You are on page 1of 5

there are no stacking rules.

It’s strictly one hex for one


Blue vs Red platoon. As for how large, the board should be
Simple Rules for Modern roughly 24 x 24 hexes. Free geomorphic hex maps for
BvR will be available for download.
Mechanized Combat
Blue vs Red (BvR) is a rule set for land modern warfare 2.2 Bookkeeping Requirements
that mainly involves MBTs, IFVs and motorized recon
I’ve tried to make bookkeeping as minimum, but there
elements. BvR aims to be a simple set of rules, with
are some things that you need to track.
minimal bookkeeping. The game is played over hex
map, and each side controls 3-5 companies. The main thing you need to track is suppression. You
will need markers for this.
The game is not meant to be realistic, nor accurate.
But I hope it can provide fun rules to push tiny tanks You also need to track on how many order a company
around with. can issue. This is usually tracked by placing small dice
near the company command platoon.
1 In-game Terms
In BvR, platoons can be reduced. This can be tracked
Platoon – This is the basic unit. A base in BvR in several ways. You can use 2 bases to form a
represents a platoon. platoon, and take one when a platoon is reduced. You
can also have 2 different bases, one for full strength
Company – 3-4 platoons in BvR are grouped into a
platoon and another for reduced platoon. Finally, you
Company. Platoons in a single company activates at
can simply use reduced markers.
the same time. One platoon in a company is the
command platoon. Bases of platoon within the same Finally, you may want to track which company has
company and command platoon should be sufficiently been activated during a turn. You can memorize this
marked. due to relatively small number of companies involved,
but it’s totally understandable if you want to track this
Line of Sight (LoS) – This is unobstructed line that
physically. This can be done by a marker, or having a
extends from the center of one hex to another. LoS
card representing each company and flip a card when
can be traced along obstructing hex edge. If LoS is
a company has finished its activation.
traced along obstructing hex edges, and it has
obstructing hexes right to its left or right, then there’s 2.3 6-sided Dice
no LoS.
You need several 6-sided dice (d6). At least 3 are
Field of Fire (FoF) – A platoon is within FoF of other required. More is better.
platoon if it’s within attacking range, and is in LoS.

Reduced – During an attack, a platoon may not be


3 Game Sequence
destroyed, but sufficiently damaged. This platoon is
During a round, the players with the highest number
reduced and attack with 2 dice instead of the usual 3.
of platoons activates first. If the numbers of platoons
Suppressed – A suppressed unit is confused, it’s crew are equal, each player rolls a die. Highest roller goes
under pressure. It only rolls 2 dice in battle. It must first.
also be ordered separately. It blocks its teammates’
A game round is like this:
LoS. It cannot make any interrupts
1. Player A activates an inactive company
2 Required For Playing 2. Player B activates an inactive company
3. Player A activates an inactive company
2.1 Miniatures & Hex Board 4. Player B activates an inactive company
5. And so on
A base represents a platoon. A hex in the hex board
should be able to contain a single platoon because
A round goes until all companies have been activated. A cruising platoon must make all its movement out of
If a player does not have inactive company while his any enemy platoons’ FoF. It also may not fire any
opponent has, his activation is skipped. weapons during the combat phase, but may pop
smoke.
4 Activating a Company
A platoon may move until its all of its MP are spent.
There are three phases when activating a company: Moving to a clear adjacent hex cost 1 MP. Moving to a
hindering terrain costs 3 MP.
1. Command Phase
2. Maneuver Phase If a platoon is next to an enemy platoon, its next move
3. Combat Phase can not be into a hex that is also adjacent to any
enemy platoons.
Note that a platoon may act out of its activation, and
it will be discussed in Interrupts (5). You must always enter a hex without any other
platoons, friendly or hostile.
4.1 Command Phase
4.2.2 Command Platoon Movement
In Command Phase, you determine how many Orders
do you have available for the activated company by When you spend an Order to move a Command
making a command roll. Platoon, you may also move all platoons from the
same company that are within 2 hexes of the
To make a command roll, roll a number of dice equal Command Platoon to move along.
to the number of remaining, un-suppressed platoon
on the company. Suppressed platoons do not You must complete a platoon’s movement before
contribute dice to combat roll. moving the others.

