Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Thursday, February 25, 2021

The Things You Find When Reading Rulebooks!

  So, I was reading through my copy of Normandy Firefight and I happened on the designer's notes. The designer of the rules, Warwick Kinrade, who is also the designer of the awesome Battlegroup rules (I am a bit biased...) admitted that the game was "old school" and deliberately so...

Taken From Board Game Geek


 To quoth Warwick:
"This is because [the game] is a throwback to the games I played growing up, with influences from the likes of Rudis (a fine game of detailed one-to-one gladiatorial combat I still play), Twilight: 2000 (italics are mine), and the daddy of detailed modern firearms combat - Phoenix Command. With the exception of Rudis, I don't play those other games now - I don't have the time - but I did want a game in their spirit that would last an hour or less."

Well, Mr. Kinrade. I am asking, was there thoughts to doing a modern version? Or will your new project Nam '68 be a nod to that?  So, now I am inspired. Is Normandy Firefight the rules set for Twilight: 2000 table firefights I have been seeking all along? I mean, yeah, it's World War II, meant for 54mm figures (It does have conversion rules for 25mm/28mm and 20mm) and it's meant for small groups of miniatures, but it's a pretty cleanly written set of rules, and the engagement ranges we're playing at means not much has changed except EVERYONE is more than likely carrying some form of fully auto weapon, so I don't think the work to convert it would be all that hard. Might be a bit harder when you get into night vision gear, body armor, and some other modern accoutrements. But again, I don't think we're too far off the mark here. 

In short, this might be an easier conversion process than first thought? So, to set my brain to motion.... 



Thursday, February 21, 2019

A Couple of Rules Reviews - A View of the Disunited Kingdom and The Zone

The Zone
Taken from the Miniatures Page

Skirmish Wargaming in the Late C20th Century
Written by Wayne Bollands
ISBN: 978-1-85818-758-7
56 pages
Paperback
$29.00 from On Military Matters

A new "Cold War Gone Hot" rules set has hit the market, and I've gotten an chance to take a look at it. The only reference to the novel series is that shares the name, and something of the premise, but no hovercraft or hard as nails snipers to be found here! It's a shame, because that series was very, very gameable, both from a RPG and wargaming perspective. The production quality was fairly good, and I was pretty chuffed with it when I first got it, but there were some issues. 

First, I wasn't too happy that some of the gear mentioned in the squad organizations was not stated out in the game. Granted, an M113 is probably very much like an FV-432 in game terms, but it's really kind of phoned in IMO, or one size fits all ATGM?!

You can tell it's descended from "Living on the Frontline", which is a plus, (with some minor but needed changes to activation) and the game's system is very, very similar, if not identical, especially when the game mentions you can even resolve thrown bricks! (Something tells me the Soviet and East German views on suppressing rioting West Germans would be very different from, oh , say, the British in Northern Ireland). Again, my issues are more with what is missing, than what is present.

All in all, I got the feeling they took "Living on the Frontline", ported some elements over to make it more "Cold War Gone Hot" and then printed it. Like that recipe you taste and say, "it's good, but it just needs something." That said, the production values are nice, with gorgeous photos and readable text throughout. The system is solid, and very easy in execution, one wishes there was a bit more here.

Sorry gang, but I have to give this one 3 out of 5 Mushroom clouds. It's not bad, but it could be a lot better.

Authors Note: Wayne Bollands reached out on Facebook and pointed out some cogent points that I may not have elucidated enough on in my initial review. His comparison to Force On Force and derived rules is fair, and I would certainly take that under advisement. As a point being made that there are future supplements coming. I do look forward to seeing those.

We do try to be fair in our reviews at "500 Miles.." and we hope this note of clarification helps better explain the rating "The Zone" got.

Taken from the Miniatures Page

Living on the Frontline – Winter of 79: A View of the Disunited Kingdom
Wayne Bollands
ISBN: 978-1-85818-715-0
48 pages
Paperback
$29.00 from On Military Matters

This is a supplement for "Living on the Frontline" that thrashes out a potential scenario for a "Winter of '79" style "British Civil War". I really liked this book. For a Twilight: 2000 head like me, this is a really good alternate campaign idea and you can use this for a variety of ideas to set a campaign in a post-apocalyptic UK. It's certainly better than SGUK turned out to be, eh?

The book is in full color, and it's got a lot of nice one paragraph writeups of all of the various factions, including flags (which I suppose you could make flags for the various factions if you were so inclined?). I thought the product was solid, and it comes with additional rules for cavalry (riot cops on horseback anyone, or perhaps something more...basic, armed TA on horseback?)

