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"WWII Rulesets: How Satisfied Are You?" Topic


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Action Log

04 Mar 2016 8:19 p.m. PST
by Editor in Chief Bill

  • Crossposted to WWII Rules board

01 Oct 2016 11:25 a.m. PST
by Editor in Chief Bill

  • Removed from TMP Poll Suggestions board

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Personal logo Editor in Chief Bill The Editor of TMP Fezian04 Mar 2016 8:17 p.m. PST

Have you found the ruleset(s) for WWII (ground warfare) that make you happy? Or are you still looking for something "better"?

Bunkermeister Supporting Member of TMP04 Mar 2016 8:20 p.m. PST

I wrote my own. I am happy with them.

Mike Bunkermeister Creek
Bunker Talk blog

Mute Bystander04 Mar 2016 8:33 p.m. PST

No but I abandoned the era so I stopped looking.

Weasel04 Mar 2016 8:36 p.m. PST

I kinda like my own :-)

But even without that, there's a ton of games I enjoy. All good.

peterx Supporting Member of TMP04 Mar 2016 8:38 p.m. PST

I am happy with playing Disposable Heroes, no complaints.

Don Hogge04 Mar 2016 9:15 p.m. PST

I'm happy with Battleground for skirmish games but also like Combat Patrol.

Not happy with FoW but I have a group of regular players that meet every week. Would like to find something better at that level and scale – still looking.

Rich Bliss04 Mar 2016 9:29 p.m. PST

Yes. I've got one set for battalion level ( Command Decsion) and one for skirmish (5 core)

raylev304 Mar 2016 10:40 p.m. PST

I'm happy with both Flames of War and Blitzkrieg Commander.

Desert Fox04 Mar 2016 11:31 p.m. PST

Spearhead all the way for me. BIG fan.

Sudwind04 Mar 2016 11:49 p.m. PST

I am very satisfied with Command Decision. I prefer larger actions and CD is perfect for that.

Not too satisfied with skirmish rules…..Bolt Action is fun, but not as a simulation. I have some fondness for Crossfire…. I am planning on trying out the classic Squad Leader with minis, just the base game and first few expansions.

Fat Wally05 Mar 2016 12:22 a.m. PST

Perfectly happy with IABSM.

Coyotepunc and Hatshepsuut05 Mar 2016 12:34 a.m. PST

Another vote for FiveCore from Weasel.

Martin Rapier05 Mar 2016 12:43 a.m. PST

I am never happy with what I am currently playing, and always looking for something "better". That is just me though, fiddling around with rules is what I enjoy about wargaming. Having solved a problem I instantly get bored and move on to the next thing.

jdginaz05 Mar 2016 12:44 a.m. PST

I play IABSM & Chain of Command and am very happy with them

Foxgamer05 Mar 2016 12:45 a.m. PST

Like Force on Force principles for using in WWII; not a full scratch of the itch though; so writing my own using different dice symbols to represent aspects of combat outcomes.

normsmith05 Mar 2016 2:31 a.m. PST

I wrote my own specifically to cover small spaces and hexes (Kallistra Hexes) – I also have several boardgame tactical systems that I like.

I still buy commercial sets just to browse and enjoy.

Zippee05 Mar 2016 2:36 a.m. PST

Yes, we have an embarrassment of riches

For me its IABSM and Chain of Command with Bolt Action and Iron Cross for more light hearted games.

sillypoint05 Mar 2016 2:54 a.m. PST

Crossfire.

MHoxie05 Mar 2016 4:04 a.m. PST

Have had a great time in every game of Fireball Forward that I've played. Might be due to a good referee and a personal preference for double-blind games.

macconermaoile05 Mar 2016 4:07 a.m. PST

Chain of Command, beyond happy.

GatorDave Supporting Member of TMP05 Mar 2016 4:10 a.m. PST

Spearhead. No need to keep looking.

parrskool05 Mar 2016 4:59 a.m. PST

Rapidfire
Battlegroup
Bolt Action
…………….no problems. maybe easily satisfied ?

Chuckaroobob05 Mar 2016 5:05 a.m. PST

Disposable Heroes is the perfect WW2 rules! How do I know? John hates them!

