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Breakout!

Rules for World War II wargames


by Mike Snorbens

1.

Introduction
These rules are for a company or battalion level game set in World War II. They are based
on the principle of a unit having three states: active, pinned or suppressed. The game
sequence is a straight forward alternate move scheme. In his turn, each player may rally, fire
and move each of his units. Rallying must be conducted first, then unsuppressed units may
fire at observed targets and lastly active units may move.
The ground scale is (very roughly) 3in to 100yds.
The game is designed for 20mm (1/72 or 1/76 scale) models. A group of three infantry
figures represents a platoon. Three such platoons, a machine gun platoon (of one machine
gun model) and a command figure is a company. A single truck or half track represents
sufficient transport for a company. A tank or armoured car model represents a platoon or
troop of four or five vehicles. Three models are therefore a squadron or company. A single
anti-tank gun model represent a section of two guns. A single artillery model represents a
battery.
The popular 1/300 scale models may also be used with these rules. It is suggested that a
infantry platoon be represented by three bases each having three or four figures. The same
ground scale can be used or alternatively, all distances can be halved (i.e. reducing the
ground scale to 1 1/2in to 100yds)
On an average sized table (say 6' by 4') there will not be room to deploy more than one or
two battalions of infantry with maybe a tank battalion in support plus other supporting arms.
Artillery may be "off-table" or may be placed on or near the edge of the table for effect. The
temptation to place a lot of figures and models on the table should be avoided.
It will be found that frontal attacks quickly bog down with lots of units under pinning or
suppression, so it is wise to keep some reserves. For example, an infantry battalion can be
deployed with two companies in line and the third held in reserve. Use the front line
companies to fix the enemy in position and then use the reserve company to find and turn the
flank.
Credits:
Jim Wallman for the idea of unit action states (used in his game STONK)
Don Featherstone for the original concept behind the firing mechanism, in his seminal book
"Wargames" (sadly now long out of print).

2.

The Game Sequence


Players may toss up for first move or they can agree which player should start. Generally the
attacking player should have the first move. Each player's turn consists of the following
phases:
Rally phase - The player may attempt to rally all units which are currently suppressed or
pinned. Attempt to disperse smoke.
Fire phase -

The player may attempt to observe opposing units that are concealed. All
unsuppressed units may fire at targets that they have observed. Units that
were observed in previous turns and that have not moved remain observed
and may be fired upon.

Move phase - The player may move all currently active units and conduct any close
assaults. The OPPOSING player may challenge and fire at moving units.

3.
3.1

Command and Control


Leadership
Each platoon of vehicles (i.e. each model) and each company has a leader. Infantry company
commanders are represented by a figure but other leaders need not be individually
represented. The quality of each leader is either defined by the scenario or randomly
determined when it is first needed (either for rallying or close assault). To establish the
quality of a leader, roll 1D6:
1 or 2 Poor leader
3 or 4 Average leader
5 or 6 Good leader

3.2

Rallying
To rally a unit (that is, attempt to remove pinning or suppression), roll 2D6 to equal or
exceed a target of 8, with the following die roll modifiers (DRMs):
+2
+1
+0
-1

Good leader
Average leader
Poor leader
Leader not within 6in. (applies to infantry only)

A suppressed unit rallies to pinned status.


A pinned unit rallies to active status.

Firing

4.1

Observation
Any target must first be observed by the firing unit, or by a designated Forward Observation
Officer (FOO) in the case of indirect fire weapons.
Targets in the open are automatically observed. Cover is recognised as offering either partial
or good concealment. To observe a target in cover, the firing unit rolls 2D6 to equal or
exceed the score shown in the table below. Cover of any kind constitutes a visibility break
(that is, you cannot see beyond it). Elements at the edge of cover may however, see out with
no restriction. A unit may attempt to observe no more than 3 target units each turn.
Partial

Good

10

11

6
7

8
9

Infantry platoon, towed gun


or half track
Jeep, light truck or
armoured car
Truck
Tank
DRMs:

4.2

-1
-1
+1

Target is camouflaged or dug in


Target is a hull down tank
Target fired in opponent's last turn

Weapon Ranges
Small arms
Machine gun
Infantry anti-tank
Tank gun
Anti-tank gun
Light mortar
Heavy mortar
Artillery

4.3

12in.
18in.
3in.
36in.
30in.
24in.
36in.
unlimited

Infantry and Machine Guns


Infantry and machine guns fire by platoons when firing at opposing infantry or soft vehicles.
Leaders are individuals and if they fire count as an infantry platoon with two casualties. Roll
2D6:
11
8
6

1 casualty and suppressed


Suppressed
Pinned

DRMs:

4.4

-1
-1
-1
-2
+2
+1

Firing unit is pinned


For each casualty
Target in cover or mounted in armoured vehicles
Target in hard cover or dug in
Less than half range
Firing unit is an MG

Infantry Anti-tank Weapons


Infantry and machine gun platoons firing at armoured vehicles. It is assumed that a platoon
has some anti-armour capability (e.g. PIAT, bazooka or Panzerfaust). Roll 2D6:

