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Made in gb
Monstrously Massive Big Mutant






I've had a quick look but there seem to be very few modern wargames. I've seen ambush alley but having looked through the book it just isn't really what i'm looking for (it feels more like a simulator than a game and appears to require good military knowledge which I don't have). Anyone able to suggest some rules as I can't seem to find any.

Thanks
4m2a



For The Greater Good

Taking painting commisions, PM or email me at 4m2armageddon@googlemail.com
For any requests. 
   
Made in us
Lord of the Fleet





Texas

Theres Battlefield Evolution. Pretty funnish although the rules arent completely refined

 
   
Made in us
Been Around the Block





I have played Flying Lead by Ganesha games available via PDF for like $5. Its skirmish level and kind of light gaming, beer and pretzels vs simulation. We did Afghanistan and had a blast.
   
Made in us
Fixture of Dakka





dead account

How about Stargrunt 2... or is that more scifi-ish?
   
Made in ie
Buttons Should Be Brass, Not Gold!




Kildare, Ireland

Ambush Alley/Force-on-Force is most certainly not a simulation... It also doesnt require any military knowledge other than knowing that standing in the open in front of a man with a gun will get you killed... It is however a game in which you can use real world fire and move tactics and it does give a good sense of platoon level actions.

There is a quick start set of AA rules on the website as an easy trial. Its actually a very simple system, with lots of additional extras if you want to add more detail.

Its simpler than Flying Lead, though thats aimed at man-to-man and AA is squad to squad. Its also written by a mate of mine Rich Jones, and he still plays AA for platoon level engagements.

Battlefield Evolution has no modern feel at all. You may as well play 40k using modern figures. But its certainly the simplest of them all.

It really depends what you want.

If you want a man-to-man skirmish, then go with Flying Lead, it took me a while to get the mechanisms but its ok. If you want squad level combat, then get Ambush Alley/Force-on-Force. Both will give you a sense of modern warfare and all its bells and whistles. If you want something that is simple to play, but doesnt have any accuracy or feel for the period, try Battlefield Evolution: Modern Warfare (I even have the rulebook if you want it...)

If you want a simulation, get Final Combat. I havent had the will to try and play that yet... Too scary.

Be advised, Im biased. Im the Studio Manager for AAG and all the miniature pictures in the books are by me. I also wrote the Vietnam supplement due out in October.

This message was edited 3 times. Last update was at 2011/04/22 08:14:20


 Strombones wrote:
Battlegroup - Because its tits.
 
   
Made in gb
Monstrously Massive Big Mutant






Thanks for the replies, i'm really interested in flying lead and for $8 i'm going to just give it a try.

I'm still trying out FoF but it does seem a huge change from any other wargame i've ever played. You said it doesn't require any military knowledge but in the scenarios it gives you a explanation of the weapons they should have but having no idea how these weapons perform means I don't know which category of support they fit into (If I have missed any info detailing what weapons are in which group please correct me but from a reasonable look I couldn't see them).



For The Greater Good

Taking painting commisions, PM or email me at 4m2armageddon@googlemail.com
For any requests. 
   
Made in ie
Buttons Should Be Brass, Not Gold!




Kildare, Ireland

It details any extra effects of weapons after the entry.

If you gimme a page number for something you are checking I can explain, but in general, all small arms are the same. Their is no difference between an AK and an M4.

So in the firing section all 'assault rifles' are the same. Any SAW (Squad Automatic Weapon) and Under Grenade launcher (UGL) add +1 firepower.

Bigger support weapons do more stuff but those are the basics for most fireteams.

 Strombones wrote:
Battlegroup - Because its tits.
 
   
Made in ca
Regular Dakkanaut



Ottawa, Ontario, Canada

I will also recommend FOF/Ambush Alley, I think it plays really well.
   
Made in gb
Wing Commander





Kent, UK

Breaking News! is a fun little ruleset too. Awkward to find though.

"In the Grim Darkness of the far future; there is only countless Requisition Forms, filled in Triplicate."

