It is a game that is always in evolution so these rules are still being revised and expanded.
Initiative
The initiave phase determines the order of action for the entire turn. Units which have a lower initiative score move first but fire second. It is also at this phase where Commanders decide of the order they give to their troops. In WWIISIM, there are three types of orders to give your troops: Move, Hide or Fire. Orders must be writting on a sheet of paper so as to prevent any arguments. The Move order will also have to be detailled to what kind of move is to be made.
A panicked unit receives no orders, it stays in place (thus basically doing nothing).
The cost for each order describes the number of Endurance points that must be spent by the unit in order to do the said order.
Order | Application
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Move
| Walk/Go: Allows a unit to move cautiously sur le terrain. To be used especially to move troops without tiring the soldiers. Cost: 0
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Run/Go Quick: Allows a unit to move quickly across the field, excellent to run from distant cover. Cost: 1 (2 if unit also moves during the Additional movement phase)
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Hide | The unit hides and stays put, while they catch they breath and reload their weapons. A hidden unit cannot shoot during ANY firing phase. Cout: -1 (regain an endurance point) or 0 (if the enemy fires at them during the turn)
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Fire | When a unit receives this order, it can fire during both firing phase, however it cannot move during any movement phase. Coût: 1 if the unit fires twice during the same turn.
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Primary Fire
During this phase, units having received the order to fire can fire for the first time. This phase has the advantage of possibly immobilising enemy troops before the can move.
Fire occurs according to initiative, from highest to lowest. A Commander can choose not to fire during this phase even if his troops have the order to fire.
All firing modifiers are calculated according to the orders they had on the previous turn. Once the shot has been declared, the enemy Commander must declare the order the unit has for this turn, as this may affect the result. It is obvious that he does NOT have to reveal orders for units who have not yet been shot at.
Heavy weapons can NOT fire during this phase.
Primary Movement
During this phase all units who received the order to move must do so, provided they have not been pinned doing in the previous phase. At least one member of the unit must move more than 1".
Movements are resolved from the lowest initiative to the highest.
Maximum distance a unit can move depends on the order it received during the initiative phase.
Order | Dist
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Walk | up to 6"
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Run | up to 9"
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Panicked | 0"
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Cavalry/Motorized movement
Cavalry and vehicules are faster than infantry and can move also during this phase. Maximum distance is the same as for the Primary Movement.
Secondary Fire
During this phase all units can fire, including those who moved. Only Hiding units can not fire. All modifiers to take into account are based upon a unit' action this turn.
Panicked units can fire during this phase.
Heavy Weapons can fire during this phase.
Hand-to-hand
If, after the secondary fire phase, two units are still in base-to-base contact and both units are not panicked, figures in base contact are then considered in hand-to-hand.
To resolve hand-to-hand combat, each commander rolls a D10 and adds the Close Combat (CC) of his fighter. He who scores the most inflicts a hit on the opponent. Combat continues until one of the two fighters is not Dead or Out
When multiple combat takes place, roll separatly for each combat. Anyone outnumbered gets a 'free hit' (so 3 vs 2 there would be two one on one, the third hit hitting automatically).
Any unit who took a hit during close combat must take a panic test.
A panicked unit substracts 1 to its final result.
Additionnal Movement
In special circumstances, some units can benefit from and additionnal movement phase. This movement is resolved from low-to-high initiative. Only one of the following circumstances for movement can apply.
Pinned Unit make a Leadership roll to avoid becoming panicked.
Circumstance | Movement
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Unit did not receive enemy fire this turn | 3
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Running unit | 3
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Panicked Unit (moved by opponent) | 2D6
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Unit on road and has not been fired at | Up to full move
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End of Turn
This phase is actually split in two: rallying troops and paperwork
The first part is when you try to rally your units. Each Commander makes a second leadership test for all his panicked units. If he fails, the unit is still considered panicked for the next turn. Ammunition is also accounted for in this phase.
Pinned units automatically rally and can be used for next turn.
Buildings
A building allows to cover units and hide. In some cases where it might be interesting to fire into the building, suppose the shot hits automatically if the difficulty to hit it falls equals to or below 5.
Only heavy weapons, machineguns hitting with 3 shots (who will only count as 1 for damage resolution) and mortar can affect a building. When they hit, roll a D6 and add to it the strength of the weapons. If you roll OVER (equal does not count) the structure value of the building, then it is considered ruined.
A unit finding itself in such a building must roll an unmodified leadership test (one for each figure in the unit). Each failed roll inflicts a wound on the unit to be rolled normally. A failed roll does NOT make an enemy unit panic. A building thus destroyed with cover D6" around it of smoke and dust, effectively making a smoke cloud.
If the damage roll on the building does not go beyond but EQUALS the structure or if an already-ruined building is fired at, then it will relieve a d3" cloud of smoke.
Building type | Structure | Notes
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Aluminum | 6 | shacks
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Wood | 9 |
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Ancient Stone/brick | 12
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Cement | 16
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Reinforced Bunker | 18
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Ruined Building | -1 | from Original structure
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Cavalry
Cavalry count as vehicule for the purpose of movement, but have endurance.
Dissimulated Troops
Dissimulated troops being so at the start of the beginning of the game, but the player must indicate precisely where they are on a map. They cannot take any action other than hidding.
As soon as an enemy unit comes with 4" of the dissimulated models, or at the end of the initiative phase (just before the primary fire phase), dissimulated models must be placed on the table.
Tanks & large vehicules cannot be dissimulated.
Endurance
Endurance represents physical training and mental toughness of your troops. During the battle, you will need to involve your units in combat, some orders cost endurance points and taking wounds often inflicts endurance loss.
