Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Saturday, 15 February 2020

BEAMSTRIKE RULES & SUPPLEMENTS

I have a great affection for the Beamstrike sci-fi rules (which I contributed to).  They are described as:  "Beamstrike', a free, open source miniatures wargame developed for 15mm Science fiction figures. Inspired by 'Imperial Commander', Beamstrike rules are comprehensive, yet fast moving, there are ample examples of weapon systems, vehicles and equipment. You can use the background universe provided, yet the rules are generic enough to be used in your favourite science fiction setting."


Sadly with the demise of the Yahoo groups and the disappearance of the wed page that the author Neil Copper used to have, it is now difficult to locate all the supplements that were created.  I have decided to remedy that by uploading all the Beamstrike files into dropbox so they are downloadable :)
#1   Core Rules - version 1.22 - author Neil Cooper.
#2   Quick Reference Sheet - version 1-2
#3   Alien Supplement - version 1.2 - authors  Neil Cooper and Din Clarke,. 
#4   Imperial Era Supplement No 1 - author Neil Cooper.
#5   Star Wars Conversion - author Neil Cooper.
#6   Urban War  (draft version) - author Neil Cooper.
#7   Counters & Templates.
#8   Turn Monitor Sheet.
#9   Army Record Sheet.
#10  Visual Record 1.


If you are looking for an alternative set of 15mm Sci-Fi rules, Fubar Sci-Fi Expanded are worth a try, they are currently my rule set of choice.


Saturday, 29 September 2018

Flames Of War Team Yankee At The Harrogate Wargames Club

Most of my gaming group at the Harrogate Wargames Club club are into Flames Of War Team Yankee using 10mm (1/444th) scale vehicles.  Over the last couple of weeks I've been watching a few games, and after some deliberation I have decided to join and get my own army.  Years back I used to do modern gaming with 1/300th tanks (mainly Heroics and Ros) with a Swedish army.  I still have a real soft spot for the old S-Tank, so I think that is army I'm going to get in 10mm.  I shall post more in this subject as my army develops.

In the meantime, here are some pictures I took over the last two games that were played.


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Saturday, 26 May 2018

WHAT A TANKER! - LADDER TOURNAMENT

Having finished a campaign based on the one in the WaT rule book at my club I've suggested to my gaming crowd at the Harrogate Wargames Club (HWC) we try a ladder tournament.  The advantage of this structure is that:
a)  Players get to try out a large variety of tanks,
b)  The tournament is time-bounded.
c)  Kill rings are not awarded, so failure is not reinforced.
d)  Its easily adaptable for different lengths and periods.



HWC – 2018 - WHAT A TANKER – LADDER TOURNAMENT

1.            The tournament involves every player, playing in 13 games.

2.            There must be an equal number of players in the tournament (i.e. 2, 4, 6, 8 etc.)

3.            The winner is the player at the end who has the most kills.  In the case of a draw result, then a 14th game is to be played by the respective players to determine the final winner.  

4.            The tournament starts with each player having 10 points with which to purchase a tank from the 1943, 44 or 45 years. They cannot select a tank less than 10 points.

5.            After each game the number of points available to each player increases as per the following ladder.

Game 1                10 points.
Game 2                11 points.
Game 3                12 points.
Game 4                13 points.
Game 5                14 points.
Game 6                15 points.
Game 7                16 points.
Game 8                17 points.
Game 9                18 points.
Game 10              19 points.
Game 11              20 points.
Game 12              21 points.
Game 13              22 points.

6.            Players may select a tank with less points than they have available and randomly draw cards from the tanker deck to compensate.
·         Example. In game 5, John selected to play with a Sherman Firefly, a 14 point tank.  He liked the tank so much that his next game (game 6) he opted to keep it and draw a Tank Deck card.  He kept also the same type of tank for Game 7, and so drew 2 cards.

7.            Players may not select a tank that is any more than three points less than the table above (i.e. you cannot select a 10 point tank in game 13).

8.            Players are free to change nationality from game to game, so for example there is no requirement for a player who started in a Panzer III to always have to fight in an Axis tank.

9.            The sides in each game must be always balanced, i.e.  1 v 1, 2 v 2.

10.          The sides must always be Axis versus Allied.

11.          Players do not get awarded kills rings as per the campaign in the WaT rule book.

12.          The terrain can be set-up to play however the players sort between themselves. 

13.          The starting side of the table, or corner should be determined randomly.

14.          The 12” spacing between players on set-up, does not apply in this tournament;  i.e. in a multiplayer game tanks may come on within inches of each other (as if they were a Platoon).        

