Board Game
Armoured Corps
By Rory Crabb
Armoured Corps wargame rules allow players to command a combined-arms battlegroup fighting battles during the third world war. Scope These rules are designed to be quick to play with large forces from a single company to multiple battalions while still giving realistic results. The rules are also designed to simulate the role of a formation commander so much of the minutiae of modern armoured combat is incorporated into generalised statistics or dice roles. For example, the formation commander will not be deciding on which type of ammunition (HEAT, APDS etc) each tank will be firing when engaging an enemy unit, this would be left up to the tank’s own crew. So many parts of the rules that may seem simple or “glossed-over” are simply below the player’s (acting as overall commander) level of command. Sequence of Play Various sequences and methods of unit activation were considered however it was decided to go back to the classic “I go, you go” sequence (albeit with interruptions form an opponent’s units on overwatch). Morale Morale has been heavily simplified to a single dice roll at the end of each turn for any units that have come under fire and been suppressed. This determines if they fall back, continue fighting or give up, surrendering or leaving the battle area. Ground Scale The approximate ground scale of 1” =100 metres was chosen as it would allow for realistic weapon ranges to be depicted on a reasonable sized table without being able to fire across the whole area, allowing more emphasis on manoeuvre and positioning of units. —description from the publisher
- Wargame
- Miniatures
- Modern Warfare
- Dice Rolling
- Simulation
- Measurement Movement
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