Two-Page Series:
I have recently been on a simplification crusade,
and here is the result.
Each of these sets is two pages long and has the same turn sequence and basic mechanics.
The troop scales and details however emphasize what I believe are the important differences
between the periods they represent.
I based the combat mechanics loosely on the WRG 1685-1845 rules:
You add up combat points for units in melee and the chance to hit the enemy depends
on whether you have more, the same, or fewer points.
Close Action Squad-Level Rules
Six pages including the cheat sheet, intended for 20-25mm size model infantry actions. No vehicles. The terrain secton is still TBD.
WRG 1925-1950 First Edition Rules
These are still my favorite WW2 rules:
The turn sequence is very simple: You shoot, you move, I shoot, I move,
the core of the rules are only 13 pages of medium-sized text,
to score hits you roll D6 first to neutralize, then to KO, that's all.
The links below are all my scribbled playhseet and weapon stat stuff, with scale adjustments for 15-20mm scale: Basically I doubled all the movement distances. Thus a medium tank moves a basic 12" per turn, and infantry moves 4" per turn. This seems to give the right "feel" to the game in this larger scale. The basic ground scale for 15-20mm models is 1 inch = 25 meters, or 40" = 1000 meters.
How to read to KO numbers: After neutralizing an AFV target, roll again vs. its armor class (AC) to see if you KO it. The charts list the front/side AC's for various vehicles:
A notation of 4:0-20 means roll a 4-6 at 0-20" range; no KO possible beyond 20".
A notation of 4:20-60 means automatic KO at less than 20", need a 4-6 at 20-60", no KO possible beyond 60".
A notation of 4:20-40/6 means auto-KO at under 20", need 4-6 at 20-40", and need a 6 at more than 40".
and so forth...
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