Ecol Ww2 Rules
Ecol Ww2 Rules
Sequence of Play
1.0 Introduction & General Rules
2.0 Movement
3.0 In-Direct Fires
4.0 Direct Fires
5.0 Infantry Combat
6.0 Aircraft
SEQUENCE OF PLAY
Each player will complete the actions of a Specific Phase, then play will
proceed to the next Phase.
MOVEMENT PHASE
1. Strategic Road Movement
2. Cross-Country Movement
3. Aircraft Movement & AA Fire Resolutions
5. Infantry Movement
MELEE PHASE
A. Infantry vs Infantry Melees
B. Infantry Assaults vs Tanks & Bunkers
INTRODUCTION & GENERAL RULES AND CLARIFICATIONS
Both beginners and veteran players can use these rules. Play can be quick and easy OR
made more realistic and slower by adding advanced options. The Combat systems reflect
volume of fire into a specific area combined with the maneuvers of combat units.
Procedures show that every round even hits into a target area will not cause casualties. A
unit’s power level calculates its’ combat effectiveness rather than troop losses.
The weapon systems were poor by modern standards and there was a constant design
battle between shell penetration versus vehicle armor. According to US Tank Gunnery
manuals, in 1944 a US Sherman tank firing at a stationary tank only 1500 yards distance,
had to fire 13 rounds at the target before it reached a 50% hit probability..
1.1 SCALES
1 Turn = 30 minutes
1 Vehicle Casting = 3-5 vehicles in an platoon or part of a company; Two vehicle models
are used to represent one vehicle company
1 Infantry casting = One Fire Point or One Platoon
Distance scale : 1 inch = 100 yards or 100 meters ; One cm = 30 yards or 30 meters
One infantry unit stand = one company or one weapon system platoon (AT or MG)
1.3 Defensive Armor Protection Classes (DA). These ratings are based on the natural
protection offered by the unit’s equipment.
HARD = Mainly Heavy tanks with very thick armor. Also bunker complexes.
DENSE= Heavy tanks and some later versions of medium tanks with improved armor.
MODERATE = Mainly Medium tanks and armored tank Destroyers used as the main
weapons by most countries.
THIN = Light tanks, most armored cars, halftrack equipped units, (and for In-direct fires
= open top Tank Destroyer units)
INFANTRY = Any unprotected units including foot, trucks, cavalry, artillery and heavy
weapon systems
For indirect fire purposes the to-hit chances are based on Thin protection. Units with
higher or lower ratings will modify the Kill Dice/percentage chance appropriately.
Because of the thin tops of many tanks and the likelihood of impairment due to damaged
tracks, Moderate and Hard rated vehicles are rated as Thin for In-Direct fire.
1.5 Minefields. A minefield section is 300 yards X 300 Yards. It is classified as Hasty,
marked on the board, OR Deliberate, marked on the deployment sheet and revealed as an
enemy unit enters it. Minefields are considered Mixed with both AP (anti-personnel), and
AT (antitank) mines. Each unit must stop for the remainder of the turn and roll for
damage when they enter the minefield. An artillery hit on a minefield section will not
clear it. It is cleared if a minesweeper unit moves onto it or an infantry unit spends one
turn clearing it. The infantry unit does not have to roll for casualties IF it was a known
minefield and its clearing mission was stated by the owning player.
1.6 Suppression. The term Suppression indicates that enough firepower is being placed
into an area that will prevent effective maneuvers by the unit. How to mark a suppressed
unit? Some players may prefer to use markers but a simple way is to turn the facing of the
unit away from the enemy. There is no front or rear to deployment positions so facing
should not be a factor. A unit that is Suppressed can fire but cannot move. Suppression
markers are removed at the end of the movement phase of each turn.
1.8 Paratroop Drops. The method used may seem funny but it can produce scattered
drops or concentrated drops. For a daytime drop, the players will use a 4” CD to
designate the desired landing zone. The paratroop player will then roll (in a bunch, as
many as possible) a d6 for each unit in the para assault. The player will toss the dice so
that they will land initially on the CD. The d6 tends not to roll far so dispersion will be a
little close. For a night time drop the paratroop player will use the same method but will
roll a d10 for each unit. The more rounded d10 should show more dispersion than a d6.
