boggler | 22 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 Ward | 22 Jun 2018 2:45 a.m. PST |
Crossfire (but only if you want a mainly infantry game). |
boggler | 22 Jun 2018 3:57 a.m. PST |
I'm more interested in tanks vs tanks rather than a purely PBI focus. |
Schogun | 22 Jun 2018 5:14 a.m. PST |
Fast play, fun tank vs tank? TFL's What a Tanker. No infantry though. |
zoneofcontrol | 22 Jun 2018 7:08 a.m. PST |
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Extra Crispy | 22 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 1 | 22 Jun 2018 7:17 a.m. PST |
AK-47 Republic, first edition. |
Winston Smith | 22 Jun 2018 8:32 a.m. PST |
Idiot proof? Good luck with that. |
Jozis Tin Man | 22 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 Ward | 22 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. |
coopman | 22 Jun 2018 9:44 a.m. PST |
I would not consider most of the above suggestions as simple/idiot-proof. |
creativeguy | 22 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. |
Emilio | 22 Jun 2018 11:16 a.m. PST |
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Big Red | 22 Jun 2018 1:45 p.m. PST |
Is there an English language edition for Blitzkrieg? |
Emilio | 22 Jun 2018 1:54 p.m. PST |
I think not,sorry. But there is a spanish one: link |
Big Red | 22 Jun 2018 3:28 p.m. PST |
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khanscom | 22 Jun 2018 4:27 p.m. PST |
"Fast Rules"? Beer and pretzels WWII skirmishing. |
coopman | 22 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. |
sidley | 23 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. |
coopman | 23 Jun 2018 4:14 p.m. PST |
What's the link to that, Sidley? |
boggler | 24 Jun 2018 2:56 a.m. PST |
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Dynaman8789 | 24 Jun 2018 5:00 p.m. PST |
Fireball Forward for combined arms. The dice mechanics tends to trip players up however. |
Marc33594 | 25 Jun 2018 6:34 a.m. PST |
"Make something idiot-proof, and they will build a better idiot." Sorry, couldnt resist. |
Simo Hayha | 07 Jul 2018 8:22 p.m. PST |
TWAT (troops weapons and tactics)? played it once. crossfire is supposed to be great |
Achtung Minen | 08 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. |
alphus99 | 08 Jul 2018 2:21 p.m. PST |
Dynaman8789, how does the dice mechanic work with Fireball Forward? |