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"Tankwreck Rules, anyone played them?" Topic


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Allen5710 Dec 2005 11:02 p.m. PST

Saw these on Vandering Publications website. Anyone played them? Please give an overview and an opinion on them.

Thanks,

Al

Prince Alberts Revenge11 Dec 2005 12:11 a.m. PST

I am looking for information on these rules as well. I wonder if these rules could be used with the 1:600 miniatures that were posted by Fighting 15s?

Strange Cargo Games11 Dec 2005 5:51 a.m. PST

They'd work awesome. Basing is recommended at 1" x 1" to represent 3-4
vehicles each so visually, you'd be spot on.

There are a few reviews and opinions on the Tankwreck yahoo group:

link


Gregg
Strange Cargo Games
strangecargogames.com

Allen5711 Dec 2005 7:13 a.m. PST

Greg, No offense meant, you sell em. Have you played them? Can you give me an idea of how they work? I will order from you if I can get enough info to decide whether they are for me. I bought Shipwreck and found the concepts interesting but wish I had not bought them so Mr. Bourne's style may not be for me.

Al

3e Regiment Etrangers11 Dec 2005 9:55 a.m. PST

If you didn't care Shipwreck, I don't think you will like Tankwreck. There are some interesting ideas, but not enough meat. I would suggest Modern Spearhead or A Fistful of Tows2. You can download AFOT2 at;

freewargamesrules.co.uk

Strange Cargo Games11 Dec 2005 11:59 a.m. PST

A lot of the abstraction concepts carry over from Shipwreck. I personally
like them at first run-thru. I havent had an opportunity to play them with
my club yet, I've just walked through both sides of a scenario I'm working
on.

I like the speed. I LOVE the morale rules. My favorite part about both
of Martin's rulesets is that they are a fantastic framework for a freindly
group of gamers with diverse interests to 'house rule' into exactly the
type of gaming experience they want.

The Harpoon anaology really illustrates that… getting some die hard
ancients guys to play Harpoon and enjoy it is extremely difficult… on
they other hand, they can be hurling salvos of Exocets at eachother, two
turns in a game of Shipwreck and having a blast. Tankwreck is the same
way… low learning curve, abstracted for speed yet ending up with pretty
realistic outcomes and it's accessable to non-diehards.


Gregg
Strange Cargo Games
strangecargogames.com

The big e11 Dec 2005 4:18 p.m. PST

OK, first, I dont know Gregg (but he has given great service on both orders I have made so far) I loved Shipwreck so decided to try Tankwreck. I have had only two games with it so far but the system worked very well for me. If you want each weapon type delineated with immense amounts of detail. These are not for you. Weapons are broken down into big groups (tank guns, auto cannons, small arms, etc.) Spotting and hitting are all in the same roll. The morale rules are fairly simple in that they are not triggered until a major event like loss of an element, air attack etc. What is interesting is that there is chance with some bad luck you could see a general retreat from one company hitting a hard point. It did and does happen in warfare so I was happy with it. Rules are very simple to follow along and I was able to get my 11 year old comfrotable with them by the end of a game. THis is the real test, are the rules simple enough to teach a total novice and have a fun game in a reasonable time. I think Tankwreck meets the challenge. Do I have other rule sets that go into mind numbing detail? Sure do and in the right instance I love them but for a battalion v battalion game in a short afternoon. I dont have the room or time to tie up 8 to 10 hours on a game! I have legions of microarmor just waiting to build up into new formations. I think that both Shipwreck and Tankwreck are excellent at giving pretty realistic results with a lot of fun. I recommend both come to think of it!

Hammer15 Dec 2005 6:41 p.m. PST

Tank wreck are a set of modern rules that are a breath of fresh air. I play AK47 Republic by Peter Pig's RFCM and just like AK47 Tank wreck are playable and enjoyable in a period that has been entrenched in deep technicality for too long. well worth considering.

VicCina Supporting Member of TMP21 Jan 2006 2:24 a.m. PST

What time periods does this rule set cover? Everything from the 50's through today? Also what countries are listed?

scrane23 Jan 2006 7:57 p.m. PST

I have a new, mint copy of the rules up on eBay, starting bid $9.99 USD for delivery in the US. That's half off of retail.

See listing number: 8755581049

Scott

Jeremy Sutcliffe16 Nov 2006 9:37 a.m. PST

Just ried these rules for the first time although I bought them some time ago at Triples 2006.

They attracted me because they seemed to be a fairly straightforward "Bang! You're dead" set compared with other modern rules I'd come across and which had been so complicated that my Fench and Israeli's had been tucked away in their box for a good 15 years.

Initiative move sequence and firing process as straightforward as I'd hoped however the rules are not clear about the effects of suppression and the hierarchy of morale is not as clear as it might be if an independent company is affected. Otherwise the way morale cascades through the tiers of command is logical.

The suggested army lists are limited in scope but it was easy enough to put what I needed together by cross referencing with modern Spearhead's lists.

Good potential for an enjoyable game but the rules need a bit of tweaking.

JMTS

soledad09 Sep 2008 11:21 p.m. PST

I bought them a few weeks back and have played it a couple of times.

i found the rules enjoyable, but like others have stated, they need a bit of tweaking.

They are easy to learn, it plays quick and has a good combat system. It is what i want from a game, easy to learn and fun to play.

I have modified them a bit though. Changed the speed of vehicles a bit. It feels wrong that a T34/85 is just as fast as a M1!

All stands within units must stay within a certain distance limit.

Units must engage the nearest enemy target unless they pass a "command roll". If they pass they can engage whatever target they want.

With a few (very few) other changes it works great!

PilGrim10 Sep 2008 2:55 p.m. PST

I enjoyed them, and basically support much of what has been said before. They're fast and fun, and work, but don't leave you with a headache.

Ken

scottsail21 Mar 2023 5:58 a.m. PST

Does anyone have any Tank Wreck house rules that they've adopted and are willing to share?

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