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"Beer and Pretzel WWII Tanks" Topic


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BigJoeDuke07 Sep 2021 6:47 a.m. PST

Hey All! We are interested in a simple rule set for WWII tanks, halftracks, afvs, no infantry. I have Hell Hath No Fury, but I was wondering if there is something even simpler. So casual the game will go like this:
"My green sloped tank will shoot at your Grey tank that does not have a turret. Pew. Pew.Pew. *rolls dice, hits, determine outcome* " (Sherman fires at Stug III) Is there anything like that? Just really super casual. One thing, it needs to be compatible with 1/200 minis and a tabletop is preferred to a board game.
thanks in advance!

Eumelus Supporting Member of TMP07 Sep 2021 7:03 a.m. PST

Big Joe:
Would you have any interest in house rules? My "Panzerspiel" rules are two pages, armor/AT only, and resolve all shots with a single die roll (but with three dice at once – green for spotting, white for hitting, red for killing). PM me if you're interested.

Garryowen Supporting Member of TMP07 Sep 2021 7:52 a.m. PST

Eumelus, I love your idea of throwing three various colored dice at once to decide up to three things at once. I have done it with two dice, but never had three things to decide at once that I can think of.

Works great.

Tom

Thresher0107 Sep 2021 8:18 a.m. PST

What a Tanker is B&P, though perhaps a bit more complicated than what you are looking for.

Still, you might want to consider it.

You roll dice to see what you can do, e.g. move, acquire, aim, load, fire, and a wild die result that permits you to make it anything you want, if/when you roll a 6 on your 6 dice each turn. The die results are what permits you to do certain actions, so you might be able to move a couple of times, or reload your gun, but not fire, even though you've acquired a target and are aimed at it, etc., etc..

That's where the strategy comes in, since you need to figure out the best way to deal with the "bad hand" you are dealt, in terms of dice results you got, in order to survive, and/or to take out your opponents. It can be frustrating, challenging, and yes, even good fun.

It is a pretty simple rules set, is fun, and has garnered a decent following.

I suggest checking them out, and watching some Youtube videos that show you how it works, and that will teach you to play.

Wolfhag07 Sep 2021 11:41 a.m. PST

BigJoeDuke,
That all sounds good but what I see that complicates games are artificial rules that parse the action. Things like initiative determination, unit activation, command points, opportunity fire, IGYG move/shoot, etc.

"My green sloped tank will shoot at your Grey tank that does not have a turret.

So how did you determine when he fired? Do enemy units react? What happens after he fires? What defines a "turn"? What can units do in a "turn"?

I've run WWII tank-tank games at conventions for 12-18 year olds with no war gaming experience. After 15 minutes they are playing on their own. It does not use any traditional rules like most games.

Wolfhag

pfmodel07 Sep 2021 1:52 p.m. PST

The simplest set of rules i have ever seen is KISS Rommel, but its scale is 1 figure is a regiment and i expect you need at least 12 figures a side.

noggin2nog07 Sep 2021 2:07 p.m. PST

Second vote for "What a tanker" – it's not complicated at all.

mildbill07 Sep 2021 3:59 p.m. PST

Kiss Rommel. Thegame was written for Bns but can work at any scale.

Thresher0107 Sep 2021 8:42 p.m. PST

The nice thing about WaT is that you only need 1 – 2 tanks per person.

Of course, the downside is it isn't really useful for larger battles, if that is what you are seeking rules for.

Londonplod08 Sep 2021 10:25 a.m. PST

The tank rules from the old Operation Warboard rules are fairly simple, thanks have an armour value depending on location, 15 front, 10 side, 8 rear for example, guns have armour penetrating values added to a d6, you need to exceed the armour score to knock out a tank.

BigJoeDuke09 Sep 2021 2:06 a.m. PST

Thanks, everyone, for your input! Much appreciated!

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