What are the rules you use ?

Started by Nicofig, 17 March 2010, 08:00:05 PM

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Gunhit

Slinky: I am in the market for a new set of WW2 rules either company/Battalion level or Divisional level. Seeing your post above I quickly zipped over to TMP and checked out Realistic's website. Storming the Riech sounds interesting and looks well supported. However, can you answer a couple of questions regarding rule mechanics?

1) Do you have to state orders before the game commences, if so is this written or do you use some sort of counters?

2) What is the turn mechanics, IGOYGO or alternate?

Thanks

Stiener: (Good choice of name)

I notice you play Polemos and M&R. I have recently beening researching M&R joined their yahoo group and read through a couple of sample moves and like the way it plays. How does polemos compare?

Thanks


Adrian

slinky

Hi gunhit

From the rule book" At the beginning of the game, give each company or group a written order. This may be as simple as, hold the position at all costs, or advance and take/hold hill A. The initial order cannot be changed for three of your own game turns. It then can only be changed by one of the following three methods:
Radio message, telephone or messenger"

The turn sequence is divided into alternate turns which can be interupted by units on over-watch

Hope this helps...... :D

Sgt Steiner

Hi gunhit

Quote from: Gunhit on 22 March 2010, 03:08:03 PM
I notice you play Polemos and M&R. I have recently beening researching M&R joined their yahoo group and read through a couple of sample moves and like the way it plays. How does polemos compare?

Have not actually played a Polemos game yet ! next on list to try :-)

What are termed Temp points are totalled for each Cmdr you have in army  (plus a few other reasons) players then bid some Temp points to gain Initiative in a turn. Winner uses remaining points to issue orders/activations to units (differing costs per activity) player going 2nd does same but his costs are usually higher.
Combat is pretty straight forward but no specific shooting phase as such as all combat designed around Morale outcome/results. Charging in to contact by Cav requires them to 'beat' target in charge check. Melee is similarily resolved as Morale outcome. Ranges/results etc pretty much on par with M&R.
Includes several army lists, a terrain generation system, solo play guide lines.

Will try to remember to update once I get playing them (as often written rule concepts play differently on table)

Cheers
Gary


nikharwood

QuoteFWC (purely because I also own BKC,CWC and the similarity of having three rule sets makes remembering rules relatively easy.)

Got it in one for me - the days of me having the time / inclination to remember rules across multiple core mechanisms are long gone...I like the WM & derivatives command uncertainty - and therefore have found a nice 'stable' which can pretty much accommodate all my gaming needs...

...although I have to admit I like Ambush Alley & Ambush Z for modern anti-insurgent & zed skirmishing  8)

Gunhit

Thanks guys, much appreciated. Will have to do some more delving, hopefully going to Triples so will see what is going on there regarding these two periods. Really like the mechanisms in Might & Reason.

jfariahitech

I play with Ambuh Blitz rules, very fast and simple to play.
http://www.dnir.net/JerboaNet/Ambush/AmbBlitz.htm

And you can visit also my blog.
http://brigadatripeira.blogspot.com/
Cheers
JFaria

Gunhit

Hmm, seen Panzer Biltz pop up now and again over the last couple of years. Their website doesn't rearly say much, although the reviews aren't that positive. From the sample game they seem quite simplistic.

Are they Divisional based?

Is also a hex based/movement firing system?


Adrian

Jubilation T Cornpone

I use BKC for WW2 western desert but am thinking of a BKC/Rapid fire hybrid. I use Principles of war for colonial and '45 jacobite rebellion.  Am I the only wargamer still using POW? Never hear it mentioned much but I really like it!

Kebabman

Quote from: nikharwood on 22 March 2010, 08:38:32 PM
QuoteFWC (purely because I also own BKC,CWC and the similarity of having three rule sets makes remembering rules relatively easy.)

Got it in one for me - the days of me having the time / inclination to remember rules across multiple core mechanisms are long gone...I like the WM & derivatives command uncertainty - and therefore have found a nice 'stable' which can pretty much accommodate all my gaming needs...

...although I have to admit I like Ambush Alley & Ambush Z for modern anti-insurgent & zed skirmishing  8)

Nik,whats Bed skirmishing.....It sounds a bit like bedroom gymnastics.Oh hang on a minute Zed skirmishing,obviously something you do asleep.....
Professor of the bleedin obvious.

Steve J

"the days of me having the time / inclination to remember rules across multiple core mechanisms are long gone...I like the WM & derivatives command uncertainty - and therefore have found a nice 'stable' which can pretty much accommodate all my gaming needs..."

