These rules require the following. Two ordinary six sided dice, a ruler or tape measure, pen or a pencil,note paper, figures, the Armour and Infantry Attack data list from the internet and enthusiasm.
The time scale for each bound is one minute of combat, movement and relevant actions carried out byboth players simultaneously.The ground scales depend on the space available. A good working scale is 20 inches or 50 cm to akilometre. One inche or 1 cm to 50 metres.Figure scales are one to one for vehicles, bridges, buildings, etc.Two man support elements and three or four man assault elements can be represented by one figure basedon a suitably sized card i.e. three or four man element would cover a area 25 metres by 50 metres in acombat formation.
To make the game faster and manageable a lot of dice rolling normally associated with a set of modernwarfare rules have been cut out, hence there is no dice rolling for the process of acquisition, achieving ahit and requests. A description of these actions are explained below.
It is considered that if a target is in direct line of sight of the firer it can be seen. Maximum visibility hasbeen imposed according to the weather, size of the target, terrain, time of day i.e. day or night, etc.
It is considered that all elements are in radio contact with each other.Limitations have been imposed for how many requests can be made per bound .There is a delay between making a request and the arrival of the support.
Achieving a hit
The hit probability of a weapon and the kill probability have been combined into a single die roll.There are factors that cover both sets of probabilities with spiralling resultsSome of the factors taken into consideration is the speed of the target, the target size, the armour class,Type of armour, firers speed, type of ammunition, etc.