I've always been a big fan of the GHQ rules and have run WWII and Modern. Now I'm starting WWII Microsquad and Micronaughts.
However since GHQ doesn't have rules for modern at 1 to 1 does anyone know a good ruleset?
1 to 1 Modern rules
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1 to 1 Modern rules
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In part I guess it depends on just how modern you want to be. I know a few rulesets that can serve for cold war conflicts, but would not be very useful for US military actions today.
That said, I was never too pleased with any of those rulesets. I spent about 15 years focused on cold war gaming, and never found a 1-to-1 ruleset I really liked.
Old Dominion Gameworks (OGDW) has a rule set, Mein Panzer, that I very much like. There are now data books available not only for WW2, but for WW1, SCW, and Korea. I believe an AIW databook is in the offing, although given that most of the work is volunteer or part-time I would be careful about buying it in expectation of when an AIW data book might come out.
That said, I was never too pleased with any of those rulesets. I spent about 15 years focused on cold war gaming, and never found a 1-to-1 ruleset I really liked.
Old Dominion Gameworks (OGDW) has a rule set, Mein Panzer, that I very much like. There are now data books available not only for WW2, but for WW1, SCW, and Korea. I believe an AIW databook is in the offing, although given that most of the work is volunteer or part-time I would be careful about buying it in expectation of when an AIW data book might come out.
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"It is hard NOT to write satire." - Decimus Iunius Juvenalis, 1st Century AD
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Re: 1 to 1 Modern rules
I was in the same boat. I wanted an awesome modern ruleset, and it needed to be able to support 1:1.WargameHub wrote: However since GHQ doesn't have rules for modern at 1 to 1 does anyone know a good ruleset?
After a bit of research, I decided to pull the trigger on Fistful of TOWs 3. 'Natively' the rules are for a 1:5 scale, but do include rules for gaming at 1:1.
I have yet to play a game (busily painting my armies) but from what I've read so far, I like it. The game is designed to play very fast. FFT3 is a tad on the expensive side, but the rules include everything - from 1915 to modern combat in 2015+.
It includes army lists for almost any nation you'd want, TO&E's, etc.
The FFT3 rulebook has 462 pages, but the core rules are covered in 80-90 pages (aka 45 sheets of paper). Everything else in the book are optional rules, covering everything from game design notes to miniature painting tips and game board
construction to campaigns and scenarios to optional rules for obscure stuff like tactical nukes and chemical weapons... It has a good Yahoo! Group community and the authors are pretty responsive to questions or advice.
From the rulebook...
"Troop Quality Matters A Whole Lot. Troop quality affects every system in the game. Just like in the Real World.
Elegant Artillery Rules. Fast to resolve and no pre-plotting required. And you’ll actually use artillery.
Simple Command Rules. Clean and simple, the command system accurately models mechanized command and control, without a bunch of leader stands cluttering up the playing surface.
Virtually Every Major Weapon System from the 1930s to present is covered, along with data for different time periods and conflicts.
Full Campaign and Scenario Generation System. Plus advice and guidance for do-it-yourself scenario designers. And a point system to help balance scenarios.
Rules to Determine Your Own Equipment Ratings. If you think the Merkava III’s ratings aren’t right, we give you the rules to fix them.
Flexibility. Designed for play with miniatures from 2mm up to 15mm in scale with no modifcations. Because stands represent infantry platoons or 4-6 vehicles, the game comfortably handles battles from company/battalion-sized
to brigade/regiment-sized and larger. And no specific basing requirements!
Unprecedented Historical Coverage. With a single game system and data set, you can fight engagements from diverse times and conflicts of your choosing—such as Poland in 1939, France in 1940, Kiev in 1941, Tunisia in 1942, Kursk in 1943, Bastogne in 1944, the Ruhr in 1945, the Tet Offensive in 1968, the Golan Heights in 1973, the Fulda Gap in 1984, Iraq in 1991 and 2003, and many, many more."
I've also heard good things about the Cold War Commander ruleset as well, but can't speak to its ability to play at 1:1 or lack thereof... anyone? Bueller?
HTH,
ORC
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Best Set of 1 to 1 rules I ever played for micro armour was a set put out by GHQ in the 80's Called Tacforce. That said GHQ never expanded the rules beyond US and soviet Army lists and just let it die off...I will never understand why, I have the GHQ's current rules all of them but micronuaghts and they don't compare IMHO to tacforce. Thankfully there is a guy (whispers) that has been updateing them and all I have seen is superb the minute they come out I intend to buy them and retire My copy of TACFORCE till then its TF all the way The only other ruleset I like Is Ambush Alley games Force on Force its a 1to1 Platoon plus level game , Really awsome game....Mikey
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I've been working on this off-and-on (mostly off) for a couple years now. I've got a reasonably fleshed-out Army List for the US Marine Corps, and very rough infantry/vehicle stats for:cama wrote: I always wondered why there hasn't been a conversion of the Epic/Armageddon rules - they are designed for 6mm, are a blast to play. Hmmmm...
-People's Liberation Army Marine Corps
-Syrian Arab Army (just started this last week)
-generic Muslim insurgents
The game system just needs some rules for handling CASEVACs....
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Ah the holy grail of microarmour rules.....
I am also on the hunt for rules after having played WRG 1950-85 and the latter 1950-2000, FFoT, CWC and FOW.
The earlier WRG set we fun and but become outdated but were my favourite and I recently reread then and they still read well. The later set which I have played for a number of years are good but hard to read and understand.
CWC is not what I would consider 1 to 1 as a vehicle has multiple hit points (wounds) and there are some other features which are not 1 to 1. It is really a game system that uses tanks IMHO.
FFoT has a option for 1 to 1 but I have only played 1 game so I cant comment on how well that works. I wasn't impressed although my opponent skewed the game slightly in his favour. I know others who play it and like it but say that it can be pretty one sided after the mid 80s if you are not NATO. That may well be accurate but it doesn't make for a great game.
Other options are Force on Force, Challenger and I believe that there wil be a modern set of the Battlegroup series (Kursk, Normandy etc) but i don't know the details for that.
I'm also writing my own set of 1 to 1 rules because I cant find the rules I want to play. I want a 4hour game (or less) that doesnt make my brain explode and has the right balance between playability and period detail. Other desires are - distinguishing differences between professional, conscript and militia style armies, decent suppressing fire mechanics,some sort of preliminary recon/patrol phase and so on.
Cheers
Kieran
I am also on the hunt for rules after having played WRG 1950-85 and the latter 1950-2000, FFoT, CWC and FOW.
The earlier WRG set we fun and but become outdated but were my favourite and I recently reread then and they still read well. The later set which I have played for a number of years are good but hard to read and understand.
CWC is not what I would consider 1 to 1 as a vehicle has multiple hit points (wounds) and there are some other features which are not 1 to 1. It is really a game system that uses tanks IMHO.
FFoT has a option for 1 to 1 but I have only played 1 game so I cant comment on how well that works. I wasn't impressed although my opponent skewed the game slightly in his favour. I know others who play it and like it but say that it can be pretty one sided after the mid 80s if you are not NATO. That may well be accurate but it doesn't make for a great game.
Other options are Force on Force, Challenger and I believe that there wil be a modern set of the Battlegroup series (Kursk, Normandy etc) but i don't know the details for that.
I'm also writing my own set of 1 to 1 rules because I cant find the rules I want to play. I want a 4hour game (or less) that doesnt make my brain explode and has the right balance between playability and period detail. Other desires are - distinguishing differences between professional, conscript and militia style armies, decent suppressing fire mechanics,some sort of preliminary recon/patrol phase and so on.
Cheers
Kieran
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