Herewith, some rules I will be using for WW II - having considered a number of
rules sets I am now set on using the following four sets, namely:
FUBAR Wargame
Rules
FUBAR, had some really good games with both my sons especially the younger one who was seven at the time of writing this - See:
https://fubarwargames.files.wordpress.com/2014/07/fubar-core-rules-4th-edition.pdf
and https://fubarwargames.wordpress.com/downloads/
I have reworked the vehicle
damage table. Thinking using a D10, with D6 for additional detail, taking into
consideration which parts of the vehicle are potentially covered by terrain:
1 -
Track - D6 1-3 Left, 4-6 Right.
2 - Wheel/s - D6 1-3 Left, 4-6 Right.
3 - Driver
hit - D6 1-3 can be replaced by another crew member, example co driver depending
on tank, 4-6 vehicle immobilised.
4 - Weapon destroyed - D6 1-3 secondary weapon
example machine gun, 4-6 main gun.
5 - Crew stunned - D6 1-3 1 turn no actions,
4-6 2 turns no actions.
6 - Crew demoralised - green crew will leave tank. Other
quality crews the tank will retreat to nearest cover, tanks reverse at half
speed. Tanks already in good cover unable to easily move to better cover will
stay put, in which case standard pinned rules apply.
7 - Crew killed - tank still operational d6 for a 5 crew tank 1
driver, 2 gunner, 3 driver 4 co-driver 5-6 commander. For a 4 crew tank 1
driver, 2 gunner, 3 driver 4-6 commander. For a 3 crew tank 1-2 driver, 3-4
gunner, 5-6 commander.
+1 to activate if commander lost.
8 - Engine - D6 1-3
engine damaged half all movement, 4-6 vehicle immobilised, if 4-6 roll again on
4-6 tank on fire crew bail out.
9 - Vehicle destroyed - D6 1-3 crew have a
chance to survive roll 1-2 for each crew member to survive, 4-6 crew killed tank
on fire.
10 - Vehicle destroyed - see where turret lands or shrapnel from body.
Tanks divided into 3 broad categories, namely:
A heavy versus
a Medium will get +1 to the D10 in the above to every successful hit, similarly
so will a medium against a light.
Tanks do not become pinned like infantry but
instead can avoid 1 hit by retreating, see however point 6 above.
I have also used FUBAR for Star Wars see
for example:
https://fubarwargames.files.wordpress.com/2014/07/fubar-star-wars-1-05.pdf
Crossfire Wargame Rules
See for example:
https://www.youtube.com/watch?v=RO81x71xaqk&list=PLzzh7AuEBkEkKTwLQQOK0GLcuaEd2uyah&ab_channel=LindybeigeLindybeigeVerified
This chap has a rather interesting channel and has also appeared on Little Wars
TV see: https://www.youtube.com/c/lindybeige/playlists and
https://www.youtube.com/watch?v=mGPWsw8dT3I&ab_channel=LittleWarsTVLittleWarsTV
Excellent review available here: https://crossfire.wargaming.info/review.htm
Be
warned Crossfire works best with loads of terrain. This means it may work well
for Pacific Jungle type games and also Vietnam see: Incoming a mod for Crossfire
Vietnam
https://balagan.info/wp-content/downloads/Incoming%20-%20Vietnam%20Rules%20for%20Crossfire.pdf
and
https://balagan.info/incoming-vietnam-rules-for-the-crossfire-system-by-barrie-lovell
Battlegroup Wargame Rules
For a good quick review of the Battlegroup rules, see:
https://ianlclark.wordpress.com/2017/02/28/battlegroup-a-rules-review/
This chap
also provides a convincing argument as to why one should consider these rules,
see:
http://rubbsalotsmancave.blogspot.com/2017/09/the-top-ten-reasons-why-i-play.html
For a balanced review giving various pros and cons see:
https://geekken.wordpress.com/2015/03/04/review-battlegroup-ruleset/
Rapid Fire
Wargame Rules
Rapid Fire wargames rules are the longest established set of WW II
fast play rules for games using models and miniatures. See:
https://www.rapid-fire-uk.com/
This review is useful and makes some interesting
comparisons to other rule sets, see:
http://diningtablenapoleon.com/an-outing-with-rapid-fire-rules/