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"Favorite rule from a wargame & why?" Topic


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Action Log

09 Nov 2017 3:35 p.m. PST
by Editor in Chief Bill

  • Removed from TMP Poll Suggestions board
  • Crossposted to Game Design board


1,012 hits since 12 Jun 2012
©1994-2017 Bill Armintrout
Comments or corrections?

Uesugi Kenshin Supporting Member of TMP13 Jun 2012 2:15 p.m. PST

What rule invention in a wargame was so unique to you that it stands out as one of your favorites? (and why?)

14Bore13 Jun 2012 2:32 p.m. PST

It's a olddy but here it comes, TTC or Time Telescoping Consept from Empire. As long as you are out of contact range your units move a breath taking speed, In contact movement slows down. The perfect match in my mind didn't come around until I had a big enough game board that a big movement didn't automaticaly get you into contact.

14Bore13 Jun 2012 2:58 p.m. PST

Probably scared off everyone, or their all on the floor laughing so hard as to not being able to respond.

Calico Bill13 Jun 2012 3:18 p.m. PST

Blast Markers from Epic Armageddon. Just being shot at will effect your troops by giving you one, and casualties cause even more Blast Markers. The guys in the rear hunker down & don't fire and BM number effects activation & close combat as well.

Tom Reed Supporting Member of TMP13 Jun 2012 3:57 p.m. PST

In Desperado you get +10% to your to hit roll when shooting at a lawyer.

WarrenB Inactive Member13 Jun 2012 4:08 p.m. PST

In Gutshot, female characters get a damage and stun bonus when hitting someone with a vase or bottle.

I'm also fond of it's cover fire rules. I don't know if it's a unique invention; but the idea of bullets hovering in midair, waiting for someone to hit, reminds me of Looney Tunes or Who Framed Roger Rabbit.

Personal logo etotheipi Sponsoring Member of TMP13 Jun 2012 4:42 p.m. PST

Huge personal bias here, but I like the Quick Intermediate Level Skirmish (QILS) combat mechanic using a d6 with colored pips. It has a simple presentation (roll the die, count the appropriate pips), but embodies complex interrelationships in practice.

Mr Pumblechook Inactive Member13 Jun 2012 7:05 p.m. PST

In Saga, you break deployment roll ties by deciding which player has the most impressive facial hair…

Personal logo Pictors Studio Sponsoring Member of TMP13 Jun 2012 7:55 p.m. PST

"BM number effects activation & close combat as well."

If I have multiple BMs it affects me as well.

I think my favourite rule was the pre-battle rolling for enemies of the tyranids in 2nd edition 40K, it was always great to get a "Jones is acting strangely" result on your opponents heavy weapons team.

Khusrau14 Jun 2012 2:59 a.m. PST

Polemos (IIRC) has the pointed stick rule. If there is a disagreement, roll a dice, if your opponent is being a c*ck, poke him with a pointed stick…

Personal logo Flashman14 Supporting Member of TMP14 Jun 2012 4:59 a.m. PST

I like the Quality Die thing for skirmish games where the characters skill level determines what die they use to complete an action. So an expert swordsman attacks with a d20 and a militiaman defends with a d4. There's still a chance that a militia man could get lucky and you don't have to worry about a lot of modifiers. Isn't that preferable than adding +1 for this and that?

Toy Soldier Green14 Jun 2012 5:49 a.m. PST

I like the Quality Die thing for skirmish games where the characters skill level determines what die they use to complete an action. So an expert swordsman attacks with a d20 and a militiaman defends with a d4. There's still a chance that a militia man could get lucky and you don't have to worry about a lot of modifiers.

Same here. Ambush Alley brought this home for me.

