Help support TMP


"Favourite team-based firing resolution rules?" Topic


20 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please don't make fun of others' membernames.

For more information, see the TMP FAQ.


Back to the WWII Rules Message Board

Back to the Modern Discussion (1946 to 2013) Message Board


Areas of Interest

World War Two on the Land
Modern

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

FUBAR


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

The Debate Over AAM D-Day

Why are some fans up in arms over the latest Axis and Allies release?


1,058 hits since 21 Jul 2014
©1994-2024 Bill Armintrout
Comments or corrections?

Zelekendel21 Jul 2014 7:16 p.m. PST

From WW2 to Infinity (tm), what is your favourite firefight resolution mechanism between teams / groups / squads (generally composed of 10 or less individuals) that takes into account attacker / defender skills, situational modifiers, and suppression / morale as a direct result of shooting?

I'm familiar with the usual suspects: Chain of Command (which I do like), Force on Force (which unfortunately doesn't scale well with varying troop sizes), Stargrunt2, 40k and its ilk, as well as Rules of Engagement and various other WW2 sets.

Personal logo Extra Crispy Sponsoring Member of TMP21 Jul 2014 7:37 p.m. PST

When you say team based you mean where teams shoot/get shot, right?

I really like Flames of War for that level combat, tweaked in other areas.

UshCha21 Jul 2014 11:40 p.m. PST

For simplicity there is Maneouver Group.

Range for small arms is a single band (this includes most other weapons as well).

Cover states, walking fast, skirmishing, grounded, soft cover, hard cover and Fighting position.

Dammage is either suppression or leadership.

Leadersship is a combined Fear, fire and fatigue monitor.

Damage to teams of two or less is scaled up.

Grenades etc are in the close assult appart from the odd smoke grenade for cover).

I hate the waste of time riolling dice. 1D20 does the work of two or more d6's and lets you get to the fun deciding or moving "the toys"

Personal logo Extra Crispy Sponsoring Member of TMP22 Jul 2014 6:00 a.m. PST

I'm with you. Now I roll 36 D6 and look for 5s and 6s. Now you take the 8 results adn roll them, and we look for 4s or better. Now we……

Yikes, one dice roll will take care of all of that.

Faustnik pt22 Jul 2014 6:13 a.m. PST

Overall, AmbushAlley/Force on Force system

Faustnik

MajorB22 Jul 2014 7:50 a.m. PST

Tomorrow's War.

saltflats192922 Jul 2014 8:58 a.m. PST

Disposable Heroes.

monongahela22 Jul 2014 9:14 a.m. PST

Disposable Heroes is a good choice that fits your requirements.

Weasel22 Jul 2014 11:43 a.m. PST

Stargrunt, though it's a bit too chunky to explain quickly.
Crossfire gets the job done, though it's maybe too simple for a lot of people.

While I understand the appeal of the bucket of dice, I always have a hard time with a game where I am supposed to lead squads, but roll for each shot separately.

Lion in the Stars22 Jul 2014 3:37 p.m. PST

Infinity for player-in-charge-of-a-squad gaming.

Tomorrow's War for player in charge of a platoon or so, as that starts to get into suppression effects and whatnot.

Both involve Opposed rolls.

Zelekendel22 Jul 2014 4:24 p.m. PST

Surprised to see so many FoF / TW favourites, as I find the firing resolution the weakest part of an otherwise good game.

Then again it's fast and chunky, and that might weigh more for a lot of gamers compared to "overall realism".

Will take a look at Maneuver group and the others.

And yes, this is for team / squad vs team / squad, not individual models shooting individuals.

UshCha23 Jul 2014 12:58 p.m. PST

Ther is always the conflict between those who want a lot of random and those that do not. Out close assult table give an approximation of a normal distibution. Typicaly you get what you expect or their abouts and only get an extreem at 5% each end of the spectum. It means you can plan and its the plan that wins the game. Somtimes war is not like that and that is one benefit of a simulation ,it lets you get the more typcal results that keep the results within the set of interesting outcomes. Pure random is so boring (to me).

agrippavips24 Jul 2014 1:01 p.m. PST

Ambush Alley/Force on Force/tomorrows War. Anybody know if 5150 Army does fireteam shooting resolution?

Lion in the Stars24 Jul 2014 1:23 p.m. PST

Now I roll 36 D6 and look for 5s and 6s. Now you take the 8 results adn roll them, and we look for 4s or better. Now we……

Yikes, one dice roll will take care of all of that.


True, but I like to have an opposed roll in there to give the 'target' player the feeling that he can do something other than take models off the table.

UshCha24 Jul 2014 11:25 p.m. PST

Lion,
me I want to move again to get the SOAB where I want him. You take casualties and or suppression and get on with the job of fire and movement. Every second wasted rolling dice or looking rules is time you are not moving and commanding your troops. If you just want to gamble play the "G Gee's" you might even win money ;-).

Andy ONeill25 Jul 2014 3:56 a.m. PST

sg2.
Make a team equivalent to a sg2 squad if you want to get finicky.

Weasel25 Jul 2014 12:35 p.m. PST

agrippavips – 5150 is by soldier though they came up with a different system for the Battalion rules.

Jemima Fawr25 Jul 2014 12:44 p.m. PST

SG2 for me too – I've played a fair bit of FoF, but I still prefer SG2.

Nitpickergeneral26 Jul 2014 7:20 a.m. PST

Disposable Heroes is my choice

Last Hussar26 Jul 2014 9:16 a.m. PST

UshCha – How slowly do you roll dice?

Sorry - only verified members can post on the forums.