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Please note this is purely a work in progress version - there's a lot still missing. It's being stored here for availability. This version 8 Jan 2004 FOXHOLE Rules for Modern Infantry Ground Combat ©2004 - Steve Gill Contents Helicopter and glider insertions Firebase Defence – patrols and attack Game ConceptThe idea behind these rules is to provide a game that reasonably simulates modern combat (post WW1, the fire and manoeuvre era) at a platoon to company level without micro-managing the actions of individual protagonists. The game does not differentiate between specific pieces of equipment or individual abilities, these are abstracted into the units’ abilities. The focus of the game is primarily infantry actions, it has not been optimised for simulating mass armoured conflict. BasicsTime ScaleEach turn is roughly 15 minutes of game time. Ground Scale10mm = 25m or 1 inch = 50 yards for those that want to use imperial measurement. FiguresFigures can be anything up to 10mm. For larger figures (up to 25mm) the ground scale should be halved and element base sizes doubled. Figure basingInfantry are based on 30mm (or 40mm) square element bases for general use. Each element represents a single squad or section or other unit of a similar size. It is suggested that they are based in such a way as to show their type a little: neat formations for trained troops, more haphazard for untrained. All figures should be facing roughly the same direction. Optionally an element can use a 60mm by 15mm (or 80mm x 20mm) base to signify extended formations (single line or column). This format is used by units for ambushes, sweeping an area and for travelling quickly. Optimally one can use two 30mm by 15mm (or 40mm x 20mm) bases for each element that each represent a fire team. These bases can be used so that the element’s formation can be changed without requiring duplicate figures. This format gives further opportunities to show the status of an element without the need for special counters. Suppressed elements can be indicated by turning one of the two bases so the figures face different directions, reduced strength elements can be indicated by replacing one of the bases with a blank base. It is useful to have something recognisable, a figure or terrain feature, to mark the centre of each element for measuring movement. Vehicles are represented by single models that don’t need to be based though basing them may reduce wear and tear on the figures. Artillery should be mounted on bases at least 30mm square and large enough to hold the artillery model and its crew. Playing Area and TerrainPlaying Area SizeThe table size required varies depending on the size and complexity of the game to be played. The game has been intended to be playable on a small table (2’x2’ or 600mm x 600mm) but it is often better to use a larger table than you might think you need. Terrain TypesTerrain can be broken down into five main categories: Open – the infantry’s nightmare, nowhere to hide. Often this is prepared fire lanes. This sort of terrain should be rare. Normal – fairly easy to move through, but with enough cover (bushes, folds in the ground, etc.) to feel safe. Dense – hard to move through, usually requires paths or machete work, easy for enemy to hide in. Buildings – provide solid cover intermixed with clear fire lanes, a nasty operating environment. Impassable – linear obstacles that can’t easily be crossed by a soldier in combat kit (cliffs, fast or wide rivers, etc.). These obstacles require help from engineers to be crossed during combat. Terrain SetupRoll for terrain available Attacker sets up terrain, defender then selects location. Table GridFor reference during the game the table is broken up into a regular grid of squares. The horizontal references run A, B, C, etc. while the vertical references run 1, 2, 3, etc. allowing an area to be referenced by its grid co-ordinates – A1, A2, etc.
