|British AWI - Peter Laing miniatures|
|All the AWI completed so far|
Movement is for the most part not variable and is a constant 1 square move (my grid is 6" squares on 6'x4' table). Variability only comes in with poor visibility when a D6 is rolled and any 1's and the unit does not move.
Roll a D6 and on a 2+ move 1 square. This represents the unreliability of tanks during this period. In poor visibility tanks do not move if a 1 or 2 is rolled.
Light/Medium Tanks (e.g. Whippet)
Roll a D6 and on a 2+ moves 1 square, on a 5+ moves 2 squares. A roll of 1 indicates a breakdown and no move. In poor visibility tanks do not move if a 1 or 2 is rolled.
Roll a D6 and on a 5+ score move 3 squares, otherwise move 2 squares. A roll of 1 indicates a breakdown and no move. In poor visibility tanks do not move if a 1 or 2 is rolled.
Roll a D6 and on a 5+ score move 3 squares, otherwise move 2 squares. In poor visibility do not move if a 1 is rolled.
For units that can assault, they must be in an adjacent square to the unit they are assaulting. They then roll a D6. If the score is 4+ the assault had an element of surprise and they roll two D6 for combat and select the highest score for hits. Otherwise, the assault lacked surprise and they roll two D6 for combat and select the lowest score for hits.
There will be other rules needing modification for use with a grid. So I'm hoping in the next couple of days to set up a game and try these rules and address other changes.
|Getting ready for the next project - WW2|
I have decided my next project will be building up forces for a WW2 game maybe based around the one-hour wargaming rules (by Neil Thomas) as a starting point. As with my WW1 games I'll have 10-15 units in a game on the usual 4' x 6' table. I have already started my purchases with mostly ArmourFast kits plus some Airfix kits which I remember from youth and many happy memories. Unfortunately, I never kept any of these kits only some of my metal miniatures.