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COLIN PHILLIPS & CRAIG WATTERSON

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Page 1: COLIN PHILLIPS & CRAIG WATTERSON PAGE 1 - wizchan · SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANCOLIN PHILLIPS & CRAIG WATTERSON PAGE 1. ... • What scale is this game? 16

SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 1COLIN PHILLIPS & CRAIG WATTERSON

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SKIRMISH SANGIN

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WRITTEN BYCOLIN PHILLIPS & CRAIG WATTERSON

DESIGNED BYCOLIN PHILLIPS

PLAYTESTERSCOLIN PHILLIPS, JOSHUA PHILLIPS, CRAIG WATTERSON,

CHRIS WATTERSON, BRENT WATTERSON, JON JUSTICE, PAUL BABBAGE, CHE TIBBY, CHRIS OTTON,

COLIN MACMILLIAN, RAYMOND HUTCHISON, MICHAEL HUTCHISON,CHRIS HUBMANN, AND PETER HALDEZOS

SPECIAL THANKSSIU-MUI PHILLIPS, MAREE PREBENSEN, NEIL PARDINGTON

PUBLISHED BY

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Credits 3

Introduction 7

A brief history 11

Playing the game 14• What scale is this game? 16• How is time perceived in Skirmish Sangin? 16• The percentage roll 16

Creating a Force 18• Creating a character 20• Understanding the example (above) 20• BODY Attribute 20• Armour 20• Body Armour Table 20• Morale 21• Basic Morale Table 21• AP – Action points 21• Weapon 21• CBT PHASE – Combat phases 21• Skills 21• Determining a character’s attributes 21• BODY 21• Combat Phase Table 21• An example of character creation 22• Action points (APs) 22• Movement APs 22• Movement AP Table 23• Movement Rates Table 23• Movement Rates 24• Spending AP on tasks 24• Increase skills with AP 24• Actions that don’t cost APs 24• Character sheet explanation 25• Skills 26• Pistol 26• Rifle 26• Forward observer 26• Heavy weapon 26• First aid 26• Spot 26• Throw 26• Vehicle skills – crew only 26• Drive 26• Main weapon 26• Secondary weapon 26• Creating units 26• Experience packages for professional soldiers 27• Novice (definition) 27• Average (definition) 27

• Veteran (definition) 27• Elite (definition) 27• Modern section or squad structure 27

ISAF FORCES 28• British Section 29• Australian/New Zealand Sections 30• Chasseurs Alpin/French Foreign Legion 31• US Army Section 32• US Army Rangers Section 32• US Marines Section 33• DELTA/SEALS 33• Creating your own lists 34• Standard British Section 34• Adding experience ranks 35• Buying a historical force 37• Modern professional forces experience packages

table 38• Experience packages for professional soldiers 38• The cost of weapons and armour 41• Experience packages for insurgents 41• Taliban experience packages 41• Afghan National Police and Afghan National Civil

Order Police 42• Special Forces/Militias 43

Combat 45• Combat round 46• Combat phase 46• Action points 46• Combat phases 46• Combat phase table 46• Running combat phases 47• How calling works 47• Character decisions 48• Combat 48• The Firearms combat sequence 48• Line of sight 50• Movement 51• Firing 51• Cover 51• Light 51• Position 52• Distractions 52• Vehicles 52• Modern weapon sights 52• Groups 52• Spotting modifiers 52• Spotting Modifiers Table 53• Types of cover 54• The effects of cover 54• Intervening cover 55

CONTENTS

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• Exceptions to the intervening terrain rule 56• Hidden characters 56• Spotting and keeping an acquired target 57• Elevated spotting 57• Shooting into buildings 58• Modern forces clearing buildings 58• Inside buildings 58• Closed buildings 58• Open buildings 58• Intervening terrain rule 58• Street fighting/fighting in buildings 58• Collapsible ladders 58• Breech charges 58• Battlefield communication 61• What kind of information can be passed on? 61• Shooting Modifiers Table 62• Weapons 63• Weapons Table 64• Snap Fire 65• Limitations of snap fire 66• The disadvantages of snap fire 66• Snap fire procedure 66• Body armour 68• Flexible body armour 68• Wounds 68• The Wound Chart 69• Prisoners 69• The Wound Chart Table 70• Rifle grenades, grenade launchers,

and hand grenades 71• The core rules of grenade-based weapons 71• The core rules for hand thrown grenade 71• Thrown Grenade Modifiers 71• Grenade and Missile Table 71• What does KZ/DZ mean? 72• The effect of cover on grenades 72• Throwing grenades 72• Cooking a grenade 73• Surviving a grenade attack 73• Hits and missed rolls 74• Divergence diagram 74• Rifle and grenade launcher grenades 75• Grenades and buildings 75• Throwing grenades through windows and doors. 76• Smoke grenades 76• Smoke launchers 76• Consciousness 77• Remaining conscious 77• Morale 78• Making a morale test 78• A character comes under fire 79• Wounded characters 79

• Pinning/unpinning 79• Outnumbered by the enemy 80• Friendly casualty 80• Morale Modifiers Table 80• Morale Modifiers Table 81• Failed Morale Table 81 Hand-To-Hand Combat 82• Hand-to-Hand Combat Sequence 83• Hand-to-Hand Combat Table 84• Hand-to-hand combat damage 84• Being attacked by multiple opponents 84• Parry attacks 86• Special Manoeuvres Chart (optional) 87• Special manoeuvres (optional) 87• Hand-to-hand morale 87• Hand-to-Hand Failed Morale Table 88

Heavy Weapons 89• Heavy Weapon Table 92• What does KZ/DZ mean? 92• The effect of cover on heavy weapons 92• Heavy Weapon Teams 92• Heavy weapon combat sequence 93• Teams 95• Breakdown of a British 81mm mortar squad 95• Heavy Weapons Teams Experience Bonus Table 96• Example teams 96• Moving heavy weapons 97• When a team takes casualties 98• Firing machine guns on the move (non vehicle) 98• Vehicle mounted weapons 98• Mortar Table 99• Mortars 99• Laying down smoke 99• Deviations for heavy weapons 100• Line of sight weapons 100• Deviation Table 101• On Table Indirect Fire 101• On Table Indirect Fire Deviation Chart 101 Critical and Fumbles 102• Firearms Fumble Table 103• Hand-To-Hand Fumble Table 103• Grenade/Missile Fumble Table 103

Vehicles & Vehicle Combat 104• Vehicle Table 106• Crew 106• Vehicle experience costs 107• Vehicle Combat Sequence 108• Penetration Table 109

CONTENTS

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CONTENTS• Vehicle-to-vehicle weapon damage 110• Vehicle weapons vs Infantry 110 • Damage dice againts infantry 110• Vehicle morale 110• Vehicle combat and morale 110• Vehicle morale modifiers 111• Weapon deviation 111• Vehicle failed morale table 111• Vehicle Weapons Versus Infantry Table 112• The cost of vehicles 112• Vehicle types 112• Vehicle attributes 112• Vehicle Types Table 113• Vehicle movement 113• Vehicle speed 114• Embarking and disembarking from a helicopter

and vehicles 114• How to spot a target 114• Spot Modifiers Table (Vehicles) 114• Shooting 114• Penetration 114• Vehicle Damage Charts 115• Vehicle Penetration Damage Table 115• Vehicle Non-Penetration Damage Table 115• Bailed out crew 115 Advanced Combat Rules 116• Forward Observation Skill and Spotting. 118• Version 1 118• Version 2 118• Mortar platoon (500pts) 119• Sniper team (100pts) 120

• Fire support platoon (HMG) 120• Fire support platoon

(grenade machine gun) (100pts) 121• GMG Deviation Table 121• Fire support platoon (anti-tank platoon) 122• ATGM Deviation chart 122• Artillery 122• Helicopters and Fast Air 123• Calling in Fast Air (100pts) 123• Calling in Attack Helicopters (500pts) 124• MEDEVAC helicopters (100pts) 124• Insurgent Advanced Combat Rules 125• Support assets for Taliban/Insurgent 125• Militias 125• Spotter 50pts 125• Mortar team (500pts) 125• Suicide bombers (50pts) 126• Booby traps 126• Improvised explosive devices (IEDs) 126• Placing IEDS on the battlefield 126• Technicals (100pts) 127• Ratlines and tunnels (200pts) 127• Merge with the populace (200pts) 127

Example Game 128

Scenarios 140• Recon Patrol 142• Compound 17 143

Quick Reference Sheets 149Section – Character Sheets 165Vehicle Section – Character Sheets 166

Counters 169

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INTRODUCTION

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INTRODUCTION

Three Para can hear gunfire to the north as 2nd platoon engage the Taliban. The heavy .50 cals of the support vehicles resonate around the Garmsir Valley as they provide covering fire for the assault on the green zone.

From somewhere nearby there is a whoosh as a missile streaks towards its target and the bright flame of the rocket exhaust is startlingly vivid as it whirls beneath the grey sky.

The Paras crouch, listening to the radio traffic as the battle surges around them. Each man keeps watch – they are here to make sure the Taliban doesn’t try to outflank the main push into the green zone.

The distinct burr of an Apache’s mini-gun reverberates, quickly followed by a huge boom that echoes off the mountains. Smoke rises from the ruins of another Afghan compound.

“Someone is getting it,” says Dougie.“Lets just make sure it’s not us,” Corporal Roberts growls in his thick Scots burr.

“Eyes on” Billy ‘Bulima’ calls out. “Top field about 40 metres west of the end of the broken wall, looks like two men.” The burst of GPMG makes everybody jump. “Mullah” the Afghan Police liaison looks up smiling “Dead” he says giving the thumbs up sign!

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INTRODUCTION

Skirmish wargames differ from traditional, large format wargames in that they focus on the individual combatant in battle with each combatant represented by a single figure or miniature. Skirmish games cover more of the minutiae of the action such as an individual’s perception, morale, skill at arms, and what weapon they use.

This means that skirmish wargames allow players to use their small unit or squad level knowledge of close quarter battle tactics to resolve battlefield situations.

As a result, skirmish games measure the passing of time in seconds and minutes, where traditional wargames use turns that may cover hours or even days of combat.

Similar to role-playing games, skirmish wargames also include a narrative element – each figure on the board

represents one person and that person has a name, individual skills and experiences, and a reason for being in the scenario. The players make decisions based on what the character would know rather than what they can see when they stand over the gaming table. In short, it’s an abstract way of modelling man-to-man combat.

Skirmish wargames have been produced for all genres and time periods. Skirmish Sangin focuses on man-to-man warfare in the Afghanistan conflict of the late twentieth and early twenty-first century. This is a war that, at the time of writing, still rages in places like Helmand Province.

Radio Dishdash Publishing has the greatest respect for all of the armed forces currently fighting in Afghanistan, and we hope that the Skirmish Sangin rule set will go a little way to showing the intensity of this war.

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While we pay our most profound respects to the men and women who put their lives on the line, we do remind readers that Skirmish Sangin is a game, and it has been made to be played as a game. This should be borne in mind when deciding “how accurate” something is in the world of the game.

Radio Dishdash Publishing have deliberately simplified some aspects of gameplay to improve playability, as we believe that there is little point having an extremely accurate game that becomes bogged down in complicated rules.

There is one more reason to play skirmish wargames besides fun and for us it’s always been important – skirmish games have a relatively low set-up cost, with only a few figures being needed, and not much required in the way of terrain as games can be played on a board as small as 2 foot square or as large as you would like! Most of our games are played on a 3ft x 3ft or 4ft x 4 ft board. A Skirmish Sangin game is usually completed within two hours so it also fits into the very busy lives we now all lead.

Radio Dishdash Publishing will be releasing support material for Skirmish Sangin in the future as well as books on other genres and periods so that players can use these rules in as many different scenarios as possible. You can find out more at our website at:

http://www.radiodishdash.com.

We have enjoyed writing this game and we hope you enjoy playing it. Feel free to drop us a line and share any suggestions you may have.

Colin Phillips and Craig Watterson

INTRODUCTION

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A BRIEF HISTORY

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A BRIEF HISTORY OF THE AFGHANISTAN CONFLICT

In 1996, al-Qaeda leader Osama bin Laden established his headquarters in Afghanistan and by the end of 2001 had assisted the Taliban in asserting control over most of the country

On September 11, 2001, four hijacked US jet airliners were used to attack civilian and government targets on US soil. This attack reverberated around the world, and had been masterminded by Osama Bin Laden’s al-Qaeda network. After the attack, the Taliban leader, Mullah Mohammed Omar, refused US attempts to have the leaders of al-Qaeda placed in US custody. Because of this refusal the then US President, George W Bush, ordered the invasion of Afghanistan.

By September 26, 2001, the CIA had teams partnering with anti-Taliban Afghans, primarily the Northern Alliance, in country in Afghanistan. US efforts were also directed at incorporating anti-Taliban Pashtun tribes in southern Afghanistan.

The USA and Great Britain provided direct military support in the form of Special Forces who, in turn, provided arms, equipment, and advice to the Afghans.They also coordinated the targets for the air campaign. In October 2001, US and British warplanes attacked Taliban targets as part of a joint US and British invasion

of Afghanistan. By the 6th of December Kandahar, the largest city in southern Afghanistan and the Taliban’s spiritual home, fell to combined forces of anti-Taliban Afghans supported by the US military. The Taliban leadership fled to the rural areas of Afghanistan and across the un-policed Pakistani border.

The hunt for Osama bin Laden began in earnest, but he avoided capture and disappeared across the border into Pakistan.

The United Nations Security Council established the International Security Assistance Force (ISAF) in December 2001 by Resolution 1386. Its main purpose was to train the Afghan National Security Forces (ANSF) and assist Afghanistan rebuild key government institutions.

The ISAF installed Hamid Karzai as de facto ruler of Afghanistan pending elections and the international focus shifted from conflict to reconstruction. Between 2001 and 2009, the US alone spent over $38 billion on humanitarian and reconstruction assistance to Afghanistan.

In March 2002, Operation Anaconda heralded the involvement of forces from Australia, Canada, Denmark, France, Germany, and Norway. Initially the

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war appeared to have been won with relative ease, but increasing numbers of casualties from more than 20 other countries have been and are still being, incurred. On October 9th 2004, Karzai was elected with a five-year term as president.

In 2005 the Taliban reappeared in strong numbers using tactics similar to those being used by insurgents in Iraq. This marked a shift from the early stages of the war where the Taliban had fought US and NATO forces in open combat. Now the Taliban used suicide bombers and improvised explosive devices.

In 2006, NATO took command of the war across Afghanistan as US troops and resources were increasingly redeployed to Iraq. On February 17, 2009, the new US President, Barack Obama, approved sending 17,000 additional US troops to Afghanistan bringing the total to 53,000 US troops and 32,000 NATO troops In June 2010 President Obama placed General David Petraeus, the leading expert in counterinsurgency

A BRIEF HISTORY OF THE AFGHANISTAN CONFLICT

warfare, in command of US forces in Afghanistan.

The war in Afghanistan has required major changes in tactical doctrine for the US and Britain, and their foreign allies, including a transition from a conventional war model to irregular operations and counter insurgency warfare (COIN).

COIN operations emphasise the importance of protecting civilians, restricting airstrikes to reduce civilian casualties and the need to expand and train local security forces. COIN operations work with civilian populations who both willingly and unwillingly harbour insurgents.

COIN operations focus on mobile infantry rather than the full combined-force actions of conventional warfare. Intelligence gathering is crucial to success in COIN.

It is these COIN operations that we hope Skirmish Sangin will best reflect.

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PLAYING THE GAME

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The best skirmish games are those that revolve around a strong narrative. But what does this mean? A good narrative is usually based on an interesting scenario that provides a series of challenges to your units.

When designing the Skirmish Sangin rules our very first game required Craig’s squad of French Foreign Legionnaires to patrol a village in Garsmir Valley with the hope of flushing out the Taliban. On the opening move two Taliban fighters fired on Craig’s troops. In the return fire he rolled a fumble (a double 00) thatresulted in one of his characters accidentally shooting his officer in the head. At that point the game’s goal changed from flushing out the Taliban to rescuing the wounded officer and the Legionnaires had to get the wounded officer off the board and to a Medevac helicopter. The Taliban saw this as their opportunity and launched an all-out attack. None of this was in the original briefing for either player but by playing with a narrative approach it helped shape a memorable story. This is what shaped Skirmish Sangin into the game it is today.

To help create the narrative it’s important to personalise your characters with names and ranks and keep track of their progress from game to game. A campaign also helps create narrative as events occur and impact on

future games. It’s one thing to have your Warrior Imam killed by French heavy weapon fire but quite another to have Adiz Al-Abdullah, Scourge of Helmand, go to Allah while inciting his men on to kill the infidel French Foreign Legionnaires.

It is this kind of storyline that Radio Dishdash Publishing wishes to encourage – we want the players to care about their individual troops and when the game is over and the players are all relaxing with an (insert beverage of choice here) they can tell their war stories in the first person, using each individual character’s name and rank, rather than discussing which units carried out what activity.

As part of narrative play we encourage players to play beyond the rules. The creators of Skirmish Sangin have played wargames for many years and we have often seen players reacting to movement on the board that their characters wouldn’t be aware of. Good play is shown by ignoring events that your characters couldn’t see even if that means you are outflanked and you risk losing the game.

PLAYING THE GAME

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Losing can be as much fun as winning as long as it creates a great story – weeks later it’s the story that we all remember not the number of points we won or lost by. So take on this challenge, try to play the game for the greatest narrative value, and Radio Dishdash Publishing is confident that you’ll get the most out of your wargaming experience.

What scale is this game?Our favourite scale is 28 mm, and all the measurements in the games (weapon ranges, blast radii etc) have been scaled to reflect this. In Skirmish Sangin one inch on the board equals two metres in real life. It might seem odd mixing imperial and metric but it helps to simplify the conversion of gameplay and real life measurements (a conversion of 13 mm = one metre is a nightmare to try and implement). Should you want to play Skirmish Sangin in a smaller or larger scale feel free to alter the measurements provided.

How is time perceived in Skirmish Sangin?The smallest unit of time is the combat phase and that needs to be an elastic amount of time. Its the time a man can walk six metres (3” on the board) or run twelve metres (6”), fire a rifle, ready a grenade and look for

targets. A combat round is made up of ten combat phases. Most games tend to last less than 40 combat phases or 4 combat rounds. You’ll find a combat phase can be both a long time and a very short time depending on the amount of incoming fire.

The percentage rollSkirmish Sangin only uses the following dice:

• Ten-sided dice, which is written as d10• Six-sided dice, which is written as d6

The number following the “d” indicates the number of sides the dice have (so a regular six-sided die is “d6”). The number preceding the “d” is the number of times you roll it. If you’re playing craps with a pair of six-sided dice, you’re rolling 2d6 while Yahtzee uses five dice, or 5d6.

The ten-sided die (d10) can be used in two ways. The first is what we call the percentage roll (1d100) and this used for the majority of all rolls in this system. To roll 1d100 you roll two ten-sided dice, each of which is numbered either 1–10 or 0–9 (in which case the 0 means 10). The two dice are usually of different colours with one colour defined as the tens (1 = 10, 2 = 20) and the other as the ones (0–9).

PLAYING THE GAME

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ExampleColin rolls percentage dice (1d100) where a yellow die is the tens and the red die is the ones. He rolls a 5 on the yellow die and a 9 on the red, which gives him a result of 59%.

PLAYING THE GAME

If you are unfamiliar with using percentage dice you might be wondering how you can generate the number 100 as percentage dice only generate two digit numbers. If your dice roll two zeros this indicates the roll of 100.

The second method of rolling dice is to roll several dice and add the numbers from each dice together. This is usually associated with weapon damage.

ExampleAn M16 rifle will do 2d10 damage, so you roll two d10s and add the results to determine the damage caused – if you roll a 6 and a 5, the dice are added together and the damage is 11.

As well as this some dice rolls are written 1d10+3 or similar – in which case 1d10 is rolled as usual and 3 is added to the result.

Example If Craig has to roll1d10+4 he rolls 1d10 and gets a 8, to which he adds 3, giving a total of 12.

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CREATING A FORCE

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IntroductionTo play Skirmish Sangin, two or more players create opposing forces that represent a military squad or militia of six to ten soldiers. If larger groups of players are involved, each side can field 20–30 soldiers, or more.

It’s important that all players agree on the kind of game they wish to play. Strict historical accuracy is important for some players but not all. Some are more interested in emulating their favourite movie or book. A set of guidelines should be agreed before play begins so that all players are clear on the style of game to be played.

As part of this discussion players need to agree on the number of points that are available for equipping each force. Sometimes this is dictated by the scenarios, which can be found at the back of this book, but at other times it can be decided by how many figures you have or how long a game you want.

Games do not always have to have equally matched troops – you can play valiant last stands, sniper teams facing massive odds or a Special Forces mission.

CREATING A FORCE

ExampleCraig and Colin decide to play a strictly historical game and agree they will only use the squad structures published in this book. All characters will only have access to historical weapons as outlined below.

In the meantime, on another table, Raymond and Michael decide they want to play a more Hollywood style of game and decide that Michael’s forces are Delta Force and he can arm them with whatever weapons he wants to 1000 points value Raymond will play the Taliban with any weapons up to the same 1000 point limit.

Once these elements are established, you can start creating your force.

• To create a historical force the player needs to spend the allocated points on the requisite troop types and their packages. This restricts the number of certain weapons and equipment on the battlefield.

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BODY AttributeBODY represents a character’s balance, agility, speed, toughness and deftness, or, in the case of vehicles, it represents the crews agility and deftness with equipment and driving. This is also used to calculate their basic ability in the use of firearms and in hand-to-hand combat. The BODY attribute is calculated by rolling 1d10 and adding 10.

Armour The armour value represents the body armour that the character is wearing. A typical ISAF soldier wears body armour and a helmet which gives the soldier an armour value of 1d10+4. Taliban usually don’t use armour or helmets. Wearing body armour reduces the BODY attribute as outlined in the table below. On the character sheet, put brackets around the original BODY attribute and write in the new level next to it. The reduction in BODY rating from armour only applies to the turn sequence activation and not the characters skills.

Both the original and adjusted BODY attributes will be used in character creation. Body armour is simplified in Sangin to two main types. Helmet + body armour is representative of modern US or British forces and is common to most modern military forces. Helmet + light body armour represents less than the full kit normally worn, or more specialised, lighter forms such as that used by many special forces. It extends to include the use of only a vest and helmet for protection.

Body Armour TableDescription Armour value Body Cost

Helmet + body armour 1d10+4 (8) -2 10

Helmet + light body armour

1d6+4 (6) -1 5

• To create a non-historical force, the player is allowed to buy whatever equipment and experience package they wish for each character

When playing Skirmish Sangin, each player selects and purchases their units before creating characters and rolling the all-important attributes of the force.

Creating a characterAll characters are identified by their key attribute, which is BODY, and their experience level. Players are encouraged to use the unit character sheet at the back of the book to define their units.

Average MarineBODY Armour Morale AP Weapon Cbt Phases

1d10+10 1d10+4 55% 3 TBD TBD

SKILLS:Pistol (BODY x 3) 00% | Rifle (BODY x 3 +10%) 00%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 00% | Throw (BODY x 3) 00% | Forward Observer (BODY x2) 00%|

Understanding the example (above)Looking at the example, you can see the set of attributes that defines a character. Each character has a number of attributes that represent skills, abilities or physical prowess. These are defined below.

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MoraleA character’s morale is based on their experience and rank. A character’s morale is the measure of his self-belief and how much he believes and trusts in his unit. It is also a measure of how much stress or combat fatigue a character can take before he “breaks” and tries to flee the battlefield. Morale is defined by the character’s experience package.

Basic Morale TableExperience type Morale %

Novice 35%

Average 55%

Veteran 75%

Elite 90%

NCO +10%

Officer +20%

AP – Action pointsAll characters have three action points per round. Each action, such as using a weapon or running across a field, costs AP. A guide of AP expenditure can be found on page 23

Weapon This is the character’s primary weapon. This is usually the assault rifle of the country from which the character comes from.

CBT PHASE – Combat phasesThis shows the combat phases that the character is active on (see the “Determining a create attributes” section for full details).

Skills The character’s skills, which are either set values such as “First Aid 40%” or created by multiplying the character’s BODY score. In the case of “Pistol”, an Average experience character will multiply BODY x 3. A character with a BODY of 14 would have a Pistol skill of 42%.

Determining a character’s attributesAll characters have a set of attributes as explained above. A number of dice rolls are made to create a character and then calculations made. These scores are recorded on a character sheet. We recommend printing copies of the character sheet templates at the back of the book. It is useful to work through the attributes to create your first character, so we recommend doing this as you read the following section.

BODY(BDY)While all of the character attributes are important, BODY is by far the most vital for a soldier looking to kill the enemy and live to fight another day.

The BODY rating indicates which rounds of the combat phase a character is active, ( see below) with characters

CombatPhase

BDY 0-11

BDY 12-14

BDY 15-17

BDY 18-20

1 X2 X3 X X4 X X5 X X6 X X7 X X8 X X

9 X10 X

Combat Phase Table

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ExampleCraig’s character Atash has a BODY of 18. Looking at the Combat Phases Table we can see that he is active in combat phases 1, 3, 5, and 7. All characters have three action points (AP) that can be spent during each phase. In combat phase 1 Atash spends 2 AP running (6 meters per AP) 12 metres to cover and then spends 1 AP stopping. This has used all of his APs so Atash’s combat phase is now complete.

An example of character creationCraig is creating one of his characters for an upcoming game. He decides to create a French Foreign Legionnaire and rolls the character’s attributes. He rolls 1d10+10 for the BODY, getting a 7 and adding 10 to give him a BODY attribute of 17. The Legionnaire is a Veteran so has a morale of 75%, and his combat phases are 2, 4, 6, and 8. As the character is a French Legionnaire he is armed with a FAMAS assault rifle and has body armour and a helmet. This gives 1d10+4 armour rating but reduces his BODY rating by -2. The reduction in body rating from armour only applies to the turn sequence activation and not to the characters skills. The Legionnaire will have 3 AP per combat round to spend. This is displayed as follows:

BODY Armour Morale AP Weapon Cbt Phases

15 (17) 1d10+4 75% 3 FAMAS 2,4,6,8

Action points (APs)APs can be best thought of as: Activity = Result

Effort

Put simply, a single AP is the equivalent of an activity done to the maximum effort to try an obtain a result.

ExampleJeff’s character is firing his M16 so has to decide how to allocate the time he has available. He can spend 1 AP on a shot which is the equivalent of instinctive fire. Alternatively, he can spend more time (use additional AP) to aim properly. If he spends 1 AP aiming and 1 AP firing (2 AP total) he will gain an additional 10% to his “to hit” percentage. The longer he spends aiming, the greater the chance he has of hitting his target to a maximum of +20% advantage.

At the beginning of each combat phase, all characters have 3 APs that they can assign to movement, tasks (such as shooting, throwing a grenade or knife, or making a move in hand-to-hand combat) or increasing skills.

Movement APsWhen spending APs on movement the player must account for all the movement their character performs. The table on the next page gives a detailed a breakdown of all the movement types.

with higher BODY scores moving first. Once your character’s BODY has been calculated, check the Combat Phases Table (Page 21) to determine which combat phases in each combat round your character can act in. For more information on combat phases and combat rounds see the “Combat” section (Page 45)

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Movement AP TableActions AP

Walking (3”) 1

Turning greater than 90 degrees 1

Spotting 1

Running (6”) 1

Dive (1”) 2

Crawling (1”) 1

To kneel (counts as stationary) 1

To go prone (counts as stationary) 1

To stop (counts as stationary) 1

To stand up from prone 1

Climbing low obstacle (less 1m) 1

Climbing high obstacle ( per 3m / one storey)

3

Climbing through a window 3

In any one combat phase, a character can perform a number of actions – though note that certain actions may need to be combined with subsequent actions. This is illustrated in the examples below.

Rick is up next and decides to be much sneakier in his approach. He will:

• Run – the character will move 6” (1 AP)• Dive – the character will move 1” (2 AP)

(for shooting and spotting purposes he will be treated as prone)

In the next combat phase, Jeff carries out the following:

• Run – the character will move 6” (1 AP)• Walk – the character will move 3” (1 AP)• Kneeling down (1AP) (no movement, a walking

character doesn’t need to stop first before kneeling down, unlike running characters)

ExampleThis example involves a meeting engagement; All characters must move onto the board at the start of play and to do this they need to spend APs. Jeff’s character has the highest BODY attribute so moves first. He decides that in his combat phase he will spent all 3 APs moving onto the board. Jeff decides that he will:

• Run – the character will move 6” (cost of 1 AP)• Walk – the character will move 3” (1 AP)• Stop – the character is now stationary and

standing (1 AP)

If anybody takes a shot at Jeff, his character will be treated as a stationary standing target. All characters are treated as the result of their last action i.e. if a character kneels down, anybody shooting at him will take the modifiers of him being a stationary and kneeling target, not of him moving from standing to kneeling.

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Movement ratesAll wargames require a level of abstraction to movement and in Skirmish Sangin the rules aim to broadly cover all possibilities. Some discussion may be required between players to agree on specific examples. All movement costs action points (APs).

ExampleAtash the Taliban has 3 APs to spend in his first active combat round. He runs 12” (2APs) across the street into a nearby alleyway. He then spends 1 more AP stopping and is now stationary.

In his second action phase he walks to a corner of the building 3” (1 AP), drops prone (1 AP) and spots (1 AP). Seeing nothing out of the ordinary, on his next activation phase he crawls 3” (3APs) to a nearby drystone wall.

On the next action phase a Humvee moves onto the board, moving 40” (2APs). Then the gunner spends 1 AP looking for roadside improvised explosive devices.

Spending AP on tasks• Shooting

It takes 1 AP to shoot once and players can only shoot once per combat phase.

• Throwing It takes 2 AP to ready and throw a grenade or 1AP to throw a knife. Players can only throw a grenade or knife once per combat phase.

• Hand-to-hand combat It takes 1 AP to make a hand-to-hand attack and players can only make one hand-to-hand attack per combat phase.

Increase skills with APAll skills, but not attributes, may be increased by spending APs. This represents the character spending more time and effort on the task at hand. In any combat phase, up to 2 APs can be spent to increase a character’s skill. Each AP spent adds an additional 10% to their base skill. Any APs not spent by the end of the individual character’s combat phase are lost.

R

Actions that don’t cost APsThere are only three types of action that can be performed without spending any APs:

• parrying in hand-to-hand combat, • spotting a target when they are in the open without

cover • any movement that is indicated in the failed morale

table • remaining stationary

These are all 0 AP tasks. They are explained in more detail in their relevant sections.

ExampleRick decides to increase his 50% Rifle skill for this combat phase so spends 1 AP to spot and a further 2 APs to increase the skill by 20%. His skill to shoot is now raised to 70%. This applies to this shooting attempt, in this combat phase only.

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BODY ARMOUR MORALE AP WEAPON COMBAT PHASES15(17) 1d10+4 85% 3 FAMAS 2,4,6,8

DAMAGE: LIGHT

MEDIUM

SERIOUS

CRITICAL DEAD

PISTOL 68% | RIFLE 88% | HEAVY WEAPON 51% | SPOT 100%

FIRST AID 40% | THROW 68% | FORWARD OBSERVER 78%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: SGT. Henri L’Clerc N A V E

Character sheet explanationThe character sheet is an important tool to help players keep track of their characters. Skirmish Sangin is a squad-based game so if for example are playing with a British squad you will have eight characters to keep track of, while a French Squad has seven characters.

1. Name – This is the character’s name, plus any details of rank.

2. Rating – This is the experience level of the character,

3. BODY – This is the most important attribute in the game as all skills and movement derive from it. In this example the value is 15 (17). The 17 in brackets to show that the base BODY score of 17 has been modified because the character is wearing body armour. The reduction in body rating from wearing armour only applies to the turn sequence activation and not to the characters skills.

4. Morale – The morale percentage is dependent on the experience rating of the character (see Page 21).

5. Combat Phases – Each character is active during four combat phases per combat round, dependant on their BODY attribute.

6. Damage – At the start of the game this section is blank and as the character takes wounds the squares are crossed off progressively. In this example the Legionnaire has four wounds, equating to a “medium” wound.

7. Armour – This Legionnaire is equipped with standard body armour that gives a -2 to adjustment to his BODY rating, reflecting the encumbrance of his armour. The reduction in body rating from wearing armour only applies to the turn sequence activation and not to the characters skills.

8. Weapon – This details the soldier’s primary weapon.

9. Skills – This shows all the character’s skills (see the “Skills” section Page 26).

10. Action Points (AP) the number of actions each character can perform each active combat phase.

j

s

k

l m n

o

p q

r

Character Sheet Explanation Diagram

X

X X X

X

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SkillsThere are a common group of skills used in Skirmish Sangin for all characters (ISAF forces, militia and insurgents). These are defined in detail below.

Pistol – This is the generic pistol skill. Any time a character uses a pistol they use this skill. Pistol skill is generated by multiplying BODY x experience level.

Rifle – This is the generic rifle skill. Any time a character uses a rifle they use this skill. The Rifle skill is generated by multiplying BODY x experience level.

Forward Observer – This is the ability to call in fast air, helicopters and heavy weapon support. Forward Observer skill is generated by multiplying BODY x one experience level less than the current experience level.

Heavy Weapon – This is the ability to use heavy machine guns (HMG), ATGMs and mortars. Heavy Weapon skill is generated by multiplying BODY x one experience level less than the current experience level.

First Aid – This is the initial care for an injury. It doesn’t remove the wound but a successful First Aid roll will stop the bleeding and can bring characters back to consciousness. All ISAF characters (professional soldiers) start with this skill at 40%. Insurgent characters start with this skill at 20%.

Spot – This is the ability to spot enemy combatants. All characters have 100% skill to spot and this is modified by on-table circumstances such as movement and cover.

Throw – This is the ability to throw grenades or knives. The Throw skill is generated by multiplying BODY by x experience level.

Vehicle skills - crew onlyDrive – This is the ability to drive a vehicle. This skill is generated by multiplying BODY x experience level.

Main weapon – This is the ability to fire the main weapon of a vehicle ranging from a main battle tank’s 120mm armament to a .50 calibre machine gun. This skill is generated by multiplying BODY x experience level.

