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Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

I got permission from the creator of this post to create my own WWII army for 40K. Check that post out!

This is my own version of how a WWII-themed game with 40K rules would look like. All the weapons and stats are at the end of the post. Read all of it, it'll be worth it.

Note: All radios have the same rules as a Vox, but have an effective range of 24 inches.

A normal infantryman costs 6 points, and has the statline WS3 BS4 S3 T3 W1 I4 A1 Ld7 Sv4+
I know, maybe a bit unbalanced, but it's a first draft. Leave a reply if I should change or add anything.
A SSgt and Sgt cost 8 points.

HQ
Spoiler:
Command Squad 5 Men, 40 Pts
Leader (SSgt)
Assistant Leader (Sgt)
Radio Operator
2 Riflemen
Wargear: Leader and Assistant Leader (SSgt, Sgt): M1 Garand Rifle, M1911 Pistol
Radio Operator: M1 Garand Rifle, Radio
Riflemen: M1 Garand Rifle
Everyone have Mk2 Grenades.
The Leader and the Assistant Leader may take Thompson SMG's - 5 Pts each
May take a Willy's Jeep as a transport.


Troops
Spoiler:
Rifleman Squad 12 men, 76 Pts
Squad Leader (SSgt)
Assistant Leader (Sgt)
10 Riflemen
Wargear: Everyone has an M1 Garand and Mk2 Grenades. The SSgt and Sgt have M1911 Pistols.
The SSgt and the Sgt may take Thompson SMG's - 5 Pts each
Up to 2 Riflemen may take Grenade Attachments - 10 Pts each
One Rifleman may take a Radio - 5 Pts
One Rifleman may take a BAR - 8 Pts
All Riflemen may take Bayonets - 2 Pts each

The squad may take a CCKW as a Dedicated transport.

Heavy Weapons Squad
5 men, 30 Points
Squad Leader (SSgt)
2 Riflemen
A Heavy Weapons Team (2 Men)
Wargear: The SSgt and the riflemen have M1 Garands and Mk2 Grenades. The heavy weapons team and the SSgt have M1911 Pistols.
The SSgt may take a Thompson SMG - 5 Pts
The Riflemen may take M3 Grease Guns - 3 Pts each
The Riflemen may take Bayonets - 2 Pts each
The HVT may take - A Bazooka - 10 Pts
A M1919 - 12 Pts
A Mortar - 10 Pts
An M2 Flamethrower - 5 Pts


Elites
Spoiler:
Paratroop Squad 10-25 Men 8 Pts per model
SSgt (10 Pts)
Sgt (10 Pts)
8-23 Paratroopers
Wargear: Everyone has M1 Carbines with Bayonets and Mk2 Grenades. The SSgt and Sgt have M1911 Pistols.
Up to two Paratroopers may take BAR guns - 8 Pts each
Must take a Douglas C47 Skytrain as a Dedicated Transport.


Dedicated Transports
Spoiler:
Willy's Jeep 30 Pts BS4 F11 S10 R9 Open-Topped
May take an extra M1919 - 12 Pts
Wargear: M1919 MG
Transport Capacity - 5 Models
Access Points - Side Doors

DUKW 40 Pts BS4 F12 S11 R11 Open-Topped
May take an M1919 - 12 Pts
Transport Capacity - 12 Models
Access Points - Rear Hatch

Douglas C47 Skytrain 40 Pts BS4 F13 S10 R10 Flyer Paratrooper Plane
Transport Capacity - 25 Models, or 2 WIlly's Jeeps (Yo dawg, I heard you liked dedicated transport so I put a dedicated transport inside a dedicated transport so you can dedicated transport while dedicated transport)



Fast Attack

Heavy Support
Spoiler:
M4 Sherman 100 Pts BS4 F13 S11 R11 Tank
Wargear: 73mm Cannon
May take up to 2 M1919 MG's - 12 Pts each

M3 Lee 110 Pts BS4 F12 S11 R10 Tank
Wargear: 73mm Cannon, 37mm Cannon
May take an M1919 MG - 12 Pts