It's also got nine scenarios, and I was very, very happy to see the variety of scenarios available, all of them easily adapted to the Twilight: 2000 milieu. The production values were solid, and I was happy with the ideas behind the scenario laid out in the book as a means to further putting troops on the table, or even role playing? All in all, this is a good purchase, and I would recommend it. 4 out of 5 mushroom clouds here. 

Friday, June 23, 2017

Lots and Lots of News

See, getting away from the small post format...and the news is just too damn big for a measly short post.

Ok, for starters, the review of Boomer, will be a bit delayed. I am working on a manuscript for something that I will reveal much, much later. For now, it's hush hush all around.

But the big news?

Battlegroup NORTHAG is in development! We don't have too much more other than a mockup of the cover (which I hope remains the final version, as it is too badarse not to use!)

Taken from Ironfist Publishing's Facebook Site

For those living under a rock, Battlegroup is a set of tactical to operational rules for WWII that is wildly popular! And they are making the splash into Cold War Gone Hot. I have the rules and they are the joint subject along with Bolt Action for my other blog, Festungplatz. There has been quite a few modern fan supplements for some time, but to have something official is nice. And when it hits, I promise "500 Miles..." fans that I will immediately begin work on a T2K mod!

Yes, Virginia, this is a development, and I will keep you posted as much as I can.

Also of big news to "500 miles..." fans? Plastic Soldier Company has as some are aware of, released some 15mm T-55s as a test to see how they would do in the market. Sales must have been good, and us 20mm heads have been making quite the noise for our own T-55s! They are now taking preorders for 20mm T-55s, once they get 200 orders, they will be made! At 3 to a box for 17.50GBP, it's a pretty good price (even with the shipping to the US).

And, as an additional incentive, one lucky gamer will be chosen to receive a painted set of T-55s done by Piers Brand, house painter for PSC, co-designer of Battlegroup and all around great guy! I know his work, I have some Soviet Airborne by him that is well, stunning.

I have built quite a few PSC kits, and other than one screwup with a Pz III, I have found them to be awesome kits to build and easy to paint. Walk, do not run to get these kits.

Here is a shot of the projected box for the 20mm:

Taken from Plastic Soldier Company's Website

Run, do not walk to place your preorder, folks.

Also, the word is, 15mm Leopard Is are in development. So there will be a lot more I think coming down the Cold War pike.

Also, I wanted to mention a blog I found on the Red Storm Rising Wargamers page. The Third World War 1987 is some of the best speculative fiction on a potential Third World War in the 1980s I have read in a long time. We are still in the buildup phase, but you can feel the tension, and to be honest, communicating that pre-war tension is almost essential in writing these things (I am still writing a fanfic with that particular backdrop, and this is much, much better).

So, lots of news. I also plan on posting a review of Butler's Printed Models soon, I just have to finish painting them, but so far, I have found them to be very easy to assemble and paint (ridiculously so).

I also intend to do an article on fast-build kits that are out there, as well as the other plastic kits of use to the Twilight: 2000 wargamer.

So, till then, signing off the net.


Friday, February 17, 2017

Rules to Greet the Nuclear Dawn, Pt 2. - Larger Battles

And we're at Part 2!

Most of the rules discussed here are for battles larger than company size, and often one stand will equal a platoon in most of these rules. As Twilight:2000 as a background doesn't exactly lend itself well to "exact" units, you may need to do some tweaking to make these rules work, but abstraction (especially when it comes to doing fights from modules like Ruins of Warsaw) will probably work better than not.

So..without further ado...

Tractics/Tractics II by Guideon Games, then TSR (1975/1977)


This old game is to put it mildly, a relic. Even in the 70s, it was a clunky piece of rules writing, with rules for just about every bit of armor/anti armor interaction one could think of. I owned a copy in the 90s and yes, played it. It took hours to get through a couple of turns. But, I liked the D20 system, it made percentages easier, and the morale system was, in my mind interesting.

I guess my biggest issue is that the game was frozen in time, for WWII, it would probably still work (and did in an update called Battalions in Crisis), but for moderns (and Twilight: 2000) would probably need a big facelift, heck in the game, the recoilless rifle and spotting rifles are still the bee's knees.

The game NEEDS a referee to play, which depending on the group, could be a hinderance, and it is as crunchy as Avalon Hill's Tobruk.

But, if you're willing to put in the time, and find crunchy wargames to your taste? Then this is the game for you.

Where to get it: Honestly? If you find a copy? Let me know, I would love to know where it's still for sale?

