So if you hang out on the discord, you have heard of this already but otherwise let me discuss what I am working on currently.
"History Dad" is the working title of a set of rules initially aimed at WW2 but eventually to cover 1900-1950 or thereabouts (I suppose if I say 1904 to 1954 it should cover all the usual suspects).
The aim of the system is to allow games to be played with a decent pile of single based figures: A typical game is about a platoon on each side and it should scale up to a company if you have a lot of table space. At all stages, the aim is to have rules that are pretty easy to remember but which feel fun to play and have a bit of flair. Some of the tricks to achieve this is things like casualties being resolved when a unit activates, not at the point it is shot at. So you will have an idea of how badly shot up a unit is from the hits they took, but actual details wont be clear until they go next. Another example is in the vehicle damage tables, where a tank may go "silent" after being hit. It has a fifty/fifty chance of being dead or okay. Do you risk firing another round at it from another gun or do you hope its actually dead and move on to the next target?
Decisions like that I think can really help make the game more exciting and "real" feeling, even if the core mechanics are at all stages quite simple and conventional otherwise (complete with buckets of dice for firing).
Scale wise as I said it is for single based figures. The hope is that pretty much any scenario from Chain of Command, Arc of Fire (including the Skirmish Campaigns books) and I Ain't Been Shot Mum should be usable more or less as is. This is another advantage of fairly conventional combat mechanics: It is easier to translate things in from other game systems.
I am hoping to be able to produce scenario packs to accompany the rules but we will see how that goes sales wise.
The rules are aimed at both player vs player and solo play, with a suite of solo mechanics and some random tables to spice things up. I want you to be able to both play the game with a friend as well as get a big old tank battle going in the evenings solo.
The game will also include campaign rules but I need to emphasise here that this is not a big, narrative "weasel campaign". You will have experience and casualties to contend with and your battles will contribute to completion of a small military operation, but it is much lighter fare than what the Parsecs players might be used to for example.
Lastly I am hoping to include around 10 scenarios to play in the book and a points system for building your own units.
One thing I am sure you have been waiting to find an answer for is the title. Why "History Dad"? Who is a "History Dad? Do I have to be a dad to play the game? When I began working on the rules, the target audience was going to be, in part at least, people new to WW2 wargaming but who always had an interest. When the rules began to come down on paper, the sort of person I had in mind is everyones nerd dad who loves watching tank documentaries on the History Channel (back before all the space alien stuff). History Dad loves tanks and brave soldiers and big explosions and the Ardennes and people who did their duty for Democracy. This game is for History Dad.
A lot of small decisions about the rules stemmed from "what might History Dad like the most?". We use blast templates for mortar fire instead of a more abstract system, because History Dad would definitely want to see the blast template covering an entire squad of German soldiers for example.
But it is ALSO for beginners and novices of all kinds. I am doing my best to include "war explainers" that detail how various things worked in the war and really give you a grounding in the period, so you can come into the game without knowing a lot and still end up having a great time.
If you are interested in helping playtest the rules, please get in touch with me at email@example.com and I will send you a draft copy.