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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

Krunch-A-Commie is a game of tank foot. Imagine setting up and moving


combat in the 1950s and 1960s. Using thousands of figures over 65 foot!
small scale soldiers and vehicles, you What we do is scale everything
can re-create an entire battle on a coffee down. We scale down the movement,
table. The rules accommodate tanks and the range of weapons and the number of
equipment used by NATO, the Warsaw men in a unit. This allows us to recreate
pact, U.N. Forces (1950 – 53), North a battle in a much smaller space.
Korea & Red China, Israel and the Arab “Scaling down” has been used for years.
states. It does not sacrifice the realism of the
The average space for a game game. Scaling allows you to enjoy a full
would be 4” by 8” or so. Using these battle in minimal space, with a
rules, you can even play on a coffee manageable number of pieces.
table. All you need are miniature Our description describes our
soldiers, terrain pieces, measuring sticks scaled-down movement and shooting in
and six-sided dice. inches. For smaller spaces, you can use
centimeters in place of inches.
If you have played our World War II
game, Hans Und Panzer, you might Movement
notice that this game is very similar.
Tank and infantry warfare did not Movement: To simulate how different
change very much from World War II to soldiers move, we use a simple trick.
the Cold War. The main difference is Imagine if a man and a horse were going
that you will need to work at longer to race. Instead of the race being a set
ranges due to the increased striking distance, such as 500 yards, it would be
power of the average tank. a set time. It might be a few seconds. If
a man and horse both ran five seconds,
Scale the man might go 10 to 15 yards. The
horse might go 20 to 30 yards. We use
To recreate the battles of old, you would a similar thing in our game. A man
need thousands of miniature figures and moves half the distance of a horse,
a massive playing area. Even small simulating how fast he goes.
skirmishes might involve a thousand or
more men. Likewise, the ranges of Men and vehicles in the field go slower
weapons range from 200 yards for a than if they were on a road. The speeds
crossbow to a mile or more for a below are measured in numbers. Most
culverin. A skirmish could involve people use inches, but for smaller spaces
movement and firing over a mile of you might use centimeters. If you have
terrain. A larger battle would rage over a very large space, you might double
anything from a square mile to several them. (If you double movement, you
miles. must also double firing range.)
How much space would it take to
recreate a mile of battle? If you used The chart shows the speeds of men and
25mm figures, it would be 65 foot by 65 vehicles. You will see two speeds listed:
foot. For HO, which is 20m scale, it of and off road. Off road is one half of
would be a little over 64 foot. 15mm is on road speed.
close to 1/120, and that would be 44

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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

If a unit goes from road to open land, or Speeds


vice versa, it must change its speed. For Vehicle On Road Off
example, a half track moves 5 inches on Road
a road, and then goes into woods. This M 103 10 6
leaves ten inches. However, since off
M26 / M46 10 6
road speed is ½, then the unit can only
Patton M47 10 6
go 5 inches into the woods.
M48 15 8
Some kinds of terrain make it even M41 / M42 20 10
harder to move. There are penalties for M60A1 15 8
movement in rough terrain: going uphill, M113 20 10
going through a swamp, or fording a Sherman 14 7
river at a ford (you cannot ford a river (late)
that has no ford.) Speed in these places Sherman 12 6
is reduced to 2/3 You must determine (early)
2/3 of the regular speed. In case the JSIII / T10 13 7
result is an awkward number, round SU 100 15 8
down. (For instance if speed is 11, 2/3 is T54 / 55 15 8
close to between 6 and 7. Round down PT76 14 8
to 6.) T34/ 85 16 8
BTR 50 14 7
If a unit goes from regular to rough T-62 17 9
terrain, he must adjust accordingly. For ISU 122 / 12 6
instance, a Sherman tank going on a road 152
five inches comes to a ford. That would AMX-13 18 9
leave 7 inches. Since the rough terrain AMX 30 20 10
speed is about 2/3 of the regular road Centurion 14 7
speed, and the ford is in the road, he Chieftain 15 8
would go 4 more inches. For Leopard 20 10
determining speed when moving from Jagdpanzer 20 10
regular to rough terrain, we use a “rough Ontos 15 8
guess-timate” that rough terrain speed is Heavy 24 6
2/3 of normal movement Armored Car
Light 24 6
When men embark or disembark from Armored Car
vehicles, they use up ½ of their move. Half Track 15 9
Men cannot embark or disembark if the
Truck, Jeep, 24 6
vehicles has moved that turn. The
etc.
vehicle must not move while loading or
Infantryman 3 3
unloading personnel.

