DS2 for WW2
From: M.J.Elliott@u...
Date: Fri, 22 Nov 1996 04:18:53 -0500
Subject: DS2 for WW2
Several people expressed interest in this, so I've dug it up from my
files.
WRT previous posts on vehicle stats, you'll find that I tend to view the
size classes as "wider" than the difference between a Sherman (say) and
a
Panther, although the Panther carries a bigger gun. The only one that I
put
into Class 4 is the Tiger II. The intention of this is to provide some
differentiation should you wish to put a WW2 vintage force up against
something later (eg. 1980s). Same reasoning for introducing the KEC
weapon
type. I think I had the Harry Turtledove books in the back of my mind at
the time.
Comments welcome!!
DIRTSIDE II for WWII by Mike Elliott
This short article describes some suggested modifications to DIRTSIDE II
for the World War II period. It is based on the article by James Clay on
WWII using the original Dirtside which appeared in Ragnarok (92/93,
Issue
6). With acknowledgements to James Clay.
INTRODUCTION
Churchill tanks, Tiger tanks, Mustangs, Spitfires and D-Day are most
certainly not the normal realm of Science-Fiction wargaming. Historical
gaming still has some attraction to Fantasy and Science-Fiction
wargamers,
especially when you consider how many SFSFW members are also members of
the
SO20CW. The most popular period among them are probably the WWII and
Modern
periods, using 1/300 miniatures.
This article aims to provide additional rules to enable the DIRTSIDE II
system to be used for the WWII period. This will enable gamers to fight
conflicts between historical forces and "alien invaders" from different
dimensions in time and space. It will enable "historical" gamers to be
introduced to a set of SF rules (that doesn't have orks!), whilst
enabling
them to still use their Shermans and Tigers. Also, turning the coin on
its
head, it will introduce SF gamers to "historical" gaming.
MOVEMENT
As in the regular rules,each element must have a Mobility Type defined
for
it. Applicable types are Infantry, Cavalry, Low Mobility Wheeled, High
Mobility Wheeled, and Slow Tracked. It is unlikely that any vehicles
from
this period would rate as Fast Tracked. In addition, I have introduced
two
new mobility types. Very Slow Tracked has a Basic Mobility Factor of 5".
Terrain effects are the same as for Slow Tracked. Secondly, Half Tracked
has a Basic Mobility Factor of 8" and terrain effects the same as for
High
Mobility Wheeled. A minor omission from the rules is any provision for
towed weapons (such as anti-tank guns). This is simply remedied by
saying
that it takes half the BMP of a towing vehicle to limber or unlimber a
towed weapon. When a towed weapon is fired upon in the forward arc then
its
gun shield is considered as armour; when fired upon from the side or
rear
then it should be treated as an infantry target. Towed weapons also
count
as "open topped" when under fire from artillery.
An optional addition is that EVASIVE MOVEMENT is permitted for VERY
SMALL,
HIGH MOBILITY WHEELED vehicles. An example of such a vehicle would be a
jeep used by special forces such as the SAS in the Western Desert or the
Paras in Operation Market Garden.
WEAPONS SYSTEMS AND TECHNOLOGY
Obviously, no post 20th century technology is permitted, such as Grav
vehicles, walkers, mass driver cannon and so on! All vehicle power
plants
are CFE types.
The majority of weapons systems of the World War II period were
conventional guns that fired shells or bullets. To represent such
weapons,
I have introduced a new type that I have called Kinetic Energy Cannon or
KEC. There is no restriction on the size of KEC that can be fitted to a
CFE powered vehicle other than the normal restrictions due to vehicle
size.
The KEC weapon type is available in all sizes from 1 to 5. KEC weapons
cost
5 x Class of weapon. The KEC weapon type corresponds roughly to actual
weapons as follows:
KEC/1 less than 37mm
KEC/2 50mm or 57mm
KEC/3 75mm
KEC/4 17pdr
KEC/5 88mm or larger
The ONLY type of Firecon that will work with this weapon type is a Basic
Firecon.
Ranges are as follows:
WEAPON
Range
TYPE CLOSE MEDIUM LONG
KEC/1 6" 9" 12"
KEC/2 8" 12" 16"
KEC/3 9" 18" 24"
KEC/4 10" 20" 30"
KEC/5 12" 24" 36"
Chit validity is as follows:
Close Range RED and YELLOW chits only.
Medium Range RED chits only.
Long Range GREEN chits only.
against Infantry YELLOW chits only at any range.
Direct fire against infantry is the same as for HVCs.
All infantry element types are available. Anti-armour teams are equipped
with early anti-tank weapons such as Bazooka, PIAT or Panzershreck.
These
operate as IAVRs. Anti-armour teams are therefore the only element type
that has IAVR capability. HMGs count as APSWs. Assault teams are
primarily
equipped with SMGs. Local Air Defence teams are equipped with a light AA
weapon such as an HMG on an AA mount.
The rules for riverine craft can be used to design landing craft and
landing support vessels for amphibious operations (hmm, the raid on St.
