send not to know

12
Page 1 SEND NOT TO KNOW Tabletop Wargames Rules for the Spanish Civil War by "Trebian" Rules intended for Brigade & Divisional Level actions using 15mm figures

Upload: marc-templer

Post on 12-Jan-2016

18 views

Category:

Documents


0 download

DESCRIPTION

Wargame miniature Rules for the Spanish Civil War

TRANSCRIPT

Page 1: Send Not to Know

Page 1

SEND NOT TO KNOWTabletop Wargames Rules for the Spanish Civil War

by"Trebian"

Rules intended for Brigade & Divisional Levelactions using 15mm figures

Page 2: Send Not to Know

Page 2

Figure Organisation....................................................................................................................................................................................................................................................3

Command Bases............................................................................................................................................................................................................................................................3

Formations...........................................................................................................................................................................................................................................................................3

Troop Classifications.................................................................................................................................................................................................................................................4

Army Effectiveness.......................................................................................................................................................................................................................................................4

Turn Sequence..................................................................................................................................................................................................................................................................5

Number of actions......................................................................................................................................................................................................................................................5

Multi Unit Actions......................................................................................................................................................................................................................................................6

Movement............................................................................................................................................................................................................................................................................6

Weapon Ranges...............................................................................................................................................................................................................................................................6

Infantry Firing....................................................................................................................................................................................................................................................................6

Firing Before Close Assault................................................................................................................................................................................................................................6

Artillery/Heavy Mortar Fire v Infantry/Cavalry................................................................................................................................................................................6

Target Acquisition........................................................................................................................................................................................................................................................7

Blast Markers.....................................................................................................................................................................................................................................................................7

Hit Adjustment...............................................................................................................................................................................................................................................................7

Armour Combat.............................................................................................................................................................................................................................................................8

Off Table Assets.............................................................................................................................................................................................................................................................8

Terror Tests..........................................................................................................................................................................................................................................................................8

Close Assault....................................................................................................................................................................................................................................................................9

Disorder..................................................................................................................................................................................................................................................................................9

Pinning.................................................................................................................................................................................................................................................................................10

“It Tolls For Thee”.......................................................................................................................................................................................................................................................10

A Note on the Use of Terrain.....................................................................................................................................................................................................................10

Afterword...........................................................................................................................................................................................................................................................................10

A Peninsula Army battalion under artillery bombardment

Page 3: Send Not to Know

Page 3

Figure Organisation

Figures are based on 30mm square bases. Use3 figures for troops with small arms or two for thosewith heavy weapons (eg HMGs). Two of these basesrepresent a company. Battalion command basesconsist of 2 figures on 30mm squares. Use 30mm x40mm for Brigade level command or higher.

A conventional Spanish infantry battalion is made upof four companies, consisting of three rifle companiesand a HMG company. This means 9 bases in total, -6 small arms, two HMGs & one command. Thisorganisation is suitable for most military unitsincluding Foreign Legion, the Peninsula Army and theInternational Brigades

Moroccan units are slightly smaller and consist of 6bases, 4 rifle bases representing 2 companies of twobases, 1 MG base representing 1 platoon and 1command base.

Cavalry figures are based on 30mm x 40mmbases. Use same number of figures as for infantry. Acavalry regiment consists of 6 bases, 4 SabreSquadrons of one base each, 1 Mounted MG base,representing 1 Mounted Machine Gun Squadron and1 Command base

Artillery models are placed on a 40mmsquare with several crew members. Each baserepresents an artillery platoon of four guns. Threeplatoons make up a battery. The artillery should alsohave at least one Forward Observer, consisting of 2figures on an infantry base.

Tank and armoured car models are placed onbases of an appropriate size, depending on the model,but with a minimum size of 30mm x 40mm. Each baserepresents a squad of three tanks. Three such bases,together with a command base, represent an armouredcompany. This is an approximation of the organisationas vehicles were often deployed in small packets.

