Rules for the Great War (1914-1915) (1986)
Czas gry: 0
Min. wiek: 12
Gracze: 2
Wydawca: IBR Prod., TTG
Projektanci: David Bickley
Artyści: Nieznany
Mechaniki: Dice Rolling, Simulation, Measurement Movement
Min. wiek: 12
Gracze: 2
Wydawca: IBR Prod., TTG
Projektanci: David Bickley
Artyści: Nieznany
Mechaniki: Dice Rolling, Simulation, Measurement Movement
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A booklet with tabletop rules. It contains all necessary rules and tables to simulate actions from early World War I with 15mm miniatures.
The various chapters of the booklet contain:
Game scale: 1 figure represents 50 infantry men; 1 MG with crew equals 1 MG with crew, and 2 ordnance pieces equal 1 battery consisting of 12 men and 4 horses.
Movement rules cover all kinds of hindrances, chances of mechanical failure when moving motorized units, and unit formations.
Morale rules cover all kinds of movement under fire, behaviour under fire and regrouping; every possible situation is handled by employing various dice roll modifiers.
Combat covers basically two situations: fire combat for rifles and MGs and artillery. Both types of combat are handled by rolling 2 dice and employing various modifiers for movement, cover, unit quality, etc. Damage is then determined by a dice roll on a table using the result calculated above.
Melee combat covers special actions between infantry vs. infantry as well as infantry vs. cavalry and cavalry vs. cavalry. Retreats and advances are possible in melee.
The last pages of the book show the organisation of the British Expeditionary Force and the Imperial German Army.
The center of the book contains a removable sheet with all necessary tables and modifiers for easy reference during play.
The various chapters of the booklet contain:
Game scale: 1 figure represents 50 infantry men; 1 MG with crew equals 1 MG with crew, and 2 ordnance pieces equal 1 battery consisting of 12 men and 4 horses.
Movement rules cover all kinds of hindrances, chances of mechanical failure when moving motorized units, and unit formations.
Morale rules cover all kinds of movement under fire, behaviour under fire and regrouping; every possible situation is handled by employing various dice roll modifiers.
Combat covers basically two situations: fire combat for rifles and MGs and artillery. Both types of combat are handled by rolling 2 dice and employing various modifiers for movement, cover, unit quality, etc. Damage is then determined by a dice roll on a table using the result calculated above.
Melee combat covers special actions between infantry vs. infantry as well as infantry vs. cavalry and cavalry vs. cavalry. Retreats and advances are possible in melee.
The last pages of the book show the organisation of the British Expeditionary Force and the Imperial German Army.
The center of the book contains a removable sheet with all necessary tables and modifiers for easy reference during play.
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ag.gameitem.lastUpdated: 2025-05-20 02:57:32.865