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 / |
In Hard Cover + 1 |
|
Shooting at Aircraft |
|
|
Non AA unit shooting +1 |
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.
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):
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:

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.
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
|
|
|
|
|
|
|
|
|
|
|
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
|
|
Light + med mortars |
Medium + hvy mortars |
Heavy + rockets |
Aircraft |
|
Points |
+ 10 |
+ 20 |
+ 30 |
+ 50 |
Once on table they stay on for 3 turns
unless shot down.
Range
|
|
Short |
Medium |
Long |
|
Direct Range |
Short < 12” |
Medium < 24” |
Long > 24” |
Visibility
All targets are visible at
Direct Fire
Indirect Fire
Direct High Explosive
Fire from Tanks, Field Guns
Casualty Removal
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 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Medium |
None |
Medium |
Heavy |
60 |
|
|
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 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Tankettes |
Medium |
None |
Light |
Light |
30 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Chi-Ha |
Medium |
None |
Light |
Light |
30 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
JS 11 |
Medium |
Small |
Heavy |
Heavy |
70 |
|
T 34/76 |
Fast |
Small |
Medium |
Medium |
55 |
|
T 34/85 |
Fast |
Small |
Medium |
Medium |
65 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
M4 |
Medium |
None |
Medium |
Medium |
50 |
|
M2 and 5 Stuart |
Medium |
None |
Light |
Light |
30 |
|
M18 Hellcat |
Fast |
None |
Light |
Medium |
45 |
|
M36 |
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 |
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 |
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 |