UP TO 100 PLUS 15% UP TO 50 and under PLUS 20% This chart only applies to infantry fire and only to the first of the two casualty charts. CASUALTY CHART NUMBER ONE To determine casualties throw a pair of percentage dice, then consult the chart below for any alterations to the dice score. INFANTRY V INFANTRY As dice score 3 dice score if in hard cover V CAVALRY As dice score V TANKS MINUS 50% OFF dice score V ARMOURED CARS MINUS 25% OFF dice score V AIRCRAFT, MINUS 75% OFF dice score V ARTILLERY As dice score ONLY kills crew and horses CAVALRY V INFANTRY As dice score 3 dice score if in hard cover V CAVALRY As dice score V TANKS MINUS 85% OFF dice score V ARMOURED CARS MINUS 60% OFF dice score V AIRCRAFT. MINUS 90% OFF dice score V ARTILLERY score ONLY kills crew and horses TANKS —V INFANTRY score $ dice score if in hard cover V CAVALRY score V TANKS score | MINUS 50% OFF if only using M.Gs. V ARMOURED CARS As dice score | MINUS 25°% OFF if only using M.Gs. V AIRCRAFT NO THROW NO THROW aia V ARTILLERY As dice score __ Kills crew and horses if using M.Gs. n ARMOURED V INFANTRY As dice score} dice score if in hard cover CARS V CAVALRY As dice score V TANKS: MINUS 50% OFF dice score V ARMOURED CARS MINUS 25% OFF dice score V AIRCRAFT NO THROW NO THROW V ARTILLERY As dice score ONLY kills crew and horses AIRCRAFT V INFANTRY As dice score — } dice score if in hard cover V CAVALRY As dice score V TANKS MINUS 50% OFF dice score V ARMOURED CARS MINUS 25% OFF dice score V AIRCRAFT As per dice score or use SOME OTHER RULES V ARTILLERY As dice score KILLS crew and horses only ARTILLERY V INFANTRY As dice score + dice score if in hard cover V CAVALRY As dice score V TANKS As dice score V ARMOURED CARS As dice score V ARTILLERY As dice score V AIRCRAFT 4 of the dice score & ONLY WITH ANTI-AIRCRAFT GUNS. DEAD OR WOUNDED When 100% casualties have been inflicted on any unit (1 full base) they are not all dead, but dead and wounded. To determine this throw a pair of percentage dice the score of which is the number of wounded transferred to hospital, this MUST be marked on your ARC At the end of the game a } of EACH units hospitals casualties will have died from their wounds, either from the severity of their wounds or from such things as blood poisoning and gangrene, etc, DO NOT bother dicing for aircraft casualties, All this has to be done so that you will know how many NEW RECRUITS you will need to bring your units up to strength for new morale ratings For casualties points and for the re-use of cured wounded, see miscellaneous 12 ALTERNATIVE CASUALTY CHART This alternative chart is for the player who does not agree with the chart on page 11, of for the player who wishes to have realism rather than playerbility, - _—— glalols = as -lolclol- = g|so/+/ole}n/=/olelels|s|e/s|s|a/8/s|e|x|8)5/8 a|-[>|°|=/[e/+[e/e[2]/2/s/8/5/2/2]/3/8] 8] s/s] 2/5 2|-|-/=|°/=[ele|"[e[e/=[s/s/a/e|s|/2[2]s) 5] 3/a/s 2! |-|-]s/°]*Je/e|-[=/2/s/a]a/8|s/s/2/¢| 3/8/53 8 -|-[={°]*[*/els/2/2]s/2/8]5[8/5] 8] 9/9/2/2 58 -|-|sl|=/*[e/=/e2lal/s|e[a/sla|s]s[e|s|2 3 ge -l-/s]°|*[@/*/2/2/=/8[s/8/8/ 8/8/38] 8/8 Es -|-[=[elel-/elsje/elelelels/a]aials z re -l-[*/=]*/"]*//2]=/s/2/2/2/2/ 2/2 3 | ] |_| ge | jelelajo|<|<|e)elolo}n)n|@|olalo Oo” | | | | {1} Zo | |-lala |eloloo nlolelo £ [| ir"! i ++ oe |) lelalealale)e|o)olole n\n) olo 5 | 8 : ze -[-[alole «le elele 5 *|* 1 Be -|«|s[olo|*|=/o]0|ejel~]x g § “| gy 1 llalalolol=|=[o[ofefole + + jo - ~lefafa «| 4] o[e]e ° -|-[slalolo]<|<|ole]o w ~]-lalalo| «| | +) o]o - -l-[=|«lol ol <[

You might also like