As a member of the Pz8 Yahoo group, I received notification of a file being uploaded containing a new fast play rule set..... These look just what I had in mind and may save me a job of actually writing my own!
These actually fit onto a postcard! .... That's my kinda rule set!
I prefer my games to be mainly infantry based so these will do me just fine but it would be good to involve the odd AFV now and again so hopefully there will be a simple set of rules to cater for these in the near future.
Here's the mini rule set as it is at the moment. Any suggestions or additions then please leave a comment!
aWhat you need: about 10-30 1/72 or 25mm or 28 mm figures each side, one D6 for each player, a ruler marked in inches (or 25mm segments), terrain elements (the more the better), a 60x80 cm or bigger board.
aEach man moves max. 4+D6”. If the D6 = 1 or 2 the man moves 5” or 6 “ then the turn passes to the other side. A group of men with a Platoon Commander, within 1” each other, can move together rolling 1 D6; but the turn passes automatically to the other side. Moving through rough terrain costs a penalty of 3”. Crossing an obstacle, entering a door or window, etc costs a penalty of 6”.
aInstead of moving a man can shoot. Ranges are: Rifle or LMG = 24”, SMG = 12”, Pistol = 6”. Pistol and Rifle kills with a D6 = 5,6; LMG or SMG with a D6 = 4,5,6. ASR have a range of 24” and kill like Rifles (12”-24”) or SMG (1”-12”). Subtract – 1 if target in cover; - 1 if half range or over; add + 1 for Veteran troops. Men inside woods are visible only within 12”. If the unmodified D6 =1 or 2 the turn passes on the other side.
aInstead of moving or shooting, a man can throw a Grenade. Range is 6” in the open, 3” in woods, or in close contact with a window, a door or a bunker slit. Grenade launchers, knee mortars and similar, have a range of 12”. Grenades kill with a 4,5,6. After the first kill, roll again for all figures within 1”; or for all figures inside a room or a bunker. If one D6 = 1 or 2 the turn passes on the other side. Each man can carry max. 3 Grenades.
aHMGs need two crew, that move as a team of two men, with a penalty of 3” on all terrains. They have a range of 24” and kill with a D6 = 4,5,6. Subtract or add modifers as other firearms. After the first kill, roll again for all figures within 1”. If one unmodified D6 =1 or 2 the turn passes on the other side.
aFlamethrowers move with a 3” penalty on all terrains. They have a range of 6” and automatically kill all men inside a room or a bunker.
aIf a men moves within 1” from one enemy, must stop and engage in Close Combat. Roll 1D6 for each figure engaged, the winner kills the loser. Re-roll ties. Add + 1 for Veteran, -1 for Green, + 1 for bayonet or katana.