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Ubergeek
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M44 House Variants Wed, 07 July 2004 07:39
M44 House Variants posted by Walt Mulder v1.2 7/29/04

New items/variants/updates: Rubble/Cover, Light Tanks modified, Wheeled/Support vehicles, artillery collateral damage, bridge demolition, alternate River rules, simultaneous play added.

Units:
A unit comprises all the figures in a given hex. (I am basing firepower on the premise that the tanks in the game are Medium tank variety and move at a rate of 3 and fire at 3,3,3.)

Self-Propelled Artillery/Anti-tank units: Armor, 2 figures. Move 3 or Fire 4,3,2,1 and require LoS to target. If fired without LoS, treat all fire as if it were artillery with the same modifiers (or lack of). May not use spotters. (These represent various mobile anti-tank vehicles with fixed guns that pack a wallop at close range, but should also have a bit of extended range if fire as artillery. Their use was such that they would not expend ammunition firing at unseen targets unlike barrage artillery.)

Medium/Heavy machinegun infantry team: Infantry, 2 figures. May either move 2 or Fire 4,3,2,1 against infantry units or 2,1,1 against armor units. Takes 2 hits in 1 roll of dice to eliminate. (We're dealing with a small unit of 2 or 3 men at most here and not a full squad. The ability to assault a tank or armor units even with a heavy machinegun team would cause minimal damage.)

Bazooka/panzerfaust/PIAT/panzershrek infantry team: Infantry, 2 figures. Move 2 or fire 4,3,2,1 against armor units and 2,1,1 against infantry units. Takes 2 hits in 1 roll of dice to eliminate. (Again, we're talking a team of 2 men with the best chance of taking out an armor unit from close range by hopefully hitting it in the rear. Not very effective when taking on a full squad of infantry.)

Special Forces/Engineers: Infantry. These units represent specialized weapons and teams not listed here such as bunker assault, bridge demolition specialists, and flame-thrower units. They are already represented in the game as Special Forces and don’t require a further category other than specifying any further special ability in a scenario description. (See “Bridge Demolition” below for how to use these units to accomplish this task.)

Snipers: Infantry, 1 unit. Move 2 and no fire, or move 1 and fire 1,1,1,1,1 with no terrain penalties (e.g. firing into woods or buildings does not cause the -1 to the die roll). May fire after moving into restrictive terrain. May ignore retreat flags. May not be targeted by artillery units. Takes 2 hits in 1 roll of dice to eliminate. (This guy is hard to spot and if he's smart, takes his shot and slinks away.)

Spotters: Infantry. Only regular infantry teams (including SF/Engineers) may act as spotters for artillery. They are normal infantry for all game rule purposes. For artillery to use a spotter, they must have LoS to both the target and the firing friendly artillery unit. (I'm working on a rules idea for adding a 5th figure with a radio to a 4-man infantry team. The last figure to be eliminated would be the radioman but all 5 would need to be eliminated to gain the Medal. If the radioman is the last man alive in the team, he may only move and spot, but not attack.)

Light Artillery: Artillery, 2 figures. Move 2 or Fire 3,2,2,1,1,1. (These represent small man-portable mortar units or even light anti-personnel guns. Up close you have the inherent firepower of the weapon plus any small arms fire from the associated gun support team.)

Heavy Tanks: Armor, 4 figures. Move 2 and battle 4,4,4. (These are the big ones like the Maus, E100's, or Stalin 2's.)

Light Tanks/Light Armor units: Armor, 2 figures. These units represent armored cars, half-tracks, light/small tanks, armored recon vehicles and other vehicles with either medium/heavy machinegun or mortar/light anti-tank capability. Move up to 4 and battle 3,2,2. (Possibly 2,2,2 might be better for these units.) These units are treated like armor for all card, attack, and defense purposes but fire with the range and power as indicated. (Examples: If firing from or into city terrain they get -2 like armor. They require armor or grenade hits to eliminate.

Support units: Infantry, 3 figures. These units encompass all wheeled vehicles used in a supporting role and are treated like infantry for card and die hit purposes. These represent jeeps, trucks, motorcycles, and units with un-armored vehicles and light weapon support, including those able to tow artillery, build and repair bridges, port supplies, fuel, and ammunition, and behind the lines support squadrons. Move 5 or fire 1,1,1, or use special abilities.

