Sunday, March 10, 2019

World War Two, Hollywood style

 
I have mentioned this a couple of times on my blog, so to the regular readers, apologies for the slight repetition. My Illustrious Wargaming Opponent and I have played quite a few games of Rapid Fire and found it very enjoyable, but I wanted to try something at 28mm scale, with more emphasis on the characters, more Hollywood style. After all, we wargame to have fun and sometimes we should be allowed to be a bit looser with the historical accuracy.

My Captain America conversion, I believe the original model is from Reaper.

So, here undedited, but definitely playtested, my WW2 rules. They are written around the skeleton of Games Workshops Old West rules, "Legends of the Old West." So you will need a copy of the main rulebook, sadly no longer in print, but there are copies floating around if you look hard enough. Feedback and suggestions for more characters gratefully received. I hope you try it and enjoy!


Captain America and the Howling Commandos

The Setting

This isn’t World War Two, this is Hollywood World War Two. This is Comic book World War Two. In this setting, a GI can catch an unexploded grenade and throw it back in Gerry’s face. In this setting Captain America may easily be found high fiving Ace Rimmer as Hellboy looks brooding in the background lighting his next cigar. “He looks like a Sour Kraut.” Quips Ace as they watch Hitler swinging back and forth from the rope tied round his waist. The Rocketeer ties the other end of the rope to a lamppost then jets off into the big blue.

The rules are standard Legends of the Old West rules with the weapons lists swapped out for contemporary World War Two weapons. In the interests of gameplay the pistols and rifles have not been increased in power or accuracy compared to those of the 19th century.  However, The following extra rules also cover new technologies such as cars and tanks.


Non historical notes

In this universe the following factions exist.
The BPRD. The Bureau for Paranormal Research and Defense was founded by a joint venture between the United States and the United Kingdom governments, charged with researching the occult, paranormal and supernatural. Defending against their dangers. Noted agents include the half demon, Hellboy.

Hydra. Hitlers own agency charged with investigating the paranormal, led by Baron Von Strucker and the Red Skull. The Barons own personal goals are actually to take over Nazi Germany, Hitler is just a pawn in his own nefarious plans.


Rules

Vehicles.
Unlike other wargames, some vehicles have no specific crew/drivers. A tank will have a driver and a gunner but if an open top vehicle it will just be an empty vehicle. Any model can get in a vehicle and drive it, or fire its weapons. (In Hollywood the keys are always in the ignition.)

To get in to or out of a vehicle, roll a dice:
1: the door is stuck, jammed, locked stay outside the vehicle or inside.
2-5: You can leave or enter the vehicle then stop and take no further action.
6: You make a heroic exit and can continue your move, or you have heroically leapt into the vehicle and gunned the engine or fired its weapon. You can either move the vehicle or fire its weapon.

Moving vehicles. Although realistically vehicles are much faster than people, this is skirmish and the vehicles don’t necessarily get up to their top speed. A vehicle cannot make a move if a passenger has just embarked or disembarked unless they rolled a 6.

 A vehicle can make one of the following:
A: Move 8” and fire a weapon, either mounted on the vehicle, or one of their own.
B: Move 12” and fire no weapons
C: Move 18” Along a road and fire no weapons

A passenger cannot just swap between the mounted weapon and the steering wheel. The player must declare the swap over as the models whole move.  Models can only fire their own weapon from a motorbike or open-top vehicle.
Shooting at Vehicles.
If the vehicle is open top, the firer can choose to target the vehicle or the passenger. They must then make a 4+ in the way roll after the successful hit. Only weapons of Strength 6 or higher can damage a vehicle. Roll to wound a vehicle as normal, then if it has lost its last wound roll a D6:

1 or 2: No ill affect, vehicle cannot move next turn.
3: Light damage, cannot move or shoot next turn. If already been lightly damaged, then heavy damaged automatically.
4: Heavy damage, roll another dice, 1-3 lost all drive, cannot move, 4-6 lost random weapon unless has no weapons, then also lost all drive. (Unless already received a heavy damage, then disabled.
5: Disabled. Permantly cannot move or shoot. Pretty much a piece of cover. (If open top passengers can choose to stay in the vehicle and use as 360 degree cover, not if a motorbike!)
6: Explodes. Castrastrophic Hollywood explosion. All passengers lose a wound. They can use a fortune to try and negate this, staggering heroically from the wreckage.

