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"Stargrunt WW2" Topic


13 Posts

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secondconvex24 Dec 2016 12:13 p.m. PST

Greetings fellow Wargamers.

Me and my long time wargaming partner have been debating about venturing into ww2 games, we play alot of online games in this but our wargaming is sci-fi.

For modles we have looking at Forged in battle (15mm) and SHQ (20mm). We are leaning towards SHQ.

Now, as for rule sets, i do own a few, Bolt action (i found very disappointing), Flames of war (pretty good) and alot of people rate rapid fire (good, but feel not appropriate for 20mm)

SO…

We are trying to make our own rule set on ww2 using stargrunt 2 rules.

So far this is our result. . .

1. We felt rifles needed more range, rifles get +50% to each range band.
2. SMG's were far too short ranged, 1st range band is an normal, each one after that is at -50% range per band.
3. Assult rifles act as normal rules.

Now with the variety of weapons and armour in WW2 we felt the stargrunt 2 rules fall short.
So have added grades to all armour and weapons that affect vehicles.
BASIC, ENHANCED, SUPERIOR

Weapons: For each grade higher the weapon is than the targets armour, targets armour is -1 per grade.
Armour: For each grade higher the armour is than the attacking weapon, weapon class is -1 per grade.

Dabbling with sloped armour, this will give a saving throw (i.e. front 5+, a save means the attacking round ricochets off the slope).
Then this gave us thought, a vehicle needs to spend an action to load a round, but round must be designated as AP, HE, APCR, Ballistic cap etc.
Certain rounds are better at penetrating sloped armour (i.e. -1 to sloped save)

Dabbling with damage charts,

Dabbling with an 'opentopped' rule, means crew are exposed from above.

Dabbling with an 'Exposed' rule, meaning crew are exposed from sides/rear.

Any input would be greatly welcome . . .

Coyotepunc and Hatshepsuut24 Dec 2016 12:32 p.m. PST

Dirtside II is your go-to for vehicles in Stargrunt. When I first started with it, I was very surprised to realize I could easily do WWII with the vehicle design sequence.

Weasel24 Dec 2016 12:32 p.m. PST

Do bear in mind regarding range that an inch is supposed to be 10 YARDS.

So guys 4 inches away are about at effective range for SMG fire.

Of course, on our gaming tables, this looks bananas because its out of scale to the miniatures :-)

Coyotepunc and Hatshepsuut24 Dec 2016 12:33 p.m. PST

an inch is supposed to be 10 years.

Is that going to make it into any of the FiveCore rules?

MajorB24 Dec 2016 12:34 p.m. PST

I think he meant an inch is 10 yards…

MajorB24 Dec 2016 12:37 p.m. PST

There's also this:

link

Weasel24 Dec 2016 12:49 p.m. PST

I'm apparently terrible at typing :-)

Yes, one inch is ten yards.

secondconvex24 Dec 2016 4:00 p.m. PST

I have dirtside, have tried with it but not liking the results.
We like games with a bit more detail, but not too much as it ruins the game.
Working on SMG's a bit more,

User counts as one quality lower for smg range bands (i.e regular has range bands of 6)

Martin Rapier25 Dec 2016 12:55 a.m. PST

There is already a decent WW2 Stargrunt variant out on the Internet. Used to be on freewargamesrules, so, wherever that lives now.

MajorB25 Dec 2016 9:53 a.m. PST

There is already a decent WW2 Stargrunt variant out on the Internet. Used to be on freewargamesrules, so, wherever that lives now.

See my link above.

bruntonboy26 Dec 2016 4:41 a.m. PST

That's the first time I have ever read that Rapid Fire isn't suitable for 20mm figures!

We've often talked about using SG2 for WW2 but never actually got round to it.

Privateer4hire26 Dec 2016 11:09 a.m. PST

I really like SG2's ranged fire and morale.
But H2H in Stargrunt, IMO, is fairly screwy.
Always seemed like a lot of work comparatively.
YMMV.

Weasel26 Dec 2016 11:46 a.m. PST

The one thing we house rule is that two guys vs one gets a dice shift in close combat.

Otherwise, a veteran can potential knock out 4 or 5 guys at the same time :-)

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