The FFOTigers combat system for armored miniatures is a fast play game system that allows for large formations to engage each other with ease. The simple Ogre/Gev system could use spicing up without undo complexity. I believe that this is the system to use and I have included a chart page for Ogre here.
I will describe the game in outline, for my WWII conversion and later add some points for the Ogre conversion. Remember, These versions are not meant to be played together or with the Modern FFOT system from which these are related.
1. Attacker rolls for Command and places his artillery barrages, all suppressed markers are removed and all pinned markers are converted to suppressed for friendly stands.
2. Attacker places his reinforcements and moves any and all stands.
3. Attacker fires.
4. Defenders artillery barrage may land.
5. Defender rolls for Command and places his artillery barrages, all suppressed markers are removed and all pinned markers are converted to suppressed for friendly stands.
6. Defender places his reinforcements and moves any and all stands
7. Defender fires
8. Attacker's artillery barrage may land.
9. OVERWATCH FIRE. Non Phasing player may fire at moving stands, or stands which were spotted last turn, if in range and eligible. To be eligible the moving or spotted stands must be in the forward arc of the overwatch stand and the overwatch stand must not of used more than 1/4 of its movement in the last turn.
10. PIVOT. Non Phasing player may pivot a stand's forward arc towards a moving stand. This may only be done once per non phasing stand. If this stand did not move more than 1/4 of its movement in the last turn it may OVERWATCH FIRE.
11. OVER-RUN COMBAT. Units may attempt to enter enemy locations. Non Phasing stand fires first followed by moving stand, if it survives. Any result that requires a quality check will stop movement. The over-running stand may continue to move if it destroys the over-run stand or forces it to break and it does not receive a adverse combat result requiring it to make a quality check. All weapons have a ROF of one during over-run combat, thus quality does not add or subtract from ROF in an over-run. If neither side is effected then the attacker can spend more movement points, if any and over-run again.
The average quality round up, is each side's army command rating. A side whose army is out of command may only land a barrage on a roll of 4+
The presence of an HQ UNIT on the map adds one to all army command rolls per HQ unit in play. This means Regimental or brigade hq unit, not hq stand.
Troops are of various qualities, starting with GREEN, then moving on to AVERAGE, then VETERAN, and finally ELITE.
Stands that fail their quality check are removed from the board and count for 1/2 loss. Units that fall below 50 percent of starting strength have their remaining stands make a quality check.
There are four reasons to roll for a quality check. First, caused by enemy direct fire; Second, caused by casualties within the unit; Third, caused by self routing from the enemy; Fourth, caused by Enemy Indirect fire.
The most quality checks that a unit has to make in a turn, however is two. Number 3 and 4 above will roll in place of or in addition to number two above.
Each stand has a movement rate listed, e.g. 6/4, the left number is road movement rate, in inches, the right number is cross country movement rate, in inches.
Stands suffer penalties to their movement in the following areas:
Woods and swamps cost double for tracked vehicles and triple for wheeled vehicles. Swamp may cause a stand to get bogged down.
The bog roll for a vehicle is "1" for tracked and "2" for wheeled on a six sided die. Bogging down prevents stands from moving.
On the next turn the stand rolls for bog at -1 to the roll if it attempts to move. If a stand boggs down again, it will be -2 on the next attempt to move, and so on.
Slopes cost stands double movement going up. Double slopes cannot be driven up or down by vehicles.
Infantry can move 2 down slopes, just like on roads. Roads up slopes negate the slope penalty if the movement of the stand passes completely over the terraign in question.
Stands that start on the slope must pay the penalty if they move, even if on a road.
Rivers can be crossed only at bridges or fords
Fords cost triple movement to cross
Green stands must all be placed within 1 inch of another stand in the unit.
Each quality level above green adds one/half inch to this scale.
| Quality Level | Saving Throw | Firing Modifier | ROF Modifier | ARMY COMMAND | Cohesion |
|---|---|---|---|---|---|
| GREEN | 6+ | -1 | 0 | 5+ | 1" |
| AVERAGE | 5+ | 0 | 0 | 4+ | 1-1/2" |
| VETERAN | 4+ | +1 | +1 | 3+ | 2" |
| ELITE | 3+ | +2 | +1 | 2+ | 2-1/2" |
All rolls are made on a six sided die.
Phasing player stands that did not move or moved less than half during the phasing turn may fire at enemy stands in the fire phase. Units can change facing, pivot, and still fire.
Players roll to hit. The quality modifier to hit is used here and for effect once a hit is scored. The defender rolls any saving throws for status or terraign. Then hits are rolled for effects.
Short range fire is +1 to penetration. Long range fire is -1 to penetration.
SHORT RANGE HITS ON A MODIFIED 3+, this is the first number, in inches or less after the R number, e.g. R1 3-6-9.