Personal logo richarDISNEY Supporting Member of TMP Inactive Member14 Jun 2012 6:48 a.m. PST

I have several:
1) Deadlands RPG dice and cards combo to cast spells
2) The 40K:RT Ork Hop Splat Gun. I never knew when that dang thing was gunna come back at me!
3) The Critical Hit table from Flagship Games's Pirates! Rolling a 36-40 -- "Working like Dwarves Possesed" was the best roll ever!
beer

ming31 Inactive Member14 Jun 2012 6:49 a.m. PST

the Nuclear war card game …Game owner always goes first . I owned the game

Personal logo flooglestreet Supporting Member of TMP Inactive Member14 Jun 2012 7:41 a.m. PST

The orange CRT in Tactics II. As attacker, you needed a 3:1 advantage to have a 50% chance of eliminating an enemy. Other columns gave better and poorer chances for better and poorer odds ratios. An awful lot of stuff developed out of that.

skippy0001 Supporting Member of TMP14 Jun 2012 7:52 a.m. PST

Boardgames-
NATO(SPI)-to simulate nuclear weapons, douse gamemap in lighter fluid, apply match
NATO, Nukes & Nazis-combat table had 'Overwhelming Bloodbath' resukt
Campaign for North Africa-the mega, 1200 hour wargame had a rule that all units in a Wadi hex during a flash flood were eliminated-a wadi was a popular place to put POW camps that you didn't want to waste supplies on…
Some Trek game had a critical hit result-'bowling alley'.

79thPA Supporting Member of TMP14 Jun 2012 8:06 a.m. PST

Didn't the Campaign for North Africa also have the pasta rule for the Italians? Something about needing more water supply points in order to cook their pasta rations…

skippy0001 Supporting Member of TMP14 Jun 2012 3:00 p.m. PST

Forgot that one, oops. Auctioned the game at '92 Origins.

Tractics' critical hits: vision slots, gunbarrels etc.

Fletcher Pratt range estimation-Mk 1 eyeball, I was good at it.

Personal logo Lost Wolf Supporting Member of TMP14 Jun 2012 7:06 p.m. PST

I favor the Q die as in Stargrunt II and the reaction system in THW.

Uesugi Kenshin Supporting Member of TMP14 Jun 2012 8:23 p.m. PST

Terry Gores "Medieval Warfare" had a rule where units had no problem moving full distance when they were out of tactical range of enemy units but you had to roll to get them to act once they were near enemies.

Gennorm15 Jun 2012 12:57 a.m. PST

When counting victory points in Squarebashing extra points are awarded for having all your figures painted and for not touching your opponent's figures.

The blunder rule in Black Powder is inspired. In one game I ordered a retreat from a losing situation only to blunder and send the unit into a suicidal charge. Against the odds it caused carnage in the opposing ranks resulting in us winning the game. The look on the opposing commander's face was unforgettable. The good thing was it was completely plausible.

Sane Max Inactive Member15 Jun 2012 4:04 a.m. PST

When counting victory points in Squarebashing extra points are awarded for having all your figures painted and for not touching your opponent's figures.

In AK47 you also got points for being called Rob grin

I adored the rules for the Snotling Attack Gun in old 40k, and one of my gaming group actually hurt himself laughing reading out the rules for Nipponese Kamikaze Rockets during a game of 3nd edition Warhammer Fantasy.


Pat

Personal logo Dasher Supporting Member of TMP24 Jun 2012 8:30 p.m. PST

Love the "Initiative Marker" mechanic in Avalon Hill's Smithsonian games.
This and the "Rollover(6)" and "Bomb-Out(1)" die roll mechanic from West End Games' "Star Wars Miniatures Battles" are probably my all-time favorites.
Runners-up:
"H-Hour" from Balboa Games had a "John Wayne" counter with lots of unique special rules.
"Up Front" from Avalon Hill is just perfect all around.

Personal logo Dasher Supporting Member of TMP25 Jun 2012 8:24 a.m. PST

Didn't the Campaign for North Africa also have the pasta rule for the Italians? Something about needing more water supply points in order to cook their pasta rations…

It did indeed, despite being jingoistic drivel and wholly unsubstantiated, but it seems it's always the most offensively inaccurate stereotypes that stick.

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