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Author Topic: Company Level WW1 Rules?  (Read 3836 times)

Offline monk2002uk

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Re: Company Level WW1 Rules?
« Reply #15 on: September 04, 2020, 01:15:23 PM »
Crossfire works very well. It needs the sector-based restrictions to movement incorporated in the multi-player recommendations:

https://balagan.info/how-to-play-multi-player-crossfire-games

Other than that, the standard rules are good to go.

Robert

Offline armchairgeneral

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Re: Company Level WW1 Rules?
« Reply #16 on: September 10, 2020, 09:26:13 PM »
I am a fan of The Great War by Warhammer Historicals, which is sadly out of print.  It is a fast and easy game that operates on a stripped-down version of the Warhammer 40,000 3rd edition rules.  My only quibble would be the lethality is a little high, but it is hard to say that is wrong.

I used to play The Great War Rules a lot and agree the lethality was high which I thought was due to I Go You Go system which tended to mean the attacker advanced only to be mowed down by the defender.

One of the TGW rules co-authors Rob Broom used to organise WW1 gaming days some years ago and there we used a house rule of using a pack of playing cards. A black suit for one side and a red suit for the other. The number of cards in the pack for each corresponding to the number of units each side had. You shuffled the cards at the start of each move and the moved/fired etc. each unit as yours or your opponents card came up. You could also opt to put a joker in the pack. When that was picked you just reshuffled and started a new move. If you had equal size forces, the attacker could also have 50% more cards than the units he had.

The rules worked a lot better using this rule IMHO.

I have since moved on to Bolt Action as they are a better set of rules in my view particularly as I believe Late War WW1 is better done at 1:1 to bring out the specialist roles of each of the platoon sections of the German, French and British armies at the stage of the war.

Bolt Action gets a bit too slow above two platoons though, so I am looking for ways to speed it up to cope with 1:1 company size games or find another set of rules I like as much that can cope with this size of game.

Offline scarabminiatures

  • Scientist
  • Posts: 295
    • Scarab Miniatures
Re: Company Level WW1 Rules?
« Reply #17 on: January 07, 2021, 11:59:56 AM »
One of the TGW rules co-authors Rob Broom used to organise WW1 gaming days some years ago and there we used a house rule of using a pack of playing cards. A black suit for one side and a red suit for the other. The number of cards in the pack for each corresponding to the number of units each side had. You shuffled the cards at the start of each move and the moved/fired etc. each unit as yours or your opponents card came up. You could also opt to put a joker in the pack. When that was picked you just reshuffled and started a new move. If you had equal size forces, the attacker could also have 50% more cards than the units he had.

The rules worked a lot better using this rule IMHO.


--> By coincidence I found a draft of those amendments while sorting out a box over Christmas and remembered how simple they were, yet very effective in giving some balance to attack and defend games. Special events were controlled by the picture cards. I think the queen stopped the turn as in my WW1 inspired deck of playing cards they are nurses. When I finish the tidy up they should reappear so I can double check.
 As the intro to the rules mentions the deck was inspired by the toofatlardies systems and it definitely made the games very enjoyable
Kind regards
Rob Broom
ScarabMiniatures
www.scarabminiatures.com
www.warandconquest.co.uk

Offline armchairgeneral

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Re: Company Level WW1 Rules?
« Reply #18 on: January 08, 2021, 04:22:42 PM »
By coincidence I found a draft of those amendments while sorting out a box over Christmas and remembered how simple they were, yet very effective in giving some balance to attack and defend games. Special events were controlled by the picture cards. I think the queen stopped the turn as in my WW1 inspired deck of playing cards they are nurses. When I finish the tidy up they should reappear so I can double check.
 As the intro to the rules mentions the deck was inspired by the toofatlardies systems and it definitely made the games very enjoyable

Thanks for replying to this thread Rob and thanks for putting me right. I was struggling to remember the details  lol

 

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