- Ability 1: When activated by a Command card and adjacent to another unit, this unit may sacrifice itself by being removed from the board (regardless of how many figures it has remaining) to add 1 additional figure to the adjacent unit it is supplying. The unit it is supplying cannot have more figures than its original starting number specified in the scenario. If eliminated it counts as a medal for the opponent, if sacrificed for support, it does not.
- Ability 2: When activated by a Command card and adjacent to an artillery unit (not-self propelled) it may load one adjacent artillery unit and transport it up to 5 spaces (the artillery unit transported may not have been activated this turn). The artillery unit is placed in the new final movement space and this support unit is sacrificed (removed from the board). Sacrificed units do not count as Medals for opponents.
- Ability 3: When activated by a Command card and adjacent to or in a small river hex (see “River variant below), or adjacent to a large river hex, the unit may be sacrificed to repair/place a bridge across that river hex. NOTE: This is not a demolition team and cannot be used to destroy bridges (only Special Forces/Engineers as designated in the scenario may do that: See “Special Forces/Engineers” above).

Wreckage: Slows armor unit movement. When an armor figure is destroyed, leave it in the hex on its side or turned over. Armor units must pay an additional 1 movement when moving into a non-clear space with any armor wreckage in it. N/A for artillery or infantry.

Dead Infantry: Destroys morale and ties up the troops. When an infantry figure is killed, leave it on its side in the hex. Reduce the number of dice rolled by 1 for infantry attacking out of a hex with dead friendly infantry units or use an action to remove any fallen comrades from the hex (evacuate the wounded so to speak, and restore the hex to full combat viability). Dead enemy units in a hex have no effect on morale.

Terrain:

Swamp: This can represent anything from muddy ground to lowland marsh. It does not represent flooded areas. Units must stop when entering Swamp terrain. They may attack the turn they enter it if their movement allowance permits. All units attack out of swamp terrain at a -1 die penalty.

Roads: Roads for M44 should be considered major for purpose of movement. Units may move an extra 1 space along roads as long as they start and finish their movement along the road. Units on road hexes are considered to be in the type of terrain the hex depicts. (Example: a unit on a road through woods terrain is considered to be in woods terrain for attack or defense purposes). All town hexes are considered to have roads but units still must stop when entering them. Units moving along roads do not need to stop when passing through wooded or swamp hexes with road. Boscage terrain may not have roads.

Depression Terrain: This terrain represents depressed ground such as Ravines, Gully, and Balka that is only usable by infantry units. Entry or passage by armor or artillery units (other than light/mortar artillery units) is not allowed. Units in depressed terrain may only be attacked from an adjacent hex by enemy infantry or armor. Artillery may attack normally against depressed terrain without any penalties.

Minefield: Many minefields were marked or cleared when discovered. Their impact on the course of the war was minimal, but they did serve to slow down forward movement. A minefield hex is known terrain. Units may enter a minefield but must stop upon entry. Infantry units entering the minefield immediately roll 1 die for any damage and apply the result (if any). Armor/artillery units roll 2 dice when entering minefields. After that, the hex is treated as if it had wire (the unit may either combat at -1 die or use its attack action to clear the minefield. Minefields are not automatically cleared by armor like wire. They (armor or infantry, but not artillery) must use an action to clear them.

Railroad: Units on railroad hexes are considered to be in the type of terrain the hex depicts with the same restrictions. (Example: a unit on a railroad through woods terrain is considered to be in woods terrain for attack or defense purposes). Railroad is added primarily for flavor in missions to be designed for destroying a railway yard, train, or battles around train stations such as in Arnhem.

Rubble/Cover: Rubble represents unprepared positions (destroyed buildings, natural walls, etc.) that can benefit the occupying unit and always remains in place. Rubble blocks LoS and slows movement. Infantry units entering rubble must stop (but may still combat if they only moved 1). Armor must pay an additional 1 movement to enter a Rubble hex but are not required to stop. Units attacked in rubble by non-artillery units may ignore the 1st retreat flag rolled against it.

Artillery:

Drift: Artillery may either have a direct line of sight (LoS) to target, use a spotter, or fire in the blind. Artillery that has direct LoS to a target never drifts. Artillery that fires using a spotter still has a 50% chance of drifting off target. Artillery that fires in the blind has a 75% chance of drifting off target.

___1___
6______2
5______3
___4___

Place a hex over the desired target and designate one side as "number 1". Use an 8-sided die when rolling for artillery attacks without a spotter (in the blind) or without direct LoS. On a roll of 1-6, the artillery drifts into the numbered hex shown above. On a 7-8, the artillery hits the target hex. If using a spotter, roll a 12-sided die. On a 1-6 the artillery drifts into the numbered hex shown above. On a 7-12 the artillery hits the target hex. Artillery that has direct LoS to its target always hits without drift.

