Rules of Engagement
28mm Man to Man WWII Combat
GEG-1000 Rules of Engagment
$60.00
GEG-2001 Operation Bagaration
$27.50
GEG-5000 Clear Plastic Blast Template 
$14.50

The Second World War 1944
War in the East

Operation Bagration
Lvov-Sandomierz Operation
Warsaw Uprising
Operation Jassy-Kischinev
The Winter Offensives
The Vistula-Oder Offensive
Warsaw
Advance to the Oder
East Prussia
The Danube
Spring Awakening
Battle of the Oder-Neisse
The Fall of the Reich

The Soviet Union and her Allies

Soviet Rifle Platoon
Soviet Motorized Rifle Platoon
Soviet Reduced Strength Rifle Platoon
Partisans
Finland
Divisional Support

Germany and her Allies

Volkssturm
Waffen SS
Ruckkampfer
Romania
Hungary
Slovak

Excellent set of rules for use with Artizan Designs, The Assault Group and Crusader Miniatures line of 28mm WWII miniatures.

The 240 page hardback rulebook is divided into five sections: Introduction, Game Rules, Scenarios, Operation Overlord to the Fall of the Reich and Hobby Section.

Key to the game is that it offers plenty of detail whilst being very easy to learn. The Game Rules are presented in a clear format with each part dealing with a key aspect of the rules.

Sequence of play
In Rules of Engagement the game play is divided into 5 steps: Discipline Phase, Orders Phase, Movement Phase, Shooting Phase and Close Quarters Phase.  One player executes all of the phases then the opposing player does likewise.  This process continues until an agreed number of turns elapse or one side is forced to withdraw.

Terrain
Terrain plays a pivotal role in RoE. Infantry battles from WWII to the present day were mostly fought in areas that offered plenty of concealment and protection for the combatants. The ability of modern infantry weapons to kill exposed men with consummate ease dictates these tactics. The famous MG42 has a rate of fire of up to 1200 rounds a minute.

Discipline Phase
Soldiers in RoE may be in different states of discipline during the game. Troops in RoE are described as Confident until the bullets start flying.  A unit that takes the required number of hits (not casualties) will be Suppressed or Shaken and will have to Fall Back or Test Discipline in the player’s following Discipline Phase.

Orders phase
In the midst of battle it is the quality of the squad or section leader that determines if his men live or die. In the Orders Phase the player issues one of the following orders to each unit:

Hold – unit doesn’t move and fires at full effect
Sneak – unit moves cautiously, making best use of cover and fires at reduced effect .
Advance – unit moves at a normal rate and fires at reduced rate .
Run – the unit forgoes any firing in order to move at haste.
Fall back – selected in lieu of taking a Discipline Test in the Discipline Phase, the unit quickly withdraws from the line of fire.
Movement
The ability of a commander to get his men in the right positions to provide support to each other will win the battle. While well-armed troops in a static position offer formidable opposition, a canny attacker will seek to engage and pin the enemy from one position while maneuvering troops to flank and assault them. Each model has a Move value (usually 20cm), indicating its movement rate in centimeters and the distance a model moves is dictated by its orders.

Shooting
As you would expect, this is the real business end of a player’s turn. Effective firepower will force the enemy to give up his position or risk being annihilated. In RoE this is a very simple phase.  To fire the players follows a simple, set procedure. Dice are rolled to hit (noting how many hits are scored), enemy test experience to avoid damage and (if any fail) dice are rolled to kill them. Mark the number of hits on the unit and check if it is Suppressed or Shaken.

Close Quarters
Dug-in enemy may require removing at the point of the bayonet. Close quarters fighting is vicious and decisive in reality and in RoE. If overwhelmed, motivated defenders will withdraw while brittle troops may surrender. Enemy within 10cm may be attacked in Close Quarters. Each set of opposing models roll a D6, adding their CQ value and modifiers. The losing model(s) is killed and the side that causes the most casualties wins the fight.