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WARGAMES RULES FOR 2mm SCALE MICRO TANKS AND FIGURES

by Andrew Thomas
INTRODUCTION
These rules are intended to provide a quick and simple method of fighting large scale battles using 2mm scale
micro tanks and infantry.
The basis of the system is that armour is grouped on bases, each base containing several vehicles making up a
troop, section or any other low level organisation element. Infantry bases are of 8-2 men or -! heavy
weapons. "ehicle bases are of 2-# vehicles.
The effectiveness of each $base$ depends upon the type and quality of the vehicles and the number of vehicles
in the unit. The %quality& of an armoured unit takes into account the thickness and slope of armour, whether
the vehicle is turreted, etc. Infantry are assumed to be of equal quality, regardless of their nationality.
The use of card bases for each unit allows their $vital statistics$ to be recorded underneath, i.e. 'ttack and
(efence factors, weapon range and movement rate. )ases for all units should be $ square.
The tables included in these rules allow the use of all ma*or vehicles of +orld +ar 2. 'ny vehicles that have
not been included can be used by assessing their effectiveness against the vehicles shown and allotting an
attack and defence factor and movement rate.
'll references to die rolls use a (,- all distances are in metres- the groundscale is #. metres / $.
SEQUENCE OF PLAY
0ou may set up your figures in any mutually agreeable way, for e1ample limiting deployment for each player
to a specific area of the playing table, or using some form of hidden deployment where one or both players
write their initial dispositions on a map first and then deploy simultaneously in accordance with their map.
The $first$ player is decided by a die roll at the start of the game. The turn sequence is as follows2
3ach turn2 The first player moves any or all of his units-
The second player fires with any eligible units-
The second player moves any or all of his units-
The first player fires with any eligible units.
'ny units destroyed in the turn can be removed or marked with cotton wool.
FIRING
4iring is by line of sight only, e1cept in the case of artillery or mortars which can fire indirectly at a penalty.
4iring is not assumed to be simultaneous.
' unit within range of enemy units should nominate the unit it wishes to hit- it will hit on a (, throw of # or
,, or 5, # or , if within half range. If the firer moved in its last movement phase, deduct from the die roll.
If a hit occurs the attacking and defending units both throw one (,- the attacker adds his 'ttack 4actor to his
score and the defender adds his (efence 4actor.
If the scores are equal the defender is temporarily immobilised and cannot move or fire for one turn,
simulating a $knock back$ effect but assuming that little or no damage has occurred. If the attacker scores6l
or 2 more than the defender, the defender is permanently immobilised, but can still fire after turn.
If the attacker scores ! or more than the defender, the defender is destroyed.
7its by artillery or mortars causes damage on any unit within $ radius circle 8.#$ if heavy artillery9 from a
point nominated by the firer. Indirect fire hits its intended target area on a throw of # or ,, whether under or
over half range, modified by :l if a dedicated artillery spotter or any unit 7; is within #..m of the target and
is not firing- or being fired at.
If artillery misses its target it deviates by (, 1 #.m beyond its target on a (, throw of , 2 or !, or short of
its target on a throw of 5,# or ,.
'rmoured vehicles which have secondary machine guns fire as an infantry <= section.
'll artillery units and infantry sections fire using the same factors.
4iring is restricted to the following ranges2
>ight guns 8up to 2.mm calibre9 2..m
?p to #.mm calibre 8including 2pdr.9 #..m
?p to @#mm calibre 8including ,pdr. 9 8..m
?p to 88mm 8including late =erman @#mm and )ritish @pdr.9 2..m
A.mm -28mm #..m
'rtillery 8up to .#mm9 #..m
7eavy 'rtillery 2#..m
Infantry <ortars 2#.m
7eavy <ortars 8..m
Infantry 8Bmall 'rms9 ..m
Infantry and vehicle <=&s 2..m
Infantry 'CT weapons ..m
Turreted vehicles can fire anywhere within !,. degrees. BD=&s are assumed to have a firing arc of 22.#
degrees, which allows for their limited traverse and some ability to aim by turning on the spot.