Illumination Shells: These are fired like normal artillery at a targeted hex (either in LoS or not per variant spotter rules) without a need to roll dice. This is done in the movement phase prior to combat. They always land in the target hex automatically illuminating the hex they land in and all surrounding 6 hexes. For example, say an artillery unit and armor unit are activated at night. The artillery fires an illumination flare into an enemy hex illuminating it and all surrounding hexes. The tank is within 3 hexes of the enemy. It can fire at the enemy since it can see into the adjacent hex at night, plus the two illuminated hexes.

Smoke Shells: These are fired like normal artillery at a targeted hex (either in LoS or not per variant spotter rules) without a need to roll dice. This is done in the movement phase prior to combat. Place a cotton ball in the target hex to signify that smoke has been placed. Smoke remains in a hex for the duration of your turn. Apply any spotting and artillery drift effects. At the beginning of your opponent's turn, roll for wind drift (see "wind" rules below). All smoke on the board will drift 1 hex in the direction of the prevailing wind. At the end of your opponent’s turn remove any smoke YOU fired in your turn from the board.

Collateral Damage/Building Collapse: Any artillery fire targeting a hex with buildings has the chance of reducing those structures to Rubble. After applying any Drift (if used) and die roll results to any target units, roll a 12-sided die. On a roll of 10-12, the building hex is reduced to Rubble. Replace it with a rubble hex. Any units in the hex now lose their –1 (or –2 from armor) defense bonus. They now receive the rubble bonus that negates the first retreat flag if desired (see Terrain: Rubble/Cover). On a roll of 12, in addition to the hex turning to Rubble, 1 additional figure in the unit is eliminated.

Weather/Night:

Fog: Visibility is reduced to 2 hexes.

Night: Visibility is reduced to adjacent hexes only.

Wind: This will apply only if using smoke rules. The following results are for drift:

1- Wind blowing FROM the Axis side towards the Allies.
2- Wind blowing FROM the Allied side towards the Axis.
3- Wind blowing FROM the Axis left across to right side of board.
4- Wind blowing FROM the Allied left across to right side of board.
5-6 Calm winds.

Smoke: Smoke obscures only the hex it is in and blocks LoS. Units firing into or out of smoke hexes reduce their dice rolled by 1 in addition to any other terrain effects (Example: A unit firing out of a smoke hex into a woods would roll with a minus 2 dice modifier. Smoke in a hex has no effect on artillery other than blocking its LoS. Use cotton balls to represent smoke in a hex.

Bridge Demolition Rules: (for bridge construction see “Support units” above)Only Special Forces/Engineer Units may accomplish this task. When activated by a Command Card, this unit must start its turn on the bridge (or bridge section) targeted for demolition and use it’s entire action this turn to place charges (place a token or demolition chit in the hex to signify this). With the charge in place and in a following turn when activated by a Command Card, they must move away 1 or 2 spaces and can detonate the charge as their action. (Any other inherent actions allowed by the unit may not be accomplished when placing or detonating charges). If the unit is forced to retreat or eliminated prior to detonation, the charge remains in place. If the opponent can get units onto the target hex with the charge, they are rendered inert and removed. If any figures of the placing unit survived, they may still detonate the charges on the following turn as described above.

Alternate Airdrop Variant:Instead of dropping units in one location, you may start your hand moving across the board from one side to the other with a slight pause when a figure or two is dropped. This simulates the movement of the air transport across the drop zone or battlefield. All the same rules for placement of dropped units still apply.

Alternate River Hex Use: Use the river hexes as specified in the rules or scenario to only represent large rivers (no units may enter river hexes). Treat small rivers/canals as follows: Infantry Units ONLY are allowed to enter river hexes but must remain on their side of the river unless a suitable bridge hex or ford allows normal crossing. An infantry unit may spend its entire action to cross the river to the other side on the hex by using its entire action. An infantry unit crossing a river cannot fire, move, or perform any special actions for the turn other than crossing the river in that hex. Retreat into a river hex (from an adjacent hex) by infantry is allowed, but any retreat across the river in that hex to the other side is not.

Variant 1 for Simultaneous Play: Each player chooses a card to play and simultaneously turns it over. Initiative is determined as follows: Tactics cards are played before Command cards. If both cards are the same type, the card allowing the card allowing the most units to be activated has initiative and goes first. If still equal, roll a die and high roll wins. The player with initiative resolves their card first. Then the other player resolves their card. Normal victory procedures still apply and players draw their hand back to size at the end of the turn.

Variant 2 for Simultaneous Play: Each player chooses a card to play and simultaneously turns it over. Initiative is determined as follows: Tactics cards are played before Command cards. If both cards are the same type, the card allowing the card allowing the most units to be activated has initiative and goes first. If still equal, roll a die and high roll wins. Starting with the player that has initiative and then alternating between players, each player activates and moves a unit. After all movement is accomplished, and again starting with the player having initiative and alternating between players, each player fires/attacks with one activated unit until all activated units have attacked/fired.(My thanks to Giovanni Crippi from Giogames for ideas on simultaneous card play.)

