Operation Squad Evolution.pdf

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OPERATION SQUAD
EVOLUTION
Massimo Torriani
Valentino Del Castello
- © 2015
Cover art:
Mauro Perini
We would like to thank our playtesters for all of their help:
Andrew Carless, Adriano Losi, Massimo Pinna,
Massimo De Luca and the wargamers at the Mediolanum Wargames Centre.
Translation:
Andrew Carless
Page layout, graphics and design:
Andrea Carzaniga
Scenery:
Italeri, Viktor Towers, Massimo Scorsone, Domenico Moscatelli
Miniatures:
Warlord Games
- www.warlordgames.com
Wargames Foundry (pag. 7, 26, 30), Black Tree Design (pag. 14, 26, 40, 48),Artizan (pag. 10)
The miniatures were painted by:
Massimo Torriani, Massimo Scorsone, Domenico Moscatelli
All righTs reserVeD
Printed by:
360 gradi srl (Rome) - April 2015
No part of these rules may be reproduced by any means, including mechanical and/or electronic methods,
without the author’s prior written permission.
For updates and the latest news please visit:
www.torrianimassimo.it - torrianigames.forumfree.it
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INTRODUCTION
OPERATION SQUAD EVOLUTION
is a wargame for two or more players that simulates skirmish-level encounters set in the
Second World War. Dice will introduce the element of luck that, in real-life, is the difference between glorious victory and
miserable failure. But luck won’t be enough if you really want to win; every number in the tables below is the result of a
huge amount of playtesting and realistically simulates an armed encounter. You should read the rules right through at least
once before playing.
Preface
History books contain accounts of the battles that stood out in the greatest war of all time. But a battle comprises hundreds
of smaller encounters that, in turn, define the very structure of a great victory.
Operation Squad
was written to help simu-
late these heroic events, but after four years of success with that game we wanted to publish a new version which includes
all the experience gained in the meantime, and also during the development of our other successful games like
Assault
Platoon
(platoon level gaming),
Wild West Chronicles
(Far West) and
Modern War
(today’s wars).
Thanks to many of your suggestions and some newly developed and tested game-mechanics, we’ve moved a step ahead.
The rules are deeply rooted in the old system but are now more streamlined and more faithfully represent the situations
that characterise fire-fights between smaller units, where the loss of even one man makes the difference. This is also the
reason why we’ve simplified our rules for Vehicles that are now more balanced and playable. Just like our other games, each
game of
OS EVOLUTION
sees you fighting a scenario with a set objective - the side that reaches their objective in the given
number of turns will be the winner! The battles cover all theatres but are mainly set between 1943 and 1945. Each player can
command a Squad of men from the American, British, Russian or German armies and each army can call upon regular units,
elite units and special teams, while the points values provided will allow you to play enjoyable, balanced games. In order
to help you learn the game faster we’ve separated Sections and Vehicles (which deserve their own chapters) from single
models; after learning the basic rules you’ll be able to play with Sections and enrich your Squads with new Units. The last
step will be learning how to use vehicles to make your games even more epic! Lead your squad into glory! This time you’re
the Squad leader…
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GAME COMPONENTS
Apart from the rules you’re reading, let’s have a look at what you’ll need to play.
Dice:
Dice are at the heart of this game, and we use six-sided dice for nearly everything. We normally refer to
these as d6, so one dice is 1d6, two dice are 2d6 and so on.
In the game you’ll often have to roll one or more dice to see what has happened. Normally you have to work
out the total of the single rolls and subtract some penalties that may derive from special situations.
Sometimes you’ll be asked to roll 1d3. Just roll a d6 and work the result out as follows: 1 or 2 = 1; 3 or 4 = 2; 5 or 6 = 3.
You’ll also need a ten-sided dice (d10), but only to see the deviation of
burst
weapons (e.g. grenades, mortar shells etc.).
Tape measure:
All measurements in the game are in centimetres and movement,
weapons ranges and explosions are measured with a simple tape measure. You can
always measure distances before deciding what you’ll do.
Charts and tables:
We’ve put all the charts and table on a separate Playsheet to ease
their consultation during play.
Models:
Plastic and metal miniatures will represent the men in your Squad. To ease their
identification each model must be equipped exactly as shown in the Roster and, if pos-
sible, must be identified by his name (e.g. John Smith).
Markers:
during play you will use various markers to show
special situations (Turn
Over, Ammo, Move Fast, Target Acquired,
Wounded, Hidden, Shaken).
These markers will be explained later
in the rules.
Wargames table:
This is a wargame so you’ll have to prepare a battlefield. The number
of scenery elements that you should use will depend on the type of scenario that you want to play. Some houses, some dry
walls and a few fields will suffice for a countryside setting, but you’ll need lots more buildings for urban combat.
Generally the battlefield should be balanced and should not favour either of the two players. We suggest you use a
120x120cm battlefield but when you’re using vehicles it’s best to use a bigger table (up to 180x120cm).
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