"Anyone tried the FireTeam WW2 Rules?" Topic
5 Posts
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GROSSMAN | 09 Jul 2019 3:24 p.m. PST |
Looking for some input on what they are like. Thanks, |
coopman | 10 Jul 2019 6:29 p.m. PST |
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Fred Cartwright | 11 Jul 2019 1:24 a.m. PST |
Guess no one is playing them. I flicked through the sample on Wargames Vault, but didn't buy them. |
Walking Sailor | 12 Jul 2019 6:21 a.m. PST |
I have Fireteam Modern, but haven't played it yet. You will command a platoon +. Compulsory: 1 HQ team, 1 Ofc, 3 Soldiers (1 LAW, LMG, SAW, or Mtr (preset by nationality, no choices)); 2 Fireteams, 4 Soldiers (1 UGL, 1 LMG/SAW (preset)). Pre-game reconnaissance teams advance, can call fire on spotted enemy. Hand cards per intel rating (4/reg, 5/SF) + 1/ recon contact. Draw from deck, red/black allows side to activate one team, may be pre-empted by play of higher card from hand. Hand cards are not replaced. Activated team rolls activation dice (4/reg, 5/sf) for actions (4+ regs, 3+ SF), move, fire, etc. Note recon bonuses; pre-game fire and hand cards. Modern differentiates 1980 and 2000+ (e.g. USSR and Rus. Fed. get separate listing) This is a skirmish game. |
Lothar | 16 Jul 2019 8:26 a.m. PST |
Great set of rules. I highly recommend them. They are card driven activation but then you roll to see how many action the activated unit can do. Very cool and stressful. Feels like a more personal game than Bolt action or Chain of command as you seem to really feel for the little bastards your moving around the table. |
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