Using Deluxe ASL Boards for Scenarios:(still coming soon but much of the stuff already above can be used)

DISCLAIMER: Memoir 44 © is designed by Richard Borg and published by Days of Wonder. The variants described here are not endorsed or approved by either the designer or the publisher and are meant for the sole enjoyment of those wishing to expand the game’s possibilities. Many thanks to all those gamers at Boardgamegeek, Consimworld, and the Memoir44 forum who contributed ideas for these variants. [Updated on: Thursday, July 29, 2004]

[Updated on: Fri, 30 July 2004 01:29]

      
BloodyBucket
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Re:M44 House Variants Wed, 07 July 2004 07:45
Why have only regular infantry act as spotters?

One would think Rangers and Commandos would be trained and outfitted for that sort of thing.

Really good list of options.
      
Ubergeek
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Re:M44 House Variants Wed, 07 July 2004 16:45
One would think Rangers and Commandos would be trained and outfitted for that sort of thing.

Point well taken. I have these 1/72nd Airfix guys that carry a radio that I want to use as spotters. Maybe they should be placed as one of the figures with a commando or ranger unit (keeping them at 4 figures), and only allow those units to spot as a special ability. (I would still keep the same restriction that the spotter is the last to go and if he's alone, he can only move and spot. This would keep the unit in line with being a smaller, specialized team.) What's your take on this?
      
elementgoo
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Re:M44 House Variants Thu, 08 July 2004 20:14
WOW Shocked that is a really big list of house rules! great job!
      
ekted
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Re:M44 House Variants Thu, 08 July 2004 20:22
Cool stuff! But don't you think that people interested in this level of complexity will perhaps prefer different wargames? Seems to me the whole point of M44 was to be a non-wargamers wargame.

Maybe if there's enough interest, DoW could be convinced to design a "happy medium" game system with more unit types, slightly smaller unit pieces (more per hex), more terrain, more details, etc. Of course, the card system would need to change a bit to keep the flow from clogging up. I suppose if you had 3+ types of infantry, then any infantry card would work on any of them.
      
caroper
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Re:M44 House Variants Thu, 08 July 2004 21:35
ekted wrote on Thu, 08 July 2004 20:22

Cool stuff! But don't you think that people interested in this level of complexity will perhaps prefer different wargames?


Yes and No Confused

It is great that every copy has been snapped up already, but I think that most of them went to preorders, rather than the man in the street. Some of us are still waiting for stocks to arrive in shops.

I also think that most of the people who preorderd knew what they were getting into and,hence, were at least border line wargamers before they ordered.

Many of those people were probably frustrated ASL (Advanced Squad Leader) players like myself, looking for an easy to play version of "Squad Leader" rather than a WWII version of "Battle Cry". What has been delivered is neither, it will stand on its own as a great wargame and a great board game and will set the standard for years to come.

What Ubergeek is doing, is ahead of its time in that he, is attempting to reconcile the "Command and Colors" system with the ASL system and incorporate the various units that you will find in the boxes of miniatures that people will add to the game. (The 5 boxes I ordered last week are ready for collection) Very Happy

The rules are sound as they stand, but the system begs for expansions. DOW will come out with the official expansions, but the work of Ubergeek, and others, will give them the impetus to do so.

The great thing about a game like this is that it can be used as a stepping stone to get people to consider war games as a fun hobby and not a heinous celebration destruction. Shocked

Now where are those 6mm figures and 3D terrain.

Cheers
Chris

      
BloodyBucket
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Re:M44 House Variants Fri, 09 July 2004 09:24
The Grog part of my brain wants to make comments about HORSEFLY and the use of Foward Air Controllers, differences in the radio T/E of the German, UK and US forces, and drone on about my days as a radioman in the USMC.

The M44 gamer part of my brain that is taking over the Grog side merely thinks that the optional rules you present are pretty spiffy, and that Special Forces should be FOs because, well, they are Special, darnit. Very Happy
      
LotusArdent
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Re:M44 House Variants Fri, 09 July 2004 10:01
Shocked Whaou, Hello i'am a french guy, first time i come in the "english" forum... and i'am very impressed!
Gonna try your houses rules...
but don't forget that this game needs to be a simple tactic wargame and not a wargame with ten thousand of rule pages Rolling Eyes
      
BloodyBucket
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Re:M44 House Variants Fri, 09 July 2004 10:20
LotusArdent,

If I could read French, I'd love to know what you are kicking around on your side of the board. The scenarios published in by the French players seem very good.
      
