D3 Dice WW2 One-Hour Wargame Variant

WW2 Rules

These rules are a variant of One-Hour Wargame WW2 rules by Neil Thomas and use a D3 dice (1,1,2,2,3,3) instead of a D6 dice (1,2,3,4,5,6). Other rules changes include:
  • Introduction of additional units types, eg motorised infantry, armoured infantry, tank destroyers, and armoured cars
  • Variable movement
  • Reducing the effectiveness of indirect shooting

Units

Units are defined by their:

Movement - slow and mobile
Target Type - infantry, guns, armour (light, medium, and heavy)
Weapons - light weapons, mortars/artillery, anti-tank guns, and tank

Example units are provided at the end.

Sequence of play

  1. Movement
  2. Sighting
  3. Shooting

Movement

Units may move some or all of their movement allowance. A unit’s movement allowance is determined by the unit's movement type (slow or mobile) and the score of a D3.

  • Slow units move D3-1 x 6 inches
  • Mobile units move D3 x 6 inches

It is possible for slow units not to be able to move if they roll a 1.

Units may turn during their movement without penalty.

Most units may not move and shoot. Unless they are tanks, armoured infantry, armoured cars, or scout cars.

Units must cease movement when coming within 6 inches of an enemy unit. The exception is when a unit intends to move into contact (eg Infantry moving into contact with a gun type unit).

Terrain

  • Woods and Buildings - provide cover to soft units
  • Linear cover (eg walls and hedges) - provide cover if between the shooter and target
  • Rivers - can only be crossed via bridges and fords
  • Marshland and Lakes - impassable to all units
  • Hills - provide cover for tanks positioned on hills

Units moving into or through woods, buildings or linear terrain units may only move 6 inches.

Interpenetration - friendly units may pass through each other freely

Sighting

Units may only shoot at units they can see, or in the case of artillery and mortar indirect shooting have a friendly unit sight the target for them.

All vehicles can be seen at 24 inches in the open and 18 inches if situated in woods or buildings.

All infantry units and guns can be seen at 18 inches in the open and 12 inches if situated in woods or buildings.

Line of sight is blocked by hills, woods, buildings, and other units.

Shooting

The effects of shooting are dependent upon the type of unit shooting and the target type.

Step 1 - determine if the unit can shoot. Most unit types may not shoot if they have moved. However: tanks, armoured infantry, armoured cars, or scout cars are able to shoot after movement.

Step 2 - determine if the target is within range.
  • Light weapons - 12 inches
  • mortars - 24 inches
  • anti-tank guns and tanks - 24 inches
  • artillery - 36 inches

For direct fire halve the range if target if armour (not light armour)

Step 3 - determine the effect

Light weapons - roll D3 and make adjustments:
-1 if target is armour
-1 if target is in cover

Artillery and mortars - roll D3 and make adjustments:
-1 against armour
-1 if target in cover

The target will always be pinned regardless of the number of hits taken. A pinned target subtracts 6 inches from their movement allowance. A pinned unit’s shooting capability is not effected, just its movement.

Mortars must be within 12 inches of a sighting unit to perform indirect fire.

Anti-tank - roll D3 and make adjustments:
-1 against infantry and guns
+1 against all armour (range is halved against medium and heavy armour, but not light armour)
-1 if target is infantry or guns in cover

Tanks
+1 against armour (except for heavy armour optional rule)
-1 if target is infantry or guns in cover

Elimination

Units are eliminated after accumulating more than 6 hits. However, when 6 hits have been accumulated addition hits are ignored unless the attacking unit is within 12 inches.

Artillery and mortar units are destroyed if infantry move into contact.

Optional rules

Smoke

Artillery and mortar units instead of shooting may place smoke on a sighted enemy unit within range. The smoke will remain until the end of their next turn or until the unit moves more than 6 inches.

Units with a smoke marker subtract 1 from the shooting score.

A player has a limited number of smoke counters they can use during a game. The number is agreed prior to the game starting. As a “rule of thumb” allow 2 smoke counters per artillery/mortar unit.

Motorised Infantry

Motorised infantry revert to being foot infantry after they accumulate 1 hit.

Heavy Armour

Treated as armour, but subtract 1 from shooting score when shot at.

Scout and Light A/Cars

When shot at can retire 6” and subtract 1 from shooting score when shot at.

Unit examples

Infantry

Movement - slow
Target type - infantry
Weapons - light (range 12 inches)

Infantry Unit

Mortars

Movement - slow
Target type - gun
Weapons - mortar (range 24 inches)

Mortar Unit

Artillery

Movement - slow (must remain static after shooting)
Target type - gun
Weapons - artillery (range 48 inches)

Artillery Unit

Motorised Infantry

Movement - mobile (slow after taking hits)
Target type - infantry
Weapons - light (range 12 inches)

Motorised Infantry Unit

Armoured Infantry

Movement - mobile
Target type - armour (light)
Weapons - light (range 12 inches)
Can move and shoot.

Armoured Infantry Unit

Light A/Cs and Scout Cars

Movement - mobile
Target type - armour (light) can retire 6 inches to reduce hits by 1
Weapons - light (range 12 inches)
Can move and shoot
Light A/C Unit
Scout Unit Unit

Light Tanks and Heavy A/Cs

Movement - mobile
Target type - armour (light)
Weapons - tank (range 12 inches)
Can move and shoot

Heavy Armoured Car Unit

Tanks

Movement - mobile
Target type - armour (medium)
Weapons - tank (range 12 inches)
Can move and shoot

Medium Tank Unit

Heavy Tanks

Movement - slow
Target type - armour (heavy)
Weapons - tank (does not halve range against armour)
Can move and shoot

Heavy Tank Unit

Tank Destroyer

Movement - mobile
Target type - armour (medium)
Weapons - anti-tank

Tank Destroyer Unit

Assault Gun

Movement - slow
Target type - armour (medium)
Weapons - artillery (range 24 inches using direct shooting only)

Assault Gun Unit

Mobile Artillery

Movement - slow (unlike other artillery does not remain static after shooting)
Target type - armour (light)
Weapons - artillery (range 48 inches)

Mobile Artillery Unit

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