Any dice with result of 4 or less can be used as Orders. 4.2.3 Suppressed Platoon Movement
Any dice with result of 5 or more are discarded.
Suppressed platoons may not be included with a
Perfect Command Command Platoon’s group movement. They must be
activated using an individual Order.
A company with no LoS to any enemy platoons, is in
full strength and with no suppressed platoons is a When they are activated, their Suppressed status is
company with Perfect Command. Such a company removed.
does not need to roll a command roll. It simply
4.2.4 Reserving Orders
receives Orders equal to the number of its platoons.
Any Orders not used during movement phase can be
4.2 Maneuver Phase reserved. These Orders can be used to trigger special
abilities and interrupts. You should mark this with a
In Maneuver Phase, you move your platoons using
die on your command platoon.
Orders.
A company with destroyed command platoon may not
4.2.1 Moving Your Platoons
reserve Orders.
To move a platoon, you spend an order and choose a
Unused reserved Orders are removed by the end of
platoon.
the round.
The chosen platoon gains a number of Movement
Points (MP). If the platoon has LoS to any enemy 4.3 Combat Phase
platoon, it may cruise. A cruising platoon gains a
All platoons within the activated company, even those
number of MP equal to its Cruise Speed. Otherwise, it
not ordered, may attack now.
gains a number of MP equal to its Combat Speed.
To attack with a platoon, choose a target within FoF.
Note that if a platoon is attacking a Recon platoon, its
Combat Range is reduced to 2. Platoons within the movement made during fleeing must take the platoon
same company do not block each other’s LoS. The farther than the attacking platoon.
exception is suppressed platoons, which block other
platoons’ LoS. 5 Interrupts
Roll 3 dice. If the attacking unit is reduced, roll 2 dice Interrupts allow a platoon to act out of its company’s
instead. Suppressed platoons, whether they are activation. Interrupt is done by individual platoons. To
reduced or not, always roll 2 dice. make an interrupt you must have at least 1 reserved
Order on that platoon’s command platoon and spend
Consult Combat Strength table on the QRS for target
it.
numbers. You have to roll equal to or lower than
target numbers to score Hits. 5.1 Interrupt: Maneuver
If you score 2 Hits, the target is reduced. If it’s already
This type of interrupt can be made right after an
reduced, then it’s destroyed.
enemy’s platoon Movement Phase, just before the
If you score 3 Hits, the target is destroyed. Combat Phase. The platoon making the interruption
must be able to see the platoon triggering the
4.3.1 Bonus & Penalty interrupt.

An attacking platoon may gain Bonus and Penalty. A The interrupting platoon may move up to its speed,
platoon may ever have 1 Bonus or 1 Penalty, away from the triggering platoon. Each movement
regardless of the number of sources. made must take the platoon farther than the platoon
triggering the interruption.
If a platoon ever has Bonus and Penalty, it only has a
Penalty. 5.2 Interrupt: Opportunity Fire
A Bonus increases the target number by 1, while a This type of interrupt can be made when a platoon
Penalty decreases the target number by 1. enters another platoon’s FoF during Maneuver Phase.
Note that a roll of 1 always score a Hit, except if the The interrupting platoon may attack the moving
target number is N/A. platoon with Penalty. The attack is made after the
moving platoon finishes its movement, even if it’s no
4.3.2 Critical Hit
longer within the interrupting platoon’s FoF.
If you roll at least two 1s when attacking, you may roll
an additional die, adding the effect of this die to the 5.3 Interrupt: Combat
total. Only 1 additional die may ever be added to an
This type of interrupt can be made when an attack is
attack.
declared against a platoon. The platoon triggering the
4.3.3 Morale Effects interruption must be within line of sight and attacking
range of the interrupting platoon.
If a platoon is attacked, suffers at least 1 Hit and is not
destroyed, it must take Morale Test. Both platoons make their attack simultaneously.

