Soldat, Règles de Jeu de Guerre de la Seconde Guerre Mondiale

Revue du Wargame Jeu de Stratégie et Tactique

Soldat, Règles de Jeu de Guerre de la Seconde Guerre Mondiale

Soldat rules are designed for simulating infantry squad level combat de la Seconde Guerre mondiale. The instructions cover many interesting aspects of ground combat which are often simply ignored in games of this scale, like ski troops, combat engineering, treatment de perte, véhicule hit locations, ambushes, camouflage et sentry alertness.


  • 38 pages, reliure spirale, 25 illustrations, 30 tables, written by Tim Goodlett.
    • Basic Rules, 42 Pages
    • Optional Rules, 7 Pages
    • Infanterie Ratings, 2 Pages
    • Véhicule Data, 5 Pages
    • Armour Ratings, 3 Pages
    • Gun Data, 1 Page
    • 10 Szenarios, 10 Pages
    • Quick Play Sheet, 3 Pages


  • 1 Turn equals 1-2 minutes, subdivided into 4 impulses et 3 administrative phases.
  • 1 inch equals 10 feet (1 cm equals 1.2 meters)
  • 1 Model equals 1 Soldier, 1 Gun ou 1 Véhicule
  • 20 sided dice are used

Sequence of Play

  • Impulse Phase 1-4
    • Movement
      • Hand to Hand Declaration
      • Normal Movement
      • Assault Aggressiveness Check
      • Assault Movement
      • Mine Field Resolution
      • Aircraft Movement (optional)
    • Observation
    • Fire Combat
      • Indirect Fire
      • Suppressive Fire
      • Direct Fire
    • Acquisition
    • Aggressiveness Check
  • Close Combat Phase 5
  • Morale Test & Rally Phase 6
  • Communication & Admin Phase 7