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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

Tank and Antitank Several things can adjust your ability to


hit. Add or subtract to your dice roll
In our game, armored according to this chart. These are:
vehicles play a large role.
Battles with tanks, self- Target is in soft cover – 1
propelled guns, half tracks Target is behind low wall -2
and armored cars are to be Target is “hull down” (only turret or
expected. Therefore, anti- superstructure visible) -2
tank weapons hold an
important place in our game.
There are two steps to If you hit target,
firing an antitank weapon. your next move
First, we roll to hit the target. is to see if you
Second, we determine if the damage it. We
impact was enough to destroy use the tank
the vehicle. stick to see
where you
managed to hit
the tank. The
We need a angle of the
tool called stick shows the
a “tank angle of impact.
stick” It is 45 inches long ,and has a Too steep an
protractor at the end. The protractor angle makes it harder to penetrate armor.
swivels at the end of the stick. To make Use the stick as shown The section of
the protractor, we cut a semi-circle and the protractor where the stick lies
mark it off in 30 degree increments. The indicates how much to add or subtract to
sections on the ends are marked ‘-2”. your dice score. An oblique shot gets `-,
Those nearer the middle are “-1” The and a glancing strike gets –2. These are
center section is unmarked. subtracted from the dice score.

The tank stick is used to help determine Now roll your dice and add or subtract
the effectiveness of a shot. as the tank stick indicates.

Shooting tanks: The first step in shooting Look at the chart of strike values. See
tanks is to get the range. We have the gun you fired and the range you fired
arranged this into four increments: 0 to at. There will be a number for you.
10 inches, 10 to 20 inches, 20 to 30 Now add or subtract as per the tank stick
inches, and the longest range is 30 to 45 to get your final number. If your dice
inches. Using the chart for range, you roll is lower than that number, you
roll two dice. If your roll matches or is destroy the vehicle and kill half the
lower then the number for your range, crew. If it matches the number, you
you miss. If higher, you hit. disable the vehicle. (It can only fire, not
move). If it is higher than the number,
your shell glances off the armor.

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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

Antitank Gun tables Strike values

Disabled vehicles remain immobile for Weapon Nation Range 10 20 30


the rest of the game. 0-10 to to to
Destroyed vehicles are turned on 20 30 45
their side. Disabled vehicles remain as 152mm Rus 22 16 10
they were. Put a small piece of cotton 122mm Rus 20 16 12 8
on a disabled vehicle to mark it. Cotton 120mm US 20 16 12 9
represents smoke coming from the 100mm Rus 18 12 9 7
disabled vehicle. 105mm US / 20 16 13 10
UK
Armor Defense values 90mm US 17 14 10 8
Vehicle Armor 20 pdr UK 17 13 9 7
M 103 21 85mm Rus 11 9 8 6
M26 / M46 18 76mm Russian 8 7 5 4
Patton M47 19 76mm US 7 6 5 4
M48 20 75mm US, FR 6 5 4 2
M41 / M42 12 6 pdr UK 5 4 3 x
M60A1 20 57mm Rus 6 5 4 x
M113 11 37mm US 4 3 2 x
Sherman 14 37mm Ger 4 2 1 x
JSIII / T10 21 20mm Ger 3 1 x x
SU 100 15
T54 / 55 18
PT76 12
T34/ 85 15 When rolling against strike value,
BTR 50 10 make these adjustments:
BTR 60 11
ISU 122 / 22 Subtract 2 from Target’s defense value if
152 you strike the rear of his vehicle
AMX-13 12 Add 1 if you hit frontal armor
AMX 30 18
Centurion 18 Range and Hitting Target
Chieftain 20 Range Score needed to
Leopard 19 hit
Jagdpanzer 16 0 – 10 6 or over
SO Artillery 12 10 – 20 7 or over
Heavy 12 20 – 30 8 or over
Armored Car 30 to 45 9 or over
Light 11
Armored Car Factors for Range and Target chart:
Half Track 10
Truck, Jeep, 6 +1 for M48,Leopard, T62 and Centurion
etc. +2 for M60
Infantryman 3

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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

