>>6481682>>6481742Figured the thread had 404'd, pleasantly surprised. I'm still in the process of rule revisions at the moment, and the start of the fall semester has sorta put things on the back burner for now, but here's my basis.
Mechanics are based around 2d6. Every unit has a "to hit" score and a "to be hit" score. Infantry units (primarily comprised of 5-7 men, barring historicity) must roll above a 4 for a successful engagement, unless they are engaging armor, in which case the "to hit number" increases by two for every category of armor (light, medium, heavy).
During an engagement, should two infantry squads come into contact, the opposing players roll 2d6. The difference is taken, and the player who rolled the lowest takes the resultant difference as casualties. Exceptions to this rule exist: should infantry and armor come into contact, it would be necessary for the player controlling the infantry to roll above the "to be hit" score in order to have inflicted any damage to the tank at all, which may be negated by the number of casualties taken. Also, should infantry be under fire from support (artillery, machine gun fire, etc.) from a distance, the player controlling the support must make a "to hit" roll. Should success occur, then only 1d6 is rolled for casualties.
The rules are meant to be quick play, and deadly. That's the basis of them; I'm still developing line of sight/engagement distances, advancement distances, and how those are respectively effected by terrain. I'll probably better explain in a later post; I've just gotten back to my apartment and I've got a bit of a headache.