Fields of War

Fast Play World War II Rules

These rules started off as a very simple dice game with a few of my sons’ tanks and men, and has developed into a game we play on our dining room table – they work pretty well, give a very fast and fun game, and are not too inaccurate either! The basics of the rules are a simple playsheet, shown below (if you copy it off this page it prints on 2 A4 sheets). We’ve tried to explain the “how” it is played below that, along with some basic definitions of vehicle types. The rules are pretty much designed to cope with the “plastic kit” period of the war, i.e. c 1942 – 1944, so pre and early war light tanks and guns, and later extra heavy tanks are not well catered for as standard - though we have got some (fairly untested) modifications for this at the end of the rules.

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FIELDS OF WAR PLAYSHEET

 

1.      Movement in Inches

 

 

Fast

Medium

Slow

Rough Ground

Crawling

Vehicles

18”

15”

12”

6” + Dice

 

Infantry

 

 

 

6”

3”

Aircraft

48”

 

 

 

 

 

Add 50% for every whole move on roads.

Infantry who have gone to ground and move while lying down can only crawl

Deduct ½ move for getting in and out of vehicles, limbering/unlimbering/ hand moving Guns, HMG etc

 

2.      Shooting

 

Direct Shooting – pick target, use the To Hit factor for that weapon in Table 2 or 3, adjust by the Shooting Factors in Table 4 below to get score to KO target Throw a dice, if throw beats the score needed to KO, the target is removed if Infantry, has smoke placed on it if a model.

Indirect Shooting – use Scatter dice first, anything then totally covered by relevant template is a potential target, dice 4+ for partially covered to be a target.

Use To Hit Factor and adjust for Shooting factors as for Direct shooting. If Armour is hit by indirect fire count it as where the centre of the Template is (top, side, rear etc).

Anti Tank guns firing High Explosive use a small blast template, dice To Hit without any armour modifications

and then dice to hit anything covered by template using all modifications as per Indirect Fire. All armoured vehicles have a LMG as well as their main gun

Artillery Guns firing direct at Armour count as the next lower type of Anti Tank Guns. Mortars and Rockets cannot fire direct

 

Type

Shots/Turn

Type of Shot

Range

To Hit Factor

 

 

 

 

 

AT/ AA Guns

(per model)

 

 

 

Heavy

1

At Target

48”

3+

Medium

1

At Target

36”

4+

Light

1

At Target

36”

5+

HMG

2 vs. foot

1 vs. vehicles

At Target

24”

6+

 

 

 

 

 

Artillery

(per model)

 

 

 

Heavy

1 Large Template

Scatter + 1 die

Anywhere

3+

Medium

1 Large Template

Scatter + 1 die

Anywhere

4+

Light

1 Large Template

Scatter + 1 die

Anywhere

5+

 

 

 

 

 

Aircraft

(per model)

 

 

 

Bomb

1 Large Template

Scatter + 1 die

12”

4+

Strafe

1 Flame Template

At Targets covered

Flame Template

5+

Target

1 (hits Rear/Top)

At Target

12”

4+

 

Aircraft are not on table in turn 1 and must be diced for at 5+ from turn 2, with - 1 at every subsequent turn

Once on table they stay on for 3 turns or unless shot down.

 

 

3.      Infantry Shooting

 

Only Support and Heavy Weapons can shoot at armour, Infantry Squad Weapons cannot

 

Type Squads

Shots/Turn

Type

Range

To Hit Factor

 

 

 

 

 

Infantry Squads

 

 

 

 

Rifle Squad

1

At Target

24”

6+

Assault Squad

2

At Target

12”

6+

Light MG

2 vs. foot

1 vs. vehicles

At Target

24”

6+

 

 

 

 

 

Support Squads

 

 

 

 

Medium MG

3 vs. foot

1 vs. unarmoured vehicles only

At Target

24”

6+

Sniper

1

At Target

24”

5+

Bazooka etc

1

At Target

6”

