|
|
 |
Over the last few years there have been a massive amount of different miniature rules released covering the period now widely known as Weird World War II (WWWII). Some come as board games, some boxed with mini's, some as rulesets supported by a specific miniatures range and a precious few as a rulebook allowing you to use minis from any of the many manufacturers out there. Wessex Games "Geheimkrieg" falls into the latter category. The ruleset, written by Steve Blease and Matthew Hartley, might seem somewhat late to the party but they were actually written some time ago. Steve was originally waiting for full miniatures support before releasing the game but now, with focus on a few other of his games at the moment (most notably Wessex Games excellent VSF series) he decided to go ahead and release the rules to allow people to play the game using any miniatures and I for one am glad he has.
Geheimkrieg is split into two main sections, one is the background section which tells us how the world differs to our own and the other is, of course, the rules section. I found both to set themselves apart from other WWWII games for a few reasons. I'll start off, as the book does, with the background section.
Wessex Games take on WWWII differs from many of the others out there being very closely tied to reality, focusing on extrapolations of actual real world events and not altering the flow of technology or history to modern day. The background in Geheimkrieg is extremely detailed, consisting of a series of reports on how each of the major powers 'special investigation' departments experienced, and in some cases manipulated, the stranger events witnessed in the run up to, during and after World War II. I did a bit of research and was surprsised at how many of them actually happened; For example I had not previously read about the German expedition to New Swabia in the Antarctic just before the war began or of the details of Nikolai Tesla's death alone in his hotel room in New York in 1943. Both did actually happen and Geheimkrieg's background expands on them in such a seemingly factual and accurate manner that the extra 'weird war' details do not sound too fantastical. He also remains intentionally vague on some specific points, as one would find in a 'real' report of this nature where no one agency would have all the facts, allowing gamers to interpret the finer details into the scenarios or styles of gaming they prefer to play.
|
|
|
|
|
|
 |
 |
|
|
 |
Sate your pulp gaming fix with this dynamic and versatile ruleset! As mentioned by another reviewer Voyages Extraordinaires seems, at first glance, to not be very detailed. However that is their key strength! Using a clever Archetype mechanic with individually designed skills you can play any skirmish scenario in a myriad of settings; from the streets of London to the dusty surface of Mars. They capture the feel of Saturday morning serials and Sunday afternoon black and white adventures perfectly. You can learn the rules and stat your existing miniatures and be playing one of the included scenarios within 10 minutes.
My only criticism, one shared by almost every PDF rulebook currently available, is that the contents page is not hyperlinked to the pages they refer to. However, as mentioned in the brief by Wessex Games this is the 'vanilla' easy print version and when the rules get updated I'm sure this is something they'll address.
|
|
|
|
|
|
 |
 |
|
|
 |
I am impressed with the game system - it is simple without being simplistic and play seems realistic. The effort needed for solo play is not too high and the programmed opponent and generated scenarios are satisyingly challenging. You end up wanting to play again and try something different. The number of figures need to play is low which makes this an easy-to-get-into side period. The game covers the Iraq wars and Afganistan but would readily stretch to LRDG and SAS in the desert in WWII
|
|
|
|
|
|
 |
 |
|
|
 |
Big fan of these rules. Fast, but technical enough to give an in depth game. I own a few 6mm rules -these are definitely rate as one of my favourites. My only wish is that order markers came with the pdf. Also that they were available in hard copy 8)
|
|
|
|
|
|
 |
 |
| Tusk |
|
by john b. [Verified Purchaser]
|
Date Added: 06/08/2012 13:22:43 |
|
 |
This is a fun fun game, the rules are easy to learn and real enough. I got TUSK II for the expanded dino's.
|
|
|
|
|
|
 |
 |
|
|
 |
This is an interesting game system for pirate skirmishes and other black powder era confrontations, with the option of adding some magic and fantasy elements to the mix. Units have a "Salt" attribute that tends to degrade over the course of battle, making them less reliable (and modeling troop weariness and lost morale.) This does mean that one must track the "Salt" of each unit but that's pretty much all bookkeeping. The basic rules take sixteen pages. There are options to add a "light RPG" layer on top of that, which is great for campaigns. I only wish Wessex Games would release the color version to complement this nice game.
|
|
|
|
|
|
 |
 |
|
|
 |
Not very detailed, but it has a great steampunk feel.
|
|
|
|
|
|
 |
 |
|
|
 |
Quick and realistic modern air combat rules.
