13 – Table 12

Chris Kemp’s Not Quite Mechanised

Free .pdf copy of the guidelines for personal use.

WINNING THE FIREFIGHT  -Table 12*

Use 1D6 per CU expended at EFFECTIVE RANGE. For ambushes, shift the level of effectiveness of the weapon up one level, eg from L to M dice for each CU fired.

DEFENDER> OPEN  Dug In  Fort
ATTACKER L M H  
Inf Wpns LMG  HMGLt Mortar**

Light

1234  X

5  X

6  XX

1234

5  X

6  X

1234

5

6 X

Use  1D6  per CU  expended at  EFFECTIVE  Range
M Mortar**Medium 123  X4 X
5 XX6  XXX
1234 X
5 X
6 XX
1234

5 X

6 X

Show a hit on a stand by placing a casualty marker. Markers should be placed at random, but no stand should receive a second marker until all unmarked stands aremarked by one casualty marker (a red pin)

H Mortar**

Heavy

12 x3 X
4  XX5  XXX6 XXXX
123 x
4 x
5 XX
6 XXX
1234 X
5 X6 XX
When we use little dice directly as FUs and CUs, we use Green, Purple and Black Dice to show L M and H fire. It is a tradition that Heavy dice seem to roll a lot of ones!

* There used to be 11 other tables in front of table 12. We kept on calling it that even when the other tables vanished!

** Mortars referred to are ones organised into batteries, not organic battalion mortars, which count as light.

SPECIAL ATTACK RULES

1. VETERAN INFANTRY can close assault in the hour that they win the firefight, inferior infantry assault in the next hour. If veteran infantry take the position in their first round of close assault, after one round of firefight, then the action is complete from start to finish in one hour.

2. SHOOT AND SCOOT. Anti-tank, recce and artillery units that outrange their attackers have the option of firing off 1 CU or FU at maximum effective range, then withdrawing without being disorganised before the enemy returns effective fire. Instead of shooting and scooting, they can fire off a second CU in the same bound, but the attacker can then return fire if they are able to close to effective range with the enemy. They can, of course, scoot without shooting.

3. TANK TERROR. Regular, or poorer troops who are unsupported by friendly tanks or effective anti-tank fire, have a 50% chance of surrendering to tanks attacking them for the first time (1D6 – 4,5,6, OK ). If however the tanks press on and leave the area, the troops will go back to their positions and will automatically fight thereafter. This rule is intended for infantry facing predominantly tank units, not facing  infantry or motorised infantry units supported by tanks.  

Free .pdf copy of the guidelines for personal use.

4 responses to “13 – Table 12

  1. Mike

    Hello, I am trying to understand this Table 12 but , maybe I’m dense but I don’t get it.
    All the numbers seem to be the same and what does L stand for under
    Lt Mortar ?

    Im fascinated by your rules but right now I can’t figure out how to play these charts, any help would be greatly appreciated thanks!

    • Thanks for the comment Mike, and welcome to the site.

      I have put up a new post with a couple of examples on to explain Table 12. The idea is that you decide before the game what rating everything is relative to other stands : the examples given are just that – suggestions. Start off simple and just build up. Most gamers that I meet are comfortable with this, But if you want to play the guidelines as rules then limit stuff to the examples listed to start with.

      In our games, most infantry are light, as is most light armour. Most mid war tanks are medium as are dug in anti tank guns. Heavy tanks are rare – Tigers and KVs only, but you may decide that early in 1941 KVs are EXTRA heavy. This catagory does not exist, so you shift the table along to MEDIUM, HEAVY, EXTRA HEAVY. This leaves anything that is light such as 37mm doorknockers shifted off the bottom of the table, so therefore ineffective against KVs. Time to bring the Army 88mm AA forward to sort it out!

      Equally, if you decided that in Poland in 1939, Panzer 1s behaved like medium tanks relative to Belgian infantry, that would also be a reasonable decision for that particular game. Nothing is set in stone.

      Kind regards, Chris

  2. Dave Carter

    Chris,

    First heard of NQM a couple years ago from the credit given to it in the Megablitz rules.

    A couple questions on Table 12.

    1) Each defender column has two category headings — Open, Dug in, and Fortified; and L, M, H.
    Am I correct that the first set is for foot units, and the latter for vehicles? Do unarmored vehicles such as trucks get a downward shift, or are they treated the same as light armor?

    2) In the medium attack row, should a 6 against Dug In be two hits or three? The table shows three, but your example post, and the pattern throughout the table generally, would seem to indicate two was intended.

    Regards,

    • Dear Dave,

      1) I use L,M,H for vehicles and usually give softskin vehicles a downward shift if they are fighting units, such as recce or portees, which would be disadvantaged when slugging it out with an armoured opponent. My reasoning for not downgrading supply is that a supply unit will usually seek to avoid combat.

      I use Open, Dug-in and Fortified for anything that can dig in or be emplaced, so a unit of medium tanks in a hull down defensive position would count as a heavy target. All artillery counts as a light target in the open or medium when dug in.

      2) Medium attack 6 should be two hits (pips). I’ve corrected it now – thanks for that Dave. It shows correctly on my website but I transposed it wrongly onto the blog, Doh!

      Kind regards, Chris

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