13
War Ain’t Fair Fast play ww2 rules incorporating the full vagaries of war By Stephen Luscombe [email protected] 1.2

War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

  • Upload
    others

  • View
    2

  • Download
    1

Embed Size (px)

Citation preview

Page 1: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

War Ain’t Fair

Fast play ww2 rules incorporating the full vagaries of war

By Stephen Luscombe

[email protected] 1.2

Page 2: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

Introduction Welcometo“WarAin’tFair”.TheseareasetofrulesdesignedtotryandrecreatetheuncertaintiesoftheSecondWorldWarbattlefieldfor6mmBattalionscalebattlesinafastandflexiblemanner.Itreliesheavilyonsystemsdesignedtoreplicatetheebbandflowofadevelopingbattlefield.Thismeansthatyourbattlesmaywellnotendupbeingabattlebetweentwoidenticalforceswithsimilarcapabilitiesandopportunities.Thewaythediceandcardsarepulledmaywellfavouronesideoveranother.However,theyalsogiveyouthechancetoshowhowyouhandleunexpectedopportunitiesandthreatsonthebattlefield.Bothsidesshouldhaveequalopportunities,butthisdoesnotmeanthattheeventswilloccurinafairandequitablemanner!Theyshouldaverageoutovertime,butyoumayexperienceperiodsofintensedifficultiesthatyouhavetoovercomebeforethegodsofwarreturntofavouryou.BasingTokeepthingssimple,onemodelrepresentsonevehicle(noneedtobase).Forinfantry,useoneinchbasesforasquad.AtypicalformationmighthavethreesquadsandaHQforaplatoonmeaningthat4oneinchbaseswouldberequired.Acompanymighthavethreeplatoonsof4basesplusaHQelementmaking13basesforacompany.Multiplybythreeforabattalioninmostcases.SetupDecideontwoforcestouseagainsteachother.ThereisaverysimplepointssystemthatyoucandownloadfromthewebsiteoryoucouldusethepointssystemandformationchartsinagamelikeFlamesofWar.Ofcourseyoucanuselargerformationsthanyouwouldfora15mmgameasyoushouldhaveplentyofspace.Onceyouhavedecidedonyourforce,giveeachplatoon(orcompanyforlargersizegames)aletterdesignation.Theseletterswillthenbeusedforthehiddensetupusedinthegame.Eachsidereceivestwoadditionalcardstoactasdummycounters.Thecardswillbeplacedfacedownonyoursideofthetable.Rolladicetodecidewhosetsdownthefirstcardandthenalternatebetweenthetwosides.Nocardcanbeplacedwithin4inchesofanalreadyplacedenemycard.Eachcardrepresentsoneofyourformationsanditdoesnotneedtoberevealeduntilitmoves,firesorisspottedbytheenemy.InfantryandDummycardsareautomaticallyspottedwhenanenemyformationis3inchesaway.Vehiclesareautomaticallyspotted6inchesawayifintheopenor3inchesifincover.Whentheforceisrevealed,forwhateverreason,trytoplacethemodelsascloselyaspossibleintothelocationofthecardtemplate.Unitscanbeplacedinambushatthecostoftakinganactivationdiceforeachunit.OutflankingEachplayercanreserveuptod3cardstoactasoutflankingformations.Theplayermustsecretlywritedowntheflankthattherespectiveformationintendstotravelalong.Startingonturn2untilturn5rollad6–ifthenumberisequaltoorlessthanturnnumberthenunitarrivesonspecifiedflank(ifunitdoesnotarrivebyturn6thentheyarelostandcountascasualties).Theunitscanappearanywherealongtheflankingsideaslongasitisatleast6inchesawayfromanenemyunitorcard.EventCardsAtthebeginningofeachturn,revealaneventcardwhichcanbeplayedeitherimmediatelyorkeptbytherelevantplayerforfutureuse.Followtheinstructionsontheeventcard.Theinitialdeckcanbemadeupofgenericcardspluscardsrelevanttothearmybeingplayed.Eg.BritishcardsmightgivedifferentadvantagesanddisadvantagestoGermancards.MoraleandSkillLevels“WarAin’tFair”dividestheskillandmoraleintothreelevels:Elite,RegularandGreen.Anytestsforskillormoralearebasedona2d6testwhichmustbelowerorequaltoitsrating:

Morale/SkillRatingon2d6Elite 9

Regular 8Green 7

Page 3: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

RandomUnitActivation“WarAin’tFair”isnotayougo,Igosystem,itisadynamicallyrandomizedsystem.Youcanusenormaldice,playingcardsorspecializedwargamesdiceliketheBoltActiondicetorandomizethesequenceofplayforeachturn.Regardlessofthenumberofunitsinyourformations,bothsideshaveafinitenumberofdice.Tocalculatethis,addupthenumberofunitsonbothsides.Subtract2fromthelargestforceonthefieldandthenadjustthatnumberbythenationalitytablebelow.Dummycardscanbeallocateddiceifdesired.Notallunitsmayhaveanopportunitytobeactivatedduringaturn.

Nationality NumberofActivationDiceItaliansandMinorNations -2

French,Soviet -1British,Americans 0

Germans +1EntirelyEliteformation(Paratroopers,SS,etc) +1

RegularDice BoltActionDice Effect

1 Down -1tobehitforinfantryorvehiclesincoverorhulldown(behindwallorcrestofhill)and+1totheirdefensefactor.

2 Rally Aunitcanattempttoimproveanyeffectedelementsmorale.3 Run Strategicmovex2normalmovementbut+1tohitiffiredupon4 Ambush Canelectwhentofireonenemy(anypointduringitsmovement

orAFTERithasfired)withnomodifiers.UnitcanelecttoremaininAmbush

5 Advance InfantryandTankscanfireandmovewith-1tohit(doesnotapplytoHeavyWeaponsorArtillery)

6 Fire OpensfirewhilststationarywithnomodifiersMovement

Unittype DistanceinInchesinOpen

Ground

RoughTerrain Roads TransportCapacity

InfantryandHeavyWeapons,egHMG,Mortars

3” CannotRun NoEffect N/A

Artillery 3” NotAllowed(unlessset-up)

NoEffect N/A

Cavalry 5” HalfSpeedandNoRun

x1.5 onebase

WheeledVehicles

6” NotAllowed X2 onebase

HalfTracks 6” NoRun x1.5 onebaseSlowTanks 4” NoRun x1.5 N/ARegularTanks 6” NoRun x1.5 N/AFastTanks 8” NoRun x1.5 N/A

Halvemovementdistancewhenmounting/dismounting,orunlimbering/limbering.Wheeledvehiclesandhalf-trackscannotcrosswallsandhedges,trackedvehiclesdosoatacostofhalftheirmovement.Infantrysuffernopenalty–heavyweaponslose1inchmovement.UnitCoherencyandCommandDistancesPlatoonmembersmustseektoretaina1inchdistancebetweenelements.Ifthiscoherencyisdisrupted(egduetoamiddleelementbeingknockedout)thenthereisnopenaltybutmustseektomovebackintocoherencyattheearliestopportunity.Platoonsarefreetomovefurtherthan12inchesfromtheirrelevantcompanyHQbutmaysufferamoralepenaltyfordoingso.Likewisethereisa30inchcommanddistancefortheBHQorForceHQ.

Page 4: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

DirectFireIfaunitcanbeseenandisinrangeitcanbefiredat.Allelementswithinaunitmustfireatthesametarget.Nopre-measuringisallowed.Distancesareonlymeasuredafterfiringhasbeendeclared.Tanksandsoftvehiclescanfireatuptotworanksofmodelsdeep.InfantryandDirectFireartillerycanonlyfireonerankdeep.Typicallyascoreof3orhigherisrequiredonaD6toscoreahitbutwithmodifiers.

