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TOURNAMENT RULES FOR THE 1943-1945 PERIOD
“Swiss” System
The Tournament will be played in the “Swiss style”, which means that players will face each other
from the highest-ranked player to the lowest, using the rules shown below. The first pairings will
be random, after which, for subsequent games, the top two players will play each other, as will the
third and fourth, and so on. Games will last a maximum of 90 minutes, with extensions possible
depending on the umpire’s decision and, in any case, only to complete the current turn.
Squads and Points
Players will use 500-point squads as shown in the main rules; you may not spend more than 500
points. Each player must have two Squads; one for the Axis (Germans) and one for the Allies
(Americans, British, Russian). The Italians can be considered both Axis and Allies, even if this may
give rise to some historical inaccuracies.
Each army must comprise only one squad per faction (Axis/Allies) and you cannot buy two squads
even if the points would allow it (e.g. the Royal Fusiliers only cost 235 points per squad but you
can’t buy two of them).
You may use the optional squads that can be found on our web-site www.torrianimassimo.it/
operationsquad or the forum operationsquad.forumfree.it.
The complete list of admissible squads is shown at the bottom of this document. When building your
squad, please remember to specify the cost of any Variants and the total number of points spent.
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Models
The models must be clearly distinguishable and must carry the weapons stated on the Rosters.
Dice and Tape measure
Each player must bring at least ten dice, a tape-measure and the markers needed during the game.
Before each game
Before the game the players say which faction they would like to use (Axis or Allies). If they choose
different factions then they can start to deploy their troops and play their game. If both want to use the
same faction then each rolls a dice, and the highest can choose, re-rolling if it’s a draw.
In order to ensure that players use both factions during the Tournament, after the first game each player
MUST use the faction that he/she didn’t use in the first game. If both players used the same faction then
proceed as if it were their first game. The third and any other games will use the same general rule to
guarantee some variety unless both have used the same faction twice in which case you should apply
the rules for the first game once more.
Specific Tournament Rules
You should use the following rules during Tournaments, even though they may clash with the basic rules
in Operation Squad World War Two:
- All grenades have the Single Shot characteristic: of course we’re not saying they actually have to be
reloaded but this rule simulates the time needed to prepare a new grenade. Use the markers attached to
show that the model is preparing a new grenade.
- You cannot fire a mortar if the weapon is inside a Wood or a Building with a roof. You can fire from
within some ruins if the roof is missing.
- Rifles with Rate of fire of 1 and Light, Medium and Heavy machine-guns treat Extreme range as
160cm instead of 80cm.
- In the American Ranger Squad, the Sniper weapons should read as follows:
“M1903 Springfield rifle, MK II Pineapple grenades”
- In the Russian Guards Rifle Squad, the DP light machine gun variant should read as follows:
“Up to two men per Squad can replace their SVT40 semi-automatic rifle with DP light machine guns
and a Tula Tokarev 1933 pistol for +30 points each.”
- In the German Grenadier Squad, the Stg44 assault rifle variant should read as follows:
“Up to three Grenadiers per Squad can replace their Kar98K rifle with Stg44 assault rifles for +35 points
each.”
- If a model that is leaning out from behind a wall, hedge or is at a window is Pinned (or Wounded) and
is no longer visible, he can no longer be fired at. Resolve ALL shots from the weapon that fires at him
before attributing any damage.
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- In order to move a model with a weapon that has the Cumbersome characteristic, one of the assistants
must be adjacent to him.
- If a model with the Target Acquired marker moves, remove the marker but only at the end of the turn.
- Models in a Compact Group can choose targets separately both for firing and assault.
Optional Tournament Rules
The following rules may or may not be used at the discretion of the Tournament organisers.
Real line of sight and line of sight in the game
The Tournament organisers can decide whether to apply the “real” line of sight instead of the line of sight
that is explained in the main rules. If this is the case then there are no areas of cover; only apply cover if it
is really intervening. This means that, in game terms, there is no difference between four walls arranged
in a square and a room in a house; if there is no obstacle on the line of sight then there is no cover. Try
to imagine the inside of a church; a soldier won’t have any problem firing at another man who is over
10cm away (and also inside the church) because the open space and the lack of intervening obstacles
mean there are no obstructions. The only possible cover would be provided by confessionals, benches
or columns… so being inside an empty factory, or a church, or being outside in an open field is much
the same thing. On the other hand, in a normal building, if there are inner walls (and maybe furniture)
a model would have a hard time seeing or firing at a target more than 10cm away. This is the default
method described in the main rules. The tournament organisers can decide of they want to apply one
method or the other for the games (i.e. “real” or “main rules” line of sight) and will let the players know
which they have chosen before the Tournament starts. They may also apply both methods at the same
time, where each applies to different situations; maybe saying that you’ll be using “real” line of sight
inside buildings but the line of sight as explained in the main rules when the models are in the Woods.
If you decide to use real line of sight then a piece of furniture or a tree gives 1d6 of cover, and remember
that multiple elements of scenery are cumulative (e.g. two trees = 2d6 of cover).
