--------------------------------------------------------------- FIRE + STEEL GAME HANDBOOK (c) Megagame Makers 1994 --------------------------------------------------------------- CONTENTS 1. Introduction General 2 Layout of Game 3 Equipment 3 2. Game Roles Players 4 Umpires 4 3. Sequence of Action 5 4. Command & Control 6 5. Communications 8 6. Game Rules Assumptions 9 Movement 9 Linear Obstacles9 Turning 9 Firing 10 7. Tank Configurations 11 8. Infantry Support 16 9. Selected Bibliography 19 --------------------------------------------------------------- 1. INTRODUCTION --------------------------------------------------------------- General This game is all about the minute detail of tank versus tank tactical battles. It is the sort of thing that many of the older generation of wargamers cut their teeth on - some of you will remember the Lionel Tarr Rules publicised by Don Featherstone, the Bish Iwasko logarithmic rules, the Bristol Armour Rules and many more. What we really wanted to do in those days was recreate the tank battles (and the movies, of course) that we had read about or seen. This game is nothing like these predecessors, except that it uses a fairly traditional terrain model and 1/72 or 1/76 scale model tanks. There are a number of fundamental differences which players and umpires must take into account. These are: a. The ground scale of the terrain model is 1" = 2 metres (or yards if you prefer). This is roughly 1/72 scale. In other words the models and the terrain are at the same scale. If the tank model can't fit between the buildings - then it can't fit. Tank barrels can get fouled on passing trees. In fact ALL the terrain features are relevant and not just a representation of real terrain in a different scale to the tank models. b. The players generally play ONLY ONE TANK EACH. Players therefore cannot control lots of tanks by telepathy or super-efficient radios. This has important implications for command and control. As in reality, each tank is like a noisy and unpleasant island, with only unreliable and intermittent means of communicating with the outside world. We hope to reflect something of this. c. The game is not a conventional two-sided game, with the opponents facing each other across the playing area. In order to reflect the real problems of the empty battlefield; concealed anti-tank guns, and sudden surprises; the opposition in each scenario is pre-determined by the Umpire Team and only revealed as circumstances allow. The majority of the players in each scenario are on the same side. Historical Period For a number of reasons, the scenarios in this game are set in Europe in 1944. The main reason is availableity of models. If this game is successful we may branch out into other parts of WW2, or even other periods altogether. Layout of the Game Equipment The game organisers will provide the basic equipment for the game. Should you wish to bring your own models to play with, then you are most welcome to do so; but this must be at your own risk - bearing in mind that the terrain model is on the floor! You are also advised to bring some binoculars to help in spotting hidden anti-tank guns and infantry. --------------------------------------------------------------- 2. GAME ROLES --------------------------------------------------------------- Players a. TANK COMMANDERS. The majority of players represent individual tank commanders. These are grouped into troops or platoons in accordance with the scenario. b. UNIT COMMANDERS. These are tank commanders and the commander of a troop or platoon (or even company) as well. They are responsible for the conduct of the subordinate Tank Commanders. c. SUPPORT COMMANDERS. In some scenarios, some players will be given Support Tasks. These will involve such things as commanding supporting infantry, artillery or specialist tanks as necessary. d. OPPOSITION PLAYERS. In each scenario a couple of players will be separated from the game to act as the Opposition High Command. Umpires handle all the low level Opposition decisions and relay the situation back to these players who normally cannot see the main playing area. Umpires a. CONTROL UMPIRES. These are responsible for the overall flow of the game, sorting out problems and making sure that things move on quickly enough. They also handle timing. b. OPERATIONS UMPIRES. These are the main sort of umpire. They are normally attached to a specific group of tanks or support troops and do all the movement, firing etc. for those tanks. c. OPPOSITION UMPIRES. These are like Operations Umpires, but specialise in the actions of the opposition forces in each scenario. --------------------------------------------------------------- 3. Sequence of Action --------------------------------------------------------------- Each turn has a two components, an ACTION PHASE and an UMPIRE PHASE. The ACTION PHASE is announced by a loud bell, rocket flare or some umpire shouting 'GO!'