Crewmen Towed Guns


It is assumed that vehicles have a set A towed gun, whether artillery pieces or
number of crewmen. These are people antitank guns, takes time to prepare.
assigned to work in the vehicle. The vehicle must stop, and crewmen
Crewmen are different from passengers. disembark and hook / unhook the gun.
For our game, crewmen only matter Antitank guns may be fired on
when leaving a disabled vehicle. The the next move.
move so that the disabled vehicle is Artillery takes an additional
between them and the enemy. When move, since it must be “zeroed in” by
dismounted, crewmen act like infantry. “Fire Direction Control.”
However, they can only defend. They
do not attack or advance toward the
enemy. Artillery and Mortars
Type of vehicle Number of Unlike antitank guns, artillery and
crewmen mortars are “indirect fire” weapons.
Heavy tank 5 They fire in a parabola rather than a
Medium tank 4 straight line. Artillery must be directed
Light tank 3 by a Forward Observer. Light infantry
Armored car 3 mortars fire at targets they can see.
Half track 2 Heavy mortars use a Forward observer
Assault gun, Self- 4 to direct their fire.
propelled gun
Jeep or truck 1 It takes 1 turn to set up an infantry
mortar.
Passengers
It takes two full turns to set up artillery.
The men who ride a vehicle are Guns may begin working on the third
passengers. They are not crew. Infantry turn.
riding in a half track or artillerymen
riding in the towing truck are considered To use mortars, you
passengers. need a Blast circle. It
If a vehicle is disabled, is composed of five
passengers escape unharmed. They circles, each of 2”
leave the vehicle, taking cover behind it. diameter., as shown. Place the center of
If a vehicle is destroyed, half of the Blast circle over target and roll a die.
the passengers are killed The other half 1 misfire, 2 falls short, 3 falls over, 4 is
take cover behind it. right, 5 is left and 6 is dead center.
Passengers use 1/3 of their move
to embark or disembark. On the move Roll a saving die for each man in the
that they do so, the vehicle may not blast area. 5 and 6 saves him. Any other
move. number means he is eliminated.

Adjust the dice roll by adding or


subtracting as suggested below

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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

bazooka team. Others will have a


Behind wall away from the center of the mortar. Still others could be from the
blast- +2 Headquarters unit’s “Combat Support”
Inside House +2 company. These sections will have
Within 1” of center of the blast –1 antitank guns, heavy machine guns and
Artillery can fire if the target is within other special weapons.
sight of a forward observer. It takes one
move for the forward observer to all in Infantry Weapons
fire. The guns fire the next move. Weapon Max Range
Pistol 1
Artillery fires in batteries, so the blast Submachine gun 4
area is a rectangle 3” by 4”. The Rifle 9
Artillery Square is composed of five Assault Rifle 8
rectangles. To fire, place the center Hvy machine gun 18
Square circle over target and roll a die. 1
Light machine gun 12
misfire, 2 falls
3.5 Bazooka 6
short, 3 falls over, 4
90mm recoilless
is right, 5 is left and
rifle
6 is dead center.
RPG 5
Roll saving dice and adjust the same as
Infantry mortar 50
for Mortars.
Grenade 2
For vehicles caught in an artillery M72 5
square, roll one die. Damage is as M79 Grenade 8
follows: Launcher
Target To To No
destroy disable effect The basic infantry weapon in the rifle.
Tank X 5, 6 1, 2, 3, During World War II, most armies used
4 bolt-action rifles. The exception was the
Armored 6 4, 5 1, 2, 3 United States, whose M1 was semi-
car or automatic. Many armies in the 1950s
half track were still using World War II forearms.
Jeep, 5, 6 3 1, 2 In our game, rifle range is 9 inches. We
truck or divide this into three, for short, medium
other soft and long range. To fire a rifle, roll a die.
vehicle Check your result against this chart.
These are the numbers you need to hit
target.
Infantry Rules
Range Target Target Target
Infantry weapons range from rifles and in the in soft in Hard
pistols to bazookas, heavy machine guns open cover cover
and light mortars. In our scaled-down
0 –3 4, 5, 6 5, 6 6
world, the basic infantry unit has eight to
3–6 5, 6 6
twelve men. There will be riflemen and
6–9 6
a light machine gunner and an officer or
NCO. Some of these units might have a

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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