DirectFire D6modifierTargetoverhalfrange -1

Targetinsoftcoverordugin -1Targetinhardcover -2

FirerisGreen -1FirerisElite +1TargetisGreen +1TargetisElite -1TargetisDown -1

Targetisobscured(bywrecksorfiringthroughafriendlyunit) -1Firermoved -1

Ifmorethanonegunfiresonmulti-turretedtanks -1Firerispinned -1

EmergencyDefensiveFire -1TargethasusedaRunmovethisturn +1

Ifascoreofgreaterthan6isrequiredthenany6mustbererolledandanadditional6isrequiredtomakethehit.IndirectFireIfanartilleryobserver,aBHQorthefiringunitcanseeatargetthenitcanbefiredatusingindirectfire–thiscanbeaunitorageographicalfeature.Markanaimingpointandrollasingled6andascatterdice(asusedinWarhammer/40K).Acrosshairsmeansadirecthit.Shoulditscatter,subtractthenumberofturnsthatthefirerhasbeenfiringatthissameaimingpointwithoutmoving(egifitisthesecondturnthenitisd6-2,thirdturnitisd6-3).Calculatetheareaeffectedfromthetablebelow.Anyunitsinsidetheblastzonearehitandrollforeffectusingtherelevantattackfactorsofthegunsfiring.Opentoppedarmouredvehiclescountassofttargets.

BatterySize DiameterofBlastZoneLightMortar 1”MediumMortar D2+1”HeavyMortar/LightArtillery D3+1”MediumArtillery D6+1”HeavyArtillery D6+2”

RangesandArcsofFireInfantryandTurretedvehicleshavea360°firingarc.Artillery,AntiTankGuns,heavyweapons,mortarsandturret-lessArmourhaveafiringarcof45°forwardleftandright.

Infantry 6””HMG 8””LtMortar 2-10””MdmMortar 4-16””HvyMortar 6-24””20-25mm 8””37-47mmor2pdr 12””Long50mm 16””Short/Early75mm,76mmor6pdr 20””Later75mm,76mm,85mm 24””17pdr,88mm,90mm 30””Long88mm,100mm,122mmMediumArtillery(upto105mm) 36””HeavyArtillery(over105mm) 48””

Page 5: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

CloseCombatIfaunitwishestoengageinclosecontactitselectsanadvancemoveandmovesnormallysothatatleastoneelementmakesitintocontactwithanenemytargetunit.Thetargetcanfiredefensivefirenormallyatthecostofanactivationdiceifithasnotalreadybeenactivatedthisturn(andadiceisavailable).Ifithasalreadyusedanactivationdicethenitcanconduct‘EmergencyDefensiveFire’.EmergencyDefensiveFiredoessowitha-1tohitandathalfthenormalattackfactor(roundeddown)forcalculatingdamage.AunitcannotelecttouseEmergencyDefensiveFireifithasnotyetemployedanactivationdiceandoneisstillavailabletouse.Ifthedefensivefirecausesanyresult(pinned,suppressedordestroyed)thenanattackinginfantry,softvehicleoropentoppedvehicleunitmusttakeamoraletestinordertoclosewiththeenemy.Ifthetargetisatankwhichdoesnotcauseanydamagetoanassaultingunitthentheattackingunitmuststilltakeamoraletest.Tanksdonotneedtotakeamoralechecktoclosewithanenemyunit(tankscannotassaultotherarmouredvehicles).Eachattackingelementincontact(andnotsuppressed)withanenemyelementautomaticallyhitsandrollsfordamageaspernormal.Ifanyelementsofaunitsurvivetheattack,theycanattempttopassamoralechecktoattackback.Iftheyfail,theyretreatd6inches.Theycanvolunteertofailandretreatd6inchesiftheysodesire.Iftheysucceedinpassingtheirmoraletheycanmoveupto3inchestoengageanyelementsoftheattackingunitandautomaticallyhitifincontact.Thisprocessiscontinueduntileitherallelementsononesideareremovedascasualtiesoronesidefailsitsmoralecheckandretreats.Victorioustroopscanconsolidateupto3inches.Losingtroopshavefailedtheirmoraletestandsowhennexteligibleforanactivationittakesanothermoralecheck.Ifitpassesitcancontinueitsactivationasnormal,ifitfailsitfallsbackanotherd6(inf)or2d6inchesandlosesitsactivationdicefortheturn.CombinedArmsAssault:Ifanarmouredandaninfantryunitarebothwithintheinfantry’sassaultrange(3inches)andneitherhaveyetbeenactivated,thentheattackingplayercantakeanadditionaldiceoutofthebagandmovebothunitssimultaneouslytoattack.ThedefendingplayercantargetthetanksortheinfantrywithDefensiveFirebuttheinfantryreceive+1fortheextracoverprovidedbythetanks.Otherwise,attackasperabovebutwiththeaddedelementsbeinginvolved.Dedicatedhalf-tracksaretreatedslightlydifferently.Theycountaspartoftheunitandsorequirenoextradice.Theystillgivea+1forextracoverbutinsteadoffiringseparately,theyadd+1totheattackfactoroftheinfantrytheyareattackingwith.Infantryattackthesidearmouroftanks.DamageIfahitisscoredthenthedamageeffectneedstobecalculated.Calculatecasualtiesandeffectsfromtheclosestelementtotheunitfiringatit.Iftheelementsareanequaldistancethenthedefenderchooseswhichelementishit.Dependingonhowmanyhitshasbeenscoredagainsttheunit,youcontinuetorolloffagainstelementsintheunituntilalleffectshavebeencalculated.Tocalculatedamage,eachsiderollsad6perhitandmodifiesitaccordingly:ThefirerrollsoneD6+AttackFactor,thetargetrollsoneD6+DefenceFactor.Infantryandartillerycanboosttheirdefensefactorsdependingontheterraintheyoccupy;Add+1toDFiftargetisinSoftCover,+2toDFiftargetisinHardCoverand+3ifinBunkers/PillBoxes.Comparetheresults:

Result EffectAttackersresultisequalorlessthandefenders NoDamageFiringunitscores+1 TargetisPinnedFiringunitscores+2 TargetisSuppressedFiringunitscores+3 TargetisDestroyed

Pinnedunitscan'tadvancebutcanremainstationeryorretire;theyfirewitha-1tohit.Asecondpinorasuppressedresultwillresultintheunitbecomingsuppressed.Suppressedunitscan'tmoveorfire.Asecondpinorsuppressionresultsintheunitbeingdestroyed.Destroyedvehicularunits(tanks,trucksetc)areleftonthetableas"burningwrecks",blockinglineofsight.Otherunitsareremovedfromthetable.TransportedtroopsandlimberedgunssufferthesameresultasthevehiclecarryingthemunlesstheycanpassaMorale/skilltestwherebytheeffectisonelessthannormal.i.e.DestroyedbecomesSuppressed,etc…IftheTransportissuppressedordestroyed,troopsandgunsmustdisembarkimmediately.Ifallelementsofatransportedunitareeliminatedthenthetransportmodelsareautomaticallyremoved.

Page 6: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

AttackFactorsUnit/GunType vSoftTarget vArmour

Infantry 2 1InfantrywithPIAT,BazookaorPanzerfaust 2 3PIAT,BazookaorPanzerfaustteam 0 3HMG(cannotdestroytanks–onlypinorsuppress)

3 0

LtMortar(cannotdestroytanks–onlypinorsuppress)

2 0

MdmMortar(cannotdestroytanks–onlypinorsuppress)

3 0

HvyMortar 3 120-25mm 2 137-47mmor2pdr 2 2Long50mm 2 3Early75mm,6pdr 2 4Short75mm 4 2Later75mm,76mm,85mm 2 517pdr,88mm,90mm,100mmor122mm 2 6MediumArtillery(upto105mm) 4 2HeavyArtillery(over105mm) 5 3

IndirectFireisaffectedbyBatterysizealso:

1–3guns -1toAF4–6guns Nomodifier7–8guns +1toAF

DefenceFactors

UnitType DefenceType DefenceFactorInfantry,HvyWeaponsandSoftVehicles Soft 0ArtilleryandATGuns Soft 1ArmouredCars,HalfTracksandTankettes Armour 1LightTanks,egPzII Armour 2EarlyMediumTanks,egPzIII,Somua Armour 3LateMediumTanksegPzIV,Sherman Armour 4HeavyTanksegPanther Armour 5SuperHeavyTanksegKingTiger Armour 6

Defencefactoris-1ifhitfromsideandhalved(roundedup)ifhitfromtoporrear.MoraleWheneveraunitsustains25%casualties(pinned,suppressedordestroyed)toitsactiveelements(discountthosewhichwerealreadypinnedorsuppressedanddofincludetransportelementsinthecalculation),itmusttakeamoralecheck–itcouldtakemultiplemoralechecksineachturn.