MEDIUM RANGE HITS ON A MODIFIED 4+, this is the second number, in inches or less after the R number and any range greater than the first number after the R number.
LONG RANGE HITS ON A MODIFIED 5+, this is the third number, in inches, after the R number and any range greater than the second number after the R number.
If a target is hit, compare the firing penitration number to the target's armor. If the Pen. is greater than the Arm. then roll an effects die for every point of difference above 1, else roll one die. If the firing player's penitration is 3 or more less than the defender's armor after range effects, then the defender cannot be destroyed or forced to make a quality check. In this case, if the die roll for effects is a six, the defender is suppressed, normally this roll may kill the target stand. Quality of the firing unit will adjust this roll as well as the initial to hit roll. Example: Veterans receive a plus one. Each adjusted 4 or 5 results in a quality check for the targeted stand. Adjusted rolls of six destroy the targeted stand.
Quality checks are made at the end of the fire phase with no more than one quality check made for any number of hits. A second quality check must be made for a stand whose unit losses reduced a units's strength to 50 percent or worse. Thus the most quality checks that a stand can roll after a fire phase is two.
Stands that are pinned or suppressed are -2 and -1 to hit when they fire respectfully. All units that roll a quality check are suppressed. If a unit suffers a loss then all surviving stands that were supressed are pinned.
In some cases ther will be no chance to kill or even force a quality check.
All units that are pinned may only retreat away from the enemy at 1/4 speed. They may only fire as a result of being over-run and their hit roll is modified as mentioned above. Suppressed units may move towards the enemy at no more than 1/4 speed and may move away from the enemy at 1/2 speed. Suppressed units can fire in overwatch or while being over-run with their to hit roll modified as mentioned above.
Units (not individual stands) may voluntarily rout/withdraw away from the enemy. If they are pinned or suppressed there is a modifier on their success roll.
During the movement phase, roll the unit's quality check. -1 from roll if any stands in the unit are suppressed and -2 if any stands are pinned. If successful the unit may withdraw their full movement away from the enemy and all unit stands are no longer pinned or suppressed if they were in that condition prior.
If they fail this roll then they rout away from the enemy their full movement and are plus one to hit during the next enemy fire phase, to include overwatch. At the end of the turn this unit must make a quality check again. If it fails, the unit is eliminated from play.
If the unit has to make a quality check for effects of fire then only roll once for both but modify it -1.
These apply for direct and indirect fire
Stands in Lt woods and Swamps save on a roll of 5+
Stands in Forests, Towns, Smoke, Trenches, Gullies save on a roll of 4+
Stands which are hull down to the fire save on a roll of 4+
1. Roll dice equal to the firing stand's adjusted rate of fire (ROF).
Apply these modifiers: -1 if target is in soft cover, -2 if the target is in hard cover. If the target is moving or moved in the last movement phase: +2 in open, +1 in cover.
Each modified die roll that equals or exceeds the firing stand's INF number will hit the target. Infantry can fire all weapons carried and the primary G1 weapon. Thus an infantry that carries a LMG can fire this weapon as well as their rifles at the target in two seperate attacks. Soft targets must make a quality check if hit and they fail any applicable saving throws. Soft targets are always pinned when they have to make a quality check. Hard targets may be hurt. Compare the penitration numbers with the armor and make a normal anti vehicle attack.
You will notice that some crewed weapons have an INF number. This represents the crew firing their personal weapons at a target instead of them crewing the given weapon system.
Crews firing their personal weapons are -1 to hit and -1 to effects.
Infantry that is overun and fires at an over-running vehicle get the side/rear armor facing to target from. They can also fire any and all weapons carried.
SPOTTING
| Spotting Stand | VEHICLE | PERSONNEL/GUN | ||||||
|---|---|---|---|---|---|---|---|---|
| Type | Moving in open or firing | Moving in cover | Stationary in cover | Stationary in open | Moving in open or firing | Moving in cover | Stationary in cover | Stationary in open |
| GREEN Personnel | AUTO | 20" | 10" | 40" | AUTO | 10" | 1" | 20" |
| GREEN Vehicle | AUTO | 10" | 5" | 40" | AUTO | 5" | 1" | 10" |
| GREEN Recon Vehicle | AUTO | 20" | 10" | 40" | AUTO | 10" | 1" | 20" |
| GREEN Recon Personnel | AUTO | 30" | 15" | 40" | AUTO | 15" | 1" | 30" |
| AVERAGE Personnel | AUTO | 30" | 15" | 45" | AUTO | 15" | 1" | 30" |
| AVERAGE Vehicle | AUTO | 20" | 10" | 45" | AUTO | 10" | 1" | 20" |
| AVERAGE Recon Vehicle | AUTO | 30" | 15" | 45" | AUTO | 15" | 1" | 30" |
| AVERAGE Recon Personnel | AUTO | 40" | 20" | 45" | AUTO | 20" | 1" | 40" |
| VET/ELITE Personnel | AUTO | 40" | 20" | 50" | AUTO | 20" | 1" | 40" |
| VET/ELITE Vehicle | AUTO | 30" | 15" | 50" | AUTO | 15" | 1" | 30" |
| VET/ELITE Recon Vehicle | AUTO | 40" | 20" | 50" | AUTO | 20" | 1" | 40" |
| VET/ELITE Recon Personnel | AUTO | 50" | 25" | 50" | AUTO | 25" | 1" | 50" |
Spotting is automatic or automatic out to a certain range.
