|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Feedback: rog999 @ comcast.net
|
|
|
-
Two-Page Series: I have recently been on a simplification crusade against myself, 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.
Recent Changes: 05/28/09: New version of Alexis's EU rules posted. In the other sets I simplified the attack rules. I got rid of the "nearby unit" rule. Th1s lets attacking units get away with some cheesy gamesmanship. But trying to stop it was proving too confusing during actual play. I also now require targets to be visible at the start of an attack. In effect I read Alexis's latest rules and realized the older, simpler rules were better.
- Old Dessauer - 15mm, 18th Century European, 1:50 troop scale
- Old Dessauer - 25mm, 18th Century European, 1:25 troop scale
- Sound the Charge - 15mm, Napoleonic, 1:50 troop scale
- From Lexington to Yorktown - 25mm, American Revolution, 1:15 troop scale
- Sound the Charge - 25mm, European edition, 25mm version of Sound the Charge, modified for a European style of play by Alex, a gamer from the Netherlands.
The rules are subject to change. If you try them and have some suggestions for improvement (including immediate deletion!) go ahead and let me know...
- Medieval
-
Axemen and Allies: A Medieval miniatures variant
of Axis and Allies.
- Pike and Shot
-
Charge Pikes!: 1:20 scale English Civil War rules for 25mm size figures
- Horse and Musket
-
American Revolution
-
Napoleonics
-
World War Two
-
WRG 1925-1950 First Edition Rules
These are still my favorite WW2 rules, even after trying many other "fast play" and "big battle" sets:
- 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 and also 5mm 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.
The first link is an html version for quick viewing, the next is the same information in MS Word format.
The next two link in the list are a set of somewhat simplified morale rules to use with the game, they tend to make the game "flow" a lot more. Try them once or twice to see if you like them.
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...
Need a free copy of Acrobat Reader for PDF's?
Click here
to get it from Adobe.
|