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    Wargaming rules for Medics.....


    bigjarofwasps

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    Here`s a few rules, I`ve put together.........

    Rules for Combat Medics

    Basic Rules

    One medic per squad, only- (if two or more squads are in the same location, a company aid post maybe set up- this will increase the number of casualties that can be treated, by +1 per medic, if a Medical Officer is also present then all casualties can be treated).

    Medics don’t normal take part in combat, however in dire circumstances, they can hero act rules apply. (Medics maybe come involved in combat to protect themselves or there casualties).

    Medics must remain with the squad, if the squad is wiped out, the medic will make his way back to the Battalion Aid Station.

    If a squad/medic is captured by the enemy, he (the medic) will remain on the board, and carry out his duties with the enemy squad- however, the enemy can not arm him and subject him combat operations.

    Medics can not move round the board independently, unless returning to the CAP, during this period they maybe able to join another squad that doesn’t currently have a medic attached.

    An unsupported CAP within movement of an enemy unit, during their movement phase is to be considered over run, and thus captured, and will thus resume duties for the enemy, until such time as it is either killed or re captured by the original army.

    A lone medic will not rout in the face of the enemy, but will become part of that enemy squad (regardless of whether that squad currently has a medic), however, if a squad that the medic is attached to routs, then he will rout to, however, will not be removed from the board, but turn to the CAP).

    Two medics are required to form a CAP.

    If no CAP exists medics will rally to the nearest MO, if no MO exists, then the medic will make his way to the nearest command post. If no command post exists, the medic will the movement towards the nearest friend unit, if that squad has a medic, that squad will not gain any additional bonuses.

    During a combat round, normal dice rolls apply to hit and wound enemy soldiers, however, upon casualties being worked out, if the squad has a medic with them, all casualties may make a saving throw, upon the roll of a six on a D6, that casualty deemed to have been treated by the medic, and thus may remain on the table, otherwise he is deemed to have been killed as normal rules state. (or Medic may only treat one casualty per turn, or if a Medical officer is present then, 3 casualties can be treated?).

    Under fire medics are covered under the same rules as Officers, heavy weapons, etc, namely, roll a D6, if a 6 is scored, piece is not removed, a rifleman is removed in his place, if no other rifleman exist medic is deemed to have been killed, ditto is a 6 is rolled.

    Pts Medic 20 pts

    Medical Officer 100 pts.

    Advanced casualty rules

    As above with the additon of..

    Wound sight

    4. head

    3. Torso

    2. Arms

    1. Legs

    4 = dead no saving throw (or 10 on a D10 - no action 1D8 rounds)

    3 = 6 on a D6- treated

    1 & 2 4,5,6 on a D6 - treated

    3 = no action 1D6 rounds

    1&2 no action 1D4 rounds

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    Can they repair hits to members of the squad they are attached to?

    Paul good question.......

    "During a combat round, normal dice rolls apply to hit and wound enemy soldiers, however, upon casualties being worked out, if the squad has a medic with them, all casualties may make a saving throw, upon the roll of a six on a D6, that casualty deemed to have been treated by the medic, and thus may remain on the table, otherwise he is deemed to have been killed as normal rules state. (or Medic may only treat one casualty per turn, or if a Medical officer is present then, 3 casualties can be treated?)."

    Haven`t decide which one of these to rules to go for, the first one would be cracking, as long as theres not to many wounded, otherwise its not very realistic, I thought the second rule would work better for mass casualty situations, where the medic, just becomes overwhelmed. Would like your views!

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    :rolleyes: I think this could be the the final draft :jumping:

    Rules for Combat Medics

    Basic Rules

    One medic per squad, only- (if two or more squads are in the same location, a company aid post maybe set up- this will increase the number of casualties that can be treated, by +1 per medic, if a Medical Officer is also present then all casualties can be treated).

    Medics don’t normal take part in combat, however in dire circumstances, they can hero act rules apply. (Medics maybe come involved in combat to protect themselves or there casualties).

    Medics must remain with the squad, if the squad is wiped out, the medic will make his way back to the Battalion Aid Station.

    If a squad/medic is captured by the enemy, he (the medic) will remain on the board, and carry out his duties with the enemy squad- however, the enemy can not arm him and subject him combat operations.

    Medics can not move round the board independently, unless returning to the CAP, during this period they maybe able to join another squad that doesn’t currently have a medic attached.

    An unsupported CAP within movement of an enemy unit, during their movement phase is to be considered over run, and thus captured, and will thus resume duties for the enemy, until such time as it is either killed or re captured by the original army.

    A lone medic will not rout in the face of the enemy, but will become part of that enemy squad (regardless of whether that squad currently has a medic), however, if a squad that the medic is attached to routs, then he will rout to, however, will not be removed from the board, but turn to the CAP).

    Two medics are required to form a CAP.

    If no CAP exists medics will rally to the nearest MO, if no MO exists, then the medic will make his way to the nearest command post. If no command post exists, the medic will the movement towards the nearest friend unit, if that squad has a medic, that squad will not gain any additional bonuses.

    Combat A rules

    During a combat round, normal dice rolls apply to hit and wound enemy soldiers, however, upon casualties being worked out, if the squad has a medic with them, all casualties may make a saving throw, upon the roll of a six on a D6, that casualty deemed to have been treated by the medic, and thus may remain on the table, otherwise he is deemed to have been killed as normal rules state.

    Combat B Rules

    Medic may only treat one casualty per turn, or if a Medical officer is present then, 3 casualties can be treated?

    Combat C Rules

    roll a die to see how many casualties he can treat

    Combat Rules in addition to A,B or C

    Heroic action, medic runs out under fire to save wounded key personel this could be used in circumstances were the CO or key personnel are wounded- multiple wounded- player can decided to either save men as per rules A,B or C , or get medic to conduct heroic action/ if no other casualties are taken other than key personal, then medic may conduct heroic action- to save the day - This rule could also be used after normal casualty results have been worked out, in this case a 6 on a D6 will be required, however may only be used during or after combat phase, not twice in same round.

    Under fire medics are covered under the same rules as Officers, heavy weapons, etc, namely, roll a D6, if a 6 is scored, piece is not removed, a rifleman is removed in his place, if no other rifleman exist medic is deemed to have been killed, ditto is a 6 is rolled.

    Pts Medic 20 pts

    Medical Officer 100 pts.

    Advanced casualty rules

    4. head

    3. Torso

    2. Arms

    1. Legs

    4 = dead no saving throw (or 10 on a D10 - no action 1D8 rounds)

    3 = roll 6 on a D6- treated

    1 & 2 roll 4,5,6 on a D6 - treated

    Due to wound-

    3 = no action 1D6 rounds

    1&2 no action 1D4 rounds

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