4+

Flame Thrower

1 Flame Template

At Targets covered

Flame Template

5+

Anti Tank rifle

1

At Target

12”

6+

 

 

 

 

 

Heavy Weapons

(per base)

 

 

 

Heavy MG

2 vs. Foot

1 vs. vehicles

At Target

24”

6+

Light Mortar

1 Small Plate

Scatter + 1 die

24”

6+

 

 

4.      Adjustments to shooting factors

 

Shooting Factors

 

 

 

Indirect / Anti Aircraft Shooting

 

Shooting at a point for 2nd time in a row

-1 on To Hit Factor

 

1st time Off Table Artillery shoots

+1 die to scatter

If Armoured, where will target be hit?

Rear or Top  Armour

- 1

Side Armour + 0

Frontal Armour

+1

Type of armoured vehicle shot at

No Armour

 - 2

Light Armour

-1

Heavy Armour

+1

Target’s Range adjustment

 Infantry vs. armour or truck  < 3” away

- 1

Short < 12”

-1

Long > 24”

+1

Shooter/ Target  Moved?

Neither

-1

One of them

+0

Both

+ 1

Target is in Cover for more than ½ move?

In open > ½ move

– 1

Soft Cover/ Lie Down /

Hull Down + 1

In Hard Cover

+ 1

Shooting at Aircraft

 

 

Non AA unit shooting +1

 


HOW TO PLAY FIELDS OF WAR

These are rules for a fast game, and to be played for fun! Armies can be built according to what cool model you want to build next rather than any structure as such so long as the agreed number of points is not exceeded (a basic organization structure is given below to prevent overloading ), though they can be used with proper organization structures if required. Knock-outs are fast and furious and represent more a loss of unit effectiveness for the period of the game rather than total destruction per se, but lots of cotton wool is de rigueur.

  1. Scales, Basing, Organisation and Starting

 

Scales

 

The game is more designed to be played on a dining room table with Plastic kit scale (HO:OO or 1/72nd) where most tank guns start at about 36” effective range, so ground scale is about 1 foot  : 500 yards (give or take). For figure scale we play 1 infantry base of 2 men is about a 4-5 man section, though we also use higher scales quite happily (e.g. 1 base = 1 platoon) 

 

Basing

 

Troop Basing convention is divided into (i) Infantry Squad bases and (ii) Heavy Weapons bases (because Heavy Weapons typically come on plastic bases in model soldier boxes):

 

    • Infantry bases are 1” x 1”, we put 2 infantrymen on each base.
    • Support weapons and Platoon HQ are 1” x 1”  ( Bazooka, Light Machine Guns, Flame Thrower, Snipers, Anti Tank rifles) have 1 man per base. If the figures are lying down the base can be 1” x 2” deep.
    • Heavy Weapons Bases are 2” X 2” to fit the plastic base that is often given. Heavy Weapons bases are for Mortars, Heavy Machine Guns and Anti Tank Guns and any on table guns. For simplicity we assume any indirect fire artillery bigger than Light Artillery is Off Table
    • The Main HQ is on a 2” x 2” base and has the air liaison, artillery co-ordination etc
    • Aircraft are based on stands so they are a few inches above the table.
    • Vehicles can be based or not.

 

A Basic Organisation Structure (used if no “proper” structure is being used)

 

For fast games we use a generic army structure based on a “rough average” organization of most World war 2 armies at about 2:1 scale (mainly brought about so that 1 box of plastic figures makes 1 complete Platoon). In more formal games one can organise the armies to their historical structures, or use scenarios - the rules work quite well at various scales. This “Rough Average” Structure works for c 500 - 1000 points games which we play on our table:

 

 

Organization Chart

 

 

  • To start, every force must have a Main HQ for 20 points

 

  • You can then attach up to 3 Heavy Weapons bases in total. Only the Main HQ has Indirect (Off table) artillery and air calling capability so keep it safe!.

