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tournament rules 1943-1945 period

Swiss System The Tournament will be played in the Swiss style, which means that players will face each other from the highest-ranked player to the lowest, using the rules shown below. The first pairings will be random, after which, for subsequent games, the top two players will play each other, as will the third and fourth, and so on. Games will last a maximum of 180 minutes, with extensions possible depending on the umpires decision and, in any case, only enough to complete the current turn. Number of Squads and Points As shown in the Rules, the game allows you to use a number of Squad Points + some Support Points depending on the type of Tournament chosen, and it is forbidden to spend more points than the amount stated. The amount of Support Points that can be used will be at the discretion of the Organisers and will be managed in accordance with rules in the VEHICLES supplement. Each Player must have one or two Squads depending on the Tournament. Italian Squads (not RSI) can be considered as either Axis or Allies as the Player wishes. This may lead to some historical inaccuracies as Squads that never fought each other may meet here. The Army you bring must comprise only one Squad per side (Axis/Allies) and you cannot buy two Squads even if you have enough points to do so (e.g. Royal Fusiliers cost 235 points but you cant buy two of them). As indicated in the REINFORCEMENTS supplement, the Machine Gun Sections in the Basic Rules (.30 cal., Vickers and Maxim) and the Grenadier Mortar Section can no longer be bought directly; these Sections are replaced by those in the REINFORCEMENTS supplement but can be bought with normal Squad Points. You can also use optional Squad Rosters that can be downloaded from our website on www. torrianimassimo.it/operationsquad or the official forum operationsquad.forumfree.it. The list of Squads that you can use from amongst those on the web-site/forum is shown at the bottom of this document. Some downloadable Squads were modified after the release of REINFORCEMENTS, so make sure youve got the latest version, which is the only one you can use in a Tournament. When designing your Army dont forget to show the cost of the Variants as well as the Total cost.

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Tournament types: Standard: Players must bring an Axis Squad (Germans or Italian RSI) and an Allied Squad (Americans, British, Russians, Partisans). Possible points allowances: 500, 500+250, 500+500, 500+1000. Open: Players can also bring Squads for the Pacific (Japanese for the Axis, US Marines and Chindits for the Allies). The player must bring both an Axis and an Allied Squad. Possible points allowances: 500, 500+250, 500+500, 500+1000. Light: Players can also bring Squads for the Pacific (Japanese for the Axis, US Marines and Chindits for the Allies). Players are only obliged to bring ONE Squad (Axis or Allies). Possible points allowances: 500, 500+250. About your models Remember that your models must be clearly distinguishable and must carry the weapons stated on the Rosters. You must bring Each Player must bring a copy of the Roster/Rosters for his Squad(s), at least ten dice, a tape-measure, markers and the play-sheets. If you forget one of these items you could be given a penalty that will reduce your Tournament Points. Choosing the Squad (does not apply to Light Version) If players have two Squads then before the game the players say which faction they would like to use (Axis or Allies). If they choose different factions then they can start to deploy their troops and play their game. If both want to use the same faction then each rolls a dice, and the highest can choose, re-rolling if its a draw. In order to ensure that players use both factions during the Tournament, after the first game each player MUST use the faction that he/she didnt use in the first game. If both players used the same faction then proceed as if it were their first game. The third and any other games will use the same general rule to guarantee some variety unless both have used the same faction twice in which case you should apply the rules for the first game once more.