 
   
Made in us
Rough Rider with Boomstick






FoF is the winner for me . you'll know what i mean when you get the book in your hands . once you get over the culture shock of not rolling to hit , rolling to wound , rolling to save . youll be amazed . everything is handeled in dice roll and your oppents dice roll . the book covers everything . you read a bit of the rules and theres a mission to try out what you just read . then some more rules then another mission . this book covers everything ! a must , i cant stress it enough !







GAME OVER MAN ! check out my blog http://mattrendar.blogspot.com/?m=1 
   
Made in gb
Monstrously Massive Big Mutant






I have the rules- it's just not my sort of game.



For The Greater Good

Taking painting commisions, PM or email me at 4m2armageddon@googlemail.com
For any requests. 
   
Made in gb
Longtime Dakkanaut




United States of England

So what is missing? I ask because as well as looking at Historicals (mind boggling) I'm also interested in a set of Modern Warfare rules.

Man down, Man down.... 
   
Made in gb
Monstrously Massive Big Mutant






Missing from Force on Force? When it is very different from most other games. While each individual rule is simple combining them creates a game which requires a lot of thinking for even the simplest actions. There are a lot of stages to every action. The game is very detailed e.g. rather than taking a casulty and that being it there is a long complex process for dealing with wounded soldiers. Some people like the complexity and depth of it. I find it takes away from the gaming aspect. While I understand the fact that it makes it closer to the feel of modern combat, I personally find it slows the game down and that the detail is unneccessary.

While it is possible to play it without these added rules, the way the book is structured gives it to you in one big chunk making it hard to digest. I got to about page 50 and gave up. I found it very difficult to seperate core rules and additions because they were all written together. Simply explaning the core rules then having the details in another section would greatly improve the book.



For The Greater Good

Taking painting commisions, PM or email me at 4m2armageddon@googlemail.com
For any requests. 
   
Made in gb
Longtime Dakkanaut




United States of England

Aha, well, that does sound like a bit of a squeeze. Maybe I'll stick with the historicals then....I mustn't take on too much after all.

Man down, Man down.... 
   
Made in gb
Monstrously Massive Big Mutant






I recommend looking at the quickstart rules. While they aren't for everyone FoF is popular so it can't be all bad.

If FoF isn't for you I suggest flying lead by ganesha games. It's very easy to get into (cheap downloadable rules and low model count) and is a fun game to just pick and play. The rules are very adaptable and can be played seriously or in the style of an action movie.



For The Greater Good

Taking painting commisions, PM or email me at 4m2armageddon@googlemail.com
For any requests. 
   
Made in us
Regular Dakkanaut





Combat Storm is a pretty decent rules set. It uses army men, but at least it's cheap. The main problem is the lack of balance among the classes of soldiers. PM me if you want more info.

"One death is a tragedy, one million deaths is a statistic" Joseph Stalin
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Kildare, Ireland

4M2A wrote:Missing from Force on Force? When it is very different from most other games. While each individual rule is simple combining them creates a game which requires a lot of thinking for even the simplest actions. There are a lot of stages to every action. The game is very detailed e.g. rather than taking a casulty and that being it there is a long complex process for dealing with wounded soldiers. Some people like the complexity and depth of it. I find it takes away from the gaming aspect. While I understand the fact that it makes it closer to the feel of modern combat, I personally find it slows the game down and that the detail is unneccessary.

While it is possible to play it without these added rules, the way the book is structured gives it to you in one big chunk making it hard to digest. I got to about page 50 and gave up. I found it very difficult to seperate core rules and additions because they were all written together. Simply explaning the core rules then having the details in another section would greatly improve the book.


Little bit misleading...

The rules are broken down into sections, followed by a scenario to play to use the rules taught so far.

As for complexity, well not for First Aid... Its one die roll!

The entire game works of a success rating of 4+. Thats it really... and you oppose it with your opponents dice rolls.

I actually find it a very simple set of rules (though I have been playing it for four years) and certainly the most tactical set of rules available.

As always, if you have difficulty understanding an issue, ask - I playtested and wrote part of the rules and I write supplements for them.

But like all rules, they take a bit of getting used too, and this is best done by playing a few games.

This message was edited 1 time. Last update was at 2011/06/07 12:02:22


 Strombones wrote:
Battlegroup - Because its tits.
 
   
 
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