
"6mm Weird War Rules Help" Topic
4 Posts
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Grattan54  | 09 Jan 2026 11:08 a.m. PST |
Thinking about doing weird War II in 6mm. I would have werewolves, zombies, walkers, crawler tanks, regular tanks and Infantry. What rules for weird war would work for this and 6mm. Thanks |
| gbowen | 09 Jan 2026 11:44 a.m. PST |
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Extra Crispy  | 09 Jan 2026 5:51 p.m. PST |
Well, just about any WW2 rules with a mod or two. For example, what differentiates zombies from regular infantry? No morale. Hard to hit if only head shots affect them. Melee only. Werewolves? Fast. Immune to regular bullets – do all troops have silver bullets? Only special anti-werewolf units? Are they intelligent enough to use files? Epic armageddon is a good choice as you have a lot of these kinds of rules built in. |
robert piepenbrink  | 11 Apr 2026 12:54 p.m. PST |
Werewolves. Poul Anderson suggested every X many rounds in a machine gun belt being a silver bullet along with a tracer round back in the first of his "Operation" stories. (I just checked: 1956. Weird WW2 has older roots than I thought.) |
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