Post by Klaus Schüßler on Nov 28, 2008 10:23:25 GMT -8
From PNWHG byllaws:
ARTICLE VI
SECTION 2.
RULES OF ENGAGEMENT
A. CONFLICT
1. TO DETERMINE A “KILL” FOR PERSONNELL ON FOOT
A combatant will be considered “killed” when he has without question received opposing fire, as follows:
a. Full body exposure in the open within the range of the type of fire you are taking.
b. Exposed from the waist up when within range.
c. Running from cover to cover if you take fire from a semi- or fully automatic weapon burst of three or more shots or a volley from three or more bolt action weapons within range.
d. If you are within range and being fired upon, but do not fall under (a) or (b) as described above for a clean kill, you must take cover to shield your whole torso and head. If you continue to stick your head up and watch the person firing at you, the headshot will count if made within 25 yards.
e. If you are within range, but come under fire, you must take cover from the neck down. If you do not, you will be considered “killed”.
f. When crawling, you must have sufficient cover when taking opposing fire, i.e., you are dead in an open clearing.
2. VEHICLES, SOFT SKINNED
(i.e., motorcycles, cars, jeeps, and trucks)
a. A vehicle receiving a volley of semi-automatic or fully automatic fire will be considered knocked out with the driver and passengers in the cab area killed. If the vehicle is a truck carrying troops, the troops must dismount from the vehicle and fight on foot. The troops cannot use the vehicle for cover, as the vehicle would probably be in flames.
b. A vehicle and all personnel in or on that vehicle will be considered killed from any of the following:
c. Hand grenade inside of vehicle
d. Volley of heavy weapons fire
e. Anti-tank mine field
f. Demolition block placed on hood
g. 10 lbs. Satchel Charge tossed under or driven over.
h. Or as listed in SECTION B “WEAPON RANGE / EFFECTIVENESS”
3. VEHICLES, ARMORED CARS AND HALF TRACKS
Will be considered killed from any of the following:
a. Hand grenade inside of vehicle
b. Volley of heavy weapons fire
c. Anti-tank rocket launcher
d. Demolition block placed on hood
e. Anti-tank mine field
f. 10 lbs. Satchel Charge on, tossed under or driven over
g. Or as listed in Section B”WEAPON RANGE / EFFECTIVNESS”
(Note: All of the above includes the crew.)
4. VEHICLES, TANKS
Will be considered killed from any of the following:
a. Hand grenade inside of tank
b. Light tank – fire from a 37 MM or larger weapon
c. Medium tank – fire from a 50 MM or larger weapon
d. 20 lb. Satchel Charge on, under or driven over
e. Panzerschreck
f. (NOTE: All of the above includes the crew.)
g. Anti-tank mine field
h. Bazooka, PIAT, or Panzerfaust.
5. KILL TIMES AND CASUALTIES
a. Personnel will remove their helmet or hat to indicate that they are a casualty.
b. Casualties are considered dead unless revived by a medic.
c. Revived casualties will have limitations depending upon their injuries.
d. Vehicles that are destroyed will remain so for the entire scenario. A medic may revive the crew.
e. Revived men must form up into a usable fighting force before re-entering battle.
B. WEAPONS AND EFFECTIVENESS
1. SMALL ARMS
a. Rifles; bolt action, semi-automatic or full-automatic, in rifle or carbine caliber – 75 YARDS
b. Any fully-automatic weapon in rifle caliber on a fixed mount, tripod, or bipod – 100 YARDS
c. Automatic weapons in pistol caliber – 50 YARDS
d. Pistols / sidearms – 25 YARDS
e. All the above (a-d) can only “kill” infantry and soft-skinned vehicles.
2. HEAVY WEAPONS, VEHICLE MOUNTED OR TRAILERED
a. 20 MM and .50 Cal – 100 YARDS
Effectiveness against ground troops up to light armored cars and half-tracks. Can raze large wooden structures with a 10 round burst and small with 5 round burst (up to 2 foot diameter tree). No effect on concrete.
b. 37 MM and up – 150 YARDS
Can raze wooden structures with 1 shot, concrete bunkers with 2 shots. Can kill light and medium tanks. Against infantry, the kill radius from impact is 30 feet.
Heavy weapons do not include artillery.
3. HAND GRENADES
a. The thrower must yell “Grenade” when it is released.
b. The grenade will be considered detonated at first impact, not where it finally stops.
c. Kill radius from impact – 15 FEET
d. Expended grenades will be out of action for the scenario.
4. RIFLE GRENADES
a. Must be fired at no less than a 30-degree angle.
b. Grenade will be considered detonated at first impact.
c. Kill radius from impact – 10 FEET
d. Expended grenades will be out of action for the scenario.