Secondary weapon – Not all vehicles have secondary weapons. An example would be the Warrior IFV which has a 30mm RARDEN cannon as its primary weapon and a 7.62mm coaxial chaingun as its secondary weapon. This skill is generated by multiplying BODY x experience level.

Creating unitsAt the beginning of the game both sides will have a number of points as set out by the scenario (or as otherwise agreed) to spend on their characters. The scenario may also dictate what kinds of troops are available or what kind of experience those troops are allowed.

To begin with, decide if you are creating a squad or section of professional soldiers or an insurgent militia.

• In military terminology a squad or section is a small military unit led by a non-commissioned officer (NCO) that is subordinate to an infantry platoon. Squads and sections are also broken down further into fire-teams. There are usually two fire-teams to a squad.

• Insurgent militia are small quasi-military units with little or no formal military training and no set number or structure. Insurgent groups are usually led by a charismatic leader.

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Once you have made this key decision, the next decision to make for professional troops is which country your new squad or section will come from. Each squad has a set cost and certain requirements for weapons and characters’ ranks.

The next decision for an insurgency militia is the characteristics of the high level charismatic leader around whom your militia will be organised.

Experience packages for professional soldiersThe cost of a basic character depends on their level of experience. Below are the core costs for each type of experience:

Novice — 25 points per characterA Novice is an untrained soldier such as a recently recruited Taliban insurgent or civilian militia.

Average — 50 points per characterAn Average character has received their basic training and will have become a professional soldier six to twelve months before being sent to Afghanistan.

Veteran — 75 points per characterA Veteran is a professional soldier who has been in the military for a number of years, who has become highly trained and may have been in combat.

An example of this would be a member of a British Paratrooper Regiment, a US Marines or a member of the French Foreign Legion.

Elite — 100 points per characterAn Elite soldier is either a career soldier who is further trained in some form of Special Forces or someone who has fought for many years on many different fronts and has gained experience the hard way. Examples of this would be soldiers in the British SAS or the US Delta Force.

The most basic professional soldiers or ISAF forces are at the Average level – even the greenest soldier has gone through basic training and has been taught the rudiments of field craft and weapon use. In

contrast, insurgents may be Novices who have little or no training. The more experience the character has the higher the set-up cost but the more effective the character will be once play begins.

Modern section or squad structureEach country has a different squad or section system, with different numbers of troops and weapons. The basic structure for the majority of ISAF countries is shown below. This is not a definitive list but provides a good basis for adapting and expanding gameplay possibilities.

Each squad or section has a basic cost associated with it. This cost includes the level of experience for its members as well as the weapons for each character in the unit.

All the ratings of the troops are shown diagrammatically from page 29 onwards are based on the author’s knowledge and research. If you disagree, discuss what you would like to have in your template with your opponent and then create your own squad/section template following these examples.

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ISAF FORCES

IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR

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ISAF FORCES

AVGRANK: PVTWPN: MINIMI LMG

AVGRANK: PVTWPN: L86A2 LSW

AVGRANK: PVTWPN: L85A2UGLCBT SHOTGUN

AVGRANK: CPLWPN: L85A2

AVGRANK: PVTWPN: MINIMI LMG

AVGRANK: PVTWPN: L86A2 LSW

AVGRANK: PVTWPN: L85A2UGLCBT SHOTGUN

AVGRANK: CPLWPN: L85A2

British Section

Section Points

Standard British Section 690pt

Fire-team 1

1 x Average Squad Leader (L85A2) 100

1 x Average Grenadier (L85A2 + UGL + Shotgun) 95

1 x Average Rifleman (L86A2) 70

1 x Average Rifleman (Minimi) 85

Fire-team 2

1 x Average Assistant Squad Leader (L85A2) 90

1 x Average Grenadier (L85A2 + UGL+ Shotgun) 95

1 x Average Rifleman (L86A2) 70

1 x Average Rifleman (Minimi ) 85

Section Points

Parachute Regiment Section 860pt

Fire-team 1

1 x Elite Squad Leader (L85A2) 150

1 x Veteran Grenadier (L85A2 + UGL + Shotgun) 130

1 x Average Rifleman (L86A2) 70

1 x Average Rifleman (Minimi) 85

Fire-team 2

1 x Veteran Assistant Squad Leader (L85A2) 140

1 x Veteran Grenadier (L85A2 + UGL + Shotgun) 130

1 x Average Rifleman (L86A2) 70

1 x Average Rifleman (Minimi) 85

Section Points

Royal Marine Commando 860pt

Fire-team 1

1 x Elite Squad Leader (L85A2) 150

1 x Veteran Grenadier (L85A2 + UGL + Shotgun) 130

1 x Average Rifleman (L86A2) 70

1 x Average Rifleman (Minimi) 85

Fire-team 2

1 x Veteran Assistant Squad Leader (L85A2) 140

1 x Veteran Grenadier (L85A2 + UGL + Shotgun) 130

1 x Average Rifleman (L86A2) 70

1 x Average Rifleman (Minimi) 85

Section Points

SAS/SBS Variable

Fire-team

1 x Elite Squad Leader 150

1 x Elite Grenadier 145

1 x Elite Rifleman 120

1 x Elite Rifleman 120

These four-man squads are so individual that the players should create them and arm them as they see fit. All characters will be Elite in terms of experience

All of the above listings include body armour and helmet but not individual hand grenades

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ISAF FORCES

Section Points

Standard Australian/ New Zealand Section 670pt

Fire-team 1

1 x Average Squad Leader (F88) 100

1 x Average Grenadier (F88 + UGL) 85

1 x Average Rifleman (F88) 70

1 x Average Rifleman (Minimi) 85

Fire-team 2

1 x Average Assistant Squad Leader (F88) 90

1 x Average Grenadier ( F88 + UGL) 85

1 x Average Rifleman (F88) 70

1 x Average Rifleman (Minimi ) 85

AVGRANK: PVTWPN: MINIMI LMG

AVGRANK: PVTWPN: F88

AVGRANK: PVTWPN: F88 UGL

AVGRANK: CPLWPN: F88

AVGRANK: PVTWPN: MINIMI LMG

AVGRANK: PVTWPN: F88

AVGRANK: PVTWPN: F88 UGL

AVGRANK: CPLWPN: F88

Australian/New Zealand Sections

Section Points

SAS Variable

Fire-team

1 x Elite Squad Leader 150

1 x Elite Grenadier 145

1 x Elite Rifleman 120

1 x Elite Rifleman 120

These four-man squads are so individual that the players should create them and arm them as they see fit. All characters will be Elite in terms of experience

IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR

All of the above listings include body armour and helmet but not individual hand grenades

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ISAF FORCES

Section Points

Chasseurs Alpins 790pt

1 x Veteran Sergent (FAMAS) 125

300m Fire-team

1 x Veteran Caporal (FAMAS) 115

2 x Veteran Soldiers (FAMAS + Blindé Léger-Launcher*)

205

600m-Fireteam

1 x Veteran Caporal (FAMAS) 115

1 x Veteran Gunner (Minimi) 110

1 x Veteran Soldier (LGI** + FAMAS) 120

*French designation for AT-4 Launcher**Lance-Grenade Individuel – a light grenade discharger

VETRANK: PVTWPN: FAMAS + ABLL

AVGRANK: PVTWPN: FAMAS + ABLL

VETRANK: PVTWPN: FAMAS

VETRANK: SGTWPN: FAMAS

AVGRANK: PVTWPN: MINIMI

AVGRANK: PVTWPN: FAMAS +LGI

AVGRANK: PVTWPN: FAMAS

Chasseurs Alpins/French Foreign Legion Section

Section Points

French Foreign Legion 790pt

1 x Veteran Sergent (FAMAS) 125

300m Fire-team

1 x Veteran Caporal (FAMAS) 115

2 x Veteran Soldiers (FAMAS + Anti Blindé Léger Launcher*)

205

600m-Fireteam

1 x Veteran Caporal (FAMAS) 115

1 x Veteran Gunner (Minimi) 110

1 x Veteran Soldier (LGI** + FAMAS) 120

*French designation for AT-4 Launcher**Lance-Grenade Individuel – a light grenade discharger

All of the above listings include body armour and helmet but not individual hand grenades

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ISAF FORCES

Section Points

US Army Section 740pt

1 x Average Squad Leader (M4) 100

1 x Average Fire-team Leader (M4) 70

1 x Average Grenadier (M4/M203) 95

1 x Average Gunner (SAW - Minimi) 85

1 x Average Assistant Gunner (M4) 70

1 x Average Fire-team Leader (M4) 70

1 x Average Grenadier (M4/M203) 95

1 x Average Gunner (SAW - Minimi) 85

1 x Average Assistant Gunner (M4) 70

US Army Section

AVGRANK: PVTWPN: MINIMI LMG

AVGRANK: PVTWPN: M4

AVGRANK: PVTWPN: M4 + UGL

AVGRANK: FTLWPN: M4

AVGRANK: PVTWPN: MINIMI LMG

AVGRANK: PVTWPN: M4

AVGRANK: PVTWPN: M4 + UGL

AVGRANK: FTLWPN: M4

AVGRANK: SQD LDRWPN: M4

AVGRANK: PVTWPN: MINIMI LMG

AVGRANK: PVTWPN: M4

VETRANK: PVTWPN: M4 + UGL

VETRANK: FTLWPN: M4

AVGRANK: PVTWPN: MINIMI LMG

AVGRANK: PVTWPN: M4

VETRANK: PVTWPN: M4 + UGL

VETRANK: FTLWPN: M4

ELITERANK: SQD LDRWPN: M4

Section Points

US Army Rangers Section 890pt

1 x Elite Squad Leader (M4A1) 150

1 x Veteran Fire-team Leader (M4A1) 95

1 x Veteran Grenadier (M4/M203) 120

1 x Average Gunner (SAW - Minimi) 85

1 x Average Assistant Gunner (M4) 70

1 x Veteran Fire-team Leader (M4A1) 95

1 x Veteran Grenadier (M4/M203) 120

1 x Average Gunner (SAW - Minimi) 85

1 x Average Assistant Gunner (M4) 70

US Army Rangers Section

All of the above listings include body armour and helmet but not individual hand grenades

All of the above listings include body armour and helmet but not individual hand grenades

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ISAF FORCES

Section Points

US Marines Section 1160pt

1 x Veteran Squad Leader (M16A4) 125

1 x Veteran Fire-team Leader (M16A4) 95

1 x Average Grenadier (M16A4/M203) 95

1 x Average Gunner (SAW - Minimi) 85

1 x Average Assistant Gunner (M16A4) 70

1 x Veteran Fire-team Leader (M16A4) 95

1 x Average Grenadier (M16A4/M203) 95

1 x Average Gunner (SAW - Minimi) 85

1 x Average Assistant Gunner (M16A4) 70

1 x Veteran Fire-team Leader (M16A4) 95

1 x Average Grenadier (M16A4/M203) 95

1 x Average Gunner (SAW - Minimi) 85

1 x Average Assistant Gunner (M16A4) 70

US Marines Section

AVGRANK: PVTWPN: MINIMI LMG

AVGRANK: PVTWPN: M16A4

AVGRANK: PVTWPN: M16A4 + UGL

VETRANK: FTLWPN: M16A4

AVGRANK: PVTWPN: MINIMI LMG

AVGRANK: PVTWPN: M16A4

AVGRANK: PVTWPN: M16A4 + UGL

VETRANK: FTLWPN: M16A4

VETRANK: SQD LDRWPN: M16A4

AVGRANK: PVTWPN: MINIMI LMG

AVGRANK: PVTWPN: M16A4

AVGRANK: PVTWPN: M16A4 + UGL

VETRANK: FTLWPN: M16A4

Section Points

DELTA/SEALS Variable

Fire-team

1 x Elite Squad Leader 150

1 x Elite Grenadier 135

1 x Elite Rifleman 120

1 x Elite Rifleman 120

1 x Elite Rifleman 120

1 x Elite Rifleman 120

These four-six man squads are so individual that the players should create them and arm them as they see fit. All characters will be Elite in terms of experience

All of the above listings include body armour and helmet but not individual hand grenades

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ISAF FORCES

Creating your own listsThe previous lists are just a sample of the military units currently serving in Afghanistan. If you want to create your own squad and section lists, begin by researching the military force you are trying to emulate. We usually start with Wikipedia. We are aware that this can be a flawed source but we are looking for information on the armed forces of the world not writing a dissertation for a master’s exam. We then cross-reference this with other wargame rules and history books, looking for all relevant information that we think is reliable.

At the time of writing, Wikipedia describes a British Army platoon as follows:

In the British Army, a rifle platoon from an infantry company consists of three sections of eight men, plus a signaller (radio operator), a platoon sergeant, the platoon commander (either a second lieutenant or lieutenant) and a mortar man operating a light mortar (full strength of 27 men and one officer).

Each section is commanded by a corporal, with a lance corporal as second-in-command and six privates divided into two four-man fire-teams. Other types of platoons (such as mortar or anti-tank platoons) are generally smaller and are commanded by a lieutenant or captain.

So to create an infantry section made up of two squads, we would have to research what weapons are used and how many of each type the section will be armed with.Wikipedia also tells us an infantry section now consists of:

Charlie Fire-team:• Corporal armed with an L85A2 5.56mm rifle• Rifleman armed with an L85A2 5.56mm rifle with 40mm underslung grenade launcher• Rifleman armed with an L110A1 5.56mm light machine gun• Rifleman armed with an L86A2 5.56mm light support weapon

Delta Fire-team:• Lance Corporal armed with an L85A2 5.56mm rifle• Rifleman armed with an L85A2 5.56mm rifle with 40mm underslung grenade launcher• Rifleman armed with an L110A1 5.56mm light machine gun• Rifleman armed with an L86A2 5.56mm light support weapon

IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR

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Now we have our basic information, we have confirmed it where possible, and we have also discovered that in Afghanistan a Bellini combat shotgun is added to each section. That has been included as well. We now define our British Army Infantry section like this:

Standard British SectionCharlie Fire-team:• Corporal armed with an L85A2 5.56mm rifle• Rifleman armed with an L85A2 5.56mm rifle with 40mm underslung grenade launcher and combat shotgun• Rifleman armed with an L110A1 5.56mm light machine gun• Rifleman armed with an L86A2 5.56mm light support weapon

Delta Fire-team:• Lance Corporal armed with an L85A2 5.56mm rifle• Rifleman armed with an L85A2 5.56mm rifle with 40mm underslung grenade launcher and combat shotgun• Rifleman armed with an L110A1 5.56mm light machine gun• Rifleman armed with an L86A2 5.56mm light support weapon

Adding experience ranksThe next problem is how to rank these squads. If, as in our example, we are just referring to the standard British soldier, these two squads will have their experience levels set at Average. The Skirmish Sangin definition of an Average character is “a character that has only received basic training before going to the front line.” An example would be any modern European infantry soldier.

The cost

An Average soldier costs 50 points, so eight would cost 400 points. The Corporal and Lance Corporal have increased abilities (see chart on page 38) so cost an additional 20 points each. The section now costs 440 points. Now it is necessary to calculate the cost of the section’s weapons.

The weapons per section are:

• 4 x L85A2 — 10 points each (40 points total)

• 2 x 40mm Grenade Launchers — 25 points each (50 points total)

• 2 x L110A1 LMG — 25 points each (50 points total)

• 2 x Combat Shotguns — 10 points each (20 points total)

ISAF FORCES

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So a standard British section is 600 points and looks like this:

Charlie Fire-team:• Average Corporal armed with an L85A2 5.56mm rifle• Average Rifleman armed with an L85A2 5.56mm rifle with 40mm underslung grenade launcher and combat shotgun• Average Rifleman armed with an L110A1 5.56mm light machine gun• Average Rifleman armed with an L86A2 5.56mm light support weapon

Delta Fire-team:• Average Lance Corporal armed with an L85A2 5.56mm rifle• Average Rifleman armed with an L85A2 5.56mm rifle with 40mm underslung grenade launcher and combat shotgun• Average Rifleman armed with an L110A1 5.56mm light machine gun• Average Rifleman armed with an L86A2 5.56mm light support weapon

This gives the basic model for creating your own units. When defining units such as paratroopers or special forces you can increase the number of Veteran and Elite troops in the mix to create realistically experienced troops.

Paratroopers, are trained to a higher level and are frequently first responders to the UK’s military problems, which means there is a great deal more experience within the section.

Charlie Fire-team:• Elite Corporal armed with an L85A2 5.56mm rifle• Veteran Rifleman armed with an L85A2 5.56mm rifle with 40mm underslung grenade launcher and combat shotgun• Average Rifleman armed with an L110A1 5.56mm light machine gun• Average Rifleman armed with an L86A2 5.56mm light support weapon

Delta Fire-team:• Veteran Lance Corporal armed with an L85A2 5.56mm rifle• Veteran Rifleman armed with an L85A2 5.56mm rifle with 40mm underslung grenade launcher and combat shotgun• Average Rifleman, armed with an L110A1 5.56mm light machine gun• Average Rifleman, armed with an L86A2 5.56mm light support weapon

Of course the above experience rankings are completely arbitrary but as a high proportion of SAS are recruited from the British Paratroopers I think it is acceptable to have a Corporal who is an Elite and the rest of the section split between Veteran and Average troopers. Based on these assumptions , a standard British paratrooper section costs 705 points.

ISAF FORCES

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Buying a historical forceWhen buying a historical force the player chooses the squad he wants from the list above or creates his own as outlined above. There are easy to use squad creation

ExampleWhen creating a force, begin by looking at the experience levels for professional soldiers (if you are creating an ISAF force) or the Afghanistan militia/insurgent levels (if creating an insurgent force).

Craig decides to create a squad of French Foreign Legion troops which costs 575 points. Craig begins by copying the section character sheet. The squad is made up of seven individuals who are divided into two teams – a 300m fire-team and a 600m fire-team.

Starting with the senior Sergeant, Craig works through the character sheet following the procedures detailed in the “character creation” section (page 20).

For the Veteran Sergeant (section leader) Craig starts by rolling the BODY attribute – he rolls 1d10 and gets a 7, to which he adds 10, which gives him a BODY of 17. Now that his character’s key attribute is in place, Craig looks up his Morale score for a veteran – it’s 75% to which he adds the rank bonus of 10% (NCO), giving a total Morale of 85%.

Craig looks up his BODY rank on the combat phase chart and notes that his combat activation phases

are 2, 4, 6, and 8. He then fills in the Weapons section – the French default weapon is a 5.56mm FAMAS. The Legionnaires are wearing body armour and a helmet which gives them a 1d10+4 save against damage but reduces their BODY attribute by 2.

Once these steps are complete, Craig must now calculate the skills following the information provided by the veteran template. When calculating skills, Craig uses his full BODY score not the adjusted BODY that comes from wearing body armour and helmet as the armour doesn’t affect combat skills.

Craig looks at the list of skills below the template and calculates the Veteran Sergent’s skills based on the information found there. Looking at the professional experience packages chart below, we need to add the benefits of being an NCO. These are +10% Morale, +10% Rifle and +10% Forward Observer.

The Veteran sergeant now looks like the character sheet below.

Craig now continues to roll dice for each of the six other characters in his squad.

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES15(17) 1d10+4 85% 3 FAMAS 2,4,6,8

DAMAGE: LIGHT

MEDIUM

SERIOUS

CRITICAL DEAD

PISTOL 68% | RIFLE 88% | HEAVY WEAPON 51% | SPOT 100%

FIRST AID 40% | THROW 68% | FORWARD OBSERVER 51%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: SGT. Henri L’Clerc N A V EX

ISAF FORCES

sheets at the back of this rulebook. A squad creation sheet will list all of the members of the fire-team plus any additional experiences for rank as well as the points cost for the unit.

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Type Skill Modifiers Costs

Officer +20% Morale+20% Forward Observer

40 points

NCO +10% Morale+10% Forward Observer+10% Rifle

30 points

Corporal/Lance Corporal +10% Forward Observer+10% Rifle

20 points

Medic +40% First Aid+20% Morale

60 points

Sharpshooter +20% Rifle+20% Morale

40 points

Sniper +40% Rifle+20% Morale

80 points

VeteranA Veteran is a professional soldier who has been in the military for a number of years, has become highly trained, and may have been in combat. An example of this would be a member of a British Paratrooper Regiment, a US Marine or a member of the French Foreign Legion. The Veteran package costs 75 points per character.

Modern professional forces experience packages table

SKILLS:Pistol (BODY x 3) | Rifle (BODY x 3 +10%) | Spot (100%) | First Aid (40%) | Heavy Weapon (BODY x 2) | Throw (BODY x 3) | Forward Observer (BODY x2)

BODY Armour Morale AP Weapon Cbt Phases

1d10+10 1d10+4 55% 3 TBD TBD

BODY Armour Morale AP Weapon Cbt Phases

1d10+10 1d10+4 75% 3 TBD TBD

SKILLS:Pistol (BODY x 4) | Rifle (BODY x 4 +10%) | Spot (100%) | First Aid (40%) | Heavy Weapon (BODY x 3) | Throw (BODY x 4) | Forward Observer (BODY x3)

Experience packages for professional soldiers

AverageAn Average character has received their basic training and will have become a professional soldier six to twelve months before being sent to Afghanistan. They are not yet career soldiers and Average soldiers make up the bulk of many modern European and American infantry soldiers. The Average package costs 50 points per character.

Average: 50 points

ISAF FORCES

Veteran: 75 points

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EliteAn Elite soldier is either a career soldier who is further trained in some form of Special Forces or someone who has fought for many years on many different fronts and so has gained experience the hard way. Examples of this would be soldiers in the British SAS or the US Delta Force. The Elite package costs 100 points per character.

BODY Armour Morale AP Weapon Cbt Phases

1d10+10 1d10+4 90% 3 TBD TBD

SKILLS:Pistol (BODY x 5) | Rifle (BODY x 5 +10%) | Spot (100%) | First Aid (40%) | Heavy Weapon (BODY x 4) | Throw (BODY x 5) | Forward Observer (BODY x4)

ExampleCraig has developed his French Foreign Legion force, which can be seen below.

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES15(17) 1d10+4 85% 3 FAMAS 2,4,6,8

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL 68% | RIFLE 88% | HEAVY WEAPON 51% | SPOT 100%

FIRST AID 40% | THROW 68% | FORWARD OBSERVER 61%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: SGT. Henri L’Clerc N A V E

300m Fire-team 1Veteran Assistant Squad Leader (Caporal)

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES10(12) 1d10+4 75% 3 FAMAS 4,6,8,10

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL 48% | RIFLE 68% | HEAVY WEAPON 36% | SPOT 100%

FIRST AID 40% | THROW 48% | FORWARD OBSERVER 36%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: CPL. Jean Bapiste N A V E

X

X

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES12(14) 1d10+4 75% 3 FAMAS + AT4 4,6,8,10

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL 56% | RIFLE 66% | HEAVY WEAPON 42% | SPOT 100%

FIRST AID 40% | THROW 56% | FORWARD OBSERVER 42%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: Philippe Murat N A V EX

Veteran Rifleman

Elite: 100 points

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES11(13) 1d10+4 75% 3 FAMAS + AT4 4,6,8,10

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL 52% | RIFLE 62% | HEAVY WEAPON 39% | SPOT 100%

FIRST AID 40% | THROW 52% | FORWARD OBSERVER 39%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: Claude Bachir N A V EX

Veteran Rifleman

ISAF FORCES

Veteran Sergeant

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ISAF FORCES

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES13(15) 1d10+4 75% 3 MINIMI 3,5,7,9

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL 60% | RIFLE 70% | HEAVY WEAPON 45% | SPOT 100%

FIRST AID 40% | THROW 60% | FORWARD OBSERVER 45%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: Claude D’Avec N A V EX

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES10(12) 1d10+4 75% 3 FAMAS 4,6,8,10

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL 48% | RIFLE 68% | HEAVY WEAPON 51% | SPOT 100%

FIRST AID 40% | THROW 48% | FORWARD OBSERVER 61%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: CPL. Jojo Fernand N A V EX

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES10(12) 1d10+4 75% 3 FAMAS 4,6,8,10

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL 48% | RIFLE 68% | HEAVY WEAPON 51% | SPOT 100%

FIRST AID 40% | THROW 48% | FORWARD OBSERVER 51%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: Duclos Bastos N A V EX

600m Fire-team 2Veteran Assistant Squad Leader (Caporal)

Veteran Rifleman

Veteran Rifleman

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INSURGENT FORCES

The cost of weapons and armourWeapon Damage Range Area Effect/PEN CostPistol 1d10 25” (50m) - 5

Bolt Action Rifle 3d10 400”(800m) - 5

Assault Rifle 2d10 250” (500m) - 10

Grenades/Smoke Grenades See grenade type See grenade type - 10

Combat Shotgun 3d10/2d10 10”/20”” (20/40m) 2” 10

Grenade Launcher/RPG7/AT4/Javelin

See grenade type See grenade type See grenade type 25

Sniper Rifle 4d10 250” (500m) - 10

Minimi/204/LS (5.56mm) 4d10 (3d10) 500” (1000m) 2” burst 25

Description Armour value (optional) BODY Modifier CostHelmet + body armour 1d10+4 -2 10

Helmet + light body armour 1d6+4 -1 5

Experience packages for insurgentsUnlike training for professional soldiers of the world, the training for insurgents is not particularly involved and even though the Taliban have released videos of troop training in their propaganda, these men are relatively unskilled in comparison to ISAF forces. There are few structures to Taliban forces so while they will have commanders there is little in the way of formal ranks. Instead, these forces use tribal or arbitrary rankings.

Below we list the types of experience levels and experience packages that are available to the Taliban player. The insurgency player should feel free to spend his points as he wishes, although he must start with his charismatic leader.

Taliban experience packagesNoviceA Novice is an untrained soldier such as a recently recruited Taliban insurgent.Novice: 25 points

SKILLS:Pistol (BODY x 2) | Rifle (BODY x 2 +10%) | Spot (100%) | First Aid (40%) | Heavy Weapon (BODY x 1) | Throw (BODY x 2) | Forward Observer (BODY x1)

BODY Morale AP Weapon Cbt Phases

1d10+10 35% 3 TBD TBD

AverageAn Average character is one who has had some basic training before going to the front line. An example would be trained Al-Qaeda insurgents.Average: 50 points

VeteranA Veteran is a person who has been involved in combat for a number of years. An example of this would be an experienced Al-Qaeda or Mujahedeen fighter.Veteran: 75 points

SKILLS:Pistol (BODY x 3) | Rifle (BODY x 3 +10%) | Spot (100%) | First Aid (40%) | Heavy Weapon (BODY x 2) | Throw (BODY x 3) | Forward Observer (BODY x2)

BODY Morale AP Weapon Cbt Phases

1d10+10 55% 3 TBD TBD

BODY Morale AP Weapon Cbt Phases

1d10+10 75% 3 TBD TBD

SKILLS:Pistol (BODY x 4) | Rifle (BODY x 4 +10%) | Spot (100%) | First Aid (40%) | Heavy Weapon (BODY x 3) | Throw (BODY x 4) | Forward Observer (BODY x3)

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Name Skill modifiers CostMujahedeen +10% Rifle

+20% Forward Observer+20% Morale

50 points

Al-Qaeda +10% Rifle+30% Morale

30 points

The Sword of Allah (Sniper) +30% Rifle+30% Forward Observer

60 points

Warrior Imam +20% Morale+20% Forward Observer

40 points

Special Taliban rulesThe Taliban do not have access to military resources such as aircraft. The Taliban insurgent player cannot buy troops above the Veteran level.

Creating a Taliban Force ExampleColin decides to create a Taliban force. As Craig has used 575 points to create his French Foreign Legion, Colin will also have 575 points at his disposal.

Colin choses his leader first, and decides to have a Veteran Warrior Imam. This costs 110 points and will be the backbone of his force. He makes his attribute roll as outlined above in the “Character Creation” section, and names his character Adiz Al-Abdullah.

Adiz Al-Abdullah – Veteran/Warrior Imam: 135 points

When purchasing Taliban, the initial cost only includes an AK47 weapon – any additional weapons need to be purchased. Colin decides to buy an RPG for 25 points, bringing the total cost of the warrior Imam to 135 points.

This leaves Colin 440pts points to complete his force. He decides to buy 15 Novice Taliban, all armed with AK 47s, at a cost of 375 points. He also buys one Average Taliban for 50 points and gives him two grenades for an additional 20 points. This equals 445 points. Adding this to the Veteran Warror Iman 135pts gives a total of 580pts. The Taliban side consists of a seventeen-strong insurgent militia.

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES14 N/A 95% 3 AK47/RPG 3,5,7,9

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL 56% | RIFLE 66% | HEAVY WEAPON 42% | SPOT 100%

FIRST AID 40% | THROW 56% | FORWARD OBSERVER 72%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: Adiz Al-Abdullah N A V EX

Afghan National Police and Afghan National Civil Order PoliceTo create members of the Afghan National Police and Afghan National Civil Order Police, use the Taliban details above, but give the police officers body armour and helmets, and consider arming them with American weapons.

INSURGENT FORCES

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Special Forces/MilitiasSpecial Forces units and militias/insurgents often follow few set rules. This is where the creative aspect of the players comes into its own.

Joshua decides he wants to create an SAS unit. He just wants a half section as SAS sections are usually made up of two four-man units. He is going to build a four man unit.

Joshua begins by purchasing the basic Special Forces unit. All the characters are Special Forces so are automatically Elite so he chooses Elite as shown below.

Elite: 100 points

He now arms the unit. Two troopers are given Armalite rifles with M203 Under-slung Grenade Launchers (UGLs) attached and two will carry AT4 (CS) tubes. These two will also be armed with Minimis and every man in the unit will carry two grenades.

4 x 100 Elite template cost 400 points2 x Armalite Rifles (M4) 20 points2 x UGL 50 points2 x AT (CS) 50 points2 x Minimi 50 points8 grenades 80 pointsBody Armour 40 points

Total 690 points

This is a formidable unit. For 690 points, Joshua has created a unit that has almost as many points as the seven man French Legionnaire squad that was created in the earlier example on Page 39. This team can and will take the fight to much larger units than itself.

BODY Armour Morale AP Weapon Cbt Phases

1d10+10 1d10+4 90% 3 TBD TBD

SKILLS:Pistol (BODY x 5) | Rifle (BODY x 5 +10%) | Spot (100%) | First Aid (40%) | Heavy Weapon (BODY x 4) | Throw (BODY x 5) | Forward Observer (BODY x 4)

SPECIAL FORCES/MILITIAS

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The image switches to the live feed and for a second the presenter can be seen waiting for the green light. Behind him, large clouds of smoke can be seen in the distance. The loud bangs of aircraft delivering munitions and the sound of small arms fire reverberate around the valley. “As you can hear, behind me the battles continue as the British Forces push further into the green zone of Now Zad. At 4.00 am this morning the ISAF Forces under the command of Brigadier Layton-Smith began their assault on this stronghold of Taliban and foreign Al-Qaeda mercenaries and sympathisers. The initial attack was carried out by elements of the 3rd Battalion of Mercian Armoured Infantry Regiment.” The presenter gestures over his shoulder, half turning from the viewer.

“Behind me, their Warrior armoured fighting vehicles can still be seen providing covering fire as the mechanised infantry push the Taliban back from their organised positions.” The camera zooms in on the Warrior vehicles just as one of the 30mm Rarden cannons fires in a staccato burst. The image cuts back to the presenter. “To my left, the support company, who has been initiating mortar and rocket attacks throughout the morning, has been keeping up a steady rate of devastating fire destroying, I am told, many of the Afghan compounds that you see below us. The Mercian Regiment is reinforced with elements of the French Foreign Legion with both Danish and American pilots providing the fast air and helicopter cover.”

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COMBAT

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All combat is broken down into combat rounds and these are further broken down into combat phases. In each combat phase, a character has three action points to spend. See the definitions below:

• Combat round All combat is divided into combat rounds. These rounds represent an elastic amount of real time. A combat round is divided into ten combat phases.

• Combat phases There are 10 combat phases in a combat round and these are always counted in ascending order from 1 to 10. Characters who activate on phase 1 are faster than those who activate on phase 10. All characters are activated according to their BODY attribute. Starting with characters with the highest BODY first. This means that the higher a character’s BODY, the earlier he or she can react in the combat phase. All characters, regardless of their BODY rank, have four active combat phases in each combat round.

• Action points Action points are a measurement of time and effort. All characters have three action points (AP) to spend during every active combat phase. All standard melee and missile weapon attacks cost 1

AP (grenades take 2AP), but note that a character can only shoot once or make a single melee attack per round.

Combat phasesAs outlined in the character creation rules, the BODY rank of the character dictates which of the ten phases of a combat round a character is active in. The higher their BODY, the earlier a character’s combat phases occur. See the Combat Phases Table (below) for a clear outline of this noting that combat phases occur in order from highest to lowest BODY rank.

CombatPhase

BDY 0-11

BDY 12-14

BDY 15-17

BDY 18-20

1 X2 X3 X X4 X X5 X X6 X X7 X X8 X X

9 X10 X

Combat Phase Table

ExampleTrooper Arnett has a BODY of 19 and Trooper Fisher has a BODY of 12.

Trooper Arnett’s combat phases are 1, 3, 5, and 7 while Trooper Fisher’s combat phases are 4, 6, 8, and 10.

This means that Trooper Arnett will use two combat phases before Trooper Fisher has begun his first combat phase.

Once they add their armour the Body ratings of each soldier will drop to 17 and 10 respectively changing their active combat phases.

THE TURN SEQUENCE

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THE TURN SEQUENCE

Running combat phasesAt the beginning of a game all the players roll 1d10, and the player who rolled the highest number will announce the combat phases for the first combat round. On subsequent combat rounds the players will alternate calling out the phases.

The designated caller will work through the combat phases from 1 to 10 calling out which BODY ranks are activated in each turn until the end of the combat round.

ExamplePaul rolls the highest so is the caller for the first combat round. He starts with combat phase 1.

“Okay guys, has anybody got any BODY scores of 20. No? Then how about 19?”

Both Craig and Peter answer yes. “Okay, roll 1d6 for every character with a BODY of 19.”

How calling worksWhen calling out the combat phases, the caller tells the players which BODY scores are activated in each phase. With the exception of phases 1 and 10 there are always two active BODY score groups per combat phase.

If more than one character can go in any single combat phase the players roll 1d6 for each character that is active in that combat phase. The character with the highest roll goes first and other characters take their turn in order from highest to lowest. In the event of a draw, players keep rolling 1d6 until a clear winner is decided.

