Wednesday, March 2, 2016

Sally 4th: Free Winter War: Combat Patrol Supplement for 1939 Russo-Finnish War


Sally 4th: Winter War: Free Combat Patrol supplement for 1939 Russo-Finnish War with lots of great period campaign specific rules for fighting in the snow including skiing, aero-sleds, spotting in the snow and blowing up frozen lakes together with organisation charts for Soviet and Finnish forces is available now as a free download from Sally 4th @ Combat Patrol - Sally 4th

Sally 4th: Free Winter War: Combat Patrol Supplement for 1939 Russo-Finnish War

Although designed for use with Combat Patrol, the organisation charts for Russian and Finnish forces during this conflict, together with the background information and special rules are usable in other WW2 Platoon level games such as Bolt Action and Chain of Command.

Key features are:

  • The Double Random Activation(TM) mechanism provides the unpredictability and drama of card-based activation without the drawbacks. This activation mechanism was originally developed for Battles by GASLIGHT and was refined during the development of Look, Sarge, No Charts titles. The mechanism uses cards for activation but ensures that multiple players are acting at the same time.
  • No big yellow or pink chart cards cluttering up your beautiful gaming tables. Each player needs one or two 3″x5″ cards with the information about his units, including their weapons and equipment. Other than those, there are no chart cards. The back of these unit records includes the modifiers for hand-to-hand combat and terrain effects on movement. After a game or two, players rarely need to refer to these, so two unit records can be taped back to back for even less clutter.
  • Combat resolution is resolved by flipping cards. Players read different sections of the cards in the Action Deck depending on what they are trying to do: shooting, resolving hits, “rolling” to penetrate enemy vehicles, hand-to-hand combat, movement, and morale. In development, I took a series of charts and then broke them apart to fit on an Action Deck of 50 cards. Flipping a card is essentially the same as rolling a die and looking up the result on a table. The difference is that you don’t have to do all that table look up. Flip a card and determine whether you got a hit. If so, flip the next card to see which target figure was hit, how severely, and whether he is protected by cover.
  • Cover is represented explicitly. Instead of cover providing a negative modifier to hit, if you get a hit, when you flip the next card in the Action Deck, you look for cover icons. If the target figure is in the type of cover indicated on the card, instead of being wounded or incapacitate he ducks back behind cover and is stunned. While the use of cover as a to-hit modifier and the process in Combat Patrol(TM) can be mathematically equivalent, there is something intuitively appealing to knowing that the window sill deflected that round that would have otherwise hit your figure. In play tests, this explicit representation of cover has made players make better use of cover while maneuvering their squads.
  • Messy “opportunity fire” rules are replaced by a simple reaction mechanism.
  • Somewhat randomized movement speeds based on the Guts level of the unit or its leader.
  • The G.A.M.E.R.(TM) engine name is an acronym for the attributes which describe figures in Combat Patrol(TM): Guts (morale), Accuracy (shooting), Melee (hand-to-hand combat), Endurance (how many wounds a figure can take), and Reaction. The game master can “sculpt” a unit to fit a historical scenario.
  • Playable on multiple levels of resolution. At the lowest level, all the figures in a unit have the same attributes. At the highest level, each figure can have different attributes. The levels of resolution can be mixed so that the Commando unit has more detail than the installation security personnel. This allows games that have a historical feel as well as those with a more cinematic feel.
  • Rules for replacements of personnel and equipment between scenarios enable players to represent mini-campaigns.
  • Ground scale is 1 inch = 5 yards, pretty close to the scale of the 28mm figures I used in play testing.
  • The basic rules are just eight pages -- and that includes several pictorial examples of firing and grenade resolution that fill almost a full page themselves!

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