My WW2 platoon-base hex rules are at the concept rather than the mechanism stage. Drafting and playtesting are even further off. It may be difficult to find the mechanisms to realise the concepts, but you have to start somewhere and the beginning seems as good a place as any. Please note that where factors are given values, these are purely to illustrate significant differentials. They are just place-holders for the final values.
Discussion of resolving firefights en masse on TMP has helped me to identify and clarify three levels of combat which I would like to represent. These are (a) ranged fire, (b) close range firefights, and (c) assaults.
Showing posts with label My Wargame Rules. Show all posts
Showing posts with label My Wargame Rules. Show all posts
Tuesday, 6 August 2013
Monday, 22 July 2013
WW2 platoon hex rules: Part 2: Firefights
I want to create some very concise quickplay rules that confront players with intelligent command choices, but which use simple mechanisms to resolve the consequences. My first posting on this subject provoked a very interesting and helpful discussion on TMP. In the meantime, another TMP thread has given me an idea for managing firefights. The new thread began as a question about representing pinning and suppression but has drifted into a much wider discussion on the nature of firefights and combat in general.
I'm trying to get away from the micro 'element A fires at element B' approach and I had already decided to conduct close combat along the same lines that Assaults are conducted in Square Bashing, i.e. an en masse totalling of element factors. This mechanism is also used in another game I have played recently, Martin Rapier's Rifle and Kepi (albeit at grand tactical level).
I'm trying to get away from the micro 'element A fires at element B' approach and I had already decided to conduct close combat along the same lines that Assaults are conducted in Square Bashing, i.e. an en masse totalling of element factors. This mechanism is also used in another game I have played recently, Martin Rapier's Rifle and Kepi (albeit at grand tactical level).
Labels:
10mm,
Game Design,
Hexes,
Hexon,
My Wargame Rules,
WW2,
WW2 Platoon Hex Rules
Wednesday, 22 May 2013
WW2 platoon hex rules: Part 1: The Givens
I have some fairly large British and German 10mm armies for the 1944 WW2 Normandy campaign. They were originally organised and based for Spearhead but have never been used. I'm now planning to develop some 1 base = 1 platoon rules for use with Kallistra Hexon II terrain.
I haven't written any rules since I was a schoolboy. It's quite an exciting challenge. I'll be presenting some ideas here and would welcome feedback.
The following givens are fundamental:
Everything else is flexible.
I haven't written any rules since I was a schoolboy. It's quite an exciting challenge. I'll be presenting some ideas here and would welcome feedback.
The following givens are fundamental:
- 1 base = 1 platoon.
- Suitable for armies with infantry on 30mm x 30mm and AFVs mostly on 30mm x 60mm bases.
- 100mm/4" hexed playing area.
- Playable on a table typically no larger than 6' x 4' (so it can be played at home).
- Playable to a conclusion in 2-3 hours (so it can be played on a club evening).
Everything else is flexible.
Labels:
10mm,
Game Design,
Hexes,
Hexon,
My Wargame Rules,
WW2,
WW2 Platoon Hex Rules
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