Tabletop Simulator

Tabletop Simulator

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Patrol! Man-to-Man Combat in the 20th Century
   
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Type: Game
Game Category: Wargames
Complexity: Medium Complexity
Number of Players: 2
Assets: Components, Dice, Rules
Language: English
Tags: SPI
File Size
Posted
Updated
757.947 KB
10 Feb, 2022 @ 4:30am
1 Dec, 2023 @ 4:34am
3 Change Notes ( view )

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Patrol! Man-to-Man Combat in the 20th Century

In 1 collection by hjess60
SPI 1969 - 1982
117 items
Description
"Patrol: Man-to-Man Combat in the 20th Century, is an individual man level simulation of non-urban infantry combat from World War 1 to the present. The game features various scenarios in which the average infantry squad would become involved. Typical scenarios simulate meeting engagements, ambushes, raids, snatch missions and assualts on fortified positions.

Sequel to the game Sniper! Popular tactical combat system.

As in Sniper, each player controls the equivalent of a squad of 5 to 15 men depending on the period, the scenario, and whether you attack or defend. One scenario corresponds to a few (one to five) minutes of real time action. The scale is a little larger than in Sniper (5 meters/hex, 5 seconds/turn vs 3 and 3 in Sniper), and there is no facing. The game system (though rated 7.1, ie pretty high, on SPI complexity scale), is quite straightforward and easy to learn. In the beginning of each turn, players secretly "buy" actions for all of their men. A normal man has 10 Movement Points to expend per turn. Fire, direct or opportunity, consumes all MP, as reloading one's weapon, or rearming (ie readying to use it after throwing a grenade or shooting a rifle grenade). Standing up, preparing a grenade, throwing it, cost 5MP. And movement costs MP depending on terrain...

After all actions have been plotted, players check for panic: a certain percentage of all your men, depending on their hex number, have their actions cancelled, or move randomly. (although very annoying, this rule does wonders at simulating low level control problems). Then, all remaining actions are performed: combat, movement, and finally grenade and artillery impacts. Rules cover a large variety of equipment: weapons like rifles, MP, MG, rocket launchers, grenade launchers and flamethrowers, but also barbed wire, pillboxes, artillery, mines, and up to one vehicle (APC or tank) per side. Five kind of combat situations are covered: patrol, reconnaissance, ambush, raid and assault. Some lending themselves quite well to solitaire play. A large number of scenarios (from WWI to modern) are provided, and you can easily design your own. A standard scenario plays in a couple of hours. Altogether, I think the system is pretty good for such a man to man combat situation. However, be warned that this very detailed scale has a peculiar feeling, which not all "tactical" game players (ie players used to ASL or The Gamers Tactical Combat Series, which focus on company/battalion level units) will like: in Patrol! the player is a sergeant, not a captain."

* Thanks to Mangofeet for Counter Exploder
** Thanks to Richthofen56 for tracking down a good copy of Map F kindly provided by Russell H Gifford on the SPI Facebook group.

1 Comments
Richthofen56 10 Feb, 2022 @ 7:32am 
Looks great Holden, thanks.