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INTRODUCTION

Shermans in NW EuropeThis site is a modified version of Bruce Rea-Taylor’s 1987 publication ‘Firefly’, a set of wargame rules for WWII that were themselves based on his rules for the modern period, ‘Challenger’.

I have kept very much to the spirit and structure of Bruce’s rules, while adding detail to most sections, additional aspects to others and even some whole new sections. Each section now has cases all starting with the same number (e.g. anything beginning with 11 is to do with direct fire) rather than splitting a section with two different case numbers. A rather more calculating approach has been made to the points values and effects of weapons, along with armour values, most of which is to be seen in the supplementary vehicle and weapon lists. As an example, hull down armour is now calculated in addition to ordinary frontal armour (hull down will almost always only be frontal) and at 25% greater than actual thickness, to compensate for the fact that guns have increased penetration values to allow for suspension and other vulnerable area hits, not possible in a hull down target.

Target size is now more accurate and exact, with the actual aspect in m² (rounded off) being the size number, replacing the previous seven classes A to G. In doing this, quite a few anomalies were found in the old system and vehicle data. Previously, size classes represented different actual sizes for front and side aspects, which seems wrong. If a target is apparently 3m² to an observer then it will be as easy to see and hit from whatever angle it is viewed. The biggest difference would be in apparent movement, so a big target moving across the front might be harder to hit than a small one standing still or moving directly towards the firer, so target movement modifiers have been revised too. With this size system, a standing man becomes size 2 (nearly 2m high x 1m wide), size 1 if kneeling and size 0 if prone. Hull-down vehicles are reduced by ²/3, Some exceptions to this are those with large turrets or hull-mounted guns, which are reduced by half, and even small vehicles with a main-gun turret, which cannot be smaller than size 2. Sizes now range from 1, for small turrets hull-down, to over 50 for very big vehicles. Acquisition and hitting chances are tied in to the new size system just as in the old, with the benefit of there being more difference between different-sized targets.

A further step in simplifying, or at least speeding up, infantry engagements has been taken in the formation combat system, which groups any number of elements (and not only infantry) to fight as one against a similar grouping of the enemy, much the same as the suppressive fire system but with greater effect as it includes aimed fire and close assaults. This is intended for platoon or company fire-fights and assaults, and may not function well in complex actions, so the firing of supporting vehicles and artillery is recommended as taking place separately where possible.

The element of guesswork, or estimation, in the original air strike system has been removed, as this could lead to some players getting better results just because they were personally better at estimating distances. Instead, the artillery error system from Challenger is used for both air and artillery error calculation, taking the matter out of the players’ hands.

The chance of suppressing targets in artillery fire zones is slightly increased, particularly those under high FN fire. The chance of other results remains the same. There is an alternative means of applying the reduced effect of artillery at long range, based on the actual range and characteristics of the weapons rather than a standard reduction at maximum range. The figures for this are given on the weapon sheets for ease of reference. Artillery patterns have been revised to include converged, open, regular and parallel sheafs, as have the levels of control and delay times.

The points calculations are more detailed and based on exact formulae rather than estimates. This has resulted in a small increase over the original Firefly points values. Using the accompanying lists shows that the points totals of 10000, 15000 and 20000 points for early, middle and late war respectively can still be used.

The command points have been made more like Challenger, with higher levels and recce units costing more to reflect their importance and flexibility. In the lists, points are given per platoon or section where applicable, to allow the construction of kampfgruppen or realistically depleted units.

Players familiar with Challenger or Firefly should have no trouble in using these rules, as long as they are alert to the changes and increased opportunities for using different equipment and tactics they contain.

 

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Index
Introduction
Scales
Game Requirements
Pre-Game Reconnaissance
Sequence of Play
Orders
Command Control
Movement
Visibility and Hearing
Acquisition
Direct Fire
Direct Area Fire
Indirect Area Fire
Smoke
Night Fighting
Morale
Suppressed, Neutralised...
Aircraft Operations
Airborne Operations
Engineering & Mines
1:200th Scale
Points Values
Ammunition
Army lists & playing aids