Hi folks
Thanks for all the positive comments both here and on the blog - it is appreciated.
Chaos Wolf: The rules are homebrew but very loosely based on Crossfire.
In essence each unity (a squad, vehicle, command etc) is activated by card. A turn is comprised of all units having the card drawn randomly. In a units turn they may....rally any units pinned or suppressed, move and fire. They may elect to double move but this stops them from firing and makes them easierr to hit.
If a unit passes in front of the LOS of an opposing unit it can draw reactive fire. If said opposing unit hits great if not it places a no fire counter against its unit. It may not react fire again until its card is drawn. In essenvce thois means units can deliberately draw fire from defenders and then can subsequently move to more advantageous positions.
The mechanics to hit are simple using the number of d6 accortding weapon range etc - a single 5 or 6 pins the target (this means they cannot move and have penalties to fire). 2 fives or siexs or combinations suppresses the unit. A unit needs to be suppressed twice to be killed. Armoured units can save against suppressions which turn into pins etc....
We have played tested the rules twice now and they give a rapid game full of character and strategy...
I should add mixed into the activation cards are a series of random events thaty will create some of the fog of war.
If folks are interested I'll post them on the blog...
Eric
Oh yes