LotusArdent
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Re:M44 House Variants Fri, 09 July 2004 10:31
I will try to translate for you Cool , which one first ?
      
Texas gamer
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Re:M44 House Variants Fri, 09 July 2004 20:39
Ubergeek - in your posted house rules, I take it you mean an individual "figure" where you have the word "unit" in many cases?

Also, I agree with ekted's train of thought - folks who REALLY like M44 may not want to add much to it. If you go too far (whatever that means to the individual) then you have essentially a new, different game (no longer a variation), perhaps similar to a more grognardy game already in existence.

I like M44 a lot as is. Many more types of units for a map with such a small number of hexes just adds complexity w/o the fun. A (very) few special rules per scenario can cover most any situation.



      
ekted
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Re:M44 House Variants Fri, 09 July 2004 21:08
BloodyBucket wrote on Fri, 09 July 2004 04:20

LotusArdent,

If I could read French, I'd love to know what you are kicking around on your side of the board. The scenarios published in by the French players seem very good.



Perhaps someone could invent a language-free symbolic way to describe all the most common special rules for scenarios.

[axis symbol] [card] [card] [card] [card]
[allies symbol] [card] [card] [card] [card] [card]

[medal] [medal] [medal] [medal]

etc.
      
Ubergeek
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Re:M44 House Variants Tue, 20 July 2004 09:43
Ubergeek - in your posted house rules, I take it you mean an individual "figure" where you have the word "unit" in many cases?

Sorry, I've been away a while. I've got to scrub the variant file and clarify some things. Most places where I use unit it means all of the figures, however many that may be in the hex. So a heavy machinegun or mortar unit will include 2 individual figures.

Just so everyone know, I love the rules the way they are. I just played another 2 games of the Omaha Beach Overlord scenario tonight with the standard rules. (I played Axis and won one/lost one.) As far as house rules go, they're in place to allow experimentation. I wouldn't expect all of them to be used in a given scenario design. Maybe one scenario will just have night rules and observers where another has one or two mortar units or light tanks or yet another has all the standard rules with smoke thrown in. If you're overzealous you can always design something to incorporate all the house rules plus your own ideas but expect it could get unweildy or out of balance.

The beauty of this system is its versatility. There's room for new terrain hexes to be incorporated if desired, along with new units and rules. But I have no intent of turning house rules into another ASL. I've tried to stick with the KISS principle (keep it super simple) to stay in line with the intent of the game and its present mechanics. For instance, morale could be layered into the game rules but unless it remains something simple like a reduction in dice, variable range changes, or a card that's played against you then each new rule added often has a dominoe effect on other rules requiring more clarifications and exceptions. I've had a bunch of ideas for facing rules that I've decided to keep out of the house variants for the very reason that they'll introduce a level of complexity that even I don't want to see in this game, though I'm sure someone will come up with some and use them (facing works great in ACW and Napoleonic battles but just doesn't seem to fit in at the M44 scale).If it's realism, depth, and complexity you want, then there really are better games out there to model this.

I am hoping as well that at some future time DoW will release either an expansion or a complete new game based on Richard Borg's design (perhaps North Africa or Russia). As the standard Sherman and heavy Tigers are currently modeled, so will light tanks be required for different theaters with different hit capability. Maybe some of the ideas that are posted here and deemed good enough will make it into future releases. I'm sure Richard has already though up most of these ideas and more but to keep the game accessible to the masses, lots of details have been left out. But perhaps an expansion with advanced units, terrain and rules will be perfect for those that want just a bit more out of the game. If you and I have been thinking up ideas, I'm sure that RB and DoW have as well. Until then, hang tight until I get around to rules for using DASL boards. Cheers.

      
Texas gamer
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Re:M44 House Variants Tue, 20 July 2004 18:50
Ubergeek wrote on Tue, 20 July 2004 02:43

Ubergeek - in your posted house rules, I take it you mean an individual "figure" where you have the word "unit" in many cases?

Sorry, I've been away a while. I've got to scrub the variant file and clarify some things. Most places where I use unit it means all of the figures, however many that may be in the hex. So a heavy machinegun or mortar unit will include 2 individual figures.





As examples, you have MG teams with "two units" and bazooka teams with "two units." Do you mean that is maximum number of those multi-figure units allowed in a game, or do you mean that those teams have two FIGURES? You seem to be using the word unit when you mean figure.
      
Otto Funk
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Re:M44 House Variants Tue, 20 July 2004 20:06
ekted wrote on Thu, 08 July 2004 19:22

Cool stuff! But don't you think that people interested in this level of complexity will perhaps prefer different wargames? Seems to me the whole point of M44 was to be a non-wargamers wargame.



