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Margins =A4 L+R=3.39 T=16.93 B=12.7

Platoon Action

WWII Skirmish rules, by Peter Clarke

Introduction

Platoon Action is a skirmish-level game of World War II combat. Figure scale is one man to one man; ground scale is not exact, but about 1" to 5-10 yeards. Typically a player might control up to an infantry platoon (three squads of about ten men each; perhaps an HQ section); optionally supported by a few heavy weapons or vehicles. Although there are vehicle rules, it should be noted that these are primarily rules intened for infantry combat.

Turn Sequence

Determine Order of Squad movement

Each squad and officer is allocated a card. Shuffle the cards at the start of each turn; turn a card to determine which squad may act in the next impulse. Carry out the following actions for that squad. If an officer card is drawn, the officer may select which squad will act (note that as a result a squad may act up to twice per turn)

1. Check squad morale if necessary

2. Issue orders to squad

The squad leader (or the officer) attempts to give orders to each group of his command. When a command fails, the squad's impulse is over.

3. Squad recovery phase

Once all cards are drawn, shuffle and begin a new turn.

Check Squad Morale

Test morale in four circumstances:

To test morale, the current squad leader must roll against his Effectiveness. If the test fails, the squad breaks and must flee the table. Add 1 to leader's effectiveness if the squad is in cover; and 1 if the squad has no casualties

Issue Orders to Squad

Men (or groups of men) can only act if they are given an order. In a given impulse, men can only be given one order. Orders can be given to individuals, or groups of men who are all being ordered to do the same thing. A leader can continue to give orders in an impulse until either all men in the squad have acted, or an attempt to give an order fails.

The following orders can be given:

Once a charge order is given, the group will continue to charge until morale is broken (no further orders required) or target breaks. Chargers must be able to see their target before being ordered to attack.

To give an order, roll under the leader's effectiveness. Modify the die roll as follows:

If an order fails, that group will do nothing and the next card is drawn.

Movement

Men can either Run or Walk.

Run - move up to 8". May do nothing else that impulse.

Walk - move up to 4". At the end of the move, may either Hide or Fire

LMG / HMG teams may not move and fire.

HMG/Mortar teams must spend one turn setting up before they fire

Firing

Firing is as follows (all die rolls with 1D6):

First, roll to Hit (see table below); if successful, roll to wound

If the target is hit but not wounded, the target is PINNED (place face up); otherwise the figure is WOUNDED (place face down).

Weapon Point BlankShortMediumLong
PistolRange0-4"4-8"8-12" 
No Autofireto Hit4+5+6+ 
 to Wound3+4+4+ 
RifleRange0-4"4-12"12-24"24"-48"
No Autofireto Hit3+4+5+6+
 to Wound3+4+5+6+
SMGRange0-4"4-8"9-16"24"-48"
Autofire 2to Hit3+4+5+6+
 to Wound2+4+6+6+
LMGRange0-4"4-18"18-36"36-72"
Autofire 3to Hit5+4+5+6+
 to Wound3+4+4+5+
HMGRange0-4"4-24"24-36"36-72"
Autofire 4to Hit5+4+4+6+
 to Wound3+4+5+5+
20mm Auto-cannonRange0-4"4-24"24-36"36-72"
Autofire 3to Hit5+4+4+6+
 to Wound2+2+3+3+
60mm MortarRange-24-36"36-48"48-72"
No autofire 3to Hit-seeH.E.Fire
 to Wound-4+4+4+

Modify the chance to hit as follows:

To achieve a basic chance of 7, roll a 6 followed by 4-6; 8 by 6 followed by 5-6, and 9 by 6 followed by 6.

Autofire

Weapons which autofire may fire more than once per turn. They may fire at more than one target, provided the next target is within 2" of the previous target. A player may opt to 'walk' fire across to another target beyond 2" by forfeiting one shot per 2".

Weapons which autofire may run out of ammunition. Count the number of 1's rolled, and subtract the number of crewmen. If the total is 1 or more, the weapon is temporarily out of ammunition. It must spend a full turn stationary (reloading) before it may fire again.

Grenades

In place of firing, a figure may throw a grenade up to 8". Grenade will scatter from aiming point: roll 1 D6 for scatter left and one for right - the difference is the amount and direction of scatter.

Roll two more D6 for the distance over/under. If the distance thrown is under 6", reduce the left/right and over/under scatter by 1". Subtract 2 from die roll if target is moving (eg, open-topped vehicle).

For example: Smith throws a grenade 5" ahead. He rolls a die for scatter 'left' and gets 6; the 'right' die rolls 3. Normally this would mean a scatter 3" left, but because it is a short throw, that is reduced to 2". He next rolls a die for 'over' and one for 'under'. Both dice turn up 6, so there is no adjustment required here.

Once the point of impact is established, put down the grenade template: this is a circle 4" in diameter. Any figure that is entirely covered by the template is automatically hit.

To get a grenade through a small aperture (eg, a window), roll a D6 and get OVER the number of inches to the target. Subtract 2 from die roll if target is moving (eg, open-topped vehicle).

Once the point of impact is established, put down the grenade template. Any figure that is entirely covered by the template is automatically hit. Any figure whose base touches the perimeter is hit on a 4+ (6+ if in hard cover). For every figure hit roll 1D6 - 4+ is wounded; otherwise pinned. Subtract 2 from the roll if the figure is in hard cover in relation to the explosion. If the grenade lands in an enclosed space, all targets are hit twice.

Hand to hand combat

Figures which end the impulse in contact must fight

Each figure rolls 1D6; add 1 die if the figure charged that impulse. If one side outnumbers the other, add 1 die for each extra figure. The side with the highest die roll wins. If fighting a single enemy, that figure is put out of action; if fighting several enemy, then one figure (loser's choice) is wounded.

