This is the latest in Dan Mersey's 'Rampant' series of fast play wargame rules published by Osprey Games. They are aimed at science fiction games, possibly the only wargame period I don't play. Not sure why, but sci-fi has never grabbed me. Although I have been slipping recently, watching the Star Wars 'Andor' series, which is very good.
I am planning a WW2 participation game for Claymore using my new Adriatic harbour, upgraded to WW2. I have used a cut-down version of Bolt Action for these games, but the narrow terrain would work better with smaller squads. While Xenos Rampaant is aimed at sci-fi, the mechanisms work fine for any 20th-century conflict. It is designed to be very flexible, so you can use any setting, figures etc.
The other advantage is that the basic 'Rampant' mechanisms are quick to learn, and many gamers are familiar with them. There are obviously a lot of changes to bring the rules into this period, but the basics are the same. The troop types can cover WW2 squads and even armoured vehicles, although this is not a tankie game. You activate normally, and each unit has the usual stats for moving, shooting and attacking. The armour save doesn't work for WW2, but I suppose if you think of it as using cover better, it might.
I gave it a go today at home rather than the club, as I am confined to barracks due to my wife contracting COVID. The harbour is defended by two standard squads of Handschar and two large Whermacht squads, plus an armoured car. The attackers are two commando squads and a squad of US Rangers. The objective is to capture the harbour office and the naval gun positions.
|The Rangers storm ashore.
|Commandos charge the Handschar barricade. Disturbing the rat's lunch!