Cold War Commander by Peter Andrew Jones (2012)


Cold War Commander is one of the newer generation of fast play rules that caught on in Britain, and soon came here in the guise of games like Flames of War. It's point driven, and says it can play up to 20mm with no rebasing. Now that said? I'd really stick to 6mm with this set. The things I wasn't nuts about the few times I played it? I had to do points lists instead of actual units, the command and control system was a bit..odd (very reminicent of Black Powder, now that I think about it), and to be honest, the points themselves seemed a bit arbitrary. I prefer Fistful of Tows. You'd have to add some things for Twilight 2000, but it would not be impossible.

That said, it does play ungodly fast. Games do get done in a few hours and it could handle in 6mm the larger fights sometimes seen in T2K pretty easily. The rules themselves are a bit pricy..but the production values do make it worth it. The rules illustrations alone are very well done.

You could do a lot worse than buy this set.

Where to get it: Lulu has a monochrome perfect bound version for sale. The full color copies can be found for sale on ebay and Amazon or The Miniatures Page occasionally.

Modern Spearhead (2000)


Disclaimer: I am not a big Spearhead fan in general, and while I have only played MSH once, it did suffer many of the same problems it's WWII ancestor did.

Modern Spearhead is much like it's WWII ancestor. It's a game very dependent on order writing (thankfully drawn orders on a map, but I have often seen that lead to disputes on the intent on said orders).

The game fixes some of the issues it's WWII counterpart had, but then creates new ones. My really big issue was the way it handles infantry, where they are basically tied to the carrier (to the extent that you have to base the two together. I submit while infantry squads have shrunk over the years..this is taking it a bit too far.)

The command and control rules might not work very well for T2K, on the basis of the fact they are meant for armies that still have a semblance of modern command and control. I suppose you could use the rules for the conventional phase of the war, and more power to you if you like them, but for the broken backed phase that lasts until 2000? There are better rules sets out there in my opinion.

Sorry Spearhead fans, it's just not doing it for me.

Where to get it: On Military Matters, Ebay, The Miniatures Page occasionally.

Rapid Fire by Rapid Fire Publications (1994)


Rapid Fire is the granddaddy of the "fast play, large combat" rules we have seen coming out of the UK since the 1990s. While the rules are geared for WWII, there are quite a few free online upgrades to bring the rules into the modern era.

While I own a copy, I have only played them once, at Historicon one year. They were a solid set, and while they didn't knock my socks off, they did what they set out to do very well. It's a shame the rules aren't as popular in the US for some reason (One gamer decrying my decision to buy a copy, telling me Rapid Fire was referred to as "Rabbit Farts". Why, I really do not know?)

The Guild has used modified Rapid Fire for their "Big Games" for years, and I have not heard any real hiccups with them, so if that isn't a ringing endorsement, what is?

Are there abstractions in the rules? Yes, but they are there to make the game work, and in that, they work admirably,

These would be a good set of rules to start with for some of the larger battles in Twilight:2000.

While it is difficult to get a copy of the current 2nd Edition (A third is being worked on), it is still out there to be had in PDF.

Where to get it: Wargamesvault.net (PDF Only)

Command Decision - Test of Battle by Test of Battle Games (2007)



Command Decision is a venerable set of rules, having been through three revisions as of this writing (the first edition being released by GDW in 1986). It's a solid set of rules that accomplishes what it sets out to do, but I personally think it runs a bit slower than more modern designs. While the current edition is set up for WWII, again, you can find stats and information for modern conflicts online, or if you happen to get lucky, the modern version of Command Decision, Combined Arms, at a convention or online. It should run most of the larger battles one finds some of the Twilight:2000 modules, or of your own creation, just fine.



The rules are 1:5 and are strictly aimed at platoon-level stands, you can theoretically run a division on the table, and I have seen it done (and played it), but I will state this caviat. I personally think, like most 1:5 scale rules, this runs better in 6mm. You can run this with 15 or 20mm, but the ground scale in relation to the miniatures can get a bit odd, to say the least.

A mention here also, if you happen to get a copy of Challenge 25, either in dead tree, or at Wargames Vault? Pull out the "Twilight Miniatures Rules - Draft format" and take a close look at it and Command Decision. There are a LOT of similarities. Was this a proto-Command Decision? I dunno.

Where to get it: Test of Battle Games Website

Fistful of Tows 3 by a Fistful of Games (2011)




Fistful of Tows 3 to me, at least, is the best set of operational level rules out there. It runs simple, clean and with D6 only. It's common sense, it allows you to add new equipment and infantry units to the game pretty easily (though calculating PV for equipment is a bit of math slog). It should handle converting anything you find in Twilight:2000 with little trouble.

