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Author Topic: Wargame Rules for Weird World War II (and related)  (Read 53150 times)

Offline MAJIC Miniatures

  • Student
  • Posts: 15
    • MAJIC Miniatures
Re: Wargame Rules for Weird World War II (and related)
« Reply #15 on: January 26, 2009, 02:21:30 PM »
I should add that Pulp War II is a complimentary game to Combined Operations of World War II.

If anyone is interested in Playtesting the Pulp War II Game, and they don't mind joining a couple of Yahoo Groups, go to:

http://games.groups.yahoo.com/group/pulpwar2/

The first set of Pulp War II Rules will be available for download next month.

However you will also need to join our Yahoo Group for Combined Operations of World War II which includes all the regular WW2 units and the main rules, which the WWW2 Game is based on.

http://games.groups.yahoo.com/group/combinedoperationswwii/

We had to do it this way because some people want to play straight WW2 and others want to play Weird WW2.

I hope this helps, but if you have any problems or questions about this, PM or email me and I will do my best to answer them.

With best wishes,

Oliver

MAJIC Miniatures

Offline SBMiniaturesGuy

  • Mad Scientist
  • Posts: 646
    • SBMiniguys Blog for all things OstFront
Re: Wargame Rules for Weird World War II (and related)
« Reply #16 on: September 02, 2011, 03:27:04 PM »
    NUTS Weird War 2
    Check out the NUTS! Weird War 2 rules from Two Hour Wargames, is a complete set of tabletop rules for Weird War Two gaming based on the NUTS rules. This is a standalone book designed with Solo play in mind (and supports Co-op and Head to Head) for any type of Weirdness you want to. Face hordes of zombies and eldritch horrors in your combat mech –cast spells, duke it out with super soldiers with your electric rifle while flying around with your rocket pack. You can fight any weird foe you can image!

    Inside you’ll find:

    *Rules for infantry combat with over 15 different formations

    *Rules for vehicle and Mecha combat with stats for over 100 types, including historical vehicles, “paper” vehicles and super science mecha, Hanebu and Robots

    *Gas weapons, ray guns, electric cannon, missiles rocket packs

    *Six armies to choose from – American, British, German, Italian, Japanese and Russian

    *Unique attributes to personalize your squad members

    *Design your own Super Soldiers

    *Magic and the Occult, from Movie Monsters to Eldritch Horror.

    *Insanity and Madness

    *A minimal bookkeeping Campaign System that gives meaning to every game as the results of one will affect the outcome of the next Mission

    *Special rules for playing DUST, Gear Krieg and Mekatank units

    *Create your own Weird Science campaigns, and some sample scenarios that may be fought head-to-head with players taking opposing sides, cooperatively against the game or solo as either side[/li][/list]


    https://twohourwargames.com/products/nuts-weird-war-2




    « Last Edit: January 22, 2024, 06:16:46 PM by SBMiniaturesGuy »
    Play the game, not the players!
    http://sbminisguy.wordpress.com/
    Author for THW/NUTS, Rebel Minis, HR Games

    Offline MRex21

    • Lurker
    • Posts: 3
    • Boogie Lord
    Re: Wargame Rules for Weird World War II (and related)
    « Reply #17 on: January 02, 2013, 10:03:09 PM »
    After perusing the site, I have to throw in my lot for Paolo Parente's Dust Tactics and Dust Warfare.  The rules are clean and the games are fun.
    \"Carrying stuff may be a sign of improper utilization of your minions.\"

    Offline Blackbottle

    • Lurker
    • Posts: 4
    • Scribe servitor
    Re: Wargame Rules for Weird World War II (and related)
    « Reply #18 on: November 29, 2016, 02:38:20 AM »
    Warlord Games recent entry to the genre:
    Konflikt '47
    Step 1. Declare your targets.
    Step 2. Roll perfectly on your Shooting just to watch the enemy Foot troop pass all of his Morale saves.
    Step 3. Jazz hands!

    Offline EndTransmission

    • Scientist
    • Posts: 498
    • Little horror
      • EndTransmission's random gaming things
    Re: Wargame Rules for Weird World War II (and related)
    « Reply #19 on: January 17, 2017, 09:50:02 AM »
    On November Modiphius finally released their skirmish rules set for Acthung! Cthulhu: http://www.modiphius.com/miniatures-range.html.

    This is based upon the Dystopian Legions 2.0 ruleset

    Offline precinctomega

    • Librarian
    • Posts: 144
    • Roll dice. Change the world.
      • Precinct Omega Publishing at Wargame Vault
    Re: Wargame Rules for Weird World War II (and related)
    « Reply #20 on: March 12, 2017, 09:13:47 AM »
    I just released beta rules to convert Horizon Wars to a Weird Science setting, available from http://precinctomega.co.uk

    R.

    Offline Earthdogs

    • Bookworm
    • Posts: 56
    Re: Wargame Rules for Weird World War II (and related)
    « Reply #21 on: December 14, 2022, 10:49:30 PM »
    Hey Gang  her ea re a set of tabletop rules for Escape from Stalingrad Z. Download the main rules nd then the conversion rules from our page.

    https://www.rayboxgames.com/efszfreestuff



     

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