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Author Topic: what 28mm WW2 game system is good?  (Read 8316 times)

Offline midismirnoff

  • Mad Scientist
  • Posts: 553
Re: what 28mm WW2 game system is good?
« Reply #15 on: June 02, 2011, 11:27:05 AM »
CROSSFIRE by Arty Contliffe, no rulers, no turns, very "real" feel, lots of hidden troops, simple to learn mechanics, impossible to master.  CROSSFIRE

Mostly the "best" rule set is the one you can play with the figures/terrain that you already have. 

Oh did I mention my favorite set, Crossfire? 

Completely quote Leadfool, best ever. But you have to multibase your figures... (or tray them).
Instagram profile: the_mediocre_wargamer

Offline Axebreaker

  • Mastermind
  • Posts: 1646
Re: what 28mm WW2 game system is good?
« Reply #16 on: June 02, 2011, 09:59:27 PM »
We currently play Disposable Heroes which is both easy to understand and plays quickly. Emphasis is on infantry and less on Vehicles which I think is good. 

Christopher

Offline timyeh

  • Student
  • Posts: 18
Re: what 28mm WW2 game system is good?
« Reply #17 on: June 06, 2011, 01:56:21 AM »
I prefer a system that will allow me to use all of those cool WWII vehicles as one of our gamer is also a WW2 modeler so Disposable Heroes does not seem to fit the bill.
I like the suggestion of NUTS! with different scenario packs. Any game with several scenarios is a big plus.

Tim

Offline Burnt65

  • Scientist
  • Posts: 248
    • KEGS gaming site
Re: what 28mm WW2 game system is good?
« Reply #18 on: June 07, 2011, 01:52:32 PM »
Troops, Weapons and Tactics (TW&T) from Toofatlardies
Emphasis is on command and control.
Card driven system, so very "fog of war"
Excellent online support in their yahoo group
May take a while to wrap your head around the system, but is easily the best WW2 skirmish system I have played

Offline Colonel Tubby

  • Mastermind
  • Posts: 1345
Re: what 28mm WW2 game system is good?
« Reply #19 on: June 07, 2011, 07:31:05 PM »
I like Rules of engagement...but I haven't tried too many different sets of rules...I found these...like them and am sticking with them...for now... ::)

Cheers,

Blue

Blue - Couldn't have said it better myself! Sum's my WW2 rules experience to a T!

ROE - Cracking set of rules, good army lists and scenario's, nice background fluff as well and good support on the website.

Offline SBMiniaturesGuy

  • Mad Scientist
  • Posts: 684
    • SBMiniguys Blog for all things OstFront
Re: what 28mm WW2 game system is good?
« Reply #20 on: June 10, 2011, 04:13:05 PM »
I highly recommend NUTS! I've played most of the skirmish systems out there, and at one point was a heavy BGWW2 player, but came to really like the reaction system in NUTS!

NUTS! is a squad-level WW2 skirmish game based on THW's "Chain Reaction" rule system, which eliminates many of the disadvantages of standard IGOUGO systems. In the game each player basically plays a squad leader, and starts the game with a core squad or vehicle that is "his" for the game or the campaign. Moral/training is represented by "Reputation" levels for each figure or unit, running from 1-6, which are the target numbers for dice rolls in the game. Each figure is an individual in the game, each vehicle is crewed by individual figures (TC, Driver, Gunner, etc.)that have a role in the operation of the vehicle and make relevant dice rolls for morale, shooting, crossing obstacles, and so on.

The leader figure has some special advantages, and each figure in the core squad has a special attribute like "Crack Shot" or "Poser" which helps or hurts in certain situations, so there's a light roleplaying element. Since *only* the core squad has these attributes, not the "reinforcing" squads (any extra units in the game), the game is enhanced rather than bogged down by this. The system scales well to platoon vs platoon level games, but like most skirmish games doesn't scale easily to company sized games.

The Chain Reaction system uses leadership rolls to determine who goes first (and certain dice combinations result in reinforcement rolls during the game), but during any given action phase figures will react to developments on the table based on the "Reaction" table system. Figures that see an enemy move into line of sight will take a "In Sight" test, for example to see what their reaction is – do they make aimed fire, do they take a snapshot, do they fail to react? Figures that come under fire make a "Received Fire" test to see if they shoot back, duck for cover, panic and run, etc.

Firefights are also conducted through resolution, until one side "wins" by killing the other side or forcing them to duck out of the fight. This means that figures engaged in combat *always* take some kind of action, there's never a time in the game where you're lined up to nail your opponent…but your card didn't come up in time and you stood there and got shot, or the guy playing the "leader" didn't have enough action points to let your unit move.

So there's always a good flow to the game, and you don't have total control over your figures. I recall one game, from the "Kampfgruppe Peiper" Battle of the Bulge campaign book in which I had a concealed US 57mm ATG, and a Panther tank was approaching down a road. As a player I planned to take the shot after the Panther turned to follow a bend in the road and take a flank shot…but the "In Sight" test for the unit meant they blew the ambush by firing on it frontally. Doh! They must have panicked and shot as soon as the scary tank approached.

