

This may seem trivial, but I wanted the difference between automatic and semi- automatic rifles to be represented properly. I did not want the rules to be clearly biased toward one nation or another. I did not want most of the players watching one player do stuff. I wanted near misses to cause figures to be suppressed or stunned. As described earlier, I wanted cover to be represented explicitly. As I discussed previously, when I set out to design a new set of WWII rules, I had the following goals in mind: I wanted rate and distribution of fire to be realistic. In this part of the series, I will describe some of my initial thoughts and experiments along the way to the final design. Buck Surdu In part one of this series, I described some of the influences on my game design and how and why I embarked on a journey to design a new set of WWII skirmish rules. 1 Peregrination: One Man s Wargame Development Journey, part by John R.