Got to agree with you there (There you go I told you I could agree with you on some things Laughing ) it is a nice set of house rules but perhaps over complicating M44.

However ! I and my gaming friends are in the process of converting Battle cry into a much bigger game with 15mm wargame units forming a brigade per hex instead of single figures and uing three dimensional hex terrain. Basically just keeping the cards and the rules.

I have already decided that M44 would stand the same treatment and these house rules would well suit that kind of expansion - thats if the author doesn't mind us permanently borrowing a few Rolling Eyes .

[Updated on: Tue, 20 July 2004 20:07]

      
Otto Funk
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Re:M44 House Variants Tue, 20 July 2004 20:16
Ubergeek

You've forgotten to include in your quite comprehensive house rules what, after D Day, the Canadian troops called

"Germany's greatest secret weapon"....

...The American airforce Laughing Laughing Laughing Laughing Twisted Evil

Im sorry , all of you guys across the pond, I just couldn't resist that one.
(Standing ready for all of the return "friendly" fire Cool )

[Updated on: Tue, 20 July 2004 20:17]

      
komichido
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Re:M44 House Variants Wed, 21 July 2004 02:35
ala carpet bombing no doubt! Wall to wall even! LOL
Good ole yanks.....

oohrah...

Joe
      
komichido
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Re:M44 House Variants Wed, 21 July 2004 02:42
Hehe...I totally understand where some of you are coming from as to what this game was intended to be, and what it may resemble after some modifications. However there are a few of us guys out there that just can not help themselves and must absolutely fiddle with stuff. It is written into our DNA and we can not stop ourselves from adding varients. I do it to my games, my models, and my minis. Mad Modders Rule! The great thing about M44 is that it is so well designed and such a flexible system that almost any modifications and or varients added to it work. As I have said before it lends itself to adding layers of complexity as deep as you like. Mr Borg is a terrific game designer!

Joe
      
Ubergeek
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Re:M44 House Variants Wed, 21 July 2004 03:48
Quote:

As examples, you have MG teams with "two units" and bazooka teams with "two units." Do you mean that is maximum number of those multi-figure units allowed in a game, or do you mean that those teams have two FIGURES? You seem to be using the word unit when you mean figure.


For bazooka and MG teams I mean 2 figures per team in a hex. If you want to have two MG teams, then each hex would have 2 figures. You can have as many teams as you want in a given scenario (or as specified in the scenario). The reason I went with 2 figures is that lots of my 1/72nd miniatures have mortar, MG, and bazooka teams that have 2 figures. One is firing, one is loading.

I guess you could designate a team any way you want with any number of figures to symbolize its strength or weakness much like armor units. I found that with only 2 figures, it's very easy to kill off a team in a single roll. Probably not a bad thing since there's only 2 figures but not much fun. That's where I came up with the idea that it should take at least 2 hits in one roll to kill off such a team. I figure that a specialized team like that probably would be in some sort of cover or good position making them harder to kill. Also, with my 2-man team glued together, a double hit removes the two figures nicely. Hope this helps some.

      
Texas gamer
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Re:M44 House Variants Wed, 21 July 2004 18:47
Ubergeek wrote on Tue, 20 July 2004 20:48

Quote:

As examples, you have MG teams with "two units" and bazooka teams with "two units." Do you mean that is maximum number of those multi-figure units allowed in a game, or do you mean that those teams have two FIGURES? You seem to be using the word unit when you mean figure.


For bazooka and MG teams I mean 2 figures per team in a hex.

(cut)

Hope this helps some.




I hate to belabor this...but I will. Smile This is in the interest of clear (house) rules writing.

You have the word "units" in your original post above, a lot, and you mean "figures." I am not saying that you mean that in every case.

A figure is a plastic playing piece, be it infantry, armor, or artillery. A unit is one or more of the same type of figures operating together (until some/all are eliminated), one unit per hex.

Perhaps you would be interested in editing your original post, revising some of the wording. It's pretty nice that a poster can edit his own message later if necessary.

Game on!


[Updated on: Wed, 21 July 2004 20:01]

      
BloodyBucket
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Re:M44 House Variants Wed, 21 July 2004 20:26
Otto Funk wrote on Tue, 20 July 2004 11:16

Ubergeek

You've forgotten to include in your quite comprehensive house rules what, after D Day, the Canadian troops called

"Germany's greatest secret weapon"....

...The American airforce Laughing Laughing Laughing Laughing Twisted Evil

Im sorry , all of you guys across the pond, I just couldn't resist that one.
(Standing ready for all of the return "friendly" fire Cool )


There were Canadians in WWII?