ExampleIn combat phase 3, the characters with BODY 20, 19 and 18 will go first and then BODY 14, 13 and 12 are all activated and their turn is run through. When the last BODY 12 character has had their turn, the combat phase is over.

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CombatISAF and Taliban forces use a wide range of weapons and vehicles in a cycle of violence that began with the ISAF invasion of Afghanistan in 2001 and continues at the time of writing in 2012.

Individual characters have a wide range of weapons and skills which will stem from their experience, home countries, military organisations, and beliefs. This means that each character will behave differently and be able to contribute differently. The players of Skirmish Sangin are trying to model combat between individual soldiers at squad level so these differences are important and add a lot to gameplay.

The combat sequence is the overview of how combat works and will be the cornerstone of all game play.

There are four combat sequences:

• Firearms combat sequence• Heavy weapon combat sequence• Hand-to-hand combat sequence.• Vehicle combat sequence

Heavy weapon, Hand to Hand and Vehicle combat sequences are dealt with in their respective sections.

The Firearms combat sequenceEach combat round is broken down into combat phases and each combat phase follows this sequence of events as outlined on page 49.

DECISION SEQUENCE

CHARACTER DECISIONSAll characters have 3 APs that can be spent on any of the five actions below. They may spend

APs in any order they wish and can spend multiple APs on one action or just a single AP per action. They can repeat most actions as many times as they have AP’s or they can do as many actions as they have AP for. They may only shoot or attack once per activation phase.

DO YOU NEED TO SPOT?

YES Go to SPOT

ADD/SUBTRACT MODIFIERS

ROLL 1d100

SUCCESSRoll damage and place a

morale marker

IS IT A CRIT?Maximum damage and place a morale marker

UNSUCCESSFULPlace a morale marker

IS IT A FUMBLE?Roll on Fumble table

Place a morale marker

SHOOT MOVE

FOR EACH AP MOVE

Turn 180 degreesWalk 3”Run 6”

Crawl/dive 1”KneelProneStop

Climb over low obstacle(Less 1m)

SPOT

IS TARGET IN OPEN

YESGo to SHOOT

ADD/SUBTRACT MODIFIERS

ROLL 1d100

SUCCESSFULSpot target

UNSUCCESSFULDon’t See Target

INCREASE SKILL

FOR EACH AP SPENT

+10% To skillTo a max +20%

COMPARE ATTACKERS EXP. TO DEFENDERS

EXP. TO FIND ATTACK %

ADD/SUBTRACT MODIFIERS AND

SPECIAL MANOEUVRES

ROLL 1d100

SUCCESSDefender makes

Parry Roll(Attack skill -10%)

DEFENDER PARRIESNo damage

DEFENDER FAILSAttack does damage

HAND-TO-HAND

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Activation and morale tests: a. The combat phase dictates which characters are designated as the ATTACKER. b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process.

Success: a. The ATTACKER rolls the damage they have inflicted on the TARGET. b. The TARGET reduces the damage they receive as determined by any armour they are wearing. c. All damage that penetrates armour is taken as character damage and the wound chart is consulted. i. If the character is not killed outright, complete a consciousness test to see if they remain conscious. ii. At the beginning of the next activation phase, a wounded TARGET must make a morale test based on the morale modifiers. iii. If the TARGET fails the morale role, they roll on the Combat Failed Morale Table.

Failure: a. If the ATTACKER is unsuccessful, the TARGET completes an morale test at the beginning of their next activation phase (Taking into account morale modifiers and any existing wounds). b. If the TARGET is successful they may act as they wish. c. If the TARGET is unsuccessful, roll on the Failed Morale Table and follow the instructions.

Spotting: a. The ATTACKER draws a clear line of site (LoS) to the TARGET. b. The Attacker automatically spots any TARGET in the open if they have line of sight (LoS). Otherwise the ATTACKER makes a spot roll, and by spending APs the ATTACKER can increase their chance to spot (+10% to spot skill for each AP, to a maximum of +20%).

Attacking: a. If the ATTACKER has successfully spotted their TARGET, the ATTACKER makes an attack roll if they have enough APs remaining. The outcome of this roll will be determined by the character’s skill with the weapon used (cost 1 AP). i. If successful go to section 4. ii. If unsuccessful go to section 5. b. The ATTACKER may spend APs to improve aim (+10% to weapon skill for each AP).

FIREARMS COMBAT SEQUENCE

j

m

k

l

n

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A battlefield is full of distractions, with gunfire, explosions and vehicle noises all disturbing the observer. Trying to find an enemy combatant who doesn’t want to be seen is difficult so spotting is regarded by many to be the most important battlefield skill. All characters can spot at 100% skill until their skill is affected the following modifiers:

• Movement• Distractions• Light levels• Cover

The spotting skill can also be enhanced by the use of modern weapon sights and binoculars as well as being modified by the size of the target and whether a number of targets are clustered together. All of these modifiers are taken into account when a character is trying to spot the enemy.

Remember that if a character cannot see the enemy they cannot fire so spotting is vital.

How to spot a targetTo begin the process of spotting, a character needs to first draw a line of sight (LoS) to their target.

Line of sightA character needs to be able to draw a straight line between themselves and their target. They can only see forwards (this is deemed to be anywhere in the 180º arc of the miniature’s front). This line cannot be drawn through any hard cover over one metre tall (such as walls) but can penetrate unlimited soft cover unless stated by the scenario rules or agreed by the players before the game starts.

A common sense approach is required by players as the miniatures used during gameplay cannot crouch or lie down and frequently cannot be placed right up against walls etc. due to their bases. It is therefore imperative that all characters are deemed to be making the best use of the cover available.

As most skirmish games are played on a table four feet square or smaller, this means that the games occur within 100 square metres of real space. To reflect this, any character standing or moving in the open – defined as the target having no cover in the LoS between themselves and the spotter – is automatically spotted with no AP cost to the spotter.

SPOTTING

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To make a spotting roll begin with the default skill for all characters of 100%. Add and subtract any modifiers as shown in the Spotting Modifier Table until a final result is calculated.

The spotting modifiers are broken down by type below to help illustrate their effects. The Spotting Modifier Table includes all spotting modifiers, but the following list is organised to explain the mechanics of each type.

MovementAll movement attracts the spotter’s attention. The faster the movement, the easier it is to spot the target.

Target crawling/climbing/swimming +10%

Target walking +20%

Target running +30%

FiringAll firearms, except those using smokeless propellant, produce noise and smoke and so attract attention. The larger the weapon, the more noise it makes and the easier the user will be to spot.

Target firing bolt action rifle +10%

Target firing automatic weapon +20%

Target firing heavy weapon +40%

CoverCover reduces the chance of a target being seen. Good camouflage, effective training of soldiers to use all the cover available and gaining high ground all help to improve cover.

Target in soft cover -30%

Target in medium cover -40%

Target in hard cover -50%

Target in prepared defences -60%

Target is hidden -75%

Ghillie camouflage suit -50%

If the target is above the spotter -10% per storey to a maximum of -30%

If the target is below the spotter +10% per storey to a maximum of +30%

LightThe time of day affects a character’s vision. The darker it is the more difficult it is to see the enemy. Night vision devices cannot be used in daylight.

Dusk/dawn -25%

Night -50%

Night vision devices +30%

Thermal sights (includes smoke) +30%

SPOTTING

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Modern weapon sightsModern weapons’ sights have high levels of magnification, allowing snipers to place their rounds with more care and hit the target more often.Sniper scope +20%

GroupsThe more people there are in one area, the easier it is to spot them.Each additional target within 2” radius

+10%

Spotting modifiers The basic spot skill for all characters begins at 100% and the percentage modifiers as shown in the Spotting Modifiers Table adjust this value.

Once the final spotting score is calculated the character can try to successfully spot the target. Rolling less than the final spotting score on 1d100 will result in the character successfully spotting their target.

Unfortunately, once a target has been seen it may not stay where it is. It’s possible for a character to locate a target in one combat phase, be unable to fire on that target because they have insufficient APs and then lose sight of them again because the target moves behind intervening terrain that blocks LoS and that is wider than 4”. If the obstacle is less than 4” wide the target does not need to be spotted again. If a target moves into a building, they have been lost from sight and must be spotted again in the next active combat phase.

PositionA person’s position affects their chance to be seen.Someone who is lying down is far harder to see than someone who is standing up.

Target kneeling -20%

Target prone -30%

DistractionsIf the spotter is distracted by loud explosions or is under fire it will be more difficult to spot their target.

Under a barrage (within 6” of a burst

radius)

-50%

Within 12” of a grenade or IED -30%

Under fire (morale test marker placed) -10%

VehiclesVehicles are large and noisy so are easy to spot.

Target in the open Automatic

Target moving +50%

Target is vehicle +50%

Target firing machine guns +30% per shooting to a max of 30%

Target firing heavy weapons +50% (all weapons listed in the heavy weapons section)

MBT firing Automatic

Vehicle side on +50% (vehicle 90º to the user)

Target in hard cover -20%

Target in soft cover -10%

Target hull down -20%

Vehicle buttoned up -30% to commander’s spot skill

SPOTTING

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If a spotting roll is successful, the target has been positively identified and can be aimed at. Spending additional AP during the combat phase will increase the base chance of the attack – expending 1 AP will result in a 10% increase in the character’s combat skill i.e. +10% to Rifle skill or Pistol skill to a maximum of 20% (2APs).

Example

Atash the Taliban is in combat phase 5, and spends his first AP spotting the enemy.

He indicates a character – a patrolling US Marine who he believes he has a clear line of sight to. The Marine is walking down a road beside an orchard.

Atash can draw a clear LoS to the Marine but the LoS travels through the soft cover obstacle of the orchard. That’s a -30% to Atash’s spot skill.

He spends 1 AP trying to spot the marine. The character’s basic spot skill is 100% but the soft cover reduces this to 70%. He rolls a 37 and sees the Marine.

Atash spends 1 AP increasing his rifle skill by 10% (basic skill is 25%), giving him a 35% chance to hit. Spending his final AP to shoot, he rolls 57, which is a miss. A Morale Marker is placed by the Marine and he must make a morale test at the beginning of his next activation.

SPOTTING

SPOTTING MODIFIERS ModifierTarget

Target crawling/climbing/swimming -10%

Target walking +20%

Target running +30%

Target prone -30%

Target kneeling -20%

Under barrage -50%

Each additional target within 2” +10%

Target firing bolt action rifle +10%

Target firing automatic weapon +20%

Target firing heavy weapon +40%

Target in soft cover -30%

Target in medium cover -40%

Target in hard cover -50%

Target in prepared defences -60%

Target is hidden -75%

Target has Ghillie camouflage suit -50%

Under fire (morale test marker placed) -10%

Dusk/Dawn -25%

Night -50%

Sniper scope +20%

If the target is above -10% per storey to maximum of 30%

If the target is below +10% per storey to maximum of 30%

Spotter

Within 12” of a grenade or IED -30%

Thermal sights +30% (can be used to see through smoke)

Night vision devices +30% at night only

Spotter walking/climbing/swimming -10%

Spotter running -20%

Vehicle Modifiers

Target vehicle is moving +50%

Target vehicle is firing secondary weapons

+30%

Target vehicle is firing primary weapons

+50%

Target vehicle is side on +50%

Target vehicle in hard cover -20%

Target vehicle in soft cover -10%

Target vehicle hull down -20%

Spotter is buttoned up -30%

Spotter using night vision device +30%

Spotter vehicle is moving -30%

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Types of coverWhen a player draws a line of sight between two miniatures, only the cover with the highest modifier that intersects the LoS is taken as the modifier against the character’s spot roll. Different types of cover have different effects on the chance of spotting and shooting. The terrain types are defined as follows:

• Soft cover (-30%) – ploughed fields or vegetation up to 1m tall, orchards, fences, cars, a swamp and all bushes.

• Medium cover (-40%) – drystone walls up to 1m in height, corners of buildings, individual trees and mud brick walls.

• Hard cover (-50%) – armoured vehicles, compound walls, ruins, trenches, forests/woods and sandbagged emplacements.

• Prepared defences (-60%) – concrete blockhouses, bunkers and buildings.

DIAGRAM 1

SPOTTING

The effects of coverAll games are, by their nature, an abstraction of reality and no rule system can fully reflect how soldiers interact with the world. Skirmish Sangin assumes that every combatant is trying to make the best use of the available cover to remain hidden. It also assumes that all characters are looking for the enemy and opportunities to shoot.

While most cover offers little protection from modern bullets, the fact that a character can remain hidden reduces the opportunity for enemy combatants to fire on a character.

Skirmish Sangin takes the cover with the highest modifier along the line of sight (LoS) to be used as the modifier for the character’s spot roll – the effects of cover are not cumulative. Any character attempting to spot within 1” of a specific piece of cover, less than 1” high, doesn’t count the cover against his (LoS) as he is close enough to see over that cover element. Remember to take into account the target’s position or movement, such as kneeling, running or prone, when working out the final percentage.

A B

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Intervening coverDiagrams 1 and 2 show the effects of cover, and how these differ for two combatants.

Diagram 1: (Left)Character A is within 1” of a drystone wall and tries to spot Character B who is partially hidden by a cornfield giving a -30% to Character A spot skill.

Character B tries to spot Character A. His skill is -40% to his spot skill because of the drystone wall.

Diagram 2: (Below)Following on from the scene shown in Figure 1, in Character B’s activation phase he moves from behind the cornfield so that the LoS between him and Character A is broken by a small copse of trees.

This means that in Character A’s activation phase he must make a new spot roll but because he has previously spotted Character B, Character A gets a +20% modifier to this roll.

DIAGRAM 2

SPOTTING

A

B

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Exceptions to the intervening terrain ruleIf one character is within 1” of a terrain piece that is less than 1” tall and his opposition is within 1” of him but on the opposite side of the terrain piece, both characters can automatically see each other see each other if LoS exists. They ignore the intervening terrain and no spot roll is required (as show in Diagram 3).

Hidden charactersA character can hide on the battlefield. To do this they spend 3 APs and one combat phase hiding and a hidden marker is placed next to them. A hidden character can make spotting rolls as normal but if they fire a weapon or move,other than to turn in place, they are no longer deemed hidden.

It is not possible to hide in plain sight i.e. characters may only hide when there is a physically modelled terrain feature to hide in and cannot hide if there are no modelled terrain features to hide either in or behind. All hidden characters have a -75% modifier when another character tries to spot them. If a character moves to within 1” of a hidden character they will spot that character more easily so ignore the -75% hidden modifier. They must still make a spot roll, taking into account the terrain when trying to spot the hidden individual.

SPOTTING

DIAGRAM 3

Example 1A US Ranger can draw a LoS to two Taliban walking along a hedgerow. Between him and the target is a poppy field, two dry stone walls that are less than 1” tall and a hedgerow that’s 1” tall. His spot skill is 100% and the cover modifier for the walls is -40%, giving the Ranger a 60% chance to spot. The Taliban are walking, which add +20% and there are two of them within 2” +10% so the final chance to spot is 90%

Example 2The Ranger has charged the Taliban. A 1” tall stonewall is between him and the two Taliban fighters. The Ranger no longer needs to spot his targets because all the combatants are within 1” of each other.

Example 3The Taliban have hidden themselves. For the Ranger to spot them he would have to make a spot roll taking into account the cover (the 1” wall which offers medium cover so -40%) and the fact that the Taliban character is hidden (-75%). The Ranger’s skill would drop to -15% but as there are two targets within 2” than improves the change to -5%.

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SPOTTING

Example 4If one of the Taliban fired from his hidden position, in the subsequent combat phase the Ranger would get a +10% spotting modifier for his opponent’s rifle fire and ignore the -75% hiding modifier.

Spotting and keeping an acquired targetOnce a target is spotted, the character keeps sight of his acquired target as the target moves until the target moves behind a terrain feature that is more than 4” wide. If this occurs then the spotter needs to make a spot roll to re-acquire his target.

Elevated spottingIf a character is in a bell tower, on the roof of a building or on the side of a hill they have a greater range of vision. This is represented by a +10% spotting modifier for every storey (3m) the spotter is above the target. There is also a disadvantage to being elevated as standing figures are silhouetted against the sky and can easily be seen. This means that any character standing in an elevated position has a +10% modifier for all enemy combatants trying to spot him. This is negated if the character is kneeling or prone.

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Shooting into buildingsAll undamaged buildings provide a -50% hard cover modifier for any character who is inside and being fired on from outside.

Modern forces clearing buildingsAll professional soldiers have rules of engagement to protect innocent bystanders or hostages – they cannot kick in the door of a house and shoot indiscriminately or throw grenades through windows to clear buildings. To reflect this, professional soldiers must make a successful spot check before they can shoot or throw a grenade into a building unless both players agree to allow this before the game begins.

Inside buildingsFighting within buildings is very difficult to incorporate into a game as most model manufacturers do not include building interiors and those that do provide often only an empty shell, without furniture. Afghani homes and compounds are generally more spartanly furnished then those in the western world and would provide little cover from modern automatic weapons.

The following rules are used for all fighting that takes place within buildings.

Closed buildingsIf closed buildings are used (that is, model buildings that are not able to be opened), figures cannot be placed in position. This means that combatants must ignore all cover modifiers.

• Upon entering the building, characters spot at -30% to reflect the low light of most Afghani buildings.

• If a character is in a building and needs to spot a character entering through a door or window, they get a +10% modifier to spot them.

All firearms and unarmed combat takes place as normal, but no modifiers are given for cover.

Open buildingsIf open buildings are used (that is, model buildings that have a removable roof and allow figures to be placed within the model) then combatant figures are placed as best they can and it is assumed that the character is making use of any cover that is available.

• Characters entering a building spot at -30% to reflect the low light of most Afghan buildings.

• Characters already in the building who try to spot a character entering through a door or window will get at +10% modifier to spot them.

• Characters behind doors or pillars, or looking through windows, have a medium cover modifier of -30%.

• Characters caught in the middle of rooms or hallways without cover gain no cover modifiers but still need to be spotted as it is assumed that there will be some form of intervening cover unless the characters are within 1” of each other.

Intervening terrain ruleThe intervening terrain rule works through windows and doorways. If two characters are within 1” of a doorway or window they can see one another with no AP cost.

Street fighting/fighting in buildingsStreet fighting is when combatants fight in the streets and through buildings in an attempt to clear an urban area of enemy combatants. There are a number of weapons and tools used by armed forces to enable their troops to perform these tasks more easily, but note that only a combat engineer group (for details, see below) can successfully use the following tools.

• Collapsible ladders Ladders are required to climb over any wall over 1m tall. The ladder bearer places and foots the ladder at a cost of 3 APs. After this, other troops can cross the wall at a cost of 2 APs.

• Breech charges Whether it is the British L9 Bar Mine or C4 explosive, breech charges have to be laid carefully to breech a compound wall. It takes 1 full combat phase and the expenditure of 3 APs to place the charge. The combat engineer then makes their “Place Breech Charge” roll.

BUILDINGS

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Frantically leap-frogging, the Legionnaires pull back down the street.

The Taliban continue to appear from every doorway and rooftop.

The buzz of a Minimi growls forth. Forcing back the growing horde. Gaining them precious time.

“Make for the truck and we’ll try and hold them there” Carporal Alain calls.

BUILDINGS

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SuccessIf they are successful, the charge explodes at the beginning of the next combat phase and the wall is breeched, making a man sized hole.

FailIf the engineer’s roll fails there has been an electronic or mechanical failure and the engineer may spend an additional 3 APs checking the wiring or moving away from the explosive. FumbleIf the combat engineer rolls a fumble, the round explodes causing maximum damage. The explosive has a Kill Zone of 5”. Any characters in this zone takes 4d10 damage and it has a Damage Radius of 15”, and any character in this zone will take 1d10 damage unless affected by cover (see grenade rules page 71). Unit cost 150 points – combat engineer groupA combat engineer group is made up of two veteran soldiers as shown below. Note their specialist skill: Place Breech Charges. These are the only toops capable of doing this in Skirmish Sangin.

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES1d10+10 1d10+4 75% 3 TBD TBD

DAMAGE: LIGHT

MEDIUM

SERIOUS

CRITICAL DEAD

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V EX

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES1d10+10 1d10+4 75% 3 TBD TBD

DAMAGE: LIGHT

MEDIUM

SERIOUS

CRITICAL DEAD

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V EX

Unit cost 150 points – combat engineer group

BUILDINGS

Pistol (BODY x 4) | Rifle (BODY x 4+10%) | Hand to Hand (BODY x 4) | Spot (100%) | | First Aid (40%) | Place Breech Charge (BODY x 4) | Throw (BODY x 4)

Pistol (BODY x 4) | Rifle (BODY x 4+10%) | Hand to Hand (BODY x 4) | Spot (100%) | | First Aid (40%) | Place Breech Charge (BODY x 4) | Throw (BODY x 4)

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Battlefield communicationSince the end of World War II, squad-based communications have gradually improved as radio equipment has become smaller and more manageable. In the early twenty-first century, nearly all professional armies have inter-personal communication systems such as the British Army’s Bowman Communications System.

To reflect this technical innovation, Skirmish Sangin characters can pass specific information from character to character. If a character wishes to pass on details to his colleagues he has to spend 3 APs to initialise the system and successfully pass on the information.

Unfortunately these communication systems have proven to be unreliable in Afghanistan. There is only 75% chance the message will get through. Characters may try every active combat phase until they get their message through at the cost of 3 APs per active combat phase.

What kind of information can be passed on?

• If a character spots an enemy combatant he can transfer this information across the network to all members of his squad or platoon. Any team member with LoS to the target can then attempt to spot that target with a +20% modifier to their spot roll in their next available combat phase.

• A character can call in his localised close support such as his squad grenadier or missile launcher carrying squad member. The grenadier or launcher team can use their weapon as an indirect fire weapon. Doing so halves the skill of the individual and costs 3 APs.

• Calling in Fast Air/Attack Helicopter – Fast Air/Attack Helicopter is a resource that is bought at the beginning of the game (see Page 122). To call in a air strike, the character has to successfully spot a target and make a successful Forward Observation roll.

• Calling in a Mortar Barrage – Mortar Barrage is a resource that is bought at the beginning of the game (see Page 118). To call in a mortar strike, the character has to successfully spot a target and make a successful Forward Observation roll.

BATTLEFIELD COMMUNICATION

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In modern combat there are three main shooting skills:

• Pistol • Rifle• Heavy Weapons.

When the LoS has been established and a target has been seen with a successful spotting roll the player will be able to make a firearm combat attack.

To make a successful attack roll the player has to roll less than his character’s weapon skill, adding or subtracting the modifiers as shown in in the Shooting Modifiers Table.

Shooting Modifiers Table

SHOOTING

SHOOTING MODIFIERS ModifierTarget

Per 1 AP of aim (max 2 AP / +20% modifier) +10%

Target is running -20%

Target is walking/crawling/climbing/swimming -10%

Target is kneeling -20%

Target is prone (not counted if target is within 4”) -30%

Target in soft cover -20%

Target in medium cover -30%

Target in hard cover -40%

Target in prepared defences -50%

Target is higher (per storey / 3m) -10%

Target is within 4” +30%

Attacker

Attacker running -20%

Attacker walking/climbing/crawling/swimming -10%

Attacker is kneeling or weapon braced +10%

Attacker is prone +20%

Attacking from above (per storey / 3m) +10%

Sniper scope +25%

Attacker in moving vehicle or riding animal -20%

Snap Fire (Optional Rule) -30%

Vehicles

Per 1 AP of aim, to a maximum of 2 +10%

Target vehicle is moving +20%

Target vehicle in hard cover -30%

Target vehicle in softcover -20%

Attacking vehicle from behind +50%

Attacker vehicle moving -20%

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SHOOTING

ExampleIn combat phase 3, Atash the Taliban is outflanking Legionnaire Alain. Atash has just made a successful spot roll so he decides to shoot at the unfortunate Legionnaire.

Atash’s main weapon is an AK47 and his skill is 35%. Atash spends 2 APs aiming and improves his skill to 55%. The Legionnaire is kneeling behind a drystone wall which modifies Atash’s chance to hit by -30% for cover and -10% for kneeling giving a -45% total modifier this results in Atash having a 10% chance to hit.

Atash rolls a 22 and misses. The Legionnaire hears the crack of the rifle, so will have to make morale test at the beginning of his next combat phase (see Page 78).

WeaponsThere is a huge variety of weapons available to the combatants in Afghanistan from the most modern portable missile systems to old .303 rifles from the days of the Raj.

These weapons have a variety of calibres, a wide range of magazines and different scope systems. Skirmish Sangin has chosen not to create a system that accurately breaks down each weapon type and provide individual rules for each. Instead, all weapons have been generalised into categories.

The minor differences in calibres and magazines are not as important as the skill level of the man who uses them and this categorisation allows new weapons from different time periods (or genres) to be added easily.

For ease of use, weapons are divided into the following categories:

• Pistol – such as the Browning pistol (L9A1), P226 SIG pistol (L105A1, L105A2 and L106A1), M9• Assault rifles – such as the M16A4, SA80, FAMAS, AK47• SMG – such as the Heckler-Koch MP5• Shotguns – such as the L128A1• Grenade launchers (UGL) – such as the M203, M32, MK19• Rocket propelled grrenades – such as RPG-7V2• Sniper rifles – such as the L115A3• Light Machine Guns – such as the Minimi light machine gun (L108A1/ L110A1), GPMG (L7A2)• .50 Cal rifles – such as the Barrett (M82)• Heavy Machine Guns – such as the L1A1• Grenades – such as the M67 fragmentation grenade

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Weapon Damage Range Area Effect Cost

Hand-to-hand combatUnarmed Combat 1d6 Touch - 0pt

Knife/Entrenching tool 1d10 Touch - 0pt

Firearms

Pistol 1d10 25” (50m) - 5pt

Assault rifle 2d10 250” (500m) - 10pt

SMG 2d10 100” (200m) - 10pt

Combat shotgun 3d10/2d10 20”/40” (20m/40m) 2” 10pt

Sniper rifle 4d10 250” (500m) - 10pt

LMG/Minimi/204/LS(5.56mm)

4d10 (3d10) 500” (1000m) 2” burst 25pt

.50 Barrett 5d10 500” (1000m) - 25pt

Grenade Launcher(UGL)

See Grenade Type Min 10” (20m)Max 75” (150m)

See Grenade Type 25pt

Heavy weapons

GPMG/MG KZ4d10 500” (1000m) 4x3” 30pt

HMG KZ4d10 500” (1000m) 6x4” 50pts

Mortar 60mm KZ4d10/DR1d10 1km KZ 5” DZ 15” 50pts + crew

Mortar 80mm KZ4d10/DR1d10 1km KZ 10” DZ 40” 75pts + crew

Mortar 120mm KZ4d10/DR1d10 1km KZ 15” DZ 60” 100pts + crew

Weapons Table

SHOOTING

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Snap Fire (Optional rule)Snap fire provides the opportunity for characters or teams to spot targets and fire outside the normal combat phase. It represents opportunity firing rather than a determined overwatch type of situation. Snap fire occurs when the character spots and fires in a combat phase that is NOT their activation phase. Doing so will prevent the character activating on their next true activation phase.

To snap fire, a character/team must be able to draw line of sight to the enemy within their 180-degree front facing vision arc. Snap fire can be used against characters/teams or vehicles who are already visible or those who enter the character’s LoS in the new activation phase.

Snap firing gives the character/team the opportunity to spend the 3 AP from their next activation phase. Characters may only bring forward their next activation phase but this may cross combat rounds. This is shown by placing a snap fire marker next to the miniature.

No character may snap fire if they already have a snapfire marker placed. A character removes the in their next unaffected activation phase this does not cost any AP to remove.

The character must make a successful spot roll (if required) and cannot add additional APs to the spot or shoot skills as all APs are being spent to use the snap fire ability.

If the character does not successfully spot the target his snap fire ability is lost but still retains the snap fire marker.

The character/team who snap fired will still have to undertake any morale tests they incur from enemy fire if required in their next combat phase but will have no APs with which to carry out actions that require APs. However, if they are attacked in hand-to-hand combat they can parry to defend themselves as parrying costs no APs.

Snap fire may only be used to spot and fire the following weapons:

• RPG/AT4 • HMG• GPMG• LMG• Grenade launcher• Assault rifles/small arms

SHOOTING

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A player cannot use snap fire to fire a mortar or ATGM (larger than an RPG or AT4), throw a grenade, fight hand-to-hand or perform any movement actions.

Limitations of snap fireThere are a number of limitations on snap fire:

• Character/teams who are pinned or who already need to make a morale test cannot snap fire and must resolve all actions in their normal combat phase.

• Snap fire cannot be used to interrupt another character/team who is snap firing, Snap fire cannot be used to interrupt a character or team firing normally in their combat phase

• Snap fire is taken in the order in which it is declared.

The disadvantages of snap fireAll characters who are snap firing receive a -30% penalty to their shooting skill.

Snap fire procedureSnap fire always interrupts an enemy action in the enemy’s own action phase and shots are deemed to

be fired at the best possible point for the snap firing character. Players should wait until the enemy character has completed their full move and then the snap fire player calls him back to the point in that move that maximises the snap firing character’s advantage.

Note:If play has moved to another character/team’s combat phase you cannot go back to a previous combat phase and conduct snap fire.

When a player declares they are performing snap fire, a snap fire marker is placed next to a character or team that is activated. This shows that the character/team has used their active combat phase AP. Counters labeled “Snap fire fired” or “Snap fire spot” are used to designate whether any firing was done.

The snap fire counters are removed at the end of the snap firing character/team’s next true activation phase.

Note:It is possible that more than one character/team will conduct snap fire on the enemy in their combat phase. In this is the case snap fire is played in the order in which it was declared.

SHOOTING

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ExampleJon’s Taliban character Atash (BODY 20) moves to the top of a building in combat phase 1. He is the first character to be activated and there are no targets so there is little he can do.

The next character to activate is Sean’s British Paratrooper (BODY 17). Sean spends his 3 APs moving his character across the street and into cover behind a building.

Once Sean has shown what his intentions are for his character, Jon can now stop the character and back up the play so that the Paratrooper is in the middle of the street. It’s at this point that Atash attempts to snap fire and Jon places a snap fire marker down by Atash. So why allow Sean to complete his turn? This is because the players need to have established what would happen if Jon had not interrupted the flow of play and therefore allow Jon to choose his moment to interrupt.

Sean’s character is now in the middle of the street, completely in the open, so no spotting skill is required for Atash to see him – he automatically

sees the running Paratrooper. Jon cannot spend any AP on increasing Atash’s spot skill when snap firing so it makes sense for Jon to pick the best chance for success.

Jon now makes his shooting roll. Atash has a 75% chance to hit, but the Paratrooper is running which gives a -20% modifier and snap firing also gives a -30% modifier. Atash has the height advantage of one storey which adds +10% modifier. Jon cannot spend any AP increasing Atash’s aim skill when snap firing so his final roll must be 35% or less. Jon rolls a 24%, a hit, and proceeds to roll damage.

NOTE: Atash now has a snap fire marker placed beside him and loses all AP in his next active combat phase.

But what would have happened if Jon had missed? The Paratrooper would then complete his run as outlined by Sean at the beginning of the combat phase, but he would have a morale counter (see the “Morale” section for further details) placed next to him and would be forced to make a morale test at the beginning of the next combat phase as the Paratrooper has come under fire.

SHOOTING

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Body armourMost modern armies equip their troops with body armour and a helmet. While the troops train every day in this equipment, it is heavy and wearing it inevitably makes a person move more slowly. Any character wearing body armour has their BODY attribute recalculated at the beginning of the game and all combat phases are calculated based on this modified BODY combat phase (not their original BODY combat phase). Note, however, that this affects only the combat phases the character is active in and not any skills that are calculated from a character’s BODY score.

Body Armour TableDescrption Armour value Body Cost

Helmet + body armour 1d10+4 (8) -2 10

Helmet + light body armour

1d6+4 (6) -1 5

There are two types of armour system: flexible and static. Players should decide which they wish to use at the beginning of the game. It is recommended that the flexible body armour system is used by default but as games become larger the static body armour system shown in the table above in brackets (i.e. 8 for body armour, 6 for light armour) will remove additional dice rolls and help to speed up play.

Flexible body armour – every time a character is hit the player makes the appropriate armour value roll for that armour. For example, a soldier with a standard helmet and body armour would roll 1d10+4. This takes into account the fact that body armour does not cover the whole body and a round or piece of shrapnel can penetrate the armour in a weak spot or hit an unarmoured part of the body.

It is possible for a character to be hit by a bullet and, due to their armour roll, take no damage. If this happens the character is knocked prone and must take a morale test at the beginning of their next combat phase.

WoundsAll human beings have the same biology so, while soldiers may vary in size, Skirmish Sangin gives all characters 12 hit points.

When a character is hit they first make their armour roll, if they are wearing any armour, to determine how much of the damage has been absorbed by the armour. All damage that exceeds the armour value is taken as damage to the character. The results of which can be found in the Wound Chart.

SHOOTING

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The Wound ChartThe Wound Chart includes wound descriptions and the effects a wound will have on a character’s hit points, morale, consciousness and mission.

When a character is wounded, the player should find the number of hit points of damage they receive, then read the description across the chart and apply all modifiers.

These modifiers are not cumulative so if the target takes multiple wounds that do not exceed the wound category they only apply the modifier once. However, they do take the additional morale tests. Characters who receive multiple wounds over time add the wound points and apply the modifier for the that wound.

ExampleJoshua’s character Max takes a single wound from a grenade, which places him in the light wound category. His abilities are reduced as outlined in the description in the Wound Chart below. In the next combat phase Max is shot, but as his body armour manages to soak up almost of the damage he takes only an additional 2 points of damage. With 3 points of damage now, he still is only considered to have a light wound, but he will have an additional morale modifier – when he makes his morale role at the beginning of his next combat phase, he has a -20% modifier to his morale, and an additional -10% for the additional morale counter (see the “Morale” section for details).

Optional Mission Change Rule You will see an Optional Rule in the wound chart for mission changes for all non-insurgent units. If you use this rule (which we do for all of our games) the ISAF mission changes as soon as any character receives more than a light wound. Treating and evacuating the character becoming the new priority. These mission changes reflect the common procedures and practices of professional forces and conforms to ISAF military doctrine in Afghanistan.

