Wprowadzenie , trochę o filozofii gry. Nic kontrowersyjnego. Kto zainteresowany wersją Polską tego tekstu: http://bitewniaki.polter.pl/Operation-W ... acja-c8950INTRODUCTION
OPERATION: World War Two is a wargame for two players set during the Second World War that allows you to
simulate skirmish level battles using model infantry and tanks. Dice introduce that element of luck which in real-life
is the difference between success and a terrible failure. But luck is not enough to win; every bit of information in the
tables is the result of careful study and is as realistic as any game will allow. Remember that some terms will be
clarified later on in the rules, so we advise you to start by reading the rules for infantry battles, play a few games,
and then read the part that covers vehicles. More expert players are advised to read the whole rulebook at least once
before playing.
Game Philosophy
Unlike other wargames, the game-mechanics of Operation: World War Two are based on the use of Order Cards
rather than the players’ choices. In real-life, the “perfect soldier” that always obeys all of his orders to the letter does
not exist... If you read battle accounts you will discover that even the best trained troops hesitate when facing the
enemy and sometimes they refuse to obey orders. For the same reason a good number of shots fired never had a
clear target, but mostly they were fired at a “presumed presence” - noise and nervousness had a big impact on the
number of shots fired… In an attempt to recreate this aspect of war we invented the Order Card system. You will
only be able to move, fire or assault if you have the right Order Card. The use of Order Cards also gives the game
some other advantages. In many games the turns alternate from one player to the other in the so-called “IGOUGO”
(I go, You go) system, when first Player A moves then Player B and so on. This method seriously limits the action
and prevents us from recreating that imponderable factor called chance. Will my squad get across that stretch of
road before the enemy machine gun interrupts their movement and cuts them down? In a classic game the result is
fairly predictable. With the Order Card system there is no way of knowing for sure until you try to cross that road.
Each order also has a value – called its Priority – that defines the speed with which that order is applied. The lower
the order number, the faster it is implemented. When assigning orders you must also take this variable into account
as the enemy has the possibility of INTERRUPTING or ANTICIPATING the action by playing an Order Card with a
lower priority. Obviously the deck does not only contain Priority 1 cards (the fastest) and so you will have to
manage your army with the cards that you have available and construct a winning strategy.
The last difference between this game and the more classic ones is the concept of Awareness. Too often it is
assumed that what the player can see is what the models can see. This is obviously unrealistic. For example you
know, as a player, that there are no enemy soldiers behind that wall but in real-life your men may not be aware of all
the enemy’s movements. In order to avoid the use of too many markers that would represent the units that have been
spotted, we have developed a system based on the type of unit and the last action that they performed. It is easy to
see a tank that is advancing and firing, but not as easy to see an infantry unit that is moving slowly through a house.
A simple table has solved the problem.
While playing your first few games you may be surprised by the fact that every turn you MUST play an order for
every unit. Sometimes this will force a hidden unit to fire, (thus giving away their position in terms of awareness),
even without a target. Maybe they are nervous, maybe a trigger-finger slipped… As you will have guessed, this may
be frustrating but it creates realistic situations. Try to put yourself in their shoes... are you certain that there are no
enemy troops in those woods, in that house, behind that wall? Are they your friends? There is no doubt that the rule
“shoot first, ask questions later” was fairly common. From game to game you will find out how to minimise these
situations and with time you will manage to build an army that satisfies your strategic requirements.
Remember that this “simple” game is a simulation of war, and so nothing is left to chance. Even with the worst luck
in the world the best player will always win.
Compatibility with Operation Overlord
These rules are the result of four years of comments and suggestions received from players all over the world; in
these pages we have collected the basic rules as well as those contained in Paratrooper Attack, Upgrade Vehicle and
Berlin 1945, which have all been thoroughly revised and corrected. Even seasoned players of the original game
should read through these rules at least once to discover all the new additions. Considering that the mechanisms are
very similar, the scenarios that have already been published are perfectly compatible with this edition but you should
use the values and characteristics indicated in this new version when using the new tables.
Tu też wszystko jasne. Ten fragment informuje nas o zgodności Mechaniki z poprzednią wersja systemu.
Fragment mówiący o tym ,że możemy mierzyć kiedy chcemy.GAME COMPONENTS
Apart from this rulebook you will need some other game components to play Operation: World War Two. They are
described below.
Dice: The only dice used is a ten-sided dice where the ‘0’ is considered a ’10’. During play you will often be
required to roll a dice to see what happens. Mostly the result that you have to roll must be equal to, or greater than,
the number shown.
If the Training number is 3+ you have to roll at least 3 (or more) to avoid your unit panicking; a
roll of 1 or 2 will be a failure.
Sometimes you will apply some modifiers to the result and in this case you should add or subtract them to obtain the
final result.
This ten-sided dice will also be used to define the deviation of indirect fire that misses the target; the new point of
impact will be decided by the direction that the dice is pointing in and the number rolled.
Tape measure: All measurements in the game are made in centimetres. Movement, weapons range and burst areas
are all measured with a simple tape measure. Remember that you are allowed to measure before performing any
action and before making any declaration whatsoever. Checking whether you’re within close range, within the
awareness distance of the enemy, whether your unit is in cohesion and much more will always require a quick
measurement…