Commander Cook | 30 Jun 2019 2:07 a.m. PST |
Hello, Long time Bolt Action player trying to find a ruleset to use for company level armour engagements. Requirements are: two player, in command of a platoon to a company of armour, 1 model is 1 tank, plays to completion in 90 minutes, scales to 15mm and a 3' by 4' space, d6 based, not a strict igougo turn structure. Currently play Tanks!, which satisfies the space and time limits, but very simplistic and no concept of command and control. Have looked at Flames of War v4, but seems very dated and the ground scale and range limits seem really odd. Skimmed Nuts! He'll Hath No Fury, but the focus seems to be on RPG style elements. Not sure what to make of it. The Fireball Forward website doesn't seem to work anymore, so haven't been able to look at those rules. The sales pitch for them seems ideal though. Any suggestions welcome. I have searched this forum, but was somewhat overwhelmed. It's for personal play, so popularity and a big "scene" are not important considerations. Thank you. |
Major Mike | 30 Jun 2019 4:54 a.m. PST |
Fistfull of Tow's, it covers WW2 to Modern. |
Extra Crispy | 30 Jun 2019 7:37 a.m. PST |
I'll second a Fistful of TOWs. In the main rules 1 tank = 1 platoon, but you can easily play it at 1:1 – I often do. Simplistic command and control, and largely IGOUGO, but with opportunity fire throughout the turn. Even better, unlike Flames of War, all the weapons data is in the main book. So one purchase and you;re done, fpr everything from 1917 to today! Biggest issue will be scaling to 3x4. It uses 1" = 100 meters… You might consider switching to micro armor and use 1cm = 100 meters… |
Extra Crispy | 30 Jun 2019 7:41 a.m. PST |
The main problem you'll have is playing 15mm on a 3x4 table. If you use most rules as written, you'll be in range pretty much right from the get go, unless you only play meeting engagements where each side enters on one edge. In Flames infantry can fire 16" and a Sherman 32" leaving very little room for maneuver. |
Lee494 | 30 Jun 2019 7:41 a.m. PST |
My Skirmish Action rules work great for tanks with or without infantry. Designed for 15-28mm, I regularly use my FoW minis to play them. Hundreds of AFV and troop types included so you never have to buy supplements. When I have run them at Cons like Cold Wars most gamers have picked them up enough to play without help by the 2nd or 3rd turn. Check them out here… actionsrules.com Enjoy! |
repaint | 30 Jun 2019 8:15 a.m. PST |
5core company commander is pretty cool if you are not into looking into every single stats of each tank but prefer the eagle view of a company commander. link |
coopman | 30 Jun 2019 2:07 p.m. PST |
The biggest problem with FOW is that they'll change the rules on you before you even get the rulebook in your hand, and then every 3 months after that. It will cost you a fortune to keep up with them. |
Todd636 | 30 Jun 2019 3:16 p.m. PST |
I don't think FOW has ever had a new version come out within 3 months of the last version. Maybe 3 years. And when they came out with the updated version, they provided a FREE paperback copy of the newest version. You don't even have to buy the newest version if you are happy with the current version. There are few rule sets that are actively played that don't at some point come out with a newer, better, and shinier version. |
coopman | 30 Jun 2019 5:46 p.m. PST |
"Rapid Fire" has a very simple method of resolving anti-tank combat – the simplest that I have seen. A Sherman has a very small percentage of a chance of KO'ing a Tiger, something like 3% if I recall correctly. |
Private Matter | 01 Jul 2019 4:56 a.m. PST |
What about Battlegroup by PSC? They seem to fit the bill. |
Marc33594 | 01 Jul 2019 12:29 p.m. PST |
Actually the chances are much higher coopman. The standard 75mm Sherman has a class 3 gun. The Tiger II is A armor. This comes out to a 6 needed on a 6 sided die to hit without any modifiers. There are only 5 modifiers: -1 If target or firer moved last turn or firer will move this turn (this is NOT cumulative, max -1 for any or all movement) -1 If target partially concealed -1 If long range +1 If short range +1 If firing at rear Once you get a hit you roll for damage. 1-2 is a light, 3-4 is heavy and 5-6 destroyed. Results are cumulative, for example 2 lights equal 1 heavy. Hits do carry over. Best possible shot for a Sherman then would be short range, rear shot, neither side moved in which case 4-6 would be a hit (50 percent). Rolling for damage, if the Tiger II had none, then a 5 or 6 would destroy it (33 percent). So, in this case, best chance, 1 in 6 of destroying the II. |
coopman | 01 Jul 2019 1:54 p.m. PST |
Not arguing with you, but I don't think that I was considering the best possible shot circumstances for the Sherman like you did with your example. It would be a real shame to have a great shot like this & hit & then roll light damage! You probably won't get a second chance unless the Tiger II is surrounded by numerous Shermans. |
Dexter Ward | 02 Jul 2019 2:25 a.m. PST |
Rapid Fire is 1 model = 5 tanks. Squad Leader (available for free) is at the scale you want, and has good tank rules. |
Commander Cook | 06 Jul 2019 3:14 a.m. PST |
Thank you for the recommendations. Spent the week doing a fair bit of reading and research off the back of them. I think my initial list of requirements is somewhat contradictory. Company level games require more space than I have, or a willingness to abandon a 1:1 representation in models. I want to prioritise table space and scale (painting 15mm tanks is the sweet spot for me, 28mm for figures). Instead of company level will be trying out platoon level skirmishes. Coincidentally the bloke in my local board game shop plays Bolt Action at 15mm scale, so going to give that a try using the Tank Wars supplement first. Flames of War with it's weird weapon ranges may end up working on a small table, but the formations run big. Even a 60 point game could see twenty odd tanks on table. |
pfmodel | 10 Mar 2020 3:38 p.m. PST |
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