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GROUND POUNDERS
Introduction
This game is designed to simulate small scale, small unit engagements.

Assumptions
Research shows not everyone in a combat situation actively participates. Being on the ground,
especially in an unfamiliar area is unnerving.

Scale
One figure equals one man; one model equals one prototype.

Turn Sequence
1.0 Initiative Phase
1.1 Each side rolls 1 white initiative die (d6) and 1 colored activation die (AD). The activation die
is a d# where # equals the number of units on the side.
1.2 The initiative die (ID) is modified +1 per turn it has been since a side last held initiative.
1.3 The side with the higher ID has initiative for the turn, and may elect to move the number of
units he rolled on the AD.
2.0 Declaration Phase
2.1 Each side privately notes which units will use Opportunity Fire. Units marked for Op Fire
may not move.
2.2 The side with initiative publicly denotes which units will charge this turn. Charges count
against the AD. Charging into contact is more effective than incidental close combat.
Charges do not necessarily have to make contact. They can be used as a bum rush to get
someplace quickly or the engage the enemy in close combat.
2.3 Each side notes which units will be attempting to use the radio. Soldiers involved in radio
activity may not move. They may not shoot either, though other members of their unit may.
3.0 Movement Phase
3.1 The side with initiative may move the number of units up to the AD roll.
3.2 Compulsive Movement (Fall Backs and Routs) is executed first. Charges are executed
second. Then normal movement.
3.3 Any unit on the side with initiative – whether it moved or not – may opt to go to ground at
the end of the Movement Phase.
3.4 Units locked in melee may break off the melee if they pass a morale check. If they fail, they
remained locked in melee and fight this turn with “FORCED TO FIGHT” penalty.
4.0 Direct Fire Phase
4.1 All fire in this phase is simultaneous. The order of shooting does not really matter. The
player with initiative has the option of determining order.
4.2 Units locked in melee may not fire.
5.0 Melee Phase
5.1 Melee occurs when units are in direct contact with one and other.
5.2 At the start of the Melee Phase, all units in direct contact must make a morale check –
except units which were locked in melee from a previous turn and units which charged into
contact this turn. This is a simultaneous check.
5.2.1 A defender, who fails morale, simply withdraws to the nearest cover with his
charge move towards friendly units. If there is an enemy unit between the
nearest cover in the direction of friendly troops, but there is other cover towards
friendly troops he could reach, the defender may withdraw to that cover.
5.2.2 If the defender can not make cover in that distance or if he can not withdraw
because there are intervening enemy units between him and other friendly
forces, he stays to fight but does so with a “FORCED TO FIGHT” penalty.
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5.2.3 An attacker who fails morale withdraws to the nearest cover with his charge
move towards friendly units. If there is an enemy unit between the nearest cover
in the direction of friendly troops, but there is other cover towards friendly troops
he could reach, the defender may withdraw to that cover.
5.3 Morale checks complete, melee is resolved. Melee is conducted in the order of the side with
initiative’s choice.
5.4 When all melees are revolved, units still in contact are considered locked in melee.
5.5 Elite units who won their melee or who had a defender flee before them may make an
adjustment move of 1/4th normal move within the terrain feature the melee was fought. If the
melee was found between two (ex: a hedge and field) the unit sets up in the more
defensively advantageous terrain.
6.0 Indirect Fire Phase
6.1 All on-board indirect fire is resolved.
6.2 All off-board fire is resolved.
6.3 All fire within this phase is simultaneous. The order of shooting does not really matter. The
player with initiative has the option of determining order
7.0 Morale Phase
7.1 Morale Checks: All units that took casualties this turn, all non-veteran units subjected to
indirect and/or off-board fire this turn, and all raw or inexperienced units under any type of
fire for the first time take a morale check. Morale checks are considered simultaneous but
the side with initative determines the order.
7.2 Rally Checks: Officers may attempt to rally units routed in previous turns. Units with NCOs
may attempt to self-rally if they belong to the side with initiative.
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Morale
Every unit has a Morale Rating (MR) based on its training, experience, and espirit de corps. When
rolling morale checks, players want to roll below their MR. For a pre-Melee MC, rolling below MR
equals passing. For MCs in the Morale Phase, see the Morale Phase Morale Check Table below.

