This another part in the free wargames rules "recommended" project.
I think every wargamer has tinkered with their own ruleset, and increasing amounts of them are freely available on the web. But are they good? There's so much out there, and most aren't worth the download.
We're collecting rules recommended by other gamers. If you've played some free rules that you enjoyed (or had interesting mechanics/ideas) put a comment in this post (no sign-in required).
Age of Blood
.....fun Viking battle and campaign system. LOTS of flavour incorporating RPG style elects in war band management, which takes up most of the rules. I had a very enjoyable campaign with these free rules (lots of posts on my blog if you are interested) - Paul O'Grady
I downloaded these ages ago and was quite impressed by them. Shares many similarities with LOTR - heroes have a kind of limited-resource "fate" re-roll, there's a similar activation and morale system. In fact the main difference is the use of opposed d10 rolls. A pretty thorough campaign/advancement system with ability to add mythic creatures.
Skjaldborg
.....The rules are a bit slow regarding movement of units but it has got interesting concepts in morale, motivation and melee. It is worth a read at least. -blacksmith
This is another viking skirmish game for 10-30 minis a side. Definitely interesting "motivation" rules - a soldier, depending on circumstances, may charge uncontrollably at the enemy, follow orders, fall back or even flee. This is a real central mechanic to the game. It's really interesting but quite daunting. (There's a few charts which can scare people off)
Shieldbreaker
.....nice simple rules with a cool army builder a little reminiscient of a song of blades and heroes builder but you cant buy as many special rules so less complex -James Toney
.....a streamlined version of SoBH, which is pretty streamlined to begin with. ....the army builder on that website is pretty darn sweet. - Warren Abrox
Basically like the recommendations say - simple SoBH-style combat resolution, but without the risk-reward activation system and the plethora of special rules. A bit too bland for me personally, but as they say, it has a nifty unit builder.
Maurice(18th Century) and Longstreet (ACW)
Adam Carriere gave a pretty thorough breakdown:
Sam Mustafa offers the "lite" version of his Maurice(18th Century) and Longstreet(ACW) rules they aren't actually lite they are in fact the full table top game missing only the campaign elements.
Both use Cards (printable version are available free) for command and control as well as to provide bonuses to your troops or penalties to your enemy. The Card play also break up the traditional IGO UGO game as the inactive player can interrupt the active players actions.
The cards add a layer of depth and are the real heart of the system. Cards have a range from the army commander they can be used i.e. a card with a range of 4 could only be used 4 away, while a unit with a range of 11 can be used 11 away. Cards can also be used to modify actions - and if you are the non-active player, you can use them to interrupt an opponent's turn. A pretty slick set of rules.
Victory Without Quarter
Its an interesting set of rules and uses a fun card mechanic with integrated 'special events'.
- Paul O'Grady
These English Civil War rules have the usual "stands"of infantry. You'll need to make your own cards (spraypainting old playing cards is my method). I'm not a mass battle game expert (DBA is about my limit) but to give you an idea, activation is card-based (random, but extra cards for officers who can activate units in range); units absorb hits with casualty markers, each stand rolling to hit on 5+ on a 2-3d6 (shooting); or 4+ on 2-4d6 (melee.) The card draw system can trigger a roll on the event table, adding a bit of flavour.
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Again, thanks to the energetic readers of this blog. This article is courtesy of Paul O'Grady, Adam Carriere, James Toney and blacksmith.
Tampilkan postingan dengan label Free Rules. Tampilkan semua postingan
Tampilkan postingan dengan label Free Rules. Tampilkan semua postingan
Senin, 09 Maret 2015
Minggu, 08 Maret 2015
Recommended - Good Free Wargames Rules - Edition #1 - Sci Fi
There are 1000s of free rules on the net, many of dubious quality.
Need help to separate the wheat from the chaff? These rules are recommended by blog readers and are all "worth a look."