Roll a number of dice equal to the Hits suffered. For 6 Special Abilities
each result of 4, 5, 6 it suffers a Morale Failure.
6.1 Smoke Launchers
If it suffers 1 Morale Failure, it’s suppressed.
Instead of attacking, a platoon may pop smoke. Place
If it suffers 2 Morale Failure, it flees, and then
a smoke marker on the platoon or to a hex adjacent
suppressed.
to the platoon. Smoke marker can be placed on non
A fleeing platoon moves away from its attacker, in a empty hex. The smoke marker is removed at the end
straight way, as far as its Combat Speed allows. Each of the round. If a platoon is attacked and the platoon
is in smoke or the attack goes through a smoke It should be noted a road may go through forest and
marker, the attack suffers a Penalty. settlement hexes. Road may also go through berm
edge. In such situation, platoons moving through the
Platoons attacking through smoke can only attack a road only spend 1 MP per hex, and still eligible for the
target right beyond the hex containing smoke. Targets free MP.
at more than 1 hex away than the smoke (not
counting the hex the smoke is in) can’t be attacked. 7.3 Forest
The following platoons may use Pop Smoke: MBT, IFV, Forest hexes block LoS to hexes beyond it. Forest
and Recon. hexes cost 3 MP to move into. When an attack targets
a platoon in a Forest hex, the attack suffers Penalty.
6.2 ATGM
7.4 Settlement
Instead of attacking, a platoon may launch ATGM. An
Order is required for this ability to be used. Settlement hexes are similar to forest. However, the
Recon unit has distinctive advantage when in
ATGM has range of 4 and rolls only 2 dice.
Settlement hexes. This will be explained on individual
The following platoons may use ATGM: IFV & Recon. unit rules.

6.3 Recon Special Rules 7.5 Berm


Recon platoons have special rules regarding A berm doesn’t block LoS. However, is an attack is
movement and combat. made to a platoon right next to a berm, and the attack
goes through the said berm, it gains Penalty.
When a recon platoon enters a forest or settlement it
uses only 2 MP instead of 3 Mp. A berm costs 2 MP to move through. If the movement
enters a forest or settlement, it only costs 3 MP, not 5
When a Recon platoon is in settlement and attacking MP.
an adjacent MBT or IFV platoon, the Recon platoon
gains, it scores Hits at roll of 3 or fewer, ignoring 7.6 Cliff
Bonus and Penalty.
Cliff edges cannot be moved through.
Units attacking Recon have their range reduced to 2.
Platoons firing from the high edge of a cliff may attack
7 Terrain across the adjacent cliff edge and gains Bonus.

There are 4 types of passable terrain: Clear, road, Platoons at the high edge of a cliff may be attacked
forest, and settlement. There are also 2 special edge from across the cliff, but the attack suffers Penalty.
types: berm and cliff.
Otherwise a cliff edge blocks LoS.
7.1 Clear
Helicopter
Artillery
Range

Recon
MBT

IFV

AA

Clear terrain is the basic terrain type. It doesn’t have


advantage or disadvantage.
MBT 4 3 4 3 4 4 1
7.2 Road IFV 3 2 3 1 3 3 2
Recon 2 1 2 3 3 3 3
Roads help with movement. For every 2 road-to-road
Artillery - 2 3 3 3 3 NA
movement made, a platoon gains a free MP to be AA 3 1 2 3 2 2 4
spent on movement to another road hex. This free MP Helicopter 3 4 3 3 3 2 3
must be spent immediately. If the platoon enters a ATGM 4 3 3 2 3 3 NA
hex with no road, the free MP is lost. Rocket 6 4 4 2 4 4 NA

You might also like