Prisoners If a character surrenders (see Morale Rules on Page 81) this also creates a change in mission for both forces. Any character that has surrendered must be escorted off the battlefield by the soldier/insurgent they surrendered too.

Prisoners cannot be targeted by either side or killed out of hand. Prisoners are valuable to both sides for ISAF as a source of information and for the Taliban insurgents as a form of propaganda. A prisoner is worth 50 victory points.

SHOOTING

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Damage Description Morale Consciousness Mission

1-3 Light wound• -20% from all combat abilities• Compulsory morale test in first

available combat phase • Character drops prone• Causes morale test for all witnesses

within 12”

-20% 100% No effect.

4–6 Medium wound• Half all combat skills• Compulsory morale test in first

available combat phase• Character drops prone• Causes morale test for all witnesses

within 12”

-40% 60%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONAL:Mission change for all non-insurgent units: this casualty must be treated with first aid by the nearest friendly character, providing it is safe to do so. If a successful first aid roll is achieved, earn 10 victory points.

7–9 Serious wound• All combat skills are 10%• Compulsory morale test in first

available combat phase • Character drops prone• Causes morale test for all witnesses

within 12”

-60% 40%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONAL:Mission change for all non-insurgent units: this casualty must be successfully evacuated from the board on a friendly edge, providing it is safe to do so. This will earn 50 victory points.

10–12 Critical wound• Incapacitated• Character drops prone• Causes morale test for all witnesses

within 12”

N/A 20%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONAL:Mission change for all non-insurgent units: this casualty must be successfully evacuated from the board on a friendly edge, provided it is safe to do so. This will earn 50 victory points.

13+ DeadCauses morale test for all witnesses with 12”

N/A N/A OPTIONAL:Mission change for all non-insurgent units: this casualty must be successfully evacuated from the board on a friendly edge. This will earn 50 victory pts.

The Wound Chart Table

SHOOTING

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Rifle grenades, grenade launchers, and hand grenadesRifle grenades, grenade launchers, and hand grenades are effective methods of suppressing an enemy and breaking up attacks. Used correctly, these will have a devastating effect on the enemy. Used incorrectly, they can have a devastating effect on friendly troops.

The core rules of grenade-based weapons

• All rifle grenades/grenade launcher use the characters rifle skill to fire the weapon and use all appropriate modifiers.

• To load a rifle grenade/grenade launcher/RPG takes 3 AP.

• All rifle grenade/grenade launchers have an effective range of 150m (75”).

• All rifle grenade/grenade launchers can be used for indirect fire.

All rifle grenade/grenade launchers have a minimum effective range (see the Grenade Table).

Description Range Minimum

range

Kill radius Damage radius Damage Cost

Smoke grenade 40m

(20”)

- - 10” (lasts 1d6 rounds) - 10pts

Hand grenade 40m

(20”)

- 5m (2.5”)

5” diameter

15m (7.5”)

15” diameter

KZ4d10/DZ1d10 10pts

40mm Grenade 150m

(75”)

20m

(10”)

5m (2.5”)

5” diameter

15m (7.5”)

15” diameter

KZ4d10/DZ1d10 10pts

40mm Smoke 150m 20m

(10”)

5m

5” diameter

15m (7.5”)

15” diameter

- 10pts

Max 6d10 - There is no need to roll more damage dice as the average roll indicates that all characters are killed

Grenade Table

GRENADES

The core rules for hand thrown grenade

• To ready and throw a grenade takes 2 AP.

• To cook a grenade requires 2AP as normal but also an unmodified morale roll. A cooked grenade cannot be thrown back.

• All hand grenades can be thrown effectively up to 40m (20”).

Thrown Grenade ModifiersDescription ModifierTarget

Target is running -20%

Target is higher(per storey / 3m) -10%

Attacker

Attacker running -20%

Attacker walking/climbing/crawling/ -10%

Attacking from above (per storey / 3m) +10%

Attacker in moving vehicle -20%

Vehicles

Target vehicle is moving -20%

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What does KZ/DZ mean?KZ is shorthand for Kill Zone, which is the area within which any unprotected soldier is likely to be killed due to the high damage. KZ5d10, for example, means that all characters in the specified radius roll 5d10 damage and a character would have to be very lucky to escape alive. The Damage Zone, or DZ, is a much bigger area in which characters may still be hit by shrapnel but as the explosive covers a wider area there is a greater chance of surviving. A typical DZ roll causes 1d10 or 2d10 damage, so being caught in this zone is usually survivable if the character is wearing body armour. Grenades are most effective in open areas where the steel fragments and blast can do the most damage, and spread out to hit the most targets.

The effect of cover on grenadesThe type of cover combatants find themselves in affects the damage roll of a grenade.

• For every medium cover/height variation between the target and the grenade, reduce the weapon’s damage by 1d10.

• Soft cover offers no protection from the blast of a grenade.

Throwing grenadesA character’s skill to throw a grenade is their BODY attribute x experience level. For example, a professional soldier with a BODY attribute of 12 would have a 48% (4 x 12 = 48%) chance of throwing a grenade accurately. All grenades have a delayed fuse – a grenade explodes at the end of the combat phase after it is thrown.

ExampleSgt. Cragus readies his M406 grenade and throws it into a Taliban position in combat phase 2. He successfully makes his throw roll so it lands exactly where he wants it. It will go off in combat phase 3.

If a grenade is thrown at a target who can activate in the same combat phase the grenade will explode in, the character may attempt to pick up the grenade and throw it back. It takes 3 APs to pick up a grenade and throw it back and the character must make a unmodified successful morale roll (no throw roll is necessary). If they fail their morale test they take damage as normal. If successful the grenade will explode at the feet of the original thrower in the same action round that it was thrown back. It cannot be re-thrown.

GRENADES

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ExampleIn combat phase 3, Atash (Average), sees the grenade that Sgt. Cragus threw land at his feet, and uses 3 APs to pick it up throw it back. He rolls his morale and is successful, so the grenade lands at Sgt. Cragus’s feet. At the beginning of combat phase 3, Sgt. Cragus is hit by 4d10 damage from his own grenade.

Cooking a grenadeTo try to stop the enemy throwing grenades back many soldiers “cook” their grenades. This means the thrower holds the grenade with the pin out and allows time to tick off before throwing it. As a result, the grenade cannot be thrown back and will explode in the combat phase in which it is thrown.

To do this the character needs to make a successful unmodified morale test. Failure means he has panicked and thrown it as he usually would have. A roll of 00 means that the character has froze and the grenade exploded in his hand. The character takes maximum damage and all other characters within the blast radius take damage as normal.

Surviving a grenade attackIndividuals can survive grenade attacks thanks to the armour they are wearing, being in the right place at the right time (usually behind cover) or sometimes just through dumb luck. Characters who survive a grenade attack are automatically treated as pinned.

Being in the kill zone, or even the damage zone, of a grenade that has exploded means the individual must take a morale test, even if they were not hurt by the explosion.

ExampleOn combat phase 1 Private Lee ( Average) decides to cook his grenade. His morale is 55% and he rolls a 34% so successfully cooks his grenade. His BODY is 15 so his chance of throwing the grenade accurately is 45%. He rolls 21 so the grenade lands next to the Taliban target and explodes immediately.

On combat phase 2 Sgt. Cragus (Average) decides to cook his grenade. His morale is 75% and he rolls 78% and fails so has thrown the grenade early. He now rolls his chance to hit, its successful, so it lands at the feet at the two Taliban insurgents who are manning a PK LMG. It will go off at the beginning of the next combat phase.

GRENADES

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ExampleYusuf throws a grenade at three American Rangers and it lands in the middle of their group. Yusuf’s player rolls 4d6 for:

• Ranger A, inflicting 16 points of damage.• Ranger B, inflicting 12 points of damage.• Ranger C, inflicting 6 points of damage.

All the Rangers have 1d10+4 points of body armour, which means:

• Ranger A rolls his armour getting an 8, leaving him to absorb 8 points of damage.

• Ranger B rolls his armour getting a 3, leaving him to absorb 9 points of damage.

• Ranger C rolls his armour getting a 10, so it absorbs all of the blast and he is unharmed.

All of the Rangers are pinned and must take a morale test at -30%.

Hits and missed rollsFor a grenade to be effectively used, a player must make a successful throw roll (See the thrown grenade modifier table on page 71). If it’s successful, the grenade lands exactly where the player wants it to as long as the target point is within the grenade’s effective thrown range of 40m (20”).

A grenade’s damage affects each person within its blast radius. The blast radius is different for each type of grenade (see the Grenade and Missile Table).

If the grenade misses the player rolls 1d10 on the divergence diagram to resolve the direction of the deviation from the point that the character was aiming for. The player then looks up the weapon type to see what dice is rolled for the number of inches the grenade deviates from the target.

Weapon Novice & Average Deviation

Veteran & Elite Deviation

Grenade 1d6 inches 1d6/2 inches

Grenade launcher 1d10 inches 1d6 inches

Divergence diagramThis pinpoints where the grenade lands and from this point it explodes and all damage is calculated as usual. Occasionally this will mean that rounds land off the game table or may land amongst the character’s colleagues.

GRENADES

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Rifle and grenade launcher grenadesGrenade launchers and rifle grenades launch a grenade with more accuracy, at higher velocity and to greater distances than a soldier could throw it by hand. Grenade launchers can either come in the form of standalone weapons (either single-shot or repeating) or as attachments mounted under the barrel of a rifle. Some rifles have been designed to fire rifle grenades either from their muzzle or from a detachable muzzle-mounted launcher.

In game terms, rifle grenades and grenade launchers are treated the same as assault rifles and are affected by the same modifiers as a normal rifle. These weapons have a maximum range of 150m (75”). All rifle grenades and grenade launchers have a minimum distance that the round must travel before it arms itself – hitting any target nearer than this will result in the grenade not exploding. The minimum distance can be found in the Grenade and Missile Table in the minimum effective range column.

ExamplePrivate Maitlin sees insurgents trying to make a break from an ambush. They are 60m (30”) away. He aims his M203, and fires.

His skill with a rifle is 75% and he rolls a 29, a hit. The 40mm canister grenade has a Kill Zone diameter of 5” and there are three Taliban inside this. The Damage Radius for his grenade is 15” and there are two Taliban in this area.

Starting with the Kill Zone, the player rolls 4d10 damage for each Taliban, and both Taliban are killed outright (more than 12 points of damage). One of the two Taliban in the Damage Zone has intervening cover from a stone wall, which provides a -1d10 cover modifier. As the Damage Radius is 1d10, that Taliban is not hit. The other Taliban is in the open, and he rolls 1d10 and gets an 8 – not a fatal wound, but a serious one which will put him out of action for a while (see the Wound Chart Page 69).

Grenades and buildingsGrenades are frequently used to clear buildings. If a grenade is thrown into a building, the normal grenade radius is used but only figures within the building will take damage. Anybody outside the building, but within the damage radius, is safe as it is deemed that the explosive burst failed to penetrate outside the building.

Any character outside a building is not affected by the blast that occurs inside a building as they are protected by the building structure.

Throwing grenades into buildings:

• If a character is within 3” of door or window they use their unchanged throw skill.

• If a character is over 3” (6 meters) from an open door or window his skill is reduced by -25%.

GRENADES

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Throwing grenades through windows and doors. If a character is adjacent to a window or doorway they can throw a grenade through the apperture into the room beyond. The character still needs to make a roll to see if they roll a fumble (00) but not to indicate success or failure. The character is deemed to be so close that its impossible for the grenade to deviate in a different direction on a failure. If the character does roll a fumblethey have dropped the grenade and it explodes outside the building effecting the all individuals as normal.

Any character outside a building is not affected the blast that occurs inside a building as they are protected by the building structure.

Grenades still need to be cooked if the external thrower doesn’t wish to give those inside the chance to throw the grenade back outside building.

Smoke grenadesSmoke grenades are not designed to explode, but emit smoke to provide screening for movement or as a marking or a signalling device. Players should indicate the direction of the wind either at the start of the game or when the grenade is thrown they should roll on the missed grenade chart to determine direction. A smoke grenade will provide a 10” diameter smokescreen that will last 1d6 combat rounds. The smoke hinders line of sight for its duration, giving a -70% penalty to all spot rolls for combatants attempting to draw a LoS through the smoke. Smoke grenades are thrown in the same manner as regular grenades so may not land exactly where the character intends them to go.

Smoke launchersSome vehicles have inbuilt smoke launchers. When these are triggered, the equivalent of a smoke grenade is released from each of the four sides of the vehicle.

GRENADES

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ConsciousnessAll characters begin the game with their consciousness value at 100%. When they receive wounds the Wound Table indicates how this alters their consciousness value.

When a character is wounded they must make a consciousness roll. To do this, amend the character’s consciousness value according to the damage received then make a 1d100 roll. If the roll is equal to or below the value then the character remains conscious. If the roll exceeds the value then they are unconscious.

An unconscious character takes one further point of damage at the end of each combat round unless they receive a successful first aid roll from another character. If this does not occur in time the character will remain unconscious until they bleed to death. A successful first aid roll will bring an unconscious, character back to consciousness. Once conscious if the characters wound is medium level or less they can act normally but still retain their wound skill modifiers.

For another character to make a first aid roll on an unconscious character they must move into base-to-base contact and then spend 2 APs tending to the patient before attempting the roll. If they are successful the character is revived but remains wounded.

Remaining consciousAll characters who are wounded with a medium wound or above and remain conscious are a distraction to those that are fighting alongside them. If a non-injured character can draw LoS to a friendly casualty within 12” with medium or worse wounds they will suffer a -20% penalty to their morale. This modifier is removed once a medic or friendly soldier begins to treat the wounded soldier.

If a character has taken a medium or worse wound but remains conscious they can only take the following actions:

• Crawl (1”)• Attempt First Aid on themselves.

ExampleThe French Legionnaire Jacques is shot by an insurgent who inflicts 3 points of damage a light wound. The Wound Table indicates that this level of damage means that Jacques’ skill is reduced by -20%, and he will have to take a morale test at -20%. Jacques is now prone but remains conscious.

Unfortunately for Jacques, in the next combat round he is hit again. This time he is caught in the damage zone of a grenade. He takes an additional 4 points of damage so has now taken a total of 7 points of damage. His new 4 point wound is a serious wound and the Wound Chart indicates that a number of things happen.

The most important for now is that he has to make a consciousness roll at 60%. Jacques rolls a 47 so stays conscious. All characters with 12” are now forced to make a morale test with a -20% modifier.

CONSCIOUSNESS

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MoraleMorale reflects the moment when a soldier or vehicle decides what they are going to do in combat. Each person is different and research shows that individual soldiers can react very differently in different stressful situations – they can be incredibly brave one day and broken the next, only to collect themselves and continue to fight at a later point.

To reflect this Skirmish Sangin uses morale tests. A character’s morale is determined by their experience level and is influenced by a number of external factors.

Making a morale testSkirmish Sangin uses morale to test the individual character or vehicle crews reaction to stressful situations. Morale is not specified in these rules to determine squad coherence as each individual character or vehicle tests singularly. It is left up to the players to decide, as part of the game or scenario they are playing, when a unit has taken sufficient casualties that it breaks.

While a character’s or vehicle’s morale is based on their experience. It is possible to have a morale rating that is over 100% – for example, an Elite Officer will have a morale rating of 110%.

Experience type MoraleNovice 35%

Average 55%

Veteran 75%

Elite 90%

NCO +10%

Officer +20%

Morale tests are not rolled in the combat phase when the stimulus that prompts them occurs (e.g. when the character sees a comrade being shot) but are rolled in the character’s next available combat phase. This means that characters are able to react to a number of stimuli and if a character incurs several morale tests in a single combat phase then each subsequent morale test incurs cumulative morale test modifier of -10%.

In the heat of combat it can be difficult to keep track of this so we recommend stacking counters alongside each miniature with each counter after the first representing a -10% modifier.

At the beginning of a combat phase only one morale test is made regardless of how many morale tests the character has incurred (see example below). Subsequent morale test counters make the morale test harder. They do not indicate that multiple morale tests must be made.

ExampleFrench Legionnaire Caporal Alain has come under fire from a Taliban compound, and while he isn’t hit, he has to make a morale roll in his next combat phase.

Unfortunately for Caporal Alain, he is also targeted in the same combat phase by an enemy sniper. The sniper misses but forces another morale test. In Caporal Alain’s next combat phase he will make his morale test at a -10% penalty for additional morale marker plus the -20% penalty for being under sniper fire. Thats -30% in total.

His morale skill as a Veteran is 75% plus he’s an NCO so has a bonus of +10% thats 85% in total. He takes -30% as outlined above giving Caporal Alain a 45% chance of passing.

In the following round things deteriorate and Caporal Alain is forced to take an additional morale test after:

• seeing one of his colleagues wounded• seeing another of his colleagues running away• coming under fire from the sniper once more

Caporal Alain will have to further reduce his morale skill by an additional -10% for each subsequent morale test incurred.

MORALE

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Morale tests are rolled before any other actions in the combat phase (see turn sequence for more details on Page 46) and the morale result takes priority over all other actions.

Morale tests are required when:• a character or vehicle comes under fire but is not hit• a character is wounded (see the Wound Chart for

modifiers)• more than two enemy soldiers are within 6” and

in LoS• a character sees a friendly casualty incurred

within 12”.

Each of the morale tests outlined is covered in detail below. Vehicle morale is covered in the vehicle section (Page 100)

A character comes under fireComing under fire, even if you aren’t hit, is extremely stressful and no amount of training can predict how a person will react when they are shot at. If a character has been fired on and is not hit they must make a morale test to see how they react.

Successfully passing their morale test means that they can act as their player wishes while failing a morale test means that they have to roll on the Failed Morale Table and follow the instructions outlined.

Wounded charactersWhenever a character is wounded they automatically drop prone and follow the actions outlined on the Wound Table. In the next combat phase the character has to make a morale test including the modifier on the Wound Table. If they fail this morale test they must then roll on the Failed Morale Table.

It is possible that a character can have a negative number for their morale test but, regardless of skill, it is always worth rolling because a critical success (the unadjusted roll of a natural 01) will always succeed. As a fumble (a roll of 00) will always fail, regardless of how high the skill level of the character is (see Criticals and Fumbles, page 102).

Pinning/unpinningA character can attempt to be unpinned at the beginning of the following combat phase. Pinning is defined in the Failed Morale Table (see Page 81). At the beginning of their next combat phase they must make a morale test. Success indicates that the character can act as normal while failure means that they are treated as a ‘retire’ result. If an enemy combatant is within 2” and the character is alone, the character will surrender and its figure is treated as a prisoner (see Page 69).

MORALE

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Outnumbered by the enemyIf a character has more than two enemy combatant within six inches (12” in game terms) of their position and in LoS they need to make a morale test because of the risk of being out-flanked by the enemy. Each additional enemy combatant after the first provides a -10% penalty to the morale test, to a maximum of -30%. Note that this can be offset by having friendly squad members nearby (see the Morale Modifiers Table).

• Successfully passing their morale test means the character can act as their player wishes.

• Failing a morale test means the character has to roll on the Failed Morale Table and follow the instructions as outlined.

ExamplePrivate Brown of the UK 16 Air Assault Brigade has been ambushed on the road to Musa Qala, and is trying desperately to protect his vehicle and his wounded comrades. He has been in a firefight for the last few minutes, waiting for help to arrive.

The Taliban have been moving closer to him, and although they are not terribly good shots, he is now surrounded by enemy soldiers. Four of them are within 6” of his position. This means that Private Brown must make a morale test.

His experience level is Average, giving him a base morale score of 55%, but the four Taliban reduce this by -30% (minus 10% per Taliban within 6” to a maximum of 30%) so he needs to roll below 25% to keep firing.

The player rolls 08 and Private Brown keeps up his rain of deadly fire while waiting for reinforcements to arrive.

Friendly casualtyIf a character sees a friendly casualty within 12”, the character is required to make a morale test.

• A friendly casualty is deemed to be seen if they are in the front 180-degree arc of a character.

• A casualty causes a -30% to all morale rolls to friendly solders within 12 “.

Successfully passing a morale test means that the character can act as their player wishes, while failing a morale test means that they have to roll on the Failed Morale Table and follow the instructions outlined.

Morale Modifiers TableA character’s morale is affected by external as well as internal elements. The Morale Modifiers Table below shows a range of morale modifiers that can affect a character’s morale test. These modifiers are additional to all those listed in the different types of morale tests above and those shown in the Wound Chart.

MORALE

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Morale Modifiers TableDescription ModifierInflicted wounds on enemy character in last combat phase

+10%

For each conscious squad member within 6” (max +30%)

+10%

For each enemy squad member within 6” or closer (max -30%)

-10%

Show of force (relevant to insurgents only) -30%

Under sniper fire or fire by LMG, GPMG, or HMG

-20%

Under fire by Mortars, RPGs, -30%

Under fire by ATGMs ,MBT cannon, chain-guns and auto-cannons

-50%

For each subsequent morale test marker placed

-10%

In soft cover +10%

In medium cover +20%

In hard cover +30%

Inside a vehicle +30%

Friendly soldier(s) within 12” line of sight wounded or killed

-30%

Failed Morale TableWhen a character fails a morale test the player rolls 1d10 and consults the Failed Moral Table. For each subsequent unsuccessful morale test, do not roll for that character again increase the result by one band lower (i.e. subsequent morale test failures automatically make the character’s response more severe). Making a successful morale test removes all morale issues, and the player starts again from their base morale score as dictated by their experience level.

Failed Morale Table1d10 Description1-5 Drops prone

The soldier drops prone, taking no further action this combat phase. At the beginning of their next combat phase they can act as normal.

6-8 Pinned downA pinned down result means that the character is prone until the next combat phase, taking no action. At the beginning of their next combat phase they must make a morale test, with success indicating that the character can act as normal, while failure means that they are treated as a ‘retire’ result.

If the enemy combatant is within 2”, and the character is alone the character will surrender and its figure is removed from the board and counts towards victory conditions.

9-10 RetireMove to the nearest cover within 12” from the cause of the test, even if the character is already in cover, then take no action for the rest of the combat phase. In the next active combat phase the character must make a successful morale test or be removed from the board and be counted as a casualty in any points-based game.

If the enemy combatant is within 4”, and the character is alone the character will surrender and is treated as a prisoner.

MORALE

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HAND-TO-HAND COMBAT

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Hand-to-hand combat works differently from firearms based combat. Hand-to-hand combat only takes place when the two combatants are in base-to-base contact and no firearms are used as it is deemed that the lack of physical space between the combatants prohibits their

use. Other characters cannot shoot at characters engaged in hand-to-hand combat due to the risk of hitting their comradse. The basic Hand-to-Hand Combat Table assumes that each combatant is using a bayonet-fitted rifle or similar hand-to-hand weapon.

Attacking a. An ATTACKER makes an attack roll (cost 1 AP). b. They may spend additional APs for a special manoeuvre. c. The TARGET makes a parry roll (parrying costs no APs).

Success a. If the TARGET parry is unsuccessful the ATTACKER rolls damage. i. TARGET reduces wounds by any armour they are wearing. ii. All damage that penetrates armour is taken as damage. iii. If the character is not killed, consult the Wound Table. iv. At the beginning of the next activation phase, a wounded defender must make a morale test based on the morale modifiers. v. If the TARGET fails their morale test, they roll on the hand-to-hand combat Failed Morale Table.

FailureIf the TARGET parry is successful, the sequence begins again.

j

k

l m

HAND-TO-HAND COMBAT SEQUENCE

Activation and morale tests: a. The combat phase dictates which characters are designated as the ATTACKER. b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process.

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To resolve hand-to-hand combat the players compare their characters’ experience ratings and include any additional modifiers from special manoeuvres or wounds.

To work out the skill for their attack, the attacker finds their character’s experience rating in the first column of the Hand-to-Hand Combat Table then moves along that row to find the defender’s experience rating. The resulting figure is their basic ability to attack. The defender can also parry or block attacks and the defender finds their character’s skill level in the same way (See table above).

Hand-to-hand combat damageIf a character is armed with any kind of weapon (anything from a rifle butt to an entrenching tool) they roll 1d10 damage. If they are unarmed they roll 1d6 damage.

Being attacked by multiple opponentsWhile martial arts movies and Hollywood blockbusters suggest that it is easy for one person to fight off a number of attackers, the reality is quite different. The more attackers there are, the less chance a character has to attack. To reflect this the following modifier is used:

• Multiple attackers improve the basic skill of all attackers by +20% for each additional attacker.

Novice Average Veteran Elite

Novice 60% 50% 40% 30%

Average 70% 60% 50% 40%

Veteran 80% 70% 60% 50%

Elite 90% 80% 70% 60%

Hand-to-Hand Combat Table

ExampleA US Marine with Veteran experience attacks a Taliban insurgent ranked Average so has a basic 70% chance to hit unless he is carrying out a special manoeuvre.

ATTACKER

DEFENDER

HAND-TO-HAND COMBAT

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ExampleTwo Taliban, A (BODY 12) and B (BODY 17), attack a US Marine (BODY 15). The Marine is rated Veteran and the Taliban are rated Novice and Average respectively.

On combat phase 1, Taliban B attacks. Consulting the Hand-to-Hand Combat Table we see that his base skill of 50% but, because Taliban A is also in hand-to-hand combat with the Marine, Taliban B gets an additional 20% giving a final skill of 70%. He rolls a 78, and misses.

On combat phase 2, the Marine is active, so he attacks Taliban A. His basic skill is 70%. He rolls 23 and hits Taliban A.

The Marine rolls 1d10 damage and gets a 4, so Taliban A who has no body armour has 4 hit points of damage and must make a consciousness roll (60%). He rolls a 47 so remains conscious and in the fight, but all of his combat abilities are reduced by half and his morale is reduced by -40%.

On combat phase 3, Taliban B attacks again and must make a morale test as his comrade was just injured (see Page 79) . He’s an Average, so his basic morale is 55%. He rolls 01 so is unaffected and continues his attack. His skill was 70% as before so

when he rolls a 13 his attack is successful. He rolls 1d10 damage, getting a 7. The Marine has body armour on and rolls 1d10+4. He gets an 8+4 =12 so the weapon doesn’t penetrate.

In combat phase 4 the Marine attacks again, this time deciding to attack Taliban A. His skill to hit is 80%. He rolls a 98 and misses.

On combat phase 4, Taliban A finally gets to attack the Marine. Looking at the chart we see that his base skill is 40% but as Taliban B is also attacking he gets to add 20%,so his skill is 60%. He is injured so his skill is halved to 30%. He rolls 17, a hit, and rolls 1d10 for damage and gets a 10. The USMC player again rolls his armour (1d10+4) and gets a 5. The Marine takes 4 points of damage.

The Marine now has to make a consciousness roll at -40%. He is a Veteran so his skill is 75%, giving him a 35% chance. The Marine rolls a 71 and is knocked out.

Leaving the Marine unconscious in the sand the Taliban move on, looking for another target.

HAND-TO-HAND COMBAT

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Parry attacksParry attacks allows the defender to attempt to block an attack. This parry costs no action points and is active even when it is not the defender’s combat phase.

If the defender rolls below their parry skill they have successfully deflected any incoming attacks and take no damage.

He rolls a 26, a success, so parries the attack.

On combat phase 2 the Marine is active so he decides to attack Taliban A. His basic skill is 80%. He rolls 23 and hits Taliban A.

Taliban A’s skill to parry is 40% -10% as it’s a parry and, because there are two Taliban attacking the Marine, he gains +20%, making his skill 50%.Taliban A rolls a 92, a failure, so doesn’t parry the attack. The Marine rolls 1d10 damage and rolls a 3 so Taliban A now has 3 hit points of wounds and must make a consciousness roll (see wound table). He rolls a 09 so is still conscious and in the fight.

The fight continues...

ExampleLet’s re-run the above example now using the parry rule. A US Marine (BODY 15) is attacked by two Taliban, A (BODY 12), and B (BODY 17). The Marine is rated Veteran and the two Taliban are rated Novice and Average respectively.

On combat phase 1 Taliban B attacks and, consulting the Hand-to-Hand Combat Table, we see that he has a base skill of 50% but because Taliban A is also in hand-to-hand combat he gets an additional 20% so his final skill is 70%. He rolls 22, a hit.

The Marine decides to parry the blow. When we consult the Hand-to-Hand Combat Table we see that his hand-to-hand skill against an average opponent would be 70%. Adjusting this by -10% as it’s a parry giving the Marine a 60% parry ability.

HAND-TO-HAND COMBAT

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Special manoeuvres (optional)Throughout combat the participants are trying to out-think their opponent to gain tactical advantage. Both defenders and attackers can use special manoeuvres with each manoeuvre costing an additional expenditure of AP. The special manoeuvres and their associated costs and advantages are shown in the Special Manoeuvres Chart.

Hand-to-hand moraleHand-to-hand combat is the frantic battle between two or more individuals trying to kill each other. It is close and personal and is probably the most difficult of all types of combat. Regardless of the wound level, each and every wound triggers a morale test.

Action AP cost and skill adjustment Damage/effectsFeint and attack 2 AP and reduces your hit skill by 20% Adds 8 points to damage and reduces enemy

parry skill by 50%

Charge forward and attack 2 AP Add 20% to hit

Circle attack 2 AP and reduces your hit skill by 20% Adds 8 points to damage and reduces parry skill by 50%

Breakaway 3 AP and reduces your hit skill by 20% Enemy is pushed back 5” and attacker moves 1d10” away from combat

Trip 2 AP and reduces your hit skill by 20% Target falls to the floor and receives -50% to their attack and parry skills. Target needs to spend 2 APs to get to their feet

All-out-attack 3 AP and increases your hit skill by 10% Add 1d10 to damage, attacker cannot parry in the next combat phase

Special Manoeuvres Chart (Optional)

ExampleRoyal Marine (Elite) “Cookie” has a BODY of 17 and charges into a Taliban compound. Seeing his target Atash (Veteran, BODY 15) in combat phase 1, he spends 1 AP to close the distance and 2 APs to do a feint and attack special manoeuvre. Cookie is a Veteran soldier so his skill is 70%, modified by -20% for the special manoeuvre, making his skill 50%. He rolls a 23, a success. Atash is a Veteran and so would normally have a 40% chance to parry however the feint reduces this by 50% so his parry skill is 20%). He rolls a 17, a success, so he successfully stopped Cookie’s attack. In combat phase 2, Atash is active. Seeing that the compound is filling with Royal Marines he elects to bug out so tries the special attack manoeuvre “break away”. Atash’s skill is 50%, with -20% for the special manoeuvre giving him a 30% attack skill. He rolls a 19, a hit.

Atash pushes the Marine back 5m (2.5”) and then moves 1d10 away”. He rolls an 8 and so putting 13” (5”+ 8”=13”) of distance between him and the Royal Marine.

HAND-TO-HAND COMBAT

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Example:Sean’s Paratrooper Billy “Bulima” Singh (BODY 18) is in hand-to-hand combat with Atash the Taliban (BODY 20). In combat phase 1 Atash causes 4 hit points of damage to Billy. His skill in hand-to-hand is reduced by 20% and he has to make a -40% morale test. Still in combat phase 1, Billy now has to make his morale test. Billy is a Veteran soldier giving him a morale of 75%, less the -40% means that he needs to roll less than 35%. He rolls 02, which is a success.

In combat phase 2 neither of the characters are active. In combat phase 3 Atash again goes first and successfully attacks but this time only causes 1 point of damage.

Having taken damage Billy will need to take a morale test even though the additional wound hasn’t moved his character from the medium to the serious wound band. Billy doesn’t take any additional modifiers but will still take a morale test. His morale chance is the same as before so he has to roll below 35% (see above). He rolls a 73%, a failure, so now has to roll on the Hand-to-Hand Failed Morale Table.

If a character fails his morale test he must roll on the Hand-to-Hand Failed Morale Table.

Hand-to-Hand Failed Morale Table1d10 Description1-8 Tatical Retreat

The character immediately moves 6” away from the nearest combatant, and at the beginning of the next combat phase can make another morale test. Success means that he can rally and fight again, while failure means that he is broken (see below).

9-10 BrokenThe character runs 12” directly away from their attacker and cannot be rallied this combat phase. The attacker gets a free attack at +20%.At the beginning of their next combat phase, the character can make a morale test. If suc-cessful, they have rallied and can fight again. If they fail, they are removed from the table and counted as a casualty.

Optional rule – sneak attacksThe basic Hand-to-Hand Combat Table assumes that each combatant is using a bayonet-fitted rifle or similiar weapon. These weapons are not used when making a sneak attack, made from the rear of the enemy combatant. The attacker trying to make a sneak attack cannot run up to the target but must have walked. This adds +30% to the basic skill and a sneak attack is only possible if no other enemy combatant spots the character prior to the attack. It is assumed that the attacker is using a knife or garrotte, and the following modifiers apply:

• Using only a knife/garrotte reduces the chance of a hit by -20%.

• All weapons do double damage, so a 1d10 weapon will cause 2d10 damage.

HAND-TO-HAND COMBAT

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HEAVY WEAPONS

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Heavy WeaponsHeavy weapons are man-portable weapons that can inflict damage on buildings, vehicles and groups of men, as opposed to a single target. Teams of two to five characters frequently operate these weapons.

Heavy weapons have damage values for hits on vehicles as well as on individuals. All heavy weapons have an area of effect, with all targets within this area rolling for damage.

Heavy weapon classificationsHeavy weapons are classified as follows:

Machine gun (MG) – A machine gun is an area-effect weapon, covering an area 4” (8m) across and 3” (6m) deep (from the perspective of the user).

Heavy machine gun (HMG) – A heavy machine gun is an area-effect weapon, covering an area 6” (12m) wide and 4” (8m) deep.

Autocannon – autocannons are super heavy machine guns with a very heavy calibre usually between 23mm and 25mm.

Chain gun – a chain gun is a type of machine gun or autocannon that uses an external source of power, rather than diverting energy from the cartridge.

Grenade machine gun (GMG) – an automatic grenade launcher or grenade machine gun is a grenade launcher that fires rounds in quick succession from an ammunition belt or large-capacity magazine.

Anti-tank guided missile (ATGM) – a missile system that is most often carried by a two-man team consisting of a gunner and an ammunition bearer.

Rocket propelled grenades (RPG) – RPGs are portable, unguided, shoulder-launched, anti-tank weapons.

MBT-cannon (MBT)- The main armament of a tank (MBT) that can be a rifled or smoothbore large calibre weapon system.