5. ANTI-TANK ROCKET LAUNCHERS
(i.e., BAZOOKA, PANZERSCHRECK, PANZERFAUST, PIAT, M981HEAT)
a. Projectile weapons shall not be fired at soft skinned vehicles due to the damage it may cause to a historic vehicle.
b. Can kill vehicles up to light armored cars and half-tracks – 50 YARDS
c. Tanks – 30 YARDS
d. Against infantry – 50 YARDS
e. Collateral effect on position – 10 FOOT RADIUS
f. Wooden structure/bunker – 30 YARDS
g. Concrete structure / bunker-30 YARDS
h. Panzerfaust – all situations – 30 YARDS
6. MORTARS
a. Must be fired at no less than a 45-degree angle.
b. Round will be considered detonated at first impact.
c. Kill radius from impact – 20 FEET
d. Expended round will be out of action for the scenario.
7. FLAME THROWERS
a. Must strike the target with a visible amount of clear, uncolored water as to incinerate that target. The stream is never to be aimed at the head.
8. ANTI-TANK LAND MINES
a. Vehicles cannot go through a minefield that has not been cleared. If they do, they will be knocked out.
b. Collateral effect on supporting infantry – kill radius around knocked out vehicle –20 feet.
c. Expended mine will be out of action for the scenario.
9. ANTI-PERSONNEL MINES
a. Kill radius – 10 feet.
b. Trip wires cannot be more than 18 inches above the ground and cannot be made of metal.
c. Expended mine will be out of action for the scenario.
10. SATCHEL CHARGES
a. Anti-personnel, minimum simulated weight 5 pounds, kill radius 20 FEET. Satchel must have a minimum capacity of 80 cubic inches and not exceed 1 pound real weight.
b. Anti-vehicle, minimums simulated weight 10 pounds, collateral effect on supporting infantry- 30 FEET RADIUS. Satchel must have a minimum capacity of 160 cubic inches and not exceed 2 pounds real weight.
c. Anti-tank, Minimum simulated weights 20 pounds, collateral effect on supporting infantry – 50 FEET RADIUS. Satchel must have a minimum capacity of 320 cubic inches and not exceed 3 pounds real weight.
d. Anti-bunker / structure, small building- 10 pounds, large building – 20 pounds, by simulated weight.
e. When used against vehicles, the satchel charge will be considered a live charge for 5 seconds
f. The thrower can be killed by his own satchel charge if he cannot get out of the kill radius in 5 seconds.
g. All satchel charges must be expanded with soft foam to fill out the simulated weight to cubic inch ratio.
h. Expended charges will be out of action for the scenario
ARTICLE VI
SECTION 2.
RULES OF ENGAGEMENT
A. CONFLICT
1. TO DETERMINE A “KILL” FOR PERSONNELL ON FOOT
A combatant will be considered “killed” when he has without question received opposing fire, as follows:
a. Full body exposure in the open within the range of the type of fire you are taking.
b. Exposed from the waist up when within range.
c. Running from cover to cover if you take fire from a semi- or fully automatic weapon burst of three or more shots or a volley from three or more bolt action weapons within range.
d. If you are within range and being fired upon, but do not fall under (a) or (b) as described above for a clean kill, you must take cover to shield your whole torso and head. If you continue to stick your head up and watch the person firing at you, the headshot will count if made within 25 yards.
e. If you are within range, but come under fire, you must take cover from the neck down. If you do not, you will be considered “killed”.
f. When crawling, you must have sufficient cover when taking opposing fire, i.e., you are dead in an open clearing.
2. VEHICLES, SOFT SKINNED
(i.e., motorcycles, cars, jeeps, and trucks)
a. A vehicle receiving a volley of semi-automatic or fully automatic fire will be considered knocked out with the driver and passengers in the cab area killed. If the vehicle is a truck carrying troops, the troops must dismount from the vehicle and fight on foot. The troops cannot use the vehicle for cover, as the vehicle would probably be in flames.
b. A vehicle and all personnel in or on that vehicle will be considered killed from any of the following:
c. Hand grenade inside of vehicle
d. Volley of heavy weapons fire
e. Anti-tank mine field
f. Demolition block placed on hood
g. 10 lbs. Satchel Charge tossed under or driven over.
h. Or as listed in SECTION B “WEAPON RANGE / EFFECTIVENESS”
3. VEHICLES, ARMORED CARS AND HALF TRACKS
Will be considered killed from any of the following:
a. Hand grenade inside of vehicle
b. Volley of heavy weapons fire
c. Anti-tank rocket launcher
d. Demolition block placed on hood
e. Anti-tank mine field
f. 10 lbs. Satchel Charge on, tossed under or driven over
g. Or as listed in Section B”WEAPON RANGE / EFFECTIVNESS”
(Note: All of the above includes the crew.)
