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"6mm Modern and WWII Rules?" Topic


19 Posts

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3,225 hits since 23 Jun 2017
©1994-2024 Bill Armintrout
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Cold Warrior23 Jun 2017 5:39 a.m. PST

Looking for input on rules sets for 6mm Modern and WWII, Battalion to Regimental sized. I own Spearhead, Modern Spearhead and Cold War Commander already, looking for further suggestions. Rules that integrate air support would be ideal.

Is Micro Armor the Game any good?

Thanks,

Paul

PVT64123 Jun 2017 5:41 a.m. PST

Battlefront WWII. Main rules are for WWII and then there is a modification for Moderns.

link

Cold Warrior23 Jun 2017 5:44 a.m. PST

Battlefront WWII is WAY too small a scale. Looking for 1=stand is a platoon or so, not a squad.

Good set of rules, owned it for 15mm where it is more suited IMHO.

Dynaman878923 Jun 2017 5:48 a.m. PST

Fistful of Tows covers ww2 to modern in one set. Air support, naval landings, nukes, and chemical warfare included. Platoon stands, actually 5 vehicles per stand and rounded off to make companies, so then vehicle companies compromise two stands.

Cold Warrior23 Jun 2017 5:50 a.m. PST

Dynaman, has been on my radar for quite a while. Will likely order a print copy. The fact that it covers both WWII and modern is certainly a bonus. No having to learn two different rules sets.

michaelk196423 Jun 2017 6:11 a.m. PST

Fist full of tows is excellent but I am also of the Cold War Commander Blitzkrieg Commander games

Dynaman878923 Jun 2017 7:45 a.m. PST

I bought the pdf and had it printed, best of both worlds since it is all black and white so cheap to print, and I spiral bound the rules separately from the data charts.

jekinder623 Jun 2017 9:32 a.m. PST

Command Decision: Test of Battle: testofbattle.com/drupal-4.7.4

Axon0323 Jun 2017 10:16 a.m. PST

+1 for Fist full or Tows

Personal logo ColCampbell Supporting Member of TMP23 Jun 2017 10:33 a.m. PST

Blitzkrieg Commander and Cold War Commander are to the gaming scale you desire, one stand = one platoon.

Jim

surdu200523 Jun 2017 10:38 a.m. PST

You might check out Look, Sarge, No Charts: WWII. There is a Yahoo group for the rules, and the authors respond to questions. If you are in the Northeast of the US, I think there will be some games with these rules at HISTORICON.

Vigilant23 Jun 2017 11:22 a.m. PST

Another vote for Blitzkrieg Commander and Cold War Commander. Played them for years and both work well for the scale you are talking about.

NKL AeroTom23 Jun 2017 12:16 p.m. PST

You could try Ostfront for WWII – smallest unit is the platoon, includes air support and defense although in a more abstract way (no actual aircraft miniatures on the table).

Quick fire rules are free to download:
link

11th ACR23 Jun 2017 12:37 p.m. PST

I have a set of home brewed rules that cover 1936-1991.

Still under construction with a few tweaks to do.
Been working on them since 93.

I have taken what I like from many sets of rules plus real life experience of 20 years active duty as a U.S. Army Cavalry Scout.

Contact me and I will send you what is there so far.
badbobalbino@aol.com

Just give me a report on what you think in return.

Personal logo Extra Crispy Sponsoring Member of TMP23 Jun 2017 3:57 p.m. PST

+2 for Fistful of TOWs

Khusrau24 Jun 2017 10:41 a.m. PST

I play the CWC, FWC, BKCII sets.

I like them, though many people complain about 'unrealism' where large numbers of aggregated small calibre weapons can suppress and 'destroy' heavy armour.

They don't suit rivet counters, but I find they give a good plausible game.

Dynaman878924 Jun 2017 6:24 p.m. PST

A plausible game is one where proper tactics are required. In CWC and games like it the best response to an enemy your tanks can not penetrate from the front is to have your tanks fire at the front of said tank in mass, rather than trying to flank it. The Commander games encourage the latter.

Zookie24 Jun 2017 11:23 p.m. PST

FFOT is a good rule set but it does have its flaws. I think it gets lost in the weeds at times. It tries so hard to model so many things that the game can feel clunky at times. It cannot make up its mind if it wants to be thinking like a company commander or a battalion commander. Also I think it has to many mechanics. Artillery is rolled one way, direct fire another, airstrikes another, close combat another. Anti personnel vs. anti armor hits are resolved differently (except for when they are not). All of these mechanics tend to work well. But so many of them together is not great game design and can feel disjointed.
On the whole it is a good system and if you are willing to invest the time to learn it, it can be a lot of fun. But I would not recommend it unless you plan on making it your rule set of choice and plan to play it regularly. It is not hard to learn but there is a lot to remember so it is no great as an "every once and a while game.
I don't have as much experience with CWC but I feels like a game that is better if you don't plan to be playing at least every other week.

kevanG27 Jun 2017 1:15 p.m. PST

"A plausible game is one where proper tactics are required. In CWC and games like it the best response to an enemy your tanks can not penetrate from the front is to have your tanks fire at the front of said tank in mass, rather than trying to flank it. The Commander games encourage the latter."

Local flanking by companies isn't really something you can do in "platoon stand" games.
flanking tends to be done by battalions.
the tactics part tends to be more about the use of combined arms and how your formations are deployed on the advance. i.e. Do you position your attached tanks/ recon IFV on the flank or centre or in a rear local reserve etc.
In WW2 spearhead, I used British carrier platoons as a local reserve for my motor battalions

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