Bussy writing a rule for WWI, WWII and modern, using the same dice as for About Bonaparte and About Caesar. Currently struggling with the armour factor.
British infantry units and support groups
And the German heavy animals in base colour
A scythed chariot
Nice new facts, Dirk. A rule set for the Great War has my interests. I'm more or less a fan of pulp-like Victorian and turn of the century (1800-1900) games too. World war one rules can come in handy there as it is more or less the similar time frame. Action in the colonies contribute to the variety of troops and options and makes it as colorful as it can possibly be. Historical actions in the North African region and/or the boxer Wars, the dominancy over the Kiber Pass and Afganistan. Just some examples that appeal to me, considerably.
ReplyDeleteHi Dirk, I'm really curious to see how you manage the unit in WWII, will still be formed from 8 men?
ReplyDeleteI do not care about the presence of the tanks, as of the heavy armament on the battlefield: machine guns, mortars and bazookas.
How did you approach the problem?
Certainly it will be very rewarding and fun to move on the field soldiers like Airfix or those of TSSD, although I'm still on the Napoleonic, the thing intrigues me. I will follow your work with great pleasure.
Hi Marcel & Massimo.
ReplyDeleteWe did the first test (in1/72) on Friday. As was to be expected, the reality is a lot harder than the theory in my head.
Also, due to the scale we used to much figures.
In short: infantry unit of 8 figures. You have of course also tanks, and special support units: heavy machine guns, mortars, bazooka's , flamethrowers, snipers. For simulating the "modern" warfare, in introduced the "control zone" e.g. 40 cm from a unit. Shooting is done by both sides within this rang. outside this range, there is only defensive fire, e.g. the player who is not moving this turn. Within 10cm, there is close combat. (tanks do not close combat with each other) . dice are doubled against those units not in cover, unless both sides are fighting in cover (within houses) then dice on both sides are doubeld. a flamethorwer gives a +4, and can only be used in close combat.
shooting infantry within control zone 1 die per stand, on 60 cm (long distance 1die per 2 stands). Tanks have (always) 3 dice and can take 3 damages. A tank can be hit with "A" or a "flag". then a test from gun versus armour light armour/gun one normal D6, normal gun/armour have 2D6, heavy 3, very heavy 4. so a tank having a ligth gun scoring a hit on a normal tank has to score better than the 2 dice of the armour, otherwise no damage. it's simple. This means every tank type will have to be defined in a category. Tanks normaly advance with the cover of and for infantry, with the same speed of infantry. So not speeding around the table. infantry can advance at running speed, but are vurnerabel, or with lower speed, taking cover and giving cover fire. (Stands are more open). flags :for infantry a flag means pinned : one stand is put on his side: can only move at halve speed, with less firepower, tanks flag : stunned halve move 1 less die when firing. can be removed by not moving one turn, or with a direct order. special support units can be hit with a "C". is attached to a unit, seperate die for a C. when ht they are removed.
Did not test the indirect fire, so that will be for another comment.
now you can already start dreaming about a game.
cheers
Dirk