. Players then may select their order cards (see later). This phase is normally only about 10 seconds. It is terminated by another loud noise or someone shouting 'STOP!'. Once the Action Phase has ended, ALL PLAYERS must hold up the cards they have selected for the umpires to see. The Operations Umpires will then move your tank model as directed by the cards you hold up. The UMPIRE PHASE is characterised by the umpires working out the effects of gunfire, near-misses, driving errors etc. Umpires will then inform players any information concerning the player tank if necessary. Timing Players should put their hands upo until all their actions have been resolved by the Operations Umpires, once everyone's hands are down, Control will announce a new Action Phase. Reporting At the start of the next Action Phase umpires will do the following things: a. Place on enemy models to show newly located enemy forces. b. Remove enemy models that are no longer in sight (either observer or the target may have moved). b. Indicate (by placing a puff of cotton wool) any player tanks that have been hit. This means that players must be alert to the situation if they want to bale out before the tank burns under them. --------------------------------------------------------------- 4. COMMAND & CONTROL --------------------------------------------------------------- As mentioned above, this game is about the coordination of one or more tank platoons/troops. Players take on the role of individual tank commanders organised into platoon-sized units and they try to operate in concert to overcome fixed problems or another team of players. Therefore, all commands issued by players are in terms of instructions to the various subordinate (and non-played) crew members of the individual player's tank and these are reflected in the Command Cards. The Command Cards Orders are issued in the form of command cards, which the player is given a limited time (usually around 10 seconds) to select and hold up for the Operations Umpires to see. Players may not then alter the cards until the next turn comes round. The unused cards are placed on the floor under the player's chair until the next action phase. An Operations umpire then moves the tank model as directed, and resolves any combat. The player NEVER touches the tank model or comes on to the terrain model. Players are permitted to move around the model to get a better view of the position of their model - but this should only be as directed by the Umpires, and players can take their chairs with them when they go. TURRET DIRECTION CARDS (pink): These are used to show the current turret facing. Only one can be shown at any one time and these only need to be shown when the turret facing is CHANGED. No card displayed = no change to facing. A tank is assumed to be able to change from a facing to any other facing in one turn when under power. MOVEMENT CARDS (green): These are orders to the tank driver. Assume that the driver will avoid obvious obstacles and ignore silly orders (like driving into a lake for example!). These show either Left or Right, and a speed. If no card shown then the tank is assumed to be stationary. Three speed options, BACK, ADVANCE SLOW, ADVANCE and ADVANCE TOP SPEED. FIRING CARDS (yellow): These are for the main armament, FIRE!, or load AP, HE or Smoke. It takes most tanks one turn to reload or unload. SECONDARY ARMAMENT CARDS (blue): a) Smoke Dischargers. One card for externally mounted smoke dischargers. These fire small smoke grenades a fixed distance in front of the current turret facing (usually 30-50 metres). Once fired, they can only be reloaded by the tank commander personally and if the tank is stationary, the turret stationary and not firing the main armament. b) Hull Machine Gun (if fitted) or Coaxial MG (if fitted). The coaxial MG cannot be fired if the Main Armament is firing. c) 2" Bomb Thrower, the externally mounted mortar for firing smoke bombs. Can only be used when the commander is sitting with the turret open. 5. Communications Tank to Tank Communications Tanks with radio: Players are given short-range radios and must use voice procedure and radio discipline. Players may talk on the radio freely whether it is an action phase or umpire phase. Tanks without radio: Players may not talk to anyone. the only people talking are those whose tanks are close enough for a face to face conversation. Infantry