First rules to test: Tank Wreck! by Martin Bourne
Why Tank Wreck!? I wanted something not overly complex, and I don't have to field large armies due to the size of the table I'm gong to use. Tank Wreck! fits the bill. I've read them over three or four times, so I think I'm fairly familiar with them.
I am going to keep a number of things constant for all of these games.
Rules: As far as the rules go, I am only going to test out movement and combat with armor and infantry. I am leaving out artillery because I am keeping the number of units down, which I will show in a moment, and artillery might be too devastating.
There isn't any real unit organization, but for this game, we will pretend that one tank and one infantry stand equals a platoon.
The Greens are armed with M48A5 tanks with 105mm guns. There are five tanks per company.
The Green's infantry rides in M113s. There are three infantry platoons, one heavy weapons platoon, a platoon armed with a 106mm recoilless rife, and a M113 FSV that has a AML-90 turret on it. Each infantry platoon is armed with a LAW for anti-tank defense. Tank Wreck! does not distinguish between types of LAWs.
The Tan army has fewer tanks (T-55) per company, so there are two BDRM-1 with AT-2 Swatter ATGMs to supplement the firepower.
The Tan infantry consists of four platoons for infantry, one of which is a heavy weapons unit. They ride in style in BMP-2 IVFs armed with an AT-5 Spandrel ATGM. The Swatters and the Spandrels get limited ammo.
I haven't decided on terrain, but I am only using a 2' x 4' coffee table. I want it to be fairly simple.