The size of the book should not intimidate you. Most of it is army lists and equipment stats..and boy are there equipment stats. In short, this is the motherlode of information. Mr. Beard and Mr. Minson back up their assertions with fact that is cogently written (it helps that Mr. Beard is an attorney), and all in all, the rules are some of the best I have seen for this level of warfare.

My main issue? Like most 1:5 scale rules, you really are better off going 6mm with them. 15 and 20mm (especially at the WWII ranges stated in the book) just don't run well. You can spend more than a few turns advancing to get into range. Now, for Twilight:2000, that should not be much of a factor, but keep that in mind when using these rules and mixing the technology.

While the pricetag is a bit on the high side, there is a 32 page free preview so you can "try before you buy". In short, a great idea more rules publishers should follow.

In short, I heartily endorse these rules.

Where to get them: Wargamesvault.com (PDF Only)

Wednesday, February 15, 2017

Rules to Greet the Nuclear Dawn By (Wargaming Rules suitable for Twilight 2000, Part 1 - Skirmish Rules)

Welcome to our first post for this blog. Today we're going to talk about the various rules sets we can use (and abuse) for a suitable Twilight 2000 game. We'll be talking about the various rules sets out there, a little something from this author's times playing them, and then how hard I think any conversion might be.

A warning. These aren't so much a review as more a "what's out there". That said, YMMV when it comes to rules (one of the great debates of miniature wargaming, hell, even Empire Napoleonic Rules has its fans, flow charts for cavalry charges and all).

So, without further ado...

Force on Force by Ambush Alley Games/Osprey (2011)




(A Disclaimer: I helped playtest these rules, as well as a good chunk of the supplements. I cannot say I can give an impartial review.)

Force on Force is a very solid set of rules if you're looking to run anything up to platoon level (which is what most Twilight 2000 fights are going to resemble, but not all mind you (Something like out of Ruins of Warsaw might require something a bit bigger, we'll have some suggestions out there later).

Force on Force has an asymmetrical turn system that, admittedly, takes some getting used to (I am still not 100% sure I get it right all the time) and to be honest, if you don't have enough on the table in terms of terrain, both sides are going to sit back and shoot each other to pieces, (but this is a flaw of MANY modern wargames, not just Force on Force).

Force on Force is very, very adaptable as a set of rules, and with the die types (anywhere from D4 to D12) being the modifiers rather than the usual litany of DRM, this is on the whole, an easy set of rules to pick up.

I would state these are one set of rules you could not go wrong with, you could use the low supply rules for all sides to reflect the nature of Twilight 2000, and adapt the Fog of War Deck from Cold War Gone Hot to give the game a more "Twilight 2000" type feel.

There is a 2nd edition being worked on, with an indeterminate release date.

Where to get it: Amazon.com (it's pricy through 3rd party sellers)
                          Ambushalley.net (PDF Only)
              

Cold War: 1983 by Wessex Games (2005, PDF version 2011)



These rules are a no-nonsense, no frills product that is geared mainly towards the 28mm market, but you can easily use these rules with 20mm figures with little to no adjustment. The rules are D6 based and revolve around a "bottle" system which synthesizes a variety of soft factors like morale, training, friction and the like. Failures against one's bottle can decline the score to where the morale of the individual figure collapses. Bottle tests factor into everything, including movement, so there is a big factor of unpredictability in the rules.

There are optional rules for skill levels which add a role playing element into the game, and vehicles are handled very simply.

In short, these would make a good set of rules to use to run combats for the RPG, but anything bigger than a couple squads a side might bog the game down.

A bonus feature of the rules? It mentions Twilight:2000 and the Zone novel series by name.

A 2nd edition is supposedly being worked on, but there has been no word for a while.

Where to get it: Wargame Vault (PDF only)


Firefight: Modern Skirmish Rules by Tabletop Games (1985)


These rules are definitely a product of their time. I played them a couple of times, and while they have a following in the UK, they were a bit clunky when I played them. In one game, a Sagger shot on a T-34/85 (it was a Yugoslav Civil War game) took at least 3-4 charts and much leafing through the rules to resolve.

That said, they were comprehensive, and the charts, while hard to read, had stats for every small arm and infantry weapon you could possibly need. The rules aren't in my opinion, going to handle anything more than a few squads a side well, but then again, it's not the stated purpose of the rules to do so. While it may not be my cup of tea, the crunchy nature of the rules do appeal to some, and if that's your bag, then you can't go far wrong by grabbing this set of rules.

