"Honour the Dead...."
Wargames Rules for the Spanish Civil War

by Tony Cullen (c)Copyright 2002

Equipment
The only dice used in these rules are ten sided (d10) numbered 1-0; In all instances 0 = 10.

Troop Types and Organisation
Ratings All troops will have both a Morale Rating (MR) ranging from -1 (lowest) to +2 (highest);
and an Ability Rating (AR) ranging from -1 (lowest) to +1 (highest).
These ratings are usually held at the battalion level.

Elements
Troops are based on elements. The standard element types will be;
Infantry: Rifle; SMG; LMG; or HMG
Special: Anti-Tank rifles; Mortars
Cavalry: Mounted or dismounted
Artillery: Anti-Tank; or Field guns
Vehicles: Armoured (light, medium or heavy); or Softskin
Officers: classed by their ability (+1, +2 and rarely +3).

Cavalry dismount as infantry; 2 mounted bases dismounting to form 1 foot base.
Officers represent commanders of the rank of Commandante or above; i.e. Battalion commanders or higher.

Infantry and Cavalry elements should be based with a frontage of 1 1/2" and a dept of 1".
Vehicles need not be based. Artillery should be based as convenient.

Units
Infantry and Cavalry Units (companies) will be composed of a number of elements. Typical Infantry Companies will consist of between 2 and 6 elements, usually 1 HMG or LMG element and several rifle elements.
Several companies form a battalion.

DPs (Disruption Points or Dead People)
When Infantry, Cavalry and Artillery Units receive hits these are taken in the form of Disruption Points. Each unit may only carry a maximum of 4 DPs at any time. If DPs are received that will take the unit over the 4 maximum then the excess is converted to element loss. One excess DP equals one lost element.
DPs will normally be represented by casualty figures, or some other marker.

Move Sequence
1Rally off DPs
2Assault Movement
3Movement
4Observing
5Non-moving elements may fire
6Moving Elements may fire
7Assaults
8Risk to officers

Rallying
Each move any unit with DPs (disruption points) may attempt to remove these by taking a rally test. This test is optional and no unit should ever be forced to take the test.
To test a unit: -
Rally Test roll 1d10 and adjust as follows:-
+factor of the senior officer with the unit
+/-MR of the unit
-2if under fire last move
-2within 12" of a visible enemy
RESULTS:-
10 or moreremove 2 DPs
7 - 9remove 1 DP
2 - 6no change
less than 2gain 1 DP Ooops!

Assault Movement
Before normal movement is made players have the opportunity to declare Assaults. All Units attempting to make an assault should be marked before any movement.
Units, which are the target of an assault, may opt to retreat. Retreat movement must be directly away from the assaulting unit.
If they take this option should roll 1d10, this dice roll governs how far the unit may retreat and how many DPs it recieves for this retreat. Retreating units forgo their normal movement.
Dice Roll1234567890
Move00½½½½fullfullfullfull
DPs2121002100

The Assaulting units are then moved in the normal manner, they must make the full, rolled, moved toward the target or the targets original position. If the target has retreated the assaulting unit may halt on the vacated position.

Movement
For each unit that wishes to move roll 1d10 and modify as in the following table.
The result indicates how far the unit may move.
Unattached Officers will always move at Double speed and need not be rolled for.
The vehicle multiplier is applied to either a standard distance of 5" or to the specific vehicle speeds given in appendix A.
Some Armoured trucks may not leave road.
When moving a unit may change formation freely provided that no element moves further than its permitted distance. The only recognised formation is March column, a single file of infantry or cavalry elements.
Movement roll 1d10 and adjust as follows:-
Infantry/Cavalry
+/- MR
- DPs
+1/+2 Officer
+2 in Column
 Move TypeInf.Cav.Horse Limbers
9+Double12"18"14"
4 - 8Normal8"12"8"
1 - 3Slowed4"6"3"
0Pinned---
-2, -1Double12"18"14"
<-2Retire-4"-6"-5"
Armour
+/- MR
-2 retiring
-4 retreating
6+Normalx2Road:-
2 - 5Slowedx1tracked x 1.5
0 - 1Retirex-1wheeled x 2
<0Retreatx-1.5 
Softskin
+/- MR
-2 under fire
-4 under art fire
6+Normalx2Road x 3
2 - 5Slowedx1 
-2 - 1Retirex-1 
<-2Retreatx-1.5 

