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Soldat: Rules for Squad Level Combat della Seconda Guerra Mondiale
Recensione del Gioco di Guerra
Soldat rules are designed for simulating fanteria squad level combat in the seconda guerra mondiale. The instructions cover many interesting aspects of ground combat which are often simply ignored in games of this scale, like ski troops, combat engineering, caduti treatment, vehicle hit locations, ambushes, camouflage e sentry alertness.
Contenuto
- 38-page Rule Book, spiral bound, 25 illustrations, 30 tables, written by Tim Goodlett.
- Basic Rules, 42 Pages
- Optional Rules, 7 Pages
- Fanteria Ratings, 2 Pages
- Vehicle Data, 5 Pages
- Armour Ratings, 3 Pages
- Gun Data, 1 Page
- 10 Szenarios, 10 Pages
- Quick Play Sheet, 3 Pages
Scales
- 1 Turn equals 1-2 minutes, subdivided into 4 impulses e
3 administrative phases.
- 1 inch equals 10 feet (1 cm equals 1.2 meters)
- 1 Model equals 1 Soldier, 1 Gun o 1 Vehicle
- 20 sided dice are used
Sequence of Play
- Impulse Phase 1-4
- Movement
- Hand to Hand Declaration
- Normal Movement
- Assault Aggressiveness Check
- Assault Movement
- Mine Field Resolution
- Aircraft Movement (optional)
- Observation
- Fire Combat
- Indirect Fire
- Suppressive Fire
- Direct Fire
- Acquisition
- Aggressiveness Check
- Close Combat Phase 5
- Morale Test & Rally Phase 6
- Communication & Admin Phase 7
Valutazione
- Fanteria ratings delle forze armate tedesche, inglesi e del Commonwealth britannico, americani US, sovietici, francesi, italiani, polacchi, German allies ed other allied are included.
- Vehicle e gun data covers all standard types.
- The rules correctly differentiate between true mitragliatrici leggeri like the mitragliatrice MG 34 e squad automatic weapons like the Bren e BAR, giving belt-fed mitragliatrici leggeri greater firepower e better penetration, but requiring that they remain stationary to fire. Bren guns need not be set up to fire, they may even fire while moving.
- Squads e plotoni require written orders which clearly describe the type of mission, the objective ed any special conditions. Higher echelon commanders may change orders of lower level units, but only if the new orders conform to the leaders own orders. The process makes sense, but the validity of a new orders may be open to interpretation among players. Willful disobedience of orders is covered in the rules, ed it can result in the immediate removal of the leader in the event that the attempt fails.
- Fanteria movement at high speed incurs proper penalties. Firing is not possible while sprinting ed after 3 turns of sprinting the soldiers must rest for one turn.
- Road movement is clearly differentiated from combat movement, veicoli may not fire o acquire targets while moving at high speed.
- The terrain effects table covers 42 types of difficult ground, con more than 20 modifiers. Vehicle breakdown checks are required when moving in difficult terrain, possibly resulting in partial o complete immobilization. Bog checks are required to drive veicoli across frozen water surfaces o into stone buildings.
- The movement rules cover ski troops, assault boat movement, glider e parachute landings, rigging e towing disabled veicoli as well as fanteria exiting e boarding through vehicle hatches, rear ramps e doors.
- The designers recommend using periscopes to check line of sight.
- Reductions in visibility are severe. In light fog, stationary veicoli are visible up to 240 yards, compared to 80 yards in heavy fog conditions. Daylight desert visibility checks take into account the heat distortion effect, reducing the maximum spotting range against stationary fanteria e dug in armi pesanti to 120 yards.
- Six cover e concealment classification apply: Exposed, no cover, light cover, partial cover, full cover e heavy cover. Going prone, wearing appropriate camouflage o using camouflage nets in prepared positions improves the cover class. Incorrect camouflage e sprinting reduce the cover class of target unit.
- Terrain effects on combat are correctly differentiated. Swamps provide light cover for fanteria moving under small arms fire, partial cover for stationary fanteria under small arms fire, full cover against direct o indirect HE fire e partial cover against flame attack.
- 20 mm e larger guns need to spot ed acquire a target to be able to fire at it. The acquisition table is also used to judge sentry alertness, ambush set-up e detection.
- Fire combat is determined on a squad basis, mitragliatrici e veicoli fire individually. All fire is directed at individual veicoli o enemy squads. Multiple hits are distributed randomly among members of a squad, ed any figure wounded twice is eliminated.
