Battleground Ww2 Skirmish Scenarios.pdf Free Download Here. 1945_WWII_Skirmish_Rules.pdf 1 1 9 4 5 WW2 Era Skirmish Rules By Tom Hinshelwood 1.0 Introduction This.
Table of Contents • • • • Description Battlefront WWII is a tactical level miniatures game of World War II ground combat. Miniatures games are a form of wargame designed to maximize the visual appeal and social interaction among the players, while offering a challenging and historically informative experience.
For some pictures of games in progress, click. The Second World War was by far the largest military conflict in human history. Large-scale ground combat on three continents provides the miniature wargamer with a virtually limitless number of military actions to recreate, and more weapons and tactics than any other historical gaming period. Battlefront WWII allows players to explore the depth of this unique era by incorporating innovative game mechanics and intuitive graphic aids, enabling players to concentrate on the intricacies of combined arms tactics rather than the mechanics of the rules. World War Two was the company commander's war, the front-line infantry or rifle company being the basic unit of tactical maneuver. The German and Soviet armies both discovered that the actual combat element almost invariably turned out to be 80-100 men.
Anything larger and the company commander tended to lose control, anything smaller and casualties quickly made it ineffective. Grimly, the great majority of the casualties in all of the armies came from the men in these front-line infantry companies. Battlefront WWII is designed to model this tactical level of combat. The basic organization used is the 'maneuver element' which is usually a company sized formation of units which fight as a group. In Battlefront WWII each player takes command of one or more maneuver elements. A game involving several players may recreate tactical actions between opposing battalion or regimental sized forces and can be finished in a single evening. • Each miniature or stand represents a squad of men, specialized team, or 2-3 vehicles or guns.
• Each game turn represents approximately 10 minutes of real time. • The rules are designed so that each player can handle one or two maneuver elements (a maneuver element is roughly a company). • Units of up to battalion size can be handled comfortably by experienced players. • Although designed for 15mm miniatures, play aids and rules allow miniatures from 5mm (1/285) to 20mm to be used comfortably. Design Philosophy Abstraction When we started playing armor miniatures games, we often found ourselves spending more time looking things up in the rulebooks than we did fighting the battle.
Many rules present the player with reams of charts and tables, attempting to model every detail of combat. The player is supposed to command a battalion or larger formation at the same time deciding what kind of ammunition Pvt. Schultz loads into his rifle. Battlefront WWII takes a different approach. By abstracting the detailed mechanics of combat, we allow the gamer to rapidly fight the battle and take the decisions that are appropriate for an overall commander. We assume that Pvt.
Schultz was trained by his army to know what kind of ammunition to use, so that decision does not properly lie with his commander (the gamer). Forward observers are trained to call fire, tankers to drive tanks and shoot, infantry to advance by rushes, etc. How well they do this is influenced by the extent of their training and also their morale.
The actual mechanics of doing these activities should not be the responsibility of the gamer. At the same time, one of the fascinating aspects of World War II combat is the interaction between different types of units.
We balance the need for abstraction with the need for interesting detail by distilling the different combat capabilities into 'Unit Data Cards'. A separate unit card is provided for every type of vehicle, gun, and infantry unit used in the game. To the right is a sample unit card for the German Panther Tank. For an explanation of how the card works, click. The cards not only provide a concise game aid, but can also be used as a painting guide.
Abstract does not mean inaccurate. We did NOT ignore the details of combat and vehicle management, range/penetration effects, artillery correction, rate of fire, and other details that occupy the gamer's time in other rules.
We spent a great deal of effort in getting the factors on the cards correct and there are subtle differences in the capabilities of the units that are caused by these details. For example, the US M-18 tank destroyer is slightly more effective at anti-tank fire than other U.S. Vehicles that use the same gun. This difference is due to the U.S. Army's doctrine of giving these tank destroyer units more of the effective anti-armor rounds than were given to the tanks. However, this doctrine is outside of the gamer's control so it was incorporated into the unit card. Cmos pld programming hardware and software support. The charts and data cards allow the players to feel the effects of the details without having to calculate them.
