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easy eightÕs
Battleground
World War II
ª
Created By:
Brad Sanders Devin Cooley Bob Brodeur
Jim Bland & Kurt Coyle
©
COPYRIGHT © 1997 EASY EIGHT ENTERPRISES, INC.
10036 CAENEN LENEXA, KANSAS 66215
www. battlegroundwwii.com
1•800•335•2977
All rights reserved. No part of this publication unless otherwise marked may be reproduced, stored in a retrieval system or transmitted
in any form by means electrical, mechanical or otherwise, without written permission of the publisher.
Printed in the United States of America
forward
Ground combat is no place for wimps,
and Battleground is not for the weak at heart.
A bold statement? Well, perhaps. But, like these rules, it does capture the flavor of the
feeling and excitement generated by
Easy Eight’s Battleground World War II.
For those who have dabbled in wargaming for any appreciable period of time, you
know that there are very few sets of rules out there that are able to bring to the wargame
table the spirit of individual, man against man, ground combat. At one extreme, the
gamer, and the game itself, quickly becomes mired in charts, rules, and procedures
designed to replicate every single detail of combat but instead, move along at a pace
akin to paint drying. Instead of watching his figures and vehicles sally forth into simu-
lated combat, the gamer finds himself an unwilling participant in the true Bore Wars. At
the other extreme, we find rule sets that are so superficial that any resemblance between
your actions on the gaming table and real combat appear to be totally accidental.
Of course, anyone who has been involved in combat, or even simulated combat,
appreciates the fact that it is impossible to reduce the fear, the terror, the exhilaration,
the sheer adrenaline rush that such an experience brings to each and every participant to
a set of game rules. The best rules can do is to capture the spirit of ground combat. The
following set of rules,
Easy Eight’s Battleground World War II
does just that. They
capture the feel and spirit of the ground combat in World War II. They provide you, the
hobbyist, with an opportunity to recreate, however vicariously, life at the sharp end of
the stick, where individual soldiers and tank commanders bring success to their com-
mander’s well laid plans, or utter ruin and defeat down upon themselves and their com-
rades.
Easy Eight’s Battleground World War II
is a set of rules that nicely blends
technical details of weapons and machines with the elusive quality of playability. It pro-
vides the gamer with an opportunity to enjoy an evening of quick moving wargaming
while, at the same time, they give the historical purist an appreciation of small unit com-
bat in World War II. In over three decades of wargaming experience, I have found few
rule systems that have achieved this as well as these do.
So, don your steel pot, check the function of your weapon, give the order for your
troops to saddle up, and follow me onto the
Battleground.
Harold Coyle -Author of Team Yankee
Easy eightÕs Battleground World War IIª
introduction & designer notes
Introduction
As I leaned over the counter in Phill’s shop looking at a pack
of 20mm World War II figures, I asked if there were a good
set of skirmish rules. I searched for a long time before com-
ing to the conclusion that of all the rule sets on the market,
none offered the level of detail I was looking for. None of the
rule sets offered any continuing support for the system.
Throughly discouraged I decided that I would put together
my own rules. Had I realized at that moment what a task it
would become, I believe that I would have swiched periods.
This is the same time I first met Harold Coyle. He and I start-
ed to hammer out some basic rules for World War II. For
some reason the game became popular in the surrounding
area and people started to encourage me to publish. Our
Tuesday night game turned into quite a popular night on the
gaming circuit. Things were going well when Bob and Devin
came in on the scene. Both were excellent gamers and added
a lot to the rule set and before long they became my partners
in a new company dedicated to providing excellent games.
Now, it had grown into a company with deadlines and actual
work! What had I gotten myself into? Hours and hours of
work, debate and playtesting later we are finally done. A lot
of work has gone into this set of rules. They have grown out
of a love for gaming and the period. I feel that this set of rules
offers the skirmish level gamer a comprehensive and work-
able set of rules. Nor is this the end of the game. It is part of
a system of games, not just a “stand alone” rule set. Our first
follow-up Scenario Pack is Red Devils in the Night, focusing
on the British Airborne on June 6th 1944. The level of detail
in this Scenario Pack is worth its weight in gold. The
Scenario Packs are designed with Battleground in mind, but
they will suppliment any set of skirmish level rules. I firmly
believe in the hobby and gaming and so have developed the
supporting Scenario Packs to work with any skirmish level
rule set. I hope you will enjoy this set of rules as much as I
have.
Thanks,
Brad Sanders
designers notes
Things don’t always turn out as we would like and we don’t
always respond in a manner we would hope to. Say you work
at a fast food joint and you are the best burger flipper in the
place, just as they trained you to be. One lunch hour you’re
flippin away, you’re a little tired and havin’ some trouble
keeping up. This makes you nervous because the regional
manager is in the store and you want a raise, so you can’t be
slow in front of her. You glance over to see if she is looking
and as you look away from the grill you drop a burger. Of
course she sees you drop it, and now your more nervous and
more behind. Now the servers are calling for more burgers
and your sweating and your hands are shaking and there are
just no burgers ready. So your regional manager is headed
your way and the store manager is coming and the customers
are waiting and all you can think is to leave. Do you buck up
and cook, or, do you walk?