The assault rifle, such as the M14, M16, Machine Gun Fire
British SLR and Soviet AK47 is a lighter Range Range for Target Taregt Target
weapon than the traditional rifle. Its for Heavy in the in soft in
range is closer, but since the assault rifle Light Macvhine open cover hard
fires in bursts, it is more likely to hit. Machine Gun cover
Add 1 to the dice roll when using an Gun
assault rifle. 0-4 0-6 3, 4, 4, 5, 6 5, 6
5, 6
There are two types of machine gun. 4-8 6 – 12 4, 5, 6 5, 6 6
The light machine-gun is bipod- 8 - 12 12 - 18 5, 6 6
mounted, and has a one or two-man
crew. Examples are the US BAR, Machine guns can destroy soft vehicles.
British Bren and Russian Degtyarev Roll a die and consult chart below:
(known for its saucer-like magazine).
Range In Soft Hard
Heavy machine-guns are tripod mounted Open Cover Cover
or fitted to vehicle mounts. These are Short 4, 5 6 5, 6 6
more stable and have a crew of two to Medium 5, 6 6 X
three men. Examples include the British Long 6
Vickers, US .50 caliber and water-
colled.30 caliber.
Submachine guns
For our purposes, the difference between
light and heavy machine guns is range. Unlike the movies, real submachine guns
You need to make two cones of fire. have a very short range. In our game,
The one for light machine guns is 12 that is 4 inches. Between 0 and 2 inches
inches long, tapering to 1 inch wide at is short range, 2 to 4 inches is long. We
the far end. Divide it into three sections make a submachine gun cone that is 4
of 4 inches each. The heavy machine inches long ,tapering to 1 inch wide at
gun is an 18 inch cone that tapers to 1 the far end. We mark it into two
inch at the far end. Divide it into three 6 sections representing long and short
inch sections. range. To fire, place the tip of the cone
at the firing soldier, and the large end
To fire, lay out the cone in the direction toward the enemy. Roll for each enemy
you want to fire. Anyone inside the cone within the cone. The numbers you need
can become a casualty. Roll a die for ot get in order to remove an enemy are
each man inside the cone. You need to in this chart:
get the numbers listed in the chart to
remove him. Range Target Target Target
in the in soft behind
open cover hard
cover
0–2 3, 4, 5, 4, 5, 6 5, 6
6
2=4 4, 5, 6 5, 6 6

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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

Infantry Anti-tank weapons Morale


The best-known antitank weapon is the The difference between victory and
bazooka. In essence, it is a long tube defeat was often a matter of the state of
used to launch an antitank rocket. morale. For this reason, we need to look
During the Korean war, a 3.5” version at morale to determine if a unit stays and
was introduced. It was later supplanted fights, or retreats.
by the 90mm recoilless rifle, a man-
carried antitank launcher. In our game, When to check morale:
Bazookas have a range of 6 inches. At
this range, it takes a 6 or better for a Loss of 25% of men: unit halts one turn
bazooka to hit its target. We divide the and checks morale
in two. At 0 – 3 inches, the bazooka’s Loss of 50% of men: unit halts one turn
strike value is 8. At 3 – 6 inches, it is 7. and rolls for morale
Thus, if you hit the tank, you must roll Getting hit from behind by equal or
two dice and add the strike value to see larger force: unit rolls for morale.
if the vehicle is disabled or destroyed. Getting beat in a melee or by projectile
The Americans also had a weapons: roll for morale.
disposable, one-shot bazooka known as Loss of command unit: all units within
the M72 LAW (Light Antitank two moves of command unit must check
Weapon). It has a shorter range of 5 (1-3 morale
short, 4-5 long) and a strike value of 7 at
close range, 6 at long range. Morale is checked by rolling one die for
The Soviet weapon is the RPG (rocket the unit, and making the following
propelled grenade), which launches an adjustments.
antitank rocket. It has the same range
and strike power as the M-72 Factors which adjust a dice roll:

Grenades Losing 25% of one’s unit: -1


Losing 50% of one’s unit: – 2
Grenades have limited use in our games. Losing of officer –1
They have a range of 2 inches, with a 4, Unit separated from other units more
5, 6 needed to hit. The grenade’s blast then 1 move away from allies units) -1
area us 1 inch. If thrown into a house or Elite Unit (Paratroopers, Rangers,
bunker, a grenade affects the entire Waffen SS, etc) +1
room, whether it is 1 inch or larger. Unit has defeated an enemy unit within
Everyone in the room must roll to save the three previous moves: +2
himself. 1, 2, 3 or 4 kills. 5, 6 saves. Unit was defeated by enemy unit within
three previous moves: -2
Firing Grenades from the M79 is similar Unit is unharmed: +1
to using a mortar. Using 1 inch rings, New officer joins unit: +1
make a device similar to the mortar
circle. Fire the same way as using the
mortar. Note that the M70 cannot hit
targets closer than 3 inches.