Units have a Morale Grade. These are considered Raw, Inexperienced, Regular, and Veteran. The
bonus of Elite status may be added to Inexperienced, Regular, and Veteran units.
 Raw troops are largely Partisans and Policemen. These troops can’t stand up to line troops.
They can be raised in Morale Grade via the Morale Phase Morale Check Table to Inexperienced
on a natural “2”. A second natural “2” has no effect. A 3 rd would grant them Elite status, but they
remain inexperienced. They may not progress further. These units have MRs ranging from 3–6.
 Inexperienced troops are largely second-line and untested men. They may be raised in Morale
Grade as far as Veteran. Elite status comes with “Regular” only if the unit is part of an elite
formation (airborne, guards, etc.). These units have MRs ranging from 4–7.
 Regular troops are trained, battle tested men. They make up the bulk of combatants. They may
be raised in Morale Grade to Veteran. These units have MRs ranging from 5-8.
 Veteran troops are the toughs who have seen it all. They are battle hardened, not just tested.
These units have MRs ranging from 7-9.

MORALE PHASE MORALE CHECK TABLE (2D6)


ROLL EFFECT
Natural “2” Guts: Unit moves up 1 experience level.
Below MR Pass: Unit is fine.
Equal or MR+1 Fall Back: Unit withdraws to the rear at normal movement toward the closest friendly
cover. Unit will continue this in movement and/or morale phases until it reaches cover.
Units in this state will fire and melee at –1 until they have reached cover. Once in
cover, they are fine. Fall Back units may not engage in indirect fire or radio activity.
MR+2 or more Routed: Unit retreats a full charge move. Unit will continue this in movement and
morale phases until rallied. Routed units will move from one cover to the next
whenever possible. A routed unit that can reach cover before exiting the board will
remain in that cover until rallied. Units in this state will fire and melee at –2. Routed
units may not engage in indirect fire or radio activity.

* Units already on Fall Back status, who are forced to take a MC in the Morale Phase, continue on that
status if they roll Fall Back or Pass. They become routed if that is what they roll. They revert to normal
status f they roll a natural 1.
** Units already on Routed status, who are forced to take a MC in the Morale Phase, stay Routed
unless they roll a natural 1, in which case they are automatically rallied.
*** Fall Back and Routed are considered compulsive moves. They do not count toward AD. Both sides
execute them every turn during the Movement and Morale Phases, regardless of who has initiative.

Die Roll Modifiers for ALL Morale Checks


NCO Killed +2 Officer Present -1
Officer Killed w/Unit +2 Unit is Elite -1
Unit Losses 50% +1 Unit is in Soft Cover -0
Unit Losses 75% +3 Unit is in Hard Cover -1
Unit Routed +1 Friendly AFV in LOS -1
Unit Raw or Inexperienced +1 Raw being closed on by AFV +2
Inexp being closed by AFV +1 Attacked by Gurkhas +1
Attacked by SS +1 Unit in Open +2
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Direct Fire
Most weapons involved in this game are direct weapons. Pistols, carbines, and rifles roll 1 die to hit.
Shotguns roll 2 dice. SMGs and LMGs roll 4 dice. DPMGs, MMGs, and HMGs roll 6 or 8. INF, AT, and
ART guns roll 1 die per person in their blast radius.

Grenades, AP<100mm and HE<50mm 1“ Blast Radius


AP>100mm and 50mm-69mm HE 1.5“ Blast Radius
70mm-90mm HE 2“ Blast Radius
HE>90mm and <150mm 2.5“ Blast Radius
HE>150mm 3“ Blast Radius

Indirect Fire
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© 2001 3rd Corps Games


Updated 2018

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