15mm and 28mm Fanatik | 27 Feb 2014 12:26 p.m. PST |
For those who are crazy enough to want to play large scale tank battles in 28mm (and have large enough tables), what is the most 'armor-friendly' rule system? |
RavenscraftCybernetics | 27 Feb 2014 12:51 p.m. PST |
Nuts! from twohour wargames? |
Caesar | 27 Feb 2014 1:26 p.m. PST |
What are you looking for in armor engagment? |
Warmaster Horus | 27 Feb 2014 1:31 p.m. PST |
Battleground WWII in my opinion! love the charts and rolling for hit locations the "effects table" |
Pizzagrenadier | 27 Feb 2014 1:36 p.m. PST |
For tank on tank action where you activate individual tanks, Disposable Heroes: Point Blank is, in my obviously biased opinion, a lot of fun. You can play fast actions where you don't keep track of ammo and crew casualties, or you can pull out all the stops and use the rules for ammo (ready racks), special ammo types, experienced and inexperienced crews, crew casualties and damage, etc. and it adds very little to the complexity with only minor record keeping. We run games of this in 6mm where the ranges look really nicely scaled. Do it in double blind and it is even more fun. Here's a battle report in 6mm, but it would play the same in 28mm just with shorter ranges. link |
HardRock | 27 Feb 2014 1:48 p.m. PST |
I used Yaquinto's Armor/Panzer/88 for 1/35th and 54mm tank battles. We had the game shops gaming room to ourselves and put all the tables together and got a 8' x 20' playing area. No infantry, just tanks. |
combatpainter | 27 Feb 2014 3:29 p.m. PST |
Coffin for Seven Brothers. |
chriskrum | 27 Feb 2014 4:19 p.m. PST |
2nd for Coffin for Seven Brothers. |
liborn | 27 Feb 2014 7:50 p.m. PST |
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Ed the Two Hour Wargames guy | 27 Feb 2014 8:00 p.m. PST |
NUTS works very well. Each crew member has a different role and different Rep (combat effectiveness) so they function as a crew instead of one blanket morale for the whole vehicle. So here's an example - Two Su-85s come into sight. One Panther has a line of sight and the Tank Commander rolls to see and act. He passes 2d6 and says fire. The gunner fires and the loader tries to reload. The target could take damage or maybe a Clank test. Maybe he fires back, if the TC reacts fast enough. Then the gunner fires and the loader tries to load. Here's the cool part. If the loader re-loads fast enough the tank could fire again when called upon. Tanks with better individual crew members perform better but only as good as it's weakest link. Sometimes that 's the loader who may not be fast enough on the reload. Anyway, the system works very well. We had a game of 6 players and 85 tanks fought to a conclusion within 2 hours at a convention. |
saltflats1929 | 27 Feb 2014 9:28 p.m. PST |
I like Battleground ww2 for super detail, DH coffin for seven brothers for detail, and blitzkrieg commander for abstract. |
IUsedToBeSomeone | 28 Feb 2014 3:07 a.m. PST |
I've used Panzermarsch for a quick game based on the video game World of Tanks. We had 15 tanks each and some artillery and to destroy the opposition or capture their base – the limited ammo rules made a fun game. Mike |
Mike Mayes | 28 Feb 2014 10:56 a.m. PST |
Ed That is amazing. I like the Nuts! rules for tank battles – the reaction system and crew roles work well for what I think a tank battle should be. My challenge has always been setting the scenario up. Any pointers on terrain? How does one keep the battle mobile? Thanks Mike |
FireZouave | 01 Mar 2014 7:36 p.m. PST |
Battleground WWII for tanks. Every crew member has actions. Roll for hit location penetration and damage. Bail out if necessary. Some tanks are destroyed and some just take critical hits that leave them unable to move, fire or defend themselves against another hit! Crews often have to bail. |
DukeWacoan | 24 Apr 2014 9:47 a.m. PST |
Ditto on Battleground WWII. I also still like Tank Charts. |