All comments are greatly appreciated !
(Erwin and Karim have also written some notes on Lebanon Militias for the same conflict.)
* 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
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
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
+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
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
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
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
Rules loosely based on :
HEEL, M.R., Nam 1/200th Wargames Rules, Partizan Press