Glider units have no dispersion so are placed in the landing zone (on the CD).
MOVEMENT
2.1 Movement Codes . For faster play, a unit’s ability to maneuver is identified by a
letter code. Speeds have been included so players can determine codes for non-listed
units. The code states how many inches/cm that a unit can move per turn.
FAST = Armored Cars and other vehicle units with a primary Recon / scout function
Moderate = Halftracks, Medium tanks whose assigned vehicles can quickly move from
one location to another . Basic Speed for mounted mechanized companies
Slow = Heavy Tanks and other vehicle units which are often difficult to maneuver.
Truck = Trucks and other vehicle units whose primary function is to transport combat
assets. Basic Speed for mounted motorized companies, cavalry and transported units.
Foot = The basic rate used by horse drawn transport and infantry foot units.
The basic Cross-Country movement codes are as follows along with the maximum
distance of movement allowed in inches, centimeters and hex grid movement points.
2.2 Strategic Road Movement. The road rate is an increase in a letter code and plus 2
inches or 5 cm for E class units. The Strategic rate can only be used if the entire turn is
spent on the road. At any time that a unit exits the road, its movement allowance reverts
to the cross-country rate. If it wants to move off road after exceeding its cross-country
rate, it cannot do so. It must stop at that point on the road. Example: A scout car (E) can
move up to 14” as long as it stays on the road. Once it moves off road, then the maximum
it can move is 12”.
2.4 Terrain Modifications. At this higher level of play, terrain representation is different
than the basic representation. A building is a complex of buildings either a town or
village who structures can offer protection to a company sized force. Isolated buildings
such as farms or farm complexes are considered to small to be of significant effect on
combat. Trees or rough areas represent of sizeable area that is dominated by trees or
rough ground. Unless designated as impassable in the scenario guidelines all rivers can
be crossed since fords or small bridges are considered to be located in any 300 yard
stretch of river. Units can always move at A speed regardless of the modifications.
2.5 Hex Grid Movement Points. A point is expended if a unit wants to enter another hex.
It must expend one point to turn (any number of hexsides) otherwise it must move
straight ahead. It costs two MPs to enter a hex containing woods, rough, sand, snow
or a river/stream. It costs all of a unit’s MPs to a hex containing Mud or swamp.
Artillery, Aircraft and Off Board Artillery or Naval gun support can use either In Direct
Fire or Direct Support fire.. In the Artillery Allocation Phase, the players will designate
which units will conduct In Direct Barrage fire, These units are fired immediately and
marked as fired (use a poker chip or counter) . The other artillery type units are assigned
as firing Direct Support for combat units in their Division. Direct Fire cannot be used to
support units not attached/assigned to the division (except aircraft sorties)
Heavy Weapons Support units include mortar, AT, AA and MGs weapons can use Direct
support fire to assist another unit or engage an enemy unit as a Direct Fire target. They
cannot use In-Direct Barrage Fire.
Direct Fire Support Procedures. As the combat units select targets for Direct Fire, the
Artillery or Hvy Spt units simply add their FP rating to the Combat unit being supported.
In Direct Barrage Fire Procedures are as follows: Artillery requests and Orders, indicate
desired point of impact and conduct drift procedures, designate the actual impact point
and the barrage Damage Zone (CD disk) and determine any target hits and casualties.
3.1 Artillery Requests. Written requests are required for all off-board/indirect fire. Fire
must be conducted by battery. Only on-board-guns can use direct fire. A battery must be
deployed in order to fire.
3.3 Artillery Firing Error. There is always a chance (due to human error, wind, gun tube
wear) that rounds will land off target. Other causes include unobserved map fire and
distance to the target. Observed fire is when the target can be seen by any friendly unit..
At this level all fire is regarded as being Observed.
ERROR CHART
(Roll a d10 for yards off)
Type of Fire 0-1 2 3 4 5 6 7 8 9
OBSERVED 0 0 50 50 100 100 150 150 200
Hex Map 0 0 1 1 2 2 3 3 3
ADVANCED:
Range & Nationality die roll Modifiers
Nationality 0-2000 2001-5000 5001-10000 10001+
Germany -1 0 +1 +2
Italy, Minor Axis 0 +1 +2 +3
USSR, Japan, China 0 +1 +2 +3
USA, UK, France -1 0 +1 +2
Roll a second d10 to determine direction of error.