Command Bases

Infantry and Cavalry units have Command Bases. Thesebases do not fight and cannot be eliminated. Theirfunction is to be used as a marker for the unit’sclassification (see picture), or to indicate whichcompanies/squadrons are close enough to commandto enable them to move and fight (6”). See note ondetached companies below.

Formations

Infantry company bases are deployedcontiguously as pairs. Under exceptionalcircumstances, - for example when deployed to defenda prepared position - the company bases may beseparated in order to cover the area.

A battalion can be broken up, with companiesdetached and deployed separately, if necessary inorder to create a flanking attack or to cover a defensiveposition. Ordinarily companies from the samebattalion are deployed as close together as possible. Ifa company is broken up in this way any that are morethan 6” away from the command base may only fireand defend themselves in hand to hand. eg They maynot move, un-pin or remove disorganisation.

Firing Line: Bases are deployed next to each other, incompanies, facing in the direction of fire. Basesdeployed in this formation may not normally move,but receive a number of bonuses when firing. The onlymove option is a 4” charge to contact.

March Column: Bases are deployed one behind eachother, with each each company being contiguous.There may be gaps between companies if required.Units in this formation may not fire or engage in melee.If contacted by a unit in an offensive posture (eg infiring line) the unit must surrender.

Advance by Companies: Companies are deployedcontiguously facing in the direction of advance, with agap of at least a company's width between them.Companies can be deployed in line abreast or oneup/two back or variations thereof. This formation isusually used when approaching or closing with an

Anarchist militia“Command base”showing unitclassification label

Peninsula Army Battalion in Firing Line

Page 4: Send Not to Know

Page 4

enemy position, with the MG company deployed toprovide support fire.

Skirmish Order: Bases are deployed with no basestouching and at least 30mm between them. Thisformation is used for advancing in the open or indifficult terrain. It may be used to close with the enemy.These are the only acceptable ways of deployingtroops. There is no formation that allows for acompany wide column, or variation thereof.

: Cavalry move in either Scouting Formation,Advance by Squadrons or March Column which areanalogous to Skirmish Order, Advance by Companiesand March Column for infantry. Cavalry do NOTunder any circumstances fight mounted. They mustdismount for combat and adopt either a firing line orskirmish order.

Armour can be deployed in any formationand sub-divided to provide localised support whererequired.

Artillery is either being towed (shown ashaving a limber or tow, or simply as being reversed)or deployed for firing. Deployed guns may bemanhandled.

Troop Classifications

Troops have two types of classification, whichdetermine their ability to perform actions(TRAINING) and their ability to withstand adversity(MOTIVATION).

Troops are UNTRAINED, TRAINED orEXPERIENCED

Troops can be RELUCTANT, COMMITTED,or FANATICAL

The combination of these two attributes indicates theunits overall Will to Combat. This is a numeric value asindicated in the table.

The table shows possible classifications for differenthistorical troop types., together with the Will toCombat value.

Army Effectiveness

Army effectiveness is a measure of how integrated anarmy's overall structure and organisation is. It iscalculated by deducting a number based upon thedifferent troop types in the army from 10. Values are:

Militia (POUM, UGT, early Falangists) – 3Paramilitaries (Falangists, Requetes, Civil Guards,Asaltos) – 2Regular troops (Peninsula Army, Internationalists,Foreign Legion) – 1

e.g. A Republican Army consisting of Anarchist &Communist Militias, Peninsula Army andInternationalists has an effectiveness of 2 (10 –(3+3+1+1)). A Nationalist force made up of Requetes,Peninsula Army, Foreign Legion & Moroccans has aneffectiveness of 6 (10 – (2+1+1)). NB Moroccans &

Untrained(0)

Trained(1)

Experienced(2)

Reluctant (0)

EarlyPeninsula

Army (0)

PeninsulaArmyItalian

Blackshirts(1)

Some ItalianRegulars

(2)

Committed (1)

Early Militias(1)

EjecitoPopularesNationalist

Army(2)

AsaltosCondorLegion

(3)

Fanatical (2)

AsturianMinersSome

Anarchistmilitias

(2)

InternationalBrigade

Requetes(3)

ForeignLegion

MoroccanTabors

(4)

Peninsula Army Battalion advancing by companiesNote HMGs are reversed to indicate they are not

deployed for firing

Peninsula Army Battalion in skirmish order

Page 5: Send Not to Know

Page 5

Foreign Legion count as the same troop type as theyusually operate within the same command structure.An army's effectiveness can never be less than 1.

