My Rules

These are rules I have written / cobbled together.

Company Fire was my first attempt at producing a 1-base-1-squad ruleset using a grid, so I could play the 2x2 Crossfire Scenarios. The game is better for solitaire players as the turn sequence can yield a long run of activity for one side.

Division Squares: Simple WW2 Combat on a Square Grid
Division Squares, a grid based game where 1 base = 1 battalion, was designed to let me field a division in the attack, for Operation Citadel. Battalion means a more abstract game - you aren't concerned with what the units below the battalion are doing. I'm not sure I model any level of command, but at the least, it's not about what specific platoons or companies are doing. They are based on Pz8's WWII Division rules, the Portable Wargame, and Morschauser's mechanisms. Martin Rapier's One Hour Hex WWII rules which feature battalion units.

G Company [updated 2019-10-23]
G Company began life as Company Fire Lite, however it uses a completely different mechanism for combat resolution and a more traditional turn sequence. 
Morschauser Modified Modern Period Rules  - I took Morschauser and added some things to make it work better for me: bases are companies, ranges adjusted for that, and that sort of thing. You'll need a copy of Morschauser to make the most of these. I find they work well for me for One Hour Wargames scenarios, and can handle up to a battalion or two plus support per side just fine. Like OHW rules, they don't often last the 15 turns those scenarios specify.
Rules for late 19th Century gaming with individually mounted figures.  In Good Company provided much of the framework and the base mechanisms, while Bob Cordery's The Portable Wargame (despite not being a grid-based game), Joseph Morschauser's rules for close combat and eccentric 2/4/6 hits, Buck Surdu's and Chris Palmer's G.A.S.L.I.G.H.T. , and others.

 

2 comments:

  1. John,
    I've added a couple of additional procedures for Divisional Squares: Barbed Wire, Bunkers & Pillboxes, and Amphibious Assault. (My apologies for never just leaving something alone!)
    Barbed Wire:
    ➢ A square with barbed wire cannot be entered or crossed until the wire has been cleared.
    ➢ Barbed wire can be cleared by three methods: (1) Bombardment by off-board artillery, which scores 2+ hits; (2) An engineer unit spending an entire turn in the square (as with minefields, explained above); (3) A slow, heavy tank moving through the square.
    ➢ Once cleared, the square can be moved through normally.

    Pill Boxes, Bunkers, Fortified Buildings:
    ➢ They are considered Heavy Tanks for targeting purposes, hits, saves, etc.
    ➢ Men inside such structured cannot be fired at until the structure itself has been destroy-ed” by gun fire. Decide prior to the game how many hits are required to demolish a building. Keep track of the hits!
    ➢ Men inside intact structures get +2 to their Save rolls.

    Amphibious Landings:
    ➢ Decide prior to the game how many vehicles and/or soldiers a landing craft can carry, and whether it can return to the fleet, get refilled, and return to the beach.
    ➢ Decide prior to the game whether landing craft will begin already on the beach, or must move in for an agreed-upon number of turns before getting to the shore.
    ➢ Landing craft can be fired on whether on the beach or prior to landing.
    ➢ Landing craft usually have 1-2 heavy machine guns.
    ➢ Men in a landing craft count as being in cover.
    > Consider landing craft to be equivalent to scout cars for targeting, hits, and saves.

    If any of this looks useful, please feel free to adopt it. If not, you probably know someone with a birdcage whose bottom needs lining... :)

    A big, big fan of what you do,
    Chris Jonson

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    Replies
    1. Thank you, Chris! This is very much appreciated. I'll give them a test and incorporate them into the rules.

      Cheers!
      - John

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