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Kitbashing a WWII game

Started by Samarkand, October 21, 2006, 01:42:23 PM

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Samarkand

I've gotten semi-obsessed with creating a World War II homebrew, along the lines of Saving Private Ryan or Enemy at the Gates.  I downloaded the genreDiversion generic rules manual because it's a fairly simple system that has rules for vehicle combat and damage needed to simulate tank-on-tank or tank-against-infantry combat.   I know several people here are fellow admirers of the system and could better critcize certain alterations to the rules I'm contemplating.

    My main concern is replicating certain advantages and disadvantages various weapons had in the actual conflict.  The existing genreDiversion rules work well enough but I want to add in little extra bits to in terms of burst fire, damage, etc.

* gD damage is based on a five point wound track, with weapons doing fixed damage.  My damage gradation of firearms differs a bit from the sample values in gD:

2 INJ--light rounds like .22, .32 ACP, etc.  Mostly used in certain suppressed weapons or the light pistols favoured by European security forces and certain armies like Italy.

3 INJ--standard rounds used in pistols and submachinguns.  9mm Parabellum, 7.62x25 Soviet, .38 Special, etc.

4 INJ--this is where I may be making a mistake.  I am thinking of putting the harder hitting pistol rounds here, like .45 ACP and .30 Carbine (which was about the power of a .357 magnum)  Possibly I should roll those into the "standard pistol" level of damage, and use this level for smaller-caliber rifle rounds like that used by the first assault rifle (StG 44) and the 6.5 calibers used by Japan and Italy early in the war.

5 INJ--the various .30 caliber main battle rifle rounds (.30-06, 7.92 Mauser, .303 British, etc.)

* Similarly, anti-tank weapons have to be assigned damage which do STR.

1 STR--.50 BMG/20mm cannon shells.  Represents the weakest anti-tank weapons like the British Boys AT rifle or the Russian ones.

2 STR--Small Satchel charges and incidental hits from mortar rounds or low-velocity guns firing generic artillery rounds

3 STR--weak tank guns, artillery firing AT rounds, AT landmines, and the early shaped-charge anti-tank projectors like the PIAT/Bazooka.

4 STR--Strong AT guns like those found on the T-34, and updated infantry AT projectors like the Panzerfaust and Panzershreck.  Reflects the fact that Allied infantry often used captured German AT weapons when they could, due to superior penetration.

5 STR--the German 88 high-velocity "triple threat" artillery, and bombs dropped from dive bombers and ground attack craft like the Shturmovik.

   Bear in mind that a vehicle with one armour rating would be a strenghened jeep, 2 is a half-track, 3 is a Sherman or early German panzer, 4 is a T-34 or Tiger, and 5 are the ultra heavies like the King Tiger.  To give the infantry a chance, the sides of a tank are at -1 armour and the back and top/belly are -2.

*Weapon class advantages:

-bolt action rifles have a -1 DIFF to accuracy, but may only fire one shot per round.

-semi-automatic weapons like the Garand, M1 carbine, and SMG's in single shot mode lack the diff modifier, but allow one to snap off two shots per round.  As per usual, the second shot is at +1 DIFF.

-SMG's have burst capability, able to hose down a target up to a certain number.  But each additional bullet past the first gets +1 Diff cumulatively.  First shot at standard, second shot at +1, third at +2, etc.

-Machineguns like the MG42, BAR, Bren, etc may fire bullets up to their rate of fire per turn without the penalty assigned to the SMG bursts, but suffer one MEC (mechanical damage) for every turn past the second using sustained fire without one round of letting the gun cool down or doing a barrel change.  At five MEC, the gun becomes unusable due to the barrel warping.
 

Maddman

Sorry, don't know the system you're talking about so I can't help there.  If you don't already have it, pick up GURPS WW2.  It's a great sourcebook full of information on all the nations, timeline of the war, weapons and vehicles of the period, and so on.  I really can't say enough nice things about it, and a great majority of the book is 'fluff'.  I'd consider it essential for a WW2 game in any system.
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Knightsky

Quote from: SamarkandI downloaded the genreDiversion generic rules manual
Link, please?
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ColonelHardisson

Y'know, way back, there was an actual WWII RPG called "Behind Enemy Lines." It was pretty simple, really. The box had 2 or 3 slender books which looked like manila folders. It focused mostly on the war from the viewpoint of the US, though, with character creation dealing with boot camp and MOS's and the like. I still have it stored away in my parents' garage, which is the better part of 3,000 miles away, so I can't give much more info than that.
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