1,2,3 LONG 4,5 RIGHT 6,7 LEFT 8,9,0 SHORT
3.5 Off-board batteries are located 1000 yards from the edge of the board. Counter-
battery fire at an off-board battery will only Suppress it and will not impair it.
3.6 Barrage Damage Zone. Batteries fire either a Spread or Converged Pattern. The
pattern is listed on the call for fire. A Spread pattern is the basic pattern (The only pattern
used in basic games.). The Converged pattern has its lethality is increased. The damage
zone is measured by using a CD (4”) with the open center placed on the point of impact.
A Converged pattern is measured with the CD but only the one unit closest to the center
can be affected.. A Converged pattern on a hex map is only the hex of impact. A Spread
pattern included the hex of impact plus the six hexes surrounding the hex of impact.
Batteries with more than six guns will use the Spread target pattern but the Converged
Chance to Hit chart.
Any units with less than four guns will always use the Four gun Spread Pattern. Units
with more than Six guns will always use the Six gun Converge pattern. Rocket batteries
will always use the Spread pattern. In-Direct Barrage Fire Chance to Hit:
W X Y Z
In-Direct Kill 4 dice 6 dice 8 Dice N/A
AA To Hit 1** 1,2 1,2,3 N/A
BB To Hit 1** 1,2 1,2 N/A
CC To Hit 1** 1** 1** N/A
DD To hit 1** 1** 1** N/A
3.7 (KILL DICE) Artillery Damage. As with Direct Fire the first ‘Hit ‘ result will only
Suppress the target. The remaining ‘Hit’ dice are re-rolled is it is a vehicle unit or any
unit in CC or DD cover. Other units will count the ‘hits’ as impairment results without
additional rolls. Rolls on targets other than hard or in DD terrain count any even result as
an impairment hit. Hard vehicle targets or units in DD terrain only count the ‘0’ results
on the additional rolls as impairment hits. .
3.8 Naval Guns. Naval guns are rated as a Four gun battery of 175mm+ guns. They can
only fire a Spread Pattern. They are located 5000 yards from the board edge. They are not
subject to counter-battery fire.
3.9 Artillery Set up Time (Optional Advanced Rules) Off-board batteries will start the
battle deployed. On-board batteries are designated during deployment as deployed or in
transit. It is recommended that all batteries begin the game deployed. For playability
purposes a breakdown-set up time frame has been provided. The turn that a gun begins or
completes breakdown/set up, it cannot fire or move. The delay for SPGs due to the need
to place firing stakes and prepare direction data is reflected in its slower Movement
allowance.
Gun Type Breakdown Set Up
Self Propelled Guns 1 1
Towed Guns over 100mm 2 3
Towed Guns up to 99mm 2 2
AT guns up to 51mm 1 1
AT guns over 52mm 2 2
DIRECT FIRES
4.1 Spotting. Spotting an enemy unit on the battlefield involves many variable such as.
movement, terrain, firing and luck. In the basic system once a unit has been spotted, it
will remain spotted for the entire battle. Just because a unit base/model is on the board
does NOT mean that it has been spotted by the enemy. For advanced games, it must be
spotted again by each new firer and/or if the target is lost behind terrain.
Automatic Spotting situations are 1. Unit that moves within 500 yards of the enemy.
2. A unit that fires within 500 yards of the enemy.
3. A unit is on a road and within 1000 yards of the enemy.
4. The distances are doubled in desert situations.
5. Other units can be spotted using the Spotting Chart.
4.11 Spotting Chart. The basic chance to spot is 60%. The CHANCE is modified by:
TARGET LOCATION Other Situations
On the Road +10 Stationary Infantry or AT units = -20
In the Woods -20 Target Moved = +10
Defilade -20 Stationary but Firing = +10
In a House -10 Range to target 1500 – 3000 yds = -20
Desert +30 Range to target 3000+ yds = -30
4.2 Firing Procedures. Each unit is given a basic number of Kill Dice to roll based on its
FP rating and the range. The Base To Hit number needed is compared to the target’s
(DA) rating. The number of Dice rolled may adjusted by the targets (TPD).