Motorbikes
Motorbikes are the exception for being shot at. They have a grit of 5 and can be damaged by any weapon. Rules wise they are exactly like horses except they have no pluck value. They have one wound and do not roll on the above damage table. They move 10” and only move at half rate through difficult terrain. Riders can attempt to jump a bike and Saddle Up! Exactly like a horse. If a bike loses a wound the rider must make a thrown rider test as well as if he fails a jump or Saddle Up! If a rider is killed and the bike is not damaged, it will stop and be rideable by any model can get to it.

Vehicles
Name
Grit
Wounds
Weapons
Special
Bike
5
1
None
See above
Staff car or Jeep
6
1
None
Open top
SDKFZ 231 Armoured car
7
1
20mm kwk
MG34

Panzer 2
8
2
20mm kwk

Sherman Firefly
9
2
17 pounder









 
Weapons
British and American Weapons
Name
Range
Strength
Move Penalty
Special
Bazooka/17 pounder
8-18
6
Full
Explosion template
Tommie Gun
Special 6
3
Half
Spread template
30 cal Machine gun
Special 12
4
Full
Spread template
M1 Rifle
18
3
Half

Bren Gun
18
3
Half/Full
Two shots at full movement penalty
Piat
8-18
8
Full

Sten Gun
Special 6
3
Half
Spread Template
Lee Enfield Rifle
24
3
Full

Longbow
18
2
Half
Silent
Vibranium Shield
18
As user
None
Throwing shield, silent
Grenade
Str x 2
6
Half
Explosion template
Good Samaritan
12
3
Half
Scattergun setting

Special Range.  Guns that have special range have a range that you then place the spread template at the end of, then anything under or partially under the template is rolled to hit.
Weapons with two ranges, the first number is the minimum, due to the explosive nature of the weapon.

Bren guns can fire once at Half speed, or if stay still fire two shots at the same target.

Throwing shield. Can throw in a direct line against any target, building or person. Then can ricochet and change any direction thrower chooses. Can make one or two ricochets, each one roll a dice, on a 1 or 2 the shield stops and must be collected. Otherwise continues and then returns immediately to owner. (The return is on top of the 18” range.) This means it can hit up to three targets. The first part of the throw cannot be more than 10”. Each target hit is thrown to the ground regardless of whether wounded. Also on a 4+ can be used to bounce grenades back as if the wielder threw the grenade themselves if Cap is within 1" of the grenades target.


German Weapons
Name
Range
Strength
Move Penalty
Special
Stg 44
18
4
Half
4 shots, always roll of 6 to hit
Slow reload
20mm kwk
18
6
Special
Vehicle mounted
MG 34
Special 12
4
Full
Spread template
Experimental tesseract rifle
18
4
Half
Forceful
Luger
12
4
None

Stick Grenade
Str x 2
6
Half
Explosion template
Grenade Launcher
18
6
Full
Explosion Template
Hand Flamer
Spread Template
4
Half
Template

Russian Weapons
Name
Range
Strength
Move Penalty
Special
Tokarev Rifle
24
3
Full

PPS43
12
3
Half/Full
Three shots full movement penalty, one at half

The stug 44 fires like fanning a six gun. 6 to hit and if successfully hit, then allocate the next shot to any target within three inches.
The Experimental rifle goes through cover like a hot knife through butter. Reduce the in the way roll by one, so a fence is ignored on a 2+ instead of a 3+. A person or vehicle is still an in the way roll of 4+ though.



The Cast

Von Strucker and his bodyguard. (Models from Warlord Games with a head swap for Strucker.)





German Army
Baron Von Strucker
S
F
St
G
A
W
P
Fa
Ft
Points
4+
3
4
5
1
2
6
1
1
50

Equipment: Stg 44. Experimental Heavy Armour
Special Rules: Heavy armour, reduces movement to 4” but increases Grit by 1 (already in profile)
Leader, Allies can use his Pluck value within 6”

The Barons Bodyguard
S
F
St
G
A
W
P
Fa
Ft
Points
6+
3
3
5
1
1
3
0
0
20

Equipment: Stg 44. Experimental Heavy Armour, 1 stick grenade
Special Rules: Heavy armour, reduces movement to 4” but increases Grit by 1 (already in profile)

Experiment 239 - the result of Nazi scientists meddling with man and machine. (Model from Hasslefree miniatures.)


Experiment 239
S
F
St
G
A
W
P
Fa
Ft
Points
6+
4
5
5
2
3
7
0
1
90

Equipment: Hand Flamer
Special Rules: Large Target, when being shot at, firer adds +1 to their dice roll for in the way rolls,. Ignores difficult terrain modifier, can reroll failed climb rolls. Cannot use vehicles.
Pugilist, ignores -1 for unarmed fighting
Fearsome reputation, pluck test to charge or shoot at.
Fury, extra attack on the charge.
Lobotomised, must take a pluck test each turn to activate himself, however will fight as normal if is in combat.