Rough ground (woods, marshes, BUA) reduces movement by ½.
Crossing a stream will reduce a move by ½.
March Column, a single line of elements, gives plus 2 to the movement roll for infantry and cavalry only.

Certain actions take fractions of a unit's movement:
Limbering or Unlimbering1 move
Bussing or DeBussing1 move
Setting up a mortar½ move
Mounting or Dismounting½ move
Leaving Trenches½ move

Units may freely interpenetrate other units on the same side with no penalty.

Trucks represent enough transport to move a company of up to 8 stands.

Concealment and Observation
At the start of a battle units may be considered concealed. For Each concealed unit three markers may be placed on the table. Markers must be identified in some manner so that the actual unit can be distinguished from the dummy markers.
When placing a revealed unit on the table the marker must form the centre of the unit, though the unit's facing may be whatever the owning player desires.

Hidden Units may be identified in several ways.
i.If the Unit moves at all it becomes visible.
ii.If the Unit fires at all it becomes visible.
iii.If the Unit is Observed it becomes visible.
iv.If any enemy Unit moves within 4" of the hidden unit it becomes visible.

Each Move each Unit may attempt to Observe an enemy Marker which is in line of sight. Line of Sight extends up to 2" into woods, BUAs or other high terrain. Line of sight may be drawn from any element of the observing Unit to the marker.

To observe roll 1d10 and add or subtract the modifiers. The required Score is 3 or more.
-1For each 12" the marker is from the observer
-2If the Observer moved
-2If the marker is in cover
+1If the observer is higher than the marker

Shooting
i.Arcs of Fire
Infantry and artillery have a 45° Arc of fire to their front. Cavalry have two arcs of 45°, one the front and another to the rear.
Vehicle arcs of fire vary for each vehicle type. Turrets have 360° arcs. Other vehicle weapons have a 45° arc to the front, rear or flank they are mounted on.

ii .Overhead Fire
Elements may not shoot over the bases of friendly troops except as detailed below.
Infantry, on a higher level, may shoot over the heads of other units.
Vehicle mounted weapons may shoot over the heads of and infantry or cavalry unit which they are in contact with.
Artillery, on a higher or equal level may fire over the heads of their own infantry or cavalry provided that there is at least 6" between the firing Gun and the friendly troops, and 6" between the friendly troops and the target unit.
Mortars may always fire overhead.

iii. Cover
Cover consists of woods, Built Up Areas and any other terrain so designated before the start of the action. If more than half the unit is inside the cover then the entire unit gains the advantages of the cover.

vi. Small arms v Infantry
A retreating unit may not shoot.
If the range is less than 2" then the Assault rules are used
HMGs may not move and fire in the same turn unless vehicle mounted.
To qualify as a target at least 2 elements of an infantry or cavalry unit must be visible to the firing unit.

First Calculate fire points = (fire factor multiplied by the number of elements) +/- the tactical modifiers.

FIRE FACTORRange:-
 2"-6"6"-12"12"-24"
Rifle111
SMG21-
LMG211
HMG322
Mounted Cavalry11-
MODIFIERS
Target in Soft Cover-1
Target in Hard Cover-2
Target in trenches-3
Target is cavalry+1
Firers under Art/MG fire-1
Firers pinned/retiring-1
Firers have 2-3 DPs-1
Firers have 4 DPs-2
Firers are mtd cavalry-2
Firers AR+/-

If fire points are less than 0 then there is no effect.

