OPERATION-SQUAD-pdf.pdf

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WEAPONS
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Garand M1
Grease Gun
Bren
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Webley Revolver
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OPERATION
SQUAD:
World War Two
MASSIMO TORRIANI – VALENTINO DEL CASTELLO - Copyright 2009
I would like to thank Andrew Carless, Adriano Losi and Massimo De Luca for their help with the playtests,
and thanks to Andrew for this translation too.
Layout: Andrea Carzaniga
Photos: Adriano Losi, Massimo Torriani
Scenery: Marco Secchi, Abbiati Wargames, Viktor Towers
Miniatures: Warlord Games - www.warlordgames.co.uk
Painting: War Paint - www.warpaint.it
All rights reserved.
Printed by: Tipografia Graffiti srl – Via Catania, 8 – Pavona (Albano – RM)
April 2011
No part of this document may be reproduced by any means, including mechanical and/or electronic methods,
without the author’s prior written permission.
For updates: www.torrianimassimo.it
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Second World War at “skirmish level”, the level of single men.
Dice are used to introduce that element of luck that, in real-life, is the difference between a glorious victory and a miser-
able failure. But luck won’t be enough if you want to win; every number in the tables contained in these rules is the result
of a long series of playtests and realistically simulates an armed encounter. We advise you to read the rules right through
at least once before playing.
OPERATION WW2 SQUAD LEVEL
is a wargame for two or more players that lets you simulate battles set in the
INTRODUCTION
PREFACE
All history books contain stories about the battles that distinguished the greatest conflict of all time. But each
great battle and operation during the Second World War was characterised by countless smaller encounters.
Operation Squad World War II
aims to simulate these encounters using the experience we’ve gained after
seven years with
Operation World War II,
the three-dimensional platoon level wargame based in the Second
World War.
Every game will be a scenario with a set objective. The side that fulfils their objective in the number of turns
allowed will be declared the winner.
The fights may be set on the Western Front, especially in the Normandy campaigns following the Allied land-
ings, or on the Eastern front, from Russia as far as the conquest of Berlin. Each player will take command of a
Squad of men from the American, British, Russian or German armies. Each army can choose either regular or
elite units, and each will have a points value. These rules and the examples inside refer to a battle between
two players but you can use them to simulate a bigger fight with more players (each commanding a Squad)
divided into two factions (Allies and Axis).
GAME COMPONENTS
Apart from the rules you’re reading, let’s have a look at what you’ll need to play.
Dice:
Dice are at the heart of this game, and we use 6-sided dice. We normally refer to these as
d6, so one dice is 1d6, two dice are 2d6 and so on.
During the game you’ll often have to roll one or more dice to see what has happened. Normally
you add up all the dice rolls and subtract some penalties that may be needed to represent special situations.
Tactical Value
and dice for the weapon and the range. You will then subtract dice rolls for
Cover
and other
special situations from this total, rolled by the opponent. If the final total is more than 10 then you’ve
hit
the
enemy.
A 10-sided dice (d10) is only used for the deviation of grenades and mortars.
Tape measure:
All measurements in the game are in centimetres. Move-
ment, weapons ranges and burst areas are all measured with a simple tape
measure. You can only measure distances after any declaration of your in-
tentions has been made.
Tables:
We have grouped all the tables together on a separate Playsheet in
the middle of the book to ease their consultation during play.
Models:
Plastic or metal miniatures (20 or 28mm) will simulate the men in
your Squad. Every man must be based on 2.5cm base. The bases of your
models cannot overlap for any reason whatsoever during the game. To
You’ll have to roll a total of more than 10 to hit an enemy. The basic
Roll to Hit
is 3d6 to which we add the
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ease their identification each model
must be equipped exactly as shown
in the Squad Roster and, if possi-
ble, be identified with a letter and a
number (e.g. A1).
Markers:
During play you will use
various markers to show the state of
some units in special situations (Turn
Over, Hidden, Wounded, Target Ac-
quired, Ammo!).
These markers will be
explained in full in the various para-
graphs that follow.
Wargames table:
This is a wargame
so you’ll have to prepare a battlefield. The number of scenery elements that you should use will depend on
the type of scenario that you want to play. For a countryside setting,
just a few houses, some walls and a few woods will suffice, but you’ll
need lots of buildings for urban combat. Generally the battlefield
should be balanced and should not favour either of the two players;
a good system is to allow one player to set up the table and then let
the other player choose the side he’ll deploy his troops on. The best
size table is 120cm x 120cm.
DEFINITION OF MODELS
When reading these rules, and during the
description of the various phases of the
game, you will often find the terms
model
and
squad.
Model:
This term identifies a single man.
Some models are ranking (Officers,
NCOs); these models are called Squad
leaders
and have special character-
istics as defined in the relevant sec-
tions of the rules.
Squad:
This term identifies the
group of models that make up your
army.
Models
and
Squads
can have special
Characteristics
that influence various aspects of the game. If they have any
then they will be mentioned in the Squad’s Roster.
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