When a unit has no more endurance points, they will perform action that do not have an experience cost (fire once, hide or walk)
Even if they hide and rest many turns, a unit's Endurance can not go higher than its beginning endurance.
Firing
To determine the firing results the following formula must be applied:
10-FS+-Modifiers
A result of '1' being always a miss. A firing unit whose modifiers go over 10 automatically fails. No roll is made.
A -- symbol means the unit cannot take any losses, however, if hit, it must still take the leadership test. Heavy weapons ignore this rule.
Situation | Mod | Notes
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Unit moving | +1 | Walking
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+4 | Running
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+1 | Vehicule moved during Primary or Motorized movement phase (cumulative)
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+2 | Vehicule moved fast during Primary or Motorized movement phase (cumulative)
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Unit Panicked | +4 |
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Target at close range | -2 |
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Target at point-blank | -4 | (distance <= FS)
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Target in cover (Non-Cumul) | -2 | No cover
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+1 | Partial
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+2 | Complete
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+3 | In ruined building
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+4 | In standing building
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Target Moving | -1 | Walking, Short Range
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+1 | Running, Long Range
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+2 | Hiding, Short Range
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+1 | Vehicle moved more than 10' in a turn
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-- | Hiding, Long Range
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Target Panicked | -1 |
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Target a Building | -4 |
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Heavy Weapons
Heavy weapons are big weapons usually found on tanks or in bunkers. When they fire, they leave a smoke cloud in front of their canon. They are so heavy, that they can only fired once per turn during the secondary firing phase.
Leadership
Whenever a unit gets shot at and takes hits during any firing phase, it must pass a leadership test using the leadership of the highest-ranking officer in the unit. If the test fails, the unit is considered pinned and it will hide and stay in place. The unit looses all benefits linked to the order it received, but it must still pay the endurance cost.
During the additional movement phase, units must take ANOTHER leadership test, with all the modifiers. Failing this the unit is considered panicked.
A panicked unit cannot rally if there is an enemy unit less than 6 inches, unless the enemy is panicked as well.
The Leadership test is taken on a 10 roll under the modified LD score of the unit. A roll of '1' is always a success while a roll of '10' is always a failure.
Situation | Mod | Notes
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For each wound taken this turn | -1 | Cumulative
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For each dead member of the unit | -1 | Cumulative
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Officer
When there is an officer present, he can join any friendly unit of the same army. To join the unit, simply move the officer within 2" of another friendly unit. Once he joins a unit, he extends his leadership to them as long as he will be in with the unit.
An officer performs the same orders as the unit he joins, but his endurance level is calculated separatly.
Even if he is within a unit, he rolls his own initiative. The Commander can then decide to use one of the dice for the joined unit.
Panicked Movement
Panicked troops must move directly AWAY from the enemy. All Panicked movement are done by the opponent.
Prisonners
A panicked unit, without endurance, getting shot at by an enemy infantry at point blank, will surrender at the end of the firing phase. If the commander accepts the surrender, he can remove the enemy unit and ONE of HIS Trooper (for each 6 prisonners) who is in the unit receiving the surrender. Removed figures then do not count as casualties.
Only infantry and cavalry can take prisonners.
Reinforcements
When reinforcement arrive, these units do not roll their initiative. They are considered as having '0'. Their first order must be one that allows them to move. (ie: they cannot fire on their first turn)
Roads
Roads are a good way to move troops and vehicules. So a unit moving on the road, can benefit from a full move. If the unit has NOT been fired at by the enemy.
Smoke
Smoke screens can serve as partial cover, even if the target is completely hidden by the smoke. To represent this, if a unit is IN the smoke, then suppose it has partial cover. If a unit is behind the smoke, then it counts as being in full cover.
Smoke stays on the table for a full turn, but disappears at the end of the following turn (thus staying on-table for a turn and a half).
Terrain
Terrain in WWIISim is split into three categories: simple, difficult and impassable. It is very important to make the difference between each type before the game starts. Terrain should be separated before game starts.
Elements can also be classed differently for different type of units. Trench is easy/difficult terrain for infantry, difficult for tracked vehicule and impassable for wheeled vehicule. Agree before the game on what can go where.
Simple terrain zones includes roads, dry fields and all terrain easy to cross. No movement modifier apply for easy terrain.
Difficult terrain zones are the terrain area that are difficult to cross or that can cause problems: swamps, light woods. In difficult terrain units divide their movement by 2.
Impassable terrain is basically that: impassable, deep rivers, lakes, steep cliffs.
Troop Transports
A few vehicle can be categorized as transports. Transports can move a single infantry unit. In the transport, infantry does not spend Endurance point, no matter the movement of the transport. They count as being in a building for the purpose of being fire on.
To unload troops, the transport must remain stationary for a movement phase. The unit deployed around the transport and must move from the back of the transport. The disembarking unit must have received the order to move. A disembarqued unit cannot benefit nor move during the additionnaly movement phase. For firing purpose, the disembarking unit is considered to have been hiding last turn.
Wounds
When a unit is hit, the type of wound taken has to be determined. To find the result, a D6 must be rolled and the result compared to the table below.
Note that all type of wounds, no matter the result counts as a wound for the purpose of leadership tests.
D6 | Result
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1-3 | Light wound, unit looses an Endurance point (cumulative)
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4-5 | Serious wound one soldier gets -1 FS & CS (cumulative) upon reaching zero, the soldier is removed as being out. He does NOT count as a casualty for the purpose of leadership tests.
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6 | Dead.
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