Help support TMP


"Task Force Commander" Topic


4 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 do not post offers to buy and sell on the main forum.

For more information, see the TMP FAQ.


Back to the SF Discussion Message Board


Areas of Interest

Science Fiction

Featured Hobby News Article


Featured Link


Featured Ruleset


Featured Showcase Article

Canine & Avian Levy

Dogs and Bird in Space?


Featured Workbench Article

Scratchbuilding a VSF USS Meade

Building a flying two-turret monitor from scratch, inspired by Space: 1889.


Featured Profile Article


Featured Book Review


Featured Movie Review


975 hits since 10 Sep 2014
©1994-2024 Bill Armintrout
Comments or corrections?

Falconius10 Sep 2014 7:26 p.m. PST

History: This bit will probably not be of too much interest so I'll try to keep it short. The development of this rule set started just after Salute 2012 which I had the privilege to attend. My main aim was to create an Epic style of big battle game that was streamlined and simplified enough so I could teach it to my non-wargaming friends in less than 10 minutes. Writing the rules in such a way that I could share it online has proven to be far more arduous.

Scale: I originally wrote the rules with 3mm pico armor in mind but my friends preferred using my 6mm miniatures (from Steel crown, Dark Realm and Brigade). In the original draft I had a whole section on basing and miniatures which I have subsequently removed. You can use whatever you want and base as you wish.

Concepts: the game uses the traditional IgoUgo system for movement only, but not for the fighting. When the game starts one player is assigned the role of attacker and the other is the defender. The attacker (or attackers in a 4 or more player game) always moves first and the defender (defenders) second. We have found that the game plays best with scenarios rather than a straight fight to the death. One of the key concepts that players need to understand is that a unit will return fire as many times as it is attacked in the same turn by different enemies, but a unit only receives orders once per turn. The defender will often have to issue orders to his units during the attacker's turn, and depending on those orders, some defender units will not be able to do anything when it is the defenders turn. Similarly all units held back for support can fire as many times as they receive successful support calls, but they don't need orders to respond to these support calls. They remain "blank" and ready to receive orders. This might seem like it would over-power the support function, and to be honest I had hoped that it would, but in practice we have found that support can be fickle, difficult to set up and maintain, and it requires a sharp eye else you easily miss a good support opportunity.

Problems: I've tried to keep the game basic so it accommodates huge battles and many players, but this means that I've left some features from previous versions of the game out (like artillery dropped smoke, land mines, etc.) while not yet adding things like air units. I don't mention pre-measuring and haven't made my mind up about it. Maybe not allowing it is a bit too restrictive. The game plays fairly fast mostly because it is very brutal. I have yet to create a sample army sheet, but in our games so far we used 6 stands for infantry and infantry fighting vehicles, and 4 stands for everything else. In short, there are still much work and I don't have as much time and motivation as I used to have 2 years ago. But getting some feed-back from the community would help a lot.

The current version can be found here: PDF link
Please email me for the password if you would like to help review the rules at perseverius-at-gmail-dot-com.

Falconius12 Sep 2014 9:27 p.m. PST

I'd like to thank everyone that have contacted me for the rules and the positive feed-back so far. For those who are still undecided I'd like to give some idea of play so you can see why I claim that the game is unique in many ways.

We are all aware of the big problem with the standard I-go-you-go system: the player that goes first can cause much damage to the other player before he gets a chance to retaliate. Simply rolling a die to decide who goes first doesn't make it fairer. The alternating unit activation system removes this problem while introducing a new problem. The nice thing about the I-go-you-go system is that you get the chance to do something with your entire army and implement an overarching plan for the turn. The alternating activation system makes everything so disjointed that your opponent gets a chance to check every move you make.

The game I designed tries to keep the good element of the IgoUgo system while still allowing reasonable reaction based on more than blind luck. The game is all about options. For example one player will during his turn get the chance to move all of his units. But every time he moves a unit there is a system that determines if his opponent gets to react with his closest unit that would be the target of the unit that just moved. The system determines which unit has options and what those options are. The default options a unit gets are fight, call support fire, hide or run. The hide/conceal option can help a player do strange things with some specialist units, like sneaking through enemy lines.

Nitpickergeneral23 Oct 2014 1:01 p.m. PST

Hi falconius. Thanks for providing the link to your rules. I have long had an interest in operational level rules.
I have downloaded them, but can't find your email address to request the pwd. Can you please oblige?

Have you used them for ww2 era?

Thanks
Andrew

Sorry - only verified members can post on the forums.