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Desert Rats

DESERT RATS
Sand & Steel in the Western Desert 1941/42

Introduction
These rules are intended to provide a framework for tank battle games set in the Deserts of north Africa in World War 2. The basic groups of forces are tanks and similar mechanised forces, and the intention is that they be used in a back!to!back" style of game on two maps or terrain models, using #$%&& scale models. 'ach model represents on tank or an infantry section. The ground scale is #mm ( # metre )#*#&,&&&+.

Command & Control


'ach player controls a platoon of tanks or infantry. They are represented by a Command Tank )if tanks+ or Command Group )if infantry+, which indicates their physical presence on the battlefield. ,nly enemy forces in view to them directly are placed on their battle model. -f elements of their unit spot targets, the umpire will report their appro.imate position. -n each turn, a player can take one of the following Command Actions*

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/im Wallman 0#112$2&&3

Desert Rats

Command 45AT,,6 AD7A68' 45AT,,6 R'TR'AT 45AT,,6 9,7' T,... 45AT,,6 :,R9AT' 45AT,,6 ,4'6 :-R' 45AT,,6 8'A;' :-R' 8,99A6D 9,7' ,W6 '5'9'6T :-R' ,W6 '5'9'6T 8'A;' :-R'

Effect All the elements move forward in the current formation All the elements move backward in the current formation All the elements move to a stated location in the current formation. 4latoon halts and the player can select the current formation, usually, diamond, bo., line, column, one! up etc. 'lements will all open fire on their nearest target in sight, the only player choice is where the 8ommand element fires. Roll #d< per element, score % or more for them to cease fire. 4layer moves their command tank$group where they want it. 4layer chooses the target and rolls dice for their personal command tank$group"s fire. 6o die roll, the element ceases fire automatically.

REACTIONS
All platoons suffer unpredictable reactions when under fire. To test this, roll #d< at the end of every turn the platoon has been under effective fire taken a loss retreated as a reaction last turn ;core 3= %!< &!2 !? to !# @nder !2 Result 4latoon is overconfident, !2 from any cease fire order die roll. 4latoon is ,>, continue as ordered. 4latoon disorganised, may not move nearer the enemy. -nfantry go to ground, tanks circle in confusion. 4latoon panics, and moves away from the enemy as fast as possible. 4latoon demoralised, must move out of range of all enemy fire.

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/im Wallman 0#112$2&&3

Desert Rats

:A8T,R;* !# !# !# !# =# 'ach element lost from platoon this turn. 'ach element lost from platoon in battle. @nder fire from enemy within #&& m 'ach friendly unit panicked or demoralised last turn. -nfantry supported by tanks.

SHOOTING AT VEHICLES
The die rolls are the score needed to hit a target element and destroy it and take into account the type of target. There are si. armour classes, A to : )A is the thickest armour+ and @ for @narmoured )lorries and the like+. -n addition there are -nfantry!type targets, such as anti!tank guns and infantry sections. -n the case of shooting at armour targets, the firing weapon must have an attack letter eAual or better to be able to >, the target, otherwise the shots Bust bounce off.

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/im Wallman 0#112$2&&3

Desert Rats

When firing at the side of an armoured target, reduce its armour grade by one. When firing at the rear of an armoured target, reduce its armour grade by two.

Roll 1d6. FACT R! "1 Target !tationary #$ Target %ull &own "1 'ach subse(uent A)t* shot at same target from the same +lace. #1 Target in co,er

TANKS MAY NOT MOVE & IRE

Deser t Rat s - Fir ing Tabl e


Ran!e" Tar!et" #$$ metre% &$$ metre% #$$$ metre% #&$$ metre% '$$$ metre% Infantr( Armour Infantr( Armour Infantr( Armour Infantr( Armour Infantr( Armour

Arm) A*IS TY+ES 4anCer 2 4anCer % 5ong 2& 4anCer ? ;hort 32 4anCer ? 5ong 32 Armoured 8ars Anti!Tank Dun EEmm :lak %< -nfantry ;ection 9#%$?& Tank 9#E$32 ;emovente 3RITISH TY+ES 8rusader Tank 9atilda Tank 7alentine Tank Armoured 8ars -nfantry ;ection <pdr A$Tk gun ' ' D 8 : -nf -nf -nf D ' 8 A F ' -nf -nf & & & 6 & n)e) / , & & 6 6 6 & , n)e) , , , , 6 ' ' 6 , 6 -E. -3. -A. -A. -4. -4. -A. - . -3. -A. / / & 6 / n)e) / & / / / / / 0 & n)e) / & / & / & 6 / / & - . -C. -3. -A. -4. -4. -A. -2. -C. -3. 0 0 / & 0 n)e) 0 0 0 0 0 0 0 n)e) 0 n)e) 1 - . 1 -4. 1 -C. 0 -3. 5 -E. 1 -E. / -A. n)e) 0 -4. 0 -4. 1 -4. 0 - . 0 - . 0 - . n)e) 1 -4. n)e) n)e) 0 / n)e) n)e) n)e) n)e) n)e) n)e) n)e) n)e) n)e) n)e) n)e) n)e) #$ -2. 5 -E. 5 -4. 1 -C. #$ -E. 5 -E. 0 -A. n)e) 1 -E. 1 -4. 5 -E. #$ -2. #$ -2. #$ -2. n)e) 5 -E. n)e) n)e) n)e) 0 n)e) n)e) n)e) n)e) n)e) n)e) n)e) n)e) n)e) n)e) n)e) n)e) n)e) 5 -E. #$ -E. 1 -4. #$ - . #$ - . 0 -3. n)e) 5 - . 5 -E. 5 -E. n)e) n)e) n)e) n)e) 5 -E.

, -3. , -C. , -C. , -C. n)e) , -3.

& -C. 6 -E. 6 -E. 6 -E. n)e) & -C.

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/im Wallman 0#112$2&&3

Desert Rats

SHOOTING AT IN ANTRY
-nfantry are harder to spot than tanks. ;tationery infantry that are not firing cannot be spotted beyond 2&&m. Anti!tank guns that are not firing cannot be spotted beyond ?&&m. ,f course, once they open fire their position is revealed. 'ach infantry element needs ? hits to kill". actor%" -nfantry moving in the open =2 -nfantry stationery in the open G# -nfantry in trenches !%

MOVEMENT
9edium Tanks -nfantry Tanks )9atilda$7alentine+ Armoured 8ars 5orries -nfantry on :oot Good Goin! #32m #22m 22&m 2&&m 32m Soft Sand7 2&m 32m 2&m n.a. 2&m Road 2&&m #2&m %&&m 22&m 32m

H Roll #d< for each vehicle each move moving through soft sand, score # to become stuck. Roll < to become unstuck.

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/im Wallman 0#112$2&&3

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