A stand cannot see past 1/2 inch into town or forest/woods/smoke.
Nor can a stand direct fire more than 1/2 inch into these terraign areas.
A stand is in town if it is 1/2 from 2 or more building stands that represent the town area.
A Stand is in the woods if it is within 1/2 inch of a tree stand that represent the woods area, unless the stand is on a road in its entirety.
A vehicle stand is hull down if it is above the firing stand or behind a ridge line/wall/hulk/railembankment from the firing stand .
ARTILLERY ACCURACY
Artillery that lands may miss the target.
Each level of quality of the spotting unit is worth plus one on the accuracy roll. The quality of the artillery stand is then added or subtracted. Example, An elite spotter adds 4 to the roll and a green artillery stand subtracts one. Any modified result of 10+ hits. Each adjustment in later turns adds one to this roll.
If the spotting unit is attacked or destroyed subtract 2 and 4 from the accuracy roll respectfully.
Any barrage that misses the target will adjust in 1 to 6 directions up to 1 die in inches or 2 dice in inches if the observer was attacked or eliminated. 1 is long, 2 is right long, 3 is right short, 4 is short, 5 is left short and 6 is left long.
Certain units have an IFR value, Indirect Firing Range, this range is used instead of any other optics range values, if any, that are listed for the stand.
Only howitzers, mortors, and rocket launchers can fire indirectly.
Rockets cannot fire below maximum short range.
Guns,Mortors,Howitzers and Rockets all have Penitration numbers. The number to the right is the burst effect number, if any. The number to the left or the number if only one is listed is the armor penitration factor.
HE rounds fired have the burst value as listed, AP rounds have 1/2 the burst value listed or none if no burst value was listed.
The burst radius of a round is determined by the number of stands landing fire on target and their caliber.
75mm or less 1/2 inch burst per stand firing
76mm-100mm 3/4 inch bpsf
101mm-149mm 1 inch bpsf
150mm-200mm 1 1/4 inch bpsf
201mm + 1 1/2 inch bpsf
Combined fires average their burst radius. E.g. a German 82mm and 120mmmortor fires on the same target. Both hit. The burst radius would be 21.75mm or .87 inch times two ( for two stands firing) for 1.74 inches burst radious, effectively 1 and 3/4 inches.
Buildings that make their saving throw recieve 1/2 of HE burst damage equal to the burst effect numbers of effecting rounds.
Buildings, trees and elevation changes block burst radius.
Artillery Hit Chart
Stands that are hit must make saving throw if applicable, then a quality check if applicable.
| Burst Factors / 2 | Stone Bld or woods | Wood Building walls | AFV or bunkers | Personnel in cover or trenches | Personnel in open |
|---|---|---|---|---|---|
| 1-2 | 6+ | 6+ | 6+ | 6+ | 5+ |
| 3-4 | 6+ | 6+ | 5+ | 5+ | 4+ |
| 5-6 | 6+ | 5+ | 4+ | 4+ | 3+ |
| 7-8 | 5+ | 4+ | 3+ | 3+ | 2+ |
| 9+ | 4+ | 3+ | 2+ | 2+ | 2+ |
Trees and Bunkers have 30 hit points. Stone buildings and Trenches have 15 hit points. Wooden buildings have 8 hit points. Stone walls have 8 hit points and wooden walls have 4 hit points. When a terraign feature takes a hit from burst effect it must roll to save or it will take full burst effect in hit points. If it saves, then it takes 1/2 of the hits instead. A terraign stand that fails its saving throw and goes over 50 percent damage at the same time will catch fire.
Generally ammo takes up 1/4 of a cargo point per 50mm of size round up.
An infantry stand takes up 1/2 of a cargo point. An infantry heavy weapons unit, such as a 82mm mortor stand, takes up 1 cargo point. A crewed heavy weapons unit, such as the UK 57mm ATG, can be towed and the crew takes up 1/2 of a cargo point.
Jeeps have 1/2 cargo; Lt half tracks have 3/4 cargo; Lt trucks and mdm half tracks, have 1 cargo; Mdm trucks and Large Half tracks or the German Schlepper have 1 and 1/2 cargo; Heavy trucks have 2 cargo.