M24 Chaffee 90 Pts BS4 F12 S11 R11 Tank
Wargear: 73mm Cannon, M1919 MG



Weapons
Spoiler:
Rifles - May shoot accurate fire, 2 shots per turn.
SMG's - May shoot accurate, covering and suppressing fire, accurate 3 shots per turn
Pistols - May shoot suppressing fire
MG's - May shoot MG fire
LMG's - May shoot accurate and covering fire
Mortars - May shoot 1 shot per turn, scatters 2D6 inches
Grenade Attachments - One Use Only, 1 accurate shot. Scatters D3 inches
Grenades - May only be thrown by one man in a unit per turn. 1 shot, scatters D3 inches, blast
Rocket Launcher - 1 accurate shot, scatters D3 inches
Flamethrower 1 suppressing or 1 covering shot


Shooting Attacks
Spoiler:
Accurate Fire - Is fired with the users original BS. The weapons type specifies how many shots that can be fired (Rifles may fire 2 accurate shots, SMG's 3, etcetera)

Covering Fire - Fired as BS1. Roll a D3. On a 1, 5 shots may be fire. On a 2, 7 shots. On a 3, 10 shots. If 1 or more shots hit, the unit being fired at may either go to ground, or Stand Their Ground. If the unit chooses to Stand Their Ground, a leadership test must be done. If it fails, the unit takes their Armour Saves and removes casualties, and then falls back 2D6. If it succeeds, the unit stays where it is and takes its armour saves.

Suppressing Fire - Fired at BS2. May only be fired before assaulting. How many shots that may be fired are resolved the same way as when firing Covering Fire, but the enemy unit must either stand still and take the shots, or go to ground.

MG Fire - Fired at BS2. Roll a D3. on a 1, 5 shots may be fired. On a 2, 10 shots. On a 3, 15 shots. The enemy unit may either go to ground or Stand Their Ground.

Only Suppressing fire may be fired before assaulting, and is performed in the assault phase, before Overwatch. No shooting attacks other than suppressing fire may be performed by an assaulting unit.


Stats - Weapons
Spoiler:
M1 Garand - Range 36" Str3 AP6 Rifle
Thompson - Range 24" Str4 AP- SMG
M1911 - Range 12" Str2 AP- Pistol
M1 Carbine - Range 24" Str3 AP6 Rifle
M1919 - Range 36" Str4 AP4 MG
M1918 BAR - Range 32" Str4 AP4 LMG
M3 Grease Gun - Range" Str3 AP- SMG
M2 Flamethrower - Range Template Str5 AP3 Flamethrower
Bazooka - Range 36" Str 8 AP2 Rocket Launcher, Blast
MK2 Grenade - Range 12" Str 4 AP6 Grenade, Blast
Grenade Attachment - Range 24" Str 7 AP2 Grenade Attachment, Blast
73mm Cannon - Range 48"
AP Str 8 AP1
HE Str 6 AP 5 Blast
37mm Cannon - Range 36"
AP Str 7 AP2
HE Str 5 AP6 Blast


Special Rules
Spoiler:
Paratrooper Plane: The plane can only carry Paratroopers. When they disembark, place the Squad Leader on the ground, where you want him to deploy. Scatter 2D6. Use the Deep Strike rules.
If the plane does not carry any weapons, it leaves the battlefield.


That's it for now. Enjoy!



To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
Made in us
Calm Celestian





Colorado

My only nitpick is that the Lee, Chaffee and the Sherman never had a 73mm cannon.

The Lee and the Chaffee had 75mm cannons and depending on the model of Sherman it can have either a 75mm, 76mm, or a 105mm howitzer. Unless it was a typo.

Though just a 1 gramar nitpick for the paratroopers your have "may take a BAR gun" which should be "may take a BAR" like you have for the troop section.

"Go for Broke!" - 34th ID

*warning spelling errors may and will happen in my posts*
Fox-Light713 WIP thread - https://www.dakkadakka.com/dakkaforum/posts/list/802744.page
 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Warhammer WWII already exists, its called Bolt Action.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in ie
Veteran Wolf Guard Squad Leader





Dublin

Great begginings of a ruleset there.

If there's one glaring inconsistency its the SMG vs Rifle. An SMG has a fraction of the effective range of a rifile 40m vs 300m. It should be a better weapon at close range, but utterly inferior at long range.

This message was edited 1 time. Last update was at 2014/12/25 23:07:19


I let the dogs out 
   
Made in us
Monstrous Master Moulder




Rust belt

Just do your self a favor and save yourself a bunch of work.. Pick up the bolt action rulebook
   
 
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