Close
Close
Advanced Search

Officer's Handbook Issue 2Click to magnify

Officer's Handbook Issue 2

ADD TO WISHLIST >
Watermarked PDF
$22.19

WARGAMES RULES FOR TACTICAL OPERATIONS IN THE SECOND WORLD WAR

New Listing 1 February 2023

  • Current Editions:
    1 for the PDF version
  • Recommended scale 15mm
  • Complexity: 7/10
  • Level of detail: 9/10
  • Dice required: d10, d6

A SET OF QUICK REFERENCE SHEETS IS AVAILABLE THROUGH THE PUBLISHER'S WEBSITE.

A FILE WITH A SET OF TACTICAL CARDS IS ALSO AVAILABLE ON THE PUBLISHER'S WEBSITE.

These rules provide players with all they require to fight land wargames set in the Second World War involving the major nations involved. We have included France, Germany, Great Britain and the Commonwealth, Italy, Japan, Poland, the low Countries (Belgium and the Netherlands), the Soviet Union, and the United States of America. This decision was influenced by the availability both of models and of reliable source information to help create the game data. We wished to be able to depict the sometimes subtle differences between different national characteristics, particularly regarding Infantry organisation and equipment, and differences in both weapons and vehicles.

This book contains everything the Player needs to play the game. This means the rules, and the data tables. We decided not to include extensive organisation tables or scenarios. There is a wide range of material readily available which Players can use when putting their forces together.

Players should feel free to prepare their games using historical formations, for which we provide guidelines about Unit structures, or they can be completely ‘free form’ with Units put together as the players wish. You should not, however, mix both styles. Historically, armies did use some fairly ‘ad hoc’ formations such as German Kampfgruppen with various arms of service all mixed together in Units. It was also quite common in the Western Desert for both sides to make use of captured equipment, which would give your games an additional ‘exotic’ flavour.

The basic Units in the game are Platoons of Infantry or Tanks, and Batteries of Artillery. An Armoured Unit consists typically of 3-5 model vehicles; an Infantry Unit has 2, 3 or 4 Bases of Infantry, each representing a Squad; an Artillery Battery usually has 4 Guns, though there could be fewer or more depending on historical practice. It will normally have an Observer and, if it conducts an attack affecting an area, could be Off-table.

An Infantry or Cavalry Base represents a squad or troop, based on historic organisations. Some nations have fewer squads making up a platoon, though the individual squads may have larger numbers of men, giving them a better Saving Throw. We do not make use of lower level detail, such as who is actually holding any Special Weapons such as a PIAT or Bazooka.

There are a number of important features in this set of rules.

  • The Game Turn does not follow a strictly IGO-UGO method, though Initiative is determined in a traditional fashion.

  • Each Game Turn, the Players get a variable number of Orders which can be assigned to any of their troops. The number available is dependant on the number of Units in action and the effectiveness of their Commanders.
  • A Game Turn is split up into a number of Phases, which alternate between Players. In each Phase a Player can Activate one of his Units and carry out one or more Orders, depending entirely on what the Player wants to do. Each Order is regarded as an Action representing 1 to 3 minutes.
  • A Unit can be given Orders that permit them to Challenge enemy Activation, slowing down their advance.
  • When a Player decides that he has taken all the Actions he wishes to with a Unit, play transfers to his opponent, who Activates one of his Units. This means that as the game develops, each Player must choose which enemy threat to react to, and which can be ignored. When a Player has run out of Orders, he can no longer Activate any Units. His opponent continues to use his Orders, and when he has used his last Order the Game Turn ends.
  • This system of alternating Unit Activation means that there are fewer Game Turns, but a large number of Activations and some Units may be able to make sweeping advances across the table (with all the attached risks).
  • Each Order expended is deemed to ‘Fatigue’ a Unit, making subsequent tasks more difficult. In some cases, Fatigue is in fact just that, physically tiring a Unit. In other cases, such as when firing Ranging Rounds for Artillery, which is not going to tire out the troops particularly, Fatigue represents the effect of time being taken to check on fall of shot, etc. Players must make a decision whether to expend a higher proportion of the available Orders on some Units, at the expense of others.
  • The ‘Fog of War’ is also present in the form of Contact Markers. These represent the uncertainty surrounding the location of the enemy. These allow the Commanders to keep the location some of their Units uncertain.

Game support material is available to download on the publisher's website at www.aandagames.co.uk.

Entry 1 February 2023

pixel_trans.gif
pixel_trans.gif
 
 Customers Who Bought this Title also Purchased
pixel_trans.gif
pixel_trans.gif
Reviews (0)
Discussions (0)
Browse Categories
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!
 Recent History







Product Information
Pages
108
Publisher Stock #
AA302WV
File Size:
1.27 MB
Format
Original electronic
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
pixel_trans.gif
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Information
Watermarked PDF
Watermarked PDF

These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase.

Warning: If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you.

Here is a sample of a page from a watermarked title:

File Last Updated:
February 01, 2023
This title was added to our catalog on February 01, 2023.
Publisher
A and A Games
Publisher Average Rating