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Author Topic: Trying Berlin or Bust ruleset on 1:72 (20mm)  (Read 1832 times)

Offline Montiboy

  • Bookworm
  • Posts: 92
Trying Berlin or Bust ruleset on 1:72 (20mm)
« on: June 08, 2012, 09:42:22 AM »
Hi.

Living in HK where hobby tend to be very expensive (shipping cost or in one of the few local shops) as well as limited offering, games played are mostly the devil Sci-Fi one or Secret of the Third Reich.

Recently, one of the big modelling shop went for very big discount (30-40% off) on all 1:72 kits. Based on that "one is a lifetime" opportunity to bring some variety and, more important, tanks on the table, we decided to do some shopping.


Well, finally, we got about US$ 210 of stuff for (German and Russian armies)
286+ infantry
8 vehicles
7 tanks
3 guns

We'll be using Berlin or Bust OoB because we know SOTR rules, and we will be playing for fun, so we won't have special issue on army list. Maybe later we'll bring more depth to our games and get a more detailed game (and to be honest, we don't know what is offered for20mm WW2 games).
KPN and IGOUGO rules were interesting, but rules are now oop.


Cedric
=======================================
"Married Wargamer = Smuggling Expert"
http://wargamesinhk.blogspot.hk/

Offline Galland

  • Scatterbrained Genius
  • Posts: 2024
Re: Trying Berlin or Bust ruleset on 1:72 (20mm)
« Reply #1 on: June 08, 2012, 10:09:01 AM »
Ah, what a nice opportunity to bring in some great modeling experience to the life and get good gaming out of the whole thing.
Regarding the rules, for 20mm I think that you perhaps should try to find Kamfgruppe Normandy, a lot of people seem to be enjoying that. Personally I play mostly 28mm these days, but have purchased that rules set for the very reasons V (search for his posts) have stated in his posts here and on The Guild homepage, wich is the Mecca for all things 20mm.

http://www.guildwargamers.com/phpBB3/index.php

I hope this helps.
Tintin - Pulp Adventures in a orderly fashion
Gallows Falls - Western Village
Eisende - Mordheim costal village WIP
Rome - SPQR & Hail Caesar

Offline Montiboy

  • Bookworm
  • Posts: 92
Re: Trying Berlin or Bust ruleset on 1:72 (20mm)
« Reply #2 on: June 09, 2012, 06:53:56 AM »
KGN has been out of print thanks to GW (my understanding).

i play 28 but found games too crowded when you add more than 2 vehicles. in the same fashion most of lower scale tend to have too many tanks.

Offline Galland

  • Scatterbrained Genius
  • Posts: 2024
Re: Trying Berlin or Bust ruleset on 1:72 (20mm)
« Reply #3 on: June 09, 2012, 10:07:55 AM »
You can also use Rules of Engagement for 20mm games if you like. The rules are very elegant and easy to adopt to larger games. They where written with platoon level skirmishing in mind, but they are certianly flexible enough to use with more vehicles and platoons if you like.

Offline Montiboy

  • Bookworm
  • Posts: 92
Re: Trying Berlin or Bust ruleset on 1:72 (20mm)
« Reply #4 on: June 26, 2012, 11:43:07 AM »
Moving forward, still using the Berlin or Burst (until I find better), here are some campaign rules to give more interest to games. Without going to experience management, at least to find a good way to avoid player to purposely destroy their army to win a flag at the last turn of the game....


Campaign rules

Each Player composes 4 platoons 3 additional support as follow:
Use a 300 point basket and discretionary assign them on 4 platoons and 12 supports options.
 Assign up to 3 supports per platoon and keep the remaining support in a “reinforcement pool”.

Each Player has 1 Attack, 1 Defense and Choice (attack or defend)

Campaign organization:
3 engagements in 3 different locations (Spot) will decide where the final battle will take place.
We will name the 3 locations: Spot 1, Spot 2 and Spot 3
The final battle will take place either in Rear Spot Player A, Rear Spot Player B.