Every one of us has had a day like that, maybe not in fast
food, but somewhere. For me it was as a theatre stage man-
ager. Now imagine that day while being shot at. And if you
run you could be imprisoned or worse. And if you stay you
could die.
Ultimately, we want you to have that nervous feeling when
you play Easy Eight’s Battleground World War II. Because
that is as close as we can imagine to real combat, which is
unimaginable to those of us who haven’t been there. And this
also explains our approach to the rules. Because as hard core
as your elite assault engineers may be, they are scared and
they know they could die in some not fun ways.
What I am talking about is the human factor: totally intangi-
ble and totally unpredictable. But still we have to represent it
on the game table. Because of this human factor we have
dice. Die rolls can represent the human factor and the whims
of chance very effectively. So, when you roll a result that
seems impossible at the time (“there is no way he could miss
at that range!”) please remember that just about anything is
possible. Even if you come upon some variable we have
missed, look at the charts and try to give us the benefit of the
doubt. Chances are the variable wasn’t missed but we simply
built it into the basic die roll. We did this because the variable
was too obscure to include as a modifier or so encompassing
that it is the die roll itself.
You, however, are the final arbiter. If you disagree with our
take on a situation or see something missing, feel free to
change, add or delete to your heart’s content. You bought it,
its your game. All we want is to provide you a vehicle to that
nervous excitement that comes from a great game. If you
have questions or comments call, write, or E-mail us. We’d
love to hear from you. Have nothing but fun.
Thanks,
Bob Brodeur
Easy eightÕs Battleground World War IIª
Acknowledgements
A Special Thanks go to the following people for
there support and encouragement:
Ron Vunovich
HAHMGS
Tabletop Game and Hobby
Easy Eight would like to thank the following peo- Muddy River Gamers
ple who helped in one way or another in complet- Lost Victories
ing this rule set.
Sam Ory
Amy Ory
Playtestsers
Jim Deppen
Rusty Marriott
Kyle Jamison
Kurt A. Coyle
Jim Soper
Shawn Coyle
Alan Lawrey
Thanks to Guy Sager,
The Forgotten Soldier,
who
Robyn E. Linthicum
put his experience on paper; we will never feel cold
Edward J. Kelly
Steven H. Ferrell
again!
Kyle Jamison
Darrin Manna
Thanks to Edward Kelly for use of his excellent
Meredith “Megadeath” Hockenbury
terrain featured in the pictures in the Terrain sec-
Shane “Tiny” Langford
tion.
Brad Jenison
Devon Jenison
Thanks to Elle and Ringo for making it hard to con-
Andrew Jenison
centrate on writing.
Dan Banks
Thanks to our wives Tavish, Nancy and Tina for
Cooper Banks
putting up with our late nights and erratic behavior.
T.G. Watkins
We love you very much.
Alan Watkins
Scott Mcelheny
Ryan “Rhino” Flessing
Thanks to Phill and Lynn Kilgore for thier contin-
Richard Wilson
uing support and advice.
Troy Larson
Dave Yates
A very Special Thanks to Harold Coyle for every-
Redd “Gary” Claxon
James Brandon
thing. He believed in the Battleground dream and
Alan Miller
encouraged it every step of the way. This game
Steve
contains a lot of concepts and ideas that were mold-
Bill Kist
ed by his keen eye and military experience. We
Louis Murphy
could not have accomplished any of this without
Mike Brodeur
him. Thanks, Harry.
...and the countless others who have joined us at
Table Top, conventions, and demonstration games. Happy Gaming,
Brad Sanders, Devin Cooley & Bob Brodeur
Battleground World War II
was developed over
three years of constant gaming. Many people put in
a lot of time and effort to make this an outstanding
game.
Easy eightÕs Battleground World War IIª
Core Rules
Table of Contents
Scales
Time . . . . . . . . . . . . . . . . . . . . . . .
Ground . . . . . . . . . . . . . . . . . . . . .
Miniatures . . . . . . . . . . . . . . . . . . .
Unit . . . . . . . . . . . . . . . . . . . . . . . .
Dice . . . . . . . . . . . . . . . . . . . . . . .
2
2
2
2
2
Items Needed to play
Figures and Vehicles . . . . . . . . . . .
Dice . . . . . . . . . . . . . . . . . . . . . . .
Table . . . . . . . . . . . . . . . . . . . . . . .
Other Items . . . . . . . . . . . . . . . . . .
2
2
2
2
Game Play
Turn Sequence . . . . . . . . . . . . . . . . 3
Card Initiative System . . . . . . . . . . 3
Taking Actions . . . . . . . . . . . . . . . 4
Sighting Checks
Sighting Procedure . . . . . . . . . . . . 4
Sighting Modifiers . . . . . . . . . . . . 5
Sighting Example . . . . . . . . . . . . . 5
Easy eightÕs Battleground World War IIª
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