MoraleModifierPlatoonHQknockedout -1

CompanyHQ(ifithasone)knockedoutornotwithin12inches -1BattalionorForceHQknockedoutornotwithin30inches -1Ifatleast50%ofunitdestroyed,suppressedand/orpinned -1

Shoulditfail,itwithdrawsd6inchesifinfantryorartilleryor2d6inchesforvehicles(pinnedelementsalsoretreatbutsuppressedelementsbecomedestroyed).Whentheunitisnexteligibleforanactivationittakesanothermoralecheck.Ifitpassesitcancontinueitsactivationasnormal,ifitfailsitfallsbackanother2d6inchesandlosesitsactivationdicefortheturn.Aretreatingunitisfiredatasifitwererunning(i.e.witha+1modifier).

Page 7: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

AunitcanusetheRallyactivationdicetoimproveitsmoraleandimproveitsdefensivepositions.Eachelementcanimprovesitsmoralestatusby1forasuccessfulmoralecheck(suppressedtopinnedorpinnedtonormal).Anon-effectedHQunitcanchoosetorallyanotherelement(orretry)withinunitcoherencydistances.SoPHQin1”,CHQin12”andBHQin30”.Thewholeunitcanalsotakea3”consolidationmovetoadjustfacingorrepositionthemselvesoritcanelecttoDigIn.Thisrequiresaseparatesuccessfulskillcheckforeachelement.ReconnaissanceMoveIfanofficiallydesignatedRecceunitistargetedbyanenemyitcanseektoevadetheattack.Iftheunitisyettouseanactivationdiceitcanvoluntarilytakeadicefromthebag(ifoneisavailable)inordertodoaRunorder(only)awayfromthefiringunitorbehindsomesuitablecover.IftheRecceunithasalreadyuseditsactivationdicethenitcandoanemergencyvoluntaryretreatof2d6.Unlikeinthemoralesituation,itwillnotgainthepenaltyofa+1modifiertohitelementsintheunitandthereisnoneedtopassanadditionalmoralecheckinthenextturninordertocontinueitsactivationasnormal.Additionally,afteralldeploymenthasbeenmade,Arecceunit(oroneofthedummycards)isallowedtomoveupto12inches(evenintoenemyterritory)aslongasitendsupfurtherthan4inchesfromanenemyunit(card).EngineeringAllunitsintheopencanbeginduginwhichwouldgiveanadditional-1tohitthem.Elementslosethisstatusiftheymove.Thesearerepresentedbyoneinchsquares–foreveryrealminefielddeployedyoucandeploy2dummyones.Whenaunitentersaminefield(dummyorreal),itmuststopforoneturn.Revealtheminefield,if“real”itattacksimmediatelywithAttackFactor=3,afterthatitisremoved.EngineersandMineClearingTanksareimmunetoMinefieldsattacks,butmuststillstoponeturnwhentheyenterthem.Wiresectionsare1”wideandcan’tbecrossedbywheeledvehiclessuchasTrucks,JeepsorArmouredCars.InfantryunitsthatenterthemmuststopandareimmediatelyattackedwithAttackFactor=1.EngineersandallTrackedVehiclesmuststoptoo,buttheyremovetheWiresection.SmokeistreatedlikeArtillery(directorindirect)andusestheirareaeffectforsmoke.Forplacementchooseanaimingmarkandthenroll2differentcolouredd6s(oneforpositivenumbersandonefornegativeones.Subtractthenegativedicerollfromthepositiveone).Ifthescoreiszeroorlessthenithitsontarget.Foranyotherresulttheopponentcanvarythehittingpointthenumberofinchesequaltothedifferenceinscore.FlamethrowersFlamethrowersaredividedintotwotypes:infantryorvehiclecarriedflamethrowers.Unlikeotherunits,flamethrowersdonothavetorolltohit.Theychooseanelementwithinrangeandrolltodamage.Aftercalculatingthedamage,theflamethrowercanrollad6andiftheyrolla5ora6theycanattackanotherelementwithinrange.Thisprocesscanberepeateduntil1–4orisrolledornoadditionaltargetsareavailable.

