"BEKAA BLUES"

Lebanon 1982 Modern micro-armour rules

By Erwin Sablon and Karim Van Overmeire

(Bylandt Wargames Club, Ghent, Belgium)

Introduction

This set was specifically developed for use with our Lebanon 1982 campaign (still in the works !) so we needed a simple system with games that could be played in 2-3 hrs. The rules have been playtested already a few times but still need a lot of finetuning. Since we did the playtesting mainly with battles between lebanese militia armies, we still need some "special" rules for the regular Syrian and Israeli units.

All comments are greatly appreciated !

(Erwin and Karim have also written some notes on Lebanon Militias for the same conflict.)

1. Turn Sequence

a. Reaction test
b. Movement
c. Spotting
d. Indirect Fire
e. Direct Fire

2. Reaction test

* Test only once for each platoon

* Throw a D6 and modify :
-1 : for PLO, SLA and Christian Government Army
-1 : for each stand/vehicle lost previous turn
-1 : if under artillery fire
-3 : for islamic government army
-3 : if total losses +25% (only 1 test/game)
-5 : if total losses +50% (only 1 test/game)
-3 : if command stand destroyed
-3 : surrounded

+1 : for PNSF
+1 : in cover
+3 : enemy withdrew during previous turn

RESULT :


positive     no problem
 0 to -5     may fire, but cannot move closer to the enemy
-6 to -9     may fire, but has to withdraw
  -10        rout, surrender if surrounded

3. Movement


Command and Infantery stands         10 cm
Mortars, heavy MG, RC Rifle           5 cm
Wheeled Vehicles                     50 cm
APC and light tanks                  40 cm
other tanks                          30 cm

* rough terrain (brush, open woods) : 50 % movement
* difficult terrain (forest, rocks) : 25 % movement
* roads : 200 % movement
* Wheeled vehicles cannot cross rough terrain
* No vehicles can cross difficult terrain
* Mounting/Dismounting :Both the vehicle and the stand can still move 50 % of their movement allowance. Both can still fire.
* Deployment/Breaking up of mortars, HMG, RC rifle, cannon and rocketlaunchers takes 1 turn during which no movement or firing is possible.

4. Spotting

* Only spotted enemy stands can be fired at.
* All stands can spot for direct fire.
* Only Command stands can spot for indirect fire (Fire Support)
* Roll a D6 and modify :

     +2   enemy stand has fired light weapons
     +3   enemy stand has fired heavy weapons
     +2   enemy stand has moved
     -1   spotter has moved
     -1   enemy stand in cover
     -1   spotter is vehicle

* Only one spotting attempt can be made for each enemy stand each turn. This attempt has to be made in the most favourable conditions.


Distance :   <10 cm     10 cm     25 cm     50 cm    100 cm
Target :                           
Infantery      3         4         5         6         7
Vehicle        0         1         2         3         4

* A score of equal or higher on a D6 is neccessary for a successful spotting attempt

5. Indirect fire (Fire Support)

* Fire support can only be asked by a Command stand.
* Fire support can be received a maximum of five times during a game. There is no limit to asking for Fire Support.
* The Command stand has to be able to see the Target Zone and it has to be able to spot the enemy stands.
* Fire Support will be given effectively when the following score can be rolled with a D6:

2-6 on table Fire Support
4-6 off table Fire Support

* A Target Zone (10 cm x 10 cm) has to be marked on the table.
* Roll D10 : 9 en 0 are on target (X),other scores give deviation :

          1         6         2

          8         X         7

          3         5         4
* To avoid discussion it is recommended to agree beforehand which stands are situated in the maximum Targetzone of 30 cm x 30 cm and can come under fire.

* All stands in target zone are pinned

* Roll a D6 for each stand in the target zone :

- Stands with protection A are destroyed at a 6
- Stands with protection B are destroyed at 5-6
- Stands without protection are destroyed at 4-6

5. Direct Fire

FIREPOWER for each stand each turn :


  COMMAND stand     : 1 x ASR
  INFANTERY stand   : 2 x ASR      or   1 x LAT
   NB LAT can only be used against vehicles or infantery in protection
  MORTAR stand      : 2 x Mortar   or   1 x ASR
  LIGHT MG stand    : 1 x ASR      or   2 x LMG
  HEAVY MG stand    : 1 x ASR      or   2 x HMG
  RCL-RIFLE stand   : 1 x ASR      or   1 x RCL
  CANNON            : 1 x ASR      or   1 x Cannon
  ROCKETLAUNCHER    : 1 x ASR      or   4 x Rockets
  MEDIUM TANK       : 1 x Cannon   and  2 x HMG
  LIGHT TANK        : 1 x RCL      and  2 x HMG
  APC               : 2 x HMG      and  1 x ev. extra weapon (fe. Mortar)
                      infantery in APC cannot fire !
  TRUCK             : no firepower
                      each stand infantery in truck 1 x ASR

FIRE PROCEDURE :

Roll a D6 for each firing stand and modify :
      firing stand has moved this turn  -1
      target has moved this turn        -1
      target in protection A            -2
      target in protection B            -1
Distance     5 cm  10 cm  25 cm  50 cm  75 cm  150 cm  300 cm
Firer:                                       
Tankcannon    3     2      2      2      2       3       5
RCL/Mortr     3     2      2      3      4       5       6
HMG           3     1      1      2      3       4       -
LMG           3     2      2      4      5       -       -
ASR/LAT       2     3      4      5      6       -       -
* A score of equal or higher gives a HIT

* From HIT to DESTROYED....

Target      Protection A   Protection B   No Protection
Fire by:            
Tankcannon       3              2             auto
Mortar           6              5             auto
RCL/LAT          5              4              3
HMG              -              6              3
LMG/ASR          -              -              4
* A score of equal or higher is DESTROYED
* All stands that were HIT but not DESTROYED, but had the chance to be DESTROYED are PINNED
* Stands in or on a destroyed vehicle are destroyed on a D6 score of 1-3, otherwise they are placed next to the destroyed vehicle and are

Description of abreviations :

- D6 = sixsided die
- D10 = tensided die 0 = 10
- ASR = Assault Rifle (M-16, AK-47, Fal, ...)
- Protection A = Medium tanks, stone buildings, ...
- ProtectionB = light tanks, APC, walls, ...
- APC = Armoured Personnel Carrier (M113, BTR, BMP, ...)
- LAT = Light Antitank Weapon (RPG-7, Bazooka, ...)
- LMG = Light Machinegun
- RCL = Recoilless Rifle
- HMG = Heavy Machinegun
- PINNED stand = stand cannot move or fire for 1 turn

Rules loosely based on :

HEEL, M.R., Nam 1/200th Wargames Rules, Partizan Press


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