An adaptation of HOTT to WWII rules while retaining the simplicity and spirit of the original rules.
Unit | HOTT Equivalent | Move | Vs. | Range | AP | ||||
Good | Bad | Road | Foot | Vehicle | Air | ||||
HQ | General | 10" | 10" | 10" | +1* | +1* | +1* | - | Free |
*HQs add 1 to the die roll when the element it is attached to is in combat. HQs can move 10" and attach to another element in its command for a cost of 1 PIP. If the element an HQ is attached to is destroyed roll a d6 for the effect on the HQ:
4,5 = HQ disrupted remove from table for d6 turns, after which it returns to any element in its command. All actions take 2 PIPS in HQ's absence
6 = HQ destroyed remove from table permanently.
All actions take 2 PIPS in HQ's absence
Since the Regiments, Brigades, Divisions of the various nationalities vary so much in size we cannot use a d6 as the command roll for all of them. Instead we use a d2 (head=1; tails =2), d4, d6, d8, d10 or d12, depending on the size of the formation, (excluding transport elements - horse, trucks, halftracks etc.) as listed:
formations of 7-10 elements use a d4;
formations of 11- 14 elements use a d6;
formations of 15-18 elements use a d8;
formations of over 18 elements use a d10.
In addition we can now rate the commanders; Poor commanders use a die one level lower than called for [i.e. a d6 becomes a d4]; average commanders use the die, as listed; superior commanders use a die one level greater than called for [i.e. a d10 becomes a d12].
Unit |
HOTT Equivalent | Move | Vs. | Range | AP | ||||
Good | Bad | Road | Foot | Vehicle | Air | ||||
Super-Heavy Tank | Hero | 5" | 2" | 5" | +5 | +5 | D2 | 6" | 4 |
Heavy Tank | Knight | 3" | 2" | 4" | +3 | +4 | D2 | 5" | 2 |
Medium Tank | Rider | 5" | 2" | 5" | +3 | +3 | D2 | 4" | 2 |
Light Tank | Beast | 5" | 5" | 5" | +2 | +2 | D2 | 4" | 2 |
Horse-drawn * | Lurker | 2" | 2" | 4" | D0 | D0 | D0 | - | 0 |
Truck * | Lurker | 4" | 2" | 6" | D1 | D1 | D2 | - | 1 |
Half-track * | Rider | 5" | 2" | 5" | D3 | D4 | D2 | - | 2 |
Heavy Weapons | Blades | 2" | 2" | 2" | +5 | +3 | D2 | 4" | 2 |
SMG Infantry | Blades | 3" | 3" | 3" | +5 | +3 | D3 | 0" | 2 |
Recon | Beasts | 4" | 4" | 3" | +3 | +4 | D4 | 2" | 2 |
Infantry | Warbands | 3" | 3" | 3" | +3 | +3 | D3 | 2" | 2 |
Shock Infantry | Hordes | 3" | 3" | 3" | +2 | +2 | D3 | 0" | 1 |
Cavalry | Warbands | 3" | 3" | 5" | +3 | +3 | D2 | 2" | 3 |
Engineers | Blades | 2" | 2" | 3" | +5 | +3 | D2 | 0" | 2 |
Towed Light Artillery | Artillery | 0" | 0" | 0" | +4 | +2 | D2 | 6"/12" | 2 |
Towed Heavy Artillery | Artillery | 0" | 0" | 0" | +6 | +2 | D2 | 10"/20" | 3 |
SP Light Artillery | Artillery | 3" | 2" | 4" | +4 | +2 | D2 | 6"/12" | 4 |
SP Heavy Artillery | Artillery | 3" | 2" | 4" | +6 | +2 | D2 | 10"/20" | 5 |
Light AT Gun | Shooter | 0" | 0" | 0" | +2 | +4 | D2 | 4" | 2 |
Heavy AT Gun | Shooter | 0" | 0" | 0" | +2 | +6 | D2 | 6" | 3 |
Self-Propelled AT | Behemoth | 5" | 2" | 5" | +3 | +5 | D2 | 6" | 4 |
Heavy Bomber | God | 24" | 24" | 24" | +6 | +6 | D6 | 0" | 4 |
Fighter Bomber | Dragon | 24" | 24" | 24" | +2 | +6 | D4 | 6" | 4 |
Fighter | Dragon | 24" | 24" | 24" | +2 | +2 | +6 | 6" | 4 |
Anti-Aircraft | Magician | 0" | 0" | 0" | D1 | D1 | +4 | 12" | 3 |
Special Forces | Sneakers | 3" | 3" | 4" | +4 | +3 | D3 | 2" | 3 |
Mines | Lurkers | - | 6" | - | +2 | +2 | na | 0" | 1 |
Landing Craft | Artillery | - | 3" | - | D4 | D3 | D2 | - | 3 |
Notes |
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* May carry 1 Infantry/artillery/AT gun | |||||||||
Artillery can fire indirect or at longer range if they have an element from same command in line-of-sight and within 6" of target. | |||||||||
Engineers may build/destroy bridge on "6" | |||||||||
D1, D2, D3, D4, D6 = can only be used in defense; attacker cannot be hurt. |
Unit |
Quick Killed By | Quick Kills On |
Super-Heavy Tank | Destroyed by AT, SP-AT, or Artillery just contacted Otherwise recoil | Artillery, Fighter, Fighter, Bomber, Tanks, Trucks, Horses, or SP-AT, AT Gun just contacted SpForces flee 6" |
Heavy Tank | Destroyed by AT Gun, SP-AT Otherwise recoil | Artillery, Fighter, Fighter Bomber, Trucks, Horses, Lt. Tanks, Shock Infantry, Infantry or SP-AT, AT Gun just contacted. SpForces flee 6" |
