I felt inspired so I made myself this wargame: PDF link
Obviously inspired in part by Fast and Dirty. My goal was to make a ruleset that could fit on one page, front and back, minimize dice rolling, allow both "skirmisher" and "ranked" units to be interesting and handle units of mixed weapon types.
I have not read a great many games – please tell me which one I'm ripping off.
I am not a maths person, sadly. Thus, those of you who are will probably see some horrific, glaring flaws. Please tell me what they are; the best changes are often recommended to the designer by someone who sees it with completely different eyes.
I am aware there are ambiguities with how units can move into each other; can they engage at angles, etc. As of this time it's a no, I just didn't add it in. Also, Psychology bonuses has omitted the "below half original strength" penalty of -2.
Note that all numbers are sort of fudged in. My original intent was that any given + has a – it can make up for, or a given + has a counter-plus that allows the attacker/defender to cancel out the other advantage. The intent was that in many cases a slight bonus was to be given to the defender to represent the ease of defense. Also considering giving penalties to defense for moving and or charging units.
I think it's come out ok for about 30 minutes worth of typing. Feel free to check it out and offer your more experienced opinions. Just remember I'm trying to keep it at 1 page for the actual functional rules, and unit profiles are supposed to take up very little space on some 3x5" index card.
Thanks!
M.