This total can be modified depending oncircumstances. For example in the later war whenFranco militarised the paramilitaries and integratedthem into the army command structure. Under theseconditions only deduct the value of the leastorganised troops,- ie 2 for the paramilitaries.

Finally add a maximum of +2 for overall commander'sability (e.g. Lister +2)

Turn Sequence

Prior to each turn shuffle a pack of normal playingcards, including jokers. It is recommended to use a30mm x 40mm patience deck with two jokers. Thisenables the cards to be placed discretely under theunit’s command base when played. The players aredealt two cards per unit, plus 1,2 or 3 depending onhow good their commander is. Then roll a d10 andadd army effectiveness. The player who rolled thehighest army effectiveness total is then also dealt extracards equal to the difference between the two scores.If the scores are tied, re-roll.

Players sort their cards into a deck, consisting of runsof different suits, punctuated by jokers, if any. A suitmay be split into more than one run, as long as theseare divided by another suit run or a joker. The player

who had the highest army effectiveness this turn thengoes first.

Players turn over one card at a time and may performan action with a unit if it is the first time they haveturned a card, or if it is the same suit as the previouscard. This continues until a player runs out of cards ofthe same suit. The turn then passes to the other side,who does likewise until a change of suit when the turnpasses back and so on until all units have moved asoften as permitted or the player runs out of cards. Inthis way the turn will alternate between players inblocks of units.

If a player has no units he can move in his turn (egbecause they are Pinned by artillery) he must still playa run of cards before returning the move to hisopponent.

Jokers represent a single action by an off table supportunit and are not part of a sequence. i.e. They are onlycard played before the opponent is allowed to move.They allow the player to launch an airstrike, or perhapsattack with off table artillery. See “Off Table Assets”below.

Number of actions

In any turn every unit may perform up to three actions,unless it is currently under bombardment from artillery.Actions include:

Infantry Firing Line N/A N/A N/A N/A 4”

March Column 8” 6” 6” 4” N/AAdvance by Companies 4” 2” 2” One Turn 4”Skirmish Order 6” 6” 4” 4” 4”

Cavalry March Column 12” 8” 8” One Turn N/AAdvance by Squadrons 10” 8” 6” One Turn N/AScouting 12” 8” 8” Half Turn N/A

Artillery Limbered 10” 6” 6” N/A N/AUnlimbered 2” 2” 2” N/A N/A

Vehicles BT-5 10” 6” N/A N/A +5”Panzer 1, CV35 8” 4” N/A N/A +4”T-26 6” 4” N/A N/A +4”Renault FT17 4” 2” N/A N/A N/ATrucks/Armoured Cars 12” N/A N/A N/A 8”

* Only if ground is passable to vehicles. Some areas may be N/A to vehicles

Page 6: Send Not to Know

Page 6

Move*Charge to contact & fight meleeShoot**Change formation to a more formed body (ie It is anaction to change from skirmish to firing line but notvice versa)RallyRe-organise from Disorganisation (requires two cards)Un-pin

*Units are vulnerable to fire if moving in the open. Atthe end of any movement the player may declare thatthe unit has stopped and is stationary. If this is donethe unit may not move again this turn. If it does notdeclare it is stationary it is regarded as movingregardless of the actions taken. Players may find ituseful to mark units that have stood during the turn.Units may also stop when they have occupied adefendable position.