Communications Only where the tanks and infantry have a common radio net can they use radios like the tanks. Otherwise infantry with radios were usually on another frequency altogether. Some tanks have an external telephone to allow infantry commanders to speak directly to the crew. In these cases, the infantry player can talk direct to the tank player. External Communications Higher command in the form of the battalion or brigade commander will intervene from time to time to ask for situation reports (SITREPs) or to give additional orders and/or information. --------------------------------------------------------------- 6. GAME RULES --------------------------------------------------------------- Assumptions Firing on the move is VERY INACCURATE. If you want to hit something then stand still. Armour Piercing rounds are effective against enemy tanks and Self-Propelled guns, but ineffective against infantry or anti-tank guns. High Explosive rounds are effective against enemy infantry and anti-tank guns and ineffective against enemy armoured vehicles. Smoke rounds have no lethal effect. Machine guns are effective against infantry but ineffective against armoured targets. Movement Slow or Backing 1 tank model length per turn. Advance approx. 2 tank model lengths. Top Speed approx. 3 tank model lengths. Crossing Linear Obstacles Hedges - takes 2 turns at slow/back or advance speed. If crossed at top speed the tank gets stuck in the hedge. Roll 1d6 next turn to get free, score 6 to succeed. If this fails, the score reduces to 5 or 6 next turn, and then 4, 5, or 6 and so on. Walls - takes one turn at slow speed. If crossed at advance or top speed, roll 1d6 and score 1 or 2 to get stuck. (For getting free - use the rule for hedges above). Turning Each turn is 45 degrees approximately. Turning on a hedge or wall forces a roll to get stuck (1d6 - use wall rule above). Lesser turns can be accommodated, you should explain verbally to your Ops Umpire. Greater than 45 degree turns can only be made slowly or when stationary. Firing Roll 2d6 per shot. It takes one turn to reload provided the appropriate card has been displayed. The fire tables are the province of the Umpires, and so will not be shown here. SMOKE DISCHARGERS: Fire a smoke screen 25" out from tank in the direction the turret is pointing, and 25" long at right angles to the line of firing. This screen lasts approx. 3 turns. Note that smoke dischargers usually have to be reloaded externally - and in some cases cannot be reloaded at all! Closing Down All tank commanders are assumed to be 'Opened Up' - that is with their hatch open and their head out of the tank for maximum visibility. Players that wish to 'button up' and rely on the periscopes and vision slits signify this by turning their chair around and sitting with their backs to the terrain model. The umpires will then take this into account when assessing personal risk from snipers etc. as well as the likelyhood of a target being located. Obviously a closed-down tank is all but blind. --------------------------------------------------------------- TANK CONFIGURATIONS --------------------------------------------------------------- Sherman M4 Weapons: 75mm M3 1 Hull, 1 co-ax MG Crew 5: Commander:gunner:loader/radio op:driver:co-driver/hull gunner Comms: Radio. 5-station intercom. Semaphore flags. Ammo: 97 round of 75mm. Ammo Types: AP and HE. Notes: --------------------------------------------------------------- Sherman M4A3E8 Weapons: 76mm M1 1 hull, 1 co-ax MG Crew 5 : Commander : gunner : loader : driver : co-driver/hull gunner Comms: Radio. 5-station intercom. Semaphore flags. Ammo: 71 rds of 76mm. 12 rounds of 2" mortar. Ammo Types: APC and HE. Notes: 2" mortar M3 in fixed turret mount. Ammunition stored in 'wet stowage'. --------------------------------------------------------------- Sherman Firefly Weapons: 17 pdr 1 co-ax MG Crew 5 : Commander : gunner : loader : driver : co-driver/hull gunner Comms: Radio. 