Micro Armour: The Game - WWII
Overview
Micro Armour: The Game - WWII is a platoon-level miniature wargame designed for use with GHQ’s 1/285th scale Micro Armour miniatures. Players command WWII forces including infantry, tanks, artillery, and aircraft across tabletop terrain. The game uses a d10-based combat system with detailed rules for movement, firing, morale, and combined arms tactics. Since its 2001 release, it has been one of the most popular platoon-level WWII miniatures rule sets worldwide.
Components
- Rulebook (48 pages, 2nd Edition)
- 1/285th scale miniatures (sold separately)
- Terrain pieces (sold separately)
- D10 dice
- Tables of Organization and Equipment (TOEs) for various nations
Setup
- Set up the tabletop terrain according to a scenario.
- Each player selects a force from the appropriate national TOE.
- Deploy forces according to scenario setup instructions.
- Determine initiative.
Turn Structure
Each game turn:
- Initiative Phase: Determine which player acts first.
- Movement Phase: Move units according to terrain and vehicle capabilities.
- Fire Phase: Units fire at enemy targets. Resolve hits and damage.
- Morale Phase: Check morale for units that took casualties.
- Rally Phase: Attempt to rally suppressed or broken units.
Actions
Movement
- Different vehicle types have different movement allowances.
- Terrain affects movement speed (roads, rough terrain, forests, rivers).
- Infantry moves separately from vehicles.
Combat
- Roll d10 to hit, modified by range, target type, cover, and movement.
- Armor penetration is compared to target armor values.
- Results include: no effect, suppressed, destroyed.
Morale
- Units must check morale after taking casualties.
- Failed morale checks result in suppression or rout.
Scoring / Victory Conditions
Victory conditions are determined by the scenario being played. Common objectives include:
- Controlling terrain objectives
- Destroying a percentage of enemy forces
- Holding positions for a set number of turns
Special Rules & Edge Cases
- Rules cover combined arms operations including infantry, armor, artillery, and air support.
- Smoke, minefields, and engineering operations are included.
- Rules scale from platoon-level to company-level engagements.
- National-specific TOEs are available as separate supplements.
- The 2nd Edition includes full-color illustrations and updated rules.
Player Reference
Turn: Initiative -> Movement -> Fire -> Morale -> Rally
Combat: d10 to hit (modified) -> Compare penetration vs. armor -> Resolve effect
Unit types: Infantry, Tanks, APCs, Artillery, Aircraft, Engineers