MOVEMENT
The ma1imum rough ground moves allowed are as follows2
Eormal Infantry ..m
Infantry 7eavy +eapons #.m
Bcout cars, 'rmoured Fars and Geeps !#.m
Tankettes, light tanks, 'llied half tracks 8<!9, Fomet,
Fromwell and early Fruiser tanks and T!5 series !..m
DanHer III, Btu=, Eashorn, Danther, Gagdpanther, +espe,
7ummel. =erman half tracks. 7etHer, Driest, 'rcher
and all Bherman models 2#.m
DanHer I". Tiger I, <edium 5-wheeled trucks 2..m
Tiger II, Gagdtiger, Fhurchill, <atilda, Iussian GB series,
, and 8 wheeled trucks #.m
'll movement is doubled on roads.
ATTACK AND DEFENCE FACTORS
The relevant 'ttack factors and the number assumed to be in each unit are as follows2
Weapon Attack
Versus Armour Verus infantry and
softskins
Number in Unit
Infantry 8grenades9 2 section
Infantry <ortars !
Infantry <= Bection . 2
Infantry 'T weapons ! .
TankettesCcarriers . !
>ight Tanks and armoured cars 2 !
DanHer III and early DanHer I" ! 2 5
3arly Fruiser tanks, 2 pdr 'CT gun
and <atilda
2 !
?B Bhermans 5 2 #
Fromwell, Fhaffee, Fomet, Fhurchill
and ,pdr 'CT gun
! 2 !
>ate DanHer I", 7etHer and Btug # 2 5
?J BhermanK, )T@, T!5C@,, J" 5 2 !
'rcher, Danther, GagdpanHer I", and
=erman @#mm 'CT
# 2 5
T!5C8#, J"8#, GB # 2 !
Tiger I and Tiger II, Eashorn,
Gagdpanther, GagdTiger
, 2 5
B?.., GB II L III , 2 !
<edium 'rtillery 2 5 2 or !
7eavy 'rtillery or Iockets ! # 2 or !
K'ssumes unit contains partly Bherman 4irefly
In each case it is assumed that an 7; section or unit is as effective as an ordinary unit.
The relevant (efence 4actors are as follows2
Infantry .
Infantry in soft cover
Infantry (ug In 2
Boft skins .
>ight 'rmour 8half tracks, armoured cars, scout cars and tankettes9
>ight Tanks 83arly )ritish Fruiser tanks, and BD artillery, )T@, DM!#, DH!88t9, <arder,
B?@,, Italian )attle Tanks
2
<edium Tanks 8late DHIII, Btu=, 3arly DH I"9 !
<ediumC7eavy Tanks 8>ate DHI", 7etHer, GagdpanHer I", T!5C@, or 8#, 4irefly, 'rcher9 5
7eavy Tanks 8Danther, Gagdpant her, Tiger I, Fromwell, <atilda, J" and 2, Dershing,
Bu8#, .. and 22
#
"ery 7eavy Tanks 8Tiger II, Gagdtiger, Fhurchill, GB series, GB? series, fortifications ,
The above factors take into account the thickness and slope of armour.
AIR TO GROUND AND ANTI-AIRCRAFT FIRE
The number of aircraft available to any side should be mutually agreed by the players, or limited to a
fi1ed number of sorties for each player.
3ach aircraft over the table can make onl y one sortie, which is limited to a ma1imum of three ground
attack passes, after which the aircraft must leave the board without firing further.
'ircraft cause hits by scoring # or , for each unit within a $ radius circle which may be placed
anywhere withi n the weapon&s ma1imum range and wit hin 22. # degrees of straight ahead of the aircraft.
Attac A!" Defe!ce Fact#r$
Attack Defence Max Speed
BpecificTank )uster 'ircraft ! ! 8..m
4ighter 'ircraft 2 2 8..m
4ighter )ombers ! ! @..m
(ive )ombers 5 2 #..m
The attack factor applies to either armoured vehicles or infantry targets.
A!t% A%rcraft F%re
'.'. =uns are grouped as follows to give their 'ttack factors against aircraft
7eavy <achine =uns 'ttack factor 8single or multiple mount ings9
>ight cannon 'ttack factor 2
7eavy guns 'ttack factor 5
'n aircraft is hit on a (, roll of # or ,. damage is assessed as for vehicle firing, e1cept that if the
attacker 8'' =un9 scores or more than the defender 8aircraft9 there is only negligi ble damage and no
real effect. If the attacker scores 2 more than the defender the aircraft must immediately break off and
return to base. If the attacker scores ! or more than the defender the attacking aircraft is destroyed.

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