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"flames of war house rules tell me what you think" Topic


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henry12419 May 2009 11:16 a.m. PST

World of War
Created by: Henry124 AKA Henry .A

Introduction: World of war is a Strategy based miniatures game using Flames of War models.

Objective: The objective changes depending on the scenario.
Teams: USA, and the Nazi's.

Game:
Turn Sequence:
1. Move
2. Shoot
3. Assault

Movement: Units move 4" or D6 (six sided dice)

Weapons:
-Rifles
-M1 Garand (US)
-Kar 98 (German)
-SMG's
-Thompson (US)
-MP-40 (German)
-Pistols will count as SMG's
Machine Guns
-MG 42 (German)
-BAR (US)
Ordinance
-Panzernaker (German)
-Bazooka (US)


Gun Range To Hit Dice Special
Rifle 16" 4+ 1 2*
SMG & Pistol 8" 5+ 2 1*
MG 12" 4+ 3 1,6*
Explosive 10" 4+ 1 3,5,6,*

*See below
1 – May shoot multiple targets within 2" of each other, if less then the attacker distributes the D6 as they wish.
2 – Range is reduced by 4" if move.
3 – Blast template is used attacker may attack anywhere including ground.
4 – May not move and shoot in the same turn.
5 – Ignore Cover saves and armor.
6 – Crew required, if a crewmember is killed reduce hit roll by +1.

NOTE: Crewmembers must stay within 1" of gunner at all times and count as a rifleman.

Shooting:
1. Choose a target.
2. Check range and line of sight I.E. no terrain or hills in the way.
3. Roll appropriate dice.
4. Defender rolls cover saves or armor.
5. Remove casualties.

Assault:
Assault is close quarters combat any unit (must stay in squads) can assault, move the units 4" in assault faze and roll 5+ when adjacent to enemy units, cover is not applicable, survivors may attack back with the same 5+ on the same turn. On defenders turn your squad or team may retreat 6" or continue as though they where assaulting. If you choose to retreat attackers may shoot in the same turn type 5 weapons are regarded as moved. Units with SMG's or Pistols assault with 4+.

Saves:
When your unit is hit roll a D6 if it is 6+ nothing happens. When behind cover roll 4+ instead.

Terrain:
When in terrain your movement is restricted and saves increased. When moving through terrain you must roll a D6 to see how far you move but no more than 4".

NOTE: if a type 3 or 6 weapon fires at you in cover the blast may not go through walls and may not be placed behind a wall if the wall is in its path to the ground. Also if your units are on a hill and higher than the opponents they count as being in cover.

Board:
The edges of the board are the boundaries and units may not leave them.

Squads:
Your force is split into either two-man gun teams (see weapons chart) or squads consisting of 4-8 men, squad members must stay within 2" of each other at all times. Gun teams must be within 1". The MG teams may be joined to a squad but only one per squad. When a squad is shot at the attacker no longer chooses who to kill but instead chooses between two and rolls a dice assigning each to be even or odd prior. If a squad is reduced to less then 4 men the remainder stay the same but may join a different squad even if it breaks that squads limit.

Commanders:
A officer may be joined to any squad but a maximum of one per squad, and increase the squads movement to 5" until killed. Commanders may not detach from squads.

Points System:
-Man armed with rifle =1 point
-Two man MG team = 3 points
-BAR = 3 points
-Bazooka team = 5 points
-Officer = 3 points
-Man armed with SMG or Pistol = 2 points

Scenarios:

War: Kill all the opponents units. Assign points. Deploy at opposite ends within 4" of board edge. For shorter game limit turns and count point killed. 40 points.

Ambush: Defender get 2/3 of Attackers assigned points, Attacker must get from within a 4"x4" box in the corner to a clone of the box in the opposite corner. When a unit escapes through the opposite corner remove it and count the points, Defender counts kills as points. Set up terrain to mimic a canyon or valley or road. Defender deploys anywhere at least 10" from either corner and with no line of sight to attacker. 40 points.

please leave feed back also check out my plastic army men game rules in development here > TMP link tank and big gun rules up in jiff also if anyone knows where i can post PDF's please let me know!

henry12419 May 2009 11:22 a.m. PST

World of War Expansion
Created by Henry124 AKA Henry .A

Introduction: This expansion is to introduce tanks and big guns.