Roll 1d10 and cross-reference the roll and the fire points on the small arms effect table: -
(scores given must be equaled or beaten)
FIRE
POINTS
DPs Inflicted
123
09--
18--
27--
3610-
459-
548-
637-
72610
8159
9-48
10-37

iv. Small Arms v Softskin Vehicles
Calculate DPs inflicted as for fire against Infantry. For each DP inflicted roll on the following table.
 VEHICLECARRIED TROOPS
1-6no effectno effect
7abandonedno effect
8destroyed2 DPs
9destroyed4 DPs
10destroyeddestroyed

v. Small Arms v Armour
Machine guns may be used to attempt to drive off enemy armoured vehicles. Only LMGs and HMGs are effective against Armour.
If the Target is in range roll 1d10, add 1 for each MG in addition to the first firing. If the result is 8 or more the vehicle must take a morale check.

vi. Anti-Tank v Vehicles
First it is necessary to see if the firing weapon has hit
Roll 1d10 then add or subtract the following modifiers; if the result is 7 or more then a hit has been achieved.
To Hit:
1d10 +/- factors
7+ to hit
firer moving-2
target moving-1
Range 24" - 36"-1
Range over 36"-3
range under 12"+1

Once a hit has been scored the effects are determined depending upon the type of vehicle the target is.

For Softskins roll 1d10 and consult the following table.
A/T v SoftskinsVEHICLECARRIED TROOPS
Effects
Roll 1d10
1-4no effectno effect
5abandonedno effect
6-7destroyed2 DPs
8-9destroyed4 DPs
10destroyeddestroyed

For AT verses Armour hits take the range factor, add the Armour factor and add the score of 1d10. Then check the results.
A/T v Armour
d10
+ range
and
Armour
Factors
Range factors0-12"12"-24"24"-36"
Light gun210
Med/Hvy gun221
A/T rifle10n/e
ArmourLightMediumHeavy
Light gun321
Medium gun432
Heavy gun543
A/T rifle210
Resultsless than 8no effect
8-9morale check
10immobilised
11bail out
12+destroyed

vii. Anti-Tank v Others
Whilst Anti-Tank fire against infantry, cavalry or artillery would have little physical effect if may produce a significant morale effect. Therefore AT guns may fire on non-vehicle targets.
Roll 1d10; if a score of 10 is obtained then 1 DP is inflicted on the target unit.

viii. Artillery Fire
Artillery must have spent 1 move setting up / unlimbering before it may fire.
First determine if the Artillery has hit; Roll 1d10, add or subtract the following modifiers. If the result is 7 or more (9 or more for indirect fire and mortars) a hit is achieved.
Mortars have a range limit of 24"
Artillery Fire to hit:-Factors
1d10 +/- factors
Direct fire; require 7+
Indirect fire
(inc.Mortars) require 9+
target moving-1
range over 24"-1
target is single element-1
per round of fire at non-moving target+1

Once a hit is made the target type determines the effect; Artillery itself is classed as an infantry target.
Artillery vs Artillery & Infantry
Roll 1d10
+/- factors
FactorsResults
target in cover-10 - 3no effect
target in trenches-34 - 61 DP
target cavalry+17 - 92 DPs
mortar firing-110+3 DPs

If the target is Armour, use the AT against Armour tables.
Artillery v Armourtreat as A/T hit; no range factors
Artillery= heavy gun
Mortar= light gun

Artillery vs Softskin
Roll 1d10 VehicleCarried Troops
1 - 2no effectno effect
3abandonedno effect
4 - 5destroyed2 DPs
6 - 7destroyed4 DPs
8 - 10destroyeddestroyed

ix. Armour Morale Test
If Armour has to take a Morale Test, roll 1d10, add or subtract the Morale Rate and the following modifiers before checking the result.
Armour Morale Test
Roll 1d10
+/- MR
-4under A/T fire
-1under MG fire
Results<0vehicle must retreat
1 - 3vehicle must retire

Assaults
i. Infantry v Infantry or cavalry
Assaults occur when two units of infantry, cavalry or Artillery get within 1". Units immediately behind and within 1" of the fighters may count, but suffer the same result if they lose. To count as supporting, Armour cannot engage in any other combat that move.
Stationary units, which are assaulted, may fire in the non-moving fire phase (this does not apply to Armour). This fire is conducted as if it were at 8" distance.
Assault combat prevents any fire into the combat in the Moving fire phase.
Units not involved in the combat may fire upon the Assaulting or Assaulted units closing if the target units are in range and arc at any point during their movement, and the firing unit is capable of firing in the Non-Moving fire phase.
When in Assault Combat all elements of a unit count as involved.