5-station intercom. Ammo: 42 rds of 17pdr. 12 rounds of 2" mortar. Ammo Types: AP, APDS and HE. Notes: 2" mortar M3 in fixed turret mount. --------------------------------------------------------------- Churchill Mk4 Weapons: 6 pdr 1 hull, 1 coax MG Crew 5 : Commander : gunner : loader : driver : co-driver/hull gunner. Comms: Radio. Ammo: 84 rds of 6pdr. Ammo Types: AP. Notes: --------------------------------------------------------------- Churchill Mk7 Weapons: 75mm M3 1 hull, 1 coax MG Crew 5 : Commander : gunner : loader : driver : co-driver/hull gunner. Comms: Radio Ammo: 84 rds of 75mm. Ammo Types: AP and HE. Notes: --------------------------------------------------------------- Cromwell Weapons: QF 75mm Mk V 1 Co-ax MG, 1 Hull MG Crew 5: Commander: gunner: loader: driver: hull gunner/co-driver Comms: 2 radios, 'A' on Sqn net, 'B' on Troop Net. Intercom for crew. Infantry telephone on rear of hull. Ammo: 23 rounds in turret for 'ready use' Ammo Types: HE, APC, AP, and Smoke. Notes: 2" Smoke Bomb thrower mounted in turret (range 150 yards). Rear smoke dischargers, two pairs mounted at rear of hull. --------------------------------------------------------------- Comet Weapons: QF 77mm 1 hull, 1 coax MG Crew 5 : Commander : gunner : loader/radio op : driver : hull gunner Comms: 2 radios, 'A' on Sqn net, 'B' on Troop Net, and also on No.38 infantry net. Intercom for crew. Infantry telephone on rear of hull. Ammo: 61 rds of 77mm. 20 rds of 2" Bomb thrower Ammo Types: APCBC and HE. Notes: 2" bomb thrower mounted in turret roof. Rear smoke dischargers, two pairs mounted at rear of hull. Bren gun stowed in rear turret locker. --------------------------------------------------------------- PzKwIII J Weapons: 5cm KwK39 1 hull, 1 coax MG Crew 5: Commander : gunner : loader : driver : radio operator. Comms: Two receivers, 1 transmitter. Gunner, driver and commander connected with one intercom circuit. Ammo: 90 rds of 5cm. Ammo Types: APC. --------------------------------------------------------------- PzKwIV f2 Weapons: 7.5cm KwK40 1 hull, 1 coax MG Crew 5: Commander : gunner : loader : driver : radio operator. Comms: Two receivers, 1 transmitter. Gunner, driver and commander connected with one intercom circuit. Ammo: 87 rds of 7.5cm. Ammo Types: APC and HE. --------------------------------------------------------------- Panther Weapons: 7.5cm KwK 42 1 hull, 1 coax MG Crew 5 : Commander : gunner : loader : driver : hull gunner Comms: Radio. Intercom for crew. Ammo: 97 rds of 7.5cm. Ammo Types: APC and HE. Notes: --------------------------------------------------------------- Tiger I Weapons: 8.8cm KwK36 1 hull, 1 co-ax MG Crew 5: Commander : gunner : loader : driver : hull gunner/radio op. Comms: W/T set (transmitter/receiver/intercom) Ammo: 92 rounds of 8.8cm. No reload smoke grenades for dischargers. Ammo Types: APCBC and HE. Notes: Fixed external smoke dischargers on turret. --------------------------------------------------------------- StuG IIIG Weapons: 7.5cm StuK 37 No MGs Crew 4 : Commander : gunner : loader/radio op : driver Comms: Radio. Intercom for crew. Ammo: 54 rds of 7.5cm. Ammo Types: APC and HE. Notes: --------------------------------------------------------------- StuG III Weapons: 10.5cm StuH 42 1 MG Crew 4 : Commander : gunner : loader/radio op : driver Comms: Radio. Intercom for crew. Ammo: 45 rds of 10.5cm. Ammo Types: HE. Notes: --------------------------------------------------------------- SdKfz 234/2 Weapons: 5cm KwK39/1 1 coax MG Crew 4 : Commander : loader : gunner : driver Comms : Radio Ammo : 67 rds of 5cm. Ammo Types: APC. Notes: Turret-mounted smoke dischargers. One shot only. --------------------------------------------------------------- T34/76 Weapons: 76.2mm L/41 1 hull, 1 coax MG Crew 4: Commander/gunner : loader : driver : hull gunner/radio op. Comms: Intercom. Flags. Radio only in company commander's tank. Ammo: 77 rds of 76.2mm. Ammo Types: AP, HE and Shrapnel. Notes: --------------------------------------------------------------- T34/85 Weapons: 85mm 1 hull, 1 coax MG Crew 4: Commander/gunner : loader : driver : hull gunner/radio op. Comms: Intercom. Flags. Radio only in company commander's tank. Ammo: 56 rds of 85mm. Ammo Types: AP, HE and Shrapnel. --------------------------------------------------------------- 8. INFANTRY SUPPORT --------------------------------------------------------------- It was rare for tanks to operate totally alone with no infantry anywhere near. In some of our scenarios there will be some infantry support. The principles of command cards still apply, except that players will be given a different set of order cards to reflect the different nature of infantry actions. In this part of the game, one player commands a whole platoon. Representation Infantry are represented by bases with a number of figures on them. These will be one of the following types: Command - the platoon commander (player) and his radio operator and bodyguard. Rifles - basic group of 4 or 5 infantrymen with rifles and grenades. Gun group (LMG) - a basic 2 or 3 man LMG team. Mortar team - 3 or 4 man light mortar team. Anti-Tank team - 2 or 3 men with an appropriate anti-tank weapon (Pzfaust, Bazooka, PIAT, Boys AT Rifle etc.). The mix of these groups will vary with the army represented and the scenario. Command Cards Since the infantry do not use radios for intra-platoon communication, so the ability of the player to influence the platoon in battle is limited. Command cards mainly relate to the commander's personal actions. HAND SIGNALS : These are directed at a specific group or group of groups with a line of sight. They may not see the signal, however! GO LEFT FLANKING GO RIGHT FLANKING STAY THERE COME TO ME OPEN FIRE CEASE FIRE MOUNT VEHICLES FALL BACK VERBAL ORDERS: These can be given at a range of 5" if there is no firing, otherwise face to face conversation is required. 