Matt runs a forum for these & other sets of WW1 rules on
http://games.groups.yahoo.com/group/when_technology_meets_tradition/
You'll find the original rules, lots of discussion & my HotT/HitT interface showing the changes.
Tank attack
|
v5.0
Playing Area & Ground Scale: Each Segment in 15mm. is 1” = 100p
Troop
Definitions
AERIAL includes machines that
move through the air & are therefore not constrained by terrain.
Balloon: Lighter than air craft.
Their role on the battlefield is observation and providing support to
Barrage & Field Artillery shooting attacks. Unlike other Aerials they can
be contacted by ground troops where they are tethered.
Bombers: Winged bomber or observation aircraft
of the period. Primarily they are used
to attack Command Bunkers and other foot elements & destroy off-board
artillery well behind the enemy lines.
Fighters: Winged fighter aircraft. Their role on the battlefield is primarily to
attack enemy aerial troops, but can be used to disrupt the movement of ground
forces as well. Not deployed until 6 PIPs paid
Scouts: Early War aeroplanes. Not
much use except as a nuisance.
Air Aces: The Red Baron & his ilk
– Heroes of the Air.
MOUNTED includes troops mounted on or in machines or horses.
Armoured Car:
Lightly
armoured four-wheeled vehicles.
Cavalry: All cavalry of the
period. May dismount as Rifles.
Tanks: +1PIP to move whether single
element or part of a group.
FOOT includes infantry & all Artillery/Barrage
Barrage: Off-board reserve heavy artillery that fires indirect
artillery barrages.
Field
Artillery: Field
guns designed primarily for direct shooting attacks against ground or aerial
enemy troops.
Forward
Observer: Small foot unit whose function on the battlefield is
to direct field or off-board artillery.
Gas: Canisters of gas fired from
off-board artillery.
Heavy
Artillery : Longer range but immobile. Cost as Field Artillery but MUST pay +1 for
Entrenchment
AAA: Lorry mounted Guns
targetting Aircraft.
Machinegun: heavy machineguns with
crew.
Light Mortars:
Foot armed
with mortar tubes & crewed by infantry – usually part of a Battallion.
Medium/Heavy
Mortars: Double Range
& +1CF but MUST pay 1AP for entrenchments
Rifles: Foot armed with rifles,
grenades, bayonet, and possibly a light machinegun team. This is the basic foot troop type & most
armies will be composed primarily of these elements.
Sturmtruppe
/Trench Raiders: specialised assault units
or trench raiders used to assault infantry in trenches and other fortifications
as well as dealing with Tanks.
Snipers: can be
deployed at any time on-table but only in Bad Going. Snipers can fire full
range even if in woods, & out of the woods or other bad going. CF for
Shooting & close combat is +2 Cannot return like HotT Lurkers.
Minefields: As Lurkers in HotT but can
be deployed in good going in certain circumstances such as in front of, in or behind
Barbed Wire or in a designated area such as “between the woods & the hill”
etc
Deployment: of Terrain & Armies
Both players roll a die with the lower rolling player being the defender.
Defender places Trench - dice for each combination
·
Attacker may place a terrain feature - no high terrain within 400 of the forward
face of trenches
·
Defender may place a terrain feature - no high terrain within 400 of the forward
face of trenches
·
Attacker may place another terrain feature - no high terrain within 400 of the forward
face of trenches
·
Defender may place another terrain feature - no high terrain within 400 of the forward
face of trenches
·
Each move both players dice, high roll
decides - place another
terrain feature or to end terrain deployment
There must be a terrain feature in at least 3 of the
battlefield quarters, at least 1 of which must be Bad Going
·
Defender places Command Bunker - within 400p of the centre of his battlefield
edge.
A Command Bunker may not be placed entirely behind
terrain impassible to ground troops.
·
The defender deploys all his elements except for Barrage, Aerial or Gas elements,
either in a trench or anywhere within 600p of his side of the battlefield.
·
The attacker then deploys
all his elements except for Barrage, Aerial or Gas elements anywhere within
600p of his side of the battlefield.
·
The defender takes the first turn.
Barbed Wire: Foot & all mounted elements except Tanks (who move through at 100p destroying the wire)
must stop moving when contacting enemy barbed wire.
Move the element
into base contact as if it was attacking the barbed wire in close combat.
On their next turn,
elements whose movement was stopped by barbed wire may move through the barbed
wire -simply place the element on the far side of the wire.
If Sturmtruppe, the
wire is destroyed.
For combat
purposes, elements in barbed wire are considered to be in Good Going.