(If you want to help by recommending some free rules, please visit this page and leave your recommendation in the comments section. No sign-in is required).
This week we're looking at rules with a sci-fi angle. Click on the title for the link.
....really keen and it was the first instance I saw of the "casualties or suppression" mechanic. -Ivan Sorenson
A great way to re-use your old 40K models. Want to be an Inquisitor with his retinue? Read the Eisenhorn/Ravenor novels and I bet you'll be reaching for the download button. This was created by Craig Cartmell and the Forge of War development group, who also did FUBAR. It comes with warband lists, weapon lists and a campaign (mission) supplement with scenario/opfor generators.
As a small warband-level game using 40K models, this helps to scratch the Necromunda itch.
Another simple rule set, in a similar style to FUBAR. Like it says on the box - a one page set of rules, with a 40K focus.
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Need help to separate the wheat from the chaff? These rules are recommended by blog readers and are all "worth a look."
(If you want to help by recommending some free rules, please visit this page and leave your recommendation in the comments section. No sign-in is required).
This week we're looking at rules with a sci-fi angle. Click on the title for the link.
....really keen and it was the first instance I saw of the "casualties or suppression" mechanic. -Ivan Sorenson
A great way to re-use your old 40K models. Want to be an Inquisitor with his retinue? Read the Eisenhorn/Ravenor novels and I bet you'll be reaching for the download button. This was created by Craig Cartmell and the Forge of War development group, who also did FUBAR. It comes with warband lists, weapon lists and a campaign (mission) supplement with scenario/opfor generators.
As a small warband-level game using 40K models, this helps to scratch the Necromunda itch.
...an article would be longer than the game but it deserves a nod - Ivan Sorenson
This is a very short (one page) set of rules, which has been re-used in a wide range of genres. The original is modern/near future sci fi but there are a myriad of variants ranging from Star Wars to Stargate, Aliens to medieval, fantasy, horror and VSF. Would work from skirmish to platoon+ level. There are some quite polished unit cards, resources and expansions made by an inventive community. The author Craig Cartmell has gone on to make the commercial VSF rules In her Majesty's Name. ....criminally overlooked and a fairly short read - Ivan Sorenson
A section/platoon level game. Amongst other stats, units have "motivation" (fanatic/warriors/reluctant/unwilling) that influences their behaviour and would allow a degree of solitaire play. Has an alternating (dice based) activation, with opportunity (reactive) fire. Includes rules for vehicles and dropships. I haven't come across this before, but I'm giving it a +1. Thanks, Ivan!I'll save Ivan's blushes here and nominate this myself. Alongside FUBAR this is probably the first rule set I'd recommend to someone "getting into" sci fi gaming. One of the most complete free rules sets.
Aimed at the 40K level (platoon+ support/vehicles) this is relatively "hard" near future sci fi/modern with suppression and casualties emphasized (although there are rules for simple psychic powers). Quite polished, it's better laid out than most "paid" PDFs. I remember liking the recon stage (which is sort of a mini-game allowing you to place units before the battle). There are plenty of bells and whistles (army /vehicle builder etc) as well as campaign generators which add flavour - and reveal the author's RPG ancestry. I'd label this the next logical "step up"from FUBAR or similar one-page style rules.
Aimed at the 40K level (platoon+ support/vehicles) this is relatively "hard" near future sci fi/modern with suppression and casualties emphasized (although there are rules for simple psychic powers). Quite polished, it's better laid out than most "paid" PDFs. I remember liking the recon stage (which is sort of a mini-game allowing you to place units before the battle). There are plenty of bells and whistles (army /vehicle builder etc) as well as campaign generators which add flavour - and reveal the author's RPG ancestry. I'd label this the next logical "step up"from FUBAR or similar one-page style rules.
elegant simple rules and quick - similar to FUBAR in that the units have a quality value but its based on an alternate actions. Its also more specificly 40k. -James Toney
Another simple rule set, in a similar style to FUBAR. Like it says on the box - a one page set of rules, with a 40K focus.
