Help support TMP


"Battleground WW2 House Rules" 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.

In order to respect possible copyright issues, when quoting from a book or article, please quote no more than three paragraphs.

For more information, see the TMP FAQ.


Back to the WWII Rules Message Board


Areas of Interest

World War Two on the Land

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Spearhead


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


Featured Showcase Article

WWII Germans in Winter Clothing

Combatpainter Painting Studio delivers more reinforcements for our WWII winter Germans.


Featured Profile Article

First Look: Battlefront's 1:100 Panzergrenadier HQ

Personal logo Editor in Chief Bill The Editor of TMP Fezian opens the box on the Armoured Panzergrenadier Company HQ (Late-War) for Flames of War.


Featured Book Review


1,198 hits since 2 Dec 2016
©1994-2024 Bill Armintrout
Comments or corrections?

Achtung Minen02 Dec 2016 6:17 a.m. PST

I honestly forget if I've posted this before, but I came across it on my hard drive and thought I'd share. These are some house rules we have used in our BG WW2 games (lots of fun, I really have to get it on the table more often!). Note, we play wit very small forces… maybe 10-15 models max per side.

Card Activation
Every unit receives 2 cards per deck. Each time a unit's card is pulled, they complete a single action. Every Senior or Junior NCO gets 1 face card per deck. When his card is pulled, the unit under his command gets an additional single action, using the bonuses for Leader directed actions. Officers get 2 face cards and can similarly influence any units under their command.

Joker/Wild Card
Place a joker in the activation deck. When the joker card is drawn, roll a d20:
On a 1-2, a special event happens (roll again on the next table).
On a 3-10, the fog of war sets in and confusion reigns over the battlefield. Those who were quick to act seize the initiative, while those who failed to act hesitate in confusion. Immediately reshuffle the activation deck and start a new round.
On a 11 or higher, there is a momentary lull in the fighting, but nothing happens. Shuffle the Joker back into the deck and continue on with the turn.

Special Events
If indicated on the joker table, roll a second d20:
1) I can't take it anymore! A random soldier from the next card drawn becomes a Craven Coward.
2) Mine/Booby trap! The next card drawn is immediately hit directly by an anti-personnel or anti-tank mine, as appropriate, unless they successfully spot it first.
3) Jam! A random soldier in the next card drawn has his weapon jam.
4) Incoming! An 81mm mortar shell lands within 1d20" of the next card drawn.
5) Sniper! The next card drawn is immediately attacked by an unseen sniper. For vehicles, the commander is targeted while peeking out of the hatch.
6) Watch the flanks! The model closest to the table edge is hit by machinegun fire (for infantry) or 75mm anti tank gun fire (for vehicles).
7) Airstrike! The next card drawn is targeted by an airstrike. Roll for spotting and, if successful, resolve one LCMG attack (for infantry) or one 20L AC attack (for vehicles) against the target.
8) Reinforcements! The player with the least models on the table immediately gets reinforcements (a half section, a single weapon team or a light vehicle).
9) Out of ammo! The next card drawn is out of ammo for the main weapon and must be resupplied.
10) Berserk! The previous card drawn gets to immediately take another activation with 1d4 actions.
11) The skies darken… The weather picks up (rain, snow, dust storms… whatever is appropriate for the theater and season) until this result is rolled again.
12) New orders from up top! The next side drawn gets to determine new orders for their opponent.
13) Lucky! The last soldier to take a mortal wound was saved by unlikely circumstances (the bullet was stopped by their lucky Zippo lighter, that wasn't their real blood—it was a bottle of wine smuggled under their jacket, etc.). They immediately stand back up and lose the wound. The closest friendly model in 6" and line of sight must immediately take a Guts check to deal with the shock of seeing their buddy "rise from the dead".
14) Hesitation! The next card drawn loses its activation.
15) Local intelligence! The next card drawn gets a -4 bonus on their next spotting test for the turn.
16) Civilian refugees! A random soldier from the next card drawn takes it upon themselves to escort some civilians under fire to safety. They must move to within 6" of a safe table edge and then return to action.
17) Atrocity! The next card drawn stumbles upon an atrocity. Did the enemy do this? Was it their own side? Immediately make a Guts check for the entire unit. If they fail, they lose their activation.
18) Medic! The next side drawn must choose one of their wounded models. The model is removed from the table by medics.
19) Let's get ‘em! The next card drawn brazenly advances on the enemy. They must take all their available actions this activation to move towards the nearest visible enemy and engage in melee, if possible. Crew will not abandon weapons or vehicles to do this, but gunners and loaders will take all their actions to attack and drivers will drive directly at the enemy (and vehicle leaders will issue both of these commands).
20) Sheer courage! A soldier proves his mettle in the face of adversity. A random soldier from the next card drawn rolls on the hero table.

evbates02 Dec 2016 1:49 p.m. PST

I have a larger list for random events.

Achtung Minen02 Dec 2016 3:53 p.m. PST

Gosh Ed, you are the BGWW2 wellspring! I'd love to take a peek at that event list, so I will send an email shortly.

By the way, I was considering converting all the tank charts you sent to a lean PDF format so it would be easy to simply email. It would be a lot of work, so I am not sure if I can do it yet, but would that be helpful?

BuckeyeBob03 Dec 2016 4:40 p.m. PST

Arc of Fire has a large list of 100 random events, referenced when a joker comes up in the draw and uses the 2 card activation per unit.

Sorry - only verified members can post on the forums.