 

  • A second Main HQ is required for every additional 500 pts, one needs to be designated C in C

 

  • There must be at least 1 infantry platoon fielded per 500 pts. This is organised into a recognisable Platoon HQ base (a commander + radio is preferred), 3 Infantry Squads, and a Support Squad. Each Squad is made up of 2 Rifle or Assault squad bases and 1 Light Machine Gun base.  Trucks / halftracks may be added if required for transport.

 

  • Each Platoon’s Support Squad can have up to 3 teams of any of the following : Bazooka, Light Machine Gun, Flame Thrower, Sniper or Anti Tank Rifle. Trucks / halftracks may be added if required for Transport

 

  • The Platoon HQ base can attach a single Support Weapon base as well, plus Transport.

 

  • For every Platoon used,  one Tank/ Tank Destroyer company of 3 models or one Recce Company of up to 4 models (incl Jeeps) is allowed    

 

  • One Aircraft, or one Tank/Tank Destroyer Co or one Recce Co is also allowed per every Main HQ

 

 

Starting the Game

 

Decide on who is attacker or defender, or dice to decide. Play can be on a wide or long table setup. Defenders can set up in 25% of table depth closest to their table edge (e.g. 18 inches in on a 6 foot table, 12” on a 4 foot). Attacker also goes first and enters table on opposite edge. We don’t have night rules yet so the game is always in the day.

 

  1. Tanks and Armoured Vehicles Points

 

Choose characteristic from each column. All armoured vehicles get a free light machine gun.

 

Speed

Transportability

Armour Weight

AT / AA Gun

Fast (18”)

15 points

 

Large (takes 6 bases)

+ 15

Heavy

+ 30

 

Heavy

+ 30

 

Medium (15”)

10 points

 

Medium (takes 3 bases)

+ 10

Medium

+ 20

 

Medium

+ 20

 

Slow (12”)

5 points

Small (1 base) e.g. Jeep, Tank riders

+ 5

Light

+ 10

 

Light Gun or HMG

+ 10

 

 

- Unarmoured vehicles pay only for the Transportability capability and are all Fast

- Trucks, Jeeps etc can buy an LMG or HMG at +5 or + 10 points respectively

 

  1. Infantry Squads & Support Weapons Points

 

 

 

 

 

 

 

 

 

 

Flame Thrower

Team*

AT Rifle/ Bazooka

Team*

Light/ Med Machine Gun Team

Sniper Team*

Light

Mortars

2 Rifle Sections

2 Assault Sections

Range

Flamer Template

 

12” / 6”

24”

24”

24”

24”

12”

No of Shots/ Turn per Base

1 Shot

 (Counts as Medium Artillery)

1 Shot

( Counts as medium AT Gun)

2 / 3 Shots vs. Infantry

1 Shot vs.

Vehicle

6 +

1 Shot

To Kill

6+

1 Shot

To Kill = 5+

1 Shot

To Kill = 6+

2 Shots

To Kill = 6+

Points

10 points

10 points*

 

10 / 15 points

10 points

5 points

5 points

5 points

 

Infantry Squad Weapons except those marked* may not shoot at armoured vehicles.

* If you want to make a Panzerfaust a fire once per game weapon it is only 5 points, not 10

 

  1. Off Table Artillery and Aircraft

 

 

 

Light

+ med mortars

Medium

+ hvy mortars

Heavy

+ rockets

Aircraft

Points

+ 10

+ 20

+ 30

+ 50


  • Off Table Artillery must dice a 2+ to fire each bound
  • Medium Mortars (c 3”) are Light Artillery, Heavy Mortars (c 4”+) are Medium Artillery
  • Rockets are Heavy Artillery
  • Aircraft are not on table in turn 1 and must be diced for at 5+ from turn 2, with - 1 at every subsequent turn

Once on table they stay on for 3 turns unless shot down.