Full Thrust is the best fleet starship game I've ever played. It uses plotted movement, but the rules are light enough to survive a lot of tinkering, and the game plays fast enough that you can have a dozen guys around the table without anyone waiting too long to do something. It also uses a clever damage tracking system that leaves your half dead ships clinging to enough life to affect the battle, with the rare catastrophic BOOM! that lights up the skies. - Warren Abrox
It's a testament to the game (and perhaps a lack of innovation in starship rules) that this continues to be the benchmark, 20 years on. It combines "build you own" rules, and simplicity with easy "mod-ability" and has been adapted for genres from attack helos, to tanks, to VSF.
This game pretty much pioneered the near-future "hard" sci fi genre - many more recent games owe much to its influence.
GZG set the benchmark for not only 15mm, but near future sci fi rules - and is perhaps a reason for the Vietnam-in-space focus of the genre. Stargrunt is their platoon-level rules. Like Dirtside, it isn't easy on the eyes. The rules themselves need a good tidy up. It's based on troop quality & confidence, and you can see the influence it has had on other rules designed since (Tomorrow's War comes to mind.). There are no superheroes - this is about suppression, maneuver and good use of cover.
Set an early benchmark for 6mm sci fi at the company+ level.
I don't really game at this scale, but it has a points system and vehicle design system. I found the rules download a bit inaccessible and "heavy going"but it's better designed than it appears. Alternate movement and opportunity fire. Better than Future War Commander commercial rules.
Fincas Khalmoril has done a pretty thorough write-up - I don't really need to add to it:
Very quick, very dirty and even for today it can boast with a number of highly original features:
- Units are either gangs (punx, rebels, scavengers) or squads (troopers, cops, also rebels) and both units have slighty different rules for morale and suppression.
- No unit coherence necessary if your unit is equipped with headsets, otherwise to change orders you need to be in "calling distance, something I remember like 12".
- Units can only act according to their orders which give huge boni on certain actions and disallow others. (Run, Snipe, Assault, Take Cover etc.)
- Some (easy to remember) tables to check for suppression, order acceptance, shooting.
- Shooting is tricky. Base number to hit is 6 on D6 (!) that means a lot of cinematic dakka dakka. (Unless one side is using snipe orders or brings in heavy rocket launchers). Once hit however, it's deadly. 2-5d6 added together (2d6 light handgun; 5d6 rocket launcher) and if > or = model's toughness (usually 7) its dead, if its at least equal to toughness-5, model is suppressed.
Only problem I remember is that the core rules are gritty cyperpunk and lack anything from vehicles to monsters to psi/magick.
- Units are either gangs (punx, rebels, scavengers) or squads (troopers, cops, also rebels) and both units have slighty different rules for morale and suppression.
- No unit coherence necessary if your unit is equipped with headsets, otherwise to change orders you need to be in "calling distance, something I remember like 12".
- Units can only act according to their orders which give huge boni on certain actions and disallow others. (Run, Snipe, Assault, Take Cover etc.)
- Some (easy to remember) tables to check for suppression, order acceptance, shooting.
- Shooting is tricky. Base number to hit is 6 on D6 (!) that means a lot of cinematic dakka dakka. (Unless one side is using snipe orders or brings in heavy rocket launchers). Once hit however, it's deadly. 2-5d6 added together (2d6 light handgun; 5d6 rocket launcher) and if > or = model's toughness (usually 7) its dead, if its at least equal to toughness-5, model is suppressed.
Only problem I remember is that the core rules are gritty cyperpunk and lack anything from vehicles to monsters to psi/magick.
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Thanks again to all the contributors for this article - James Toney, Warren Abrox, Fincas Khalmoril, and Ivan Sorenson - as we bring you the best of what's free on the web!
Remember, if you know of any free rules you can recommend, please add a comment here (no sign in required). Help us to help you!
