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[Review] Micro Armour: the Game
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Author:  BlackLegion [ Sun Nov 27, 2011 11:54 am ]
Post subject:  [Review] Micro Armour: the Game

Finally i have read "Micro Armour: the Game" puiblished by GHQ.
"Micro Armour: the Game" features a tabletop game set during WWII. The game scale is 1:285 (6mm) and the forces you play can be a whole regiment.
1inch represents 100yards. 1 model on an 1"x1" base represents a whole Infantry Platoon or 4-6 vehicles. One turn represents 3minutes of real time.
If you rather want 1 model = 1 vehicle/weapon then you should have a look at "Micro Squad: the 1:1 Scale Game" (also from GHQ) and report how this plays ;)


Back to Micro Armour:
The main feature is the "Cohesion-roll" made with a D20. Everyone who knows Epic will see the similarities to the Iniative roll to activate a Formation. The Cohesion roll is for the same purpose except that you roll Cohesion every time your units do something.

The game starts with the Iniative Phase. Each player rolls a D6, adds his force's Cohesion value and thehighes scoring begins.

In the Posture Determination Phase each player alternately marks groups of units who he wants to move this turn (Movement Posture). Units in the Movement Posture can't shoot actively. Allother units nt assigned a movement group are automatically in the Firing Posture and can fire actively but can't move.

Next step is the Joint Artillery Phase. There each player shoots alternately with his Artillery. Impact Markers are placed and remain where they land until the end of the current turn.

Now we come to the Joint Fire Phase. Each player shoots alternately with his units. To shoot a unit has pass it's Cohesion roll then you compare it's AP/HE value to the targets Armour and roll 2D6 on a table. Results can be Supressed, Disorganised or Eliminated.

In the Joint Plot Phase each player plots his indirect Artillery fire (duration and target location) fire and Air Strikes.

Next is the Joint Movement Phase where each player alternately tries to move his movement groups. Here it comes to Close Assaults 8Assaulting enemy positions inorder to push themaway from it) and Oberruns (tanks roll over enemy units). This can result in Opportunity Fire (units haven't fired yet can shoot at enemy untis which move) as well as Covering Fire (the answer to Opportunity Fire. This is the only way for moving units to shoot)

In the Marker Removal Phase you roll for each unit Cohesion to see if markers which show the state of a unit are removed (Surpressed-makrers or Disorganised-makrers. Th elast ones are only removed on a roll of 1). Impact Markers was well as Movement Group markers are automatically removed.

On to the next turn :)



Well that's it for now. If you have any questions just ask :)

Author:  BlackLegion [ Sun Nov 27, 2011 6:23 pm ]
Post subject:  Re: [Review] Micro Armour: the Game

It's the paid version. Currently for only 9.75GBP at Wargames Emporium.

Didn't have a game yet but the rules read for really realistic games results.

Author:  adam77 [ Mon Nov 28, 2011 6:38 am ]
Post subject:  Re: [Review] Micro Armour: the Game

HI BL, thanks for the review. 4-6 6mm vehicles on a 1"x1" base, is that right? How do they fit?

Also, how do you build forces?

Author:  Blindhorizon [ Mon Nov 28, 2011 7:55 am ]
Post subject:  Re: [Review] Micro Armour: the Game

I believe what he ment is 1 1"x1" base with a vehicle on it represents 4-6 vehicles. Unless i musunderstood.

Author:  BlackLegion [ Mon Nov 28, 2011 10:23 am ]
Post subject:  Re: [Review] Micro Armour: the Game

Blindhorizon is correct. A 1"x1" base with one 6mm vehicle on it represents a platoon of 4-6 actual vehicles of this type.

Author:  adam77 [ Mon Nov 28, 2011 7:46 pm ]
Post subject:  Re: [Review] Micro Armour: the Game

I see. And how about choosing forces?

(p.s. moved topic to the modern forum)

Author:  BlackLegion [ Sun Dec 04, 2011 9:31 pm ]
Post subject:  Re: [Review] Micro Armour: the Game

There are several pre-set scenarios in the book.
The book also includes pretty much all TO&Es for every army for every year of the war.
Each unit has a points cost.
There is an example for Scenario Design where a 1900pts army consists of ca 30 units.

Author:  adam77 [ Sun Dec 04, 2011 9:54 pm ]
Post subject:  Re: [Review] Micro Armour: the Game

BlackLegion wrote:
The book also includes pretty much all TO&Es for every army for every year of the war.


Interesting, any chance you could post an example... ;)

Author:  BlackLegion [ Sun Dec 04, 2011 9:55 pm ]
Post subject:  Re: [Review] Micro Armour: the Game

Have you a special army/period/theatre in mind? :)

Edit: Better: http://www.ghqmodels.com/pages/military/squadgames.asp Every TO&E is downloadable for free :)

Author:  adam77 [ Mon Dec 05, 2011 2:24 am ]
Post subject:  Re: [Review] Micro Armour: the Game

fantastico

thanks

Author:  lord-bruno [ Thu Dec 08, 2011 12:21 pm ]
Post subject:  Re: [Review] Micro Armour: the Game

Those TO&E are quite useful.

Author:  Mojarn Piett [ Tue Dec 13, 2011 7:50 pm ]
Post subject:  Re: [Review] Micro Armour: the Game

BlackLegion wrote:
There are several pre-set scenarios in the book.
The book also includes pretty much all TO&Es for every army for every year of the war.


Except Finnish army...

Author:  BlackLegion [ Thu Dec 15, 2011 3:24 pm ]
Post subject:  Re: [Review] Micro Armour: the Game

Hmm righto. You should mail them :)

Author:  yorkie [ Sat Oct 13, 2012 5:52 am ]
Post subject:  Re: [Review] Micro Armour: the Game

Hi,

So how do you like the game? I have recently downloaded the micro squad rules from wargames vault, where they are available for free, along with all the TO&E's for the whole war!

I have owned Microarmour the game for years now but only played it a few times, i don't think my opponent and i were in the right frame of mind to appreciate the realistic rules, we had been playing WH40K for years, and took the "historical plunge" with these rules. And typically, we started playing with as many troops as we could fit onto the table straight away, which wasn't a good idea. Im having another look at these rules, which have been neglected for quite some time, but ill be starting with small engagements and learning the rules this time....

The Micro squad 1:1 rules are essentially the same, but with a bit more detail, ie MG beaten zones and stuff, i think it looks great, and was wondering if any of you guys have played it.

Its now in its 2nd edition and is available as a hardback full colour version.

steve

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