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FREE WARGAMES RULES

WAR '44

Sorry if theese rules are unclear they were really only intended for my personal use. If you do not understand any part of these rules
feel free to make up something that seems logical to you. Keep in mind they are very simple rules, I made them so my 7 year old cousin
could play.

Turn Sequence

Step 1: Priority

Each player rolls a D6 the highest result moves first, followed by the next, etc.

Step 2: Movement

All foot troops, mounted troops, and war machines may be moved at this time. Moving into base-to-base contact (or within the range
of a ranged melee weapon) with an enemy unit indicates that a melee combat will occur in Step 3. The following rules apply to
movement:

· Opening, closing, or locking doors costs two inches of movement.

· Climbing a ladder costs double movement. Example: Climbing a 4-inch ladder costs 8 inches of movement.

· An infantry unit may sprint. In order to do this roll a d6 and add that number in inches to the soldiers move. Infantry may not fire
if the sprint.

Step 3: Fire

· Shooting into melee has an equal chance to hit each of the units involved in the combat. Make a die roll to randomly
determine who the actual target will be. This roll is made before the actual attack roll.

· An attacker may only target a unit to which there is a clear line of sight. Troops further away than 4 inches from the attacker do
not block line of sight. If a clear line of sight isn’t had roll a d2 for every object impeding the bullet’s path.

· A soldier engaged in melee combat may not fire.

· A solider who hasn’t moved gets +1 to hit.

· +1 to hit and wound at ranges

Step 4: Melee

All units in melee (base to base contact) attack at this time. A dice is rolled for each man in combat. The winning side removes as many
enemies as it has men. If a vehicle hits an infantry the infantry is killed.

Infantry

Name Shots Wounds Acc. Move Range Damage Cost

Rifleman 1 1 3+ 6" 24" 4+ 2pts

SMG 2 1 4+ 6" 18” 5+ 3pts


HMG 3 1 4+ 6" 24" 4+ 4pts

Bazooka 1 1 5+ 6" 18” 2+ 3pts

Sniper 1 1 2+ 6" 30” 3+* 4pts

Veteran - -^ -1 +1” - -1 +1pt

* 4+ vs. tanks
^ If killed roll a d6 on a 5+ the unit survives
Veteran is unavailable to snipers

Vehicles

Armor- For every point of armor the enemies’ damage needs one more number.

Name Shots Wounds Acc. Move Range Damage Armor Cost

Jeep* - 2 - 12" - - 1 7pts

Half Track* 2 3 4+ 8" 24” 4+ 2 13pts

Light Tank 1 (2) 3 5+(4+) 6" 30”(24") 2+(4+) 3 17pts

Heavy Tank 1 (2) 4 5+(4+) 4" 36”(24”) 1+(4+) 4 24pts

Truck* - 3 - 10" - - 1 9pts

Artillery 1 2 3+ 2” 42” 2+ 2 15pts

*Jeeps may carry 4 men, Halftracks 6, trucks 8 or 2 and 1 arty.


Arty may fire fragmentary ammo (use 3” d circle and add 1 Armor to inv and +2 to tanks). Arty may also hit anywhere in range
w/out l.o.s.

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