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WW2 - Clash of Patrols
WW2 - Clash of Patrols
CLASH OF PATROLS
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INTRODUCTION
This game represents the clash of patrols somewhere between the enemy lines each player
will have a force of normally 8-12 individually based 20/28mm figures. Some forces are
much better than others but the victory points system gives extra points to the weaker
forces to offset their disadvantages.
THE BATTLEFIELD
For a 2 player game the table should be 4 x 4 feet in size there should be lots of terrain
exactly what will depend on where the combat is taking place. The tabletop should
represent an area that patrols would be sent to investigate so a game set on the Russian
steppes could be based around a farm or village not an open plain where you can see
everything for miles around. The best approach to setting up the terrain would be for the
players to do it jointly and then randomly decide who starts on which side. The terrain
pieces should be defined before the game starts so everyone knows what effects they will
have before they start putting figures on the table.
DEPLOYMENT
The players should alternately deploy figures within 6ins of their baseline until all figures
have been deployed. The first figure deployed should be the unit commander and the other
figures must all be deployed within sight of this figure.
TURN SEQUENCE
The players alternately activate figures until all the figures have been activated, when the
command figure is activated they also get an extra activation for one figure in sight of the
commander and within 6ins of him. At the end of each turn roll 1D6 and keep a running
total when this reaches 24 the next turn is the last turn.
ACTIVATIONS
When a figure is activated it can move, fire, close assault and in some cases move and fire if
the figure has a morale marker it must first take a morale test. Figures that have not yet
been activated can shoot at an enemy moving in front of them during the enemy figures
move, this counts as their activation.
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MORALE TESTS
Figures that have a morale marker must take a morale test before they can be activated, roll
1D10 and consult the table below.
Move to cover/shoot if in the open move to cover if in cover may shoot troops that can
move and fire could move to cover and then shoot.
Retreat, move a full move away from the enemy if they reach the table edge they are
removed from play.
Once rolled for the morale markers are removed unless rolling as a reaction to a close
assault
Shot at when in the open, Wounded, Out of sight of all friends, A friend is killed in sight of
them, Commander is killed
Morale markers for out of sight of friends are applied at the start of the turn the others are
applied when the event happens.
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MOVEMENT
Normal movement is 6ins and must be in a straight line, the figure can change facing once at
any point in the move or twice if they move a maximum of 3ins.
Half movement if moving over difficult terrain such as rubble, marshland or soft sand
High obstacles up to the height of a figure take a whole move to cross anything higher is
considered impassable.
A figure in the open can add 2ins to its movement to end the move in cover, figures doing
this will not be able to move and fire.
Since this is a skirmish game with each figure representing one man the terrain should be
treated the same so things like model trees represent a single tree and figures will have to
move around them.
There are lots of possibilities in terms of terrain and any none standard items should be
clearly defined before starting the game.
TERRAIN EFFECTS
Apart from the movement effects above terrain can also block line of sight and also act as
cover when shot.
Normally anything taller than a figure will block line of sight it is possible that a hedge might
not block line of sight particularly for a figure that is right behind it.
As far as cover is concerned anything that would stop a bullet is classed as hard cover and
anything else as soft cover. A wall, tree or armoured vehicle would be hard cover a hedge,
fence or unarmoured vehicle would count as soft cover.
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SHOOTING
Semi Auto Rifle 0-6ins/1 6-12ins/1 12-24ins/1 May move and fire
Figures rolling multiple dice can choose to split then between 2 targets within 1ins of each
other in which case roll separately for each target. For each hit scored roll on the damage
chart so see what effect it has.
REACTIVE FIRE
This can be done by a figure that has not yet been activated when an enemy figure moves
within its line of sight should the shot cause a hit the target figure stops moving at the point
in its move when the shot took place and will not be able to fire if it would otherwise have
done so.
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GRENADES
Grenades can be thrown a maximum of 8ins and will attack all figures within 1ins of the
point at which it lands.
Pick a point for the grenade to land and roll 1D10 needing 7+ for it to be on target
On a natural 1 the grenade is a dud else if a miss the grenade lands 1ins away in a random
direction if throwing through a window it lands directly outside the window.