HEAVY WEAPONS

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Heavy Weapons Table

Description Range Minimum range

Killradius

Damageradius

Damage PenetrationValue

GPMG/MG 1000(500”)

10m (5”)

4x3” - KZ4d10 1

HMG 1000(500”)

10m (5”)

6x4” - KZ4d10 2

60mm Mortar 1km 20” 5m5” diameter

25m (12.5”)25” diameter

KZ4d10/DZ1d10 4

GMG 150m(75”)

20m(10”)

5m (2.5”) 5” diameter

15m (7.5”)15” diameter

KZ4d10/DZ1d10 5

80mm Mortar 1km 20” 10m10” diameter

40m (20”)40” diameter

KZ4d10/DZ1d10 6

AutoCannon 4000m(2000”)

10m(5”)

5m (2.5”) 5” diameter

15m (7.5”)15” diameter

KZ6d10/DZ1d10 7

Chaingun 3000m(1500”)

10m(5”)

5m (2.5”) 5” diameter

15m (7.5”)15” diameter

KZ6d10/DZ1d10 8

120mm Mortar 1km 20” 15m15” diameter

60m (30”)60” diameter

KZ4d10/DZ1d10 10

RPG 500m(250”)

10m(5”)

5m 5” diameter

15m (7.5”)15” diameter

KZ6d10/DZ1d10 10

AT4 2500m(1250”)

20m(10”)

10m (5”) 10” diameter

15m (7.5”)15” diameter

KZ6d10/DZ2d10 10

Javelin/ATGM/ASM 2500m(1250”)

75m(35”)

10m (5”) 10” diameter

20m (10”)40” diameter

KZ6d10/DZ2d10 20

MBT Cannon 4000m(2000”)

75m(35”)

10m (5”) 10” diameter

20m (10”)20” diameter

KZ6d10/DZ3d10 20

Max 6d10 - There is no need to roll more damage dice as the average roll indicates that all characters are killed

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What does KZ/DZ mean?KZ is shorthand for Kill Zone, which is the area that any unprotected soldier is likely to be killed due to the high level of damage. For example, KZ5d10 means that all characters in the specified radius roll 5d10 damage and a character would have to be very lucky to escape alive. The Damage Zone, or DZ, is a much bigger area in which characters may still be hit by shrapnel but as this covers a wider area there is a greater chance of surviving. A typical DZ roll causes 1d10 or 2d10 damage so being caught in this zone is usually survivable if the character is wearing body armour.

The effect of cover on heavy weaponsThe type of cover combatants find themselves in affects the damage roll of a heavy weapons.

• For every medium cover or height variation between the target and the heavy weapon blast point, reduce the weapon’s damage by 1d10.

• For every hard cover obstacle variation between the target and the heavy weapon blast point, reduce the weapon’s damage by 3d10.

• Soft cover offers no protection from heavy weapons.

Heavy Weapon Teams Heavy weapon teams provide the longer range and more devastating weapons that “support” the individual sections in the field.

On table heavy weapons teams on table are classified as either direct fire or indirect fire.

• Direct fire includes machine guns such as the British General Purpose Machine Gun (GPMG) and heavy machine guns including .50 calibre weapons. These fire along the gunner’s line of sight. Missile fire is also treated as direct fire as the weapon team sees the target at the time of firing, but the missile causes an explosion. Missiles may be TOW (Tube-launched, Optically-tracked, Wire command data link, guided missile) or fire and forget such as the JAVELIN ATGM.

• Indirect fire weapons are mortars. These can drop munitions in pre-set clusters at grid points the user cannot see, as well as by direct line of sight.

Heavy weapon teams are brought by experience level and the cost for this can be found on page 94. All crew members must be bought at the same level experience (e.g. all crew are Elite), although a character of a different experience level can replace a casualty.

If more than 50% of the original team has been replaced, the experience ranking of the unit drops to the next experience ranking even if replaced by characters of higher experience. This models their not being specialists in that specific heavy weapon.

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HEAVY WEAPON COMBAT SEQUENCE

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Activation and morale tests: a. The combat phase dictates which characters are designated as the ATTACKER. b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process.

Success:The ATTACKER checks for targets in blast radius rolls their rolls their weapon damage and places morale marker if required

Spotting: a. The ATTACKER draws a clear line of site (LoS) to the TARGET. b. The ATTACKER makes a spot roll and by spending APs the ATTACKER can increase their chance to spot (+10% to spot skill for each AP, to a maximum of +20%).

Attacking: a. If the ATTACKER has successful spotted their TARGET, the ATTACKER makes an Attack roll. This will be based on their skill with the weapon used (cost 1 AP) and they may spend APs to improve aim (+10% to weapon skill for each AP spent). b. i. If successful, go to section 4. ii. If unsuccessful, the attacker has missed – go to section 5.

j

m

k

l

n FailureRoll deviation if weapon appropriateCheck for targets in blast radius and resolves damage and places any morale markers

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ExampleRaymond has a British Paratrooper HMG team set up in some bushes at the end of a street. The team are Veteran which means they have the following skills:

They activate on phase 2,4,6,8. The Taliban tries to spot the MG team as the MG team just fired its +40% to his spot skill, (140%). The MG team are prone (-30%) and in softcover (-30%) and the Taliban is one storey higher +10%. So the Taliban has 90% chance to spot he rolls a 37% and sees them.

He now uses his remaining 2 AP to shoot. His Rifle skill is 70% + 10% for the additional AP makes it 80%. He rolls 11% and hits the Paratrooper HMG team is hit. The RPG has a kill zone (KZ) of 5” and both are inside that so both characters take 6d10 damage. Both are killed outright.

The DZ of the weapon is 15” and inside that are two more paratroopers. One is behind softcover and one is kneeling behind a dry stonewall.

The Paratrooper behind softcover takes 1d10 damage The Taliban players rolls a 8 and the paratrooper rolls his armour (1d10+4) and gets a 2 for a total of 6 so suffers from a light wound.

The paratrooper behind a dry stonewall is protected as all medium cover or height variation between the target and the weapon blast point, reduce the weapon’s damage by 1d10. This reduces the damage to 0 for the paratrooper behind the dry stonewall.

Veteran HMG two-man team (200 points)Firer, LoaderBODY Armour Morale AP Weapon Cbt Phases

15 1d10+4 75% 3 HMG 2,4,6,8

SKILLS:

Pistol (BODY x 4) 60% | Rifle (BODY x 4 +10%) 70% | Heavy

Weapon (BODY x 3 + 30%) 75% | Spot (100%) |First Aid (30%) |

Throw (BODY x 4) 60%| Forward Observer (BODY x 4) 60%

They activate on phases 2,4,6,8

On phase 2 the team see two Taliban in the window of a building. Raymond makes a successful spot roll for 1AP and uses the other 2 AP to fire. His Heavy weapon skill is 75% + 10% for the additional AP making it 85%.

The target is inside a building so that’s -40% for hard cover and the targets are kneeling so that’s -20% for a total of -60%.

Ray needs to roll less than 15%. Ray rolls 28% a miss. He nows rolls for 1d10 for deviation direction and gets a 3 and then rolls the distance of the deviation, that’s 1d6 as the team is a Veteran level experience. Raymond rolls a 1, so he moves the centre of the 4”x3” square 1” to the right. The area still overlaps the Taliban. Raymond will get to roll for damage.

However, every hard cover obstacle variation between the target and the heavy weapon blast point reduces the weapon’s damage by 3d10. The HMG does 4D10 damage so each Taliban rolls 1d10 damage. Ray, rolls 1d10 for each one and gets an 8 and 2. So one Taliban has a serious wound and the other a light wound.In phase 4 another Taliban attempts to spot the MG team. He is armed with an RPG and his experience is level is Veteran.

Veteran Taliban

BODY Morale AP Weapon Cbt Phases

15 75% 3 RPG 2,4,6,8

SKILLS:Pistol (BODY x 4) 60% | Rifle (BODY x 4 +10%) 70%| Spot

100% |First Aid (40%) | Heavy Weapon (BODY x 3) 45% |

Throw (BODY x 4) 60% | Forward Observer (BODY x 3) 45%|

HEAVY WEAPONS

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TeamsA team manning a weapon has 3 APs to spend on activities. These APs can be spent on any actions, just like normal infantry soldiers. It takes the combined activities of the whole team to keep the weapon firing each combat phase.

The team skills are generic based on the BODY attribute listed on page 96, they all have exactly the same skill. This is because it requires the entire team to operate the weapon efficiently.

GAME BACKGROUND INFORMATION:

Breakdown of a British 81mm mortar squad (Source: Wikipedia)

1. The squad leader stands directly behind the mortar where he can command and control his squad. In addition to having general oversight of all squad activities, he also supervises the emplacement, laying, and firing of the weapon.

2. The gunner stands to the left of the mortar where he can manipulate the sight, traversing hand wheel, and elevating hand wheel. He places firing data on the sight and lays the mortar for deflection and elevation. He makes large deflection shifts by shifting the bipod assembly and keeps the bubbles level during firing.

3. The assistant gunner stands to the right of the mortar, facing the barrel and ready to load. In addition to loading, he swabs the bore after 10 rounds have been fired or after each fire mission. The assistant gunner is the person who actually fires the weapon.

4. The first ammunition bearer stands to the right rear of the mortar. He has the duty of preparing the ammunition (charge settings, fuses, etc...) and passing it to the assistant gunner.

5. The second ammunition bearer stands to the right rear of the mortar behind the ammunition bearer. He maintains and keeps a record of the ammunition in addition to the data corresponding to each fire mission. His twofold records include a written table of firing data, type and number of rounds fired, and the safety pins pulled from each round to provide physical evidence to the accuracy of the table. In addition he provides local security for the mortar position.

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Example teamsAverage HMG two-man team (150 points)Firer, Loader

BODY Armour Morale AP Weapon Cbt Phases

13 1d10+4 55% 3 TBD 3,5,7,9

SKILLS:

Pistol (BODY x 3) 39% | Rifle (BODY x 3 +10%) 52% | Heavy

Weapon (BODY x 2 +20%) 46% | Spot (100%) | First Aid (30%) |

Throw (BODY x 3) 39%| Forward Observer (BODY x 3) 39%

Veteran HMG two-man team (200 points)Firer, Loader

BODY Armour Morale AP Weapon Cbt Phases

15 1d10+4 75% 3 TBD 2,4,6,8

SKILLS:

Pistol (BODY x 4) 60% | Rifle (BODY x 4 +10%) 75% | Heavy

Weapon (BODY x 3 + 30%) 75% | Spot (100%) |First Aid (30%) |

Throw (BODY x 4) 60%| Forward Observer (BODY x 4) 60%

Rank BODY Heavy Weapon Skill Bonus

Cost

Novice 11 +0% 25 points per person + the points for the weapon

Average 13 +20% 50 points per person + the points for the weapon

Veteran 15 +30% 75 points per person + the points for the weapon

Elite 17 +40% 100 points per person + the points for the weapon

Heavy Weapons Teams Experience Bonus Table

Average Mortar five-man team (300 points)Squad leader and team

BODY Armour Morale AP Weapon Cbt Phases

13 1d10+4 55% 3 TBD 3,5,7,9

SKILLS:

Pistol (BODY x 3) 39% | Rifle (BODY x 3 +10%) 52% | Heavy

Weapon (BODY x 2 +20%) 46% | Spot (100%) | First Aid (30%) |

Throw (BODY x 3) 39%| Forward Observer (BODY x 3) 39%

Veteran Mortar five-man team (425 points)Squad leader and team

BODY Armour Morale AP Weapon Cbt Phases

15 1d10+4 75% 3 TBD 3,5,7,9

SKILLS:

Pistol (BODY x 4) 60% | Rifle (BODY x 4 +10%) 75% | Heavy

Weapon (BODY x 3 + 30%) 75% | Spot (100%) |First Aid (30%) |

Throw (BODY x 4) 60%| Forward Observer (BODY x 4) 60%

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ExampleIn the last combat phase the commanding officer spent 3 APs to relay co-ordinates to a British five-man mortar team.

The player selects the point on the board they want the mortar barrage to land. This is marked to show both players the desired point of impact. It takes the mortar team one combat phase to prepare to fire, and the first round is then fired. On each subsequent mortar team activation phase the additional rounds will be fired.

The player decides to spend 2 APs on increasing the team’s skill, and 1 AP firing the mortar.

The team’s base skill is 46%, plus 20% for the two additional APs spent aiming, giving a total of 66%. The player rolls a 31% and is successful the round lands for at the point that the player identified.

If through death or injury a member of the team is missing, the team must begin to fire on every second active combat phase. If another casualty is lost the weapon can only be fired on the last active combat phase of each combat round.

ExampleA Veteran two-man HMG Team is active on combat phases 2, 4, 6, and 8. In the event of death or incapacition of one member of the team, the team would fire on combat phases 4 and 8 only. This represents the additional work required by the surviving gunner to keep firing the weapon.

An average three-man mortar team is active on phases 3, 5, 7, and 9. In the event of death or incapacition of one member of the team, the team would fire on combat phases 5 and 9 only. In the event of losing another team member, the mortar would fire on phase 9 only.

Moving heavy weaponsHeavy weapon teams frequently have to move as they need to patrol and walk into combat situations. When a team is moving it is always assumed that they are carrying their heavy weapon slung and they must spend a number of combat phases setting up their weapon. The team moves as individuals – they do not need to stay together. However, to begin setting the weapon up they must all be within 2” of each other.

Weapon Combat phases to set upMG/GPMG 1

Javelin or similar ATGM 2

HMG/Mortar 3

ExampleThe mortar team above moves onto the board in combat phase 3. On the next active combat phase (combat phase 5) they begin to set up the mortar. Their first operational combat phase will be combat phase 1 of the next combat round.

Throughout the game a heavy weapons team must work together to get the best functionality from their weapon – for this to be possible, all team members must be within 2” of the main weapon when it is in use so weapon teams cannot split up and work individually

HEAVY WEAPONS

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while their primary weapon is active. This means they cannot answer small arms fire with small arms fire of their own or engage in hand-to-hand combat. If a member breaks off from the heavy weapon to act as an individual, the team’s weapon ceases to operate. When this occurs all the team can operate as individuals. Once the threat has been nullified the team must spend AP to move back into the vicinity of the weapon if required and spend an additional combat phase readying the weapon again.

When not manning their heavy weapon (e.g. when moving from one position to another) the unit can use their secondary weapons to defend themselves. When acting as individuals, each team member has 3 APs to use each combat phase.

Heavy weapon teams can also choose to abandon their weapon if they come under fire and elect to defend themselves using their secondary weapons. All heavy weapon teams’ secondary weapons are their country’s regular assault rifle or an AK47 if Taliban.

When a team takes casualtiesIf a soldier manning a heavy weapon has been killed or disabled, any member of his squad who isn’t an existing team may replace the incapacitated soldier. To do so, the

character must move to be in base-to-base contact with the rest of the team and it takes one combat phase for the new soldier to take over the position.

Firing machine guns on the move (non vehicle)GPMGs and machine guns are the only heavy weapons that can be made ready using a sling so are the only heavy weapons that can be fired while moving. Firing while on the move is inherently unstable and will empty the weapon in one combat phase – the weapon will then takes 2 combat phases to reload. Firing a GPMG while moving give the firer a -50% penalty to hit.

Vehicle mounted weaponsA vehicle mounted crew weapon is deemed as ‘set up’ when mounted on a vehicle. If the weapon is fired while the vehicle moving the weapon receives a -50% penalty modifier on the gunner’s skill to hit. The only exception to this rule are stablised weapons such as MBT main cannons and Apache helicopter cannons/missiles. Vehicle teams do not need to spend the combat phase resetting their weapons after the team has dismounted or after an individual has left the team and been involved in small arms combat or hand-to-hand combat.

HEAVY WEAPONS

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MortarsA mortar is an indirect-fire weapon that fires shells at low velocities, over relatively short ranges, with high-arcing ballistic trajectories. There are many different types and sizes of mortar and mortar shells, and the scale of Skirmish Sangin will make most mortar fire an off-the-table experience.

A mortar must be operated by a team – it cannot be operated by a single individual (see page 95).

Mortar details are set out in the Mortar Weapons Table.

GAME BACKGROUND INFORMATION: Source: FM 23-90, US mortar gunnery manual

• The 81/82mm mortar has an effective blast radius of 35–40m.

• The 60mm mortar has an effective blast radius of about 20–25m.

• 120/122mm mortar has an effective blast radius of about 60m.

Description Range Min. Range Kill radius Damage radius DamageSmall (60mm) 1km 20” 5m

5” diameter25m (12.5”)25” diameter

KZ4d10/DZ1d10

Medium (81/82mm)

1km 20” 10m10” diameter

40m (20”)40” diameter

KZ4d10/DZ1d10

Large (120mm) 1km 20” 15m15” diameter

60m (30”)60” diameter

KZ4d10/DZ1d10

Minimum rangeMortars have a minimum range of 40m (20”).

DamageAny person caught within the kill zone(KZ) of a mortar attack will roll 4d10 damage before taking into account any armour they are wearing. They will also be automatically pinned and have -30% morale penalty until the end of the combat round. Place a morale marker as a reminder.

Laying down smokeMortars can be called in to lay down smoke that will quickly obscure the battlefield. The first thing that must be decided is which way the wind is blowing. Use the missed grenade template to decide which way the wind is blowing if the scenario has not already dictated this.

On the phase the smoke round lands, a circular template of 5” should be laid on the table to indicate the smoke-filled area. 1d10 is rolled to determine how many turns this shell will provide smoke for, and how large the smoke area will grow to. On each subsequent combat phase, an additional smoke template should be placed downwind of the existing one so the edge of the new template touches the centre of the initial template. This continues to the number indicated on the original 1d10 roll. After the smoke cloud reaches its maximum size, it is reduced by one template each phase until it disappears completely (i.e. if a 3 is rolled, it will begin at 5”, then grow to 10”, 15”, and 20” on the following rounds, before shrinking to 15”, 10”, 5” and disappearing again). The smoke creates a -70% modifier to all spot rolls for characters whose LoS passes through it.

Mortar Table

HEAVY WEAPONS

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Deviation for heavy weapons

There are basically two types of fire – direct fire or indirect fire.

• Direct fire is when a character fires their heavy weapon by aiming and shooting at a target the firer can see. Examples of this type of weapon are the main gun on MBTs, ATGM and other guided or TOW missiles (including those from aircraft or helicopters), RPGs, and grenade launchers fired at a target they can see.

• Indirect fire is where the character fires a weapon at a target that is out of sight, according to a set of coordinates. Examples of these are mortars, aircraft, and a grenade launcher firing at a target it cannot see.

For both types of fire, if the “to hit” roll required is successful then the round lands exactly where the player wants it to, as long as the target point is within the weapon’s range.

All characters within the blast (see the Grenade and Missile Damage Table) are effected by the damage as normal.

Line of sight weaponsIf the player rolls a miss, they roll 1d10 on the divergence diagram to determine where the round lands in relation to the intended target. Rounds may land off the game table or amongst the player’s own characters. After determining which direction the round lands relative to the target, the distance from the target is determined by looking up the weapon type and the experience of the character who fired the weapon to see which dice are rolled to find the number of inches the round lands from the target.

HEAVY WEAPONS

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Deviation TableWeapon Novice and

Average Deviation

Veteran and Elite Deviation

Grenade launcher 1d10 inches 1d6 inches

Mortar 2d10 inches 2d6 inches

ATGM/RPG/LAW etc

1d10 inches 1d6 inches

Cannon fire (MBT)/Artillery

2d10 inches 2d6 inches

When the player rolls to hit:

• If successful The round hits directly on the point marked and all casualties are taken as normal.

• If unsuccessful If the player rolls a miss, the player must roll 1d10 on the divergence diagram to resolve the direction of the deviation. Then the player looks up the weapon type to see what dice is rolled to determine the distance from the target, rolls as required, and finds the impact point. This is where the munition explodes, and all damage is resolved as normal.

HEAVY WEAPONS

On Table Indirect FireTo call in an indirect mortar strike, the character has must have made one of the Forward Observation methods succesfully (see page 118).

The mortar team takes one combat phases to prepare to fire and the first round is then fired on the following acti-vation phase.(The mortar operates on the same phases as the character that called it in). Once the first round has been fired the following two rounds of the mission will land on each subsequent combat phase.

• If successful The player selects the point, within the weapon’s range, on the board they want the mortar barrage to land. This is marked to show both players the desired point of impact. The mortar team will use the same combat phases as the character who makes the Forward Observation skill.

Round 1 Round 2 Round 3

• If unsuccessful If the player rolls a miss, the player must roll 1d10 on the divergence diagram to resolve the direction of the deviation and then roll the deviation dice based on their experience deviation modifier.

Weapon Novice & Average deviation

Veteran & Elite deviation

Mortar 3d10 inches 3d6 inches

On Table Indirect Fire Deviation Chart

A successful barrage uses the template below, where each circle is the size of the damage zone of the par-ticular mortar. The template can be used horizontal-ly or vertically.

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 102

CRITICALS AND FUMBLES

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 103

There are moments in all combat that are key, make or break situations for the combatants. These moments are reflected with the roll of a natural 100 or natural 01 – these are known as fumbles and critical successes, and have specific results during combat.

• Critical (01) Any combatant who rolls a 01 automatically succeeds, and causes the maximum amount of damage for the weapon used or the best possible result for any skill used.

ROLLING CRITICALS AND FUMBLES

1d10 Description1 Weapon jam – the character must take 3 APs to

clear the weapon.

2 Misfire – the character must spend 3 APs clearing the round.

3 You’re empty – lacking fire control, the char-acter has run out of ammunition and must move into base-to-base contact with friendly troops or vehicles to resupply.

4 Dust in your eyes – takes 3 APs to clear, and the character can do nothing else during that combat phase.

5 Sprained ankle – the character has sprained their ankle, and can now only move 3” per AP for the rest of the game.

6 Panic – move up to 3 APs’ worth of movement towards the nearest friendly character who is in cover. If there are none available, move away from combat the full distance possible in 3 APs.

7 Twisted knee – the character twists their knee and falls prone. The character must rest for 3 APs after which they cannot move faster than walking pace for the rest of the game. Getting up from prone or kneeling positions and climbing or descending stairs takes double the regular amount of APs.

8 Negligent discharge – the character accident-ly shoots themself. Apply their weapon damage minus any armour the character is wearing, and resolve like a normal wound.

9 Negligent discharge – the character accidently shoots his nearest comrade. Treat this as a normal weapon attack, taking into account any armour.

10 Booby trap – the character has triggered a booby trap hand grenade. Treat this as a grenade attack with this character being at the centre of the blast radius.

This applies even if the cumulative skill score is a negative value (i.e. it would have been impossible for the player to roll successfully unless he rolled a critical success role)

• Fumble (00) A fumble of 00 means that the player automatically fails the intended task, and must roll 1d10 and consult the Firearms Fumble Table or the Hand-to-Hand Combat Fumble Table.

1d10 Description1–2 Kit comes loose – the character becomes

entangled in loose clothing or webbing, resulting in -25% to all attack and parries this combat round.

3–4 Misstep and twist ankle – the character falls prone, giving a +25% to attacker’s weapon skills until this character gets to their feet.

5–6 Drops weapon – the character will need to spend 3 APs to retrieve their dropped weapon, and cannot parry or attack during that combat round.

7–8 Panic – move up to 3 APs’ worth of movement towards the nearest friendly character who is in cover. If there are none available, move away from combat the full distance possible in 3 APs.

9–10 Wide open – the next enemy attack, if successful, is treated as a critical attack doing maximum damage.

1d10 Description1-3 Weapon fails to fire, must be re-readied this

takes 3AP’s of the next active combat phase.

4-6 Round fires, but lands only 1d10 metres away from firer but doesn’t explode, all characters within 10m of where the missile lands must make a morale test

7-9 Round fires but lands only 1d6 metres away from firer and explodes, treat as normal munition strike.

10 Munition explodes at ignition treat explosion as normal munition strike

Firearms Fumble Table Hand-To-Hand Fumble Table

Grenade/Missile Fumble Table

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 104

VEHICLES & VEHICLE COMBAT

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 105

There are many different armoured fighting vehicles currently being used in Afghanistan – everything from main battle tanks (MBTs) like the Abrams and Leopards to the Snatch Landrover and HUMVEEs. Each vehicle has its own strengths and weaknesses and much of the information about these vehicles is classified.

The scale of Skirmish Sangin means that vehicles will be a rarity and we believe that MBTs should be used sparingly. The size of the battlefield prohibits the use of most heavily armoured vehicles.

Skirmish Sangin does allow full vehicle-to-vehicle combat and, while this is unusual, these rules have been included for the sake of completeness. In the main, however, vehicles will only be used to deliver troops into battle.

VEHICLES & VEHICLE COMBAT

Immediately the vehicle screeches to a halt. The .50 cal is firing, its incessant pounding, rocking the vehicle from side to side.

“Weapon jam” screams Smitty telling his crew his .50 cal is out of action.The vehicle offers little protection but Smitty is trusting to luck and his body armour as he tries desperately to clear the .50 cal and bring it to bear.

The sonic whoosh and after image of the RPG rocket almost makes him freeze but his training kicks in and finally the .50 cal is clear. He pulls back the slide and lets rip...

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 106

CrewAll vehicles have a number of crew, which ranges from a driver and guard in a military transport vehicle to the four crewmen of a Abrams Main Battle Tank (MBT).Vehicles are treated in the same way as characters with

Vehicle Armour IED protection Weapons

Civilian

Technical 0 0

AFV

Humvee 2 1 GMG/.50 Cal

Humvee + additional armour 3 2 GMG/.50 Cal

M1117 4 4 40mm Mk 19 grenade launcher, .50 calibre

Cougar/ Bulldog/Mastiff 4 5 40mm Mk 19 grenade launcher, .50 calibre

TPz Fuchs 2 3 3 x HMG or GMG grenade Launcher

Viking 2 1 .50 Cal, smoke launchers

APC/IFV

VAB 4x4/6x6 3 4 7.62mm machine gun

LAV/Stryker/M113/Boxer/Puma

6 6 25mm chaingun/40mm Mk 19 grenade launcher, .50 calibre

Jackal/Coyote 3 4 40mm Mk 19 grenade launcher, .50 calibre

Snatch Landrover 2 1 .50 calibre, GPMG

MICV

Bradley 10 10 25mm chaingun

Warrior 9 9 30mm Rarden cannon

Main Battle Tank (MBT)

Abrams, Leopard II 16 16 105mm/120mm main gun, 1x .50 cal HMG, 2x MG/120mm main gun, 2x MG

Helicopters

Chinook 4 -

Blackhawk 6 - Vehicle type dependent

Apache/Apache(UK)/Tigre 8 - 30mm chain gun/Hellfire/Hydra missiles

Vehicle TableThe vehicles covered by these rules are as follows.

skills and morale of the vehicle representing the skills and morale of the crew. As with a heavy weapon team, each vehicle has its own character sheet listing its crew, skills, and morale rating.

VEHICLES & VEHICLE COMBAT

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 107

1. BODY – BODY is the most important attribute in Skirmish Sangin, as all skills and movement derive from it.

2. Rating – This is the experience level of the vehicle crew.

3. Armour/IED - Each vehicle has two armour ratings, one for weapons and one for IED’s as they are frequently different.

4. Morale % – The morale is defined by the experience level of the crew.

5. Vehicle Type – This is the type of vehicle, in this case a British Viking.

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

WEAPONS: DAMAGE______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

WEAPONS: DAMAGE:.50 CAL HMG PEN2/4d10 ______________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%) 55% | OTHER WPN 45% (BDY x EXP) |

SPOT 100% | DRIVE (BDY x EXP +20%) 565%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: JOKER2 N A V E

15 2/1 55% 3 VIKING 2,4,6,8

X

6. Combat Phases – Each vehicle has four combat phases per combat round, dependant on their BODY.

7. Skills – This shows all the skills of the vehicle. See the “skills” section for more details (Page 21).

8. Weapons – This shows the details of the weapon the vehicle has on board, in this case a .50 cal HMG.

9. AP’s – All vehicles have 3 AP that can be spent on tasks.

rj

k

l m n o

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q

VEHICLES & VEHICLE COMBAT

Rank BODY Cost

Novice 11 25 points per person + vehicle cost

Average 13 50 points per person + vehicle cost

Veteran 15 75 points per person + vehicle cost

Elite 17 100 points per person + vehicle cost

Vehicle Experience Costs

The cost of a basic vehicle can be found on page 113. Once the vehicle is purchased, players need to buy the crew as outlined in the Vehicle Experience Table (above). The player must buy a full crew for the vehicle at the level of experience required. All ISAF vehicles can only be purchased at Average experience or above.

ExampleCraig buys an Abrams tank for 2000pts and he decides to buy an average crew. The Abrams has a crew of 4, so the total cost of the vehicle would be 2200pts (4 x50pts = 200pts + 2000pts for the vehicle.)

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 108

Vehicle to Vehicle CombatVehicle combat works in a very similar way to firearm combat. With vehicles being many different shapes and sizes and the weapons having much longer ranges and bigger effects, this makes vehicle-to-infantry and vehicle-to-vehicle combat more difficult to master.

VEHICLE COMBAT SEQUENCE

Warning: Adding vehicles to your game will have a dramatic impact to the balance of the game. Vehicles should be only added with agreement from both players.

Activation and morale tests: a. The combat phase dictates which characters are designated as the ATTACKER. b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process.

Success:The ATTACKER checks for penetration, comparing the vehicle armour rating against the weapon damage rating on the penetration chart, and roll 1d100 and if the roll is less than the % then the attack has penetrated. (Note: only weapons with a % chance of penetration can rolls on the non-penetration chart, weapons that cannot penetrate the thickness of armour are ignored)i. If Weapon penetrates, the ATTACKER rolls on the penetration chart.ii. If unsuccessful, the ATTACKER rolls on the non-penetration chart.

Spotting: a. The ATTACKER draws a clear line of site (LoS) to the TARGET. b. The ATTACKER makes a spot roll, and by spending APs the ATTACKER can increase their chance to spot (+10% to spot skill for each AP, with a maximum of +20%).

Attacking: a. If the ATTACKER has successful spotted their TARGET, the ATTACKER makes an Attack roll. This will be based on their skill with the weapon used (cost 1 AP), and they may spend APs to improve aim (+10% to weapon skill for each AP spent to a maximum of +20%). b. i. If successful, go to section 4. ii. If unsuccessful, roll deviation if weapon appropriate, check for targets in blast radius and resolve damage and place any morale markers (see page 110).

j

m

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l

Failure:Roll deviation if weapon appropriateCheck for infantry targets in blast radius and resolve damage to characters not in vehicles and place any morale markers necessary.

n

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 109

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 110

Vehicle-to-vehicle weapon damageVehicles take and inflict damage in slightly different ways to the infantry-to-infantry combat. There is no individual damage to vehicles and crew per-se. The damage comes from rolling on the penetration or non-penetration charts. Only weapons with a % chance of penetration can roll on the non-penetration chart. Weapons that cannot penetrate the thickness of armour are ignored. For example a HMG will not roll on the non-penetration chart when fired at a Main Battle Tank (MBT) as it cannot penetrate the MBT armour of 16.

VEHICLES & VEHICLE COMBAT

Weapon Weapon Rating

Small Arms 0

GPMG/MG 1

HMG (up to 14mm) 2

Hand Grenade/40mm UGL 3

60mm mortar or lower 4

Grenade MG (40mm) 5

80mm mortar 6

Autocannon 7

Chain gun 8

RPG/120mm Mortar 10

AT4 10

Javelin or similar ATGM/ASM 20

MBT 20

Vehicle MoraleA vehicle’s morale is based on the experience of its crew (see Page 106) plus the morale modifier of the vehicle itself (see Page 113).

Example:An average Abrams vehicle crew would have a morale of 115%, 55% for being an Average crew and 60% for being inside an Abrams.

Vehicle combat and moraleFour things can happen in vehicle combat and these are outlined in the table below:

Combat Options DescriptionFire and hit by non penetration capable weapon

• If a vehicle is fired upon or hit by a weapon which is not powerful enough to penetrate the vehicle armour it does no damage and does not cause a morale test for the vehicle.

Fire and hit by

penetration capable

weapon

• Check for penetration

• If the round penetrates consult vehicle penetration damage table

• If the round doesn’t penetrate consult vehicle non-penetration chart

Fire and miss but the KZ damage area still overlaps the vehicle by penetration capable weapon

• Check deviation, if the round still covers the vehicle in the KZ area treat this as a non penetrative hit and roll on non-penetration damage table

• Check for damage for any infantry in burst zone (KZ/DZ)

Fire and miss but the DZ damage area still overlaps the vehicle by penetration capable weapon

• Check deviation, if the round still covers the vehicle in the DZ area place a morale marker and resolve morale in the next active phase.

• Check for damage for any infantry in burst zone (KZ/DZ)

Vehicle weapons vs infantry When vehicle weapons are used against infantry, damage is calculated in the same way as small arms fire except that each weapon is an area-effect weapon, because it uses some form of explosive round or because it covers the area in a hail of bullets. As with grenades and mortars each area has a Kill Zone (KZ) and Damage Zone (DZ).

Damage dice against infantryThe maximum damage inflicted against infantry is 6d10. As no human being can take this much damage and live (The average for a 1d10 role is 5.5, so the average damage caused by 6d10 is 33 points! Characters are dead after receiving 12 points of damage). While there will always be characters who make miraculous escapes this will be rare enough to reflect the very low odds of this occurring.

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 111

Vehicles take morale tests not in the combat phase when the stimulus that prompts the test occurs (e.g. when the vehicle has been shot at), but are rolled in the vehicles’ next available combat phase.

This means that vehicles, just like characters, are able to react to a number of stimuli and if a vehicle incurs several morale tests in a single combat phase then each subsequent morale test incurs cumulative morale test modifier of -10%.

Vehicle morale modifiers

Description % ModifierUnder fire from ATGM, or MBT cannon -20%

For each subsequent morale marker placed -10%

See friendly vehicle destroyed -20%

Weapon deviationIf the roll to hit misses, consult the deviation table to find out where the round(s) landed.

Weapon Novice & Average

Veteran & Elite

MBT Cannon 1d10 1d6

Missile 2d10 1d10

Chaingun, Autocannon 1d6 1d6/2

VEHICLES & VEHICLE COMBAT

Vehicle failed morale table:If the crew fail their morale roll 1d10 and consult the table below:

1d10 Morale Result1-7 Pinned

Vehicle can’t move or fire weapons for the rest of the combat phase. Infantry (Passengers) must make a morale test if they wish to disembark.