- Caduti need to be cared for by another member of the squad o a medic attached to the unit. Untreated caduti reduce unit morale.
- 13 vehicle hit results apply: Stun, 1/2 move, pivot only, immobile, torretta hand traverse, torretta jam, main gun, driver, co-driver, caricatore/radio, cannoniere, capocarro, cargo hit e vehicle destroyed.
- Incendiary attacks against fanteria, heavy weapons, veicoli e buildings are covered. Troops inside burning veicoli e buildings must pass aggressiveness checks to remain inside e they risk elimination if fuel o ammunition catches fire.
- Fanteria may assault tanks, pill boxes, casemates e fanteria nemica.
- Units check morale if they failed an aggressiveness check at any time during the turn, if they are in an adverse morale state, if a friendly unit is seen withdrawing ed if a friendly unit/vehicle was completely eliminated within 100 yards radius. In addition to the typical modifiers, untreated caduti, vehicle damage, fire e knocked out enemy veicoli effect morale. Six morale states are used: OK, pass, fail, subdued, withdrawing e panicked. Units con adversely effected morale will remain in cover o withdraw to it if possible.
- Engineering Point Cost (EPC) is given for any pre-game engineering one o both sides may have accomplished, like digging foxholes, weapon pits, gun/vehicle pits, slit trenches, camouflage, pillboxes, bunkers, reinforced buildings, barbed wire sections, minefields, time fuse detonations e command detonations.
- Combat engineering rules cover the use of satchel charges, line charges, pole charges, daisy chains, Bangalore Torpedoes, Teller mines, magetic mines, demolition grenades, Sticky Bombs e smoke grenades.
- Leadership points will be expended to change the orders of units within the command radius of a squad leader o commander.
- Close air support is available, using the standard attack methods of Luftwaffe o allied Air Force pilots.
- Due pages are devoted to sentry observation, movement of guards, ambush set-up ed ambush detection.
- Prone fanteria has a maximum visibility range of 120 yards. This is a difficult rule to generalize, simply because visibility depends on the slope of the ground surrounding the prone soldiers. Prone fanteria on the crest o forward slope of a hill enjoy normal visibility when observing down the hill, prone soldiers behind the crest cannot see across it at all. One serious problem associated con this limited visibility rule is that mitraglieri would have their effective range cut to 120 yards whenever they adopt a firing position. In game terms, this may lead to belt-fed mitragliatrici leggeri being fired from the hip much more frequently than is historically accurate.
- Amphibious veicoli like the LVT Buffalo e Weasel are not covered in the rules.
- Indirect mitragliatrice pesante fire is not covered. This type of fire was very important in prepared defences, where pre-registered mitragliatrici could dominate the beaten zone con devastating indirect fire.
- Low resolution computer generated szenario maps are functional, but sketches would have looked more attractive ed in period.
- Substandard photo quality throughout the text. The problem should be corrected when the rules are re-printed.
Utilizzo storico
- Squad level combat, 1939-1945
Alternate Employment
- Invasione giapponese of China, 1937-1939
- Guerra Civile Spagnola, 1936-1939
- Israeli War of Independence, 1948
- Guerra di Corea, 1950-1953
Soldat skirmish rules cover the important aspects of squad level combat in the
seconda guerra mondiale, including the use of veicoli, combat engineering, artiglieria ed air support. Many of the game mechanisms are applicable for later periods of simulation gaming as well, particularly the minor conflicts fought in many parts of the developing world where equipaggiamento from seconda guerra mondiale remained in use decades after the end of that conflict.
Trovatore di Avversari
Please join our Miniatures Forum to find fellow giocatori wargame in your area who share your interest in the seconda guerra mondiale period of warfare. Il Miniatures Forum è una rete sociale per modellisti, giocatori wargame, e collezionisti di soldatini.
The rules are well written e properly laid out, the instructions will be easy to read e follow. Soldat rules are a valuable source of information, featuring background material e detailed gaming instruction for many important weapons used at the squad, platoon e company level. Soldat special rules for caduti treatment, ambush detection, sentry alertness, detonation authorization, fires, tiratori scelti, camouflage clothing e netting are a must-have for anyone interested in this level of simulation gaming.
Domande più frequenti
Per ulteriori informazioni, per favore contatta la redazione di Rivista Military Miniatures nel Miniatures Forum.
Regolamenti di Wargame
– Pubblicato: 1996 – Aggiornato: 07.06.2007
© 1996-2010 by IDL Software GmbH, Darmstadt, Germania. Tutti diritti reservati.
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