Battleground: World War II
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Scott Rogers (snerogers@email.msn.com) |
The BGWWII ruleset is one of the best small-unit action rules I have ever
played. It is versatile enough with its "OP-Fire," "Ambush" rules and the
card system for determining actions, that solitaire play is easily possible.
One beef I have with the rules is the range of the tank guns and the chances
for hitting a target- Panthers and Tigers are not nearly as accurate
in hitting Russian T-34's as they should be, even with superb tank commanders
influencing the "To Hit" rules. One point needing to be addressed is the
number of squads in a game - I have found that when both sides have more than
three squads and four tanks on each side, then play bogs down. It is far more
exciting with each side having one squad (and maybe a tank), so the players
may use the more detailed and personal rules - such as the "I'm Hit" and the
"Medic" rules. When it gets down and dirty and on a man-to-man level, that
is when the game becomes a real hair-raiser. Get this game, and have fun! |
Jim Emerick (jemerick@fuse.net) |
A couple of the guys in my gaming group here in the Cincinnati/Northern
Kentucky area bought the rules, and have been playing.
One Sunday they brought Battleground and enough minis for a game over
to our regular Sunday gaming session. They taught two more of us how to play
in about 15 minutes, and we had a nice little German vs. American game of two
squads and two tanks per side in the bocage country. The game was played
to conclusion in about three hours, and I was totally hooked. I've started
picking up 20mm Brit Paras to add to our troops.
It is definitely a game I'll be playing again... |
Shawn F. Culver (CYZZ85B@prodigy.com) |
I have only played the Battleground rules about a half dozen
times. They remind me a bit of Battalions In Crisis,
except the infantry is much tougher (i.e., wounds instead of automatic
casualties). The spotting rules are different than
Battalions in that the gamemaster rolls a percentage
dice to determine a spot. The movement is similar
to Battalions, and I am not
sure of weapon range.
If there is a weak spot in the rules, I think that it seems dependent
on a referee. Some groups (like ours) have trouble finding someone who
is willing to referee all the time.
They have been playing some really neat scenarios at the local shows. |
Mike Reese (mikereese@compuserve.com) |
I finally had a chance to play these rules at WinterCon in January.
Touch of the nostalgic for me. Felt a lot like Tractics in
many ways, with additions. Fairly complex with some paper keeping, but it did
have a good feel for the period, and played well.
Judge ran about 40 US infantry with three tanks against 30 Germans with one tank in his
game. We didn't finish the game in the four-hour time limit he had, but it had
progressed to what I would have considered over half the game. We needed closer to six
hours, I think. Then again, it went very well considering only two of the six players
(both Germans) had any experience playing the game.
Fairly easy to "play." You need at least one judge and/or player very familiar with
the rules, but that is true for almost any game.
I think my best comment is that I would happily play another game. |
Scott Fisher (fisherts@mindspring.com) |
I have played many WWII games over the years, but this one is
the most fun. I started out playing platoon level stuff, mostly Command Decision,
but ended up buying tons of 15mm to play Battleground. Now, most of
my friends are buying 15mm in order to play. The system is easy to use, quick
and intuitive - though the main ruleset could use a serious edit. Time
is not wasted calculating too many modifiers, but the results always
seem realistic. I am hooked on the system.
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Larry Jeselon (ljeselon@shaw.wave.ca) |
Battleground WWII is probably one of the
best set of skirmish rules I have seen to date. I had gotten out of
WWII gaming for a number of years because I had not found a ruleset
I liked. With Battleground WWII I have started gaming again (and
bought a wack 'o' miniatures) and am having a great time with it.
I highly reccomend this ruleset! |
Cory Cote (Bounty@email.bigsky.net) |
The system is easy enough to be attractive to
most, but has enough room for complexity to be more than a "beer
and pretzels" game if one wishes.
The only drawback we have
found so far is the number of dice that can be necessary in a
game with multiple infantry squads - not a real problem, but a
few people in our game circle have complained. Make sure you
have a half dozen d20's available!
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Chris Johnson (nathanjo@erols.com) |
My best friend and I just started playing them - very impressive. Scale is
1:1 skirmish level. If lots o' tanks are what you're interested in, look
elsewhere. Good turn sequence, pretty well written. Our only criticism
was
microscopic printing on some of the tables. The authors admitted the
error when
contacted, and sent more legible versions - much to our amazement! A more
nitpicky complaint concerns the play sheet: it's just not as useful as it
might
be, inasmuch as important tables are omitted - this is especially strange,
given
the amount of wasted space on the sheet (i.e. graphics, blank space,
nonessential tables, etc.) Those caveats aside, a worthwhile effort. |
Jerry L. (mltryhstrn@aol.com) |
Several of my gaming buddies and I bought the rules when they first came out.
They are great for small unit actions. I played them in a game involving 15 or
so German tanks and about 50 or so infantry against half that number of Polish
AFVs and troops. We played an exciting 10 turn game in about 3 and a half
hours. The rules and the scenario booklets are a good investment. |
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