So I'm looking for a set of modern rules. To help me choose a set I've decided to do a side by side play test of various rule sets. I have a small scenario from "The Bear Marches West." A small US force of two platoons faces down a Soviet motor rifle battalion. US set up to the west. Soviets enter from the east, goal is simply to wipe out the US forces. Map appears at the bottom of the post.
I'm going to play it with Fistful of TOWs, Micor Armor Modern, Team Yankee, 5Core and Command Decision. I'll be writing up reports of some kind, probably posting them on my Deep Fried Happy Mice site....
Mark Severin
Owner, Scale Creep Miniatures
Author DeepFriedHappyMice.com
I've even hand drawn my own map at 250m hex scale to use Assault counters with.
I've decided to write my own rules using the best bits of all the boardgames and rules I like.
I'm setting it at a platoon level game but upto Division/Corps level and about a Day for a game.
So far I'm using:
Air+Armor boardgame for the 'Operational' level mission assignment for Brigades and Regiments on a 2hr cycle
FFOT3 for the anti-tank stuff
A 2d6 version of Panzer Blitz for the Anti-infantry stuff
Some bits from Lock'n Load 'Blood&Bridges', Assault, Panzer Korps and my own 'home grown' stuff to add a bit of variety.
It's playing quite nicely and is a good on-going project to keep me busy.
What about MBT? I know the old version was complex but there is a revised more streamlined version in print right now. I'm waiting to get my hands on them. As of right now I have FFT3, GHQ's game, MBT and Team Yankee. I have played all of them and I am waiting to hear what you have to say so we can compare thoughts.
We had our first game of Sabre Squadron yesterday and it was most excellent. Neither of use had read the rules completely and so we kept the armies simple with 80s Brits vs 80s Soviet with about 1200pts each.
We found the rules pretty straight forward and after a couple of turns the game was flowing very well. A lot of the info is on the datacards so that keeps the rules cleaner and simpler. Anything we had to look up like morale or artillery was easy to understand, and made sense. The game flowed quite quickly and we found we didnt have to refer to the rules a lot once we got going. Because most things need a 5+ (with modifiers) to succeed we found that we could throw the dice and if it was high or low then you could figure out quickly if you were successful (and because there arent a lot of modifiers).
There are a lot of rules in the main book but you only have to read the section that apply. Eg we didnt bother with aircraft, human wave attacks, nukes and so forth.
Shooting tends to be very deadly with tanks auto killing each other, and it is more of a case if you can see it, you can shoot it and probably destroy it. But we both had tanks with big guns (T-80BV vs Chieftain Mk9). I think it will work well for earlier periods when the gun/protection factors are more even, but there have been suggestions on the forum of how to change this but we will try a few more game first.
I think if you have played the old WRG Moderns rules (1979 version) then this seems like a natural progression, but it is written in plain english with diagrams and charts and so forth. There is some cool setup options and neat little tactical nuances we noticed towards the end of the game, but our first game was really seeing if we liked the rules (which we did!) So we really enjoyed the game and found it the right balance of play ability vs period flavour/detail..
Note the free download rules are a lot simpler, so reading them may not give you a good indication of the main game.