Medium Tank | Destroyed in Bad Going Otherwise recoil | Art., Fighter, Figh.Bomber Trucks, Horses,Lt Tanks or SP-AT, ATgun just contacted SpForces flee 6" |
Light Tank | Destroyed by any Tank in contact Otherwise recoil | Art., Fighter, Figh.Bomber Trucks, Horses, or SP-AT, ATgun just contacted SpForces flee 6" |
Horse-drawn * | Destroyed by all | Destroyed by all |
Truck * | Destroyed by all | Destroyed by all |
Half-track * | Destroyed by any Tank in contact Otherwise recoil | Art.,Fighter, Figh.Bomber Trucks, Horses, SP-AT, ATguns SpForces flee 6" |
Heavy Weapons | Destroyed by Infantry or Shock Infantry. Otherwise recoil | Artillery, Fighters, Fighter Bombers, Trucks or Horses. Special Forces flee 6" |
SMG Infantry | Destroyed by Rlf,Shk Inf. Otherwise recoil | Art., Fighter, Fight.Bombers Trucks, Horses SpForces flee 6" |
Recon | Dstryed by Tanks in contact Otherwise recoil | Art.Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
Infantry | Dstryed by Tanks in Good Going Otherwise recoil | Hwps,SMG,Shk.Inf. Art.Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
Shock Infantry | Dstryed by Tanks in Good Going Otherwise recoil | Art.Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
Cavalry | Dstryed by Tanks in Good Going Otherwise recoil | Hwps,SMG,Shk.Inf. Art.Fighter, F.Bomb,Trucks, Horses Destroyed SpForces flee 6" |
Engineers | Destroyed by Rl,.Shk Inf. Otherwise recoil | Art.,Fighter, Fight.Bombers Trucks,Horses SpForces flee 6" |
Towed Light Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
Towed Heavy Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
SP Light Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
SP Heavy Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
Light AT Gun | Destroyed by any Tank in contact Otherwise recoil | Art.,Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
Heavy AT Gun | Destroyed by any Tank in contact Otherwise recoil | Art.,Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
Self-Propelled AT | Destroyed by Art Fighter,Art., Fight.bomber Otherwise recoil | Fighter, Figh.Bomber Trucks, Horses, or Tanks, SP-AT, ATgun just contacted SpForces flee 6" |
Heavy Bomber | Destroyed by any Fighter, F.Bomber Otherwise recoil | Art.,Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
Fighter Bomber | Destroyed by any | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
Fighter | Destroyed by any | Art., Fighter, Figh.Bomber Trucks, Horses, SpForces flee 6" |
Anti-Aircraft | Destroyed by any in contact | Fighter, Figh.Bombers Heavy Bombers SpForces flee 6" |
Special Forces | Flee 6" from all | HQ., BaseCamp Other SpForces |
Mines | Destroyed by all | All except Engineers or elements with Engineers in rear-support |
Landing Craft |
(Highly Recommended)
Limited Recoils
Each element is only allowed a limited number of recoils. Once that limit is reached the element is removed from the table. Conscript = 2 recoils; Regulars = 3 recoils; Veteran = 4 recoils; Elite are removed upon their 5th recoil. For points values multiply the base AP value by the number of recoils allowed (ie. Elite Infantry would be 2 elements x 5 recoils = 10).
Aircraft
Aircraft take only ONE PIP to move
Trucks, horses and halftracks are transports and can carry one element of Infantry, Artillery or Anti-tank. There is no cost to disembark - just remove the transport element and replace it with the element stand. Riders cannot disembark while the transport element is in contact with enemy units, however. While riding in the transport the rider cannot fire or melee and suffers the same fate as the transport when hit.
Embarking is more difficult. The combat element must not be in contact with any enemy elements. To embark onto a transport costs each element 1 CP. Place a transport element on the table and remove the element stand.
In double or triple-sized DBA games if an element or group of elements starts a turn more than 6" away from any enemy ground elements and on a road, it may move at as many march moves as the commander has PIPs to spare. Infantry units move at regular road speed. Elements that move via march move cannot make a tactical move at the same time.
Players may want to experiment with instituting flank marches and ambush rules from DBM, as well.
