Spearhead Ww2 Rules
Great War Spearhead II is the latest edition of a gaming system allowing opponents to refight the historic battles of the early twentieth century, as well as hypothetical 'what if' actions. The system is now supported by several scenario supplements too. The game uses an elegant command and control system for manoeuvering the various combat elements that made up the armies of 1900 to 1920.
For even larger battles, the rules and stats for units could be used largely unchanged, using company stands in place of Platoons (in fact, there are even house rules and ORBATs for Company-stand based games on the Spearhead Yahoo Group). The rules use combined stands for infantry and their transports, called 'Combat Teams' (CTs).
Each stand in GWSH II represents an infantry company, cavalry squadron, machine gun section, trench mortar section or artillery battery. The Command and Control element directs the player to give orders to their units which they must then follow. Each type of command level, ranging from an infantry regiment/brigade up to army corps have varying range of control. It is difficult to change orders once the battle begins so it is advisable to spend a bit of extra time to try and ensure you have the best laid plan possible.
Orders to your units include attack, defend and timed/reserve orders. Each has benefits and liabilities and must be used with thought due to the difficulty in changing orders in mid-course. GWSH II offers challenges to beginners and veterans alike. As you become more aware of the capabilities and limitations of your forces you will make better and better plans and follow on decisions. GWSH II attempts to take the player to the role of a divisional or corps commander and allows them to command. There are plenty of built in restriction to keep the game as historically accurate as possible in a game type atmosphere.
Home page for website about the Great War Spearhead rules. Is a set of easy-to-understand rules and lists for World War II divisional level wargaming written by Arty Conliffe and published by Quantum Printing in.
I hope you enjoy the rules and the games that they allow you to play. Rule 1 - have fun!
Shawn Taylor.
It uses platoon-bases, and is a divisional-level game. Battalions are really the units being ordered in the game, with the platoons acting as 'strength-markers' for the battalion. For even larger battles, the rules and stats for units could be used largely unchanged, using company stands in place of Platoons (in fact, there are even house rules and ORBATs for Company-stand based games on the Spearhead Yahoo Group). The rules use combined stands for infantry and their transports, called 'Combat Teams' (CTs). Torrent Young Jeezy Tm 103 Zippyshare.
The rules model the performance of CTs according to their doctrinal use and behaviour. I find the rationale and the way the rules are written to accurately reflect real-world tactics and use. But I know many gamers can't give up having separate infantry stands mount/dismount (just as grand-tactical Napoleonic rules without formations are a struggle for gamers who want to be Napoleon, but at the same time still want to order their individual battalions to form square!). For those who don't like the idea of combined stands, it's easy to modify: leave both the vehicle and infantry on-table when the transported infantry dismount. Keep the two together, with both stands considered to occupy the same space if desired. The infantry and carrier each count half towards the stand count for morale purposes when the infantry are dismounted. The command and order is system is elegant and effective, using orders drawn on a map.