Recovery phase

First, any PINNED figures recover and stand.

Then, roll for any WOUNDED members of the squad:

6 - OUT OF ACTION (figure is removed from play)

2-5 - no change

1 - figure becomes PINNED

If a medic attends the wounded figure, the figure recovers on 1-3, but is still out of action on a 6.

Vehicles

Each vehicle counts as a squad, but has two cards rather than one. One is known as the 'Driver' card; the other as the 'Commander' card. Each vehicle also uses a status card to specify its current speed, open/closed status, and available armaments.

When either of the vehicle's cards are drawn, it must move in a straight line at its current speed, except in the following circumstances:

* A successful 'Movement' order is given, in which the vehicle may move up or down a gear, and turn as permitted below.

* If the vehicle is on a road, it may turn in order to follow the course of a road

* If it is going to collide with an obstacle which it wishes to avoid, and has no movement order, the vehicle MUST slow down a gear AND turn its maximum in order to attempt avoidance of the object.

When a vehicle's Commander card is turned, the player may choose to issue either a movement command or a combat command. The combat command may either turn the turret up to 90 degrees, or fire one turret mounted MG or main weapon (hull or turret).

When a vehicles Driver card is turned, the player may choose to issue a movement command or a combat command. The combat command may only be to fire a hull mounted MG.

Any number of commands may be attempted, but the following restrictions apply:

* Only one movement command may be attempted.

* If a movement command is attempted, it must be the first command

* One combat command per available crew member may be attempted

* After a failed command attempt, no more attempts may be made that turn with that card

Vehicle Movement

Vehicles are either stopped, or moving in 2nd, 3rd or 4th or Reverse gear. When moving in a given gear, the vehicle MUST move between the minimum and maximum rates for that gear. Vehicles may move up or down one gear per successful movement command. Changing gear is done before movement. A vehicle must stop before moving to or from Reverse gear.

Vehicles may make one turn up to 45 degrees at any point in the move. The vehicle must then move at least half its move before making a second 45 degree turn. For example, a vehicle moving 8" in a turn might do any of the following:

 Wheeled vehiclesTracks + 1/2 Tracks
4th Gear6-12"6-10"
3rd Gear4-8"3-6"
2nd Gear1-4"1-3"
Reverse1-4"1-3"

Firing Heavy weapons

Firing heavy weapons is split into Anti-Tank fire (which covers all fire at vehicles) and High Explosive fire (which covers everything else).

Anti-Tank Fire

AT fire requires a roll to hit, followed by a roll to penetrate armour (if any), followed by a roll (or rolls) for effect. Once they fire, they must be re-loaded. The basic weapon values are given below. They are modified as follows:

Roll to Hit
Modify the basic chance to hit for the weapon/range as follows:
Firing vehicle moved:+1 per 4" or part thereof
Firing vehicle or turret turned:+1 per 45 degrees or part thereof
Firing vehicle buttoned up:+1
Roll to Penetrate
Modify the basic chance to penetrate for the weapon/range as follows:
Target vehicle armour modifier ?
Target vehicle hit on front+1
Target vehicle hit on rear-1

NB: weapons automatically penetrate softskin vehicles

Roll to Damage

Roll a single die, modified by weapon/range

1- No effect

2 Vehicle takes morale check. If failed, must attempt to exit board as fast as possible unless recovers morale. Vehicle Buttons up permanently

3 Wheel/Track hit: on next move moves at minimum speed for current gear; may turn. After this, it may not move again in game.

4 Vehicle weapon disabled. Firing player may choose which weapon. If unarmed, then as destroyed.

5+ Vehicle destroyed

Firing Weapon Point BlankShortMediumLong
Anti-Tank RifleRange0-8"8-18"18-30"30"-60"
 to Hit3+4+5+6+
 Penetration9+9+10+11+
 Damage Modifier0-1-1-2
20mm Auto cannonRange0-8"8-18"18-30">30"
 to Hit3+4+5+6+
 Penetration8+8+9+10+
 Damage Modifier+10-1-1
37mm AT GunRange0-8"8-18"18-30">36"
 to Hit3+4+5+6+
 Penetration7+7+7+9+
 Damage Modifier+1+100
45mm AT GunRange0-12"12-20"20-42">42"
 to Hit3+4+5+6+
 Penetration6+6+6+7+
 Damage Modifier+1+1+10
50 mm AT GunRange0-12"12-20"20-42">42"
 to Hit3+4+5+6+
 Penetration5+5+5+6+
 Damage Modifier+1+1+1+1
76 mm AT GunRange0-12"12-24"24-48">48"
 to Hit3+4+5+6+
 Penetration4+4+4+5+
 Damage Modifier+2+1+1+1

High Explosive Fire

60mm mortars or equivalent may be used on table. Note they have a minimum range. They may fire directly or indirectly; if indirect then an observer is required. Can fire HE or smoke. The firer specifies a target location then rolls for scatter. This roll is modified depending upon range, indirect/direct fire and the number of previous shots on target.

With HE fire, the firer specifies a target location, then rolls for scatter from that point. This roll is modified depending upon range, indirect/direct fire and the number of previous shots at target.

The firer specifies a target spot for the explosion and then rolls for scatter from that point. Roll a dice for scatter as per grenades. Scatter is modified as follows:

Total scatter is doubled if firing vehicle moved.

Total scatter is doubled if firing indirect.

HE produces a blast radius 6" in diameter. Smoke produces a 'blob' of smoke. At the start of each turn, 1-3 extends smoke D6" downwind; 4 moves the smoke D6" downwind; 5 no efffect; 6 disperses it.

p.clarke@tinyworld.co.uk