The Red Skull. Head swap conversion. (Apologies I am not sure of the manufacturer.)



Agents of Hydra
The Red Skull                                                                                                                                                    
S
F
St
G
A
W
P
Fa
Ft
Points
4+
4
4
4
2
3
7
2
2
60

Equipment: Luger pistol, Knife.
Special rules: Leader, can take pluck test on behalf of friendly model with 6”
Fearsome reputation, pluck test to shoot at or charge
Inspirational Leader, Allies can use his Pluck value within 12”


Hydra Agents. Models bought second hand so unfortunately I do not know the manufacturer.


Hydra Sergeant
S
F
St
G
A
W
P
Fa
Ft
Points
4+
3
3
3
1
1
4
0
1
30

Equipment: Luger
Special Rules: Leader, Allies can use his Pluck value within 6”
Hydra Agents
S
F
St
G
A
W
P
Fa
Ft
Points
5+
2
2
3
1
1
3
0
0
20

Equipment: Experimental Tesseract Rifle
Hydra Heavy Agent
S
F
St
G
A
W
P
Fa
Ft
Points
5+
2
2
3
1
1
3
0
0
40

Equipment: Grenade Launcher



BPRD
Hellboy
S
F
St
G
A
W
P
Fa
Ft
Points
3+
4
5
5
2
3
7
3
3
80

Equipment: Good Samaritan, Knife, Hellfist
Special Rules: Prehensile tail, extra attack included in profile.
Leader, Allies can use his Pluck value within 6”
Deadeye shot, +1 to roll when rolling to wound when shooting. (single shot mode only)
Hellfist, Hellboy always wounds on a 4+ or less in close combat, this includes vehicles which he can attack in close combat.


Plastic British Commandos from Warlord Games with minor conversions.


Corporal Larks
S
F
St
G
A
W
P
Fa
Ft
Points
3+
3
3
3
1
1
5
0
0
30

Equipment: Lee Enfield Rifle with added Scope (30” range)
Special Rules: Rifleman, reroll misses
Trigger happy, make one shot if being charged at (unless reloading or moved.)
Deadeye shot, +1 to roll when rolling to wound

Sergeant Br
S
F
St
G
A
W
P
Fa
Ft
Points
4+
3
3
3
1
1
4
0
0
30
Equipment: Bren Gun

Corporal Smitty
S
F
St
G
A
W
P
Fa
Ft
Points
4+
3
3
3
1
1
4
0
0
30
Equipment: Piat

Corporal Thompson
S
F
St
G
A
W
P
Fa
Ft
Points
4+
3
3
3
1
1
4
0
0
30
Equipment: Sten Gun

Sergeant Phillips
S
F
St
G
A
W
P
Fa
Ft
Points
3+
4
3
3
2
1
4
0
0
30
Equipment: Longbow, Hunting knife
Special Rules: Dirty Fighter. Every 6 to wound, may make extra strike against any target.


Russian female soldiers from Bad Squiddo Games.



Russian resistance

Anastacia
S
F
St
G
A
W
P
Fa
Ft
Pts
4+
3
3
3
1
1
5
1
1
40

Equipment: Tokarev rifle + scope (makes range 30”) Knife
Special Rules: Trick shot, ignores in the way rolls when using a rifle
Scout, ignore difficult terrain penalties
Leader, Allies can use her Pluck value within 6”
Daria
S
F
St
G
A
W
P
Fa
Ft
Pts
4+
3
3
3
1
1
4
-
-
30

Equipment: Tokarev rifle
Special rules: Scout, ignore difficult terrain penalties

Undercover Resistance Spies
S
F
St
G
A
W
P
Fa
Ft
Pts
5+
2
2
3
1
1
4
0
1
20

Equipment: Luger or PPS43 (extra 30 points)
Special Rules: Distraction – cannot be targeted at all until after made an attack of sort. If within 3” of an opponent, that model has to use two Fame points instead of one to modify any rolls.

Werebears from Warlord Games.


Werebears. Pietre and Igor
S
F
St
G
A
W
P
Fa
Ft
Pts
-
5
5
5
2
3
4
0
1
40

Equipment: Claws, counts as close combat weapon, so no -1 to roll in combat. Can hurt vehicles in close combat.
Special Rules: Fury, +1 attack when charging.
Large Target, when being shot at, firer adds +1 to their dice roll for in the way rolls. Ignores difficult terrain modifier, can reroll failed climb rolls. Cannot use vehicles.
Fearsome reputation, pluck test to shoot at or charge.

