Friday, June 15, 2007


The rules I use are a home-brew 1:5 (approx platoon scale) microarmor rules. Called DSRWW2 Microarmor (Don's Stupid Rules for World War 2 Microarmor). The scale is about 100 yards a hex, each turn about 5 minutes. The rules are pretty comprehensive, covering most of the major aspects of the war and since I wrote them, they are easy for me to answer rules questions etc.

Over the years, the rules have mutated a bit, becoming more heavily infantry-centric (in general, there is usually more infantry/non-microarmor on the table than microarmor). To get all that infantry/Guns on-board, I created double-sided counters for them. Being an old ASLer, I used many concepts from those rules, so some of the abbreviations, etc should be familiar to any ASLer. For those not indoctrinated in the cult that is Advanced Squad Leader, some of the terms are defined below:

  • SMC Single Man Counter- Used to represent a leader and his HQ staff. In general, cannot exist unless stacked with an MMC.
  • MMC Multi-Man counter- Used to represent a group of about platoon size. Also used to represent special weapon groups (MMG, Flamethrowers, etc).
  • GUN- A generic term for any non-vehicle weapon that requires a crew. (note this is not on the picture I posted, as at the time I made that diagram, I had integral crews for the guns).
  • Vehicle- anything that was a micro-armor figure.

The basic unit size used would in general be a battalion, but sometimes companies are used. An example of the TO&E I use is to the left. As for nationality flavor, the Germans have more leadership (enabling them to do more things and respond to adversity better) than the Soviets. The Soviets are better in close combat than the Germans, so usually want to get as close to them as possible and not engage in long-range firefights.

For the game I will be using off-board artillery (and some Stukas for the Germans). There will be some on-board guns though, but other than the mortars, will be for direct fire only. Snipers will become available to purchase as the game goes on, as will fortifications, and special units (SMG battalions, Engineers, etc) to supplement the basic reinforcements each side will recieve (usually infantry battalions).

At the conclusion of each campaing turn, there is a consolidation process that will occur for each side. As battalions get whittled down, there is an amalgamation that occurs that will try to consilidate units into a more homogenous whole. There are some simple unit cohesion rules that apply (like calling in support fire from a different regiment's battalion's mortars is at a penalty).

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