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"simple fast Play rules for WW2" Topic


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mainmaner26 Aug 2020 6:15 p.m. PST

A Set Of simple fast Play rules for WW2, it has an unusual turn system

the game uses turns unusualy, whenever a double is thrown the turn flips to the other side.

movement has 3 ranges short Medium or Long, foot is short 6 inches, things like boats medium 12 inches, Vehicles long 18inches. the player whoes turn it is can move upto 4 figs at a time(or one vehicle) but all 4 can suffer from any attack BUT each rolls seperatly on the results table. with the turn system you never know if your group can get big enough for an attack.

if a fig moves or fires any enemy fig in range may melee or fire . if in short range it may move to base contact to melee(but suffers ranged attacks from all enimies in range included the target). you can only break out of melee by sufferring a free attack from every fig in contact.

reaction has 3 rounds the first is when a player whoes turn it is moves or fires it trigeres reaction fire or melee from the enemy, then the player may fire or melee back.

A fig may only attack or conduct one reaction round(you can only attack in one of the reaction rounds not 2 or 3 times) in any turn . once a double is rolled all is reset.

usualy you can only attack one fig in any attack, but if more figs move together you hit all of them making movement more causous

each attack uses a to hit table, you roll 2 D6s and add or subtract Modifiers and see if you have hit, if you hit you roll 1 D6 and apply the result from the attack result table. Rolling low is better than high

a wouned fig May fire but only move at a crawl 1inch

TO HIT TABLE (You Must roll equal or below to hit)

short medium long
----------------------------------
*Big Gun 6 5 4
*Bazooka 6 3 -
*Lt Mortor 5 5 5
*H Mortor 6 6 6
Big Gun 4 3 3
Bazooka 4 3 -
Lt Mortor 4 4 4
H Mortor 5 5 5
HMG 6 6 6
MMG 6 6 5
LMG 6 5 4
Small MG 7 7 5
sniper rif 7 7 7
rifle 7 6 6
pistol 6 2 -
bow 8 2 -
sword 8 – -
knife 9 – -
*armored target attacks
LMG MMG HMG get 2 shots but no support mod

TP HIT MODIDIERS

Target in light Cover + 1
Target in Medium Cover + 2 (armour plating is Medium cover)
Target in Heavy Cover + 3
attacker is a snipercant get any modifiers for support or leader
Target Moving Fast + 2(targets are moving fast by default,by any attack triggered by the move)
Attacker Moving Fast + 3
Attacker has upto 4 figs supporting figs in short Range and in the attack + 1 for every fig, BUT if not using ranged weapons eg Bayonet they all must be in base contact with the enemy(this Mod makes you stick with groups in your games like squads) snipers cant get a support or leader bonus
if attacker is within short range of a Leader + 1
if target is within short range of a Leader – 1

INFANTRY ATTACKS RESULT TABLE

1 Dead
2 Wounded and pinned(a second wound kills a fig)
3 pinned
4 Wounded and Suppressed(a second wound kills a fig)
5 Suppressed
6 Suppressed

ARMOURED TARGETS ATTACKS RESULT TABLE

1 Destroyed
2 Lightly Damaged and pinned(a second Damage kills)
3 pinned
4 Lightly Damaged and Suppressed(a second Damage kills)
5 Suppressed/Buttoned
6 Suppressed/Buttoned

NOTES
you may voluntary pass a turn

boats are boarded and unboarded all figs in one go. this allows raids.

if you throw a double, you dont continue instead you imediatly pass the turn on
a second wound kills a fig

wounded figs are layed down, dead figs are removed.

figs in short Range and in the attack + 1 for every fig, BUT if not using ranged weapons eg bayonet they all must be in base contact with the enemy(this Mod makes you stick with groups in your games like squads)

figs in range may melee or fire . if in short range it may move to base contact to melee. you can only break out of melee by sufferring a free attack from every fig in contact, but if in short range you can move into melee.

every time a fig contacts for melee the defender can attack(this means if 4 figs melee in a turn the defender can attack each as they make contact)

if a fig is in melee with more than one fig, it can only melee one in any counter melee. but if the defender is in base contact with friendly figs it may get the support bonus. but the defender can still attack every fig as they move into melee(this is a desperate defensive attack)

everytime a melee is started the other side gets to return attack

if a miniature is within 1 inch of cover its in cover , BUT when moving if your path takes you out of cover then you cannot get the cover bonus if attacked as you move

a suppessed fig may not fire, it may only retreat.

a pinned unit may not move untill rallied

if in range of a leader you may try a rally roll by rolling a D6 1,2, or 3 tou rally but 4, and 5 you remain suppressed/pinned a 6 and you refuse any orders in effect out of the fight

if playing solo, plan 2 differrent things for a fig, the roll a d6 1-3 plan 1 4-6 plan 2

Durban Gamer27 Aug 2020 4:25 a.m. PST

Interesting. Would be nice to see an AAR?

catavar06 Sep 2020 10:30 a.m. PST

These are your own rules?

If I understood them correctly one side can move up to four stands of infantry (or one AFV) a turn. After that, or if doubles are rolled during combat, it's the others sides turn?

What's the range for a leader to perform a rally?

Thanks for posting.

mainmaner06 Sep 2020 8:35 p.m. PST

Thanks for giving my rules a test, your correct, and leaders range is short.

catavar09 Sep 2020 8:11 a.m. PST

So then my second question is correct.

What exactly is the leaders range?

Thanks.

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