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Paragon's New Twentieth Century Skirmish Rules
Paragon's New Twentieth Century Skirmish Rules
by Paragon (1977)
Player Count
2 to 10

Player Ages
12+

Playing Time
4 hours
Categories
  • Wargame
  • Miniatures
  • World War II
  • Designers
  • Hugh Walters
  • Rating: 6/10 from 1 users

    Description

    A precis of the rule’s introduction.

    These rules are intended for use with one infantry section (usually 10 men), in 54mm scale, per player, which attacks a small objective such as a machine gun bunker or defended house (Airfix Strongpoint). Start with the basic rules, and when you have mastered these add some or all of the more realistic advanced rules. You can use any scale, of course - half all distances for 25mm scale, and if you insist on fighting Stalingrad in a matchbox an the 10.30 from Paddington, divide distances by 10 and use 5mm figures! As is inevitable, this has escalated to whole platoons (often still with one player per section) with some support such as a medium machine gun team or man-pack flamethrower team per side. We've never bothered very much about a points system, though one is included in the appendices to these rules, except that men defending a strong position such as a farmhouse should be attacked by about twice their number. Favourite games include two units of 10 partisans each, ambushing a German staff car with escort of two motorcycle combinations and a section in a half track, and a British Recce unit consisting of a turret less Stuart tank, a Dingo scout car and a half-track with infantry section running into a German advanced defence unit in slit trenches with MMG's and Panzerfausts. The possibilities are enormous, and great variety can be achieved quite cheaply, using Britain’s or Airfix figures and vehicles, which are less prone to damage than Tamiya and other plastic models, though we use these too!

    Each soldier must have the correct rank, weapons and equipment, a limited supply of ammunition (so that he can run out!) and is identified by a number on his base. This number ensures that each man stays with his correct unit - if he's more than 20cm. from it, he has deserted! Wounds are NOT bullet wounds - you don’t go anywhere with a bullet, in you, no matter WHAT John Wayne gets up to! Wounds restrict a man's fighting ability, and may eventually prevent him from fighting, though he may recover in time for a later round if you are fighting a campaign.

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