Dicymick05 Mar 2016 5:09 a.m. PST

Rules of Engagement by Great Escape Games
is still fit for purpose for me.

sebastien05 Mar 2016 5:26 a.m. PST

Rapid fire 2 with house amendments….Blitzkreig commander…battle group panzer grenadier…all have their strengths

advocate05 Mar 2016 6:05 a.m. PST

Plenty of choice. I'm good.

vdal181205 Mar 2016 6:23 a.m. PST

Chain of Command, IABSM and Command Decision. They all serve different levels of battle that I want to play.

Dynaman878905 Mar 2016 6:36 a.m. PST

Fireball Forward and IABSM for squad based stands.
Chain of Command for Individual based.
Fistful of Tows for platoon based

I'm good.

Mr Elmo05 Mar 2016 6:48 a.m. PST

Normandy Firefight works for skirmish
Bolt Action is perfect for platoon level and I play that the most
I used to like FoW but it got too fiddly so searching for a lighter game. BKC could be that game but games go over 2 hours.

nazrat05 Mar 2016 8:10 a.m. PST

Fireball Forward, Battlegroup, and Chain of Command are all excellent for different reasons for me. I have stopped looking after finding those.

Ceterman05 Mar 2016 9:34 a.m. PST

Crossfire & BA. All good here!

genew4905 Mar 2016 9:35 a.m. PST

I like Chain of Command, IABSM and Combat Patrol.

hetzer Supporting Member of TMP05 Mar 2016 10:05 a.m. PST

Mein Panzer and Battleground WWII do it for me, but I will play many others.

kallman05 Mar 2016 10:28 a.m. PST

I have multiple ones I think do the period really well and I enjoy playing, Fireball Forward, Battlegroup, and Disposable Heroes.

Bismarck05 Mar 2016 11:08 a.m. PST

Disposable Heroes is fine for me.

PiersBrand05 Mar 2016 11:45 a.m. PST

Battlegroup is all I play these days… but I'm biased.

Though I've written my own platoon skirmish game now so that's likely to be two WW2 games I will play.

SgtGuinness05 Mar 2016 12:12 p.m. PST

I'm very pleased with Rapid Fire 2 and Command Decision for larger battles. Panzer Korps rocks for divisional and corp level games.
Cheers,
JB
Sgtguinness.blogspot.com

ubercommando05 Mar 2016 1:51 p.m. PST

I would say I'm "satisfied" with the rules I've chosen but each has something missing that makes them imperfect. For example, I'm happy with Flames of War but there's no fog of war except for scenarios with ambushes. I love both Too Fat Lardies WW2 games but for some reason the Lardies don't seem to acknowledge radio operators, which I feel are important for certain command and control (not to mention calling in artillery or air support). In IABSM radio operators are an optional rule where you can substitute a hit on your Big Man for a hit on the RTO instead. Panzergrenadier is fine for the most part but it gives the Germans a little bit too much edge and the op fire rules aren't brilliant. WRG is good for armour, rubbish for infantry and I'd like to try Battlegroup as I've heard good things about it but wonder why it isn't the first name off most WW2 gamers lips when it comes to rules recommendations. So apart from Rapid Fire, which I don't rate at all, all do a good job…but not a perfect one. However, searching for "the one" is fruitless so I live with the imperfections.

Syr Hobbs Wargames05 Mar 2016 4:03 p.m. PST

Battleground WWII for skirmish I would like to give Battlegroup a shot sometime though. If for no other reason but to see the eye candy,

Duane

14th NJ Vol05 Mar 2016 9:15 p.m. PST

I wrote my own. Still play testing them. Overall satisfied with them.

TacticalPainter0105 Mar 2016 9:28 p.m. PST

Not sure what your question means – am I satisfied my rules give me a good feel for WW2 combat, or am I satisfied my rules scratch my gaming itch?

It strikes me there is quite a division here. There are WW2 rules that provide a great, entertaining gaming experience but not necessarily an accurate reflection of the realities of command, control and combat outcomes you might read about in the history of the war. A great time is had by all and so the players are "satisfied" with the rules.