** In order to fire an HMG it must have been declaredto have halted at the end of a move turn as above.

Multi Unit Actions

If a player wants two or more units to perform thesame actions simultaneously (eg both close assault) anextra card of the same suit is required for eachadditional unit (ie it takes three cards to move twounits, and five to move three).

Movement

Movement distances are given in the table.

Weapon Ranges

In order to fire at a target a base must be in range andhave a direct, uninterrupted, line of sight to the target.For this purpose if a unit is being given a fire order it

can fire in any direction (ie it has a 360 degree arc offire) except that it may not fire through a friendly base.

Infantry Firing

The type of dice dice rolled depend upon the qualityof troops firing, and the number upon the weapontype and range

Experienced- D10Trained – D8Untrained – D6

Modify die roll as follows:+2 target moving in the open, OR+1 target moving in the open if Moroccans+2 target enfiladed+1 target is untrained+1 unit deployed in firing line

In order to hit roll 6 or more.

All infantry, cavalry & artillery bases are removed whenthey have received three hits

Firing Before Close Assault

If a unit is Close Assaulted and has not already firedthis turn it may fire at the assaulters provided they areto their front (ie the 360 degree rule does not apply).Roll relevant dice (D6/D8/D10), and add 1 to die rollif or

1-2 Fire ineffective3 – Fire at long range, panicked4 – Fire at long range5 – Fire at Close Range, panicked6 – Fire at Close Range.

Artillery/Heavy Mortar Fire v Infantry/Cavalry

In order to commence firing a heavy mortar/artillerybase must be given an order to do so. Once it hasopened fire on a target it can only fire at the sametarget for that turn. In subsequent turns it must begiven at least one command to continue firing at thesame target or it may be ordered to cease firing. Onceit has been ordered to cease firing a subsequent orderis required in order to acquire a different target orcommence firing again. NB The order to start or stop

Small Arms (inc LMG) 6” 12”

HMGs 6” 24”

Light Infantry Mortars N/A (min 4”) 48”

Heavy Mortars N/A (min 4”) 60”

Tank Guns* 10” 24”

Anti-Tank Guns* 12” 36”

Field Guns* Unlimited

Heavy Guns* Unlimited

* See Armour Rules for anti-tank ranges

Small Arms/LMGs

HMGs, Light Mortars

Close Range 2 4 3Long Range 1 2 3

Page 7: Send Not to Know

Page 7

firing must be the FIRST order to the unit for the turn,and ALL artillery units that are firing must be given acommand before any other units are.

Where guns are deployed as a grand battery they mustall fire at the same target area, - ie the same units, orany unit that is within 6” of the original target.

Target Acquisition

Target acquisition is not required for any guns firingover open sights up to 24”.

Roll D6/D8/D10 as appropriate:1 – Drop short2 – Over3 – Left/Right (roll d6 1,2,3 left 4,5,6 right)4+ - on target

If the salvo does not fall on the target it will hit thenearest unit in the rolled direction, up to a maximumof 6” away. If the fire is being spotted by an Observerthe aim can be corrected if the player can play animmediate further command. In that case thesubsequent first round fire effect is split evenlybetween the two targets, rounded up. If firing at thesame target with the next shot roll again with +1 tothe die roll.

Blast Markers

For each round of firing place the appropriate numberof blast markers on the target. The number of hits inthe first round of firing is determined randomly. Insubsequent turns a fixed number are placed. NB FirstTurn means the first time the unit is fired at, not thefirst time the unit fires at it. The First Turn advantageonly occurs again if the target is not fired at andremoves the Pinned marker.

Units under fire from field artillery or larger areautomatically Pinned (ie not from tanks/anti-tankguns). See Pinning rules for removal. They are notsubject to small arms fire.

When the Bombardment is lifted the unit resolves hitsimmediately and checks for Disorganisation.. Roll 1D6for every blast marker, inflicting a casualty on a 6. Aftercalculating hits, apply Hit Adjustment rules. Whenrolling for Disorganisation count the number of BlastMarkers, not the number of hits.