15.          If there are multiple players in the tournament, it may not possible for everyone to play together in each round.  In those circumstances, those players missing need to play catch up games.  It is for those players to sort out at which level they are playing, some flexibility needing to be shown by players.  It doesn’t necessarily matter if each player doesn’t get to play at each level as long as everyone gets to play the same number of games overall.

16.          In multi-player games if one side loses half the number of tanks they started with, they have the option as per the normal WaT rules to immediately stop the game and withdraw.  However, if they choose not to do so at that time, they must remain in the game until either:
a)            They all get destroyed, or
b)            They destroy all the opposition, or
c)            The opposition exercise their option to withdraw (assuming they haven’t already foregone it).

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Friday, 27 April 2018

WHAT A TANKER! - 'HARDCORE' Variant

At my local club (HWC) we've been playing numerous WW2 games using the excellent 'What a Tanker!' rules written and published by the TwoFatLardies of Nick Skinner and Richard Clarke  If you haven't check them out yet, they are definitely worth a try as we have had such a laugh with them.

What this posting is about, is providing optional rules for the 'hardcore' tanker enthusiast who wants some extra detail in the game, a few of the inconsistencies in the data tables smoothed away, and the ability to use half-tracks and wheeled vehicles.  Feel free to:
a)  Use all the extra elements and amendments suggested, or
b)  Just use the bits you like, or
c)  Disregard completely as an utter waste of time of.....  LOL

I will shortly be placing all these into a single word document, in the meantime feel free to keep coming back to this page as I type up my hand written notes.


ACCELERATED CAMPAIGN 

If you want to play an accelerated campaign, use the following mechanism.
-  For each game played that your crew survives they receive a Battle-token.
-  Both Battle-tokens and Kill Rings can be cashed in to  Level Up.



EXTRA CHARACTERISTICS

Please note that for some of these new characteristic, a small amount of additional record keeping using either extra tokens or dice or written notes, will be required.

Slow Reload
The reloading action takes two Reload Order Die.  The activity can be carried on spread over turns.
Design Note:  Some vehicles due to the size of the rounds involved used two part ammunition,  i.e.  Soviet 122mm, Soviet 152mm, German 128mm.

NoCO
Vehicles with No dedicated Commander (NoCO) need one extra Acquisition die to acquire a target.
Design Note:  Some vehicles due to their small size only have a one or two-man turret or fighting compartment and therefore do not have a dedicated vehicle commander.

Half-Track
Cannot rotate on the spot.  Can only reverse over major obstacles.
Design Note:  The wheeled suspension is fragile.

Wheeled
Cannot rotate on the spot.  Can change any Order Die to Move Die when on roads (must remain on road for the movement..  Cannot cross major obstacles.

Fast Back
Does not suffer the normal penalty for when trying to reverse.
Design Note:  Some vehicles such as the German 234 range of armoured cars have two driving positions and the same number of reverse gears as they do forward (6).

Hot Shot
+ 2 to Penetration except at Long Range.
Design Note:  Some vehicles were issued with a full compliment of Tungsten Carbide cored rounds, USA and British tank destroyers in the main. Performance dropped off at long range however.

Very Slow
Vehicle can only use a maximum of 1 Movement Die per turn.


NEW RULE AND AMENDMENTS

Track On Target
The benefit of using additional order dice to aim at a target are not lost once the firer has fired.  They are retained for all follow on-shots (across turns if need be) until aim is lost because either the firer are target move or acquisition is lost.the next shots.  Additional Aim order dice can continue to be added.

Example:
Turn 1:  A Sherman acquires a target, and has two AIM dice. It's long range no cover in the way, so he needs a 7 modified down -1 to a 6.  He fires and misses.  He makes a note of his -1 Aim modifier.
Turn 2:  The Sherman rolls his Order Dice and gets two aim dice.  His basic 7 to hit is now modified down by a total of -3.


Point Blank
This is a new range category of 0 to 12" range.

Adjustments For Range - To Hit
Point Blank -1
Standard Range: No adjustment.   (as per existing rules)
Long Range: +1  (as per existing rules)

Adjustments On The Number Of Strike Die
Point Blank +1
Standard Range: No adjustment.   (as per existing rules)
Long Range: -1


Flank Shot Bonus
Vehicles from the flank have a bigger aspect than from the front or rear, as a result they are 1 die easier to Acquire and are -1 to hit at all ranges.


Point Of Difference Card
Sometimes it is not possible (or desirable) to have point balanced games.  In these instances for each point of difference between the sides a card is issued; this card, 'The Point Of Different Card'.  This allows the user to, once per game:
a)  +3 or -3 to their Initiative Roll
      or
b)  change two of their rolled Command Dice to a different number.
Note:
-  The cards must be distributed before the game starts.
-  Players can only play a maximum of one card per turn, although multiple cards can be played in a turn by one side (if multiple players are involved).

