Battle Ground Rules Modifications

by Joe Shaffer

Having played Battleground any number of times, the rules seem to have some problems. The field is too small for the typical actions (especially including tanks), and armor is far too vulnerable and deadly at the same time. In addition, there are parts of the rules that really slow the game down. To address some of these problems, the following modifications are "in progress."

These are very much tentative. Only some parts have been play tested up until now. As we playtest these modifications further they will be changed.

Battleground is a good, solid set of rules. As almost all wargamers would say, however, nothing is so good that I can't improve it!

If you have comments or suggestions, please get in touch!

Anti-Tank procedure


AT Hit/(Penetration Attentuation %)

PB 16 S 12 Eff 10 L 6 Ex 2
panzerfaust 30/60+/piat 1/1/1 2/4/2 3/6/3 6/8/4 8/12/6
bazooka/panzerschreck 2/2 6/5 10/8 14/10 20/15
short (< L29) 0 - 4 (0%) 18 (-0) 48 (-25) 60 (-50) 72 (-75)
standard (L30-44) 0 - 6 (+25%) 24 (0) 60 (-10) 82 (-25) +82 (-50)
long (L45-64) 0 - 6 (+25%) 36 (0) 72 (0) 90 (-10%) +90 (-25)
XL (L65+) 0 - 8 (+25%) 42 (0) 90 (0) 120 (0) +120 (-10)

Shooter
Shooter
Target
green/elite: +2/-2 buttoned: +2 moving front: +2
Not qualified: +2 HEAT: +2 moving side: +1 per 3 deg.
Leadership: -x No commander: +3 Size Target very small: +2
Aimed shot: -2 turret moved: +1/+2/+3 small +1
Moved in: new target +1 large: -1
current action +12 (+10) second/subsequent shot -1/-2 very large: -2
previous action: +8 (+6) light/heavy woods: +2/+3
(# in ( ) applies for stabilizers)

Location and Damage Tables

Front
Side
Rear
Top
penetration damage
non-penetration damage
1
special
1-8
immobilized
1
special
1
gun
1
Catastrophic Damage. Fuel/ammo hit destroys vehicle and crew. Other figures within 2" roll hit on "C" ring
1
Round penetrates. Roll again on penetration column
2-3
gun
9-11
hull & crew
3-7
immobilized
2-7
immobilized
2-4
Vehicle destroyed; all crew KIA if one « morale rolls fails; otherwise bails out.
2-4
immobilized
4-6
immobilized
12-13
hull
7-12
hull
14-15
hull & engine
8-13
engine
8-10
turret & crew
5-10
Vehicle is destroyed; all crew KIA on one failure of full morale roll: otherwise bails out.
5-7
Refer to crew selection for light wound. If commander selected & he is exposed, he is KIA.
13-15
hull & crew
16-17
turret & crew
14-15
hull
11-12
hull & crew
11-15
Heavy damage; each crew rolls morale; failure is KIA. Vehicle out 3 turns; all further actions are +2 to any die roll.
8-9
engine/suspension damage; vehicle half move for rest of game. (+3 bog)
17-18
turret
18
turret
16-18
turret & crew
13-19
engine
16-18
Moderate damage: Each crew rolls full morale: failure is light wound; vehicle out for 2 turns; radio destroyed if hull hit.
10
Commander KIA if exposed; light wound if not.
19
gun
19
turret
19-20
Light damage: vehicle out for 1 turn
11-20
no effect
20
commander KIA



Small Arms procedure

  1. Determine weapon type and range class to target.
  2. Roll 1d20 and apply all appropriate modifiers.
    (When firing a group with mixed weapons, apply modifiers for the type in the majority.)
  3. Compare result to hit table for number of hits.
  4. Range table gives info on appropriate damage table column per weapon type and range.
  5. Apply hits as per standard BG rules.
Range, Rate of Fire (rof) and (damage column)
weapon (rof)
Point Blank
Effective
Long
Extreme
pistol (2) 1 inch (C) 2 (D) 4 (F) 8 (H)
smg (4) 2 (B) 5 (D) 8 (E) 10 (G)
carbine (3) 3 (B) 8 (C) 10 (E) 12 (F)
bolt rifle (1) 4 (B) 12 (C) 20 (C) 60 (F)
semi-auto rifle (2) 4 (B) 12 (C) 20 (C) 60 (F)
assault rifle (3) 4 (B) 12 (C) 20 (C) 60 (G)
lmg (4) 6 (B) 15 (B) 30 (C) 70 (E)
mmg (4) 8 (B) 20 (B) 60 (C) 80 (D)
lcmg (4) 8 (A) 30 (A) 70 (B) 100 (C)