Range AFvInfantry AFvArmour AdditionalattackInfantryCarriedFlamethrower 4” 4 2 Ona5ora6

VehicleCarriedFlamethrower 8” 6 3 Ona5ora6

AircraftPlanescanbeactivatedwithanactivationdiceatanypointduringtheturn.Planesflyinastraightlinefromtheplayer’sbasetableedgetotheopponent’sedge.Theymustdicetohitanddamageunitsaspernormal.However,therearenomodifierstohitsoa3+isrequiredtohitexceptforbomberswhohitanyunitsintheirareaofeffect.

PlaneType AreaofEffect AFvInf AFvArmour

DefenceFactor

Fighter-bomber Fighter-bombercanstrafeanyelementsalongitslineofflightpathforadistanceupto12inches

3 2 3

DiveBomber/TankBuster

DiveBomber/TankBustercanchooseupto3elementstofireatalongitslineofflight

3 5 4

Bomber Bombercanchoose3aimingpointsalongitsflight.Hitsona3+butforeffecttreatasmediumartillery

4 4 5

Page 8: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

Anti-Aircraftcanfireatplanesnormally–othersmallarms/mgcanfirebutonlyhitona6.Pinnedplanescanonlyflyinstraightlineandhitatanadditional-1.SuppressedplanescanonlyflyinstraightlineandcannotfireDedicatedTransportIfaninfantryunitwithdedicatedtransportisdestroyedthenitisassumedthattheirtransportisalsodestroyed/vacatesthebattlefield.Ifanemptytransportisdestroyedthenithasnoeffectondisembarkedinfantryotherthanthereducedtransportability.Halftracksusuallydonotfireseparately–rathertheyadd1totheinfantry’sattackfactor(onlyagainstinfantry/softvehicles–noeffectagainstarmouredvehicles).Armouredtransportcanusethecombinedarmsassaultbutwithoutrequiringtheremovalofanactivationdiceandstill‘adding’1totheattackfactorofitsdisembarkedinfantryunitandimprovingtheinfantry’sdefencefactorby1fordefensivefirepurposesbyprovidingsomecoverintheassault.BocageThehedgesinNormandywerenotoriouslydifficulttotraverseandprovidedexcellentcoverfordefenders.Consequently,thenormalhedgerulesareexpanded.Crossingbocageisprohibitedforallwheeledvehiclesandhalf-tracks.Allotherunitsmuststarttheturntheywishtocrossthebocageincontactwithit.Itthenspendstheentireturnmovingbeforeappearingontheotherside.Tankssuffera+1modifiermakingiteasiertohitthemastheyexposethemselvesandtheycounttheirarmourasiffortop(iehalved)althoughinrealityitwasthebellyoftheirtanksthattheywereexposingincrossingthem.TheexceptiontothisrulearethosetanksfittedwiththeCulinhedgerowcutterwhichweredesignedtogo‘through’thebocage.Inthiscase,treatthebocageasanormalhedge(soreducemovementbyhalf)andsuffernopenaltiestohitorforarmourpenetration.TacticalAdvantagesTableIfoneplayerhaslessactivationdicethantheotherplayer,thentheycanroll2d6andconsultthetablebelow.Additionally,ifusingpoints,aplayercanpurchaserollsonthistablefor75pointseach.Whatevernumberisthrown,mustbekeptevenifitisaduplicate.Justcarryoutthetacticaladvantagehowevermanytimesitisrolled.Usethistableaftertheterrainhasbeensetupandbutbeforethegamebegins.2D6 TacticalAdvantage2 Delayachosenunitoftheenemy.Rolld6toseewhichturnitarrivesfromplayer’sbaseline3 HastyPreparation:playerreceivesd6minesquaresandd6dummyminefieldsforplacementonhis

halfoftheboard4 Arandomlychosenunitoftheplayer’sisupgradedonelevel(fromgreentoregularorregularto

elite–donotincludeeliteunitsinrandomselection.5 Delayarandomunitoftheenemy.Rolld6toseewhichturnitarrivesfromplayer’sbaseline6 Playercanaddanadditionalpieceofterrainanywhereontheboard7 Received3extradummycounters8 Playercanremoveapieceofterrainanywherefromtheboard9 Guaranteedflankattack;playerchoosesoneunittoarriveonturntwoanywherealonga(secretly)

selectedflank.10 Arandomlychosenunitoftheenemy’sisdowngradedonelevel(fromregulartogreenoreliteto

regular–donotincludegreenunitsinrandomselection.11 Surprise:theplayercanchoosed3enemyplacementcardsaftersetupandmovethem6inchesin

anydirection(theyremainunrevealed–unlessbroughtintospottingrange)12 Reinforcements.Anyoneunittotallydestroyedcanbereusedfromtheplayer’sbaselinetheturn

afterthelastelementwasdestroyed.