Roll 1d10 for each side and add or subtract the following modifiers. The difference between the two scores determines the result.
Assaults
each side
Roll 1d10
+/- factors
 
then take the
difference
+/-MR
+/-AR
-1per DP
-2if retreating or retiring
-2Unit is in Column
+1per element more than opposition
+1in defences
+2in trenches
+2attacking enemy flank/rear
+2cavalry v infantry in open
+4armour support within 6" (3" in rough terrain)
RESULTS
DifferenceWinnerLoser
7+no effectthrown back full move; lose 1 stand; 3 DPs
5 - 61 DPpushed back half move; 4 DPs
2 - 42 DPspushed back half move; 3 DPs
0 - 13 DPs3 DPs

If a unit is forced to retreat or is destroyed in combat, any supporting Armour must retire also.

ii. Infantry v Armour.
If Infantry is within 2" of enemy Armour, and there is no enemy infantry within 6" or either Infantry or Armour, then the armour may be assaulted by the infantry.
Note: if an Assault is declared, neither infantry nor armour may fire in the normal move sequence.
Roll 1d10 for each side and add or subtract the following modifiers. The difference between the two scores determines the result.
Armour v Infantry
both roll
Roll 1d10
+/- factors
+/-MR
+/-AR
+1/+2Officer with unit
+2Armour equipped with MGs
+1per infantry element
-1per DP on infantry
RESULTS - on loser
DifferenceArmourInfantry
0 - 1no effectno effect
2 - 4retire1 DP & fallback half a move
5 - 6retreat2 DPs & fall back 1 move
7+destroyed3 DPs & fall back 1 move

Risk to Officers
If an officer is attached to a unit which receives any DPs during a move, then that Officer is at risk.

Calculate the risk factor as (DPs received this move x 2) and roll 1d10; if the risk factor is not exceeded then the Officer is considered dead or disabled.

Barbed Wire
A line of barbed wire may be used to stop or slow movement. Barbed wire should be laid out in sections. Each section should measure 2" x ½".

Infantry contacting barbed wire will immediately halt. An infantry unit starting its movement in contact with the barbed wire may cross it if achieving Normal or Double Movement and lose 5" of that movement. Infantry attempting to cross wire and only achieving slowed movement does not move and does not cross the wire.

Mounted Cavalry, all softskins and wheeled vehicles may not cross wire.

Tracked armour may cross wire losing 4" of movement, once it has crossed that section of wire is removed.

Airstrikes
Each airstrike represents an attack by aircraft which has successfully got through any anti-aircraft defences. Airstrikes may hit any observed unit on the table. Once the target has been selected process by the target type.
If the target is Armour, treat the strike as an AT hit by a heavy AT gun with no range factors.
If the target is Softskin, treat as an artillery hit on a Softskin.
If the target is anything else roll 1d10 to determine the number of rolls on the Artillery v Infantry table.
1 - 6One Roll
7 - 9Two Rolls
0Three Rolls

Appendix A: VEHICLE MOVEMENT RATES
Vehicle Base Speeds in inches
Tanks & Armoured Cars
T-267"
Pzkpfw I6"
Schneider4"
FT175"
CV338"
BT-510"
BA-68"
General Vehicle Types
 FastMediumSlow
Armour
Armoured Cars7"5"4"
Armoured Trucks6"4"3"
Softskins
Cars10"8"6"
Truck7"5"4"
Wagons-3"-

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