Guts 'N Glory WWII Skirmish Combat System

Guts 'N Glory is a fast-paced game system that allows players to simulate WWII skirmish battles that are quick and easy to play, yet full of realism. The rules system was designed for N scale miniatures, but we have conversion notes here on our website that allow you to play the game using all of the popular wargaming scales. A game involving only a couple of vehicles and two squads per side should only take 60-90 minutes. Larger battles take more time, but we often enjoy platoon-sized actions with up to 6 tanks and 30 men per side. These take 120 minutes to 150 minutes to play.

We chose N scale for several reasons. First, it allows for the use of readily available N scale terrain and buildings that were designed for model train hobbyists. We have been able to locate wonderful European style buildings in this scale at hobby shops and on auction sites, such as eBay. The eBay auctions often were for buildings that were already detailed and painted! That is a real time-saver for the busy wargamer! Second, N-scale allowed us to keep the game to scale on an average 4' X 6 ' table. So, in Guts 'N Glory, there are no scale distortions. Of course, this is not the case when using larger scales, but the game should still play well. Finally, N scale figures have good detail and are easier to paint and play with then 285th scale figures. I still love micro scale, but N scale is a nice compromise that lends itself well to skirmish gaming. However, we have recently had great success running the game in 285th scale with GHQ's fine



miniatures! Check out our Yahoo Group to see some of our troops and feel free to ask rules questions too!

The heart of the game system is a fairly innovative concept (at least to historical gaming) that uses different dice rather than die modifiers. In most games, one type of dice is used and the "success" number for hitting a target, spotting a target or passing morale is determined by adding or subtracting a number from a base number. This forces the player to go through some mathematical calculations each time and the "success" number always changes. In Guts 'N Glory, the "success" number never changes. Instead, the dice you roll changes. For example, a successful morale check is made on a roll of a 4 or less. Veteran troops usually roll a 6-sided die to check morale (66% chance), but green troops roll a 10-sided die (40% chance). Of course, things happen to make troops more or less likely to pass that morale check. In Guts 'N Glory, these factors are taken into account by the use of "die higher penalties" or

Minifigs 12mm Panther tanks cruise through an N-scale street.

"die lower bonuses." When checking morale, you put your finger on the "dice hierarchy" chart and move it to the right for each penalty and to the left for each bonus. No need to add/subtract modifiers….No need to remember a different "success" number for every roll you make. For example, let's say a veteran fire team needs to take a morale check. There are enemy tanks visible to the fire team, they were under fire last turn and they are in cover. The enemy tanks and being under fire are both "die higher penalties." The fact that the team is in cover is a "die lower bonus. This yields a net result of one "die higher" penalty. The veteran fire team checks for morale by rolling an 8-sided die instead of the usual 6-sided die. The "success" number for a morale check is always a four or less. The use of this concept really speeds up play.

Guts 'N Glory only considers factors that are necessary to create a realistic simulation. We didn't deal with details that added complexity/realism at the expense of playability. For example, in Guts 'N Glory tank armor is classified as light, medium, heavy or very heavy. There are bonuses/penalties on the charts for sloped armor, side armor, rear armor and top armor. Also, if a tank is hit, you then check to see whether or not it was immobilized or put "out of action." This is all any platoon commander needs to know anyway. Therefore a Tiger tank is still a tougher target than a Stuart tank, but we didn't create an overly complicated system to model this. No need to find out exactly where the round hit, exactly what systems were taken out, or which crewmember was killed. Don't think that Guts 'N Glory is a beer and pretzels game though. It plays fast, but it rewards good tactics. It also punishes the player who makes tactical mistakes. The results are very realistic when compared with historical instances. Another concept that speeds play is the use of "fire teams." Infantry are grouped in teams of 2-5 men. Three fire teams make up a squad. The troops are individually based on metal stands. The fire team stands are magnetic. This allows you to tailor your fire teams to the situation at hand. You can decide which weapons go with which team and your squad leader can be attached to any team you wish. The rules allow you to detach tank hunters as well. Squads generally were divided up into teams to execute real battle tactics. It speeds up the game considerably to allow you to

move your men in similar teams. All members of a fire team direct their fire at the same target (with the exception of tank hunters…They need to be free to engage armored targets.) when they fire. This speeds up play and is very reasonable when compared with accounts of actual combat.

Guts 'N Glory uses an initiative system and special fire modes or orders that allow both players to exercise control over their troops at the same time. It is not an "I go, you go" system. This adds realism to the simulation. I must admit that it is the hardest part of the system to grasp, but the most rewarding. For example, veteran troops are easier to control than green troops. They have a better chance of gaining the initiative and have more special orders to give. This makes them more flexible to the changing battlefield environment. We believe that this is how it should be!

Best of all, Guts 'N Glory has virtually everything you need to know

6mm GHQ Afghans in scratchbuilt terrain.

printed on three double-sided reference charts included with the game. Once you read the rules, these charts should be all you need to refer to (other than vehicle and ordnance charts) when playing the game. The charts are easy to understand and are a wonderful play aid!

Robert ~ Lead Designer, Guts 'N Glory
(A product of the Operation Torch Design Team)

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