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"Ultra-simple WWII Rules" Topic


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Battlescale06 Jan 2013 7:27 a.m. PST

A postcard sized rule set from Pz8
link

Angel Barracks06 Jan 2013 7:36 a.m. PST

I see what you mean.
This interests me though:

Each man moves max. 4+D6". If the D6 = 1 or 2 the man moves 5" or 6 " then the turn passes to the other side.

He moves 4" + the die roll

So a dice roll give the following moves:

1 = 9" turn ends
2 = 10" turn ends
3 = 7"
4 = 8"
5 = 9"
6 = 10"


That seems balanced, does it work in practice?
I would rather get a 6 each time, but I am bound to get a 1 knowing me, in these rules a 1 is not a disaster as you get a big move but end your go.

Is that right?

Battlescale06 Jan 2013 7:40 a.m. PST

6 = 10" move
5 = 9"
4 = 8"
3 = 7"
2 = 6" and loss of initiative (end of players turn)
1 = 5" (as above)

If a player declares a 'group move' (Command figure plus any figures within 1" of him) only 1d6 is rolled for the whole group but the players turn is over after the move regardless of the die score.

Big Ian06 Jan 2013 7:54 a.m. PST

Nice little set of rules there, very quick and simple ideal for the kids to play. Thanks for sharing.

Personal logo Saber6 Supporting Member of TMP Fezian06 Jan 2013 10:03 a.m. PST

according to Google that page is in Albanian

Battlescale06 Jan 2013 10:43 a.m. PST

???????

combatpainter Fezian06 Jan 2013 10:52 a.m. PST

Nice!

Ark3nubis06 Jan 2013 11:31 a.m. PST

Yeah, these are a tidy little set. Couple if questions;

- What do flame throwers need to kill enemy in the open? 4+, 3+?
- Are SMGs and pistols able to move and fire?
- Most troops had a bayonet, so would the +1 in combat be best given to SMGs and maybe pistols? We don't play with Japanese so wouldn't ever get, or everyone would get, the +1 in combat. If the above bonuses (move abd fire, and bonus in combat) the range of the SMGs maybe dropped to 6" to compensate. Just a thought.

I'll try to give these a whizz sometime soon, less is more as they say, will be good to see how the simples of this give a game experience compared to more elaborate systems, cheers!

Ark3nubis06 Jan 2013 11:32 a.m. PST

Also the D6 movement rolls kinda reflect the loss of initiative of one side over the other, nice and simply done here!

Personal logo Saber6 Supporting Member of TMP Fezian06 Jan 2013 11:49 a.m. PST

Steve, that is what I thought (GoogleToolbar wanted to translate)

Battlescale06 Jan 2013 12:00 p.m. PST

Ark3nubis:

I'm only passing this little set on so you'd have to aim your questions at the author via the pZ8 Yahoo group: link

I'll be putting my own tweaks up on the blog once I've given them try out.

Re your question regarding SMG's and pistols being able to move and fire; My own understanding of these rules is that a figure either moves OR fires but if you prefer the former then go for it!

UshCha06 Jan 2013 12:26 p.m. PST

How are these rules connected with WWII? Pistol range proably 20 yds if you were being excessive. Rifle 300 yds in good hands. LMG due to rate of fire proably abot 800 yds. HMG effective out to 1500 yds.

If the pistol range is 6" then rifle range about 90". LMG a bit short of 400" HMG LOTS. How is this related to any sort of reality? ;-).
Even if for good reasons you add to the pistol renge so the man can actually shoot across an oversized road due to the discontinuity of Ground to model scale this is way out.

Brian is part of CAMRWA (CANpaign for Real WAgames) and proably as much of a pain in the butt as the beer group of the similar name?

Battlescale06 Jan 2013 12:40 p.m. PST

There's always one ….

Angel Barracks06 Jan 2013 1:56 p.m. PST

picture

Thorfin1106 Jan 2013 1:56 p.m. PST

Big Ian said it for me – thanks for sharing, I'm going to give this a go.

