What are the rules you use ?

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

Previous topic - Next topic

slinky

Hi Aart, storming the reich are a rule set by realistic wargames and are very similar to rapid fire but with more detail. They play at battalion level and a company is generally 8-12 figures that can be based or as I play single figs. There are some nice rules for spotting and national characteristics for each nation that makes for some interesting games!

Aart Brouwer

Quote from: slinky on 22 March 2010, 12:59:42 PM
Hi Aart, storming the reich are a rule set by realistic wargames and are very similar to rapid fire but with more detail. They play at battalion level and a company is generally 8-12 figures that can be based or as I play single figs. There are some nice rules for spotting and national characteristics for each nation that makes for some interesting games!
Thanks, Slinky! It is really helpful for starters like myself if people explain why they prefer certain rules.  :-*
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!)

Jase

Actually, my choice of rules is primarily influenced by BSB (Big Shiny Books)  :-[ So, I'm building an 8th Army for FoW and have some of their books as well. I recently bought BKC (due to some inspirational pictures on Mr. Harwood's site), but haven't played it yet as I'm not quite sure how the basing works.

To make things (slightly) better, I buy shiny new rulebooks, but that doesn't necessarily mean that I play those rules as well.

As an aside, for 10mm ACW I'm writing my own rules (with an emphasis on fun rather than historical accuracy) and with a friend I have written a nice 28mm skirmish game which is still in the process of smoothing out the rough edges.
Exitus Acta Probat

Sgt Steiner

Hi

Might be easier for me to list those I dont use ! :-)

Varies greatly depending on period/scale/game level I am playing and I tend to flit between sets as mood takes.

Main favs at present are

WWII 6mm/10mm -Spearhead or BKC
WWII 15mm - Battlegroup Panzer Grenadier II (really like these) or Overlord/Grey Storm Red Steel
Ancients - DBMM
WSS - Polemos, Might & Reason, Piquet Field of Battle/Command Piquet
SYW - Might & Reason, Piquet Field Of Battle
ACW - Johnny Reb III

Cheers
Gary (http://sgtsteiner.blogspot.com/)

Nosher

I'm mainly a 6mm player/collector but for my pendraken colonial marines and aliens - FWC (purely because I also own BKC,CWC and the similarity of having three rule sets makes remembering rules relatively easy.)

I don't think my wife likes me very much, when I had a heart attack she wrote for an ambulance.

Frank Carson

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.