'ORDERS' GROUP (player briefs an Operations Umpire on the plan). Combine with hand signal types of orders - except that the order is clearer. In addition: COVER (an identified location or area) OBSERVE (ditto) COMMUNICATE: Use a radio (if available) to contact other forces or the unit commander). FIGHT: Use personal weapons in battle. No other actions are allowed whilst fighting. Players should assume that the individual sections and groups of men under his command will react as appropriate - i.e. they will take cover, crawl and act sensibly under fire whatever he orders! Movement Infantry movement is approximately one tank length per turn. Slower movement if the unit is trying to keep under cover. Effects of Fire Infantry bases will be in one of the following states: a. Wiped out b. Run away or surrendered (depending on the proximity of the enemy. c. Pinned down where they are and unable to fight or communicate. d. OK and fit to fight. The umpires will report the situation of your troops if the command group is in a position to observe what is happening - otherwise guesswork will have to suffice. Effects and hit tables are the province of the umpires and are not reproduced here. Assumptions Infantry small arms can fire as far as they can see a target (effectively the length of the playing area if they have a clear shot) - but in practice ranges of up to 12 feet or so are regarded as effective. Infantry anti-tank weapons are very risky, and in most cases the firer reveals his position when firing. Small arms don't always reveal an infantry position to tanks. Troops moving around are much more vulnerable than stationary troops because stationary troops always go prone and seek cover if available. Troops in trenches are very difficult to kill from a distance, the only reliable way of getting them out is to close assault their position. Losses To keep things simple and record keeping to a minimum, separate individual losses are not recorded. A base of figures is either in action or out of action as a whole. Typical Organisations a. British Infantry Platoon: Platoon HQ, comprising: Command Group, 2" Mortar Team and PIAT Team. 3 x Sections, each comprising: 1 Rifle group and 1 Gun group b. German Infantry Platoon: Platoon HQ, comprising: Command Group and 5cm mortar team. 4 x Sections, each comprising: 1 Rifle group and 1 Gun Group. Some sections might have a one-shot Panzerfaust. c. German Panzer Grenadier Platoon Platoon HQ, comprising: Command Group and 5cm mortar team. 4 x Sections, each comprising: 1 Rifle group and 2 Gun Groups. Some sections might have a one-shot Panzerfaust. 4 x Hanomag SdKfz 251/1 APCs. d. Soviet Infantry Platoon: Platoon HQ: Command Group and Gun Group 3 x Sections, each comprising 2 Rifle Groups (Note: Soviet infantry had wide variations in levels of equipment, the majority were, however, not much more than riflemen). e. US Infantry Platoon Platoon HQ,: Command group 3 x Squads, each comprising 1 Gun group and 2 rifle groups f. US Armored Infantry Platoon Platoon HQ: Command group. 1 x Mortar Squad of 2 x Mortar groups 1 x LMG Squad of two gun groups 3 x Rifle Squads of 1 gun group and 1 rifle group each 5 x M3 Halftracks --------------------------------------------------------------- 9. SELECTED BIBLIOGRAPHY --------------------------------------------------------------- ELSTOB, P. Warriors For The Working Day (novel). BINGHAM, J. Cromwell and Comet BRERETON, J.M. T-34/76 CHAMBERLAIN, P and ELLIS, C. M4 Medium (Sherman) CHAMBERLAIN, P and ELLIS, C. PanzerKampfwagen VI Tiger I(H) CHAMBERLAIN, P and ELLIS, C. British and American Tanks of World War II DAVIES, W.J.K. German Army Handbook ELLIS, J. The Sharp End of War FORTY, G. US Army Handbook 1939-45 GRAINGER, A. Bocage Battle (wargame rules) MACKSEY, K. Panzer Division, The Mailed Fist MACKSEY, K. Tank Versus Tank OFFORD, E.F. SU85 and SU100 Tank Destroyer ROGERS, H.C.B. Tanks in Battle. SPIELBURGER, W.J. PanzerKampfwagen IV(f2) US ARMY HISTORICAL STUDIES DIVISION Small Unit Actions During the German Campaign in Russia. WEEKS, J. Men Against Tanks ---------------------------------------------------------------