Nazaire could be an interesting scenario...).
Artillery is handled as follows. A 105mm artillery element counts as
LIGHT
ARTILLERY, a 155mm artillery element counts as MEDIUM ARTILLERY. For
anything less than 105mm, including mortars, a new class is introduced,
VERY LIGHT ARTILLERY. Artillery can only use HEF or smoke rounds.
VERY LIGHT ARTILLERY is a size 1 weapon (for weapons fit purposes) and
causes 1 chit to be drawn for every 2 elements firing on VEHICLE
elements;
1 chit to be drawn for every element firing on INFANTRY elements. Note
that
this means that VLA are ineffective against vehicles when firing an OPEN
SHEAF (you can't draw 1/2 a chit).
Since weapons of this period are less effective than moden and
futuristic
weapons, the size of the beaten zone is reduced to a 1 1/2in radius from
the impact point. Similarly, lacking the sophisticated modern targetting
systems, they are also less accurate. To simulate this, the fall of shot
may deviate from the intended target point. Roll 1d6 and subtract 1 for
the
deviation distance (in units of 1/2in) and roll 1D12 for the direction
using the "clockface" method (the direction of "12" should be agreed).
Aircraft pay for FGPs (even thogh they actually have CFEs). This
represents
the increased cost of airframes. Guided missiles are not available but
all
other aircraft weapons are with the usual restrictions.
Zone Air Defence systems are multiple AA weapon mounts such as Bofors
guns
or the German Wirbelwind.
COMMAND & CONTROL
In the mid 20th century, communications systems were far less reliable
than
they are even today. Consequently, we must introduce some rules to make
it
more difficult for commanders to communicate orders to their troops. For
a
commander (at company level and above) to communicate with subordinate
units, he must have a Communications System available. Such a system is
represented either by a specialist infantry team or a vehicle.
Communications Systems are available in three qualities, Basic, Enhanced
or
Superior. A Basic Comms. system costs 60 points, an Enhanced system 90
points and a Superior system 120 points. All Comms. systems occupy 8
capacity points.
In order to activate a unit, then the unit's superior commander must
successfully communicate with it. Roll a D6 for Basic system, a D8 for
an
Enhanced system or a D10 for a Superior system (note that it is the
quality
of the Comms. system with the superior commander that is considered
here).
If the score is LESS THAN DOUBLE the superior commander's LEADERSHIP
number
Communication fails, the unit's activation is lost this turn (the unit
takes no actions and it's COMMAND MARKER is inverted).
If the score is DOUBLE or MORE THAN DOUBLE the LEADERSHIP
number
Communication is successful and the unit is activated as normal.
VEHICLES
The following are suggested DIRTSIDE II stats for a selection of WWII
vehicles.
PzKpfw I: Size 2, Armour 1, Very Slow Tracked, Stealth 0, ECM None,
Firecon
Basic, 1 * APSW.
PzKpfw II: Size 2, Armour 1, Very Slow Tracked, Stealth 0, ECM
None,Firecon Basic, 1 * KEC/1 in turret, 1 * APSW.
PzKpfw III: Size 2, Armour 1 or 2, Very Slow Tracked, Stealth 0, ECM
None,
Firecon Basic, 1 * KEC/1, KEC/2 or KEC/3 in turret, 2 * APSW [Gun and
armour depends on variant].
PzKpfw IV: Size 2, Armour 1 or 2, Very Slow Tracked, Stealth 0, ECM
None,
Firecon Basic, 1 * KEC/3 in turret, 2 * APSW.
Panther: Size 3, Armour 3, Slow Tracked, Stealth 0, ECM None, Firecon
Basic, 1 * KEC/4 in turret, 2 * APSW.
Tiger I: Size 3, Armour 3, Very Slow Tracked, Stealth 0, ECM None,
Firecon
Basic, 1 * KEC/5 in turret, 1 * APSW.
Tiger II: Size 4, Armour 4, Very Slow Tracked, Stealth 0, ECM None,
Firecon
Basic, 1 * KEC/5 in turret, 2 * APSW.
T-34: Size 3, Armour 3, Slow Tracked, Stealth 0, ECM None, Firecon
Basic, 1
* KEC/3 in turret, 2 * APSW.
Churchill: Size 3 Armour 3, Very Slow Tracked, Stealth 0, ECM None,
Firecon
Basic, 1 * KEC/3 in turret, 2 * APSW.
Sherman: Size 3, Armour 2, Slow Tracked, Stealth 0, ECM None, Firecon
Basic, 1 * KEC/3 or KEC/4 in turret, 2 * APSW. (The KEC/4 option is the
Sherman Firefly or equivalent).
M3 Half Track: Size 2, Armour 1, Half Tracked, Stealth 0, ECM None,
Firecon
None, 1 * APSW (optional), capacity for 2 infantry teams.
Jeep: Size 1, Armour 0, High Mobility Wheeled, Stealth 0, ECM None,
Firecon
None, up to 2 * APSW (optional), capacity for 1 infantry team.