Forum Replies Created
To be fair, Panzergrenadier types often had 2 MG as well, though I don’t think that was until late war. At close quarters, the Soviets are likely to have far more sub machine guns. Self-loading rifles are probably about equal.
Everyone like a certain kind of figures. I haven’t seen the WW1 Battlefront stuff but I’ve bought plenty of their WW2 figures and like them okay. I do like the Peter Pig stuff and most of the WW1 stuff I own (which was bought for RCW) is theirs.
Well, once the technology exists, it’ll spread. I’d be surprised if either the Chinese or Russians weren’t investing in developing better small arms rounds for defeating body armour.
Just for you old man 🙂
Aha, that should be pretty easy to figure something out for. Let me do some thinking and I’ll try to get some basic ideas together tonight and put them on my blog.
I was thinking more in the style of Full Metal Panic and such, which is a different kettle of fish.
Appreciate the feedback. This is from the perspective of an infantry platoon commander.
When I did vehicle rules for FiveCore, we were mostly just worried about APC’s and light tanks so just had “armoured” and “tough”.
At the moment, it wouldn’t do mecha at all. That WILL be remedied in the future but I am thinking anime style Mecha may need something a bit more detailed than the usual fare. People would want hit locations and whatnot, wouldn’t they?
edit: Let me clarify:
When I update the vehicle rules, I will add walker rules and they’ll be able to run a mecha style thing. I want to do something that is more properly mecha focused in the future though. Does that make sense?
Love the story and that reinforces my belief that a “realistic” game should include random tables for blunders 🙂
Lots of things to look at. Appreciate it!
That is exactly how it works in my game 😉
Untreated wounded act as a penalty to morale checks.
Appreciate all the info guys
Im in the US currently so I ordered from Scale Creep.
Paul – big fan of that way of handling stuff. “Traits” if you will. As you say, it does make it far easier to figure out what a vehicle is supposed to look like in game-terms.
All good info, thanks!
As it stands in the rules I am working on, I am permitting any soldier to help treat a wounded for the purpose of the battle, but dedicated medics can do so easier and faster.
My group is of the “will play anything” persuasion so I have it easy. I still love 40K 2nd edition and AD&D (1st and 2nd) which 40Kers and roleplayers respectively seem to loathe nowadays, so I guess that’ll count.
Ah, hang on. For every hit your squad takes they could lose 1 attack die. That would work I think. Then the +1 for the heavy weapon guy makes sense. Still not sure about wanting to play a game with lots of individually based models, but then that was NOT your question!
That’s the intention yeah.
I’m not 100% sure about individual bases. It seems though that most 15mm gamers base individually while 6mm gamers tend to base in teams.
You actually raise a great point:
If the time frame is very long (say ww2 to today) then it becomes very hard to rate every unit, because the ranges are so huge. How do you account for everything from a WW2 half track to an Abrams tank ?
In a more narrow time frame, it becomes a lot easier to manage because odds are units will fall into a small number of categories.
Of course, if using categories (light, medium etc.) an easy fix is to just include notes on what falls into what category in a given time frame. As you say, a T55 was a heavy tank at one point but wouldn’t be considered one today.
Yeah, I’d be very hesitant about them being employed as riflemen. It’s like sending all your halftracks forward to get blown up for a chance to fire their machine gun once: Might make sense in the game but now your company is walking home.
In a smaller game, if they are not in a position where they can safely retreat, they might hunker down and fire defensively with small arms. As soon as they get a chance, they’d be skedaddling though. Exceptions for last stands and being surrounded of course 🙂
I, personally, prefer the ‘heavy/ medium/ light’ approach to ’178mm of RHA at an angle of 63 degrees’.
When firing on a fairly sunny day at an altitude of 340 feet above sea level 🙂
Appreciate the response. Just to be clear: Under this system, you;d still be able to split fire, just not assign specific weapons.
To give an example, if my squad has 6 guys that each get 1 attack with damage 1 (using random numbers here), I give them a heavy weapons upgrade that give them all +1 damage to account for one of the lugging around a plasma gun.
When I shoot, the 6 guys are still 6 attack dice and I can direct them wherever I want (2 on that squad, 4 on those guys, whatever). Its just that the effect of the heavy weapon is a bonus to all of them, instead of one guy firing with unique rules.
(Though for some things like anti tank weapons, it’ll be a bit differently).
I may just go for team-based stands instead. Not sure yet.
From what I’ve read, it’s not quite as severe as that. Though the roles were certainly different: To an extent, the red army NCO was there to direct the men where to go and what to fire at, rather than come up with plans on their own.
But when you look at people who were given awards and medals, many of them were for independent action. As long as you win, noone is going to complain how you got there 🙂
Someone said it long ago, but it’s a nice rule of thumb in these questions: In equal numbers, Germans get +1, Yanks and Commonwealth get +0 and Reds get -1 on 1D6. High roll wins.