A friend and I played the "lite" version of AirWar:21. Our observations went into his review on comicbooked.com. The review can be found below:
http://www.comicbooked.com/unpainted-lead-air-war-c21/
|
|
|
|
|
|
 |
 |
|
|
 |
A great game, Fast game play, easy to read and learn rules. I would Highly recommend this to any fan of tabletop gaming or the Steam punk/Airship fandom.
|
|
|
|
|
|
 |
 |
| Tusk |
|
by Nathan R. [Featured Reviewer]
|
Date Added: 05/08/2011 00:21:45 |
|
 |
A simple, staight forward set of rules that makes for an entertaining game. This is certainly in the "beer and pretzels" arena, and a great deal of fun. It is also nice to have a set of "wargame" rules that do not pit players head-to-head in battle. While designed primarily for 15mm figures, I can't see any reason why you could not use larger figures if you wanted to. I also really like that rules are included for dinosaurs as well as mammoths, as toy dinosaurs are much easier to get hold of! Overall, a very pleasant evening's distraction.
|
|
|
|
|
|
 |
 |
|
|
 |
Voyages Extraordinaires is a neat miniature battle game that captures the feel of Victorian fiction – whether your particular fancy is H. Rider Haggard, Jules Verne, or Arthur Conan Doyle. The mechanics are simple to grasp, flexible and intuitive (the rules take up a mere 8 pages). The rules are intended for “narrative” games, where all players are working together to tell an entertaining story, rather than beat the daylights out of each other. There is a suggestion that you might use an umpire or referee to either moderate the game or run the bad guys, though there are no rules to guide you. Players take control of one or more characters and each character is defined by their Archetype, movement and Wounds. The important bit is the Archetype, and each character can be a Hero, Stalwart, Soldier or Rabble. The Archetype will determine how easily you can attack other characters, and how easily they can attack you, using a simple matrix.
The majority of the book is taken up with example characters, broken into European Humans, Native Humans, Other Humanoids, Wild Creatures, Prehistoric Creatures, Mythical Creatures and Alien Creatures – some 22 pages in total! As well as their Archetype, Movement and Wounds, many of the characters have special rules that help evoke the right flavour, and were really entertaining.
This is a great, rules light wargame. The variety of characters and creatures described make it a felxible system and a good option, whether you want to play out a Holmes versus Moriarty mystery, a big game hunt in the Lost World, or the exploits of John Carter!
|
|
|
|
|
|
 |
 |
|
|
 |
More a collection of fan-made homebrew rules than a true formal supplement. Good ideas to experiment with without adding too much crunch to an otherwise lite set of rules.
|
|
|
|
|
|
 |
 |
| Aeronef |
|
by Mark K. [Verified Purchaser]
|
Date Added: 10/11/2010 14:27:33 |
|
 |
A simple but very good set of rules of the roll a 6 to hit type.
|
|
|
|
|
|
 |
 |
|
|
 |
Es un juego muy original, para partidas de caza de cavernícolas o exploradores victorianos.
Las criaturas tienen su propia tabal de movimiento, respuesta y reacción, por lo que se puede jugar en solitario o "todos contra el animal".
Completamente recomendable.
|
|
|
|
|
|
 |
 |
|
|
 |
"Iron Cow 2103AD: Phase Line Bravo" is an unofficial expansion to the core "Iron Cow 2103 AD" rules, the only issue being that the core rules have been out of print for over a year. However the expanded infantry rules are excellent and will coax players to field footsloggers , the rules for sappers also spice up the game. The "Missiles, Rockets, and Mortars" section is helpful as well, but the "Super Tanks" and "Unconventional Weapons" sections, really add that extra bit of evil genius (fielding a BOLOs for instance) to the game, but it may be better to wait untill the core rules are published as a pdf (fingers crossed, any day now) before reading these expanded rules.
S
|
|
|
|
|
|
 |
 |
|
 |