Page 9: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

FineWeather

Noeffectonmovementorfiring.

Takesprecedenceoverearlierweathercards

FineWeather

Noeffectonmovementorfiring.

Takesprecedenceoverearlierweathercards

InclementWeather

NoRunmovementsallowedMaximumrange

toshootis24”NoFlying

Takesprecedenceoverearlierweathercards

DiabolicalWeather

NoRunmovementsallowed.Allregularmovementhalved

Maximumrangetoshootis12”,additional-1tohit

NoFlyingTakesprecedenceoverearlierweathercards

FineWeather

Noeffectonmovementorfiring.

Takesprecedenceoverearlierweathercards

FineWeather

Noeffectonmovementorfiring.

Takesprecedenceoverearlierweathercards

InclementWeather

NoRunmovementsallowedMaximumrange

toshootis24”NoFlying

Takesprecedenceoverearlierweathercards

DiabolicalWeather

NoRunmovementsallowed.Allregularmovementhalved

Maximumrangetoshootis12”,additional-1tohit

NoFlyingTakesprecedenceoverearlierweathercards

FineWeather

Noeffectonmovementorfiring.

Takesprecedenceoverearlierweathercards

FineWeather

Noeffectonmovementorfiring.

Takesprecedenceoverearlierweathercards

InclementWeather

NoRunmovementsallowedMaximumrange

toshootis24”NoFlying

Takesprecedenceoverearlierweathercards

DiabolicalWeather

NoRunmovementsallowed.Allregularmovementhalved

Maximumrangetoshootis12”,additional-1tohit

NoFlyingTakesprecedenceoverearlierweathercards

FineWeather

Noeffectonmovementorfiring.

Takesprecedenceoverearlierweathercards

FineWeather

Noeffectonmovementorfiring.

Takesprecedenceoverearlierweathercards

AxisGroundAttack

FighterBomberarrivesfromyourplayingedge(Rollad6–if6asecondFighterBomberarrives

also)

AlliedGroundAttack

FighterBomberarrivesfromyourplayingedge(Rollad6–if6asecondFighterBomberarrives

also)

Page 10: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

AxisGroundAttack

DiveBomberarrivesfromyourplayingedge

(Rollad6–if6asecondDiveBomberarrivesalso)

AlliedGroundAttack

TankBustingplanearrivesfromyourplaying

edge(Rollad6–if6asecondTankBusterarrivesalso)

AxisGroundAttack

Bomberarrivesfromyourplayingedge

AlliedGroundAttack

Bomberarrivesfromyourplayingedge

AxisAirSuperiority

Axisfightersinarea.AxisplayercankeepthiscardtopreventafutureAlliedAirtoGroundAttack

Card.

AlliedAirSuperiority

Alliedfightersinarea.AlliedplayercankeepthiscardtopreventafutureAxisAirtoGroundAttack

Card.

AxisGroundAttack

FighterBomberarrivesfromyourplayingedge(Rollad6–if6asecondFighterBomberarrives

also)

AlliedGroundAttack

FighterBomberarrivesfromyourplayingedge(Rollad6–if6asecondFighterBomberarrives

also)

AxisGroundAttack

DiveBomberarrivesfromyourplayingedge

(Rollad6–if6asecondDiveBomberarrivesalso)

AlliedGroundAttack

TankBustingplanearrivesfromyourplaying

edge(Rollad6–if6asecondTankBusterarrivesalso)

AxisGroundAttack

Bomberarrivesfromyourplayingedge

AlliedGroundAttack

Bomberarrivesfromyourplayingedge

AxisForgedbyFire

Chooseaunitwhichhasfiredorfoughtclosecombatthisgame.

