Land and Freedom -Spanish Civil War Rules
1 company = 5 men on single base,
or 1MMG, or 1 AT gun or 1 tank
1
battalion = 4 companies, MMG company and company HQ
1
brigade = 4 battalions, AT company, and battalion HQ
Army
= 2 brigades, army HQ, mortar company and tank companies
Orders
Each HQ unit has a number of
priority points (decided at start of battle), to allocate to its units to
determine when they move in the turn. Units with the highest priority move
first and complete all their actions. Once that is done the turn clock winds
down and the unit with the next highest priority moves. In the event of units
on opposing sides having equal priority points then the side in charge of the
turn clock moves 1st.
Battalion commanders have D3
priority points Can only be allocated to their battalion.
Tank and AT units can operate
independently (with D3 priority points) or be assigned to a battalion or
brigade at start of the battle.
Brigade commanders have D6
priority points to be applied to any battalion in their command.
Army commanders have D6 priority
points and to be applied to any brigade or battalion.
Priority points applied to units
over 25cm away must be delivered by messenger or radio.
Commanders can remove the disorder
from a unit by spending a priority point in the next turn. This removal of
disorder is automatic, but uses up priority points.
Units with no priority points
allocated may not move, but can fire defensively.
If HQ bases are destroyed then they
can give no priority points to their unit.
HQ bases that are disordered must
remove the disorder before issuing any priority points
Messengers
Once priority points have been
awarded messengers are sent out from the Brigade or Army command to the
recipient. There are 3 types of messenger
Radio – roll D6, if 1 then
communication and points lost, otherwise priority points awarded immediately to
receiving unit, who must also have a radio – obviously!
Motorcycle / Cavalry – move
messenger towards recipient. If messenger arrives (within 5cm) then priority
points awarded immediately. If messenger doesn’t arrive then priority points
awarded in the turn when the messenger arrives.
There are a maximum of 5 radios, 5
motorcycles and 5 cavalry messengers per battle. Roll to award these.
Nationalists always roll 1st and receive D4 of each type.
Republicans then roll D4 and can take an allocation up to the maximum of 5.
Once messengers have moved then
complete the awarding of priority points and start the turn.
Artillery spotters
Artillery spotters can replace a
radio and can be used to direct mortars, planes and off map artillery, all are
assumed to have radios. Spotters are independent units with D3 priority points.
They can call in artillery or air strikes on targets in LoS on radio arriving
during their turn. Allocate priority points to artillery strike(s). Spotters
move at double foot rate or can mount a single vehicle.
Turn Clock
The turn clock is a single D20 set
to 14. At the start of each full game
turn the generals roll a D6 and the highest has control of the turn clock.
Generals may use priority points to add to their dice roll. After each phase
the generals each roll a D6 and the general in charge of the turn clock deducts
which of the 2 rolls to lower the turn clock. When the turn clock reaches 0
that is the end of the game turn. Any unmoved units remain unmoved.
Remove Disorder
A HQ base can allocate priority points to remove disorder on units they
command. 1 priority point removes disorder. This occurs during normal play when
units with 1 priority point are activated
Move
Troop Type |
Road |
Off Road |
Infantry |
15cm |
10cm |
Truck |
30cm |
10cm |
Tank |
20cm |
15cm |
M/c Messenger |
40cm |
15cm |
Cavalry
Messenger |
25cm |
15cm |
AT gun /
mortar |
In Truck only |
In Truck only |
Aircraft |
Enter, attack
and leave in same turn |
Troops and artillery moved by
truck can mount, move and dismount in same turn with no loss of truck movement,
but they can’t undertake offensive or defensive fire. 1 truck per base.
Fire
Units can move and fire. Arc of
fire is 360o except for entrenched units, only fire forwards (90o
arc). Each base can only fire at 1 other base, except artillery and planes
HQ units can only fire defensively
and engage in melee. They have no offensive fire capability. Individuals (on
round bases) have no fire or melee capability and if engaged in melee
surrender.
Weapon |
Short range
(10cm) |
Medium range
(20cm) |
Long
range(40cm) |
Rifle base |
3D6 |
2D6 |
1D6 |
SMG on base |
+1D6 |
|
|
MMG base |
3D6 |
2D6 |
2D6 |
AT Gun base |
3D6 |
2D6 |
1D6 |
T26 – gun |
3D6 |
2D6 |
1D6 |
Pz1 2xMG |
4D6 |
3D6 |
2D6 |
Mortar |
1 target base, 1D6 per base hit – radio. fire hits base on 5 or 6 |
||
Off map
artillery |
1 target base 2D6 per base hit – radio |
||
Fighter strafing |
1 base target, 2D6 hit – radio |
||
Bomber |
1 target base, 2D6 hits - radio |
Shooting Factors
Target in cover -1 to hit D6. Not applied
if firer is AT or artillery or aircraft, Firer disordered -1D6
AT gun firing at tank in flank or
rear +1D6, soft skinned vehicle +1D6 for all firers
Defensive fire
A unit that has not moved or fired
can fire out of turn at any enemy unit that enters its field of fire. That is
the move for the firing unit. Targets that become disordered must stop immediately
Casualties
A roll of 5
or 6 on a D6 is a hit, 1 hit causes disorder, 2 hits destroys the unit
Melee
Melee is base to base fighting. There
are only 3 instances where melee can occur
1. Fighting in built up areas, 2.
Assaulting trenches, 3. assaulting tanks with infantry.
The attackers must pass a bravery
test to assault a target. Roll 5 or 6 on D6, 5, 6 to assault. -1 if disordered,
+1 if HQ unit is joining the assault. Roll once only for all units assaulting
Defenders can defensive fire if
able, firing at short range, each base can only fire at 1 attacking base
If base disordered by defensive
fire it retreats to starting position.
Attackers roll D6 +1 per ordered
base in contact with the enemy or friendly that is in base to base contact with
enemy. Defenders roll D6 +2, +1 if in cover, -1 if disordered
Highest score is victor, losers
captured and attackers occupy their position
Morale
Units that are reduced by more
than 50% (excluding HQ) are combat ineffective and removed.
Hi, This is in the wrong place but you weren't accepting posts on the page with your homemade hex maps. Didn't see any hyperlinks referring to earlier posts on the subject. I'm a 100% solo gamer and this looks like it would be a great tool for me as well. I was wondering whether you have any words of wisdom on sources for the hexes, thinks you found useful (or not useful) in doing the terrain, etc. Thanks!
ReplyDeleteTerrement, don't know why the pages weren't accepting your comments. I've added links to my solo Italian Wars Campaign post (italian wars campaign). The 1st post explains the rules for solo campaigning. For diplomacy I just rolled a dice for starting diplomacy, hatred enemy , distrust ,neutral, friendly and ally. I used 2 levels for each state (so 8 levels) and moved it up and down by 1
ReplyDeleteeach turn based on dice roll and other factors.The hexes are 40mm from Warbases and I set them up in a large cheap picture frame. hills and mountaind and river banks done with filler and then used flock and clump foliage. The buildings are from brigade models small scale scenery range, I can do ancient Rome, Italian Wars, 7YW, ACW and Vietnam using the same hexes and adding different building hexes and railways.