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POLL: Favorite Rule From a Wargame (Round 1)


331 votes were cast by total voters.


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Vigilant writes:

Hidden damage (Purple Heart Valley). Rules for daylight bombing in WW2. When hit the shooter rolled D100 and the owner of the hit aircraft told them what they saw and noted down what had actually been done. Other than engines catching fire, or the plane exploding, the attacker didn't know how badly damaged a target was and if it was necessary to keep attacking. For example you would frequently see "bits fly off" but that could be anything from a few holes in the plane to spreading the tail gunner down the fuselage.


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407 hits since 10 Nov 2017
©1994-2017 Bill Armintrout
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VOTING RESULTS
AnswerVotes%Chart
TTC or Time Telescoping Concept (Empire)
6
2%
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Blast Markers (Epic Armageddon)
3
1%
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+10% to your to hit roll when shooting at a lawyer (Desperado)
22
7%
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Females get damage/stun bonuses when hitting with vase or bottle (Gutshot)
10
3%
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cover fire (Gutshot)
2
1%
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combat mechanic using a d6 with colored pips (QILS)
0
0%
 
break deployment roll ties by deciding which player has most impressive facial hair (Saga)
19
6%
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pre-battle rolling for enemies of the tyranids (2nd edition 40K)
0
0%
 
BM number affects activation & close combat as well
0
0%
 
pointed stick rule (Polemos)
4
1%
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the Quality Die thing (skirmish games)
14
4%
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dice and cards combo to cast spells (Deadlands RPG)
5
2%
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Ork Hop Splat Gun (40K/RT)
4
1%
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Critical Hit table (Flagship Games' Pirates!)
5
2%
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Game owner always goes first (Nuclear War)
21
6%
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orange CRT (Tactics II)
4
1%
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to simulate nuclear weapons, douse gamemap in lighter fluid, apply match (NATO)
31
9%
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'Overwhelming Bloodbath' result (NATO, Nukes & Nazis)
6
2%
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all units in a Wadi hex during a flash flood were eliminated (Campaign for North Africa)
5
2%
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critical hit result - 'bowling alley' (Star Trek)
7
2%
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pasta rule for the Italians (Campaign for North Africa)
13
4%
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critical hits: vision slots, gunbarrels etc. (Tractics)
4
1%
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range estimation (Fletcher Pratt Naval Rules)
18
5%
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Q die (Stargrunt II)
7
2%
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reaction system (Two Hour Wargames)
22
7%
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movement system (Terry Gore's Medieval Warfare)
1
0%
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extra points for having all your figures painted (Squarebashing)
13
4%
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extra points for for not touching your opponent's figures (Squarebashing)
3
1%
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blunder rule (Black Powder)
22
7%
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points for being called Rob (AK47)
4
1%
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Snotling Attack Gun (40K)
4
1%
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Nipponese Kamikaze Rockets (Warhammer Fantasy 3rd edition)
2
1%
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Initiative Marker mechanic (Avalon Hill's Smithsonian games)
3
1%
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Rollover(6) and Bomb-Out(1) die roll mechanic (Star Wars Miniatures Battles)
5
2%
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John Wayne rules (H-Hour)
5
2%
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other (explain)
8
2%
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none of these/no opinion
29
9%
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POLL IS CLOSED
POLL DESCRIPTION

Uesugi Kenshin Supporting Member of TMP writes:

What rule invention in a wargame was so unique to you that it stands out as one of your favorites?

Poll set up by Personal logo Editor in Chief Bill The Editor of TMP Fezian, based on this pre-poll discussion.