8-10 RetireMove to the nearest cover within 12” from the cause of the test, even if the vehicle is already in cover, then take no action for the rest of the combat phase. In the next active combat phase the vehicle must make a successful morale test to continue.

If unsuccessful treat as pinned.

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 112

The cost of vehiclesPlayers may want to supply their squads with vehicles in the same way that they create units at the beginning of the game. The costs of basic vehicles is shown overleaf.

Vehicle typesVehicles have the same experience ratings as characters, so it’s possible to a have an Average vehicle or an Elite vehicle, with their skills differing accordingly. This rating represents the ability of the crew. A vehicle has 3 APs, just like a character, which represents the efforts of the crew for that combat phase.

Description Range Minimumrange

Kill radius Damage radius Damage

40mm grenade 150m(75”)

20m(10”)

5m (2.5”)5” diameter

15m (7.5”)15” diameter

KZ4d10/DZ1d10

GMG 150m(75”)

20m(10”)

5m (2.5”)5” diameter

15m (7.5”)15” diameter

KZ4d10/DZ1d10(1d6/2 rounds per phase)

Javelin/ATGM/ASM 2500m 75m(35”)

10m (5”)10” diameter

20m (10”)40” diameter

KZ6d10/DZ2d10

AutoCannon 4000m 10m(5”)

5m (2.5”)5” diameter

15m (7.5”)15” diameter

KZ6d10/DZ1d10

Chaingun 3000m 10m(5”)

5m (2.5”)5” diameter

15m (7.5”)15” diameter

KZ6d10/DZ1d10

MBT Cannon 4000m 10m(5”)

10m (5”)10” diameter

20m (10”)20” diameter

KZ6d10/DZ2d10

Max 6d10 - There is no need to roll more damage dice as the average roll indicates that all characters are killed

Vehicle Weapons Versus Infantry Table

Vehicle attributesAll vehicles have a BODY rating, which is created by rolling 10+1d10 to get a number between 11 and 20. This BODY represents the ability of the crew, not the vehicle. Skills for vehicles are calculated by multiplying the vehicle experience level x BODY. All crew, regardless of vehicle experience rating, are treated as Average troops if they abandon their vehicle (see Page 115 for details).

VEHICLES & VEHICLE COMBAT

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ExampleAn Elite vehicle (BODY 14) has the following skills:• Spot: 70%• Drive (+20%): 90%• Main weapon: 70%

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Abbreviation Definition Examples Cost Morale modifier

Technical Civilian gun vehicle Hilux 100 points 0%

AFV Armoured Fighting Vehicle

HUMVEE (all variants), M1117 Armoured Security Vehicle, Cougar 6x6/4x4, TPz Fuchs, Viking, Jackal

250 points +30%

APC/IFV Armoured Personal Carrier/Infantry Fighting Vehicle

VBCI, Stryker, LAV 25, M113 (all variants), AMX10, Boxer, Puma, ERC 90 Sagaie, FV432/Bulldog (all variants)

500 points +40%

MICV Mechanised Infantry Combat Vehicle

Bradley, Warrior, armoured personnel carriers, amphibious assault vehicles

1000 points +50%

MBT Main Battle Tank Abrams, T90 (all armour variants), Leop-ard 2A5, LeClerc

2000 points +60%

Vehicle Types Table

Vehicle movementWhen a vehicle is moving the driver is not doing anything out of the ordinary – the player only rolls the vehicle drive skill when the vehicle needs to cross a ditch or hedge, enter boggy terrain etc. Rolling a success means the vehicle has carried out the manoeuvre perfectly. Failure means the vehicle is stuck and will remain stuck until a successful drive roll is made.

Vehicle AP Costs

Description AP costDrive 1 AP

Spot 1 AP

Shoot weapon 1 AP

ExampleWhile on patrol, a British Army Jackal is given an order to get off the road and cross a ploughed field. On his first activation phase, the player spends 2 APs increasing the vehicle driving skill from its base 70% to 90%.

Driving off road has a -20% modifier, reducing the driver’s drive skill to 70%.

The player rolls a 81, a failure, and as the Jackal enters the ploughed field it gets stuck. In the next combat phase the driver rolls his skill again and he rolls 93 – another failure.

The vehicle will now be stationary until the next combat phase. In the next combat phase the driver again rolls, and this time gets a 27, a success. The player is now free to move the vehicle where he wishes.

VEHICLES & VEHICLE COMBAT

ExampleA vehicle spends 1 AP to move, travelling 40 meters (20”), then spends 1AP stopping and then 1 AP spotting.

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Terrain type Drive skill modifierMud/Ploughed Field -20%

Ford -20%

River crossing -20% Amphibious only

Sand -30%

Steep incline/Berm -30%

Crossing hedges/bushes -30%

Crossing dry stone walls -50%

Vehicle speedAll vehicles move on roads at up to 40m (20”) per combat phase. This is approximately 50km per hour and, while most vehicles can travel faster than this, vehicles will not always be driven at their maximum capacity. When driven off road, all vehicles move up to a maximum of 20m (10”) per combat phase (approximately 25km per hour).

Embarking and disembarking from helicopters and vehiclesWhen a vehicle or helicopter stops, any passengers can embark or disembark on the combat phase after the vehicle comes to a complete stop. Any characters who are disembarking can make a 1 AP move from the vehicle, which is 6” running or 3” walking. No other activity is allowed. After this, all disembarked passengers will move on their own combat phases.

All characters within 6” of a stationary vehicle can board at the cost of 3 APs on their next combat phase.

How to spot a targetThe spotting process for vehicles is exactly the same as for infantry. This is because it’s the crew – and frequently the vehicle commander – who is doing the spotting. To begin the process of spotting a vehicle needs to first draw a line of sight to their target.

As with infantry spot tests, a vehicle needs to be able to draw a straight line between itself and its target. This cannot be drawn through any hard cover over 1m tall (walls etc.) but can penetrate unlimited softcover unless stated by the scenario rules or agreed by the players before the game starts. Any vehicle in the open (defined as the target having no intervening cover in the LoS

between themselves and the spotter) is automatically spotted with no AP cost to the spotter. Additional modifiers to vehicle spotting are shown in the Spot Modifiers Table (Vehicles) below.

Spot Modifiers Table (Vehicles)Vehicles Modifier

Target vehicle is moving +50%

Target vehicle is firing secondary weapons

+30%

Target vehicle is firing primary weapons

+50%

Target vehicle is side on +50%

Target vehicle in hard cover -20%

Target vehicle in soft cover -10%

Target vehicle hull down -20%

Spotter is buttoned up -30%

Spotter using night vision device +30%

Spotter vehicle is moving -30%

ShootingTo make a successful attack roll the player has to roll below his vehicle’s weapon skill, adding or subtracting the modifiers as shown in the Shooting Modifiers Table below.

Description %Per 1 AP of aim, to a maximum of 2 +10%

Target is moving +20%

Target in hard cover -30%

Target in softcover -20%

Attacking from behind +50%

Attacker moving -20%

PenetrationThe player now looks up the penetration chance on the penetration chart (page 109)

• If the player rolls below the penetration value it has penetrated the armour and the players should roll 1d10 on the Vehicle Penetration Damage Table to determine the result.

• If the player rolls above the weapon penetration value, the weapon has failed to penetrate. Players should now roll 1d10 on the Vehicle Non-Penetration Damage Table to determine the result.

VEHICLES & VEHICLE COMBAT

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Vehicle Damage

Vehicle Penetration Damage Table1d10 Description1-6 Immobilised and out of action

Vehicle can’t move or fire for the rest of the game. Crew abandon the vehicle and move towards the nearest friendly unit. All infantry (passengers) automatically disembark and are treated as pinned

7-10 DestroyedVehicle is left in place and becomes a wreck.All crew and passengers are killed.

Vehicle Non-Penetration Damage Table1d10 Description1-9 Crew stunned

Vehicle can’t move or fire weapons for the rest of the combat phase. Infantry (Passengers) must make a morale test if they wish to disembark.

10 Immobilised and out of actionVehicle can’t move or fire for the rest of the game. Crew abandon the vehicle and join the nearest friendly unit but are treated as pinned.All infantry (passengers) automatically disembark and are treated as pinned

Bailed out crewAll crew, regardless of vehicle experience rating, are treated as Average troops if they abandon their vehicle. They have the following attributes:

BODY Armour Morale AP Weapon Cbt Phases

12 1d10+4 55% 3 TBD 3,5,7,9

SKILLS:

Pistol (BODY x 3) | Rifle (BODY x 3 +10%) | Spot (100%) |

First Aid (30%) | Heavy Weapon (BODY x 2) | Throw (BODY x 3) |

Forward Observer (BODY x2) |

Bailed out crew only enter another vehicle as passengers and may not return to their own vehicle for the duration of the game.

VEHICLES & VEHICLE COMBAT

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ADVANCED COMBAT RULES

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ADVANCED COMBAT RULES

Advanced Combat RulesThe following rules are optional but allow greater complexity to your games. The use of any optional rules needs to be agreed by both players before the commencement of a game.

Skirmish Sangin is designed for small-scale battles usually with fewer than twenty figures on a table that is two to four feet square. A four foot square feet board equates in scale to approximately 100 metres square in real terms.

This means that many heavy weapons such as mortars and .50 calibre machine guns, as well as snipers, are most likely to be fired from off the table. These assets are available but are bought as part of the package system of building your force. Each unit type has a set cost and a method of activation. Players may not spend more than 25% of their total points on off table assets unless outlined by a scenario.

This represents one version of that asset. This means multiple characters may not call on the same asset in the same combat phase and all assets may only be activated in four combat phases per combat round.

Example:Joshua and Craig are playing Raymond and Colin in a four player game. In combat phase 2 both Joshua and Craig have characters that are active so they both roll a 1d6 to see who goes first. Craig gets a 4 but Joshua wins with a 6.

Joshua will go first. Joshua decides to call in his off the table heavy weapon support which in this case, is a sniper. The target is a Taliban RPG which has pinned down some of Joshua’s troops. There are two ways to do this as outlined on the next page Joshua opts for version 1. Joshua must first spot the target. He uses 2APs to boost his spot skill. Consulting the charts his spot chance is 40%, plus the two APs giving him 10% each, makes his spot skill 60% he rolls a 27% a success, so he has spotted the target.

Craig is also active in phase 2 and he decides to spot and shoot at a different target. He is successful in his spot but he misses the shot forcing the enemy to take a morale test.

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ISAF ADVANCED COMBAT RULES

In phases 3 no one is active and in phase 4 Joshua and Craig once again dice off to see who goes first. Craig rolls a 1 and Joshua a 4 so once again Joshua goes first.

Having spotted his target in his last combat phase Joshua now spends his 3 AP calling in the sniper he therefore makes a Forward Observer roll which is 56% he rolls a 51% a success.

The sniper hits his target for 4d10 damage, no to hit roll for the sniper is required. Joshua rolls damage 4d10, 4, 5, 1, 9 that’s 19 in total which means the RPG Taliban is dead.

Its now Craig turn. He wants to call in the sniper on the character he observed but missed in the last phase. Joshua points out that the off table sniper can only be called if its not already engaged. As it’s the same combat phase the sniper is engaged in Joshua’s shot as both Craig and Joshua are activating simultaneously so the sniper is not current available.

In phase 5 the Taliban that Craig fired on moves behind a small wood and out the otherside running for cover. Craig will need to reacquire the target in his next combat phase. This means in his next combat phase he will still not be able to call in the off table sniper. In combat round 5 Joshua is active again but his last target is dead so he decides on a new target using version 2 Forward Observation roll. Joshua will make the Forward Observation roll in one phase. His Forward Observation to the new target is 56%, he rolls a 01% a critical success. The target would normally take 4d10 damage, but because it was a critical success, 40pts damage. The Taliban is killed outright.

Forward Observation Skill and Spotting.

A player cannot target a geographic point or building without first spotting a target man or vehicle first. ISAF forces must identify an armed insurgent before they can call in heavy weapons. There are two methods of calling in off table support.

Version 1The first method takes place over two combat phases, in the first phase the character may attempt to spot as normally and may enhance their to spot roll with extra APs as per a normal spot test (see spot rules page 53).

Once the target is spotted they must wait until their next active phase to call in the support as making a Forward Observation roll costs 3AP.

In general this allows for spotting of difficult targets that take more time and effort to see. Once the target has been spotted in the next active phase the player spends 3AP and make a Forward Observation roll. If successful the Target is automatically hit. Once spotted the target remains spotted until it moves out of Lines of Sight (LoS) as described on page 50.

Version 2The second option allows a character to spot and radio in the details within the same combat phase by only using their Forward Observation skill to spot the target as well relay the information to the heavy weapon team. In this case the player makes a Forward Observation roll, at the cost of 3APs, and must take into account the spotting modifiers as normal. While this quicker to play the Forward Observer can not add APs to increase their skill level.

ExampleJoshua’s Forward Observation skill is 56%. He decides to call a sniper in using version 2 method. The target is higher than Joshua and in medium cover reducing his chance to hit by 40% (-30% for hard cover, -10% for target above) so Joshua must roll below 16%. He rolls a 83% a miss.

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Round 1 Round 2 Round 3

Mortar platoon (500pts) A mortar platoon costs 500 points. To call in a mortar strike the character must have made one of the Forward Observation methods succesfully.

The mortar team takes one combat phase to prepare to fire and the first round is then fired on the following activation phase. The mortar operates on the same phases as the character that called it in. Once the first round has been fired the following two rounds of the mission will land on each subsequent combat phase.

• If successful The player selects a point, within the weapon’s range on the board where they want the mortar barrage to land. This is marked to show both players the desired point of impact. The mortar team will use the same combat phases as the character who makes the Forward Observation skill. A successful barrage uses the template below, where each circle is the size of the damage zone of the particular mortar. The template can be used horizontally or vertically.

Example:Joshua’s character on combat phase 2, decides to call in his mortar platoon support. His character has Forward Observation of 45%. Joshua rolls a 31% a success. The mortar team ready the mortar in combat phase 2 and in combat phase 4 the first round of the mortar lands.

The remaining 2 rounds of the fire mission will land on phases 6 and 8.

• If unsuccessful If the player rolls a miss, the player must roll 1d10 on the divergence diagram to resolve the direction of the deviation and then roll the deviation dice based on their experience deviation modifier.

Example:Using the example above, lets imagine Joshua fails his Forward Observation roll. Joshua rolls 1d10 and gets a 7 for direction. As his characters experience rating is Veteran he looks that up on the deviation chart. He needs to rolls 3d6 for the distance. He rolls, 4, 2 and a 6 for 12 inches in total. This is the point that the first round hits and the remaining rounds follow the template as shown in previous column.

Weapon Novice & Average deviation

Veteran & Elite deviation

Mortar 3d10 inches 3d6 inches

Mortar Deviation Chart

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Sniper team (100pts)The player must nominate the edge of the board that the sniper will fire from at the beginning of the game and write this down. This can be kept secret from his opponent until the first shot is fired. Buildings and all cover have the same effect on the sniper as they do on normal troops so the player needs to ensure that likely target areas can be clearly seen from the board edge that he allocates for the sniper.

When in play, the snipers have been given an overwatch briefing on your unit as it moves into contact. To call in a sniper team the character must have used one of the Forward Observation methods succesfully.

• If success The target takes 4d10 damage and rolls for armour as normal. For each successful kill, all enemy figures within 6” of the target must make a morale test at -20%.

• If unsuccessful If the character fails the Forward Observation roll the sniper has been unable indentify the target. A new fire mission will need to be called.

Although sniper are viewed as being on permanent overwatch they can only fire on the Forward Observers combat phase and the sniper asset may only fire to a maximum of four times per combat round.

Fire support platoon (HMG ) 50ptsThe player must nominate the edge of the board that the HMG will fire from at the beginning of the game and write this down. This can be kept secret from his opponent until the first shot is fired. Buildings and all cover have the same effect on the HMG as these do on normal troops so the player needs to ensure that likely target areas can be clearly seen from the board edge that he allocates for the HMG.

To call in the .50 cal fire support platoon the character must have used one of the Forward Observation methods succesfully. • If successful

It takes the fire support team one combat phase to respond. They do not respond in the combat phase in which they have been successfully called The .50 cal operates on the same phases as the character that called it in.

• If unsuccessful The fire support team doesn’t fire, as they have been unable indentify the target. A new fire mission will need to be called.

The Fire Support Platoon asset may only fire to a maximum of four times per combat round.

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Example:On phase 3, Matthew’s character decides to call a .50 cal attack, and his characters Forward Observation skill is 42%. He rolls his forward observation skill and is successful.

Matthew allocates the position he wants the attack to cover, rolls the damage dice and checks the area to see which miniatures are in which zone.

Weapon Damage Range Area effect

HMG KZ5d10 1000” (2000mm) 6”

If Matthew was unsuccessful the .50 cal team cannot clearly identify the target and the fire mission is lost.

Fire support platoon (grenade machine gun) (200pts)To call in a grenade machine gun strike, the character has must have used one of the Forward Observation methods succesfully. • If successful

It takes the fire support team one combat phase to respond. The GMG operates on the same phases as the character that called it in. The following barrage template is used where each circle is 15” in diameter. The template can be used horizontally or vertically.

• If unsuccessful

Round 1 Round 2 Round 3

Weapon Novice & Average deviation

Veteran & Elite deviation

GMG 2d10 inches 2d6 inches

GMG Deviation Chart

If the player rolls a miss, the player must roll 1d10 on the divergence diagram to resolve the direction of the deviation and then roll the deviation dice based on their experience deviation modifier. This means that the grenades may land off the game table or amongst any player’s characters.

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Fire support platoon (anti-tank platoon) (200pts)To call in an anti-tank platoon strike, the character must have used one of the Forward Observation methods succesfully.

• If successful It takes the fire support team one combat phase to respond. The AT weapon operates on the same phases as the character that called it in. The character allocates the position he wants the attack to cover and rolls the damage dice and checks the area to see which miniatures are in which zone.

• If unsuccessful If the player rolls a miss, the player must roll 1d10 on the divergence diagram to resolve the direction of the deviation and then roll the deviation dice based on their experience deviation modifier. This means that the munitions may land off the game table or amongst any player’s characters.

ArtilleryArtillery is not part of the Skirmish Sangin game due to the size of the battlefield. Artillery is not fired into such a “danger close” environment where friendly forces are within 600m of a target.

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Weapon Novice & Average deviation

Veteran & Elite deviation

ATGM 1d10 inches 1d6 inches

ATGM Deviation Table

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ATGM Deviation Table

Helicopters and Fast AirHelicopters and aircraft are often called on station as either a reaction to whats happening on the ground or part of the original game plan designed by the military when planning an attack. These aircraft are frequently covering a very wide area and even though they can travel at supersonic speeds they frequently take time to be brought to bear. To reflect this aircraft and helicopters are treated slightly differently to other off the table assets.

Calling in Fast Air (50pts)Due to the typical skirmish battlefield representing approxiately 100m square area, aircraft won’t drop bombs in such a “danger close” environment but can be tasked with a “show of force” mission in which they fly over the area at a low-level and drop flares to intimidate enemy forces, rather than kill them.

Calling in a “show of force” mission takes 3 APs, and a roll against the character’s Forward Observation skill. The Fast Air operates on the same phases as the character that called it in.

The fast air “attack” happens on the characters next active combat phase.

1d10 Description1–6 The aircraft is available but cannot clearly identify

the enemy activity and asks for more details –

the show of force is delayed until the end of the

combat round.

6–9 The show of force happens in the next combat

phase, with the jet screaming in and lighting flares.

All Taliban/Insurgent characters on the board

must make an unmodified morale test at -20%.

10 The show of force happens immediately, with

the jet screaming in and lighting flares. All Taliban/

Insurgent characters on the board must make an

unmodified morale test at -20%.

• If unsuccessful The aircraft is not available as it is supporting another group. A new mission must be called in on the character’s next combat phase

• If successful The player rolls 1d10 and consults the table below.

ISAF ADVANCED COMBAT RULES

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Calling in Attack Helicopters (250pts)Calling in an attcak helicopter mission takes 3 APs and a roll against the character’s Forward Observation skill.

• If successful The player rolls 1d10 and consults the table below. The Helicopter attack happens on the next active combat phase.

1d10 Description1–6 The aircraft is available but cannot see any ene-

my activity and asks for more details – the attack

is delayed until the end of the combat round.

6–9 The helicopter makes a successful attack with its

chain gun (KZ6d10/DZ1d10).

Resolve the area and damage as outlined in the

heavy weapon section (Page 89) All Taliban/

Insurgent characters on the board must make an

unmodified morale test at -20%.

10 The helicopter makes a successful attacks with

its Hellfire missiles(KZ6d10/DZ2d10).

Resolve the area and damage as outlined in the

heavy weapon section (Page 89). All Taliban/

Insurgent characters on the board must make an

unmodified morale test at -30%.

• If unsuccessful The helicopter is not available as it is supporting another group. A new mission must be called in on the character’s next combat phase

Example:On phase 3, Matthew’s character decides to call in an attack helicopter, his characters Forward Observation skill of 42% and adds to AP to make it 62%. He rolls his dice and is successful. He then rolls 1d10 to see the outcome.

He rolls a 7 a chaingun attack. The attack is successful so all Matthew has to do is allocate the position he wants the attack to cover and rolls the damage dice and checks the area to see which miniatures are in which zone.

MEDEVAC helicopters (100pts) Caling in a MEDEVAC helicopter takes 3 APs, and a roll against the character’s Forward Observation skill.

If successful The player rolls 1d10 and consult the table below. The MEDEVAC helicopter lands in the characters next combat phase.

If unsuccessfulThe helicopter is not available as it is supporting another group. A new mission must be called in on the character’s next combat phase.

1d10 Description1–5 The aircraft is available but the pilot believes that

there is enemy activity nearby so waits until it

has moved off the proposed landing zone. The

MEDEVAC is delayed until the end of the combat

round.

6–8 The MEDEVAC lands off the right edge of the

board – the player must move the casualty off

that edge and when successful will gain 50 points

for victory conditions.

9-10 The MEDEVAC lands off the left edge of the

board – the player must move the casualty off

that edge and when successful will gain 50 points

for victory conditions.

ISAF ADVANCED COMBAT RULES

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Weapon Novice & Average deviation

Veteran & Elite deviation

Mortar 3d10 inches 3d6 inches

Sniper team (100pts)The player must nominate the edge of the board that the sniper will fire from at the beginning of the game, and write this down. This can be kept secret from his opponent until the first shot is fired. Buildings and all cover have the same effect on the sniper as these do on normal troops so the player needs to ensure that likely target areas can be clearly seen from the board edge that he allocates for the sniper.

When in play, the snipers have been given an overwatch briefing on your unit as it moves into contact. To call in a sniper team the character has to the character has must have use one of the Forward Observation methods succesfully.

• If success The target takes 4d10 damage and rolls for armour as normal. For each successful kill, all enemy figures within 6” of the target must make a morale test at -20%.

• If unsuccessful If the character fails the Forward Observation roll the sniper has been unable identified the target. A new fire mission will need to be called.

Although snipers are viewed as being on permanent overwatch they can only fire on the callers combat phase and the sniper asset may only fire to a maximum of four times per combat round.

Suicide bombers (50pts)A suicide bomber costs 75 points, and their statistics are as follows:

Suicide bomber attributesBODY Morale AP Weapon Cbt Phases

1d10+10 50% 3 - -

Spotter 50ptsA Taliban spotter (frequenty known as Dickers in military parlance) is an individual who observes ISAF forces and communicates with Taliban troops by mobile phone. A dicker ,or spotter, has an experience rating of Average and Forward Observer skill of +35%. A Taliban off-table mortar team/sniper team needs a dicker or spotter to be able to fire. The dicker must be clearly designated and, in the event of their death the Taliban will lose the ability to call in additional fire missions.

Mortar team (500pts)Important Note: The insurgent player cannot field an off -the-table mortar unless they have already purchased an on table spotter.

A mortar platoon costs 500 points. To call in a mortar strike, the Taliban Dicker/Spotter must have used one of the Forward Observation methods succesfully at the cost of 3APs.

• If successful The player selects a point (within the weapon range) on the board where they want the mortar barrage to land. This is marked to show both players the desired point of impact. The mortar team will use the same combat phases as the character who made the Forward Observation skill.

• If unsuccessful If the player rolls a miss, the player must roll 1d10 on the divergence diagram to resolve the direction of the deviation and then roll the deviation dice based on their experience deviation modifier.

The mortar team takes one combat phases to prepare to fire, and the first round is then fired on the following activation phase. Once the first round has been fired the following two rounds of the mission will land on each subsequent combat phase.

Indirect fire deviation table

Support assets for Taliban/Insurgent Militia

INSURGENT ADVANCED COMBAT RULES

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Placing IEDs on the battlefieldIEDs can be placed anywhere on the battlefield during set up. These are drawn on a sketch map of the battlefield and must be operated by a designated character who has line of sight to the explosive.

It takes 2 APs to trigger the attack. IEDs are only revealed to the ISAF players when triggered. For morale purposes treat IEDs as mortar rounds.

INSURGENT ADVANCED COMBAT RULES

Suicide bombers have no combat abilities beyond their explosive jacket. The suicide bomber will move according to their BODY combat phases but when instigating their attack must make a successful standard morale test to activate the charge. There are no modifiers used with this roll. Failure means they have lost their nerve and immediately retreat off the board. Failed suicide bombers cannot be rallied.

Weapon Blast diameter Damage Suicide Vest KZ 3” DZ 6” 6d10/3d10 PEN 10

Booby-traps (25pts)Booby-traps are smaller IEDs and are usually made from a hand grenade set up to explode when someone catches a trip wire or steps on a pressure plate. All booby-traps are treated as a grenade explosion.

Description Kill Zone Damage Zone

Damage

Hand grenade 5m (2.5”) 5” diameter

15m (7.5”)15” diameter

KZ4d10/DZ1d10

Booby-traps can be placed anywhere on the battlefield during set up. These are drawn on a sketch map of the battlefield. They are only revealed to the ISAF players when activated.

Improvised explosive devices (IEDs) (100pts)The Taliban have become increasingly proficient in the use of improvised explosive devices (IEDs) as the war in Afghanistan has continued. IEDs have been used extensively by many insurgent groups, and according to some reports have caused approximately two thirds of the ISAF casualties to date.

IEDs are homemade bombs that can be constructed from conventional military explosives such as artillery rounds attached to an electronic detonating mechanism, or they may use more mundane ingredients like ammonium nitrate and cooking oil. IEDs can be triggered with radio devices, electrical wire, detonating cord, or pressure triggers.

IED size Blast diameter Damage Cost

Small KZ 3” DZ 6” 6d10/3d10 PEN 10 50 points

Medium KZ 6” DZ 12” 6d10/3d10 PEN 15 100 points

Large KZ 9” DZ 18” 6d10/3d10 PEN 20 150 points

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Technicals (100pts)Wikipedia defines a “technical” as a type of improvised fighting vehicle, typically a civilian or military non-combat vehicle which has been modified to provide an offensive capability similar to a military gun truck. Technicals are usually open-backed civilian pickup trucks or four-wheel drive vehicles mounting a machine gun, light anti-aircraft gun, recoilless rifle or other support weapon.

The cost of the technical includes whatever armament the player wants to put on the back of the vehicle. As the types of weapons differ widely it is impossible to give a finite list of which weapons should be on the technical. The technical is rated 0 for all vehicle to vehicle combat. Technical’s are not available to ISAF player unless they field Afghanistan Police forces.

Ratlines and tunnels (200pts) Taliban are typically recruited from local villages or have been in place for a period of time. This means that they know every nook and cranny of the battlefield including the culverts, sewers, drainage systems and where there are holes in the walls to shoot from.

ISAF forces frequently believe that they have cleared the Taliban out of areas only to find themselves being shot at from the rear as insurgents reappear. To model this, the Taliban player can spend 200 points to create six places that the Taliban can appear and disappear into. These are drawn on a sketch map and only revealed by the

Taliban player as each one is activated. To enter and exit a bolt-holes takes 3 AP. A character spends 3 AP to enter and in their next combat phase spends 3AP to exit at the bolthole of their choice. The 3 AP includes an ability to move up to 6” from the emergence point.

Ratlines and tunnels cannot be attacked or destroyed by ISAF forces however emerging Taliban can be targetted and fired upon by ISAF forces.

Merge with the populace (200pts)All Taliban players may have their characters merge with the population. They simply hide their weapons and pretend to be peasant farmers. To do this the Taliban character must not under fire or in hand to hand combat and must make an unmodified morale roll.

• If successful The charcater immediately becomes a non-combatant for the rest of the game but denies the ISAF forces the victory points they would incur based on the scenario outline.

• If unsuccessful If they fail they retire from the battle and all victory points are allocated to the ISAF forces as normal.

INSURGENT ADVANCED COMBAT RULES

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EXAMPLE GAME

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Its 2003, 16 Air Assault Brigade, 3rd Battalion of British Paratroopers have been in country for several months taking part in Operation Herrick. Throughout this time Forward Operating Base (FOB) Jackson has been plagued with constant sniper fire.

The paratroopers have, so far, been unsuccessful in locating the sniper. Even counter sniping teams have failed to find their target. Today 1 Platoon has been tasked with patrolling in west of Sangin village. It’s early morning and the temperature is high as the men leave their Sangar. Almost immediately the patrol finds an IED, secures the area and comes under fire from the sniper and its here we pick up the action. (This game will only show a single squad in action not the entire platoon as it represents just part of the over-all game.)

The British Paratroopers are Sergeant Fearon, Lance Corporal Watterson and Privates McGarry and Richards. .

CombatPhase

BDY 0-11

BDY 12-14

BDY 15-17

BDY 18-20

1 X2 X3 X X4 X X5 X X6 X X7 X X8 X X

9 X10 X

GAME EXAMPLE

The British Paratroopers having been fired on have a rough idea of the snipers position. They are tasked with trying to flush him out. The Paratroopers all start the game kneeling behind a dry stonewall spread across the width of the game board. The Taliban are on the second floor and first floor of a nearby building and one is in the orchard.

Skirmish Sangin Rules: Combat phasesSkirmish Sangin isn’t an IGO UGO game. Characters are activated in combat phases based on their BODY attribute. The BODY attribute of the character dictates which of the ten phases of a combat round a character is active in – the higher their BODY attribute, the earlier a character’s combat phases occur. See the Combat Phase Table (below) for a clear outline of this, noting that combat phases occur in order from highest to lowest BODY rank.

Combat Phase Table

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THE FORCES

BODY Armour Morale AP Weapon Cbt Phases

14(16) 1d10+4 85% 3 L85A2 3,5,7,9

Paratroopers:Below are the attributes for each of the four paratroopers. The squad costs 330 points. This is based on their level of experience, their rank and what weapons they carry. There start up zone is shown in the map. The paratroopers should set up in cover anywhere in their set up zone. There is no minimum gap that needs to be adhered between the miniatures. The whole combat area 4ft x 4ft which is approximately 100m square.

SKILLS:Pistol (BDY x 4) 64% | Rifle (BDY x 4 +10%+10%) 84%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 48% | Throw (BDY x 4) 64% | Forward Observer (BDY x 3+10%) 58%|

SKILLS:Pistol (BDY x 3) 42% | Rifle (BDY x 3 +10%+10%) 62%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 28%| Throw (BDY x 3) 42%| Forward Observer (BDY x 2+10%) 38%|

Craig “Loki” Watterson - Average

BODY Armour Morale AP Weapon Cbt Phases

12(14) 1d10+4 55% 3 L85A2 3,5,7,9

SKILLS:Pistol (BDY x 3) 36% | Rifle (BDY x 3 +10%) 46% | Spot 100% | First Aid (30%) | Heavy Weapon (BDY x 2) 24% | Throw (BDY x 3) 36% | Forward Observer (BDY x2) 24% |

Jeff “Yank” Richards - Average

BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 55% 3 L85A2+UGL

4,6,8,10

Sgt. Dan Fearon - Veteran NCO

SKILLS:Pistol (BDY x 3) 60% | Rifle (BDY x 3 +10%) 70% | Spot 100% | First Aid (30%) | Heavy Weapon (BDY x 2) 40% | Throw (BDY x 3) 60% | Forward Observer (BDY x 2) 40% |

Sean “Kiwi” McGarry - Average

BODY Armour Morale AP Weapon Cbt Phases

18(20) 1d10+4 55% 3 Minimi 1,3,5,7

SKILLS:Pistol (BDY x 4) 68%| Rifle (BDY x 4 +10%+30%) 108%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 51% | Throw (BDY x 4) 68%| Forward Observer (BDY x 3+30%) 51% |

Atash - Veteran, Mujahedeen Sniper

TalibanBelow are the attributes for each the four Taliban. The group costs 210pts. The Taliban sniper can be positioned anywhere in the Taliban start zone but the physically higher up the figure begins the game the better the chances of a successful contact. There is no minimum gap that needs to be adhered between the miniatures.

SKILLS:Pistol (BDY x 3) 39% | Rifle (BDY x 3 +10%) 49%| | Spot 100% | First Aid (30%) | Heavy Weapon (BDY x 2) 26% | Throw (BDY x 3) 39%| Forward Observer (BDY x2) 26%

Abdul Bari - Average

SKILLS:Pistol (BDY x 2) 36% | Rifle (BDY x 2 +10%) 46%| Spot 100% | First Aid (30%) |Heavy Weapon (BDY x 1) 18% | Throw (BDY x 3) 54% | Forward Observer (BDY x1) 18%

Masem - Novice

BODY Armour Morale AP Weapon Cbt Phases

17 N/A 105% 3 Dragunov 2,4,6,8

BODY Armour Morale AP Weapon Cbt Phases

13 N/A 55% 3 L85A2 3,5,7,9

BODY Armour Morale AP Weapon Cbt Phases

18 N/A 55% 3 AK47 1,3,5,7

Weapon Damage Range Area Effect

Assault Rifles 2d10 250” -

Minimi 4d10 500” 4”

Dragunov 3d10 250” -

40mm Grenade Launcher (UGL) KZ4d10DZ1d10

75” KZ 5”DZ15”

Weapon Table

NOTE: Underslung 40mm Grenades (UGL)When using 40mm grenades the first 5” diameter is the Kill Zone (KZ) and it’s in this area most damage occurs. Any character caught in this area takes 4d10 damage. From 5” to 15” is the Damage Zone (DZ), any character caught in this area takes 1d10 damage.