Sturmtruppe
elements destroy a 40mm wide area of barbed wire at the end of the turn they
moved into contact with the barbed wire. Barrage elements do so if they “beat” the wire which has a CF of 3 in this
case only.
Tank elements do
not have to stop moving when contacting a barbed wire base. They may move through the barbed wire as if
it is Bad Going and destroy the barbed wire while moving through it.
Destroyed elements
of barbed wire, or friendly elements of barbed wire, are considered Good Going
for movement and combat purposes. Barbed Wire is placed as terrain in battalion
frontages.
Command Bunker: If a Command Bunker is destroyed, Attacker has a breakthrough & Defender loses the game.
A Command Bunker may
not be destroyed by unaided Aerials, Barrage or Gas but it can be destroyed by
ground troops aided by such elements.
BUA Ruins & Strongpoints
1. Isolated Buildings:
would be ruins placed anywhere on the table including incorporation into a
trench system if the terrain piece is available but otherwise, like other
“high” terrain, may not placed within 400p of a trench
2. Town Edge –
could be partly ruined bit represents the edge of a town or large village which
must be placed against a table edge – presumably the defender’s rear & may
contain the Command Bunker
Isolated Ruins may
be fortified into a Strongpoint (by adding sandbags etc) which acts similarly
to a Command Bunker in that it must be taken by ground troops but gives +2 to
any element within
A Ruin is placed as
a terrain piece & may be fortified into a Strongpoint at the cost of 1AP
Deploying Fighters: Fighters are not deployed at the start of the Game but
arrive when 6 PIPs are paid when all Fighters may be deployed at once anywhere
in contact with the player’s own baseline at a min of 200p distance from an
enemy element.
Deploying Barrages: Barrage elements require 6 PIPs to deploy. They may be placed anywhere on the opponent’s
side of the battlefield as long as they are no closer than 200p to an enemy
element. The exception to this is that
they may be placed in base contact with an enemy element if the enemy element
is in a trench, or they may be placed in base contact with an enemy’s command
bunker or other fixed positions.
Lifting Barrages: Whenever a
Barrage element is on the battlefield, the opponent may spend 6 PIPs to force
the Barrage element off the battlefield (counterbattery fire silencing the
off-board guns providing the barrage.
If a friendly
Barrage “beats” an enemy Barrage, it must be removed (Reserve Artillery
silences enemy Reserve)
A Barrage element
may also be removed if the other side flies a Bomber element off the enemy’s
side of the board. This represents a
bombing mission meant to silence the off-board artillery battery. The Bomber element is not considered to be
lost for Break Point calculations but may not return during the game.
Deploying Gas: All the rules for deploying and Barrage elements apply
to Gas elements as well except that only 1 PIP need be expended & the other
player may not remove a Gas element once deployed. When a Gas element is deployed the deploying
player rolls a die. This is how many
turns the Gas element will remain on the board.
The turn the Gas element is deployed does not count. Once the number of turns has expired remove
the Gas element from play. It may not be
redeployed. In addition to harming elements it contacts, Gas also blocks line
of sight for purpose of shooting attacks. Once deployed, however, either player
may use 1 PIP to move it in their own bound.
Deploying Snipers: Snipers can be deployed at any
time on-table but only in Bad
Going & cannot make a Tactical move in the same bound as deployment. They
cannot voluntarily completely leave that feature If forced to leave the terrain
feature to conform to enemy or Recoil they cannot make any Tactical Move except
to return to that feature.
Does not have to contact
an enemy element on deployment & once deployed must stay unless Beaten when
forced to Flee the Battlefield or Doubled when Destroyed. Plays as a Lurker in HotT except Snipers can
fire full range 4” even if in woods, & out of the woods or other bad going.
CF for Shooting & close combat is +2
Deploying Minefields: Exactly as Lurkers in HotT incl being able to redeploy.
Can be deployed in good going in circumstances such as in front of, in or behind
Barbed Wire or in a designated area such
as “between the woods & the hill” cannot make a Tactical move in the same
bound as deployment. They cannot voluntarily completely leave that feature If
forced to leave the terrain feature to conform to enemy or Recoil they cannot
make any Tactical Move except to return to that feature.
Once deployed must stay
unless Beaten when forced to Flee the Battlefield or Doubled when
Destroyed. Otherwise plays as a Lurker
in HotT.
SEQUENCE
OF EVENTS Each bound, the active
player:
1)
Dices for PIPs
2)
Uses PIPs to deploy Barrages, Bombers, Snipers
or Gas, & to make Tactical Moves in any order.