Mission DesignNormal mission - Attacker must achieve three objectives to complete the mission – one primary and two secondary from a list of options. Priority mission – Attacker must achieve two specific primary objectives. The defender does not necessarily know the attacker’s objectives. ObjectivesDefender selects/places six possible objectives an numbers them one to six. The attacker makes an intel roll. The defender must inform the attacker of the location of that many objectives. The defender makes intel roll. If successful (equal or greater to the attacker's intel roll) then the attacker must confirm primary objective. Figure setupDefending units are placed within their control area – roughly 2/3rds of the gaming area. Attacking units are placed in their area towards the starting base point. Helicopter and glider insertionsHelicopter and glider insertions are planned at beginning of game – turn and location. Roll for each one two turns before due to arrive. 1 – arrives two turns early 2 – arrives one turn early 3 or 4 – arrives on time 5 – arrives one turn late 6 – arrives two turns late Para dropsPara drops plotted at begin of game. Roll for arrival time as above. Drift and spread will be a problem. ElementsSection or fire team level elements There are two unit stats - motivation & training/equipment quality - ranging from 0 to 3. InfantryQualityAn infantry element represents the smallest effective combat unit of the force represented. It consists of a number of combatants depending on national unit organisation and the unit quality. Quality is a combination measurement based on a unit’s training and equipment. Type quality figures represents Elite 3 2 – 6 Exceptional troops, whether through training or experience Regular 2 5 – 10 Normal troops with good training or experience Green 1 5 – 20 Troops short on either training or experience Untrained 0 10 – 30 Troops with little or no training and experience MotivationThese are further defined by their motivation level: Type motivation Gung-ho 3 Normal 2 Uneasy 1 Mob * * ?a mob starts with a motivation level of 3 which drops by 1 each time the units manoeuvre roll indicates no advance? EquipmentOptionally they can then be further defined by their equipment level: Heavily equipped – carrying more than just basic combat gear. Normal kit – carrying basic combat gear. Lightly equipped – stripped down to the bare essentials. VehiclesSoft Light Heavy Helicopters Game SequenceThe attacker generally makes the first move and takes the first turn in a game. The only time the defender moves first is if the defender's units are making scenario programmed moves which the attackers react to. Turn SequenceRoll one die for commander’s command points – these can be added to motivation rolls during the turn. One element at a time in any sequence, all elements must be used in a turn. Roll for command per unit. Move the unit, if required and command roll permits. Take fire from all enemy capable of firing on the unit. Repeat for other units. MotivationCommand roll to move at section level. Commanders make roll at beginning of turn – these points can be added to the units’ rolls to aid motivation. Modifiers+1 per element motivation +1 per command point added to unit -1 if currently suppressed -2 if at reduced strength -2 if being asked to move into, or further into, open ground
Maximum of +4 modifiers to an element’s roll. Results<0 - fade away 0 - 4 - defensive (may only move as long as not getting closer to any known enemy) 5 - 8 - may advance, remove suppression >8 - must advance, remove suppression MovementUnits can move in any direction. Movement is measured from the centre of the unit. InfantryDense 100yds, +50yds if elite, +50yds if lightly equipped, -50yds if heavily equipped Normal going 200yds, +100yds if elite, +100yds if lightly equipped, -100yds if heavily equipped Non-tactically 500yds, +200yds if elite, +200yds if lightly equipped, -200yds if heavily equipped Infantry will stop on the edge of any open ground and cannot move into it without a new motivation roll. At any point while moving in a turn an element can make a single change from normal to extended basing. The element centre remains the same. VehiclesSoft Light Heavy Dense 200yds 100yds 200yds Normal going 600yds 500yds 300yds Non-tactically 900yds 800yds 700yds
Debussing or enbussing can occur once in a turn. While on a vehicle the unit mis treated as part of that vehicle. PioneersPioneers can prepare a route for themselves or others through impassable terrain. Once they’ve moved to the edge of a linear obstacle they stop and other elements can move over them to pass the obstacle. Observation / SpottingSpotting is required to target an enemy unit. Usually only required in a possible ambush situation. CombatElements take fire at the end of their move from all enemy elements capable of attacking them. Elements are capable of attacking an element if: 1. They had line of sight to them at the beginning of their move. 2. They have line of sight to them at the end of their move. 3. They had line of sight to them for at least half of the route they moved through. 4. They are not under close assault.
Interrupt fireCan only happen in first half of unit’s move, attacked by one unit only, sends unit back where it came from if get suppressed or better result. Weapon RangesClose Long Infantry Weapons 200yds 400yds Fire Support 200yds 600yds Indirect Support - 100 - 800yds
Halve the range of infantry weapons and fire support if firing out of, into or through dense terrain. Ranged Attacks on infantryModifiersBase Modifiers (non-cumulative) 1 per element quality attacking at long range +1 per element quality attacking at close range
Situation Modifiers (cumulative) +1 if fire support element attacking +1 if defender moved +1 if defender moved non-tactically +1 if defenders in open ground -1 if no attackers at full strength -1 if defenders in dense terrain -2 if defenders are emplaced (in trenches, bunkers or buildings)
Maximum modifier of +6 is permitted for an attack on any one element.
