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Author Topic: Tactical Wargaming Ruleset - Beta test - Need feedback  (Read 800 times)

Offline CLT40K

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  • Posts: 70
Tactical Wargaming Ruleset - Beta test - Need feedback
« on: January 05, 2015, 06:52:41 AM »
Hi, I'm currently in the process of doing beta testing on a ruleset I've put together for 28mm and would appreciate any feedback...  The link below goes to my dropbox site.

https://www.dropbox.com/s/9928jkdpabmwubv/Tactical%20Wargaming%20Beta%20Version.pdf?dl=0

The intent for our local group was to have one set of rules we could use for pretty much anything shooty (Sci-Fi, WW2, Modern's, Weird Wars, etc...) and this was the result....

My mates and I have played about 6-7 games with the ruleset with 40K figures, WW2 figures and moderns... so far it feels pretty good, but I'd love to have more input.  It feels very similar to Warhammer 40K but with a LOT of differences...

Since this is a work in progress, please forgive the formatting errors...  Also, while I have permission of the minis in the photos, not every one of them has credits (yet)

The game turn
The game is divided into turns.  The number of turns can be set or variable depending on the scenario.  To start it off, both you and your opponent will roll a d6.  The winner of the roll off will choose who goes first.  Setup of your forces will depend on the scenario or you can roll off to see who sets up first.  Once you’ve set up and have sorted out who is going first you start the turn.  For example, if you are going first, you will nominate a unit to be activated, declare their actions, and then execute those actions.  Your opponent then does the same.  This continues until both sides have activated all of their units and the turn ends.  In those cases where the sides start with an unequal number of units to activate, the player with fewer units will have the option to “pass” equal to the difference in that number.  
So alternating activations for the WIN

Activations
During the turn, each unit in your force will have two activations per game turn.  When you activate a unit you will first announce to your opponent what two actions the unit is taking this turn.  You then perform both actions.  In those activations you have a number of different options.
•   Move
•   Shoot (including suppression fire)
•   Enter into CQB (Close Quarters Battle)
•   Call in a fire mission (if available)
•   Attempt to rally if your troops are broken or pinned down.

Rules for each of these activation phases will be discussed in further detail later in the rule set.
So no more I-go-You-go format...

Movement
Most troops move at a rate of 6” per activation.  However in some circumstances it may be greater.  Vehicles will have a movement rate based on their vehicle type.

Hitting and wounding your target
Each time a unit chooses a shooting activation they will roll six sided dice for each weapon to see if the weapon hits.  Typically you will hit on a roll of 4+.  For each hit, your opponent will be able to see if their armor or cover will keep them from being wounded.  For any unsaved hits, you will roll to wound the model (Normally a 4+ against infantry models)

To damage a vehicle you will compare the weapon's AV rating with the armor value of the vehicle.  If the AV equals the armor value, the weapon will penetrate on a 4+.  This improves by 1 for each point the AV exceeds the armor.  So if a weapon with an AV value of 4 is shooting a vehicle with an armor rating of 3 it will penetrate on a 4+.  Conversely if a vehicle with an AV value of 3 is shooting at a vehicle with a rating of 4, it will penetrate on a 5+.  Even the most powerful of shells don't always pierce armor.  To represent this, a roll of 1 always fails to penetrate.  

Saving throws
When your model is hit by enemy fire, you will have the opportunity to roll a d6 to cheat fate and avoid being removed from the table.  Most models will have a 5+ save.  Additionally, your models might be behind cover and gain a better save.  For example, a model in a building typically has a 4+ cover save whereas your infantry models normally have a 5+ save.  You always use the best save possible for your model.

Leadership tests
Certain actions will require your models to make a saving throw against their leadership score.  For these throws you always use the highest leadership in the unit.  Leadership rolls must score equal or under their rating to be successful.  So if a unit has a leadership score of 8 then you would need to roll an 8 or lower on 2d6.  Leadership tests are taken to see if your unit is pinned down or breaks and are commonly referred to as a rally or break tests.

Close Combat (CQB)
When two units enter within 2” of base-to-base contact, they are said to be in CQB (Close Quarters Battle) The defenders will have a round of reaction fire which may cause the attacking unit to break.  Once the attacking force closes distance, the two units fight it out until a winner prevails.  The loser is removed from play.


« Last Edit: January 06, 2015, 03:23:12 AM by CLT40K »
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