Battleground
WWII Era Small Unit Actions
Miniatures Wargame Rules

Introduction to Battleground

by Steve Carroll

Okay, first, these are not the Easy Eight "Battleground WW2" rules. These are my own rules, called "Battleground." I started using these at conventions in 1996 and I published the rules in 1997. I don't know when "Battleground WW2" was written or published. There is no relation between the two rules sets.

The original "trench art" on the cover, of U. S. Marines vs. Japanese on Guadalcanal, is by Paul Smith, who was there.

The rules were published in an 8.5x11 format, with a beige cardstock cover. Hal is publishing the entire set here (5th anniversary!), including inner and outer front and back covers. The photographs will probably not reproduce real well, but I believe that all examples can still be clearly understood. I hope that the folks that bought an original copy will not be too upset that the rules are being republished "free" to anybody that gets this magazine. Maybe they can take consolation in the knowledge that I have few original copies left and am not printing any more.

Why I wrote these rules

When I first started in miniatures wargaining (after 20 years in "paper" wargoaming), I became interested in 20mm WW2 games. I started collecting and painting figures. At first, I did not have many, and wrote a set of skirmish rules, "Take the Point." As my collection grew, I wanted to use lots of figures, and had to move from using an individual figure as a unit to using a group of them. After some intermediate steps, I came up with "Battleground" for small unit actions.

What to expect from these rules

These are easy rules, meant to be perhaps the first set someone might use. Experienced wargamers and/or true grognards may not find the depth or accuracy of simulation they want - these are GAME rules. These are very good rules for conventions. They are quickly taught and very playable. They seem especially suited for commando raids and such. Some of many convention games, at which folks at least claimed they had a good time, were The Raid on Bruneval, The Fall of Eban Emael, and St. Mere Eglise.

These rules are good for a quick game for just a couple of players, also. They work for solitaire games as well. Also, it is menti oned in the set that they can be used for other time periods not just for WW2. That is absolutely true! With slight adjustment, they can be used for ancients through modern and future. You might have fun coming up with house rules lot your specific interest. The turn sequence and combat system (see next paragraph) are very flexible.

What's new or different about these rules?

I think there are two things about these rules that you may not have seen before. First, the turn sequence system, using an ordinary deck of cards, works very well. It can yield a lot of excitement and surprises during a game. Give it a try.

Second, the combat system, with different "types" of dice, is different than any other I have seen. It is easy to learn, understand, and become accustomed to.

Review excerpts from 1997

I sent some copies out for review, and two magazines did small write-ups. They had some nice things to say.

"Interesting, easily learned system." Hal Thinglum, MWAN #90

... unpretentious ... refreshingly bright and stimulating... user friendly... interesting mechanisms and ideas." Stuart Asquith, Practical Wargamer, vol. 11 #8

Rules errata

There are a few cases in which a unit which could only hit with a six has its effectiveness reduced even further, seemingly making that unit unable to make any hits at all. In such a case, roll as usual, and if there are any sixes, qualify them by rolling again. On 1-3 it's not really a hit, and on 4-6 it is. As a clarification, when doing vehicle combat, just closely follow the steps given in the rules. Notice that it may be easier to durnage a vehicle than it is to kill it off after it has been damaged.

What happened to Carpe Diem Enterprises?

Well, after this set of rules was published, and did NOT set the wargaming world on fire, nothing. I was too busy working my regular job and living my regular life to pursue much more. No new rules sets, no figures, nothing. I still mostly write my own rules. I am using my latest version of the "Battleground" system for my China/Russia project (see previous article!).

Yes, there was a website

I actually had a website devoted to these rules, and selling them, from 1997 to late 2000, when the website provider folded. I did not expect any more orders for the last few copies anyway, so I did not start up another site.

Why you should read through these rules

You might like the rules enough to try them and then even start using them. You might get some ideas for arranging, writing, or illustrating rules that you write in the future. You might get some rules ideas (I almost always get at least one good idea to appropriate from any set of rules I read!).

For more information

You can reach me on the Internet at scarrolltexas@yahoo.com. If you try these, and especially if you like them and start using them, please let me know. If you have questions about the set as written, I will try to answer. If you want to change something, just go ahead!

Thanks to playtesters Adam and Kelley Carroll, Lloyd Eaker, Brad Plank, John Russell, Glen Taylor, Kenneth Tramm, and many others, and especially to my main playtester, wargaming opponent, and friend, Larry Enoch.

Thanks to Randy Meyer, Terry Mulder, and Pat Vessels for technical support.

All figures, models, and terrain from the collections of Steve and Adam Carroll and Larry Enoch.

First edition, first printing, September, 1997 © 1997 by Stephen M. Carroll Carpe Diem Enterprises

Battleground WWII Era Small Unit Actions Miniatures Wargame Rules


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