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"Somewhere in Europe, 1946 - US vs Soviets WWW2" Topic


6 Posts

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702 hits since 11 Sep 2012
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freecloud11 Sep 2012 2:21 a.m. PST

US forces blog
link

Soviet forces blog
link

Soviets claim victory due to superior moral courage of the Soviet sailors vs decadent Americans. Dicing better did not come into it, oh no :)

Legion 412 Sep 2012 9:53 p.m. PST

CPT America and Hellboy … I love it !!! thumbs up

freecloud13 Sep 2012 3:24 a.m. PST

We found a pic of Cap, surveying the action…..

link

He didn't get into this game in time, but Hellboy was turned into a shaking mass of jelly by the Ultrasonic Vibrocannon.

Legion 414 Sep 2012 10:36 a.m. PST

Cap looks good … too bad about Hellboy though …

Scorpio Supporting Member of TMP14 Sep 2012 5:48 p.m. PST

Good deal! How do you feel Gruntz worked out for 1946?

(And I'd love to see the Hellboy fig, next time.)

freecloud16 Sep 2012 3:40 a.m. PST

Gruntz seemed to work OK for '46, but that was partly because we adjusted our weapons to Gruntz choices, IMO Gruntz has an issue in that it has no MMG/HMG type weapon in the ruleset, so an entire class of infantry-killing weapons are missing for WWW2 (and near future hard sci-fi IMO)

Otherwise, we found the same pros and cons as per Gruntz overall

Pros:
- very good equipment self build rules for our Weird Devices
- perfectly believable results from the rules engine

Cons:
- quite slow workflow, but this is only our 3rd game so we will see if it speeds up. Ideally for a 15mm game I'd liek to see 40K size armies on table, a Gruntz 300 pt game is a supported platoon size game.
- Some weird points arbitrages, eg APCs are insanely overpriced for their effectiveness, and you can get far more effective weapons for less points by mounting squad weapons on scout craft rather than using AFVs.

We are looking at introducing GASLIGHT type rules for our weird weapons though, to simulate their unreliability/ unpredictability and make the game (even) more fun ("Don't Touch that button!" etc.

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