DRMs:

4.5

10
9
8

Target destroyed
Suppressed
Pinned

-1
-1
+1
+1

Firing unit is pinned


Heavy armour
Light armour
Firing at rear of target

Tank and Anti-tank Guns


Roll 2D6:

DRMs:

10
9
8

Target destroyed
Suppressed
Pinned

-1
-1
-1
-1
+1
+1
+2
-2

Firing unit is pinned


Target is heavy armour
Target is hull down or an anti-tank gun
Firing element is a light gun
Target is light armour
Firing at side or rear of target
Less than half range
Speculative fire at an unobserved target

Tanks firing at infantry or soft vehicles at ranges of 18in. or less do so as for machine guns.
Optional rule: When firing at infantry or soft vehicles over 18in. range, first roll 1D6 to
check for the availability of HE ammunition - the unit has no HE on a roll of 1 or 2 and
cannot fire.

4.6

Indirect Area Fire


Indirect area fire is performed by mortars or artillery. Such fire can be directed at any target

that has been observed by a Forward Observer. Roll 2D6 to equal or exceed 8 for the
Forward Observer to contact the battery (-2 if the Forward Observer is suppressed). Roll
1D6 and 1D12. The D12 shows direction (using the clockface method). The D6 shows the
deviation distance in 1/2in. increments for mortars and 1in. increments for artillery. Adjust
the position of the marker according to the dice scores.
Mortars affect targets within 1in. of the impact point. Artillery affects targets within 2in. of
the impact point
Indirect fire against unarmoured targets:
Roll 2D6 for each target affected:
10
5
4

Target destroyed
Suppressed
Pinned

DRMs:

-1
-1
-2

Firing unit is pinned


Target is in cover
Target is in hard cover or dug in

Indirect fire against armoured targets:


Roll 2D6 for each target affected:

4.7

12
11
9

Target destroyed
Suppressed
Pinned

DRMs:

-1
-1
-3
+1

Firing unit is pinned


Target is heavy armour
Firing unit is light mortar
Target is light armour

Casualties and Effects


A pinned unit may not move.
A suppressed unit may not fire OR move (vehicles must withdraw 3in.).
A suppressed unit that is suppressed again must withdraw a normal move and remain
suppressed.

5.

Movement
Three types of ground are recognised. Hard going is any hard flat surface, such as a road.
Normal going is any other surface that is not classed as difficult going. Difficult going is any
surface that is difficult to move across, such as steep hills, dense woods, built up areas (other
than on a road). Areas of difficult going may be traversed at half the normal going rate. In
addition, some areas may be classed as impassable to some or all troop or vehicle types.

Infantry
Jeep or light truck
Armoured car or light tank
Truck
Half track
Medium tank
Heavy tank

Hard going

Normal going

4
24
15
15
12
12
9

4
6
15
6
9
9
5

When infantry mount or dismount vehicles, both the vehicle and the infantry move at half
rate and the infantry may not fire.

6.

Challenge Fire
Any element, that during its movement crosses the field of fire of an opposing element and
is not in cover, may be challenged by the opposing element. When this occurs, the player
moving the challenged element must stop moving it at the point desired by the challenger.
The challenger may now fire at the challenged element. If the challenged element is
unaffected by this fire then it may complete its movement. Regardless of the result, the
challenging element receives a "Challenge Fire" (CF) marker. The CF marker is removed
during its unit's next fire phase and this must be done instead of firing the element. An
element may not fire again until the CF marker has been removed.

7.

Infantry Close Assault


Infantry units that move to within 3in. of opposing infantry units during their move phase
may close assault them. Each attacking unit may only close assault one defending unit, but a
defending unit may defend against several attackers.
Each unit rolls 2D6 and applies the following modifiers. A defending unit may continue to
roll against successive attackers as long as it remains in place (that is, does not withdraw).
Attacker's DRMs
+?
+1
+1
-1

Leadership
For each tank unit within 6in.
Supported by MG within 6in.
For each casualty

Defender's DRMs
+?
+1
+2
+1
-1
-1
-2

Leadership
In cover
In hard cover or dug in
Supported by MG within 6in.
For each casualty
Pinned
Suppressed

Each tank or machine gun may only support one infantry unit. The highest score wins. The
loser withdraws 4in. If the difference between the scores is:

2
3+

Loser is also pinned


Loser is also suppressed

In the event of a draw, the close combat will continue in the opposing player's own
movement phase.

8.

Smoke
Smoke may be fired by mortars or artillery, or discharged by tanks. When fired by mortars or
artillery, a 2in. diameter "blob" appears at the impact point. When discharged by tanks a
similar "blob" appears directly in front of the tank. Smoke "blobs" remain until dispersed by
a roll of 1 on a D6 (roll in the Rally phase of each turn). Units behind smoke count as
partially concealed for purposes of observation.
Smoke moves downwind (decide the wind direction randomly) at a speed of 3in. per turn.

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