Squad-Hammer.pdf

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TABLE OF CONTENTS
Squad-Hammer
Measuring things
Initiative
Movement
Spotting
Combat
Taking damage
Non combat actions
Game example
Setting up units
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6
7
9
12
14
19
21
23
24
Mega-units
Messing with scale
The odd and the alien
The mission
Support
The campaign
Complicating things
Points system
Sample units
Designer notes
Reference sheet
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SQUAD-HAMMER
WHAT IS IT?
Squad-Hammer
is a set of war game
rules, aimed at quick and simple games.
They aim to provide a complete game
experience using as few mechanics as
possible.
The game is conversational and assumes
like-minded players.
We hope the rules will prove very
workable for solo-gamers.
PLAYER JUDGEMENT
In the dawn of time (as far as war gaming
is concerned) a Prussian officer invented
what would become known as the first
war game “Kriegspiel” (literally War
Game).
Angus wants to have one of his squads
fire at an enemy group.
The two units have a pretty clear line of
fire to each other, with fairly minimal
cover, but it is a somewhat long shot for
a squad armed mainly with rifles.
Angus suggests the shot will be effective
on a 2D6 roll of 7+.
Angela agrees but points out that there’s
a wrecked tank in the street between the
two units, likely pouring out thick, oily
smoke.
Additionally, the attacking squad just
moved into sight, meaning they’re firing
at a target of opportunity.
They agree to make the shot 8+ after all.
It used custom dice and charts to
adjudicate combat results between units
and worked rather well.
However, over time, the Prussian military
realized that a knowledgeable referee
could achieve equal or superior results
based on their judgement and
knowledge of the situation.
More importantly, they could do so much
faster than consulting the charts.
The core of
Squad-Hammer
is player
judgement: When actions are taken in
the game, the players must determine a
target number to roll against.
While the rules provide some
suggestions, the ultimate responsibility
lies with the group.
In a solo game this is of course easy.
Likewise, a refereed game will have a
Game Master (GM) to provide target
numbers.
In a multi-player game, the players will
have to agree on a reasonable target
number by evaluating the situation at
hand.
This can be a bit of a negotiating
process, but with a tiny bit of practice it
will tend to move rather quickly.
HOW IT WORKS
Consider this example:
Angus and Angela are playing a scenario
set during the second world war.
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WHAT DO YOU GET IN THIS BOOK?
We present the basic rules first.
These are the fundamentals that don’t
change much between games, so it is
better to understand those before we
begin discussing different troop types.
After we’ve discussed the core
mechanics, we’ll delve into how to
portray various units on the table, setting
up battles, campaign games and more.
If all that gets overwhelming, remember:
The only thing you really need to know is
how the turn works, how to move and
how to shoot things.
All the rest is gravy to help you make the
game perfect for you.
WHAT SETTINGS CAN I PLAY?
The rules are intended for gaming in eras
that rely on ranged firepower to win
battles though alternatives are certainly
possible.
Whether you want to play strictly
historical battles, “what-if?” Encounters
in the modern age, hard sci-fi hover tank
battles or space fantasy with knights and
space demons, we got you covered.
You could even mix things up a bit:
If you accidentally brought your Korean
War miniatures and your friend brought
his space orks, there’s no reason they
can’t fight.
YOU AS A PLAYER
As a player of
Squad-Hammer,
we
assume you are:
*An experienced war-gamer, at least to the
point where you understand concepts like
“D6” and “Being in cover”.
*Actively interested in the period, setting,
universe or conflict being played.
*Of the belief that a fun table top game with
nicely painted miniatures is more important
than securing a 57.3% win rate.
*A gentleman or lady dedicated to sporting
conduct and agreeable pastimes.
While not required, we find that a cup of
tea is very conducive to the correct
gaming mentality.
SCALE, SIZE, LENGTH, BLAH BLAH
You need miniatures to play, of any kind
you like.
The rules assume that “units” are squads
of 6-8 individual figures but could just as
well be a single troop stand with multiple
figures on it.
Elite units may have fewer figures in
them.
An easy way to show troop quality is to
have a conscript unit consist of 8
soldiers but a veteran squad only consist
of 5.
A hero or legendary commander could
even be a single model.
A typical “army” consists of 4-6 units for
each player.
Give attackers 1-2 additional units in
most scenarios, 3-4 additional if
attacking a well prepared position.
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ORGANIZING YOUR FIGURES
The game is played with units of troops,
arranged as you see fit.
The composition of an individual unit
isn’t important to the rules.
On the table top, keep figures in a unit
close enough that they are readily
identifiable as a unit.
Typically, a “chain” formation with 1-2”
between each figure will look best.
Vehicles and big monsters are typically
single figure units.
THE WAY THE BOOK IS SET UP
Fitting the style of the game, we’ve
adopted a more conversational style than
what is normal in Nordic Weasel
products.
Where possible, rules terms are
highlighted in
bold.
The core rules sections has a “Least you
need to know” box at the beginning of
each chapter.
Give those a glance first and you’ll know
most of what you need to play.
HELP! HELP!
You are always welcome to reach out to
the author at
nordicweaselgames@icloud.com or
runequester@gmail.com
I will be happy to answer any questions
you might have.
Before writing, please read the relevant
rules chapter again carefully, then
consider the spirit of the rule.
In many cases, it will become clear what
is intended.
If you are still lost, please contact me so
we can improve the wording.
SPECIAL THANKS
Special thanks go out to Nathaniel
Weber, Daniel Luce and Traci Morrissette.
Cover art by Luigi Castellani as always.
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