Add the roll of 1D6 to the total modifiers ResultsDefender quality +5 - suppressed Defender quality +6 - reduced strength Defender quality +7 - destroyed
Close AssaultsFire and manoeuvre time. At the beginning of a player’s turn elements can be moved into close assault with an enemy they are capable of moving into base-to-base contact with. Elements in extended formation cannot close assault, as assaults require concentrated firepower. Up to 8 elements can move into contact with one enemy element. The first element moved into contact with an enemy is the primary attacker, they are the ones actually attempting to overrun the enemy position, all others are supporting the attack. Once all the assaulting elements have been moved they receive fire as per normal, after this the results of the assaults are worked out. If the primary attacker is suppressed or destroyed by enemy fire while moving into the assault then another element must be designated as the primary attacker.
ModifiersBase Modifiers (non-cumulative) 1 per element quality of the primary attacker +1 per element in support
Situation Modifiers (cumulative) +1 if defenders in open ground +2 if defenders suppressed -1 if primary attacker at reduced strength -1 if defenders in dense terrain -2 if defenders are emplaced (in trenches, bunkers or buildings)
Add the roll of 1D6 to the total modifiers. ResultsDefender quality +5 - suppressed Defender quality +6 - reduced strength Defender quality +7 - destroyed
Off-board SupportTargets are designated then given an action number greater than 10. Each turn the controlling player rolls one die, once the total reaches the action number the fire occurs. Action numbers may not be repeated by a player in a game. Hidden UnitsConcealedElements that can’t be detected by the opposition at the beginning of the game. ConfusedElements that are hidden by their similarity to other groups, usually innocent non-combatants Both these and the non-combatants are represented by similar elements. Each of the elements is marked or numbered and the owning player has a list to identify which units are which. End GameAchieving all the mission objectives is an instant win.
If, in any turn, all of the attacker’s units are suppressed or none of the attacker’s units are willing to advance they have pretty much given up the initiative for the attack and will stop where they are and entrench.
Sample UnitsKoreaMalaysiaInsurgentsGreen and Untrained, gung-ho through uneasy AdvisorsRegular, gung-ho to normal BritishRegular, mostly normal SASElite, gung-ho VietnamViet CongRegular to Untrained, gung-ho through uneasy NVARegular, some elite, gung-ho to normal ARVNRegular to Untrained, gung-ho through uneasy US Raw recruitsGreen, normal to uneasy US Marines / experiencedRegular, gung-ho & normal Green Berets / RangersElite, gung-ho AngolaRhodesia / ZimbabweFalklandsSWA / NamibiaGrenadaGrenadan TroopsGreen, uneasy Cuban Advisors and ‘Construction Workers’Regular, some elite, gung-ho to normal US InfantryGreen, normal to uneasy US MarinesRegular, gung-ho US RangersElite, gung-ho SomaliaSample ScenariosSimple AssaultSearch and DestroyPatrolConvoy AmbushFirebase Defence – patrols and attackGlossaryDestroyed Element a single game unit, effectively the same as a unit (below) Reduced strength Suppressed Unit the base military formation
Game Design NotesThe game is intended to reasonably simulate modern low-intensity combat. It must be realised that many of the more important factors in modern combat are determined at a higher strategic level, but only the results of this strategic combat can be covered by a game of this nature. For the game setting the following are assumed: The protagonists in the game are all capable of hurting each other. There'd be no point otherwise. This applies to both unit abilities and the tactical situation. The game scales have to take into account the time spent by troops waiting and preparing as well as those brief moments of intense action. Units will fire on all the enemy units that they are able to rather than simply pick on one unit. All enemy units are threats to the guys on the ground. Troops would generally prefer not to have to risk their lives and will actively spend time finding cover and improving defensive positions. Troops are most at risk when they move, they're breaking cover and moving away from their carefully selected defensive positions. While moving they will be moving tactically and doing their best to use any available cover. Troops that think there are enemy around will move tactically rather than standing around in the open waiting to be shot at. Stationary troops will have a better chance of both spotting and hitting targets. Concentrated firepower is more effective than individual fire.
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