Razz
      
Otto Funk
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Re:M44 House Variants Wed, 21 July 2004 23:12
Believe it or not they were. And so were we !... you must have heard of the American Aircraft carrier - USS GREAT BRITAIN Very Happy
      
Ubergeek
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Re:M44 House Variants Thu, 22 July 2004 04:32
Changed lots of "units" to "figures".

Thanks. I didn't realize you could go back and edit your own messages. This is a great feature to go back, erase stuff and then claim, "I never wrote that!" Rolling Eyes
      
Ubergeek
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Re:M44 House Variants Fri, 30 July 2004 01:33
New version 1.2 posted. Here's my personal disclaimer:

I'm not here to argue whether house rules are better or even needed. I play the game both "as is" and on occassion with certain variants or house rules. I get the same enjoyment from playing with or without changes. I also enjoy developing and posting these variants for those who want to explore the possibilities of this game beyond the printed rules. For those willing to experiment, enjoy. And, keep those ideas coming. Cheers.
      
Xabbu
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Re:M44 House Variants Fri, 13 August 2004 18:45
Thanks, very good work Smile

best wishes
Xabbu
      
Kung Fu Gecko
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August 2004
Re:M44 House Variants Fri, 13 August 2004 20:41
These variant rules are great. I look forward to trying some of these in my future games.

Here is an idea for a variation on the simultaneous play described above. After each player has chosen an orders card, each person places colored tokens corresponding to the number of orders they have into a single cup. A token is randomly picked from the cup and the corresponding player issues an order. This continues until all the tokens are gone. This allows for each player to get their orders issues but with a degree of luck making things a bit more exciting.

As an additional twist, you can have each player keep his or her orders card face DOWN until the turn is over. They would place tokens in the cup hidden from the other player. At the end of the turn the cards are turned face up and each player can verify that his or her opponent issued orders appropriately. This variation introduces even more fog of war as you are not entirely sure what your opponent is capable of for the turn (although you might guess as players begin issuing orders).
      
raistlin_majere
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Re:M44 House Variants Tue, 21 August 2007 14:31
Funny how many of these variants were implemented officially in Russian Front and Terrain Pack expansions.
      
50th
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  Re:M44 House Variants Fri, 24 August 2007 20:27
raistlin_majere wrote on Tue, 21 August 2007 07:31

Funny how many of these variants were implemented officially in Russian Front and Terrain Pack expansions.


Which of "these variants" were implemented officially in Russian Front and Terrain Pack expansions?

By the way, Great job Ubergeek!
how about mortars?
3 figures, move 2 no fire, move 1 fire, 0,3,2,2,1,1
zero at close range due to potential explosion damage to own unit.
      
ANZAC_Trooper
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Re:M44 House Variants Fri, 24 August 2007 20:43
50th wrote on Fri, 24 August 2007 19:27


how about mortars?
3 figures, move 2 no fire, move 1 fire, 0,3,2,2,1,1
zero at close range due to potential explosion damage to own unit.


I thought mortar teams (amongst other types) were included in the generic Infantry unit, in that Infantry have a range of three in the game - the same as armour Confused
      
yangtze
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Re:M44 House Variants Fri, 24 August 2007 22:20
Great set of fun rules.

The Bazooka team, I'd go 4 dice at point blank v armour, and 2 dice point blank v inf., with no defensive terrain benefits allowed (like engineers), and that's it. No ranged fire. I know the scale's variable, but when regular artillery only ever shoot 6 hexes making them work harder for a close shot, but guaranteeing them maximum dice, seems better.

[Updated on: Fri, 24 August 2007 22:22]

      
ISOisNo1
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Re:M44 House Variants Sat, 25 August 2007 16:30
I think some sort of spotter rule regarding artillery in M44 would be a big improvement.
In Tide of Iron you need to have at least one friendly within LoS to target a hostile unit with mortar fire. I think that rule would apply very well to M44 artillery, very simple and logical!
      
raistlin_majere
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Re:M44 House Variants Fri, 07 September 2007 12:52
50th wrote on Fri, 24 August 2007 21:27

raistlin_majere wrote on Tue, 21 August 2007 07:31

Funny how many of these variants were implemented officially in Russian Front and Terrain Pack expansions.


Which of "these variants" were implemented officially in Russian Front and Terrain Pack expansions?


Ubergeek


Special Forces/Engineers: Infantry. These units represent specialized weapons and teams not listed here such as bunker assault, bridge demolition specialists, and flame-thrower units. They are already represented in the game as Special Forces and don’t require a further category other than specifying any further special ability in a scenario description. (See “Bridge Demolition” below for how to use these units to accomplish this task.)