Ark3nubis06 Jan 2013 2:33 p.m. PST

Thanks StanleySteve.

UshCha, I absolutely agree with the points you have made, however isn't your main issue regarding range prevalent in innumerable other wargames? With loads raving about Bolt Action, ranges in FOW, and so many others I think they would be more 'guilty' of misrepresentation than this set of rules that have been produced for simplicity. I had about 10-12 other rules suggestions I thought of immediately but really I left it as the ruled are described as simple to be fair…

Battlescale06 Jan 2013 3:29 p.m. PST

Well said Ark3nubis.

Deserter06 Jan 2013 4:40 p.m. PST

thank you all for your interest…the simple little rules are still in development… I will probably correct the ranges… --Pz8

Big Ian06 Jan 2013 11:21 p.m. PST

AB, thats funny :-)

UshCha07 Jan 2013 12:41 a.m. PST

AB Best put down EVER ;-). I can say that as its me ;-).

Deserter, rather than just write another set of rules like sombody elses think about the books you read on WWII and what and how they do things. Then think how to distill that down to the level you want. IS range even necessary in simple rules? Crossfire uses no ranges or movement limits. What is it you want to capture in your 1 pager? Aquote from a US analysis of a bren carrier platoon was that it was to no advantage to get closer than 400yds to the enemy as the fire was no more effective. If you want a pistol range of 6" that give a ground scale of about 20 yds. No point having ranges for anything else its the bord. Mind you you will want a lot of terrain.

Angel Barracks07 Jan 2013 2:39 a.m. PST

AB, thats funny :-)

AB Best put down EVER ;-). I can say that as its me ;-).


Thanks.

I save that for special occasions when people tell other people they are having fun the wrong way.

It normally gets used in sci-fi posts where people say that it is not accurate or realistic.
The fi stands for fiction, which is of course the form of any narrative or informative work that deals, in part or in whole, with information or events that are not factual, but rather, imaginary..

Best example I saw was when people said a door was not realistic as it had no visible hinges, yet the same people accept faster than light anti grav tanks that fire plasma laser cannons, as a matter of fact.

What can you do.


Anyway, I think the rules would work great as an intro to gaming especially with a bag of £2.00 GBP soldiers from Toys r Us.

Battlescale07 Jan 2013 3:23 a.m. PST

@UshCha: as AB says

"I save that for special occasions when people tell other people they are having fun the wrong way."

That says it all really doesn't it? Who are you to tell anyone how to enjoy their gaming?
We could all easily go through every rule set available and pick fault but it sure would get very tedious. If you don't like a rule set don't use it, but please don't start slagging other folks efforts off.

Deserter07 Jan 2013 4:17 a.m. PST

Actually I shot many times with M1 Garand, tried MG42 and Beretta pistol, but it was many years ago (no, I did not participate to WW2 :-)

I played intensively Crossfire WW2 and i liked it, but I would prefer to use some more traditional mechanisms in this ultra-simple game.

Anyway thank you for advice, all contributions are welcome --Pz8

pigasuspig07 Jan 2013 10:54 p.m. PST

I am working on my own ultra-simple rules. I made these compromises for simplicity:

All MGs are a single figure (though nothing should stop you basing two men together as one "figure"), and are the same (yes, Bren = M2 .50 cal!!!)

Officer's pistols are treated as SMGs due to their skill. No one else has a pistol.

Small arms come in three flavors only: Rifle (2', 1 die), SMG (1', 2 dice), AR (2', 2 dice).

By avoiding bogging down on small arms, you leave "head space" for other cool toys like mortars and rockets.

number410 Feb 2013 10:00 p.m. PST

Even if for good reasons you add to the pistol renge so the man can actually shoot across an oversized road due to the discontinuity of Ground to model scale this is way out.

Simple fix: ignore the road! E.G. If the target is 9" away and there is a 3" wide road intervening, treat the range as being 6"

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