Tiger, Tiger, Burning Bright

WWII Rules

by Bill Rutherford

By Jon Sutherland and Nigel Grodd, Partizan Press, Leith-on-Sea, Essex, UK, 1990, 25 pgs digest + charts, $7.00..

These rules, intended for use with 1/200 scale miniatures, don't attempt to break any new ground with novel concepts of mechanics, but represent the authors' concept of a fun game. Though not stated, Tiger Tiger seems to use simultaneous movement. A referee is recommended, but suggestions for unrefereed playare included. No scales are given, though time and distance seem fairly small. The troop scale, I think, is 1:1, with stands representing squads. Combat is normal, but is cumbersome. The firing player casts dice as many as fourtimes for each shot at an armored vehicle. Infantry combat is somewhat faster, being resolved in only one or two dice rolls, depending on whether or not a morale check must be taken as a result. Several types of artillery fire can be used, with varied beaten zones, random scatter die rolls, etc. Units out of line of sight of the enemy are kept off board, their positions noted on a map. The referee adjudicates spotting diced rolls and determines which units need to be onboard each turn, usingan extensive spottingtable. Units have individual morale ratings - dice are rolled against them when required, with results ranging from "ok" to "surrender". Basic engineering and air rules are also included at about the same complexity level.

The charts are the heart of these rules, but, strangely, omit several common AFVs. Command control is handled simply, the referee determining (by chart, of course) how long orders take to arrive. Players are assumed to handle brigade-sized forces, which seems a bit ambitious, considering the detail level. Tiger, Tiger is a reasonable set of rules for a company-level game, but seem too slow for anything much higher.


Reviewing Stand


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