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Squad Leader
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==Gameplay== Pieces in ''Squad Leader'' represent regular squads (rated for firepower, range and morale), weapon and vehicle crews, elite squads (with high firepower and morale but shorter range - used to represent paratroops or combat engineers armed with sub-machine guns), individual leaders, support weapons, and vehicles. The original game contains counters representing the German, Russian and American armies. Russian troops are portrayed as poorly armed (and with poor quality radios, making it very difficult for them to summon artillery support) and with relatively fewer leaders, but with the capacity to become "berserk" in combat (a capacity shared in later expansions by SS troops). US troops are shown as having unusually high firepower (representing larger squads, using the Browning Automatic Rifle - unlike other nationalities who have separate counters for light machine guns), but with slightly lower base morale than German or Soviet troops, representing the supposed greater tendency of more individualistic Americans to break from their orders or the group under fire - however, American troops are easier to rally under fire, as they were exempt from the usual penalty ("desperation morale") paid by broken squads in these circumstances. British troops, when eventually added to the game system, are shown as largely similar to the Germans, albeit with somewhat inferior equipment.<ref>[https://www.scribd.com/document/507877120/Squad-Leader-4th-Edition-Rules Squad Leader rules], scribd.com website.</ref><ref>[http://www.wargameacademy.org/sqla/Documentation/conventions.html SQUAD LEADER ACADEMY RULE CONVENTIONS] Sept 2017.</ref><ref>[https://boardgamegeek.com/boardgame/1035/squad-leader/files Squad Leader (1977)], at boardGameGeek website.</ref><ref>[https://www.scribd.com/document/361894961/171365121-Squad-Leader-Core-Rules-pdf Squad Leader Core Rules PDF], posted at scribd website.</ref> The mapboards are divided into hexagonal grids with each hex said to represent 40 metres of terrain, the result of the designer being asked what the ground scale was, rolling a die and it coming up 'four'. In reality, European village streets are not 40 meters across, for example. Time was said to be two minutes per turn, though the developer admits that this is also inexact and that each game turn should be considered a "module of time, such that the (game's) events can occur and interact with one another."<ref name="num_1">Squad Leader Rulebook, Designer's Notes (p. 32 in the Fourth Edition rules).</ref> The semi-simultaneous system of play developed in the mid-1970s can be seen in ''Squad Leader'''s sequence of play. Each turn consists of two player turns, each of which have eight "phases": * Rally phase (in which "broken" units attempt to rally and malfunctioning weapons are repaired) * Prep fire phase (in which the player whose turn it is may fire on enemy units; any units that prep fire cannot move or fire again for the rest of the player's turn) * Movement phase (in which the player may move their units on the board) * Defensive fire phase (in which the other player may fire on units that just moved) * Advancing fire phase (in which any units that moved may fire, at reduced strength) * Rout phase (in which any "broken" units must flee for cover) * Advance phase (in which the player whose turn it is may move every unit one hex), and the close combat phase (in which any units from opposite sides that start that phase in the same hex engage in close combat) The name of the game is actually a misnomer, as in most ways the player assumes the role of a [[company commander]] (i.e. gives orders to platoons and squads). The [[squad leader]]s in ''Squad Leader'' are actually "factored in" to the squad counters, and only exceptional leaders - officers and NCOs - are portrayed separately, by their own counters. Leaders can exert a favorable influence on the firing of support weapons, or the morale rolls of squads with whom they are stacked, although if a leader fails a morale check the squads stacked with him must check for morale a second time. Most scenarios give each player, generally speaking, enough simulated men to make up a company, though order of battle is not precise and most scenarios only give a flavor of what the real life battles were like rather than a direct simulation. One aspect of the game that adds greatly to its popularity are the generic [[geomorphic mapboard]]s, each of which can be aligned to any edge of the same length to any other mapboard (except river boards). This allows for an almost unlimited number of combinations to create any terrain situation, including player designed scenarios. Printed overlays, first introduced in the gamette ''[[Squad Leader#GI:Anvil of Victory|GI: Anvil of Victory]]'', enable additional terrain types to be added to mapboards. Line of sight (LOS) is determined by sighting between the dots in the center of each hex. String can be used to check LOS, and the printed terrain depictions on the photo-realistic maps are used to determine blockages (hexes are not considered automatically filled by terrain therein). These LOS rules were innovative for board games when introduced in the 1970s. The original game contains mapboards mounted on heavy durable cardboard, which was (and remains) expensive but a design feature long associated with Avalon Hill games. Each mapboard measures 10 columns of hexes high by 32 hexes wide, numbered from hex A1 in the top left corner to hex GG10 in the lower right. {| class="wikitable floatright" |- | Board 1 | Urban terrain |- | Board 2 |Hill terrain |- | Board 3 |Village terrain |- | Board 4 |Rural terrain |- |colspan=2|Scenarios: 1-12 |} The design philosophy that [[John Hill (game designer)|John Hill]] brought to ''Squad Leader'' was "design for effect". He hypothesized that no matter what kind of fire might be brought on a squad of infantry, be it a flame weapon, a grenade, a machine gun, or an artillery shell, there could only be three outcomes; the squad would be eliminated by killing or wounding the men in it; the squad would be "discomfited" to some degree (i.e. they must check for morale - if they fail they run for cover until rallied by a leader, and if they fail a second morale roll while "broken" the counter is removed as the men are assumed to have run away); or there would be no effect. Using this principle, he was able to employ a single table to create combat results of the various weapons systems used in the game. A similar principle is employed in dealing with support weapons - rolling a certain number might cause a weapon (e.g. a [[machine gun]]) to be put out of action, after which a player must roll again each turn until the weapon is either restored to use or lost altogether; there is no need to determine whether the weapon was broken, jammed, or was simply reloading with fresh ammunition. ''Squad Leader'' is a game system by design rather than just one game. The game itself comes with 12 different [[Squad Leader Scenarios|scenarios]], each one introducing more complicated rules in a system called "programmed instruction". Each scenario card includes historical information, victory conditions and play balancers for each side. However, ''Squad Leader'' also has a "design your own" system where forces are selected by drawing playing cards from a standard 52 card deck and comparing the result to a table where different forces were described. There is also a point purchase system for "buying" opposing forces. New scenarios were published in Avalon Hill's gaming magazine, ''[[The General Magazine|The General]]'', as well as additional scenario packs (the rogue scenarios, for example, see below). Third parties also produced scores of SL scenarios.
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