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Specific Tournament Rules Tournaments will use all the rules in the Basic Rules OPERATION SQUAD: WW2 and the VEHICLES and REINFORCEMENTS supplements, as well as any modifications that have been officially published on the web-site or official forum. Tournaments also have these extra rules: All grenades have the Single Shot characteristic. Of course were not saying they actually have to be reloaded but this rule simulates the time needed to prepare a new grenade. Use markers to show that the model is preparing a new grenade. You cannot fire a mortar if the weapon is inside a Wood or a Building with a roof. You can fire from within ruins if the roof is missing. Rifles with Rate of fire of 1 and Light, Medium and Heavy machine-guns treat Extreme range as 160cm instead of 80cm. In the American Ranger Squad, the Sniper weapons should read as follows: M1903 Springfield rifle, MK II Pineapple grenades. In the Russian Guards Rifle Squad, the DP Light machine gun variant should read as follows: Up to two men per Squad can replace their SVT40 semi-automatic rifle with DP Light machine guns and a Tula Tokarev 1933 pistol for +30 points each. In the German Grenadier Squad, the Stg44 assault rifle variant should read as follows: Up to three Grenadiers per Squad can replace their Kar98K rifles with Stg44 assault rifles for +35 points each. If a model that is leaning out from behind a wall, hedge or that is at a window is Pinned (or Wounded) and is no longer visible, he can no longer be fired at. Resolve ALL shots from the weapon that fires at him before attributing any damage. For mortars ONLY, if a model with a Target Acquired marker moves then only remove the marker at the end of the turn. Binoculars can only be used to Indicate a Target. You cant Fire and use binoculars. You can move miniatures from one floor of a building to another even if there arent any ladders/ stairs shown. Measure vertical movement normally, applying any applicable penalties. You can also Move carefully from one floor to another without rolling the dice. The model will be placed directly above/below its original position, using the whole movement allowance. A model inside a building and next to a door or window only has a 90 firing arc if he fires outside. Use the template if you need to. The last paragraph of the chapter on Cover (page 13 of the basic rules) should be corrected as follows: Obviously dont count walls and hedges when the firing model is touching them, nor areas of cover from which the firing model is firing if the model is adjacent to an edge from which they can trace the line of sight to the target. If the firing model is in a building and firing outside then he must be adjacent to a door, window or gap to avoid counting the cover hes in. If the target and the firing model are both in the same area of cover then the cover applies. Sections always declare a single target model but if the latter is Killed or Pinned the Section can redirect their fire at another enemy model within 10 cm (with standard issue weapons) or 20cm (with section weapon) of the original target. Friendly adjacent models can be ignored for the rule regarding intervening models.

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Priority targets and Strategy Roll (Page 13 of the Manual) The words cover is the same in the paragraph indicate a certain hierarchy of targets. The main target should always be the easiest, so if the choice is between one in cover and one not, you can fire at the one not in cover even if it isnt the closest; if the choice is between a target in light cover (a hedge, a field) and one in medium cover (woods, wall, building) then you can always fire at the less protected one even if its not the closest and so on. But when the cover is the same, apply the rule about Priority Targets to avoid strange situations arising from the application of the game mechanics (choosing an assistant as the target even if he isnt the closest one, firing at a model behind another because the one in front has already moved or maybe has an unloaded weapon etc). Obviously its impossible to allow for all eventualities in the rules so, if in doubt, you can fire at models that arent Hidden that arent the Priority Target declaring as much in the Declaration of Intentions phase and performing a Strategy Roll when performing the Action. In this case roll 2d6 and add the VT: with 11 or more you can fire at the given target, with 10 or less you lose the Action (give the model a Turn Over marker). Just imagine that the man has lost time aiming at the new target in the chaos of battle. Optional Tournament Rules The following rules may or may not be used at the discretion of the Tournament organisers. Real line of sight and line of sight in the game The Tournament organisers can decide whether to apply the real line of sight instead of the line of sight that is explained in the main rules. If this is the case then there are no areas of cover; only apply cover if it is really intervening. This means that, in game terms, there is no difference between four walls arranged in a square and a room in a house; if there is no obstacle on the line of sight then there is no cover. Try to imagine the inside of a church; a soldier wont have any problem firing at another man who is over 10cm away (and also inside the church) because the open space and the lack of intervening obstacles mean there are no obstructions. The only possible cover would be provided by confessionals, benches or columns so being inside an empty factory, or a church, or being outside in an open field is much the same thing. On the other hand, in a normal building, if there are inner walls (and maybe furniture) a model would have a hard time seeing or firing at a target more than 10cm away. This is the default method described in the main rules. The tournament organisers can decide of they want to apply one method or the other for the games (i.e. real or main rules line of sight) and will let the players know which they have chosen before the Tournament starts. They may also apply both methods at the same time, where each applies to different situations; maybe saying that youll be using real line of sight inside buildings but the line of sight as explained in the main rules when the models are in the Woods. If you decide to use real line of sight then a piece of furniture or a tree gives 1d6 of cover, and remember that multiple elements of scenery are cumulative (e.g. two trees = 2d6 of cover). Rooms in buildings In order to get the best results, each building must be divided into rooms. If a building has been sub-divided into rooms then a hand-grenade will only have an effect in the room it explodes in (i.e. where the point of impact is). A model is never allowed to throw a grenade into the room where he is located.