3)
Elements (not in front edge contact with the front edge of an enemy element)
turn to face flank or rear attackers (without using PIPs) if required. Unengaged Aerials may contact (without using
PIPs)
4) All
Distance Shooting (Artillery only if it
hasn't moved) must shoot once only (without using PIPs) in an order
decided by the active player. If there is a choice, the owning player chooses
which target.
5)
Elements of both sides in legal contact with enemy resolve close combat
(without using PIPs) in an order decided by the active player
TACTICAL MOVES
One element or a
group of elements may normally be moved by spending PIPs.
PIP
Expenditure: Each
single element or group Tactical move costs 1 PIP except +1 PIP if:
·
group contains Tanks or Aerials
·
whole of element/group starts more than 1,200p away from their own
General
·
OR starts both more than 600p away from their own General & also
either beyond the crest of a hill, LOS blocked by Gas, more than 50p within, or
beyond a Wood/BUA
·
if the troops own General is Lost
Tactical Move Distances
Element Type
|
Distance
|
||||
Fighter
|
1,200p
|
||||
Bomber
|
500p
|
||||
Barrage
|
300p
|
||||
Balloon
|
200p
|
||||
Gas
|
200p
|
||||
Element Type
|
Road
|
Good Going
|
Bad Going
|
River
|
|
Cavalry
|
500p
|
500p
|
200p
|
100p
|
|
Armoured Car,
Forward Observer
|
400p
|
300p
|
200p
|
100p
|
|
Rifles
|
400p
|
300p
|
300p
|
100p
|
|
MG, Mortar,
Sturmtruppe*, Sniper
|
400p
|
200p/300p*
|
200p
|
100p
|
|
Artillery or
Minefield**
|
300p
|
200p
|
--
|
100p
|
|
Tanks
|
200p
|
200p
|
100p
|
100p
|
|
* Strumtruppe may
pay +1 PIP to move element/group an additional 200p if the move will contact an
enemy.
**Minefield not
affected by terrain
Mounting & Dismounting Cavalry
Rather than moving,
a player may spend 1 PIP to (dis)mount a cavalry element or group
After dismounting
move as if they were Rifle.
After remounting,
move as if they were Rifle for the 1st bound only. then as Cavalry.
Moving Gas
Either player may
opt during his turn to move a Gas element – costs 1 PIP
As with other
elements, the Gas element will stop when it contacts another troop element.
A Gas element blocks LOS
POUT Passing over, under, or through
Friendly or Enemy troops.
·
Rifles,
& Snipers may freely move through each other through tactical or combat
outcome moves.
·
Mounted can pass through Friendly Foot, but only if facing in the same or
opposite direction.
·
Aerials can pass over any Ground Troops except when Recoiling from Close
Combat.
·
Any Ground troops can pass under enemy Balloon, or any Friendly Aerials if
these are not in close combat.
·
Sturmtruppe can pass or be passed through by any friends or enemy.
·
Barrages can pass through any friends or enemy.
When
an element’s outcome move is insufficient to clear the base of an element
it must pass through, under or over, it is placed in the first large enough
unoccupied space beyond.
When
an element’s max. Tactical move is insufficient to clear the base of an element
it is passing through, under or over, it cannot pass.
DISTANT SHOOTING
Only Rifles/MG may move & fire in same
bound.
Mortar shooting is
not blocked by other elements or terrain features between it and the target
element.
Artillery may not
shoot in the same bound as they moved.
Element Type
|
Maximum
Range
|
Dismounted
Cavalry, Rifle
|
300p
|
Machinegun
|
400p
|
Mortar
|
500p (1,000
Heavy)
|
Artillery
|
1,200p (2,400
Heavy )
|
CLOSE COMBAT
SUPPORT In Close Combat Rifles/Sturmtruppe in depth
claim +1 for a single rank of supporting elements of their own type(noy in Bad
Going) If leading element is Destroyed, Supporting element is too.
Resolving Combat whether in close combat, shooting or only shot at.
Combat Factors
|
|||||
Element Type
|
Combat Factors
|
||||
Barrage/Command Bunker
|
+6
|
||||
Sturmtruppe, Bomber
or Zeppellin
|
+5 vs. foot,
tanks or stronghold, +3 vs. others
|
||||
Tanks
|
+4 vs. foot or
stronghold, +5 vs. others
|
||||
Artillery,
Machinegun, Mortar
|
+4, +2 vs. any in
base contact (+5/+2 Heavy)
|
||||
Armoured Car,
Dmtd Cavalry/Rifles
|
+3 vs. foot,
tanks or stronghold, +4 vs. others
|
||||
Cavalry
|
+3
|
||||
Balloon/FO,Sniper/Minefield
Fighter or Gas
|
+2
|
||||
Scouts
|
+1
|
||||
Tactical Factors
Situation
|
|
+1
|
General’s
element: if Shot at or in
Close Combat.