Upgradethatunitonemoralelevelfor

remainderofgame.

AlliedForgedbyFire

Chooseaunitwhichhasfiredorfoughtclosecombatthisgame.

Upgradethatunitonemoralelevelfor

remainderofgame.

AxisBaptismofFire

AlliedplayerchoosesoneAxisunitthathasfiredorfoughtthisgameanddowngradesitsunitmoralebyonelevel

AlliedBaptismofFire

AxisplayerchoosesoneAlliedunitthathasfiredorfoughtthisgameanddowngradesitsunitmoralebyonelevel

Page 11: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

AxisSupplyProblems

DifficultiesinthesupplylinesmeanthatallAxisunitsarecautiousinexpendingammunitionandsoallunitssuffer-1tohitthisturnonly.

AlliedSupplyProblems

DifficultiesinthesupplylinesmeanthatallAlliedunitsarecautiousinexpendingammunitionandsoallunitssuffer-1tohitthisturnonly.

AxisFuelProblems

DifficultiesinsupplyingpetrolmeansthatnoAxisunitscanRunthisturn.

AlliedFuelProblems

Difficultiesinsupplyingpetrolmeansthatno

AlliedunitscanRunthisturn.

ConfusionintheAxisRanks

Ordershavebeen

muddled,Alliedplayercantakeoneorderdiceandgiveittoanyunit.Hecannotaskittofireon

friendlyunits.

ConfusionintheAlliedRanks

Ordershavebeen

muddled,Axisplayercantakeoneorderdiceandgiveittoanyunit.Hecannotaskittofireon

friendlyunits.

InspiredAxisLeadership

Yourleadershipso

inspirestheAxisforcesthatallpinnedand

suppressionmarkerscanberemovedimmediately.

InspiredAlliedLeadership

Yourleadershipso

inspirestheAlliedforcesthatallpinnedand

suppressionmarkerscanberemovedimmediately.

AxisRepairCrews

Spectacularprogressmeansthatd6destroyedAxisvehiclescanbe

recycledandplacebackintheirunits.Axisplayer

chooses.

AlliedRepairCrews

Spectacularprogressmeansthatd6destroyedAlliedvehiclescanbe

recycledandplacebackintheirunits.Alliedplayer

chooses.

AxisAnti-MineClearance

Engineersand

Intelligenceeffortsmeanthatd6Alliedmine

counterscanberemovedbytheAxisplayer.

AlliedAnti-MineClearance

Engineersand

Intelligenceeffortsmeanthatd6Axismine

counterscanberemovedbytheAlliedplayer.

AxisAirSuperiority

Axisfightersinarea.AxisplayercankeepthiscardtopreventafutureAlliedAirtoGroundAttack

Card.

AlliedAirSuperiority

Alliedfightersinarea.AlliedplayercankeepthiscardtopreventafutureAxisAirtoGroundAttack

Card.

AxisReconnaissance

OutstandingrecceeffortsmeanthatallAllied

uncovereddeploymentcardsneedtoberevealed

immediately.

AlliedReconnaissance

OutstandingrecceeffortsmeanthatallAxis

uncovereddeploymentcardsneedtoberevealed

immediately.

Page 12: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

MinefieldAF3

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

DummyMinefield

Page 13: War Ain’t Fair - British Empirebritishempire.co.uk/wargames/WarAintFair.pdf · 2019-04-11 · “War Ain’t Fair” is not a you go, I go system, it is a dynamically randomized

DugIn DugIn DugIn DugIn DugIn DugIn

DugIn DugIn DugIn DugIn DugIn DugIn

DugIn DugIn DugIn DugIn DugIn DugIn

DugIn DugIn DugIn DugIn DugIn DugIn

DugIn DugIn DugIn DugIn DugIn DugIn

DugIn DugIn DugIn DugIn DugIn DugIn

DugIn DugIn DugIn DugIn DugIn DugIn

DugIn DugIn DugIn DugIn DugIn DugIn

Ambush Ambush Ambush Ambush Ambush Ambush

Ambush Ambush Ambush Ambush Ambush Ambush

Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin

Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin

Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin

Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin

Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin

Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin

Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin Pin

Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup

Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup

Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup

Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup

Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup

Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup

Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup Sup