Any tank subject to bombardment may reverse outimmediately, discarding the next order card regardless

of type to do so. If caught by a bombardmentfollowing target acquisition roll a D6 for each blastmarker inflicted. On a 6 roll 2D6 and destroy thevehicle on 9+

Once the total of hits has been calculated they mayneed to be adjusted because of the circumstances ofthe firer or the target. Add up the factors and reduceby the ratio in the table.

eg If a firing unit inflicts 3 hits on a target in buildingsthen reduce the number of hits by 2. If only two hitshad been inflicted roll a D6 and discount the hit if a3-6 is rolled. However this is subject to the rule thatodds rolls cannot inflict more hits than if the player

Turns Firing Number of Blast Markers

First Turn Anti-tank guns 1D6 – 1Heavy mortars 1D6 -2Field guns 1D6Heavy Artillery 2D6Tank Guns 1D6 -1

Second &subsequent

Anti-tank guns – 1Heavy mortars - 1Field guns - 2Heavy Artillery - 3Tank Guns – 1 (0 if moving)

Modifiers to First Turn+2 – Target in open (only +1 v Moroccans)+2 – Target untrained- 1 – Target in buildings/trenches- 1 – Target in Skirmish order- 3 – Tank moving whilst firing

+ 1 Target skirmish order + 1 Unit panicked/pinned OR

+ 2 Unit Disorganised + 3 Target in Cover + 5 Target in Buildings/Trenches

Total Reduce Hits By1 - 2 1 in 5 (9,0 on D10 for odds)3 - 4 1 in 4 (7,8 on D8 for odds)5+ 1 in 3 (5,6 on D6 for odds)

Page 8: Send Not to Know

Page 8

had inflicted a round number for the situation. In thisexample if the player had inflicted 3 hits, only onewould have counted. Therefore if the two odd rollshad been 1 & 2 only one hit would still be inflicted.

Armour Combat

Armour combat is done by using 2D6. The firer mustequal or exceed the score from the hit table below todestroy the target..

Off Table Assets

At the start of the game each player should be given aset of Off Table Asset cards (OTAs). These representextra resources that may become available to theplayer during the game.

When a joker is played the player plays his top mostOff Table Asset card. This represents either an airstrike,a heavy artillery bombardment of variable length or thearrival of armour. The mix of these cards should beadjusted based upon the scenario. For example atdifferent times in the war either side had air superiority.When that occurs adjust the cards so that one side hasmore airstrikes than the other. The armour cards are ofmore use for Republicans who at various times werenotoriously bad at getting their armour to the battle

on time and when promised. If you believe that armourshould be in place at the start of the game thenremove the cards.

Each player should be given at least 6 cards. Theyshould be allowed to see them before they arereturned to the umpire for shuffling, - ie they shouldknow what they are getting, but not the sequence.

When playing the Heavy Artillery bombardment thetarget must be in view of an on-table ObservationOfficer. Roll as normal for target acquisition. Whenplaying airstrikes the player may target any unit on theboard, but must roll for target acquisition. However anytarget deviation can be up to 12” instead of the usual6”.

If an air strike has been used mark the target with anaircraft marker as a reminder to take a terror test.

Front Side Rear45mm 0”-12” 9 8 7

12” - 24” 10 9 837mm 0”-12” 10 9 8

12” - 24” 11 10 820mm 0”-12” 9 8 7

12” - 24” 10 9 8HMG 0”-6” 11 10 9Field Gun 0”-12” 9 8 7

12” - 24”* 10 9 888mm 0”-12” 7 6 5

12” - 24” 8 7 6Infantry Assault** 9 9 9*Greater than 24” use high explosive rules** One off close contact. Remove base afterattack

Modifiers:v Panzer 1 20mm – count as side armour tofrontv CV33/5 + 1 to dice rollv Armoured car + 1 or 2 depending on modelv trucks + 4 to dice roll, count as rear armour

Card Explanation

Air Strike

1,2,3 - Fighter hit on 64,5 - Medium Bomber hiton 4+6 - Heavy Bomber hit on2+

Player rolls two D6, red &white. The red determinesthe type of attack aircraft,the white the number ofhit dice to be rolled.Equal or exceed thenumber on the card toinflict a hit. Use TargetAcquisition table as forartillery & roll a D8.