  • Infanterie ratings des forces Allemandes, Britanniques & Commonwealth, US, Soviétiques, Françaises, Italiennes, Polonaises, de l’Axe et d’autres Alliés are included.
  • Véhicule et gun data covers all standard types.
  • The rules correctly differentiate between true LMGs like the MG 34 et squad automatic weapons like the Bren et BAR, giving belt-fed mitrailleuses légères greater firepower et better penetration, but requiring that they remain stationary to fire. Mitrailleuses Bren need not be set up to fire, they may even fire while moving.
  • Squads et platoons require written orders which clearly describe the type of mission, the objective et any special conditions. Higher echelon commanders may change orders of lower level units, but only if the new orders conform to the leaders own orders. The process makes sense, but the validity of a new orders may be open to interpretation among players. Willful disobedience of orders is covered in the rules, et it can result in the immediate removal of the leader in the event that the attempt fails.
  • Infanterie movement at high speed incurs proper penalties. Firing is not possible while sprinting et after 3 turns of sprinting the soldiers must rest for one turn.
  • Road movement is clearly differentiated from combat movement, véhicules may not fire ou acquire targets while moving at high speed.
  • The terrain effects table covers 42 types of difficult ground, avec more than 20 modifiers. Véhicule breakdown checks are required when moving in difficult terrain, possibly resulting in partial ou complete immobilization. Bog checks are required to drive véhicules across frozen water surfaces ou into stone buildings.
  • The movement rules cover ski troops, assault boat movement, glider et parachute landings, rigging et towing disabled véhicules as well as infantry exiting et boarding through véhicule hatches, rear ramps et doors.
  • The designers recommend using periscopes to check line of sight.
  • Reductions in visibility are severe. In light fog, stationary véhicules are visible up to 240 yards, compared to 80 yards in heavy fog conditions. Daylight desert visibility checks take into account the heat distortion effect, reducing the maximum spotting range against stationary infantry et dug in heavy weapons to 120 yards.
  • Six cover et concealment classification apply: Exposed, no cover, light cover, partial cover, full cover et heavy cover. Going prone, wearing appropriate camouflage ou using camouflage nets in prepared positions improves the cover class. Incorrect camouflage et sprinting reduce the cover class of target unit.
  • Terrain effects on combat are correctly differentiated. Swamps provide light cover for infantry moving under small arms fire, partial cover for stationary infantry under small arms fire, full cover against direct ou indirect HE fire and partial cover against flame attack.
  • Canons de 20 mm et larger need to spot et acquire a target to be able to fire at it. The acquisition table is also used to judge sentry alertness, ambush set-up et detection.
  • Fire combat is determined on a squad basis, mitrailleuses et véhicules fire individually. All fire is directed at individual véhicules ou enemy squads. Multiple hits are distributed randomly among members of a squad, et any figurine wounded twice is eliminated.
  • Pertes need to be cared for by another member of the squad ou a medic attached to the unit. Untreated pertes reduce unit morale.
  • 13 véhicule hit results apply: Stun, 1/2 move, pivot only, immobile, turret hand traverse, turret jam, main gun, conducteur, assistant conducteur, loader/radio, gunner, commander, cargo hit et véhicule destroyed.
  • Incendiary attacks against infantry, heavy weapons, véhicules et buildings are covered. Troops inside burning véhicules et buildings must pass aggressiveness checks to remain inside et they risk elimination if fuel ou ammunition catches fire.
  • Infanterie may assault chars, pill boxes, casemates et enemy infantry.
  • Units check morale if they failed an aggressiveness check at any time during the turn, if they are in an adverse morale state, if a friendly unit is seen withdrawing and if a friendly unité/véhicule was completely eliminated within 100 yards radius. In addition to the typical modifiers, untreated pertes, véhicule damage, fire et knocked out enemy véhicules effect morale. Six morale states are used: OK, pass, fail, subdued, withdrawing et panicked. Units avec adversely effected morale will remain in cover ou withdraw to it if possible.
  • Engineering Point Cost (EPC) is given for any pre-game engineering one ou both sides may have accomplished, like digging foxholes, weapon pits, gun/véhicule pits, slit trenches, camouflage, pillboxes, bunkers, reinforced buildings, barbed wire sections, minefields, time fuse detonations et command detonations.
  • Combat engineering rules cover the use of satchel charges, line charges, pole charges, daisy chains, Bangalore Torpedoes, Teller mines, magetic mines, demolition grenades, Sticky Bombs et smoke grenades.
  • Leadership points will be expended to change the orders of units within the command radius of a squad leader ou commander.
  • Close air support is available, using the standard attack methods of Luftwaffe ou allied Air Force pilots.
  • Two pages are devoted to sentry observation, movement of guards, ambush set-up and ambush detection.
  • Prone infantry has a maximum visibility range of 120 yards. This is a difficult rule to generalize, simply because visibility depends on the slope of the ground surrounding the prone soldiers. Prone infantry on the crest ou forward slope of a hill enjoy normal visibility when observing down the hill, prone soldiers behind the crest cannot see across it at all. One serious problem associated avec this limited visibility rule is that LMG crews would have their effective range cut to 120 yards whenever they adopt a firing position. In game terms, this may lead to belt-fed light mitrailleuses being fired from the hip much more frequently than is historically accurate.
  • Amphibious véhicules like the LVT Buffalo et Weasel are not covered in the rules.
  • Indirect heavy machine gun fire is not covered. This type of fire was very important in prepared defences, where pre-registered mitrailleuses could dominate the beaten zone avec devastating indirect fire.
  • Low resolution computer generated szenario maps are functional, but sketches would have looked more attractive et in period.
  • Substandard photo quality throughout the text. The problem should be corrected when the rules are re-printed.

Déploiement Historique

  • Squad level combat, 1939-1945

Alternate Employment

  • Japanese Invasion of China, 1937–1939
  • Guerre d’Espagne, 1936–1939
  • Guerre de Palestine, 1948
  • Guerre de Corée, 1950–1953

Soldat règles d’escarmouche cover the important aspects of squad level combat de la Seconde Guerre mondiale, including the use of véhicules, combat engineering, artillery and air support. Many of the game mechanisms are applicable for later periods of simulation gaming as well, particularly the minor conflicts fought in many parts of the developing world where equipment de la Seconde Guerre mondiale remained in use decades after the end of that conflict.

Locateur d’Adversaires

Rejoignez s’il vous plaît notre Miniatures Forum pour trouver joueurs de guerre du même avis dans votre région qui partagent votre intérêt dans la période de la Seconde Guerre mondiale. Le Miniatures Forum est un portail de réseau social pour modélistes, joueurs de guerre, et collectionistes de figurines.

The rules are well written et properly laid out, the instructions will be easy to read et follow. Soldat rules are a valuable source of information, featuring background material et detailed gaming instruction for many important weapons used at the squad, platoon et company level. Soldat special rules for treatment de pertes, ambush detection, sentry alertness, detonation authorization, fires, snipers, camouflage clothing et netting are a must-have for anyone interested in this level of simulation gaming.

Questions Fréquents

Pour plus d’informations, veuillez contacter les éditeurs de la revue Military Miniatures Magazine au Miniatures Forum.

Règles du Jeu de Guerre