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Author Topic: Good rule set for Weird wars  (Read 13483 times)

Offline cyagen

  • Bookworm
  • Posts: 91
  • Rule Lawyer
Good rule set for Weird wars
« on: September 07, 2014, 06:40:27 PM »
Hi,

I want to get started with Weird War II. However, even after eading the sticky I'm still at a loss regarding the rules that I should use.

I do not like the Dust background, so this is out.

I had Gearkrieg and it left me underwelmed.

Does somebody has a suggestion for a solid set of rules?

Offline Agis

  • villainous mastermind
  • Galactic Brain
  • Posts: 4824
    • A.D.Publishing
Re: Good rule set for Weird wars
« Reply #1 on: September 07, 2014, 10:13:24 PM »
Did you played the DP9 Gear Krieg or my victory Decision: Gear Krieg version?

http://www.adpublishing.de/html/gear_krieg_vide.html

If you like the Gear Krieg background, maybe the ViDe system is better suited to you...
cheers and keep on gaming, Agis - https://www.adpublishing.de

Offline robh

  • Scatterbrained Genius
  • Posts: 3385
  • Spanish offworld colonies
Re: Good rule set for Weird wars
« Reply #2 on: September 07, 2014, 10:38:36 PM »
Pinnacle have an excellent series of Weird War options (Either with the Savage Worlds Rule system or as D20 base for those that prefer).

http://www.peginc.com/product-category/weird-wars/

I have the Savage Worlds "Tour of Darkness" (Weird Vietnam) but the rule mechanisms and play are fundamentally the same for WW1 and WW2 as well. It is always fun and easy to pick up and play. Plays well as a multiplayer or 1 vs 1.
The WWW2 set has several adventure scenario books too.

Offline twrchtrwyth

  • Scatterbrained Genius
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    • Deeside Defenders
Re: Good rule set for Weird wars
« Reply #3 on: September 07, 2014, 10:45:44 PM »
1949 Secrets of the Third Reich. Has everything you could need, mecha and design rules for them, conventional vehicles, aircraft, werewolves, zombies, Thule Society descendants, vampires, super soldiers, alien tech, power armour, a cyborg, werebears, human mutants, demons, a big daddy wannabe, a Tesla cannon, wendigos, jet packs, etc.
He that trades Liberty for Security will soon find that he has neither.

Benjamin Franklin


Offline Hat Guy

  • Mastermind
  • Posts: 1541
  • If you want peace, prepare for war.
    • Superhero Gaming Blog
Re: Good rule set for Weird wars
« Reply #4 on: September 08, 2014, 01:05:35 AM »
Secrets of the Third Reich is also just a really good set of rules to play with; alternating activations, no individual model statistics or charts to consult and objective-based gameplay.

Offline SBMiniaturesGuy

  • Mad Scientist
  • Posts: 659
    • SBMiniguys Blog for all things OstFront
Re: Good rule set for Weird wars
« Reply #5 on: September 09, 2014, 02:43:36 PM »
I will selfishly propose the NUTS! War Without End weird war 2 rules from Two Hour Wargames since I wrote 'em. The rules are for squad through platoon level games and uses the Chain Reaction system found in NUTS, it's primarily weird tech, not occult, and does include some real tech from the end of WW2 as well:




War Without End - Weird War 2
Start with the inherent weirdness of World War II, add the public fascination with the new science being unleashed around them and top off with the popular pulps and comic books of the day – and you have set the stage for Weird War II. Welcome to the Weird War, a no-holds barred clash of chaos in which Combat Walkers stride the battlefields, Yankee Rocketmen blaze through the skies and ray guns reduce tanks to glowing scrap metal.

Here's what's included:
Some actual technology history and weapons.
Fantastic technologies.
Weird Science unit and vehicle lists.
Special or expanded rules.
General rules on creating your own Weird Science campaigns.
Sample scenarios that may be fought head-to-head with players taking opposing sides, cooperatively against the game or solo as either side.

