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"Best stand = platood rules (yes, very subjective)" Topic


19 Posts

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1,453 hits since 22 Sep 2014
©1994-2024 Bill Armintrout
Comments or corrections?

Lentulus22 Sep 2014 12:38 p.m. PST

Of all the rules out there where 1 stand = 1 platoon or so, which do you think would be best for a group of 4-6 or even more players with limited experience with the rules (average, say 1-2 prepared the rest "what are we playing tonight then") to have a fast paced smooth-flowing game that is, nevertheless, at least definable in its realism, whatever that means anyway.

Platoon, DAMMIT. I do my best proofreading after I press enter.

Jamesonsafari22 Sep 2014 12:47 p.m. PST

I am only familiar with the Command Decision rules. But I decided I didn't like that level. Separating out weapons systems (a British armour sqdn is 2x 75mm gun Shermans and 1x Firefly instead of giving you four tank troops to maneuver with) seemed artificial, but not doing that made everything kind of vanilla.

Kampfgruppe Commander has some interesting ideas but I've never gotten a chance to play it.

Personal logo miniMo Supporting Member of TMP22 Sep 2014 12:54 p.m. PST

BLitzkireg Commander is easy to pick up on the fly.

I like to houserule that the first order always works, although if the die-roll actually failed you can't roll for more orders for that CO. That way no one gets stuck not actually playing.

Who asked this joker22 Sep 2014 1:03 p.m. PST

PZ8 rules. They are simple, quick and are the best bang for the buck. This link is the entire collection in one PDF including the original WW2 rules. PDF link

Rich Bliss22 Sep 2014 1:24 p.m. PST

I'm a CD player from way back. They'll give you a great game like you describe as long as you don't overload your players with more than 2-4 companies.

LeavingTMP22 Sep 2014 1:24 p.m. PST

I like spearhead, take a bit of preperation, but rules are pretty simple. We have played mutli player games, a battalion a side is good for a player, a regiment for more experienced players.

Cold Steel22 Sep 2014 1:46 p.m. PST

Another vote for BKC. New players usually pick up everything important by turn 2. And I use the same house rule for games with a lot of new players.

Cheriton22 Sep 2014 1:58 p.m. PST

Lentulus:

Platoon, DAMMIT. I do my best proofreading after I press enter.

I know how infuriating that can be. Were we not promised someday the ability to edit the Topic Header for an hour after posting as we do the body of our text?

A very legitimate "want" for TMP users I would venture? evil grin

guinness

Chris Palmer22 Sep 2014 2:40 p.m. PST

"Look,Sarge, No Charts: WWII" rules fit your bill perfectly. (Full disclosure, I am one of the authors.) We regularly run 8-12 player convention games that are fought to a conclusion in 4 hours. With players commanding full battalions with attachments consisting of about 12 to 15 platoon stands. And, have even run games for as many as 20 players without the games getting bogged down. We also find that the rules are simple and intuitive enough the after 3 or 4 turns, the players are usually running the game themselves with very little input from us as GM's.

And if you don't like the labels on the bases, you can just as easily use a roster with the information and keep your bases label free.
For more info:
link

Here's some photos of a 10 player game we just did last Saturday:

picture

picture

jekinder622 Sep 2014 2:40 p.m. PST

Another vote for Command Decision, especially the newest Test of battle version. I have played Spearhead but was not impressed. testofbattle.com/drupal-4.7.4

christot22 Sep 2014 3:22 p.m. PST

CD is excellent, Spearhead if played vanilla is also spot on for Eastern front 41 to 43…stray away from that and you need to tweak.

The G Dog Fezian22 Sep 2014 3:25 p.m. PST

Another long time CD player from way back.

Spearhead really seemed designed to allow players to be regimental/brigade commanders. I've played it a few times and had fun with it. It really rewards pre-game planning.

CD functioned best when the player was the Battalion / Task Force commander. (And I've pushed a division in CD once or twice). the new edition is supposed to be more streamlined, but I've not played much CD in a long time.

Look Sarge, No Charts looks interesting from those photos. Chris – can you share a review or more details regarding the game?

Chris Palmer22 Sep 2014 5:34 p.m. PST

The G Dog-
You can find a couple reviews on Boardgame Geek:
link

Also, a couple snippet reviews on our website, as well as more details on the rules:
link

Each platoon of 3 to 5 bases is controled by a Compant HQ base. Companys are grouped under a Battalion HQ, along with any battalion assets.
Activation is controlled by a unique double random system. Each HQ rolls a d6 at the beginning of each turn, and then a deck of cards with 1-6 in red and black, along with a reshuffle/reroll card, is flipped one at a time, and if your HQ's die is the same as the card that is drawn, that HQ can activate its units. Higher level HQs have the option to swap dice with a subprdinate HQ once a turn to give it a priority.
When a unit activates it first gets a free chance to spot enemy units. Enemies can not be shot at unless theyve been spotted. After the spotting phase a unit can then shoot or move.
Each base takes two hits before being removed. Each hit on a base gives the immediate HQ a morale pip, and before that HQ can activate again, the morale pips must be rolled off.
Each unit has stats for movement and defense in various types of terrain. Also, each unit has short range and long range shooting factors for both vehicle and infanty type targets.
The rules were designed for 10mm figures, but I have seen them successfully used with everything from 6mm to 20mm.

If you have any further more specific questions let me know and I will be happy to answer them.

Dynaman878922 Sep 2014 5:43 p.m. PST

Fistful of Tows.

Princeps22 Sep 2014 10:58 p.m. PST

Having played quite a bit of CD, BKC, Spearhead my favourite by far is CD.

Peace Man23 Sep 2014 2:16 a.m. PST

another vote for BKC here

Martin Rapier23 Sep 2014 3:23 a.m. PST

For quick multi-player game with inexperienced players you need something fairly accessible. Both CD and SH have an awful lot of rules, some of which are somewhat counterintuitive, although both sets do a very good job of simulating what they want to simulate.

I find the combat system in BKC to be too abstract for realism and some people hate the unit activation system, however I have seen it used very successfully for large participation games, so that is probably worth a look.

Lentulus23 Sep 2014 4:01 a.m. PST

Of those listed, for the objectives I have, the Pz8 system actually looks like the right starting point.

While I have had a lot of enjoyable BKC games it is not great for multiple people trying to do something at the same time.

Who asked this joker23 Sep 2014 6:09 a.m. PST

I'll second Look Sarge No Charts. Another very approachable game.

Of those listed, for the objectives I have, the Pz8 system actually looks like the right starting point.

At least one other possibility. There was a WW2 variant of Warhammer Epic 40K. Not sure if it is still on the interwebs or not. Worth Googling. Epic was good mindless fun so a WW2 variant could bring some new enjoyment. grin

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