I agree with Nik completely on this one. BKCII ticks all the boxes for me as a rule set.

Nosher

Quote from: Jubilation T Cornpone on 26 March 2010, 10:03:36 AM
I use BKC for WW2 western desert but am thinking of a BKC/Rapid fire hybrid. I use Principles of war for colonial and '45 jacobite rebellion.  Am I the only wargamer still using POW? Never hear it mentioned much but I really like it!

I use POW for ECW, ACW and Colonial - so youre not on your own!
I don't think my wife likes me very much, when I had a heart attack she wrote for an ambulance.

Frank Carson

nikharwood

QuoteNik,whats Bed skirmishing.....It sounds a bit like bedroom gymnastics.Oh hang on a minute Zed skirmishing,obviously something you do asleep.....

:D No comment... ;)

Last Hussar

Quote from: Aart Brouwer on 18 March 2010, 05:55:41 PM
Tank formations usually advance like ships in line abreast because columns carry no positive movement modifiers unless on roads.
Why would a cross country column advance in column?  You stay in column on a road because roads have a limited width - remember major roads in the 40's were at the best what we would consider an A road in the UK nowadays- compare, say the A1 of 1942 with the modern A1 (the 'old A1 still exists- its that one that runs along side the new A1, but goes through all the towns, and is rarely more than 40 foot wide).

A tank column cross country merely presents a more predictable target, with most of the tanks unable to engage forward, for no benefit- does it really matter where you cross a field on the SH scale?
I have neither the time nor the crayons to explain why you are wrong.

"The test of our progress is not whether we add more to the abundance of those who have much; it is whether we provide enough for those who have too little."
Franklin D. Roosevelt

GNU PTerry

Aart Brouwer

Quote from: Last Hussar on 27 March 2010, 11:36:14 PMWhy would a cross country column advance in column?

Because the Germans knew what they were doing. They often advanced in double column (Doppelreihe) because it enabled them to react quickly and efficiently to any situation their recon might encounter. In case of a flank attack by (fast) T34's the double column provided the required depth for the Panzergrenadiere which could operate behind one column with fire cover from the other. In case of frontal attack they could easily spread out in well-rehearsed formations like the broad wedge (Breitkeile).

For further information you might take a peek at Panzer Tactics by Wolfgang Schneider, it's (partially) available in Google books. It has pictures, diagrams &cetera on this tactic.

Cheers,
Aart
Sadly no longer with us - RIP (1958-2013)

"No, I do not have Orcs, Riders of Rohan, Dark Elves, Skaven, Kroot Mercenaries Battle Tech, HeroClix, Gangs of Mega-City One or many-horned f****** genetic-mechanoid arse-faced pigmen from the Purple Pustule of Tharg T bloody M." (Harry Pearson, Achtung Schweinehund!)

nikharwood

And it's a book definitely worth buying IMO...it's one I'm forever dipping in & out of....great pics too

Repiqueone


Grün

I use a "Song of Blades and Heroes" with most Ad ons and "Dungeon Crawl". I also use the figures for my Role-Playing-Game "DungeonSlayer"

Martyn

Try "Real Time Wargaming" rules from Realistic Modelling, each set is period specific and aimed specifically at the 10mm gamer. Not Glossy!

DanJ

QuoteQuote from: DanJ on 18 March 2010, 02:07:48 PM
Warmaster Ancients for Ancients but most of the Medieval lists and special rules are a bit "broken"

Interesting.

In what way do you think they're broken?


The WM forum had a lot of stuff on this when they first came out, but off the top of my head the main problems seem to lie in the special rules, for instance:-

The "Combined Arms" allows bows to shoot from behind heavier foot but any shooting back only ever falls on the heavier foot, a fundamental change to a basic WM mechanic and is "free" in points terms.

Longbow and Crossbow troops "down graded" to skirmishers retain their full range (twice that of other skirmish troops).

4+ save knights aren't slow.

The "knight" special rule which gives them an extra attack in their first frontal melee is free.

The army lists are too heavily biased towards Britain and Western Europe.

These issues aren't too much of a problem if you only play in period but one of the great enjoyments of WM was the ability to play out of period games, in this case the Medieval armies have too many advantages.

That said I think the rules are worth getting for the seige rules alone, which are excellent.

Dan



zaapark

I use -

Blackpowder for AWI
WH WW1
Warmaster
FWC
BKC
Rapid Fire


The reason why for all the rule set is we like to have fun gaming, realism is ok but FUN is the reason my club games.

chris
chris