Here are two sets I had downloaded many years back. I have not played them so YMMV…. 2013 Advanced Experimental Rules (I didnot record author)
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55) NIGHT FIGHTING
DICE FOR VISUAL RANGE 1d6
1 = 1square , 23 = 2squares 45 = 3 squares 6 = 4squares – result is your maximum visual range in squares
LOS. You cannot fire direct fire weapons or mortars(HE or SMOKE) or ARTILLERY(HE) beyond your visual range.
All other aspects of command, movement, return fire, opportunity fire, morale, Combat, Artillery Fire, Tank/gun fire are as normal to your visual range.
Being out of visual range only means you cannot see the enemy sufficiently to shoot at them, it does not mean you don't know they are there.
ILLUMINATION ROUNDS
Artillery and Mortars may fire ILLUMINATION ROUNDS ONLY BEYOND YOUR VISUAL RANGE.
ARTILLERY STARSHELL. Fire exactly like an artillery barrage with deviation.
Each square "HIT" is illuminated .
MORTAR STARSHELL. – Fire like firing smoke, 1 tube spends all its aps firing on 1 square.
A Command Base may also fire illumination costing 2ap to a range of 4 squares. Pick square and dice ,123 it fails to illuminate. Otherwise counts as an illuminated square.
Brit 2" & 3" HE,Smoke,Illumination
American 50mm & 80mm HE,Smoke,Illumination
German 50m HE only , 82mm HE,Smoke,Illumination
Russian 50m HE only , 82mm HE,Smoke,Illumination
Italian 50mm HE only, 82mm HE,Smoke,Illumination
Jap 50mm(knee) & 80mm HE,Smoke,Illumination
EFFECT OF ILLUMINATION
An illuminated square can be seen as if in full daylight and so fired on as if not at night to its full daylight LOS.
RETURN FIRE. – Illuminated squares that are fired upon may do return fire on the firer, dicing as normal as they can see your gunfire on them.
REMOVING ILLUMINATION
Is exactly the same as for removing smoke, diced at the beginning of your turn. 456 to remove. Artillery starshell, dice for each square separately.
ILLUMINATION BY SMOKE.
Smoke is used to silhouette targets at night. If put in a square directly adjacent
and behind the enemy you can see them 1square more than the visual range of
the game – so if the visual range is 3 , troops at 4squares could be seen if
smoke is placed directly behind them.
TANK/GUN OPPORTUNITY FIRE.
this only applies if night visual range is only 1 or 2
A tank/gun outside of your night visual range but within tank/gun opportunity range will be liable to opportunity fire if it fires.
But unlike normal opportunity fire it is diced for – after the enemy has fired.
Flamethrower – illuminates the square its in when fires for its turn only making it vulnerable to snipers
2018 Pete's rules
PETE'S SIMPLE – NIGHT FIGHTING RULES.
Quick look at history will show lots of fights at night. Japanese nearly always attacked at night. The marines nearly always attacked in daylight.
The Germans generally attacked in daylight but the Russians were terrors for night attacks. Brits and yanks generally did not attack at night.
So how to do simple rules for night fighting.
1 , dice for visual range 1D6 -= number of squares you can see normally. Anything outside that cannot be seen.
2. Every time troops in a square fire – be it opportunity, re-active or just fire, put a fire marker on the square. They can be seen as normal.
So a unit of yours moves into visual range of enemy and fires, put a fire marker on it, the square does return fire, put a fire marker on it.
Your units outside visual range may fire on it now. (putting markers on them)
3. Fire markers are removed if the unit leaves the square, or it doesn't fire in its turn or the enemies turn (as in doesn't do op fire ect.)
4)Starshell – can be fired by mortars or in place of smoke rounds.
Treated just like smoke for arrival/shooting restrictions. Illuminate's square so it can be seen as in normal daylight, is removed like smoke.
Mortars/Off-board can engage troops outside visual range, troops you could not see, with starshell only. Of course 1 mortar starshells, the next sends in HE.
That's it. I have played these rules for a couple of years now and know they work. Including under the new PBI3 rules.
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