Tank SupportMax 1, 2 or 2 Vehicles.

Players are allocated anumber of tanks beforethe game. The number isthe number that turns upwhen the card is played.Just because it says 3tanks you can’t have 3tanks if you’ve only got 2left.

Heavy Artillery1, 2 or 3 turns

The card says how manyturns firing thebombardment gives. It canswitch between targetsbut it must be used forthe number of turnsstated. It will be the cardfor the next joker or twodepending on the numberof turns on the card.

Page 9: Send Not to Know

Page 9

Terror Tests

Before any unit can move/resolve casualties it mustresolve any Terror Tests. Terror tests are caused by AirStrikes and Tank Assaults Roll the Motivation dice (d6Reluctant, etc) and modify as below.

Less than 1 hit per base 01 - 2- hits per base -12 or more hits per base - 2Defending cover + 1Defending buildings/trenches + 2Better quality unit with 8” + 1First Air Strike - 2First Tank Assault - 1Untrained - 1

0 - Rout1 - Rout2 - Pinned3 - Pinned4 - Pinned5 - Pinned6+ - Okay

Close Assault

Move units into contact. Roll one die for each unit,modify with factors and take result from chart.

Attackers: When falling back if start position is furtherthan distance required by test, fall back to start position.

Defenders: When Retiring if a defendable position iscloser, fall back to that point. Units forced to retreatwill abandon any heavy weapons.

Defending units attacked in the rear that are defeatedtake the 6+ Routed result.

Dice Rolled:Untrained – d6Trained – d8Experienced – d10.

If multiple units are involved on either side roll andtotal up for each unit and compare the results by unit,taking the least favourable result for each.

Units retreating or retiring halt after falling back therequired distance. Routed units are removed.

Attacker Wins Defender Wins

0 Attacker returns to startposition

No casualties Attacker returns to startposition

No casualties

1 Defender retiresFall back 6”

Both sides take 1 per3 opponent’s bases

Attacker repulsedFall back to start position,Disordered

Both sides take 1 per 3opponent’s bases

2 Defender retiresFall back 6”, Disordered

Atk: 1 per 3Def: 1 per 6

3 Defender retreatsFall back 8”, Disordered

Def: 1 per 2Atk: 1 per 4

Attacker repulsedFall back 8”, Disordered

Atk: 1 per 2

4 Def: 1 per 2Atk: 1 per 6

5 Defender routed. Remove unit Attacker repulsedFall back 10”, Disordered

Attackers: 1 per 1

6+ Attackers: 1 1/2 per 1

+# difference in Will to Combat +3 attacking from rear/flank

+4 defending entrenchments/buildings +2 outnumber opponents*

+2 defending cover +4 outnumber opponents 2:1 or greater*

+1 tighter formation than opponents Add factors, take difference. Half score beforetaking difference if disordered or pinned.

*When counting bases for this purpose do notinclude HMGs/infantry mortars. Attacking unitsleave such weapons behind when they charge.

+4 won last round of combat against same opponents

Page 10: Send Not to Know

Page 10

Disorder

Every time a unit takes casualties it may becomeDisordered. The unit only rolls once for Disorder eachturn at a point chosen by the opponent. Roll itsnormal die and exceed the number of hits or becomeDisordered. Units that are disordered suffer a numberof effects described in the rules. To remove disorder aunit must be given two consecutive orders to cleardisorder and not be under artillery bombardment.

NB Disordered units may move, fire or engage in handto hand combat, unless otherwise prevented fromdoing so.