Snipers: Infantry, 1 unit. Move 2 and no fire, or move 1 and fire 1,1,1,1,1 with no terrain penalties (e.g. firing into woods or buildings does not cause the -1 to the die roll). May fire after moving into restrictive terrain. May ignore retreat flags. May not be targeted by artillery units. Takes 2 hits in 1 roll of dice to eliminate. (This guy is hard to spot and if he's smart, takes his shot and slinks away.)

Swamp: This can represent anything from muddy ground to lowland marsh. It does not represent flooded areas. Units must stop when entering Swamp terrain. They may attack the turn they enter it if their movement allowance permits. All units attack out of swamp terrain at a -1 die penalty.

Roads: Roads for M44 should be considered major for purpose of movement. Units may move an extra 1 space along roads as long as they start and finish their movement along the road. Units on road hexes are considered to be in the type of terrain the hex depicts. (Example: a unit on a road through woods terrain is considered to be in woods terrain for attack or defense purposes). All town hexes are considered to have roads but units still must stop when entering them. Units moving along roads do not need to stop when passing through wooded or swamp hexes with road. Boscage terrain may not have roads.

Minefield: Many minefields were marked or cleared when discovered. Their impact on the course of the war was minimal, but they did serve to slow down forward movement. A minefield hex is known terrain. Units may enter a minefield but must stop upon entry. Infantry units entering the minefield immediately roll 1 die for any damage and apply the result (if any). Armor/artillery units roll 2 dice when entering minefields. After that, the hex is treated as if it had wire (the unit may either combat at -1 die or use its attack action to clear the minefield. Minefields are not automatically cleared by armor like wire. They (armor or infantry, but not artillery) must use an action to clear them.

Railroad: Units on railroad hexes are considered to be in the type of terrain the hex depicts with the same restrictions. (Example: a unit on a railroad through woods terrain is considered to be in woods terrain for attack or defense purposes). Railroad is added primarily for flavor in missions to be designed for destroying a railway yard, train, or battles around train stations such as in Arnhem.

Night: Visibility is reduced to adjacent hexes only.

Bridge Demolition Rules: (for bridge construction see “Support units” above)Only Special Forces/Engineer Units may accomplish this task. When activated by a Command Card, this unit must start its turn on the bridge (or bridge section) targeted for demolition and use it’s entire action this turn to place charges (place a token or demolition chit in the hex to signify this). With the charge in place and in a following turn when activated by a Command Card, they must move away 1 or 2 spaces and can detonate the charge as their action. (Any other inherent actions allowed by the unit may not be accomplished when placing or detonating charges). If the unit is forced to retreat or eliminated prior to detonation, the charge remains in place. If the opponent can get units onto the target hex with the charge, they are rendered inert and removed. If any figures of the placing unit survived, they may still detonate the charges on the following turn as described above.


Ok, Night was implemented in Pacific expansion and of course there are differences in rules. However, my point was that there are many similarities and Ubergeek was ahead of time.
      
EisBjorn
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August 2007
Flanking Sat, 08 September 2007 06:39
My co-gamers and I came up with a house rule for flanking.
If one friendly unit fires or close assault combats an enemy unit, for every friendly unit that fires upon the same enemy unit in the same turn the friendly unit will gain one additional battle die. Example :
one axis infantry attacks an allied armor unit from two away for two battle dice. A second axis infantry attacks the same armor unit from two away for three battle dice. He gets the extra die because he is firing on someone who is already being fired upon.

Snipers get the extra die but only get one hit, it just increases their odds of hitting.

It does not add to the overall range. An infantry can still only hit from 3 away max range.

It does open up the opportunity of getting 1 die where before, because of negative modifiers, you couldn't roll even one die.

It's been working fine for infantry, special forces, armor, and artillery. I still may remove it from snipers.

I only have M44, Eastern, and the Winter/Desert map. So it may require tweaking for other unit types.
      
beagleblue2
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August 2007
Re:M44 House Variants Sun, 09 September 2007 06:11
Great ideas. Before I saw this, I worked out with a friend of mine a variant for light tank units. Move 4 and still battle. 3-2-1 against other light tanks, 2-2-1 against everything else, two figures per unit.
Acts as recce/spotter for artillery, shifting range 1 hex in favor of artillery unit if Lights have LOS to target.
We allow player to exchange one regular armor unit for 2 lights.

Been fun so far.

Comments?
      
Captain Kremmen
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August 2007
Re:M44 House Variants Sun, 16 September 2007 00:02
I am interested in some simple armour variation rules.

Light armour rules similar to yours sound interesting.

Andy

      
    
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