American Army

Captain America
S
F
St
G
A
W
P
Fa
Ft
Points
3+
4
4
5
2
3
7
3
3
90

Equipment: Vibranium Shield, Tommie Gun, six shooter
Special Rules: Nimble, may re-roll all jump tests
Fury, Extra attack when charging
True Grit, may re-roll first failed pluck test
Fearsome Reputation – pluck test to charge or shoot at.
Inspirational Leader, Allies can use his Pluck value within 12”
Shield save – gets a 5+ save against any shooting attack.
Pugilist, ignores -1 for fighting unarmed

American Paratroopers from Warlord Games.


American GI’s
S
F
St
G
A
W
P
Fa
Ft
Points
5+
3
3
3
1
1
3
0
0
15 +

Equipment: various, add the cost below.
Bazooka – 20. Machine Gun – 30. Tommie Gun – 10. M1 Rifle – free.


Stealth Mission
Noise counters
Defender can only put non leader models on the table as guards. The idea is for the attacker to make as little noise as possible. Place a number of noise counters on the table at the source of the noise for each action. At the end of each turn, remove all counters.

Situation
Noise Counters
Running or climbing
1
Second round of close combat
1
Firing a range weapon (unless marked as silent)
1
Guard shouting “Achtung!”
2
Explosion (target of grenade or bazooka)
3

Guards
Defender can place guards anywhere on the table. Leaders have to be in a building or off table. If something happens within 12” of a guard or line of sight it can react, otherwise it can just drift 3”.
Guard Reaction
Roll a D6, +1 per noise counter on table.
The closest noise counter is more than 12” away, halve the total modifier. Round up to 1
If there is cover between the guard and the nearest noise counter, halve the total modifier. Round up to 1. 

D6 roll
Reaction
Effect
1
Yawns
No movement. 3” drift allowed
2
Looks around
Turn 90 degrees, 1-3 left, 4-6 right
3
Patrol
Turn 90 degrees, move 3”
4
Patrol
Turn 180 degrees, move 6”
5
Patrol
Turn 90 degrees then move 6”
6
Huh?
Move 6” in direction facing
7
Was ist das?
Turn as necessary and move 6” to nearest enemy
8
Achtung!
Comes under full control.

Raising the Alarm
Only a leader model can raise the alarm. If there are any noise tokens on the table, can roll on the table for any leader. Bear in mind there will be cover in the way as in a building. If get 8+, leader can leave the building but then is treated like a guard. If then rolls 8+ in a subsequent turn, the alarm is raised. Once raised all models act as normal.


The missions

Mission One. The stolen artefact.
Just outside a small German village in the countryside a German plane has crashed.  Somewhere in the crash site there is a stolen diary of Dr Erskine, possibly containing notes that may help recreate the Super Soldier Serum that created Captain America. Hidden in the village are six objective markers. Each time an objective is stood on it is revealed to be one of the following.

1.       The Dr’s Diary
2.       Secret map to a hidden Hydra Base.
3.       Nothing.
4.       A stash of 2 Grenades
5.       Nothing
6.       Nothing

The mission ends if one side takes the diary off any board edge.
Sides
Allies
Hellboy Larkin  Bragg  Smitty  Thompson Phillips
Captain America
Resistance Spies x 2

Axis
Baron Von Strucker, Hydra Sergeant, 10 Hydra Agents



Mission Two. Break into the secret base.

The Allies have found the location of a secret Hydra base. If the Allies found the map in the previous mission, they have used the map to prepare their approach and can ignore first two noise counters they create and remove two entrance markers. If the Axis found the map, they are aware that they may be under attack, so add two extra guards.

Stealth Mission, the Axis start with 5 Guards on the board, all characters are in buildings. There are six entrance markers on the board, only one of which is a hidden access to the base. 

Teams

Allies
Add Anastacia, Daria and 10 GI’s

Axis
Add Red Skull

Mission Three. In the secret base.
In the secret base. You must stop the evil Red Skull from carrying out his evil plans. He has been working on perfecting the Super Soldier Serum and finished Experiment 239. If the Axis have the diary the Experiment is finished and 239 starts on the board. Otherwise, he arrives at beginning of turn 3.
Teams
Allies - Add 2 Werebears
 
Axis - Add Hydra Heavies and Experiment 23



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