 

 

  1. Visibility and Shooting

 

Range

 

 

 

Short

Medium

Long

 Direct Range

Short < 12”

Medium < 24”

Long > 24”

 

Visibility

 

All targets are visible at Short Range, infantry in cover are not visible at Medium Range, Armour in cover is not visible at Long Range.  A target seen by one unit is assumed to be seen by all. When a target shoots or moves it becomes visible. Troops more than 3” in cover cannot see out, or be seen. Troops hiding on the other side of cover but not in it  e.g. hedges cannot be seen nor see out. Enemy must be visible to shoot at it.

 

Direct Fire

 

  • Take the To Hit Factor from the relevant chart in Table 2, adjust on Table 3.
  • Field Guns shooting directly at vehicles count as the next lowest level of Anti Tank Gun
  • If using flamer template for Flame Thrower all troops covered can be targets, partially covered troops throw 4+ to be targets

 

Indirect Fire

 

  • Use relevant blast template (large for artillery and bombs, small for light mortars)
  • Designate centre of blast, use scatter dice to see where shot lands
  • All troops covered can be targets, partially covered troops throw 4+ to be targets
  • For armour, the centre of the blast template determines whether the hit is in top, side etc
  • Take the To Hit Factor from the relevant chart in Table 2, adjust on Table 3.

 

Direct High Explosive Fire from Tanks, Field Guns

 

  • Use small blast template
  • Take the To Hit Factor from the relevant chart in Table 2, adjust on Table 3 ignoring armour adjustments.
  • If you hit, designate centre of blast
  • All troops covered can be targets, partially covered troops throw 4+ to be targets
  • Dice for targets with factor of weapon adjusted for factors

 

Casualty Removal

 

  • If a D6 throw is equal to or higher than the final the dice minimum the model or base is removed
  • Where infantry squads are shot at you cannot target the Support Weapons specifically if they are within in 2” of 2 infantry squads

 

 

  1. Some Definitions of Vehicles, Guns etc

 

Definitions are pretty broad to give us a relative feel, but are roughly as follows.

 

Transport

 

Jeeps, Tanks etc can carry 1 base. Large 6 wheeled lorries carry up to 8 bases i.e. 2 squads+). Anything in between, e.g. halftracks, carry 4 (i.e. 1 squad or 1 Heavy Weapon + a Support base)

 

Speed

 

“Fast” is all wheels and Halftracks, plus any tanks that could easily do 30 mph on road. Slow tanks do less than 20 mph on road. We count all German heavy tanks except the Panther based ones as slow as well. Transports get speed for free but must pay for MG.

 

Armour:

 

Light is up to about 25 tons, Heavy is over about 40 tons. The lighter early war tankettes, halftracks etc and very heavy later tanks are bundled into the “light” and “heavy” armour brackets respectively. Any open topped tank (e.g. M10) is always Light no matter what weight.

 

Anti Tank Guns/Heavy Machine Guns

 

Heavy Machine Guns are from c 10mm to 20mm calibre. All Anti Tank Guns from the 6 pdr/57mm to 80mm are medium, except the long barrel German 75mm gun on the Panther, and the British 17 pounder. Anything smaller is Light, anything larger is Heavy. All Armoured Vehicles get a free Light MG.  This may seem dreadfully unfair to the Russian 85mm, US 76mm, Panzer IV 75mm etc but the simple test was “can this gun KO a Tiger frontally at medium range or did they have to go around it?” Likewise guns on the cusp of medium guns like the Panzer III 50mm and Japanese 47mm cannot KO a Tiger frontally outside of short range

 

Anti-Tank guns used to fire high explosive use a small blast template, not a large one.

 

Artillery

 

Artillery from about 70mm to 105mm counts as medium. Smaller than this is Light, larger is Heavy. Rockets count as Heavy. Indirect Fire Artillery is typically played off-table and is assumed to have the range of the table.  Mortars count as one grade down so an 81mm mortar is a light artillery piece (2”/50mm Light Mortars are Infantry Support weapons).

