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
- Determine firing weapon type and range class to target. Range class includes a base to hit
number.
- Apply appropriate modifiers to the base to-hit number and roll 1d20. Result less than
modified to-hit number scores a hit. Die roll result greater than to-hit number is a miss. Natural 20
is always a jam/miss.
- If a hit is scored, roll 1d20 on hit location table.
- If location table calls for hull, turret or engine hit, compare weapon penetration (modified
for range from range table) to armor value from that location.
- If penetration is equal to or greater than armor, roll again on penetration damage table and
apply results. If penetration is less than armor, roll again on non-penetration damage table and
apply results.
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 |
|
|
- For "special" hits, 50mm+ AP rounds automatically penetrate: roll on penetration
damage table. AP < 50mm and all HE rounds roll on penetration damage table with a +2
modifier to die roll.
- For "hull" or "turret" hits, resolve for penetration then roll on appropriate damage table
- For "crew" hits, resolve for penetration. If penetrated, follow crew selection for hits on 'B'
column of damage table; for non-penetration resolve hit on 'F' column.
Only modifiers:
<50mm: +3; >100mm & any HEAT: -2
- Crew selection as follows:
- hit on
- front: roll 1d6: 1-3 driver, 4-6 ass't driver/hull gunner
- side: hull: hit on left-driver; right-ass't driver; turret: hit on left-loader; right-gunner
- rear: roll 1d6: 1-3 loader; 4-5 commander; 6 gunner
- top: roll 1d6: turret: 1-2 loader; 3-4 commander; 5-6 gunner; hull: 1-3 driver;
4-6 ass't driver
- For "engine" hit: Resolve for penetration. If penetrated, vehicle immobilized; and also on
fire if another 1d20 roll is a 5 or
less. Subtract 8 to American die roll (gas engines). If no penetration engine out (immobilized)
for 1d6 turns.
For "‘gun" hit: Main gun is knocked out for remainder of game.
- For "'gun" hit: Main gun is knocked out for remainder of game.
- All Penetrations, crew, commander, gun and immobilized results require morale roll;
failure: crew bails out. Immobilized crews must roll morale every turn they remain in vehicle.
Small Arms procedure
- Determine weapon type and range class to target.
- Roll 1d20 and apply all appropriate modifiers.
(When firing a group with mixed weapons, apply modifiers for the type in the majority.)
- Compare result to hit table for number of hits.
- Range table gives info on appropriate damage table column per weapon type and range.
- 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:
- under 30mm column G
- 30mm+, column D.
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
- 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.
-
Determine target type and roll 1d20.
-
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.
-
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.
-
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:
- Opportunity fire: same rules as in BG.
- Ambush: Similar to opportunity fire but a unit can be designated for ambush fire
when an enemy unit is already in line of sight IF:
- The ambushing unit has never fired or been sighted in its current position and no other
friendly unit has fired from within six inches of it while currently in an enemy line of sight.
- The unit being ambushed must perform a complete action within the ambushing
unit's line
of sight, and the target must come within effective range of the ambushing weapon prior to
executing fire.
- Otherwise rules of ambush in BG apply.
- Pinning fire: Pinning fire is more generic than in BG. Any weapon type may
conduct pinning fire with a hit modifier based on rate of fire (rof). Pinning fire rules are otherwise
as per BG.
- Special note: Plunging fire is not properly described in BG. In practice, plunging fire was
small arms fire (generally automatic weapons) sited to fire down upon a target. This decreases
the value of most cover, and in the case of vehicles it exposes their especially vulnerable aspect.
To reflect this there is a -3 cover modifier applied to fire from units in a position to deliver
plunging fire.
- Reaction fire: This is NEW. Reaction fire is not marked during special orders.
A unit is marked for reaction fireonly after its initiative card is drawn. The reaction fire
status ends when the initiative cards are re-shuffled.
- A unit that performs no more than one action in a turn may be marked as reaction fire for the
balance of that turn. Reaction fire means the unit may fire later in the turn IF
- An enemy unit opens fire within its front arc. (The unit may make a special sighting roll in
this situation, if necessary.)
OR
- A unit may execute reaction fire if an enemy enters point-blank range during that turn.
Reaction fire follows the effects of the triggering unit's fire, if that fire is the
triggering event. (i.e. A target cannot trigger reaction fire by moving into point blank range and
then fire first. If it has an action available to do so and it survives the reaction fire, it may return
fire in such an instance.) No member of a crewed weapon may have performed more than one
action if the weapon is to perform reaction fire. If a figure executing reaction fire moved in its
first action, the reaction fire takes the appropriate modifier for moving in the preceding action. A
figure marked reaction fire cannot perform any other action except to fire its primary weapons. A
figure/weapon can be marked for reaction fire without executing any other action first, but it still
may only fire once. Figures may not assault in reaction fire. Note that small arms reaction fire
carries a hit modifier
Artillery and Mortars
Rules for artillery are the same as standard BG rules, except:
- 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.
- 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.
- 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 |
- |
- |
- |
- |
- |