Roll to hit each figure in the blast zone with -1 if they are behind cover needing 6+ to hit or
4+ if they are in a confined space, roll for damage on any figures hit ignoring the plus for
shooting at close range.
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CLOSE ASSAULT
When a figure launches a close assault their opponent may react to this by shooting if they
have not yet been activated, the target of a close assault must also test morale if they have
a morale marker any result other than act as required and they will retreat, if the attacker
can move and fire they can shoot at them as they retreat.
Both figures roll 1D10 and add any bonus’s if there is a difference of 2 or more then roll on
the damage chart for effect else there is no effect and the figures will continue fighting the
next time one of them is activated.
Pistol +1 LMG -1
DAMAGE TABLE
8+ Killed
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VICTORY POINTS
At the end of the game total up victory points to see who has won, if the player with the
most points has up to 10% more it is a draw else a victory over 50% more is a major victory.
+5pts for whoever has a figure nearest to the enemy baseline at the end of the game
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CREATING A FORCE
Each player has a force of 8-12 figures the points cost for these is as follows.
Each figure can have a maximum of 1 special ability and 1 handicap except the leader who
gets the command ability for free and can have 1 other special ability
SPECIAL ABILITIES
Command Can give 1 figure within 6ins and in sight an extra free action
Fighter +1 in melee
Agile Add 1ins to movement and only loses 1ins of movement to cross obstacles
HANDICAPS
Green Gets a morale marker when the first shot of the battle is fired
Weak -1 in melee
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NATIONAL FORCES GUIDE
These are basic guides to the forces available and the example forces should just be used
samples of how the forces could be organised. Most nations forces varied a lot throughout
the war so feel free to change things to suit a specific force or campaign as required.
American
The American troops used semi automatic rifles and automatic rifles(BAR) in place of the
LMG’s used by most forces, early on in the war the quality would be quite poor with many
raw troops this improved as the war went on. The marines and paratroopers were much
better quality troops with mostly elite and veteran troops.
Marines 1944
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British and Commonwealth
Most British forces were of average quality throughout the war with a mix of troop qualities
the forces initially stationed in the far east would be of lower quality. British troops tended
to be better shots than most so marksman ability would be likely for some troops and
fighter for Ghurkhas. Specialist forces such as commando’s and paratroopers would be of
higher quality.
Infantry 1944
Paratroopers 1944
Ghurkhas 1942
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German
The German forces unlike most got worse as the war went on due to the loss of trained
personnel though they would always be of reasonable quality. There are many different
types of forces available some very good and some very poor later in the war some elite
troops were equipped with assault rifles.
Paratroopers
Volksgrenadier
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Russian
Russian troops started the war very poor and improved as the war went on some troops
particularly the Naval foot used automatic rifles, there were also forces equipped entirely
with SMG’s.
Scouts 1944
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Japanese
There forces changed little during the war most of their troops could be either brave or
fighters. Specialist such as paratroopers may be better quality
Infantry 1942
Italian
Have a bad reputation but most troops were of average quality with some better quality
troops.
Infantry 1943
Paratroopers
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French
Mostly average quality troops some of the colonial forces varied a lot more, the troops in
the pacific were generally of poorer quality.
Infantry 1940
Resistance Fighters
Dutch
Average quality troops the marines were better the troops in the Far East were worst
Infantry 1940
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Finnish
Hungarian
Generally poor quality with some better units, forces defending Budapest varied a lot.
Infantry 1942
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Romanian
Mostly poor quality with some better troops early in the war once they changed sides the
quality of all the troops dropped.
Infantry 1941
Chinese
Mostly poorly trained but good morale best represented by classing as brave, variable
equipment some units equipped by Americans.
Infantry 1940
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Polish
Generally good troops they used the American BAR instead of a LMG, later war forces
should be based on British or Russian units.
Infantry 1939
Notes
The force lists above should be seen as examples and modified as required using the various
special abilities can produce very different forces and better quality forces need to do better
in the game to win.
The rules could be used for other conflicts such as the Spanish Civil War or the Korean War.
terrycatton@yahoo.co.uk
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