Excuse for the bad english...
I am one of the authors of Operation Squad
You can find more news, rules and free new list at
http://www.torrianimassimo.it/operationsquad/ (Soon in english too!)
or at the player's forum
operationsquad.forumfree.it
And this is a quick explanation of the game
Hi
Valentino
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Operation Squad
After about a year after his older brother OPERATION WORLD WAR TWO (at platoon and single wagon) comes this regulation entirely devoted to minor clashes between individual teams.
Based on the now well-known system of action-reaction, this new game system waiver of priority cards from the original game (it acted according to the number) for an equally valid mechanism where the comparison between the results of the dice determines the speed of execution .
To explain it more easily make an example:
Maximus has won the initiative and says it will shoot with a Fallschirmjäger, an American paratrooper who advances in the road. George responds by declaring that his model will be running out of sight around the corner. You roll the dice to determine the priorities. Max gets 12. George gets 11. At this point we get to execute their orders. First Massimo will fire if the American paratroopers will survive George the move indoors. If George had achieved something more would have acted first invalidating the action of the German. Regardless of the outcome, both models will be given a token to remind Agito who can not do anything else in turn.
As is easy to see from the example just made the possibilities are endless. George could stop and shoot, shoot and then could move, and so on.
Difficult in other games you can find such a variety of actions combined with the absolute uncertainty of the outcome. But that's not all. The system is extremely easy to learn and is entirely based on the total removal of six-sided dice. Given that you use to shoot the sum of 3 dice and the result is influenced by the sum / subtraction of other nuts, learning is immediate. Take another example:
Sergeant German armed with MP40 submachine gun decides to move to fire on a British paratroopers in a wood. The distance between the two, after the movement is 19 cm. Checking the table of weapons that can be seen at this distance is 2d6 and add that the frequency is 3 (or will be carried out three separate attack rolls). The attack roll will be: 3d6 + 5 (the tactical value of Sergeant) + 2d6 (short range). This result will be subtracted for the 2d6 and 1d6 of the forest cover for the fact that the sergeant moved before firing. The result will determine the total damage. This procedure is repeated three more times by applying the result (cadence).
It covers rules for land, injure or kill the opponent model. The games are fully based on scenarios that cover the normal missions: reconnaissance, occupation, conquest, retrieving wounded comrades and top secret documents.
The volume includes 48 color pages listings for American, British, Russians and Germans, the Red Devil to Fallschirmjäger, from the Ranger Commandos, for a total of 12 different exercises possible.
Each team is based on a score basis and can be complemented by new weapons, equipment, and soldiers up to the match points. In this way the fights are always balanced and historically correct. The tables are minimized and the game is divided into 8 rounds. Do not miss the special rules to simulate the ability of snipers, doctors, charismatic leader … all operated in an extremely simple and easy to read tables. The scale of the game is based on models in 28 mm but can also be used in those 1 / 72 by halving the distance. The game table is the standard 120 x 120 cm. Will be available soon new exercises and historical scenarios for free download from the site. They are working in Japanese Americans in the Pacific, Italian, and next year will see the light also the first expa nsion dedicated to light vehicles.
The game system, suitably adapted to meet the different needs, will also be published shortly for the medieval period.