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"Anyone tried the FireTeam WW2 Rules?" Topic


5 Posts

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782 hits since 8 Jul 2019
©1994-2026 Bill Armintrout
Comments or corrections?

GROSSMAN09 Jul 2019 2:24 p.m. PST

Looking for some input on what they are like.
Thanks,

coopman10 Jul 2019 5:29 p.m. PST

Nothing but crickets…..

Fred Cartwright11 Jul 2019 12:24 a.m. PST

Guess no one is playing them. I flicked through the sample on Wargames Vault, but didn't buy them.

Walking Sailor12 Jul 2019 5:21 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.

Lothar16 Jul 2019 7:26 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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