 

Artillery used against armour, or non AT guns in tanks count as 1 grade lower, so a Heavy artillery piece counts as a Medium anti tank gun.

 

Anti Tank guns firing HE count as that level of gun but use the small blast template

 

Aircraft

 

We only have 1 type of aircraft in these rules, a fighter bomber with some form of heavy gun/rockets, some bombs and some strafing MGs.

 

7. Typical Points Values

 

 

Type

Speed

Transport

Armour

Gun

Points

 

 

 

 

 

 

Infantry

 

 

 

 

 

Platoon

 

 

 

 

90

Hvy Weapons e.g.

 

 

 

HMG, 2 x Med AT 

50

 

 

 

 

 

 

Transports

 

 

 

 

 

Jeep

Fast

Small

None

 

5

Armoured Halftrack

Fast

Medium

Light

LMG

20

Medium Truck

Fast

Medium

None

 

10

Big Truck

Fast

Large

None

 

15

 

 

 

 

 

 

Britain

 

 

 

 

 

Sherman Firefly

Medium

None

Medium

Heavy

60

Sherman

Medium

None

Medium

Medium

50

Matilda

Slow

None

Medium

Light

35

Churchill

Slow

None

Heavy

Medium

55

Cromwell

Fast

None

Medium

Medium

55

Stuart/ Honey

Medium

None

Light

Light

30

Armoured Cars

Fast

None

Light

Light

35

 

 

 

 

 

 

Germany

 

 

 

 

 

Tiger

Slow

None

Heavy

Heavy

65

Panther

Medium/Fast

None

Heavy

Heavy

70/75

Panzer III   F

Medium

None

Light

Light

30

Panzer IV  H

Medium

None

Medium

Medium

50

Armoured Car w/ 75mm gun

Fast

None

Light

Medium

45

 

 

 

 

 

 

Italy

 

 

 

 

 

Tankettes

Medium

None

Light

Light

30

 

 

 

 

 

 

Japan

 

 

 

 

 

Chi-Ha

Medium

None

Light

Light

30

 

 

 

 

 

 

Russia

 

 

 

 

 

JS 11

Medium

Small

Heavy

Heavy

70

T 34/76

Fast

Small

Medium

Medium

55

T 34/85

Fast

Small

Medium

Medium

65

 

 

 

 

 

 

USA

 

 

 

 

 

M4 Sherman

Medium

None

Medium

Medium

50

M2 and 5 Stuart

Medium

None

Light

Light

30

M18 Hellcat

Fast

None

Light

Medium

45

M36 Jackson

Medium

None

Light

Heavy

50

M6 Greyhound

Fast

None

Light

Light

35

M3 4 barrel AA

Fast

None

Light

4 x HMG

40

 

 

 

 

 

 

All Aircraft

Fast 48”

None

Light

Various

75

 

 

  1. Some Further Definitions of Early and Late War Vehicles (under test)

 

By 1945 the Germans were using very heavy tanks and guns, so we introduced these Extra Heavy rules when we bought a JagdTiger.

 

Similarly, pre war and in 1939 / 40 the lack of differentiation between a tankette, halftrack etc and a light tank makes these rules a bit 

 

 

 

Weight

Armour Factor

Gun Change

 

Points

Extra Heavy Tank

c 65 tons +

+ 2

Extra Heavy guns (105mm+) hit on 2+

 

Armour 40

Gun  40

Halftrack, Very Light Tankette/ Armoured Car etc

C 5 – 10 tons

- Count as Unarmoured vs. Guns, not HMG

 

None

 

Armour 5

HMG 5

 

 

 

  1. Troop Skill Levels (under Test) 

 

To reflect the differences in training, the following amendments can be made

 

Training Level

Factor

Examples

Points

New / Poorly trained

+1 To Hit

Most Russian troops, some early war US units

50% of Regulars

Regulars

 

The vast bulk of troops

As in main rules

Veteran/ Elite

-1 To Hit

Many German troops until 1944

British Guards, US veteran units

150% of Regulars