This does mean units are eliminated quicker and I try to compensate for this by having more units on the tabletop, rather than the normal 6 units.
Anyway, this week I decided to have a go with One Hour Wargames WW2 rules using the D3 approach. Along the way I could not help myself and added a few extra rules. These include:
- Variable movement
- Artillery/Mortar indirect fire can cause up to the maximum hits a unit can sustain, but cannot eliminate the unit. That needs to be done by direct fire from another unit.
- Artillery/Mortar fire occurs before units move. Another mechanism to slightly reduce the effectiveness of artillery/mortars by not having units rush ahead to spot for artillery.
- Tanks and AT guns have a range of 24 inches not 12 inches, but all ranges are reduced when shooting at tanks (armour).
- Treat mechanised infantry and armoured cars as armour, but ranges are not reduced by half when shot at.
- Have unit sight target units. Armour seen at 24 inches when in open and 18 inches when in cover. Infantry seen at 18 inches when in open and 12 inches when in cover.
- Allow armour into woods and towns, but no cover saves.
Having played a few enjoyable games I am quite sold on the use of D3 dice. I am now in the process of writing up the WW2 rules and will post them next week all being well.