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BRS-ACQ3-PDF
At Close Quarters - Modern Skirmish Wargaming - (PDF - Digital Version)
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by Chris Peers
The 3rd edition of "At Close Quarters" has been designed as a specifically modern and post-war set. This is a set of rules designed for fast, enjoyable modern skirmish wargames. By "skirmish" we mean a game representing combat at the small unit level, in which one figure on the table represents one real man. In most cases each player will control only a small number of figures - a section, or at most a platoon, per side. Nevertheless we realise that gamers are always going to want to increase their figure collections, and so we have tried to ensure that the rules allow playable games with somewhat larger forces, including a limited number of armoured vehicles. Figures move (subject to certain restraints) and fight as individuals, but for command and morale purposes the basic element of play is the section or platoon-sized unit, which will vary in size according to the quality of your troops.
Unlike most skirmish rules of an earlier generation, these do not go into excessive detail about the abilities of each man, or the different types of damage which he may suffer. This avoids the need for the tedious ritual of dicing to determine the characteristics of every figure before the game, and for keeping extensive records during it. In "At Close Quarters",if you are hit badly, you are down for the duration: this not only speeds up play, but we feel it is also far more realistic, in view of the trauma which modern high velocity weapons can inflict. I will never forget one of my first skirmish games, in which an enemy figure got up and came at me again after suffering a "light wound" to the groin from a .50" cal. machine gun!
By "modern", we mean taking place sometime between the 1960s and the first decade or two of the 21st century. This includes both real and hypothetical conflicts of the present day and near future, to cater for which we have included new rules for some of the advanced experimental personal weapons likely to be carried by "future warriors" of the decade 2010 to 2025+. By "fast" and "enjoyable", we mean just that. It is our philosophy that to be enjoyable, a game of this type has to play quickly and smoothly, without having to hold up the action while you wade through pages of over-complicated rules. For this reason we have not included details for all the possible weapons and other equipment which might appear occasionally on the battlefield. In particular, rules for AFVs and off-table artillery and air support - which will be of only limited relevance in most skirmish situations - have been simplified as far as possible.
Skirmish games usually require some thought to be given to the devising of scenarios - a question which unfortunately cannot be properly dealt with here without making the rule book twice the size. There is no reason why you should not simply put two roughly evenly matched sides on the table and set about each other, but in general a game will be more realistic if the forces have some sensible objectives apart from mutual slaughter. Ideas for skirmish scenarios are easily gleaned from the media and any number of books. Infiltrating through enemy lines, rescuing a downed pilot, ambushing a convoy, or knocking out an enemy communications centre are typical missions which could be used as the basis for a game. On the other hand, large scale battles in built-up areas or other difficult terrain often break down into a series of disconnected infantry combats which are also ideally suited to these rules.
There are no points values in "At Close Quarters". For wargames simulating larger scale battles it is generally helpful to have a method of calculating forces of equal fighting strength, so that a balanced game can be put together at short notice without the need for an umpire. In a skirmish game, though, there are too many variables which can drastically influence the situation, and too many possible options which may be vital in one game but completely useless in another. Examples might be night vision equipment in a daylight encounter, or cliff climbing ability if landing on a beach. So a points system would not be particularly useful here. Some general guidelines are provided below for organising your forces into reasonably realistic small units, with a brief guide to sources on page 46 for those who want more detail on particular armies.
(c) This book is owned and published by Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.
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