|
+1
|
Rear Support: If in close combat, Rifles/Sturmtruppe have
a friendly element of own type in full
front edge contact with their rear edge & neither is in Bad Going.
|
+1
|
Uphill/Defending
River Bank in close combat : except at a Ford/Bridge & only if neither element is an Aerial.
|
+1
|
Observed Fire: If Barrage attacking or Field Artillery
shooting & a Balloon or Forward Observer from the same army has LOS to
the target element (max +1) Note: each
Balloon or Forward Observer may provide this modifier to only one attack per
turn.
|
+2
|
Cover: If element is shot at while in a Wood or BUA
|
-1
|
Gas Attack
onTrench or High Cover:
If element occupies a trench & is attacked by Gas.
|
-2
|
Barrage Attack
or Ranged Fire on Trench:
If Barrage attack or any other shooting (except Mortar) & the target
element occupies a trench.
|
-1
|
Mortar Attack
on Trench: If element
occupies a trench & is attacked by Mortar.
|
-1
|
Outgunned: -1 to target for each 2nd
& 3rd. enemy element aiding shooting
|
-1
|
Overwhelmed: -1 to target for each 2nd &
3rd. enemy element aiding
attack
|
-1
|
Outflanked/Contacted
in Rear: for each
instance - must be front edge contact in rear.
|
-2
|
Close Attack
on Trench: By Aerials (Not Bombers) or elements with BG
restrictions (not Tanks)
|
-2
|
Mounted near
Bad Going: if Mounted in
any edge contact with front edge of any non-Aerial element that has any part
of its base in Bad Going.
|
-2
|
Aerials near
Bad Going: Aerials with
any edge contact with front edge of enemy element in Woods/BUA
|
COMBAT
OUTCOME:
If its total
is equal to that of the enemy:
|
|
Air Ace
|
Both QK if in
close combat & both final totals are odd numbers
|
If its total
is less than that of the enemy but more than half:
|
|
Air Ace
|
QKx Air Ace/Art
in contact Flee from Bunker or AAA otherwise Recoil
|
Armoured Car
|
QKx by Barrage or
Tank
|
QKx Art/MG,
Rifles/Sturmtruppe the AC moved into contact with this turn
|
|
QKx any the AC
moved into contact with this turn if in BG
|
|
Recoil from
others in contact or from Art/MG shooting
|
|
Art/MG/Mortar/AAA
|
Recoil from
Barrage/Gas (Suppressed if in Trench)
|
QK if in contact
with others
|
|
Otherwise no
effect
|
|
Balloon or FO
|
QKx any in
contact or by Art/MG shooting
|
Barrage
|
No effect.
|
Fighter or Bomber
|
QKx by
Bombers/Fighters/Artillery in contact,
Flee from others in contact or AAA Otherwise Recoil from others
shooting.
|
Cavalry
|
QKx Barrage or
Tank in contact or by any if in contact in bad going
|
Destroyed in GG by MG shooting, Recoil from all
others
|
|
Command Bunker
|
QKx Ground Troops
(not Barrage/Gas) in contact or Aerials aided by Ground.
|
Rifle,
|
QKx by Sturmtruppe or Tank if that element
initiated contact this turn
|
Dismounted Cavalry
|
QK if in good
going by MG shooting, Recoil from others in good going
|
Snipers or
Minefields
|
Flee off the battlefield (may return as ih
HotT)
|
Sturmtruppe
|
QK if in good going
by MG shooting
|
Recoil from
others in good going
|
|
Tank
|
QKx Sturmtruppe
that initiated contact, Flee from Art shooting, Recoil from others
|
If its total
is equal to or less than half the enemy’s score:
|
|
Fighters/Scouts
|
Destroyed by
Aerials(not Balloon) or Rifles. If not, Flee 600p
|
All others
|
Destroyed
|
Trench Movement: Along a Trench movement up to 2 sections & Group
movement is allowed.
Movement across a
Trench - once an element has entered a Trench it may leave by ending its move
with its rear against the trench (not Tanks which move 100p until 40mm depth
has passed the Trench when 200p)
Trench Combat: Trenches are considered Bad Going if attacked from the
outside but Good going on the inside.
-2 CF for any
element that suffers from a Bad Going movement restriction (not Tanks) &
Aerials (not Bombers) when attacking a Trench.
When both elements are inside a Trench, they may fight side to side. The 2 sides
of the elements become the “front” & opposite side is now the “rear”. Elements that are allowed to give Rear Support
must do so
When in a Trench & attacked from outside, Defender may Recoil directly backwards or
to the side if there is no obstruction & the movement does not end with the
recoiling element in base contact with an enemy element.