German |
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SS Panzer Division | HQ + 1x HWps + 2x Infantry + 1x SMG, + 1x Engineer + 1x Recon + 1x Lt. Tank +1x Hvy AT gun + 1x Hvy Tank or S.Hvy Tank + 1x Med. Tank + 1x SP Hvy Art., 2x towed Lt Art. + 4x halftracks + 5x trucks | 45 AP |
Panzer Division | HQ + 1x HWps + 3x Infantry + 1x SMG + 1x Engineer + 1x Recon + 1x Lt. Tank + 1x S.Hvy Tank or Hvy Tank + 1x Med Tank + 1x Hvy AT gun + 2x towed Lt. Art + 1x SP Lt. Art. + 1 SP Hvy Art. + 5x halftracks + 5x trucks | 50 AP |
Panzergrenadier Division | HQ + 1x HWps + 3x Infantry + 1x Engineer + 1x Recon + 1x Lt. Tank + 1x towed Lt.Art. + 1x SP Lt Art. + 1x Hvy ATgun + 1x S.Hvy (or Hvy or Med Tank) + 6x trucks | 32 AP (or 32 AP or 30 AP) |
Infantry Division | HQ + 1x HWps + 2x SMG + 3x Infantry + 1x Engineer + 1x Recon + 1x Lt. Tank + 1x Lt.AT gun + 1x towed Lt. Art. + 2x truck + 2x horse | 24 AP |
Volksgrenadier Division | HQ +1x HWps + 2x SMG + 3x Infantry + 1x Engineer + 1x truck 1x Lt. AT gun + 2x towed Lt. Art. + 3x horse | 21 AP |
Luftwaffe Field Division | HQ + 1x HWps + 3x Infantry + 1x SMG + 1x Engineer + 1x Lt AT gun + 1x towed Lt. Art. + 4x trucks | 20 AP |
British and Commonwealth |
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Armoured Division | HQ + 1x Hwps + 4x Infantry + 1x Engineers + 1x Recon + 3 x Lt. Tank + 2x Med.Tank + 1x Hvy Tank + 1x Hvy ATgun + 1x towed Lt. ATgun + 1x SP Hvy Art. + 5x halftrack + 3x truck | 47 AP |
Infantry Division | HQ + , 3x Hwps + 9x Infantry + 1x Engineer + 1x Recon + 1x Lt. Tank + 1x Hvy ATgun + 1x Lt ATgun + 1x towed Lt.Art. +14x trucks + 3x halftrack | 67 AP |
Airborne Division | HQ + 2x HWps + 3x SMG + 3x Infantry + 11x trucks | 33 AP |
American |
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Armour Division | HQ + 2x HWps + 2x Infantry + 1x Engineers + 1x Recon + 4x Lt. Tank + 2x Lt ATgun + 2x SP AT + 1x SP Hvy Art. + 2x Med.Tank + 2x trucks + 6x halftracks | 53 AP |
Infantry Division | HQ + 1x Lt. ATgun + 3x HWps + 6x Infantry + 1x Engineer + 1 towed Lt. Art + 12x trucks | 36 AP |
Airborne Division | 2x HWps, 4x SMG + 4x Infantry + 1x Engineer + 11x truck | 33 AP |
Soviet Union |
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Infantry Division | 2x HWps + 6x Shock Infantry + 1x Hvy ATgun + 1x truck + 2x horses | 14 AP |
Mechanized Corps | HQ + 1x Recon + 1x HWps + 3x Infantry or SMG + 2x Med.Tank + 2x Hvy ATgun +1x Lt. ATgun 1x SP Hvy Art. (or SP Lt Art.) + 8x truck | 35 AP (or 34 AP) |
Tank Corps | HQ + 1x Recon + 1x Hwps + 2x Infantry or SMG + 2x Hvy ATgun + 2x Med.Tank + 2x SP Hvy Art (or SP Lt. Art.)+ 6x truck | 34 SP (or 32 AP) |
France (1940) |
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Infantry Division | HQ + 1x HWps + 6x Infantry + + 1 Engineer + 1x Recon + 1x Lt.ATgun +1x towed Hvy Art (or towed Lt. Art.) + 2x truck + 2x horse | 25 AP (or 24 AP) |
Motorized Infantry Division | HQ + 2x HWps + 6x Infantry + 1x Recon +1x Engineer + 1x towed Hvy Art (or towed Lt. Art.) + 11x trucks | 34 AP (or 33 AP) |
Division Legere Mecanique | HQ + 1x HWps + 2x Infantry + 1x Recon + 1x Engineer+ 2x Lt. Tank + 1x Med Tank (or Lt.Tank) + 2x towed ATgun + 1x light Artillery, 8x truck | 30 AP |
Division Cuirassee | HQ + 1x Infantry + 1x Med Tank (or Hvy Tank) + 1x Lt. Tank + 1x Lt.ATgun + 1x heavy Artillery + 2x truck | 13 AP |
Bruce McFarlane, Canadian Wargamers Group
Home Page: http://www.agt.net/public/cwgroup/cwghome.html