GHQ: Modern

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Panzerleader71
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Joined: Wed Oct 17, 2007 12:16 pm
Location: Ontario, Canada

GHQ: Modern

Post by Panzerleader71 »

Looking into starting some modern gaming and would like to hear peoples opinions on the Modern rules system that this fine company has published.

dougeagle
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Location: Northern Alberta

Post by dougeagle »

If you have played GHQ-WW2 rules then they are pretty much the same. Fairly easy to get a hang of as well as there are a few newer things to do in the game. With the Modern rules, you can create either a Movement Group, much like in WW2 rules or a Battle Group which I myself and a few others like. The Movement Group is the same where as the Battle Group does not have to be in base to base contact, rather they have no cohesion range. However my friends and I have made it so that a BG will have a max of 6" between each stand...depending on the forces rating will also reflect on this.

Aside from that, I found the rules to be quite good as I do have other rule sets as well. If you're looking to get into the modern, then in their free rules section there is an area where you can download the countries TO&E. As I have stated earlier, I rather enjoy the modern rules and hopefully you do as well. :D
Doug

A goal is not always meant to be reached, it often serves simply as something to aim at.
Bruce Lee

Panzerleader71
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Post by Panzerleader71 »

I have not actually had the chance to play the WWII version of the game. I currently use Blitkrieg Commander for WWII, and will be sticking to that game for those years. I would use Cold War Commander, but I feel the rules don't cover enough of the reality of modern warfare.

What is game play like? Are there many phases per turn? Do you have to have a lot extra counters on the table for cohesion, hits, etc? I'm looking for a fairly simple rule set.

Izazombie
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Joined: Tue Apr 01, 2008 12:56 pm

Post by Izazombie »

I use Modern Crossfire: Volume of fire for my modern gaming. I've been working up some more detail using information from the Battlegroup game and a few others to fill in some blanks.

Right now all my games are almost 1:1 for ranges, 1mm equals 1 foot (Though, I fudge a little so my 8'table represents 1 klick when I make a map that mirrors a real world place), each vehicle is one vehicle, each base is a squad or fireteam, depending on the game size. It works out great.

I've looked at the GHQ rules and think they would be a lot of fun for all armor battles, which I will be trying in the future.

wbaetz
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Joined: Sun Mar 16, 2008 9:26 am
Location: US

Modern Rules

Post by wbaetz »

We have been using GHQ's modern rules modified for 1 real vehicle to 1 game vehicle scale. Details of the rules changes we use and the scenario we just played at Cold Wars 2008 can be found at
http://web.mac.com/williambaetz/Bills_Site/Hilders.html
We have several more rule changes coming that we discuss in the blog section of the website.

-----Bill

dnichols
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Post by dnichols »

I have been playing the GHQ Modern rules since I was involved with the play testing prior to publication.

First, if you want to get a feel for the mechanics of the system, play the WWII rules, the mechanics are similar enough that if you know one system, the other is very easy to pick up. You can download for free the tank rules for WWII off the GHQ website.

I understand what you mean about excess markers all over the table top. This system uses only 4 different colored beads that don’t tend to clutter the tabletop.

Here are the 4 main reasons that I like the GHQ Modern Rules:

1) The cohesion system. A single rating that essentially tells you how well a unit can receive, interpret and execute orders. Higher cohesion units spot better, shoot better and move better than a lower cohesion unit. This system takes a very complex dynamic on the real world battlefield and translates it neatly to the tabletop. Better units simply perform better in all aspects. While unique this mechanic is VERY easy to pick-up.

2) The Tech Levels. This in my opinion is the best handling of this difficult real world issue I have seen in a game. How do you realistically match up combat power wise a beat-up Toyota Technical with an Apache helicopter? The two units are decades apart in technology. A simple chart that adjusts the phases of the turns does this elegantly.

3) Realistic results. I spent 4 years active duty as a mechanized infantry officer with experience in the Gulf War and several NTC rotations and the outcomes that I saw in the realistic force on force battles at NTC were mirrored in the game. The modern battlefield is fast, lethal with little room for errors.

4) The game plays quickly with decisive results in a decent time frame. 3-4 hours is plenty of time for a good sized game to be fought to conclusion. Many times when playing the game at conventions, people walked by the table early in the game and then came back an hour or two later and were amazed at how much the battle had progressed.

---Daryl

Panzerleader71
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Location: Ontario, Canada

Post by Panzerleader71 »

Been reading over the Tank vs Tank portion of the rules (WWII) from the site, they seem to be a solid set of rules. Think I will take a chance and place an order soon.

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