Thursday, December 20, 2018

Solo Game Testing Some Rules for WWII


      In a rare event, sometimes I solo play games. And in this case, I did this for a reason. Plus, my wife was still at work! The reason is that I need to start figuring out my Historicon strategy for rules for my Pacific Game for the fight for Peleliu Island. There are many rules that I can use that is currently on the market. Hell, Warlord is coming out with skirmish game, so I hear. Wasn't that Bolt Action? However, I have a few standards that I am trying to achieve for this historical battle. One, I want it to be chaotic and playable. The whole assault on the beach was filled with men getting lost amongst different units while dealing with some heavy fire. Leadership was not exactly lacking, but very difficult to communicate in the chaos. The research I have read so far about the battle was based more on accounts of individual bravery more than commanders leading them. So my goal was to make the individual matter much like in the game Normandy Firefight with the benefits of Bolt Action.
     The answer to this call is not even a rules set for WWII. In this solo game, I ran a modified Buckskins and Rangers game. Buckskins and Rangers is a set of rules that is written for the French and Indian War. I know. It is right next to each other in the history's time line. What I found great about playing Buckskins and Rangers at Historicon some years back was the mechanics. It is a card driven game. However, the unit set up was unique. For a set of six men, you have one officer and whatever lower ranks you choose. At the beginning of a turn, you roll a D6 for each of you men. The number that arises is the amount of actions that figure has. However, if your command gets a good high roll, you can use the same amount of actions for the rest of you men if they are in a command radius. I believe they have to be the same actions. What is get about this is that you other men can venture off to preform of actions and duties such as: fight a one on one melee, set a house on fire, steal a sheep, or have sex with a sheep! The point is: Options!     So a make so Skibicki-quickie modifications to the rules to work for WWII!
        A couple of the modifications I did were using modern firearms, area fire, grenades, rate of fire changes....the works. The pictures below tell how this worked in six turns. It was looking like the Germans were doing pretty awful in the beginning. They managed to get back into the game after really recovering from "Area Fire" or Cover fire. Pins are only added from "area fire" when each model in a group committing to this action roll a six. A six after that randomly hits a person. Wounds are D3  with a six as a strait out kill. I will most likely share a copy of these, if I go that direction. Anyway, without going into too much detail. Here are the photos.




















No comments:

Post a Comment