NUTS! War Without End (WWE) is a supplement for the game NUTS! 2.0 by Two Hour Wargames. A copy of that rule set, as well as gaming implements and miniatures, are required to play.

http://www.twohourwargames.com/warwiendwewa.html

Cheers!
Play the game, not the players!
http://sbminisguy.wordpress.com/
Author for THW/NUTS, Rebel Minis, HR Games

Offline Michi

  • Galactic Brain
  • Posts: 4167
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    • Tableterror
Re: Good rule set for Weird wars
« Reply #6 on: September 09, 2014, 02:55:25 PM »
Have a look at that blog and the Battleground WWW2 rules: http://www.weirdwwii.com/search/label/Battleground%20Weird%20WWII%20rules

Offline pixelgeek

  • Scatterbrained Genius
  • Posts: 2026
    • Zac's Gaming Blog
Re: Good rule set for Weird wars
« Reply #7 on: September 09, 2014, 06:33:58 PM »
I always loved AE:WWII. Great background, fun models and a great morale system that makes the game a nail biter at times

Offline freewargamesrules

  • Librarian
  • Posts: 105
Re: Good rule set for Weird wars
« Reply #8 on: September 09, 2014, 09:53:11 PM »
AE WWII or SOTR

Online NurgleHH

  • Supporting Adventurer
  • Scatterbrained Genius
  • *
  • Posts: 3497
  • Spacelord
    • Victory Decision Vietnam
Re: Good rule set for Weird wars
« Reply #9 on: September 10, 2014, 03:44:03 PM »
Your question is a little bit like "I want a car, which should I buy".
All the rules mentioned before (read nearly all) are good rules for bigger battles. When you search for a more skirmish set you could use 7TV.
Victory Decision Vietnam here: leadadventureforum.com/index.php?topic=43264.0

Victory Decision Spacelords here: leadadventureforum.com/index.php?topic=68939.0

My pictures: http://pictures.dirknet.de/

Offline SBMiniaturesGuy

  • Mad Scientist
  • Posts: 659
    • SBMiniguys Blog for all things OstFront
Re: Good rule set for Weird wars
« Reply #10 on: September 10, 2014, 05:53:27 PM »
Here's old AAR I did for the NUTS War Without End rules. Wow, time flies by!!

http://leadadventureforum.com/index.php?topic=30015.0

Offline cyagen

  • Bookworm
  • Posts: 91
  • Rule Lawyer
Re: Good rule set for Weird wars
« Reply #11 on: September 10, 2014, 06:36:49 PM »
WOW, thanks for all the replies.

The rules of SOTR sounds pretty good (more playing less stats managing).

Not that hot about the background and the fluff.  :?

I has a big fan of the D20 Weird War II serie. SOTR is a little bit too far from me background wise, but I'll try to give the rules a go.

Offline twrchtrwyth

  • Scatterbrained Genius
  • Posts: 3866
  • Don't join dangerous cults: practice safe sects.
    • Deeside Defenders
Re: Good rule set for Weird wars
« Reply #12 on: September 10, 2014, 11:09:25 PM »
Ignore the background, it's irrelevant to your use of the rules.

Offline Hat Guy

  • Mastermind
  • Posts: 1541
  • If you want peace, prepare for war.
    • Superhero Gaming Blog
Re: Good rule set for Weird wars
« Reply #13 on: September 11, 2014, 01:10:46 AM »
The strength of SOTR is just how open the army lists are, check out mine for some ideas:

http://leadadventureforum.com/index.php?topic=64782.0

Very little there that is irrevocably tied into the setting.

Offline Keeper Nilbog

  • Scientist
  • Posts: 277
Re: Good rule set for Weird wars
« Reply #14 on: September 15, 2014, 06:51:11 PM »
You can also use things like 'Strange Aeons' if planning a smaller, RPG style skirmish - works surprisingly well.

 

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