autocannon hit as lcmg, plus targets take a burst effect hit for each regular hit as follows:
die roll modifiers
small arms only
All types
shooter movement
1 or 2 men +3 green/elite: +2/-2 none this or last action -2
per 2 men after 2 -2 leadership: -x previous action +2
sniper -3 rof -x current action: +10
crew served only reaction fire +2 pinning fire:
not weapon-qualified: +2 point blank range -4 rof <3: +4
half crew or less +3 long range +3 rof 3-4: +2
extreme range +5 rof >4: +1

Hit Table (A natural '20' is always a miss and a jam.)
modified d20 less than 1 1 - 4 5 - 8 9 - 13 14 - 15 16+
#hits 4 3 2 1 MC 0

Assault and Counter-Assault procedure

  1. Units require one action to assault a position or another unit/figure. Attackers must close to within one inch of target and still have an action remaining. Only attacking stands within one inch of target may participate in a given assault. Prior to entering an assault each figure must pass a morale roll. (Failure has no penalty except that unit cannot participate.
  2. Determine target type and roll 1d20.
  3. Apply applicable modifiers. Attackers may elect to withhold some modifiers, e.g. not use grenades, satchel charges, or mines in order to save them for later; however, if the modifier is taken all participating figures with that item available expend one.
  4. Compare result with column below target and roll for damage as necessary on damage table. For multi-stand targets, such as the occupants of a bunker, apply hits randomly.
  5. If the target figures have an unused action in this turn (including reaction fire markers), surviving figures may immediately counter-assault but they must also pass an extra morale roll.

Assault Table (For wooden buildings and heavy forest, use the fighting position column.)

Target Type
closed AFV
open AFV
fighting position
stone building
bunker/ pillbox
infantry/ soft skin
d20:
3 or less
vehicle destroyed
all KIA/HW
position silenced
4 'B' hits
vehicle destroyed
all KIA/HW

4-6
immobilize
2 'C' hits
destroyed
3 'B' hits
3 'B' hits
2 'C' hits
5 'B' hits
7-10
immobilized
1 'D' hit
immobilized
2 'C' hits
2 'C' hits
1 'F' hit
morale check
3 'C' hits
11-14
morale check 1 'F' hit morale check
no effect
2 'E' hits
15 or more
no effect
morale check
no effect
half morale check

assault modifiers
1 man assault +4 assault up/down a bldg. level +5 silenced: All surviving occupants
per 2 men after first 2 -2 counter-assault halves negative mod. are considered broken.
grenades/molotovs -2 attacker morale hits: Roll on damage table
(0 against closed AFV) green +4 under column noted;
satchel charges -4 regular +2 use following modifiers only:
(-2 against closed AFV) veteran -1 infantry/soft skin -3
sticky/magnetic mines -5 elite -4 open AFV/fighting pos. -2
(AFV only) vehicle target moved its last action +2 closed AFV/building/bunker +2
flamethrowers -4 assaulter moved last 2 actions +4

Special Fire Orders:




Artillery and Mortars

Rules for artillery are the same as standard BG rules, except:
  1. Communication and Availability are condensed to a single roll instead of two. The scenario rules assign one number that is compared to a 1d20 roll, just as is done in BG. Commanders calling fire from on-board mortars they control get a -5 to the contact/availability roll, as do designated forward observers.
  2. Mortars sighting for their own fire and any fire directed by designated forward observers roll 1d10 and 1d6 for deviation at all times. They never have to roll 1d8/2d6.
  3. For impact and damage, the player calling the fire designates line or point fire per BG rules. The fire is treated as loose pattern if it drifts more than four inches and as tight pattern if it drifts four inches or less.