There are WW2 rules that try to recreate the command decisions and combat outcomes within some sort of game framework and so the question of the players is not so much about the "game" but more about how well the game reflects the war as they understand it. Their level of satisfaction is measured less in ludic terms and more in the narrative – "did that play out in a way that tells a believable series of events related to my understanding of WW2?"

It strikes me Bolt Action scratches the itch for those where game and enjoyment take precedence over "simulation". While Chain of Command suits those where the reflection of a perceived reality is as, if not more important than the 'game'.

There is no right or wrong answer but when someone replies for one set of rules over another without explaining why, it's very hard to make sense of their choice.

UshCha06 Mar 2016 4:46 a.m. PST

Yes,
but its a bit biased I wrote them. You may realy want ask what is why you are satified/not satifies with them.

For me the reason is that they do tanks batter. Hull down, buttoned up, variable speed (without too much paperwork and more, fast move to alternate positions. In short we model the advantages and disadvantages of tanks.

Yesthatphil06 Mar 2016 8:11 a.m. PST

Company level … PBI
And operational level NQM and Megablitz

Yes I am happy … I continue to work on a homegrown variant of the operational game that uses a discreet grid (and so gives a slight tactical twist at the sharp end of games) but that is not completing soon.

Phil
P.B.Eye-Candy

boy wundyr x07 Mar 2016 12:08 p.m. PST

I have a few at different scales/sizes that I like – both TW&T and Chain of Command for platoon sized games, IABSM for a company, and I'm looking at NWG's Brigade Commander for anything higher than that.

Personal logo miniMo Supporting Member of TMP07 Mar 2016 12:31 p.m. PST

Very Happy!

BLitzkrieg Commander for full combined arms battalions, and Bolt Action for skirmish.

HidaSeku07 Mar 2016 3:28 p.m. PST

I'm very happy with Flames of War.

I want to try other rules as well, and hope to happy with all sorts of rules! Definitely nothing wrong with being very happy with multiple, different perspective rulesets.

If I end up finding one better, I'll be all the more happy, although I have ruled out certain rulesets I've researched. There's also nothing wrong with having discerning tastes!

Old Contemptibles07 Mar 2016 9:04 p.m. PST

Not really my gaming period. I just play what everyone else is. This week it's Bolt Action.

Bearserker07 Mar 2016 10:59 p.m. PST

For skirmish level firefights, Bolt Action does just fine. Our group uses 15mm scale. For larger battles we use Blitzkrieg Commander II in 6mm microarmor scale. Both are easy to learn, quick to play, fairly accurate and look good in the scales we use.

tmikkola11 Mar 2016 2:52 a.m. PST

IABSM for company level and CoC for platoon level – gone through a lot of systems over the years and these are finally the ones that focus on command friction and uncertainty of battlefield while having enough details in other areas. Spearhead with GM for larger games.

Wolfhag11 Mar 2016 6:23 a.m. PST

I wrote my own.

I use a "Time & Action" activation system that allows unstructured turns and immediate reaction to enemy threats based on a units "Situational Awareness" (replaced spotting). Randomization plays a small part and tactical deployment, troop expertise, weapons platform performance and player decisions a greater part. Suppression, friction and poor tactical deployment increase response time.

The "Time & Action" rules allows a player to use suppression, tactical deployment and maneuver as a way to decrease the enemy response time allowing him to get inside the enemy Decision Loop. They replace the need for things like command points, activation using dice or cards, initiative, etc.

A good Fog of War is created because your opponent does not know exactly when you'll activate or how you'll respond. In tank engagements the player needs to balance getting off the first shot with enough accuracy to hit. Fire too quickly and you may miss. Take too much time and the enemy beats you to the punch.

The gunnery system determines the rounds MPI against the real life target size to determine if a hit is achieved. There is no "To Hit #" with modifiers. I use real life "Error Budget" variables in a formula to determine accuracy with no math or calculations involved for the player. It's actually simpler than using a base # and looking up modifiers. The overall system is derived from tank gunnery manuals.

Infantry small arm fire is assumed to be continuous and results are checked after a certain number of turns. Results are determined by the volume of fire against the enemy cover and concealment. One die roll determines suppression and causality results.

Over Watch and Opportunity Fire work well without additional rules or exceptions.

It's still a WIP but I have simple and detailed versions I've tested at conventions with good results.

Wolfhag

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