Battleground Ww2 Skirmish Scenarios.pdf Free Download Here. 1945_WWII_Skirmish_Rules.pdf 1 1 9 4 5 WW2 Era Skirmish Rules By Tom Hinshelwood 1.0 Introduction This.
Table of Contents • • • • Description Battlefront WWII is a tactical level miniatures game of World War II ground combat. Miniatures games are a form of wargame designed to maximize the visual appeal and social interaction among the players, while offering a challenging and historically informative experience.
For some pictures of games in progress, click. The Second World War was by far the largest military conflict in human history. Large-scale ground combat on three continents provides the miniature wargamer with a virtually limitless number of military actions to recreate, and more weapons and tactics than any other historical gaming period. Battlefront WWII allows players to explore the depth of this unique era by incorporating innovative game mechanics and intuitive graphic aids, enabling players to concentrate on the intricacies of combined arms tactics rather than the mechanics of the rules. World War Two was the company commander's war, the front-line infantry or rifle company being the basic unit of tactical maneuver. The German and Soviet armies both discovered that the actual combat element almost invariably turned out to be 80-100 men.
Anything larger and the company commander tended to lose control, anything smaller and casualties quickly made it ineffective. Grimly, the great majority of the casualties in all of the armies came from the men in these front-line infantry companies. Battlefront WWII is designed to model this tactical level of combat. The basic organization used is the 'maneuver element' which is usually a company sized formation of units which fight as a group. In Battlefront WWII each player takes command of one or more maneuver elements. A game involving several players may recreate tactical actions between opposing battalion or regimental sized forces and can be finished in a single evening. • Each miniature or stand represents a squad of men, specialized team, or 2-3 vehicles or guns.
• Each game turn represents approximately 10 minutes of real time. • The rules are designed so that each player can handle one or two maneuver elements (a maneuver element is roughly a company). • Units of up to battalion size can be handled comfortably by experienced players. • Although designed for 15mm miniatures, play aids and rules allow miniatures from 5mm (1/285) to 20mm to be used comfortably. Design Philosophy Abstraction When we started playing armor miniatures games, we often found ourselves spending more time looking things up in the rulebooks than we did fighting the battle.
Many rules present the player with reams of charts and tables, attempting to model every detail of combat. The player is supposed to command a battalion or larger formation at the same time deciding what kind of ammunition Pvt. Schultz loads into his rifle. Battlefront WWII takes a different approach. By abstracting the detailed mechanics of combat, we allow the gamer to rapidly fight the battle and take the decisions that are appropriate for an overall commander. We assume that Pvt.
Schultz was trained by his army to know what kind of ammunition to use, so that decision does not properly lie with his commander (the gamer). Forward observers are trained to call fire, tankers to drive tanks and shoot, infantry to advance by rushes, etc. How well they do this is influenced by the extent of their training and also their morale.
The actual mechanics of doing these activities should not be the responsibility of the gamer. At the same time, one of the fascinating aspects of World War II combat is the interaction between different types of units.
We balance the need for abstraction with the need for interesting detail by distilling the different combat capabilities into 'Unit Data Cards'. A separate unit card is provided for every type of vehicle, gun, and infantry unit used in the game. To the right is a sample unit card for the German Panther Tank. For an explanation of how the card works, click. The cards not only provide a concise game aid, but can also be used as a painting guide.
Abstract does not mean inaccurate. We did NOT ignore the details of combat and vehicle management, range/penetration effects, artillery correction, rate of fire, and other details that occupy the gamer's time in other rules.
We spent a great deal of effort in getting the factors on the cards correct and there are subtle differences in the capabilities of the units that are caused by these details. For example, the US M-18 tank destroyer is slightly more effective at anti-tank fire than other U.S. Vehicles that use the same gun. This difference is due to the U.S. Army's doctrine of giving these tank destroyer units more of the effective anti-armor rounds than were given to the tanks. However, this doctrine is outside of the gamer's control so it was incorporated into the unit card. Cmos pld programming hardware and software support. The charts and data cards allow the players to feel the effects of the details without having to calculate them.