Don't get me wrong, tanks *are* scary and get a good treatment in the rules as well. Believe me, you don't want to be on the receiving end of a tank assault! On the other hand, I've also seen infantry close assault tanks in NUTS! -- the right way. Later on in the same campaign, a Panther tank pushed into a village by itself. The US player had an infantry squad with a demo pack in two buildings near the Panther. One part of the squad laid fire from the flanks onto the Panther's TC, forcing him to button up while a figure with a satchel charge charged the tank from the rear (passing their "Who wants to be a Hero" test to do so), chucked the satchel  under the Panther and BOOM! Dead tank. Classic infantry assault on a tank, never seen that play out in another game system. After that the players *always* made sure their armor had infantry support when moving in an urban area!

The system also incorporates a campaign and mission builder system, so you can see your troops gain experience and raise their Reputation level up in the game (or they may lower their Rep if they run away!), replacements for lost figures, battle and mission builders to create a spontaneous game, etc.

Overall, NUTS! is a great skirmish rule system that lets you play fairly accurate WW2 skirmish battles, have a lot of fun and play your game to conclusion in a couple of hours.
« Last Edit: June 10, 2011, 04:15:13 PM by SBMiniaturesGuy »
Play the game, not the players!
http://sbminisguy.wordpress.com/
Author for THW/NUTS, Rebel Minis, HR Games

Offline King Tiger

  • Scientist
  • Posts: 497
  • the levels of derp are astounding.
Re: what 28mm WW2 game system is good?
« Reply #21 on: June 11, 2011, 10:11:07 PM »
I prefer a system that will allow me to use all of those cool WWII vehicles as one of our gamer is also a WW2 modeler so Disposable Heroes does not seem to fit the bill.
I'm confused, disposable heroes does allow vehicles, it has more vehicle option than I even knew existed

Offline General

  • Scientist
  • Posts: 356
Re: what 28mm WW2 game system is good?
« Reply #22 on: June 12, 2011, 07:39:50 PM »
NUTS is the best for squad-on-squad skirmish.  TW&T and even I Ain't Been Shot Mum by Too Fat Lardies is better for larger scale stuff.  I enjoy Squad Leader in Miniature, too!

Offline enionline

  • Bookworm
  • Posts: 94
    • Enionline Wargame Painting Mini Reenactment
Re: what 28mm WW2 game system is good?
« Reply #23 on: June 12, 2011, 07:56:53 PM »
OPERATION SQUAD is a good rule for squad/skirmish game.

Offline chaplain severus

  • Librarian
  • Posts: 117
    • http://www.berkshirewargaming.com
Re: what 28mm WW2 game system is good?
« Reply #24 on: June 20, 2011, 11:39:54 AM »
Disposable Heroes is a great choice.  Haven't had a bad game yet. Most games are nail biters and lots of decision making.

I wholeheartedly recommend it.

Matt
"Hige sceal pe heardra, heorte pe cenre, mod sceal pe mare pe ure maegen lytlao"

"Will shall be the sterner, heart the bolder, and spirit the greater as our strength lessens."
-English Proverb

http://www.berkshirewargaming.com

Offline H.M.Stanley

  • Scatterbrained Genius
  • Posts: 2812
Re: what 28mm WW2 game system is good?
« Reply #25 on: June 20, 2011, 12:59:23 PM »
DH for me too.
"Ho, ho, ho! Well, if it isn't fat stinking billy goat Billy Boy in poison! How art thou, thou globby bottle of cheap, stinking chip oil? Come and get one in the yarbles, if ya have any yarbles, you eunuch jelly thou!"

Offline Terrible Tim

  • Scientist
  • Posts: 478
    • The Wargamer
Re: what 28mm WW2 game system is good?
« Reply #26 on: June 21, 2011, 10:16:06 AM »
DH is VERY popular in our club. It plays great, quick and fun. In our club we always use infantry, vehicles (tanks, halftracks etc), artillery etc.

I prefer a system that will allow me to use all of those cool WWII vehicles as one of our gamer is also a WW2 modeler so Disposable Heroes does not seem to fit the bill.
Tim we have about 12 poeple playing DH in our club and lots of vehicles - about 60 in total (all in 1/56). I personally own 14 (Soviet and German)!  Tank combat is fun and exciting.

The DH rule set is high recommneded and very affordable. You can go wrong.
...Stop your grinnin' and drop your linen....

Blog: www.the-wargamer.com


Offline H.M.Stanley

  • Scatterbrained Genius
  • Posts: 2812
Re: what 28mm WW2 game system is good?
« Reply #27 on: June 21, 2011, 10:24:48 AM »
We found that vehicles are a little too good in DH which is why we tend to use mainly infantry (which may explain the earlier post)

Still, whatever floats your boat [or tank]

 

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