SIMPLE COMBAT GAME
This is my second attempt at writting a war/tactical game. My first atttempt was way too
unbalanced and counter reliant to be worth puting up on the web. I'm a lot happier with these rules but
I'd still like as much feed back and suggestion as possible please. E-mail to
huttona@dcs.gla.ac.uk.
What's it about then?
My Simple Combat Game (SCG) is a highly abstract set of rules for fighting tactical level battles. I hope. At
the moment the rules are incredibly simple, a massive 5-minutes have been spent on development and a further 10
playtesting them with myself. I've just read "The Art of War" and as a result I want to implement some of the
ideas of the book into a wargame. So these rules will probably develop into FSCG "Fairly Simple Combat Game" as
well as some sort of strategic level camaign system. I have a great desire to implement some sort of
intelligence/ info gathering system as well as a supply system in the camaign game.
The Game
THE CORE RULES - The basics for the SCG system. This is all you need to play as you can easily make up
your own units.
FORCES - A selection of different unit types for use with The Core Rules.
EXTRA RULES - A wide variety of extra rules which can be mixed and matched to give the style of game you wish to play.
Plans for the future
I intend to keep the Core Rules as simple as possible. But, as it stands the game is too much luck and not
enough tactical skill. Maybe the addition of new units and terrain, my primary focus for the next month or so,
will increase the tactical skill. I'll just have to wait and see. Also the physical representaion of the units
means nothing. I might introduce rules for facing, turning and weaker side/rear armour. Also the various unit types
might be grouped into power balanced blocks, like these are tank style designs, these are infantry etc. Most importantly
I'm trying to think of a snappier, not to say pronounceable acronym.
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