Weapons:
Tank Guns
-Main Gun
-Turret

Big Guns
-2 Pounder (US)
-Pak 38 (German)

Tanks
-Panzer III (German)
-M1A1 Sherman (US)

Tanks

Movement:
Tanks can move 10" and terrain rules apply to them as well, except that they roll two D6 and may not move more than 10". Rotating a tank does count as movement.

Combat:
Tanks have two weapons and fire just like normal units. They may shot 360 degrees regardless of tanks position.
Assault:
Tanks also assault similar to infantry except they get 3 attacks, and may charge 5" instead of 4". Also tanks roll 3+ in assault.

Saves:
Tanks may only be shot at by explosives or any other units must be within 4" of the tank and only get 1 shot and rolls a 5+ (i.e. a MG troops moves within 4" of a tank but only fires once with a 5+). When a tank is hit the make a 2+ save (terrain is not applicable) if shot in the front half and a 3+ if shot in the back.

Gun Range To Hit Dice Special
Tank main Gun 20" 4+ 1 3,4,5*
Tank Turret 10" 4+ 3 1*

Anti Tank Guns

Movement:
ATG's move only 3" terrain rules still apply must move a minimum of 1" and no more than 3". Rotating counts as movement.

Combat:
A ATG is composed of a 4 man crew and a gun unlike tanks they must be pointing within a 90 degree angle of the barrel at their target. The crew all count as riflemen just like a normal crew or squad, but like a crew must stay within 1" of each other. If two of the four die the dice roll to hit is increased 1+. ATG's are the same as tank cannons except have 26" range.

Assault:
A ATG may not assault only attack back during an assault. A gun crew may not retreat.

Saves:
The crew of a ATG act as normal infantry unless there gun blocks the line of site to them thus counting as cover. If all the crew are eliminated leave the gun as cover as only the crew know how to operate it.

Points System:
Tank = 18 points
ATG = 10 points

Again please leave feedback!

Kaoschallenged19 May 2009 12:51 p.m. PST

Just for a start.

"Big Guns
-2 Pounder (US)
-Pak 38 (German)"

Both were not considered "Big Guns". And the 2 pounder wasn't a US weapon.The US used the 37mm Gun M3.

"Tanks
-Panzer III (German)
-M1A1 Sherman (US)"

The "M1A1 Sherman" should be M4.

henry12419 May 2009 2:29 p.m. PST

sorry bought the technicalities and the terminology did you you like them?

bobstro19 May 2009 9:35 p.m. PST

Henry,

How much testing have you done? Are there any particular bits you have questions about or need help with?

- Bob

henry12419 May 2009 10:40 p.m. PST

o testing on account of not owning any models i have a thing for making scenery an so i have 2 15" scale boards both desert and italy untouched

Marshal Mark20 May 2009 2:20 a.m. PST

What you've got here is a very simple set of rules for WW2 skirmish games (not house rules for FOW as it says in the thread title). I'm sure you can have a lot of fun with them – they're probably very similar to what many of us did when we were starting out.
However, most people on here probably prefer their rules to be a bit more "sophisticated" – for example including rules for command and control and morale, and different types of tank. Have you tried any other WW2 rules ? There are plenty of different rulesets out there (including free ones – try freewargamesrules.co.uk), so I would suggest trying some of these.

bobstro20 May 2009 4:33 a.m. PST

Henry,

You'll probably get a more positive response if you at least run your rules through a few test runs to work out any obvious problems. Then you can ask the TMP readership to help you work out any really tricky problems.

Speaking only for myself, I don't like being a guinea pig for obviously untested rules, but I'm happy to dink with anything that has been tested. I'll put in as much time as the designer if I've got an option, but not more. It's simply a question of how to spend my free time.

Don't forget you don't have to test with actual miniatures. A few figures on cardboard squares and some cloth for scenery and you're all set for testing purposes.

Good luck with your rules!

- Bob

Marshal Mark20 May 2009 5:33 a.m. PST

Or just buy a couple of packs of plastic 1/72 infantry. Play some games and see how the rules work out. Read and play some other rules and see if there are any ideas in them that you like and can incorporate into your own rules.

henry12420 May 2009 9:52 a.m. PST

all right ill test this out and tell you how it goes later thanks

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