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Buildings height of storeys If you wish you can decide on a standard height for the storeys of all the buildings you use; normally we say that storeys are 5cm high. Throwing grenades back When a model is the target of a grenade he can react by trying to throw it back (this counts like a Fire action). The procedure is as follows: both players roll 2d6 and add their VT; whoever gets the highest number wins and the grenade explodes in the losers hands; in game terms the grenade explodes on this model, apply the normal 5cm burst area and Roll to Hit with all applicable modifiers. If its a draw the winner is the model that threw the grenade. Devastating grenades In order to simulate the destructive power of a grenade or a mortar you can add the Devastating characteristic. Weapons with this characteristic treat all cover as one level less than normal (e.g. a Wall only counts as 1d6 of cover). Suppression with grenades Normally you need a target in order to fire anywhere but it can be useful to throw a grenade into a room even without a proper target, as in closed places, the rush of air and the noise will disorient even those who arent caught up in the burst. To simulate this in the game you are allowed to throw a grenade into a room even without a target as long as you respect the other rules. In this case the enemy in the room can react by trying to throw the grenade back (with a Fire action). If there are more than one model inside the room then the player must choose which one he reacts with. The procedure is as follows: both players roll 2d6 and add their VT; whoever gets the highest number wins and the grenade explodes in the losers hands; in game terms the grenade explodes on this model, apply the normal 5cm burst area and Roll to Hit with all applicable modifiers. If its a draw the winner is the model that threw the grenade. If the models inside the room do not react then perform an Aim Test. If you succeed then all models in the room are hit but they add an extra 1d6 for cover; if you fail then the grenade has not exploded, or explodes where it does no damage.

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Scenarios Tournaments will use scenarios in the basic OPERATION SQUAD: WW2 rules and the REINFORCEMENTS supplement, as well as those published on the forum or the official web-site. The Organisers may use table measuring 120x120cm or 120x160cm and may modify the position of the scenery. In any event the Organisers reserve the right to decide which scenarios will be used. Tables will be assigned randomly and if possible every effort will be made to ensure that players dont play the same scenario more than once during the Tournament. Specific Scenario Rules For Tournaments please change the contents of the scenarios in the OPERATION SQUAD:WW2 and the supplement: Sections (Support or Combat) give the opponent 1 Scenario Point for each complete unit destroyed (or Routed), and not 1 point per man. Each eliminated (or Routed) Sniper gives the opponent 2 Scenario Points instead of 1. In scenarios that require you to choose a model from a Squad (e.g Save Him! Scenario) you cannot choose a Section nor a model from a Section. Scenario Points After eight turns, calculate the Scenario Points as per the rules; if the Points difference is less than 5 then the game is a draw, if it is 5 or more then its a Victory. Tournament Points After each game, players will be awarded some Tournament points as follows: 25 points for a victory + objective points + difference between KIA inflicted (including Rout) and taken (including Rout) 20 points for a draw + objective points + difference between KIA inflicted (including Rout) and taken (including Rout) 15 points for a defeat + objective points + difference between KIA inflicted (including Rout) and taken (including Rout) Example: After 8 turns, Robert takes the main objective and kills 5 men (including a sniper), while Steve only kills 4 of Roberts men. Robert gets 12 Scenario Points (6 for the main objective + 4 for the KIA inflicted + 2 for the sniper killed) and Steve gets 4 Scenario points (4 KIA inflicted). The difference is more than 5 so its a clear victory. Robert is awarded 33 Tournament points (25 for the victory+ 6 Objective points + a bonus of 2 for the difference between KIA, always remembering that a sniper counts 2 points). Steve gets 13 Tournament points (15 for the defeat -2 for the KIA difference). If the game ends when the opponents army routs, the victor gets all the available objective points + the KIA difference (including routed models). Ver. 1302 6

If its a draw If there is a draw at the end of the Tournament, then the winner will also be judged with the following criteria: 1) Total Opponent Points (Total Tournament Points obtained by the opponents played, except for the games played against the person the draw is with). 2) Tournament Points Difference (between Points won and lost). Admissible Optional Squads American Army US Marines Squad (Forum Pacific Front) * British Army Chindit Squad (Forum Pacific Front) * Italian Army Infantry Squad (Forum New Version 2012) Folgore Paratrooper Squad (Forum New Version 2012) Bersaglieri Squad (Forum New Version 2012) Italian RSI Army Partisan Hunters Squad (Forum New Version 2012) Infantry Squad (Forum New Version 2012) Waffen Grenadier SS Squad (Forum New Version 2012) Nembo Paratrooper Squad (Forum New Version 2012) X MAS Squad (Forum New Version 2012) X MAS NP Squad (Forum New Version 2012) Japanese Army Rifle Squad (Forum Pacific Front) * Partisans Partisan Warband Partisan Squad Russian Army Assault Engineer Squad * Only for Light and Open versions.

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