Damage Table

mod. d20
H
G
F
E
D
C
B
A
1
HW KIA KIA KIA GD GD GD GD
2
LtW HW HW KIA KIA KIA GD GD
3
LtW LtW HW HW KIA KIA KIA GD
4
MC LtW LtW HW HW KIA KIA KIA
5
MC MC LtW LtW HW HW KIA KIA
6
MC MC LtW LtW HW HW HW KIA
7
SUP MC MC LtW LtW HW HW KIA
8
SUP MC MC MC LtW LtW HW HW
9
SUP SUP MC MC LtW LtW LtW HW
10
SUP SUP MC MC MC LtW LtW HW
11
- SUP SUP MC MC LtW LtW LtW
12
- SUP SUP SUP MC MC LtW LtW
13
- - SUP SUP MC MC MC LtW
14
- - SUP SUP SUP MC MC LtW
15
- - - SUP SUP MC MC MC
16
- - - - SUP SUP MC MC
17
- - - - SUP SUP SUP MC
18
- - - - - SUP SUP MC
19
- - - - - SUP SUP MC
20
- - - - - SUP SUP SUP
21
- - - - - - SUP SUP
22
- - - - - - - SUP
23
- - - - - - - SUP
24
- - - - - - - SUP

Damage/Cover Modifiers

terrain
position
direct HE
brush +1 prone/crawling -2
into enclosed space, shift 1 column right.
Lt woods +2 walk/run +1
Hvy woods +4 plunging fire -3
use barrage modifiers for
bocage/wall +5 cowering +3
targets in "open" space.
bldg. rubble +4
artillery barrage
wooden bldg. +3 <70mm +1
stone bldg. +5 71-100mm -2
assault modifiers
prepared pos. +5 101-150mm -3 infantry/soft skin -3
bunker/pillbox +10 >150mm -4 open AFV/fighting pos. -2
other Lt.cover +3 airburst* -2 closed AFV/building/bunker +2
other Hv cover +5 incendiary* -2

German Vehicles

VEHICLE
size
spd.
front (H/T)
side (H/T)
rear (H/T)
turret mod.
MG's
main gun
Pen AP
Pen. Other
HE pen/siz
Pz IVd
M 8/12 8/8 7/7 3/3 0 H,C 75Sh 14 - 13 (med)
Pz IVh
M 7/10 23/18 8/11 5/ 11 0 H, C, AA 75L 29 34 13 (med)
Pz Vg
L 10/15 43/35 18/16 18/16 +1 H, C, AA 75XL 37 - 13 (med)
Pz VIe
L 8/12 32/30 22/22 22/22 +1 H, C, AA 88L 32 39 14 (med)
PZ VIb
VL 7/10 57/51 22/24 24/24 +1 H, C, AA 88XL 50 - 14 (med)
Jpz IV/70
M 6/10 41/38 10/11 3/3 none H, AA 75XL 37 - 13 (med)
Jpz V
M 10/15 41/38 11/16 14/14 none H 88XL 50 - 14 (med)
StG IIIg
M 8/12 20/18 8/8 3/3 none C, AA 75L 29 34 13 (med)
StuH 42
M 8/12 20/18 8/8 3/3 none C, AA 105Sh - 21 17 (lrg)
Sdfk 250/1
S 8/16 3 3 3 none C, AA, P - - - --
Sdfk 251/1
M 10/19 3 3 3 none C, AA, P - - - --
Panhard (Fr.)
S 10/20 5/4 3/3 3/3 0 C 47St 15 -- 8 (sm)
kubelwagen
S 13/21 ss ss ss none - - - - -
med. truck
M 9/17 ss ss ss none - - - - -
hvy. truck
L 6/12 ss ss ss none - - - - -
ss = soft skin

American Vehicles

VEHICLE
size
spd.
front (H/T)
side (H/T)
rear (H/T)
turret mod.
MG's
main gun
Pen AP
Pen. Other
HE pen/siz
M4A3 (75)
L 9/14 31/23 11/15 8/8 0 H, C, AA 75St 20 - 13 (med)
M4A3 (76)
L 9/14 31/23 11/15 8/8 0 H, C, AA 76L 24 28 13 (med)
M4A3E2 (75)
L 7/10 52/52 23/26 11/11 0 H, C, AA 75St 20 - 13 (med)
M4A3E2 (76)
L 7/10 52/52 23/26 22/22 0 H, C, AA 76L 24 28 13 (med)
M5A1
S 13/18 16/11 8/11 3/3 0 H, C, AA 37L 15 -- --
M10 GMC
L 9/14 23/23 8/8 3/3 0 C, AA 76L 24 28 13 (med)
M8 AC
S 18/25 7/7 3/2 2/2 0 C, AA 37L 15 - --
M3A1
M 12/17 1/1 1/1 1/1 none AA lcmg 6 - -
jeep
S 13/21 ss ss ss none - - - - -
med. truck
M 9/17 ss ss ss none - - - - -
hvy. truck
L 6/12 ss ss ss none - - - - -