Remember, if you know of any free rules you can recommend, please add a comment here (no sign in required). Help us to help you!
Senin, 02 Maret 2015
Wanted: Good Free Rules (Help Appreciated)
It's been suggested that we look at free rules.
Now, I don't personally do "proper" reviews on free rules (after all, they're free - you can try it yourself) but it might be interesting to collect good free rules (or simply free rules with good ideas/concepts) and publish them in small articles, with a brief description of each - similar in size/style to the book reviews I've been doing lately.
These will not be "in depth", carefully thought out and playtested reviews, but more "have a look at this - it looks interesting." There are thousands of free rules out there, so I'm seeking help to sift the wheat from the chaff, so to speak.
In the comments section (note: you don't need to sign into anything to leave a comment) please note the following:
1. The name of the rules (duh) and a link to their location
2. The reason you think these are a good rules set (it might be only a particular mechanic)
http://assaultpublishing.com/?page_id=820
http://freewargamesrules.wikia.com/wiki/Sturmovik_Commander
Reason: It's now a commercial game but early versions are still free. It's WW2 aerial combat, covering from the Fall of France to the skies over Berlin. It's by Marcin Gerkowicz who did the excellent Hind Commander helo gunship rules. It's certainly more game than simulation, but it's extraordinarily thorough and well-produced for a freebie. Has a bit of an Imperialis Aeronautica feel to it.
(OK, your comment doesn't need to be as wordy as mine, but you get the drift!)
Yes, it's OK to plug your own free rules, provided they are complete, online, and freely available to download (i.e. no "email me at joebloggs@gmail.com and I'll send you my alpha rules" thanks)
The blog readers here seem to be pretty energetic - and if I get the feedback I expect, we can make this a regular article. So you can find this post again if you are struck by inspiration, if you look at the labels on the right, there is a "Free Rules" link where you can find this post (and others with free rules in them.)
EDIT: Thanks to all the comments - keep them coming!
The first round up - #1 Sci Fi is here
The second round up - # 2 Historical is here
Now, I don't personally do "proper" reviews on free rules (after all, they're free - you can try it yourself) but it might be interesting to collect good free rules (or simply free rules with good ideas/concepts) and publish them in small articles, with a brief description of each - similar in size/style to the book reviews I've been doing lately.
These will not be "in depth", carefully thought out and playtested reviews, but more "have a look at this - it looks interesting." There are thousands of free rules out there, so I'm seeking help to sift the wheat from the chaff, so to speak.
HOW YOU CAN HELP
In the comments section (note: you don't need to sign into anything to leave a comment) please note the following:
1. The name of the rules (duh) and a link to their location
2. The reason you think these are a good rules set (it might be only a particular mechanic)
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EXAMPLE
I nominate Sturmovik Commander. http://assaultpublishing.com/?page_id=820
http://freewargamesrules.wikia.com/wiki/Sturmovik_Commander
Reason: It's now a commercial game but early versions are still free. It's WW2 aerial combat, covering from the Fall of France to the skies over Berlin. It's by Marcin Gerkowicz who did the excellent Hind Commander helo gunship rules. It's certainly more game than simulation, but it's extraordinarily thorough and well-produced for a freebie. Has a bit of an Imperialis Aeronautica feel to it.
(OK, your comment doesn't need to be as wordy as mine, but you get the drift!)
--------
Yes, it's OK to plug your own free rules, provided they are complete, online, and freely available to download (i.e. no "email me at joebloggs@gmail.com and I'll send you my alpha rules" thanks)
The blog readers here seem to be pretty energetic - and if I get the feedback I expect, we can make this a regular article. So you can find this post again if you are struck by inspiration, if you look at the labels on the right, there is a "Free Rules" link where you can find this post (and others with free rules in them.)
EDIT: Thanks to all the comments - keep them coming!
The first round up - #1 Sci Fi is here
The second round up - # 2 Historical is here
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