What is it: A World War II infantry skirmish game.
Scale: The rules work for any size miniature
Period: September of 1939 to August 1945. With supplemental lists, these rules can be used for the Spanish Civil War
Primary Game Mechanism: Three types of dice
1) Chain of Command Dice
2) Order Dice, for issuing commands
3) General dice, for shooting, moving, etc.
All dice are D6
Description: Each side starts with a TO&E platoon of infantry of a given nation, supplemented by supports appropriate for the time and location of the scenario.
The game starts with a pre-game patrol phase. Each player is issued 4 patrol markers which are arranged on their edge of the table, all of which are laid out no more than 12" apart. On alternating turns, players maneuver their markers forward, marking areas where that side knows they can deploy "safely". When opposing markers get within 12" of the other side's markers, markers called jump off points are placed behind cover and the patrol phase ends.
At this point, the game begins. Depending on force moral level or a roll on a d6, one side rolls their side's command dice. A normal Chain of Command platoon starts with 5 command dice. These dice are divided into two levels: game mechanism and troop orders. Rolls of 5 and 6 count towards operating the game, 6s designating turns and 5s collecting battle field awareness towards earning a Chain of Command dice. Rolls of 1 to 4 are assigned to various leaders, squads or sub-squads to allow them to take action.
A word on force moral. It ranges from 8 to 11, and this mechanism is used to control how cohesive your platoon stays. As bad things happen to your force, your ability to get your troops to do things is limited.
The single most important thing about these rules you need to know is that you have to operate your specific force by it's training manual tactics to win with them. Soviet and Japanese squads don't split. Big Italian squads are hard to handle but with 20 troops per squad are fire-power heavy. British fire and maneuver. German MG34 fire teams. American high-rate of fire teams. Know your troops, win with your troops.
So, now the game plays out, you assign your 1-4 dice to various leaders/teams and maneuver/fire them against your opponent, and as leaders/squads rout or are destroyed, your force moral goes down. Rolling multiple sixes keeps the initiative with your force, although limiting your ability to issue orders, and rolling six 5s earns your a Chain of Command dice and the ability to affect your opponent's plans in various ways.
1 post • Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest