
164th Light Afrika Division
There is not that much that needs to be changed to make NQM compatible with squares. Here is the first draft of the main changes. I have not entirely decided how to manage orthogonals yet. Currently:
- All units may translate one diagonal move per turn. For example, infantry moving one square may always take it diagonally if they wish. units must still abide by rules governing entry to or exit from squares.
- Defences may sit entirely in one square or on the boundary of two, or four squares, controlling every square they sit in. They may be close assaulted in every square they are in, during the same move. They may receive fire from every unit that chooses to shoot at them from the same square or across a square boundary for longer ranged weapons. Defenders must choose who they are shooting against.
- Attackers must first win a firefight to close assault any square that a defender sits in. They must enter the square that the defender is in to do so. Defenders may have more than one line or position of defence in a square. Each line or position must be close assaulted and defeated to control the square.
MOVEMENT
MOVEMENT RATES
The Advance in Contact/Assault (A) rate is used for attacking troops who break into a position, or fight through an area forcing the defender to withdraw.
The Road March/Rout (R) move rate normally only applies to Echelon or Transport and HQ units on good roads, or anyone fleeing or withdrawing from enemy contact.

Nose to Tail on the ORANIENBAUM Road
The lead fighting elements of a unit move at the Move to Contact (M) rate unless moving non-tactically on roads, in which case they move at the Road March/Rout (R) move rate.
Troops in defences are Static (S)
Happily, these Initials coincide with Tim Gow’s Megablitz “SMART” movement states and are expressed in Squares (but I haven’t felt the need to adopt Tim’s closed decision-making, nice though it is, as defenders can choose to stay or withdraw, unless forced to retire by morale. Defenders are only overrun if the attackers are more mobile e.g tanks or motorised troops overrunning infantry).
MOVEMENT RATES TABLE *
Movement rate Expressed in Squares:
Advance in Contact/Assault (A) – Move to Contact (M) – Road March/Rout (R)
Light Recce: A2 M4 ** R6 ***
Armoured: A2 M3 R5
Motorised A2 M3 R5
Foot: A1 M1 R2
Cavalry/Cycle/Horsedrawn A1 M2 R3
Table 1.
* Further penalize movement for congestion etc.
** Only against Lt Recce, otherwise as for foot or armour
***Also Armour on Tank Transporter units
REAL ESTATE TABLE
Frontages *, Column Depth
Battalion: 1-2Km, 2Km (5cm – 10cm)
Brigade or Regiment: 3-6Km, 9Km (15cm – 30cm, 45cm)
Division: 6-9Km, 12Km (30cm – 45cm, 60cm)
Table 2.
*Use the lower limit in close terrain and the upper limit in open.
Chris Kemp’s Not Quite Mechanised – Umpire guidelines for tabletop operational war games . Copyright 1985-2015
THE RECCE SEQUENCE
RECCE SEQUENCE
To make the recce sequence run even faster in the early part of the game, consider dispensing with the recce’s limit on movement, but only allow them to make ONE recce test per move. If the recce blunders into a hidden defender that it has not reconnoitred, it is ambushed and rolls at -1 to its normal modified score.
This sequence is used for reconnaissance bases or stands (recce) and others coming up against a concealed enemy.
The attacker rolls a Red die, the defender rolls a a Blue die. ROLL THEM BOTH AT ONCE. The recce can elect to look at a position likely to contain enemy, or the defender can shout STOP at a point where the recce is likely to be engaged, with any adjustment being made once the dice result is in the open.
Advancing recce can only look at one area per move. This has the effect of forcing them to adopt a slow low risk advance, or a fast high-risk one. For those who ask, “why does recce not get a bonus?”, their advantage is speed. If you feel they are more skilled than infantry line troops, then upgrade their status accordingly.
Apply the following modifiers:
Elite +2, Veteran +1, Regular 0, conscript/militia -1, Green -2
Compare the scores. The Highest wins.
If the defender wins by:
+1, the attacker may remain in contact,
+2 the attacker withdraws out of contact,
every point over +2 places a pin on the attacker.
If the attacker wins by:
+1, the defender lays out his minefields and outpost line,
+2 his main defensive line as well,
every point over +2 places a pin on the defender.