Pinning

If the unit receives one hit per base from a singleround of shooting it becomes Pinned. Pinning can alsoresult from other causes, such as being subject toartillery bombardment. A pinned unit may not move.If it has been Pinned by artillery fire it may not fireeither. Removing pinning takes one command, but inorder to be given a subsequent command a differentsuit card must be played.

A pinned unit may not move. It may only fire if closeassaulted. Artillery units that are Pinned cease fireimmediately.

A unit can be both pinned and disordered. If it is, itmust remove the pin before it can remove the disorder.This means it will take 3 commands to get it back toan unpinned, organised condition.

“It Tolls For Thee”

At the end of any shooting when a unit loses a baseroll to see if the unit is forced to retire. Roll a die (d6if Reluctant, d8 if Committed and d10 if Fanatical) andexceed the total number of bases the unit has lost. Ifthe unit fails this test then it will retire (remove it fromthe table). NB This means that Reluctant units willautomatically retire when they have lost 6 bases.

When an Army has half of its infantry or cavalry unitsdestroyed or in retreat it will concede the day.

A Note on the Use of Terrain

Terrain has the effects noted elsewhere in the rules.However these notes provide further clarification.

Areas of terrain, such as woods, towns or olive groves,should be clearly marked through the use of templates.It is the positioning of the templates that is important

not the actual placement of the buildings or trees.Buildings or tress that are not on a template are purelydecorative and do not affect the game.

“Cover” refers to terrain that in the main obscures sightlines, such as trees or walls. Buildings & trenches are aform of cover that provides more protection.

Firing within templates can only be conducted up toclose range. A unit in a template can be shelled orshot at from outside if the target is within 6” of theedge.

Afterword

John Donne, Meditation 17, 1624

Thanks to Hermingway these lines by an Englishmeta-physical poet are inextricably linked to theSpanish Civil War. There are quite a few people who’veused “For Whom…” variations so I went for the linebefore. “Send Not To Know” are a set of table topwargames rules for use with 15mm figures. Theintention is to enable divisional games with a fewbrigades aside, played on a table no bigger than 8' x5'.

Whilst some pieces of the rules are, in my mind,completely original, I must credit the following sets ofrules that influenced the final shape of these.

Several ideas are lifted from the “Red Square” style ofgames developed by Richard Brooks, Ian Drury & BobCordery in particular Ian’s “Bandenkrieg”. The use ofmultiple actions per turn is probably borrowed fromRFCM rules. The armour rules are heavily based onCharles Grant’s “Battle - Practical Wargaming”, althoughI have found a way to simplify them down to a singleroll of the dice.

There may be other rule sets that I have plagiarisedunconsciously, if I have then I apologise.

The gestation of “SNTK” was covered on my blog,http://wargaming4grownups.blogspot.com/. Battlereports, photographs and other explanations can befound there if needed. Their future development orevolution will no doubt be covered there as well.

Trebian, Northamptonshire April 2012

Page 11: Send Not to Know

Page 11

Turns Firing Number of Blast Markers

First Turn Anti-tank guns 1D6 – 1Heavy mortars 1D6 -2Field guns/Howitzers 1D6Heavy Artillery 2D6Tank Guns 1D6 -1

Second &subsequent

Anti-tank guns – 1Heavy mortars - 1Field guns - 2Heavy Artillery - 3Tank Guns – 1 (0 if moving)

Modifiers to First Turn+2 – Target in open (only +1 v Moroccans)+2 – Target untrained- 1 – Target in cover- 1 – Target in Skirmish order- 3 – Tank moving whilst firing

Front Side Rear45mm 0”-12” 9 8 7

12” - 24” 10 9 837mm 0”-12” 10 9 8

12” - 24” 11 10 920mm 0”-12” 9 8 7

12” - 24” 10 9 8HMG 0”-6” 11 10 9Field Gun 0”-12” 9 8 7

12” - 24”* 10 9 888mm 0”-12” 7 6 5

12” - 24” 8 7 6Infantry Assault** 9 9 9*Greater than 24” use high explosive rules** One off close contact. Remove base after attack