Late war, the reds are no longer -1 and not all the Germans are +1.
“Micro-gaming” like that can be a ton of fun. There’s something nice about a table setup where you can sit down and have a reasonable view of what is going on.
More “side arm” types would be nice in general. Security guards and whatnot.
I wonder if part of the problem though isn’t that weapons tend to be slightly exaggerated in size, especially on smaller figures.
Sometimes we’re selling to a niche of a niche market 🙂 It’s funny because no matter how much you carve into very specific sub genres, there’s still an audience waiting to play your game.
A lot of anime can be good inspiration too, though military stuff is a bit rarer (unless it involves robots somehow).
For urban and cyberpunk gun battles, the Ghost in the Shell movies and show are phenomenal and very clever.
I haven’t played that though it was always on the list of games I wanted to play. Thing is, when I am working on a game I try to avoid other games in the same style as much as possible. Not that other people have bad ideas but I find that I am less satisfied with a game idea when it’s directly inspired from another mechanic as opposed to thinking about how I’d like this mechanic to work to represent things. If that makes sense?
Of course, at some level, we’re always influenced by things that have come before 🙂
Opinion question: In your wargaming opinion, how should a German infantry squad of ’42 or ’43 differ from a Russian squad of ’44 or ’45? Which would be more skilled tactically? Which would be more likely to advance in the face of adversity? Which would be more likely to survive a difficult encounter (all things being equal)? Which would have better leadership? Which would exhibit greater heroism? Of course if you would care to share your reasoning that would be great as well?
I’ve slowly been coming around to the “A soldier is a soldier” view of things, especially in skirmish gaming.
The problem is that both armies exhibit a wide range of performance: A battle hardened squad will outperform a squad with no experience at all regardless of nationality. Likewise, battles tend to come down to all the things going on around the squad.
In general, Germans can rely on very good squad leaders through most of the war, particularly since the roles were a bit different. While the Red Army didn’t crush initiative quite in the way gamers like to imagine, in the end, the squad leader was there to direct the squad to where it was supposed to be, whereas the German leader was expected and encouraged to show greater initiative.
In that vein, it seems German squads were a bit more likely to disperse out into two teams, while Soviet squads tended to stick closer together.
Depending on rules used, give the Germans some sort of bonus to initiative or their ability to act unexpectedly. For simpler games, just give them a small bonus to morale/leadership.
As far as heroism, that’s purely individual. 1 in 6 chance per game of some one pulling off a heroic action.
Advancing in the face of adversity? Both armies were largely offensive-minded, so I think this would be quite equal.
Depending on how futuristic, modern day and even ww2 guys painted up differently can work well too. If I have some “evil empire troopers” sitting somewhere, that are basically just Battlefront WW2 americans with grey uniforms and red helmets.
Paul – would love that info. I’m working to incorporate them in my Moderns rules but I want to ground it in reality as much as I can.
I’m only passingly familiar with CWC but if the standard rules assume say 4 tanks firing at 4 tanks, in theory, you should be able to employ them for 1 tank firing at 1 tank.
The biggest issue is that a tank will tend to either be “okay” or “burning” with not a lot inbetween, whereas the accumulation of hits work better for a platoon that will suffer degradation in fighting ability. That may not be an issue though if you are okay squinting a bit 🙂
As far as 15mm goes, just keep the distances the same, unless you are playing on a small table. It’ll feel like a totally different game if you do and it’ll give a better impression of weapo nranges.
Am I right in assuming you want infantry mounted in squads and individual tanks, rather than individual infantry?
So watched “Dirty Wars” last night while priming a platoon of Armies Army’s Rusks. Kind of grim but enjoyed it a lot.
If you can find it: 1983: The Brink Of Apocalypse Really, really scary! Jurgen
About Able Archer? From a google search, apparently it’s on youtube. Might watch it while painting today
Will add that to the list as well. Anything not terribly depressing? 🙂18/08/2014 at 20:05 in reply to: Woo-hoo – Cold War Brits and Canucks in 15mm from QRF getting closer.. #4862
Definitely some RPK and whatnot. Are RPD’s still in common service anywhere or did they all get phased out?
Its very good, scary but good.
I’m a pretty hippie leftie kinda guy so looks right up my alley.
I’m only one guy 🙂 I can type pretty fast but nowadays, the kids want their games to be “tested” and “proof read”. So blame the gamers! 🙂
Is there any significant benefit to having the top banner or the side banner, or is it just a question of which looks better for the banner?
You know what we need more of?
Blue collar worker dudes for scifi. Dudes with slightly futuristic looking tools, repair gadgets, scanners and whatnot. Ditto for scientists in stereotypical lab coats and various detection equipment.
And by “we” I mean “me” 🙂