Soldat by Tim Goodlett is a set of WW II skirmish rules -- players command anything from a squad to a platoon at 1:1 scale. An inch equals ten feet and a turn runs from one to two minutes. The magazine-sized rulebook includes 82 pages of rules and three pages of play sheets. Soldat uses unplotted simov, but this isn't a problem, as movement rates are low. The play sequence includes four move/fire phases, followed by a close combat phase, a morale/rally phase, and an admin/comm phase. Movement and fire is strictly sequenced within the move/fire phase. Command control is central to Soldat. Troops have initiative, which determines what they can do in a turn and how well they lead. Leaders have command radii based on their initiative, that determines how dispersed their troops can be. All units have orders that govern their on-table activities. Leaders change orders and must communicate, on-table those changes to their subordinate units, either verbally, with runners, or by radio. Each of these methods has its own entertaining quirks. Subunits (one squad of a platoon, for example) may attempt, under certain circumstances, to disobey orders, with bad results if they fail... Infantry and vehicle movement is standard - fixed maximum rates modified by terrain. Troop morale affects movement. If you can see a target within a given maximum range, you can, within limits, fire at it. Limits include the percentage of the target that must be visible, the targets posture (kneeling, prone...), etc. This works well on an average gametable that represents a battle area of something under 250 yds by 500 yds. Use a periscope to resolve spotting questions! In small arms combat the firer casts a number of D20s appropriate to the firing weapon type (HMGs cast four dice, rifles, one, etc.) , to exceed a given hit number based on the range to the target, modified by a number of factors including target and firer movement, firer initiative, visibility, etc. Hits cause variable numbers of casualties. Vehicle combat, similar, also takes into account hit location and armor penetration. Troops in close combat compare heavily modified die rolls to cause casualties. Troops check aggressiveness and (if an aggressiveness check fails) morale for various reasons, by die roll, modified for casualties, situation, etc. Results range from carrying on to panicking. Combat engineering is extensive and appropriate in detail to the balance of the rules. Optional rules include, amongst other things, an interesting leadership point cost table that varies the difficulty with which a leader can issue or change orders (good!), some medic rules (also good) and aircraft rules (??.) The latter part of the book consists of vehicle and equipment data charts, extensive unit rating charts - troop quality levels, basic squad organizations, etc., and ten scenarios ranging from platoon to company level, generally taking place in Europe. The scenarios each include a basic battle-map, set-up instructions, detailed orders of battle, and victory conditions. Six pages of campaign notes, tactical suggestions, and designers notes wrap up the ruleset. Soldat works. I studied two Arnhem games at Cold Wars 94 - there was enough detail to keep the players interested, but not so much that they fought the rules instead of the game. The command control and morale rules are just right for the level of the game. All in all, a very good value at $15 from your local game shop or directly from the publisher at 4225 S. Plaza Trail #202, Virginia Beach, VA 23462.- BILL RUTHERFORD Other Reviews
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