What ruleset do you use in your last game?

Started by jchaos79, 08 January 2013, 05:21:07 PM

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paulr

1. Friends home grown Napoleonic - very 70s, bounce sticks, average dice, Airfix figures
2. British v French
3. Yes, very nostalgic and great fun
4. a few years now, still slowly evolving (had to add rules for canister fire on guns between playing evenings as guns got that close for the first time last night)  ;)

General Quarters I & II the game before before that

Not a huge fan of the extra "chrome" being added in a lot of newer rule sets  :-\
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Nirnman

1) In house Variant of "In The Grand Manner" Napoleonic rules.##
2) Austrian vs French, Bavarian, Prussian and, British!!! it was an attempt to generate interest in the period for the wargaming centre.
3) while the game turned out to be enjoyable it did give rise to some strange on table results.
4) No had used them a long time ago before leaving the hobby for a while. This was the second outing for these forces using these rules some revision may be required as infantry seem to ignore the threat of cavalry and columns are all powerful.

Zippee

1) General Quarters III A3 (plus house rules)
2) RN v KM in fog shrouded fjords - radar ticking, ultra close range panic (on occasion the torpedoes didn't have a chance to arm prior to contact.*)
3) Great fun and very tense
4) By no means, although as we're constantly tinkering they're sort of new each time  :D


*which is bad news when you're aboard HMS Hardy and the gloom shrouded shape in the fog turns out to be Scharnhorst. . .

fred.

1) kings of war! now heavily modified with house rules to give random activation and simultaneous combat
2) Dark elves vs Araby
3) great game, total blood bath, with several fun incidents
4) ( Is this was it the first time using the rules?) then no, been playing KoW a lot, but the house ruled version is quite new, but seems fairly stable.
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Fenton

If I were creating Pendraken I wouldn't mess about with Romans and  Mongols  I would have started with Centurions , eight o'clock, Day One!

Steve J

BKCII.
British vs Germans.
Win for the Brits after the Churchills defeated the PzIVs and the Germans had no chance of reaching the objective.
Been using them for years and still love them.

shawnt63


Fenton

If I were creating Pendraken I wouldn't mess about with Romans and  Mongols  I would have started with Centurions , eight o'clock, Day One!

PatG

1) Chain of Command
2) British VS German
3) Yup
4) First trial games - lost both, had a great time :)

Luddite

A modified version of Dux Bellorum for a game of A Very British Civil War.

The week before - Volley and Bayonet.
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fsn

Quote from: Fenton on 08 December 2013, 04:13:13 PM
What does that bit mean

Inexplicable, Exhausting, Poorly Tested Twaddle?
Insipid, Excruciating, Pathetic, Tawdry, Tosh?
Indubitably Exciting Prime Top Totty?

I think it may be

International, Extraterrestrial and Paranormal Tactical Team

but I have no idea what that means.
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shawnt63

What does that bit mean


Inexplicable, Exhausting, Poorly Tested Twaddle?
Insipid, Excruciating, Pathetic, Tawdry, Tosh?
Indubitably Exciting Prime Top Totty?

I think it may be

International, Extraterrestrial and Paranormal Tactical Team

but I have no idea what that means.


It is International Extraterrestrial and paranormal tactical Team. It is s set of rules I am writing that are about 95 percent complete. It is skirmish level gaming. If you have played XCOM that gives you an idea of the genesis of the game, but it goes beyond that. It is really a sort of Pulp/Horror/Sci-fi/WWI/WWII/MODERN COMBAT all rolled into one. I have three genres in which you can game - G1 is 1900 to 1930ish, G2 is 1930 to 1960ish and G3 is 1960ish to 2020. The games are "normally" run with a GM fighting as the bad guys, with the players all operating InEPT Teams. However, it is possible to allow several InEPT Teams to fight against one another or even allow alien or monster teams to fight against the InEPT Teams. Really depends on what the club wants. The guys locally here love it and it has pushed aside Flames of War, Bolt Action and Pony Wars as the number one preference. It is designed for 28mm figs but you can use any scale really. Game table can be as small as  2 x 2 or as large as you can accommodate. Games are predicated on a victory system based on either achieving goals or elimination of the Alien or Paranormal threat. Most recently we have done a lot of WWII stuff and will be delving into the WWI or Genre 1 to ensure some play testing of that genre is complete. The game moves quickly and you can play a few small games in an afternoon or a large one in the same time frame. We have played with a max of 5 teams (each team is between 4 and 12 figs) versus about 250 zombies - what a hoot! :) So that's what InEPTT is.

fred.

Quote from: Fenton on 08 December 2013, 03:02:20 PM
What sort of house rules are you using?
I think this is in response to my KoW post

The main thrust of the house rules are:
1) activation is by unit. We have a colour per side and place a  bead in a bag for each unit, draw a bead, and that player then chooses a unit to activate. It then does it's full actions

2) in combat, both sides fight, either unit that takes damage must take a nerve test. Both can rout


There are some more details to clarify the details of the interaction if the above.
And of course we play with 10mm figures.

Drop me a PM and I can email the details if you want.
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sunjester

1. They Couldn't Hit and Elephant
2. Americans and...er...um...you know, the other ones...Americans.
3. Fun and frustrating at the same time, but then we were fighting in the middle of a wilderness with random entry points for both sides!
4. We have played the rules a few times now and we are starting to get a hang of the mechanisms so the game runs more smoothly.

kustenjaeger

Greetings

1.  Chain of command (solo test)
2.  British and German infantry
3.  Very good.
4.  Have done a couple of test games solo but want to play them properly over or after Christmas.

Edward