Rooms in buildings
In order to get the best results, each building must be divided into rooms. A model is never allowed to
throw a grenade into the room where he is located.
Throwing grenades back
When a model is the target of a grenade he can react by trying to throw it back (this counts like a Fire
action). The procedure is as follows: both players roll 2d6 and add their VT; whoever gets the highest
number wins and the grenade explodes in the loser’s hands; in game terms the grenade explodes on this
model, apply the normal 5cm burst area and Roll to Hit with all applicable modifiers. If it’s a draw the
winner is the model that threw the grenade.
Devastating grenades
In order to simulate the destructive power of a grenade or a mortar you can add the Devastating
characteristic. Weapons with this characteristic treat all cover as one level less than normal (e.g. a Wall
only counts as 1d6 of cover).
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Suppression with grenades
Normally you need a target in order to fire anywhere but it can be useful to throw a grenade into a room
even without a proper target, as in closed places, the rush of air and the noise will disorient even those
who aren’t caught up in the burst. To simulate this in the game you are allowed to throw a grenade into
a room even without a target as long as you respect the other rules. In this case the enemy in the room
can react by trying to throw the grenade back (with a Fire action). If there are more than one model
inside the room then the player must choose which one he reacts with. The procedure is as follows:
both players roll 2d6 and add their VT; whoever gets the highest number wins and the grenade explodes
in the loser’s hands; in game terms the grenade explodes on this model, apply the normal 5cm burst
area and Roll to Hit with all applicable modifiers. If it’s a draw the winner is the model that threw the
grenade. If the models inside the room do not react then perform an Aim Test. If you succeed then all
models in the room are hit but they add an extra 1d6 for cover; if you fail then the grenade has not
exploded, or explodes where it does no damage.
Scenarios
You should use the scenarios in the Operation Squad World War Two rules.
The Tournament organisers can re-arrange some items of scenery and may only use some of the
suggested scenarios. The tables will be assigned at random but the organisers will try to avoid making
the players play the same scenario more than once if at all possible.
Specific Scenario Rules
You should apply the following modifications to the scenarios in Operation Squad World War Two
during a Tournament:
- Compact Groups give the opponent 1 Scenario Point for each complete unit destroyed (or Routed),
and not 1 point per man.
- Each eliminated (or Routed) Sniper gives the opponent 2 Scenario Points instead of 1.
- You can move miniatures from one floor of a building to another even if there aren’t any ladders/stairs
shown. Measure vertical movement normally, applying any applicable penalties. You can also Move
carefully from one floor to another without rolling the dice. The model will be placed directly above/
below its original position, using the whole movement allowance.
- A model inside a building and next to a door or window only has a 90° firing arc if he fires outside.
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Scenario Points
After eight turns, calculate the Scenario Points as per the rules; if the Points difference is less than 5 then
the game is a draw, if it is 5 or more then it’s a Victory.
Tournament Points
After each game, players will be awarded some Tournament points as follows:
25 points for a victory + objective points + difference between KIA inflicted (including Rout) and taken
(including Rout)
20 points for a draw + objective points + difference between KIA inflicted (including Rout) and taken
(including Rout)
15 points for a defeat + objective points + difference between KIA inflicted (including Rout) and taken
(including Rout)
Example: After 8 turns, Robert takes the main objective and kills 5 men (including a sniper), while
Steve only kills 4 of Robert’s men. Robert gets 12 Scenario Points (6 for the main objective + 4 for the
KIA inflicted + 2 for the sniper killed) and Steve gets 4 Scenario points (4 KIA inflicted). The difference
is more than 5 so it’s a clear victory. Robert is awarded 33 Tournament points (25 for the victory+ 6
Objective points + a bonus of 2 for the difference between KIA, always remembering that a sniper
counts 2 points). Steve gets 13 Tournament points (15 for the defeat -2 for the KIA difference)
If the game ends when the opponent’s army routs, the victor gets all the available objective points + the
KIA difference (including routed models).
If it’s a draw
If there is a draw at the end of the Tournament, then the winner will also be judged with the following
criteria:
1) Total Opponent Points (Total Tournament Points obtained by the opponents played, except for the
games played against the person the draw is with).
2) Tournament Points Difference (between Points won and lost).
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Admissible Squads
American Army
Infantry Squad
“Screaming Eagles” Paratrooper Squad
“All American” Paratrooper Squad
Ranger Squad
British-New Zealander Army
“Royal Fusiliers” Rifle Squad
“2 Division” Infantry Squad
“Red Devils” Paratrooper Squad
Commando Squad
Italian Army
Infantry Squad
“Folgore” Paratrooper Squad
Bersaglieri Squad
Russian Army
Rifle Squad
Assault Squad
Guards Rifle Squad
Scout Squad
“Black Death” Naval Brigade Squad
German Army
Grenadier Squad
Volksgrenadier Squad
Fallschirmjäger Squad
Panzergrenadier Squad
Waffen SS Squad
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Appendices
Grenade markers