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Combat Phase 1: The Combat Phase table (see page 2) indicates that the first active characters are those of BODY 18-20. There is one Paratrooper and one Taliban active. Both players have one character with a BODY of 18. As two characters cannot go at the same time the players roll a D6 to decide who goes first. Player 1 (Paratrooper) rolls a 6 and Player 2 (Taliban) rolls a 3. Paratrooper McGarry will activate first. In each active combat phase a character has 3 action points (AP) to spend on actions.

Player 1Player 1 decides that Paratrooper McGarry will make a run from his starting place where he is kneeling behind a dry stonewall along the side of the field. The characters starts the game kneeling so he spends 1AP to stand up, 1 AP to run 6” and 1AP to stop by a dry stonewall. Because he has run out of AP Paratrooper McGarry is standing up behind the stonewall and is considered stopped for all tests. Player 2Now its Player 2 turn to active his character Masem who has a BODY of 20. Masem draws a line of sight (LoS) to Paratrooper McGarry.

A straight line can be drawn through the orchard, across the corner of the poppy field and over the dry stonewall. (Players always take the biggest cover modifier along the LoS. In this case it’s the dry stonewall.) Player 2 decides he will try and shoot the Paratrooper. Masem spends his first AP spotting. All spotting begins at 100% chance and is reduced by criteria like cover and movement.

Paratrooper McGarry is stationary target (-0%), and is in medium cover (-30% ) As Masem hasn’t moved there are no more additional modifiers. So Masem is current spotting chance is 70%. He decides to spend an additional 1AP on the roll to increases his spotting skill by 10% (All skills can be increased by spending APs for each AP spent the characters skill increases by 10% to a maximum of 20%. This represents the extra time and effort the character is taking to perform that action). Masem’s skill is now 80% chance to spot the Paratrooper. He rolls a 37% and he spots the target. Masem has 1AP left and decides to shoot. His skill with his AK47 is 50%. The stonewall offers Paratrooper McGarry medium cover (-30%) so Masem’s ability is 20%. He rolls a 56%, a miss. Although the shot missed, Paratrooper McGarry will now have to take a morale roll.

THE GAME

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Failed Morale Table

This morale roll is taken at the beginning of his next combat phase as additional modifiers may come into play before then. This is shown by placing a morale marker next to the figure. This is the end of phase 1 as no character has BODY attribute of 19 or 18.

Combat Phase 2Player 2In this activation phase the first active character is Atash Baseer, the sniper. Player 2 checks to see if he can draw a direct LoS to Paratrooper McGarry. He can and so a will spend 1AP on spotting, his skill starts at 100%, the dry stone wall is -30% and because Atash is on the second floor of the compound he gets +20%. So his total to spot is 90% and he rolls a 93% and he fails. Atash spends another AP to spot and this time he rolls a 13% and has spotted the young Paratrooper (Players may spot more than once per turn).

With his last AP he tries to shoot the Paratrooper. His skill starts at 78% and is reduced to 48% by the cover modifier (-30%). He rolls a 97% a miss. Paratrooper McGarry adds another morale marker to indicate he has received fire twice.

Player 1The next active character is Paratrooper Sgt. Fearon. He can draw a line of sight to the sniper so spends 1AP spotting. The sniper is inside a building (-60%) but the sniper has fired so Sgt Fearon adds + 10% making his

chance to spot 50%. He decides to spend an additional AP making his skill 60% and rolls a 18%, a success. He can now see the sniper. He decides to shoot with his last AP. His skill is 84%, the sniper is deemed to be in a prepared defence, (this includes buildings) for -60% and is one storey higher than Sgt. Fearon. This adds an additional -10% that gives Sgt. Fearon a 14% chance to hit. He rolls a 79%, a miss. Player 2 places a morale marker next to the sniper to reflect the morale roll that’s now required in the sniper’s next action phase.

Combat Phase 3As in phase 1 both players have characters that active on the same BODY of 18, so they again roll 1d6. Paratrooper McGarry rolls a 2 but Masem rolls even lower a 1, so Paratrooper McGarry goes first again this round.

Player 1Paratrooper McGarry has two morale markers next to his figure so before he can do anything he has to pass a morale roll. Having one marker would make the paratrooper make a morale roll. Having two or more means the character make a single morale roll at an additional -10% for each marker beyond the first.

Paratrooper McGarry’s morale rating is 55%, -10% for the additional marker = 45%. Because he has come under sniper fire he has an additional -20%, making his final score of 25%. He rolls an 86% and fails. He must now roll on the failed morale table (see below).

THE GAME

1d10 Description1-5 Drops prone

The soldier drops prone, taking no further action this combat phase. At the beginning of their next combat phase they can act as normal.

6-8 Pinned downA pinned down result means that the character is prone until the next combat phase, taking no action. At the beginning of their next combat phase they must make a morale test, with success indicating that the character can act as normal, while failure means that they are treated as a ‘retire’ result.

If the enemy combatant is within 2”, and the character is alone the character will surrender and its figure is removed from the board and counts towards victory conditions.

9-10 RetireMove to the nearest cover within 12” from the cause of the test, even if the character is already in cover, then take no action for the rest of the combat phase. In the next active combat phase the character must make a successful morale test or be removed from the board and be counted as a casualty in any points-based game.

If the enemy combatant is within 4”, and the character is alone the character will surrender and is treated as a prisoner.

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Player 1 rolls 1d10 and gets a 6. This means Paratrooper McGarry is pinned (see the Wound Table next page.)

Player 2Masem decides to shoot again at paratrooper McGarry but as he is now prone because of his pinned result and behind a dry stonewall, Masem can no longer draw a clear line of sight to him. Player 2 looks around the board and can draw a LoS to all the paratroopers. Masem decides on Sgt. Fearon and successfully draws a line of sight to him.

Masem spends his first AP spotting Sgt Fearon. Sgt. Fearon is kneeling (-20%) behind a dry stonewall (-30%).Masem chance to spot is 50%. He rolls a 27% and spots the Sergeant. He then spends an additional AP on shooting skill, adding 10% to his skill making 60% total and spends his last AP taking the shoot. He rolls 11%,

a hit. Masem rolls his damage. An AK47 rolls 2d10 and he rolls a 7 and a 2 for a total damage of 9. Sgt Fearon now rolls his body armour, which is 1d10 +4. He rolls a 4+4 =8 of damage blocked by his body armour. So Sgt, Fearon takes 1 point of damage. Player 1 looks up the damage on the Wound Table.

One point of damage is classified as a light wound. Sgt, Fearon looses -20% from all his combat abilities, drops prone and must make a morale test at the beginning of his next combat phase. Player 1 places a morale marker next to the figure to remind him to take the test. This also triggers a morale test for all witnesses within 12”. This means that Paratrooper Richards will also have a morale marker placed next to him. He will make a morale test at the beginning of his next activated combat phase. That’s the end of the turn for all characters that

THE GAME

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Damage Description Morale Consciousness Mission

1-3 Light wound• -20% from all combat abilities• Compulsory morale test in first

available combat phase • Character drops prone• Causes morale test for all witnesses

within 12”

-20% 100% No effect.

4–6 Medium wound• Half all combat skills• Compulsory morale test in first

available combat phase• Character drops prone• Causes morale test for all witnesses

within 12”

-40% 60%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONALMission change for all non-insurgent units: this casualty must be treated with first aid by the nearest friendly character, providing it is safe to do so. If a successful first aid roll is achieved, earn 10 victory points.

7–9 Serious wound• All combat skills are 10%• Compulsory morale test in first

available combat phase • Character drops prone• Causes morale test for all witnesses

within 12”

-60% 40%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONALMission change for all non-insurgent units: this casualty must be successfully evacuated from the board on a friendly edge, providing it is safe to do so. This will earn 50 victory points.

10–12 Critical wound• Incapacitated• Character drops prone• Causes morale test for all witnesses

within 12”

N/A 20%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONALMission change for all non-insurgent units: this casualty must be successfully evacuated from the board on a friendly edge, provided it is safe to do so. This will earn 50 victory points.

13+ DeadCauses morale test for all witnesses with 6”

N/A N/A OPTIONALMission change for all non-insurgent units: this casualty must be successfully evacuated from the board on a friendly edge. This will earn 50 victory pts.

The Wound Table

THE GAME

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1d10 Description

1 Weapon jamThe character must take 3 APs to clear the weapon.

2 Misfire The character must spend 3 APs clearing the round.

3 You’re emptyLacking fire control, the character has run out of ammunition and must move into base-to-base contact with friendly troops or vehicles to resupply.

4 Dust in your eyesTakes 3 APs to clear and the character can do nothing else during that combat phase.

5 Sprained ankleThe character has sprained their ankle and can now only move 3” per AP for the rest of the game.

6 Panic Move up to 3 APs worth of movement towards the nearest friendly character who is in cover. If there are none available, move away from combat the full distance possible in 3 APs.

7 Twisted knee The character twists their knee and falls prone. The character must rest for 3 APs after which they cannot move faster than walking pace for the rest of the game. Getting up from prone or kneeling positions and climbing or descending stairs takes double the regular amount of APs.

8 Negligent dischargeThe character accidently shoots themselves. Apply their weapon damage minus any armour the character is wearing, and resolve like a normal wound.

9 Negligent dischargeThe character accidently shoots his nearest comrade. Treat this as a normal weapon attack taking into account any armour.

10 Booby trapThe character has triggered a booby trap hand grenade. Treat this as a grenade attack with this character being at the centre of the blast radius.

have a BODY attribute between 18-20. Looking at the Combat Phase Table (Page 2) we now see that combat phase 3 is the first combat phase that two BODY groups activate. The players now move on to those characters with a BODY attribute of 12-14.

Player 1The first to activate is Paratrooper Watterson on BODY 14. He started the game kneeling behind the dry stonewall. He spends 1 AP to stand up and 2 AP running forward. Each AP is worth 6” when running Watterson moves 12”.

Table 4: Firearms Fumble Table

THE GAME

Player 2In the next combat phase Abdul, who is lying prone on the roof can draw LoS to Paratroopers McGarry, Fearon, Richards and Watterson. Looking at his targets, Player 2 decides the biggest threat is Watterson who is trying to outflank him on the right, so he decides to target him. He tries to spot Watterson.

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Paratrooper Watterson

Paratrooper Fearon

Paratrooper Richards

Paratrooper McGarry

Atash

Abdul Bari

Masem

SATELLITE IMAGERY OF HELMAND, AFGHANISTAN

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SATELLITE IMAGERY OF HELMAND, AFGHANISTAN

Watterson has a dry stonewall between him and Abdul which is (-30%) to shoot him. His rifle skill is 49% the target is running (-20%), behind medium cover (remember the dry stone wall) (-30%) and the attacker is 1 storey higher so that’s (+10%) that gives him a 9% chance to hit. He rolls and gets an unmodified 100% (00) a fumble. He rolls 1d10 and consults on the Firearms Fumble Table, he rolls a 4 (see page 102).

Abdul gets a “dust in his eyes result.” This will take 3 AP’s to clear so ending his combat phase. His next active combat phase will be taken up clearing the dust from his eyes.

Player 1For the first time in the game Paratrooper Richards is active but he has a morale check marker so must roll a morale roll (55%). He rolls a 04%, a success, so can carry on as normal. Richards decides to spot (1AP) Atash the sniper is on the second floor thats -20% for elevation -60% for the building gives him 20% chance to spot the sniper. He rolls a 07%. He has successful spotted the sniper.

Richards decides to use his underslung grenade launcher (UGL). His skill is 46% he adds 10% (1AP) and shoots (1AP) so his skill is 56%. The target is in the building (-60%) and two level of elevation (-20%) making his final chance -24%. It’s an impossible shot but the dice need to be rolled because there is always a chance to hit on a roll of 01%. Player 1 rolls and gets 23%, a miss. He then consults the grenade scatter chart. He rolls a 1d10 and gets 10, which is straight ahead and then rolls 2d10 for how far it travels and gets 2”. It lands 2”to the left of Masem. Looking up a 40mm grenade it has a KZ4d10/DZ1d10 rating. This means any characters in its Kill Zone take 4d10 damage and any characters in the Damage Zone takes 1d10 damage. Masem is in the 5” diameter kill zone for a 40mm grenade (KZ) and takes 4d10 damage. Player 1, rolls a 5, 7, 8, 2 for a total of 22 and kills Masem outright.

Abdul, who is on the roof, is within the 15” Damage Zone and should take 1d10 damage but because he has a wall between him and the burst that reduces the damage by 1d10. Abdul takes no damage.

THE GAME

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Player 2 places a morale token to indicate Abdul needs to make a morale roll in his next active combat phase. Player 2 also notes on Abdul’s character sheet that if he fails that Morale check he will have to add +2 to his failed morale table roll because of the grenade. This is the end of Combat phase 3.

Combat Phase 4The first group to active this phase is those characters with a BODY of 15-17. This means that Player 2’s character Atash goes first.

Player 2Atash needs to make a morale test before he can do anything. His morale is 75% and he rolls a 17% so makes it easily. Atash now targets Paratrooper Richards, as he is seen as the most lethal adversary on the board. So Atash attempts to spot him (1AP). Atash’s spot skill starts 100%, -30% for the dry stonewall and -20% because Paratrooper Richards is kneeling. The paratrooper has fired his weapon which gives +10% bonus. So Atash’s chance to see Richards is 60%.

Player 2 rolls the dice gets 67% and fails to see Richards. He decides to try again (1AP) and rolls a 27%. With his final AP Atash fires. His skill is 108%, -30% for the dry stonewall is 78%. He rolls 01%. This is a critical hit which causes the maximum amount of damage which for a snipers rifle is (3d10) so that’s 30 points of damage. Player 1 rolls for Paratrooper Richards body armour (1d10+4) and gets a total of 12 which still leaves 18 points of damage. Consulting the Wound Table, as we are playing the optional Mission Change rules, the wound indicates that Richards is dead.

“Mission change for all non-insurgent units: This casualty must be successfully evacuated from the board on a friendly edge. This will earn 50 victory points.”

This means that the all the Paratroopers now must concentrate on getting Richards body off the board along their starting edge as that’s the nearest friendly edge to Richards.

THE GAME

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Player 1 rolls 18% and sees Abdul. Watterson spends 1AP to stop and 1AP to shoot. His rifle skill is 52% -40% for Abduls cover and -30% that is -70% in total so he can’t hit him unless he rolls a 01%. Watterson rolls a 57% and misses but Player 2 has to place a morale marker next to Abdul.

The next character active is Abdul who has to pass his morale test. His morale is 55%, but he has been under fire from a grenade (-30%) so has 25%. Abdul rolls 39% and fails. He rolls a 10 so he has to retire. Moving him back 12” removes him from the board. At this point with both players only have one figure on the board and they call the game.

Player 1Now activates Sgt Fearon (BODY 16) he spends 1AP running 6” to Richards and he spends 2 APs dragging Richards off the board. Player 1 now has 50 victory points but only two Paratroopers on the board.

Combat Phase 5BODY 218 is first to activate but as Masem is dead, Paratrooper McGarry is the only active combatant. He needs to make a morale check as he is pinned from the previous phase. He morale is 55%, player 1 rolls a 63% and fails again. This means McGarry automatically retires so is moved 12” (see table on Page 81) towards his starting edge and placed in cover. He can no longer take any actions for the rest of the combat round, which effectively removes him from the game.

The next BODY to active is Watterson on 14. He tries to spot Abdul (1AP) on the roof. His skill is 100%, -10% because Abdul is elevated by 1 storey, he is also in cover -40% and Watterson is still running (-20%). That’s 30%.

THE GAME

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SKIRMISH SANGIN

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SCENARIOS

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“Hey Smitty! Get over here!”Being new on the ground is always dangerous. Being new on the ground with half the platoon of noobies and a new lieutenant who thinks he’s John Wayne just makes Max’s job a lot harder.

“Sergeant?” A bleary eyed Smitty is visibly wilting in the 40 degree heat of the morning.

“Smitty you’re on point. That means stop yawning, get your eyes open and point that weapon out there like you mean it. This place could be crawling with Ts.”

“Sergeant, why have we stopped?” a voice full of public school vowels asks.

“Just sorting out point Sir, Smitty is on it and he’s my best man” Max stares hard at Smitty to get the point across “and he’s now going to lead us off.”

“Very well, carry on Sergeant, quickly now”

At the gates to the Sangar the men slip out of the FOB and quickly move along the street. All the briefings and all the hand over notes, are nothing like getting feet on the ground, now its time to earn their pay.

SCENARIOS

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RECON PATROL

OverviewAt the beginning of any new deployment the military unit has a hand over period where the out going unit shows the incoming unit the ‘ropes’. The new unit can learn a lot from the soldiers that have been in situ for the last six months but until they get their eyes “on the ground” and get out and recon the area their knowledge will always be second hand. This scenario represents the initial recon of Dodge City by 1 platoon of the 16 Air Assault Brigade, 3rd battalion. Dodge City is the the ISAF name for our imaginary town deep in the Helmand province.

The platoon splits into their sections and each section takes a sector to patrol. Each section is in constant con-tact with the others as well as the “headshed” via their Bowman communication system. Each section has a call sign. 1 platoons section call signs are Alpha, Bravo and Charlie respectively. A Corporal commands each section and that corporal is known as Alpha 1, Bravo 1 and Charlie 1. In this scenario the men of Bravo section are lead by Bravo 1 Mike “Gimp” Lace.

Fire-team 1Elite Squad Leader (NCO)

BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 100% 3 L85A2 2,4,6,8

SKILLS:Pistol (BDY x 5) 85% | Rifle (BDY x 5 +10%) 105%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 4) 68% | Throw (BDY x 5) 85% | Forward Observer (BDY x 4) 78%|

Veteran Grenadier

BODY Armour Morale AP Weapon Cbt Phases

13(15) 1d10+4 75% 3 L85A2 + UGL + shotgun

3,5,7,9

SKILLS:Pistol (BDY x 4) 60% | Rifle (BDY x 4 +10%) 70%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 45% | Throw (BDY x 4) 60% | Forward Observer (BDY x 3) 45%|

Average Rifleman

BODY Armour Morale AP Weapon Cbt Phases

12(14) 1d10+4 55% 3 LSW 3,5,7,9

SKILLS:Pistol (BDY x 3) 42% | Rifle (BDY x 3 +10%) 52%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 28% | Throw (BDY x 3) 42% | Forward Observer (BDY x 2) 28%|

Average Rifleman

BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 55% 3 Minimi (5.56mm)

4,6,8,10

SKILLS:Pistol (BDY x 3) 36% | Rifle (BDY x 3 +10%) 46%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 24% | Throw (BDY x 3) 36% | Forward Observer (BDY x 2) 24%|

Paratroopers BriefAfter three hours of patrolling the streets and fields surrounding the village, Bravo Section begins its return to base. It’s at this point that the Taliban spring their trap and Bravo Section is involved in a short but intense fire-fight from which its withdraws.

The section retreats towards the rest of the platoon but as they are working their way through the streets get confused and take a wrong turn. The platoon finds itself outflanked andspread along one street with Taliban forces at both ends. Its here the game begins. The para-troopers start the game spread along the street in the best cover possible.

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RECON PATROL

Fire-team 2Veteran Assistant Squad Leader (NCO)

BODY Armour Morale AP Weapon Cbt Phases

12(14) 1d10+4 95% 3 L85A2 3,5,7,9

SKILLS:Pistol (BDY x 4) 56% | Rifle (BDY x 4 +10%) 66%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 42% | Throw (BDY x 4) 56% | Forward Observer (BDY x 3) 42%|

Veteran Grenadier

BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 75% 3 L85A2 + UGL + shotgun

4,6,8,10

SKILLS:Pistol (BDY x 4) 48% | Rifle (BDY x 4 +10%) 58%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 36% | Throw (BDY x 4) 48% | Forward Observer (BDY x 3) 36%|

Average Rifleman

BODY Armour Morale AP Weapon Cbt Phases

18(20) 1d10+4 55% 3 LSW 2,4,6,8

SKILLS:Pistol (BDY x 3) 60% | Rifle (BDY x 3 +10%) 70%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 40% | Throw (BDY x 3) 60% | Forward Observer (BDY x 2) 40%|

Average Rifleman

BODY Armour Morale AP Weapon Cbt Phases

14(16) 1d10+4 55% 3 Minimi(5.56mm)

3,5,7,9

SKILLS:Pistol (BDY x 3) 48% | Rifle (BDY x 3 +10%) 58%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 32% | Throw (BDY x 3) 48% | Forward Observer (BDY x 2) 32%|

Taliban BriefA few minutes ago you ambushed the British soldiers and were surprised how quickly they fell back. You have now outflanked them and sealed both ends of the street. You must be quick, their reinforcements will arrive soon and this is your opportunity to destroy them as a warn-ing to the others.

The Taliban force is split at either end of the street and the exact breakdown is left up to the player.

Taliban (Northern Group)Novice Taliban

BODY Morale AP Weapon Cbt Phases

12 35% 3 AK47 3,5,7,9

SKILLS:Pistol (BDY x 2) 24% | Rifle (BDY x 2 +10%) 34%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 1) 12% | Throw (BDY x 2) 24% | Forward Observer (BDY x 1) 12%|

Average Taliban

BODY Morale AP Weapon Cbt Phases

19 55% 3 AK47 1, 3,5,7

SKILLS:Pistol (BDY x 3) 57% | Rifle (BDY x 3 +10%) 67%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 38% | Throw (BDY x 3) 57% | Forward Observer (BDY x 2) 38%|

Average Taliban

BODY Morale AP Weapon Cbt Phases

11 55% 3 AK47 4,6,8,10

SKILLS:Pistol (BDY x 3) 33% | Rifle (BDY x 3 +10%) 43%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 22% | Throw (BDY x 3) 33% | Forward Observer (BDY x 2) 22%|

Veteran Taliban

BODY Morale AP Weapon Cbt Phases

12 75% 3 PSHK 3,5,7,9

SKILLS:Pistol (BDY x 4) 48% | Rifle (BDY x 4 +10%) 58%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 36% | Throw (BDY x 4) 48% | Forward Observer (BDY x 3) 36%|

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RECON PATROL

Taliban (Southern Group)Novice Taliban

BODY Morale AP Weapon Cbt Phases

12 35% 3 AK47 3,5,7,9

SKILLS:Pistol (BDY x 2) 24% | Rifle (BDY x 2 +10%) 34%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 1) 12% | Throw (BDY x 2) 24% | Forward Observer (BDY x 1) 12%|

Average Taliban

BODY Morale AP Weapon Cbt Phases

19 55% 3 AK47 1, 3,5,7

SKILLS:Pistol (BDY x 3) 57% | Rifle (BDY x 3 +10%) 67%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 38% | Throw (BDY x 3) 57% | Forward Observer (BDY x 2) 38%|

Average Taliban

BODY Morale AP Weapon Cbt Phases

11 55% 3 AK47 4,6,8,10

SKILLS:Pistol (BDY x 3) 33% | Rifle (BDY x 3 +10%) 43%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 22% | Throw (BDY x 3) 33% | Forward Observer (BDY x 2) 22%|

Veteran Taliban

BODY Morale AP Weapon Cbt Phases

12 75% 3 PSHK 3,5,7,9

SKILLS:Pistol (BDY x 4) 48% | Rifle (BDY x 4 +10%) 58%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 36% | Throw (BDY x 4) 48% | Forward Observer (BDY x 3) 36%|

Paratrooper StartPosition

Taliban 2 StartPosition

q

p

pParatrooper

start zoneq

Taliban Start Position

Taliban Start Position

Terrain

Victory ConditionsISAF TALIBAN

For each Taliban killed or wounded 10pts For each ISAF soldier killed or wounded 50pts

For each soldier alive at the end of combat 20pts

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Overview:Compound 17 has been identified as a Taliban stronghold. It is believed that a senior Taliban leader will arrive there for a Shura with a representatives of a local warlord who is considering switching his allegiance to the Taliban. It is estimated that there are between 10 and 20 combatants at the compound as well as a number of civilians. This game has four different units and is ideal for a multiplayer game. These forces consist of the SAS who have been in situ and observing the compound for a number of days, the attacking force of British paratroopers and the Taliban visitors and the local warlord’s men.

Bravo Mike One - SAS MISSONThree days ago Bravo Mike One infiltrated into position to observe Compound 17. Last night the warlord and his men arrived. Within hours the local Taliban commander and his retinue come from the green zone and entered Compound 17. You estimate that the current number of insurgents is between 15 and 25 men. Relaying your INTEL to HQ, you are told to sit tight and await reinforcements. ISAF Kandahar organises a quick raiding force made up from forces in the local area, this consisting of a platoon of British Paratroopers. They will arrive in by helicopter.

Papa Charlie Three - British ParatroopersINTEL is on the ground near the village of Sabisheh and has located a significant force of Taliban. INTEL has targeted your unit as the raid group due to your location. ISAF Kandahar is providing Blackhawk transport to the target. There will be three Blackhawks and each will take a single squad. Each Blackhawk will take a sector around the village. Each HELO will landing in a different location, one to the north, one to the south and the last one to the east of the village. Your HELO, the southern HELO, is the strike team, call signal Papa Charlie Three. You should be aware that there are blue units of 21 SAS in the area who will move to support you. Their call sign is Bravo Mike One.

SAS - Elite Squad Leader (NCO)

BODY Armour Morale AP Weapon Cbt Phases

13(15) 1d10+4 100% 3 M4+UGL 3,5,7,9

SKILLS:Pistol (BODY x 5) 75% | Rifle (BODY x 5 +10%) 95%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 4) 60% | Throw (BODY x 5) 75% | Forward Observer (BODY x 4) 70%|

SAS - Elite Rifleman

BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 100% 3 M4 2,4,6,8

SKILLS:Pistol (BDY x 5) 85% | Rifle (BODY x 5 +10%) 95%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 4) 68% | Throw (BODY x 5) 85% | Forward Observer (BODY x 4) 68%|

SAS - Elite RiflemanBODY Armour Morale AP Weapon Cbt

Phases

10(12) 1d10+4 100% 3 Minimi (5.56mm)

4,6,8,10

SKILLS:Pistol (BDY x 5) 60% | Rifle (BODY x 5 +10%) 70%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 4) 48% | Throw (BDY x 5) 60% | Forward Observer (BODY x 4) 48%|

SAS - Elite Rifleman

BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 100% 3 M4 2,4,6,8

SKILLS:Pistol (BODY x 5) 85% | Rifle (BODY x 5 +10%) 95%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 4) 68% | Throw (BODY x 5) 85% | Forward Observer (BODY x 4) 68%|

Fire-team 1Elite Squad Leader (NCO)

BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 100% 3 L85A2 2,4,6,8

SKILLS:Pistol (BODY x 5) 85% | Rifle (BODY x 5 +10%) 105%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 4) 68% | Throw (BODY x 5) 85% | Forward Observer (BODY x 4) 78%|

Veteran GrenadierBODY Armour Morale AP Weapon Cbt Phases

13(15) 1d10+4 75% 3 L85A2 + UGL, shotgun

3,5,7,9

SKILLS:Pistol (BODY x 4) 60% | Rifle (BODY x 4 +10%) 70%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 3) 45% | Throw (BODY x 4) 60% | Forward Observer (BODY x 3) 45%|

Average Rifleman

BODY Armour Morale AP Weapon Cbt Phases

12(14) 1d10+4 55% 3 LSW 3,5,7,9

COMPOUND 17

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COMPOUND 17

Compound 17Warlord & Taliban Start Position

ParatrooperHelicopterLanding zone

BRAVO MIKE ONE SAS

Start Position

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COMPOUND 17

SKILLS:Pistol (BODY x 3) 42% | Rifle (BODY x 3 +10%) 52%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 28% | Throw (BODY x 3) 64% | Forward Observer (BODY x 2) 28%|

Average Rifleman

BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 55% 3 Minimi (5.56mm)

4,6,8,10

SKILLS:Pistol (BDY x 3) 36% | Rifle (BODY x 3 +10%) 46%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 24% | Throw (BODY x 3) 36% | Forward Observer (BODY x 2) 24%|

Fire-team 2Veteran Assistant Squad Leader (NCO)

BODY Armour Morale AP Weapon Cbt Phases

12(14) 1d10+4 100% 3 L85A2 3,5,7 9

SKILLS:Pistol (BDY x 4) 56% | Rifle (BODY x 4 +10%) 66%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 3) 42% | Throw (BODY x 4) 56% | Forward Observer (BODY x 3) 42%|

Veteran Grenadier

BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 75% 3 L85A2 + UGL, shotgun

4,6,8,10

SKILLS:Pistol (BODY x 4) 48% | Rifle (BODY x 4 +10%) 58%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 3) 36% | Throw (BODY x 4) 48% | Forward Observer (BODY x 3) 36%|

Average Rifleman

BODY Armour Morale AP Weapon Cbt Phases

18(20) 1d10+4 55% 3 LSW 2,4,6,8

SKILLS:Pistol (BODY x 3) 60% | Rifle (BODY x 3 +10%) 70%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 40% | Throw (BODY x 3) 60% | Forward Observer (BODY x 2) 40%|

Average Rifleman

BODY Armour Morale AP Weapon Cbt Phases

14(16) 1d10+4 55% 3 Minimi(5.56mm)

3,5,7,9

SKILLS:Pistol (BODY x 3) 48% | Rifle (BODY x 3 +10%) 58%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 32% | Throw (BODY x 3) 48% | Forward Observer (BODY x 2) 32%|

Afghan Warlord Forces Today you are hosting a Shura with the local Taliban commander who wishes you to fight against the Ameri-cans and their allies. They have told you how the infidels are planning to allow women to renounce the veil and leave the house, to go school and out to work. This is of course against God. Who will look after the children and work the fields if women are allowed to do what they wish? Who will harvest the fields? Who will cook the meals and raise the children? More importantly they have guaranteed a market in Pakistan for your heroin. The Americans have paid you a ridiculously small sum to not grow poppies. It appears better to work with the Taliban and make more money than be impoverished by the Americans. So it is settled, you will fight. The Taliban have promised to show your men how to make IED’s so you can take the battle to the infidels. They are also promising more weapons so you can be strong and respected again.

Warlord ForceVeteran Warlord

BODY Morale AP Weapon Cbt Phases

19 105% 3 AK47 1,3,5,7

SKILLS:Pistol (BODY x 4) 76% | Rifle (BODY x 4 +10%) 86%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 3) 57% | Throw (BODY x 4) 76% | Forward Observer (BODY x 3) 57%|

Average Afghan

BODY Morale AP Weapon Cbt Phases

19 55% 3 AK47 1, 3,5,7

SKILLS:Pistol (BODY x 3) 57% | Rifle (BODY x 3 +10%) 67%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 38% | Throw (BODY x 3) 57% | Forward Observer (BODY x 2) 38%|

Average Afghan

BODY Morale AP Weapon Cbt Phases

11 55% 3 AK47 4,6,8,10

SKILLS:Pistol (BODY x 3) 33% | Rifle (BODY x 3 +10%) 43%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 22% | Throw (BODY x 3) 33% | Forward Observer (BODYx 2) 22%|

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COMPOUND 17

Veteran Afghan

BODY Morale AP Weapon Cbt Phases

12 75% 3 PSHK 3,5,7,9

SKILLS:Pistol (BODYx 4) 48% | Rifle (BODY x 4 +10%) 58%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 3) 36% | Throw (BODY x 4) 48% | Forward Observer (BODY x 3) 36%|

Novice Afghan

BODY Morale AP Weapon Cbt Phases

12 35% 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x 2) 24% | Rifle (BODY x 2 +10%) 34%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 1) 12% | Throw (BODY x 2) 24% | Forward Observer (BODY x 1) 12%|

Average Afghan

BODY Morale AP Weapon Cbt Phases

19 55% 3 AK47 1, 3,5,7

SKILLS:Pistol (BODY x 3) 57% | Rifle (BODY x 3 +10%) 67%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 38% | Throw (BODY x 3) 57% | Forward Observer (BODY x 2) 38%|

TalibanAfter a long evening of talking you have been successful in bringing the local warlord over to the side of the right-eous. This is yet another strike against the Americans and their European allies. The Americans know nothing of your numbers or that the pipeline from Pakistan is allowing vast quantities of weapons across the nearby border. Tomorrow you will return to the safety of the green zone but tonight you are safe and can enjoy the hospitality of the local warlord.

Insurgent special rulesThree Booby Traps – The Taliban can place the booby traps anywhere on the board and they should be noted on a sketch map of the battlefield before the game starts.

TalibanVeteran Taliban Leader

BODY Morale AP Weapon Cbt Phases

14 75% 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x 4) 56% | Rifle (BODY x 4 +10%) 66%| Spot 100% | First Aid (40%) | Heavy Weapon (v x 3) 42% | Throw (BODY x 4) 56% | Forward Observer (BODY x 1) 42%|

Veteran Taliban

BODY Morale AP Weapon Cbt Phases

19 75% 3 AK47 1, 3,5,7

SKILLS:Pistol (BODY x 4) 76% | Rifle (BODY x 4 +10%) 86%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 3) 57% | Throw (BODY x 4) 76% | Forward Observer (BODY x 3) 57%|

Veteran Taliban

BODY Morale AP Weapon Cbt Phases

15 75% 3 AK47 2,4,68

SKILLS:Pistol (BODY x 4) 60% | Rifle (BODY x 4 +10%) 70%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 3) 45% | Throw (BODY x 4) 60% | Forward Observer (BODY x 3) 45%|

Veteran Taliban

BODY Morale AP Weapon Cbt Phases

12 75% 3 RPG 3,5,7,9

SKILLS:Pistol (BODY x 4) 48% | Rifle (BODY x 4 +10%) 58%| Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 3) 36% | Throw (BODY x 4) 48% | Forward Observer (BODY x 3) 36%|

Victory ConditionsISAF TALIBAN

For each Taliban killed or wounded 10pts

For ach ISAF soldeir killed or wounded 50pts

For each Insurgent Leader/Warlord leader killed or captured 100pts

For each ISAF soldier wound-ed 25pts

Description Kill Zone Damage Zone

Damage

Hand grenade 5m (2.5”) 5” diameter

15m (7.5”)15” diameter

KZ4d10/DZ1d10

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QUICK REFERENCE SHEETS (QRS)

IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR

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CHARACTER DECISIONSAll characters have 3 APs that can be spent on any of the five Actions below, they may spend APs in any order they wish and can spend multiple APs on one action or just a single AP per action. They can repeat most action as many times as they have AP’s or they can do as many

actions as they have AP for, but may only shoot or attack once once per activation phase.