Modifiers:v Panzer 1 20mm – count as side armour to frontv CV33/5 + 1 to dice rollv Armoured car + 1 or 2 depending on modelv trucks + 4 to dice roll, count as rear armour

Attacker Wins Defender Wins0 Attacker returns to start

positionNo casualties Attacker returns to start

positionNo casualties

1 Defender retiresFall back 6”

Both sides take 1 per3 opponent’s bases

Attacker repulsedFall back to start position,Disordered

Both sides take 1 per 3opponent’s bases

2 Defender retiresFall back 6”, Disordered

Atk: 1 per 3Def: 1 per 6

3 Defender retreatsFall back 8”, Disordered

Def: 1 per 2Atk: 1 per 4

Attacker repulsedFall back 8”, Disordered

Atk: 1 per 2

4 Def: 1 per 2Atk: 1 per 6

5 Defender routed. Remove unit Attacker repulsedFall back 10”, Disordered

Attackers: 1 per 16+ Attackers: 1 1/2 per 1

+# difference in Will to Combat +3 attacking from rear/flank+4 defending entrenchments/buildings +2 outnumber opponents*+2 defending cover +4 outnumber opponents 2:1 or greater*+1 tighter formation than opponents Add factors, take difference. Half score before

taking difference if disordered or pinned.

*When counting bases for this purpose do notinclude HMGs/infantry mortars. Attacking unitsleave such weapons behind when they charge.

+4 won last round of combat against same opponents

Roll D6/D8/D10 as appropriate:1 – Drop short2 – Over3 – Left/Right (roll d6 1,2,3 left 4,5,6 right)4+ - on target

6” variation for guns, 12” for aircraft, Not required upto 24” of target. Roll each turn.

Page 12: Send Not to Know

Page 12

Infantry Firing Line N/A N/A N/A N/A 4”

March Column 8” 6” 6” 4” N/AAdvance by Companies 4” 2” 2” One Turn 4”Skirmish Order 6” 6” 4” 4” 4”

Cavalry March Column 12” 8” 8” One Turn N/AAdvance by Squadrons 10” 8” 6” One Turn N/AScouting 12” 8” 8” Half Turn N/A

Artillery Limbered 10” 6” 6” N/A N/AUnlimbered 2” 2” 2” N/A N/A

Vehicles BT-5 10” 6” N/A N/A +5”Panzer 1, CV35 8” 4” N/A N/A +4”T-26 6” 4” N/A N/A +4”Renault FT17 4” 2” N/A N/A N/ATrucks/Armoured Cars 12” N/A N/A N/A 8”

* Only if ground is passable to vehicles. Some areas may be N/A to vehicles

Small Arms (inc LMG) 6” 12”

HMGs 6” 24”

Light Infantry Mortars N/A (min 4”) 48”

Heavy Mortars N/A (min 4”) 60”

Tank Guns* 10” 24”

Anti-Tank Guns* 12” 36”

Field Guns* Unlimited

Heavy Guns* Unlimited

* See Armour Rules for anti-tank ranges

Experienced- D10Trained – D8Untrained – D6Hit on a 6++2 target moving in the open, OR+1 target moving in the open if Moroccans)+2 target enfiladed+1 target is untrained+1 unit deployed in firing line

(D6/D8/D10), and add 1 to die roll if or

1-2 Fire ineffective3 – Fire at long range, panicked4 – Fire at long range5 – Fire at Close Range, panicked6 – Fire at Close Range.

Small Arms/LMGs

HMGs, Light Mortars

Close Range 2 4 3Long Range 1 2 3

+ 1 Target skirmish order + 1 Unit panicked/pinned OR

+ 2 Unit Disorganised + 3 Target in Cover + 5 Target in Buildings/Trenches

Total Reduce Hits By1 - 2 1 in 5 (9,0 on D10 for odds)3 - 5 1 in 4 (7,8 on D8 for odds)5+ 1 in 3 (5,6 on D6 for odds)

Quick Reference Sheet