Help support TMP


"Best Fast Play, Idiot Proof Company Level Rules" Topic


26 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.

Please use the Complaint button (!) to report problems on the forums.

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


Featured Ruleset


Featured Showcase Article

Coverbinding at Staples

How does coverbinding work?


Featured Workbench Article

Beowulf Paints 15mm Peter Pig Soviet MG Teams

Beowulf Fezian proves that you don't need to be a master painter or invest hundreds of hours working to get good results.


Featured Book Review


1,650 hits since 22 Jun 2018
©1994-2024 Bill Armintrout
Comments or corrections?

boggler22 Jun 2018 1:57 a.m. PST

Any suggestions?

1 stand = 1 squad

For 15mm games with a company / couple of platoons a side.

Dexter Ward22 Jun 2018 2:45 a.m. PST

Crossfire (but only if you want a mainly infantry game).

boggler22 Jun 2018 3:57 a.m. PST

I'm more interested in tanks vs tanks rather than a purely PBI focus.

Schogun22 Jun 2018 5:14 a.m. PST

Fast play, fun tank vs tank? TFL's What a Tanker. No infantry though.

zoneofcontrol22 Jun 2018 7:08 a.m. PST

Fireball Forward

Personal logo Extra Crispy Sponsoring Member of TMP22 Jun 2018 7:13 a.m. PST

Fistful of TOWs III

Nominally written at 1 stand = 1 platoon, you can play it at 1:1 as written with no need for modifiers. In 15mm I would double the measurements though.

I have run games with 3-4 players per side using just tans and AT guns. Players pick up the mechanics very quickly.

As for idiot proof, we must have better idiots round here than you. Our idiots can break *anything*

mad monkey 122 Jun 2018 7:17 a.m. PST

AK-47 Republic, first edition.

Winston Smith22 Jun 2018 8:32 a.m. PST

Idiot proof?
Good luck with that.

Jozis Tin Man22 Jun 2018 8:39 a.m. PST

You may want to try 5Core Company Command from Wargames Vault. To me at least a similar feel as Crossfire.

Squad Hammer on Wargames Vault is dirt simple and might fit the bill.

Also, maybe One Hour Wargames or The Portable Wargame with Developing the Portable Wargame: link

Dexter Ward22 Jun 2018 8:46 a.m. PST

Battlefront::WW2 is the best set I know of for this level with combined arms.
But it's not that simple or fast playing. Great set of rules, though.

coopman22 Jun 2018 9:44 a.m. PST

I would not consider most of the above suggestions as simple/idiot-proof.

creativeguy22 Jun 2018 10:59 a.m. PST

5Core Company Command is pretty darn easy to get into. If you want detailed tank combat it may not be your cup of tea as it really simplifies armor. But, it's one of the reasons it is easy to get into.

Emilio22 Jun 2018 11:16 a.m. PST

Blitzkrieg:

blitzkrieg.fr

Big Red Supporting Member of TMP22 Jun 2018 1:45 p.m. PST

Is there an English language edition for Blitzkrieg?

Emilio22 Jun 2018 1:54 p.m. PST

I think not,sorry. But there is a spanish one:

link

Big Red Supporting Member of TMP22 Jun 2018 3:28 p.m. PST

Dommage.

khanscom22 Jun 2018 4:27 p.m. PST

"Fast Rules"? Beer and pretzels WWII skirmishing.

coopman22 Jun 2018 6:37 p.m. PST

Well, you could consider each four figure unit of infantry a squad & play "Memoir '44". It doesn't get much easier than that.

sidley23 Jun 2018 2:12 p.m. PST

In fact use memoir 44 computer free download online game, it's awesome and actually better than the board game.

coopman23 Jun 2018 4:14 p.m. PST

What's the link to that, Sidley?

boggler24 Jun 2018 2:56 a.m. PST

Thanks chaps

Dynaman878924 Jun 2018 5:00 p.m. PST

Fireball Forward for combined arms. The dice mechanics tends to trip players up however.

Marc33594 Supporting Member of TMP25 Jun 2018 6:34 a.m. PST

"Make something idiot-proof, and they will build a better idiot."

Sorry, couldnt resist.

Simo Hayha07 Jul 2018 8:22 p.m. PST

TWAT (troops weapons and tactics)?

played it once.

crossfire is supposed to be great

Achtung Minen08 Jul 2018 8:15 a.m. PST

I wouldn't consider TW&T fast play, idiot proof or even company level, but it is a terrific game.

Why not just make some rules? Here you go, off the top of my head:

• 1 stand = 1 squad or vehicle
• IGOUGO, each stand gets two actions (any combination of move, shoot and rally)
• Infantry move 4" per action, tanks move 8" per action. Difficult terrain is at half-speed.
• Infantry fire in 90° arc with 2 dice (squads), 3 dice (MMGs) or 4 dice (flamethrowers, within 4" only). Hit on 3+ (-1 for soft cover, -2 for hard cover, -1 for longer than 12" range). If only one hit, infantry stand is pinned. If two or more hits, infantry stand is destroyed.
• Tanks fire with MMGs vs infantry and main guns vs other tanks (1 die per inch of gun caliber, rounded… i.e. 76mm uses 3d6). Light tanks are hit on a 3+, medium on 4+, heavy on 5+, super-heavy on 6+. One hit pins, two or more hits destroys.
• Pinned troops can only take Rally actions (roll 1d6 and stand recovers on a 5+ for green troops, 4+ for regular troops or 3+ for elite troops).
• Melee happens when a stand moves into contact with another stand. Make a die roll for each side (two dice if the opponent is pinned). Whoever rolls highest single die destroys the opposing stand (both are destroyed if die rolls are tied).
• Artillery is for the defender only and must be pre-plotted (before the forces are deployed). Artillery can only be called in once or twice (depending on the scenario) and rolls a number of dice equal to the number of guns/mortars in the battery (from 2 to 6) against all targets within a square foot area around the point. Hits are on 5+.
• Infantry anti-tank weapons are 12" range and roll 2 or 3 dice like tank guns.

Done.

alphus9908 Jul 2018 2:21 p.m. PST

Dynaman8789, how does the dice mechanic work with Fireball Forward?

Sorry - only verified members can post on the forums.