DO YOU NEED TO SPOT?

YES Go to SPOT

ADD/SUBTRACT MODIFIERS

ROLL 1d100

SUCCESSRoll damage and place a

morale marker

IS IT A CRIT?Maximum damage and place a morale marker

UNSUCCESSFULplace a morale marker

IS IT A FUMBLE?Roll on Fumble table

place a morale marker

SHOOT MOVE

FOR EACH AP MOVE

Turn 180 degreesWalk 3”Run 6”

Crawl/dive 1”KneelProneStop

Climb over low obstacle(Less 1m)

SPOT

IS TARGET IN OPEN

YESGo to SHOOT

ADD/SUBTRACT MODIFIERS

ROLL 1d100

SUCCESSFULSpot target

UNSUCCESSFULDon’t See Target

INCREASE SKILL

FOR EACH AP SPENT

+10% To skillTo a max +20%

COMPARE ATTACKERS EXP. TO DEFENDERS

EXP. TO FIND ATTACK %

ADD/SUBTRACT MODIFIERS AND

SPECIAL MANOEUVRES

ROLL 1d100

SUCCESSDefender makes

Parry Roll(Attack skill -10%)

DEFENDER PARRIESNo damage

DEFENDER FAILSAttack does damage

HAND-TO-HAND

CombatPhase

BDY 0-11

BDY 12-14

BDY 15-17

BDY 18-20

1 X

2 X

3 X X

4 X X

5 X X

6 X X

7 X X

8 X X

9 X

10 X

Combat Phase Table Movement AP TableActions AP

Walking (3”) 1

Turning greater than 90 degrees 1

Spotting 1

Running (6”) 1

Dive (1”) 2

Crawling (1”) 1

To kneel (counts as stationary) 1

To go prone (counts as stationary) 1

To stop (counts as stationary) 1

To stand up from prone 1

Climbing low obstacle (less 1m) 1

Climbing high obstacle ( per 3m / one storey)

3

Climbing through a window 3

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SPOTTING & SHOOTING MODIFIERS

THROWN GRENADE MODIFIERS ModifierTarget

Target is running -20%

Target is higher(per storey / 3m) -10%

Attacker

Attacker running -20%

Attacker walking/climbing/crawling/ -10%

Attacking from above (per storey / 3m) +10%

Attacker in moving vehicle -20%

Target vehicle is moving -20%

SPOTTING MODIFIERS ModifierTarget

Target crawling/climbing/swimming -10%

Target walking +20%

Target running +30%

Target prone -30%

Target kneeling -20%

Under barrage -50%

Each additional target within 2” +10%

Target firing bolt action rifle +10%

Target firing automatic weapon +20%

Target firing heavy weapon +40%

Target in soft cover -30%

Target in medium cover -40%

Target in hard cover -50%

Target in prepared defences -60%

Target is hidden -75%

Target has Ghillie camouflage suit -50%

Under fire (morale test marker placed) -10%

Dusk/Dawn -25%

Night -50%

Sniper scope +20%

If the target is above -10% per storey to maximum of 30%

If the target is below +10% per storey to maximum of 30%

Spotter

Within 12” of a grenade or IED -30%

Thermal sights +30% (can be used to see through smoke)

Night vision devices +30% at night only

Spotter walking/climbing/swimming -10%

Spotter running -20%

Vehicles

Target vehicle is moving +50%

Target vehicle is firing secondary weapons

+30%

Target vehicle is firing primary weapons

+50%

Target vehicle is side on +50%

Target vehicle in hard cover -20%

Target vehicle in soft cover -10%

Target vehicle hull down -20%

Spotter is buttoned up -30%

Spotter using night vision device +30%

Spotter vehicle is moving -30%

SHOOTING MODIFIERS ModifierTarget

Per 1 AP of aim (max 2 AP / +20% mod-ifier)

+10%

Target is running -20%

Target is walking/crawling/climbing/swim-ming

-10%

Target is kneeling -20%

Target is prone (not counted if target is within 4”)

-30%

Target in soft cover -20%

Target in medium cover -30%

Target in hard cover -40%

Target in prepared defences -50%

Target is higher (per storey / 3m) -10%

Target is within 4” +30%

Attacker

Attacker running -20%

Attacker walking/climbing/crawling/swim-ming

-10%

Attacker is kneeling or weapon braced +10%

Attacker is prone +20%

Attacking from above (per storey / 3m) +10%

Sniper scope +25%

Attacker riding animal -20%

Snap Fire (Optional Rule) -30%

Vehicles

Target vehicle is moving +20%

Target vehicle in hard cover -30%

Target vehicle in softcover -20%

Attacker vehicle moving -20%

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Weapon Damage Range Area EffectHand to hand combat

Unarmed Combat 1d6 Touch -

Knife/Entrenching tool 1d10 Touch -

Firearms

Pistol 1d10 25” (50m) -

Assault rifle 2d10 250” (500m) -

SMG 2d10 100” (200m) -

Combat shotgun 3d10/2d10 10”/20” (20m/40m) 2”

Sniper rifle 4d10 250” (500m) -

LMG/Minimi/204/LS (5.56mm) 4d10 (3d10) 500” (1000m) 2” burst

.50 Barret 5d10 500” (1000m) -

Grenade Launcher/RPG7/AT4 See grenade type See grenade type See grenade type

Heavy weapons

GPMG/MG KZ4d10 500” (1000m) 3”

HMG KZ4d10 500” (1000m) 6”

Body Armour Armour value (optional)

BODY Modifier

Cost

Helmet + body armour

1d10+4 (8) -2 10

Helmet + light body armour

1d6+4 (6) -1 5

WEAPON DAMAGE

Description Range Minimumrange

Kill radius Damage radius Damage PEN

Smoke grenade 40m

(20”)

- - 10” (lasts 1d6 rounds) - -

Hand grenade 40m

(20”)

- 5m (2.5”)

5” diameter

15m (7.5”)

15” diameter

KZ4d10/DZ1d10 3

GMG/40mm Grenade(GMG fires 1d6/2 per activation phase)

150m

(75”)

20m

(10”)

5m (2.5”)

5” diameter

15m (7.5”)

15” diameter

KZ4d10/DZ1d10 5

RPG 500m 10m

(5”)

5m

5” diameter

15m (7.5”)

15” diameter

KZ6d10/DZ1d10 10

AT4 2500m 20m

(10”)

10m (5”)

10” diameter

15m (7.5”)

15” diameter

KZ6d10/DZ2d10 10

Javelin/ATGM/ASM 2500m 75m

(35”)

10m (5”)

10” diameter

20m (10”)

40” diameter

KZ6d10/DZ2d10 20

Max 6d10 - There is no need to roll more damage dice as the average roll indicates that all characters are killed

Weapon Combat phases to set upMG/GPMG 1

Javelin or similar ATGM 2

HMG/Mortar 3

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Activation and morale tests: a. The combat phase dictates which characters are designated as the ATTACKER. b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process.

Success: a. The ATTACKER rolls the damage they have inflicted on the TARGET. b. The TARGET reduces the damage they receive as determined by any armour they are wearing. c. All damage that penetrates armour is taken as character damage and the wound chart is consulted. i. If the character is not killed outright, complete a consciousness test to see if they remain conscious. ii. At the beginning of the next activation phase, a wounded TARGET must make a morale test based on the morale modifiers. iii. If the TARGET fails the morale role, they roll on the Combat Failed Morale Table.

Failure: a. If the ATTACKER is unsuccessful, the TARGET completes an morale test at the beginning of their next activation phase (Taking into account morale modifiers and any existing wounds). b. If the TARGET is successful they may act as they wish. c. If the TARGET is unsuccessful, roll on the Failed Morale Table and follow the instructions.

Spotting: a. The ATTACKER draws a clear line of site (LoS) to the TARGET. b. The Attacker automatically spots any TARGET in the open if they have line of sight (LoS). Otherwise the ATTACKER makes a spot roll, and by spending APs the ATTACKER can increase their chance to spot (+10% to spot skill for each AP, to a maximum of +20%).

Attacking: a. If the ATTACKER has successfully spotted their TARGET, the ATTACKER makes an attack roll if they have enough APs remaining. The outcome of this roll will be determined by the character’s skill with the weapon used (cost 1 AP). i. If successful go to section 4. ii. If unsuccessful go to section 5. b. The ATTACKER may spend APs to improve aim (+10% to weapon skill for each AP).

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COMBAT SEQUENCE

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Damage Description Morale Consciousness Mission

1-3 Light wound• -20% from all combat abilities• Compulsory morale test in first available

combat phase • Character drops prone• Causes morale test for all witnesses

within 12”

-20% 100% No effect.

4–6 Medium wound• Half all combat skills• Compulsory morale test in first

available combat phase• Character drops prone• Causes morale test for all witnesses

within 12”

-40% 60%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONAL:Mission change for all non-in-surgent units: This casualty must be treated with first aid by the nearest friendly character, providing it is safe to do so. If a successful first aid roll is achieved, earn 10 victory points.

7–9 Serious wound• All combat skills are 10%• Compulsory morale test in first

available combat phase • Character drops prone• Causes morale test for all witnesses

within 12”

-60% 40%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONAL:Mission change for all non-in-surgent units: This casualty must be successfully evacuated from the board on a friendly edge, providing it is safe to do so. This will earn 50 victory points.

10–12 Critical wound• Incapacitated• Character drops prone• Causes morale test for all witnesses

within 12”

N/A 20%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONAL:Mission change for all non-in-surgent units: This casualty must be successfully evacuated from the board on a friendly edge, provided it is safe to do so. This will earn 50 victory points.

13+ DeadCauses morale test for all witnesses with 12”

N/A N/A OPTIONAL: Mission change for all non-in-surgent units: This casualty must be successfully evacuated from the board on a friendly edge. This will earn 50 victory pts.

WOUND TABLE

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Thrown grenade modifiersDescription ModifierTarget

Target is running -20%

Target is higher(per storey / 3m) -10%

Attacker

Attacker running -20%

Attacker walking/climbing/crawling/ -10%

Attacking from above (per storey / 3m) +10%

Attacker in moving vehicle -20%

Vehicles

Target vehicle is moving -20%

Grenade DeviationWeapon Novice & Average

DeviationVeteran & Elite Deviation

Grenade 1d6 inches 1d6/2 inches

UGL/Rifle grenade 1d10 inches 1d6 inches

1d10 Description1-5 Drops prone

The soldier drops prone, taking no further action this combat phase. At the beginning of their next combat phase they can act as normal.

6-8 Pinned downA pinned down result means that the character is prone until the next combat phase, taking no action. At the beginning of their next combat phase they must make a morale test, with success indicating that the character can act as normal, while failure means that they are treated as a ‘retire’ result.

If the enemy combatant is within 2”, and the character is alone the character will surrender and its figure is removed from the board and counts towards victory conditions.

9-10 RetireMove to the nearest cover within 12” from the cause of the test, even if the character is already in cover, then take no action for the rest of the combat phase. In the next active combat phase the character must make a successful morale test or be removed from the board and be counted as a casualty in any points-based game.

If the enemy combatant is within 4”, and the character is alone the character will surrender and is treated as a prisoner.

Morale Modifiers TableDescription ModifierInflicted wounds on enemy character in last combat phase

+10%

For each conscious squad member within 6” (max +30%)

+10%

For each enemy squad member after the second within 6” or closer (max -30%)

-10%

Show of force (relevant to insurgents only) -30%

Under sniper fire, or fire by LMG, GPMG, or HMG -20%

Under fire by Mortars, RPGs. -30%

Under fire by ATGMs ,MBT cannon, chainguns and auto-cannons

-50%

For each subsequent morale test marker placed -10%

In soft cover +10%

In medium cover +20%

In hard cover +30%

Inside a vehicle +30%

Friendly soldier(s) within 12” LoS wounded or killed

-30%

Failed Morale Table

GRENADES & MORALE

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Attacking a. An ATTACKER makes an attack roll (cost 1 AP). b. They may spend additional APs for a special manoeuvre. c. The TARGET makes a parry roll (parrying costs no APs).

Success a. If the TARGET parry is unsuccessful, the ATTACKER rolls damage. i. TARGET reduces wounds by any armour they are wearing. ii. All damage that penetrates armour is taken as damage. iii. If the character is not killed, consult the Wound Table. iv. At the beginning of the next activation phase, a wounded defender must make a morale test based on the morale modifiers. v. If the TARGET fails their morale test, they roll on the hand-to-hand combat Failed Morale Table.

FailureIf the TARGET parry is successful, the sequence begins again.

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Activation and morale tests: a. The combat phase dictates which characters are designated as the ATTACKER. b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process.

HAND-TO-HAND COMBAT SEQUENCE

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HAND-TO-HAND COMBAT SEQUENCE

Novice Average Veteran Elite

Novice 60% 50% 40% 30%

Average 70% 60% 50% 40%

Veteran 80% 70% 60% 50%

Elite 90% 80% 70% 60%

Hand-to-Hand Combat Table

ATTACKER

DEFENDER

Action AP cost, and skill adjustment Damage/effectsFeint and attack 2 AP, and reduces your hit skill by 20% Adds 8 points to damage, reduces enemy parry skill by

50%

Charge forward and attack 2 AP Add 20% to hit

Circle attack 2 AP, and reduces your hit skill by 20% Adds 8 points to damage, reduces parry skill by 50%

Breakaway 3 AP, and reduces your hit skill by 20% Enemy is pushed back 5”, and attacker moves 1d10” away from combat

Trip 2 AP, and reduces your hit skill by 20% Target falls to the floor and receives -50% to their attack and parry skills, needs to spend 2 APs to get to their feet

All-out-attack 3 AP, and increases your hit skill by 10% Add 1d10 to damage, attacker cannot parry in the next combat phase

Special Manoeuvres Chart (Optional)

Hand-to-Hand Failed Morale Table1d10 Description1-8 Tatical Retreat

The character immediately moves 6” away from the nearest combatant, and at the beginning of the next combat phase can make another morale test. Success means that he can rally and fight again, while failure means that he is broken (see below).

9-10 BrokenThe character runs 12” directly away from their attacker and cannot be rallied this combat phase. The attacker gets a free attack at +20%.At the beginning of their next combat phase, the character can make a morale test. If successful, they have rallied and can fight again. If they fail, they are removed from the table and counted as a casualty.

1d10 Description1–2 Kit comes loose – the character becomes

entangled in loose clothing or webbing, resulting in -25% to all attack and parries this combat round.

3–4 Misstep and twist ankle – the character falls prone, giving a +25% to attacker’s weapon skills until this charac-ter gets to their feet.

5–6 Drops weapon – the character will need to spend 3 APs to retrieve their dropped weapon, and cannot parry or attack during that combat round.

7–8 Panic – move up to 3 APs’ worth of movement towards the nearest friendly character who is in cover. If there are none available, move away from combat the full distance possible in 3 APs.

9–10 Wide open – the next enemy attack, if successful, is treated as a critical attack doing maximum damage.

Hand-To-Hand Fumble Table

HAND-TO-HAND

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Description Range Minimum range

Killradius

Damageradius

Damage PenetrationValue

GPMG/MG 1000(500”)

10m (5”)

3” - KZ4d10 1

HMG 1000(500”)

10m (5”)

6” - KZ4d10 2

60mm Mortar 1km 20” 5m5” diameter

25m (12.5”)25” diameter

KZ4d10/DZ1d10 4

GMG 150m(75”)

20m(10”)

5m (2.5”) 5” diameter

15m (7.5”)15” diameter

KZ4d10/DZ1d10 5

80mm Mortar 1km 20” 10m10” diameter

40m (20”)40” diameter

KZ4d10/DZ1d10 6

AutoCannon 4000m(2000”)

10m(5”)

5m (2.5”) 5” diameter

15m (7.5”)15” diameter

KZ6d10/DZ1d10 7

Chaingun 3000m(1500”)

10m(5”)

5m (2.5”) 5” diameter

15m (7.5”)15” diameter

KZ6d10/DZ1d10 8

120mm Mortar 1km 20” 15m15” diameter

60m (30”)60” diameter

KZ4d10/DZ1d10 10

RPG 500m(250”)

10m(5”)

5m 5” diameter

15m (7.5”)15” diameter

KZ6d10/DZ1d10 10

AT4 2500m(1250”)

20m(10”)

10m (5”) 10” diameter

15m (7.5”)15” diameter

KZ6d10/DZ2d10 10

Javelin/ATGM/ASM 2500m(1250”)

75m(35”)

10m (5”) 10” diameter

20m (10”)40” diameter

KZ6d10/DZ2d10 20

MBT Cannon 4000m(2000”)

75m(35”)

10m (5”) 10” diameter

20m (10”)20” diameter

KZ6d10/DZ3d10 20

Max 6d10 - no need to increase damage as most characters will be killed by this

HEAVY WEAPONS

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Round 1 Round 2 Round 3

Weapon Novice & Average deviation

Veteran & Elite deviation

Mortar 3d10 inches 3d6 inches

ATGM 1d10 inches 1d6 inches

GMG 2d10 inches 2d6 inches

MBT Cannon 2d10 inches 2d6 inches

Weapon Deviation Table

Rank BODY Heavy Weapon Skill Bonus

Cost

Novice 11 +10% 25 points per person + 50 points for the weapon

Average 13 +20% 50 points per person + 50 points for the weapon

Veteran 15 +30% 75 points per person + 50 points for the weapon

Elite 17 +40% 100 points per person + 50 points for the weapon

Description Range Min. Range Kill radius Damage radius DamageSmall (60mm) 1km 20” 5m

5” diameter25m (12.5”)25” diameter

KZ4d10/DZ1d10

Medium (81/82mm) 1km 20” 10m10” diameter

40m (20”)40” diameter

KZ4d10/DZ1d10

Large (120mm) 1km 20” 15m15” diameter

60m (30”)60” diameter

KZ4d10/DZ1d10

Mortar Table

Heavy Weapons Damage Chart

HEAVY WEAPONS

Description Range Minimumrange

Kill radius Damage radius Damage

GMG 150m(75”)

20m(10”)

5m (2.5”)5” diameter

15m (7.5”)15” diameter

KZ4d10/DZ1d10(1d6/2 rounds per phase)

RPG 500m 10m(5”)

5m5” diameter

15m (7.5”)15” diameter

KZ6d10/DZ1d10

Javelin/ATGM/ASM 2500m 75m(35”)

10m (5”)10” diameter

20m (10”)40” diameter

KZ6d10/DZ2d10

AutoCannon 4000m 10m(5”)

5m (2.5”)5” diameter

15m (7.5”)15” diameter

KZ6d10/DZ1d10

Chaingun 3000m 10m(5”)

5m (2.5”)5” diameter

15m (7.5”)15” diameter

KZ6d10/DZ1d10

MBT Cannon 4000m 10m(5”)

10m (5”)10” diameter

20m (10”)40” diameter

KZ6d10/DZ2d10

Max 6d10 - no need to increase damage as most characters will be killed by this

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Activation and morale tests: a. The combat phase dictates which characters are designated as the ATTACKER. b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process.

Success:The ATTACKER checks for targets in blast radius rolls their rolls their weapon damage and place morale marker if required

Spotting: a. The ATTACKER draws a clear line of site (LoS) to the TARGET. b. The ATTACKER makes a spot roll, and by spending APs the ATTACKER can increase their chance to spot (+10% to spot skill for each AP, to a maximum of +20%).

Attacking: a. If the ATTACKER has successful spotted their TARGET, the ATTACKER makes an Attack roll. This will be based on their skill with the weapon used (cost 1 AP), and they may spend APs to improve aim (+10% to weapon skill for each AP spent). b. i. If successful, go to section 4. ii. If unsuccessful, the attacker has missed – go to section 5.

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HEAVY WEAPON COMBAT SEQUENCE

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Vehicle Armour IED protection Weapons

Civilian

Technical 0 0 -

AFV

Humvee 2 1 GMG/.50 Cal

Humvee + additional armour 3 2 GMG/.50 Cal

M1117 4 4 40mm Mk 19 grenade launcher, .50 calibre

Cougar/ Bulldog/Mastiff 4 5 40mm Mk 19 grenade launcher, .50 calibre

TPz Fuchs 2 3 3 x HMG or GMG grenade Launcher

Viking 2 1 .50 Cal, smoke launchers

APC/IFV

VAB 4x4/6x6 3 4 7.62mm machine gun

LAV/Stryker/M113/Boxer/Puma 6 6 25mm chaingun/40mm Mk 19 grenade launcher, .50 calibre

Jackal/Coyote 3 4 40mm Mk 19 grenade launcher, .50 calibre

Snatch Landrover 2 1 .50 calibre, GPMG

MICV

Bradley 10 10 25mm chaingun

Warrior 9 9 30mm Rarden cannon

Main Battle Tank (MBT)

MBT 1 12 12 Vehicle type dependent

MBT 2 14 14 Vehicle type dependent

MBT 3 16 16 Vehicle type dependent

Helicopters

Chinook 4 -

Blackhawk 6 - Vehicle type dependent

Apache/Apache(UK)/Tigre 8 - 30mm chain gun/Hellfire/Hydra missiles

VEHICLE DETAILS

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of p

enet

ratio

n ca

n ro

ll on

the

non-

pene

trat

ion

char

t, w

eapo

ns th

at c

anno

t pen

etra

te th

e th

ickn

ess

of a

rmou

r are

igno

red)

PEN

ETR

ATIO

N C

HA

RT

Wea

pon

Valu

e

Armour Value

01

23

45

67

89

1011

1213

1415

1617

1819

20

050

%55

%60

%65

%70

%75

%80

%85

%90

%95

%10

0%10

0%10

0%10

0%10

0%10

0%10

0%10

0%10

0%10

0%10

0%

125

%50

%55

%60

%65

%70

%75

%80

%85

%90

%95

%10

0%10

0%10

0%10

0%10

0%10

0%10

0%10

0%10

0%10

0%

212

%25

%50

%55

%60

%65

%70

%75

%80

%85

%90

%95

%10

0%10

0%10

0%10

0%10

0%10

0%10

0%10

0%10

0%

35%

12%

25%

50%

55%

60%

65%

70%

75%

80%

85%

90%

95%

100%

100%

100%

100%

100%

100%

100%

100%

40%

5%12

%25

%50

%55

%60

%65

%70

%75

%80

%85

%90

%95

%10

0%10

0%10

0%10

0%10

0%10

0%10

0%

50%

0%5%

12%

25%

50%

55%

60%

65%

70%

75%

80%

85%

90%

95%

100%

100%

100%

100%

100%

100%

60%

0%0%

5%12

%25

%50

%55

%60

%65

%70

%75

%80

%85

%90

%95

%10

0%10

0%10

0%10

0%10

0%

70%

0%0%

0%5%

12%

25%

50%

55%

60%

65%

70%

75%

80%

85%

90%

95%

100%

100%

100%

100%

80%

0%0%

0%0%

5%12

%25

%50

%55

%60

%65

%70

%75

%80

%85

%90

%95

%10

0%10

0%10

0%

90%

0%0%

0%0%

0%5%

12%

25%

50%

55%

60%

65%

70%

75%

80%

85%

90%

95%

100%

100%

100%

0%0%

0%0%

0%0%

5%12

%25

%50

%55

%60

%65

%70

%75

%80

%85

%90

%95

%10

0%

110%

0%0%

0%0%

0%0%

0%5%

12%

25%

50%

55%

60%

65%

70%

75%

80%

85%

90%

95%

120%

0%0%

0%0%

0%0%

0%0%

5%12

%25

%50

%55

%60

%65

%70

%75

%80

%85

%90

%

130%

0%0%

0%0%

0%0%

0%0%

0%5%

12%

25%

50%

55%

60%

65%

70%

75%

80%

85%

140%

0%0%

0%0%

0%0%

0%0%

0%0%

5%12

%25

%50

%55

%60

%65

%70

%75

%80

%

150%

0%0%

0%0%

0%0%

0%0%

0%0%

0%5%

12%

25%

50%

55%

60%

65%

70%

75%

160%

0%0%

0%0%

0%0%

0%0%

0%0%

0%0%

5%12

%25

%50

%55

%60

%65

%70

%

170%

0%0%

0%0%

0%0%

0%0%

0%0%

0%0%

0%5%

12%

25%

50%

55%

60%

65%

180%

0%0%

0%0%

0%0%

0%0%

0%0%

0%0%

0%0%

5%12

%25

%50

%55

%60

%

190%

0%0%

0%0%

0%0%

0%0%

0%0%

0%0%

0%0%

0%5%

12%

25%

50%

55%

200%

0%0%

0%0%

0%0%

0%0%

0%0%

0%0%

0%0%

0%0%

5%12

%25

%50

%

Page 163: COLIN PHILLIPS & CRAIG WATTERSON PAGE 1 - wizchan · SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANCOLIN PHILLIPS & CRAIG WATTERSON PAGE 1. ... • What scale is this game? 16

SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 163

Vehicle Penetration Damage Table1d10 Description1-6 Immobilised and out of action

Vehicle can’t move or fire for the rest of the game. Crew abandon the vehicle and join the nearest friend-ly unit but are treated as pinned.All infantry (passengers) automatically disembark and are treated as pinned

7-10 DestroyedVehicle is left in place and becomes a wreck.All crew and passengers are killed.

Vehicle Non-Penetration Damage Table1d10 Description1-9 Crew stunned

Vehicle can’t move or fire weapons for the rest of the combat phase.Infantry (Passengers) must make a morale test if they wish to disembark.

10 Immobilised and out of actionVehicle can’t move or fire for the rest of the game. Crew abandon the vehicle and join the nearest friendly unit but are treated as pinned.All infantry (passengers) automatically disembark and are treated as pinned

VEHICLE TO VEHICLE COMBAT SEQUENCEActivation and morale tests: a. The combat phase dictates which characters are designated as the ATTACKER. b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process.

Success:The ATTACKER checks for penetration,

comparing the vehicle armour rating against

the weapon damage rating on the penetration

chart, and roll 1d100 and score less than the

percentage listed. (Note: only weapons with

a % chance of penetration can roll on the

non-penetration chart, weapons that cannot

penetrate the thickness of armour are ignored)

i. If weapon penetrates, the ATTACKER

rolls on the penetration chart.

ii. If unsuccessful, the ATTACKER rolls on

the non-penetration chart.

Spotting: a. The ATTACKER draws a clear line of site (LoS) to the TARGET. b. The ATTACKER makes a spot roll, and by spending APs the ATTACKER can increase their chance to spot (+10% to spot skill for each AP, with a maximum of +20%).

Attacking: a. If the ATTACKER has successful spotted their TARGET, the ATTACKER makes an Attack roll. This will be based on their skill with the weapon used (cost 1 AP), and they may spend APs to improve aim (+10% to weapon skill for each AP spent to a maximum of +20%). b. i. If successful, go to section 4. ii. If unsuccessful, roll deviation if weapon appropriate, check for targets in blast radius and resolve damage and place any morale markers (see page 110).

j

m

k

l

Failure:Roll deviation if weapon appropriate

Check for infantry targets in blast radius and

resolve damage to characters not in vehicles

and place any morale markers necessary.

n

VEHICLE TO VEHICLE COMBAT SEQUENCE

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 164

SEC

TIO

N:

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

Page 165: COLIN PHILLIPS & CRAIG WATTERSON PAGE 1 - wizchan · SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANCOLIN PHILLIPS & CRAIG WATTERSON PAGE 1. ... • What scale is this game? 16

SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 165

SEC

TIO

N:

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

DAMAGE: LIGHT

SERIOUS

MEDIUM

CRITICAL DEAD

PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100%

FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

NAME: N A V E

Page 166: COLIN PHILLIPS & CRAIG WATTERSON PAGE 1 - wizchan · SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANCOLIN PHILLIPS & CRAIG WATTERSON PAGE 1. ... • What scale is this game? 16

SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 166

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

SEC

TIO

N:

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

SEC

TIO

N:

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 167

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

SEC

TIO

N:

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

SEC

TIO

N:

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

Weapons: Damage:______________________ __________________________________ __________________________________ ____________

PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP)

| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5

CALL SIGN: N A V E

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 168

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUNSPOTTINGT(+30%)SHOOTING T(-20%) A(-20%)

WALKSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

PRONESPOTTINGT(-30%)SHOOTING T(-30%) A(+20%)

CRAWLSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

HIDDENSPOTTINGT(-75%)SHOOTING T(0%) A(0%)

PINNEDCHARACTER PRONE UNTIL NEXT COMBAT PHASE

SNAP 5SNAP FIRE (-30%)

SNAP 6SNAP FIRE (-30%)

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUNSPOTTINGT(+30%)SHOOTING T(-20%) A(-20%)

WALKSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

PRONESPOTTINGT(-30%)SHOOTING T(-30%) A(+20%)

CRAWLSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

HIDDENSPOTTINGT(-75%)SHOOTING T(0%) A(0%)

PINNEDCHARACTER PRONE UNTIL NEXT COMBAT PHASE

SNAP 7SNAP FIRE (-30%)

SNAP 8SNAP FIRE (-30%)

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUNSPOTTINGT(+30%)SHOOTING T(-20%) A(-20%)

WALKSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

PRONESPOTTINGT(-30%)SHOOTING T(-30%) A(+20%)

CRAWLSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

HIDDENSPOTTINGT(-75%)SHOOTING T(0%) A(0%)

PINNEDCHARACTER PRONE UNTIL NEXT COMBAT PHASE

SNAP 9SNAP FIRE (-30%)

SNAP 10SNAP FIRE (-30%)

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUNSPOTTINGT(+30%)SHOOTING T(-20%) A(-20%)

WALKSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

PRONESPOTTINGT(-30%)SHOOTING T(-30%) A(+20%)

CRAWLSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

HIDDENSPOTTINGT(-75%)SHOOTING T(0%) A(0%)

PINNEDCHARACTER PRONE UNTIL NEXT COMBAT PHASE

SNAP 1SNAP FIRE (-30%)

SNAP 2SNAP FIRE (-30%)

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUNSPOTTINGT(+30%)SHOOTING T(-20%) A(-20%)

WALKSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

PRONESPOTTINGT(-30%)SHOOTING T(-30%) A(+20%)

CRAWLSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

HIDDENSPOTTINGT(-75%)SHOOTING T(0%) A(0%)

PINNEDCHARACTER PRONE UNTIL NEXT COMBAT PHASE

SNAP 3SNAP FIRE (-30%)

SNAP 4SNAP FIRE (-30%)

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUNSPOTTINGT(+30%)SHOOTING T(-20%) A(-20%)

WALKSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

PRONESPOTTINGT(-30%)SHOOTING T(-30%) A(+20%)

CRAWLSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

HIDDENSPOTTINGT(-75%)SHOOTING T(0%) A(0%)

PINNEDCHARACTER PRONE UNTIL NEXT COMBAT PHASE

SNAP 5SNAP FIRE (-30%)

SNAP 6SNAP FIRE (-30%)

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUNSPOTTINGT(+30%)SHOOTING T(-20%) A(-20%)

WALKSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

PRONESPOTTINGT(-30%)SHOOTING T(-30%) A(+20%)

CRAWLSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

HIDDENSPOTTINGT(-75%)SHOOTING T(0%) A(0%)

PINNEDCHARACTER PRONE UNTIL NEXT COMBAT PHASE

SNAP 7SNAP FIRE (-30%)

SNAP 8SNAP FIRE (-30%)

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUNSPOTTINGT(+30%)SHOOTING T(-20%) A(-20%)

WALKSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

PRONESPOTTINGT(-30%)SHOOTING T(-30%) A(+20%)

CRAWLSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

HIDDENSPOTTINGT(-75%)SHOOTING T(0%) A(0%)

PINNEDCHARACTER PRONE UNTIL NEXT COMBAT PHASE

SNAP 9SNAP FIRE (-30%)

SNAP 10SNAP FIRE (-30%)

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUNSPOTTINGT(+30%)SHOOTING T(-20%) A(-20%)

WALKSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

PRONESPOTTINGT(-30%)SHOOTING T(-30%) A(+20%)

CRAWLSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

HIDDENSPOTTINGT(-75%)SHOOTING T(0%) A(0%)

PINNEDCHARACTER PRONE UNTIL NEXT COMBAT PHASE

SNAP 1SNAP FIRE (-30%)

SNAP 2SNAP FIRE (-30%)

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUNSPOTTINGT(+30%)SHOOTING T(-20%) A(-20%)

WALKSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

PRONESPOTTINGT(-30%)SHOOTING T(-30%) A(+20%)

CRAWLSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

HIDDENSPOTTINGT(-75%)SHOOTING T(0%) A(0%)

PINNEDCHARACTER PRONE UNTIL NEXT COMBAT PHASE

SNAP 3SNAP FIRE (-30%)

SNAP 4SNAP FIRE (-30%)

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUNSPOTTINGT(+30%)SHOOTING T(-20%) A(-20%)

WALKSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

PRONESPOTTINGT(-30%)SHOOTING T(-30%) A(+20%)

CRAWLSPOTTINGT(+20%)SHOOTING T(-10%) A(-10%)

HIDDENSPOTTINGT(-75%)SHOOTING T(0%) A(0%)

PINNEDCHARACTER PRONE UNTIL NEXT COMBAT PHASE

SNAP 5SNAP FIRE (-30%)

SNAP 6SNAP FIRE (-30%)

KNEELSPOTTINGT(+20%)SHOOTING T(-20%) A(+10%)

RUN

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 169

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 170

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SKIRMISH SANGIN

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SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 172

SKIRMISH SANGIN is a tabletop skirmish game where players control opposing forces, either modern Western military forces (ISAF) or insurgent militias that do battle everyday in the modern war for Afghanistan.

Inside this book you will find:• Simple, fast combat rules that enable furious tabletop skirmish battles• Information and rules for creation of professional and insurgent forces• A full array of modern weapons and armour for both sides• Rules for off table support ranging from snipers to heavy weapon platoons,

fast air and helicopters• A game that plays as easily with two people as it does for multi-player games.• A set of rules that provides an intense and compelling tabletop game

regardless of whether you field four figures per side or forty.