A bunch of not so FAQ

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Frontkjemper
Posts: 2
Joined: Mon Nov 13, 2006 5:58 am
Location: Kroken, Norge

A bunch of not so FAQ

Post by Frontkjemper »

Well, as a ex-warhammer gamer, I have been developing my own tabletop wargame for some time. Approx. 4 years. And I have some questions about some issues, I'm somewhat drunk/tipsy now, but here it goes:

The game is standard D6 and centimeter system. (Metric)

Air strikes/Ground attacks:
How to do it?

Artillery strikes:
Yet again, how to do it?

Armour penetration:
My system is just too complex, even I and the other fellas don't understand.

And some other questions will come up when I can remember.
As I previously said, it is metric D6. Started 4 years ago in 1/72-76, then FoW, and then the perfect scale: GHQ. GHQ, keep up the good work!

Any replies is very welcome.
Oh yes

Xveers
Posts: 91
Joined: Tue Oct 31, 2006 7:18 am
Location: Vancouver, BC, Canada

Post by Xveers »

A few suggestions on general game mechanics:

Avoid the Igo/Ugo mechanic if at all possible. You've played warhammer and I'm sure you didn't really enjoy watching as your opponent took his turn pounding your guys. It also bites when he's sitting there thinking what to do, leaving you to just chew on your lip. Examples of simultanious actions: plotting indirect artillery fire, laying down movement chits (hidden) and resolving movement. Any of these can speed gametime and avoid the dreaded feeling of sitting on your thumbs and doing nothing.

Also, decide on a unit scale. Do tanks represent individuals, companies, platoons, or something else? this can help you decide other parameters of your ruleset.

Armor Pen is a complicated thing, but generally it boils down into three components:
to-hit (did you actually connect?)
Location hit (different locations have different armor levels)
Penetrative power (does your 88mm not have enough velocity at this range to hit, or is that 38mm shell just too wimpy to try?)

Also, try to keep modifiers consistent: Do you modify the dice roll or the target number? do you need to roll over or under a specific number. Keeping these two things consistent can reduce frustration, speed learning, and improve the overall cohesion of the ruleset.

Think about these points, and then perhaps ideas will come to you.

Frontkjemper
Posts: 2
Joined: Mon Nov 13, 2006 5:58 am
Location: Kroken, Norge

Post by Frontkjemper »

Thanks for the reply.
Well, one tank is just one tank. 3-5 one platoon, etc.
And I forgot to mention that I have been using the hex-type system.
I just can't get my head around air strikes and artillery.

Each player, or side, do have one turn each. It's just so much simpler, but I don't have real time plotting. Each attack movement must be decided at the very beginning, leaving only 1 change of route and/or planning. (Infantry units excluded)
I find that it works somewhat well. And since the scale has been altered some times, I have three different games. The FotB "mini" being 1/285th, and the game with most elaborate system.

And units have special flaws and strenghts, some on account of books and some from real tank crew.

I have been reading some of the FoW and GHQ rules concerning my questions, but it doesn't support my exact system.

But still, any ideas how I could do it are very welcome.
Oh yes

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