Wargame 1942 New! Jun 2026
WARGAME 1942 Company Command in the Year of Decision 1. Overview
Scale: 1 turn = 15 minutes; 1 hex = 200 meters. Unit size: Infantry company, tank platoon, artillery battery. Players: 2 (Axis vs. Soviet or Allied).
2. Components Needed
Hex grid paper or board. Dice: D6 (standard six-sided). Counters or tokens for units, suppression, and objectives. wargame 1942
3. Unit Stats Each unit card shows: | Type | Attack | Defense | Range | Movement | Special | |---------------|--------|---------|-------|----------|---------| | Rifle Company | 2 | 3 | 1 | 3 hexes | - | | HMG Company | 3 | 2 | 3 | 2 hexes | Suppress| | Mortar Battery| 3 | 1 | 4 | 1 hex | Indirect| | Tank Platoon | 4 | 4 | 3 | 4 hexes | Armor | | AT Gun | 4 vs Armor| 2 | 3 | 1 hex | Anti-tank|
Attack: Dice rolled when attacking. Defense: Dice rolled to save. Range: Maximum hexes to target. Movement: Hexes per turn (clear terrain).
4. Sequence of Play (per turn)
Artillery Phase: Resolve pre-registered barrages. Movement Phase: Move all units (simultaneously planned, then revealed). Combat Phase: Resolve all attacks (defender fires first if stationary). Recovery Phase: Remove suppression, rally routed units.
5. Combat Resolution
Attack roll: Roll Attack dice. Hits on 4,5,6. Defense roll: Defender rolls Defense dice. Each 4+ cancels one hit. Uncancelled hits = casualties. WARGAME 1942 Company Command in the Year of Decision 1
Example: Rifle Co (Attack 2) fires at HMG Co (Defense 3). Attack rolls: 3 and 5 → 1 hit. Defense rolls: 2,4,6 → 2 saves → 0 casualties. No effect. Special Results:
Suppress: If hits ≥ Defense of target, unit gains 1 Suppression marker (cannot move next turn, attacks at -1 dice). Rout: If casualties exceed current unit strength (starting = 3 steps), unit retreats 2 hexes and gains 2 Suppression.