ZOC
Elements inside a Trench ignore ZOC for elements outside. Elements inside a trench must abide by ZOC
for elements inside the same trench – note the side edge of an element in a
trench is counted as the front edge.
Suppressed: Artillery elements inside a trench that
would normally get a Recoil result are considered Suppressed & need 1 PIP
to return to fire. Infantry elements in a Trench may choose Suppression rather
than Recoil if attacked by Aerials or Barrage & may not fire or move until
1 PIP per group is paid but may engage in close combat if attacked.
Barrage/Gas in multiple combats: cannot receive aid/overlap in multiple
combat but can give aid/overlap so, whenever a Barrage or Gas element is
involved in fighting an enemy element with at least one other friendly element
in contact with the enemy element, the friendly element should always be
considered the primary attacker, not the Barrage element.
Clarifications:
RECOILING: In addition to HotT rules, a Recoiling element is
Destroyed if
·
enemy element in contact with its Flank or Rear (including Sturmtruppe)
·
Any troops (friendly or enemy) in the path of a Recoiling Tank, except
Tanks, Aerials or Sturmtruppe, are Destroyed. Troops met at the end of
its Recoil are not Destroyed.
PUSH BACKS: Tanks can only be Pushed Back by Tanks.
Elements in the path of a Pushed Back Tank are NOT
Destroyed.
PURSUIT:
Cav//Rifle/Sturmtruppe
whose close combat opponents Recoil, Break off, Flee or are Destroyed, must
immediately Pursue forward the lesser of its own base depth or width unless any
of the following apply:
·
it remains in contact with an enemy Front edge after its initial
opponents Break off.
·
it fought only as an Overlap or Flank or Rear contact
·
any part of its base would enter a River, reach Impasable Terrain or
leave the field.
LOST ELEMENTS: Except as noted below, an element counts as Lost &
is removed from play if any of the following apply:
·
if it is Destroyed.
·
if it leaves the battlefield, whether voluntarily or as a result of
Fleeing, Recoiling or being Pushed Back even partly over the board edge.
An
element that has not yet been Deployed does not count as Lost.
A Bomber
that has flown over the enemy baseline to silence a Barrage may not return
but is not considered Lost.
Recommended Basing Conventions for HitT All bases are 40 mm
wide
Element
Type
|
Base
Depth
|
Number
of Figures
|
Artillery
|
40mm
|
1 gun+ crew
|
Armoured Car
|
40mm
|
1
|
Balloon
|
40mm
|
1
|
Barrage
|
40mm
|
Special
|
Bomber
|
60mm
|
1
|
Cavalry
|
30mm
|
2-3
|
Dismounted Cavalry
|
30mm
|
2-3 + horse
|
Forward Observer
|
20mm
|
2
|
Fighter/Scout
|
40mm
|
1
|
Gas
|
30mm
|
Special
|
Machinegun
|
30mm
|
1 gun + crew
|
Mortar
|
30mm
|
1 tube + crew
|
Rifles
|
30mm
|
3
|
Sniper/Minefield
|
30mm
|
1
|
Sturmtruppe
|
20mm
|
2
|
Tank
|
40mm
|
1
|
Element
Cost
Element Type
|
AP Cost per element
|
Air Ace
|
6
|
Barrage, Tank,
Heavy Art in emplacement or Fighter
|
4
|
Art/Mortar/MG,
Bomber, Sturmtruppe/Trench Raider
|
3
|
Armoured Car,
Cavalry, Rifles, Scout
|
2
|
Balloon, Forward
Observer, Sniper/Minefield or Gas
|
1
|
Core Infantry Battalion and Cavalry Regiment
Infantry Battalion
|
Cost
|
Cavalry Regiment
|
Cost
|
4 x Rifle
|
8 AP
|
4 x Cavalry
|
8 AP
|
1 x MG
|
3 AP
|
1 x MG
|
3 AP
|
Total AP Cost
|
11 AP
|
Total AP Cost
|
11 AP
|
The core troops of
an army will cost 13 AP, 2 AP for the Rifle General’s element & 11 AP for
either an infantry battalion or cavalry regiment. Additional AP are spent on any other types of
elements desired to get the total cost of the force up to the recommended 36AP
If the Massed Battles option in the HotT rulebook is used, each side will be
composed of one Regiment (three battalions plus supporting troops).
hi there - QQ now yahoo groups have disappeared has the content for HiTT moved anywhere ?
ReplyDeleteThank you . I will try it
ReplyDeleteHow do you manage cyclist units ( cies) ?
ReplyDelete