4.3 Unit Damage. The first hit on a target is considered a Suppression result. If the (**)
is in the box, then an additional re-roll must be made. As with In-Direct Fire the first ‘Hit
‘ result will only Suppress the target. The remaining ‘Hit’ dice are re-rolled. Hits without
(**) will count the ‘hits’ as impairment results without additional rolls. Rolls on targets
other than hard or in DD terrain count any even result as impairment hit. Hard vehicle
targets or units in DD terrain only count the ‘0’ results on the additional rolls as
impairment hits. If a hit is made on the target, then an impaired marker is placed by the
unit. A subsequent hits on an impaired unit will eventually destroy it and it will be
removed from play.
5.1 Melees were disruptive and costly to both the winner and loser. The outcome would
often depend on the amount of close firepower which was available to a unit. Melees are
in addition to not instead of unit direct fire. The infantry can fire or be the target of Direct
fire without conducting a Melee attack.
Infantry melees are resolved by each side using the Close Assault procedures of rolling a
d10 and adding its Melee rating (Roll + FP rating). The side with the higher total is the
winner. The loser is destroyed. The winner becomes Suppressed . If both totals are the
same, then both sides are destroyed. Artillery and Administrative units have a 1 FP rating
for melees. Suppressed units have a -2 melee rating modifier.
5.2 Infantry vs Vehicle Assaults . This represents the use of organic anti-tank weapons. It
can be used by an attacking infantry units or by a defending infantry unit that is being
overrun by a vehicle unit. An assault on a vehicle unit or bunker would result in heavy
casualties. The loser of a close combat assault is destroyed. A winning infantry unit
becomes suppressed which cannot assault another vehicle or bunker during the next turn..
Assault Sequence:
1. Tank/ Bunker Direct fire against the infantry unit.
2. Supporting infantry/ CSW can fire at the attackers
3. Surviving assault units can melee the vehicle/bunker. There is a 30% chance for the
assault to succeed. The die roll modifiers:
Vehicle Unit:
Did Not Move = -10
Moved at D speed = +10 Moved at E speed = +20
Infantry unit is a
Engineer = -20 Suicide Sqd = -30
5.3 Suicide Squads. Suicide squads can be effective but costly in lost victory points, lost
units. A player must identify which units have been reclassified as suicide units. once
reclassified, the unit must on that turn attempt to assault the NEAREST enemy unit or
bunker. Once a suicide squad melees it is destroyed whether it won the melee or not.
5.31 Japanese suicide squads are not automatically destroyed, if they are fighting
infantry, weapon systems, artillery or administration units BUT they must continue
attacking until they are destroyed. Only R, RF and SMG units of the following
nationalities can be reclassified: Russian Guard 1941-42; German Waffen SS 1945;
Japanese 1931-45.
The use of aircraft is optional, since air superiority will give one side a definite
advantage. Their high cost and weather will limit their use. There are no rules for air to
air combat. An aircraft represents a sortie (attack) regardless of how many planes are in
the flight. If numerous aircraft are present then the number of sortie markers (aircraft)
will be increased. Once a sortie has attacked it is removed from play.
6.1 Aircraft Location. The Aircraft Sortie marker will spend one turn en route to the
assigned target. It will be placed over the Staffing Impact Area (CD disk) for the turn that
it is attacking. It is regarded as flying at a Slow Speed and a Low altitude.
6.2 Strafing- Impact Zone. The impact zone on the board is represented by a CD (4”)
Any target in the zone can be attacked but only one bomb/rocket attack can be made per
turn. A strafing plane'
s FP is X. unless they are using rockets which is a Y.
6.3 Bombing. Designate a target, and roll damage against targets in the impact area.
High Level Bombers use a Spread pattern and have a FP of Y. Rockets fire as Converged.
Bombs can be dropped as a Spread or Converged patterns.
6.4 Anti-Aircraft. Ground units in the impact zone and any AA unit can fire at aircraft.
Infantry units use the Inf rating . Tanks, halftracks and Armor Cars use AAMG. AA units
will use the column based on their main weapon type. The basic number to –Hit is ‘0’. If
the Aircraft is hit then it will not complete its attack.