Monday, 21 June 2021

Golgotha's Wargame Rules - WW II Rules

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: 

  • Light 
  • Medium 
  • Heavy 

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/