75th,
We game in person. You set up something that looks like a 32nd scale train set but without the tracks. I use 2 tables that are 6' x 2.5' and butt them together for a 6' x 5' area. I also use felt from Hobby Lobby as the main terrain piece. You can get a 6' x 6' piece for under $10. They also sell 8" x 11" pieces at 7 for a buck. You can make roads, waterways, etc out of these. I put my 32X building ruins on gray or charcol pieces to show the buildings area. Also check HL or Michael's Craft Store seasonal section (i.e. Halloween, Christmas) for other terrain pieces. I've found stone walls, wells, trees, angels, and even tombstones to use.
Go to:
http://www.freewargamesrules.co.uk/
Look under the WWII section for rules entitled Skirmish. That's the ones we use. They have alot of nice FREE rules to print out. Men of Frost is another good set but not as detailed and there's no grenades. There's a few things missing from the Skirmish rules and I have that info if you want it. I got it from the author. You can even play Skirmish solotaire as it's a card driven game. I've even used these rules to game The Alamo and Waterloo with a few small modifications. When they say use ALOT of cover they mean that as it can be very bloody.
Here's a quick example of shooting with a rifle -
Sgt Schmidt is going to shoot his Mauser (holds 5 rounds) at a U.S. para that is in a doorway showing the upper half of his body and is at a range of 40 inches. Schmidt is going to fire 3 rounds. The rilfe has a range of 100 inches. Subtract the 40 inch range from the 100 inch max range and that gives you a 60% chance to hit. Subtract 20% for the para being behind cover with half of body exposed for 40% and then add 1% for each round that Schmidt is firing for a total of 3 shots at 41%. After that, you cross index on the damage chart the number of rounds fired (1) to the roll on 2 10 sided dice to get a percentage of damage that each round inflicts. Each soldier starts with 100% life. Every 25% of damage they take reduces stuff like movement, firing, hand to hand fighting, etc.
Sub MGs, BARs, and MG fire differently. They fire once but in bursts and the range is 50 inches for Sub MGs and 100 for BARs and MGs. An MP40 holds 30 rounds so you'd subtract the range from 50 inches and add the number of rounds from the burst (15 maybe?) then double the result and subtract the cover modifier and that's your percentage of a chance to hit.
There's other things to consider but that's the basics. These rules are very easy and straight forward. They include HE rounds, tanks, smoke, AT guns, etc.
BTW, I have the XD fountain and XD French building with the extra wall section that I use for 32X.
If you like the ACW, check out Glory Days. Another good, easy, and FREE set of rules.
Enjoy!!!
C2000
p.s. To save you some time, here's what's missing:
MGs and BARs have a range of 100 inches. BARs can fire like rifles or in bursts like MGs.
-2" to crawl over something up to shoulder height. It takes a whole movement for anything that cannot be seen over.