Fire and Dice: Wargamine Rules
It's taken around a year to turn an idea I had whilst gaming into a set of workable rules. After play testing last month and a consequential re-write, I feel comfortable enough to share them with you.
Please find the 24 page rules through the following link. As a hobbyist, I offer them to you for free.
https://drive.google.com/file/d/1LPk9o29sy82MoXmksmIp7NFDF5ZlAVnR/view?usp=drive_link
An accompanying quick reference sheet and national vehicle and gun tables can be found through the following link.
https://drive.google.com/drive/folders/1TrG06JgQBvXS29xRRjwddLiCC_yLo65N?usp=drive_link
I'm not someone who forever changes rules or follows trends. Whilst I've been wargaming since the 1980s and have played with a number of rule systems including a home-set or two, I haven't designed and developed this system to be clever or impress anyone. I created these rules for my wargaming mate and I so I'm sharing them.
During the creative process; however, I have found that this sytems works better than the popular rules I had been using for years and I think they may be genuinely different and innovative. I don't collect or read enough rules to be sure about this so you can decide.
Most of the hard work has been done behind the mechanics to make these rules as simple and fast-play as I know how without being too simplistic - I hope.
The concept of 'Fire and Dice' is to concetrate the action on a series of competetive dice rolls in order to avoid complex calculation charts. Polyhedral dice (d4, d6, d8, d10 and d12) represent relative values which are rolled with modifiers applied for the activating player. Depending on the action attempted (Observation or Shooting), the oposing player rolls against the chance using dice representing an unmodified defensive value (Concealement, Armour or Duck & Cover).
Players must beat their oponents roll to succeed and the higher the score the better.
It is an I-Go-U-Go system in which players compete for initiative. Once determined, the successful player commences attempting to activate any and all units.
Each unit folows the same sequence: 1. Observation, 2. Morale and 3. Move and/or Shoot with conditional opportunities for 'interrupt-fire' from the oposing player.
Observation may be attempted by the active player by rolling against their Observation value (OB) expressed as a dice which is modified by circumstances. The oposing player rolls for Concealment (CONC) against the unit value also expressed as a dice. If the active player's modified roll scores higher than the oposing player's roll, the unit is observed.
Morale (ML) is checked by a modified roll by the activating player to determine if the activated unit will take action. Successful activation will allow movement according to values, terrain and action. Failures are resolved.
Shooting may be attempted before or after movement against observed targets with a modified roll against the unit's weapon value expressed as a dice - Weapon Dice (WD), High Explosive (HE) or Armour Piercing (AP). The oposing player rolls an unmodified responding dice, either for Armour or 'Duck & Cover'. If the shooter scores higher than the defender, the difference in the scores is the damage or casualties inflicted.
If you think this sounds like it might be worth a closer inspection, I'll let my rules do the rest of the talking. I've made them as clear and succinct as I can. I will put out a series of accompanying and more detailed explanatory posts to support the rules.
I will try to answer any queries which are not covered in the rules and supporting documents. In the unlikely event that many people take an interest, I trust you will understand there is a limit to how much ongoing support I am capable of providing. In due course I will produce an FAQ if needed.



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