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![[Post New]](/s/i/i.gif) 2011/02/19 15:32:58
Subject: Formulating a Weird World War II game~Wanna help with the rules?
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Powerful Orc Big'Un
Somewhere in the steamy jungles of the south...
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Hey all, As I was wondering what on earth I was to do with my AT-43 Red Blok army, I realized that the mechs and battlesuits would fit well into a Weird World War II game. Grabbing a notebook, I started scribbling ideas down. The idea of a Weird World War II game has always been very interesting to me, and I have always been bouncing ideas around in my head for possible battles. You could have London being invaded by Nazi Zombies(!!), massive mech assaults in Siberia, and so many other crazy and awesome ideas. Sadly, I am failing when it comes to getting these ideas on paper in the form of rules. I have really only thought up the rules for stats. (Example stat bar) Move: Life: Defense: Save: Soviet Hetman heavy mech~ 5" 4 8 4+ Weapons Range: Shots: Number of Rounds: Special rules: Class II Anti-Tank cannon: 34" 1 6 Supersonic shells (Armor Piercing 3) Class III Heavy RPG launcher: 20" 3 10 Armor Piercing (1) An explanation of the stats: Move: How many inches a said figure may move, in this case 5" Life: How many times a figure can be hit before being destroyed Defense: If an enemy shoots at this figures, in order to inflict a hit, he must roll equal to or more than this number, in this case 8, working on a D6 system. Save: Works just like in WH40 and Warhammer Fantasy. For each hit inflicted, said figure can roll a D6, and any roll equal or above this number cancels out one wound. Weapon stats: Range: How far a weapon can shoot. Basically, if you are within the range of this weapon, you can be hit. No BS rolls. Shots: How many times said weapon can shoot each turn. Rounds: How many rounds of ammo a weapon carries. For a weapon that shoots more than one shot a turn, one round is equivalent to that number of shots, so the Heavy RPG launcher can shoot 10 rounds of 3 in a game. Special Rules: In this case, what special rules apply to this weapon. Here, both weapons have the Armor piercing rule. This works pretty simply: Say you are hit by a Armor Piercing (2) weapon, and you have a Defense rating of 8. Just deduct the number between the parentheses from your Defense, in this case the result would be 6. So your opponent only needs to roll a 6 or above to inflict a hit on you. I am going for a medium sized type of game, say 20-30 figures for each player a game. Any thoughts? _Tim?
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This message was edited 1 time. Last update was at 2011/02/19 17:05:55
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![[Post New]](/s/i/i.gif) 2011/03/06 13:15:33
Subject: Formulating a Weird World War II game~Wanna help with the rules?
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Regular Dakkanaut
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To save the effort why not look up Secrets of the Third Reich, as it already does what you are looking for?
It is a relatively open ended system and it will be easy to fit in your AT43 models into the system (there is a diy mecha builder included.
IMO it is a solid system backed up by designers who still care about the gamer and not the profit line.
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![[Post New]](/s/i/i.gif) 2011/07/14 12:48:27
Subject: Formulating a Weird World War II game~Wanna help with the rules?
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Jealous that Horus is Warmaster
Cornwall UK
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No! Write your own rules for this man! Secrets of the Third Reich is a great rules system, but is for skirmish games really. Creating your own ruleset has the pride effect. Thinking 'hey, I just made this ruleset, lets crush some nazis!' is a lot better than 'damn, where the **** did I put the SoTR rulebook?'
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Many and varied forces in progress according to waxing & waning whims.
I may never finish an army in my life. |
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![[Post New]](/s/i/i.gif) 2011/07/14 17:55:06
Subject: Formulating a Weird World War II game~Wanna help with the rules?
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Monstrously Massive Big Mutant
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Well i'm a WWW2 fan so I'll do as much as I can to help. However if your interested in a small scale game grab Secrets of the third reich- the fluff contains a lot of the things you mentioned (massive mecha wars in siberia, London becoming a zombie infested wasteland plus vampires, aliens and werewolves) and the rules are very good. They already have a good range of models and are still expanding. It isn't a skirmish only system (they have incursion for small games) and can easily get past 40 models a side.
Between AE WW 2 and SoTR there isn't much need for a small scale Weird WW2 game. I'm not saying you shouldn't do it but people will tend to stick with the big companies. However there aren't any WWW2 games that focus on big battles. If your set on a weird WW2 I would suggest aiming for a mass battle game. 15mm (or smaller) WW 2 games are popular, there are a lot of models to choose from and people already have armies. It would be easy to take an existing army add a few weird units and play a completely new game.
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![[Post New]](/s/i/i.gif) 2011/07/14 18:12:46
Subject: Formulating a Weird World War II game~Wanna help with the rules?
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Powerful Orc Big'Un
Somewhere in the steamy jungles of the south...
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Huh, looks like I actually got some interest here! Anyways, I am pretty uncertain as to whether of not I am going to ever finish up this ruleset...I bought Dust Tactics, and I may jut write down rules for all of those figures, in case I ever want to play Dust on the tabletop, not on a grid.
So, if I do find time to get some rules written, expect me to include stats for Dust figures, as well as stats for re purposed AT-43 Therians, which are perfect for some sort of Axis assault golems.
Cheers!
_Tim?
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![[Post New]](/s/i/i.gif) 2011/07/14 20:43:37
Subject: Formulating a Weird World War II game~Wanna help with the rules?
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Servoarm Flailing Magos
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There's also Gear Krieg, which predates AE WW2, SotR and Dust by a long time.
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Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
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