Where to get it: ebay, Amazon (it's been out of print for a while, and is hard to find).


Hell by Daylight by Anchluss Publishing (?)



I owned a copy of these rules when I was a teenager and I used them for everything from WWII to Science Fiction, and they did the job well. The clarity of the rules was a bit to be desired, but the rules themselves worked well, and was one of the first rule sets I remember being more about the "soft factors".

Wounded cause more morale penalties than dead figures do (the screaming of the wounded having something to do with it, according to the designer) and leader figures are very prominent in these rules.

While the rules are set to be an insurgents vs. government set, I have run them with two symmetrical armies in contact with little if any trouble.

The rules themselves are long out of print, but if you can get a copy, you cannot go far wrong IMO for a Twilight:2000 milleu.

Where to get it: You're really going to have to look hard for this gem. I remember getting my copy second hand in the 90s at an HMGS con.

UPDATE: Jim Webster recently republished the rules in Miniature Wargames Magazine in a 4 issue series.that began with Issue 418 and recently concluded with Issue 421 this month. 


Maxim to Minimi by Jason R. Weiser (1994)

These rules are meant to be the ultimate in simple, and they live up to it (I should know, I wrote them). They really are bare bones, and to be honest, could use a lot of work. The rules are mostly D100 percentage based, with a D8 for wind/arty drift.

The rules cover wounds levels, and would probably do well with a lot of counters..which would not do much for table aesthetics. Movement is unpredictable, and is one of the things I like about the game.

The system is simple IGUGO, and there really isn't much more to say than that, as it's not my first recommendation for a set of rules. That said, they are free.


No End in Sight by Nordic Weasel Games (2014)


Ivan Sorensen of Nordic Weasel cannot be called anything less than prolific. And as a bonus, he writes some pretty good rules. I have not played No End in Sight (have a copy, but haven't done much modern skirmish lately, part of the reason for this blog). The rules are in their 2nd Edition now, and in short, read very well.

Everything is handled simply, and the rules are based around an idea of units accumulating shock, and through that, becoming ever harder to control. Most fire is pinning fire, with assaults being the decisive measure (as it should be IMO). Three campaign systems come with the game, and more can be generated very easily.

While the rules say they are meant for 15mm, it wouldn't take much to convert them to 20mm.

In short, these are a very go to set of rules, for a very economical price.

Where to get it: wargamesvault.com

Living on the Frontline by Partizan Press (2016)


Living on the Frontline is the first in a series of supplements for the Winter of '79 milleu. I own a copy, mainly because the background is cool as heck, and while I haven't taken that close a look at the rules, I will state that they look solid for the subject matter.

The main thing, is that you're going to have a lot of work converting in the Americans, Germans, Soviets and everybody else you're going to need for Twilight:2000, that said? It shouldn't be too difficult and considering the rules are already geared towards the "chaos in the streets" one finds in Twilight:2000, I don't see a reason why these rules would not work?


Black Ops by Osprey Wargames (2015)



Black Ops is another set I own, but have not played. It's more geared towards the kind of Special Operations-type stuff you see in today's news. It has a lot of nice bells and whistles, but it would take a lot of work to convert it for Twilight:2000. That said, to me it looks doable. The main thing I think would be adding AFV.

But that said, the rules are very fast, clean and have a mission generator and campaign system. These rules would work very well if you're playing a campaign of a bunch of PCs raiding, oh say, the New American enclave in Florida for Civgov or Milgov?

Where to get it: Osprey Publishing Page

Bolt Action, 2nd Edition by Osprey/Warlord Games (2016)



Bolt Action is very much a "beer and pretzels" skirmish game. It's written in the "Warhammer roll to hit, then roll to kill style", with D6 being the dice of choice. It has a unique activation system, with a side's order dice being put into a bag, then shuffled and pulled one at a time. Op Fire is resolved by putting a unit on "Ambush" and it works pretty neatly, all told. 

We've used it pretty easily for everything from WW I to Chechnya, and with a bit of tinkering, one could easily use these rules for a Twilight: 2000 milleu game. I will confess, I wasn't overly impressed with the game at first (I sold my first ed copy!) but 2nd Ed has done a lot to allay my issues with the game, and it plays pretty well. 

Where to get it: Amazon, Warlord Games, Osprey Publishing 

So, Part 1 is done. Part 2 will cover rules meant for larger engagements, there are not a lot of modern sets for this, and most are meant for 6mm, but with a little work, most of them can be easily converted to other scales.



                         


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