4. VEHICLES, TANKS
Will be considered killed from any of the following:
a. Hand grenade inside of tank
b. Light tank – fire from a 37 MM or larger weapon
c. Medium tank – fire from a 50 MM or larger weapon
d. 20 lb. Satchel Charge on, under or driven over
e. Panzerschreck
f. (NOTE: All of the above includes the crew.)
g. Anti-tank mine field
h. Bazooka, PIAT, or Panzerfaust.
5. KILL TIMES AND CASUALTIES
a. Personnel will remove their helmet or hat to indicate that they are a casualty.
b. Casualties are considered dead unless revived by a medic.
c. Revived casualties will have limitations depending upon their injuries.
d. Vehicles that are destroyed will remain so for the entire scenario. A medic may revive the crew.
e. Revived men must form up into a usable fighting force before re-entering battle.
B. WEAPONS AND EFFECTIVENESS
1. SMALL ARMS
a. Rifles; bolt action, semi-automatic or full-automatic, in rifle or carbine caliber – 75 YARDS
b. Any fully-automatic weapon in rifle caliber on a fixed mount, tripod, or bipod – 100 YARDS
c. Automatic weapons in pistol caliber – 50 YARDS
d. Pistols / sidearms – 25 YARDS
e. All the above (a-d) can only “kill” infantry and soft-skinned vehicles.
2. HEAVY WEAPONS, VEHICLE MOUNTED OR TRAILERED
a. 20 MM and .50 Cal – 100 YARDS
Effectiveness against ground troops up to light armored cars and half-tracks. Can raze large wooden structures with a 10 round burst and small with 5 round burst (up to 2 foot diameter tree). No effect on concrete.
b. 37 MM and up – 150 YARDS
Can raze wooden structures with 1 shot, concrete bunkers with 2 shots. Can kill light and medium tanks. Against infantry, the kill radius from impact is 30 feet.
Heavy weapons do not include artillery.
3. HAND GRENADES
a. The thrower must yell “Grenade” when it is released.
b. The grenade will be considered detonated at first impact, not where it finally stops.
c. Kill radius from impact – 15 FEET
d. Expended grenades will be out of action for the scenario.
4. RIFLE GRENADES
a. Must be fired at no less than a 30-degree angle.
b. Grenade will be considered detonated at first impact.
c. Kill radius from impact – 10 FEET
d. Expended grenades will be out of action for the scenario.
5. ANTI-TANK ROCKET LAUNCHERS
(i.e., BAZOOKA, PANZERSCHRECK, PANZERFAUST, PIAT, M981HEAT)
a. Projectile weapons shall not be fired at soft skinned vehicles due to the damage it may cause to a historic vehicle.
b. Can kill vehicles up to light armored cars and half-tracks – 50 YARDS
c. Tanks – 30 YARDS
d. Against infantry – 50 YARDS
e. Collateral effect on position – 10 FOOT RADIUS
f. Wooden structure/bunker – 30 YARDS
g. Concrete structure / bunker-30 YARDS
h. Panzerfaust – all situations – 30 YARDS
6. MORTARS
a. Must be fired at no less than a 45-degree angle.
b. Round will be considered detonated at first impact.
c. Kill radius from impact – 20 FEET
d. Expended round will be out of action for the scenario.
7. FLAME THROWERS
a. Must strike the target with a visible amount of clear, uncolored water as to incinerate that target. The stream is never to be aimed at the head.
8. ANTI-TANK LAND MINES
a. Vehicles cannot go through a minefield that has not been cleared. If they do, they will be knocked out.
b. Collateral effect on supporting infantry – kill radius around knocked out vehicle –20 feet.
c. Expended mine will be out of action for the scenario.
9. ANTI-PERSONNEL MINES
a. Kill radius – 10 feet.
b. Trip wires cannot be more than 18 inches above the ground and cannot be made of metal.
c. Expended mine will be out of action for the scenario.
10. SATCHEL CHARGES
a. Anti-personnel, minimum simulated weight 5 pounds, kill radius 20 FEET. Satchel must have a minimum capacity of 80 cubic inches and not exceed 1 pound real weight.
b. Anti-vehicle, minimums simulated weight 10 pounds, collateral effect on supporting infantry- 30 FEET RADIUS. Satchel must have a minimum capacity of 160 cubic inches and not exceed 2 pounds real weight.
c. Anti-tank, Minimum simulated weights 20 pounds, collateral effect on supporting infantry – 50 FEET RADIUS. Satchel must have a minimum capacity of 320 cubic inches and not exceed 3 pounds real weight.
d. Anti-bunker / structure, small building- 10 pounds, large building – 20 pounds, by simulated weight.
e. When used against vehicles, the satchel charge will be considered a live charge for 5 seconds
f. The thrower can be killed by his own satchel charge if he cannot get out of the kill radius in 5 seconds.
g. All satchel charges must be expanded with soft foam to fill out the simulated weight to cubic inch ratio.
h. Expended charges will be out of action for the scenario