A couple of years ago I started collecting and painting 15mm Cold War minis and wanted to present a game to my local group.  There are some great games out there that handle very small scale engagements at the squad level and some that work great for larger conflicts but I struggled to find anything in between.  As a fan of Sci-Fi and modern wargaming I have struggled to find a set of rules to cover these genres in a way that I really liked.  Most have elements that I think work pretty well, but then there always seem to be other elements that are either missing or just not what I’m looking for.    In my opinion the “sweet spot” for 15mm is an infantry platoon and about 5-10 tanks on a side.  I just wasn’t able to find that game.  So I made a list of the mechanics I really liked and started to put them together to create a system that would give us a fun evening of rolling dice.

There is a fine balance between “keeping it real” and having fun when playing a wargame.  For me one of the things that make a game fun is achieving your objectives by making tactical decisions and rolling dice.  Constantly checking a rulebook takes away from the overall experience.  Having overly complex rules can also take away from your gaming experience so I have tried to keep things fairly straight forward.  The trade off to this is that some things get lumped together.  For example, the L/44 M256A1 smoothbore gun on an M1 Abrams gets called “very heavy anti-tank gun” and will be treated exactly the same as the 2A46 125mm gun on the Russian T-80.  I will call this work successful if it’s easy enough to be played off of a quick reference sheet without having to reference these rules.

Finally, in modern scenarios, if one side is significantly more powerful than the other then they are generally doing it right.  However, this isn’t a whole lot of fun for an evening of wargaming.   Part of this project’s scope was to design a way for us to come up with equivalent sides.  That is why I have included a companion excel file that can be used to design your forces.

Basic Overview

During the turn each of your units gets to make 2 actions. They can both be the same action (ie, Move-Move, or Shoot-Shoot) or they can be different.  You do all of your activations for your forces then your opponent does their activations during the course of a turn.  There are also provisions for Overwatch will allow you to interrupt your opponent’s turn.

Things you can do during your activation.

  • Move
  • Shoot
  • Go on Overwatch
  • Enter into CQB (Close Quarters Battle)
  • Call in a fire mission (if available)
  • Deploy Smoke
  • Attempt to rally if your troops are broken or pinned down.

During your turn, you will announce to your opponent which two actions your unit is going to perform.  You do this first because your opponent may have the opportunity to interrupt your action with one of their own.