AT Guns
Anti-tank guns have the following Characteristics by default:
Small, Low Profile, Rapid Fire.  They may not button up.  1 drive dice allows then to change their facing, otherwise they count as immobile for the game.
They also count as TD, in that they can change any die to an aim dice, BUT this is for the first shot at a target only.  This limitation is to reflect the blast issues associated with gun barrels so close to the ground and recoil issues which disturbed the aim on many AT guns.


NEW VEHICLES THAT WILL BE ADDED

Here is a link in Dropbox to the current version of the Hardcore Vehicle Listing v18:  Link
Latest version uploaded on 31 Jul 2021.
It's currently work-in-progress...  The Germans are almost there, as are the USA.



NEW HARDCORE RULES & RULE CLARIFICATIONS !! 
I've written the Hardcore Rules up into a document that can be found here:   Link
Latest version 2-6 uploaded on 9 Jul 2021.
Let me know what you think below in the comments :)

Sunday, 26 March 2017

StarGrunt 40,000

Came across this interesting page today about a system for converting Warhammer 40,000 army lists into a format that will work well with the Stargrunt II rules system.  Worth a look: Link
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Saturday, 27 August 2016

Dragon Rampant - Harrogate Wargames Club - House Rules

You know what it's like; you have several games using a rule system.  Not all the situations you might want/need covered are in there, so you agree with your friends an approach to take.  You then leave the system for a few weeks and when you go back to it, there is confusion over what was and wasn't agreed...  This is what my gaming group had with Dragon Rampant a few weeks back.

The simple way forward is of course to write down this stuff down, so I resolved to put pen to paper and write up a set of 'House Rules' that we could all agree on.

My efforts can be downloaded at this link (currently at version 8-4-0), and reflect our collective thinking after playing some 75+ games.  (note, the latest version can always been found here)

If you have any questions or suggestions for improvements, feel free to post them here :) 

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Friday, 20 May 2016

Gaslands Game At The Harrogate Wargames Club

I've been intrigued by game being played at the club this last month.  Called 'Gaslands' it is described as a 'game of post-apocalyptic vehicular mayhem'.



It very much owes it lineage to the old 80s game Car Wars, a copy of which I'm sure I still have buried somewhere in my loft.  In this case the came uses actual cars and terrain, of which you have to supply both.  James D invited me to join in a game, and the week before I was given a small car to customise.  After some debate I painted it grey and black and added a rotary cannon to the roof :)  I mean, why wouldn't you ?  :)
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Can't say anything about the rules mechanics as they are in play-test, and will be eventually published (by Osprey in 2017 I understand).

The game itself was a 6 player affair, of three teams (two players in each).  The winner was to be the first to have a member of the team navigate round the board passing between all 4 'gates'.  It's fair to say that getting through the first gate was a major challenge with vehicles spinning off all over the place, frantically dodging each other, some getting rammed, some looking to ram etc ! I narrowly escaped getting wiped out by a complete manic in a bus !

Once through the first gate we were allowed use any vehicle weaponry.  This was the time to deploy the cannon (it seemed wrong not too...), so I managed to damage Gavin M's car several times.  I was ahead of him for a while, but then he managed to just nip ahead.  Before I could get past him his team mate James D rammed me, and my car was wiped out, so allowing Gavin M and he to win.

Overall quite an entertaining game.

A few pictures from early in the game are below.
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Friday, 8 April 2016

EAGLE RAMPANT AT THE HARROGATE WARGAMES CLUB

In the Apr 2016 edition of Wargames Illustrated is an article about a Lion Rampant variant for the Napoleonic period, called 'Eagle Rampant'.  Although currently deep in the middle of our club 13 player Dragon Rampant 'Badlands' campaign, John S suggested we take a week off to try the conversion out; so last night after our club AGM we had an eight player game on our 8ft x 6ft club table.  Each player between 3 and 4 units, points varied but most had 12.  The Eagle variant is so similar to Lion Rampant and Dragon Rampant that those familiar will be right at home with the rules from the off. 

The clean living, god fearing Brits took on the filthy frog-leg eating French (perhaps you can guess which side I was on :) ).  The objective was a baggage train stuck on a bridge.  Both sides had to try and take control of the objective. 

I started south of the river (my unit was 2 units of Line Infantry (4pts each) and 2 Skirmish units (2 pts each) along with Theo S.  Facing off against us was John E.  To the north in a defensive posture were John S and Mick with more Brit Infantry and some Cavalry facing off against Simon A, Chris J and Gavin M.