Each Player before starting the campaign will assign 1 platoon in each location, including Rear Spot, only the reinforcement pool is not geographically assigned.
Each Player secretly write for Spot 1, Spot 2 and Spot 3 if he is attacking or defending, using his Attack, Defense and Choice.  Then each Player may schedule Reinforcement using Reinforcement Pool support and units from the platoon in Rear Spot.
When all Players have finished all above, they release the total value committed on each Spot and whether the Player is Attacking or Defending.

Engagement rules
Each engagement have the following rules (exception of the final battle which will have variation)

Before starting the engagement, each player say if he is attacking or defending.

After Attack/Defense resolution, each player note his scheduled and unscheduled reinforcement
Scheduled reinforcement: Reserve Platoon can arrive between Turn 3-6, Reinforcement Support between turn 1-3. Note that reinforcement cannot be sent to other spot. Each Player note on a paper what turn and where reinforcement arrive.
Unscheduled reinforcement: In regards to enemy strength, Player can call in unscheduled reinforcement. Unscheduled reinforcement can arrive between turn 3-6 on a 4+ (turn 4), 5+ (turn 5), 6+ (turn 6). Committed reinforcement will not be available for other spot

Attack:
-   2 free artillery strike
-   Reinforcements are deployed at the end of the turn before entering
-   Attack are deployed at no more than 10 cm from its border
-   1st turn initiative. Note that if both players attack, initiative is resolved as usual.
Defense:
-   Benefit from 1 aerial strike after turn 3
-   1 prepared position
-   Reinforcements are deployed at the beginning of the turn, placed at the border of the table
-   Can be deployed up to half of the table.
-   50% of the force to be deployed as reinforcement.
-   Note that if both players defend, initiative is resolved as usual.

Terrain:
Each Player has 20 points to decide for the terrain on each spot:
-   Small Wood : 8
-   Medium Wood : 10
-   Major Wood : 16
-   Small Hill : 6
-   Medium Hill : 11
-   Big Hill : 14
-   Wall : 4
-   Long wall : 8
-   Small Town : 10
-   Medium Town :  20
-   Farm : 4
-   River + Bridge : 15
-   Swamp : 7
-   Anti-tank (3):  5
-   Mines (Defense only) :  10

Victory locations:
Defender place 3 victory locations, 2 in his deployment zone, 1 in no-man’s-land
Attacker place 2 victory locations, 1 in his deployment zone, 1 in no-man’s-land

Victory Points:
-   Control 1 objective : 10 points
-   Each enemy unit destroyed : value in points
-   Each enemy unit destroyed at 50% or vehicle damaged : 50% value in points
-   Each enemy unit withdrawn : 25% value in points

Final Battle rules

After each engagement, earned Victory Points will decide the Winner.
The winner wins with more 50% more points:
-   All its force can be committed (as reinforcement) in the final battle
The winner wins with between 10-50% more points:
-   50% of its force can be committed (as reinforcement) in the final battle
The winner wins with less than 10% more points:
-   1 unit can be committed (as reinforcement) in the final battle
The loser loses with less than 10% fewer points:
-   All its force can be committed (as reinforcement) in the final battle
The loser loses with between 10-25% fewer points:
-   50% of its force can be committed (as reinforcement) in the final battle
The loser loses with more 25% fewer points:
-   No unit can be committed in the final battle

In the average 3 spots, the Player with overall more points attack the Rear Spot of its opponent.

Special engagement rules in the Final Battle:
Defender:
-   1 Bunker and 1 prepared position
-   Reinforcements from Spot 1, 2 and 3 arrive from the flanks
-   1 free standard infantry squad with no upgrade
Attacker:
-   1 free artillery barrage at the beginning of the first turn
-   1st turn Initiative
-   1 artillery strike
-   Reinforcements from Spot 1, 2 and 3 arrive from the rear

Terrain : As above


Montiboy
==========================
wargamesinhk.blogspot.com

 

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