General Glen’s Combat Rules for Toy Soldiers – World War II Infantry Action (PDF)

General Glen’s Combat Rules for Toy Soldiers – World War II Infantry Action (PDF)

Brand: Red Shirt Games
10.00 CAD In stock Buy at Merchant

World War II Skirmish Action, Powered by the D12 System General Glen’s Combat Rules for Toy Soldiers is a small-scale skirmish wargame designed to bring cinematic World War II action to the tabletop, while remaining accessible to new wargamers and veterans alike. Designed to be miniature and scale agnostic, General Glen’s can be played with everything from highly detailed metal or plastic miniatures, to bargain bin toy soldiers. General Glen’s is also flexible in terms of game size and duration. Games can range from small engagements where two players each control a single squad, to epic battles where eight players controlling allied squads struggle for supremacy. Players create their own custom squads in General Glen’s, allowing games to take place in any theatre of the Second World War, and involve any type of soldier. Players create their troops by assigning them levels of experience and training, then arming them with a range of historical weapons and other equipment. General Glen’s also includes rules for a number of common civilian and military vehicles of the era, to make battles even more exciting. Although General Glen’s uses the same D12 System as Red Shirt Games’ other products, there are a few differences. The main one is the addition of the spotting phase, which represents the chaos of an ongoing battle by requiring troops to spot their enemies before opening fire. This allows crafty players to take full advantage of cover and concealment to move their soldiers into prime firing positions. Linked to this is the ability for models to kneel or drop prone, limiting their field of view, but making themselves harder to spot or hit in the process. Optional morale rules are also included, to see if soldiers panic and lose the will to fight when faced with the horrors of war. Along with the rules needed to play the game, this purchase includes: · Sample Unit Record Sheets · Blank Unit Record Sheets to make your own squads · Quick reference sheets · Counters · Sample Scenarios The D12 System General Glen’s uses the same core D12 System as many other Red Shirt Games products, which is designed to be easy to learn while rewarding careful tactical thinking by each player. A few highlights of the system are included below: · Ease of Entry: D12 System games are easy and affordable to start playing, requiring only a rulebook, a deck of standard playing cards, a play area marked into three- or six-inch squares, a few D12s, and between five and ten models or toy soldiers per player. · Grid-Based Measuring: The D12 System measures all distances in “zones”, three- or six-inch squares that make measuring quick and easy, without the need for tape measures. · Unpredictable, Card-Based Initiative: Instead of players taking turns activating their whole squad, or alternating activating single models, the D12 System uses a randomized, card-based system to determine initiative. Players can never be certain which model will activate next, and must be willing to adapt their plans on the fly, as any good soldier learns to do. · Dynamic Movement: Movement in the D12 System is flexible, with models able to move or attack first, or even take their attack partway through their movement. This creates more dynamic battles where models can better take advantage of both cover and careless opponents. · True Line of Sight: The D12 System uses true line of sight, rewarding players who make good use of terrain and cover to keep their models safe. · Opportunity Fire: Models in the D12 System are able to sacrifice their combat action to go on opportunity fire, allowing them to make an attack at any time on another player’s turn. This is perfect for laying an ambush or firing at an enemy when he breaks cover to make his own attack. · Injury Effects: Models in the D12 System have a variable number of hit points and can usually survive multiple attacks. However, their combat performance degrades as wounds pile up and injuries take their toll. · Power Ups: The battlefield can hide any number of surprises, and the D12 System represents these with “power ups”. Throughout each game, power ups will appear in random zones. The first model to enter one of these zones receives the power up, which can be a minor or major boon, or a concealed hazard.

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