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Final Round is a set of rules for World War II miniatures wargaming. more...
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The rules only handle small encounters between platoon-sized infantry units. Additional rulesets integrate tank and gun pieces as supportive elements for the infantry. The total number of playing pieces is about 20 per side, depending on the scenario played. A game of Final Round lasts an average of two to three hours.
Final Round is intended by its authors to be a fairly realistic approach to WWII wargaming which is quick to learn and fun to play.
Differences from other wargames
The rules are intended to provide a quick game and, as such, are kept to a minimum. This was done in order to allow players to care more about the actual playing and less about the details. The authors feel it is easily understandable and therefore can be modified and customized to the player's preferences.
Scenario Based
One thing that clearly contrasts this wargame from many of the traditional tabletops is the complete absence of point values or army lists. There is no tournament-approach in Final Round which lets players calculate their armies and engage on equal terms. Instead, the selection of forces has to be done for each specific scenario. Most often this has to be done with great care - it definitely takes some practice for beginners to evaluate the combat value of their forces. However, players can rely on the ready-to-play scenarios from the Final Round website as well as on the stability of the ruleset.
Vagueness and Simplicity
The Rules are kept quite vague on a number of topics. This means that instead of telling what exactly happened to a unit the rules only describe the result of an action. For example whether a unit has suffered losses, is shaken by the effects of a bombardement or in some other way not combat-ready is simplified to one single rules-term: "broken".
Often the rules leave it to the players to determine how to handle things, replacing dicerolls and rulestext by either mutual agreement or personal decision, often of the opposing player. It must be said that this is truly not a game you play for pure competition but rather for the fun of wargaming.
No Special Rules
There is also a complete lack of special rules or special units. Forces are more or less generic with differentiation only in equipment and training. These factors contribute to the game's most outstanding qualities: versatility and elegance.
Read more at Wikipedia.org
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