From the off lots of desperate actions broke out all over the table as the two sides clashed !  John S was rapidly overwhelmed north of the Church and Chris J and Gavin then rolled into Mick M and gave him a battering.  Theo S's troops didn't do much for a while other then take a beating from French skirmish fire (poor initiative rolls), but then my Skirmishers and a line unit reinforced him.  John E after a valiant exchange was crushed and the axis of the battle changed.  Simon A troops took a beating off Theo's and mine Skirmishers and he was out,  Mick J's and Chris's last troops also fled.  The final shots were between Gavin Theo and myself as we fought around the baggage train.  In the end Theo and I managed to hold on, but it had been 'a damn close-run thing'  :)  

Myself, I felt the game went brilliantly and was well entertaining, provoking a large amount of good natured banter.  To my mind this is a good measure by which to judge how enjoyable a game has been on a club night :)  Well done to John S for setting up a well balanced game.  We'll certainly be playing Eagle Rampant again in the future :)

Anyway, here is a selection of photos from the game.  Great looking figures (I'm sure you'd agree) by John S, Theo S and Gavin M.
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Theo's troops face off against John E.
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Early in the game look North.
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John Es column Infanty.
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Theo's Infantry.
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Theo's Leader.
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Looking south.
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Things are starting to look grim for the Brits (on the left) as weight of numbers tells.
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Mick's Brits are under some pressure.
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Remains of Chris's cavalry and Gavins Infantry take on my Line Infanty (nearest unit) and Theo's (just in sight to the right) wading through the stream.
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Tuesday, 16 February 2016

DRAGON RAMPANT CAMPAIGN

Quite by accident I stumbled across rules for how to run a Dragon Rampant campaign on TMP.  Written by Robert Crowhurst he had adapted them from a set contained with the Warhammer Ancient Battles (WAB) rulebook.

In turn I have extensively modified them, with the invaluable help of John Savage.  Currently 11 players are involved and we have our first games this coming Thursday :)  I shall be posting regular updates.
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Comment:  Some of the units that I will be fielding over the course of the campaign :)
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The current version of the Campaign  rules (Version 7-0-1 dated 23 Jun 2016) we are using, can be downloaded here: Link
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Wednesday, 27 January 2016

DRAGON RAMPANT - 'THE WICKER MAN'

Our club has been invited to put on a game at the forthcoming Vapnartak wargames convention here in York.  John Savage has come with an interesting idea for a participation game using the recently published Dragon Rampant rules.

The scenario is called 'The Wicker Man' and is set in 72AD in Northern Britannia.  The local tribes have risen up in rebellion against the occupying Roman forces. A patrol from a far flung outpost has been captured and is to be sacrificed to the Gods in a Wicker Man. The players can take command of the Roman garrison as they seek to rescue their comrades from a horrible fate or lead the tribes in rebellion to throw off the yoke of imperial oppression. In addition each player will have the opportunity to seek glory for themselves while ensuring victory for their chosen side.


As a dry run to test out the force balance we had two games at the club, each lasting about an hour. I participated in the second as clean living Roman attempting to wipe out the barbarian scum ! :) It's only fair to say that the figures and Wicker Man in the photos below are all Johns, and beautifully painted.

Why use Dragon Rampant I hear you ask.  Well, the rules give an entertaining game, allow a result in an hour, and are easy to pick up. In addition it's easy to construct an army list and John wanted the Britons to have a Druid (armed only spells he could cast on his own troops).



The Wicker Man and the Britons.
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Brit infantry advancing.
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Brit skirmishers deploy in front of the Wicker Man.
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Roman fort and Auxiliaries deploying for their sorties towards the Wicker man.
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Auxiliary cavalry ready themselves.
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Auxiliary infantry advance.
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The battle starts, with the Romans auxiliaries advancing.  The three units of heavy infantry couldn't get their act together (been on the wine the previous night) and repeatedly failed their activation attempts at the start which allowed the Brits to bring their reserves up.
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The Roman auxiliaries get stuck in, but within a couple of turns are seen off, fortunately the Legionaries have now roused themselves.
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The Brits unleash their dogs !
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First Brit Chariot unit wades in.
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and the second makes its move as well.
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Roman legionaries make it out of the fort and take over from the auxiliaries. 
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They see off several Brit units, but in the end get overwhelmed. 

Final thoughts on the battle.  Lots of fun to play, not withstanding the Roman loss the game could have gone in their way a couple of times.  The Brit druid successfully cast a couple of spells but was in know way dominating.  A couple of minor tweaks and the game will be ready for Vapnartak :)
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