Chris Kemp's Not Quite Mechanised

Home Up 2 Introduction 3 Fig Classes 4 Pre Battle 5 Morale 6 Unit Grading 7 Starting 8 Recce Sequence 9 Comd Reaction 10 Cbt Sequence 11 Fortification 12 Win the Firefight 13 Win the Firefight 14 Close Assault Cbt Seq Summary Logistics Wpn/ Armour Classes Post Combat Reorg Design Notes

Please note that this is an older no-frills version of the rules - the current version is below

   

CONTENTS PAGE 1
MODELLING THE GAME - HOW TO ORGANISE THE TOY SOLDIERS
Ground Scale, Figure Scale 2
Figure Classification,Timescale 3
PRE BATTLE ORGANISATION Order of Battle, Command, Control 4
MORALE AND UNIT GRADING
Unit Morale 5

Unit Grading 

6
STARTING THE GAME
Sequence of Events 7
MOVEMENT Movement Rates 7
MOVEMENT RATES TABLE, REAL ESTATE TABLE 7
THE RECCE SEQUENCE
Recce Sequence 8
RECCE SEQUENCE TABLE, ENGAGEMENT TABLE 8
COMMAND REACTION TIMES
Command Reaction Times 9
COMMAND REACTION TABLE, TASK TIMINGS TABLE  9
THE COMBAT SEQUENCE
The Fireplan - Artillery Fire, - Air to Ground FireEffects of Fortifications 10-11
ARTILLERY EFFECT TABLE, WEAPON RANGE TABLE 11
Winning The Firefight 12
WINNING THE FIREFIGHT - TABLE 12* 13
Special Attack Rules 13
Close Assault  14
CLOSE ASSAULT TABLE 14
Special Assault Rules 14
POST COMBAT REORGANISATION 15
Disorganisation, Reorganisation  15
THE COMBAT SEQUENCE SUMMARY  17
LOGISTICS 18
Collection Points for Casualties and Vehicles  18
Units of Logistical Accounting 18
WEAPON AND ARMOUR CLASSIFICATION 19
DESIGNER'S NOTES, ACKNOWLEDGEMENTS  20

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