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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

Morale results: house is destroyed, all occupants are


removed from the game. For antitank
Roll dice add and subtract factors listed guns, subtract 1 from the die roll. For
above. mortars, subtract 1 to the die roll.
Direct artillery fire can attack
5, 6 Unit follows orders and fights walls and fences. On a 5 or 6, the shell
4 Unit holds for one move punches out a 1 inch wide gap. 1, 2, and
3 Unit retreats one move 3 do nothing. 4 reduces a 1 –inch wide
2 Unit retreats for two moves. section to half its previous height.
1 Unit routs: retreats until it leaves battle
or until checked
Capturing Guns and
Checking a routed unit Equipment
To stop a routed unit, an officer must It is possible to capture guns and
confront it. He rolls a dice. 5 and 6 equipment. So long as no enemy soldier
mean the unit is rallied, and returns to is within two inches of the item, you can
battle. 3, 4 means the unit halts and seize it. You need to have two men
must check morale on the next turn. 1, 2 touch the item. The next move, your
means the unit continues to rout. The men can move it away. You can capture
officer can remain with the unit and try guns, mortars, and other gear. However,
to rally it again the next move only artillerymen can operate a gun, and
only mortarmen can operate mortars. If
Any unit that Loses its officer you capture a gun, you cannot use it
automatically halts 2 moves. unless it is manned by your artillerymen.

Terrain Sequence of Play


We know how certain kinds of terrain All movement and fire is simultaneous
affect movement. Hills slow troops. Both players move, working from left to
Rivers block them. Woods over some right
cover from artillery. Artillery and antitank guns fire
Other weapons fire
Rivers can only be crossed at fords and Morale is checked
bridges.
Hills slow troops.
Houses can provide cover. Up to four
men can be in a small house, and six in a
large house.
Artillery can do direct fire
against houses. Roll a die. 1, 2 and 3
means nothing happened. 4. 5 and 6
mean damage was done. 4 hits by
artillery can destroy a small house. 7
hits can destroy large house. When a

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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

Visibility Use S Scale for big 25mm to 30mm


figures
You can only shoot as far as you can see. For this era, it is wise to get
Things like fog, sun and haze affect homes, farm buildings, stables, a church,
visibility. Roll two dice before the game town hall and shops.
to determine visibility. You can buy miniature walls and
fences in several scales.
Dice Throw Distance (inches) Most hobby shops carry
12 45 miniature trees. They also have lichen,
which can be used to simulate bushes.
9, 10, 11 25
Miniature bridges can be gotten
5, 6, 7, 8 30
in hobby shops.
3, 4 20
Another source of bridges,
2 15
castles and structures is aquarium
decorations.
Rivers, lakes and roads can be
Supplies cut from the appropriately- colored
paper.
Along with dice, you will need several Miniature hills and mountains
items to play Bucket o’ Muzzleblast. can be found at shops that sell trains.
These include:

Miniature soldiers and their equipment


Miniature trees
Miniature lakes
Miniature bridges
Miniature walls and fences
Miniature houses

Several companies
manufacture small
soldiers that fit our game.
You can easily find
infantry, artillery, tanks,
armored cars, support This set of wargame rules has been
vehicles, etc. These prepared for you by Milihistriot
range from Quarterly, the Journal for
inexpensive25mm plastic figures to
various metal castings ranging from
Military Miniature Enthusiasts.
15mm to 30mm. If you enjoy military miniatures, toy
Houses can be found at hobby soldiers and miniature wargaming, you
shops that sell trains. Faller and other will enjoy visiting our website at
brands offer realistic European houses.. www.milihistriot.com
Here is how to pick the best houses:
Use N or TT Scale for 15mm (These rules are based on a 1970
figures WWII game by Charles Grant)
Use HO for 20 and 25mm figures

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Krunch-A-Commie: A Game of Combat in the 1950s and 1960s

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